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The Gleaming

Descriptors: Healing

Class: Stormbound

Slot: Storm

Saving Throw: Will half

Brilliant shimmering energy fills the sky, energizing the living and burning away the dark.

Shaping this veil fills the sky above your storm with a shimmering aurora of brilliant golden light that raises the light level within the storm’s area by 1 step (to a maximum of bright light).

As a standard action, you can focus the power of this aurora on a number of creatures in the storm equal to half your veilweaving modifier (minimum 1), affecting those creatures in one of the following two ways:

  • If that creature is healed by positive energy, it gains temporary hit points equal to your veilweaving modifier (minimum 1) for 1 round.
  • If that creature is damaged by positive energy, it takes a number of points of damage equal to your veilweaving modifier (minimum 1) and is dazzled for 1 round. A successful Will save halves this damage and negates the dazzled condition. This damage bypasses damage reduction and resistances.

Essence: For each point of essence invested in this veil this veil grants an additional 1d6 temporary and deals an additional 1d6 damage. For every 2 points of essence invested in this veil the duration of temporary hit points and the dazzled condition caused by this veil increase by 1 round.

Chakra Bind (Storm): Binding this veil to your Storm chakra further empowers its brilliant aurora, affecting all beings who stand within its light. While this storm is invested with at least 1 point of essence, at the end of your turn all creatures within the storms area are affected in one of the following ways:

  • Creatures healed by positive energy regain 2 hit points per point of essence invested in this veil. This healing cannot restore a creature to a number of hit points more than half their maximum. Any excess is lost. If a creature suffering from bleed damage is above half their hit points, this healing still cures the bleed damage as if they were healed.
  • Creatures damaged by positive energy take 2 points of damage per point of essence invested in this veil. This damage bypasses damage reduction and resistances.

The Gloaming

Descriptors: Death

Class: Stormbound

Slot: Storm

Saving Throw: Will half

Churning shadow fills the sky above your storm, ominous streaks of dark magic coursing throughout.

Shaping this veil fills the sky above your storm with a churning mass of shadows of dark energy that lowers the light level within the storm’s area by 1 step (to a minimum of darkness).

As a standard action, you can focus the power of this dark energy on a number of creatures in the storm equal to half your veilweaving modifier (minimum 1), affecting those creatures in one of the following two ways:

  • If that creature is healed by negative energy, it gains temporary hit points equal to your veilweaving modifier (minimum 1) for 1 round.
  • If that creature is damaged by negative energy, it takes a number of points of damage equal to your veilweaving modifier (minimum 1) and is dazzled for 1 round. A successful Will save halves this damage and negates the dazzled condition. This damage bypasses damage reduction and resistances.

Essence: For each point of essence invested in this veil this veil grants an additional 1d6 temporary and deals an additional 1d6 damage. For every 2 points of essence invested in this veil the duration of temporary hit points and the dazzled condition caused by this veil increase by 1 round.

Chakra Bind (Storm): Binding this veil to your Storm chakra further empowers its dark energy, affecting all beings who stand within its shade. While this storm is invested with at least 1 point of essence, at the end of your turn all creatures within the storms area are affected in one of the following ways:

  • Creatures healed by negative energy regain 2 hit points per point of essence invested in this veil. This healing cannot restore a creature to a number of hit points more than half their maximum. Any excess is lost. If a creature suffering from bleed damage is above half their hit points, this healing still cures the bleed damage as if they were healed.
  • Creatures damaged by negative energy take 2 points of damage per point of essence invested in this veil. This damage bypasses damage reduction and resistances.

The Heavensfall

Descriptors: Good, Light

Class: Stormbound

Slot: Storm

Saving Throw: None

The heavenly realms occasionally breach the mortal planes in a storm known colloquially by scholars as a Heavensfall, bringing good luck and bodily strength to those who bask in its glow.

Shaping this veil fills the sky above your storm faint clouds through which pierce gleaming golden god-rays that shine down on creatures within the storm, raising the light level within the storm’s area by 1 step (to a maximum of bright light).

When at least 1 point of essence is invested in this veil, a god-ray breaks from the storm’s thin clouds to shine upon a single creature of your choice, bolstering them and blessing them with holy energy if they are Good or weakening them if they are Evil. That creature receives a +1 sacred bonus on attack rolls and weapon damage rolls if they are Good-aligned, or a -1 penalty on attack rolls and weapon damage rolls if they are Evil-aligned.

Additionally, if that creature is Good-aligned, they gain protection from Evil-aligned summoned creatures (as protection from evil), and gain a +2 sacred bonus on saving throws against any spells or effects that possess or exercise mental control over them caused by Evil-aligned creatures. If they were already under such an effect when they gain the benefits of this storm, they may make an additional save against that effect. A creature may only make one additional save against such an effect using this storm, even if they would lose and regain its benefits.

You may change which creatures you are affecting with this storm as a free action once per turn.

Essence: For each point of essence invested in this veil beyond the first, you may cause an additional god-ray to shine upon a creature of your choice, and creatures affected by the storm gain an additional +1 sacred bonus to weapon damage rolls (or their penalty to weapon damage rolls worsens by -1, if they are Evil-aligned). For every 3 points of essence invested in this veil beyond the first, the veil’s sacred bonus to attack rolls and saving throws granted to Good-aligned creatures improves by +1 (or their penalty to attack rolls worsens by -1, if they are Evil-aligned).

Chakra Bind (Storm): Binding this veil to your Storm chakra further widens the rift between your reality and the heavenly realms, further bolstering creatures who receive the blessing from the heavens. Good-aligned creatures benefiting from the effects of this veil ignore the first 5 points of DR, Resistances, and Hardness of Evil-aligned creatures they damage. They ignore an additional 2 points for each point of essence invested in this veil beyond the first.

The Hellsfall

Descriptors: Evil, Light

Class: Stormbound

Slot: Storm

Saving Throw: None

When the infernal light of the hells breaks the barrier of the planes, a storm known as a Hellsfall can manifest. Travellers who see beams of eerie red light descend from the heavens should stay well clear, lest they find themselves weakened and unable to defend themselves from the hoards of fiends that follow.

Shaping this veil fills the sky above your storm faint clouds through which pierce baleful glowing red rays of light that shine down on creatures within the storm, raising the light level within the storm’s area by 1 step (to a maximum of bright light).

When at least 1 point of essence is invested in this veil, a beam breaks from the storm’s thin clouds to shine it’s baleful light upon a single creature of your choice, bolstering them and blessing them with profane energy if they are Evil or weakening them if they are Good. That creature receives a +1 profane bonus on attack rolls and weapon damage rolls if they are Evil-aligned, or a -1 penalty on attack rolls and weapon damage rolls if they are Good-aligned.

Additionally, if that creature is Evil-aligned, they gain protection from Evil-aligned summoned creatures (as protection from good), and gain a +2 profane bonus on saving throws against any spells or effects that possess or exercise mental control over them caused by Good-aligned creatures. If they were already under such an effect when they gain the benefits of this storm, they may make an additional save against that effect. A creature may only make one additional save against such an effect using this storm, even if they would lose and regain its benefits.

You may change which creatures you are affecting with this storm as a free action once per turn.

Essence: For each point of essence invested in this veil beyond the first, you may cause an additional beam of baleful light to shine upon a creature of your choice, and creatures affected by the storm gain an additional +1 profane bonus to weapon damage rolls (or their penalty to weapon damage rolls worsens by -1, if they are Good-aligned). For every 3 points of essence invested in this veil beyond the first, the veil’s profane bonus to attack rolls and saving throws granted to Evil-aligned creatures improves by +1 (or their penalty to attack rolls worsens by -1, if they are Good-aligned).

Chakra Bind (Storm): Binding this veil to your Storm chakra further widens the rift between your reality and the infernal realms, further bolstering creatures who receive a profane boon from the hells. Evil-aligned creatures benefiting from the effects of this veil ignore the first 5 points of DR, Resistances, and Hardness of Good-aligned creatures they damage. They ignore an additional 2 points for each point of essence invested in this veil beyond the first.

The Shardrain

Descriptors: Earth

Class: Stormbound

Slot: Storm

Saving Throw: None

Within the realms of earth there is a weather phenomena known as shardrain wherein metal begins to crystallize within the air and form sharpened shards of metal which fall from the sky. This veil emulates that devastating natural phenomenon.

Shaping this veil fills the sky above your storm with a cloud of strange metallic dust which coalesces and billows into spikes. In place of a ranged weapon attack, you can cause a shard to rain from the sky and strike a single creature within the area of your storm. This attack is made against the target’s full AC, uses your Dexterity modifier for attack rolls, has a critical threat range of 19-20/x2, and deals 2d6 points of slashing and piercing damage on a successful hit. You do not add any ability score modifiers to damage rolls using these shards. These shards are treated as a greatsword for the purposes of feats and class features and count as a weapon created by an [Enhanced (weapon)] veil for the purposes of feats and class features as well.

Alternatively, you can have a shard fall into your hand, allowing you to replace your melee attacks with attacks made using shards produced by the storm. When wielded in this way the shards use your Strength for attack rolls, adds your Strength modifier to their damage rolls, and can be wielded as a one or two-handed weapon (you must have two free hands to wield it as a two-handed weapon).

Any shards created by the storm quickly decay into rust and dissolve away into nothingness after their attack is resolved.

Essence: For each odd point of essence invested in this veil, attacks made using the shards gain a +1 enhancement bonus to attack and damage rolls. For each even point of essence invested in this veil, the shards deal an additional 1d6 points of slashing and piercing damage on a successful hit. This damage is not multiplied on a critical hit.

Chakra Bind (Storm): Binding this veil to your Storm chakra allows you even greater control over the shards that fall from the storm.

As a full-round action you can cause shards to rain down in a 10-foot radius burst. The entire area of this burst must be within the storm. You may increase this radius by an additional 5 feet for every 3 points of essence invested in the storm. Make a single ranged attack roll at your full base attack bonus using a shard created by this and compare it to each creature within the burst. If you choose to center this burst on the corners of your space (or the corner of one of your spaces, if you are Large or Larger), you may make a single melee attack roll instead.

If this roll is a critical threat, roll confirmation rolls against each creature individually. Struck creatures take damage as if struck by a shard, and the area of the burst is considered difficult terrain for every creature other than you for 1 round, plus 1 round per two points of essence invested in the veil. When moving through the area, creatures other than you suffer 2d6 points of slashing and piercing damage for each space they move through. Overlapping areas do not cause additional damage.

The Transference

Descriptors: Teleportation

Class: Stormbound

Slot: Storm

Saving Throw: Will negates

The air shimmers, light within the area of your storm warping as sudden and random bursts of wind appear, debris disappearing and reappearing around you at random.

Shaping this veil calls upon the powers of reality in the form of a storm that warps space itself. As a move action, you can teleport one creature or unattended object within the storm that you can perceive to a location up to 5 feet away from them within your storm. The location you teleport the creature or object to must be able to support them and fit them. An unwilling creature receives a Will saving throw to negate the effect, with a +5 bonus if the target location would be immediately dangerous to them (such as teleporting them into an area that is on fire).

You may also use this ability as a full-round action that provokes attacks of opportunity, allowing you to teleport 1 additional creature, plus 1 additional creature per odd-numbered point of essence invested in this veil.

Essence: For each point of essence invested in this veil, the range at which you can teleport creatures and objects within your storm increases by 10 feet.

Chakra Bind (Storm): Binding this veil to your Storm chakra allows you to teleport an even greater number of creatures over even greater distances, but doing so is costly.

As a full-round action that provokes attacks of opportunity, you can teleport a number of creatures within your storm that you can perceive equal to your veilweaving modifier + the number of points of essence invested in this veil to any other location within the area of your storm. Unwilling creatures receive saving throws to negate this teleportation, as normal. After using this ability you cannot use it again for 10 minutes. The veil must be shaped for this duration to expire, if it is suppressed or unshaped this duration stops at its current count until the veil is no longer suppressed, it is reshaped, or you rest to reshape your veils for the day.

New Feats

Amateur Stormbound

You have managed to learn a small amount of a stormbound’s power despite not possessing their innate connection to the everstorm.

Prerequisite: Wisdom 13, you have no levels in a class that has the storm powers class feature.

Benefit: You gain a single storm power available to the stormbound, treating your effective stormbound level as 1. If that storm power can be invested with essence, you may invest essence in it as if it were a normal essence receptacle. This feat counts as the storm power class feature for the purposes of the Extra Storm Power feat, allowing you to gain additional storm powers by selecting that feat.

Special: If you gain levels in a class that grants the storm powers class feature, you can immediately trade this feat for the Extra Storm Power feat.

Font of Light [Akashic]

Your storms can call down a wide beam of light, rather than a number of smaller beams.

Prerequisite: Ability to shape The Heavensfall or The Hellsfall.

Benefit: Rather than affecting a number of individual creatures with The Heavensfall or The Hellsfall, you can create a single 5-foot radius beam of light within the area of the storm and affect all creatures within that beam with the veil. This beam extends from the top of the storm to the ground in a straight line. This beam does not move with you, and immediately dissipates if it leaves the area of the storm. For every 3 points of essence invested in the beam’s veil, you may increase the radius of the beam by up to 5 feet.

You can choose a new location for this beam, choose to buff individual creatures, or choose to stop buffing individual creatures and create a beam once per turn as a free action.

You gain 1 point of essence.

Malleable Shardrain [Akashic]

Greater mastery over your shardrains has allowed you control over their shape.

Prerequisite: Ability to shape The Shardrain.

Benefit: When you create a shard using The Shardrain, you can choose to have that shard take the shape of any mundane melee weapon in which you are proficient. This weapon must be an entirely solid weapon, such as a spear or a longsword, not weapons formed of leather, chain, or other flexible or malleable materials.

When doing so, the shard uses that weapon’s damage dice and critical threat range and counts as that weapon for the purpose of feats and abilities instead of a greatsword. When used as a melee weapon, the shard also gains any weapon abilities of that weapon (such as the reach property).

You gain 1 point of essence.

Confluence Feats

Burning Shards [Confluence]

Meteoric shards of metal fall from the sky, burning and raising all who they strike.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Conflagration and The Shardrain Storm veils.

Benefit: Your balls of ash and fire created by The Conflagration are filled with shards of heated metal. Whenever you use an ability of The Conflagration, you may choose to have it deal slashing and piercing damage instead of bludgeoning damage. If you choose to, the shards gain any enhancement bonuses to attack and damage rolls granted by The Shardrain. Damage granted by this bonus is an increase to the veil’s slashing and piercing damage.

When you shape both veils at the same time, The Shardrain gains the Fire descriptor and the shards of metal created by it are infused with burning heat. Creatures struck by one of these shards risk catching fire, as if they were struck by a ball of fire and ash created by The Conflagration. This uses The Conflagration’s saving throw DC, and deals damage as per the Conflagration.

Bursting Blooms [Confluence]

Your storms nurture life to the extinction of all else; blooms turn toxic, plants strangling life.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The First Bloom and The Infestation Storm veils.

Benefit: When you have both The First Bloom and The Infestation veils shaped, you may use the abilities of these veils in the following ways:

  • When you use the standard action ability of The Infestation to create a burst of spores, you can cause those spores to additionally take root upon any terrain within the burst, causing them to grow as if they were natural vegetation when determining the effects of The First Bloom.
  • When you use the standard action ability of The Infestation, rather than creating a burst of spores you can choose to have all vegetation within the area of your storm affected by The First Bloom to release spores instead. These spores affect every creature within a space of difficult terrain created by The First Bloom, rather than in a burst.
  • When you use the standard action ability of The First Bloom, you can cause creatures to also become infected as per The Infestation if they fail their saving throw. If the creature ends this entanglement, the infection bursts as if they took damage.

Confluential Partnership [Confluence, Teamwork]

You have learned to work with another wielder of the storm to combine your storms into a confluence.

Prerequisite: Ability to shape a Storm veil required for a confluence feat.

Benefit: When you gain this feat, select a single [confluence] feat with which you have the ability to shape at least one of the veils in its prerequisites. By meeting the following conditions, you and an ally with this feat can merge your storms to form a confluence:

  • You and your ally must both possess this feat and have chosen the same [confluence] feat using it.
  • You and your ally must both have shaped one of the two veils required for the chosen [confluence] feat each, and must have both of the required veils shaped between the two of you.
  • You and your ally must both be within the area of each other's Storm veil.

While meeting those prerequisites, you and your ally gain the benefits of the chosen [confluence] feat, using your Storm veil’s statistics and essence when determining any effects related to your Storm veil, and your ally’s Storm veil’s statistics and essence when determining any effects related to their Storm veil.

Additionally, you and your ally’s Storm veils treat the area of the other Storm that is part of the confluence as part of their Storm when determining its area. You and your ally must still remain within the initial area of your respective Storm veils to maintain the conditions required for this feat.

If you have multiple allies with this feat who meet the conditions to trigger a confluence, you may use the benefits of this feat with each ally who meets the conditions at the same time. When determining the effects of the [confluence] feat you choose which ally’s veil you wish to use the statistics of when determining the effects of the [confluence] feat on your veil each time the effect is triggered.

Special: This feat can be selected multiple times, selecting a new [confluence] feat each time it is selected.

Adaptable Confluential Partnership [Confluence, Teamwork]

You have learned to adapt your storms to better meld with your ally’s.

Prerequisite: Confluential Partnership

Benefit: Each day when you shape your veils, you can change the [confluence] feat you have selected with Confluential Partnership. If you have selected that feat multiple times, you can change the [confluence] feat selected for each instance of the feat.

Devastating Fallout [Confluence]

Your ash brings a lingering and invisible death upon all who it touches.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Devastation and The Fallout Storm veils.

Benefit: While you have both the Devastation and The Fallout shaped, their powers combine to devastate creatures and plants within your storm’s area with poison and radiation.

Penalties imposed by The Devastation persist until the creature has cured their ability damage caused by The Fallout, even if they leave the area of the storm, and the saving throw DC of each veil is increased by +1 per 3 points of essence invested in the other veil. For example; if 6 essence were invested in The Devastation and 3 in The Fallout, The Devastation would have a DC of 17 + your veilweaving modifier, and The Fallout would have a DC of 15 + your veilweaving modifier.

Additionally; if you have bound both The Devastation and The Fallout to your Storm chakra, not only are plants in the area of your storm diminished, the area your storm passes over is also left mildly radioactive. The area counts as Low radiation for a number of days equal to the number of points of essence invested in The Fallout. Unlike normal radiation, this radiation deals ability damage instead of drain and does not stack with ability damage caused by The Fallout.

Freezing Shards [Confluence]

Frozen shards of metal hail down from the sky, chilling the flesh as it cuts to bone.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Permafrost and The Shardrain Storm veils.

Benefit: Your shards of ice created by The Permafrost are laced with fine shards of supercooled metal. Whenever you use an ability of The Permafrost, you can choose to have any piercing damage it deals to count as both piercing and slashing damage. If you choose to, the shards gain any enhancement bonuses to damage rolls granted by The Shardrain, and the initial saving throw DC to avoid being damaged by the shards increases by +1 per 2 points of essence invested in The Shardrain. Damage granted by this bonus is an increase to the veil’s slashing and piercing damage.

When you shape both veils at the same time, The Shardrain gains the Cold descriptor and the shards of metal created by it are infused with freezing cold. Creatures struck by a shard must make a Fortitude saving throw or have their flesh dangerously chilled, halving their movement speeds (minimum 5 feet) and imposing a -5 penalty on Acrobatics checks. Each round at the end of their turn they make a new Fortitude saving throw to end this penalty. These saving throws use The Permafrost’s saving throw DC. If you strike a creature already under the effects of this ability with your supercooled shards they do not make additional saves, they instead take a number of additional points of cold damage on a successful hit equal twice the number of points of essence invested in The Permafrost.

Healing Deluge [Confluence]

Your mastery over the healing aspects of water has allowed your deluge of rain to wash the injuries from your foes.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Cleansing Rain and The Deluge Storm veils.

Benefit: When you have both The Cleansing Rain and The Deluge veils shaped, for every hour a creature spends within the effects of The Cleansing Rain they are healed 1d6 hit points, plus an additional 1d6 hit points for every point of essence invested in The Deluge.

If you have bound both of these veils to your Storm chakra, whenever you grant a creature temporary hit points using The Deluge, you can burn a point of essence invested in either The Cleansing Rain or The Deluge to allow that creature to make a new saving throw against an effect they are suffering from, as per The Cleansing Rain’s bind effect. If you wish to allow multiple creatures to reroll a saving throw, you must take a point of essence burn for each creature.

Inverse Coalescence [Confluence]

Dark meets light, positive blends with negative. The very forces of life and death buckle at your command.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Gloaming and The Gleaming Storm veils.

Benefit: While you have both The Gloaming and The Gleaming shaped, at the beginning of each your turns you may choose whether to reduce the light level (as per The Gloaming), raise the light level (as per The Gleaming), or neither raise nor lower the light level in the area of your storm.

Additionally while both veils are shaped, whenever a creature is affected by the standard action ability of either veil you may choose whether you affect them as if they were being affected by your choice of those two veils. For example; if you target four creatures you could choose to treat two as if they were affected by The Gleaming and two as if they were affected by The Gloaming (or any combination of those two veils). When doing so, you use the veil invested with the most essence when determining the effects of both veils. For every 3 points of essence invested in the lesser-invested veil, calculate the healing and damage done by the effect as if the greater-invested veil were invested with one additional point of essence. If both veils are invested with the same amount of essence, choose which counts as the greater-invested veil and which counts as the lesser.

If you have the ability to bind veils to your Storm chakra, at the end of your turn you may choose to affect each creature in the area of your veils with either the effects of The Gloaming, the effects of The Gleaming, or both. Your choice applies to each creature in the area. Each veil uses its own invested essence when determining its effects.

Rain of Rot [Confluence]

Rotting flesh begins to fall from the sky like rain, quickly decaying all that it falls upon.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Corrosion and The Putrefaction Storm veils.

Benefit: While you have both The Corrosion and The Putrefaction shaped, their effects combine to form a rain of rotting flesh which quickly erodes all that it touches.

Damage dealt by The Corrosion now ignores all forms of damage reduction and resistance, and deals double damage to corporeal undead as it quickly rots away their already decaying flesh. Additionally, the damage dealt by The Putrefaction now counts as acid damage for the purposes of your abilities that modify or enhance acid damage, and for the purposes of acid vulnerability (it still ignores damage reduction and resistances).

As a standard action, you can cause a puddle of this rotting rain to form upon terrain in a 10-foot radius burst within your storm. This puddle counts as difficult terrain, persists for 1 round + 1 round per 3 points of essence invested in The Corrosion, and any creature who ends their turn inside the puddle of rot must make a Fortitude save or suffer the effects of the standard-action ability of The Putrefaction. The DC of this saving throw is equal to the saving throw DC of The Putrefaction. Additionally, for every 3 points of essence invested in The Corrosion you may increase the radius of the puddle of rot by 5 feet. If an area of this puddle leaves the storm, that area of the puddle immediately dissipates.

Torrential Flood [Confluence]

A deluge of rain bolsters the floods you command, causing their waves to reach new heights and drown even those who thought themselves out of harm’s way.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Deluge and The Flash Flood veils.

Benefit: When determining the height of the water created by The Flash Flood, add the number of points of essence invested in The Deluge.

As a move action you can cause the might of both of your storms to surge, doubling the height of The Flash Flood’s water until the end of your next turn. Multiple usages of this ability do not stack, activating it again while it is already active instead resets its duration.

Appendix: Radiation

Radiation is a very real threat to those who explore technological ruins. Radiation is a poison effect whose initial effect causes Constitution drain and secondary effect causes Strength damage. Radiation dangers are organized into four categories: low, medium, high, and severe.

Area of Effect: Radiation suffuses a spherical area of effect that can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. Each increment up to an equal length beyond that radius degrades the radiation strength by one level. For example, a spherical area of high radiation with a radius of 20 feet creates a zone of medium radiation 21 feet to 40 feet from the center in all directions, and a similar zone of low radiation from 41 to 60 feet.

Initial Effect: Radiation initially deals Constitution drain unless the affected character succeeds at a Fortitude save. A new saving throw must be attempted to resist radiation's initial damage each round a victim remains exposed to it.

Secondary Effect: Secondary effects from radiation deal Strength damage at a much slower rate than most poisons. This secondary effect ends only after a character succeeds at two consecutive Fortitude saving throws to resist secondary radiation damage. If a character has Strength damage equal to his current Strength score, further damage dealt by a secondary effect is instead Constitution damage.

Removing Radiation Effects: All radiation damage is a poison effect, and as such it can be removed with any effect that neutralizes poison. Ability damage and drain caused by radiation damage can be healed normally.

Table: Radiation Damage


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