DISINTEGRATION | Su

Gene Pool -5 | Disguise DC Modifier +0

With this powerful mutation, you completely destroy matter on a molecular level. Doing so requires so much energy expenditure, however, you must spend a Resolve Point and you gain the fatigued condition for 2d4 rounds after attempting to disintegrate a target.

When you use this mutation, a thin, green ray springs from your finger. You must make a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit, the target takes 2d20 damage. Any creature reduced to 0 Hit Points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Only one target is affected per use of this mutation.

When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the psychic mutation disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but it does not affect other magical effects that are not an object, creature, or force effect.

A creature or object that succeeds at a Fortitude save (DC = 11 + ½ your character level) is partially affected, taking only half damage. If this damage reduces the creature or object to 0 Hit Points, the target is entirely disintegrated.

To regain the use of disintegrate, 24 hours must have passed since you last regained this mutant ability, and you must have rested for 8 continuous hours during that period.

Evolution I:  Your disintegrate ability’s base DC increases to 13 and does 6d20 damage.

Evolution II: Your disintegrate ability’s base DC increases to 15, and does 14d20 damage.


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