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).
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.
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.
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 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: ---
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.
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!
[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).
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.
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.
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.
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 x + 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.
Precognitive Reflex Egoist Feature Your mind shifts seconds into the future, allowing you to react to attacks before they occur. Encounter (Special) ♦ x ; 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.
Precognitive Strike Egoist Feature Your mind shifts seconds into the future, allowing you to avoid the target's defenses. Encounter (Special) ♦ x ; 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.
Vigor Egoist Feature You focus your mind and body, and fortify your form with psionic power. At-Will (Special) ♦ x ; Healing, Psionic Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1 x ), 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. Prior VersionShow
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 x ), 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.
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.
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]
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 ♦ x ; 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 x vs. AC Hit: 1 x d8 + Constitution modifier damage. - - - Increase to 2 x d8 + 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. Previous VersionShow
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 x vs. AC (one attack with each free hand; max two) Hit: 1 x d6 + Constitution modifier damage.
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 ♦ x ; Psionic, Weapon Standard Action -------- Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 1 x damage. - - - Increase damage to 2 x at 21st level.
Decelerating Blow Egoist Attack 1 You lash out at at nearby foes as your hands become powerful claws. Encounter ♦ x ; 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 x vs. AC Hit: 1 x d8 + Constitution modifier damage
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 ♦ x ; Healing, Implement, Polymorph, Psionic Standard Action --------- Melee touch Target: One creature Attack: Constitution + 2 x vs. AC Hit: 3 x d8 + Constitution modifier damage. - - - Miss: Half damage. - - - Effect: You can spend a healing surge.
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 x + Strength modifier damage.
Rending Claws Egoist Attack 1 You tear through your opponent's armor and rip through his flesh. Daily ♦ x ; 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 x vs. AC Hit: 2 x d8 + Constitution modifier damage, and ongoing 5 damage (save ends). - - - Miss: Half damage, and no ongoing damage.
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 x + your Wisdom modifier when you are bloodied.
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 x squares until the end of your next turn.
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 x penalty on any checks to escape the grab until the end of your next turn.
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.
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 x + Strength modifier damage, and ongoing 5 poison damage (save ends).
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 x vs. AC Hit: 2 x d6 + Strength modifier + Constitution modifier damage.
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 x + Strength modifier damage, and the target is marked until the end of your next turn.
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 ♦ x ; 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 1 x d6 damage. When you hit an enemy with the power, the enemy takes a -2 penalty to AC until the end of your next turn.
Body Adjustment Egoist Utility 6 You focus your mind, mending your body and healing your wounds. Daily ♦ x ; Healing, Psionic Standard Action -------- Personal Effect: You regain hit points as if you had spent two healing surges.
Dimension Swap Egoist Utility 6 You focus your psionic energy, teleporting yourself into the fray while pulling an ally out of it. Encounter ♦ x ; Psionic, Teleportation Move Action -------- Ranged 5 Targets: You and one willing ally. Effect: You and your ally trade spaces.
Dissolving Strike Egoist Attack 7 Sizzling rivulets of acid visibly ooze from your blade as you strike. Encounter ♦ x ; Acid, Psionic, Weapon Standard Action -------- Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2 x + 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. Previous VersionShow
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 x + 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.
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: 1 x d8 + Strength modifier damage, and the target is dazed until the end of your next turn.
Temporal Strike Egoist Attack 7 You momentarily stop time, allowing you to position yourself for a deadly attack. Encounter ♦ x ; Psionic, Weapon Standard Action -------- Melee weapon Target: One creature Special: You can shift a number of squares equal to 1 x + your Wisdom modifier before the attack. Attack: Strength vs. Reflex Hit: 2 x + Strength modifier damage. Removed PowersShow
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 x + Wisdom modifier damage, and the target is blinded until the end of your next turn.
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 ♦ x ; Psionic, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 3 x + Strength modifier damage. 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 ♦ x ; Psionic, Weapon Standard Action -------- Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2 x + Strength modifier damage, and the target is dazed (save ends). Miss: Half damage, and the target is slowed (save ends). Previous VersionShow
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 x + Wisdom modifier damage, and the target is dazed (save ends). Miss: Half damage, and the target is slowed (save ends).
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 x vs. AC Hit: 3 x d8 + Constitution modifier damage, and you regain hit points as if you had spent a healing surge.
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: 2 x d8 + Strength modifier damage, and you knock the target prone.
Body Purification Egoist Utility 1 x 0 Through sheer force of will you cause your body to restore itself to health. Encounter ♦ x ; Healing, Psionic Minor Action -------- Personal Effect: You make a saving throw with a +2 x bonus.
Concealing Amorpha Egoist Utility 1 x 0 You generate a field of fluctuating light and sound around you, making your form almost impossible to discern. Daily ♦ x ; Illusion, Psionic Minor Action -------- Personal Effect: Until the end of the encounter, you gain a +2 x power bonus to all defenses and to Stealth checks.
Dimension Slide Egoist Utility 1 x 0 In the blink of an eye you teleport yourself a short distance away. Daily ♦ x ; Psionic, Teleportation Move Action ------- Personal Effect: You teleport 6 x squares.
Inertial Barrier Egoist Utility 1 x 0 You buffer yourself with kinetic force, absorbing a blow that would normally wound you. Daily ♦ x ; 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.
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)
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.
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.
Crystal Shard Shaper Attack 1 You create a razor-sharp and propel it at your target. At-Will ♦ x ; Implement, Psionic Standard Action ------- Ranged 2 x 0 Target: One creature Attack: Intelligence vs. Reflex Hit: 2 x d4 + Intelligence modifier damage. - - - Increase damage to 4 x d4 + 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.
Crystal Spray Shaper Attack 1 Thousands of tiny crystal shards spray out, slicing everything in their path. Encounter ♦ x ; Implement, Psionic Standard Action ------- Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 2 x d6 + Intelligence modifier damage.
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 ♦ x ; Implement, Psionic Standard Action ------- Area burst 2 x 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).
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 ♦ x ; Implement, Psionic, Psychic Standard Action ------- Area burst 2 x within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1 x d8 + 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.
Slide Shaper Utility 2 A thin layer of slick ectoplasm on your feet allows you to quickly slide around the battlefield. Encounter ♦ x ; Psionic Move Action ------- Personal Effect: You can shift 3 x squares.
Sustain Minor: You can sustain this power for 1 round. As a standard action, you can make another attack with the grappler.
Corrosive Burst Shaper Attack 7 You hurl a small sphere of clear green ectoplasm, which bursts into a spray of acidic fluid. Encounter ♦ x ; Acid, Implement, Psionic Standard Action ------- Area burst 2 x within 20 Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 3 x d6 + Intelligence modifier damage.
Psychoactive Cloud Shaper Attack 7 A heavy ectoplasmic fog forms nearby, attacking your foes' minds and blocking their sight. Daily ♦ x ; Implement, Psionic, Psychic Standard Action ------- Area burst 2 x within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 2 x d6 + 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.
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 ♦ x ; Implement, Psionic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Intelligence vs. Reflex Hit: 2 x d10 + Intelligence modifier damage, and the target is weakened (save ends). Miss: Half damage, and the target is not weakened.
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 ♦ x ; Implement, Lightning, Psionic, Zone Standard Action ------- Area burst 3 x within 20 Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 2 x d8 + 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 x minutes.
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.
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] Level Extra Damage 1st-10th +1d6 psychic 11th-20th +2d6 psychic 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.
Double Strike Soulknife Attack 1 In a flash of your blade you strike a foe twice. At-Will ♦ x ; Implement, Psionic, Weapon Standard Action ------- Melee weapon Requirement: You must be wielding a mind blade. Target: One creature Attack: Dexterity vs. AC, two attacks Hit: 1 x damage per attack. - - - Increase damage to 2 x at 21st level.
Throw Blade Soulknife Attack 1 You focus your mind and hurl your mind blade. At-Will ♦ x ; Implement, Psionic, Weapon Standard Action ------- Ranged 1 x 0 Requirement: You must be wielding a mind blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1 x damage. - - - Increase damage to 2 x 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.
Bite Deep Soulknife Attack 1 You thrust your blade past your foe's armor and deep into his flesh. Encounter ♦ x ; Implement, Psionic, Weapon Standard Action ------- Melee weapon Requirement: You must be wielding a mind blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 2 x + Dexterity modifier damage.
Blade Wind Soulknife Attack 1 As you focus your energy into your blade, it explodes around you into a swirling ring of psionic shrapnel. Daily ♦ x ; Implement, 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 x + Dexterity modifier damage. - - - Effect: Until the end of your next turn, any enemies that enter the burst or start their turns there take 1 x damage.
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. Daily ♦ x ; Implement, 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 x + 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.
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. Daily ♦ x ; Implement, Psionic, Weapon Standard Action ------- Ranged 1 x 0 Requirement: You must be wielding a mind blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 3 x + Dexterity modifier damage, and ongoing 5 damage (save ends). - - - Miss: Half damage, and no ongoing damage.
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
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. Encounter ♦ x ; Psionic, 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 x power bonus to AC and Reflex defense against the triggering attack.
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. Encounter ♦ x ; Psionic Minor Action ------- Personal Effect: You gain concealment from all creatures with which you have a Soul Link until the end of your next turn.
Linked Stalker Soulknife Utility 2 You exploit your Soul Link to anticipate a foe's movement and stick close to him. Encounter ♦ x ; Psionic 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.
Speed of Thought Soulknife Utility 2 You concentrate, using psionic energy to augment your ability to move around the battlefield. Daily ♦ x ; Psionic Minor Action ------- Personal Requirement: You must be wearing light armor or no armor. Effect: Your speed increases by 2 x squares until the end of the encounter.
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.
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. Encounter ♦ x ; Implement, Psionic, Weapon Standard Action ------- Ranged 1 x 0 Requirement: You must be wielding a mind blade. Target: One creature, or two creatures no more than 5 x squares apart from each other Attack: Dexterity vs. Reflex, one attack per target Hit: 1 x + Dexterity modifier damage.
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.
Blade Storm Soulknife Attack 5 You focus your energy into your blade, which explodes out into a swirling storm of bladed shards. Daily ♦ x ; Implement, 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 x + Dexterity modifier damage. - - - Miss: Half damage. - - - Effect: Creatures in the blast take a -2 x penalty to attack rolls until the end of your next turn.
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. Daily ♦ x ; Implement, Psionic, Weapon Standard Action ------- Ranged 1 x 0 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 x + Dexterity modifier damage. Make a secondary attack. [indent] Secondary Target: Each creature adjacent to the primary target Secondary Attack: Dexterity vs. Reflex Hit: 1 x 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.
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.
Blinded Minds Soulknife Utility 6 Shadows flow through the minds of your linked foes, erasing you from their sight. Daily ♦ x ; Psionic 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.
Hustle Soulknife Utility 6 You accelerate your body's movements, allowing you to dart around the battlefield in the blink of an eye. Encounter ♦ x ; Psionic Minor Action ------- Personal Effect: You gain an extra move action this turn.
Up the Walls Soulknife Utility 6 You pump yourself full of psionic energy, allowing you to move fast enough to defy even gravity. Encounter ♦ x ; Psionic Move Action ------- Personal Effect: On this move action, you move with a climb speed equal to your speed.
Darting Toss Soulknife Attack 7 You quickly dart to a new position even as you launch your blade into your foe. Encounter ♦ x ; Implement, Psionic, Weapon Standard Action ------- Ranged 1 x 0 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 x + Dexterity modifier damage.
Ego Blade Soulknife Attack 7 You channel psionic energy into the target's mind, temporarily shorting out his higher brain functions. Encounter ♦ x ; 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: 2 x + 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]
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. Encounter ♦ x ; Healing, 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 x + 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]
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.)
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. Daily ♦ x ; Implement, Psionic, Weapon Standard Action ------- Area burst 1 x within 10 Requirement: You must be wielding a mind blade. Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 2 x + Dexterity modifier damage, and target is slowed until the end of your next turn. - - - Miss: Half damage, and the target is not slowed.
Devastating Blade Soulknife Attack 9 You exploit your link to your foe, sensing his weakest point and breaking him with it. Daily ♦ x ; Implement, 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 x + 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.
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. Daily ♦ x ; Implement, Psionic, Weapon Standard Action ------- Melee weapon or Ranged 1 x 0 Requirement: You must be wielding two mind blades. Target: One creature Attack: Dexterity vs. AC, two attacks Hit: 3 x + Dexterity modifier damage per attack. - - - Miss: Half damage per attack.
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.)
Adapted Blades Soulknife Utility 1 x 0 As your mind shifts and changes, so do your blades. Daily ♦ x ; Psionic 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.
Open the Soul Soulknife Utility 1 x 0 As you concentrate, you use your Soul Link to make your foe more receptive to your blades. Daily ♦ x ; Psionic 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 x to necrotic damage. Soul Striker: All linked creatures gain vulnerability 5 x to psychic damage.
Temporal Jaunt Soulknife Utility 1 x 0 You accelerate yourself through time for only a moment, shifting yourself a few seconds into the future. Encounter ♦ x ; Psionic 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.
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.
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.)
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.
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.
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 TALENTSShow
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-Will ♦ x ; Charm, 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.
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-Will ♦ x ; Charm, Implement, Psionic, Psychic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Charisma vs. Will Hit: Deal damage equal to your Charisma modifier, and slide the target 1 x square.
Cunning Suggestion Telepath Attack 1 You imprint an idea into an enemy's mind, which he promptly acts on. Encounter ♦ x ; Charm, Implement, Psionic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Charisma vs. Will Hit: Deal damage equal to your Charisma modifier, and slide the target 2 x squares. - - - Cunning Manipulator: You slide the target a number of squares equal to 1 x + your Intelligence modifier.
Empathic Boon Telepath Utility 2 With a touch, you channel positive thoughts and feelings into an ally, relieving his mind and restoring his body. Encounter ♦ x ; Healing, 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.
Mindlink Telepath Utility 2 You temporarily connect the minds of your allies, allowing you to work as a single cohesive unit. Daily ♦ x ; Psionic 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.
Mind Over Matter Telepath Utility 2 You aid a foe in psychologically shaking off a debilitating effect. Encounter ♦ x ; Psionic Minor Action ------- Ranged 1 x 0 Target: You or one ally Effect: The target makes a saving throw with a power bonus equal to your Wisdom modifier.
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. Encounter ♦ x ; Charm, Implement, Psionic Minor Action ------- Ranged 1 x 0 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 x squares. - - - Cunning Manipulator: You can slide the target a number of squares equal to 2 x + your Intelligence modifier.
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. Encounter ♦ x ; Implement, Psionic, Psychic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Charisma vs. Will Hit: 2 x d10 + Charisma modifier psychic damage. Effect: One ally you can see gains combat advantage against the target until the end of your next turn.
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. Daily ♦ x ; Charm, Implement, Psionic, Psychic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Charisma vs. Will Hit: 2 x d6 + 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).
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. Encounter ♦ x ; Psionic Immediate Interrupt ------- Ranged 1 x 0 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 x square. The ally can shift 1 square to remain adjacent to the target.
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. Daily ♦ x ; Healing, 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.
Cunning Beckon Telepath Attack 7 You fill the target's mind with feelings of trust, urging him to move closer to you. Encounter ♦ x ; Implement, Psionic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Charisma vs. Will Effect: You pull the target 3 x squares. - - - Cunning Manipulator: You pull the target a number of squares equal to 2 x + your Intelligence modifier.
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. Encounter ♦ x ; Implement, Psionic, Psychic Standard Action ------- Ranged 1 x 0 Target: One creature Attack: Charisma vs. Will Hit: 3 x d10 + Charisma modifier psychic damage, and the target is immobilized (save ends). - - - Miss: Half damage, and the target is not immobilized.
Mass Empathic Boon Telepath Utility 1 x 0 You release a concentrated burst of positive psychic energy, helping your allies to ignore their wounds, and encouraging them all to continue fighting. Daily ♦ x ; Healing, 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.
Missive Telepath Utility 1 x 0 You channel your thoughts into the mind of a distant ally, and allow him to do the same. Daily ♦ x ; Psionic Standard Action ------- Ranged 100 x 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.
Telepathic Warning Telepath Utility 1 x 0 As your ally is attacked you issue a quick mental warning, helping him to avoid harm. Encounter ♦ x ; Psionic Immediate Interrupt ------- Ranged 5 Trigger: An ally in range is hit by an attack Effect: The ally gains a +4 x 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 x + your Intelligence modifier.
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*):
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).
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 x ), 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.
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:
[LIST=1]
Str-Based - Weapon attacks and "Brute Force" attacks, drawing inspiration from things like the "Stomp" power in 3.5.
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*):
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.
Angel_of_Clumsiness wrote:
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?