D20:Fuse Flesh Power
|Range:||TouchTemplate:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target|
|Saving Throw:||Fortitude negates and Fortitude partial; see text|
If the target fails its Fortitude save to avoid the power?s effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature?s eyes and ears fuse over, effectively blinding and deafening it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to manifest powers (if any), and is generally in sorry shape.
Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a shapechanger can revert to its unfused form as a standard action.
Augment: For every 2 additional power points you spend, this power?s save DC increases by 1.
Back to System Reference Document → Powers.
|This article is a D20 reference page|
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
, 05-20-2007 at 09:06 AM|
Last edited by , 10-23-2011 at 12:00 PM
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