pathfinder2e-notes/content/Mechanics/Character Building/Actions/Explode.md
2024-05-19 19:25:23 +02:00

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---
title: "Explode"
draft: true
noteType: ":luggage:"
aliases: "Explode"
foundryId: Item.LdZarhE9SCIAZnCv
tags:
- Item
---
# Explode `pf2:2`
You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire with a DC 0 resolve reflex around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).
At 3rd level, and every level thereafter, increase your explosion's damage by 1d6.
If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10 foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15 foot emanation.
DC 17 flat{Unstable Check}
On a failure, the innovation malfunctions in a spectacular (though harmless) fashion, such as a belch of smoke or shower of sparks, and it becomes incapable of being used for further unstable actions.
On a critical failure, you also take fire damage equal to your level.