Add Referee's Tools
Update JS, add versioning (for cache-busting updates) Clean up a bunch of unused files Add Rivertail community Add some new races
This commit is contained in:
@@ -7,10 +7,12 @@ content_type: feature
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short_code: cmp
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---
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[[toc]]
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**Concentration**: Powers with concentration in their durations are subject to the following restrictions:
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- Can't act or attack while using this power.
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- When damaged by spell or attack, must succeed on a CHA check or concentration ends.
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- When damaged by spell or attack, must succeed on a Willpower check (highest of CHA or CON) or concentration (and the power's effect) ends.
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### Boost Speed
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@@ -33,6 +35,18 @@ short_code: cmp
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</div>
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### Burn
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**Duration: Concentration, up to 1 round / level**
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**Range: Sight**
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Subject a creature or object within sight to a scorching heat.
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- Target may **Save vs Spells** to prevent damage.
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- Causes paper and cloth to burn, liquids to boil, and metals to glow.
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- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
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### Change Density
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**Duration: 1 round / level**
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@@ -43,105 +57,9 @@ Alter body density, with choice of effect:
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- **Lighter**: Barely touch the ground, leave no footsteps and can walk on water
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- **Heavier**: Root in place, immune to attacks or effects that would knock down or move.
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### Life Squeeze
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**Duration: Concentration, up to 1 round / level**
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**Range: 30'**
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Apply excessive pressure to target creature's vital organs.
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- Cause 1d3 damage each round.
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- Target must **Save vs Paralyze** each round or be stunned, unable to move or act.
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- Doesn't affect non-living creatures (constructs, undead, etc.).
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### Power Fists
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**Duration: 1 round / level**
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**Range: Self**
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Charge fists with mystical energy.
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- Unarmed attacks count as magical and deal increased damage:
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<div class="dividedTableWrapper">
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| Level | Unarmed Damage |
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| :---: | :------------: |
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| 1-4 | 2d4 |
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| 5-8 | 2d6 |
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| 9-12 | 2d8 |
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| 13+ | 2d12 |
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[Power Fists Effect]
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</div>
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### Super Leap
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**Duration: Instant**
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**Range: 10' + (10' / level)**
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Leap anywhere within range (including vertically).
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### Power Shield
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Surround body with a shield of energy.
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- Immune to small, non-magical missiles (arrows, slings, etc.).
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- Opponents have -2 to attacks against.
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- +2 on saves vs Wielded, Blasts, and Spells.
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### Push
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**Duration: Instant**
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**Range: 30'**
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Fire a wave of force at a target.
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- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level.
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### Hurl
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**Duration: Instant**
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**Range: 10' / level**
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Telekinetically throw object at target.
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- Can throw object weighing up to 200 coins / level.
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- Target must be within 60' of object.
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- Target must **Save vs Wielded** or take damage:
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<div class="dividedTableWrapper">
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| Object's Weight (Coins) | Damage |
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| :---------------------: | :----: |
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| Up to 200 | 2d4 |
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| 201-400 | 2d6 |
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| 401-800 | 3d6 |
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| 801-1500 | 4d6 |
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| 1501+ | 5d6 |
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[Hurl Effect]
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</div>
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### Flying Weapon
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**Duration: Instant**
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**Range: 10' / level**
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Control melee weapon thrown at target.
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- Treat as a missile attack with +4 bonus.
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- Any damage dealt is doubled.
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- Hit or miss, weapon returns to hand.
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### Enlargement
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**Duration: Focus, up to 1 round / level**
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Double body, clothing, and armor size
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@@ -161,6 +79,17 @@ _Unwilling targets_: May _save vs spells_ to resist.
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_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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-->
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### Flying Weapon
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**Duration: Instant**
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**Range: 10' / level**
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Control melee weapon thrown at target.
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- Treat as a missile attack with +4 bonus.
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- Any damage dealt is doubled.
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- Hit or miss, weapon returns to hand.
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### Freeze
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**Duration: Up to 1 round / level**
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@@ -204,46 +133,30 @@ Enter a meditative state for the duration.
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</div>
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### Burn
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**Duration: Focus, up to 1 round / level**
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**Range: Sight**
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Subject a creature or object within sight to a scorching heat.
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- Target may **Save vs Spells** to prevent damage.
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- Causes paper and cloth to burn, liquids to boil, and metals to glow.
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- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
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### Invisibility
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Disappear from the sight of one or more creatures (selected when the power is activated).
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- Up to 1 HD of creatures / level are affected.
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- Affected opponents attack with a –4 penalty.
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### Power Blast
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### Hurl
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**Duration: Instant**
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**Range: 10' / level**
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Fire a blast of energy at a target in range.
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Telekinetically throw object at target.
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- Target must **Save vs Spells** or take 2d4 damage.
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- Can throw object weighing up to 200 coins / level.
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- Target must be within 60' of object.
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- Target must **Save vs Wielded** or take damage:
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### Pull
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<div class="dividedTableWrapper">
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**Duration: Instant**
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**Range: 10’ / level**
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| Object's Weight (Coins) | Damage |
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| :---------------------: | :----: |
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| Up to 200 | 2d4 |
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| 201-400 | 2d6 |
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| 401-800 | 3d6 |
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| 801-1500 | 4d6 |
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| 1501+ | 5d6 |
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Fire a wave of force at a target that grabs them and pulls them in.
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[Hurl Effect]
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- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in.
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- Target may be released anywhere along the way.
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</div>
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### Instant Step
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@@ -255,6 +168,16 @@ Instantly teleport to any location in sight within range.
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- May be used before or after making an action (ex: attacking).
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- Breaks engagement without allowing for free attack.
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### Invisibility
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Disappear from the sight of one or more creatures (selected when the power is activated).
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- Up to 1 HD of creatures / level are affected.
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- Affected opponents attack with a –4 penalty.
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### Life Drain
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**Duration: Concentration, 1 round**
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@@ -265,9 +188,62 @@ Draw vital energy out of a living target via touch, absorbing target's life forc
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- Target must **Save vs Spells** or suffer 1d4 points of damage.
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- Heal an amount of HP equal to damage done.
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### Life Squeeze
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**Duration: Concentration, up to 1 round / level**
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**Range: 30'**
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Apply excessive pressure to target creature's vital organs.
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- Cause 1d3 damage each round.
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- Target must **Save vs Paralyze** each round or be stunned, unable to move or act.
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- Doesn't affect non-living creatures (constructs, undead, etc.).
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### Power Blast
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**Duration: Instant**
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**Range: 10' / level**
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Fire a blast of energy at a target in range.
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- Target must **Save vs Spells** or take 2d4 damage.
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### Power Fists
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**Duration: 1 round / level**
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**Range: Self**
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Charge fists with mystical energy.
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- Unarmed attacks count as magical and deal increased damage:
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<div class="dividedTableWrapper">
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| Level | Unarmed Damage |
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| :---: | :------------: |
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| 1-4 | 2d4 |
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| 5-8 | 2d6 |
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| 9-12 | 2d8 |
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| 13+ | 2d12 |
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[Power Fists Effect]
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</div>
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### Power Shield
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Surround body with a shield of energy.
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- Immune to small, non-magical missiles (arrows, slings, etc.).
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- Opponents have -2 to attacks against.
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- +2 on saves vs Wielded, Blasts, and Spells.
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### Psychic Wall
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**Duration: Focus, 2 turns**
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**Duration: Concentration, 2 turns**
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**Range: Self**
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Enhance mental defense.
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@@ -275,9 +251,28 @@ Enhance mental defense.
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
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### Pull
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**Duration: Instant**
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**Range: 10’ / level**
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Fire a wave of force at a target that grabs them and pulls them in.
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- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in.
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- Target may be released anywhere along the way.
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### Push
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**Duration: Instant**
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**Range: 30'**
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Fire a wave of force at a target.
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- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level.
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### Shrinking
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**Duration: Focus, up to 2 turns**
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**Duration: Concentration, up to 2 turns**
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**Range: Self**
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Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
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@@ -290,9 +285,16 @@ Effects while shrunk:
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- 90% chance of going unnoticed while remaining motionless.
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- Cannot harm creatures larger than 1’ tall.
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### Super Leap
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**Duration: Instant**
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**Range: 10' + (10' / level)**
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Leap anywhere within range (including vertically).
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### Telepathy
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**Duration: Focus, 1 turn**
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**Duration: Concentration, 1 turn**
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**Range: Sight**
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Establish bidirectional mental communication with one other willing, living, intelligent creature.
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Block a user