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The Demented One
2008-07-02, 07:44 PM
Psion

Psions are masters of mental power. A wizard’s mystic incantations, a cleric’s prayers, a warlock’s infernal bargains–a psion has no need for such. With nothing more than the power of his mind, he can bend the world to suit his whims. A psion might be a sharp-witted scholar who can call up flames and fling stones with but a thought, a manipulative sadist who penetrates the minds of his enemies and breaks their will, or a whimsical dreamer whose whims bend time and space.

Role
Psions are suited for the controller role. They can use psychokinetic attacks to blast large areas with energy, or use telepathic powers to hinder their foes.

Power Source
Psions draw on the Psionic power source. Through sheer force of will, they can resculpt reality and control the world around them.

Key Abilities
Intelligence, Charisma, and Dexterity are all important for a Psion.

Armor Proficiencies
Cloth

Weapon Proficiencies
Dagger, quarterstaff

Bonus to Defenses
+2 Will

Hit Points at 1st level
10 + Constitution score.

Hit Points per Level Gained
4

Healing Surges per Day
6 + Constitution bonus.

Trained Skills
All Psions are trained in Psionics*. In addition, choose three more skills from the following list at 1st level (skills marked with a * are described below): Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Focus* (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)

Religion
While many psions eschew religious faiths, Ioun, the god of knowledge, still holds a considerable following among their ranks. Erathis, god of civilization, is also worshiped by a small minority. Among evil psions, Asmodeus and Vecna are commonly favored patrons.

Races
Dragonborn, Eladrin, Half-Elves, Halflings, and Humans are all suited for being Psions. Tieflings are particularly talented Psions, having the considerable mental strength required to manifest psionic powers.

Psion Class Features
All of the following are class features of the Psion.

Power Points
All Psions have access to a resevoir of mental energy, a pool of power points. A Psion receives a number of power points equal to his class level times either his Intelligence modifier or his Charisma modifier, whichever is higher. These power points can be spent to augment certain powers, as detailed in their descriptions, to use your endow power class feature, or to manifest talents, described below. After each period of extended rest, a Psion regains a number of power points equal to his class level. In addition, every time a Psion levels up, his pool of power points is fully replenished.

Hidden Potential
All Psions posses a hidden potential, a potent psychic ability they can call upon in times of need. At 1st level, choose one of the following hidden potentials:

Kinetic Manipulation
Once per encounter, when you roll a 1 on a damage dice when using one of your class powers, you may reroll it, keeping the result of the reroll even if it is another 1.

Psionic Body
Once per encounter, when you expend a healing surge, you may add your Charisma bonus to the amount of hp healed.

Speed of Thought
Once per encounter, when you move, you may move an additional number of squares equal to your Intelligence bonus.

Telepathy
You can communicate telepathically with any creature that has a language. Your telepathy’s range is a number of squares equal to your class level + your Charisma modifier.

Talents
At 1st level, you know three 1st-level talents. You learn an additional two talents at 5th level, and then again at 10th, 15th, 20th, 25th, and 30th levels. Talents are similar to rituals, except that they are psionic abilities, rather than magical rites, and that they require you to expend power points instead of material components. For more rules on talents and a list of talents, see below.

The Demented One
2008-07-02, 07:45 PM
Psion Powers

1st Level Psion Powers

At-Will Powers

Crystal Shard

A small, knife-sharp crystal manifests above the palm of your hand, before flying like an arrow at your foes.

At Will
Psionic, Conjuration
Standard Action
Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier damage.
(Increases to 4d4 + Intelligence modifier at 21st level.)
Special: This power counts as a ranged basic attack. You may use this attack whenever a power allows you to make a ranged basic attack.

Deceleration

You bend space around a foe, hindering his attempts to move through it.

At Will
Psionic
Standard Action
Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Target is slowed until the end of your next turn.

Demoralize

You project fear into the mind of your enemy, causing it to withdraw from your presence.

At Will
Psionic, Fear
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target shifts one square away from you, avoiding unsafe squares or difficult terrain if possible.

Energy Ray

With a thought, a ray of energy streaks toward your target.

At Will
Psionic
Standard Action
Ranged 10
Target: One creature
Attack: See text
Hit: 1d6 + Intelligence modifier damage
(Increases to 2d6 + Intelligence modifier at 21st level.)
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Mind Thrust

You invade the minds of your foes, psychically scarring them all.

At Will
Psionic, Psychic
Close: Blast 2
Target: Each creature in blast
Attack: Charisma vs. Will
Damage: 1d6 + Charisma modifier


Encounter Powers

Disable

You meddle with your foe’s senses, causing it to believe it has been grievously wounded.

Encounter
Psionic, Charm, Psychic
Standard Action
Ranged 10
Target: 1 creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma psychic damage and the target is weakened until the end of your next turn.

Ectoplasmic Grease

You manifest a thin layer of ectoplasm on the ground beneath your foes, causing them to slip and lose their balance.

Encounter
Psionic, Conjuration
Standard Action
Area: Burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 damage from fall and the target is knocked prone
Special: This power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

Sensory Overload

You feed false sensory information to one of your enemies, overloading its senses and rendering it dazed.

Encounter
Psionic, Charm, Psychic
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage and the target is dazed until the end of your next turn.

Telekinetic Dagger

With sheer force of will, you telekinetically slash at your foes, splattering them with plade.

Encounter
Psionic, Force
Standard Action
Close: Blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage

Telekinetic Push

[i]You lift your enemy with telekinetic force, and fling it about like a rag doll.

Encounter
Psionic, Force
Standard Action
Ranged 10
Target: One Large or smaller creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier force damage, and you slide the target 2 squares.


Daily Powers

Astral Construct

You conjure up a brutish figure formed of ectoplasm, and set it on your foes.

Daily
Psionic, Conjuration
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier
Effect: You conjure a Medium astral construct that immediately attacks a single creature adjacent to it. In subsequent rounds, you can direct the construct to move up to 6 squares and make another attack as a move action. The astral construct remains until the end of your next turn.
Sustain Minor: The astral construct persists.
Augment: You can augment the astral construct power by spending two of your power points. If you do, you may give your construct one of the following abilities:
Astral Projection: Your astral construct is not an actual physical construct, but merely a pseudoreal mental projection. Its attacks are Charisma vs. Will instead of Intelligence vs. AC, and it deals 1d10 + Charisma modifier psychic damage. If you use this augment, this power loses the conjuration descriptor and gains the psychic descriptor.
Celerity: Your astral construct’s movement speed increases by two squares to a total of 8.
Might: Your astral construct’s attacks deal 2d8 + Intelligence modifier damage.

Entangling Ectoplasm

You engulf your enemies in thick, slimy ectoplasm, restricting their movement.

Daily
Psionic, Conjuration
Standard Action
Area: Burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: Target is slowed (saving throw ends).

Icy Siphon

[i]You drain the heat from one of your enemy’s bodies, causing a rime of ice to form over it, hindering its movement.

Daily
Psionic, Cold
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier cold damage and the target is immobilized until the end of your next turn.
Effect: The target takes a -2 penalty to Fortitude defense (save ends).

Matter Agitation

You telekinetically agitate the molecules that make up one of your enemy’s body, causing it to spontaneously combust.

Daily
Psionic, Fire
Standard Action
Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage and ongoing 5 fire damage (saving throw ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage and ongoing 5 fire damage (saving throw ends).
Miss: Half damage, and ongoing 2 fire damage to primary target (saving throw ends). No secondary attack.
Augment: You can augment the matter agitation power by spending two power points. If you do, and the primary attack misses, then you can still make a secondary attack. You must choose whether or not to augment the power before you make the attack roll.

Swarm of Crystals

You manifest and fire a single crystal. Halfway through its flight, it shatters into a cloud of crystalline needles, which splits, heading towards two different enemies.

Daily
Psionic, Conjuration
Standard Action
Ranged 20
Target: 2 creatures within 3 squares of each other
Attack: Intelligence vs. AC. Make two attack rolls, and use the higher against both targets.
Hit: 2d6 + Intelligence modifier.



2nd level Psion Powers

Dimension Swap

Space warps around you and one of your allies, allowing you to change positions.

Encounter
Psionic, Teleportation
Move Action
Ranged 10
Target: One ally
Effect: You and the targeted ally are both teleported to each other’s locations, swapping places.

Empathy

You touch the mind of the person before you, discovering just what you need to say to them.

Encounter
Psionic
Minor Action
Personal
Effect: You gain a +5 bonus on the next Bluff, Diplomacy, or Intimdate check you make this encounter.

Read Thoughts

You penetrate the thoughts of the person before you, reading what they are thinking as if they were a book.

Encounter
Psionic
Standard Action
Ranged 10
Attack: Charisma vs. Will
Hit: You are able to tell what the target is currently thinking, reading its surface thoughts. Creatures targeted by this power are not aware of your attempt to read their minds.
Sustain Standard: You may target another creature within range, making a Charisma vs. Will attack and reading its surface thoughts on a hit. Once you miss on an attack roll, this power’s duration is over.

Thought Shield

You raise a barrier of mental force around yourself, defending both your body and mind.

Encounter
Psionic
Immediate Interrupt
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Will defense until the end of your next turn.
Augment: You can augment the thought shield power by spending three power points. If you do, its trigger changes to any ally within 10 squares is hit by an attack, its range changes to ranged 10, and its target changes to one ally.


3rd-level Psion Powers

Concussion Blast

You unleash a wave of force, battering your enemies.

Encounter
Psionic, Force
Standard Action
Close: Burst 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier force damage.

Energy Missile

You fire two spheres of energy, which explode in gleaming blasts upon impact.

Encounter
Psionic
Standard Action
Ranged 10
Target: Up to two creatures
Attack: See text
Damage: 1d10 + Int damage.
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. You may choose to have each missile deal a different type of damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die
Augment: You can augment the energy missile power by spending five power points. If you do, you fire three, instead of two, missiles. At 12th level, this changes to four missiles, and at 24th level, this changes to five missiles.

Mental Disruption

You lash out at the minds of your enemies with whip-like psychic force, stopping them dead in their tracks.

Encounter
Psionic, Charm, Psychic
Standard Action
Close: Blast 5
Target: Each creature in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and each enemy is dazed until the end of your next turn.

Mesmer

You manipulate your enemies minds, convincing them to leave you alone.

Encounter
Psionic, Charm
Standard Action
Close: Burst 2
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: The target cannot attack you until the end of your next turn.


5th-level Psion Powers

Cloud Mind

You interfere with an enemy’s senses, removing yourself from their perception.

Daily
Psionic, Charm
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: The target becomes incapable of seeing you or any allies adjacent to you until the end of your next turn, as if you were invisible to it. If you or any of your allies attack that creature, this effect ends.
Augment: You can augment the cloud mind power by spending seven power points. If you do, you may target a number of creatures equal to your Charisma modifier, minimum two, with this power.

Energy Ball

You channel energy into a single point, which then explodes in a powerful blast.

Daily
Psionic
Standard Action
Area: Burst 3 within 20 squares
Target: All creatures in burst
Attack: See text
Hit: 3d6 + Intelligence modifier damage
Miss: Half damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. You may choose to have each missile deal a different type of damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Energy Retort

As your enemy strikes you with his blade, you respond with a blast of psychokinetic energy.

Daily
Psionic
Immediate Interrupt
Trigger: You are damaged by an attack made by a creature within 20 ft.
Range: 20 ft.
Target: Attacking creature
Attack: See text
Damage: 3d6 + Intelligence damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Id Insinuation

You implant a fragment of your own mind into that of your enemy, confusing it and forcing it to attack its own friends.

Daily
Psionic, Charm, Psychic
Standard Action
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage
Miss: Half damage
Sustain Minor: The target makes a melee basic attack against one adjacent ally of your choice (saving throw ends).


6th-level Psion Powers

Psionic Dimension Door

You briefly step outside the normal bounds of time and space and then re-enter at another place.

Daily
Psionic, Teleportation
Move Action
Personal
Effect: You teleport 10 squares. You can’t take other creatures with you.

Second Chance

You briefly open your mind to the infinite threads of probability, bending reality to bring the future you desire into being.

Daily
Psionic
Free Action
Personal
Effect: You can manifest this power immediately after making any dice roll. You may make a reroll, and then use the higher of the two results.
Augment: You can augment the second chance power by spending nine power points. If you do, you gain a bonus on the reroll equal to 2 + your Intelligence modifier.

Suggestion

You give a command to the person before you, your voice resonating with telepathic insinuations.

Daily
Psionic
Standard Action
Ranged 10
Attack: Charisma vs. Will
Hit: You give a command to the target. The target must be able to hear and understand you. The target will follow the command given to it to the best of its ability, though it will not undertake suicidal actions, actions that directly harm its allies, or actions that are plainly unreasonable. The suggestion remains in effect until the target completes your command or until an hour has passed, whichever comes first.

Touchsight

You close your eyes, and reach out with the faintest telekinetic touch, “feeling” your surroundings. You open your eyes, seeing with much more than just them.

Daily
Psionic
Standard Action
Personal
Effect: You gain blindsight with a range of 6 squares for the rest of the encounter. You can perceive all creatures within 6 squares of you normally even if blinded or if line of sight is blocked, making Perception checks as normal. Darkness, invisibility, and similar visual impediments do not hinder your perception when using [i]touchsight.


7th-level Psion Powers

Dimension Vortex

You twist space around you into a vortex, sending your enemies through dangerous rifts in time and space.

Encounter
Psionic, Teleportation
Standard Action
Close: Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier damage from spatial rifts, and you may teleport each enemy a number of squares equal to 1 + your Intelligence modifier.

Energy Current

You channel an arc of energy that leaps from foe to foe.

Encounter
Psionic
Standard Action
Ranged 10
Primary Target: One creature

Attack: See text
Hit: 2d6 + Intelligence modifier damage
Secondary Targets: Two creatures within 10 ft. of the primary target.
Secondary Attack: See text
Secondary Hit: 1d6 + Intelligence modifier damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die
Augment: You can augment the energy arc power by spending ten power points. If you do, the primary attack instead deals 3d8 + Intelligence modifier damage, and the secondary attacks deal 1d8 + Intelligence modifier damage. In addition, you may choose to have the primary attack’s damage be divided evenly among two energy types. You apply the special effects of both energy types, and choose which of the two energy type’s attacks you will use. In addition, one secondary attack is of the first energy type, while the other is of the second energy type.

Ephemeral Feast

Ghostly tentacles extend from your head and begin to feed on your victim’s mind.

Encounter
Psionic, Charm, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Damage: 3d6 + Intelligence modifier psychic damage and target is dazed until the end of your next turn. You gain a +2 power bonus to Intelligence or Charisma for the next 5 rounds.

Mindwipe

You psychically damage your enemies’ memories, denying them use of their most powerful skills.

Encounter
Psionic, Psychic
Standard Action
Close: Blast 2
Target: All creatures in blast
Attack: Charisma vs. Will
Damage: 1d6 + Intelligence modifier psychic damage and target cannot use any class powers of the highest level it has access to until the end of your next round.


9th-level Psion Powers

Crystal Storm

Razor-edged crystals swirl into existence around you, cutting your foes to pieces before your eyes.

Daily
Psionic, Conjuration
Standard Action
Close: Blast 3
Target: Each creature in blast.
Attack: Intelligence vs. AC
Hit: 3d8 + Intelligence modifier damage.
Miss: Half damage

Ectoplasmic Bonds

You manifest a covering of ectoplasm charged with psychokinetic energy around one of your foes.

Daily
Psionic, Conjuration
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence score and the target is immobilized (saving throw ends).
Miss: Half damage, target not immobilized.

Wall of Energy

A barrier of crackling energy manifests where you mentally place it, radiating energy at those who would attack you.

Daily
Psionic, Conjuration
Standard Action
Area: Wall 8 within 10 squares
Effect: You create a wall of the chosen energy type consisting of contiguous squares filled with the energy. It is up to 8 squares long and up to 4 squares high. The wall remains until the end of your next turn. Any creature that begins its turn adjacent to the wall takes 1d6 + Intelligence modifier energy damage, and any creature moving into the wall’s space or beginning its turn there takes 3d6 + Intelligence modifier damage. Entering a square of the wall’s space takes up 3 squares of movement. The wall of energy blocks line of sight.
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines an additional effect, as below:
Cold: +1 damage per damage die
Fire: +1 damage per damage die
Lightning: No effect
Thunder: -1 damage per damage die
Sustain Minor: The wall persists

Waking Nightmare

You project nightmarish visions into your foe’s mind, halting him with hellish delusions.

Daily
Psionic, Charm, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier psychic damage, target takes ongoing 5 psychic damage (saving throw ends).
Miss: Half damage, ongoing damage reduced to 2.
Augment: You can augment the waking nightmare power by spending sixteen power points. If you do, the damage increases to 3d10 + Charisma modifier and the target is immobilized (saving throw ends).


10th-level Psion Powers

Concealing Amorpha

You create an ectoplasmic sheathe around yourself that distorts light, a powerful defense on the battlefield.

Daily
Psionic, Conjuration
Minor Action
Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 squares or further away from you cannot see you, as if you were invisible.

Dimension Dodge

Just before the blade comes down on your head, you teleport out of the way.

Daily
Psionic, Teleportation
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: You may teleport up to 5 squares.

Energy Adaptation

You draw energy into yourself, using it to restore your own power.

Daily
Psionic
Minor Action
Personal
Effect: You gain resistance equal to your level against an energy type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) for the rest of the encounter or for 5 minutes. In addition, once during the duration of this power, in a round in which the resistance prevents 10 or more points of energy damage, you may spend a healing surge. You add your Charisma modifier to the amount of damage healed by the surge.

Revivify Psyche

You seek out the remnants of your fallen comrade’s mind, and restore it to life.

Daily
Psionic, Healing
Standard Action
Ranged 5
Target: One dead ally
Effect: You resurrect a recently fallen ally. The target of this power must have died within 1 round of you manifesting this power for it to be effective. The subject is returned to life at one-tenth of its maximum hp, and free of any temporary conditions affecting it at the time of its death. It takes a -1 death penalty on all attack rolls, skill checks, saving throws, and ability rolls. The penalty fades after the creature reaches three milestones.
Special: In order to manifest this power, you must spend thirty power points and three of your own healing surges. You are not healed by the surges you expend, they are used to fuel to revivification.
Augment: You can augment the revivify psyche power by spending any number of power points beyond the thirty required to manifest it. For every ten additional power points spent this way, the number of rounds between when the creature dies and when this power can be manifest increases by one.

The Demented One
2008-07-02, 07:46 PM
Psion Powers

13th-level Psion Powers

Brain Lock

You reach into your foes’ minds, forcibly restricting their ability to do anything but watch helplessly.

Encounter
Psionic, Charm, Psychic
Standard Action
Ranged 10
Target: Up to three creatures
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, target is immobilized until the end of your next turn.
Special: If you target two creatures, this power instead deals 3d6 + Charisma modifier damage. If you only target one creature, it deals 4d6 + Charisma modifier damage.

Energy Push

You manifest a wave of psionic energy that blasts back all your enemies.

Encounter
Psionic
Standard Action
Close: Blast 5
Target: Each creature in blast
Attack: See text
Hit: 4d6 + Intelligence modifier damage, you push the target back 4 squares.
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die
Augment: You may augment the energy push power by spending twenty-two power points. If you do, the power’s damage increases to 5d6 + Intelligence modifier, and you may choose to have the power’s damage be divided evenly among two energy types. You apply the special effects of both energy types, and choose which of the two energy type’s attacks you will use. In addition, you may push each creature back a number of squares equal to 2 + your Intelligence modifier, instead of 3 squares.

Energy Vortex

You create a swirling vortex of energy around a creature, immolating it and those around it with psionic energy.

Encounter
Psionic
Standard Action
Ranged 20
Primary Target: One creature
Primary Attack: See Text
Primary Hit: 4d6 + Intelligence modifier damage. Make a secondary attack
Secondary Target: Each creature adjacent to primary target
Secondary Attack: See text
Secondary Hit: 2d6 + Intelligence modifier damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Psychic Crush

You brutally shatter the mind of your enemy, making it feel as if it were dying.

Encounter
Psionic, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, target is weakened until the end of your next turn.


15th-level Psion Powers

Deja Vu

You meddle with your enemy’s sense of time, causing it to relive past actions while it stands motionless.

Daily
Psionic, Charm
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target loses its next standard action.
Sustain Standard: Make a Charisma vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.

Hail of Crystals

Three jagged, arrow-like crystals manifest above your head, then fly off in search of your foes.

Daily
Psionic, Conjuration
Standard Action
Ranged 20
Target: Up to three creatures within 3 squares of each other
Attack: Intelligence vs. AC, make three attacks
Hit: 2d6 + Intelligence modifier damage per attack. A target hit once takes ongoing 5 damage, a target hit twice takes ongoing 10 damage, and a target hit thrice takes ongoing 15 damage (saving throw ends).
Miss: Half damage per attack, no ongoing damage.

Energy Wave

You unleash a wave of psionic power that immolates and impairs your enemies.

Daily
Psionic
Standard Action
Close: Blast 5
Target: Each creature in blast
Attack: See text
Hit: 6d6 + Intelligence modifier damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die, target is immobilized (saving throw ends).
Fire: Intelligence vs. Reflex, +1 damage per damage die, target is blinded (saving throw ends).
Lightning: Intelligence vs. Reflex, target takes ongoing 5 electricity damage (saving throw ends)
Thunder: Intelligence vs. Fortitude, -1 damage per damage die, target is dazed (saving throw ends)
Hit: Half damage, no secondary status effect from energy type.

Telekinetic Force

With a thought, you lift your foes into the air like puppets on telekinetic strings.

Daily
Psionic, Force
Standard Action
Ranged 10
Target: 2 creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the target is caught by the telekinetic force, lifted 5 ft. into the air until the end of your next turn. The target may escape with a saving throw.
Special: If both targets were caught by telekinetic force, you may slam them together, dealing 2d10 + Intelligence modifier force damage to each, after which they return to their original locations.
Sustain Minor: The telekinetic force persists.
Augment: You may augment the telekinetic force power by spending twenty-six power points. If you do, the power’s damage increases to 3d8 + Intelligence modifier damage, and you may target up to three creatures with it. This increases to four creatures at 21st level, and to five creatures at 30th. Regardless of how many creatures are caught by the telekinetic force, you may only slam two together at a time.


16th-level Psion Powers

Body Adjustment

You sense the matrix of psionic energies flowing through your body, and redirect the energy to heal yourself.

Daily
Psionic, Healing
Minor Action
Personal
Effect: You may spend a healing surge, healing an additional amount of hp equal to 2d6 + Charisma modifier. You may make a single saving throw against any effect that can be ended by a save.

Dimension Shuffle

You pull yourself and your allies outside of normal space, briefly rearrange your positions, and then re-enter reality.

Daily
Psionic, Teleportation
Standard Action
Ranged 10
Target: You and up to four allies
Effect: You may teleport each target up to 5 squares.
Augment: You may augment the telekinetic force power by spending thirty-three power points. If you do, you may either manifest the power as a move action, or increase the range of teleportation to 10 squares.

Psionic Fly

With nothing but your will, you defy gravity.

Daily
Psionic
Standard Action
Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.

Sense Link

You hijack a creature’s senses, seeing through its eyes.

Daily
Psionic, Charm
Minor Action
Ranged 10
Target: One creatures
Effect: You see through the target’s eyes, though it is not aware of the sense link. You have line of sight and effect from the target for your effects. You may have your powers originate from the target’s square. A saving throw ends the sense link.


17th-level Psion Powers

Astral Colossus

You conjure up an ectoplasmic hulk to dispatch your foes.

Daily

Psionic, Conjuration
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 3d6 + Intelligence modifier
Effect: You conjure a Large astral colossus that immediately attacks a single creature adjacent to it. In subsequent rounds, you can direct the construct to move up to 6 squares and make another attack as a move action. The astral colossus remains until the end of your next turn.
Sustain Minor: The astral colossus persists.

Crisis of Breath

You reach into your foe’s mind, forcing it to stop breathing for long enough to stun it.

Encounter
Psionic, Charm, Psychic
Standard Action
Ranged 20
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage and the target is stunned until the end of your next turn.
Augment: You may augment the crisis of breath power by spending thirty-five power points. If you do, this power’s damage increases to 3d6 + Charisma modifier and the target is instead stunned until the end of your next turn and dazed (saving throw ends).

Energy Mine

You trigger an explosion of psychokinetic energy.

Encounter
Psionic
Standard Action
Area: Burst 2 within 20 squares
Target: Each creature in burst
Attack: See text
Hit: 5d6 + Intelligence modifier damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Telekinetic Rending[/n]

You rip and shred your foes with telekinetic force, leaving painful wounds.

Encounter
Psionic, Force
Standard Action
Ranged 20
Target: Up to three creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 3d6 + Intelligence modifier, target takes ongoing 3 damage (saving throw ends).
Special: If you target only one creature with this power, you gain a +2 power bonus on the attack roll, and the ongoing damage increases to 5.


19th-level Psion Powers

[b]Breath of the Black Dragon

You psionically transmute your bodily fluids into an acidic gas, and then exhale it at your foes.

Daily
Psionic, Conjuration
Standard Action
Close: Blast 5
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier acid damage and ongoing 10 acid damage (saving throw ends).
Miss: Half damage, ongoing 5 acid damage (saving throw ends).

Ectoplasmic Shambler

You manifest a mist-like telepathic predator formed of ectoplasm.

Daily
Psionic, Conjuration, Psychic, Zone
Standard Action
Area: Burst 5 within 20 squares
Target: Each creature in burst
Hit: 1d10 + Charisma modifier psychic damage
Effect: The burst creates a mist-like telepathic predator that lasts until the end of your next turn. A creature that enters the zone or begins its turn there takes 1d10 + Charisma modifier psychic damage. As a move action, you may move the zone 3 squares.
Sustain Minor: The zone persists
Augment: You may augment the ectoplasmic shambler power by spending thirty-nine power points. If you do, then every time a creature is damaged by the ectoplasmic shambler, you make a Charisma vs. Will attack against it. If the attack hits, that creature is dazed until the end of your next turn.

Psionic Disintegrate

You sense the psionic energies flowing through an enemy or object, and disrupt them, causing your target’s physical structure to disintegrate.

Daily
Psionic
Standard Action
Ranged 10
Target: One creature or object
Attack: Intelligence vs. Reflex
Special: This attack automatically hits unattended objects.
Hit: 5d10 + Intelligence modifier damage, and ongoing 10 damage (saving throw ends). If the target saves, it takes ongoing 5 damage (saving throw ends).
Miss: 3d10 + Intelligence modifier damage, and ongoing 5 damage (saving throw ends).

Temporal Rift

You tear a rift in space, trapping one of your enemies outside of a time in a harsh void until he can find a way back.

Daily
Psionic, Teleportation
Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 4d10 + Intelligence modifier damage, target is trapped outside of time (saving throw ends).
Special: While trapped in the void outside of time, the target disappears, cannot take actions, and cannot be targeted. It takes 1d10 damage at the start of each round, as creatures of this world cannot survive long in that harsh temporal rift. On a successful save, it returns, appearing in the square it was last in. If that square is occupied, the target reappears in the nearest unoccupied square of its choice.


22nd-level Psion Powers

Psionic Overland Flight

You make gravity your plaything as you and your allies rise into the air.

Daily
Psionic
Standard Action
Close: Burst 5
Target: You and each ally in burst
Effect: All targets gain a fly speed of 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you and your allies float to the ground without taking falling damage.
Augment: You may augment the psionic overland flight power by spending forty-five powers points. If you do, then you may sustain the power for up to 24 hours. However, past the first five minutes (or the end of the encounter you manifest it in), you must use a standard action to sustain it.

Reddopsi

You reflect your foe’s powers back at them, turning their supernatural powers against them.

Daily
Psionic
Immediate Interrupt
Personal
Trigger: You are hit by an attack that targets you
Effect: You repel that attack back at the character who used it against you, using the original attack roll to determine if they are hit by it. You are unaffected by it. You cannot repel an attack made with a melee or ranged weapon with the reddopsi power.

Temporal Acceleration

You stretch time like clay in your hands, distorting it with a thought.

Daily
Psionic
Minor Action
Personal
Effect: You gain two extra standard actions. You cannot use them to attack creatures.


23rd-level Psion Powers

Crisis of Life

You shut down the part of you foe’s mind that controls its heartbeat for just a moment, staggering it and gravely wounding it.

Encounter
Psionic, Charm, Psychic
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs. Will
Damage: 3d6 + Charisma modifier psychic damage, target is stunned until the end of your next turn.
Augment: You may augment the crisis of life power by spending thirty-five power points. If you do, this power’s damage increases to 3d10 + Charisma modifier and the target is instead stunned (saving throw ends).

Energy Arc

You channel a current of psionic energy that flows through your foes, immolating them with its power.

Encounter
Psionic
Standard Action
Ranged 20
Primary Target: One creature
Primary Attack: See text
Hit: 4d6 + Intelligence modifier damage
Secondary Targets: Two creatures within 5 squares of the primary target
Second Attack: See text
Hit: 2d6 + Intelligence modifier damage
Tertiary Targets: All other creatures within 20 ft. of you
Tertiary Attack: See text
Hit: 1d6 + Intelligence modifier damage
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Ultrablast

You tune in to every mind around you, and mentally scream, unleashing a wave of telepathic agony.

Encounter
Psionic, Psychic
Standard
Close: Burst 5
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage


25th-level Psion Powers

Crystallize

You cause a layer of jagged crystals to form over the land around you, trapping and slashing your enemies.

Daily
Psionic, Conjuration, Zone
Standard Action
Area: Burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier damage, target is immobilized (saving throw ends).
Effect: The burst creates a zone of jagged crystals that lasts until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature that ends its turn in the
crystalline field is takes 4d6 + Intelligence modifier damage.

Fate Link

You manipulate probability, entangling your foe’s destiny with your own.

Daily
Psionic
Standard Action
Ranged 15
Target: One creature
Attack: Intelligence vs. Will
Hit: Until the end of the encounter, whenever you are damaged, you make an Intelligence vs. Will attack against the target. If the attack hits, you take half damage and the target takes the other half. If you are adjacent to the opponent, then your attack automatically hits.

Tornado Blast

By using telekinetic force to control the wind, you create a small tornado.

Daily
Psionic, Lightning, Thunder, Zone
Standard Action
Area: Burst 4 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex and Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier lightning damage if the Intelligence vs. Reflex attack hits, and 3d6 + Intelligence modifier thunder damage if the Intelligence vs. Fortitude damage attack hits. If either of the attacks hits, the target is drawn 3 squares towards the origin square of the burst.
Effect: The burst creates a tornado that lasts until the end of your next turn. A creature that enters the zone or begins its turn there takes 3d6 + Intelligence modifier lightning damage and 3d6 + Intelligence modifier thunder damage. As a move action, you may move the zone 3 squares.
Sustain Minor: The zone persists
Augment: You may augment the tornado blast power by spending fifty-nine power points. If you do, then every time a creature is damaged by the tornado blast, you make an Intelligence vs. Fortitude attack against it. If the attack hits, that creature is stunned until the end of your next turn, and blinded and deafened (saving throw ends both).


27th-level Psion Powers

Crystal Assassin

A crystal the size of a shortsword swirls around your head, then flies off towards your foes. As it approaches, it fractures and shifts its shape, becoming an almost humanoid figure of crystal with three jagged, crystalline limbs.

Encounter
Psionic, Conjuration
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence vs. AC, Fortitude, and Reflex
Special: You make a single attack roll, and use it against all three defenses. If it hits any one of them, then the attack hits.
Hit: 4d6 + Intelligence modifier damage. The damage increases to 4d10 + Intelligence modifier if you hit against two defenses. The target is stunned until the end of your next turn if you hit against all three defenses.

Dominate

You ensnare your target’s mind, making it a puppet of your will.

Encounter
Psionic, Charm, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, target is dominated until the end of your next turn.
Augment: You may augment the dominate power by spending sixty-three power points. If you do, you may sustain this power as a standard action until the end of the encounter, or for 5 minutes. The target may end the domination with a saving throw.

Synaptic Scramble

You channel a wave of electricity that scorches your foes’ bodies and overloads their minds.

Encounter
Psionic, Lightning, Psychic
Standard Action
Close: Blast 5
Target: All creatures in blast
Attack: Intelligence vs. Reflex and Charisma vs. Will
Hit: 3d8 + Intelligence modifier lightning damage if the Intelligence vs. Reflex attack hits and 3d8 + Charisma modifier psychic damage if the Charisma vs. Will attack hits.


29th-level Psion Powers

Ectoplasmic Cocoon

You create a mass of ectoplasm that entangles all who are caught in it.

Daily
Psionic, Conjuration, Zone
Standard Action
Area: Burst 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier damage, target is restrained (saving throw ends).
Miss: Half damage, target is slowed (saving throw ends).
Effect: The burst creates a mass of ectoplasm that lasts until the end of the encounter or for 5 minutes. The zone is difficult terrain. You make an Intelligence vs. Reflex attack against any creature that enters the zone. If the attack hits, the creature is restrained.

Energy Storm

Bolts of energy rain down from the sky, scorching the land below.

Daily
Psionic
Standard Action
Area: Burst 5 within 20 squares
Target: Each creature in burst
Attack: See text
Hit: 8d6 + Intelligence modifier damage.
Special: When you manifest this power, you choose whether it deals cold, fire, lightning, or thunder damage. The power gains the descriptor of the energy type or types you choose. The type you choose also determines the type of attack the power uses, and possibly an additional effect, as below:
Cold: Intelligence vs. Fortitude, +1 damage per damage die
Fire: Intelligence vs. Reflex, +1 damage per damage die
Lightning: Intelligence vs. Reflex
Thunder: Intelligence vs. Fortitude, -1 damage per damage die

Microcosm

You trap your enemies in an illusionary world born of their minds, leaving them to sit helplessly.

Daily
Psionic, Charm, Psychic
Standard Action
Close: Burst 20
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, target is stunned (saving throw ends).
Miss: Half damage, target is dazed (saving throw ends).
Augment: You may augment the microcosm power by spending sixty-eight power points. If you do, you can control the actions of the creatures within the dream world. They are dominated until the end of your next turn, and you can sustain this as a standard action until the end of the encounter, or for 5 minutes. The target may end the domination with a saving throw.

The Demented One
2008-07-02, 07:47 PM
Paragon Path: Awakened Dreamer

Prerequisite: Psion class

“I had a dream, which was not all a dream."

All know the dreams hold secret worlds, mysteries revealed only at night. Awakened Dreamers explore the secrets of their dreams, and find gateways to the depths of their own minds within them. An Awakened Dreamer gains tremendous power to alter reality as if it were nothing but a dream, resculpting reality to suit their desires.

Awakened Dreamer Path Features

Oneiric Action (11th level): When you spend an action point to take an extra action, you also gain a +4 power bonus on attack rolls until the end of your next turn.

Sleepwalker (11th level): You can recover your strength while awake as if you were sleeping. You can gain the benefits of an extended rest by simply taking no strenuous actions for a period of four hours.

Lucid Dreaming (16th level): You gain a +3 bonus which you may apply to any one of your defenses. You may switch which defense it is added to as a minor action.

Awakened Dreamer Powers

11th-Level Awakened Dreamer Powers

Dire Dreamself

You shape dreamstuff into a mirror-image of yourself, and set it on your foes.

Encounter
Psionic, Conjuration
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. AC
Hit: 2d6 + Charisma modifier psychic damage
Effect: You conjure a Medium dire dreamself that immediately attacks a single creature adjacent to it. In subsequent rounds, you can direct the dreamself to move up to 6 squares and make another attack as a move action. In addition, whenever you manifest a power, you may choose to have it originate from the dreamself’s square. If the dreamself is adjacent to you, then any melee attack that targets you has a 50% chance of hitting it instead. The dreamself remains until the end of your next turn.
Sustain Minor: The dreamself persists.



12th-Level Awakened Dreamer Powers

Revelation

You have an epiphany, recalling from a dream a course of action that might turn the tides.

Daily
Psionic
Minor Action
Personal
Effect: You gain a temporary action point. If you do not spend it before the end of your next turn, you lose it.


20th-Level Awakened Dreamer Powers

World Dream

For a brief moment, you have almost unlimited power to shape the world as you please.

Daily
Psionic
Free Action
Personal
Effect: When you use the world dream power, you may choose any power of 16th level or lower belonging to any base class, and use it. If the power calls for you to use your Strength or Constitution modifier, you may substitute your Intelligence modifier, and if it calls for you to use your Dexterity or Wisdom modifier, you may substitute your Charisma modifier. You must still take the action required to use the power as normal.

The Demented One
2008-07-02, 07:48 PM
Paragon Path: Elocator

Prerequisite: Psion class

“Good luck following me."

Elocators have are psions who focus on psychoportation, the ability to manipulate space and time. Masters of teleportation and temporal manipulation, Elocators are travelers and wanderers, renowned not just for their powers, but for their quick wits and cleverness. With clever use of lesser powers, an Elocator can achieve just as great an effect as a less-clever Psion could with his most power psionic abilities, a school of thought almost all Elocators put great faith in.

Elocator Path Features

Accelerated Action (11th level): Whenever you spend an action point to take an additional action, you may shift two squares as a free action.

Spatial Rift (11th level): Whenever you teleport yourself with one of your powers, you may leave a spatial rift behind in your wake, which rends at the essence of any nearby foes. All creatures adjacent to you take damage equal to your Intelligence modifier whenever you teleport away.

Dimension Step (16th level): Whenever you teleport yourself with one of your powers, you may add your Intelligence modifier to the number of squares you can teleport.

Elocator Powers

11th-Level Elocator Powers

Baleful Teleport

You forcibly teleport one of your foes away...but not quite all of it.

Encounter
Psionic, Teleportation
Standard Action
Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier damage, target is teleported 10 squares, the target is dazed until the end of your next turn


12th-Level Elocator Powers

Tesseract Portal

You fold space and time just so, creating a number of linked portals.

Daily
Psionic, Teleportation
Minor Action
Ranged 20
Target: A number of squares equal to your Intelligence modifier or two, whichever is higher
Effect: You create a spartial anomaly, a tesseract portal, in each of the targeted squares. A creature in a square containing a tesseract portal may move into any other square containing such a portal as if the squares were adjacent to each other. A creature cannot pass through a tesseract portal if another creature is occupying a square containing the tesseract portal that the creature wishes to travel to. The portals last until the end of your next turn.
Sustain Minor: The portals persist.


20th-Level Elocator Powers

Dimensional Flux

You bend and warp reality, dragging your foes into the Astral Plane for a split second and then returning them...most of them.

Daily
Psionic, Teleportation
Standard Action
Area: Blast 3 within 10 squares
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 5d6 + Intelligence modifier damage, you may teleport target to any square within 10 squares of you, the target is dazed (saving throw ends)
Miss: Half damage, no teleportation, target is dazed until the end of your next turn.

The Demented One
2008-07-02, 07:49 PM
Paragon Path: Pyrokineticist

Prerequisite: Psion class

“I had one vision. The world set ablaze. And do you know what I saw there? Fury! A great and terrible Fury at being alive. Now you're going to feel the scorching heat of that horrible blackness."

All Psions can channel many kinds of energy. They can freeze armies with a thought, channel arcs of lightning, or create sonic booms. But Pyrokineticists know the secret of the most powerful energy, the secret of fire. They have refined pyrokinesis to an art, and take glee in unleashing their fury.

Pyrokineticist Path Features

Adept of Fire (11th level): Whenever you manifest a power that allows you to choose an energy type, you cannot choose any type other than fire. Whenever you deal fire damage to a creature with a power, it takes an ongoing 1 fire damage (saving throw ends).

Blazing Action (11th level): Whenever you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any power with the fire descriptor that you manifest that round.

Firewalker (16th level): You are immune to fire damage. Whenever you would be dealt more than 10 points of fire damage by another character while you are blooded, you may expend a healing surge.

Pyrokineticist Powers

11th-Level Pyrokineticist Powers

Nimbus

A halo of fires surrounds you, scorching any enemy who dares strike you.

Encounter
Psionic, Fire
Standard Action
Close: Burst 1
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fire damage, target takes ongoing 5 fire damage (saving throw ends).


12th-Level Pyrokineticist Powers

Fiery Discorporation

As you are knocked to your feet, your body bursts into flames, and you reappear, healed, elsewhere.

Daily
Psionic, Fire, Teleportation
Immediate Reaction
Trigger: You are reduced to 0 hp
Personal
Effect: You may teleport up to 10 squares and spend a healing surge.


20th-Level Pyrokineticist Powers

Conflagration

You set the very air around you ablaze, blinding and burning your foes.

Daily
Psionic, Fire
Standard Action
Close: Blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 5d10 + Intelligence modifier fire damage, target takes ongoing 10 fire damage, and is blinded (saving throw ends both)
Miss: Half damage, no ongoing damage, target is blinded until end of your next turn.

The Demented One
2008-07-02, 07:51 PM
Paragon Path: Wilder

Prerequisite: Psion class

“Take this! My love, my anger, and all of my sorrow!"

Some Psions are particularly attuned to their emotions, capable of drawing on their rawest, most primal emotions to fuel their psychic abilities. Known as Wilders, they are capable of enhancing the potency of their powers, but not without danger. While a Wilder can channel much more psychic energy than a normal Psion, by doing so he risks overwhelming himself. Wilders walk a fine line between unleashing as much power as they can and maintaining their own saftey.

Wilder Path Features

Euphoric Action (11th level): Whenever you spend an action point to take an additional action, you gain a +5 bonus to your Will defense until the end of your next turn.

Wild Surge (11th level): Whenever you manifest a power, may apply a bonus of up to +2 to the attack roll. However, if the result of the attack roll is high enough to beat your own Will defense, then you are dazed until the end of your next turn. At 20th level, you may instead apply a bonus of up to +4, but if the attack beats your own Will defense when you apply a bonus higher than +2, you are stunned, rather than dazed, until the end of your next turn.

Volatile Mind (16th level): When you are first bloodied in an encounter, make a Charisma check. You may retrieve a daily or encounter power you have already used whose level is less than or equal to the result of the check, and may use that power again.

Wilder Powers

11th-Level Wilder Powers

Bliss

You overload a creature’s mind with pleasure and euphoria, incapacitating it physically and mentally.

Encounter
Psionic, Charm
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: The creature is dazed and takes a -2 penalty to its Will defense (saving throw ends both).


12th-Level Wilder Powers

Elude Touch

Your instinct and intuition alerts you to unseen dangers, allowing you to dodge almost any blow.

Daily
Psionic
Immediate Interrupt
Personal
Trigger: An attack is made against your AC or Reflex defenses
Effect: That attack automatically misses.


20th-Level Wilder Powers

Agony

You pour out every sorrow or fury you have ever felt into your foes, focusing a lifetime of emotions into a single burst of agony.

Daily
Psionic, Charm, Psychic
Standard Action
Area: Burst 5
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 5d6 + Charisma modifier psychic damage, target is stunned until the end of your next turn and also dazed and weakened (saving throw ends both)

The Demented One
2008-07-02, 07:53 PM
Talents

Talents are psionic abilities used outside of combat. Using a talent is very much like performing a ritual, with a few notable exceptions. Unlike rituals, talents are not stored in books or scrolls, they are held only in their master’s memory. You cannot buy talents–instead, psionic characters gain talents as they progress through their class, and anyone can take certain feats to learn talents. No study or feats are needed to master a talent–if you possess it, you can use it.

There are also differences between manifesting a talent and performing a ritual. You cannot receive assistance from other characters when manifesting a talent. Manifesting a talent does not require any material components, but each talent does require you to expend a certain number of power points. Most talents do not require a skill check.

Unlike rituals, talents are not divided into categories. Instead, each talent is of one of six disciplines–clairsentience, which includes talents that enhance perception or knowledge; metacreativity, which include talents that create or alter items; psychokinesis, which includes talents that manipulate or create energy; psychometabolism, which includes talents that affect or transform the body; psychoportation, which includes talents that allow for travel through time or space; and telepathy, which includes talents that interact with the mind.

1st-level Talents

Astral Spider
Level: 1
Discipline: Metacreativity
Time: 1 minute
Duration: 1 minute/level
Power Points: 1

You create a tiny, spider-like construct of ectoplasm, about two inches wide. The astral spider can move at a speed of 4 squares and can climb walls and ceilings like a spider at a speed of 2 squares. The spider can grasp and hold small objects weighing up to a pound, such as keys or gems. If the spider is attacked, it is automatically destroyed, dissolving into ectoplasm. The astral spider will follow any verbal order you give it to the best of its ability. It cannot attack or communicate. After 1 minute per level, the spider dissolves, leaving behind a few drops of ectoplasm.

Call to Mind
Level: 1
Discipline: Clairsentience
Time: 10 minutes
Duration: Instantaneous
Power Points: 1

By opening your mind to the cosmos, you can tap into hidden knowledge. You make a skill check with any Knowledge skill. You gain a +5 talent bonus on that check, and can use the check for trained only uses of that skill, even if you are not trained in it.

Know Direction and Location
Level: 1
Discipline: Clairsentience
Time: 1 minute
Duration: Instantaneous
Power Points: 1

You generally know where you are. You learn where you are relative to a prominent or famous local sight with which you are familiar, and learn which direction you are facing.

Missive
Level: 1
Discipline: Telepathy
Time: 10 minutes
Duration: Instantaneous
Power Points: 1

You send a brief telepathic message of ten words or less to a single creature you know. The subject must be within 10 miles/level of you for this talent to function.

Repair Damage
Level: 1
Discipline: Metacreativity
Time: 10 minutes
Duration: Permanent
Power Points: 1

You repair a single object that could fit within a 10-ft. cube. Depending on the value of the item, you may have to spend additional power points in order to repair damage to it–for every 100 gp of its price beyond the first 50 gp, rounded down, you must spend an additional power point.


2nd-level Talents

Body Equilibrium
Level: 2
Discipline: Psychometabolism
Time: 10 minutes
Duration: 1 hour
Power Points: 2

You gain the ability to walk over unstable solid or liquid surfaces, such as water, quicksand, or even a spider’s web, as if they were solid ground. Rapidly moving or choppy surfaces are treated as difficult terrain.

Object Reading
Level: 2
Discipline: Clairsentience
Time: 10 minutes
Duration: Instantaneous
Power Points: 2

By touching an item, you can read the psychic auras imprinted on it, learning about its last owner. You learn the last owner’s race, gender, age, alignment, and how they gained and lost possession of the object. You can also learn about owners before the last one, in consecutive order. Each additional owner to be included increases the time required to manifest this talent by 5 minutes.


3rd-level Talents

Minor Creation
Level: 3
Discipline: Metacreativity
Time: 10 minutes
Duration: 1 hour/level
Power Points: 2

You shape ectoplasm into a single item made of cloth or wood. The item cannot be any larger than would fit in a 10-ft. cube. Depending on the value of the item, you may have to spend additional power points in order to create it–for every 75 gp of its price beyond the first 100 gp, rounded down, you must spend an additional power point. After 1 hour/level, the created item dissolves, leaving behind only a puddle of ectoplasm.

Sensitivity to Psychic Impressions
Level: 3
Discipline: Clairsentience
Time: 1 hour
Duration: 10 minutes/level (D)
Power Points: 2

You read the psychic auras imprinted on a place, sensing the impressions of significant events that have happened in your current location. The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect. The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language. You see a vision of one event as soon as you manifest this talent, and then see another vision ten minutes later, and so on. The furthest in time you can view events is equal to 100 years times your level.


4th-level Talents

Imbue Psionic Item
Level: 4
Discipline: Metacreativity
Time: 1 hour
Duration: Permanent
Power Points: 3

You charge an item with psychic power, transforming it into a magic item of your level or lower. In addition to the power points you expend to use this talent, you must also use psionically-attuned crystals, with value equal to the cost of the psionic item, as material components.

Psionic Knock
Level: 4
Discipline: Psychokinesis
Time: 10 minutes
Duration: Instantaneous
Power Points: 4

Using telekinetic force, you can pick or bypass a lock. A single manifestation of this talent allows you to target a single lock, bar, or other restraint–a door or chest secured by multiple locks will require multiple manifestations. When you manifest this talent, make a Psionics check with a +5 bonus. Treat the result as a Thievery check made to pick the lock. To undo bolts or bars you could not normally reach with this talent, the DC of the Psionics check is 25. If you use this talent on a door or lock secured by the psionic lock talent, you dispel it, and its effects end.

Psionic Lock
Level: 4
Discipline: Psychokinesis
Time: 10 minutes
Duration: Permanent
Power Points: 4

You secure a lock, gate, door, or similar with telekinetic force. You can open it normally, but others find it locked. When you manifest this talent, make a Psionics check with a +5 bonus. The result is the DC for Thievery checks to bypass the lock or Strength checks to force it. You can designate up to ten other characters who can open the lock normally, or you may set a mental


5th-level Talents

Dimensional Pocket
Level: 5
Discipline: Psychoportation
Time: 10 minutes
Duration: Permanent until discharged
Power Points: 5

You touch a single item and teleport it into a small demiplane created by your mind. At any time, by meditating for one minute, you can call the item back from the demiplane, causing it to appear either in your hands or at your feet. Once you have called the item back, the demiplane collapses.


6th-level Talents

Correspond
Level: 6
Discipline: Telepathy
Time: 10 minutes
Duration: Instantaneous
Power Points: 6

You send a telepathic message of twenty-five words or less to a single creature known to you. Once the subject receives your message, he may send back a similar telepathic message. The subject must be within 25 miles/level of you for this talent to function.

Discharge Eidolon
Level: 6
Discipline: Metacreativity
Time: 1 hour
Duration: Instantaneous
Power Points: 6

You discharge the energy stored in a magic or psionic item, destroying it and leaving behind a crystalline residuum worth one-fifth the item’s price. You cannot discharge the energy of an item whose level is higher than your own.


8th-level Talents

Adapt Body
Level: 8
Discipline: Psychometabolism
Time: 1 hour
Duration: 10 hours
Power Points: 9

Your body shifts its structure, allowing you to survive in extreme environments. When you manifest this talent, choose one of the following harsh environs. You gain the abilities listed next to it:

Airless Environments: You gain a +30 power bonus on Endurance checks made to resist environmental dangers of high or extreme altitude, or the effects of suffocation.

Aquatic Environments: You gain the ability to breath water, to speak underwater, and gain a swim speed equal to your base land speed. Any items you carry are protected from the damaging effects of being submerged in water.

Cold Environments: You gain a +30 power bonus on Endurance checks made to resist environmental dangers of cold or frigid cold.

Hot Environments: You gain a +30 power bonus on Endurance checks made to resist environmental dangers.

Clairvoyant Sense
Discipline: Clairsentience
Time: 10 minutes
Duration: 1 round/2 levels
Power Points: 9

You create a psionic sensor in a square 20 ft. away from you, even if you can’t see it or lack line of effect to it. You can see and hear through the sensor, as if you were standing in its location, and are treated as having darkvision for seeing through the sensor. You use your Perception skill normally when using the sensor. A Perception check fo DC 10 + your level allows a creature to notice the sensor, but they cannot interact or directly interfere with it. Some rituals or talents can prevent a sensor from functioning in their area. If you attempt to manifest clairvoyant sense in such an area, you learn so immediately, and do not have to expend the power points.

Detect Remote Viewing
Level: 8
Discipline: Clairsentience
Time: 1 hour
Duration: 24 hours or until discharged
Power Points: 9

You are able to perceive attempts to magically or psionically spy on you. Whenever the sensor of a ritual, talent, or similar ability comes within 10 squares of you, you are able to perceive its presence. If the character who created the sensor is within 10 squares of you, you become aware of their location. If not, you get a sense of what direction they are from you, and a rough estimate, to the nearest 10 miles, of how far away they are from you. Once this talent is triggered by a sensor, it is discharged, and its effect ends.

Psionic Divination
Level: 8
Discipline: Clairsentience
Time: 1 hour
Duration: 10 minutes
Power Points: 9

You expand your consciousness, tapping into the collective unconscious of all living intelligences to seek answers to your questions. You may ask a single question about a goal, event, or activity that will happen within a week. You receive a vague answer or advice relevant to your question, though not necessarily complete. You can ask questions of any degree of complexity, though the answer you receive may not answer all parts of a complex question. A psionic divination will never give you outright false information, though it may give you deceptively phrased answers.


10th-level Talents

Astral Beacon
Level: 10
Discipline: Psychoportation
Time: 1 hour
Duration: Permanent until discharged
Power Points: 11

You create a psionic nexus, marking the point in space where you are with an astral beacon. At any time, you may teleport yourself and up to eight other willing creatures to the point where you manifest this talent by meditating for one minute. Doing so discharges the astral beacon, ending its duration. You can only have a single astral beacon manifest at a time; manifesting a new one discharges any existing beacons.

Hypercognition
Level: 10
Discipline: Clairsentience
Time: 30 minutes
Duration: Instantaneous
Power Points: 11

You reach into the Astral Plane, drawing on echoes of knowledge and shadowy secrets to reveal a piece of lore or knowledge. When you manifest this talent, make a Psionics check with a +10 bonus. Treat the result as an Arcana, Dungeoneering, Nature, Psionics, or Religion check made to recall a specific piece of knowledge or legend.

Major Creation
Level: 10
Discipline: Metacreativity
Time: 10 minutes
Duration: 1 hour/level
Power Points: 11

This talent functions like the minor creation talent, except that you can also create items made of stone or metal. You cannot create items made of rare or precious metals, such as adamantine or gold.


12th-level Talents

Phase Door
Level: 12
Discipline: Psychoportation
Time: 10 minutes
Duration: 1 minute or until dismissed
Power Points: 18

You temporarily shift a portion of a wall or similar solid material out of phase with reality, rendering it incorporeal and effectively creating a tunnel through the material. The area of material that is phased out is 1 square wide and tall, and one square deep for every 3 levels you have. The affected portion becomes intangible and semi-transparent, the opening being obvious to plain sight. A creature still inside the tunnel when this talent’s duration ends is ejected out the nearest end and takes 5d10 damage. This talent does not impair the structural integrity of the structure affected.


14th-level Talents

Sensory Beacon
Level: 14
Discipline: Clairsentience
Time: 30 minutes
Duration: 1 day/level
Power Points: 20

You create a form of psionic sensor known as a sensory beacon in your current location. Unlike the psionic sensor of the clairvoyant sense talent, this sensor remains dormant in the space where you manifest this talent. At any time, as long as you are one the same plane as your sensor, you can activate it by meditating for one minute. You can see through the sensor, as the clairvoyant sense talent, for 1 round/2 levels, before the sensor returns to dormancy, after which you must wait an hour before you can use it again. You can only have one sensory beacon at a time.


16th-level Talents

Suspend Life
Level: 16
Discipline: Psychometabolism
Time: 24 hours
Duration: Permanent until dismissed or ended
Power Points: 25

You go into a coma-like trance, entering a suspended animation. Your vital signs slow to the point that they cannot be detected at all, even by magic. The time it takes before you suffer the ill effects of starvation, dehydration, or suffocation increase–you can go a year before you suffer the effects of starvation or dehydration, and an hour before you suffer the effects of suffocation. For every hour you spend in the trance, you may expend a healing surge. You are aware of your surroundings, by experience time at a slowed rate, each year seeming to be only a day to you. You may end your trance at will as a minor action. If you are dealt damage, you automatically come out of the trance 5 rounds later.


18th-level Talents

Teleport
Level: 18
Discipline: Psychoportation
Time: 10 minutes
Duration: Instantaneous
Power Points: 27

You and up to eight willing creatures within 5 squares of you teleport to a single location within 100 miles of your present location. You must have been in to the location you choose to teleport to in order for this talent to function.


20th-level Talents

Remote View Trap
Level: 20
Discipline: Clairsentience
Time: 1 hour
Duration: 24 hours or until discharged
Power Points: 30

You set a psionic trap for any character that might attempt to psionically spy on you. This talent functions as the detect remote viewing talent, except that the sensor that triggers it is automatically dispelled, and that you may then make an Intelligence vs. Will attack against the character that created the sensor. If your attack hits, you deal 5d6 + Intelligence modifier electricity damage to them, half on a miss.


22nd-level Talents

Plane Shift
Level: 26
Discipline: Psychoportation
Time: 10 minutes
Duration: Instantaneous
Power Points: 47

You and up to 8 willing creatures within 5 squares of you teleport to a plane of your choice. If you have been to that plane before, you may attempt to teleport to a specific location you have been to before by making a DC 40 Psionics check. If you fail the check, or have never been to that plane before, then you arrive in a random, but generally non-hostile, location.


24th-level Talents

Remote Viewing
Level: 24
Discipline: Clairsentience
Time: 1 hour
Duration: 1 round/6 levels
Power Points: 44

When you manifest this talent, you focus on a specific creature you know or have heard a specific description of. This talent manifests a psionic sensor adjacent to that creature, allowing you to see and hear as if you were in the square the sensor occupies. The sensor moves so that it is always adjacent to the target of this talent. In all other ways, it functions as the sensor of the clairvoyant sense power. This talent can target creatures regardless of their distance from you, but does not function against creatures on other planes.


26th-level Talents

Metafaculty
Level: 28
Discipline: Clairsentience
Time: 1 hour
Duration: Instantaneous
Power Points: 47

You focus on a single, specific creature known to you, and learn all that your mind can gather from the multiverse about it. You learn the subject’s name, race, gender, age, and alignment. You learn a general estimate of its level or challenge rating–whether it is moderate (heroic), high (paragon), or extremely high (epic). You learn its current location, any significant items in its possession, and any significant activities it has undertaken in the past 8 hours. In addition, if you choose to, you may manifest a sensor to observe the subject, as the remote viewing talent.


28th-level Talents

Contingency
Level: 26
Discipline: Psychokinesis
Time: 1 hour
Duration: One week or until discharged
Power Points: See text

You can manifest one of your powers in such a way that its effect is delayed until triggered by some event predetermined by you. When you manifest this talent, choose one of your Psion powers known, though you do not have to expend a use of the power. The power’s level must be less than or equal to your class level minus four. You also dictate a condition that must be met in order to trigger the contingency. The trigger must be able to be described in a single sentence of twenty-five words, and cannot be an action you yourself perform–for example, you could not have the trigger be a word spoken by you–or a response to something out of character, for example, a player rolling a 20 on a die. Once the contingency is triggered, you may use the power you chose as a free action. Doing so does not count as a normal use of the power for determining how many times you can use that power. Your contingecy lasts for one week or until it is discharged, whichever comes first. You can only have one contingency active at a time. This talent’s power point cost is equal to 35 + the power’s level.

Psychic Reformation
Level: 28
Discipline: Telepathy
Time: 24 hours
Duration: Instantaneous
Power Points: 50

You telepathically induce a state of adaptability and mental evolution within a willing character, allowing it to willfully reshape itself. The subject of this talent is able to retrain several abilities, as if they had leveled up. They may retrain up to three feats of each tier (heroic, paragon, and epic), up to two powers of each type (at-will, encounter, daily, and utility), and any number of skills. A character may only have the psychic reformation talent manifest on it once ever.

The Demented One
2008-07-02, 07:55 PM
Skills

Focus (Wisdom)

The Focus skill is used to focus your mind, performing feats of concentration, self-hypnosis, and various forms of mental prowess. Focus is a class skill for the Ardent, Lurk, Psion, and Psychic Warrior.

{table=head]Task|DC
Memorize|15
Meditation|15 + 2 for each day
Resist Fear|25
Resist Poison|30
Stay Alive|Varies
Resist Charms|35
[/table]

Memorize
You can memorize a string of numbers, a passage of verse, a picture, or some other difficult piece of information. A successful DC 15 Focus check allows you to memorize a page’s worth of words or numbers, a single picture, or a similar amount of information. To memorize something longer, you must make separate checks for each portion. You can retry a failed Focus check to memorize something.

Meditation (Trained Only)
You can meditate in place of sleeping. You can gain the benefits of an extended rest by meditating for four hours and making a successful DC 15 Focus check. The DC increases by 2 for every night you go without properly sleeping.

Resist Fear (Trained Only)
You can steel your mind against powers that cause fear. Whenever you are affected by a power with the fear descriptor that has effects that can be ended by a saving throw, you may immediately attempt a DC 25 Focus check. If you succeed, you are not subject to any effects of that power that a saving throw could end.

Resist Poison (Trained Only)
Your self-control is so great that you can tolerate and purify poisons within your body. Whenever you are affected by a power with the poison descriptor that has effects that can be ended by a saving throw, you may immediately attempt a DC 30 Focus check. If you succeed, you are not subject to any effects of that power that a saving throw could end.

Stay Alive (Trained Only)
You can resist even the most lethal of wounds through intense willpower, maintaining yourself through concentration and will alone. Whenever you fail a death saving throw, you may attempt a Focus check with a DC of 30 + 20 minus the result of your saving throw. If you succeed, your saving throw does not count as a failed save.

Resist Charms (Trained Only)
You can resist attempts to magically alter your mind by withdrawing into the inner sanctum of your mind. Whenever you are affected by a power with the charm descriptor that has effects that can be ended by a saving throw, you may immediately attempt a DC 35 Focus check. If you succeed, you are not subject to any effects of that power that a saving throw could end.

Psionics (Intelligence)

The Psionics skill covers a wide breadth of knowledge and lore about psionic powers, the inner workings of the mind, and races and creatures with innate psychic talents. Psionics is a class skill for the Ardent, Cleric, Lurk, Psion, Psychic Warrior, Warlock, and Wizard.

Psionics Knowledge
You can use Psionics to make a knowledge check to recall a useful bit of psionics or psychology-related information or recognize a psionics or psychology-related clue.

Monster Knowledge
You can use Psionics to identify creatures that posses psionic powers or abilities with the psychic descriptor, such as Mind Flayers

Identify Conjuration or Zone (Trained Only)
You can identify conjurations and zones created by psionic powers as a minor action with a successful Psionics check with a DC of 15 + ½ the power’s level. You identify the power used to create the effect, as well as its keywords. If you fail the check, you cannot retry it for the duration of that encounter.

Identify Talent (Trained Only)
You can identify a psionic talent that you see being used as a standard action with a successful Psionics check with a DC of 20 + ½ the talent’s level. You identify the talent and the discipline it belongs to you. If you fail the check, you cannot retry it until you have had an extended rest.

Identify Psionic Effect (Trained Only)
You can identify psionic effects that do not result from powers or talents as a standard action with a successful Psionics check with a DC of 20 + ½ the effect’s level, if it has any. You learn the effect’s name and keywords, if applicable. If you fail the check, you cannot retry it until you have had an extended rest.

Sense Psionic Energy (Trained Only)
You can attempt to detect the presence of psionics by focusing for a minute and by making a successful Psionics check with a DC of 20 + ½ the level of any power, talent, item, or other effect in range. If you succeed, you can detect psionics within a number of squares equal to 5 + your level in every direction . Barriers do not impede your ability to sense psionic energy. You can retry a Psionics check to sense psionic energy.

The Demented One
2008-07-02, 07:57 PM
Feats

Heroic Feats

Latent Psionics [Multiclass Psion]
Prerequisites: Int 13 or Cha 13
Benefit: You gain training in the Psionics skill. In addition, you gain a power point pool equal to your class level, and learn two 1st-level talents. You regain one power point with each extended rest.

Mind Burn
Prequisites: Cha 13
Benefit: You gain a +1 feat bonus to damage rolls whenever you use a power with the psychic keyword. This bonus increases to +2 at 11th level, and to +3 at 21st level. In addition, whenever you score a critical hit with a power that has the psychic keyword, the target takes a -1 penalty to its Will defense against your attacks for the rest of the encounter. The penalty is not cumulative.

Psionic Endowment
Prerequisites: Must be trained in Psionics, Int 15 or Wis 15 or Cha 15, 6th level
Benefit: At the beginning of each encounter, you may expend a number of power points less than or equal to your level. If you do, then whenever you manifest a psionic power that has a level less than or equal to the number of points you spent, and has an Intelligence, Wisdom, or Charisma-based attack, you gain a +2 bonus on attack and damage rolls, and deal +2d6 damage whenever you make a critical hit.

Psychic Reservoir
Prerequisites: Must have a power point pool, 3rd level.
Benefit: You gain 5 additional power points. Once you reach paragon tier, you gain an additional 10 power points, and once you reach epic tier, you gain an additional 20 power points.

Tap Potential
Prerequisites: Must have a power point pool.
Benefits: You learn a single talent of 10th level or lower. The talent’s level cannot be greater than your own. In addition, if you have the Latent Psionics feat or a racial power point pool, you gain an additional 3 power points, and regain an additional power point each night.
Special: You may take this feat up to three times. Its effects stack.


Paragon Feats

Body Fuel
Benefit: You can expend a healing surge to regain a number of power points equal to 1d10 + your Constitution modifier.

Dual Energy Adept
Prerequisites: Int 15
Benefit: Whenever you deal energy damage of one type to an enemy in one round, and then damage it with another type in the subsequent round, you may deal an additional amount of damage of both types equal to your Intelligence modifier.

Improved Psionic Endowment
Prerequisites: Psionic Endowment, 16th level
Benefit: The bonuses from your Psionic Endowment feat rise to +4 on attack and damage rolls and +4d6 damage on critical hits.

Improved Tap Potential
Prerequisites: Must know a 10th-level or higher psionic talent.
Benefits: You learn a single talent of 20th level or lower. The talent’s level cannot be greater than your own. In addition, if you have the Latent Psionics feat or a racial power point pool, you gain an additional 10 power points, and regain an additional two power points each night.
Special: You may take this feat up to three times. Its effects stack.

Power of Opportunity
Prerequisites: Combat Reflexes, Dex 13, Psion class.
Benefit: Whenever you could make an attack of opportunity, you may make it with one of your at-will powers.


Epic Feats

Greater Psionic Endowment
Prerequisites: Improved Psionic Endowment, 26th level
Benefit: The bonuses from your Psionic Endowment feat rise to +6 on attack and damage rolls and +6d6 damage on critical hits.

Greater Tap Potential
You have learned to unlock your most power psionic abilities.
Prerequisites: Must know a 20th-level or higher psionic talent.
Benefits: You learn a single talent of 30th level or lower. The talent’s level cannot be greater than your own. In In addition, if you have the Latent Psionics feat or a racial power point pool, you gain an additional 20 power points, and regain an additional three power points each night.
Special: You may take this feat up to three times. Its effects stack.

Psychic Renewal
Prerequisites: Int 17, Cha 17
Benefit: Once per encounter, as a minor action, you may spend thirty power points to regain the use of a daily Psion power you’ve used today. If you do not use it before the end of the encounter, it is expended. You can only recover each individual power once per day with this feat.

Mental Reach
Prerequisites: Psion
Benefits: Whenever you manifest a ranged power, you add your Charisma modifier to its range.

Sculpt Power
Prerequisites: Psion
Benefit: Whenever you manifest an area or close power, you may choose to omit a number of squares from the area equal to your Intelligence modifier.

Djinn_in_Tonic
2008-07-02, 08:05 PM
...:smalleek:

Wow. That's a lot of work. Quality work as well. INCREDIBLE job here.

Just one question...will we be seeing Epic destinies from you? The Arch-psion, the Unbound Mind, and things of that nature?

Blackdrop
2008-07-02, 08:17 PM
That...is...a lot of work. But, I thought they were going to release the Psion in a future book?

Djinn_in_Tonic
2008-07-02, 08:19 PM
But, I thought they were going to release the Psion in a future book?

And since when has that EVER stopped the noble breed of homebrewers from doing something? :smallbiggrin:

The Demented One
2008-07-02, 08:28 PM
...:smalleek:

Wow. That's a lot of work. Quality work as well. INCREDIBLE job here.

Just one question...will we be seeing Epic destinies from you? The Arch-psion, the Unbound Mind, and things of that nature?
Maybe. Until then, I think demigod's the best fitting one, although archmage could be tweaked to arch-psion with little effort.


That...is...a lot of work. But, I thought they were going to release the Psion in a future book?
It may take a while to get that book out. Until then, this class lets anyone who wants to do all the cool stuff they could do as a 3.5 Psion in 4e.

RTGoodman
2008-07-02, 08:33 PM
I haven't had a chance to look at all the Powers and Talents, but overall this seems really good.

Some highlights: the entire Wilder paragon path, the Pyrokineticist's ability to use a healing surge when hit by fire damage, and the Body Fuel feat (HP? Harumph! I'd rather have POWER POINTS!).

One nitpick or mistake I noticed - in the description of the Focus skill, you say something like "Meditate is a class skill for Adepts, Lurks, Psions, and Psychic Warriors." I assume Meditate was the old name of the skill and you just missed it in editing.

TheEmerged
2008-07-02, 08:42 PM
Darn it, I was working on this :P

Well, technically I was working on Soulknife (striker), Telepath (controller), Egoist (leader), and Shaper (defender)... Give me a few days while I read over your posts :smallbiggrin: I ditched power points to stay within the new power structure, and chose to use Arcana instead of a separate Psionic skill.

Just curious, you're not using the implements structure? I was going with Staff, PsiCrystal (think wand), and Third Eye (think Orb) for the Egoist and Telepath.

As for "the book coming out"? Given how much of 3.0's PsiHB ended up getting house-ruled by people that actually tried to use it, I'm not going to hold my breath. Right now, it looks like it'll be no sooner than PHB3.

Eighth_Seraph
2008-07-02, 08:52 PM
Since when has that ever stopped the noble breed of homebrewers?
Seriously. I mean, how many 3e Monk fixes did we make before WotC finally...

Oh. Nevermind.

Very nicely done, D1. The only typo I saw was in Volatile Mind on the Wilder path. At what level is the ability gained?

I really want to play one of these now. Elocator sounds like ten flavors of fun. Also in Dimensional Flux; it says Blast 3 within 10 ft. Did you mean 10 squares?

EDIT: Oh. Oh my. Triple ninja'd.

Lord Iames Osari
2008-07-02, 09:01 PM
Very nicely done, D1.

The Demented One
2008-07-02, 09:56 PM
One nitpick or mistake I noticed - in the description of the Focus skill, you say something like "Meditate is a class skill for Adepts, Lurks, Psions, and Psychic Warriors." I assume Meditate was the old name of the skill and you just missed it in editing.
Fixed


Well, technically I was working on Soulknife (striker), Telepath (controller), Egoist (leader), and Shaper (defender)... Give me a few days while I read over your posts
My plan has Psychic Warrior as a defender (with soulknife as a paragon path), Ardent as a leader (same deal for divine mind), and lurk as a striker.



Just curious, you're not using the implements structure? I was going with Staff, PsiCrystal (think wand), and Third Eye (think Orb) for the Egoist and Telepath.
I decided not to. Part of psionics's neatness in 3.5 is that, unlike arcane and divine magic, there's no dependance on props like that at all, and preserving the spirit of the 3.5 Psion was a big part of what I tried to do.



Very nicely done, D1. The only typo I saw was in Volatile Mind on the Wilder path. At what level is the ability gained?

I really want to play one of these now. Elocator sounds like ten flavors of fun. Also in Dimensional Flux; it says Blast 3 within 10 ft. Did you mean 10 squares?
Fixed and fixed.


Very nicely done, D1.
Thanks Iames, and everyone else.

Siberys
2008-07-02, 10:30 PM
1) I'd suggest having something akin to implements, or else the damage of your powers will fall behind the curve of other classes; It is assumed, balance-wise, that by certain levels you will have +x to attack rolls and damage and +xd6 on criticals. Weapons and implements cover this, and this class needs something to keep up.

2) If you get me an unformatted word doc, I can format this a PDF-ify it. Only problem'll be a lack of pictures, so it might seem rather barebones. email me with the doc and any formatting preferences.

[email protected]

Other'n that, You'll want to make sure that Talents are less powerful than equal-level rituals - their cost is an easily renewable resource instead of gold. I trust you took this into account, though, so I'm stating it just to reinforce it. :smallbiggrin:

TheEmerged
2008-07-02, 10:36 PM
1) I'd suggest having something akin to implements, or else the damage of your powers will fall behind the curve of other classes; It is assumed, balance-wise, that by certain levels you will have +x to attack rolls and damage and +xd6 on criticals. Weapons and implements cover this, and this class needs something to keep up.

Which is where I was coming from. This has been an issue with my variant on Soulknife and Shaper too, although I think I found the solution for the Shaper (doing it with feats, and giving Shapers bonus feats that have to come from the Ectoplasm list).


Mind Burn
Prequisites: Cha 13
Benefit: You gain a +1 feat bonus to damage rolls whenever you use a power with the psychic keyword. This bonus increases to +2 at 11th level, and to +3 at 21st level.

You may want to rebalance this relative to the Dark Fury feat (which gives the same bonus to psychic AND necrotic).


Power of Opportunity
Prerequisites: Combat Reflexes, Dex 13, Psion class.
Benefit: Whenever you could make an attack of opportunity, you may make it with one of your at-will powers.

I think the new way to express this is to say the power can be used as a basic melee attack.

The Demented One
2008-07-02, 10:37 PM
1) I'd suggest having something akin to implements, or else the damage of your powers will fall behind the curve of other classes; It is assumed, balance-wise, that by certain levels you will have +x to attack rolls and damage and +xd6 on criticals. Weapons and implements cover this, and this class needs something to keep up.
I might do up some feats that let you spend power points for that.
Added the Endow Power class feature, which hopefully balances this.

TheEmerged
2008-07-02, 10:51 PM
Added the Endow Power class feature, which hopefully balances this.

Hmm, something like this is what I need for the Soulknife. I'll have to toy with it some :)

Good work here, D1. Don't let my nitpicking discourage you, it's my nature :smallredface:

The Demented One
2008-07-02, 10:55 PM
Hmm, something like this is what I need for the Soulknife. I'll have to toy with it some :)

Good work here, D1. Don't let my nitpicking discourage you, it's my nature :smallredface:
No problem, good critics always improve this kind of stuff.

Siberys
2008-07-03, 11:49 AM
Now the Psion is on the OTHER side of the power spectrum; It's too powerful.

Where everyone else has to find or pay money for those bonuses, a Psion gets it for free. I really think implements should be in; Dorje, Psicrystal, Third eye - there are several you could use, and all it takes is making up some magic items and adding "Implement" to the keyword line of most of your powers

For soulknives, implements could be Crystal Hilts, Focus Bands (worn on the wrists), etc.

If you really, REALLY want Psions without implements, make up a feat tree called "Implementless Caster"; One for each tier, and they essentially do what endow power does, at the cost of three feats. The first feat gets you the +1 and +2 at the appropriate levels, the second +3 and +4, and the third +5 and +6.

The Demented One
2008-07-03, 12:20 PM
If you really, REALLY want Psions without implements, make up a feat tree called "Implementless Caster"; One for each tier, and they essentially do what endow power does, at the cost of three feats. The first feat gets you the +1 and +2 at the appropriate levels, the second +3 and +4, and the third +5 and +6.
Okay, shall do.

mikeejimbo
2008-07-04, 02:39 PM
For Dimension Swap, does it have to be a willing ally?

CockroachTeaParty
2008-07-04, 05:58 PM
Oh my. This is incredible. Somebody put this on PDF!

HA! I love the pyrokineticist quote. What a silly, silly boss.

Goober4473
2008-07-04, 06:56 PM
Small note: The Focus skill DCs should be based on level, not set DCs. A DC 25 is pretty much automatic for a level 30 character that's trained, and the effect is just as useful and powerful then as it is at level 1. The DC should either be left to the DM, like the DCs most skill checks and skill challenge rolls, or it should be based on monster/character level. For example, the DC for the fear removal could be some number plus the level of the monster that caused the effect, or plus half the level, or however it works out.

Ealstan
2008-07-04, 10:28 PM
First off, really great stuff here. This is some solid stuff!

The nitpicks I have mostly revolve around power points. I love the idea, but it seems like they're not quite right. It feels like there wouldn't be enough of them to go 'round at low levels (when at max you'd have like, 5 at 1st), but at high levels you have a ridiculous amount (like 300 at 30th). I would change the rate you get points from level X mod (I think 4ed has largely moved away from using multiplication, as it generally leads to degeneracy) to something like (base number) + level + Mod. That would front load the power points in the beginning, while keeping them as a valuable scarce resource throughout progression. I would also suggest that power points fully refresh at each extended rest. This would also impress upon the players that PPs are a scarce resource, at least until body fuel :smalltongue: . In the context of the changes above, I love body fuel, always good to get players to foolishly burn away their healing.

I also disagree with Talents costing power points instead of actual material components. Doing this is severely unbalancing to the game from a non-combat point of view. It wreaks havoc on wealth-by-level, and replicates nearly everything a wizard can do with rituals (that he also has to spend party resources on).

Once again, this is excellent stuff, I really enjoyed reading it. Send me a PM if you'd like to discuss more :smallbiggrin:

Lord Iames Osari
2008-07-08, 02:03 AM
Now the Psion is on the OTHER side of the power spectrum; It's too powerful.

Where everyone else has to find or pay money for those bonuses, a Psion gets it for free. I really think implements should be in; Dorje, Psicrystal, Third eye - there are several you could use, and all it takes is making up some magic items and adding "Implement" to the keyword line of most of your powers

For soulknives, implements could be Crystal Hilts, Focus Bands (worn on the wrists), etc.

If you really, REALLY want Psions without implements, make up a feat tree called "Implementless Caster"; One for each tier, and they essentially do what endow power does, at the cost of three feats. The first feat gets you the +1 and +2 at the appropriate levels, the second +3 and +4, and the third +5 and +6.

I understand where you're coming from, Siberys, but now any Psion that doesn't take those feats is utterly screwed - which may have been sort of okay under the 3e paradigm, but certainly doesn't fly in the 4e paradigm.

Instead, why not make a class feature that kicks in at the appropriate levels, requiring the psion to complete a ritual of meditation that involves psionic paraphernalia costing equal to whatever a wizard would pay for all the required implements? That keeps the psion balanced with a wizard of the same level and wealth, and also preserves the "implementless" feel of the psion.