Orzel
2010-08-08, 05:41 PM
This is based of my idea of regulators (http://www.giantitp.com/forums/showthread.php?t=163208). It's very incomplete but I'd love feedback on what I got so far. I won't bother with a chart yet since I'm nowhere close to done.
The Dynamo
Adventures – Often dynamos are lone wanderers due to their destructive nature. Most have a story of being cast out of a community due to a mishap or flare of emotion. Those who were created for military reasons adventure under the orders of their superior officers.
Characteristics – Dynamos are fast, aggressive and powerful. They Lack the potent defensive moves of the other class, Dynamos strike hard and attempt to defeating their opponent before their targets. Depending on the energy type they carry other other strategies and methods like healing.
Alignment – Dynamos can have any alignment. Some show a high degree of discipline and self control to wield their powers. Others are as wild and unpredictable as the energy they control.
Religion – Due the most common methods of becoming a dynamo, most are individualistic and do not profess any strong religious beliefs. But those who see their powers as a curses or suffered great loss due to their powers often refer deities that promise protection.
Background – Dynamos who are born out of mysterious reasons such as a cosmic event learn their craft through experiences gained as they wanderer the world. Those who are breed as soldiers receive their training through the military.
Abilities – Constitution is the most important ability for Dymanos, as it governs the save DC’s for some of their regulations and the amount of focus points. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their ranged attacks. Charisma is important too as it governs bonus focus points emergencies and conversion.
Hit Dice – d6
3/4 BAB
Good Fortitude and Reflex
Poor Will
Class Skills – Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information, Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0| Focus
2nd|
+1|
+3|
+3|
+0|
3rd|
+2|
+3|
+3|
+1|
4th|
+3|
+4|
+4|
+1|
5th|
+3|
+4|
+4|
+1|Release flow 1/day
6th|
+4|
+5|
+5|
+2| Swift conversion
7th|
+5|
+5|
+5|
+2|
8th|
+6/ +1|
+6|
+6|
+2|
9th|
+6/+1|
+6|
+6|
+3|
10th|
+7/+2|
+7|
+7|
+3|Release flow 2/day
11th|
+8/+3|
+7|
+7|
+3|
12th|
+9/4|
+8|
+8|
+4|
13th|
+9/+4|
+8|
+8|
+4|Quick release
14th|
+10/+5|
+9|
+9|
+4|
15th|
+11/+6/+1|
+9|
+9|
+5|Release flow 3/day
16th|
+12/+7/+2|
+10|
+10|
+5|
17th|
+12/+7/+2|
+10|
+10|
+5|Opened Release
18th|
+13/+8/+3|
+11|
+11|
+6|
19th|
+14/+9/+4|
+11|
+11|
+6|
20th|
+15/+10/+5|
+12|
+12|
+6|Release flow 4/day[/table]
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier
Weapon and Armor Proficiency – A dynamo is proficient with all simple weapons, short swords, longswords, and light armor but not with shields.
Focus
Each Dynamo has a energy type used a focus. They may choose fire, cold, electric, sonic, positive or negative. Their focus determine the damage type of their regulations if there is damage dealt. Once chosen, this cannot be changed.
In addition, if the dynamo chooses fire or electric; damage dealt by his regulation can set flammable items alight. If the dynamo chooses cold or sonic; damage dealt by his regulations can cause unattended items to become slippery or even fall. If the dynamo chooses positive or negative; the dynamo as a free action a cause their regulation to heal half the damage they intended to dealt to living creatures (positive) or undead (negative).
A Dynamo can only control a number of focus points equal to 5 + his Constitution modifier. They can be either open, readied, or committed. As a move action, a dynamo can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1)..
Regulations
A dynamo directs regulations which are drawn from the dynamo regulation list. The Difficulty Class for a saving throw against a dynamo’s regulation is 10 + 1/2 the regulation's level + the dynamo's Constitution modifier.
A dynamo need not prepare his regulations in advance. He can direct any regulation he knows at any time, assuming he has enough focus points in the correct phase as the regulation requires.
The dynamo starts with 4 regulations of their choice. At the 2nd level and every level afterward the dynamo may learn an additional regulation. The dynamo must choose which focus the regulation applies to upon learning it.
At the 5th level, the dynamo can learn signature regulation. A dynamo can only know 1 signature regulation per 5 levels.
Release flow
At the fifth level, the dynamo can unlock more of energy within himself at the cost of his health. Once a day, as a move action, the dynamo gain an additional number of readied focus points equal to his Charisma modifier. During this causes him to take damage equal to twice his regulator's level.
These additional readied focus points last until the regulator's turn. If these points were used to sustain an effect or construct, the effect ends at the end of the regulator's turn.
Every five level after the fifth level, the dynamo gains another use of Release flow.
Swift conversion
At the 6th level, you may convert focus points as a free action once per turn.
Quick release
At the 13th level, the dynamo can use release flow as a free action. A dynamo can do this a number of time per turn equal to his Dexterity modifier.
Opened Release
At the 17th level, the dynamo can choose to gain open focus points with release flow.
Regulations:
Each regulation has a cost and a result value. Some of them possibly and sustain value. The Cost value determines how many focus point will change phase and from which phase. The regulator must has enough focus points of the correct phase to start a regulation. The Result value shows which phase the points in the cost become. If the cost value is listed as X, the regulator can use any number of available focus points of that
If the regulation has one, the Sustain value shows how many and which phase must remain in order for the effects of the regulation to last. If the regulation has a sustain value, the regulator must assign that much focus points to that regulation. If the assigned focus points is ever used for another regulation or is converted to another phase, the original regulation automatically ends.
Dynamo Attack Regulations:
Energy Ray
Cost: 3 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 25ft
Save: None
A ray of energy projects from your pointing fingers. You must make ranged touch attack to deal 1d6 damage per 2 regulator level (minimum 1d6).
Energy Splash:
Cost: 3 Open
Result: Readied
Sustain: None
Area: Cone shaped burst
Regulating Time: 1 standard action
Range: 10ft
Save: Reflex halves
A cone of energy shoots from your palms or mouth. Any creature in the area of the blast takes 1d6 damage per 2 regulator level (minimum 1d6).
Energy Fist
Cost: 4 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: touch
Save: Reflex halves
You hands swirls with energy. You must succeed with a melee touch attack to deal 1d4 damage per regulator level.
Energy Storm
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 30ft
Area: Two 10-ft. cubes per level in a spread
Save: Reflex halves
Any other creature within the area takes 1d6 points of damage per 5 regulator levels (maximum 4d6).
Energy Ball
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 30ft
Area: 20-ft.-radius spread
Save: Reflex halves
You eject an explosion of energy that detonates with a low roar and deals 1d6 points of damage per 2 regulator level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure
Support powers
Energy Resist
Cost: X Open
Result: Readied
Sustain: 1 Readied
Regulating Time: 1 standard action
Range: Personal
Save: None (harmless)
A dull glowing aura grants you limited protection from damage of your focus. You gain energy resistance against damage of your focus equal to 5 times the number of open points used in the regulation. This aura protects your equipment as well.
Dazing Energy
Cost: 2 Open
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Will negates
Your regulations become violently bright when they appear. Creatures damaged by your regulations must make a Will save or be dazed for one round.
Exhausting Power
Cost: 3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates
Damage from your regulations drain the body. Creatures damaged by your regulation must make a Fortitude save or be fatigued for 10 minutes or when this regulation ends.
Blast Evade
Cost: 1 Open
Result: Readied
Sustain: 1 Readied
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
A swift blast to the side is ready to push you from dangerous energy. You gain evasion as the rogue ability.
Minor Energy Construct
Class: Dynamo
Cost: 4 Readied
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: none
You create a construct made of your focus. The Construct has a number of HD up to 1/2 your regulator level. It is a generic small or medium construct which has 10-sided Hit Dice, base attack bonus equal to ¾ total Hit Dice (as cleric), no good saving throws, a land speed of 30 feet, and no skill points. It's starting ability scores are Str 15, Dex 15, Con Ø, Int Ø, Wis 11, Cha 10. Energy constructs can be given feats but only feats you know.
As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The Energy construct is instantly destroyed if the regulation ends.
Energy constructs are not summoned; they are created on the plane you inhabit (using from your own focus). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Energy Constructs deal damage similar to the focus used to create it (a fire construct deal fire damage). In addition, any attack against a construct that deals damage similar to the focus used to create it. heals 1 point of damage for every 3 points of damage it would otherwise deal.
Focus Charge
Class: Dynamo, Maestro
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 swift action
Range: Personal
Save: None
When you charge, You get a +4 bonus to Strength checks to Bull Rush opponents
Using this regulation is a swift action. You cannot use this regulation when it isn’t your turn.
Energy Construction
Class: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text
Effect:
This regulation creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, One side of the wall, hemisphere, pillar, or sphere; selected by you, sends forth waves of energy. This deals 2d4 points of damage to creatures within 10 feet and 1d4 points of damage to those past 10 feet but within 20 feet. In addition, the wall deals 2d6 points of damage +1 point of damage per regulator level (maximum +20) to any creature passing through it. The construction deals this damage when it appears and on your turn each round to all creatures in the area.
If you evoke the construction so that it appears where creatures are, each creature takes damage as if passing through it.
Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level.
Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level
Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels
Focus type
If a construction made of fire takes cold damage greater than twice the regulator's level in 1 round, it goes out. (Do not divide cold damage by 4, as normal for objects.) Constructions made of cold, positive, or negative energy have a similar reaction with different energy types (fire damage puts out a cold construction, negative damage puts out a positive construction, positive puts out negative)
Focus Leap
Class: Dynamo
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 move action
Range: Personal
Save: None
You make a jump as part of this regulation. You get an enhancement bonus on the Jump check equal to 10 + your regulator level.
Intensity
Level: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates; see text
The energy of your focus intensifies. The next time you deal damage with a regulation, the target must make a fortitude save or suffer an additional effect:
Fire
The target’s clothes or hair catch fire. He takes 1d6 points of fire damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.
Electricity
The target’s clothes or hair catch fire. He takes 1d4 points of electric damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d4 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire. The target suffers a -2 penalty to his saving throw due to the paralyzing effect of the electricity.
Cold
The target becomes trapped in a ice thin pillar of ice. Attempting to break free is a full-round action. A trapped creature must make a Strength check or a Escape Artist check to do so. The DC for both check is equal to 10 + 1/2 regulator level + Con modifier.
Positive or Negative
The target gain 1d2 negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your regulator level (maximum 15 hours).
Sonic
The target is deafened and confused for 2d6 rounds.
The Dynamo
Adventures – Often dynamos are lone wanderers due to their destructive nature. Most have a story of being cast out of a community due to a mishap or flare of emotion. Those who were created for military reasons adventure under the orders of their superior officers.
Characteristics – Dynamos are fast, aggressive and powerful. They Lack the potent defensive moves of the other class, Dynamos strike hard and attempt to defeating their opponent before their targets. Depending on the energy type they carry other other strategies and methods like healing.
Alignment – Dynamos can have any alignment. Some show a high degree of discipline and self control to wield their powers. Others are as wild and unpredictable as the energy they control.
Religion – Due the most common methods of becoming a dynamo, most are individualistic and do not profess any strong religious beliefs. But those who see their powers as a curses or suffered great loss due to their powers often refer deities that promise protection.
Background – Dynamos who are born out of mysterious reasons such as a cosmic event learn their craft through experiences gained as they wanderer the world. Those who are breed as soldiers receive their training through the military.
Abilities – Constitution is the most important ability for Dymanos, as it governs the save DC’s for some of their regulations and the amount of focus points. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their ranged attacks. Charisma is important too as it governs bonus focus points emergencies and conversion.
Hit Dice – d6
3/4 BAB
Good Fortitude and Reflex
Poor Will
Class Skills – Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information, Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0| Focus
2nd|
+1|
+3|
+3|
+0|
3rd|
+2|
+3|
+3|
+1|
4th|
+3|
+4|
+4|
+1|
5th|
+3|
+4|
+4|
+1|Release flow 1/day
6th|
+4|
+5|
+5|
+2| Swift conversion
7th|
+5|
+5|
+5|
+2|
8th|
+6/ +1|
+6|
+6|
+2|
9th|
+6/+1|
+6|
+6|
+3|
10th|
+7/+2|
+7|
+7|
+3|Release flow 2/day
11th|
+8/+3|
+7|
+7|
+3|
12th|
+9/4|
+8|
+8|
+4|
13th|
+9/+4|
+8|
+8|
+4|Quick release
14th|
+10/+5|
+9|
+9|
+4|
15th|
+11/+6/+1|
+9|
+9|
+5|Release flow 3/day
16th|
+12/+7/+2|
+10|
+10|
+5|
17th|
+12/+7/+2|
+10|
+10|
+5|Opened Release
18th|
+13/+8/+3|
+11|
+11|
+6|
19th|
+14/+9/+4|
+11|
+11|
+6|
20th|
+15/+10/+5|
+12|
+12|
+6|Release flow 4/day[/table]
Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier
Weapon and Armor Proficiency – A dynamo is proficient with all simple weapons, short swords, longswords, and light armor but not with shields.
Focus
Each Dynamo has a energy type used a focus. They may choose fire, cold, electric, sonic, positive or negative. Their focus determine the damage type of their regulations if there is damage dealt. Once chosen, this cannot be changed.
In addition, if the dynamo chooses fire or electric; damage dealt by his regulation can set flammable items alight. If the dynamo chooses cold or sonic; damage dealt by his regulations can cause unattended items to become slippery or even fall. If the dynamo chooses positive or negative; the dynamo as a free action a cause their regulation to heal half the damage they intended to dealt to living creatures (positive) or undead (negative).
A Dynamo can only control a number of focus points equal to 5 + his Constitution modifier. They can be either open, readied, or committed. As a move action, a dynamo can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1)..
Regulations
A dynamo directs regulations which are drawn from the dynamo regulation list. The Difficulty Class for a saving throw against a dynamo’s regulation is 10 + 1/2 the regulation's level + the dynamo's Constitution modifier.
A dynamo need not prepare his regulations in advance. He can direct any regulation he knows at any time, assuming he has enough focus points in the correct phase as the regulation requires.
The dynamo starts with 4 regulations of their choice. At the 2nd level and every level afterward the dynamo may learn an additional regulation. The dynamo must choose which focus the regulation applies to upon learning it.
At the 5th level, the dynamo can learn signature regulation. A dynamo can only know 1 signature regulation per 5 levels.
Release flow
At the fifth level, the dynamo can unlock more of energy within himself at the cost of his health. Once a day, as a move action, the dynamo gain an additional number of readied focus points equal to his Charisma modifier. During this causes him to take damage equal to twice his regulator's level.
These additional readied focus points last until the regulator's turn. If these points were used to sustain an effect or construct, the effect ends at the end of the regulator's turn.
Every five level after the fifth level, the dynamo gains another use of Release flow.
Swift conversion
At the 6th level, you may convert focus points as a free action once per turn.
Quick release
At the 13th level, the dynamo can use release flow as a free action. A dynamo can do this a number of time per turn equal to his Dexterity modifier.
Opened Release
At the 17th level, the dynamo can choose to gain open focus points with release flow.
Regulations:
Each regulation has a cost and a result value. Some of them possibly and sustain value. The Cost value determines how many focus point will change phase and from which phase. The regulator must has enough focus points of the correct phase to start a regulation. The Result value shows which phase the points in the cost become. If the cost value is listed as X, the regulator can use any number of available focus points of that
If the regulation has one, the Sustain value shows how many and which phase must remain in order for the effects of the regulation to last. If the regulation has a sustain value, the regulator must assign that much focus points to that regulation. If the assigned focus points is ever used for another regulation or is converted to another phase, the original regulation automatically ends.
Dynamo Attack Regulations:
Energy Ray
Cost: 3 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 25ft
Save: None
A ray of energy projects from your pointing fingers. You must make ranged touch attack to deal 1d6 damage per 2 regulator level (minimum 1d6).
Energy Splash:
Cost: 3 Open
Result: Readied
Sustain: None
Area: Cone shaped burst
Regulating Time: 1 standard action
Range: 10ft
Save: Reflex halves
A cone of energy shoots from your palms or mouth. Any creature in the area of the blast takes 1d6 damage per 2 regulator level (minimum 1d6).
Energy Fist
Cost: 4 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: touch
Save: Reflex halves
You hands swirls with energy. You must succeed with a melee touch attack to deal 1d4 damage per regulator level.
Energy Storm
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 30ft
Area: Two 10-ft. cubes per level in a spread
Save: Reflex halves
Any other creature within the area takes 1d6 points of damage per 5 regulator levels (maximum 4d6).
Energy Ball
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 standard action
Range: 30ft
Area: 20-ft.-radius spread
Save: Reflex halves
You eject an explosion of energy that detonates with a low roar and deals 1d6 points of damage per 2 regulator level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure
Support powers
Energy Resist
Cost: X Open
Result: Readied
Sustain: 1 Readied
Regulating Time: 1 standard action
Range: Personal
Save: None (harmless)
A dull glowing aura grants you limited protection from damage of your focus. You gain energy resistance against damage of your focus equal to 5 times the number of open points used in the regulation. This aura protects your equipment as well.
Dazing Energy
Cost: 2 Open
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Will negates
Your regulations become violently bright when they appear. Creatures damaged by your regulations must make a Will save or be dazed for one round.
Exhausting Power
Cost: 3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates
Damage from your regulations drain the body. Creatures damaged by your regulation must make a Fortitude save or be fatigued for 10 minutes or when this regulation ends.
Blast Evade
Cost: 1 Open
Result: Readied
Sustain: 1 Readied
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
A swift blast to the side is ready to push you from dangerous energy. You gain evasion as the rogue ability.
Minor Energy Construct
Class: Dynamo
Cost: 4 Readied
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: none
You create a construct made of your focus. The Construct has a number of HD up to 1/2 your regulator level. It is a generic small or medium construct which has 10-sided Hit Dice, base attack bonus equal to ¾ total Hit Dice (as cleric), no good saving throws, a land speed of 30 feet, and no skill points. It's starting ability scores are Str 15, Dex 15, Con Ø, Int Ø, Wis 11, Cha 10. Energy constructs can be given feats but only feats you know.
As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The Energy construct is instantly destroyed if the regulation ends.
Energy constructs are not summoned; they are created on the plane you inhabit (using from your own focus). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Energy Constructs deal damage similar to the focus used to create it (a fire construct deal fire damage). In addition, any attack against a construct that deals damage similar to the focus used to create it. heals 1 point of damage for every 3 points of damage it would otherwise deal.
Focus Charge
Class: Dynamo, Maestro
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 swift action
Range: Personal
Save: None
When you charge, You get a +4 bonus to Strength checks to Bull Rush opponents
Using this regulation is a swift action. You cannot use this regulation when it isn’t your turn.
Energy Construction
Class: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text
Effect:
This regulation creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, One side of the wall, hemisphere, pillar, or sphere; selected by you, sends forth waves of energy. This deals 2d4 points of damage to creatures within 10 feet and 1d4 points of damage to those past 10 feet but within 20 feet. In addition, the wall deals 2d6 points of damage +1 point of damage per regulator level (maximum +20) to any creature passing through it. The construction deals this damage when it appears and on your turn each round to all creatures in the area.
If you evoke the construction so that it appears where creatures are, each creature takes damage as if passing through it.
Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level.
Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level
Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels
Focus type
If a construction made of fire takes cold damage greater than twice the regulator's level in 1 round, it goes out. (Do not divide cold damage by 4, as normal for objects.) Constructions made of cold, positive, or negative energy have a similar reaction with different energy types (fire damage puts out a cold construction, negative damage puts out a positive construction, positive puts out negative)
Focus Leap
Class: Dynamo
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 move action
Range: Personal
Save: None
You make a jump as part of this regulation. You get an enhancement bonus on the Jump check equal to 10 + your regulator level.
Intensity
Level: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates; see text
The energy of your focus intensifies. The next time you deal damage with a regulation, the target must make a fortitude save or suffer an additional effect:
Fire
The target’s clothes or hair catch fire. He takes 1d6 points of fire damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.
Electricity
The target’s clothes or hair catch fire. He takes 1d4 points of electric damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d4 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire. The target suffers a -2 penalty to his saving throw due to the paralyzing effect of the electricity.
Cold
The target becomes trapped in a ice thin pillar of ice. Attempting to break free is a full-round action. A trapped creature must make a Strength check or a Escape Artist check to do so. The DC for both check is equal to 10 + 1/2 regulator level + Con modifier.
Positive or Negative
The target gain 1d2 negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your regulator level (maximum 15 hours).
Sonic
The target is deafened and confused for 2d6 rounds.