Psionics Conversion / Adapation

Destil

Explorer
I've been revising and working at this for a while. I'll throw it on the Wiki once I have a chance and decide where to add it as an experiment.

Four Classes
Psychic Warrior: Psionic Defender
Nomad: Psionic Striker
Psion: Psionic Controller
Empath: Psionic Leader

Plus implements, feats, rituals, a new skill (Psionics) and a few other miscalculations bits.

I haven't had a chance to playtest any of this, so if anything is really out of line balance-wise speak up... I'm sure there will be some issues from the get go given some of the choices I made.

These as much an attempt to do interesting things with the classes and mabye explore some new ideas as a real conversion.
 

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Psychic Warrior

Psychic Warrior

Role: Defender
Power Source: Psionic
Key Abilities: Strength, Charisma, Intelligence

Armor: Cloth, leather, hide, chainmail, scale, light shield
Weapon: Simple melee, military melee, simple ranged
Implements: Psionic focus, charka stone, mindfeeder weapon
Defenses: +1 Fortitude, +1 Will

HP at 1st: 15+ Con
HP per level: 6
Healing Surges/day: 8 + Con

Trained Skills: Psionics(Int) + 3 of your choice from - Acrobatics(Dex), Athletics(Str), Diplomacy(Cha), Endurance(Con), History (Int), Intimidate(Cha)

Build Options: Kinetic Stalwart, Mindbane

Class Features: Mindthrust, Psychic Combat Mode

Implements: A psychic warrior gains no special benefit from using any particular implement. Those psychic warriors who find themselves leaning towards melee touch powers may prefer charka stone implanted into the hand, while those who focus on defense may prefer a hear-implanted stone instead. Because a mindfeeder weapon can function both as a weapon and an implement, and is highly desirable for any psychic warrior.

Mindthrust
At-Will ✦ Psionic, Psychic, Charm
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. The first time it makes an attack that doesn't include you as a target each turn you pull it 1 square, this is a reaction that requires no action on your part.
To engage the target, you must either attack it, or end your turn within five squares of it. If neither of these events have occurred at end of your turn the marked condition ends and you can’t use mind thrust on your next turn.
You can use mindthrust once per turn.

Psychic Combat Mode - Choose one psychic combat mode and gain its benefits.

Psychic Static: Creatures marked by you within a number of squares equal to 3 + half your charisma modifier suffer a -1 penalty to all attack rolls. Creatures within this range are also considered to be engaged by you in combat for Mindthrust.

Psychokenetics: When you pull a target with mindthrust you pull an additional number of squares equal to half your strength modifier. Your mindthrust power gains the force keyword.

Kinetic Stalwart
The psychic warrior who wishes to dominate melee combAt Will find a number of suitable talents. Choose strength for your highest ability score, intelegence for your second highest and charisma for your third. Choose powers that work with your weapon to gain the most from your strength.
Suggested Psychic Combat Mode: Psychokenetics
Suggested Feat: Weapon Focus (human bonus: Toughness)
Suggested Skills: Psionics, Athletics, Endurance, Acrobatics.
Suggested At Will powers: Psychic Weapon, Mindslice
Suggested Encounter power: Inertial Strike
Suggested Daily power: Breath of Corruption

Mindbane
Psychic warriors in this build have a number of ranged and melee powers that allow them to use their mind as a deadly weapon. Choose charisma as your highest score, intelligence as your second highest score and strength third. Focus on charisma based powers that allow you to force opponents into melee combat and deal with them there.
Suggested Psychic Combat Mode: Psychic Static
Suggested Feat: Mindmire (human bonus: Combat Reflexes)
Suggested Skills: Psionics, Diplomacy, Intimidate, Acrobatics.
Suggested At Will powers: Ego Whip, Intuitive Strike
suggested Encounter power: Telempathic Dread
suggested Daily power: Mindskew


1st level At Will Attack Talents
Combat Compulsion
You implant an overwhelming desire for close combat into a foe's mind.
At Will ✦ Psionic, Psychic, Implement
Standard Action Close burst 5
Target: One creature in burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage. If you marked the target pull it one square.
Increase damage to 2d8 + Charisma modifier at 21st level.

Ego Whip
You batter a foe with your will, inhibiting their mobility.
At Will ✦ Psionic, Psychic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier psychic damage. If the target attempts to move before your next action you pull the target a number of squares equal to your Intelligence modifier as an immediate reaction.
Increase damage to 2d6 + Charisma modifier at 21st level.

Intuitive Strike
You let your subconscious direct your arm, focusing your consciousness on defense instead.
At Will ✦ Psionic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma damage, and you gain a +2 power bonus to AC until the start of your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.

Psychic Weapon
You sheath your weapon in a field of baleful psychic power.
At Will ✦ Psionic, Psychic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier psychic damage. If you marked the target you gain a bonus to damage equal to your Intelligence modifier.
Increase damage to 2[W] + Strength modifier at 21st level.

Mindslice
You assault the mind and the body with a single well-placed strike.
At Will ✦ Psionic, Charm, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage and you mark the target until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.

Kinetic Eddie
A burst of force leaves the area around you surging with unbalanced inertial forces.
At Will ✦ Psionic, Force
Standard Action Close Burst 1
Target: One creature in burst
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier force damage. At the beginning of your next turn you deal force damage equal to your Strength modifier to an enemy adjacent to you.
You deal to two adjacent creatures at the start of your next turn at 11th level.
Target becomes two creatures in the burst and increase damage to 2d8 + Strength modifier at 21st level.

Level 1 Encounter Talents
Inertial Strike
Your weapon hits with the force of a falling boulder.
Encounter ✦ Psionic, Force, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + half your Intelligence modifier force damage and you slide the target two squares.

Telempathic Dread
Your masterful stroke leaves a foe's ego vulnerable to a psychic follow-up.
Encounter ✦ Psionic, Psychic, Weapon
Standard Action Melee
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target takes a penalty to attacks equal to your Intelligences modifier until the end of your next turn.

Focused Strike
Through mental discipline you channel out all distractions and concentrate on one foe.
Encounter ✦ Psionic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you gain a +2 power bonus to AC against attacks made by the target until the end of your next turn.

Electrokinetics
You draw a path of least resistance through a foe with your mind, allowing ambient static to converge into an arcing bolt.
Encounter ✦ Psionic, Lightning, Implement
Standard Action Ranged 10
Target: One creature
Attack: Strength vs. Reflex
Hit: 2d6 + Strength modifier lightning damage and an adjacent creature takes lightning damage equal to your Intelligence modifier.

Level 1 Daily Talents
Breath of Corruption
You emulate the breath of a green dragon, vomiting a cloud of vile toxin.
Daily ✦ Psionic, Implement, Poison
Standard Action Close blast 2
Target: Each creature in blast
Attack: Strength vs. Fortitude
Hit: 1d10 + Strength modifier damage and the target is slowed until the end of your next turn.
Miss: Half damage and the target is not slowed.

Lingering Doubts
The body is but an open path the the mind, where you deal your real damage.
Daily ✦ Psionic, Psychic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage, and your allies gain combat advantage against the target until the beginning of your next turn. For the remainder of the Encounter each time you successfully attack the target they grant your allies gain combat advantage until the beginning of your next turn.
Miss: Half damage.

Mindskew
You painfully slant the perceived reality of a group of creatures.
Daily ✦ Psionic, Psychic, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage and you slide the target a number of squares equal to your Intelligence modifier.
Miss: Half damage and you slide the target 1 square.

Psychic Crush
Your attack, charged with psionic power, erodes your foe's defense.
Daily Psionic, Psychic, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 3[w] + Strength modifier psychic damage and you mark the target until the end of your next turn.
Miss: Half damage and no marking.

Level 2 Utility Talents
Thought Shield
You deflect a mental attack.
Encounter ✦ Psychic
Immediate Interrupt Personal
Trigger: An attack overcomes your will defense
Effect: You gain a +2 power bonus to will defense against the triggering attack.

Verve
You reinforce your bodies natural resilience to damage.
Encounter ✦ Psionic
Minor Action Personal
Effect: You gain temporary hit points equal to your strength modifier.

Missive
You transmit a mental message to the target.
Encounter ✦ Psionic, Psychic
Free Action Close burst 10
Target: One creature in burst
Eddect: You telepathically speak ten or fewer syllable directly to target's mind. This power does not confer any translation effects; a target that does not know your language 'hears' meaningless noise.

Inertial Damper
You deaden the force behind an attempt to move you.
Encounter ✦ Psionic
Immediate Reaction Personal
Trigger: You are pulled, pushed or slid.
Effect: Reduce the distance of the pull, push or slide by one square.

Level 3 Encounter Talents
Overbearing Will
Your titanic mental assault causes a foe to stagger about aimlessly.
Encounter ✦ Psionic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and shift the target a number of squares equal to your Intelligence modifier. The target moves as if in difficult terrain until the end of your next turn.

Moment of Insight
A quick glimpse into the future gives you the edge over your opponent.
Encounter ✦ Psionic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Effect: You gain a +2 bonus to attacks against the target until the start of your next turn.
Hit: 2[W] + Charisma modifier damage. If the target leaves a square adjecent to you before the start of your next turn you can shift into a square they leave as an immediate reaction.

Inertial Lunge
You charge into an enemy keep going right on through.
Encounter ✦ Psionic, Weapon, Force
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Special: You must charge when you use this power.
Hit: 2[W] + Strength modifier force damage, and you push the target 3 squares. If you have any movement left from your charge you may continue moving after the attack.

Level 5 Daily Talents
Momentum Transfer
With one arcing sweep of your weapon you draw an ally to safety while sending an opponent sailing.
Daily ✦ Psionic, Weapon, Force
Standard Action Melee
Target: One creature and one ally
Attack: Strength vs. AC
Hit: 2[W] + Strength force damage. You push the target three squares and pull am ally within 5 squares three squares.
Miss: Half damage. You push the target one square and pull an ally within 5 squares one square.

Audiokinetics
For a moment the din of battle is all but silent for you, while your foes are exposed to a raging torrent of noise.
Daily ✦ Psionic, Thunder, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Strength vs. Reflex
Hit: 2d6 + Strength modifier thunder damage.
Miss: Half damage and you can't make a secondary attack against this target.
Secondary Target: A single creature you hit
Secondary Attack: Strength vs. Fortitude
Hit: The target is dazed until the end of your next turn.

Combat Prowess
You read your opponents every move telepathically.
Daily ✦ Psionic, Psychic, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Charisma vs. AC
Hit: 3[w] + Charisma modifier damage and until the end of the Encounter you gain a +2 power bonus to attacks against the target.
Miss: Half damage and until the end of the Encounter you gain a +1 power bonus to attacks against the target.

Level 6 Utility Talents
Energy Induction
You infuse your body with baleful energy.
Daily ✦ Psionic
Minor Action Personal
Effect: Choose a damage type: cold, fire, force, lightning, radiant, psychic or thunder. You can make energized touch attacks with the choosen damage type until the end of the Encounter.

Energized Touch
At Will ✦ Psionic
Standard Action Melee Touch
Target: One creature
Attack: Strength+2 vs. AC
Hit: 1d8 + Strength modifier damage of the chosen type.
Special: This power gains the keyword of the chosen damage type.
Increases damage to 2d8 + Strength modifier at 21st level.

Deflection Field
You create a shell of kinetic force that causes ranged attack to vier off course.
Daily ✦ Psionic, Force
Minor Action Ranged 5
Target: You or an ally
Effect: The target gains a +2 power bonus to AC against ranged attacks until the end of the Encounter.

Biofeedback
Your augmented metabolism heals horrid wounds in moments.
Daily ✦ Psionic, Healing
Standard Action Personal
Effect: You gain regeneration equal to your strength modifier until the end of the Encounter.

Hematic Adaptation
You adjust your blood flow and heart rate to compensate for your wounds.
Encounter ✦ Psionic, Healing
Minor Action Personal
Special: You must be bloodied when you use this power. It lasts until you or no longer bloodied or the end of the Encounter.
Effect: You gain a +1 bonus to fortitude defense and AC.

Level 7 Encounter Talents
Death Urge
Your foes are draw to your ready weapon like moths to the flame.
Encounter ✦ Psionic, Implement, Psychic, Charm
Standard Action Area burst 1 within 5 squares
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and pull the target 3 squares. Until the end of your next turn you gain a +2 power bonus to opperunity attacks against the target.

Concussion
You batter an opponent's mind and body with a single jolt of mental engery.
Encounter ✦ Psionic, Implement, Force
Standard Action Ranged 10
Target: One or two adjacent creatures
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier force and psychic damage and you mark the target until the end of your next turn.

Siphon Speed
You transfer an opponent's inertia to yourself.
Encounter ✦ Psionic, Weapon, Force
Standard Action Melee
Target: One creature
Attack: Strength vs Reflex
Hit: 2[W] + Strength modifier force damage and the target is immobilized until the end of your next turn. You can shift a number of squares equal to your Intelligence modifier.

Level 9 Daily Talents
Deep Impact
Your weapon passes through armor, unavoidably rending the flesh beneath.
Daily ✦ Psionic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage and the target takes takes 5 ongoing damage (save ends).
Miss: Half damage, no ongoing damage.

Breath of Ruin
You emulate the breath of green dragon, spewing a steaming stream of acid.
Daily ✦ Psionic, Implement, Acid
Standard Action Close blast 2
Target: All creatures in blast
Attack: Strength vs. Fortitude
Hit: 2d6 + Strength modifier damage. The target takes 5 ongoing acid damage and a -2 penalty to AC (save ends both).
Miss: Half damage, no ongoing damage or AC penalty.

Telekinetic Draw
You see your opponent sailing towards you in your mind's eye, and it is so.
Daily ✦ Psionic, Force, Implement
Standard Action Range 10
Target: A creature or object
Attack: Charisma vs Reflex
Hit: 3d8 + your charisma modifier force damage and you pull the target 1 + your Intelligence modifier squares.
Miss: Half damage, you do not pull the target.
Sustain Minor: When you spend a minor action to sustain this power make a secondary attack against the same target.
Secondary Attack: Charisma vs Reflex
Hit: You pull the target 1 square and deal 1d8 + Charisma modifier force damage.
Miss: No effect and you can not sustain the power further.

Level 10 Utility Powers
Equal Reaction
Answer force with force.
Daily ✦ Psionic, Force
Immediate Reaction Ranged 10
Trigger: You are pushed, pulled or slid by a creature in range
Effect: Slide the creature a number of squares equal to your Intelligence modifier.

Entropic Dissipation
You draw the kinetic energy from an attack into the air about your ally, causing it to shimmer with heat.
Encounter ✦ Psionic, Fire
Immediate Reaction Ranged 5
Trigger: An ally is damaged by a nonarea, nonburst attack.
Effect: Reduce the damage from the attack by an amount equal 5 plus half your strength modifier. The target gains concealment until the start of their next turn.

Body Equilibrium
You reach an equilibrium with whatever unsold or wavering surface you attempt to cross.
Daily ✦ Psionic
Minor Action Personal
Effect: Until the end of your next turn you can move across non surfaces that would normally not support you such as water, quicksand or even a spider's web. You automatically pass acrobatics checks to balance and do not grant combat advantage while on such surfaces, but you can not run. This power ends immediately after you take a Standard Action or at the end of your next turn.
Sustain Minor: When you spend a minor action you sustain the power until the end of your next turn.

Coercive Thought
You cloud an opponents already poor judgment even further.
Encounter ✦ Psionic, Psychic, Charm
Free Action Personal
Effect: Use this as you use a psychic power that pushes, pulls or slides a creature. Add half your charisma modifier to the number of squares you push, pull or slide one target.

Level 13 Attack Talents
Cyrokinetics[/u]
You negate the heat in an area with a thought.
Encounter ✦ Psionic, Cold, Implement
Standard Action Area 1 burst within 10 squares
Target: Each creature in burst
Attack: Strength vs Fortitude
Hit: 3d6 + Strength cold damage and the target is slowed until the end of your next turn.

Reverberating Shockwave
You release an uneven wave of force, using your targets allies to shape and focus the blast.
Encounter ✦ Psionic, Force, Weapon
Standard Action Close burst 1
Target: Each creature in a burst
Attack: Strength vs. Reflex
Hit: 1d8 + Strength force damage.
Effect: Make a secondary attack.
Secondary Target: One creature within melee reach
Attack: Strength vs AC
Hit: 2[W] + Strength force damage and slide the target a number of squares equal to one plus the number of targets you hit with the primary attack. If hit with both attacks the secondary target also knocked prone.

Precognitive Strike
Your insight into the future allows you to strike before harm comes to an ally.
Encounter ✦ Psionic, Psychic, Weapon
Immediate Interrupt Melee Weapon
Trigger: An opponent within reach makes an attack against an ally.
Target: The attacker
Attack: Strength vs. AC
Hit: 2[W] + Charisma modifier psychic damage.

Touch of the Vampire
Your touch drains a foe's life.
Encounter ✦ Psionic, Psychic, Necrotic, Healing
Standard Action Melee Touch
Target: One creature
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier psychic and necrotic damage and you gain 2d8 temporary hit points.

Level 15 Daily Attack Talents
Mindfire
You let out a piercing psychic scream, bringing mental agony to all around you.
Encounter ✦ Psionic, Psychic, Implement
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage and 5 ongoing psychic damage (save ends).
Miss: Half damage and 3 ongoing psychic damage (save ends).
Effect: Creatures suffering ongoing damage from this power are marked by you.

Breath of Destruction
You emulate the breath of blue dragon, sparking current leaping across your foes.
Daily ✦ Psionic, Implement, Lightning
Standard Action Ranged
Target: One creature within 5 squares
Second Target: One creature within 3 squares of the first target
Third Target: One creature within 2 squares of the second target
Attack: Strength vs. Reflex
Hit: 2d10 + Strength modifier lightning damage.
Miss: Half damage

Adamant Grip
As you grasp your foe and squeeze your muscles harden like metal.
Daily ✦ Psionic, Implement
Standard Action Melee Touch
Target: One creature or object
Attack: Strength vs. Reflex
Hit: 3d8 + Strength modifier damage and the target is grabbed.
Miss: You deal half damage and the target is slowed until the end of your next turn.
Effect: As long as you maintain the hold you add your Strength modifier to your fortitude defense if the target tries to escape and to any rolls made to move the target.
Sustain Minor: When you spend a minor action to sustain the grab or a Standard Action to move the target you deal 1d8 + Strength modifier damage.

Telempathic Rage
You project an wave of undeniable rage causing your opponents to charge you recklessly.
Daily ✦ Psionic, Psychic, Charm, Weapon
Standard Action Close Burst 5
Target: One, two or three creatures within a burst
Effect: Until the end of the Encounter the target gains a +2 bonus to damage and suffers a -1 penalty to attacks.
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage. Pull the target into an adjacent square and they make a basic attack against you as a immediate reaction. Then you make a secondary attack.
Secondary Target: Each primary target within your reach.
Secondary Attack: Charisma+2 vs. AC
Hit: 2[W] + Charisma damage.

Level 16 Utility Talents
Body Adjustment
Your wounds heal in moments.
Daily ✦ Psionic, Healing
Minor Action Personal
Effect: Gain HP equal to your healing surge value and make a saving throw with a +2 power bonus.

Combat Precognition
You preemptively dodge an attack.
Daily ✦ Psionic
Immediate Interrupt Personal
Trigger: An attack hits you
Effect: You gain a +3 power bonus to defense until the beginning of your next turn.

Dissociative Though
You share a garbled thought with your opponents, throwing off their ability to concentrate on your allies.
Encounter ✦ Psionic, Psychic
Standrd Action Close burst 10
Target: All enemies you can see in burst
Effect: Allies within range are no longer marked by the targets. If any marks were in effect choose one: you are now marked instead. All creatures with marks you removed or moved take psychic damage equal to your charisma modifier.

Energy Adaptation
Your body takes to energy like a duck to water.
Encounter ✦ Psionic
Minor Action Personal
Special: You must spend a healing surge to use this power.
Effect: Choose one of the following types of damage: cold, fire, force, lightning, radiant, psychic or thunder damage. Until the end of the Encounter you gain resistance to this energy type equal to your strength modifier.

Level 17 Encounter Attack Talents
Telekinetic Smash
Your blow sends a foe flying.
Encounter ✦ Psionic, Implement, Force
Standard Action Melee or Ranged Weapon
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier force damage. The target is slid a number of squares equal to your Intelligence modifier + 1 and knocked prone.
Special: You must wield a heavy thrown weapon to use this power with a ranged attack, and you can only push the target.

Mindwipe
You erase the presence of your companions from an opponent's mind.
Encounter Psionic, Psychic
Standard Action Ranged 10
Attack: Charisma vs. Will
Hit: 2d8 + Charisma psychic damage and your allies within three squares are invisible to the target until the end of your next turn.

Acumen Flurry
Through a combination or precognitive sight and minor psychic suggestions implanted through your attacks you leave your foes in position to hinder each other's attacks.
Encounter ✦ Psionic, Psychic, Weapon
Standard Action Close burst 1
Target: Every enemy in burst you can see
Attack: Charisma vs. AC
Hit: 1[W] + Charisma psychic damage. Until the end of your next round the target's adjacent allies suffer a -2 penalty to attacks.

Level 19 Daily Attack Talents
Pyrokenetics
You mentally fan the fires about your foes.
Daily ✦ Psionic, Fire, Implement
Standard Action Ranged 10
Target: One or two creatures
Attack: Strength vs. Reflex
Special: If you attack only one creature with this power you gain a +2 bonus to the attack roll.
Hit: 5d6 + your strength modifier fire damage and the target takes ongoing fire damage 5.
Miss: Half damage, no ongoing damage.
Sustain Minor: For the rest of the Encounter you can make one secondary attack each round as a minor action.
Secondary Target: One creature within range suffering ongoing fire damage.
Secondary Attack: Strength vs. Reflex
Hit: The target takes 2d8 + your strength modifier fire damage and suffers a -2 penalty to their next save against the ongoing damage.
Miss: No damage.

Sever the Tie
You cut the connection between the nether plains and a small patch of the material plane, leaving nothing to counteract the natural ambient radiant energy.
Daily ✦ Psionic, Radiant, Implement
Standard Action Area 2 burst within 10 squares
Target: Each creature in a burst
Attack: Strength vs. Fortitude
Hit: 4d6 + your strength modifier radiant damage.
Miss: Half damage.
Effect: Undead targets are weakened (save ends).

Psychic Pulse
Your weapon resonates with a powerful mental pulse that scars your foes body and mind.
Daily ✦ Psionic, Weapon, Psychic
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier psychic damage and you mark the target until the end of your next turn. For the rest of the Encounter if the target is adjacent to you at the start of your turn they take 1d6 + Strength modifier psychic damage and is marked until the start of your next turn.
Miss: Half damage. Until the end of the Encounter if the target is adjacent to you at the start of your turn it takes 1d6 + your strength modifier psychic damage.

Cerebral Cascade
Your mental influence leaps from foe to foe like a virus.
Daily ✦ Psionic, Psychic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Effect: Any creature suffering ongoing psychic damage from this power is marked by you.
Hit: 3[W] + Charisma modifier psychic damage and 5 ongoing psychic damage (save ends).
Miss: Half damage and 5 ongoing psychic damage (save ends).
Sustain Minor: You can make a secondary attack as a minor action.
Secondary Target: Each enemy adjacent to a creature suffering ongoing damage from this power.
Secondary Attack: Charisma vs. Will
Hit: 1d8 + your charisma modifier psychic damage, and 5 ongoing psychic damage (save ends).
Miss: No effect.

Veil of Aversion
Daily ✦ Psionic, Psychic, Charm, Conjuration, Implement
Standard Action Area Wall 5 within 10 squares
Effect: You create a thin, shimmering veil of psychic energy up to two squares high until the end of the Encounter. This wall provides concealment and any creature that enters or begins their turn in a square adjacent to it is dealt 2d6 + Charisma psychic damage. As an immediate reaction you can make a Charisma vs. will attack in response to a creature's attempt to move through the wall: on success the target is overcome with a powerful compulsion and must spend their remaining movement to flee in the opposite direction.

Level 22 Utility Talents
Catfall
Your body reacts easily to a fall.
Encounter ✦ Psionic
Immediate Reaction Personal
Trigger: You become prone or take falling damage.
Effect: Negate the prone condition, you can make an acrobatics check to reduce falling damage (even if untrained) with a +10 power bonus.

Towers of Iron Will
You erect a bastion of psychic defense.
Daily ✦ Psionic, Psychic, Zone
Immediate Interrupt Close Burst 3
Trigger: An attack targets you or an ally within range.
Effect: You and all allies within the zone gain a +2 power bonus to will defense resist psychic 5. The zone lasts until the end of the Encounter.

Instant Revitalization
Enhanced natural healing allows you to you recover before the effect takes hold
Daily ✦ Psionic, Healing
Immediate Reaction Personal
Trigger: You are affected by an effect a saving throw can end.
Effect: Make a saving throw with a +2 bonus. On success you negate the effect entirely.

Level 23 Encounter Talents
Thermal Transfer
You transfer heat across the field, freezing one group of foes while charing another.
Encounter ✦ Psionic, Implement, Cold, Fire
Standard Action Two Area Burst 1s within 10 squares
Effect: One burst deals fire damage, the other deals cold damage. A creature in both bursts is not targeted.
Target: Each creature in exactly one burst
Attack: Strength vs. Reflex
Hit: 4d6 + Strength modifier fire or cold damage.

Psychic Drain
Your touch saps the mind, enhancing your own.
Encounter ✦ Psionic, Psychic, Healing, Implement
Standard Action Melee Touch
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage and the target is dazed. You gain 1d10 + Charisma modifier temporary hit points.

Incandescent Arc
As you strike you channel a stroke of electricity along your weapon.
Encounter ✦ Psionic, Electricity, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength electricity damage and the target is stunned until the end of your next turn. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Attack: Strength vs. AC
Hit: 1d6 + Intelligence modifier electricity damage and the target dazed until the end of your next turn.

Mindbreaker
You land a solid hit that leaves an opponent reeling mentally and physically.
Encounter ✦ Psionic, Psychic
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier psychic damage. The target takes a penalty to attacks equal to your Intelligence modifier until the end of your next turn.

Level 25 Daily Talents
Ultrablast
Your psychic scream pierces your foes ears as well as their minds.
Daily ✦ Psionic, Implement, Psychic, Thunder
Standard Action Close Blast 2
Target: Each creature in blast
Effect: Choose to make a Strength or Charisma attack, then make a secondary attack using the other score.
Strength
Attack: Strength vs Fortitude
Hit: 5d6 + Strength modifier thunder damage and the target is dazed (save ends).
Miss: Half damage, no daze.
Charisma
Attack: Charisma vs Will
Hit: 5d6 + Charisma modifier psychic damage, and the target takes ongoing psychic damage 5 and is marked by you (save ends both).
Miss: Half Damage, no ongoing damage
Secondary Area Close Burst 2
Secondary Targets: Each creature in burst
Charisma
Attack: Charisma vs Will
Hit: Charisma modifier psychic damage, you mark the target until the end of your next turn.
Miss: No effect.
Strength
Attack: Strength vs Fortitude
Hit: Strength modifier thunder damage, and the target is slowed until the end of your next turn.
Miss: No effect.

Telempathic Sympathy
You mentally coerce your opponents to aid you and your allies.
Daily ✦ Psionic, Psychic, Implement, Charm
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage. The target provides cover to you and your allies against all attacks for the rest of the Encounter (save ends).
Sustain Standard: Make a Charisma vs. Will attack against one target that is still affected by this power. If successful you choose the target's action on their next turn: they move up speed and make an aid another attempt as you see fit. The target automatically makes their saving throw at the end of this turn.

Catasai
You project a field of mental static that makes effective concentration nearly impossible.
Daily ✦ Psionic, Psychic, Zone
Standard Action Close burst 2
Effect: Creatures within the zone can only make basic attacks. Creatures that that begin their turn within the zone are dazed.
Sustain Standard: When you spend a Standard Action to sustain this power you can also make a basic attack as a free action.

Interrupt Intellect
Your touch completely shatters the intricate connections between your foe's mind and body and leaves them in shambles, beyond repair.
Daily ✦ Psionic, Psychic
Standard Action Melee Touch
Attack: Strength vs. Fort
Hit: 2d10 + Strength psychic damage, and the target is stunned until the end of your next turn.
Miss: Half damage, The target is dazed until the end of your next turn.
Effect: Until the end of the Encounter you can make a secondary attack as a minor action each round against the target.
Secondary Attack: Strength vs. Fortitude
Hit: 1d10 psychic damage. The target is dazed until the end of your next turn.

Level 27 Encounter Talents
Gravity Well
You draw your opponents in, then strike them each in turn.
Encounter ✦ Psionic, Force, Weapon
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Strength vs. Reflex
Hit: 2d8 + strength force damage and you pull the target 1 square
Secondary Target: Each enemy in close 1 burst you can see
Attack: Strength vs. AC
Hit: 1[W] + your strength modifier force damage. A target hit by both attacks is knocked prone.

Energy Oscillation
You convert harmless potential energy about you into a useful form.
Encounter ✦ Psionic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Effect: Choose one of the following damage types: cold, fire, force, lightning, radiant, psychic or thunder. This power deals the chosen type of damage and gains the chosen keyword.
Hit: 4[W] + Strength modifier damage.

Fatal Instinct
If only they knew how wrong they were...
Encounter ✦ Psionic, Psychic
Standard Action Area Burst 2 within 10 squares
Target: Each creature in a burst
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage, and you pull the target 3 + Intelegence modifier squares. Until the end of your next turn the target grants you combat advantage and has vunurability 5 to your attacks.

Prognostic Shock
You share a glimpse of the future with your allies even as your opponent somehow finds themselves in the path of a kinetic energy bolt that they believed 'missed'.
Encounter ✦ Psionic, Force
Immediate Interrupt Ranged 10
Trigger: An ally within range is hit by an attack.
Attack: Charisma +2 vs. Reflex
Hit: 2d8 + Charisma modifier force damage and the triggering attack takes a -2 penalty.
Effect: All allies within range gain a +1 power bonus to defenses until the start of your next turn.

Level 29 Daily Powers
Breath of Devastation
You emulate the breath of a white dragon, projecting a wave of numbing cold from your mouth.
Daily ✦ Psionic, Implement, Cold
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 5d6 + Strength modifier damage and the target is slowed and weakened (save ends both).
Miss: Half damage, the target is slowed (save ends).

Mental Gale
Your weapon is followed by a silent but powerful psychic assault.
Daily ✦ Psionic, Weapon, Psychic
Standard Action Melee Weapon
Target: One Creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, make a secondary attack.
Miss: Half damage.
Secondary Target: The primary target and each adjacent enemy.
Secondary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage and the target is marked by you until the end of your next turn. If the primary target is hit by both attacks they are marked until the end of the Encounter (save ends).

Deceleration Strike
Your attack traps the target in a lattice of unopposeable force.
Daily ✦ Psionic, Weapon, Force
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier force damage and the target is immobilized (save ends).
Miss: Half damage and the target is slowed (save ends).
Effect: Saves against this power are made at a -2 penalty.

Veil of Apathy
Daily ✦ Psionic, Psychic, Charm, Conjuration, Implement
Standard Action Area Wall 5 within 10 squares
Effect: You create a thin, shimmering veil of psychic energy up to two squares high that last for the rest of the Encounter. The wall provides concealment and any creature that enters or begins their turn in a square adjacent to it is dealt 2d10 + Charisma psychic damage and dazed. Any creature that attempts to move through the wall must make an immediate saving throw, on failure they stop and take no further actions this turn.

Paragon Paths
Warrior Savant
Savant's Action (11th level): When you spend an action point to take an extra action you gain a +4 bonus to attacks until the end of your turn.

Feedback Loop (11th level): When a marked creature deals fire, cold, lightning, force, thunder, psychic or radiant damage to you your next attack against that creature gains a bonus to damage equal to your Intelligence modifier plus half your level and deals damage of the same type in addition to any other damage type.

Power Distilization (level 16): When you take an extended rest choose one of the following: fire, cold, lightning, force, thunder, psychic or radiant. You gain a +2 bonus to damage for powers with the choosen keyword. Your at will powers and basic attacks deal the chosen type in addition to any other damage type and gains the chosen keyword. This effect remains until you choose a new energy type during a later extended rest.

Biocurrent Warrior Savant 11 Encounter
An arc of bio-electrical energy forms between you and your foes.
Encounter ✦ Psionic, Implement, Lightning
Standard Action Close Burst 5
Target: A number of creatures up to your Intelligence modifier
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier lightning damage.
Sustain Minor: When you spend a minor action to sustain this power make a new attack against each target you hit last turn.
Hit: 1d6 + Strength modifier lightning damage.

Energy Conversion Warrior Savant 12 Utility
You convert harmful energy into whatever form is most advantagious.
Daily ✦ Psionic
Standard Action Close burst 5
Target: You and all allies in burst
Effect: Choose one of the following: fire, cold, lightning, force, thunder, psychic or radiant. The target's attacks deal the choosen damage type in addition to any other damage type and gain the choosen keyword. The target gains resistance 5 against each damage type listed (not just the choosen type).

Breath of Annihilation Warrior Savant 20 Daily
You emulate the breath of a red dragon, letting loose a sheet of white fire that burns away your foes defenses.
Daily ✦ Psionic, Implement, Fire
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 3d12 + Strength fire damage, and make a secondary attack.
Miss: Half damage.
Secondary Attack: Strength vs. Fortitude
Hit: The target's lowest resistance is reduced by 5 + your Intelegence modifier points (save ends).

Enlightened Master
Your mind and your body function as two independent forces.

Enlightened Action (11th): When you spend an action point to gain an additional standard action you gain a move action as well.

Dualistic Focus (11th): When you use a power with the weapon keyword and a power with the implement keyword in the same turn the second power gains a +4 bonus to damage and you gain a +1 bonus to all defenses until the end of your next turn.

Subliminal Stance (11th): You can use powers with a ranged or area effect without provoking an attack of opportunity.

Autohypnosis(16th): You are immune to being dazed.

Detached Strike ✦ Enlightened Master 12 Encounter
Your swing is surprisingly good give that your attention appears to lie elsewhere.
Encounter Psionic, Psychic, Weapon
Minor Action Melee Weapon
Target: One Creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage and the target is marked until the end of your next turn.
Special: You can not use this power during a turn you use another power with the weapon keyword.

Dualistic Defense Enlightened Master 12 Utility
Encounter ✦ Psionic, Psychic
Free Action Personal
Effect: You make two saving throws against each effect you make a save against this turn.

Mental Shockwave Enlightened Master 20 Daily
Your psychic attack comes without interuption to your physical combat.
Daily ✦ Psionic, Psychic, Impelement
Minor Action Ranged 10
Target: One Creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage. The target is dazed, marked and moves as if in difficult terrain until the end of the encounter (one save ends all three).
Miss: Half damage and the target is dazed until the end of your next turn.
Special: You can not use this power during a turn you use another power with the impelement keyword.
 
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Misc

Feats
Heroic Tier
Body Hadening [Psychic Warrior]
Your muscles psychometabolicly stiffen, harding to stone as a reflex, allowing you to ward off blows with your bare hands.
Prerequisites: Str 13
Benefit: You gain a +2 shield bonus to AC and fortitude defense while fighting with one free hand. You also gain a +1 feat bonus to grab attacks and athletics checks.

Mindmire [Psychic Warrior]
You overpower a foe's perception of the dream-like terrain shifting below them.
Prerequisites: Psychic Static, Int 13
Benefit: Whenever you pull a creature with mindthrust they treat the square you pull them into as difficult terrain until the end of their next turn.

Psychokenetic Burst [Psychic Warrior]
You batter an opponent's body as you draw them closer.
Prerequisites: Psycokenetics, Int 13
Benefit: Whenever you pull a creature with mindthrust you also deal force damage equal to half your Intelligence modifier.

Paragon Tier
Telekenetic Finese [Psychic Warrior]
You can trade damage for control with your telekinetic powers.
Prerequisites: Con or Str 15, Wis 13
Benefit: You can use any power with the force keyword that pushes, pulls or slides an opponent to move an ally or object without dealing damage. Powers that require your to hit function automatically on willing allies and unattended objects. No other special effects of the power that require you to hit function. Powers that hit more than one target allow you to mix allies and opponents. If the power allows an attack you instead can make a basic attack against another target as part of the same action, this attack gains the force keyword and deals force damage.

Multiclass
Mental Drifter[Nomad]
You wander with your thoughts.
Prerequisites:Dex 13
Benefit: You can use Mental Beacon once per encounter, it lasts until the end of your next turn.

Psychic Soldier[Psychic Warrior]
Your mind is a deadly weapon.
Prerequisites:Cha 13
Benefit: You can use Mindthrust once per encounter, it lasts until the end of your next turn.

Sensitive Mind[Empath]
You have a latent psychic talent for healing.
Prerequisites:Con 13
Benefit: You can use Healing Thought once per day.

Wild Talent[Psion]
You have developed your mental abilities.
Prerequisites:Int 13 and Cha 13
Benifit: Choose a psion level 1 at-will power. You can use this as an encounter power.
 
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I've added some formating for the psychic warrior, working on the empath and the nomad a bit.
 
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Two of the psychic warrior paragon paths are up: The Warrior Savant (she killed the kinetics and took his stuff) and the Enlightened Master.
 

The first time it makes an attack that doesn't include you as a target each turn you pull it 1 square, this is a reaction that requires no action on your part.

I'd drop the first time clause, there's no need for it.

Intuitive Strike, Kinetic Eddie

the others are better, I'd cut these two.



metanote: I'd stick to X[W] (1[W]) for str powers and XdY (1d6) for cha powers
 

I'd drop the first time clause, there's no need for it.
I had a version like that, but I felt it might be a bit too much vs. a creature with more than one attack. I think you could really neuter something like that by pulling it out of reach of anyone after one attack. Though maybe if it wasn't a choice. If the mindthrust target has to move towards you each attack?
the others are better, I'd cut these two. metanote: I'd stick to X[W] (1[W]) for str powers and XdY (1d6) for cha powers
Implement powers deal XdY, while weapon powers deal X[W].

I'd rather everyone have some choices. The Wizard is the only class which actually has anywhere the 'correct' number of at wills, in my book. And only because he's almost entirely Int based (I'd be happier if there were one each that rewarded Con and Dex, though). Humans should get a choice too, and really I think the idea number for a two-stat class is closer to 10.

So are these Sure Strike bad? Or just Reaping Strike?
 

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