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digiman619
2016-02-15, 06:37 PM
The Ultimate Psionics book brought psionics, something I was always interested in, back to Pathfinder in a new and interesting way. Not only did have a slew of new classes and archetypes for them, it had psionic archetypes for the core classes from the Core Rulebook. It didn't, however, have any for the base classes from the Advanced Player Guide, Ultimate Combat, and Ultimate Magic; so I have attempted to make archetypes or other class options for them (except for the alchemist; I couldn't figure out how to do the alchemist without making an alternate class, and I'm not up for that).


Astral Summoner (Summoner Archetype)
An astral summoner takes a page from the shaper; mixing their ectoplasmic mastery with the otherworldly eidolon they summon.
Astral Construct: Starting at 1st level an astral summoner can manifest astral construct as a psi-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power is treated as being augmented by two additional points. At 19th level, you can manifest True Metamorphosis this way, and you can cast it targeting either yourself or your eidolon (obviously you can use this version while your eidolon is summoned). Furthermore, whenever you cast summon monster, you can use a higher spell slot to give the summoned monster a choice from astral conscruct menu A, two level slots to make a choice from menu B or three slots to make a choice from menu C (you can divide these into lesser choices as normal). If you summon mulitple creatures with that spell, you must choose the same menu choice for all of them. This replaces summon monster.
Summoner's Call: At 2nd level, whenever you cast a spell of the summon subschool (and not with your summon monster ability), if you maintain psionic focus, the duration lasts 1 round longer, plus 1 round for every 4 astral summoner levels you possess. Furthermore, whenever you cast a spell this way, choose a menu A option from the astral construct list and each monster summoned that way has that option. At 8th level, you may choose a menu B option instead, and at 14th level you may choose a menu C option. This replaces bond senses.
Focused Fury: At 6th level, as long as you maintain psionic focus, your eidolon gets a +2 bonus to attack and damage rolls. Furthermore, you can expend you psionic focus to automatically confirm a critical hit your eidolon makes. This replaces Maker's Call.
Focused Defense: At 10th level, as long as you maintain psionic focus, your eidolon has DR 3/-. If your eidolon already has damage resistance, you can either use this DR instead or add 3 points to its existing DR. Furthermore, you can expend your psionic focus to have your eidolon ignore all damage from one attack or to automatically make one save. This replaces Aspect.
Aspect: At 14th level, you gain the aspect class feature normally gained at level 10. This replaces Life Bond.
Astral Summoner Evolutions: An astral summoner can choose the following evolutions for their eidolon:
1 Point Evolution: Menu A choice: Your eidolon gains a choice from the astral construct menu A. You can choose this evolution multiple times.
2 Point Evolution: Menu B choice: Your eidolon gains a choice from the astral construct menu B. You can't divide this into two menu A choices. You can choose this evolution multiple times.
4 Point Evolution: Menu C choice: Your eidolon gains a choice from the astral construct menu C. You can't divide this into two menu B choices. You can choose this evolution multiple times.


Fearsome Templar (Inquisitor Archetype)
While a normal inquisitor is a force of faith that drives fear into the heretics, a fearsome templar takes a page from the dread; using fear as a focus for their powers.
Manifesting: A fearsome templar has the power points per day of a dread and the powers known of a marksman. A fearsome templar chooses their powers from the dread list. A fearsome templar's bonus power points and save DCs are calculated with Wisdom. Furthermore, any class features that refer to casting spells refers instead to manifesting powers. This replaces spells.
Discipline: While a fearsome templar still holds their faith and creed seriously, they get their power from a psionic focus instead. The fearsome templar chooses a psion discipline and gains all the abilities of that discipline, but doesn't gain access to its power list. This replaces domain.
Talents: A fearsome templar learns 2 talents from the dread talent list. This doesn't count toward your powers known. This replaces orisons.
Aura of Fear (Su): At 3rd level, a fearsome templar radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a fearsome templar with this ability. This ability functions only while the fearsome templar remains conscious, not if she is unconscious or dead. This replaces solo tactics.
Bonus Feats: At 3rd level and every three levels thereafter, a fearsome templar gains a bonus psionic feat that they qualify for. This replaces teamwork feats.
Immersed in Fear: At 8th level, a fearsome templar is immune to fear (mystical or otherwise). This ability functions only while the fearsome templar remains conscious, not if she is unconscious or dead.This replaces second judgement.
Second Judgement: At 12th level, the fearsome templar gets the second judgement normally gained at 8th level. This replaces greater bane.
Greater Bane: At 14th level, the fearsome templar gets the greater bane normally gained at 12th level. This replaces exploit weakness.
Exploit Weakness: At 16th level, the fearsome templar gets the exploit weakness normally gained at 14th level. This replaces third judgement.


Mind Witch (Witch Archetype)
A familiar isn't the only source a witch can tap, a mind witch uses the power of her psycrystal to gain eldritch power.
Manifesting: A mind witch has the powers known and power points per day as a wilder and chooses powers from the psion/wilder power list. A mind witch's bonus power points and saving throws are calculated with Intelligence. This replaces spells.
Psycrystal: A mind witch gets Psycrystal Affinity as a bonus feat. Any class feature that mention the witch's familiar now refer to the psycrystal. While this makes it impossible to learn new spells (or powers for that matter), it does let your psycrystal contact other mind to manifest powers you don't know rather than doing it yourself. This replaces witch's familiar.
Talents: A mind witch gets a single level 0 talent. This doesn't count toward your powers known. This replaces cantrips.
Subconscious Banishment: At 4th level, a mind witch can manifest subconscious banishment as a psi-like ability twice per day. This replaces the 4th level hex.
Ectoplasmic Form: At 8th level, a mind witch can manifest ectoplasmic form as a psi-like ability twice per day. This replaces the 8th level hex.
Fear Cascade: At 12th level, a mind witch can manifest fear cascade as a psi-like ability twice per day. This replaces the 12th level hex.

Mental Magus (Magus Archetype)

The psychic warrior isn't the only one to marry the disciplines of the mind and the blade. A mental magus takes the tradition of the magus and turns it toward psionic ends.
Manifesting: A mental magus has the power points per day a psychic warrior and the powers known of a wilder. Your powers are taken from the psychic warrior power list, however. Saving throws against your powers and bonus power points are calculated with Intelligence. A mental magus still suffers arcane spell failure when manifesting in medium or heavy armor unless they have the they have the Medium Armor or Heavy Armor class features respectively. Furthermore, any magus class feature that refers to casting a spell instead refers to mainfesting a power, those refering to metamagic feats with equivilent metapsionic feats, and those refering to magic items with equivilent psionic items. This replaces spells.
Talents: A mental magus gains two level 0 talents. They don't count towards the mental magus's powers known. This replaces cantrips.
Magus Arcana: A mental magus can't choose the broad study or familiar magus arcana, but they can take the following magus arcana instead:
Psionic Arcana: You can choose any psionic feat you qualify for as a bonus feat. You can choose this magus arcana up to three times.
Psycrystal: You get Psycrystal Affinity and Improved Psycrystal as a bonus feats.
Arcane Conversion: At 4th level, you learn to meld your two sources of eldritch power; As a swift action, you can convert 1 point from your arcane pool into 2 power points or vice versa. You can't convert more power points than your manifester level into your arcane pool in one turn, or more than half your manifester level level of arcane points into power points in one turn. You can't have more points in your arcane pool than your maximum or more power points than your maximum. This replaces spell recall.
Bonus Feats: At 5th level, and every six levels thereafter, you can take a item creation, metapsionic, or psionic feat. This modifies bonus feats.
Warrior's Path: At 7th level, you can choose a warrior's path and gain the the powers, trance and manuever of that path. Those powers don't count toward your powers known. Your effective psychic warrior level for your trance and manuever is equal to your magus level -4. This replaces knowledge pool.
Improved Arcane Conversion: At 11th level, whenever you convert points from your arcane pool, you get three power points instead of two. These power power points can't be converted to arcane pool points. Furthermore, your maximum arcane pool is increased by an amount equal to half your magus level and your maximum power points are increased by your magus level. This doesn't increase your arcane pool or power points per day, but any effect that would add points to your arcane pool or power points treats that as as its maximum. This replaces improved spell recall.
Greater Expanded Knowledge: At 19th level, you choose seven powers from other classes' power lists that aren't on the psychic warrior power list. You must choose one power from each level 0-6. The powers don't need to be from the same power list; furthermore, if the power is on multiple lists, you can choose it on any applicible level. For example, if you chose flight as your 4th level power, you can choose pierce the veils for your 5th level power, because it's a 5th level power for cryptics and dreads. They don't count toward your powers known. This replaces greater spell access.

Order of the Mind (Cavalier and Samurai Order)
The order of the mind was originally an offshoot of the order of the tome; but everything changed when they found the Codex of War. The eldritch tome, which was the foundation of the War Minds (Ultimate Psionics, pg 385), led them down a path of psionic awakening. They have since pledged themselves to mystics, ascetics and those who undergo a path of self-discovery as they did.
Edict: Those of the order of the mind must protect innocent and noncombatant mystics. This includes most monks, druids, rangers, oracles, psions, psychic warriors and wilders, as well as other mystic or ascetic characters at the GM's discretion. This means that enemies with those classes must be offered the chance to surrender, and you must accept the surrender of such enemies. If such an enemy surrenders, then attacks later, they have proven they are neither innocent or noncombatants, so further surrenders need not be accepted.
Challenge: Whenever an order of the mind issues a challenge, the target gets a -1 on attack rolls for any other target but you. This penalty increases by 1 for every 4 cavalier/samurai levels you possess.
Skills: A member of the order of the mind adds Autohypnosis and Knowledge (psionics) as class skills. They also get Wild Talent as a bonus feat.
Order Abilities: A member of the order of the mind gains the following abilities as they increase in level.
Defensive Precongintion: At 2nd level, as long as you maintain psionic focus, you get a +1 insight bonus to your AC. Furthermore, you can expend your psionic focus to get a +4 insight bonus to your AC against one attack.
Feat Mastery: At 8th level, you get a combat or psionic feat that you qualify for. Furthermore, at the beginning of each day, you may swap it for another combat or psionic feat. You can't use this feat as a prerequisite or requirement, as it is an impermanent part of your abiliites.
Dimentional Swap: At 15th level, as a full-round action, you can manifest dimension swap as a psi-like ability. You can only use it to swap places with an ally, and you automatically know if an ally will be willing before you spend the full-round action.

Psionic Mystery (Oracle Mystery)
Wild Talent: A oracle of the psionic mystery gains Wild Talent as a bonus feat.
Class Skills: An oracle with the psionic mystery adds Autohypnosis, Knowledge (psionics), Perception and Use Magic Device to their list of class skills
Bonus Spells: charm person (2nd), detect thoughts (4th), seek thoughts (6th), charm monster (8th), telepathic bond (10th), mass suggestion (12th), insanity (14th), mind blank (16th), foresight (18th).
Revelations: An oracle with the psionic mystery can choose from any of the following revelations.
Breach Spell Resistance: Whenever you cast a spell, you can expend your psionic focus to add your Wisdom modifier on caster level checks to overcome spell resistance. At 5th level, and every 5 level thereafter, this bonus increases by 1.
Combat Precognition: As long as you maintain psionic focus, you get a +1 bonus to attack and weapon damage rolls. At level 5, and each 5 levels thereafter, these bonuses increase by 1. Furthermore, you can expend your psionic focus to automatically confirm a critical threat.
Divine Tattoo: You gain Scribe Tattoo as a bonus feat. You use your oracle spells rather than powers for this feat. You must be at least 3rd level to take this revelation.
Ectoplasmic Skin: You summon a layer of ectoplasm that grants a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor gets 2 customization points from the aegis' astral suit class feature. You can reassign these points each day when you regain your spells. You can use this ability for 1 hour per day per oracle level. The duration need not be consecutive, but they must be spent in 1-hour increments.
Health Sense: A psionic oracle may, as a swift action, choose one character they can see within 60 feet. You learn how many hit points (in percentages of 10) that being has left. At 7th level you can choose two characters within range. At 11th level, you choose three characters in range and you learn the exact number of HP they have left. At 15th level, you learn the HP of each person you can see. At 19th level, you automatically know the remaining HP of each person within 30 feet from you, even those you can't see. This effectively grants you blindsense within 30 feet, but only for characters, not the terrain.
Phase out of Reality: You can enter an altered level of reality for a number of rounds per day equal to half your oracle level. These rounds need not be consecutive. You can always use a lesser version of this ability if you choose, but that won't affect the number of rounds you can use it. At 5th level, this functions as invisiblity. At 9th level, this functions as greater invisiblity. At 13th level, this functions as ethereal jaunt. At 19th level, this functions like time stop. You must be at least 5th level to select this revelation.
Psionic Feat: You can choose any psionic feat you qualify for as a bonus feat.
Psionic Item Focus: As long as you maintain psionic focus, you get a bonus equal to half your oracle level (minimum +1) on Use Magic Device checks to use psionic items.
Telepathic Focus: As long as you maintain psionic focus, enchantment spells you cast get a +1 bonus to their DCs. This doesn't stack with Spell Focus (enchantment). At 5th level, you can expend your psionic focus to cast an enchantment spell as though it was modified by the Still Spell feat. At 9th level, you can expend your psionic focus to cast an enchantment spell as though it was modified by the Extend Spell feat. At 13th level, you can expend your psionic focus to cast an enchantment spell as though it was modified by the Quicken Spell feat. At 17th level, you can expend your psionic focus to cast an enchantment spell as though it was modified by the Extend Spell and the Maximize Spell feat
Vitalist Power: Choose a power on the vitalist power list that whose level is less than or equal to the highest level spell you can cast. You can manifest it as a psi-like ability once per day. At 5th level, and each five levels thereafter, you can replace it with higher level power. For each level that the power is less than the highest level power you can cast, you may manifest it an additional time per day. For example, a 15th level oracle can cast 7th level spells, so if you chose oak body (a 7th level power), you can manifest it once per day. If you chose inertial barrier (a 4th level power), you can manifest it four times per day.
FInal Revelation: Upon reaching 20th level, you ascend to a being a pure thought. You can turn intangible or material as a swift action. Furthermore, you cannot die from old age, but can be killed via poison, combat, magic and the like. You still accrue age penalties and bonuses to your ability scores, but neither apply while you are intangible; those are weaknesses of the flesh and only apply while incarnated.

Psychic Gun (Gunslinger Archetype)
Psionic Training: A psychic gun gets Wild Talent as a bonus feat at 1st level. This replace the deadeye deed.
Psychic Grit: A psychic gun can use power points in place of grit, but can't use more power points per day this way than your psychic gun class levels. Even though you are using PPs in place of grit, you don't actually convert them into grit, so deeds that refer to having 1 grit left don't function if you have 0 grit, but have power points left. This replaces the quick clear deed.
Deeds: The psychic gun swaps out a quartet of deeds, alowing a psychic gun to fire psionic energy. These deeds' costs can't be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs. Furthermore, you qualify for the psionic deeds from the marksman's kaigun archetype.
Energy Shot: At 3rd level, as long as you have 1 grit point, you can manifest energy ray from your gun, though you still expend your ammunition and need to reload as appropriate. Futhermore, you can spend 1 grit to manifest energy missile from your gun in the same way. You use your firearm's range rather than the range of the power. You may use this ability as part of an iterative attack. This replaces the pistol whip deed.
Improved Energy Shot: At 7th level, whenever you hit a foe with your firearm attack (regardless of if it was an energy shot or not), you can spend 2 grit points to mainfest energy burst, with the effect centered the target. This replaces the startling shot deed.
Greater Energy Shot: At 11th level, you can spend 2 grit points to manifest energy ball from your gun, though you still expend your ammunition and need to reload as appropriate. You may use this ability as part of an iterative attack. This replaces the expert loading deed.
Augmented Energy Shot: At 15th level, whenever you manifest an energy shot from your gun, you may spend additional grit to augment those powers. For the purpose of this ability, treat it as though you paid the full amount of power points to manifest it, your manifester level is equal to your gunslinger level, and that each grit point counts as 2 PP to augment it. You can also augment them with power points, but since you don't actually convert them into grit, they only count as 1 PP to augment them this way. This replaces the slinger's luck deed.
Cheat Death: At 19th level, you gain the cheat death deed which functions identically to the standard deed, but while you need not spend power points to use it, you can't use power points in lieu of grit until you have at least 1 grit. This modifies the cheat death deed.
Style Ability: At 4th level, choose a marksman style. Your effective marksman level is equal to your psychic gun level-1. This replaces bonus feats and Gun training.
GM's Note: You might be will to let these powers be shot multiple range increments, but if you do, I'd suggest that each penalty they'd have to make that shot normally now applies to the save DC of the power, and that powers shot this way have a successful save negate the damage rather than the normal half damage save, because now the power could miss.

Shinobi (Ninja Archetype)
The Shinobi is a rare breed; a variation of a variation. Shinobi fuse the mystic alternate of the rouge with the psionic nature of the psychic warrior. They are even more secretive than the standard ninja, and many believe they are nothing but a fairy tale.
Class Skills: The shinobi adds Autohypnosis (Wis) as a class skill.
Psionic Training: An shinobi unlocks his psionic power and learns to use it in combat. The shinobi gains the Wild Talent and Psionic Weapon or Psionic Shot feats as bonus feats, even if they don't qualify for them. This ability replaces poison use.
Psychic Knack: At 3rd level, choose a 1st level psychic warrior power. You can use that power as a psi-like ability once per day with an effective manifester level equal to your shinobi level. Furthermore, at 6th level, and every three levels thereafter, you choose a psychic warrior power one level higher (2nd at 6th level, 3rd ath 9th level, etc.). This replaces no trace.
Ki Psionics: At 4th level, a shinobi can use his ki points in place of power points for special abilities including manifesting powers (such as those that might be gained from multiclassing) or racial abilities like the elan’s resilience ability. In addition, the shinobi can manifest the powers from your psychic knack class feature, or the minor psionics or major psionics rouge talents, by paying ki points equal to the power's level. For example, if you chose body adjustment as your 2nd level power, you could spend 2 ki points to manifest it. Manifesting it this way is in addition to its once per day use. This ability replaces uncanny dodge.
Uncanny Dodge: At 8th level, the shinobi gets the uncanny dodge ability normally gained at 4th level. This replaces Improved Uncanny Dodge.


And as a bit of fun...

Soulbuckler (Soulknife Archetype)
Weapon and Armor Proficiencies: A soulbuckler loses medium armor proficiency.
Rapier Wit: This functions like a mind blade, but the it can only be a light or one-handed slashing weapon, and you can't split it into two weapons. A soulbuckler can use a crystal hilt as a crystalline focus. This replaces mind blade, but counts as mind blade for requirements and prerequisites.
Panache: At 1st level, a soulbuckler gains a panache pool as a swashbuckler of an equal level. Any reference to a light or one-handed slashing weapon refers to your rapier wit instead (though it'll be still be one unless you take the alter mind blade blade skill). This replaces the bonus feat gained at 1st level.
Shape Mind Blade: This function as as the standard ability except that a soulbuckler cannot change the type of damage the rapier wit deals unless they have the alter mind blade skill. This modifies shape mind blade.
Blade Skills: A soulbuckler cannot take the following blade skills: emulate ranged weapon, enhanced range, expand shield, tower mind shield, tower shield skill, two handed throw, or any blade skill that refers to having two mind blades. The soulbuckler gets the following skills instead:
Alter Mind Blade: In addition to the standard benefits it gives, you can also change the damage type your rapier wit deals.
Deed: You gain one swashbuckler deed or dare (see Advanced Class Guide, pg 94). You can't choose a deed that a swashbuckler your level or lower doesn't get; i.e., since a swashbuckler gets superior feint at 7th level, you couldn't choose it until you were at least 7th level. Unless your GM says otherwise, you can't choose deed from archetypes, only from the standard class. You may take this blade skill multiple times
Emulate Melee Weapon: You can only emulate a light or one handed weapon this way. Furthermore it must do slashing damage unless you have the alter mind blade blade skill.
Panache Feat: You get a panache feat you qualify for. You may take this blade skill up to three times.

I didn't include the Occult classes, as they don't really fit with psionics in my opinion. Any thought would be appreciated.

digiman619
2016-02-16, 06:53 AM
I know people saw these. I'd really like some feedback!

digiman619
2016-02-16, 11:23 PM
One last try to get feedback on my homebrew. Tell me it's good; tell me it's bad, something!

VoodooPaladin
2016-02-17, 12:50 AM
Relax, it's only been a day. Critiquing an archetype requires pulling out the SRD and actually counting out the resultant class, at least for anyone not intimately familiar with Pathfinder.

First thing: your formatting's broken. The Mental Magus title is inside the Mind Witch description.

As written, Mind Witch does not gain new spells for level advancement. As such, it is perpetually stuck with first-level spells. Gonna want a workaround for that. My advice is to either go with 'while this makes it impossible to learn spells above those gained by level' or to try for something more complex. For example, a restricted list of psi-like powers and spells that are cast through the telepathic reach of your psicrystal.

Astral Summoner... I'm not certain, but this looks really powerful. Bond Senses gets replaced by 20' flight speed to all your summons, or Power Attack if you can think of a big one with an absurd Strength score. At higher levels, you're handing out free Pounce or Poison Touch instead. That's a big power up! And how does this apply to Trip, if your summon has no Slam attack?

Psychic Gun isn't very clear. No problem with the substitutions, but aren't Psionic Training and and Psychic Grit also replacing deeds, and should thus be under 'Deeds' as well? I'm just going to assume all of the various 'energy missile' and 'energy ray' are powers and that such effects clear the mechanics test for now.

That's just what I could do without heavy lifting. I'm rather unfamiliar with most of Pathfinder, and can't do much myself without help. Perhaps if you were to link to relevant material in the Pathfinder System Reference Document (http://www.d20pfsrd.com/) when you bring it up, it would alleviate some difficulty on this side of the equation?

pi4t
2016-02-21, 02:00 PM
Mental Magus:

Firstly the formatting is broken, as Voodoo Paladin notes above.

Manifesting: Psionics doesn't suffer arcane spell failure in any circumstances I know of, so it seems...odd to specifically make a class/archetype which is designed for gishing suffer from it. Would it be better to just remove the spell failure, and give medium and heavy proficiencies at the appropriate levels?

Greater expanded knowledge: Apart from the fact that there's no expanded knowledge class ability, which is confusing (yes, I'm aware of the feat, but you aren't necessarily taking the feat), why specifically say the powers can't be on the PsyWar power list? If the player wants to take something on there, why stop him?

Kamai
2016-02-21, 08:13 PM
Mind Witch:
I'd have to get a good look at the Psion/Wilder power list, but I'm not sure enough that it can pull the divine/arcane mix that the standard witch can, especially without Expanded Knowledge. You've also need to add a replacement to Patron Spells.

Mental Magus:
I know this uses the base abilities of the Magus, but changing his list to the psychic warrior's list really doesn't catch part of the spirit of the Magus. Magi do appreciate self-buffs, but they still want to spell combat to burn things, which the psychic warrior only has Dissipating Touch, Dissolving Weapon, Shrapnel Burst, and Breath of the Black Dragon powers to try to do this with. This magus shouldn't need Expanded Knowledge to try to do what the arcane one does.

Psionic Mystery:
You do realize that once the user of Telepathic focus reaches 13th level, he can auto-quicken every enchantment spell that he'd want to use, and with a single feat can do that while still being able to use another spell, which is absurd for action economy. Sure, there's a lot of enchantment immunity at this point, but I don't think it's weak enough of a school to get this massive bonus.
On Vitalist Power, how sure are you (keeping psi-like rules in mind) that it's going to be fair to give it more uses per day on an ability that's automatically scaled up? This might be worth investigating giving 1 pp/level that can be used only on this psi-like.

On the psychic gun:
Energy shot: Does this function as a psi-like ability (where it's automatically manifested at maximum manifester level)? If so, I think the energy ray version might be a bit too much for being allowed on iterative attacks, even with misfire chances being harder on them than a normal gunslinger. Augmented Energy shot seems to say otherwise, but you should explicitly say how many power points these powers are being manifested with. On the other effects of Energy shot (missile, burst, and blast), these abilities right now are best used to soak up last iterative attacks, since they don't carry any penalties for iterative penalties for their save DCs. Maybe for every 2 points that the attack is penalized by for iterative attacks, your own class features, and your own feats, you decrease the save DC by 1.
Finally, you need to explicitly state what the DCs of these powers are based off of (I'm going to assume 10 + 1/2 level + Wisdom modifier).