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Prism Feats

In addition to getting a Prismatic Implant, characters can take Prism Feats to bolster the Prism’s power or to allow for additional benefits.

Prism: Retributive Focus

You can cause a burst of retributive damage to those who attempt to interrupt you whilst casting.

Prerequisites: Prismatic Implant(head or chest), CL 6

Benefit: The powers inherent to your Prism react against those attacking you while casting spells.

Upon making a successful Concentration check after taking damage, you release 3d6 bolts of force damage against the instigator up to 60 feet away. Additionally, if you fail the check by more than 5, you create a 15 foot explosion dealing 6d6 points of damage to all creatures caught within the radius, including yourself.

This ability can only be activated once per hour.

Prism: Protective Focus

Your Prism creates a protective bubble while Concentrating.

Prerequisites: Prismatic Implant(head or chest), CL 8

Benefit: You gain a protective barrier while Concentrating, providing a +2 AC bonus and creating a force bubble. This force bubble works as wall of force but limited to the character’s size and with a hardness of 10 and 40 hit points.

Once the force bubble is destroyed, it takes 24 hours for the Prism to provide force bubble again.

Prism: Explosive Delivery

You can cause a burst of energy to eminate from your weapon through a hand-based Prism.

Prerequisites: Prismatic Implant(hand), BAB +3

Benefit: While making a melee attack you can activate your hand prism as a swift action, causing 3d6 + 1 energy damage of the Prism’s type for each player level.

This ability can only be activated 2 times per day.

Prism: Defensive Matrix

You can create a shield of protective energy on will.

Prerequisites: Prismatic Implant(any)

Benefit: You can gain a +1 Prism AC for every Prism Implant you have, including the Defensive Matrix implant.

Prism: Sunder Time

You use both your weapons to tear the very fabric of reality.

Prerequisites: 2 Prismatic Implants(hand), BAB +6, Two-Weapon Fighting

Benefit: Upon making successful attacks with both your primary and off-hand weapon, you can create a micro-tear in space-time between the two points of delivery, causing the attack’s damage to double.

This ability can only be activated up to your primary melee attack Ability Score Modifier per day.

Prism: Chrono Reversal

After taking damage, you can choose to reverse the damage and any associated effects on your turn as a Swift Action.

If the damage taken would be fatal, the prism self-activates and reverses the damage, destroying itself in the process. Your character is unconscious for 1d4 rounds after this effect.

This ability can be activated twice per day.

Prism: Hasten Self

As a Swift action, increase your speed by half your base speed for half your level in rounds.

Useable three times per day.