Paragon Paths
Cerulean Agent
Beware of those who come from a reality beyond the known worlds, for they are a disease that seeks to twist and corrupt our reality.
Prerequisites: Soulknife class
Cerulean agents, are soulknives associated with the Order of the Cerulean Sign. They seek to strike at Mind Flayers and other aberrant horrors from the Far Realm. They are specially trained in tactics and powers which allow them to resist the powers and influence of such creatures, and strike them in the most effective ways. It's known that many Cerulean Agents are associated with groups of Githzerai called the Rrakkma
Cerulean Agent Path Features
Aberrant Killer (11th level): You gain +2 to attack and damage rolls against creatures of aberrant origin.
Cerulean Action (11th level): When you spend an action point, you may choose to make all saving throws with a +2 bonus in addition to your extra action.
Warded Mind (11th level): Anyone who targets you with an attack against your will defense takes damage equal to your intelligence modifier.
Mental Fortitude (16th level): You gain a +3 bonus to end effects which have you stunned or dazed which you may do as an immediate reaction. In addition you don't grant combat advantage to attackers when stunned or dazed.
Cerulean Agent Disciplines
Aberrant Cleansing (Cerulean Agent Attack 11)
Your mindblade is a bane to the aberrations it strikes.
Encounter * Psionic, Mindblade, Poison, Psychic
Standard Action
Melee
Target: One creature
Attack: Dexterity vs. Fortitude and Will, make one attack against both defenses and compare results
Hit: 2[W] + intelligence modifier poison and psychic damage. If the attack hit fortitude, the target takes 5 points of ongoing poison damage (save ends). If the attack hit will, the target is dazed (save ends).
Special: If the target is of aberrant origin, you gain +2 to attack and inflict an extra [W] damage.
Psychic Static (Cerulean Agent Utility 11)
You give off psychic energy, which hinders your enemies and increases your defenses.
Encounter * Psionic
Move Action
Personal
Effect: For the rest of the encounter you gain +2 to will defenses, and all squares adjacent to you are difficult terrain to your enemies.
Far Realm's Bane (Cerulean Agent Attack 20)
The stable of energies of the world solidify your mindblade, mkaing it antithetical to anything of the Far Realm
Daily * Psionic, Mindblade
Standard Action
Melee
Target: One creature
Attack: Dexterity vs. AC, Fort, Reflex, one roll against both.
Hit: 3[W] + dexterity modifier damage. If attack hit one defense, the target is slowed (save ends). If attack hit two defenses, the target takes 10 ongoing damage (save ends). If attack hit all three defenses, the target is also weakened(save ends).
Special: If the target is of aberrant origin, you gain +2 to attack and inflict an extra [W] damage.
Ebon Saint
It's not a matter of right or wrong, it's a matter of who you angered. If I'm there after you, you better resolve your matters for the next life.
Prerequisites: Soulknife class, must be trained in stealth.
Ebon Saints are the archetypical psionic assassins, the soulknives that those who know about them should rightly fear. For an Ebon Saint lives in shadow and strikes from anywhere. They are excellent infiltrators rumored to be able to take the forms of anyone they strike with their mindblades. An order of Ebon Saints exists with motives even more shadowy than the saints themselves. Many individuals on many sides of conflicts have been targeted and slain by the Ebon Saints in the past, all for unknown reasons. The order never answers to anyone.
Ebon Saint Path Features
Ebon Saintly Action (11th level): When you spend an action point, you also gain concealment in addition to your bonus action.
Shadowfriend (11th level): You gain a +2 bonus to stealth and bluff checks.
Steal Form (16th level): If you strike an enemy with a psychic strike, you can assume their form as an immediate reaction. You can keep their form for up to an hour or whenever you discard the form as a free action.
Ebon Saint Disciplines
Thought Theft (Ebon Saint Attack 11)
You take a little of your enemies thoughts and memories with your mindblade.
Encounter * Psionic, Mindblade, Psychic
Standard Action
Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + intelligence modifier psychic damage. And target is dazed until the end of your next turn. You gain a +4 power bonus to bluff, insight, streetwise, and history rolls regarding anything the target might know.
Dire Insight (Ebon Saint Utility 12)
You carefully study your target, knowing how to better fight them.
Daily * Psionic
Standard Action
Ranged 10
Target: One creature
Effect: For the rest of the encounter you gain +2 to attacks, damage and AC, against that target.
Disappear From the Mind (Ebon Saint Attack 20)
You disappear from your targets mind, completely forgotten.
Daily * Psionic, Mindblade, Psychic, Charm
Standard Action
Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + intelligence modifier psychic damage. And you are invisible to the target for the rest of the encounter, and your target may never directly target you with anything while you are invisible to it. The target doesn't remember you were there, and can not move towards you if there's no one else it can see. This ends if you attack your target.
Special: You may instead choose to have your attack inflict no damage at all. In which case you retain the use of this power, however you may only be invisible to one target with this power.
Mindblade Duelist
Sure there may be other soulknives out there, but I'm truly a master of the mindblade refining it into a true art form.
Prerequisites: Soulknife class, must be trained in acrobatics
A mindblade duelist is known for flashy showmanship and is an expert performer and shaper in the art of the mindblade. They were originally a school of Kalashtar warriors, but have since then spread their school on to other races. The mindblades of these duelists are of perhaps the most elaborate forms, reflecting their approach to the art.
Mindblade Duelist Path Features
Duelist Action (11th level): When you spend an action point, you may shift up to your charisma modifier in addition to an extra action.
Mindblade Expertise (11th level): As long as you have your mindblade manifested and can make opportunity attacks you can inflict damage equal to your charisma modifier against 1 adjacent enemy.
Saving it For Later (16th level): If you miss with a soulknife melee power with your mindblade against a single creature, you can choose to retain the power instead, as if you never used the power. If you do this you do not apply any of the effects from the power, because you never actually used the power.
Mindblade Duelist Disciplines
Dazzling Mindblade Display (Mindblade Duelist Attack 11)
With a dazzling display of your skills with your mindblade all nearby enemies are in awe.
Encounter * Psionic, Mindblade, Charm
Standard Action
Close Burst 3
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: The target is dazed until the end of your next turn.
Effect: You may shift 2 squares and make a secondary attack.
-Secondary Attack: Dexterity vs. AC
-Melee
-Target: One Creature
-Hit: 1[W] + dexterity modifier damage.
That Didn't Happen (Mindblade Duelist Utility 12)
You're somewhere else and not badly hurt, did someone really hit you?
Daily * Psionic, Healing, Teleportation
Immediate Reaction
Personal
Trigger: You are hit by a melee attack
Effect: You spend a healing surge and teleport a number of squares equal to your charisma modifier.
Psychic Followup (Mindblade Duelist Attack 20)
Your first attack was just an opening to your psychic strike in this attack
Daily * Psionic
Immediate Reaction
Melee
Target:[/B] One Creature
Trigger: You hit a creature with a melee attack.
Special: You're mindblade is charged with psychic strike, even if you used psychic strike earlier this round.
Attack: Dexterity +2 vs. AC
Hit: 1[W] + Dexterity modifier damage, and you may use psychic strike with this attack.
Soulstorm
Keeping your mindblade in your hands is just a limitation of your imagination. Watch how I can rain death across the battlefield.
Prerequisites: Soulknife Class, must have Throw Mindblade as a power
In the past Soulstorms were called Soulbows by those who really had no understanding on how their art worked. The art of a soulstorm is to manifest the concentration of their will beyond the reach of their hands, directing the flow of their mindblades to far away and back. It is never about one mindblade with a soulstorm, but many as making many mindblades is as effortless as making one, especially when propelling them through the air.
Soulstorm Path Features
Soulstorm Action (11th level): When you spend an action point, you gain +4 to all ranged action for this round.
Flying Mindblade Expertise (11th level): When you use any of your melee soulknife powers with a mindblade, you can instead make it a Ranged 10 power rather than a melee power.
More for the Distance (16th level): You add 10 to the range of all mindblade powers that you can use ranged. If you are using a mindblade power that was already ranged, without using flying mindblade expertise, you instead add 20 the range.
Soulstorm Disciplines
Blade Explosion (Soulstorm Attack 11)
You throw your mindblade into the air and it explodes into many copies flying in all directions.
Encounter * Psionic, Mindblade
Standard Action
Area Burst 3 within 15 squares
Target: All creatures in burst
Attack: Dexterity vs. AC
Hit: 2[W] + dexterity modifier damage.
Mindblade Stormer (Soulstorm Utility 12)
You can throw many mindblades and protect yourself with a minor field of force from the residual energy of all those blades manifesting
Encounter * Psionic, Mindblade
Minor Action
Personal
Effect: You gain +1 to AC, and whenever you make a basic ranged attack with your mindblade, you can make another basic ranged attack with your mindblade against any creature in range.
Tempest of the Soulstorm (Soulstorm Attack 20)
You throw your mindblades at all enemies around you.
Daily * Psionic, Mindblade
Standard Action
Close Burst 10
Target: All enemies in burst
Attack: Dexterity vs. AC
Hit: 1[W] + dexterity modifier damage.