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The Navigator (Psionic Leader for Sci-Fantasy)
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<blockquote data-quote="Fragsie" data-source="post: 4730578" data-attributes="member: 83065"><p style="text-align: center"><span style="font-size: 12px"><u><strong>Feats</strong></u></span></p><p></p><p></p><p><strong>Eerie Presence</strong></p><p><em>Your disconnection from the normal space-time flow gives you a disconcerting aura that distracts people and puts them on edge.</em></p><p><strong>Tier:</strong> Heroic.</p><p><strong>Prerequisites:</strong> Navigator, Con 15.</p><p><strong>Benefit:</strong> Any foe must pass a saving throw vs. fear to shift through your threatened area. If the saving throw is failed you may make an opportunity attack against it. If the foe has hit you with an attack in the same turn that it shifts, it gains a +5 morale bonus to it's saving throw. Once a creature has passed this save it will ignore your eerie presence for the remainder of the encounter.</p><p></p><p><strong>ESP</strong></p><p><em>You have a sixth sense that detects the presence of life around you.</em></p><p><strong>Tier:</strong> Heroic.</p><p><strong>Prerequisites:</strong> Psionic power source and trained in Perception.</p><p><strong>Benefit:</strong> As a standard action, you can detect the presense of living Natural creatures within a Blast 5. This power will detect invisible creatures, but only tells you which direction the lifeform is in, not how far away from you it is (ie this does not tell you exactly which square an invisible creature is in).</p><p>Increase the blast size to 10 at 11th level and 15 at 21st level.</p><p></p><p><strong>Heritage of the Seer</strong></p><p><strong>Tier:</strong> Heroic</p><p><strong>Prerequisites:</strong> Sirian: Family of the Blessed, Navigator, Temporal Influence class feature</p><p><strong>Benefit:</strong> You grant allies within 10 squares of you a +2 racial bonus to initiative. </p><p></p><p><strong>Spectral Hunter</strong></p><p><strong>Tier:</strong> Heroic</p><p><strong>Prerequisites:</strong> Averoux, Navigator, Spatial Influence class feature</p><p><strong>Benefit:</strong> Once per encounter, when you use your <em>Move with the Pack</em> racial feature, you can teleport up to your Charisma modifier squares instead of shifting.</p><p></p><p><strong>Latent Empath</strong></p><p><em>You can sense the surface emotions of others.</em></p><p><strong>Tier:</strong> Heroic.</p><p><strong>Prerequisites:</strong> Psionic power source and trained in Insight.</p><p><strong>Benefit:</strong> You gain a +1 feat bonus to Bluff, Diplomacy and Insight. If you are touching someone when they make a bluff check, you gain a +5 feat bonus to insight for your opposing check.</p><p></p><p><strong>Star Burst</strong></p><p><em>With enormous physical strain, you can end your conjourations with a bang.</em></p><p><strong>Tier:</strong> Heroic.</p><p><strong>Prerequisites:</strong> Navigator, Cha 15.</p><p><strong>Benefit:</strong> You can dismiss a sustain minor Navigator Warp with the conjuration keyword as a standard action. If you do, the conjuration explodes as a burst 1 Constitution vs. Reflex attack that deals 1d6 + 1 radiant damage. </p><p>At 11th level the damage increases to 2d6 + 2. At 21st it increases to 3d6 + 3.</p><p>If the conjuration occupies more than one square, you choose which square is the origin square for the star burst.</p><p></p><p><strong>Unnerving Eyes</strong></p><p><strong>Tier:</strong> Heroic</p><p><strong>Prerequisites:</strong> Navigator, Cha 13, Warp Sight class feature</p><p><strong>Benefit:</strong> You gain the use of the <em>Unnerving Eyes</em> encounter power.</p><p>[sblock=Feat Power]</p><p><span style="color: red"><span style="font-size: 12px"><strong>Unnerving Eyes</strong></span></span> Feat Power</p><p><em>When enemies look into your eyes, they see the immensity of the universe staring back at them, for most, that is too much to handle.</em></p><p>_______________________</p><p><strong>Encounter ✦ Charm, Fear</strong></p><p><strong>Immediate Interrupt Ranged</strong> 10</p><p><strong>Trigger:</strong> An enemy within range that can see you, and you can see, hits you with a ranged attack.</p><p>_______________________</p><p><strong>Effect:</strong> The target takes a -4 to all ranged attack (including the triggering attack) until the end of it's next turn.</p><p><strong>Special:</strong> You must have the <em>unnerving eyes</em> feat to use this power.</p><p>After using this power, you loose the benefits of the <em>Warp Sight</em> class feature until you take a short or extended rest. </p><p>[/sblock]</p><p style="text-align: center"><span style="font-size: 12px"><strong><u>Equipment</u></strong></span></p><p></p><p><strong>Psychic Amplifiers</strong></p><p>If you are a member of a class that can use a psy-amp as an implement, you can apply the enhancement bonus of a psy-amp to the attack rolls and damage rolls of any of your powers from that class that have the implement keyword, and you can use a psy-amp's properties and powers. Members of other classes gain no benefit from wielding a psy-amp.</p><p></p><p>A psychic amplifier is an item of technology that is made of two parts; the first is a small electronic node which attatches to the base of the skull or the temple of the user, it scans the wearers brain and syncronises itself with their brainwaves, once this is acheived the device amplifies the specific brainwaves that control psychic abilities. The second part of a psy-amp is a small, heavy rod that sits comfortably in the hand. Via a wireless connection with the node, the rod focuses the amplified brainwaves, increasing accuracy. As with most other implements, you cannot make melee attacks with a rod.</p></blockquote><p></p>
[QUOTE="Fragsie, post: 4730578, member: 83065"] [center][size=3][U][B]Feats[/B][/U][/size][/center] [B]Eerie Presence[/B] [I]Your disconnection from the normal space-time flow gives you a disconcerting aura that distracts people and puts them on edge.[/I] [B]Tier:[/B] Heroic. [B]Prerequisites:[/B] Navigator, Con 15. [B]Benefit:[/B] Any foe must pass a saving throw vs. fear to shift through your threatened area. If the saving throw is failed you may make an opportunity attack against it. If the foe has hit you with an attack in the same turn that it shifts, it gains a +5 morale bonus to it's saving throw. Once a creature has passed this save it will ignore your eerie presence for the remainder of the encounter. [B]ESP[/B] [I]You have a sixth sense that detects the presence of life around you.[/I] [B]Tier:[/B] Heroic. [B]Prerequisites:[/B] Psionic power source and trained in Perception. [B]Benefit:[/B] As a standard action, you can detect the presense of living Natural creatures within a Blast 5. This power will detect invisible creatures, but only tells you which direction the lifeform is in, not how far away from you it is (ie this does not tell you exactly which square an invisible creature is in). Increase the blast size to 10 at 11th level and 15 at 21st level. [b]Heritage of the Seer[/b] [B]Tier:[/B] Heroic [B]Prerequisites:[/B] Sirian: Family of the Blessed, Navigator, Temporal Influence class feature [B]Benefit:[/B] You grant allies within 10 squares of you a +2 racial bonus to initiative. [b]Spectral Hunter[/b] [B]Tier:[/B] Heroic [B]Prerequisites:[/B] Averoux, Navigator, Spatial Influence class feature [B]Benefit:[/B] Once per encounter, when you use your [I]Move with the Pack[/I] racial feature, you can teleport up to your Charisma modifier squares instead of shifting. [B]Latent Empath[/B] [I]You can sense the surface emotions of others.[/I] [B]Tier:[/B] Heroic. [B]Prerequisites:[/B] Psionic power source and trained in Insight. [B]Benefit:[/B] You gain a +1 feat bonus to Bluff, Diplomacy and Insight. If you are touching someone when they make a bluff check, you gain a +5 feat bonus to insight for your opposing check. [B]Star Burst[/B] [I]With enormous physical strain, you can end your conjourations with a bang.[/I] [B]Tier:[/B] Heroic. [B]Prerequisites:[/B] Navigator, Cha 15. [B]Benefit:[/B] You can dismiss a sustain minor Navigator Warp with the conjuration keyword as a standard action. If you do, the conjuration explodes as a burst 1 Constitution vs. Reflex attack that deals 1d6 + 1 radiant damage. At 11th level the damage increases to 2d6 + 2. At 21st it increases to 3d6 + 3. If the conjuration occupies more than one square, you choose which square is the origin square for the star burst. [B]Unnerving Eyes[/B] [B]Tier:[/B] Heroic [B]Prerequisites:[/B] Navigator, Cha 13, Warp Sight class feature [B]Benefit:[/B] You gain the use of the [I]Unnerving Eyes[/I] encounter power. [sblock=Feat Power] [color=red][size=3][b]Unnerving Eyes[/b][/size][/color] Feat Power [i]When enemies look into your eyes, they see the immensity of the universe staring back at them, for most, that is too much to handle.[/i] _______________________ [b]Encounter ✦ Charm, Fear[/b] [b]Immediate Interrupt Ranged[/b] 10 [b]Trigger:[/b] An enemy within range that can see you, and you can see, hits you with a ranged attack. _______________________ [b]Effect:[/b] The target takes a -4 to all ranged attack (including the triggering attack) until the end of it's next turn. [b]Special:[/b] You must have the [i]unnerving eyes[/i] feat to use this power. After using this power, you loose the benefits of the [i]Warp Sight[/i] class feature until you take a short or extended rest. [/sblock] [center][size=3][b][u]Equipment[/u][/b][/size][/center] [B]Psychic Amplifiers[/B] If you are a member of a class that can use a psy-amp as an implement, you can apply the enhancement bonus of a psy-amp to the attack rolls and damage rolls of any of your powers from that class that have the implement keyword, and you can use a psy-amp's properties and powers. Members of other classes gain no benefit from wielding a psy-amp. A psychic amplifier is an item of technology that is made of two parts; the first is a small electronic node which attatches to the base of the skull or the temple of the user, it scans the wearers brain and syncronises itself with their brainwaves, once this is acheived the device amplifies the specific brainwaves that control psychic abilities. The second part of a psy-amp is a small, heavy rod that sits comfortably in the hand. Via a wireless connection with the node, the rod focuses the amplified brainwaves, increasing accuracy. As with most other implements, you cannot make melee attacks with a rod. [/QUOTE]
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