Lift Grenade

Lift Grenade
''Grenade Power. Blast sends enemies floating helplessly in the air''

Effect: Infusing the grenades with biotic power and throw them at your enemies, causing them to fly when caught unaware. Unlike Cluster Grenades, they remain helpless in the air rather than dealing damage. When duration ends, they fall softly to the ground. A save prevents creatures from being sent flying.

Requirements: BAB +0, Biotic Power: Pull

Activation: Choose to activate when throwing a grenade.

Notes: Falling damage is not applied.

Save: Fortitude Save DC 12 + 1/2 Biotic rank negates flying effect.

Rank 1

 * Grenade deals 2d6 damage
 * Radius: 15 feet
 * Creatures are flying helpless in the air 10 feet above ground if cannot pass save
 * Creatures remain in the air for 1 action (losing only 1 action of their turn)

Rank 2

 * Grenade Capacity increased by 1. Permanent bonus.

Rank 3

 * Damage increased to 3d6

Rank 4
Choose one of the following effects to add to the effects of Lift Grenade:

 Radius   Damage 
 * Radius increased by 5 feet
 * Increase damage by 1d6

Rank 5
Choose one of the following effects to add to the effects of Lift Grenade:

 Improved Radius   Duration 
 * Radius increased by 5 feet
 * Creatures now remain in the air for 1 turn

Rank 6
Choose one of the following effects to add to the effects of Lift Grenade:

 Slam   Stronger Lift 
 * After duration ends, creatures are slammed into the ground, taking fall damage
 * Creatures slammed are dazed for 1 turn
 * Increase the Fortitude Save DC by 2