Tuesday, January 4, 2011

General Rules: Feats - Hellfire Charge

Hellfire Charge [Alvari, Arcane Battle] (from the Book of Iron Might)
When charging, you can turn yourself into a living projectile that blasts your opponent with a jolt of arcane power.
    Prerequisites: Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Rhino's Charge, Concentration 13+ ranks, Spellcraft 13+ ranks, BAB +10.
    Benefit: When you use the charge action to attack an opponent, you hurl yourself through the air like a living projectile. The tremendous magical force you call upon creates a blazing shield of energy around you and scorches your foe. Make a charge as normal. If your attack hits, you deal an extra 5d8 points of force damage in addition to your attack's normal damage, and the target must make a Fortitude save (DC 10 + ½ your base attack bonus + your Charisma modifier) or be blinded for 2d4 rounds. The extra damage is not multiplied on a critical hit or similar effect. When making the charge you are considered to be flying. You can move over pits and other hazards, but you land in the space where your charge ends and suffer any drawbacks for standing there after resolving your attack. You may use this ability a number of times per day equal to our base attack bonus divided by 10, rounded down.
    Special: If you are an alvari of the transmutation birth school you may add your birth school spell power to the save DC to resist the effects of Hellfire Charge. If your attack hits, you deal an additional +1d8 points of damage for a total of 6d8 points of force damage. In addition, if your opponent is blinded, they are blinded for an additional number of rounds equal to your birth school spell power. Further, you may use this ability one additional time per day.

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