Half-Ashura
No matter its form, a half-ashura is always strange to behold, having sometimes scales
or shaggy fur or both, horns or perhaps tentacle bursting from its back, eyes
which burn is a passion for life, or some other obvious sign that it is infused
with chaotic power.
CREATING A
HALF-ASHURA
“Half-ashura”
is an inherited template that can be added to any living, corporeal creature
with an Intelligence score of 4 or more and nonlaw
alignment (referred to hereafter as the base creature).
A half-ashura
uses all the base creature’s statistics and special abilities except as noted
here.
There are three kinds of Half Ashura, some have
appendage which aids in movement (simply an appendage which aids in this new
type of movement), some have retractable appendages, and some can fully
suppress their ashura side. Those who suppress their ashura said gain control shape as a class skill. Changing form is a full round action. While
in humanoid form you do not suffer a plus three level adjustment.
|
Chance |
Half Ashura type |
|
1-40 |
Normal appendages |
|
41-60 |
Retractable feather appendages (while retracted only a spot
check 20 can identify that you have them) |
|
61-100 |
Full changing |
Check (Involuntary Change): An affected character that can suppress
his ashura side must make a check at a special time
this may be on a specific day of the week or month, perhaps during the day or on
a full moon, each time this special time come resist involuntarily assuming ashura form. An injured character must also check for an
involuntary change after accumulating enough damage to reduce his hit points by
one-quarter and again after each additional one-quarter lost. Each time the DC increases by +5.
|
Involuntary
Change |
Control
|
|
Resist
involuntary change |
30 |
|
Resist
involuntary change (when injured) |
20 |
On a failed check, the character must
remain in ashura form until the next dawn, when he
automatically returns to his base form. A character aware of his condition may
make one attempt to return to humanoid form (see below), but if he fails, he
remains in ashura form until the next dusk.
Retry (Involuntary Change): Check to resist an involuntary change
once each time a triggering event occurs.
Check (Voluntary Change): In addition, a character may attempt to
use this skill voluntarily in order to change to ashura
form or return to humanoid form, regardless of the state of the moon, the sun,
when he has been injured, or whatever.
|
Voluntary Change |
Control
|
|
Return
to humanoid form (Ashura form time) |
25 |
|
Return
to humanoid form (Not ashura form time) |
20 |
|
Voluntary
change to ashura form (Ashura
form time) |
15 |
|
Voluntary
change to ashura form (Not ashura
form time) |
20 |
|
* For
game purposes |
|
Retry (Voluntary Change): A character can retry voluntary changes
to ashura form or hybrid form as often as he likes. Each
attempt is a standard action. However, on a failed check to return to humanoid
form, the character must remain in ashura form until
the next dawn, when he automatically returns to humanoid form.
Retractable Appendages: A character with retractable appendages
must make a special check to extend or retract the appendages. Extending or retracting appendages is a
Standard action.
|
Voluntary
Change |
Control
|
|
Retract
Appendages |
15 |
|
Extend
Appendages |
10 |
Size and Type: The creature’s type changes to outsider. Do not
recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-ashuras are normally native outsiders.
Speed: A half-ashura have on of a
number of different special movement abilities. Unless the base creature has a
better speed and misc. effect of that type use one from the table below. If the same kind of movement is rolled twice
use the Misc. of the speed of the first but add the bonus from the last column
to that speed. Any creature with swim may
take 10 on swim checks even stressed.
Movement Table
|
Chance |
Movement |
Misc. |
Speed |
Same
movement twice. |
|
1-15 |
Fly |
(average)Bat wings |
Twice
base speed |
+10ft |
|
16-50 |
Fly |
(good) Feathered wings |
Twice
base speed |
+30ft |
|
51-60 |
Fly |
(perfect) No wings |
Thrice
base speed |
+50ft |
|
61-65 |
Swim |
Can hold breath 1 min per
point of Constitution |
Same
as base speed |
+20ft |
|
66-70 |
Swim |
Can hold breath 1 min per
point of Constitution |
Twice
base speed |
+50ft |
|
71-75 |
Swim |
Can breath water |
Twice
base speed |
+100ft |
|
76-90 |
Land |
+10 to jump checks |
Twice
base speed |
+30ft |
|
91-95 |
Land |
Burrow |
One-forth
base speed |
+5ft |
|
96-100 |
Re-roll twice on this table |
|
|
|
Armor Class: Natural armor improves by +1d3–1 (this stacks with any
natural armor bonus the base creature has).
Attack: A half-ashura has two claw
attacks and a bite attack, and the claws are the primary natural weapon. If the
base creature can use weapons, the half-ashura
retains this ability. A half-ashura fighting without
weapons uses a claw when making an attack action. When it has a weapon, it
usually uses the weapon instead.
Full Attack: A half-ashura fighting without
weapons uses both claws and its bite when making a full attack. If armed with a
weapon, it usually uses the weapon as its primary attack and its bite as a
natural secondary attack. If it has a hand free, it uses a claw as an
additional natural secondary attack.
Damage: Half-ashuras have various
natural attacks. If the base creature does not have these attack forms, use the
damage values in the table below. Otherwise, use the values below or the base
creature’s damage values, whichever are greater. Roll twice on the chart below for two natural
attacks. If it the creature gains the
same attack twice treat the creature as one size category larger for that
attack. The creature gains horns, claws,
tails, etc as needed to use any attack rolled.
Any creature that rolls up tentacles (slam) gains 1d4x2 tentacles if it
does not have them already, this does not cause the creature to loss any limbs
and grants a +1 per tentacle to climb checks.
The tentacles have the same range as a spear for that creature’s size
except they may also may attack within less range. Those with a venomous bite have 50% chance of
dealing damage to Strength, 40% chance of deal damage to Dexterity, and 10%
chance of deal damage to Constitution.
The bite deals 1 point of hp damage in addition to the ability
damage. A fort save DC 10+1/2HD+Con
mod. Each natural weapon has a 50% of
being retractable, if it is then the natural weapon can not be seen except with
a search check DC20 or a Spot check DC 35.
Natural Attack
|
Natural Attack |
1-25 |
26-50 |
51-55 |
56-65 |
66-75 |
76-85 |
86-95 |
96-100 |
|
Size |
Bite Damage |
Claw Damage |
Bite venomous |
Tail (slam) Damage |
Tentacles (slam) Damage |
Horns (gore/piercing) Damage |
Horns (Headbutt) Damage |
Re-roll Twice |
|
Fine |
1 |
— |
1 |
— |
— |
— |
1 |
|
|
Diminutive |
1d2 |
1 |
1d2 |
1 |
1 |
1 |
1d2 |
|
|
Tiny |
1d3 |
1d2 |
1d3 |
1d2 |
1 |
1d2 |
1d3 |
|
|
Small |
1d4 |
1d3 |
1d4 |
1d4 |
1d3 |
1d4 |
1d4 |
|
|
Medium |
1d6 |
1d4 |
1d6 |
1d6 |
1d4 |
1d6 |
1d6 |
|
|
Large |
1d8 |
1d6 |
1d8 |
1d8 |
1d6 |
1d8 |
1d8 |
|
|
Huge |
2d6 |
1d8 |
1d10 |
2d6 |
1d8 |
2d6 |
2d6 |
|
|
Gargantuan |
3d6 |
2d6 |
1d12 |
3d6 |
2d6 |
3d6 |
3d6 |
|
|
Colossal |
4d6 |
3d6 |
2d8 |
4d6 |
2d8 |
4d6 |
4d6 |
|
Special Abilities
Special Attacks: A half-ashura retains all the
special attacks of the base creature and gains the following special
attack. The special abilities of the Asura are random.
Every HD you roll on the chart S
Smite Law (Su): Once per day the creature can make a normal melee attack
to deal extra damage equal to its HD (maximum of +20) against a lawful foe.
Spell-Like Abilities: A half-ashura with an Intelligence or Wisdom score of 8 or higher
has spell-like abilities depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative. Unless otherwise noted, an ability
is usable once per day. Caster level equals the creature’s HD, and the save DC
is Charisma-based.
Special
Ability Table
|
HD |
Random Abilities[†] |
|
|
|
|
|
|
|
|
|
|
1-50 |
51-75 |
76-90 |
91-92 |
93-95 |
96-97 |
98 |
99 |
100 |
|
|
Primary
spell like ability |
Secondary
spell like ability |
Tertiary
spell like ability |
Re-roll
on Natural Attack table |
Re-roll
on Movement table |
AC bonus |
Re-roll
on ability score table, |
Re-roll
on Children of chaos Table |
Re roll
twice on Special ablility table |
|
1 |
Invisibility
3/day |
Darkness at will |
Identify at will |
––––––––––– |
–––––––––– |
+1 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
2 |
None |
Daylight
at will |
Prestidigitation
at will |
––––––––––– |
–––––––––– |
+1
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
|
3 |
Wild |
See
Invisibility |
None |
––––––––––– |
–––––––––– |
+1 Luck |
–––––––––– |
––––––––– |
––––––––––– |
|
4 |
None |
Wild |
Levitate |
––––––––––– |
–––––––––– |
+1 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
5 |
Chaos
Hammer |
Fireball
3/day |
None |
––––––––––– |
–––––––––– |
+1
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
|
6 |
None |
Chaos
Hammer |
Disguise
self at will |
––––––––––– |
–––––––––– |
+1 Luck |
–––––––––– |
––––––––– |
––––––––––– |
|
7 |
Freedom
of Movement 3/day |
Bestow Curse |
None |
––––––––––– |
–––––––––– |
+1d3 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
8 |
None |
Remove
Curse |
Freedom
of Movement |
––––––––––– |
–––––––––– |
+1d3
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
|
9 |
Vampiric Touch, |
dispel
law |
Mage Armor 3/day |
––––––––––– |
–––––––––– |
+1d3 Luck |
–––––––––– |
––––––––– |
––––––––––– |
|
10 |
None |
Lightning
bolt |
Shout |
––––––––––– |
–––––––––– |
+1d3 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
11 |
Word of
Chaos |
dispel
law |
None |
––––––––––– |
–––––––––– |
+1d3
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
|
12 |
None |
Word of
Chaos |
Telekinesis |
––––––––––– |
–––––––––– |
+1d3 Luck |
–––––––––– |
––––––––– |
––––––––––– |
|
13 |
Cloak of
Chaos 3/day |
Liberate |
Lightning
bolt at will |
––––––––––– |
–––––––––– |
+1d4 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
14 |
None |
Liberate |
Liberate |
––––––––––– |
–––––––––– |
+1d4
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
|
15 |
Sunburst |
Alter
Self at will |
None |
––––––––––– |
–––––––––– |
+1d4 Luck |
–––––––––– |
––––––––– |
––––––––––– |
|
16 |
None |
Sunburst |
Shape
Change |
––––––––––– |
–––––––––– |
+1d6 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
17 |
Summon
monster IX (ashuras only) |
Harm mass
3/day |
Polar ray |
––––––––––– |
–––––––––– |
+1d6
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
|
18 |
None |
Summon
monster IX (ashuras only) |
Heal Mass
3/day |
––––––––––– |
–––––––––– |
+1d6 Luck |
–––––––––– |
––––––––– |
––––––––––– |
|
19 |
Disintegrate |
True
resurrection |
Fireball at will |
––––––––––– |
–––––––––– |
+1d8 Natural |
–––––––––– |
––––––––– |
––––––––––– |
|
20 |
None |
Disintegrate |
Greater
Visage of the deity |
––––––––––– |
–––––––––– |
+1d8
Deflection |
–––––––––– |
––––––––– |
––––––––––– |
AC
bonuses gained do not stack but overlap
Special Qualities: A half-ashura has all the
special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet or
light vision (1 – 50 Darkvision; 51 – 100 light vision).
—Immunity to paralysis, poison,
or sleep (roll 1d3).
—Resistance to cold 10, fire
10, and sonic 10.
— +4 racial bonus on Fortitude
saves against diseases, petrifaction, avoid wounds (roll 1d3).
—Damage reduction: 5/magic (if
HD 11 or less) or 10/magic (if HD 12 or more).
—Scent (Ex): This
special quality allows a creature to detect approaching enemies, sniff out
hidden foes, and track by sense of smell. Creatures with the scent ability can
identify familiar odors just as humans do familiar sights.
The creature can detect
opponents within 30 feet by sense of smell. If the opponent is upwind, the
range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such
as smoke or rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench, can be detected
at triple normal range.
When a creature detects a
scent, the exact location of the source is not revealed—only its presence
somewhere within range. The creature can take a move action to note the
direction of the scent.
Whenever the creature comes
within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat
and the scent ability can follow tracks by smell, making a Wisdom (or Survival)
check to find or follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC increases or decreases
depending on how strong the quarry’s odor is, the number of creatures, and the
age of the trail. For each hour that the trail is cold, the DC increases by 2.
The ability otherwise follows the rules for the Track feat. Creatures tracking
by scent ignore the effects of surface conditions and poor visibility.
—A half-ashura’s
natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
—Spell resistance equal to
creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2, Wis +2, Int +2, Cha +2. In
addition roll four times and add the bonuses as shown below.
Ability Score
table
|
1-15 |
+2
Str |
|
16-30 |
+2
Dex |
|
31-45 |
+2 Con |
|
46-60 |
+2
Int |
|
61-75 |
+2
Wis |
|
76-90 |
+2
Cha |
|
91-95 |
Re-
roll twice and turn the first bonus rolled into a penalty of equal value |
|
99-99 |
Reroll and
double result |
|
100 |
Reroll twice |
Skills: A half-ashura gains skill
points as an outsider and has skill points equal to (8 + Int
modifier) x (HD
+ 3). Do not include Hit Dice from class levels in this calculation—the half-ashura gains outsider skill points only for its racial Hit
Dice, and gains the normal amount of skill points for its class levels. Treat
skills from the base creature’s list as class skills, and other skills as
cross-class.
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base
creature +2; HD 11 or more, as base creature +3.
Alignment: Always chaotic (any).
Level Adjustment:
+3.
Children of Chaos Tables
A character
with a Child of Chaos ability gains a cumulative +1 to their ecl
Fully half of all Children of Chaos powers have an
emotional trigger to their chaos power.
Emotional Trigger
Roll 1d12
1 Joy
2 Sorrow
3 Anger
4 Wrath
5 Vengeance
6 Erotic
love
7 Romantic
love
8 Parental
love
9 Hate
10 Confusion
11 Fear
12 Loss
Half of all power also have a spawn point
Power Spawn Point Table
Roll 1d20
1 Left
hand 1d6 1 thumb 2 index 3 middle 4
ring 5 pinky 6 palm
2 Right
hand 1d6 1 thumb 2 index 3 middle 4 ring 5 pinky 6 palm
3 Left
arm
4 Right
arm
5 Left
foot
6 Right
foot
7 Left
leg
8 Right
leg
9 Naval
10 Butt 1d4: 1 Left cheek, 2 Right cheek, 3 Middle, 4 whole
thing
11 Both hands 1d6: 1 thumbs 2 indexes 3 middles 4 rings 5
pinkies 6 palms
12 Chest 1d4: 1 Left Breast, 2 Right Breast, 3 Middle, 4 Whole
thing
13 Lungs
14 Genitals
15 Mouth 1d4: 1Lips 2Tongue 3 oral cavity 4 teeth
16 Ear 1d3: Left, Right, Both
17 Eyes 1d6: 1 Left Eye open, 2 Right Eye open, 3 Both Eyes
open, 4 Left Eye close, 5 Right Eye close, 6 Both Eyes close
18 Nose 1d3: 1 Left Nostril, 2 Right Nostril, 3 Whole thing
19 Back
20 Whole Body
Lower Powers
Level Adjustment:
100= Re-roll
twice on lower powers table, re-roll once on the Speed table and re-roll once
on higher powers table
99= Re-roll
once on lower powers table, once on the Speed table, and re-roll once on higher
powers table
97-98= Re-roll
once on lower powers table and once on higher powers table
95-96= Re-roll
once on higher powers table
90-96= Re-roll
twice on lower powers table
89= Level
9 spell/power (DM’s Choice)
87-88= Level
8 spell/power (DM’s Choice)
85-86= Level
7 spell/power (DM’s Choice)
82-84= Level
6 spell/power (DM’s Choice)
79-81= Level
5 spell/power (DM’s Choice)
75-78= Level
4 spell/power (DM’s Choice)
71-74= Level
3 spell/power (DM’s Choice)
66-70= Level
2 spell/power (DM’s Choice)
61-65= Level
1 spell/power (DM’s Choice)
59-60= Two
Level 0 spells (DM’s Choice)
55-58= Level
0 spell (DM’s Choice)
53-54= Produce
pure energy 1d4/3 HD range touch attack 10ft/HD standard action, wait 1d6
rounds before doing it again
50-52= Produce
sonic energy 1d4/2 HD range attack 10ft/HD standard action, wait 1d4 rounds
before doing it again
47-49= Produce
fire energy 1d4/2 HD range attack 25ft/HD standard action, wait 1d4 rounds
before doing it again
44-46= Produce
electric energy 1d4/2 HD range attack 25ft/HD standard action, wait 1d4 rounds
before doing it again
41-43= Produce
cold energy 1d4/2 HD range attack 25ft/HD standard action, wait 1d4 rounds
before doing it again
38-40= Produce
acid energy 1d4/2 HD range attack 5ft/HD standard action, wait 1d4 rounds
before doing it again
36-37= Increase
one random ability score 2d4–3
34-35= Increase
two random ability scores 1d10, decrease one random ability scores 1d6
27-33= Increase
one non int based skills 5d10 (DM’s Choice)
26= Increase
str, dex, & con 1d6–3,
roll separately
25= Increase
int,
24= Wield
weapons as if you were two size categories larger, increase unarmed damage two
size categories larger, & gain +8 to Str
23= Wield
weapons as if you were one size category larger, increase unarmed damage one
size category larger, & gain +4 to Str
21-22= boost
HD one size category including class HD to a max of 1d12
20= boost
natural AC 1d10
19= Can
Increase size down to quadruple your original size
18= Can
reduce size down to a quarter of your original size
17= Can
Increase size down to twice your original size
16= Can
reduce size down to one half of your original size
14-15= gain
a 1d20 Perfection bonus to Willpower Saves
12-13= gain
a 1d20 Perfection bonus to Reflex Saves
10-11= gain
a 1d20 Perfection bonus to Fortitude Saves
7-9= roll
twice on speed table
1-6= roll
on speed table
Speed
Table
100= Re-roll
thrice on speed table
98-99= Re-roll
twice on speed table
97= Gain a total
of four complete rounds per round, that is that you for every round of play you
may make four complete rounds performing them in sequentially, +90ft to all
movement speeds up to four times the base speed which counts as an enhancement
bonus, and also you gain +3 to Attack and Initiative rolls, and +3 dodge bonus
to AC and Ref Saves. This does not stack
with the effects Haste.
95-96= Gain
a total of three complete rounds per round, that is that you for every round of
play you may make three complete rounds performing them in sequentially, +60ft
to all movement speeds up to thrice the base speed which counts as an
enhancement bonus, and also you gain +2 to Attack and Initiative rolls, and +2
dodge bonus to AC and Ref Saves. This
does not stack with the effects Haste
92-94= Gain
a total of two complete rounds per round, that is that you for every round of play
you may make two complete rounds performing them in sequentially, +30ft to all
movement speeds up to twice the base speed which counts as an enhancement
bonus, and also you gain +1 to Attack and Initiative rolls, and +1 dodge bonus
to AC and Ref Saves. This does not stack
with the effects Haste
90-91= Always
under the effect of haste
89= Cast Haste
or Slow Caster Level equal to HD at will
87-88= Cast
Haste or Slow Caster Level equal to HD at will ½HD/day
85-86= Cast
Slow Caster Level equal to HD at will
82-84= Cast
Slow Caster Level equal to HD at will ½HD/day
80-81= Cast
Haste Caster Level equal to HD at will
79= Advanced Run
and Superior Initiative bonus feats
77-78= Greater
Run and Superior Initiative bonus feats
74-76= Improved
Run and Improved Initiative bonus feats
70-73= Run
and Improved Initiative bonus feats
69= + 120 ft. to
base land speed, Gain the subtype Fire, can walk on fire, immunity to fire and
50% chance of vulnerability to cold
68= + 90 ft. to
base land speed
67= + 80 ft. to
base land speed
66= + 70 ft. to
base land speed
65= + 60 ft. to
base land speed
64= + 50 ft. to
base land speed
63= + 40 ft. to
base land speed
62= + 30 ft. to
base land speed
61= + 20 ft. to
base land speed
60= + 10 ft. to
base land speed
59= + 120 ft. to
Swim speed can now breath under water, Gain the subtype Water, never needs to
make a swim check
58= + 90 ft. to
Swim speed can now breath under water
57= + 80 ft. to
Swim speed can now breath under water
56= + 70 ft. to
Swim speed can now breath under water
55= + 60 ft. to
Swim speed can now breath under water
54= + 50 ft. to
Swim speed can now breath under water
53= + 40 ft. to
Swim speed can
52= + 30 ft. to
Swim speed
51= + 20 ft. to
Swim speed
50= + 10 ft. to
Swim speed
49= + 120 ft. fly
speed (perfect), Gain the subtype Air
48= + 90 ft. fly
speed (1d2 good, perfect)
47= + 80 ft. fly
speed (1d3 average, good, perfect)
46= + 70 ft. fly
speed (1d3 average, good, perfect)
45= + 60 ft. fly
speed (1d4 poor, average, good, perfect)
44= + 50 ft. fly
speed (1d3 poor, average, good)
43= + 40 ft. fly
speed (1d3 poor, average, good)
42= + 30 ft. fly
speed (1d4 clumsy, poor, average, good)
41= + 20 ft. fly
speed (1d3 clumsy, poor, average)
40= + 10 ft. fly
speed (1d3 clumsy, poor, average)
39= + 120 ft.
burrow, Gain the subtype Earth, can move through solid rock
38= + 90 ft.
burrow
37= + 80 ft.
burrow
36= + 70 ft.
burrow
35= + 60 ft.
burrow
34= + 50 ft.
burrow
33= + 40 ft.
burrow
32= + 30 ft.
burrow
31= + 20 ft.
burrow
30= + 10 ft.
burrow
26-29= you
gain one bonus standard action each round
20-25= you
gain one bonus move action each round
17-19= you
gain one bonus attack at your highest base attack bonus
15-16= you gain two bonus move actions
13-14= you
gain one bonus move action and one bonus standard action which can be used in
any order
12= you gain two
bonus move action and two bonus standard action which can be used in any order
11= you gain
three bonus move action and three bonus standard action which can be used in
any order
9-10= You gain the
Flurry of blows ability as if your HD were levels in monk, if you are a monk
double the number of attacks you have each round.
7-8= You gain the
a base speed ability as if your HD were levels in monk
4-6= Double your
base speed
2-3= Triple your
base speed
1= Immune to
slow and similar effects.
Higher Powers
100= Re-roll once
on the Supreme powers table
98-99= Re-roll
thrice on higher powers table
95-97= Re-roll
twice on higher powers table
94= Theme Power
Pure Energy
93= Your have no
cap to your skills, and all skills are class skills. You gain a bonus +8 skills per level.
92= As a
standard action you can move your skill point ranks from one skill to another
must have at least one rank to transfer points and you can not empty all your
point from a skill you have ranks in; you still pay double for cross class
skills but gain double when draining cross skills.
90-91= As
a standard action you can move your skill point ranks from one skill to another
so long as they draw from the same ability score; must have at least one rank
to transfer points and you can not empty all your point from a skill you have
ranks in; you still pay double for cross class skills but gain double when
draining cross skills.
89= Theme Power
Cosmic
88= Theme Power
Astral
87= Theme Power
Trans-dimensional
86= Theme Power
Stellar
85= Theme Power
Heal
84= Theme Power
Harm
83= Theme Power
Empowerment
82= Theme Power
Death
81= Theme Power
Life
80= Theme Power
Arcane
79= Theme Power
Divine
78= Theme Power Psionics
77= Theme Power Protection
76= Theme Power
Weather
73-75= Theme
Power Summon
70-72= Theme
Power Beast
67-69= Theme
Power Fire
64-66= Theme
Power Water
61-63= Theme
Power Plant
58-60= Theme
Power Metal
55-57= Theme
Power Air
52-54= Theme
Power Earth
49-51= Theme
Power Negative Energy
46-48= Theme
Power Positive Energy
43-45= Theme
Power Sonic Energy
40-42= Theme
Power Electric Energy
37-39= Theme
Power Cold Energy
34-36= Theme
Power Acid Energy
31-33= Theme
Power Fire Energy
28-30= Theme
Power Bird
25-27= Theme
Power Reptile
22-24= Theme
Power Fish
19-21= Theme
Power Light
16-18= Theme
Power Shadow
11-15= Re-roll on Speed Table, double all results
10= cast all
level 0 spell at will
9= 9 level 1
spells or powers at will
8= 8 level 2
spells or powers at will
7= 7 level 3 spells
or powers at will
6= 6 level 4
spells or powers at will
5= 5 level 5
spells or powers at will
4= 4 level 6
spells or powers at will
3= 3 level 7
spells or powers at will
2= 2 level 8
spells or powers at will
1= 1 level 9
spell or power at will
Theme Power Intensity Table
Roll 1d10
10= Highest
possible level Superman has a ten in protection
9= Storm of
X-men would have an nine in weather
8= Charles
Xavier of X-men would be a level eight in psionics
7= Cyclops is
around a seven with theme power pure energy
6= Raven of
Titans level 6 shadow
5= The Human
Torch of the Fantastic Four is about a five in Fire Energy
4= Captain
Atom has a four in pure energy
3= Rogue of
X-men has a three in death
2= Pyro of the Marvel Universe is a two theme power fire
1= even this
is powerful, very powerful, Aquaman has a one in
water.
[†] When ever a spell like ability deals elemental damage but roll
1d6: 1acid, 2 cold, 3 electric, 4 fire,
5 sonic, 6 (every time you use the ability roll 1d5 to determine elemental
damage:1acid, 2 cold, 3 electric, 4 fire, 5 sonic)