4E Psionics (Egoist, Shaper, Soulknife, Telepath) - In Progress

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Edit:
NOTE
Shaper and Telepath have, at this point, been "completed" to the Alpha level. The threads for each of them can be found HERE (Shaper) and HERE (Telepath).

Goal: To create psionic classes that fit each of the class roles (Controller, Defender, Leader, Striker), while maintaining balance and psionic flavor. Much of these classes will be simple re-flavorings of existing classes (for example, Shaper = Wizard Re-flavor, plus alternate features).

I'm intentionally not looking at other versions of the Psion or Soulknife at the moment, just to make sure that I'm not inadvertently stealing other people's ideas on them.

I want to create a fully functional, and well-balanced set of Psionic classes (essentially my own personal Psionics Handbook for 4th Edition), especially given that official psionic classes are nowhere in sight.

At the moment, these classes are just bare-bone skeletons - just the general design and direction that I want to take each one in.

I'm going to keep this first post for updates and changes to the classes, as they occur. The following four posts each contain one of the psionic classes, each filling a single role within a party.

Thanks for looking, and any help or suggestions are greatly appreciated.


July 11th - Egoist, Shaper, Soulknife and Telepath added. Class traits added.
July 12th - Egoist powers added. At-Will 1 to Encounter 3.
July 13th - Egoist powers added. Daily 5 to Utility 10. Egoist features updated. Awaiting feedback.
July 14th - Telepath features and powers added. At-Will 1.
July 16th - Psionic Items section added (in this post). Psionic Focus item description added.
July 17th/18th - Soulknife features added. Soulknife At-Will powers added.
July 19th - Telepath powers updated. At-Will 1 to Utility 2 revised.
July 25th - Soulknife powers added. Encounter 1 to Utility 10. Awaiting feedback
July 27th - Psionic Skills and Psionic Feats sections added (in this post). 2 Soulknife feats, and 1 Multiclass feat (Telepath) added.
July 30th - Shaper updated. At-Will 1 to Daily 1 drafts posted. Framework updated, but not filled in. Psionic Keywords added (in this post). Construction keyword added.
July 31st - Shaper powers updated. Encounter 3 to Daily 9 (minus Utility 2, Utility 6, and Utility 10).
July 31st - Psionic Rituals added (in this post). General information only.
August 8th/9th - Egoist features updated. Egoist powers updated. At-Will 1 revised. (Full Egoist revision underway.)
August 10th/11th - Egoist powers updated. Encounter 1 to Daily 5 revised. (Full Egoist revision underway.)
August 11th - Egoist revision complete. Egoist complete through Heroic Tier. Egoist Multiclass feat added (in this post).

PSIONIC KEYWORDS

New Keyword:
Construction: Powers that create objects or creatures of ectoplasm drawn from the Astral Sea.

Constructions
Powers that have the construction keyword create objects or creatures of ectoplasm drawn from the Astral Sea.

A construction is treated as a conjuration, except for the following.

Unless a power description says otherwise, a construction can't be attacked or physically affected, and allies of the construction's creator can move through the space a construction occupies. Enemies of the construction's creator can move through the space a construction occupies, but they treat the space as difficult terrain, and the construction's controller can use it to make an attack against the creature as an immediate interrupt.

PSIONIC SKILLS

PSIONICS (Intelligence)
You have picked up knowledge about psionics-related lore and psionic effects. This knowledge extends to nearly all information about psionics: classes, creatures, effects, items, histories, methods, and practices.
If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field.

Psionics Knowledge
Make a Psionics check to recall a useful bit of psionics-related knowledge or to recognize a psionics-related clue. See “Knowledge Checks,” PH page 180.

Monster Knowledge
Psionic
Make a Psionics check to identify a creature that has the psionic trait. See “Monster Knowledge Checks,” PH page 180.

Detect Psionics (Trained Only)
Your knowledge of psionics allows you to identify psionic effects and sense the presence of psionic energy.
This functions in the same manner as Detect Magic, but applies to psionic effects instead of magic effects. See “Detect Magic,” PH page 181.

PSIONIC FEATS

Deadly Striker [Soulknife]
Prerequisites: Soulknife, Psychic Strike class feature
Benefit: The extra damage dice from your Psychic Strike class feature increase from d6s to d8s.

Expanded Mind Blade [Soulknife]
Prerequisites: Soulknife, Mind Blade class feature
Benefit: When you manifest your mind blade, the damage it deals increases from 1d6 to 1d8, and it belongs to both the heavy blade and light blade weapon group.



MULTICLASS FEATS
Student of Body and Mind [Multiclass Egoist]
Prerequisite: Str 13 or Con 13
Benefit: You gain training in one skill from the egoist's class skill list.
Once per encounter, you use the egoist's aggressive compulsion power.
In addition, you can use crystal bracers or a crystal weapon as an implement when using an egoist power or an egoist paragon path power.

Wild Talent [Multiclass Telepath]
Prerequisite: Cha 13
Benefit: You gain training in either the Diplomacy or the Intimidate skill.
Once per day, you can use the telepath's empathic word power.
In addition, you can use a third-eye or a crystal weapon as an implement when using a telepath power or a telepath paragon path power.

PSIONIC ITEMS

Psionic Focus

Psionic Focus
Egoists, shapers, soulknives and telepaths all use psionic crystals as the primary elements of focus items for their powers.

Shapers, telepaths and psychic warrior egoists commonly use focus items known as third-eyes – small gemstones which use psionic energy to attach themselves to the brow of the wearer. Third-eyes help the wearer channel psionic energy through his mind.

Soulknives and metamorphic egoists favor focus items known as crystal bracers – leader, wood, or metal bracelets or bracers embedded with a number of gemstones in very specific patterns. Crystal bracers help the wearer channel psionic energy through his body.

Some shapers, telepaths and psychic warrior egoists use another type of focus item known as a crystal weapon. A crystal weapon, as its name suggests, is a weapon that uses crystal components in the place of metallic components. The crystals are infused with psionic power, making them as durable as steel. A crystal weapon functions normally as a weapon, but can also be used as a psionic focus item Such weapons are rare, and each is usually highly sought after.

Using a nonmagical focus confers no benefit. You can purchase a magic focus to gain an enhancement bonus to attack rolls and damage rolls with your psionic powers.

Crystal bracers ----- Price: 5 gp ----- Weight: 3 lbs.
Third-eye ---------- Price: 15 gp ----- Weight: ---



PSIONIC RITUALS

Acquiring and Mastering a Psionic Ritual
Psionic characters generally follow the same rules as other characters when using rituals. They require the same feat and the same skills, and a psionic character can use arcane, divine, healing or nature rituals like any other character. However, psionic characters do not typically use a ritual book, or ritual scrolls.

Psionic Ritual Tattoos
As a part of mastering a ritual, you can create a ritual tattoo instead of copying the ritual into a ritual book. Instead of the words bound to paper that one finds in a ritual book, a ritual tattoo consists of symbols and patterns imprinted into one's skin. Though there is not as much space on a body as there is in a book, ritual tattoos are further condensed versions of the complete rituals, and they draw some of their power from the person onto whom they are scribed. Because of this, one may have up to 128 “pages” of ritual tattoos on their body.

Acquiring and Replacing Ritual Tattoos
Ritual tattoos cannot be found or copied, even from willing foes. The only way to acquire a new ritual tattoo is as a part of mastering the ritual itself. To create a ritual tattoo for a specific ritual requires special needles and inks, and has the same market price as copying a ritual into a book or purchasing a new ritual book containing the specific ritual.

Unlike mundane tattoos, ritual tattoos are imbued with magical and psionic energy. Because of this, the bearer of a tattoo can removed a tattoo simply by willing it away, usually in order to make room for more complex rituals.

Performing Rituals from Ritual Tattoos
Most psionic rituals rely more on personal meditation than recitation, and ritual tattoos reflect this. No matter the type of ritual, though, if it exists as a ritual tattoo, its performance is slightly changed. The tattoos cannot be “read” in the typical manner. Instead, by meditating and focusing the mind and body on the ritual tattoo, its wearer can “read” the pattern with his mind. A ritual performed from a tattoo instead of from a ritual book may still require other elements, including scribing complex diagrams on the ground, burning special incense or sprinkling mystic reagents at appropriate times, performing a long set of meticulous gestures, or even speaking some elements of the ritual aloud as they are read with the mind.

A ritual still requires the same components, even if performed from a tattoo instead of a book.

Assisting in a Ritual Performed from a Tattoo
Your allies can assist with a ritual, even when performed from a tattoo.

Psionic Ritual Component Costs
Psionic rituals require the expenditure of their own type of components to perform the ritual.
[indent]Meditative Incense (Psionics): Incense is often used to clear and focus the mind, and it is prepared as both powders and sticks by various groups.[/indent]
Some rituals' descriptions note other costs, including healing surges or a focus item (such as a focusing crystal for a divination ritual). A focus item is not expended when you perform a ritual.

PSIONIC RITUAL DESCRIPTIONS
The following is a list of rituals that rely on the psionics skill. In addition to the following specified rituals, your DM may allow you to use some arcane rituals from the Player's Handbook or other sources using the psionics skill as the key skill instead of the arcane skill. This is especially likely if the campaign world uses psionics as the primary form of “magic.”

Psionic Rituals by Level
[Level ----- Name (Key Skill)]
1 ----- Creation (Psionics)
12 ----- Modify Memory (Psionics)
16 ----- Mind Probe (Psionics)

Note: Oh bah. It's late. I'mma go sleep. I'll add these rituals when I get a chance (at some point this weekend), as well as a few others (namely, I'm working on: Object Reading, Psychic Impression, Quintessence). Thanks, and g'night!

Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
EGOIST (PSYCHIC WARRIOR)
Note: All powers have currently been revised. Heroic Tier is considered "Complete."

“With my body and mind as one, I will cleave your body in two!”

CLASS TRAITS

[indent] Role: Defender. Your psionic powers make you very resilient and allow you to contain enemies in melee.
Power Source: Psionic. You draw upon the power of your mind to augment your body and increase your physical prowess.
Key Abilities: Strength, Constitution, Wisdom

Armor Proficiencies: Cloth, leather, hide, chainmail; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Implement: Crystal bracers, crystal weapons
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Psionics. From the class list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Psionics (Int).

Build Options: Metamorphosist, Psychic Warrior
Class Features: Aggressive Compulsion, Egoist Path, Psionic Vigor[/indent]


Egoists are highly trained and focused combatants who blend psionic power with physical skill in order to defend their allies and defeat their foes. Egoists act as a psionic beacon on the battlefield, drawing their foes in before striking them down. Egoists fight for many causes, but just as often fight simply to hone their skills.

The reason that you fight is unimportant. You are just as likely to fight for a noble cause as you are to fight for an evil one – either way, you will fight for that cause. Combat is your life, and you feel the most whole when your body and mind are working as one to defeat a threat. You may fight for a cause just to become involved in a conflict.

Regardless of your path in life, one truth is universal - with body and mind truly as one, there is no foe you cannot overcome.

CREATING AN EGOIST

Egoists rely on Strength, Constitution, and Wisdom for most of their key abilities and powers. Dexterity is useful as well, although no egoist powers are specifically based on Dexterity. Egoists start with two common builds: the metamorphosist, and the psychic warrior.

Metamorphosist (Feral Egoist)
You draw upon your animal instincts to manipulate your physical form in combat. You enjoy the power that comes from inside, and relish the ability to fight with your hands instead of cold, dead steel. Choose Constitution as your highest ability score, since your metamorphic powers are based on Constitution. Wisdom should be your second-best ability score, and Dexterity your third. You may carry a weapon, to gain access to some of the non-metamorphic powers from your class, but your powers never require a weapon, and may function better without one.
[indent] Suggested Feat: Durable (Human Feat: Action Surge)
Suggested Skills: Acrobatics, Athletics, Endurance, Psionics
Suggested At-Will Powers: claw strike, grasping claw
Suggested Encounter Power: bite of the wolf
Suggested Daily Power: feral resilience [/indent]

Psychic Warrior (Warrior Egoist)
While you still combine the power of mind and body, you prefer the power of a weapon in hand to that of personal metamorphosis. You charge your weapon strikes with psionic power, or manipulate your own place in space and time. Choose Strength as your highest ability score, since many of your attacks are based on Strength. Wisdom should be your second-best ability score, and Constitution your third. Choose either a big two-handed weapon if you intend to focus on offensive power, or a one-handed weapon and a shield if you want to last longer in a fight. Choose powers that allow you to use your weapon in battle.
[indent] Suggested Feat: Durable (Human Feat: Action Surge)
Suggested Skills: Athletics, Heal, Intimidate, Psionics
Suggested At-Will Powers: dazzling strike, deep impact
Suggested Encounter Power: time skip
Suggested Daily Power: psionic weapon [/indent]

Note: Suggested feats will probably change once some class-specific feats are written.



EGOIST CLASS FEATURES

You have the following class features.

Aggressive Compulsion
The egoist can generate a field of psionic energy that manipulates his foes, drawing their attention toward him. You can use the aggressive compulsion power to mark several nearby enemies of your choice.

Egoist Path
The egoist hones his mind and body to become ever more skilled at combat. Choose one of the following paths and gain its benefit.
[indent] Metamorphosist: You are focused on the energy of the body, and channeling it to alter your form. When you have both hands free (not holding any objects, and able to make attacks), you gain a +1 bonus to AC, and a +1 bonus to attack rolls with egoist or egoist paragon path powers with the polymorph keyword.

Psionicist: You are focused on the energy of the mind, and channeling it to augment your physical capabilities. Once per encounter you can use either the precognitive reflex power or the precognitive strike power.[/indent]

Psionic Vigor
Psionic power flows freely through the body of the egoist, fortifying him against harm. You can use the vigor power to fortify your body.














Prior Version
[deck=Draw Aggression] Egoist Feature
You concentrate your rage and aggression into a wave of psychic energy that draws the attention of nearby foes.
At-Will --- Psionic
Minor Action -------- Close burst 5
Target: 1 + Wisdom modifier creatures in burst
Effect: The target is marked until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target.

You can use draw aggression once per turn.[/deck]


[deck=Precognitive Reflex] Egoist Feature
Your mind shifts seconds into the future, allowing you to react to attacks before they occur.
Encounter (Special) ♦ Psionic
Special: You can use either this power or precognitive strike once per encounter.
Immediate Interrupt ----- Personal
Trigger: You are hit by an attack
Effect: You gain a power bonus equal to your Wisdom modifier to your Reflex defense against the triggering attack.[/deck]

[deck=Precognitive Strike] Egoist Feature
Your mind shifts seconds into the future, allowing you to avoid the target's defenses.
Encounter (Special) ♦ Psionic
Special: You can use either this power or precognitive reflex once per encounter.
Minor Action ------- Personal
Effect: Apply your Wisdom modifier as extra damage on your next attack this turn.[/deck]

[deck=Vigor] Egoist Feature
You focus your mind and body, and fortify your form with psionic power.
At-Will (Special) ♦ Healing, Psionic
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Minor Action -------- Personal
Effect: You spend a healing surge, but regain no hit points. Instead, you gain temporary hit points equal to your healing surge value.[/deck]
Prior Version
[deck=Vigor] Egoist Feature
You focus your mind and body, and fortify your form with psionic power.
At-Will (Special) --- Healing, Psionic
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Minor Action -------- Personal
Effect: You spend a healing surge, but regain no hit points. Instead, you gain temporary hit points equal to your Constitution modifier plus one-half your level.[/deck]


IMPLEMENT
To augment their metamorphic abilities, some egoists make use of crystal bracers. An egoist wearing a set of crystal bracers can add its enhancement bonus to the attack rolls and damage rolls of egoist powers, as well as egoist paragon path powers, that have the implement keyword. Without a set of crystal bracers, an egoist can still use these powers, but he or she doesn't gain the bonus provided by the magic equipment.

A crystal weapon, a special magic weapon, can also be used as an implement for egoist powers, as well as egoist paragon path powers. These weapons are highly sought after by many psions, including egoists who wish to blend metamorphic powers with traditional combat.

Previous Draft Class Features
Combat Precognition
The egoist's mind is so completely focused on battle that his awareness extends a fraction of a second into the future. Choose one of the following forms of precognition and gain its benefit.

[indent]Defensive Precognition: You use your awareness to sense your foe's movement before he acts. You gain a +1 bonus on Initiative checks, and to your AC.[/indent]

[indent]Offensive Precognition: You use your awareness to sense your foe's movements before he can evade your attacks. You gain a +1 bonus on attack rolls when making a melee attack.[/indent]



EGOIST POWERS

LEVEL 1 AT-WILL POWERS


[deck=Claw Strike] Egoist Attack 1
With a low growl you call forth the power of your aggression, and lash out with wicked claws.
At-Will ♦ Implement, Polymorph, Psionic
Standard Action ------- Melee touch
Requirement: You must have at least one hand free and available to make attacks.
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 1d8 + Constitution modifier damage.
- - -
Increase to 2d8 + Constitution modifier damage at 21st level.
- - -
Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.[/deck]
Previous Version
[deck=Claw Strike] Egoist Attack 1
With a low growl you call forth the power of your aggression, and lash out with wicked claws.
At-Will --- Psionic
Standard Action -------- Melee touch
Requirement: You must have at least one hand free and available to make attacks.
Target: One creature
Attack: Constitution + 2 vs. AC (one attack with each free hand; max two)
Hit: 1d6 + Constitution modifier damage.

Increase to +4 bonus and 1d8 + Constitution modifier damage at 11th level, and to +6 bonus and 2d6 + Constitution modifier damage at 21st level.

Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.[/deck]


[deck=Dazzling Strike] Egoist Attack 1
As you attack your blade flashes with dazzling arcs of light.
At-Will ♦ Psionic, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
- - -
Increase damage to 2[W] + Strength modifier at 21st level.[/deck]

[deck=Deep Impact] Egoist Attack 1
You strike a heavy blow at your enemy, and as psionic energy infuses the blade it passes though the foe's armor, striking the flesh below.
At-Will ♦ Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] damage.
- - -
Increase damage to 2[W] at 21st level.[/deck]

[deck=Grasping Claw] Egoist Attack 1
You reach out and grab your foe with your claw.
At-Will ♦ Implement, Polymorph, Psionic
Standard Action ------- Melee touch
Requirement: You must have at least one hand free and available to make attacks.
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier damage, and you grab the target if it is smaller than you, the same size category as you, or one category larger than you.
- - -
Increase to 2d6 + Constitution modifier damage at 21st level.[/deck]

Removed Powers
[deck=Demoralizing Blow] Egoist Attack 1
Your attack harms the target's self-esteem as much as it harms his body.
At-Will --- Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.

Increase damage to 2[W] + Wisdom modifier at 21st level.[/deck]

[deck=Kickback] Egoist Attack 1
With a twist, you raise your leg and kick your foe squarely in the chest, channeling psionic energy out in a wave, and knocking him away.
At-Will --- Psionic
Standard Action -------- Melee touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger.

Increase damage to 2d8 + Strength modifier at 21st level.[/deck]



LEVEL 1 ENCOUNTER POWERS

[deck=Bite of the Wolf] Egoist Attack 1
You stoop forward and bite savagely into your foe, wrenching him to the ground.
Encounter ♦ Implement, Polymorph, Psionic
Standard Action --------- Melee touch
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 2d6 + Constitution modifier damage, and the target is knocked prone.[/deck]
Previous Version
[deck=Bite of the Wolf] Egoist Attack 1
You stoop forward and grow a muzzle and fangs before biting savagely into your foe.
Encounter --- Polymorph, Psionic
Standard Action -------- Melee touch
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 2d6 + Constitution modifier damage. If you have combat advantage against the target, the target is knocked prone.[/deck]


[deck=Decelerating Blow] Egoist Attack 1
You lash out at at nearby foes as your hands become powerful claws.
Encounter ♦ Implement, Polymorph, Psionic
Standard Action --------- Close burst 1
Requirement: You must have at least one hand free and available to make attacks.
Target: Each creature in burst
Attack: Constitution + 2 vs. AC
Hit: 1d8 + Constitution modifier damage[/deck]

[deck=Decelerating Blow] Egoist Attack 1
You channel temporal energy into your attack, slowing the target's movements.
Encounter ♦ Psionic, Weapon
Standard Action --------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed until end of your next turn.[/deck]

[deck=Time Skip] Egoist Attack 1
You strike your foe with your blade, causing a slight temporal skip as your blow lands.
Encounter ♦ Psionic, Weapon
Standard Action --------- Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.
- - -
Secondary Target: One creature other than the primary target.
Secondary Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.[/deck]
Removed Powers
[deck=Inertial Slam] Egoist Attack 1
You slam your body into your foe, sheathing yourself in a tangible field of force.
Encounter --- Psionic
Standard Action -------- Melee touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d6 + Strength modifier damage, and you gain a +1 power bonus to AC until the end of your next turn.[/deck]



LEVEL 1 DAILY POWERS

[deck=Feral Resilience] Egoist Attack 1
Your form becomes bestial as you channel your inner animal, unleashing its rage in a powerful bite, while tapping into its natural durability.
Daily ♦ Healing, Implement, Polymorph, Psionic
Standard Action --------- Melee touch
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 3d8 + Constitution modifier damage.
- - -
Miss: Half damage.
- - -
Effect: You can spend a healing surge.[/deck]

[deck=Psionic Weapon] Egoist Attack 1
You channel psionic energy into your attack, dealing a deadly blow.
Daily --- Psionic, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.[/deck]

[deck=Rending Claws] Egoist Attack 1
You tear through your opponent's armor and rip through his flesh.
Daily ♦ Implement, Polymorph, Psionic
Standard Action --------- Melee touch
Requirement: You must have at least one hand free and available to make attacks.
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 2d8 + Constitution modifier damage, and ongoing 5 damage (save ends).
- - -
Miss: Half damage, and no ongoing damage.[/deck]

Removed Powers
[deck=Giant's Strike] Egoist Attack 1
You focus your mind and body for a dangerous attack, infusing yourself with supernatural power.
Daily --- Psionic
Standard Action ------- Melee touch
Target: One creature
Attack: Strength vs. Reflex
Hit: 2d8 + Strength modifier damage.
Effect: You gain a +2 power bonus to damage rolls until the end of the encounter.[/deck]



LEVEL 2 UTILITY POWERS

[deck=Biofeedback] Egoist Utility 2
You focus your mind, accelerating your body's natural healing process.
Daily --- Healing, Psionic, Stance
Minor Action ------- Personal
Effect: You gain regeneration 2 + your Wisdom modifier when you are bloodied.[/deck]

[deck=Burst] Egoist Utility 2
With a thought you gain a quick burst of speed.
Encounter --- Psionic
Minor Action ------- Personal
Effect: Your speed increases by 2 squares until the end of your next turn.[/deck]

[deck=Grip of Iron] Egoist Utility 2
Your muscles grow stronger and your grip grows tighter, allowing you to hold a foe trying to escape from your grasp.
Encounter --- Psionic
Immediate Interrupt -------- Personal
Trigger: An enemy you have grabbed uses the Escape action.
Effect: The enemy takes a -4 penalty on any checks to escape the grab until the end of your next turn.[/deck]

[deck=Synesthete] Egoist Utility 2
You alter the way your senses work, allowing you to hear smells, taste light and see sound.
Encounter --- Psionic
Minor Action ------- Personal
Effect: You are no longer blind or deafened.[/deck]


LEVEL 3 ENCOUNTER POWERS

[deck=Boar's Rush] Egoist Attack 3
Your body temporarily becomes more stocky and muscular as you slam into your foe.
Encounter ♦ Implement, Polymorph, Psionic
Standard Action -------- Melee touch
Target: One creature
Attack: Constitution + 2 vs. Fortitude
Hit: 2d6 + Constitution modifier damage, and you push the target a number of squares equal to your Wisdom modifier.[/deck]
Previous Version
[deck=Hammer] Egoist Attack 3
You channel psionic energy into your touch, imbuing it with the force of hammer blow.
Encounter --- Psionic
Standard Action ------- Melee touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d6 + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.[/deck]


[deck=Concussive Strike] Egoist Attack 3
A blast of concussive sound accompanies the swing of your weapon.
Encounter ♦ Psionic, Thunder, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack against the same target.
- - -
Secondary Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and the target is dazed until the end of your next turn.[/deck]

[deck=Prevenom Strike] Egoist Attack 3
You coat your weapon with a psionic poison before striking your foe.
Encounter ♦ Poison, Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing poison damage equal to your Wisdom modifier (save ends).[/deck]
Previous Version
[deck=Prevenom Weapon] Egoist Attack 3
You coat your weapon with a psionic poison before striking your foe.
Encounter --- Poison, Psionic, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 poison damage (save ends).[/deck]


[deck=Twin Claw Strike] Egoist Attack 3
You strike out with animal-like speed, slashing furiously at your foes.
[b]At-Will ♦ Implement, Polymorph, Psionic/b]
Standard Action -------- Melee touch
Requirement: You must have both hands free and available to make attacks.
Target: One or two creatures
Attack: Constitution + 2 vs. AC, two attacks
Hit: 1d8 + Constitution modifier damage per attack.[/deck]

Removed Powers
[deck=Disrupting Blow] Egoist Attack 3
You channel psionic energy into an attack that distracts and disrupts your foe.
Encounter --- Psionic, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target takes a -2 penalty to its attack rolls until the end of your next turn.[/deck]

[deck=Rending Claw] Egoist Attack 3
You shape your hand into a claw and slash deeply into your foe's body.
Encounter --- Polymorph, Psionic
Standard Action ------- Melee touch
Requirement: You must have at least one hand free and available to make attacks.
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 2d6 + Strength modifier + Constitution modifier damage.[/deck]



LEVEL 5 DAILY POWERS

[deck=Lion's Pounce] Egoist Attack 5
You rush forward and leap upon a foe, knocking him to the ground as you tear at him with your claws.
Daily ♦ Implement, Polymorph, Psionic
Standard Action -------- Melee touch
Requirement: You must have both hands free and available to make attacks.
Target: One creature
Attack: Constitution vs. Fortitude
Special: You must charge as part of this attack.
Hit: 1d8 + constitution modifier damage, and the target is knocked prone. Make a secondary attack against the same target.
- - -
Secondary Attack: Constitution + 2 vs. AC, two attacks
Hit: 1d8 + Constitution modifier damage per attack.
- - -
Miss: Half damage, and the target is not knocked prone.[/deck]
Previous Version
[deck=Lion's Charge] Egoist Attack 5
Your blade crackles with psionic energy as you charge your foe, and you loose a victorious roar as your strike hits home.
Daily --- Psionic, Reliable, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Special: You must charge as part of this attack.
Hit: 3[W] + Strength modifier damage, and the target is marked until the end of your next turn.[/deck]


[deck=Might of the Bear] Egoist Attack 5
With a low growl you call forth the power of your aggression, augmenting your physical form, and increasing the size and strength of your metamorphic attacks.
Daily ♦ Polymorph, Psionic
Standard Action ------- Personal
Requirement: You must have at least one hand free and available to make attacks.
Effect: Until the end of the encounter, once per turn an attack made with an egoist power with the polymorph keyword deals an extra 1d6 damage. When you hit an enemy with the power, the enemy takes a -2 penalty to AC until the end of your next turn.[/deck]

[deck=Strength of my Enemy] Egoist Attack 5
As you strike your foe, your draw his physical strength into yourself.
Daily ♦ Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a penalty to damage rolls equal to your Wisdom modifier (save ends). You gain a power bonus to damage rolls equal to your Wisdom modifier until the end of the encounter.
- - -
Miss: Half damage, and the target takes a -1 penalty to damage rolls until the end of your next turn. You gain a +1 power bonus to damage rolls until the end of the encounter.[/deck]
Previous Version
[deck=Strength of my Enemy] Egoist Attack 5
As you touch your enemy, you tap into his mental and physical power, drawing it into yourself.
Daily --- Psionic, Psychic
Standard Action ------- Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier psychic damage, and the target takes a -4 penalty to damage rolls (save ends).
Effect: You gain a +4 bonus bonus on damage rolls until end end of the encounter.[/deck]



LEVEL 6 UTILITY POWERS

[deck=Body Adjustment] Egoist Utility 6
You focus your mind, mending your body and healing your wounds.
Daily ♦ Healing, Psionic
Standard Action -------- Personal
Effect: You regain hit points as if you had spent two healing surges.[/deck]

[deck=Dimension Swap] Egoist Utility 6
You focus your psionic energy, teleporting yourself into the fray while pulling an ally out of it.
Encounter ♦ Psionic, Teleportation
Move Action -------- Ranged 5
Targets: You and one willing ally.
Effect: You and your ally trade spaces.[/deck]

[deck=Empty Mind] Egoist Utility 6
You empty your mind of all transitory and distracting thoughts, improving your self-control.
Daily ♦ Psionic
Minor Action ------- Personal
Effect: Gain a +2 power bonus to your Will defense until the end of your next turn.
Sustain Minor: The effect persists.[/deck]

[deck=Energy Adaptation] Egoist Utility 6
With a thought you channel the power of the elemental chaos, adapting your body to one form of elemental energy.
Daily ♦ Polymorph, Psionic
Minor Action ------- Personal
Effect: Choose one damage type from the following: acid, cold, fire, lightning, or thunder. You gain resist 5 + your Constitution modifier for the chosen damage type until the end of the encounter or for 5 minutes.[/deck]


LEVEL 7 ENCOUNTER POWERS

[deck=Dissolving Strike] Egoist Attack 7
Sizzling rivulets of acid visibly ooze from your blade as you strike.
Encounter ♦ Acid, Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier acid damage. Make a secondary attack.
- - -
Secondary Target: Primary target, and each enemy adjacent to the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: Wisdom modifier acid damage.[/deck]
Previous Version
[deck=Dissolving Weapon] Egoist Attack 7
Sizzling rivulets of acid visibly ooze from your blade as you strike.
Encounter --- Acid, Psionic, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier acid damage. Make a secondary attack.
- - -
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Strength vs. AC
Hit: Strength modifier acid damage.[/deck]


[deck=Giant's Stomp] Egoist Attack 7
With the might of a giant you slam down your foot, sending a powerful shock-wave through the ground beneath your foes.
Encounter ♦ Implement, Polymorph, Psionic
Standard Action -------- Close blast 3
Target: Each creature in blast
Attack: Constitution vs. Fortitude
Hit: 1d8 + Constitution modifier damage, and the target is knocked prone.[/deck]
Previous Version
[deck=Stomp] Egoist Attack 7
You raise your leg into the air and then slam it down, channeling psionic energy into the strike. The ground shakes beneath your feet, destabilizing your foes.
Encounter --- Psionic
Standard Action ------- Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage, and the target is dazed until the end of your next turn.[/deck]


[deck=Griffon's Wrath] Egoist Attack 7
With mighty talons you strike your foe, biting into his armor and holding him tight.
Encounter ♦ Implement, Polymorph, Psionic
Standard Action -------- Melee touch
Requirement: You must have both hands free and available to make attacks.
Target: One creature
Attack: Constitution + 2 vs. AC, two attacks
Hit: 1d8 + Constitution modifier damage per attack. If an attack hits, you grab the target. If both attacks hit, you grab the target and it is restrained instead of immobilized until it escapes your grab. The target can attempt to escape the grab as normal.[/deck]
Previous Version
[deck=Griffon's Wrath] Egoist Attack 7
Your hands shape into mighty talons which you use to strike out at your foe, biting into his armor and holding him tight while the transformation lasts.
Encounter --- Polymorph, Psionic
Standard Action ------- Melee touch
Requirement: You must have at least one hand free and available to make attacks.
Target: One creature
Attack: Constitution + 2 vs. AC (one attack with each free hand; max two)
Hit: 1d8 + Constitution modifier damage per attack. If an attack hits, the target is immobilized until the end of your next turn. If both attacks hit, the target is restrained until the end of your next turn.[/deck]


[deck=Temporal Strike] Egoist Attack 7
You momentarily stop time, allowing you to position yourself for a deadly attack.
Encounter ♦ Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier before the attack.
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage.[/deck]
Removed Powers
[deck=Blinding Blow] Egoist Attack 7
You strike a powerful blow, channeling psionic energy through your weapon and disrupting the target's senses.
Encounter --- Psionic, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is blinded until the end of your next turn.[/deck]



LEVEL 9 DAILY POWERS

[deck=Burrowing Blade] Egoist Attack 9
Your blade surges with psionic energy as you swing it in a high arc. When it hits, it passes freely through your foe's armor, cleaving through his very core.
Daily ♦ Psionic, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.[/deck]
[deck=Desynchronizing Blow] Egoist Attack 9
You strike a powerful blow, channeling so much psionic energy through your weapon that the target is knocked out of sync with the time stream.
Daily ♦ Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is slowed (save ends).[/deck]
Previous Version
[deck=Desynchronizing Blow] Egoist Attack 9
You strike a powerful blow, channeling so much psionic energy through your weapon that the target is knocked out of sync with the time stream.
Daily --- Psionic, Weapon
Standard Action ------- Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is slowed (save ends).[/deck]


[deck=Vampire's Bite] Egoist Attack 9
You savagely bite your nearest foe, draining his vitality.
Daily ♦ Healing, Implement, Polymorph, Psionic
Standard Action -------- Melee touch
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 3d8 + Constitution modifier damage, and you regain hit points as if you had spent a healing surge.
- - -
Miss: Half damage, and you regain hit points equal to your Wisdom modifier.[/deck]
Previous Version
[deck=Vampire's Bite] Egoist Attack 9
As you open your mouth wide in a vicious cry, your jaw extends and your teeth grow long, sharp, and terrible. You savagely bite your nearest foe, and even as you feel his body weaken, yours regains its strength.
Daily --- Healing, Polymorph, Psionic, Reliable
Standard Action ------- Melee touch
Target: One creature
Attack: Constitution + 2 vs. AC
Hit: 3d8 + Constitution modifier damage, and you regain hit points as if you had spent a healing surge.[/deck]

Removed Powers
[deck=Concussive Pulse] Egoist Attack 9
With a flash of your eyes you unleash the kinetic energy that builds within your muscles, creating a wave of power that knocks your foes to the ground.
Daily --- Psionic, Reliable
Standard Action ------- Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier damage, and you knock the target prone. [/deck]



LEVEL 10 UTILITY POWERS

[deck=Body Purification] Egoist Utility 10
Through sheer force of will you cause your body to restore itself to health.
Encounter ♦ Healing, Psionic
Minor Action -------- Personal
Effect: You make a saving throw with a +2 bonus.[/deck]

[deck=Concealing Amorpha] Egoist Utility 10
You generate a field of fluctuating light and sound around you, making your form almost impossible to discern.
Daily ♦ Illusion, Psionic
Minor Action -------- Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses and to Stealth checks.[/deck]

[deck=Dimension Slide] Egoist Utility 10
In the blink of an eye you teleport yourself a short distance away.
Daily ♦ Psionic, Teleportation
Move Action ------- Personal
Effect: You teleport 6 squares.[/deck]

[deck=Inertial Barrier] Egoist Utility 10
You buffer yourself with kinetic force, absorbing a blow that would normally wound you.
Daily ♦ Psionic
Immediate Reaction ----- Personal
Trigger: You are hit by an attack
Effect: You take no damage from the triggering attack. You are still subject to any conditions the attack may bestow.[/deck]


Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
SHAPER

“Mind over Matter, they always say. Let me introduce you to the matter of my mind.”

CLASS TRAITS

Role: Controller. You exert control through psionic manipulation of ectoplasm – sometimes hindering foes across wide areas, and sometimes shaping constructs to consume them.

Power Source: Psionic. You channel psionic power though meditation and focus on the mind. To you, the mind is the ultimate tool, allowing you to shape and recreate the world as you see fit.

Key Abilities: Intelligence, Wisdom, Constitution


Armor Proficiencies: Cloth

Weapon Proficiencies: Dagger, quarterstaff

Implements: Dorjes, third-eyes

Bonus to Defense: +2 Will


Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier


Trained Skills: Psionics. From the class skills list below, choose three more trained skills at 1st level.

Class Skills: Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Int), Psionics (Int), Religion (Int)


Build Options: ?, ?

Class Features: ?, ?, ?, ?


Blah?

CREATING A SHAPER

Blah?

Blah Shaper

Blah Shaper


SHAPER CLASS FEATURES

Astral Assistant
Each shaper knows how to manifest an astral assistant. An astral assistant is a minor ectoplasmic form that provides basic assistance to you. You can use the astral assistant power as an at-will power.



Ectoplasmic Savant
Each shaper has a special relationship to the energy they draw from the Astral Sea. Some are better at shaping it in the form of constructs, while others are better at manipulating it in its raw form or infusing it with elemental energy. Choose one of the following forms of ectoplasmic talent.
[indent] Constructor Savant: When you make a save to sustain a construction, you may add your Wisdom modifier to the saving throw roll.
Elemental Savant: Once per encounter, as a free action, you gain a bonus to the attack rolls of a single power equal to your Constitution modifier. The power must have one of the following keywords: acid, cold, fire, lightning, or thunder.
Trapper Savant: While a creature is slowed, immobilized, or restrained by your power, he takes a penalty to attack rolls equal to your Wisdom modifier.[/indent]

Ritual Casting
You gain the Ritual Casting feat (Player's Handbook page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). Psionic characters do not normally use ritual books, instead tattooing ritual patterns onto their skin. See Psionic Rituals. You possess two ritual tattoos for rituals that you have mastered: the Creation ritual and one other 1st-level ritual of your choice.


SHAPER POWERS

Your psionic powers are called talents, and through them you exert your will upon the physical world. Some powers are better for the X shaper and others for the X shaper, but you're free to choose any powers you like.

LEVEL 1 AT-WILL TALENTS

[deck=Corrosive Splash] Shaper Attack 1
You fire a small splash of acidic ectoplasm at your foes, which sizzles and steams on contact.
At-Will ♦ Acid, Implement, Psionic
Standard Action ------- Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage.
- - -
Increase damage to 2d6 + Intelligence modifier at 21st level.[/deck]

[deck=Crystal Shard] Shaper Attack 1
You create a razor-sharp and propel it at your target.
At-Will ♦ Implement, Psionic
Standard Action ------- Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier damage.
- - -
Increase damage to 4d4 + Intelligence modifier at 21st level.
- - -
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.[/deck]

[deck=Ecto-Pulse] Shaper Attack 1
You emit a semi-physical pulse of ectoplasm that bashes your foes and knocks them away.
At-Will ♦ Implement, Psionic
Standard Action ------- Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and you push the target a number of squares equal to your Wisdom modifier.
- - -
Increase damage to 2d6 + Intelligence modifier at 21st level.[/deck]

[deck=Entangling Ectoplasm] Shaper Attack 1
You draw forth a sticky glob of ectoplasm from the Astral Sea, and toss it at your foe's feet.
At-Will ♦ Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.
- - -
Increase damage to 2d6 + Intelligence modifier at 21st level.[/deck]

[deck=Minor Construct] Shaper Attack 1
With a thought you draw ectoplasm from the Astral Sea and form it into a small creature that viciously attacks a foe.
At-Will ♦ Construction, Implement, Psionic
Standard Action ------- Close burst 10
Target: One creature adjacent to the minor construct
Attack: Intelligence vs. AC
Hit: 1d6 + Intelligence modifier damage.
- - -
Increase damage to 2d6 + Intelligence modifier at 21st level.
- - -
Effect: You construct a Tiny minor construct that occupies 1 square within the burst, and the construct attacks an adjacent creature. The minor construct lasts until the end of your next turn.[/deck]


LEVEL 1 ENCOUNTER TALENTS

[deck=Astral Minion] Shaper Attack 1
Semi-clear liquid begins to coalesce before you, gathering slowly into a vaguely humanoid shape.
Encounter ♦ Construction, Implement, Psionic
Standard Action ------- Close burst 10
Target: One creature adjacent to the astral minion
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage.
- - -
Effect: You construct a Small astral minion that occupies 1 square within the burst, and the minion attacks an adjacent creature. Any enemy that ends its turn next to the astral minion takes damage equal to your Wisdom modifier (minimum 1). As a move action, you can move the minion up to 4 squares. The astral minion lasts until the end of your next turn.
- - -
Sustain Minor (Save): At the start of your turn, make a save. If successful, you can sustain this power. As a standard action, you can make another attack with the minion.
[/deck]
Alternate Sustain

Sustain Minor: You can sustain this power for 1 round. As a standard action, you can make another attack with the minion.


[deck=Biocurrent Mist] Shaper Attack 1
Fine droplets of ectoplasm coalesce from the air and fall on your foe, turning the target's own internal energy against itself.
Encounter ♦ Implement, Lightning, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier lightning damage, and the target is weakened until the end of your next turn.[/deck]

[deck=Crystal Spray] Shaper Attack 1
Thousands of tiny crystal shards spray out, slicing everything in their path.
Encounter ♦ Implement, Psionic
Standard Action ------- Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage.[/deck]

[deck=Ectoplasmic Snare] Shaper Attack 1
You create a rope-like stream of ectoplasm which extends from your hand before wrapping itself tightly around your enemy.
Encounter ♦ Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and the target is dazed until the end of your next turn.[/deck]


LEVEL 1 DAILY TALENTS

[deck=Astral Rager] Shaper Attack 1
Ectoplasm coalesces out of the air, only to form a short hulking shape with long, clawed hands.
Daily ♦ Construction, Implement, Psionic
Standard Action ------- Close burst 10
Target: One creature adjacent to the astral rager
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage.
- - -
Effect: You construct a Medium astral rager that occupies 1 square within the burst, and the rager attacks an adjacent creature. Any enemy that starts its turn next to the astral rager takes 1d4 + Wisdom modifier damage. As a move action, you can move the rager up to 6 squares. The astral rager lasts until the end of your next turn.
- - -
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. As a standard action, you can make another attack with the rager.[/deck]

[deck=Ectoplasmic Cocoon] Shaper Attack 1
You draw ectoplasm around your foes in writhing strands, which wrap themselves around the creatures, growing ever tighter as they struggle.
Encounter ♦ Implement, Psionic
Standard Action ------- Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends). If the target fails its first saving throw against this power, the target becomes restrained (save ends).
- - -
Miss: The target is slowed (save ends).[/deck]

[deck=Psychoactive Mist] Shaper Attack 1
A small glob of ectoplasm flies from you hand and explodes into a fine mist that, when absorbed, reacts with a creature's mind.
Daily ♦ Implement, Psionic, Psychic
Standard Action ------- Area burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage.
- - -
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.


LEVEL 2 UTILITY POWERS

[deck=Ectoplasmic Armor] Shaper Utility 2
An ectoplasmic shell absorbs several blows against you.
Daily ♦ Healing, Psionic
Minor Action ------- Personal
Effect: You gain 5 + your Wisdom modifier temporary hit points.[/deck]

[deck=Slide] Shaper Utility 2
A thin layer of slick ectoplasm on your feet allows you to quickly slide around the battlefield.
Encounter ♦ Psionic
Move Action ------- Personal
Effect: You can shift 3 squares.[/deck]

I really need some ideas here.


LEVEL 3 ENCOUNTER POWERS

[deck=Astral Harrier] Shaper Attack 3
Shimmering ectoplasm grows and merges, forming a small, lithe creature that moves to intercept your foes.
Encounter ♦ Construction, Implement, Psionic
Standard Action ------- Close burst 10
Target: One creature adjacent to the astral harrier
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
- - -
Effect: You construct a Small astral harrier that occupies 1 square within the burst, and the harrier attacks an adjacent creature. Any enemy that ends its turn next to the astral harrier takes damage equal to your Wisdom modifier (minimum 1). As a move action, you can move the harrier up to 6 squares. The astral harrier lasts until the end of your next turn.
- - -
Sustain Minor (Save): At the start of your turn, make a save. If successful, you can sustain this power. As a standard action, you can make another attack with the harrier.[/deck]
Alternate Sustain

Sustain Minor: You can sustain this power for 1 round. As a standard action, you can make another attack with the harrier.


[deck=Firefall] Shaper Attack 3
A shimmering mist of ectoplasm falls from the air, lighting aflame as it touches down on creatures and objects alike.
Encounter ♦ Fire, Implement, Psionic
Standard Action ------- Area burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).[/deck]

[deck=Grasping Tendrils] Shaper Attack 3
Ectoplasm coalesces around your hand before extending out in a pair of long, thin tendrils that grasp and hold your foes.
Encounter ♦ Implement, Psionic
Standard Action ------- Ranged 10
Target: One or two creature
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1d10 + Intelligence modifier damage, and the target is immobilized until the end of your next turn.[/deck]

[deck=Psychoactive Spray] Shaper Attack 3
You spray a fine mist of ectoplasm from your hand, which sparks nightmarish visions in creatures who absorb it.
Encounter ♦ Implement, Psionic, Psychic
Standard Action ------- Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.[/deck]


LEVEL 5 DAILY TALENTS

[deck=Astral Swarm] Shaper Attack 5
Globs of semi-clear liquid seem to fall from nowhere, splattering into smaller droplets as they impact the ground. Soon the droplets rise up on thread-like, needle-sharp legs, forming a swarm of tiny, deadly constructs.
Daily ♦ Implement, Psionic, Zone
Standard Action ------- Area burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage, and target is slowed until the end of your next turn.
- - -
Effect: The burst creates a swarm of tiny astral constructs that are difficult terrain until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + Wisdom modifier damage and are slowed until the end of your next turn. As a move action, you can move the zone up to 6 squares.
- - -
Sustain Minor: The zone persists.[/deck]

[deck=Chilling Dew] Shaper Attack 5
A light misty coating of supercooled ectoplasm covers your foe, rapidly draining the heat from his body, and those of other nearby creatures.
Encounter ♦ Cold, Implement, Psionic
Standard Action ------- Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is slowed (save ends). If the target saves, you cannot sustain this power. Make a secondary attack.
[indent] Secondary Target: Each creature adjacent to the primary target[/indent]
[indent] Attack: Intelligence vs. Fortitude[/indent]
[indent] Hit: 1d8 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.[/indent]
Sustain Minor: The target and any creatures adjacent to it take 1d8 cold damage.[/deck]

[deck=Ecto Field] Shaper Attack 5
Clear liquid ectoplasm bubbles out of the floor and air, covering a small area in sticky, clinging ectoplasm.
Encounter ♦ Implement, Psionic, Zone
Standard Action ------- Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends).
- - -
Effect: The burst creates a zone of ectoplasmic fluid, several inches deep, that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Creatures that enter the zone or start their turns there are slowed (save ends).[/deck]


LEVEL 6 UTILITY TALENTS

Yup. Need more ideas.


LEVEL 7 ENCOUNTER TALENTS

[deck=Astral Grappler] Shaper Attack 7
A strange ectoplasmic form shimmering into existence before you, its grotesquely elongated arms reaching out to your foes.
Encounter ♦ Construction, Implement, Psionic
Standard Action ------- Close burst 10
Target: One creature adjacent to the astral grappler
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
- - -
Effect: You construct a Small astral grappler that occupies 1 square within the burst, and the grappler attacks an adjacent creature. Any enemy that ends its turn next to the astral grappler takes damage equal to your Wisdom modifier (minimum 1), and takes a -2 penalty to AC and reflex defense until the end of your next turn. As a move action, you can move the grappler up to 6 squares. The astral grappler lasts until the end of your next turn.
- - -
Sustain Minor (Save): At the start of your turn, make a save. If successful, you can sustain this power. As a standard action, you can make another attack with the grappler.[/deck]
Alternate Sustain

Sustain Minor: You can sustain this power for 1 round. As a standard action, you can make another attack with the grappler.


[deck=Corrosive Burst] Shaper Attack 7
You hurl a small sphere of clear green ectoplasm, which bursts into a spray of acidic fluid.
Encounter ♦ Acid, Implement, Psionic
Standard Action ------- Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier damage.[/deck]

[deck=Hurling Tentacle] Shaper Attack 7
Ectoplasm collects, forming a large tentacle that grasps your foe before hurling him away from you.
Encounter ♦ Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage, and you slide the target 3 squares and it is knocked prone.[/deck]

[deck=Psychoactive Cloud] Shaper Attack 7
A heavy ectoplasmic fog forms nearby, attacking your foes' minds and blocking their sight.
Daily ♦ Implement, Psionic, Psychic
Standard Action ------- Area burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage.
- - -
Effect: The cloud lasts until the end of your next turn. It grants concealment, and any creature that enters the cloud or starts its turn there is slowed until the end of your next turn. You can dismiss the cloud as a minor action.[/deck]


LEVEL 9 DAILY POWERS

[deck=Astral Brute] Shaper Attack 9
Several large globs of viscous semi-clear liquid distill out of the air before combing to form a hunched humanoid figure with heavy plates of armor and fists like hammers.
Daily ♦ Construction, Implement, Psionic
Standard Action ------- Close burst 10
Target: One creature adjacent to the astral brute
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and the target is dazed until the end of your next turn.
- - -
Effect: You construct a Medium astral brute that occupies 1 square within the burst, and the brute attacks an adjacent creature. Any enemy that starts its turn next to the astral brute takes 1d4 + Wisdom modifier damage and a -2 penalty to defense until the end of your next turn. As a move action, you can move the brute up to 6 squares. The astral brute lasts until the end of your next turn.
- - -
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. As a standard action, you can make another attack with the brute.[/deck]

[deck=Impaling Tentacle] Shaper Attack 9
A sphere of ectoplasm grows in your hand. In the blink of an eye it extends, viciously stabbing your foe.
Daily ♦ Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the target is not weakened.[/deck]

[deck=Shocking Sludge] Shaper Attack 9
Your eyes flash with psionic power as several globs of electrically charged ectoplasm form and fall from the sky onto your foes.
Encounter ♦ Implement, Lightning, Psionic, Zone
Standard Action ------- Area burst 3 within 20
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier lightning damage, and the target is immobilized (save ends).
- - -
Miss: Half damage, and the target is slowed (save ends).
- - -
Effect: The burst creates a zone of ectoplasmic goo. The zone is difficult terrain until the end of the encounter or for 5 minutes.[/deck]


LEVEL 10 UTILITY TALENTS

Yup. Still need more ideas.

Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
SOULKNIFE

“I need no physical weapons to defeat you. My mind is sharp enough to cut down even the strongest of foes.”

CLASS TRAITS

Role: Striker. You concentrate on using your mind blade to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and-run tactics whenever possible.

Power Source: Psionic. You draw upon the power of your own mind to forge your mind blade out of nothingness, and wield your psychic power as a weapon against your foes.

Key Abilities: Dexterity, Charisma, Strength


Armor Proficiencies: Cloth, leather

Weapon Proficiencies: Simple melee, simple ranged

Implement: Third-eyes

Bonus to Defense: +1 Reflex, +1 Will


Hit Points at 1st Level: 12 + Constitution score

Hit Points per Level Gained: 5

Healing Surges per Day: 6 + Constitution modifier


Trained Skills: Psionics. From the class skills list below, choose four more trained skills at 1st level.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Intimidate (Cha), Perception (Wis), Psionics (Int), Stealth (Dex), Thievery (Dex).


Build Options: ?, ?

Class Features: ?, ?, ?, ?


Blah?

CREATING A SOULKNIFE

Blah?

? Soulknife
Blah?

? Soulknife
Blah?

Note: Suggested feats will probably change once some class-specific feats are written.


SOULKNIFE CLASS FEATURES

Body and Soul
Soulknives have a unique relationship to their mind and body, as they are able to manifest both into the psychical world. Some soulknives focus on the power of life, in themselves and others. Other soulknives focus on the power of the mind, using their own to strike those of others.

Choose one of the following options.
[indent] Life Taker: You gain a bonus to Fortitude defense equal to one-half your Charisma modifier against attacks made by a Soul Linked foe.

Soul Striker: You gain a bonus to Will defense equal to one-half your Intelligence modifier against attacks made by a Soul Linked foe.[/indent]

The choice you make also provides bonuses to certain soulknife powers. Individual powers detail the effects (if any) your Body and Soul selection has on them.

Mind Blade
A mind blade is a weapon of semi-solid psionic energy distilled from your own mind. Each soulknife's mind blade is unique, often reflecting aspects of its creator's psyche. Most are blades that extend between 12 and 24 inches from the soulknife's hand, with a hilt of the same semi-solid energy that he uses to hold it. Blades can be longer than this, though it is uncommon, and some soulknives choose to manifest the blades directly from their closed fists, with no hilts at all.

As a minor action, you can manifest one mind blade in each of your empty hands. If you are wearing a light shield, you cannot manifest a mind blade in that hand. A mind blade is a one-handed weapon with features as listed below.

[indent]Mind Blade; Prof. +3, Damage 1d6; Range ---; Price ---; Weight ---; Light blade; Off-hand.[/indent]

You are automatically proficient with your own mind blade. You may drop or dissipate your mind blade as a free action. If you drop a mind blade, or otherwise release your hold on it (except as a part of an attack power), the blade immediately dissipates.

While you cannot enchant a mind blade, you can wear crystal bracers to augment its capabilities. When you make a melee basic attack with your mind blade you can add the enhancement bonus of your crystal bracers to the attack rolls and damage rolls.

Psychic Strike
If you damage an enemy to whom you have created a Soul Link when using your mind blade, you deal extra psychic damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.

As you advance in level, you extra damage increases.

[b]Psychic Strike Extra Damage[/b]<br /> Level Extra Damage<br /> 1st-10th +1d6 psychic<br /> 11th-20th +2d6 psychic<br /> 21st-30th +3d6 psychic

Soul Link
Once per round as a free action, you can create a Soul Link with an enemy you hit with your mind blade. A creature with a link to you is more vulnerable to your attacks.

A Soul Link remains in effect until the end of the encounter or until the linked creature drops to 0 hit points or fewer.

You can create a Soul Link with multiple targets over the course of the encounter; each link requires a free action when you hit the target with your mind blade. You can't create a Soul Link with a creature that is already affected by your or another character's Soul Link.

IMPLEMENT
To augment their mind blades, soulknives make use of crystal bracers. A soulknife wearing a set of crystal bracers can add its enhancement bonus to the attack rolls and damage rolls of soulknife powers, as well as soulknife paragon path powers, that have the implement keyword. Without a crystal bracers, a soulknife can still use these powers, but he or she doesn't gain the bonus provided by the magic equipment.

When you make an attack using your mind blade, you can add the enhancement bonus of your crystal bracers to the attack rolls and damage rolls.

A crystal weapon, a special magic weapon, can also be used as an implement for soulknife powers, as well as soulknife paragon path powers. In addition, the soulknife can treat a crystal weapon as a mind blade for the purposes of activating powers and abilities. These weapons are highly sought after by many psions, including soulknives who wish to use their powers with different properties.


SOULKNIFE POWERS

LEVEL 1 AT-WILL TALENTS












[deck=Feedback Loop] Soulknife Attack 1
As you strike a linked foe you set a potential feedback loop, damaging the foe if he dares to strike you.
At-WillImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target hits you with an attack before the start of your next turn, he takes damage equal to your Psychic Strike damage.
- - -
Increase damage to 2[W] at 21st level.[/deck]

[deck=Knife to the Soul (V.2)] Soulknife Attack 1
You stab your blade at your foe, using your link to strike at the target's mind.
At-WillImplement, Psionic, Psychic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Intelligence vs. Will
Hit: 1[W] + Intelligence modifier psychic damage. If the target drops to 0 hit points or fewer, you gain a +2 power bonus on your next attack before the end of your next turn.
- - -
Increase damage to 2[W] + Intelligence modifier psychic damage at 21st level.[/deck]
Previous Version
[deck=Knife to the Soul] Soulknife Attack 1
You stab your blade at your foe, using your link to strike at the target's mind.
At-WillImplement, Psionic, Psychic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Intelligence vs. Will
Hit: 1[W] + Intelligence modifier psychic damage.
- - -
Increase damage to 2[W] + Intelligence modifier psychic damage at 21st level.[/deck]


[deck=Sever Life (V.2)] Soulknife Attack 1
As you stab your blade at your foe, it swirls with purple-black energy that rots the target's form.
At-WillImplement, Necrotic, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier necrotic damage. If the target drops to 0 hit points or fewer, you gain temporary hit points equal to your Charisma modifier.
- - -
Increase damage to 2[W] + Charisma modifier necrotic damage at 21st level.[/deck]
Previous Version
[deck=Sever Life] Soulknife Attack 1
As you stab your blade at your foe, it swirls with purple-black energy that rots the target's form.
At-WillImplement, Necrotic, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier necrotic damage.
- - -
Increase damage to 2[W] + Charisma modifier necrotic damage at 21st level.[/deck]


[deck=Throw Blade] Soulknife Attack 1
You focus your mind and hurl your mind blade.
At-WillImplement, Psionic, Weapon
Standard Action ------- Ranged 10
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage.
- - -
Increase damage to 2[W] at 21st level.
- - -
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.[/deck]


LEVEL 1 ENCOUNTER TALENTS

[deck=Bite Deep] Soulknife Attack 1
You thrust your blade past your foe's armor and deep into his flesh.
EncounterImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.[/deck]

[deck=Draining Strike] Soulknife Attack 1
You blade glows black with energy, and when it strikes your foe you channel his vitality into your own body through your Soul Link.
EncounterHealing, Implement, Necrotic, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier necrotic damage, and you gain 5 temporary hit points.
[indent] Life Taker: You gain temporary hit points equal to 5 + your Charisma modifier.[/indent][/deck]

[deck=Id Blade] Soulknife Attack 1
As you strike your blade into your foe, you channel your primal instincts through the Soul Link, temporarily disrupting his psychic resolve.
EncounterImplement, Psionic, Psychic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Intelligence vs. Will
Hit: 2[W] + Intelligence modifier psychic damage, and the target takes a -1 penalty to Will defense until the end of your next turn.
[indent] Soul Striker: The penalty to Will defense is equal to 1 + your Intelligence modifier.[/indent][/deck]

[deck=Nerve Slice] Soulknife Attack 1
You slice your foe with your blade, temporarily disrupting his nervous system.
EncounterImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and target is dazed until the end of your next turn.[/deck]


LEVEL 1 DAILY TALENTS

[deck=Blade Wind] Soulknife Attack 1
As you focus your energy into your blade, it explodes around you into a swirling ring of psionic shrapnel.
DailyImplement, Psionic, Weapon
Standard Action ------- Close burst 1
Requirement: You must be wielding a mind blade.
Target: Each enemy in burst you can see
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
- - -
Effect: Until the end of your next turn, any enemies that enter the burst or start their turns there take 1[w] damage.[/deck]

[deck=Blasting Strike] Soulknife Attack 1
As you strike your foe, you focus the energy resonating in the Soul Link, creating a massive and deadly blast.
DailyImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and target is dazed (save ends).
- - -
Miss: Half damage and the target is dazed until the end of your next turn.
- - -
Effect: The target is no longer affected by your Soul Link, and you cannot form a new Soul Link with the target until the end of your next turn.[/deck]

[deck=Stick the Blade] Soulknife Attack 1
You hurl your blade at a foe, striking with such force that the blade sticks into his form, pulsing with energy.
DailyImplement, Psionic, Weapon
Standard Action ------- Ranged 10
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and ongoing 5 damage (save ends).
- - -
Miss: Half damage, and no ongoing damage.[/deck]

Other Power Ideas
Double Blade Toss Soulknife Attack 1
In a flash of psionic energy and expert aim, you
hurl both of your blades simultaneously at your foe.
Daily ♦ Implement, Psionic, Weapon
Standard Action Ranged 10
Requirement: You must be wielding two mind blades.
Target: One creature
Attack: Dexterity vs. Reflex, two attacks
Hit: 2[W] + Dexterity modifier damage per attack.
Miss: Half damage per attack.

Accelerated Blade Soulknife Attack 1
You hurl your mind blade at your foe, adding extra
acceleration with your mind and turning it into a
deadly blur of energy.
Daily ♦ Implement, Psionic, Weapon
Standard Action Ranged 10
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage



LEVEL 2 UTILITY TALENTS

[deck=Crossed Blades] Soulknife Utility 2
You exploit your Soul Link to anticipate a foe's attack and quickly close your mind blades together to block the strike.
EncounterPsionic, Weapon
Immediate Interrupt ---- Personal
Requirement: You must be wielding two mind blades.
Trigger: A creature affected by your Soul Link hits you with a melee attack.
Effect: You gain a +4 power bonus to AC and Reflex defense against the triggering attack.[/deck]

[deck=Disrupted Perception] Soulknife Utility 2
You pour a flood of psionic energy through your Soul Link and into the minds of your foes, creating a sensory haze.
EncounterPsionic
Minor Action ------- Personal
Effect: You gain concealment from all creatures with which you have a Soul Link until the end of your next turn.[/deck]

[deck=Linked Stalker] Soulknife Utility 2
You exploit your Soul Link to anticipate a foe's movement and stick close to him.
EncounterPsionic
Immediate Reaction ---- Personal
Trigger: An adjacent enemy affected by your Soul Link moves away from you
Effect: Shift into the square that the enemy vacated.[/deck]

[deck=Speed of Thought] Soulknife Utility 2
You concentrate, using psionic energy to augment your ability to move around the battlefield.
DailyPsionic
Minor Action ------- Personal
Requirement: You must be wearing light armor or no armor.
Effect: Your speed increases by 2 squares until the end of the encounter.[/deck]

Notes

While I love these powers, I really feel like the class is missing a good "skill" utility, like most other classes have at 2nd level (or at least have the option of). The problem is that any skill utility that I think of is already taken by another class. For now, Disrupted Perception is as close as they get, since it potentially allows Stealth checks, even in the open.

Any suggestions for a Level 2 Utility Talent focusing on skills would be greatly appreciated.



LEVEL 3 ENCOUNTER TALENTS

[deck=Arcing Throw] Soulknife Attack 3
You throw your mind blade in a wide arc, only to have it swing back like a boomerang and strike multiple foes.
EncounterImplement, Psionic, Weapon
Standard Action ------- Ranged 10
Requirement: You must be wielding a mind blade.
Target: One creature, or two creatures no more than 5 squares apart from each other
Attack: Dexterity vs. Reflex, one attack per target
Hit: 1[W] + Dexterity modifier damage.[/deck]

[deck=Hobbling Strike] Soulknife Attack 3
As you strike your foe with your blade, a black energy flows through his body and down to his legs.
EncounterImplement, Necrotic, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier necrotic damage, and the target is immobilized until the end of your next turn.[/deck]

[deck=Kinetic Slice] Soulknife Attack 3
You slash with your blade, charging kinetic force into the impact and knocking your foe to the ground.
EncounterImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, push the target 1 square, and the target is knocked prone.[/deck]

[deck=Phantom Blade] Soulknife Attack 3
As you strike your blade into your foe, you channel psionic energy through the blade, causing your foe to feel imaginary foes at his back.
EncounterImplement, Psionic, Psychic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Intelligence vs. Will
Hit: 2[W] + Intelligence modifier psychic damage, and the target grants combat advantage to you until the end of your next turn.[/deck]

Other Power Ideas
Reviving Strike Soulknife Attack 3
As your blade strikes, your blade glows a sick
greenish black, and you feel your vitality improve
as your foe's body decays.
Encounter ♦ Implement, Necrotic, Psionic, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your
Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier necrotic damage.
If you are bloodied, you regain 5 hit points.
Life Taker: You regain hit points equal
to 5 + your Charisma modifier.



LEVEL 5 DAILY TALENTS

[deck=Blade Storm] Soulknife Attack 5
You focus your energy into your blade, which explodes out into a swirling storm of bladed shards.
DailyImplement, Psionic, Weapon
Standard Action ------- Close blast 3
Requirement: You must be wielding a mind blade.
Target: Each enemy in blast you can see
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
- - -
Miss: Half damage.
- - -
Effect: Creatures in the blast take a -2 penalty to attack rolls until the end of your next turn.[/deck]

[deck=Exploding Blade] Soulknife Attack 5
You throw your blade at a foe, channeling so much energy through your Soul Link that the blade explodes on contact.
DailyImplement, Psionic, Weapon
Standard Action ------- Ranged 10
Requirement: You must be wielding a mind blade.
Primary Target: One creature currently affected by your Soul Link ability
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage. Make a secondary attack.
[indent] Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Dexterity vs. Reflex
Hit: 1[W] force damage, and slide the target 1 square.[/indent]
- - -
Miss: Half damage and no secondary attack.
- - -
Effect: The primary target is no longer affected by your Soul Link, and you cannot form a new Soul Link with the target until the end of your next turn.[/deck]

[deck=Two-Blade Slam] Soulknife Attack 5
With a violent cry you slam both of your blades deep into your foe's torso.
DailyImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding two mind blades.
Target: One creature
Attack: Dexterity vs. AC, two attacks.
Hit: 2[W] + Dexterity modifier damage per attack. If both attacks hit the target, it takes +1[W] damage.
- - -
Miss: Half damage per attack.[/deck]

Other Power Ideas
Knives in the Belly Soulknife Attack 5
You lean in under your foe's defenses and strike
deeply into his gut with your blade.
Daily ♦ Implement, Psionic, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the
target is weakened (save ends).
Miss: Half damage, and the target is not weakened.



LEVEL 6 UTILITY TALENTS

[deck=Blinded Minds] Soulknife Utility 6
Shadows flow through the minds of your linked foes, erasing you from their sight.
DailyPsionic
Standard Action ------- Personal
Effect: You are invisible to all creatures with which you have a Soul Link until the end of your next turn. If you attack a creature with which you already have a Soul Link, you become visible to all creatures.
- - -
Sustain Standard: You sustain the effect.[/deck]

[deck=Flash of Insight] Soulknife Utility 6
As you concentrate, you create a perfect mental picture of the area around you, allowing you to strike foes you may not even see.
DailyPsionic
Minor Action ------- Close burst 10
Effect: Until the end of your next turn, when you attack any creature in the burst, you ignore any penalty to the attack roll from concealment. Only the attack penalty is removed – you still suffer all of the other disadvantages of attacking a concealed target, and you do not discover the location of a creature with total concealment.[/deck]

[deck=Hustle] Soulknife Utility 6
You accelerate your body's movements, allowing you to dart around the battlefield in the blink of an eye.
EncounterPsionic
Minor Action ------- Personal
Effect: You gain an extra move action this turn.[/deck]

[deck=Up the Walls] Soulknife Utility 6
You pump yourself full of psionic energy, allowing you to move fast enough to defy even gravity.
EncounterPsionic
Move Action ------- Personal
Effect: On this move action, you move with a climb speed equal to your speed.[/deck]

Notes

I'm much more satisfied with the level 6 utilities. They really feel like they fit well.



LEVEL 7 ENCOUNTER TALENTS

[deck=Darting Toss] Soulknife Attack 7
You quickly dart to a new position even as you launch your blade into your foe.
EncounterImplement, Psionic, Weapon
Standard Action ------- Ranged 10
Requirement: You must be wielding a mind blade.
Special: You can shift a number of squares equal to half your speed before making this attack.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.[/deck]

[deck=Ego Blade] Soulknife Attack 7
You channel psionic energy into the target's mind, temporarily shorting out his higher brain functions.
EncounterImplement, Psionic, Psychic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Intelligence vs. Will
Hit: 2[W] + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
[indent] Soul Striker: The target is stunned until the end of your next turn.[/indent][/deck]

[deck=Kinetic Charge] Soulknife Attack 7
You charge your foe, and as your blade slams into him he is knocked away by a shuddering blast of kinetic force.
EncounterImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. AC
Special: You must charge as part of this attack.
Hit: 2[W] + Dexterity modifier damage, push the target 2 squares, and the target is knocked prone.[/deck]

[deck=Vampiric Strike] Soulknife Attack 7
As your blade bites into your foe's flesh you feel his life force draining into you, fueling your own.
EncounterHealing, Implement, Necrotic, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier necrotic damage, and you can spend a healing surge.
[indent] Life Taker: You gain additional hit points equal to your Charisma modifier.[/indent][/deck]

Other Power Ideas

Blinding Blade Soulknife Attack 7
As your blade strikes your foe he sees a massive flash
in his mind's eye, removing his sight for a short while.
Encounter ♦ Implement, Psionic, Psychic, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your
Soul Link ability
Attack: Intelligence vs. Will
Hit: 1[W] + Intelligence modifier psychic damage,
and the target is blinded until the end
of your next turn.
(Unhappy: Needs to use the Int mod on a secondary effect.)

Enervating Strike Soulknife Attack 7
Your blade glows as it bites into your foe, and
purple-black energy surges through his body.
Encounter ♦ Implement, Necrotic, Psionic, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your
Soul Link ability
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier necrotic damage,
and the target is weakened until the end of
your next turn.
(Unhappy: Needs to use Cha mod on secondary effect.)



LEVEL 9 DAILY TALENTS

[deck=Blade Volley] Soulknife Attack 9
You throw your blade toward your enemy only to have it explode in mid-air, forming a massive cloud of smaller blades and shards that rain down onto your foes.
DailyImplement, Psionic, Weapon
Standard Action ------- Area burst 1 within 10
Requirement: You must be wielding a mind blade.
Target: Each creature in burst
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and target is slowed until the end of your next turn.
- - -
Miss: Half damage, and the target is not slowed.[/deck]

[deck=Devastating Blade] Soulknife Attack 9
You exploit your link to your foe, sensing his weakest point and breaking him with it.
DailyImplement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature currently affected by your Soul Link ability
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends).
- - -
Miss: Half damage, and the target is weakened until the end of your next turn.
- - -
Effect: The target is no longer affected by your Soul Link, and you cannot form a new Soul Link with the target until the end of your next turn.[/deck]

[deck=Vicious Blades] Soulknife Attack 9
Your eyes flash brightly with psionic energy as you lash out at your foe, making deadly strikes with both of your blades.
DailyImplement, Psionic, Weapon
Standard Action ------- Melee weapon or Ranged 10
Requirement: You must be wielding two mind blades.
Target: One creature
Attack: Dexterity vs. AC, two attacks
Hit: 3[W] + Dexterity modifier damage per attack.
- - -
Miss: Half damage per attack.[/deck]

Other Power Ideas

Dancing Blades Soulknife Attack 9
(You create two mind blades that float near you. See ph p.233 for Dancing weapons; Sustain Minor. As a standard action, you can make a secondary attack. Secondary Targets: One or two creatures within the burst; Secondary attack: Dex vs. AC, two attacks; Hit: 1[W] + Dex per attack.)

Vicious Throw Soulknife Attack 9
(Ranged 10; Dex vs. Reflex; 3[W] + Dex damage, and target is weakened (save ends); Miss: Half damage, and target is weakened until end of your next turn.)



LEVEL 10 UTILITY TALENTS

[deck=Adapted Blades] Soulknife Utility 10
As your mind shifts and changes, so do your blades.
DailyPsionic
Move Action ------- Personal
Effect: Choose one energy type from the following list: acid, cold, fire, lightning, necrotic, radiant or thunder. Until the end of the encounter, your mind blade deals damage of the chosen type when used to deliver a basic attack, or when used in conjunction with any power that normally deals untyped damage.[/deck]

[deck=Inescapable Hunt] Soulknife Utility 10
Once you have become linked to a target, almost nothing can hinder your pursuit.
EncounterPsionic, Teleportation
Move Action ------- Personal
Effect: You can teleport 6 squares, as long as you teleport to a square that is adjacent to a creature affected by your Soul Link.[/deck]

[deck=Open the Soul] Soulknife Utility 10
As you concentrate, you use your Soul Link to make your foe more receptive to your blades.
DailyPsionic
Standard Action ------- Personal
Effect: Until the end of the encounter, all creatures with which you have a Soul Link gain a vulnerability to one energy type.
[indent] Life Taker: All linked creatures gain vulnerability 5 to necrotic damage.
Soul Striker: All linked creatures gain vulnerability 5 to psychic damage.[/deck]

[deck=Temporal Jaunt] Soulknife Utility 10
You accelerate yourself through time for only a moment, shifting yourself a few seconds into the future.
EncounterPsionic
Minor Action ------- Personal
Effect: You disappear forward in time until the start of your next turn. You return to the same square you left, or the nearest unoccupied square.[/deck]

Notes

I wonder if Temporal Jaunt is too powerful as an Encounter power? I would -like- it to remain as an Encounter power, but it seems to me that being able to hop out and avoid any and all attacks for a round each encounter might be too much. Then again, unlike other defensive Utility talents, this doesn't actually -negate- any attacks, so the enemy can simply redirect toward other foes, or even ready an attack for when the Soulknife pops back in, if it knows that it can use this power.

Overall, I think that the Level 10 Utilities feel pretty damn powerful, but at the same time, satisfyingly unique.

Other Power Ideas

Cut the Bonds Soulknife Utility 10
(Encounter; Trigger: A charm effect forces you to move; Effect: Ignore the forced movement effect of the effect, and make a saving throw against the effect if you can.)

Linked Strength Soulknife Utility 10
(Encounter; Requirements: A Soul Linked enemy is within 5 squares; Effect: Breaks the link + you make an immediate save

Toppling Block Soulknife Utility 10
(Encounter; Trigger: creature misses you with a melee attack; Effect: You slide the target 1 square and knock it prone.)


Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
TELEPATH
Note: Powers are currently being processed to Version 2. At-Will 1 to Utility 2 are updated

“It seems we are not of one mind on this matter. Don't worry, we will be soon.”

CLASS TRAITS

Role: Leader. You use your psionic powers to coordinate your allies and command your foes.

Power Source: Psionic. You have honed the powers of your mind through meditation and focus, and have learned to use them to touch the minds of others.

Key Abilities: Charisma, Intelligence, Wisdom


Armor Proficiencies: Cloth, Leather

Weapon Proficiencies: Simple melee, simple ranged

Implements: Third-eyes, crystal weapons

Bonus to Defense: +2 Will


Hit Points at 1st Level: 12 + Constitution score

Hit Points per Level Gained: 5

Healing Surges per Day: 7 + Constitution modifier


Trained Skills: Psionics and Diplomacy or Intimidate (your choice). From the class skills list below, choose two more trained skills at 1st level.

Class Skills: Bluff (Cha), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Psionics (Int), Streetwise (Cha).


Build Options: Cunning telepath, empathic telepath

Class Features: Empathic Word, Group Empathy, Telepathic Manipulator


blah (fluff in progress)

CREATING A TELEPATH

Telepaths have a wide range of powers that draw power from the mind, but tend to specialize in one or two character builds: cunning telepath or empathic telepath. Every telepath relies on Charisma for attack powers, and secondarily on Intelligence or Wisdom.

Cunning Telepath
You favor manipulating your allies and foes alike. Your powers help your allies by hindering your foes, or by getting your foes to move into exactly the right position. Your attack powers rely on Charisma, so that should be your best ability score. Your ability to effectively manipulate other combatants is based on your Intelligence, so make that second best. Constitution is your best third choice, as it will allow your physical body to survive longer in battle, both by increasing your healing surges and by improving your Fortitude defense. Select powers that make the best use of your high Intelligence score.
[indent] Suggested Feat: Improved Initiative (Human feat: Action Surge)
Suggested Skills: Bluff, Insight, Intimidate, Psionics
Suggested At-Will Powers: cunning manipulation, mind thrust
Suggested Encounter Power: cunning suggestion
Suggested Daily Power: disable [/indent]

Empathic Telepath
You feel a strong connection to other minds, and use this connection to help them endure. Your powers allow you to infuse your allies with positive psionic energy, healing the body by healing the mind. Your attack powers rely on Charisma, so that should be your best ability score. Your ability to heal others is driven by your Wisdom, so make that second best. Constitution is your best third choice, as the added physical endurance allows you to stick around and keep your allies active for longer periods, as well as improving your Fortitude defense. Select powers that make the best use of your high Wisdom score.
[indent] Suggested Feat: Improved Initiative (Human feat: Human Perseverance)
Suggested Skills: Diplomacy, Heal, History, Psionics
Suggested At-Will Powers: empathic transfer, gleaning touch
Suggested Encounter Power: empathic drain
Suggested Daily Power: bolstering surge [/indent]

Note: Suggested feats will probably change once some class-specific feats are written.


TELEPATH CLASS FEATURES

You have the following class features.

Empathic Word
Using the empathic word power, telepaths can grant their allies additional resilience, providing them with encouragement and helping them to bury their pain.

Group Empathy
You attune your mind and the minds of your allies to each other, allowing each individual to feel a soft inkling of the others' pain. You and each ally within 5 squares gain a +2 power bonus to Heal checks to use the First Aid action on any affected creature.

Telepathic Manipulator
Choose one of the following two benefits.
[indent] Cunning Manipulator: You have an innate understanding of the most effective way to manipulate other creatures. Once per encounter, as a free action, you can designate a creature you have hit with a charm power. That creature takes a penalty to its AC equal to your Intelligence modifier until the end of your next turn.

Empathic Manipulator: You have a particular ability to empathize with other creatures. When you grant healing with the empathic word power, the target also gains temporary hit points equal to your Wisdom modifier.

The choice you make also provides bonuses to certain telepath powers. Individual powers detail the effects (if any) your Telepathic Manipulator selection has on them.[/indent]











IMPLEMENTS
Telepaths make use of third-eyes to help channel and direct their psionic powers. A telepath wearing a third-eye can add its enhancement bonus to the attack rolls and damage rolls of telepath powers, as well as telepath paragon path powers, that have the implement keyword. Without a third-eye, a telepath can still use these powers, but he or she doesn't gain the bonus provided by the magic equipment.

A crystal weapon, a special magic weapon, can also be used as an implement for telepath powers, as well as telepath paragon path powers. These weapons are highly sought after by many psions.


TELEPATH POWERS

Your psionic powers are called talents, and through them you manipulate the minds of others. Some powers are better for the cunning telepath and others for the empathic telepath, but you're free to choose any powers you like.
LEVEL 1 AT-WILL TALENTS

[deck=Awkward Stumble] Telepath Attack 1
You manipulate an enemy's mind, making him step left when he should have stepped right.
At-WillCharm, Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage. If the target makes an opportunity attack before the start of your next turn, it takes 1d6 + Intelligence modifier damage.
- - -
Increase damage to 2d6 + Charisma modifier at 21st level.[/deck]

Removed Power
[deck=Cunning Manipulation] Telepath Attack 1
Your mind reaches out to a nearby foe, and convinces him that you are a friend just long enough for your own ally to catch him off-guard.
At-WillCharm, Implement, Psionic
Standard Action ------- Melee 1
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally's basic attack damage + your Intelligence modifier.[/deck]


[deck=Empathic Transfer] Telepath Attack 1
You open a channel with the mind of a foe and drain his resolve, transferring it to an ally in need.
At-WillHealing, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and one ally adjacent to the target chooses either to gain temporary hit points equal to your Wisdom modifier + one-half your level or to make a saving throw.
- - -
Increase damage to 2d6 + Charisma modifier at 21st level.[/deck]

[deck=Gleaning Insight] Telepath Attack 1
ou graze your opponent's mind with your own and glean an impression of his next intended move.
At-WillImplement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier psychic damage, and one ally adjacent to the target gains a +1 power bonus to AC against any attacks made by the target until the end of your next turn.
- - -
Increase damage to 2d6 + Charisma modifier at 21st level.[/deck]

[deck=Mind Thrust] Telepath Attack 1
You concentrate, and deliver a massive assault on the thought pathways of your foe.
At-Will --- Implement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the first ally to attack the target before the start of your next turn gains a +2 power bonus on the attack.
- - -
Increase damage to 2d8 + Charisma modifier at 21st level.[/deck]

[deck=Minor Attraction] Telepath Attack 1
With a psychic tap, you plant a faint attraction to a creature, object, or location into the target's mind.
At-WillCharm, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Deal damage equal to your Charisma modifier, and slide the target 1 square.[/deck]


LEVEL 1 ENCOUNTER TALENTS

[deck=Cunning Suggestion] Telepath Attack 1
You imprint an idea into an enemy's mind, which he promptly acts on.
EncounterCharm, Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Deal damage equal to your Charisma modifier, and slide the target 2 squares.
- - -
Cunning Manipulator: You slide the target a number of squares equal to 1 + your Intelligence modifier.[/deck]

[deck=Empathic Drain] Telepath Attack 1
With a violent burst of energy, you tear an enemy's psychic vitality away, and feed it into an ally.
EncounterHealing, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage. In addition, you or one ally within 5 squares of the target can spend a healing surge.
- - -
Empathic Manipulator: You or your ally regain additional hit points equal to your Wisdom modifier.[/deck]

[deck=Psychic Blast] Telepath Attack 1
You release a wave of psychic energy that damages your foes and temporarily disrupts their ability to defend themselves.
EncounterImplement, Psionic, Psychic
Standard Action ------- Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target cannot make opportunity attacks until the end of your next turn.[/deck]

[deck=Psychic Disruption] Telepath Attack 1
You assail your enemy's mind, burning his very thoughts and disrupting his ability to act.
EncounterImplement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.[/deck]


LEVEL 1 DAILY TALENTS

[deck=Bolstering Surge] Telepath Attack 1
You focus your mind, and release a powerful ripple of energy that smites your foes and bolsters your allies.
DailyImplement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
- - -
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier. [/deck]

[deck=Disable] Telepath Attack 1
You surge psionic energy into your foe's mind, and he believes himself disabled by the attack.
DailyCharm, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target is slowed and cannot shift (save ends).
- - -
Miss: Half damage, and the target is dazed until the end of your next turn.[/deck]

[deck=Forced Aggression] Telepath Attack 1
You reach into your foe's mind and overcharge his aggression toward your allies, making him focus only on getting his kill.
DailyCharm, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to AC (save ends).
Effect: Until the end of the encounter, at the end of the target's turn you may slide the target 1 square toward any of your allies.[/deck]

[deck=Implant Aversion] Telepath Attack 1
You reach into a foe's mind and plant a strong aversion to fighting, which, if ignored, wears down the target's willpower.
DailyImplement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
- - -
Effect: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).[/deck]


LEVEL 2 UTILITY TALENTS

[deck=Empathic Boon] Telepath Utility 2
With a touch, you channel positive thoughts and feelings into an ally, relieving his mind and restoring his body.
EncounterHealing, Psionic
Standard Action ------- Raged 5
Target: You or one ally
Effect: The target can spend a healing surge.
- - -
Empathic Manipulator: You or your ally regain additional hit points equal to your Wisdom modifier.[/deck]

[deck=Mindlink] Telepath Utility 2
You temporarily connect the minds of your allies, allowing you to work as a single cohesive unit.
DailyPsionic
Standard Action ------- Close burst 5
Target: You and each ally in burst
Effect: The targets can use the aid another action as a move action instead of as a standard action until the end of the encounter.[/deck]

[deck=Mind Over Matter] Telepath Utility 2
You aid a foe in psychologically shaking off a debilitating effect.
EncounterPsionic
Minor Action ------- Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a power bonus equal to your Wisdom modifier.[/deck]

[deck=Telempathic Projection] Telepath Utility 2
You alter the subject's mood, improving its disposition toward you and making it more susceptible to your input.
EncounterCharm, Psionic
Minor Action ------- Ranged 10
Target: One creature
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check made against the target during this encounter.[/deck]


LEVEL 3 ENCOUNTER TALENTS

[deck=Cunning Command] Telepath Attack 3
You concentrate on your foe's mind, telepathically sending him a command that demands obedience. You can choose to drive him away, order him closer, or have him throw himself prostrate on the ground before you.
EncounterCharm, Implement, Psionic
Minor Action ------- Ranged 10
Target: One Creature
Attack: Charisma vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 3 squares.
- - -
Cunning Manipulator: You can slide the target a number of squares equal to 2 + your Intelligence modifier.[/deck]

[deck=Focused Blast] Telepath Attack 3
You strike your foe's mind with concentrated psychic force, disrupting his perceptions and allowing an ally to gain an advantage.
EncounterImplement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage.
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.[/deck]

[deck=Force Thrust] Telepath Attack 3
You focus your mind, creating a short burst of telekinetic energy that pummels your foe and sends him reeling to the ground.
EncounterForce, Implement, Psionic
Minor Action ------- Ranged 5
Target: You or one ally
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier force damage, and you push the target 2 squares and knock it prone.[/deck]

[deck=Target's Mindset] Telepath Attack 3
You strike your foe's mind, temporarily altering it so that it broadcasts his movements to your allies.
EncounterImplement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: You or one ally
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.[/deck]


LEVEL 5 DAILY TALENTS

[deck=Confusing Blast] Telepath Attack 5
You reach out and mentally slam the target's mind, altering his perceptions, and causing him to lose the ability to distinguish friend from foe.
DailyCharm, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Miss: Half damage.
- - -
Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends).[/deck]

[deck=Empathic Field] Telepath Attack 5
As you focus, you forge a crackling field of psionic energy in the air around you. While allies in the field find themselves heartened by its power, enemies only feel its stinging tendrils in their minds.
DailyHealing, Psionic, Psychic, Zone
Standard Action ------- Close burst 1
Effect: The burst creates a zone of psionic energy that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Wisdom modifier psychic damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Wisdom modifier.
- - -
Sustain Minor: The zone persists.[/deck]

[deck=Open Mind] Telepath Attack 5
You batter down your foe's psychic defenses, leaving him more susceptible to psychic assault.
DailyImplement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and the target gains vulnerability 5 to psychic damage until the end of the encounter.
- - -
Miss: Half damage, and the target gains no vulnerability.[/deck]

[deck=Pacifistic Urges] Telepath Attack 5
You reach into the mind of your foe and attempt to implant in him an aversion to combat.
EncounterCharm, Implement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target cannot attack (save ends).
- - -
Miss: The target cannot attack you until the end of your next turn.[/deck]


LEVEL 6 UTILITY TALENTS

[deck=Guiding Hand] Telepath Utility 6
You telepathically guide your ally's opportunity attack, allowing him to strike a deadlier blow and shift his target to an disadvantaged position.
EncounterPsionic
Immediate Interrupt ------- Ranged 10
Trigger: An ally makes an opportunity attack
Effect: If the ally hits, he or she adds your Intelligence modifier to the damage roll, and slides the target 1 square. The ally can shift 1 square to remain adjacent to the target.[/deck]

[deck=Serious Empathic Boon] Telepath Utility 6
With a touch, you channel pure positive psychic energy into the target's mind and body, forcing both to recover in mere seconds.
DailyHealing, Psionic
Standard Action ------- Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent two healing surges.
- - -
Empathic Manipulator: You or the creature gain temporary hit points equal to your Wisdom modifier.[/deck]

[deck=Telekinetic Levitation] Telepath Utility 6
You concentrate and lift your hands, raising yourself from the ground with telekinetic force.
DailyPsionic
Move Action[/b] ------- Personal
Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a -2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.
- - -
Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage.[/deck]

[deck=Thought Shield] Telepath Utility 6
You fortify your mind against intrusion.
EncounterPsionic
Immediate Interrupt ------- Personal
Trigger: You are hit by an attack against your Will defense
Effect: Gain a +2 power bonus to your Will defense against the triggering attack.[/deck]


LEVEL 7 ENCOUNTER TALENTS

[deck=Cloud Mind] Telepath Attack 7
You fill your foe's mind with psychic static, erasing yourself and your allies from his perceptions.
EncounterIllusion, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and you and all of your allies in range are invisible to the target until the end of your next turn.[/deck]

[deck=Cunning Beckon] Telepath Attack 7
You fill the target's mind with feelings of trust, urging him to move closer to you.
EncounterImplement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Effect: You pull the target 3 squares.
- - -
Cunning Manipulator: You pull the target a number of squares equal to 2 + your Intelligence modifier.[/deck]

[deck=Empathic Feed] Telepath Attack 7
You mentally strike the will and psyche of an enemy, siphoning portions of it away before feeding them, mentally, to your allies.
EncounterHealing, Implement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and each ally adjacent to the target can spend a healing surge.
- - -
Empathic Manipulator: Each ally who spends a healing surge regains additional hit points equal to your Wisdom modifier. [/deck]

Note: Need one more Encounter 7 talent.


LEVEL 9 DAILY TALENTS

[deck=Brain Lock] Telepath Attack 9
You reach into the target's mind and launch a potent psychic attack at his motor system. Suddenly the target's legs refuse to respond to his body's commands.
EncounterImplement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and the target is immobilized (save ends).
- - -
Miss: Half damage, and the target is
not immobilized.[/deck]

[deck=Inflict Pain] Telepath Attack 9
With a shout you create a burst of pure pain nearby, engulfing your enemies and slowly overwhelming their minds.
EncounterHealing, Psionic
Standard Action ------- Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and ongoing 5 + Charisma modifier psychic damage.
- - -
Miss: Half damage, and no ongoing psychic damage.[/deck]

[deck=Telekinetic Grasp] Telepath Attack 9
You raise your hand toward a foe and extend your mind, channeling your psionic energy into a powerful telekinetic force that grasps the target like a massive hand.
DailyForce, Implement, Psionic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier force damage, and the target is grabbed. If the target attempts to escape, he makes either an Acrobatics check vs. your Will defense, or an Athletics check vs. your Will defense.
- - -
Sustain Minor: A target who is grabbed by the power takes 1d8 + Charisma modifier force damage when you sustain this power.
- - -
As a move action, you can make a Charisma vs. Fortitude attack against a grabbed target. If you hit, slide the target up to 3 squares. It remains grabbed.
- - -
As a standard action, you can attack another target within range, but you must release a target who is grabbed to do so.[/deck]


LEVEL 10 UTILITY TALENTS

[deck=Mass Empathic Boon] Telepath Utility 10
You release a concentrated burst of positive psychic energy, helping your allies to ignore their wounds, and encouraging them all to continue fighting.
DailyHealing, Psionic
Standard Action ------- Close burst 5
Target: You and each ally in burst
Effect: The targets regain hit points as if they had spent a healing surge.
- - -
Empathic Manipulator: The targets regain additional hit points equal to your Wisdom modifier.[/deck]

[deck=Missive] Telepath Utility 10
You channel your thoughts into the mind of a distant ally, and allow him to do the same.
DailyPsionic
Standard Action ------- Ranged 100 miles
Effect: You send a short telepathic message (no more than a few sentences) to a creature. The creature can reply back with its own short message if it wants to. You receive the other creature's message on your next turn. If the creature is not within range or has no reply, you instantly know so.[/deck]

[deck=Telepathic Warning] Telepath Utility 10
As your ally is attacked you issue a quick mental warning, helping him to avoid harm.
EncounterPsionic
Immediate Interrupt ------- Ranged 5
Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
- - -
Cunning Manipulator: The ally gains a power bonus to AC and Reflex defense equal to 2 + your Intelligence modifier.[/deck]

Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Looks good. You do want to accomplish something big :D

I like the concepts and the roles the different classe got. Has a lot of potential.

DRAW AGRESSION: I like the idea, but it's pretty strong, more so than the fighter's combat challange or the paladin's divine challenge. The fighter can mark multiple enemies, but only in melee, the paladin can mark at range, but only one enemy. I think it could work if you set it apart from the Wis mod, i.e. making the number of enemies you can mark with it dependant from some other things: 1/tier, or give a "pool" you can mark throughout the combat.... some new mechanic.
It should also give a minor benefit, like the available challenges do (Fighter-OA, Paladin-Dmg).

VIGOR: I'm not sure how this scales... seems like a big investment for a relatively minor benefit. Maybe make it an encounter power? Maybe it could work with the Psionic Focus Mechanic that was designed in some other Psionic thread.

I understand that you don't want to "salvage" or "steal" other peoples's ideas, but creativity is just knowing how to steal and adapt :D

As such, feel free to look up the psionic stuff I came up with, you might find things useful. If you want to implement things, you make a small Ideas contributed by: - remark at the end of your work, and you can use all you want of my stuff. ;)

CLAW STRIKE:
why "max two" in the attack line? Don't get it. Otherwise, seems ok.

Other powers seem ok.

I think you should figure out your builds before creating your powers, they have to support the builds. As is you could make it something like this...

Metamorphing Egoist: changes parts of his own body, is the utility-type build. Attacks with Con, secondary effect Wis.
Blade Egoist: Boosts own physcal abilites without changing, changes part of the enemies'. Is the damage-dealer-type build. Attacks with Str, secondary effects Wis.

Then you'd need another Con-based at-will power, though.

The psion threads (maybe it helps, after all *g*):

Angel_of_Clumsiness Wizard/Psion mod with Psicrystal rules:
http://forums.gleemax.com/showthread.php?t=1056601

Pyromancer999 Psion Thread. Maybe take a look at Psionic Focus Rules.
http://forums.gleemax.com/showthread.php?t=1057821
Looks good. You do want to accomplish something big :D

I really do miss psionics. It was my baby.

I like the concepts and the roles the different classe got. Has a lot of potential.

Thank you. I'm working on it. As I said in my first post, I really want a fully fleshed-out psionics system.

DRAW AGRESSION: I like the idea, but it's pretty strong, more so than the fighter's combat challange or the paladin's divine challenge. The fighter can mark multiple enemies, but only in melee, the paladin can mark at range, but only one enemy. I think it could work if you set it apart from the Wis mod, i.e. making the number of enemies you can mark with it dependant from some other things: 1/tier, or give a "pool" you can mark throughout the combat.... some new mechanic.
It should also give a minor benefit, like the available challenges do (Fighter-OA, Paladin-Dmg).

I agree completely. I have a new-and-improved (or perhaps just revised) version prepared.















Essentially changed it to be a better mix of the fighter's combat challenge and the paladin's divine challenge.

I'm considering a further name change to "Compulsive Challenge" as well, since the other existing defender abilities (Combat- and Divine-Challenge) both use the same name mechanics.

VIGOR: I'm not sure how this scales... seems like a big investment for a relatively minor benefit. Maybe make it an encounter power? Maybe it could work with the Psionic Focus Mechanic that was designed in some other Psionic thread.

Again, I agree completely. I wasn't very happy with it when I first typed Vigor up. Here's a version more in line with what I intended (and I am avoiding any Psionic Focus mechanic for the time being - I may go back and implement it later, but I need all the sources for powers that I can get, and I don't want to tie any down to Psionic Focus if I don't have to).

[deck=Vigor (v. 2)] Egoist Feature
You focus your mind and body, and fortify your form with psionic power.
At-Will (Special) --- Healing, Psionic
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Minor Action -------- Personal
Effect: You spend a healing surge, but regain no hit points. Instead, you gain temporary hit points equal to your healing surge value.[/deck]

I originally intended it more like this, allowing you to "get an advance" on healing surges a few times each day, which is what the Vigor power effectively did in 3.5.

How do you feel about this? I'm hoping it trades the utility of the semi-leader "Lay on Hands" ability from the Paladin for the added bonus of being able to use it as an early-combat buff.

I understand that you don't want to "salvage" or "steal" other peoples's ideas, but creativity is just knowing how to steal and adapt :D

As such, feel free to look up the psionic stuff I came up with, you might find things useful. If you want to implement things, you make a small Ideas contributed by: - remark at the end of your work, and you can use all you want of my stuff. ;)

Heh, will do. I just want to establish my own foundation on each of the classes before I start shopping around for other ideas. As you can tell from just the class traits, I have some very specific goals for these.

CLAW STRIKE:
why "max two" in the attack line? Don't get it. Otherwise, seems ok.

It's a side-effect of me being overly cautious. I have "max two" to limit the number of attacks a creature with, say, four arms could make.

Other powers seem ok.

Thanks! It's good to hear.

I think you should figure out your builds before creating your powers, they have to support the builds. As is you could make it something like this...

I never liked the idea of "builds", and personally, I ignore the recommended builds when making my own characters.

That said, yes, I plan on having a few "veins" of related powers:

  • Str-Based - Weapon attacks and "Brute Force" attacks, drawing inspiration from things like the "Stomp" power in 3.5.
  • Con-Based - Metamorphosis / Natural Weapon attacks.
  • Wis-Based - Weapon status attacks, usually along the lines of "Damage + Status". Will probably include most or all alternative damage types (definitely poison and psionic).


Metamorphing Egoist: changes parts of his own body, is the utility-type build. Attacks with Con, secondary effect Wis.
Blade Egoist: Boosts own physcal abilites without changing, changes part of the enemies'. Is the damage-dealer-type build. Attacks with Str, secondary effects Wis.

It'll be close to that, but I'm thinking the ability scores are going to be changed in priority to: "Strength, Constitution, Wisdom".

Heck, just listing out what I'm doing with the powers is really helping define the class in my mind.

Then you'd need another Con-based at-will power, though.

I'm thinking that, if one selects a Con-based build, Strength will have to be the secondary ability score. That will force the character into taking "Knockback" as his second 1st-level at-will, which isn't a -bad- thing, but I understand your issue.

I'll try to add another at-will at some point. Do you have any suggestions?

The psion threads (maybe it helps, after all *g*):

Angel_of_Clumsiness Wizard/Psion mod with Psicrystal rules:
http://forums.gleemax.com/showthread.php?t=1056601

Pyromancer999 Psion Thread. Maybe take a look at Psionic Focus Rules.
http://forums.gleemax.com/showthread.php?t=1057821


Thanks, I'll take a look at those in the future (but probably not until later this week).

Thanks for the feedback! More is welcome!
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
A thought on "Natural Attack"-Type egoist powers based on Con, or let's just say Metamorphosis Attacks. Although the attack bonus follows the racial attack power progression, it may be useful drop the bonus and give them an implement, so that they're on par with melee weapon attacks without needing them.

That'd mean, Metemorphosis attacks are (mostly) at +2 bonus to attack rolls if they go vs. AC, and the implement does the rest. Could also be a nice fluff-gimmick to Egoists.

Hm... thinking that along, that's probably what would differentiate a Metamorphosis Egoist from a Blade Egoist... Con based attacks mostly Fort/Ref/Will and Atr goes vs. AC.

On builds: I'm not talking about the blurb that tells you what powers/feats/skills to choose. But those are based on mechanics worked into the powers. It's about making "meaningfull choices" at every level. You focus your character on two different styles, based on ability scores, or try to balance them out. But most players will lean in a certain direction, and the class powers should support them in their choice.

Also, if you plan to make powers with 3 different attack abilities (Str, Con and Wis), this will make it hard for a player to generate a character that isn't below the general power level of the party. The whole Lvl/Ability advancement system of 4E supports a focus on 2 Abilities, or on 1 Primary Ability and 2 secondary ones.

That's why all classes have either 2 different attack abilities with one corresponding secondary ability (Cleric, Warlord, Paladin,Ranger) Or 1 attack ability with 2 secondary abilities (rogue, fighter, warlord)
A thought on "Natural Attack"-Type egoist powers based on Con, or let's just say Metamorphosis Attacks. Although the attack bonus follows the racial attack power progression, it may be useful drop the bonus and give them an implement, so that they're on par with melee weapon attacks without needing them.

That'd mean, Metemorphosis attacks are (mostly) at +2 bonus to attack rolls if they go vs. AC, and the implement does the rest. Could also be a nice fluff-gimmick to Egoists.

Yeah, I'm planning on doing this at some point.

Implements seemed like a "waste" at first blush, but as I'm putting together more powers without weapons, it's becoming inevitable.

I'm thinking about establishing the Third-Eye (perhaps with a better name?) as the implement-of-choice for my psionics, and treating it like the holy-symbol implement (ie - you can gain the benefit without holding it in your hand).



As for builds, I gotcha now. I really needed to look at 3.5 and see what powers I could pull out of it before I could really define any build-paths for the class. Now that I've done that, powers are coming along much better, and the paths have really defined themselves.

If it weren't such a pain-in-the-ass, I'd post up the other powers I'm working on. I'll get to them sooner or later though - I plan on at least updating once I've "completed" the Heroic tier.

That's why all classes have either 2 different attack abilities with one corresponding secondary ability (Cleric, Warlord, Paladin,Ranger) Or 1 attack ability with 2 secondary abilities (rogue, fighter, warlord)

As it's looking now (and this is just powering-through, with the intent to go back and re-evaluate and organize everything once I've got a full list of powers to work with), the build options will be: Str-Primary, with Wis as a secondary, or Con-Primary, with Str as secondary, and the option to use some Wis powers.


Additionally, what do you think of the revised Class Feature powers from my previous post? Do they work better than the "current" versions?
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A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Here's a quick question...

So...

Martial powers are Exploits,
Divine powers are Prayers,
Arcane powers are Spells.

So... What should Psionic powers be called? I mean, it wouldn't be a -huge- issue... except they were just called "powers" before.

I'm leaning toward just leaving them called "powers" - no real reason to change it, in my mind.
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A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Looks great so far, what seems to be the reasoning behind going to a more psionics 3.0 approach as opposed to the 3.5 approach? Look forward to seeing more.
Looks great so far, what seems to be the reasoning behind going to a more psionics 3.0 approach as opposed to the 3.5 approach? Look forward to seeing more.

Whaddaya mean? I'm confused on the 3.0 vs. 3.5 comment.


Additionally, for anyone else, Egoist is complete through level 10 (Heroic Tier). Take a look!
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A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
I guess I should explain. breaking up the psion into multiple classes seems more like the older version of psionics, with multiple ways of casting. moving it farther from the 3.5 version with the focus on a single way of casting. I just find it interesting and was wondering what the intent of this differentiation was.
Hmmm... this is a bit clunky, but maybe psionic powers = "cognitions?" Vigor is a level 1 at-will egoist cognition? Hmm... probably not.

Maybe faculty? Vigor is a level 1 at-will egoist faculty? I like it better than cognition. Maybe leaving them "powers" would be best.
Aaaah.

Part of it is that, with 4E's mechanics, there's no reason not to split them back out.

Another part is that, given the class roles, I want to split the Psion back out into its specialties. Psions that I've seen in 3.0 and 3.5 were always very distinct based on their discipline anyways, so it's not much of a stretch. Expect some slight overlap in concept (though not exact power) at least with utility powers for the classes.

And the Egoist-Psychic Warrior merger just makes sense to me, since the two often overlapped so much anyways.
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A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
I've begun work on the Telepath (Psionic Leader) (), including class features and 1st-Level At-Will powers. All feedback is greatly appreciated.

Thanks.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
First: Great Progress. It's coming to shape.

I'll have a close look at the powers as soon as I can muster the time.
so far, I only did a quick look.

I don't know if giving 3 attack abiliteies (Str, Con, Wis) is such a good idea, it may severly limit the options of PC's going for one type of stat. You should at least have 2 options of meaningful powers at each lvl, and it looks like you have made 3 builds, and then only one has any options (Str), and the other two (wis, con) are stuck at each lvl without choices.

The powers themselves seem solid, but I'll have a close look at them. For now, none of them use a secondary ability score to create effects, and I think it would better balance things if they had one (but I already said so ;) )

The Aggresive Compulsion thing works, that's for sure. The only gripe I have is that it's a blend of features, not a new mechanic, and I think your psionic classes deserve that. *g*

I had an idea, don't know if it works in your class construction:
How about making a reverse challenge-type power? Say, burst 2 or 3, no marking (that'd be too strong). At the end of the target's turn, if it is NOT adjecent to you, it suffers dmg (equal to the one you were using).

That'd leave marking for the powers, which you are doing anyway, but maybe it'd need a better incorporation into the powers.

And I still think you should settle for either Str/Con as attack abilities with Wis secondary, or Wis as attack and Con/Str for secondary effects. But I'm reapeating myself
1) I'd suggest Psi powers be called sciences, disciplines, modes, or talents.

2) Since it's not really a word per se, and you probably want to use older names, I'd rename empathic word to telempathic projection.

I haven't looked at these too closely, since I don't want to be unduly influenced by them for my inevitable psionics conversion, but what I've skimmed looks good.
First: Great Progress. It's coming to shape.

Thanks! Always glad to get feedback.

I'll have a close look at the powers as soon as I can muster the time.
so far, I only did a quick look.

That's fine, it's getting a bit daunting. To be honest, I've been lazy with going through and revising the egoist powers (they all need a good, long second look), since I've been working on telepath (it is complete-through-10 as well; well, minus a few powers that I realized had the exact same effect - ie. "target is blind" and "you and all allies are invisible" until the end of your next turn. Same mechanical effect, so I didn't really want -both- of them).

I don't know if giving 3 attack abiliteies (Str, Con, Wis) is such a good idea, it may severly limit the options of PC's going for one type of stat. You should at least have 2 options of meaningful powers at each lvl, and it looks like you have made 3 builds, and then only one has any options (Str), and the other two (wis, con) are stuck at each lvl without choices.

That's my major problem with them - I had / have the design theory all wrong. Telepath is going -much- better, mostly because I'm sticking much more rigidly to my example powers from the core classes.

As I go through and revise Egoist, I want to break it back down along 2 tracks (the two builds listed), with Wis as a secondary for both. Dropping a few of the existing powers to replace them with more metamorph powers won't really be a problem, but I do need some ideas for alternate metamorph abilities. I want to be able to put -some- variety in there, but for some reason I'm just hitting a wall on it (hence moving to telepath).

The powers themselves seem solid, but I'll have a close look at them. For now, none of them use a secondary ability score to create effects, and I think it would better balance things if they had one (but I already said so ;) )

Yup.

The Aggresive Compulsion thing works, that's for sure. The only gripe I have is that it's a blend of features, not a new mechanic, and I think your psionic classes deserve that. *g*

I agree, but I'm not sure just what to do with it yet. I'm going to brainstorm later today, and just pull out a few more ideas - see what mechanics I can find that don't break the system too bad, but are -unique-.

I had an idea, don't know if it works in your class construction:
How about making a reverse challenge-type power? Say, burst 2 or 3, no marking (that'd be too strong). At the end of the target's turn, if it is NOT adjecent to you, it suffers dmg (equal to the one you were using).

That'd leave marking for the powers, which you are doing anyway, but maybe it'd need a better incorporation into the powers.

It's actually a pretty good framework. My only concern then would be whether they were effective enough as defenders.

And I still think you should settle for either Str/Con as attack abilities with Wis secondary, or Wis as attack and Con/Str for secondary effects. But I'm reapeating myself

You are! But it's helpful repetition, so I don't mind it.

Thanks for the feedback though. I'll be taking another stab at it later (and I'll update Telepath at the same time).
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
1) I'd suggest Psi powers be called sciences, disciplines, modes, or talents.

I really like "modes" and "talents." I'll have to try those on, and see how they "fit." Thanks!

2) Since it's not really a word per se, and you probably want to use older names, I'd rename empathic word to telempathic projection.

It was just plain ol' "Empathic Transfer" in the first draft, but when I'm looking at the existing leaders, I notice a theme in the naming. That said, since Artificer already breaks down that naming convention, I can probably change it again. Problem is, I think I've mined every existing 3.5 telepathy power name (at least low-level ones - I'm saving higher levels for Paragon and Epic tier still), including Empathic Transfer (level 1 at-will now), and Telempathic Projection (level 2 utility now). I'll look at what can be done about it though.

I haven't looked at these too closely, since I don't want to be unduly influenced by them for my inevitable psionics conversion, but what I've skimmed looks good.

Well then, first off, thanks. And second off, good luck! It's... quite strange, creating classes for 4th edition, but I think it actually helps to understand the system a bit more.

And hey, if you don't want to go through all the trouble, you could just use mine. :D
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
I really like "modes" and "talents." I'll have to try those on, and see how they "fit." Thanks!

I try. :D

It was just plain ol' "Empathic Transfer" in the first draft, but when I'm looking at the existing leaders, I notice a theme in the naming. That said, since Artificer already breaks down that naming convention, I can probably change it again. Problem is, I think I've mined every existing 3.5 telepathy power name (at least low-level ones - I'm saving higher levels for Paragon and Epic tier still), including Empathic Transfer (level 1 at-will now), and Telempathic Projection (level 2 utility now). I'll look at what can be done about it though.

I guess I missed telempathic projection in the power list, then; I'll see if anything else comes to mind.

Well then, first off, thanks. And second off, good luck! It's... quite strange, creating classes for 4th edition, but I think it actually helps to understand the system a bit more.

And hey, if you don't want to go through all the trouble, you could just use mine. :D

Well, I sort of feel obligated to go to the trouble. I'm currently* working on converting incarnum, and then I saw people converting the binder and I helped with that, and I helped people with psions, so I've decided that instead of inflicting my conversion ideas on other versions I'd just make my own conversions of those.

*I say currently working on, but I've put it on hold while I work on my DM's Toolkit, so before you ask, no, it's not posted anywhere on the boards.
I guess I missed telempathic projection in the power list, then; I'll see if anything else comes to mind.

You actually didn't miss the power - I hadn't updated the document in quite a while.

That said, the Telepath is updated (except for some fluff stuff) through level 10.

Feel free to feedback, on that -and- on my ideas for Psionic implements.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Again, looks nice.

Had a quick scan if the telepath powers. Feedback so far:

Some of the manipulation type-powers probably need damage added. I think 4e wants every character to do damage alongside its effects to avoid that 3.5-healer-syndrome. *g*

Some of the powers have a rather close range. at the same time, the armor selection is limited to leather. That'll make an awfully frail leader. Wizards get their Int AC bonus, and warlocks their mobility and concealment to save them. The telepath is a glass leader :D

The feel of the powers seems right.

Go on!
Again, looks nice.

Had a quick scan if the telepath powers. Feedback so far:

Some of the manipulation type-powers probably need damage added. I think 4e wants every character to do damage alongside its effects to avoid that 3.5-healer-syndrome. *g*

Hm. The only one that I striped damage off of that was based on an existing power is Cunning Beckon - based on the Paladin's "Beckon Foe."

The differences between the two powers:

Paladin vs. Telepath
-------------------------------------------------------------------
Ranged 5 vs. Ranged 10

Hit: (2d10 + Cha, Pull = WisMod) vs. Hit: (Pull = 3, or 2+WisMod)


For that power, specifically, my intent was to change it from a "hurt target + pull into melee reange" to a "don't hurt target, but pull distant target closer to allies". Should I add damage back in? Should I revert it back to a closer clone of the original (Paladin) power?

The other Cunning Telepath powers that don't deal damage are, I think all Cleric spells that have been reflavored.

Some of the powers have a rather close range. at the same time, the armor selection is limited to leather. That'll make an awfully frail leader. Wizards get their Int AC bonus, and warlocks their mobility and concealment to save them. The telepath is a glass leader :D

Well, glass leader is part of the intent - I want it to be more of a "caster" feeling leader than a big heavy leader. The rather close range is, mostly, a result of many of the powers being Cleric or Leader reflavors (for any melee powers, I think I did 1d6 = 1[W], and Melee touch or Melee weapon = Ranged 5).

If it's not too much, I'd love to give the telepath a bit more range. As it is, like you pointed out, he's going to be shredded by opposing powers.

The feel of the powers seems right.

Go on!

Awesome! I progress!

Moving on to a first draft of Soulknife, most likely. I'm considering...

Soul Link
Once per turn as a free, you can create a Soul Link with an enemy you hit with your mind blade. A creature with a link to you is more vulnerable to your attacks.

A Soul Link remains in effect until the end of the encounter or until the linked creature drops to 0 hit points or fewer.

You can create a Soul Link with multiple targets over the course of the encounter; each link requires a free action when you hit the target with your mind blade. You can't create a Soul Link with a creature that is already affected by your or another character's Soul Link.

Psychic Strike
If you damage an enemy to whom you have created a Soul Link when using your mind blade, you deal extra psychic damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.

As you advance in level, you extra damage increases.

[b]Psychic Strike Extra Damage[/b]<br /> Level Extra Damage<br /> 1st-10th +1d6 psychic<br /> 11th-20th +2d6 psychic<br /> 21st-30th +3d6 psychic

* * * * * * *

At least, that's what I'm going with, I think. In addition to that, I'm thinking that some powers will have extra effect if you have a Soul Link with the target - including a few that actually end the link as part of the effect.

The goal here is to have an effect similar to other strikers (in this case, it most closely resembles the Warlock, but it's still distinct from it).

But anyways, thanks for the comments, keep 'em rolling!

I am a feedback junkie.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
@ glass leader: Even the wizard will have more AC than your telepath, because of high INT... He has neither striker mobility nor defensive features of the wizard. So I'd either add a defense bonus, a higher armor proficiency or some defensive abilities like that of the wizard (blur/displacement, defensive implement mastery etc...) or remove all melee powers....

@ Soulknife: Soul link concept is good. I'm looking forward to powers that both create and consume your Soul Link.
Idea-Flash:
Soul Cleave: Melee attack, if it kills establish a soul link with another creature within 5

See, I already like that concept :D
Important Note: I'd make Soul Link a minor action, not a free one. Similar to hunter's quarry and warlock's curse.

Other Ideas:
Powers that teleport you adjacent to your soul link victim.
Feedback powers to redirect part of your damage taken to a soul link (breaking the link, probably...)

...Soul Knife is probably the most satisfying design experience of all your classes... there are no 3.5 powers for soulknifes, so you hae no reigns on creativity. Boon and Burden :D
...Soul Knife is probably the most satisfying design experience of all your classes... there are no 3.5 powers for soulknifes, so you hae no reigns on creativity. Boon and Burden :D

Yeah, I'm getting that vibe from it. Starting from scratch is... strange compared to the other classes.

Important Note: I'd make Soul Link a minor action, not a free one. Similar to hunter's quarry and warlock's curse.

I wanted it to be, but I didn't know how to word it, and decided "free action" was a nice placeholder.

My intent is to spend the minor action to establish a link to any creature you can see that you hit with your mind blade since the start of your previous turn, but I was worried that people might see a big book-keeping hassle ("which monsters did you hit with that? Didn't you miss him?" etc)

I suppose it would work just as well if it had to be the same turn, though that prevents the Soulknife from linking after charging.


Other Ideas:
Powers that teleport you adjacent to your soul link victim.
Feedback powers to redirect part of your damage taken to a soul link (breaking the link, probably...)

Definitely yoink'd, and yeah, the intent is to make enough powers to keep the class "bound up" with the Soul Link ability.


As always, thanks for the feedback.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
So, I'll try to work through the telepath powers, don't know how far I get. I'll look for:
- Balance compared to similar power lists (leaders) first, and other power lists later.
- Feeling according to fluff.
- Uniqueness. If it does the same as another power, maybe it's better to find another mechanic.
Last point means I might propose own ideas that you can ponder upon.
Also, I definetly think that the telepath should keep out of melee and be a ranged "glass leader". Both already available leaders have either a strong melee option (cleric), or are definetly front-line (warlord), so it'd be good to have a leader in the back row. So I'll set a general range of 10 for my comments on your powers.
I didn't take a look at the Artificer yet, so I can't compare to that.

An idea that came up by looking at the powers and thinking: "what could the telepath do that others can't" - it's manipulating enemies to get them where your allies need them. So maybe most powers need your allies close by the enemies to have an effect? That could balance the longer range... it is included in the thoughts below.
Secondary thoughts: Telepath could allow for more party mobility by canceling enemies' ability to make Opportunity Attacks.
Also, I think the telepath could go with some ranged area effects.

At-Will

Cunning Manipulation: Basically the same as the Warlord's Commander's Strike. Proposition: Make it ranged (10), give it an additional condition to balance a bit (target must be flanked), leave rest as is. Name is misleading (has nothing to do with the "cunning" telepath build.) Maybe rename it to something like "Distract Enemy" or "Distracting Manipulation".

Empathic Transfer: Cleric's Sacred Flame vs. Will. Increase range to 10, either drop one of the effects (save or temp HP), or add condition (ally must be adjacent to target). Very Telepath, though.

Gleaning Touch: Priest's Shield. Increase Range to 10, change to vs. Will. Affects only one ally adjacent to target, not you and an ally both. Or maybe gives target a -1 attack on the first attack it makes before the start of your next turn, might need re-flavouring then.

Mind Thrust: Lance of Faith. Also the only talent with more than d6 dmg. Maybe add another effect instead of the +attack bonus. Proposition: Enemy takes -2 on all Oportunity Attacks until start of your next turn.

Additional Ideas
Implant Attraction: Creates an emotional attraction or pull on the creature. Cha vs Will, range 10, does Cha Mod dmg, target slides 1.


Encounter 1

Cunning Suggestion: Great one, unique. Maybe add Cha Mod dmg to the effect.

Empathic Drain:A.k.a. Divine Glow. Set Range 10, change effect to: first ally damaging the target can spend a healing surge (I'd love to hear player discussions as result of this :D ). Empathic Option: All allies attacking gain an attack bonus equal to your Wis Mod until one of them hits.

Mind Blast: Needs range. 10 maybe? ;) , make it area burst 1 within 10, enemies can't make OA until start of your next turn. (to go with Mind Thrust)

Psychic Disruption: Like Wrathfull Thunder or maybe Wizard's Chill Strike. I think that one's ok with Range 10.

Resumée:
Nice unique stuff. I really like Cunning Suggestion. One Empathic power, one Cunning power, one area effect, one direct hit with great effect for that lvl. It'll be hard to decide *g*


Daily 1

I'd increase most ranges to 10. Won't write it again ;)

Bolstering Surge: Seems unique, but the effect and hit somehow overlap. Maybe make it close burst 5, targets 1 enemy, allies in burst gain benefit of encounter-increased defenses (don't know about the temp HP). Also make it attack against Ref.... thinking of it, maybe some other powers should deal non-psychic dmg, otherwise you could end up being completely worthless against some enemies...

Disable: Radiant Delirium with reduced damage. Maybe add prone effect ("oh my god, I'm dying!") instead of AC penalty. Target cannot take move actions to stand up unless it saves against the effect. (Equals a -2 attack penalty and a +5 bonus to AC vs. ranged. though it makes a harder target for your ranged powers, your allies will beat him to pulp while he's down:D )

Implant Aversion: Paladins' On Pain of Death. Works for the fluff, though... How about: at the end of the targets turn, the target moves 1 square in any direction you choose. Movement provokes OA as normal (save ends) as effect?

Comments:
Only three dailies? Needs a fourth! How about:
Channel Aggression: Range 10, vs. Will, Single target, 3d6 + cha mod dmg.
Hit:The target suffers a -2 penalty to attack rolls (save ends), and a -5 penalty on saving throws against this effect.
Effect: Choose one ally you can see. He recieves a + 2 (type?) bonus to attack rolls until your target saves against Channel Aggression.


All suggestions for you (for now)
I'll take a break for now, more to follow
More Ideas on Soul Link:

Either:

- Make it a free action after attacking an enemy, reagrdless of hit or miss, and limit the number of soul links to 1. Maybe increase the damage then (d8's?), as it is less flexible than other striker's damage abilities.

- Make it a free action after hitting an enemy, but no limit on # of links. (may give interesting strategies in combination with "Mind Arrow"-like powers)

- Make it a Minor Action vs. the closest enemy. (similar to warlock's curse)
Powers Feedback, Part 1
Cunning Manipulation: "Distraction" works, for the name. I think I had "cunning" on it just because it applied the Ingelligence mod. Requiring that the target be flanked seems just too limiting for an At-Will power - that's my only concern with it. What about leaving it somewhere in the middle - Ranged 5, let's say, but with the full normal attack/hit effects? That would make it slightly better than Commander's Strike, but still make it a true "at-will" power.

Empathic Transfer: Yup, most of these are just reflavored powers, with slight modifications. I think changing it from "one ally you can see" to "one ally adjacent to the target" works the best - I see the temp hit points as the primary side-effect, but I don't want to sacrifice one of the only save-granting abilities the telepath has access to.

Gleaning Touch: It's not vs. Will? Well, that slipped in there. Might change the name to "Gleaning Insight" or some such, and the flavor to match the range. Probably just change it to "and one ally adjacent to the target gains a +1 power bonus to AC against any attacks made by the target..." etc.

Mind Thrust: Would you suggest a range-up on this one as well? I'm actually thinking the 5 suits it well enough. I see the +2 attack as an "almost combat advantage" effect. I like the -2 to OpAttacks though. But with that, most allies won't trigger OA's anyways, so the benefit might be moot. I know it would remain striking similar to the cleric power if left as-is, but I think that that might be tolerable here, since the effect is adequate.

Implant Attraction: I like it, though I think I might change the name to "Minor Attraction". Here's my draft, based on your idea:

Cunning Suggestion: The effect is already more-or-less a modified Cleric's "Cause Fear" - do you think it's been weakened enough to add the damage? If so, Cha damage it is (seems fair enough).

Empathic Drain: The range 10 I can deal with, but I'd rather change the mechanical effect to be more in line with the modified Empathic Transfer - ie, just an ally adjacent to the target. I know the mechanics aren't unique like that, but I think it would make for a more reliable leader (and, lazy as I am, I wouldn't have to change the flavor text). Your suggested effect, though, might make for a great power elsewhere. I want to use it, just not on this power.

Mind Blast: I'm actually thinking of changing the name to "psychic blast", and making a later power (such as in Paragon tier) that does justice to the old Mind Blast power. As such, Area burst 1 within 10 sounds good, and I like the "can't make OpAttacks" for this one. I'll change it to that.

Psychic Disruption: Alright. I'll change it up to Range 10.

Bolstering Surge: I have a few (read: one? two?) Heroic powers that don't deal psychic damage. I want them to be fairly rare. Yes, this makes him a bit of a one-damage-type pony, but I think I'm okay with that, for the class. Clerics are very similar for their non-melee powers, almost always dealing radiant damage. As for the range, it's essentially the same as the power it was based on. The only difference between Close burst 5 and the current setup would be whether or not it draws OpAttacks - do you think I should change it for that?

Disable: Prone is a good effect, but I think it might be a bit too complex. Prone is Combat Advantage, as well, which is more than just +2 attack for your allies. What about, instead, the power is:
[indent]Hit: 3d6 + Charisma modifier psychic damage, and the target falls prone. In addition, the target is slowed and cannot shift (save ends both).
Miss: Half damage, and the target is dazed until the end of your next turn.[/indent]
That way, the effect is different (and useful), and more in line with "controlling movement." It is also quite a bit less complicated to run.

Implant Aversion: I like your idea, but I think I'll leave this one as-is. Probably use that effect for a different power somewhere though.

Channel Aggression: I like the idea. Aha! This could actually be a good way to use your previous suggestion. Here's my thoughts:
Show

[deck=Forced Aggression] Telepath Attack 1
You reach into your foe's mind and overcharge his aggression toward your allies, making him focus only on getting his kill.
DailyCharm, Implement, Psionic, Psychic
Standard Action ------- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to AC (save ends).
Effect: Until the end of the encounter, at the end of your turn you may slide the target 1 square toward any of your allies as a free action.[/deck]

It draws partially from the rogue's Trick Strike, but trading having to hit for a restriction on where the target can be slid. It might work *shrugs*.

Whew. That's a lot of powers to go through.

Oh, and for the general Ranged 10 change, I originally intended the Telepath to be a bit more survivable. For some reason, Hide armor proficiency didn't transfer over from my document to this thread, but that's supposed to be there.

With hide proficiency, do you still think it fair to increase the ranges to 10? I've really only been looking at the two existing leaders so far, and I think that that's really been shaping my reluctance to make him longer ranged.

Still, even with hide he'll be a "glass leader" as you put it. Without Int as his primary (which the Artificer has), he'll still be as low as the Artificer on defense, and the Artificer's ranges are 10 or Weapon (which should be even further). So, yeah, after looking at it, I'll bump everything up to Ranged 10, except for a specific few that I want shorter range.

Awesome feedback, by the way. Can't wait for you to get through the rest of them (especially the few brackets where I'm missing a power - Utility 6 and Encounter 7, I believe).



Soulknife Ideas
- Make it a free action after attacking an enemy, reagrdless of hit or miss, and limit the number of soul links to 1. Maybe increase the damage then (d8's?), as it is less flexible than other striker's damage abilities.

Well, that actually brings it closer to the Ranger's Quarry ability, so damage would probably have to remain the same. Then again, I think the ranger's striker boost is lower (and limited) because he's more likely than the other strikers to get at least one hit in on a turn.

I could go with 1d6 to start with, and then adjust it later, if need be.

- Make it a free action after hitting an enemy, but no limit on # of links. (may give interesting strategies in combination with "Mind Arrow"-like powers)

I think this is how I have it written at the moment. I worry about the free action, though, since it's more readily usable than the Warlock's curse. However, this might be balanced by the lack of something similar to the "pact boon" power.

- Make it a Minor Action vs. the closest enemy. (similar to warlock's curse)

I worry that this option would make it too similar to the Warlock's ability.


Overall, I think I favor you first or second idea. I think I'm going to go with the second one, for now, and see if I can make it work. That might just be the lazy way out though, given that that's what I have already :D .
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Are you guys taking requests? I was a huge fan of the Lurk, and really want to see a 4e version of it grace my table again.

Thanks in advance!

Necro
Are you guys taking requests? I was a huge fan of the Lurk, and really want to see a 4e version of it grace my table again.

Thanks in advance!

Necro

Haha. Well, I wasn't planning on it, but perhaps. It will have to wait at least until I have rough sketches of the heroic-tier base psionic classes.

Also, this may sound dumb but... What's a lurk? I don't remember that class. Was it from Complete Psionics?
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Aye, the Lurk was a Psi-rogue from the Complete Psionic, very cool class.
Ok, next round.

And yes, it is getting a LOT of work already ;)

Quick dip into the soulknife:

- Soul Link: maybe limit to 1/round during your turn? May depend on what kind of powers you're giving them, but as is, you could link with opportuinity attacks..
So maybe: Free action, once per turn during your turn you can....

- Implements/Crystal Bracers: Needs "you may add its enhancment bonus to atk/dmg rolls to all attacks with your mind blade and to all soulknife powers with the implement keyword".

- Powers: Most look very good. Suggestions:
Knife to the Soul: Leave at Cha vs. Will (Int won't hit that regularly....and the power's effect isn't that great.) Leave prerequisite, add + Int mod dmg to the effect.
Sever Life: Could go well with: if your target drops to 0 HP or below, gain temp HP equal to your (Secondary Ability for Life Takers? Con maybe?)
This way you have two distinctive At-Wills for the two builds, with cool effects.

On to the Telepath.

I've been thinking...
I really, really think the At-Wills should be the most unique of ALL the powers. They're bread-and-butter, and should define the class as it is. So, even if it fits, they shouldn't copy another classes At-Wills. It's your call, just my thoughts. So maybe you could fit some other mechanics for your At-Wills... especially the "gives attacks" is the trademark ability of the warlord, other classes shouldn't get it.

And I think Hide Armor is ok for the telepath. Leather only is better for flavor, but then i'd really add one or two defensive powers. ("you want to hit me? No, you don't. Stick that sword inside yourself, will you?")

So, how about this (At-Will Suggestions)

Cunning Manipulation: Range 10, Cha vs. Will, 1d6+Cha untyped damage (the target ran into his own sword? :D ). Until the beginning of your next turn, when the target first takes damage, he takes additional 1d6+Cha dmg of the same type that damaged the target.
He REALLY needs a basic attack that doesn't deal psychic dmg. That keeps players from getting very frustrated.

Empathic Transfer: I see what you're meaning... hm. Right now, don't have any ideas there.

Gleaning Insight: That should work.

Mind Thrust: Hm... yup, it fit's the flavour, still.... maybe target can't make OA until start of your next turn? I think there's a core feature you could give the Telepath that's NOT inside the cleric or the warlord, to enhance mobility for your allies.

Minor Attraction. Great! Looks sweet & tactical.


encounter 1

Cunning Suggestion: Yup, I think it needs the dmg. Not only for balance, also because you want the Telepath to be able to behave and feel different than the cleric. With very few exeptions, his powers should deal dmg.

Empathic Drain: I think the adjacent ally would fit the Telepath flavor we're going to. Maybe add a saving throw here? Adjacent is a quite strong range restriction.

Mind Blast & Psychic Disruption: Check. Those are out of the way, then.


[sblock=daily 1]
Bolstring Surge: I don't know quite yet what to make of this power. Will need some thinking...

Disable: thanks, forgot about the CA. As for the proposition: Looks like a great tactical thing in line with the unique Telepath-style battlefield control.
The Lurk was from Complete Psionic, had some Powers (similar to Psi-War), and could augment his sneak attack through power points and special lurk augments.
You're doing some great work. I like it.

The question: Are you going to include a "Master Thrower" Soulknife path?
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Very nice work sir. I especially like the Vigor mechanic, very elegant mechanically and does a great job of flavoring the class. Strongly considering nabbing these for playtest.
You're doing some great work. I like it.

The question: Are you going to include a "Master Thrower" Soulknife path?

Thank you, and perhaps. I know two paths will focus on the Life Taker and Soul Striker builds, but I'm thinking the other two will be more "core ability" focused. Probably along the lines of the Elocator, for one of them, and something else for the other, but we'll see.

Definitely look for more throwing powers in the progression though.

Very nice work sir. I especially like the Vigor mechanic, very elegant mechanically and does a great job of flavoring the class. Strongly considering nabbing these for playtest.

Thanks again. Let me know if you do, though I must warn that the Egoist probably needs a good solid revision before you do. But hey, if you try it out and it works, well, that would be awesome.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Ok, next round.

And yes, it is getting a LOT of work already ;)

Quick dip into the soulknife:

- Soul Link: maybe limit to 1/round during your turn? May depend on what kind of powers you're giving them, but as is, you could link with opportuinity attacks..
So maybe: Free action, once per turn during your turn you can....

At, that was my mistake. It was supposed to be once per turn, but I dropped it somewhere. Added back in.

- Implements/Crystal Bracers: Needs "you may add its enhancment bonus to atk/dmg rolls to all attacks with your mind blade and to all soulknife powers with the implement keyword".

Well, it says it in the Mind Blade ability. I'll change it to be "all attacks with the mind blade" instead of just basic attacks, and I'll add that section to the Implement section.

- Powers: Most look very good. Suggestions:
Knife to the Soul: Leave at Cha vs. Will (Int won't hit that regularly....and the power's effect isn't that great.) Leave prerequisite, add + Int mod dmg to the effect.

I think you're missing the intended ability set-ups a bit. The builds are intended to be Dex/Int (Soul Striker), and Dex/Cha (Life Taker). I do like the idea of making these powers have more flair though. For Knife to the Soul, I've added:

"If the target drops to 0 or fewer hit points, you gain a +2 power bonus on your next attack before the end of your next turn."

Sever Life: Could go well with: if your target drops to 0 HP or below, gain temp HP equal to your (Secondary Ability for Life Takers? Con maybe?)

I like it. I've added:

"If the target drops to 0 or fewer hit points, you gain temporary hit points equal to your Charisma modifier."

This way you have two distinctive At-Wills for the two builds, with cool effects.

Yup, very good call.

On to the Telepath.

Poor, poor telepath.

I've been thinking...
I really, really think the At-Wills should be the most unique of ALL the powers. They're bread-and-butter, and should define the class as it is. So, even if it fits, they shouldn't copy another classes At-Wills. It's your call, just my thoughts. So maybe you could fit some other mechanics for your At-Wills... especially the "gives attacks" is the trademark ability of the warlord, other classes shouldn't get it.

I think we're getting there. Especially by this post.

Cunning Manipulation: Okay, I have a new one that has the effect you describe, but with a different name (because the name and fluff aren't really descriptive of it anymore). I suggest that this power replace Cunning Manipulation in the at-will line up.


That also lets us put some Opportunity Attack control into an at-will, and it gets the non-typed damage in there.

Empathic Transfer: I've changed it to Ranged 10, and an ally adjacent to the target gets the benefit. I think that's going to be the framework for the Empathic powers from here on out.

Gleaning Insight: Done.

Mind Thrust: I'm more satisfied putting the OA control in the power above. Still, I wanted to make it more unique still, and more flavored toward "combat advantage lite" for the effect, so I'm considering this:

"Hit: 1d8 + Charisma modifier psychic damage, and the first ally to attack the target before the start of your next turn gains a +2 power bonus on the attack."

You're not setting up an allies attack with this version, you're simply knocking the target off-guard.

Minor Attraction: Done.

Cunning Suggestion: Done then.

Empathic Drain: I'm currently working with just reversing who the ally has to be within 5 squares of. So, how about this:

"... you or one ally within 5 squares of the target can spend a healing surge."

Psychic Blast: Done.

Psychic Disruption: Done.

Bolstring Surge: I agree. No idea what to do with it, at the moment.

Disable: Done then.

Implant Aversion: Haha, okay, Done then.

Forced Agression: Arright, done.

Empathic Boon: I set it to Range 5, with everything else the same. That should work, right?

Mindlink: Well, I'm considering something like the following, which matches the flavor better:

"The targets can use the aid another action as a move action instead of as a standard action until the end of the encounter."

Mind Over Matter: Done then.

Telempathic Projection: Haha, Done!
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Heh. This is beginning to be a nice cooperative work

Mindlink Idea sounds great!

Mind Thrust should work well, with the ruleas as well as the flavour.

Awkward Stumble is good stuff.

Emphatic Drain is working.

So... we're now quite set at Lvl 1-2, with the notable exeption of Bolstering Surge.

Only left to Update the list, have fun :D

Are you planning on leaving the Soul Knife build At-Wills with the secondary Ability for Attacks? I'm not so sure about that.
Are you planning on leaving the Soul Knife build At-Wills with the secondary Ability for Attacks? I'm not so sure about that.

Oh, I see now. Yeah, I was planning on it. The bonuses should still be pretty good, since they are still Weapon attacks (ie - they get the mind blade's +3 prof bonus) and they target non-ac defenses (fort and will). I think leaving it with the primary stat (Dex) might make them too accurate.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
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