Kalashtar 4E (PEACH)

Post/Author/DateTimePost
#1

darth_serenous

Mar 22, 2009 20:01:02
Yeah I know Eberron campaign setting is comming but I needed this now. Here is my Kalashtar race. Leave any comments please.

Kalashtar

Long ago linked to the Quori, they now walk upon the world, carrying psionic powers.
Racial traits
Average Height: 5´ 6˝–6´ 2˝
Average Weight: 135–230 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Quorian
Skill Bonuses: +2 Arcana, +2 to Intimidate
Telepathic bond: Kalashtar can, once per encounter, create a link between his mind and a willing one within reach. To create this link, you must be able to touch the target. After this bond is created, it last until you or the target fall unconscious, the target exceed maximum distance or you cut the bond. This distance start at 30 feet and increase to 60 at level 11 and 90 at level 21.


Explanation : I inspired myself on the Kalashtar race in 3.5 and on the human of 4E because they are very similar. In 3.5, Human and Kalashtar don't have any bonuses to ability score, but in 4E they have a +2 to any of the player's choice. I thought that a +2 to any would reflect that.

The bond is now a racial power usable as an encounter power instead of a daily (like in 3.5). I limited his use for balance sake.
#2

EmpactWB

Mar 22, 2009 20:33:56
Languages: Common, Quorian

Probably best not to create new languages. Perhaps Deep Speech, as it is linked to the Far Realm, would be just as appropriate.
Telepathic bond: Kalashtar can, once per encounter, create a link between his mind and a willing one within reach. To create this link, you must be able to touch the target. After this bond is created, it last until you or the target fall unconscious, the target exceed maximum distance or you cut the bond. This distance start at 30 feet and increase to 60 at level 11 and 90 at level 21.

You should write this up as a power. You also need to say what kind of action it is. I suggest minor to start and free to end. I don't think you need to end it when they exceed the distance, as it simply won't work while they're out of range, but it can be a very useful scouting utility power, whether or not the Kalashtar is the scout. I suggest the following:




#3

doneisi

Mar 22, 2009 20:34:19
Needs a racial power.
#4

gregt_314

Mar 22, 2009 21:27:09
Not powerful enough compared to other 4E races. Compare to humans, who also get the +2 to a stat of their choice. Human choice of an extra at-will and an extra feat is significantly better than your telepathic link.

4E races are designed to be combat balanced more than flavour balanced, so if you're going for an authentic 4E feel you'll need to give your Kalashtar something that lets it go toe-to-toe with other races on the battlefield. I don't know Eberron, or how Kalashtar telepathy works, but maybe:

Encounter:
When creating your character, choose WIS, INT or CHA.
Trigger: An ally is making an attack roll.
Effect: Add your bonus in the chosen trait to your ally's attack roll. If your ally hits with this attack, you gain the same bonus to one attack you make before the end of your next turn.

EDIT: I previously missed the awesome stuff that EmpactWB quoted because I thought it was part of his signature. Now I'll just point you back to it, it says everything that needs to be said.
#5

EmpactWB

Mar 22, 2009 21:31:34
Encounter:
When creating your character, choose WIS, INT or CHA.
Trigger: An ally is making an attack roll.
Effect: Add your bonus in the chosen trait to your ally's attack roll. If your ally hits with this attack, you gain the same bonus to one attack you make before the end of your next turn.

No offense, GregT, but that's way too powerful. It's anywhere from a +3 to +10 untyped bonus to any attack roll. It gets ridiculously absurd when combined with Demigod, and it doesn't have an action type (which would either be free or immediate interrupt) to limit it.

EDIT: I'll make something to get my sig away from the spoiler blocks.
#6

yrogerg

Mar 22, 2009 21:34:55
Not powerful enough compared to other 4E races. Compare to humans, who also get the +2 to a stat of their choice. Human choice of an extra at-will and an extra feat is significantly better than your telepathic link.

4E races are designed to be combat balanced more than flavour balanced, so if you're going for an authentic 4E feel you'll need to give your Kalashtar something that lets it go toe-to-toe with other races on the battlefield. I don't know Eberron, or how Kalashtar telepathy works, but maybe:

Encounter:
When creating your character, choose WIS, INT or CHA.
Trigger: An ally is making an attack roll.
Effect: Add your bonus in the chosen trait to your ally's attack roll. If your ally hits with this attack, you gain the same bonus to one attack you make before the end of your next turn.

Actually, the 3.5 Kalashtar had a racial PrC, the Atavist, that had abilities similar to this racial. I think this would be a good way to go, even if the specifics could use some tweaking.
#7

gregt_314

Mar 22, 2009 21:36:03
No offense, GregT, but that's way too powerful. It's anywhere from a +3 to +10 untyped bonus to any attack roll. It gets ridiculously absurd when combined with Demigod, and it doesn't have an action type (which would either be free or immediate interrupt) to limit it.

You're absolutely right. I was just going off the top of my head. It's an encounter power, and once per encounter seems right. I'd probably change it to an Immediate Interrupt, make the pass-back bonus occur on a miss rather than a hit, and maybe rather than trigger off any attack, trigger off an attack against a target that you have marked, or a target that you've attacked since the beginning of your last turn. To my mind that would bring it into line with other low-level encounter powers, but correct me if I'm wrong.

And again, I have no idea if it fits the race flavour; it was really just an example of how you might mechanically turn telepathy into a combat advantage.

Alternatively, Encounter Power, Immediate Interrupt, Trigger: An ally declares an attack against a target you've attacked since the beginning of your last turn: Effect: Your ally gains combat advantage against the target until the end of their turn.
#8

AvonRekaes

Mar 22, 2009 23:08:33
Honestly I think the Skills bonii need to be rethought. I know what you're trying to do there, with Arcana, but 3.5 Kalashtar didn't have a bonus to Knowledge(psionics).

Kalashtar are a very social race, so I'd give them +2 Diplomacy and +2 Insight.
#9

Crimson_Concerto

Mar 22, 2009 23:43:01
HAHAHA, I'm actually in the process of constructing a Kalashtar race myself. :D
(I've given up on a couple of other home brew race endeavors, so this one will likely be up by the end of the week if all goes well)
Anyways, this is definitely underpowered for a variety of reasons. First, it only gets a single ability score boost but no racial defense bonus to make up for it. I'm personally giving them +2 INT +2 CHA myself, but if you're going to give them only a single bonus, they need a +1 bonus to a defense (likely Will?) in order to keep with other races. Second, it's only racial feature is a very nerfed telepathy that should probably be redone as an encounter power. And of of course after that, it has... nothing at all.
Add some more fun stuff!
#10

lucifernietzsche

Mar 24, 2009 1:48:24
































#11

AvonRekaes

Mar 24, 2009 9:35:25
Kalashtar don't live thousands of years. Their life expectancy in 3.5 was about that of a half-elf. Also, Kalashtar aren't just immortals given flesh, like Devas. Their origin isn't just in Dal Quor, but in the humans of Adar too. For the most part, they remain biologically human. I don't think they should be immortals
#12

lucifernietzsche

Mar 24, 2009 16:56:06
Kalashtar don't live thousands of years. Their life expectancy in 3.5 was about that of a half-elf. Also, Kalashtar aren't just immortals given flesh, like Devas. Their origin isn't just in Dal Quor, but in the humans of Adar too. For the most part, they remain biologically human. I don't think they should be immortals

You're right, they don't live multiple thousands of years...just about 1,000 if no one kills them. Old habit from my old group that never died...we simply decided they die when they're killed because in their war with the Inspired none of them would EVER die of old age anyway...theyd always be killed. So, my mistake on that.

You're right, they're not just immortals given flesh. Never said they were though. And they aren't immortal, they just count as immortals with regards to effects that interact with those of the immortal origin. Their bodies originated on the material plane...so what? Quori are immortal and powerful beings from a realm in the Astral Sea. They trump Natural origin, in my opinion.

But, all that was just my take on the Kalashtar. You can adjust those particular traits however you wish, of course. I will, however, take the topic of your observations to mean that you felt the rest of the race was either acceptable as written, or even spot-on. Unless of course, you decide to dispute that now.
#13

Crimson_Concerto

Mar 24, 2009 17:40:21
Ability Scores: +2 Intelligence, +2 Dexterity

Really? DEX? That doesn't sound Kalashtar-like at all. Like everything about their flavor had them being socially gifted and very charismatic. How is +2 CHA not the immediate first reaction here?
I do, of course, agree with INT for the obvious and extremely evident connections to the psion.
With a lot of races, I can definitely see where people might disagree on what two stat boosts they would get, but with the Kalashtar, I honestly can't see how there could be any dispute that they're definitely an INT and CHA race unless they're going to be completely reflavored.

Psionic Resilience: +5 racial bonus to saving throws against effects with the Psychic keyword.

There is not such thing as a Psychic effect. Psychic is just a damage type. I believe you're looking for "Charm" effects.

Naturally Psionic: All powers you use, excluding item powers and those that already posess the Psychic keyword, aquire the Psychic keyword.

Wow, that's just ridiculous. I don't even know what to make of something like that. What were you thinking here? I'm sorry, but this is just a terrible idea.
#14

lucifernietzsche

Mar 24, 2009 17:49:59
Really? DEX? That doesn't sound Kalashtar-like at all. Like everything about their flavor had them being socially gifted and very charismatic. How is +2 CHA not the immediate first reaction here?
I do, of course, agree with INT for the obvious and extremely evident connections to the psion.
With a lot of races, I can definitely see where people might disagree on what two stat boosts they would get, but with the Kalashtar, I honestly can't see how there could be any dispute that they're definitely an INT and CHA race unless they're going to be completely reflavored.

There is not such thing as a Psychic effect. Psychic is just a damage type. I believe you're looking for "Charm" effects.

Wow, that's just ridiculous. I don't even know what to make of something like that. What were you thinking here? I'm sorry, but this is just a terrible idea.

As to the stat boosts...I always thought of the Kalashtar as very graceful, as it says in the ECS. But, the Cha bonus is equally, if not more, valid...so we can always go with that instead.

On the Psychic effect, I suppose I should've said, "POWERS with the Psychic keyword. But, perhaps Charm effects would be better, if such a trait were kept at all.

The only thing I see about Naturally Psionic being ridiculous is because it's pointless. It does nothing. It adds the Psychic keyword to powers...which thusfar in the game means nothing except as an identifier. It does NOT grant the psychic damage type to the power's effects...merely the keyword to the power. I only added it as a remembrance to the fact that Kalashtar used to get bonus power points for being a psionic race. It doesn't need to remain...but again, don't flip out...it's a meaningless trait, just like Dreamless Slumber, for now.
#15

Crimson_Concerto

Mar 24, 2009 18:06:26
The only thing I see about Naturally Psionic being ridiculous is because it's pointless. It does nothing. It adds the Psychic keyword to powers...which thusfar in the game means nothing except as an identifier. It does NOT grant the psychic damage type to the power's effects...merely the keyword to the power. I only added it as a remembrance to the fact that Kalashtar used to get bonus power points for being a psionic race. It doesn't need to remain...but again, don't flip out...it's a meaningless trait, just like Dreamless Slumber, for now.

Ah, okay, we have different understandings on what adding the Psychic keyword to a power actually does. I'm away from my books right now, but I'm pretty sure that if a power has a damage type keyword, that's the type of damage that the power deals when it deals damage, and so adding the Psychic keyword to all powers would mean all powers deal psychic damage.

Either way, it's either ridiculous or useless, and so it should definitely go. You do not need it in order to reflect their racial psychic prowess. You already have that with a telepathic racial power. There's no mistaking Kalashatar are psychically adept if they have that power.
#16

lucifernietzsche

Mar 24, 2009 18:36:12
Ah, okay, we have different understandings on what adding the Psychic keyword to a power actually does. I'm away from my books right now, but I'm pretty sure that if a power has a damage type keyword, that's the type of damage that the power deals when it deals damage, and so adding the Psychic keyword to all powers would mean all powers deal psychic damage.

Either way, it's either ridiculous or useless, and so it should definitely go. You do not need it in order to reflect their racial psychic prowess. You already have that with a telepathic racial power. There's no mistaking Kalashatar are psychically adept if they have that power.

I'd agree...except that I think no other power source should have the Psychic keyword at all, nor access to powers that, by necessity, involve it. Then again, I don't really consider charm a psychic effect. I tend to think of it as more like a love potion...without the potion. But anyway...

Dreamless Slumber is equally meaningless, but I haven't seen anyone suggest getting rid of that yet, why is that?
#17

Crimson_Concerto

Mar 24, 2009 18:48:42
Dreamless Slumber is equally meaningless, but I haven't seen anyone suggest getting rid of that yet, why is that?

Because I forgot to. :D
Really, if the ability is meaningless or useless then writing it in as mechanics is a waste of space. Due to the way spells and such now work in 4E, I find it highly unlikely that dream-targeting abilities will ever get put on a monster or into a power... At most it may be done via some rituals, though... Hmm...
#18

lucifernietzsche

Mar 24, 2009 21:35:53
Because I forgot to. :D
Really, if the ability is meaningless or useless then writing it in as mechanics is a waste of space. Due to the way spells and such now work in 4E, I find it highly unlikely that dream-targeting abilities will ever get put on a monster or into a power... At most it may be done via some rituals, though... Hmm...

Problem is, I feel like Kalashtar aren't Kalashtar anymore if they dream while sleeping. They are permanently exiled from Dal Quor, the dream plane, and cannot ever go back there by any means, not even normal sleep.

The only other option I can think of is perhaps let them trance like the elven races? But I can't remember off-hand if trancing still involves dreaming.

Since most of what made the Quori and everything associated with them so nasty were all about dreams and nightmares (since they ARE from the plane of dreams, after all) I think we'll see powers and more coming about that specifically involve dreaming. I hope so, anyway.

I guess we'll see.
#19

Crimson_Concerto

Mar 24, 2009 21:50:48
Problem is, I feel like Kalashtar aren't Kalashtar anymore if they dream while sleeping.

You misunderstand. I didn't suggest that Kalashtar should dream. What I suggested was if that such a feature would be completely useless mechanically, I don't see a reason it should be represented as so. They still don't dream, it just doesn't need to say so in the mechanics, because it has nothing to do with mechanics. It's fluff.

But now that I get to thinking about it, I can actually think of a couple of ways a monster might use nightmare-based powers. Maybe they'll make a monster at some point with an attack that knocks targets unconscious and then another power that can only be used against unconscious creatures that causes horrible nightmares which does a lot of psychic damage as a fear effect and heals the monster for some HP or something... That would be cool, and the Kalashtar should totally keep their extremely situational resistance to this, so sure, keep the mechanic.
#20

lucifernietzsche

Mar 25, 2009 4:48:39
You misunderstand. I didn't suggest that Kalashtar should dream. What I suggested was if that such a feature would be completely useless mechanically, I don't see a reason it should be represented as so. They still don't dream, it just doesn't need to say so in the mechanics, because it has nothing to do with mechanics. It's fluff.

Well...what I meant was...if it's just fluff, then who cares? If it merely states that they don't dream in that tiny paragraph about them under their entry, so what? If it has no mechanical basis in the game, the extreme majority of players and DMs are highly likely to ignore the fact entirely.

But, since you mentioned the possibility of dream-based powers in the latter half of your post, I have to say I'm hoping so. The Quori in Eberron were ALL about the use of dreams and nightmares...they're FROM the dreamplane, after all. If they don't do it this time around, I will be...vexed...terribly vexed.

I took it out for now anyway, it's easy enough to put back some other time. Heck, it's not even my race...I was just giving pointers to the OP. Speaking of which...sorry for hijacking your thread, Darth.
#21

Crimson_Concerto

Mar 25, 2009 16:18:10
Why the hell was the moved from the Homebrew forum?

It is a home brew race. It goes either on the Homebrew forum or the Races forum, whichever the poster feels like putting it, just like all the other homebrew races. Threads discussing Warforged and Shifters are not moved to the Eberron forum, are they? Drow and Gensai threads are not moved to the Forgotten Realms forums, are they?

Many people, including myself, use races outside of their original published setting. Somebody please move this thread back to a campaign-setting-neutral board where it belongs.
#22

androkguz

Mar 26, 2009 9:46:46
+2 int, +2 cha
Natural Origin (they are not inmortal and should never be considered that)
+2 Psionics (lets face it, this skill will return) +2 Diplomacy
Dreamless: Psychic damage resistance 5+half level
Strenght of Il-Yannah: Choose Int Wis or Cha. You add that your modifier to your death saving throws (note the higher chance of standing up)

Mindlink
At will * Standard action
One ally (burst 3)
You can comunicate with the target telepathically until the end of you next turn. You can only have one target linked at the time
Sustain Minor: If the target is within 1 mile, you can sustain the power.

Ok, I can formalize this, but the idea is explained.
I wouldn't mind about the mindlink been so utilitarian because:
a) so is the doppelganger's ability
b) this power can be HYPEREXPLOTED by racial feats. Specially those that are also class-specific.

Also, the Strenght of Il-Yannah I added as a way to tap on the flavor of been a race of the verge of extintion, but that refuses to die before briging down the Inspired.
#23

lucifernietzsche

Mar 26, 2009 15:39:02
Ok, I can formalize this, but the idea is explained.
I wouldn't mind about the mindlink been so utilitarian because:
a) so is the doppelganger's ability
b) this power can be HYPEREXPLOTED by racial feats. Specially those that are also class-specific.

Also, the Strenght of Il-Yannah I added as a way to tap on the flavor of been a race of the verge of extintion, but that refuses to die before briging down the Inspired.

I'm gonna give up in the immortal origin. That was really the only thing I was trying to change about them...while trying to convert over, instead of change, the rest. But everyone seems to want that to STAY the same and CHANGE everything else. That's ok...they're originally of what would be the natural origin, and they can stay that way.

They've NEVER had a racial bonus to Psionics skill...they're not getting one in my version. But you are, of course, free to do as you wish and there's nothing inherently wrong with it.

I'm just leaving Dreamless out. It's completely circumstantial. It has nothing at all to do with general psychic ability, so it can't be applied to everything. And it's an immunity, not a resistance...and so far that's not entirely workable in PC races...and there's no dream powers yet anyway.

In 3.5 they have a +2 racial bonus on saves vs all mind-affecting effects regardless of source, and possession. Since now I don't believe there are any saving throws associated with the Psychic keyword, I'd equate this to a will defense bonus of an appropriate value, or the equivalent of the Tiefling's resistance changed to Psychic.

The Strength of Il-Yannah...isn't a bad idea. Actually, pretty good idea...and the justification is moderately sound. But one way or another they're already going to get some kind of psychic resistance or such.

I prefer my version of mindlink. There's no real reason for it to be at-will. The reason it was 1/day in 3.5 was because you could bond with someone for several minutes, but only one person a day. Since it's only supposed to last a few minutes, I figure til the end of the encounter is fine. Since it's nowhere powerful enough for a daily, I dropped it to an Encounter power. There's no reason at all to reduce its initial range, and originally it works over any distance once established...which is meaningless in 4e unless the target somehow teleports completely out of the scene (which can really only be done by ritual) before the end of the encounter (which isn't likely to last that long). I think I'll go back sometime and reword it a bit since we don't want anyone thinking it will grant control of the subject...but not right now.

As for racial, class-specific or otherwise, feats...there AREN'T any. The only ones thusfar will be homebrewed, and that's not at all my concern whether other people have no sense for designing game features. If they break it with their own homebrewing, that's their problem, not mine...and it's because their feats are broken, not my race. As for the official racial feats when they come out...there will likely be an official Kalashtar race to go with them, and I can't imagine it will bear much resemblance at all to anything any of us have come up with yet. In which case, that's none of my concern either...because it will all be official material intended for everyone...and not my homebrew, which is really just for me. Completely a non-issue in every way.

On a final note...I have to agree, why is this thread WAY over here now? It belongs in homebrew with everything else.
#24

androkguz

Mar 26, 2009 19:40:39
Ok, Lucifer, you gotta remember the Changeling's transformation into the 4th edition doppelganger.
The Changeling didn't had any racial bonuses mainly to keep it balanced, since there really wasn't any score to penalize for the race. But it was very obvious that, if the race was going to get some bonus, they would get a Charisma bonus for the whole acting-manipulating-impersonating theme.
Now the changeling gets +2 Int and +2 Cha

Now think about the Half-elf, which is another race that didn't got any ability bonus on 3.5 for mainly the same reason.

Maybe you disagree, but to me (and to many others in this board) the kalashtar screams +2 Int and +2 Cha. I, for one, find it really hard to believe that the strong kalashtar is to you a concept as common as that of the wise kalashtar.

The Dreamless thing was an attempt to translate the idea into a significant mechanic. The idea is that their minds works different and therefore they are resistant to mental damage. On second tought, this can also be called Dualspirit and refer to the human-quori nature of the kalashtar.

There's two mechanical differences between your version of mindlink and mine that you apparently missed: my version can last for hours so long as it's maintained and in my version you can change your target several times during a short time. Thus, my version is stronger (and everyone here is saying that the power is weak so...).

The first part is really great because of been so useful. But the second is the important one. See, I think that I could (and so could you) homebrew at least one racial-class feat that takes advantage of the mindlink. In that situation it would be important to decide if the target can be changed.

Finally, if you're not giving them a +2 to Psionics, what are you giving them?
#25

lucifernietzsche

Mar 27, 2009 3:29:40
Ok, Lucifer, you gotta remember the Changeling's transformation into the 4th edition doppelganger.
The Changeling didn't had any racial bonuses mainly to keep it balanced, since there really wasn't any score to penalize for the race. But it was very obvious that, if the race was going to get some bonus, they would get a Charisma bonus for the whole acting-manipulating-impersonating theme.
Now the changeling gets +2 Int and +2 Cha

Now think about the Half-elf, which is another race that didn't got any ability bonus on 3.5 for mainly the same reason.

Maybe you disagree, but to me (and to many others in this board) the kalashtar screams +2 Int and +2 Cha. I, for one, find it really hard to believe that the strong kalashtar is to you a concept as common as that of the wise kalashtar.

The Dreamless thing was an attempt to translate the idea into a significant mechanic. The idea is that their minds works different and therefore they are resistant to mental damage. On second tought, this can also be called Dualspirit and refer to the human-quori nature of the kalashtar.

There's two mechanical differences between your version of mindlink and mine that you apparently missed: my version can last for hours so long as it's maintained and in my version you can change your target several times during a short time. Thus, my version is stronger (and everyone here is saying that the power is weak so...).

The first part is really great because of been so useful. But the second is the important one. See, I think that I could (and so could you) homebrew at least one racial-class feat that takes advantage of the mindlink. In that situation it would be important to decide if the target can be changed.

Finally, if you're not giving them a +2 to Psionics, what are you giving them?

Actually...I've altered my version a bit more, and started my own thread, linked here...

[thread=1167649]Kalashtar[/thread]

I understand the doppelganger example...I guess I'm just excessively cautious about overpowering them. So much homebrew on these forums is so overdone and overpowered that it makes me a bit timid. So I'll think about some other adjustments to the mindlink power.

The other changes I've made are in my thread, so you can check em out there. I'm trying to see if I can get them to overlook it so it doesn't get moved over here where no one will look for it. We'll see.

As far as their skill bonuses...I gave them +2 Bluff and + 2 Diplomacy. Two skills they have bonuses to in 3.5e. Since they can only have two skill bonuses anyway, I figured those two were best. Disguise doesn't exist anymore, and while they could originally intimidate, I figure if they only get two skill bonuses, bluff and diplomacy were best. The Inspired can get something like bluff and intimidate instead...maybe.
#26

AvonRekaes

Mar 27, 2009 11:40:45
Hmm, what about an ability like...

Dual Mind: Kalashtar roll an additional saving throw at the start of their turn to end any one condition with the Charm or Psychic keywords affecting them that a save can end.
#27

salla

Mar 27, 2009 11:51:14
Maybe you disagree, but to me (and to many others in this board) the kalashtar screams +2 Int and +2 Cha.

I won't really say the Kalashtar scream any stat bonuses until we actually know what stats psionics uses, personally. +2 INT, +2 CHA works fine ... unless psionics keys heavily off Wisdom.
#28

AvonRekaes

Mar 27, 2009 12:01:12
I'm willing to bet there's a high probability they'll be +2 Wis and +2 Charisma, and then get a racial bonus to Fort or Ref to compensate their ability boosts being for the same defense.
#29

Alex_

Mar 27, 2009 21:45:11
For your consideration, my own Kalashtar Mind Link ability.

Mind Link
You forge a mental bond with another, allowing you to communicate with them telepathically.
At-Will,Psionic
Standard Action,Melee Touch, Range 20
Effect: You convey a mental message of up to 25 words to a person you touched. If the target is within range, he or she receives the message mentally and can respond likewise. The link ends when the target moves out of range. You do not have to share a common language.
Sustain Minor: The link persists.
Special: You can only Mind Link with one individual at a time.
#30

lucifernietzsche

Mar 28, 2009 16:29:22
For your consideration, my own Kalashtar Mind Link ability.

Mind Link
You forge a mental bond with another, allowing you to communicate with them telepathically.
At-Will,Psionic
Standard Action,Melee Touch, Range 20
Effect: You convey a mental message of up to 25 words to a person you touched. If the target is within range, he or she receives the message mentally and can respond likewise. The link ends when the target moves out of range. You do not have to share a common language.
Sustain Minor: The link persists.
Special: You can only Mind Link with one individual at a time.

I've been lookin everywhere I can...and I haven't found yet a power with any kind of Sustain option that wasn't a Daily power. No At-Will or Encounter powers have the option to sustain except the Wizard Cantrip, Mage Hand. I don't see a problem with it specifically, but I think it should best be avoided for now to be on the safe side.

Out of general curiousity...what is it with everyone and touch? Most people's versions of Mindlink thusfar have been touch range powers...why? What'd they do...switch from Verizon to Sprint so now their reception isn't as good? No touchy...touchy bad.

Anyway...range 20... Do you mean 20 feet (which doesn't exist in 4e and would be 10 squares), or 20 squares (which would be completely pointless as most battles won't range that far, I'd think)?