Fly: using a piece of concrete below him, Ace has the ability to fly with a speed of 40ft.
Telekinetic: Ace can use his telekinesis to manipulate an object of up to 2000 pounds. If he tries to move a creature, they must make a DC Strength saving throw, on a failed saving throw they are moved a distance of 40 ft in any direction that Ace chooses. On a passed save, they are not moved
Telekinetic Lock: Ace is able to compel anything that can fit within a 20ft cube to freeze in place. Any creature effected by this must make a DC 20 Strength saving throw, or else be paralyzed
Superior Telekinesis: Ace is able to concentrate on Telekinetic Lock on three people at a time. Beyond that, he can concentrate on one additional thing.
Telekinetic Shield: Ace can gain resistance to all damage types except psychic. Concentration
Telekinetic Break: Ace can choose a target to focus on. They begin to feel an immense pressure that begins to increase massively with every passing second. Ace can choose to concentrate on. At the beginning of each of Ace's turns, the chosen target must make a DC 20 Constitution saving throw. If they reach 3 fails, they die. Nothing happens on a passed save. If Ace loses concentration, the failed save count is reset to zero. Concentration
Multiattack. Ace can use Telekinetic Throw twice, and one other action once.
Telekinetic Throw. Ranged Attack: +10 to hit, or range 120 ft., one target. Hit: 20 (4d10+10) force damage. Add 1d10 to damage for every size above small, but subtract 2 from the to hit.
Force Push. Each creature in a 20-foot cube originating from Ace must make a DC 20 Strength saving throw. On a failed save is pushed up to 30 feet away from Ace. On a successful save, a creature is not moved.
Cloud of Scraps. Each creature within a 10ft cube of Ace's choice must make a DC 20 Dexterity saving throw. On a failed save any creature within the cube will take Hit: 26 (3d10 + 10) Slashing damage. On a failed save, creatures take half damage. Concentration.
Telekinetic Resistance: 3/ day: Ace can completely negate the effects of anything that can be physically interacted with. Psychic damage is immune to this reaction.
Telekinetic Resistance: 3/ day: Ace can completely negate the effects of anything that can be physically interacted with. Psychic damage is immune to this reaction.
Description
Ace Anarchy has taken control of uptown,
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