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Switch to Forum Live View 4E Psionics (Egoist, Shaper, Soulknife, Telepath) - In Progress
5 years ago  ::  Jul 11, 2008 - 7:51PM #1
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
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 Show


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 Show

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 Show

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 Show

Psionic Focus Show

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 Show

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 Show
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 Show

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.)

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5 years ago  ::  Jul 11, 2008 - 7:52PM #2
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
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!”
PICTURE Show



CLASS TRAITS Show

[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 Show

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 Show

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.

Aggressive Compulsion

Egoist Feature
You concentrate your rage and aggression into a wave of psychic energy that draws the attention of nearby foes.
At-Will ♦ x ; Psionic, Psychic
Minor Action -------- Close burst 1
Target: Each enemy 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 x penalty to attack rolls for any attack that doesn't include you as a target.
- - -
In addition, if the target begins its turn in a square adjacent to you, and moves or shifts into a square that is not adjacent to you, it takes psychic damage equal to 3 x + your Wisdom modifier. The damage increases to 6 + your Wisdom modifier at 11th level, and to 9 + your Wisdom modifier at 21st level.
- - -
You can use aggressive compulsion once per turn.
Prior Version Show
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.

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

You can use draw aggression once per turn.


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 Version Show
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.

Previous Draft Class Features Show
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 Show

LEVEL 1 AT-WILL POWERS Show


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 Version Show
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.

Increase to +4 x 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.


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

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.

Grasping Claw
Egoist Attack 1
You reach out and grab your foe with your claw.
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 vs. Reflex
Hit: 1 x d6 + 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 2 x d6 + Constitution modifier damage at 21st level.

Removed Powers Show
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 x + 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 x + Wisdom modifier at 21st level.

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: 1 x d8 + 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 2 x d8 + Strength modifier at 21st level.



LEVEL 1 ENCOUNTER POWERS Show

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


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

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

Time Skip
Egoist Attack 1
You strike your foe with your blade, causing a slight temporal skip as your blow lands.
Encounter ♦ x ; Psionic, Weapon
Standard Action --------- Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1 x + 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 x + Wisdom modifier damage.
Removed Powers Show
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: 2 x d6 + Strength modifier damage, and you gain a +1 power bonus to AC until the end of your next turn.



LEVEL 1 DAILY POWERS Show

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.

Removed Powers Show
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: 2 x d8 + Strength modifier damage.
Effect: You gain a +2 x power bonus to damage rolls until the end of the encounter.



LEVEL 2 UTILITY POWERS Show

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.


LEVEL 3 ENCOUNTER POWERS Show

Boar's Rush
Egoist Attack 3
Your body temporarily becomes more stocky and muscular as you slam into your foe.
Encounter ♦ x ; Implement, Polymorph, Psionic
Standard Action -------- Melee touch
Target: One creature
Attack: Constitution + 2 x vs. Fortitude
Hit: 2 x d6 + Constitution modifier damage, and you push the target a number of squares equal to your Wisdom modifier.
Previous Version Show
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: 2 x d6 + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.


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

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


Twin Claw Strike
Egoist Attack 3
You strike out with animal-like speed, slashing furiously at your foes.
At-Will ♦ x ; Implement, Polymorph, Psionic/b]
[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 x vs. AC, two attacks
Hit: 1 x d8 + Constitution modifier damage per attack.

Removed Powers Show
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 x + Wisdom modifier damage, and the target takes a -2 penalty to its attack rolls until the end of your next turn.

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.



LEVEL 5 DAILY POWERS Show

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 ♦ x ; 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: 1 x d8 + constitution modifier damage, and the target is knocked prone. Make a secondary attack against the same target.
- - -
Secondary Attack: Constitution + 2 x vs. AC, two attacks
Hit: 1 x d8 + Constitution modifier damage per attack.
- - -
Miss: Half damage, and the target is not knocked prone.
Previous Version Show
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.

Strength of my Enemy
Egoist Attack 5
As you strike your foe, your draw his physical strength into yourself.
Daily ♦ x ; Psionic, Weapon
Standard Action -------- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2 x + 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 x 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.
Previous Version Show
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: 2 x d8 + Wisdom modifier psychic damage, and the target takes a -4 penalty to damage rolls (save ends).
Effect: You gain a +4 x bonus bonus on damage rolls until end end of the encounter.



LEVEL 6 UTILITY POWERS Show

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.

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

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 ♦ x ; Polymorph, Psionic
Minor Action ------- Personal
Effect: Choose one damage type from the following: acid, cold, fire, lightning, or thunder. You gain resist 5 x + your Constitution modifier for the chosen damage type until the end of the encounter or for 5 minutes.


LEVEL 7 ENCOUNTER POWERS Show

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 Version Show
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.


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 ♦ x ; Implement, Polymorph, Psionic
Standard Action -------- Close blast 3
Target: Each creature in blast
Attack: Constitution vs. Fortitude
Hit: 1 x d8 + Constitution modifier damage, and the target is knocked prone.
Previous Version Show
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.


Griffon's Wrath
Egoist Attack 7
With mighty talons you strike your foe, biting into his armor and holding him tight.
Encounter ♦ x ; 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 x vs. AC, two attacks
Hit: 1 x d8 + 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.
Previous Version Show
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 x vs. AC (one attack with each free hand; max two)
Hit: 1 x d8 + 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.


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 Powers Show
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.



LEVEL 9 DAILY POWERS Show

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 Version Show
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
You savagely bite your nearest foe, draining his vitality.
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, 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.
Previous Version Show
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.

Removed Powers Show
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.



LEVEL 10 UTILITY POWERS Show

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.


Feedback Disclaimer Show

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)
My 4e Projects Show
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5 years ago  ::  Jul 11, 2008 - 7:53PM #3
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
SHAPER

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



CLASS TRAITS Show

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 Show

Blah?

Blah Shaper

Blah Shaper


SHAPER CLASS FEATURES Show

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.

Astral Assistant Power Show
Astral Assistant
Shaper Class Feature
You mold a small dollop of astral goo into a small, spider-like form, which serves as a minor assistant for mundane tasks.
At-Will ♦ x ; Construction, Psionic
Standard Action ------- Close burst 5
Effect: You construct a Tiny astral assistant that occupies 1 x square within the burst. You can create the astral assistant in a square occupied by an ally, and the assistant can enter and end its turn in a larger creature's space. The astral assistant can pick up, move, or manipulate an object weighing 20 pounds or less and carry it up to 5 squares.
- - -
As a move action, you can move the assistant up to 5 x squares. As a free action, you can have the assistant drop an object it is holding, and as a minor action, you can cause the assistant to pick up or manipulate a different object.
- - -
As a minor action, you can cause the astral assistant to shed bright light. The light fills the square occupied by the assistant and all squares within 4 x square of it. You can make it stop shedding light as a free action.
- - -
Sustain Minor: You can sustain the astral assistant indefinitely.
- - -
Special: You can create only one astral assistant at a time.


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 Show

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 Show

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

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.

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

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 ♦ x ; Implement, Psionic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1 x d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.
- - -
Increase damage to 2 x d6 + Intelligence modifier at 21st level.

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 ♦ x ; Construction, Implement, Psionic
Standard Action ------- Close burst 1 x 0
Target: One creature adjacent to the minor construct
Attack: Intelligence vs. AC
Hit: 1 x d6 + Intelligence modifier damage.
- - -
Increase damage to 2 x d6 + Intelligence modifier at 21st level.
- - -
Effect: You construct a Tiny minor construct that occupies 1 x square within the burst, and the construct attacks an adjacent creature. The minor construct lasts until the end of your next turn.


LEVEL 1 ENCOUNTER TALENTS Show

Astral Minion
Shaper Attack 1
Semi-clear liquid begins to coalesce before you, gathering slowly into a vaguely humanoid shape.
Encounter ♦ x ; Construction, Implement, Psionic
Standard Action ------- Close burst 1 x 0
Target: One creature adjacent to the astral minion
Attack: Intelligence vs. Reflex
Hit: 1 x d6 + Intelligence modifier damage.
- - -
Effect: You construct a Small astral minion that occupies 1 x 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.

Alternate Sustain Show

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


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 ♦ x ; Implement, Lightning, Psionic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1 x d10 + Intelligence modifier lightning damage, and the target is weakened until the end of your next turn.

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 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 ♦ x ; Implement, Psionic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2 x d8 + Intelligence modifier damage, and the target is dazed until the end of your next turn.


LEVEL 1 DAILY TALENTS Show

Astral Rager
Shaper Attack 1
Ectoplasm coalesces out of the air, only to form a short hulking shape with long, clawed hands.
Daily ♦ x ; Construction, Implement, Psionic
Standard Action ------- Close burst 1 x 0
Target: One creature adjacent to the astral rager
Attack: Intelligence vs. Reflex
Hit: 2 x d6 + Intelligence modifier damage.
- - -
Effect: You construct a Medium astral rager that occupies 1 x 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 x minutes. As a standard action, you can make another attack with the rager.

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.


LEVEL 2 x UTILITY POWERS

Show


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

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.

I really need some ideas here.


LEVEL 3 ENCOUNTER POWERS Show

Astral Harrier
Shaper Attack 3
Shimmering ectoplasm grows and merges, forming a small, lithe creature that moves to intercept your foes.
Encounter ♦ x ; Construction, Implement, Psionic
Standard Action ------- Close burst 1 x 0
Target: One creature adjacent to the astral harrier
Attack: Intelligence vs. Reflex
Hit: 1 x d6 + 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 x 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.
Alternate Sustain Show

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


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 ♦ x ; Fire, Implement, Psionic
Standard Action ------- Area burst 2 x within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1 x d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).

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 ♦ x ; Implement, Psionic
Standard Action ------- Ranged 1 x 0
Target: One or two creature
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1 x d10 + Intelligence modifier damage, and the target is immobilized until the end of your next turn.

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 ♦ x ; Implement, Psionic, Psychic
Standard Action ------- Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1 x d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.


LEVEL 5 DAILY TALENTS Show

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 ♦ x ; Implement, Psionic, Zone
Standard Action ------- Area burst 2 x within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1 x d10 + 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 1 x d10 + 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.

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 ♦ x ; Cold, Implement, Psionic
Standard Action ------- Ranged 2 x 0
Primary Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2 x d8 + 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: 1 x d8 + 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 1 x d8 cold damage.

Ecto Field
Shaper Attack 5
Clear liquid ectoplasm bubbles out of the floor and air, covering a small area in sticky, clinging ectoplasm.
Encounter ♦ x ; Implement, Psionic, Zone
Standard Action ------- Area burst 2 x 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 x minutes. The zone is considered difficult terrain. Creatures that enter the zone or start their turns there are slowed (save ends).


LEVEL 6 UTILITY TALENTS Show

Yup. Need more ideas.


LEVEL 7 ENCOUNTER TALENTS Show

Astral Grappler
Shaper Attack 7
A strange ectoplasmic form shimmering into existence before you, its grotesquely elongated arms reaching out to your foes.
Encounter ♦ x ; Construction, Implement, Psionic
Standard Action ------- Close burst 1 x 0
Target: One creature adjacent to the astral grappler
Attack: Intelligence vs. Reflex
Hit: 1 x d8 + 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 x 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.
Alternate Sustain Show

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.

Hurling Tentacle
Shaper Attack 7
Ectoplasm collects, forming a large tentacle that grasps your foe before hurling him away from you.
Encounter ♦ x ; Implement, Psionic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2 x d10 + Intelligence modifier damage, and you slide the target 3 squares and it is knocked prone.

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.


LEVEL 9 DAILY POWERS Show

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 ♦ x ; Construction, Implement, Psionic
Standard Action ------- Close burst 1 x 0
Target: One creature adjacent to the astral brute
Attack: Intelligence vs. Reflex
Hit: 2 x d8 + 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 x 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 x minutes. As a standard action, you can make another attack with the brute.

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.


LEVEL 10 UTILITY TALENTS Show

Yup. Still need more ideas.

Feedback Disclaimer Show

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)
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My 4e Projects Show
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5 years ago  ::  Jul 11, 2008 - 7:54PM #4
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
SOULKNIFE

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



CLASS TRAITS Show

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 Show

Blah?

? Soulknife
Blah?

? Soulknife
Blah?

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


SOULKNIFE CLASS FEATURES Show

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.


SOULKNIFE POWERS Show

LEVEL 1 AT-WILL TALENTS Show

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.

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-Will ♦ x ; Implement, Psionic, Weapon
Standard Action ------- Melee weapon
Requirement: You must be wielding a mind blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1 x + 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 x at 21st level.

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-Will ♦ 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: 1 x + 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 x + Intelligence modifier psychic damage at 21st level.
Previous Version Show
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-Will ♦ 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: 1 x + Intelligence modifier psychic damage.
- - -
Increase damage to 2 x + Intelligence modifier psychic damage at 21st level.


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-Will ♦ x ; 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 x + 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 x + Charisma modifier necrotic damage at 21st level.
Previous Version Show
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-Will ♦ x ; 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 x + Charisma modifier necrotic damage.
- - -
Increase damage to 2 x + Charisma modifier necrotic damage 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.


LEVEL 1 ENCOUNTER TALENTS Show

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.

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.
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 gain 5 temporary hit points.
[indent] Life Taker: You gain temporary hit points equal to 5 x + your Charisma modifier.[/indent]

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.
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 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 x + your Intelligence modifier.[/indent]

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


LEVEL 1 DAILY TALENTS Show

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.

Other Power Ideas Show
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 Show

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.

Notes Show

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 Show

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.

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.
Encounter ♦ x ; 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 the target is immobilized until the end of your next turn.

Kinetic Slice
Soulknife Attack 3
You slash with your blade, charging kinetic force into the impact and knocking your foe to the ground.
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: 1 x + Dexterity modifier damage, push the target 1 square, and the target is knocked prone.

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.
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 grants combat advantage to you until the end of your next turn.

Other Power Ideas Show
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 Show

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.

Two-Blade Slam
Soulknife Attack 5
With a violent cry you slam both of your blades deep into your foe's torso.
Daily ♦ x ; Implement, 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 x + Dexterity modifier damage per attack. If both attacks hit the target, it takes +1[W] damage.
- - -
Miss: Half damage per attack.

Other Power Ideas Show
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 Show

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.

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.
Daily ♦ x ; Psionic
Minor Action ------- Close burst 1 x 0
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 – x ; 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.

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.

Notes Show

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



LEVEL 7 ENCOUNTER TALENTS Show

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]

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.
Encounter ♦ x ; Implement, 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 x + Dexterity modifier damage, push the target 2 squares, and the target is knocked prone.

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]

Other Power Ideas Show

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 Show

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.

Other Power Ideas Show

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 Show

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.

Inescapable Hunt
Soulknife Utility 1 x 0
Once you have become linked to a target, almost nothing can hinder your pursuit.
Encounter ♦ x ; Psionic, Teleportation
Move Action ------- Personal
Effect: You can teleport 6 x squares, as long as you teleport to a square that is adjacent to a creature affected by your Soul Link.

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.

Notes Show

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 Show

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 Show

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.)

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5 years ago  ::  Jul 11, 2008 - 7:55PM #5
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
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.”
PICTURE Show



CLASS TRAITS Show

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 Show

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 Show

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]

Empathic Word
Telepath Feature
You open a telepathic connection with a wounded ally and with a few words and psionic suggestions help him bury the pain and continue fighting.
Encounter (Special) ♦ x ; Healing, Psionic
Special: You can use this power twice per encounter, but only once per round. At 16 x th level, you can use empathic word three times per encounter.
Minor Action ------- Close burst 5 x (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1 x d6 hit points.
- - -
The amount of additional hit points regained is 2 x d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

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 Show

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 Show

Awkward Stumble
Telepath Attack 1
You manipulate an enemy's mind, making him step left when he should have stepped right.
At-Will ♦ x ; Charm, Implement, Psionic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 1 x d6 + 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 2 x d6 + Charisma modifier at 21st level.

Removed Power Show
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.


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-Will ♦ x ; Healing, Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 1 x d6 + 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 2 x d6 + Charisma modifier at 21st level.

Gleaning Insight
Telepath Attack 1
ou graze your opponent's mind with your own and glean an impression of his next intended move.
At-Will ♦ x ; Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1 x d6 + 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 2 x d6 + Charisma modifier at 21st level.

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: 1 x d8 + 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 2 x d8 + Charisma modifier at 21st level.

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.


LEVEL 1 ENCOUNTER TALENTS Show

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 Drain
Telepath Attack 1
With a violent burst of energy, you tear an enemy's psychic vitality away, and feed it into an ally.
Encounter ♦ x ; Healing, Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 2 x d6 + 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.

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

Psychic Disruption
Telepath Attack 1
You assail your enemy's mind, burning his very thoughts and disrupting his ability to act.
Encounter ♦ x ; Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 1 x d8 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.


LEVEL 1 DAILY TALENTS Show

Bolstering Surge
Telepath Attack 1
You focus your mind, and release a powerful ripple of energy that smites your foes and bolsters your allies.
Daily ♦ x ; Implement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3 x d6 + 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 x squares of you gain temporary hit points equal to 5 + your Charisma modifier.

Disable
Telepath Attack 1
You surge psionic energy into your foe's mind, and he believes himself disabled by the attack.
Daily ♦ x ; Charm, Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 3 x d6 + 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.

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.
Daily ♦ x ; Charm, Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 3 x d6 + 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 x square toward any of your allies.

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.
Daily ♦ x ; Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 3 x d8 + 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 1 x d4 damage after making any attacks on its turn (save ends).


LEVEL 2 UTILITY TALENTS Show

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.

Telempathic Projection
Telepath Utility 2
You alter the subject's mood, improving its disposition toward you and making it more susceptible to your input.
Encounter ♦ x ; Charm, Psionic
Minor Action ------- Ranged 1 x 0
Target: One creature
Effect: You gain a +5 x power bonus to your next Bluff, Diplomacy, or Intimidate check made against the target during this encounter.


LEVEL 3 ENCOUNTER TALENTS Show

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.

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.
Encounter ♦ x ; Force, Implement, Psionic
Minor Action ------- Ranged 5
Target: You or one ally
Attack: Charisma vs. Reflex
Hit: 1 x d8 + Charisma modifier force damage, and you push the target 2 squares and knock it prone.

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


LEVEL 5 DAILY TALENTS Show

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).

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.
Daily ♦ x ; Healing, 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 x 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.

Open Mind
Telepath Attack 5
You batter down your foe's psychic defenses, leaving him more susceptible to psychic assault.
Daily ♦ x ; Implement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3 x d8 + 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.

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


LEVEL 6 UTILITY TALENTS Show

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.

Telekinetic Levitation
Telepath Utility 6
You concentrate and lift your hands, raising yourself from the ground with telekinetic force.
Daily ♦ x ; Psionic
Move Action[/b] ------- Personal
Effect: You can move 4 x 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 x 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.

Thought Shield
Telepath Utility 6
You fortify your mind against intrusion.
Encounter ♦ x ; Psionic
Immediate Interrupt ------- Personal
Trigger: You are hit by an attack against your Will defense
Effect: Gain a +2 x power bonus to your Will defense against the triggering attack.


LEVEL 7 ENCOUNTER TALENTS Show

Cloud Mind
Telepath Attack 7
You fill your foe's mind with psychic static, erasing yourself and your allies from his perceptions.
Encounter ♦ x ; Illusion, Implement, Psionic, Psychic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Will
Hit: 1 x d10 + 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.

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.

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.
Encounter ♦ x ; Healing, Implement, Psionic, Psychic
Standard Action ------- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2 x d8 + 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.

Note: Need one more Encounter 7 talent.


LEVEL 9 DAILY TALENTS Show

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.

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

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.
Daily ♦ x ; Force, Implement, Psionic
Standard Action ------- Ranged 1 x 0
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2 x d8 + 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 1 x d8 + 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 x 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.


LEVEL 10 UTILITY TALENTS Show

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.

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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.)

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5 years ago  ::  Jul 12, 2008 - 3:47AM #6
Angel_of_Clumsiness
Date Joined: Jul 4, 2008
Posts: 80
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
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5 years ago  ::  Jul 12, 2008 - 9:00AM #7
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293

Angel_of_Clumsiness wrote:

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.

Aggressive Compulsion

(Draw Aggression version 2 x ) -------- Egoist Feature
You concentrate your rage and aggression into a wave of psychic energy that draws the attention of nearby foes.
At-Will --- Psionic, Psychic
Minor Action -------- Close burst 1
Target: Each enemy 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 x penalty to attack rolls for any attack that doesn't include you as a target.
- - -
In addition, if the target begins its turn in a square adjacent to you, and moves or shifts into a square that is not adjacent to you, it takes psychic damage equal to 3 x + your Wisdom modifier. The damage increases to 6 + your Wisdom modifier at 11th level, and to 9 + your Wisdom modifier at 21st level.
- - -
You can use aggressive compulsion once per turn.

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.
  • 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!

  • Feedback Disclaimer Show

    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.)

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    5 years ago  ::  Jul 12, 2008 - 9:27AM #8
    Angel_of_Clumsiness
    Date Joined: Jul 4, 2008
    Posts: 80
    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)
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    5 years ago  ::  Jul 12, 2008 - 9:36AM #9
    greatfrito
    • YMTS: XXIX Winner
    Date Joined: Jun 27, 2004
    Posts: 8,293

    Angel_of_Clumsiness wrote:

    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?

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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.)

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    5 years ago  ::  Jul 12, 2008 - 5:21PM #10
    greatfrito
    • YMTS: XXIX Winner
    Date Joined: Jun 27, 2004
    Posts: 8,293
    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.
    Feedback Disclaimer Show

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    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.)

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