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Energy Discharge (Su)

Effect: The companion can create bolts of arcane energy to attack foes. Upon choosing this augmentation, the vanguard must select either acid, cold, electricity, or fire. The companion can make a ranged touch attack with a range of 30 feet, dealing damage of the chosen energy type equal to 1d6 + the companion’s Charisma modifier. Attacking with an energy discharge takes the place of one of the companion’s normal attacks, and it can make a full attack using energy discharge. Energy discharge is treated as a light ranged weapon and a ray for all feats and abilities that affect light weapons, ranged weapons, or rays, such as Two-Weapon Fighting, Precise Shot, Weapon Focus (ray), and Ray Shield. This augmentation can be chosen more than once. Each time it is selected, the companion can use an additional energy type.

Resonance: The companion discharges a large amount of energy towards the vanguard. The vanguard and his companion must be within 50 feet of each other and have line of effect to each other to use this resonance. When used, a blast of energy is fired towards the vanguard in a 5-foot line, harming all creatures caught in a line connecting both the vanguard and his companion. Each creature caught in the area takes 1d6 damage per two vanguard levels (max 10d6) of the chosen energy type. A Reflex save halves the damage (DC 10 + 1/2 the vanguard’s level + his Charisma modifier). The resonance ends once the damage is dealt.

Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore