Wild Talent Feat for 4th ed

EDIT
more tweaking :)

WILD TALENT (Heroic)
Prerequisite: None
Benefit: You have a random "wild talent", a psionic power which you innately know, but have no control over what power you are born with or manifest at puberty, it being an accident of happenstance.

Psionic Wild Talents:
All are encounter powers, Psionic, cost 1 healing surge to trigger.
Pick one (if DM allows), or roll 1d100 until to you get suitable number.

1 - Thicken Skin, minor action, your skin thickens and you gain a +2 AC bonus until the end of the encounter.
2 - Ferocity, minor action, your melee attacks do an extra 2 hp damage until end of the encounter.
3 - Psi Screech, Standard action, Pyshic, close burst 1, Int WIs or Cha (whichever is better) vs Will. On hit: Daze until end of your next turn.
4 - Acceleration, minor action, gain 2 Speed until end of the encounter.
5 - Pyrokinetics, Standard action, ranged 10, Int WIs or Cha (whichever is best) vs Fortitude, 1target,does 1d6 + best stat modifier of Int, Wis Cha fire damage, 2d6 at level 11+ and 3d6 at lvl 21+
6 - Shadow Merge, minor action, you gain concealment until the end of you next turn.
7 - Psi Port, minor action, you teleport a number of squares equal to the highest of your Int, Wis or Cha modifiers.
8 - Telekinetic Thrust, Standard Action, Psychic, Force, ranged 10, 1 target, best of Int Wis Cha vs Fortitude, 1d4 force damage and push 3 squares.
9 - Mind Blank, minor action, gain +2 on defences or saving throws against Psychic, Charm or Fear effects for 5 minutes.
10 - Chameleon Blend, minor action, gain +5 on Stealth checks for 5 minutes.
11 - Body Adjustment, minor action, you can spend a healing surge and gain an additonal +1 hp healing per level.
12 - Psychic Vampire, Standard Action, healing, Psychic, melee touch, use best of Int, WIs or Cha vs Fortitude, do 1d6 hp damage + modifier of score used, and heal same amount of damage. Damage and healing increases to 2d6+ modifier at lvl 11+ and 3d6+ modifier at lvl 21
13 - Missive, minor action, send a one-way telepathic message ot any creature you know or can see on the same plane, the message must be 25 words or less.
14 - Psi Jump, minor action,gain a +10 bonus on an Athletics check in this round to make a jump.
15 - Stone Fist, minor action, your firsts harden, unarmed attacks increase 1 die size (so increases to 1d6 for most PCs). Lasts 5 minutes.
16 - Emotion Probe, standard action, psychic, ranged 10, 1 target, best of Int Wis Cha vs WIll. You know the basic emotional state of the creature at present.
17 - Inertial barrier, minor action, you gain a +3 AC bonus against ranged weapon attacks for 5 minutes.
18 - Demoralize, Standard Action, CLose Blast 3, Psychic, Fear, best of Int Wis Cha vs Will, hit = -2 on attacks until end of your next round.
19 - Hyper Metabolism, minor action, you gain regeneration 1 until end of the encounter, at lvl 21+ it improves to regeneration 2. Fire or acid damage stops this regeneration until your next turn. If used during a short rest, you regenerate a total of 20 hps, or 40 hps at lvl 21+
21 - Catfall, you take no damage from a fall (Immediate interrupt instead of Minor action)
22 - Entangling Ectoplasm, Standard Action, Psychic, ranged 10, 1 target, best of Int Wis Cha vs Fortitude, the target is immobilized until end of your next turn.
23 - Remote Viewing, Special takes 1 minute to use, as View Location ritual (and also uses Arcana skill).
24 - Psionic Tempering, special. Takes 1 hour per pound of object to complete (it can be done in stages). Alter 1 object no larger than 40 lbs so it becomes strong and all flaws and damage removed. Bone, wood etc becomes as strong and hard as steel, but keep innate flexibility (if any).
25 - Float, (immediate interrupt or Minor action) you gain a +10 on any skill check, or +2 on any defence, to stop drowning or sinking below a surface for rest of the encounter (this includes sand, lava etc)
26 - Mind Thrust, Standard Action, range 5, 1 target best of Int WIs or Cha vs Will. 1d6+ relevant modifier damage and target is stunned until end of your next round. Damage increases to 2d6+ modifier damage at lvl 11+, and 3d6+ modifier at lvl 21+
27- Call Weapon, minor action, range 20, you teleport any visible, unnattended weapon weaighing 10lbs or less, in sight, into your hand.
28- Dark Sight, minor action, you gain Dark Vision for 5 minutes.
29 - Persuasive Aura, minor action,duration 5 minutes, you gain a +5 bonus to Bluff, Diplomacy, Intimidate and Streetwise skills for 5 minutes.
30 - Wall Waker, minor action,you can climb and cling to any solid surface no matter how slippery, even ice, for 5 minutes. Does not work though on surfaces magically warded to prevent climbing.
31 - Body Purge, Standard action,you attempt to rid yourself of all poisons and diseases, gain an immediate Endurance check vs the malady, with a bonus equal to the highest of your Int Wis or Cha modifiers, if successful, the malady is ended.
32- Immovability - minor action, until end of your next turn, you are immobile and cannot be pushed, pulled or slid.
33 - Hypercognition, minor action,, gaining complete awareness of your surroundings, including dark vision and blind sight 10, you cannot be flanked or an enemy gain Combat Advantage against you in any way, except it you are rendered uncconcious.
34 - Arrow Guide, minor action,, if you make a ranged weapon attack in this round, gain a +4 attack bonus as you guide the projectile home.
35 - Control Light, minor action, range 10, burst 5, you can increase the amount of light, from bright to total darkness for 5 minutes. Changing the amount is a standard action.
36 - Control Sound range 10, minor action, burst 5, you can increase the amount of sound, from as noisy as a crowd to total silence, for 5 minutes. You cannot control the type of sound, only it's volume. Changing the amount is a standard action.
37 - Precognition, Immdiate Interrupt, trigger: any attack, you gain a +2 to any defence against that attack, gaining warning of the danger.
38 - Detonate, range 10. Standard action, You target 1 unattended, seperate, non-magic item up to 10 lbs in weight, It explodes (destroyed), close burst 1, Best of Int Wis or Cha versus Reflex, damage 1d6+ modifier damage, 2d6+ modifier at lvl 11+ and 3d6+ modifier damage at lvl 21+
you could use this on a padlock, chain link, a lock, hinge or bolt that is attached to a door, but not on a lock inside a door, for example.


:)
 
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Hmm tbh I expect wild talents will simply be psionic class multiclass feats, with a Dark Sun Campaign rule giving everyone one of them for free, or at least that is how I would do it:)

As for the way you design it, I'd think that people would be loathe to lose a surge for a weak ability, which would see no use. Moreover I cannot say I like random that much. Wild talents were random at character creation but not when used.
 

First of all, why do both of the lists have "ritual" on them? Do you get a ritual if you roll either a 4 on the d4 or a 9-12 on the d12?

Anyway, I don't see much reason to take this feat. First of all, if you get a ritual out of this power it's almost useless - you could have gotten the Ritual Caster feat instead, and then bought all the rituals you want. And as written above there's only a 50 percent chance of not getting a ritual (3/4 * 8/12).

Second, there's a 5/6 chance that the one you get will be a different attribute than your primary attack attribute. If you have two good attributes and the rest are weak (reasonable for most builds) then there's a 2/3 chance that the power will be in one of your weak attributes.

But on the other hand if you do get a good daily that matches your attributes, it can be very useful. One possible use I can see is getting this early on and then repeatedly retraining it until you roll a power that you want. (BTW, can this feat be taken more than once?)
 

Nymrohd,
well multiclass takes 2 feats to get a power, remember :)
Multiclass feat and then you need to take a "Power Swap" feat.

Wild talents were random at character creation but not when used.
I don't get you on that bit? You'd roll for the power, but the effect is standard from PHB, of the power you get with the roll. So I'm confused??

Alex,
oops sorry about that forgot to fix the tables earlier :)

Ritual cost money, a lot of money to buy, in Dark Sun that, and written work being rare is a serious issue. ALso, WIld Talent rituals ignore money costs ot cast...
So, that's very handy, IMHO!

A bonus power is handy! You don't ge tmany powers, so a bonus one is not somehting to be sniffed at. The odds are high it's still going to be something that will give you an advantage in some fights, even if it's not your best stat. Your fighter may end up with a warlock ranged attack that sucks life from the target and gives it to the fighter...well that can be useful! or a rogue get a Close Burst ("I cast Minions Be Gone!" :p) etc.

Why does it always have to be about "power builds", and not about "fun, odd, potentially useful" etc? :)

not sure if Dark Sun PCs should automatically get a Wild Talent feat (and that'sd after years of playing Dark Sun)
 
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Multiclass feats often give some kind of power by themselves though. Apart from the cleric and warlord multiclasses, every other multiclass feat in the PHB gives you an encounter power in some form or another. I don't see why the psionic ones would be different.
 


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