1. - Top - End - #17
    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    Aug 2012
    Location
    Enhasa
    Gender
    Male

    Default Re: Base Class Contest XXII - Taking Pixars of Dreamworks

    Least Modules:
    Spoiler
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    Line Blast (Su)
    [Blast Shape]
    Requirements: fire, water, smoke or storm element.
    Cost: 3
    At will, you may fire your energy blast in the form of a line. The line has a length equal to twice your melee reach and creatures caught in the blast get a reflex save for half damage.

    Shield (Ex)
    Cost: 3
    Discounts: Standard, Heavy
    You gain a shield that grants you a +2 shield bonus to AC.

    Finesse (Ex)
    Cost: 4
    Discounts: Light
    You may add your Dexterity bonus to melee attack rolls in addition to your Strength bonus.

    Aquatic Adaptation (Ex)
    Requirements: water, ooze, or ice element.
    Cost: 2
    Your mecha has been modified for underwater activity. It can filter breathable air from water, therefore granting the pilot and anyone inside the Passenger Bay waterbreathing, (air masks attached to the interior of the cockpit are provided if you do not have Environmentally Sealed) and it gains a swim speed equal to its base land speed.

    Enhanced Movement (Ex)
    Cost: 3
    Discounts: Light
    Your Mech’s movement rate increases by 10ft.

    Auxiliary Cannon (Ex)
    Cost: 3
    Your mech gains an additional ranged attack, which deals 1d6 piercing damage with a max range equal to half normal range.

    Destructive Enhancements (Ex)
    Cost: 3
    Discounts: Power
    Your mech’s attacks deal double damage to objects.

    Gale Force (Su)
    [Energy Effect]
    Requirements: air element
    Cost: 3
    Once per encounter, you may fire a version of your energy blast that knocks opponents prone if they fail a Reflex save.

    Tremor (Ex)
    Requirements: earth or magma element
    Cost: 4
    Discounts: Power, Heavy
    Once per encounter, as a standard action, you may have your mecha stomp the ground, creating tremors that force all adjacent creatures to make reflex saves or fall prone.

    Environmentally Sealed (Ex)
    Cost: 2
    Your mech has an air tight seal, protecting the interior from flooding and gas, and contains enough air for a medium-sized pilot to survive for a number of hours equal to its Durability, and this is time is doubled for each size category above large. Remember, however, that large creatures use twice the air as medium ones, and that small creatures use half. Warning: if the cockpit is destroyed the pilot (and any passengers from the passenger bay module) is exposed to outside conditions and loses benefit from this ability.

    Passenger Bay (Ex)
    Cost: 2
    Your mech has space inside for additional passengers. It can hold one creature one size smaller than it, or 2 creatures 2 sizes smaller than it, or 4 creatures 3 sizes smaller than it, or 8 creatures 4 sizes smaller than it, etc. This includes the pilot, however, meaning that a mech that is 1 size greater than the pilot cannot benefit from this ability.

    Drench (Su)
    Requirements: water element
    Cost: 2
    The mech may channel the elemental in its touch to put out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The mech can dispel magical fire it touches as dispel magic (caster level equals the mech’s HD + potency).

    Create Water (Su)
    Requirements: water or ice element
    Cost: 2
    The mech can Create Water, once per day per level, as a caster of twice its level.

    Turret Mode (Ex)
    Cost: 4
    Discount: Heavy, Standard
    Your mech may add its Durability bonus to ranged attacks if you do not use your move action for movement on that turn.

    Dazzling Blast (Su)
    [Energy Effect]
    Requires: fire, storm, or ice element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that dazzles opponents for one round if they fail a fortitude save.

    Corruption-Shielded Cockpit (Su)
    Requires: taint element
    Cost: 3
    The mecha’s pilot receives a +3 bonus on fortitude saves to resist corruption. This only applies while they are piloting, and it stops applying if the cockpit is opened or destroyed.

    Sickening Blast (Su)
    Requires: smoke, ooze or taint element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that sickens opponents for one round if they fail a fortitude save.


    Lesser Modules:
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    Strength Enhancement (Su)
    Cost: 2
    The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

    Dexterity Enhancement (Su)
    Cost: 2
    The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

    Durability Enhancement (Su)
    Cost: 2
    The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

    Enhanced Plating (Ex)
    Cost: 3
    Discount: Heavy, Power
    Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

    Rocket (Ex)
    Cost: 4
    Discount: Power, Heavy, Standard
    The mech gains an additional ranged weapon, a rocket usable 1/day per 4 levels. It deals 1d8 bludgeoning damage on a successful hit, then, regardless of whether or not it hit, it explodes in a 10ft. radius dealing 3d6 fire damage to all creatures caught in the explosion. Creatures receive a reflex save for half damage; however, a creature successfully hit by the initial attack roll receives no save. You may choose to detonate the rocket at a point in the air rather than hitting a target.

    Crushing Blow (Ex)
    Cost: 3
    Discount: Power, Heavy
    Once per encounter, you may declare one of the mecha’s melee attacks a “Crushing Blow.” Any creature hit by a Crushing Blow must make a Fortitude save or be staggered, being only capable of taking a move action or a standard action on their next turn.

    Shatter (Sp)
    Requires: air or storm element
    Cost: 3
    3/day the mech may Shatter, as the spell, as a caster of twice its level.

    Explosive Blast (Su)
    [Blast Shape]
    Requires: fire or magma element
    Cost: 3
    At will, you may fire your energy blast in an explosive form. The blast has a radius of 5ft. and creatures caught in the blast get a Reflex save for half damage.

    Deafening Blast (Su)
    [Energy Effect]
    Requires: air or storm element.
    Cost: 3
    At will, you may fire a version of your energy blast that deafens the target for one round if they fail a fortitude save.

    Ultra-high Pressure (Su)
    [Energy Effect]
    Requires: water element
    Cost: 3
    At will, you may fire a version of your energy blast that knocks the target away 5ft. for every 4 mecha levels if they fail a reflex save.

    Great Tremor (Su)
    Requires: earth or magma element, tremor
    Cost: 3
    When you use tremor, it affects all creatures within your melee reach.

    Multi-Directional Sensors (Ex)
    Cost: 2
    Your mecha has ocular and auditory sensors on every side of its body, granting immunity to flanking and a +4 bonus on Spot and Listen checks.

    Heavy Shield (Ex)
    Requires: Shield
    Cost: 3
    Discounts: Standard, Heavy
    Your shield grants an additional +2 shield bonus to AC.

    Shock Absorber (Su)
    Cost: 2
    The first time each day that your Potency would go down, your potency is reduced by one less. As a module, this does not modify your Power Core in any way, and has no effect on its Potency rating after being removed from the mecha.

    Submersible Mode (Ex)
    Requires: Environmentally Sealed
    Cost: 2
    Your mecha gains a swim speed equal to its base land speed.

    Draining Touch (Su)
    Requires: shadow element
    Cost: 4
    Discount: Power, Light
    All of your slam attacks now also deal 1 point of Strength damage. You may also spend a standard action to make a melee touch attack that deals 2 points of Strength damage.

    I-Field (Ex)
    Cost: 4
    Discount: Standard, Heavy, Light
    You gain a 20% miss chance that applies only to ranged attacks.

    Entangling Blast (Su)
    [Energy Effect]
    Requires: ice or shadow element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that entangles foes for 1 round if they fail a reflex save.

    Earthbinding Blast (Su)
    [Energy Effect]
    Requires: earth, magma, or ooze element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that “earthbinds” foes for 1 round if they fail a will save. “Earthbound” foes lose any fly speed they may possess, and if the target was currently flying, they fall to the ground at Feather Fall speeds. This has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).

    DG Cells (Ex)
    Requires: taint element
    Cost: 3
    Your mecha gains fast healing 1. You may activate or suppress this ability as a free action. Every (pilot’s Constitution x 2) rounds while this ability is active, the pilot must make a fortitude save or suffer 1 point of corruption. They must also make this save when you deactivate this ability.

    Crusher Mode (Su)
    [Super Mode]
    Cost: 3
    Discount: Power
    You gain a +8 bonus to strength. You must pay one point of potency each round to maintain this mode.



    Moderate Modules:
    Spoiler
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    Strength Enhancement (Su)
    Cost: 2
    The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

    Dexterity Enhancement (Su)
    Cost: 2
    The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

    Durability Enhancement (Su)
    Cost: 2
    The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

    Enhanced Plating (Ex)
    Cost: 3
    Discount: Heavy, Power
    Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

    Heavy Cannon (Ex)
    Requires: Auxiliary Cannon.
    Cost: 3
    Discount: Heavy, Light.
    The Auxiliary Cannon has its damage increased to 3d6 and gains a range increment equal to the normal range.

    Elemental Lensing (Su)
    Cost: 2
    Select an elemental type other than taint. Anytime that you fire your Energy Cannon, you may fire that elemental type’s Energy Cannon instead. When you do this, you may not apply any [Blast Shape] or [Energy Effect] modules that the other chosen elemental could not buy. This does not give you any ability to purchase modules as though you had the other elemental. Unlike other modules, you may select this one multiple times, selecting a new element each time.

    AT Field (Su)
    Cost: 3
    Discounts: Light, Standard
    Your mecha produces a repulsion field that grants it a +2 deflection bonus to AC.

    Wind Flight (Su)
    Requires: air, storm, ice or smoke element
    Cost: 3
    Discount: Light
    Your mecha gains a fly speed equal to its base land speed with good maneuverability.

    Haze (Su)
    Requires: smoke or shadow element
    Cost: 4
    Discount: Light
    A cloud of particulate elemental matter obscures your mecha’s appearance, granting you concealment. You may engage or disengage this ability as a free action.

    Improved Elemental Weapon (Su)
    Cost: 3
    You add ½ Potency rating x 1d6 to your Elemental Weapon’s damage.

    Magic Rocket (Su)
    Requires: Rocket
    Cost: 3
    Your rocket damage is increased to 6d6, and when you fire your rocket you may now choose for your rocket to deal the same energy type of damage as your Energy Cannon (this includes taint’s corruption damage & backlash). If you have elemental lensing, you may also choose to have it deal the same type of energy selected then.

    Storm Lensing (Ex)
    Requires: storm element
    Cost: 4
    Sonic is now treated as the Storm elemental energy type, in addition to Electricity. Your Energy Cannon, Energy Weapon, and all abilities that build off of their energy type (including Piercing and Resistance) now use Sonic whenever you wish for it to apply.

    Burn (Su)
    Requires: fire or magma element
    Cost: 3
    Discount: Power
    Your slam attack deals 2d6 additional fire damage and any creature struck must make a reflex save or catch on fire, taking 1d6 damage per round for 1d4 rounds until they spend a move action to smother the flames or are doused in water. Any creature that hits you in melee with a natural weapon or unarmed strike takes 1d6 damage and must make a reflex save or catch fire. You may raise or lower this ability as a free action, and while it is active you shed light as a hooded lantern.

    Blinding Blast (Su)
    [Energy Effect]
    Requires: fire, smoke, shadow, or ice element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that blinds foes for 1 round if they fail a fortitude save.

    Dimension Door (Sp)
    Requires: taint element
    Cost: 3
    3/day you may spend a move action to emulate the effects of the Dimension Door spell. This version of the spell cannot transport touched creatures, only the mecha and its occupants. However it does not prevent you from taking other actions after using it.

    Speed Mode (Su)
    [Super Mode]
    Cost: 4
    Discount: Light, Standard
    You gain all the benefits of the Haste spell. Additionally, you may pay 1 point if Potency whenever you make a full attack to gain a second extra attack at your full attack bonus. You must allocate 1 point of Potency to activate this mode for 4 rounds.



    Greater Modules:
    Spoiler
    Show
    Strength Enhancement (Su)
    Cost: 2
    The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

    Dexterity Enhancement (Su)
    Cost: 2
    The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

    Durability Enhancement (Su)
    Cost: 2
    The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

    Potency Amplifier (Su)
    Cost: 2
    The mech’s Potency rating is increased by 1. This stacks with the Grand version of this ability. As a module, this does not modify your Power Core in any way, and has no effect on its Potency rating after being removed from the mecha.

    Enhanced Plating (Ex)
    Cost: 3
    Discount: Heavy, Power
    Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

    Rocket Volley (Ex)
    [Non-Volleyable]
    Requires: Rocket
    Cost: 4
    Discounts: Heavy
    You receive a number of small rockets each day equal to triple your level. As a full-round action, you may fire any number of small rockets, to a maximum of twice your level in rockets. All must be placed within your Energy Cannon range, and each small rocket explodes in a 15 foot radius for 1d6 fire damage (reflex save for half). Small rockets may be placed in overlapping positions. If any creature is caught in more than one small rocket explosion, total up the damage dice of the rockets and treat it as one attack with one saving throw. If you have Magic Rocket, you may choose to have your small rockets instead deal the same energy type of damage as your Energy Cannon (taint’s corruption damage only applies once to each enemy, & the backlash only applies once to you) or the energy type selected in Elemental Lensing.

    Improved AT Field (Su)
    Requires: AT Field
    Cost: 3
    Discount: Light, Standard
    The deflection bonus granted by your AT Field increases by 2.

    Rocket Flight (Ex)
    Requires: Must not be earth, magma, or ooze element
    Cost: 3
    Discounts: Light
    You gain a fly speed equal to twice your base land speed at average maneuverability. If you also have Wind Flight, you gain perfect maneuverability.

    Extreme Flight (Ex)
    Requires: Rocket Flight
    Cost: 2
    If you fly in a straight line for at least 1 minute, your mecha may speed itself up to a speed of 200mph. You may only sustain this flight for 1 hour per Mecha Ace level.

    Eathbinding Aura (Su)
    Requires: earth, magma, or ooze element
    Cost: 3
    Any enemy that comes within your melee reach must make a will save or immediately be “Earthbound” (see Earthbinding Blast) until they leave this area. Creatures that remain within this area must make will saves each round until they are earthbound.

    Draining Blast (Su)
    [Energy Effect]
    Requires: shadow element, Draining Touch
    Cost: 3
    Discount: Light
    Once per encounter, you may execute a version of your Energy Cannon that deals 2 points of damage to all physical ability scores. This is in addition to its normal damage.

    Debilitating Blast (Su)
    [Energy Effect]
    Requires: taint element
    Cost: 3
    At will, you , you may fire a version of your Energy Cannon that deals 2 points of Constitution damage to any target that fails a fortitude save. This is in addition to its normal damage.

    Autocannon (Ex)
    Requires: Heavy Cannon
    Cost: 4
    Discount: Heavy, Light, Standard
    Any time you attack with your Heavy Cannon, you may choose to make two extra attacks with it, but all attacks made with the Heavy Cannon this round take a -2 penalty on attack rolls.

    Funnels (Su)
    Cost: 3
    You gain 2 “funnels,” floating energy guns that are synchronized to your mecha. Any time that you fire your Energy Cannon, you may fire your funnels as well as a free action. The funnel shots are ranged touch attacks that deal 1d6 damage of the same energy type as your Energy Cannon and have half the range. If you fire multiple funnels at the same target, you may choose to combine them into one attack, making a single attack that deals damage equal to the number of funnels x 1d6. If you have Elemental Lensing, you may apply its effect to your funnels. Earth funnels are not touch attacks, deal d8 damage, and have a range increment equal to half your Energy Cannon range. Taint funnels do not inflict a save vs taint.

    Cone Blast
    [Blast Shape]
    Cost: 3
    At will, you may fire your Energy Cannon in the form of a 30-ft. cone. Creatures caught in the cone receive a reflex save for half.

    Nauseating Blast (Su)
    [Energy Effect]
    Requires: smoke, ooze or taint element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that nauseates enemies for 1 round if they fail a fortitude save.

    True DG Cells (Su)
    Requires: taint element
    Cost: 3
    Your DG Cells now grant Fast Healing 5.

    Rocket Mode (Su)
    Requires: Rocket
    Cost: 4
    Discount: Heavy, Standard
    All rockets you fire deal 3d6 extra damage. While this mode is active, you may pay 1 Potency to fire a rocket without spending a daily use, you may spend 1 Potency when firing a Rocket Volley to gain extra small rockets equal to your Mecha Ace level, or you may pay 2 Potency when firing a Rocket Volley to gain extra small rockets equal to twice your Mecha Ace level. You must allocate 1 Potency to activate this mode for 4 rounds.



    Grand Modules:
    Spoiler
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    Strength Enhancement (Su)
    Cost: 2
    The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

    Dexterity Enhancement (Su)
    Cost: 2
    The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

    Durability Enhancement (Su)
    Cost: 2
    The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

    Potency Amplifier (Su)
    Cost: 2
    The mech’s Potency rating is increased by 1. This stacks with the Greater version of this ability. As a module, this does not modify your Power Core in any way, and has no effect on its Potency rating after being removed from the mecha.

    Enhanced Plating (Ex)
    Cost: 3
    Discount: Heavy, Power
    Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

    Tower Shield (Ex)
    Requires: Heavy Shield
    Cost: 3
    Discounts: Standard, Heavy
    The shield bonus granted by Heavy Shield increases by 2. Additionally, you may spend a standard action to bunker down behind your titanically large shield. If you do so, you, all creatures sharing your square, and all creatures behind you gain total cover.

    Extra Funnels (Su)
    Requires: Funnels
    Cost: 3
    You gain 3 additional funnels. They function identically to those described in the Funnels module.

    Dazing Blast (Su)
    [Energy Essence]
    Requires: fire, smoke, magma, or ice element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that dazes foes for 1 round if they fail a fortitude save.

    Stunning Blast (Su)
    [Energy Essence]
    Requires: air, storm, or taint element
    Cost: 4
    At will, you may fire a version of your Energy Cannon that stuns foes for 1 round if they fail a fortitude save.

    Aura of Corruption (Su)
    Requires: taint element, Corruption-Shielded Cockpit
    Cost: 4
    Your mecha emits an aura of concentrated taint. Any creature that comes within your melee reach must make a fortitude save each round or gain a point of corruption and take 2 points of Constitution damage.

    Impeccable Sensors (Ex)
    Requires: smoke, air or storm element
    Cost: 4
    Your mecha gains blindsight out to 60ft.

    Enervating Blast (Su)
    [Energy Effect]
    Requires: shadow or taint element
    Cost: 3
    At will, you may fire a version of your Energy Cannon that inflicts 2 negative levels on any target that fails a fortitude save. This is in addition to its normal damage.



    Transcendent Modules:
    Spoiler
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    Monolithic Potency Amplifier (Su)
    Requires: N/A
    Your Potency rating is increased by 3.

    Funnel Pyramid (Su)
    Requires: Extra Funnels
    You may have your funnels arrange themselves around you like the five corners of a pyramid and generate a shield of harmful energy. You may activate or deactivate this ability as a swift action, and while this ability is active, you may not use your funnels. Any creature that makes a melee attack against you takes 5d6 damage of the same energy type as your Energy Cannon. The energy pyramid also protects you from energy damage, halving all energy damage you would take. Earth receives extra damage with this ability, and Taint inflicts taint like the Energy Cannon. If you have Elemental Lensing, you may change your Funnel Pyramid’s energy type as a swift action. Your Funnel Pyramid gives you immunity to the matching energy type (Earth & Taint pyramids provide no such benefit).

    Incorporeal Mode (Su)
    [Super Mode]
    Requires: shadow element
    As a move action, you may allocate 1 point of Potency to activate this mode for 3 rounds. While this mode is activated, your mecha (and all of its contents, including the pilot and any passengers) becomes incorporeal. All of its attacks become incorporeal touches, and it gains all the effects of the incorporeal subtype.

    Cloud of Smoke (Su)
    Requires: smoke element
    As a swift action you may pay 2 points of Potency to emit a cloud of smoke that radiates out to your melee reach for 1 minute. The smoke is impossible to see through with normal vision, and grants total concealment to all creatures inside. Additionally, all breathing creatures inside the cloud that are not immune to poison take 2d6 damage per round that they remain inside.

    Thunder and Lightning (Su)
    Requires: storm element
    Once per minute as a full-round action you may emit a blast of thunder coupled with a bolt of lightning. The thunder affects every creature within 60ft. dealing 12d6 damage (fortitude save for half). The lightning takes the form of a 120ft. line that deals 24d6 damage (reflex save for half).

    Volcanic Blast (Su)
    Requires: magma element
    As a full-round action you may pay 1 point of Potency to spew lava into a 10ft. square within your melee reach. All creatures in the affected area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. The pool of lava cools after 2d6 hours.

    Devouring Ooze Blast (Su)
    [Energy Effect]
    Requires: ooze element
    You may pay 1 point of Potency to fire a version of your Energy Cannon that washes targets in pure, hyper-concentrated ooze. Targets so bathed must make fortitude saves or else the elemental ooze merges with their being and begins eating them from the inside out. Each round, afflicted targets take damage as if they were hit by your Energy Cannon. There is no maximum duration on this effect; it lasts until the subject receives a Heal spell (or stronger effect) or dies.

    Ultimate Ice Beam (Su)
    [Non-Volleyable]
    Requires: ice element
    You may spend a standard action and pay 1 point of Potency to fire a beam of ice that seals opponents in blocks of pure elemental ice. The max range is equal to your base range. Targets are sealed in ice if they fail a fortitude save, and if they succeed they take 30d6 cold damage. Incorporeal creatures and creatures coated in magical flames automatically succeed on their saves. Creatures sealed in ice are still alive, perfectly preserved. They do not age, breathe or require sustenance while frozen. The elemental ice cannot be melted by mundane heat, and may only be damaged by magical flame. Creatures being thawed do not take damage from the flame, but the thawing process itself is harmful and they must make a fortitude save or be reduced to -9 hit points and dying (1 hit point if they are constructs or undead).

    Burning Incandescence (Su)
    [Super Mode]
    Requires: fire element
    As a swift action you may allocate 1 point of potency to activate this mode for 5 rounds. While in this mode, all of your attacks that deal fire damage automatically wreath enemies in powerful elemental fire. Creatures set on fire this way take 5d6 fire damage each round for 1d4 rounds. This flame is harder to extinguish than normal, and can only be removed with a full-round action or dousing with magical water.

    Diamond Beam (Su)
    [Energy Essence]
    Requires: earth element
    You may pay 1 point of Potency to fire a version of your Energy Cannon that petrifies enemies. All affected creatures must make fortitude saves or be turned to stone as per the Flesh to Stone spell.

    Tidal Wave (Su)
    Requires: water element
    You may spend a full-round action to pay 1 point of Potency and generate a massive wave. The wave goes out in all directions and deals 20d6 bludgeoning damage to all creatures within your melee reach (no save). Creatures damaged are automatically knocked prone and are shoved outside of the area. Additionally, affected creatures must make fortitude saves or be stunned for 1 round.

    Tornado Mode (Su)
    [Super Mode]
    Requires: air element
    You may spend a swift action and pay 1 point of Potency to activate this mode for 3 rounds. While this mode is active, you produce a deadly whirlwind that extends as far as your melee reach. When you activate this mode, you must choose to either form a Repelling Whirlwind or an Attracting Whirlwind. Any creature the same size or smaller than your mecha that enters or begins their turn inside this whirlwind takes 5d6 sonic damage and must make a fortitude save or be knocked prone. If a creature smaller than your mecha fails their save they are also moved outside of the whirlwind’s area (if a Repelling Whirlwind) or moved adjacent to you (if an Attracting Whirlwind).

    Death Ray (Su)
    [Energy Effect]
    Requires: taint element
    You may pay 1 point of Potency to fire a version of your Energy Cannon that is charged with pure death. Any creature affected must make a fortitude save or die. This is a death effect.
    Last edited by Jester of Doom; 2014-05-31 at 11:09 PM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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