Holocron

Absorb Energy

Tech power · Level 1
power-typeTechlevel1concentration
≈ 5e Absorb ElementsEssentially Absorb Elements — a reaction that grants resistance to the triggering energy until the start of your next turn and makes your next melee hit deal extra damage of that type. Upcasting increases the bonus damage.
React to incoming damage, gain resistance to that type, and deal an extra 1d6 of it on your next melee hit.
DefenseDamage
●●breadth · melee follow-up required
TargetingSelf
Use whenyou are hit and plan to strike back in melee next turn
ScalingExtra damage increases by 1d6 for each slot level above 1st.
!Only half the value lands if you can't make a melee attack on your next turn.
wardingenergykinetic
Pairs withmelee-capable Tech caster · gish build · front-line positioning
PlaystyleDefenderStriker

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Codex
Casting Period
1 reaction, which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage
Range
Self
Duration
1 round
Concentration
No