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Thread: Solar Avatar (Superman 3.5)

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    Ogre in the Playground
    Join Date
    Nov 2011
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    Oldhelwyn Wilds

    Default Re: Solar Avatar (3.5)

    Kryptonite
    Whenever a meteorite chunk of kryptonite is brought within 10 ft. of a Solar Avatar (with the exception of red; see below), the Solar Avatar begins suffering from the effects of the chunk.

    <|||> Blue Kryptonite:
    Whenever a shard of blue kryptonite is brought near a Solar Avatar, the Solar Avatar loses some of its abilities. Until the shard is taken away, it suppresses all supernatural abilities currently active on the Solar Avatar.

    <|||> Green Kryptonite:
    Whenever a shard of green kryptonite is brought near a Solar Avatar, the Solar Avatar falls prone and begins taking 1d4 points of constitution damage per round of exposure. If the Solar Avatar remains in direct contact with a shard, he becomes helpless and must succeed a DC 14 fort save or fall unconscious.

    <|||> Red Kryptonite:
    The weaker shards of red kryptonite cause a temporary alignment shift to Neutral Evil. This shard must either be worn, held, embedded or otherwise in constant contact with the Solar Avatar for the alignment change to manifest.

    <|||> Gold Kryptonite:
    This is stupid and should never be introduced into a game. it basically removes all class levels and abilities permanently. The worst possible thing to do as a DM is to introduce it. It works good on a threat but never as an actual obtainable item. You might just end up losing a player over the loss of the character.
    Last edited by LordErebus12; 2014-04-26 at 08:23 AM.
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