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 Shape DC

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 Shape DC

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 Shape DC

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, wis, & cha 1d6–3, roll separately

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)

Hosted by www.Geocities.ws

1