Claws of Darkness

Psychometabolism [darkness]



Lightness and Darkness 2 [+]



Mft. Time

Standard action






1 round/level (D)




CPsi, 81


April 2006

You gain two natural attacks with your claws, each dealing 1d4 points of cold damage (or 1d6 points if you are Large, or 1d3 points if you are Small) plus your Strength bonus.

Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural weapons (such as the magic fang spell). You can not choose to deal nonlethal damage with your claws.

Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.

If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple unless the opponent makes a Fortitude save (DC 12 + key ability modifier).

As a swift action, you can extend the claws up to 6 feet, which increases your reach by 5 feet, giving a Small or Medium creature a reach of 10 feet and an upright Large creature a reach of 15 feet.


You can augment this power in one or both of the following ways.

  1. By spending additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below. Every 2 additional power points you spend to increase damage also increases the Fortitude save DC by 1.
  2. If you spend 6 additional power points, you can manifest this power as a swift action.