kalos72
2019-09-22, 04:36 PM
I was looking at the King of Smack and love the idea of claws...so I made this as a customization for my Aegis. Thoughts?
Bestial Strike: (4 points)
You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus.
Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your claws, taking the standard -4 penalty on your attack roll.
Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.
You can augment your claws in the following ways based on the number of Customization Points you spend with a Swift Action
1. For 2 CP’s you can empower your Claws, doubling the base damage
2. For 2 CP’s, you can empower your Claws with an elemental damage type (acid, cold, electricity, fire, force, poison or sonic) and change the damage type as a Swift Action as needed
3. For 2 CP’s you can cause your successful Claw attacks to explode causing the same damage on all adjacent enemy targets of the original target
4. For 2 CP’s you can cause your successful Claw attacks to arc to several secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once
5. For 4 CP’s you can cause your successful Claw attacks to heal a number of hit points equal to half the base damage dealt by your Claws, rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
Bestial Strike: (4 points)
You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus.
Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your claws, taking the standard -4 penalty on your attack roll.
Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.
You can augment your claws in the following ways based on the number of Customization Points you spend with a Swift Action
1. For 2 CP’s you can empower your Claws, doubling the base damage
2. For 2 CP’s, you can empower your Claws with an elemental damage type (acid, cold, electricity, fire, force, poison or sonic) and change the damage type as a Swift Action as needed
3. For 2 CP’s you can cause your successful Claw attacks to explode causing the same damage on all adjacent enemy targets of the original target
4. For 2 CP’s you can cause your successful Claw attacks to arc to several secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once
5. For 4 CP’s you can cause your successful Claw attacks to heal a number of hit points equal to half the base damage dealt by your Claws, rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.