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The
VOIDRUNNER'S CODEX
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The Navigator (Psionic Leader for Sci-Fantasy)
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<blockquote data-quote="Fragsie" data-source="post: 4730572" data-attributes="member: 83065"><p>This is the first class i'm doing for Spirit; a sci-fantasy setting.</p><p></p><p><strong>>>A slightly outdated, but smartly presented PDF of heroic tier navigator and feats is available <a href="http://www.filefactory.com/file/a04d5fb/n/Navigator_heroic_feats_pdf" target="_blank">Here</a><<</strong></p><p></p><p>As this is the first class i've ever made, i'm not too confident about my balancing, and any suggestions for powers would be grately appreciated<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p>I've had a fair bit of feedback on the first 4-5 levels from the WoTC forums, so i'm more eager to get some feedback/critiques on levels 5+ and the paragon paths.</p><p></p><p><span style="font-size: 15px"><strong>Navigator</strong></span> </p><p><em>"I'm often told how unimaginabley vast the universe is, but that's just nonsense; the distance between me and where i want to go is nothing but a step"</em> </p><p style="text-align: left"><img src="http://i194.photobucket.com/albums/z308/fragsie_babes/SirianNavigator.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Class Traits </strong></p><p><strong>Role:</strong> Leader. You lead by guiding your allies attacks to where and when they will cause the most effect. Your Insights and prophecies can predict enemy tactics and your manipulation of space-time gives you great tactical advantage. </p><p><strong>Source:</strong> Psionic. You percieve the universe from outside the normal constraints of space and time, with the power of your mind alone you can influnce the paths of time and sense the fabric of space over great distances. </p><p><strong>Key Abilities:</strong> Wisdom, Constitution, Charisma </p><p></p><p><strong>Armor Proficiencies:</strong> Cloth Armor, Leather Armor, Hide Armor </p><p><strong>Weapon Proficiencies:</strong> Simple melee, simple ranged, military ranged</p><p><strong>Implements:</strong> Orbs, Psy-Amps</p><p><strong>Bonus to Defense:</strong> +1 Reflex, +1 Will </p><p></p><p><strong>Hit Points at 1st Level:</strong> 12 + Constitution score </p><p><strong>Hit Points per Level Gained:</strong> 5 </p><p><strong>Healing Surges:</strong> 7 + Constitution modifier </p><p></p><p><strong>Trained Skills:</strong> Insight plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level. </p><p><em>Class Skills:</em> Psychic (Arcana) (Int), Bluff (Cha), Diplomacy (Cha), Exploration (Dungeoneering) (Wis), Endurance (Con), Heal (Wis), History (Int), Perception (Wis) </p><p></p><p><strong>Build Options:</strong> Temporal Navigator,Spatial Navigator </p><p><strong>Class Features:</strong> Matter Recovery, Omniscience, Star Sense, Warp Influence, Warp Sight </p><p></p><p>Navigators are often the first clue to a species' impending disvovery of warp travel. And usually the first form of measurable psionic activity to be displayed. As a demographic, they are essential to a species ability to move out into the galaxy of their own accord, individually however they can be a great hinderace to society. On some worlds the appearence of navigators has not been understood, leading to great wars or social upheval that threw their civilisations back to pre-technology eras . Navigators are able to sense the very fabric of space around them, to explore an object or creatures path through time and space. This allows them to plot courses through warp space almost instantly, unlike computers that can take hours or days to plot a safe course. This makes them highly sort after as crew onboard warp vessels. Their powers have another angle however; the same abilities allow them to tap into a vast psychic field, giving them almost omnipotent knowledge. Some master the manipulation of gravity fields and can teleport themselves instantly from one point to another by travelling through the Warp, or even pull antimatter into our universe to cause catastrophic explosions. </p><p>[sblock=Overview and Class Features]</p><p><strong>NAVIGATOR OVERVIEW </strong></p><p><strong></strong></p><p><strong>Characteristics:</strong> You are a good healer. The majority of your attaks are mid-ranged; allowing you watch the tide of battle very closely. Most of your attacks deal only moderate damage, but many of them give bonuses to your allies or move foes and allies around the battlefield.</p><p><strong>Religion:</strong> Navigators usually follow religions that reflect their connection to the warp and the universe, such as those from the Animism or Universatheism theologies. It is not uncommon to find navigators that worship dragons, as they are creatures <em>of</em> the warp. Navigators very rarely follow religions from the Mechatheism or Monotheism; as their unique view of the galaxy as one great organic entity is at odds with the strict dogma and beliefs of those theologies.</p><p><strong>Races:</strong> Averoux make ideal spatial navigators and are abundant within the Coalition; often trained as military Alphas, they are a major factor in the races past military exploits. Sirians of the Se'blen caste are succesful temporal navigators; often serving the Alliance as spiritual guides and political advisors, the most powerful Sirian navigators become revered Seers. Humans and Ganshini also make good navigators, though they are not as predominant as they are in the Averoux and Sirian races. That being said, all space-fairing races will produce navigators, and the choice of species you make will have little impact on your navigator ability to utilise warp powers.</p><p></p><p><strong>Creating a Navigator</strong> </p><p>The navigator has two basic builds to start: the temporal navigator and the spatial navigator. Navigators rely on Wisdom for the majority of their attacks, Charisma for powers that manipulate space and gravity and Constitution for powers that manipulate time.</p><p></p><p><strong>Temporal Navigator</strong> Your leadership takes the form of guidance, prophecy and manipulation of time. Your powers guide your allies to extra and more powerful attacks, as well as controlling the flow time to quicken them while slowing or aging your enemies. You also assist your allies by reversing time to heal wounds and temporarily freezing time to allow escape or avoid area attacks. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Controlling the flows of time puts great strain upon the physical body and may drain your hit points, so make Constitution secondary ability score. Charisma should be your third best so that you can dabble in other navigator powers. You should choose powers that make good use of you high Constitution and hit points. </p><p><strong>Suggested Feat:</strong> Durable (human feat: improved initiative)</p><p><strong>Suggested Skills:</strong> Endurance, Heal, History </p><p><strong>Suggested At-Will Power:</strong> momentary phase, doom prophecy </p><p><strong>Suggested Encounter Power:</strong> slow motion, tip the scales </p><p><strong>Suggested Daily Power:</strong> transitory respite</p><p></p><p><strong>Spatial Navigator</strong> You are an invaluable leader in battle, because the battlefield is one of your choosing; you lead with great charisma and diplomacy. A superior understanding of spatial mechanics and the Warp are your weapons. Your powers confuse or hinder enemies by temporarily changing the terrain or damage and move them by manipulating localised gravity fields. You also aid your comrades by increasing the potency of psionic powers, and teleporting them into strategic positions, while you disseminate important tactical information to them. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Convincing the universe that your idealised perception of space is the correct one takes great force of personality; make Charisma your second highest ability. Constitution should be your tertiary abilty score so that you can use other navigator abilities without fear of loosing conciousness. You should choose powers that make use of your high Charisma. </p><p><strong>Suggested Feat:</strong> Star burst (human feat: action surge)</p><p><strong>Suggested Skills:</strong> Bluff, Diplomacy, Exploration (Dungeoneering) </p><p><strong>Suggested At-Will Power:</strong> Disruption Bolt, pinch </p><p><strong>Suggested Encounter Power:</strong> gravity slip, gravity wave </p><p><strong>Suggested Daily Power:</strong> blue dwarf aspect</p><p></p><p><span style="font-size: 12px"><strong>Navigator Class Features</strong></span> </p><p>Every Navigator shares these class features. </p><p></p><p><span style="font-size: 12px"><strong>Implement</strong></span> </p><p>Navigators make use of psychic amplifiers (psy-amps) or mind crystals to help channel and direct their powers. A navigator wearing a psy-amp or mind crystal can add its enhancement bonus to the attack rolls and damage rolls of navigator powers, as well as navigator paragon path powers, that have the impliment keyword. Without a psy-amp or mind crystal, a navigator can still use these powers, but he or she doesn't gain the bonus provided by the psionic implement. </p><p></p><p><strong>Matter Recovery</strong></p><p>Using the <em>matter recovery</em> power, navigators can grant their comrades addional resilience with a slight rearrangement of matter.</p><p>[sblock=Matter Recovery Power]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Matter Recovery</strong></span></span> Navigator Feature</p><p><em>Exerting control over the area of an ally's wounds, you cause them to regenerate by breaking down ambient matter and reshaping it to replace lost tissue.</em></p><p>_______________________</p><p><strong>Encounter (Special) ✦ Psionic, Healing</strong></p><p><strong>Special:</strong> You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.</p><p><strong>Minor Action Close</strong> burst 5</p><p><strong>Target:</strong> You or one ally</p><p>_______________________</p><p><strong>Effect:</strong> The target can spend a healing surge.</p><p>When targeting an ally, you can also spend a healing surge and the target regains an additional 1d8+1 Hit Points.</p><p>_______________________</p><p>Increase the amount of additional hit points regained to 2d8+2 at 6th level, 3d8+3 at 11th level, 4d8+4 at 16th level, 5d8+5 at 21st level, and 6d8+6 at 26th level.</p><p>[/sblock]</p><p></p><p><strong>Omniscience</strong> </p><p>A navigator has the ability to tap into the psychic network that links all living things in the galaxy, this seems to give them almost godlike knowledge on any given subject. At the begining of an encounter the navigator chooses one skill, for the duration of the the encounter the navigator is has a +3 power bonus to knowledge checks with the that skill. To change the chosen skill once an encounter has began, the navigator must use a standard action. This bonus will not apply if the navigator is within a psionic null field. </p><p></p><p><strong>Star Sense</strong> </p><p>Probably the key ability of a navigator is their connection to the stars themselves; a navigator in space can 'feel' where they are in relation to warp space, and can quest out with their minds to find a specific star within a number of sectors equal to half their level. The navigator can then plot a warp course to that destination in a matter of seconds; a feat that would take the most sophistocated supercomputers at least 2 hours. </p><p></p><p><strong>Warp Influence</strong> </p><p>A navigators sight shows him time and space as ethereal tides and eddies upon the surface of the Warp. As he grows, he learns how to manipulate the very fabric of existence by making a ripple here, or divrting a current there. Navigators usually have a certain knack for influencing time or space in particular. Choose one of the following two benefits. The choice you make also provides bonuses to certain navigator powers. Individual powers detail the effects (if any) you Warp Influence selection has on them. </p><p></p><p><em>Temporal Influence</em> When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one half your level + your Constitution modifier. </p><p></p><p><em>Spatial Influence</em> When an ally who can see you spends an action point to take an extra action, that ally can teleport a number of squares equal to your Charisma modifier (minimum: 1) either before or after that action. </p><p></p><p><strong>Warp Sight</strong> </p><p>As navigators spend so much time looking beyond the bounds of the material world; the complexity and brilliance of warp space works a profound change upon their vision. They begin to see the warp all the time; the actions of people around them rear up from the past and spill into millions of possible futures as brilliant ghost forms. A navigator gains a +2 to AC vs. ranged attacks (increase this bonus to +3 at 21st level). A navigators eyes are solid orbs of either purple, green or red; the most powerful and farseeing navigators eyes will pulse with light when they use their abilities.</p><p>[/sblock] </p><p>[sblock=Lvl 1 - 10]</p><p>[sblock=Level 1 At Will Warps]</p><p><span style="color: green"><span style="font-size: 12px"><strong>Disruption Bolt</strong></span></span> Navigator Attack 1 ]</p><p><em>You forcebly extend your personal electro-magnetic field into you foes, disrupting his sense of time and direction.</em></p><p>_______________________ </p><p><strong>At-Will ✦ Psionic, Impliment, Force</strong> </p><p><strong>Standard Action Ranged</strong> 5 </p><p><strong>Target:</strong> One Creature </p><p><strong>Attack:</strong> Charisma vs. Reflex </p><p>_______________________ </p><p><strong>Hit:</strong> 1d8 + Charisma modifier force damage and an ally you can see gains a +2 power bonus to attack rolls to his next attack against the target. Increase to 2d8 + Charisma modifier at 21st level.</p><p></p><p></p><p><span style="color: green"><span style="font-size: 12px"><strong>Doom Prophecy</strong></span></span> Navigator Attack 1 </p><p><em>You explore the countless streams of time to find one in which your foe is doomed to failure, then guide your allies attacks bring it about.</em> </p><p>_______________________ </p><p><strong>At-Will ✦ Psionic, Impliment or Weapon, Time</strong> </p><p><strong>Standard Action Melee or Ranged</strong> 5 </p><p><strong>Target:</strong> One creature </p><p><strong>Attack:</strong> An ally of your choice makes a melee basic attack against the target with a bonus to the attack roll equal to your half your Wisdom modifier (min +1). Increase this bonus to 1/2 Wis +2 at 11th level and 1/2 Wis +4 at 21st level.</p><p>_______________________ </p><p><strong>Hit:</strong> Ally's basic attack damage. </p><p></p><p></p><p><span style="color: green"><span style="font-size: 12px"><strong>Momentary Phase</strong></span></span> Navigator Attack 1 </p><p><em>You phase your foe out of time for a second, distorting their perception and allowing an ally to withdraw.</em> </p><p>_______________________ </p><p><strong>At-Will ✦ Psionic, Impliment, Time</strong> </p><p><strong>Standard Action Ranged</strong> 10 </p><p><strong>Target:</strong> One Creature </p><p><strong>Attack:</strong> Constitution vs. Fortitude </p><p>_______________________ </p><p><strong>Hit:</strong> 1d6 + Constitution Modifier damage. </p><p>Increase damage to 2d6 + Constitution modifier at 21st level. </p><p><strong>Effect:</strong> the first ally that leaves the targets threatened area before the start of the targets next turn, does not provoke an opportunity attack from the target for the first square of their move. </p><p></p><p></p><p><span style="color: green"><span style="font-size: 12px"><strong>Pinch</strong></span></span> Navigator Attack 1 </p><p><em>You skew the fabric of space in a small area, injuring your foes and drawing them together for a follow-up attack.</em> </p><p>_______________________ </p><p><strong>At-Will ✦ Psionic, Impliment, Force</strong> </p><p><strong>Standard Action Ranged</strong> 10 </p><p><strong>Target:</strong> One creature or unoccupied space </p><p><strong>Attack:</strong> Wisdom vs. Fortitude </p><p>_______________________ </p><p><strong>Hit:</strong> 1d6 + Wisdom modifier force damage. </p><p>Increase damage to 2d6 + Wisdom modifier at 21st level. </p><p><strong>Effect:</strong> You pull all creatues within 2 squares of the target 1 square toward the target if possible. </p><p><strong>Spatial Influence:</strong> You can choose for a number of creatures up to your Charisma modifier, to not be affected by this power. [/sblock]</p><p>[sblock=Level 1 Encounter Warps]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Gravity Slip</strong></span></span> Navigator Attack 1 </p><p><em>You shape localised gravity into a dart that lances toward your foe, whilst propelling a battle ready ally into the fray.</em></p><p>_______________________ </p><p><strong>Encounter ✦ Psionic, Impliment, Force</strong> </p><p><strong>Standard Action Ranged</strong> 10 </p><p><strong>Target:</strong> One Creature </p><p><strong>Attack:</strong> Wisdom vs. Reflex </p><p>_______________________ </p><p><strong>Hit:</strong> 2d8 + Wisdom modifier force damage. </p><p><strong>Effect:</strong> You or one ally within range is pulled 2 squares toward the target. </p><p> <strong><em>Spatial Influence:</em></strong> The distance pulled is 1 + Charisma modifier squares.</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Gravity Wave</strong></span></span> Navigator Attack 1 </p><p><em>You thrust gravity into a wave before you that knocks your foes prone, and makes it difficult for them to rise again safely.</em> </p><p>_______________________ </p><p><strong>Encounter ✦ Psionic, Impliment, Force</strong> </p><p><strong>Standard Action Close</strong> blast 5 </p><p><strong>Target:</strong> Each creature in blast </p><p><strong>Attack:</strong> Charisma vs. Fortitude </p><p>_______________________ </p><p><strong>Hit:</strong> 1d6 + Charisma modifier force damage and target is knocked prone. </p><p> </p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Slow Motion</strong></span></span> Navigator Attack 1 </p><p><em>You focus on your enemies paths in time and bend them to your will, hindering their movement and upsetting their biology.</em> </p><p>_______________________ </p><p><strong>Encounter ✦ Psionic, Impliment, Time</strong> </p><p><strong>Standard Action Area</strong> burst 1 within 10 squares </p><p><strong>Target:</strong> Each enemy in burst </p><p><strong>Attack:</strong> Constitution vs. Will </p><p>_______________________ </p><p><strong>Hit:</strong> Constitution modifier damage. </p><p><strong>Effect:</strong> Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes immobalized (save ends).</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Tip The Scales</strong></span></span> Navigator Attack 1 </p><p><em>You cast into the near future and draw on your enemy's life force to heal an ally, even sacrificing your own energies to give an extra boost.</em> </p><p>_______________________ </p><p><strong>Encounter ✦ Psionic, Impliment, Time, Healing, Psychic</strong> </p><p><strong>Standard Action Ranged</strong> 10 </p><p><strong>Target:</strong> One Creature </p><p><strong>Attack:</strong> Wisdom vs. Fortitude </p><p>_______________________ </p><p><strong>Hit:</strong> 1d8 +Wisdom modifier damage, and one ally adjacent to the target can spend a healing surge. </p><p> <strong><em>Temporal Influence:</em></strong> After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points.</p><p>[/sblock]</p><p>[sblock=Level 1 Daily Warps]</p><p><span style="font-size: 12px"><strong>Rapid Bout</strong></span> Navigator Attack 1 </p><p><em>In the midst of a fray, you briefly quicken your comrades attacks to deal an unexpected blow to your foes.</em> </p><p>_______________________ </p><p><strong>Daily ✦ Psionic, Implement, Time</strong> </p><p><strong>Standard Action Area</strong> burst 2 within 10 squares </p><p><strong>Target:</strong> Each enemy in burst </p><p><strong>Attack:</strong> Each enemy in the burst is subject to a basic melee attack from an ally in the burst.</p><p>_______________________ </p><p><strong>Hit:</strong> Ally's basic attack damage + your Wisdom modifier damage.</p><p><strong>Miss:</strong> Target is slowed until the start of your next turn.</p><p><strong>Special:</strong> Each ally can only make one basic attack per round through the use of this power.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Blue Dwarf Aspect</strong></span> Navigator Attack 1 </p><p><em>You call forth the aspect of a blue dwarf star from Warp-Space, moving it around the battlefield to sear and blind your enemies.</em> </p><p>_______________________ </p><p><strong>Daily ✦ Psionic, Conjuration, Impliment, Radiant</strong> </p><p><strong>Standard Action Ranged</strong> 5 </p><p>_______________________ </p><p><strong>Target:</strong> One creature adjacent to the blue dwarf star.</p><p><strong>Attack:</strong> Wisdom vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> The target is blinded (save ends).</p><p><strong>Effect:</strong> You conjour a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjoured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d6 + Wisdom modifier radiant damage. </p><p><strong>Sustain Minor:</strong> You can sustain the conjouration until the end of the encounter or for 5 minutes.</p><p><strong>Special:</strong> The conjured star casts light as if it were a torch.</p><p></p><p><span style="font-size: 12px"><strong>Spatial Shiver</strong></span> Navigator Attack 1 </p><p><em>You agitate the borders of space creating intense vibrations that damage your enemies and disrupt technology.</em> </p><p>_______________________ </p><p><strong>Daily ✦ Psionic, Impliment, Force, Zone</strong> </p><p><strong>Standard Action Area</strong> burst 1 within 10 squares </p><p><strong>Target:</strong> Each creature in burst. </p><p><strong>Attack:</strong> Wisdom Vs. Fortitude</p><p>_______________________ </p><p><strong>Hit:</strong> 1d8 + Wisdom modifier force damage. </p><p><strong>Effect:</strong> The burst creates a zone of rigid space. Powers or abilities with the Tech keyword, or from the Technology power source, used from within the zone take a penalty to attack rolls equal to 1/2 you Charisma modifier (min: 1). Any electronic communications are jammed within the zone. The zone lasts until the end of you next turn. </p><p><strong>Sustain Minor:</strong> You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Transitory Respite</strong></span> Navigator Attack 1 </p><p><em>You exert your control over local time, allowing allies to catch their breaths while your enemies are caught up in painful distortions.</em> </p><p>_______________________ </p><p><strong>Daily ✦ Psionic, Impliment, Time</strong> </p><p><strong>Standard Action Close</strong> burst 3 </p><p><strong>Target:</strong> Each enemy in burst </p><p><strong>Attack:</strong> Constitution vs. Reflex </p><p>_______________________ </p><p><strong>Hit:</strong> 2d6 modifier damage, and the target is slowed until the start of your next turn.</p><p><strong>Effect:</strong> You and all your allies in the burst regain 5 hit points.</p><p></p><p>[/sblock]</p><p>[sblock=Level 2 Utility Warps]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Tactical Shift</strong></span></span> Navigator Utility 2 </p><p><em>By tweaking the fabric of space here and there, you rearrange your allies into more beneficial positions. </em> </p><p>_______________________ </p><p><strong>Encounter ✦ Psionic</strong> <strong>Standard Action Area</strong> burst 2 within 10 squares </p><p><strong>Target:</strong> Each ally in burst. </p><p>_______________________ </p><p><strong>Effect:</strong> The target can shift a number of squares equal to you Charisma modifier..</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Chosen Fortune</strong></span></span> Navigator Utility 2 </p><p><em>You put pressure on the time stream, pushing it toward a more favourabe outcome.</em> </p><p>_______________________ </p><p><strong>Encounter ✦ Psionic, Time</strong> </p><p><strong>Standard Action Ranged</strong> 5 </p><p><strong>Target:</strong> You or one ally. </p><p>_______________________ </p><p><strong>Effect:</strong> The target makes a saving throw with a bonus equal to your Constitution modifier. </p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Pause for Breath</strong></span></span> Navigator Utility 2 </p><p><em>With a touch you manipulate an individual's stream, stretching 6 seconds into a minute's respite .</em> </p><p>_______________________ </p><p><strong>Encounter ✦ Psionic, Healing, Time</strong> </p><p><strong>Standard Action Melee</strong> touch </p><p><strong>Target:</strong> You or one creature. </p><p>_______________________ </p><p><strong>Effect:</strong> The target can spend a healing surge.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Spectral Side-Step</strong></span> Navigator Utility 2 </p><p><em>You twist space to transport yourself or an ally a short distance, leaving a spatial echo in their place.</em> _______________________ </p><p><strong>Daily ✦ Psionic, Illusion, Teleportation</strong> </p><p><strong>Move Action Ranged</strong> 5 </p><p><strong>Requirement:</strong> Training in Bluff.</p><p><strong>Target:</strong> You or one ally within range. </p><p>_______________________ </p><p><strong>Effect:</strong> The target teleports up to 4 squares and gains concealment until the end of your next turn. An illusionary double of the target is created in the targets original square until the start of your next turn. </p><p> Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +1 power bonus to your check. </p><p> The illusionary double uses the defences opf the person it is imitating, anyone who hits the illusion with an attack instantly sees through the illusion. </p><p>[/sblock]</p><p>[sblock=Level 3 Encounter Warps]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Spatial Grip</strong></span></span> Navigator Attack 3</p><p><em>With a clench of your fist, gravity turns inward and squeezes your foes.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Force, Zone, Implement</strong></p><p><strong>Standard Action Area</strong> burst 2 within 10 squares</p><p><strong>Target:</strong> Each enemy in burst.</p><p><strong>Attack:</strong> Wisdom vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 1d8 + Wisdom modifier force damage.</p><p><strong>Effect:</strong> The burst creates a zone of dense gravity that lasts until the end of your next turn. Enemies that start their turns within the zone are immobilised until the start of their next turn.</p><p><strong>Sustain Standard:</strong> The zone persists.</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Grave Attraction</strong></span></span> Navigator Attack 3</p><p><em>You deepen a foes gravity well, crushing them while pulling projectiles toward them.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Force, Implement</strong></p><p><strong>Standard Action Ranged</strong> 5</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Charisma vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 1d6 + Charisma modifier force damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn. </p><p> <em><strong>Spatial Influence:</strong></em> The bonus to ranged attack rolls is equal to your Charisma modifier +3.</p><p> </p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Horrific Fate</strong></span></span> Navigator Attack 3</p><p><em>You incapacitate a foe, giving him horrifying visions of possible futures in which his fate is dire.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Fear, Implement, Time</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Constitution vs. Will</p><p>_______________________</p><p><strong>Hit:</strong> 1d6 + Constitution modifier damage and the target is dazed until the end of your next turn. </p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Curse of Oblivion</strong></span></span> Navigator Attack 3</p><p><em>Your body shakes with exertion as you draw forth dark energies from outside time that swirl around your foe, wracking them with pain.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Necrotic, Implement, Time</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p>_______________________</p><p><strong>Hit:</strong> 2d8 + Wisdom modifier necrotic damage.</p><p><strong>Temporal Influence:</strong> If the target makes an attack before the start of your next turn, you may spend a healing surge to make the target take an extra 1d8 + Constitution modifier necrotic damage. [/sblock]</p><p>[sblock=Level 5 Daily Warps]</p><p><span style="font-size: 12px"><strong>Brown Dwarf Aspect</strong></span> Navigator Attack 5</p><p><em>You summon the aspect of a small brown dwarf star, it moves around the battlefield poisoning your foes with it's deadly radiation.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Poison, Conjuration, Implement</strong></p><p><strong>Standard Action Ranged</strong> 5</p><p><strong>Target:</strong> One creature adjacent to the brown dwarf star.</p><p><strong>Attack:</strong> Wisdom vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 1d8 + Charisma poison damage and the target is weakened (save ends).</p><p><strong>Effect:</strong> You conjure a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d10 + Charisma modifier poison damage and the target is slowed until the end of its next turn.</p><p><strong>Sustain Minor:</strong> You can sustain the conjuration until the end of the encounter or for 5 minutes.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Sub-space Rift</strong></span> Navigator Attack 5</p><p><em>You tear an impassable rent in space, causing a spatial distortion wave that damages your foes.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Force, Conjuration, Implement</strong></p><p><strong>Standard Action Area</strong> wall 6 within 10 squares</p><p><strong>Target:</strong> All creatures adjacent to the rift.</p><p><strong>Attack:</strong> Charisma vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 2d8 + Charisma force damage and the target is pushed one square.</p><p><strong>Effect:</strong> You conjure a wall that consists of contiguous squares filled with an impassable rift in space. The wall lasts until the end of your next turn. It can be up to 6 squares long and up to 2 squares high. The rift is considered an obstacle; its squares cannot be entered or passed through.</p><p><strong>Sustain Minor:</strong> The wall persists.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Draw from the Well</strong></span> Navigator Attack 5</p><p><em>Tapping directly into an enemies time stream, you open a well of life energy that refreshes your allies when they damage your foe.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Healing, Implement</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Constitution vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 3d6 + Constitution modifier damage.</p><p><strong>Effect:</strong> For the duration of the encounter, whenever an ally hits the target with a power that deals damage, that ally may spend a healing surge, a character may only spend a healing surge in this manner once per round.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Stop</strong></span> Navigator Attack 5 </p><p><em>With but a gesture, you pull your targets out of Time entirely.</em></p><p><strong>Daily ✦ Psionic, Implement, Time</strong></p><p><strong>Standard Action Area burst</strong> 2 within 10 squares</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Constitution vs. Will</p><p><strong>Hit:</strong> Target is stunned (save ends). After the target saves against being stunned, it is slowed (save ends).</p><p><strong>Miss:</strong> Target is slowed until the end of your next turn.</p><p><em>(Pinched shamelessly from Eldiran’s <a href="https://www.enworld.org/index.php?threads/1055198/" target="_blank">Time Mage</a>)</em>[/sblock]</p><p>[sblock=Level 6 Utility Warps]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Augmentation Field</strong></span></span> Navigator Utility 6</p><p><em>By increasing the suppleness of a region of space, you increase the potency of psions in the area.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Zone</strong></p><p><strong>Standard Action Area</strong> burst 2 within 10 squares</p><p>_______________________</p><p><strong>Effect:</strong> The burst creates a zone of supple space that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Allies within the zone gain a +1 bonus to attack rolls and +2 to damage rolls with powers from the Psionic power source.</p><p><strong>Sustain Standard:</strong> You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action. </p><p></p><p></p><p><span style="font-size: 12px"><strong>Phase Jumper</strong></span> Navigator Utility 6</p><p><em>By weakening your bond to real-space you put yourself slightly out of phase, allowing you to teleport short distances.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Stance, Teleportation</strong></p><p><strong>Minor Action Melee</strong> Touch</p><p><strong>Target:</strong> You or one ally.</p><p>_______________________</p><p><strong>Effect:</strong> You can teleport half your speed as a move action.</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Try, Try Again</strong></span></span> Navigator Utility 6</p><p><em>An ally makes a fatal mistake, we can't be having that!</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Time</strong></p><p><strong>Immediate Interrupt Ranged</strong> 10</p><p><strong>Trigger:</strong> An ally within range fails an attack roll.</p><p>_______________________</p><p><strong>Effect:</strong> The ally may reroll the attack with a +2 power bonus. The ally uses the second roll, even if it's lower.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Wipe the Slate</strong></span> Navigator Utility 6</p><p><em>You rearrange time to revitalise you and your battle-weary allies.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Healing, Time</strong></p><p><strong>Minor Action Close</strong> burst 5</p><p><strong>Target:</strong> You and each ally in burst.</p><p>_______________________</p><p><strong>Effect:</strong> Each target regains the use of his or her second wind. </p><p>[/sblock]</p><p>[sblock=Level 7 Encounter Warps]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Halt</strong></span></span> Navigator Attack 7</p><p><em>You slow the passage of time in a broad area, halting your foes.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Implement, Time</strong></p><p><strong>Standard Action Area</strong> burst 2 within 10 squares</p><p><strong>Target:</strong> Each creature in burst.</p><p><strong>Attack:</strong> Constitution vs. Will</p><p>_______________________</p><p><strong>Hit:</strong> The target is dazed and slowed (save ends both).</p><p>(Pinched from Eldarin's <a href="https://www.enworld.org/index.php?threads/1055198/" target="_blank">Time Mage</a>).</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Life Siphon</strong></span></span> Navigator Attack 7</p><p><em>By tapping into a foes future life force, you weaken him while bolstering your allies.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Necrotic, Healing, Implement, Time</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p>_______________________</p><p><strong>Hit:</strong> 2d6 + Wisdom modifier necrotic damage., and each ally adjacent to the target can spend a healing surge.</p><p><strong>Temporal Navigator:</strong> Add your Constitution modifier to the hit points regained. </p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Sudden Repulsion</strong></span></span> Navigator Attack 7</p><p><em>As your foes close in you release a powerful burst of gravity that sends them flying in all directions, allowing you to make you escape.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Force, Implement</strong></p><p><strong>Standard Action Close</strong> burst 3</p><p><strong>Target:</strong> Each enemy in burst.</p><p><strong>Attack:</strong> Charisma vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 2d6 + Charisma force damage. The target is pushed 3 squares then falls prone.</p><p><strong>Miss:</strong> The target falls prone. </p><p> <strong><em>Spatial Influence:</em></strong> Targets hit by this power must use a standard action to stand up from prone before your next turn.</p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>White Particle</strong></span></span> Navigator Attack 7</p><p><em>Through a microscopic rent in space, you pull a particle of antimatter into realspace. The second it touches matter it explodes with devastating effect.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Implement, Radiant</strong></p><p><strong>Standard Action Area</strong> burst 2 within 10 squares</p><p><strong>Target:</strong> Each creature in burst.</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p>_______________________</p><p><strong>Hit:</strong> 1d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn. </p><p>[/sblock]</p><p>[sblock=Level 9 Daily Warps]</p><p><span style="font-size: 12px"><strong>Instant Withdrawal</strong></span> Navigator Attack 9</p><p><em>Your ally is hit by a devastating blow, one more hit and he's going to go down. You Pull your ally through the warp, sending out damaging gravity waves.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Force, Teleportation, Implement</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Charisma vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> 3d6 + Charisma force damage.</p><p><strong>Effect:</strong> One ally adjacent to the target can teleport up to 5 squares, the teleportation must end within range of this power.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Sap Potential</strong></span> Navigator Attack 9</p><p><em>You cast into the myriad futures, and draw on your foes physical potential, redistributing it to yourself and your allies.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Necrotic, Implement, Time</strong></p><p><strong>Standard Action Close</strong> burst 2</p><p><strong>Target:</strong> Each enemy in burst that you can see.</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p>_______________________</p><p><strong>Hit:</strong> 1d6 + Wisdom modifier necrotic damage, and the target is weakened until the start of your next turn.</p><p><strong>Effect:</strong> Until the end of the encounter you gain a + 2 power bonus to attack rolls, and you and each ally within the burst gain a +2 power bonus to AC. </p><p></p><p></p><p><span style="font-size: 12px"><strong>Vampiric Link</strong></span> Navigator Attack 9</p><p><em>You create a link between the life-force of a foe and an ally, sapping health from the enemy to invigorate your friend.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Necrotic, Healing, Implement</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Constitution vs. Will</p><p>_______________________</p><p><strong>Hit:</strong> 1d8 + Constitution modifier necrotic damage, and 5 ongoing necrotic damage (save ends). One ally within 5 squares of the target gains regeneration 5 and a +2 power bonus to Fortitude until the target saves against the ongoing damage.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Yellow Main-Phase Aspect</strong></span> Navigator Attack 9</p><p><em>From the folds of the warp, you call into being the aspect of a yellow star to burn your enemies and block their path.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Fire, Conjuration, Implement</strong></p><p><strong>Standard Action Ranged</strong> 5</p><p><strong>Target:</strong> Two creatures adjacent to the yellow main-phase star.</p><p><strong>Attack:</strong> Wisdom vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> The target is stunned (save ends).</p><p><strong>Effect:</strong> You conjure a star that occupies 4 squares (as a large creature) within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 2d10 + Charisma modifier fire damage.</p><p><strong>Sustain Minor:</strong> You can sustain the conjuration until the end of the encounter or for 5 minutes. </p><p><strong>Special:</strong> The conjured star casts light as if it were a campfire.[/sblock]</p><p>[sblock=Level 10 Utility Warps]</p><p><span style="color: red"><span style="font-size: 12px"><strong>A Better Fate</strong></span></span> Navigator Utility 10</p><p><em>You alter the flow of time; guiding it toward a future where your ally has an improved chance of survival.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Healing, Time</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> You or one ally.</p><p>_______________________</p><p><strong>Effect:</strong> The target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, the target gains a +2 power bonus to all defences until the end of your next turn. </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Astral Traveller</strong></span> Navigator Utility 10</p><p><em>You walk the boundaries of sub-space and realspace, becoming a ghostly figment that moves quickly and purposefully.</em></p><p>_______________________</p><p><strong>Daily ✦ Psionic, Stance</strong></p><p><strong>Standard Action Melee</strong> Touch</p><p><strong>Target:</strong> You or one willing ally.</p><p>_______________________</p><p><strong>Effect:</strong> You become insubstantial and deal half damage. You ignore difficult terrain and can walk on liquid surfaces as though they were solid. If you take a double move action, you can move up to three times your speed. </p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Instant Translocation</strong></span></span> Navigator Utility 10</p><p><em>Considering space is your personal plaything, you can move through it rather easily.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Teleportation</strong></p><p><strong>Move Action Melee</strong> Touch</p><p><strong>Target:</strong> You or one willing ally.</p><p>_______________________</p><p><strong>Effect:</strong> Teleport up to 5 + Charisma modifier squares.</p><p></p><p></p><p><span style="color: red"><span style="font-size: 12px"><strong>Precognitor</strong></span></span> Navigator Utility 10</p><p><em>A vision of the future informs you of an impending attack.</em></p><p>_______________________</p><p><strong>Encounter ✦ Psionic, Time</strong></p><p><strong>Immediate Interrupt Ranged</strong> 5</p><p><strong>Trigger:</strong> A creature hits you or an ally with a melee attack.</p><p>_______________________</p><p><strong>Effect:</strong> The ally can shift a number of squares equal to 1 + your Charisma modifier.</p><p>[/sblock]</p><p>[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Fragsie, post: 4730572, member: 83065"] This is the first class i'm doing for Spirit; a sci-fantasy setting. [B]>>A slightly outdated, but smartly presented PDF of heroic tier navigator and feats is available [URL="http://www.filefactory.com/file/a04d5fb/n/Navigator_heroic_feats_pdf"]Here[/URL]<<[/B] As this is the first class i've ever made, i'm not too confident about my balancing, and any suggestions for powers would be grately appreciated:D I've had a fair bit of feedback on the first 4-5 levels from the WoTC forums, so i'm more eager to get some feedback/critiques on levels 5+ and the paragon paths. [SIZE=4][B]Navigator[/B][/SIZE] [I]"I'm often told how unimaginabley vast the universe is, but that's just nonsense; the distance between me and where i want to go is nothing but a step"[/I] [LEFT][IMG]http://i194.photobucket.com/albums/z308/fragsie_babes/SirianNavigator.jpg[/IMG][/LEFT] [B]Class Traits Role:[/B] Leader. You lead by guiding your allies attacks to where and when they will cause the most effect. Your Insights and prophecies can predict enemy tactics and your manipulation of space-time gives you great tactical advantage. [B]Source:[/B] Psionic. You percieve the universe from outside the normal constraints of space and time, with the power of your mind alone you can influnce the paths of time and sense the fabric of space over great distances. [B]Key Abilities:[/B] Wisdom, Constitution, Charisma [B]Armor Proficiencies:[/B] Cloth Armor, Leather Armor, Hide Armor [B]Weapon Proficiencies:[/B] Simple melee, simple ranged, military ranged [B]Implements:[/B] Orbs, Psy-Amps [B]Bonus to Defense:[/B] +1 Reflex, +1 Will [B]Hit Points at 1st Level:[/B] 12 + Constitution score [B]Hit Points per Level Gained:[/B] 5 [B]Healing Surges:[/B] 7 + Constitution modifier [B]Trained Skills:[/B] Insight plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level. [I]Class Skills:[/I] Psychic (Arcana) (Int), Bluff (Cha), Diplomacy (Cha), Exploration (Dungeoneering) (Wis), Endurance (Con), Heal (Wis), History (Int), Perception (Wis) [B]Build Options:[/B] Temporal Navigator,Spatial Navigator [B]Class Features:[/B] Matter Recovery, Omniscience, Star Sense, Warp Influence, Warp Sight Navigators are often the first clue to a species' impending disvovery of warp travel. And usually the first form of measurable psionic activity to be displayed. As a demographic, they are essential to a species ability to move out into the galaxy of their own accord, individually however they can be a great hinderace to society. On some worlds the appearence of navigators has not been understood, leading to great wars or social upheval that threw their civilisations back to pre-technology eras . Navigators are able to sense the very fabric of space around them, to explore an object or creatures path through time and space. This allows them to plot courses through warp space almost instantly, unlike computers that can take hours or days to plot a safe course. This makes them highly sort after as crew onboard warp vessels. Their powers have another angle however; the same abilities allow them to tap into a vast psychic field, giving them almost omnipotent knowledge. Some master the manipulation of gravity fields and can teleport themselves instantly from one point to another by travelling through the Warp, or even pull antimatter into our universe to cause catastrophic explosions. [sblock=Overview and Class Features] [B]NAVIGATOR OVERVIEW Characteristics:[/B] You are a good healer. The majority of your attaks are mid-ranged; allowing you watch the tide of battle very closely. Most of your attacks deal only moderate damage, but many of them give bonuses to your allies or move foes and allies around the battlefield. [B]Religion:[/B] Navigators usually follow religions that reflect their connection to the warp and the universe, such as those from the Animism or Universatheism theologies. It is not uncommon to find navigators that worship dragons, as they are creatures [I]of[/I] the warp. Navigators very rarely follow religions from the Mechatheism or Monotheism; as their unique view of the galaxy as one great organic entity is at odds with the strict dogma and beliefs of those theologies. [B]Races:[/B] Averoux make ideal spatial navigators and are abundant within the Coalition; often trained as military Alphas, they are a major factor in the races past military exploits. Sirians of the Se'blen caste are succesful temporal navigators; often serving the Alliance as spiritual guides and political advisors, the most powerful Sirian navigators become revered Seers. Humans and Ganshini also make good navigators, though they are not as predominant as they are in the Averoux and Sirian races. That being said, all space-fairing races will produce navigators, and the choice of species you make will have little impact on your navigator ability to utilise warp powers. [B]Creating a Navigator[/B] The navigator has two basic builds to start: the temporal navigator and the spatial navigator. Navigators rely on Wisdom for the majority of their attacks, Charisma for powers that manipulate space and gravity and Constitution for powers that manipulate time. [B]Temporal Navigator[/B] Your leadership takes the form of guidance, prophecy and manipulation of time. Your powers guide your allies to extra and more powerful attacks, as well as controlling the flow time to quicken them while slowing or aging your enemies. You also assist your allies by reversing time to heal wounds and temporarily freezing time to allow escape or avoid area attacks. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Controlling the flows of time puts great strain upon the physical body and may drain your hit points, so make Constitution secondary ability score. Charisma should be your third best so that you can dabble in other navigator powers. You should choose powers that make good use of you high Constitution and hit points. [B]Suggested Feat:[/B] Durable (human feat: improved initiative) [B]Suggested Skills:[/B] Endurance, Heal, History [B]Suggested At-Will Power:[/B] momentary phase, doom prophecy [B]Suggested Encounter Power:[/B] slow motion, tip the scales [B]Suggested Daily Power:[/B] transitory respite [B]Spatial Navigator[/B] You are an invaluable leader in battle, because the battlefield is one of your choosing; you lead with great charisma and diplomacy. A superior understanding of spatial mechanics and the Warp are your weapons. Your powers confuse or hinder enemies by temporarily changing the terrain or damage and move them by manipulating localised gravity fields. You also aid your comrades by increasing the potency of psionic powers, and teleporting them into strategic positions, while you disseminate important tactical information to them. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Convincing the universe that your idealised perception of space is the correct one takes great force of personality; make Charisma your second highest ability. Constitution should be your tertiary abilty score so that you can use other navigator abilities without fear of loosing conciousness. You should choose powers that make use of your high Charisma. [B]Suggested Feat:[/B] Star burst (human feat: action surge) [B]Suggested Skills:[/B] Bluff, Diplomacy, Exploration (Dungeoneering) [B]Suggested At-Will Power:[/B] Disruption Bolt, pinch [B]Suggested Encounter Power:[/B] gravity slip, gravity wave [B]Suggested Daily Power:[/B] blue dwarf aspect [SIZE=3][B]Navigator Class Features[/B][/SIZE] Every Navigator shares these class features. [SIZE=3][B]Implement[/B][/SIZE] Navigators make use of psychic amplifiers (psy-amps) or mind crystals to help channel and direct their powers. A navigator wearing a psy-amp or mind crystal can add its enhancement bonus to the attack rolls and damage rolls of navigator powers, as well as navigator paragon path powers, that have the impliment keyword. Without a psy-amp or mind crystal, a navigator can still use these powers, but he or she doesn't gain the bonus provided by the psionic implement. [B]Matter Recovery[/B] Using the [I]matter recovery[/I] power, navigators can grant their comrades addional resilience with a slight rearrangement of matter. [sblock=Matter Recovery Power] [COLOR=red][SIZE=3][B]Matter Recovery[/B][/SIZE][/COLOR] Navigator Feature [I]Exerting control over the area of an ally's wounds, you cause them to regenerate by breaking down ambient matter and reshaping it to replace lost tissue.[/I] _______________________ [B]Encounter (Special) ✦ Psionic, Healing[/B] [B]Special:[/B] You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. [B]Minor Action Close[/B] burst 5 [B]Target:[/B] You or one ally _______________________ [B]Effect:[/B] The target can spend a healing surge. When targeting an ally, you can also spend a healing surge and the target regains an additional 1d8+1 Hit Points. _______________________ Increase the amount of additional hit points regained to 2d8+2 at 6th level, 3d8+3 at 11th level, 4d8+4 at 16th level, 5d8+5 at 21st level, and 6d8+6 at 26th level. [/sblock] [B]Omniscience[/B] A navigator has the ability to tap into the psychic network that links all living things in the galaxy, this seems to give them almost godlike knowledge on any given subject. At the begining of an encounter the navigator chooses one skill, for the duration of the the encounter the navigator is has a +3 power bonus to knowledge checks with the that skill. To change the chosen skill once an encounter has began, the navigator must use a standard action. This bonus will not apply if the navigator is within a psionic null field. [B]Star Sense[/B] Probably the key ability of a navigator is their connection to the stars themselves; a navigator in space can 'feel' where they are in relation to warp space, and can quest out with their minds to find a specific star within a number of sectors equal to half their level. The navigator can then plot a warp course to that destination in a matter of seconds; a feat that would take the most sophistocated supercomputers at least 2 hours. [B]Warp Influence[/B] A navigators sight shows him time and space as ethereal tides and eddies upon the surface of the Warp. As he grows, he learns how to manipulate the very fabric of existence by making a ripple here, or divrting a current there. Navigators usually have a certain knack for influencing time or space in particular. Choose one of the following two benefits. The choice you make also provides bonuses to certain navigator powers. Individual powers detail the effects (if any) you Warp Influence selection has on them. [I]Temporal Influence[/I] When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one half your level + your Constitution modifier. [I]Spatial Influence[/I] When an ally who can see you spends an action point to take an extra action, that ally can teleport a number of squares equal to your Charisma modifier (minimum: 1) either before or after that action. [B]Warp Sight[/B] As navigators spend so much time looking beyond the bounds of the material world; the complexity and brilliance of warp space works a profound change upon their vision. They begin to see the warp all the time; the actions of people around them rear up from the past and spill into millions of possible futures as brilliant ghost forms. A navigator gains a +2 to AC vs. ranged attacks (increase this bonus to +3 at 21st level). A navigators eyes are solid orbs of either purple, green or red; the most powerful and farseeing navigators eyes will pulse with light when they use their abilities. [/sblock] [sblock=Lvl 1 - 10] [sblock=Level 1 At Will Warps] [COLOR=green][SIZE=3][B]Disruption Bolt[/B][/SIZE][/COLOR] Navigator Attack 1 ] [I]You forcebly extend your personal electro-magnetic field into you foes, disrupting his sense of time and direction.[/I] _______________________ [B]At-Will ✦ Psionic, Impliment, Force[/B] [B]Standard Action Ranged[/B] 5 [B]Target:[/B] One Creature [B]Attack:[/B] Charisma vs. Reflex _______________________ [B]Hit:[/B] 1d8 + Charisma modifier force damage and an ally you can see gains a +2 power bonus to attack rolls to his next attack against the target. Increase to 2d8 + Charisma modifier at 21st level. [COLOR=green][SIZE=3][B]Doom Prophecy[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You explore the countless streams of time to find one in which your foe is doomed to failure, then guide your allies attacks bring it about.[/I] _______________________ [B]At-Will ✦ Psionic, Impliment or Weapon, Time[/B] [B]Standard Action Melee or Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] An ally of your choice makes a melee basic attack against the target with a bonus to the attack roll equal to your half your Wisdom modifier (min +1). Increase this bonus to 1/2 Wis +2 at 11th level and 1/2 Wis +4 at 21st level. _______________________ [B]Hit:[/B] Ally's basic attack damage. [COLOR=green][SIZE=3][B]Momentary Phase[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You phase your foe out of time for a second, distorting their perception and allowing an ally to withdraw.[/I] _______________________ [B]At-Will ✦ Psionic, Impliment, Time[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One Creature [B]Attack:[/B] Constitution vs. Fortitude _______________________ [B]Hit:[/B] 1d6 + Constitution Modifier damage. Increase damage to 2d6 + Constitution modifier at 21st level. [B]Effect:[/B] the first ally that leaves the targets threatened area before the start of the targets next turn, does not provoke an opportunity attack from the target for the first square of their move. [COLOR=green][SIZE=3][B]Pinch[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You skew the fabric of space in a small area, injuring your foes and drawing them together for a follow-up attack.[/I] _______________________ [B]At-Will ✦ Psionic, Impliment, Force[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature or unoccupied space [B]Attack:[/B] Wisdom vs. Fortitude _______________________ [B]Hit:[/B] 1d6 + Wisdom modifier force damage. Increase damage to 2d6 + Wisdom modifier at 21st level. [B]Effect:[/B] You pull all creatues within 2 squares of the target 1 square toward the target if possible. [B]Spatial Influence:[/B] You can choose for a number of creatures up to your Charisma modifier, to not be affected by this power. [/sblock] [sblock=Level 1 Encounter Warps] [COLOR=red][SIZE=3][B]Gravity Slip[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You shape localised gravity into a dart that lances toward your foe, whilst propelling a battle ready ally into the fray.[/I] _______________________ [B]Encounter ✦ Psionic, Impliment, Force[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One Creature [B]Attack:[/B] Wisdom vs. Reflex _______________________ [B]Hit:[/B] 2d8 + Wisdom modifier force damage. [B]Effect:[/B] You or one ally within range is pulled 2 squares toward the target. [B][I]Spatial Influence:[/I][/B] The distance pulled is 1 + Charisma modifier squares. [COLOR=red][SIZE=3][B]Gravity Wave[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You thrust gravity into a wave before you that knocks your foes prone, and makes it difficult for them to rise again safely.[/I] _______________________ [B]Encounter ✦ Psionic, Impliment, Force[/B] [B]Standard Action Close[/B] blast 5 [B]Target:[/B] Each creature in blast [B]Attack:[/B] Charisma vs. Fortitude _______________________ [B]Hit:[/B] 1d6 + Charisma modifier force damage and target is knocked prone. [COLOR=red][SIZE=3][B]Slow Motion[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You focus on your enemies paths in time and bend them to your will, hindering their movement and upsetting their biology.[/I] _______________________ [B]Encounter ✦ Psionic, Impliment, Time[/B] [B]Standard Action Area[/B] burst 1 within 10 squares [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Constitution vs. Will _______________________ [B]Hit:[/B] Constitution modifier damage. [B]Effect:[/B] Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes immobalized (save ends). [COLOR=red][SIZE=3][B]Tip The Scales[/B][/SIZE][/COLOR] Navigator Attack 1 [I]You cast into the near future and draw on your enemy's life force to heal an ally, even sacrificing your own energies to give an extra boost.[/I] _______________________ [B]Encounter ✦ Psionic, Impliment, Time, Healing, Psychic[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One Creature [B]Attack:[/B] Wisdom vs. Fortitude _______________________ [B]Hit:[/B] 1d8 +Wisdom modifier damage, and one ally adjacent to the target can spend a healing surge. [B][I]Temporal Influence:[/I][/B] After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points. [/sblock] [sblock=Level 1 Daily Warps] [SIZE=3][B]Rapid Bout[/B][/SIZE] Navigator Attack 1 [I]In the midst of a fray, you briefly quicken your comrades attacks to deal an unexpected blow to your foes.[/I] _______________________ [B]Daily ✦ Psionic, Implement, Time[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Each enemy in the burst is subject to a basic melee attack from an ally in the burst. _______________________ [B]Hit:[/B] Ally's basic attack damage + your Wisdom modifier damage. [B]Miss:[/B] Target is slowed until the start of your next turn. [B]Special:[/B] Each ally can only make one basic attack per round through the use of this power. [SIZE=3][B]Blue Dwarf Aspect[/B][/SIZE] Navigator Attack 1 [I]You call forth the aspect of a blue dwarf star from Warp-Space, moving it around the battlefield to sear and blind your enemies.[/I] _______________________ [B]Daily ✦ Psionic, Conjuration, Impliment, Radiant[/B] [B]Standard Action Ranged[/B] 5 _______________________ [B]Target:[/B] One creature adjacent to the blue dwarf star. [B]Attack:[/B] Wisdom vs. Fortitude _______________________ [B]Hit:[/B] The target is blinded (save ends). [B]Effect:[/B] You conjour a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjoured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d6 + Wisdom modifier radiant damage. [B]Sustain Minor:[/B] You can sustain the conjouration until the end of the encounter or for 5 minutes. [B]Special:[/B] The conjured star casts light as if it were a torch. [SIZE=3][B]Spatial Shiver[/B][/SIZE] Navigator Attack 1 [I]You agitate the borders of space creating intense vibrations that damage your enemies and disrupt technology.[/I] _______________________ [B]Daily ✦ Psionic, Impliment, Force, Zone[/B] [B]Standard Action Area[/B] burst 1 within 10 squares [B]Target:[/B] Each creature in burst. [B]Attack:[/B] Wisdom Vs. Fortitude _______________________ [B]Hit:[/B] 1d8 + Wisdom modifier force damage. [B]Effect:[/B] The burst creates a zone of rigid space. Powers or abilities with the Tech keyword, or from the Technology power source, used from within the zone take a penalty to attack rolls equal to 1/2 you Charisma modifier (min: 1). Any electronic communications are jammed within the zone. The zone lasts until the end of you next turn. [B]Sustain Minor:[/B] You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action. [SIZE=3][B]Transitory Respite[/B][/SIZE] Navigator Attack 1 [I]You exert your control over local time, allowing allies to catch their breaths while your enemies are caught up in painful distortions.[/I] _______________________ [B]Daily ✦ Psionic, Impliment, Time[/B] [B]Standard Action Close[/B] burst 3 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Constitution vs. Reflex _______________________ [B]Hit:[/B] 2d6 modifier damage, and the target is slowed until the start of your next turn. [B]Effect:[/B] You and all your allies in the burst regain 5 hit points. [/sblock] [sblock=Level 2 Utility Warps] [COLOR=red][SIZE=3][B]Tactical Shift[/B][/SIZE][/COLOR] Navigator Utility 2 [I]By tweaking the fabric of space here and there, you rearrange your allies into more beneficial positions. [/I] _______________________ [B]Encounter ✦ Psionic[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target:[/B] Each ally in burst. _______________________ [B]Effect:[/B] The target can shift a number of squares equal to you Charisma modifier.. [COLOR=red][SIZE=3][B]Chosen Fortune[/B][/SIZE][/COLOR] Navigator Utility 2 [I]You put pressure on the time stream, pushing it toward a more favourabe outcome.[/I] _______________________ [B]Encounter ✦ Psionic, Time[/B] [B]Standard Action Ranged[/B] 5 [B]Target:[/B] You or one ally. _______________________ [B]Effect:[/B] The target makes a saving throw with a bonus equal to your Constitution modifier. [COLOR=red][SIZE=3][B]Pause for Breath[/B][/SIZE][/COLOR] Navigator Utility 2 [I]With a touch you manipulate an individual's stream, stretching 6 seconds into a minute's respite .[/I] _______________________ [B]Encounter ✦ Psionic, Healing, Time[/B] [B]Standard Action Melee[/B] touch [B]Target:[/B] You or one creature. _______________________ [B]Effect:[/B] The target can spend a healing surge. [SIZE=3][B]Spectral Side-Step[/B][/SIZE] Navigator Utility 2 [I]You twist space to transport yourself or an ally a short distance, leaving a spatial echo in their place.[/I] _______________________ [B]Daily ✦ Psionic, Illusion, Teleportation[/B] [B]Move Action Ranged[/B] 5 [B]Requirement:[/B] Training in Bluff. [B]Target:[/B] You or one ally within range. _______________________ [B]Effect:[/B] The target teleports up to 4 squares and gains concealment until the end of your next turn. An illusionary double of the target is created in the targets original square until the start of your next turn. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +1 power bonus to your check. The illusionary double uses the defences opf the person it is imitating, anyone who hits the illusion with an attack instantly sees through the illusion. [/sblock] [sblock=Level 3 Encounter Warps] [COLOR=red][SIZE=3][B]Spatial Grip[/B][/SIZE][/COLOR] Navigator Attack 3 [I]With a clench of your fist, gravity turns inward and squeezes your foes.[/I] _______________________ [B]Encounter ✦ Psionic, Force, Zone, Implement[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target:[/B] Each enemy in burst. [B]Attack:[/B] Wisdom vs. Fortitude _______________________ [B]Hit:[/B] 1d8 + Wisdom modifier force damage. [B]Effect:[/B] The burst creates a zone of dense gravity that lasts until the end of your next turn. Enemies that start their turns within the zone are immobilised until the start of their next turn. [B]Sustain Standard:[/B] The zone persists. [COLOR=red][SIZE=3][B]Grave Attraction[/B][/SIZE][/COLOR] Navigator Attack 3 [I]You deepen a foes gravity well, crushing them while pulling projectiles toward them.[/I] _______________________ [B]Encounter ✦ Psionic, Force, Implement[/B] [B]Standard Action Ranged[/B] 5 [B]Target:[/B] One creature. [B]Attack:[/B] Charisma vs. Fortitude _______________________ [B]Hit:[/B] 1d6 + Charisma modifier force damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn. [I][B]Spatial Influence:[/B][/I] The bonus to ranged attack rolls is equal to your Charisma modifier +3. [COLOR=red][SIZE=3][B]Horrific Fate[/B][/SIZE][/COLOR] Navigator Attack 3 [I]You incapacitate a foe, giving him horrifying visions of possible futures in which his fate is dire.[/I] _______________________ [B]Encounter ✦ Psionic, Fear, Implement, Time[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature. [B]Attack:[/B] Constitution vs. Will _______________________ [B]Hit:[/B] 1d6 + Constitution modifier damage and the target is dazed until the end of your next turn. [COLOR=red][SIZE=3][B]Curse of Oblivion[/B][/SIZE][/COLOR] Navigator Attack 3 [I]Your body shakes with exertion as you draw forth dark energies from outside time that swirl around your foe, wracking them with pain.[/I] _______________________ [B]Encounter ✦ Psionic, Necrotic, Implement, Time[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature. [B]Attack:[/B] Wisdom vs. Reflex _______________________ [B]Hit:[/B] 2d8 + Wisdom modifier necrotic damage. [B]Temporal Influence:[/B] If the target makes an attack before the start of your next turn, you may spend a healing surge to make the target take an extra 1d8 + Constitution modifier necrotic damage. [/sblock] [sblock=Level 5 Daily Warps] [SIZE=3][B]Brown Dwarf Aspect[/B][/SIZE] Navigator Attack 5 [I]You summon the aspect of a small brown dwarf star, it moves around the battlefield poisoning your foes with it's deadly radiation.[/I] _______________________ [B]Daily ✦ Psionic, Poison, Conjuration, Implement[/B] [B]Standard Action Ranged[/B] 5 [B]Target:[/B] One creature adjacent to the brown dwarf star. [B]Attack:[/B] Wisdom vs. Fortitude _______________________ [B]Hit:[/B] 1d8 + Charisma poison damage and the target is weakened (save ends). [B]Effect:[/B] You conjure a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d10 + Charisma modifier poison damage and the target is slowed until the end of its next turn. [B]Sustain Minor:[/B] You can sustain the conjuration until the end of the encounter or for 5 minutes. [SIZE=3][B]Sub-space Rift[/B][/SIZE] Navigator Attack 5 [I]You tear an impassable rent in space, causing a spatial distortion wave that damages your foes.[/I] _______________________ [B]Daily ✦ Psionic, Force, Conjuration, Implement[/B] [B]Standard Action Area[/B] wall 6 within 10 squares [B]Target:[/B] All creatures adjacent to the rift. [B]Attack:[/B] Charisma vs. Fortitude _______________________ [B]Hit:[/B] 2d8 + Charisma force damage and the target is pushed one square. [B]Effect:[/B] You conjure a wall that consists of contiguous squares filled with an impassable rift in space. The wall lasts until the end of your next turn. It can be up to 6 squares long and up to 2 squares high. The rift is considered an obstacle; its squares cannot be entered or passed through. [B]Sustain Minor:[/B] The wall persists. [SIZE=3][B]Draw from the Well[/B][/SIZE] Navigator Attack 5 [I]Tapping directly into an enemies time stream, you open a well of life energy that refreshes your allies when they damage your foe.[/I] _______________________ [B]Daily ✦ Psionic, Healing, Implement[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature. [B]Attack:[/B] Constitution vs. Fortitude _______________________ [B]Hit:[/B] 3d6 + Constitution modifier damage. [B]Effect:[/B] For the duration of the encounter, whenever an ally hits the target with a power that deals damage, that ally may spend a healing surge, a character may only spend a healing surge in this manner once per round. [SIZE=3][B]Stop[/B][/SIZE] Navigator Attack 5 [I]With but a gesture, you pull your targets out of Time entirely.[/I] [B]Daily ✦ Psionic, Implement, Time[/B] [B]Standard Action Area burst[/B] 2 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] Target is stunned (save ends). After the target saves against being stunned, it is slowed (save ends). [B]Miss:[/B] Target is slowed until the end of your next turn. [I](Pinched shamelessly from Eldiran’s [URL="https://www.enworld.org/index.php?threads/1055198/"]Time Mage[/URL])[/I][/sblock] [sblock=Level 6 Utility Warps] [COLOR=red][SIZE=3][B]Augmentation Field[/B][/SIZE][/COLOR] Navigator Utility 6 [I]By increasing the suppleness of a region of space, you increase the potency of psions in the area.[/I] _______________________ [B]Encounter ✦ Psionic, Zone[/B] [B]Standard Action Area[/B] burst 2 within 10 squares _______________________ [B]Effect:[/B] The burst creates a zone of supple space that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Allies within the zone gain a +1 bonus to attack rolls and +2 to damage rolls with powers from the Psionic power source. [B]Sustain Standard:[/B] You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action. [SIZE=3][B]Phase Jumper[/B][/SIZE] Navigator Utility 6 [I]By weakening your bond to real-space you put yourself slightly out of phase, allowing you to teleport short distances.[/I] _______________________ [B]Daily ✦ Psionic, Stance, Teleportation[/B] [B]Minor Action Melee[/B] Touch [B]Target:[/B] You or one ally. _______________________ [B]Effect:[/B] You can teleport half your speed as a move action. [COLOR=red][SIZE=3][B]Try, Try Again[/B][/SIZE][/COLOR] Navigator Utility 6 [I]An ally makes a fatal mistake, we can't be having that![/I] _______________________ [B]Encounter ✦ Psionic, Time[/B] [B]Immediate Interrupt Ranged[/B] 10 [B]Trigger:[/B] An ally within range fails an attack roll. _______________________ [B]Effect:[/B] The ally may reroll the attack with a +2 power bonus. The ally uses the second roll, even if it's lower. [SIZE=3][B]Wipe the Slate[/B][/SIZE] Navigator Utility 6 [I]You rearrange time to revitalise you and your battle-weary allies.[/I] _______________________ [B]Daily ✦ Psionic, Healing, Time[/B] [B]Minor Action Close[/B] burst 5 [B]Target:[/B] You and each ally in burst. _______________________ [B]Effect:[/B] Each target regains the use of his or her second wind. [/sblock] [sblock=Level 7 Encounter Warps] [COLOR=red][SIZE=3][B]Halt[/B][/SIZE][/COLOR] Navigator Attack 7 [I]You slow the passage of time in a broad area, halting your foes.[/I] _______________________ [B]Encounter ✦ Psionic, Implement, Time[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target:[/B] Each creature in burst. [B]Attack:[/B] Constitution vs. Will _______________________ [B]Hit:[/B] The target is dazed and slowed (save ends both). (Pinched from Eldarin's [URL="https://www.enworld.org/index.php?threads/1055198/"]Time Mage[/URL]). [COLOR=red][SIZE=3][B]Life Siphon[/B][/SIZE][/COLOR] Navigator Attack 7 [I]By tapping into a foes future life force, you weaken him while bolstering your allies.[/I] _______________________ [B]Encounter ✦ Psionic, Necrotic, Healing, Implement, Time[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature. [B]Attack:[/B] Wisdom vs. Will _______________________ [B]Hit:[/B] 2d6 + Wisdom modifier necrotic damage., and each ally adjacent to the target can spend a healing surge. [B]Temporal Navigator:[/B] Add your Constitution modifier to the hit points regained. [COLOR=red][SIZE=3][B]Sudden Repulsion[/B][/SIZE][/COLOR] Navigator Attack 7 [I]As your foes close in you release a powerful burst of gravity that sends them flying in all directions, allowing you to make you escape.[/I] _______________________ [B]Encounter ✦ Psionic, Force, Implement[/B] [B]Standard Action Close[/B] burst 3 [B]Target:[/B] Each enemy in burst. [B]Attack:[/B] Charisma vs. Fortitude _______________________ [B]Hit:[/B] 2d6 + Charisma force damage. The target is pushed 3 squares then falls prone. [B]Miss:[/B] The target falls prone. [B][I]Spatial Influence:[/I][/B] Targets hit by this power must use a standard action to stand up from prone before your next turn. [COLOR=red][SIZE=3][B]White Particle[/B][/SIZE][/COLOR] Navigator Attack 7 [I]Through a microscopic rent in space, you pull a particle of antimatter into realspace. The second it touches matter it explodes with devastating effect.[/I] _______________________ [B]Encounter ✦ Psionic, Implement, Radiant[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target:[/B] Each creature in burst. [B]Attack:[/B] Wisdom vs. Reflex _______________________ [B]Hit:[/B] 1d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn. [/sblock] [sblock=Level 9 Daily Warps] [SIZE=3][B]Instant Withdrawal[/B][/SIZE] Navigator Attack 9 [I]Your ally is hit by a devastating blow, one more hit and he's going to go down. You Pull your ally through the warp, sending out damaging gravity waves.[/I] _______________________ [B]Daily ✦ Psionic, Force, Teleportation, Implement[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature. [B]Attack:[/B] Charisma vs. Fortitude _______________________ [B]Hit:[/B] 3d6 + Charisma force damage. [B]Effect:[/B] One ally adjacent to the target can teleport up to 5 squares, the teleportation must end within range of this power. [SIZE=3][B]Sap Potential[/B][/SIZE] Navigator Attack 9 [I]You cast into the myriad futures, and draw on your foes physical potential, redistributing it to yourself and your allies.[/I] _______________________ [B]Daily ✦ Psionic, Necrotic, Implement, Time[/B] [B]Standard Action Close[/B] burst 2 [B]Target:[/B] Each enemy in burst that you can see. [B]Attack:[/B] Wisdom vs. Will _______________________ [B]Hit:[/B] 1d6 + Wisdom modifier necrotic damage, and the target is weakened until the start of your next turn. [B]Effect:[/B] Until the end of the encounter you gain a + 2 power bonus to attack rolls, and you and each ally within the burst gain a +2 power bonus to AC. [SIZE=3][B]Vampiric Link[/B][/SIZE] Navigator Attack 9 [I]You create a link between the life-force of a foe and an ally, sapping health from the enemy to invigorate your friend.[/I] _______________________ [B]Daily ✦ Psionic, Necrotic, Healing, Implement[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] One creature. [B]Attack:[/B] Constitution vs. Will _______________________ [B]Hit:[/B] 1d8 + Constitution modifier necrotic damage, and 5 ongoing necrotic damage (save ends). One ally within 5 squares of the target gains regeneration 5 and a +2 power bonus to Fortitude until the target saves against the ongoing damage. [SIZE=3][B]Yellow Main-Phase Aspect[/B][/SIZE] Navigator Attack 9 [I]From the folds of the warp, you call into being the aspect of a yellow star to burn your enemies and block their path.[/I] _______________________ [B]Daily ✦ Psionic, Fire, Conjuration, Implement[/B] [B]Standard Action Ranged[/B] 5 [B]Target:[/B] Two creatures adjacent to the yellow main-phase star. [B]Attack:[/B] Wisdom vs. Fortitude _______________________ [B]Hit:[/B] The target is stunned (save ends). [B]Effect:[/B] You conjure a star that occupies 4 squares (as a large creature) within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 2d10 + Charisma modifier fire damage. [B]Sustain Minor:[/B] You can sustain the conjuration until the end of the encounter or for 5 minutes. [B]Special:[/B] The conjured star casts light as if it were a campfire.[/sblock] [sblock=Level 10 Utility Warps] [COLOR=red][SIZE=3][B]A Better Fate[/B][/SIZE][/COLOR] Navigator Utility 10 [I]You alter the flow of time; guiding it toward a future where your ally has an improved chance of survival.[/I] _______________________ [B]Encounter ✦ Psionic, Healing, Time[/B] [B]Standard Action Ranged[/B] 10 [B]Target:[/B] You or one ally. _______________________ [B]Effect:[/B] The target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, the target gains a +2 power bonus to all defences until the end of your next turn. [SIZE=3][B]Astral Traveller[/B][/SIZE] Navigator Utility 10 [I]You walk the boundaries of sub-space and realspace, becoming a ghostly figment that moves quickly and purposefully.[/I] _______________________ [B]Daily ✦ Psionic, Stance[/B] [B]Standard Action Melee[/B] Touch [B]Target:[/B] You or one willing ally. _______________________ [B]Effect:[/B] You become insubstantial and deal half damage. You ignore difficult terrain and can walk on liquid surfaces as though they were solid. If you take a double move action, you can move up to three times your speed. [COLOR=red][SIZE=3][B]Instant Translocation[/B][/SIZE][/COLOR] Navigator Utility 10 [I]Considering space is your personal plaything, you can move through it rather easily.[/I] _______________________ [B]Encounter ✦ Psionic, Teleportation[/B] [B]Move Action Melee[/B] Touch [B]Target:[/B] You or one willing ally. _______________________ [B]Effect:[/B] Teleport up to 5 + Charisma modifier squares. [COLOR=red][SIZE=3][B]Precognitor[/B][/SIZE][/COLOR] Navigator Utility 10 [I]A vision of the future informs you of an impending attack.[/I] _______________________ [B]Encounter ✦ Psionic, Time[/B] [B]Immediate Interrupt Ranged[/B] 5 [B]Trigger:[/B] A creature hits you or an ally with a melee attack. _______________________ [B]Effect:[/B] The ally can shift a number of squares equal to 1 + your Charisma modifier. [/sblock] [/sblock][/sblock] [/QUOTE]
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The Navigator (Psionic Leader for Sci-Fantasy)
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