Quote Originally Posted by Bluydee View Post
Does Energy Charge require you to spend 5 points on it to activate, or does it activate per every 5 you spend on surges?
It is based of of other points you spend. So if you spend 10 points for 2 bonus move actions, your attacks gain 2d6 energy damage for the turn.

The adrenaline pool gets way too large in the end. At level 20, with a reasonable 240 pool from a +12 modifier, you can take 21 rounds worth of actions in one turn. If Energy Charge works the way I think it does, spending that all gives 48d6 damage on each attack. You can win intiative pretty easily, spend all your points, run up to all the enemies, whack them, and win the encounter before anything happens and so the penalty doesn't even matter. These abilities probably need more of a cap. Does sound pretty cool though. Do 2 minutes worth of actions in just 6 seconds, moving so fast you set everything you touch on fire.
I think I mention this in my comment for the level 19 ability. By the time you reach 20, balance is gone anyways, so I just went for doing something awesome and fun.

Also, consider that if you somehow don't kill everything in that, you are taking half actions for your next 20 turns, and need 20 minutes to recharge.

It actually is slightly sillier. You spend 20 points to activate Essence of Action, and have 1d4+1 rounds of 19 actions per turn.

Consider the other elemental options, too. You turn into a bolt of lightning and inflict 2 minutes worth of damage in a blink, or rush around stealing the energy from your surroundings, freezing everything in place.

For a suggestion of an ability, spending adrenaline points to take your turn during the enemies.
Actually, the level 10 ability, Immediate Surge, is basically this. You can activate Surges as an immediate action, so outside of your own turn