| Post/Author/DateTime | Post |
|---|
| #1Silverblade_The_EnchanterFeb 08, 2009 20:38:42 | Ok, improved it, try this as an idea ;)
you may pick or roll for your power.
WILD TALENT (Heroic) Prerequisite: None Benefit: You have a random "wild talent", a psionic power which you innately know, but have no control over what power you are born with or manifest at puberty, it being an accident of happenstance.
Psionic Wild Talents:
All are encounter powers, Psionic, cost 1 healing surge to trigger.
Pick one (if DM allows), or roll 1d100 until to you get suitable number.
1 - Thicken Skin, minor action, your skin thickens and you gain a +2 AC bonus until the end of the encounter.
2 - Ferocity, minor action, your melee attacks do an extra 2 hp damage until end of the encounter.
3 - Psi Screech, Standard action, Pyshic, close burst 1, Int WIs or Cha (whichever is better) vs Will. On hit: Daze until end of your next turn.
4 - Acceleration, minor action, gain 2 Speed until end of the encounter.
5 - Pyrokinetics, Standard action, ranged 10, Int WIs or Cha (whichever is best) vs Fortitude, 1target,does 1d6 + best stat modifier of Int, Wis Cha fire damage, 2d6 at level 11+ and 3d6 at lvl 21+
6 - Shadow Merge, minor action, you gain concealment until the end of you next turn.
7 - Psi Port, minor action, you teleport a number of squares equal to the highest of your Int, Wis or Cha modifiers.
8 - Telekinetic Thrust, Standard Action, Psychic, Force, ranged 10, 1 target, best of Int Wis Cha vs Fortitude, 1d4 force damage and push 3 squares.
9 - Mind Blank, minor action, gain +2 on defences or saving throws against Psychic, Charm or Fear effects for 5 minutes.
10 - Chameleon Blend, minor action, gain +5 on Stealth checks for 5 minutes.
11 - Body Adjustment, minor action, you can spend a healing surge and gain an additonal +1 hp healing per level.
12 - Psychic Vampire, Standard Action, healing, Psychic, melee touch, use best of Int, WIs or Cha vs Fortitude, do 1d6 hp damage + modifier of score used, and heal same amount of damage. Damage and healing increases to 2d6+ modifier at lvl 11+ and 3d6+ modifier at lvl 21
13 - Missive, minor action, send a one-way telepathic message ot any creature you know or can see on the same plane, the message must be 25 words or less.
14 - Psi Jump, minor action,gain a +10 bonus on an Athletics check in this round to make a jump.
15 - Stone Fist, minor action, your firsts harden, unarmed attacks increase 1 die size (so increases to 1d6 for most PCs). Lasts 5 minutes.
16 - Emotion Probe, standard action, psychic, ranged 10, 1 target, best of Int Wis Cha vs WIll. You know the basic emotional state of the creature at present.
17 - Inertial barrier, minor action, you gain a +3 AC bonus against ranged weapon attacks for 5 minutes.
18 - Demoralize, Standard Action, CLose Blast 3, Psychic, Fear, best of Int Wis Cha vs Will, hit = -2 on attacks until end of your next round.
19 - Hyper Metabolism, minor action, you gain regeneration 1 until end of the encounter, at lvl 21+ it improves to regeneration 2. Fire or acid damage stops this regeneration until your next turn. If used during a short rest, you regenerate a total of 20 hps, or 40 hps at lvl 21+
21 - Catfall, you take no damage from a fall (Immediate interrupt instead of Minor action)
22 - Entangling Ectoplasm, Standard Action, Psychic, ranged 10, 1 target, best of Int Wis Cha vs Fortitude, the target is immobilized until end of your next turn.
23 - Remote Viewing, Special takes 1 minute to use, as View Location ritual (and also uses Arcana skill).
24 - Psionic Tempering, special. Takes 1 hour per pound of object to complete (it can be done in stages). Alter 1 object no larger than 40 lbs so it becomes strong and all flaws and damage removed. Bone, wood etc becomes as strong and hard as steel, but keep innate flexibility (if any).
25 - Float, (immediate interrupt or Minor action) you gain a +10 on any skill check, or +2 on any defence, to stop drowning or sinking below a surface for rest of the encounter (this includes sand, lava etc)
26 - Mind Thrust, Standard Action, range 5, 1 target best of Int WIs or Cha vs Will. 1d6+ relevant modifier damage and target is stunned until end of your next round. Damage increases to 2d6+ modifier damage at lvl 11+, and 3d6+ modifier at lvl 21+
27- Call Weapon, minor action, range 20, you teleport any visible, unnattended weapon weaighing 10lbs or less, in sight, into your hand.
28- Dark Sight, minor action, you gain Dark Vision for 5 minutes.
29 - Persuasive Aura, minor action,duration 5 minutes, you gain a +5 bonus to Bluff, Diplomacy, Intimidate and Streetwise skills for 5 minutes.
30 - Wall Waker, minor action,you can climb and cling to any solid surface no matter how slippery, even ice, for 5 minutes. Does not work though on surfaces magically warded to prevent climbing.
31 - Body Purge, Standard action,you attempt to rid yourself of all poisons and diseases, gain an immediate Endurance check vs the malady, with a bonus equal to the highest of your Int Wis or Cha modifiers, if successful, the malady is ended.
32- Immovability - minor action, until end of your next turn, you are immobile and cannot be pushed, pulled or slid.
33 - Hypercognition, minor action,, gaining complete awareness of your surroundings, including dark vision and blind sight 10, you cannot be flanked or an enemy gain Combat Advantage against you in any way, except it you are rendered uncconcious.
34 - Arrow Guide, minor action,, if you make a ranged weapon attack in this round, gain a +4 attack bonus as you guide the projectile home.
35 - Control Light, minor action, range 10, burst 5, you can increase the amount of light, from bright to total darkness for 5 minutes. Changing the amount is a standard action.
36 - Control Sound range 10, minor action, burst 5, you can increase the amount of sound, from as noisy as a crowd to total silence, for 5 minutes. You cannot control the type of sound, only it's volume. Changing the amount is a standard action.
37 - Precognition, Immdiate Interrupt, trigger: any attack, you gain a +2 to any defence against that attack, gaining warning of the danger.
38 - Detonate, range 10. Standard action, You target 1 unattended, seperate, non-magic item up to 10 lbs in weight, It explodes (destroyed), close burst 1, Best of Int Wis or Cha versus Reflex, damage 1d6+ modifier damage, 2d6+ modifier at lvl 11+ and 3d6+ modifier damage at lvl 21+
you could use this on a padlock, chain link, a lock, hinge or bolt that is attached to a door, but not on a lock inside a door, for example.
|
| #2satoriFeb 08, 2009 22:36:59 | Yo,
I like your creativity...but many of those are simply too powerful to be Encounter Powers. +2 AC? +2 Damage? Heck, as encounter powers, the PC would simply trigger them EVERY combat and get a virtual power bonus GREATER than the equivalent feat.
These, in particular, are overpowered.
EDIT: There are simply too many to start naming. Any power that gives a bonus to an integral function (hit/dmg/ac/speed/etc) needs to either be a Daily Power, or last a single round. Otherwise, it's like a constant toggle the PC can constantly keep on. |
| #3Silverblade_The_EnchanterFeb 09, 2009 10:14:08 | Well, tweaked it a bite more 
attack powers are Standard actions.
There is a simple limit ot this: they use up Healing Surges each time to trigger this.
It also fits into what "Wild Talents" are meant to be like  |
| #4malkav666Feb 09, 2009 10:19:31 | I don't think any feat with such versatility should have encounter long durations. Maybe until the end of the players turn perhaps, but no other feat in the game can offer those types of bonuses with those types of durations.
I like the idea however but the durations of the effects need to have the volume turned down IMO.
love,
malkav |
| #5dkyleFeb 09, 2009 10:23:16 | First off, this definitely belongs in the Homebrew Forum.
This is still way too powerful for a feat. All of the Utility powers are as powerful as Daily utility powers. A HS is not a sufficient cost. On the other hand, most of the Attacks are traps -- they don't have Implement, so their attack bonuses won't scale properly. They're too powerful at low level, when this doesn't matter, but much weaker at high level (still possibly too good for a feat).
If your goal is to make something that could conceivably be published be WotC, you're on the wrong track. Feats [u]replace[/i] powers, don't give you new ones.
Edit: If you really want to give new powers, make it a multiclass feat (like the Spellscar one). The powers it gives should either be encounters, of a power level even with other class's at-wills, or maybe dailies, with power levels even with others class's encounter powers. People could then use power swap feats to get more powerful powers, like the ones in the current version.
Another thought:
To me, Wild Talents are about instability in use, not randomness in what you get. I strongly dislike randomness in character creation, anyway.
Along those lines:
Wild Talent [Multiclass] Prerequisite: None Benefit:
Gain a first level at-will attack power from any class as an encounter power. You count as a member of all classes for the purposes of prerequisites of all power-swap feats. A power gained through this feat, as well as any power-swap feat for which this feat acts as prerequisite, is defined as a wild power. Any wild powers with attack rolls must be Constitution, Intelligence, Wisdom, or Charisma based. You may use any implement you can use for non-wild powers to apply to wild powers, but only to apply enchantment bonuses to attack and damage rolls; wild powers cast through such implements do not count as such for any other purpose.
Whenever you roll the first attack roll of a wild power, if you roll a one:
- For melee, ranged, and close blast wild powers: You are instead the sole target of the attack. Roll another attack roll against yourself.
- For close burst and area burst wild powers: The area is centered on you as a close burst of equal size. You and all creatures within are targets. Roll new attack rolls against each target.
- For other area wild powers: The power has no effect. Take 1d6 damage (2d6 starting at 11st level, and 3d6 starting at 21st level)
If the wild power doesn't roll any attack when first used, roll a d10. On a 1, the power has no effect. You lose your action, but not the use of the power itself; you may not use the same power again until the start of your next turn.
Then, create a multi-classing class, a la Spellscarred, with the kind of powers you listed originally (properly balanced as encounter and daily powers, of course). |
| #6Silverblade_The_EnchanterFeb 09, 2009 14:41:11 | Wild Talents, are random "mutations" as it were, that is the fun of them. It's much more fun to roll and see what you an do with it. ;)
They do act as "powers" (spells, psionic attacks, buffs etc) in previous editions of D&D, so no need ot change that. When psionics is released for 4th ed, that will almost certianly be how they'll work, otherwise the devs will have lost the plot :D
Wild Talents give you a psionic power you'd normally not have. Be it a buff, attack, self heal or whatever. Since they aren't proper powers, they are a bit weaker than normal psionics (in 3.5 you'd get less PPs than a true psion), in 4th I'd suggest, and used, no bonus to hit or extra effects.

You only get 1.
THey use up a helaing surge as a counte rbalance and to show they aren't "proper, normally controleld powers" |
| #7dkyleFeb 09, 2009 15:47:02 | Wild Talents, are random "mutations" as it were, that is the fun of them. It's much more fun to roll and see what you an do with it. ;)
If you say so... Given the power of this feat, I'd be a little irked if I got something like "Control Light" (useful occasionally) while another party member got "Thicken Skin", which will be used every encounter.
If you enjoy playing roulette between wasting a feat or gaining an incredible advantage over the others in your party, I suppose this feat is perfect as written.
They do act as "powers" (spells, psionic attacks, buffs etc) in previous editions of D&D, so no need ot change that. When psionics is released for 4th ed, that will almost certianly be how they'll work, otherwise the devs will have lost the plot :D
Absolutely. Psionics will be powers. But getting a new (not a swap) encounter power from a non-multiclass feat does not happen in 4E. And for good reason.
Wild Talents give you a psionic power you'd normally not have. Be it a buff, attack, self heal or whatever. Since they aren't proper powers, they are a bit weaker than normal psionics (in 3.5 you'd get less PPs than a true psion), in 4th I'd suggest, and used, no bonus to hit or extra effects.

What do you mean "extra effects"? Plenty of them more powerful than any utility encounter power in the game --Thicken Skin is the obvious one. Acceleration also qualifies. Also, Mind Thrust is absurd (encounter stun at first level?).
Attack bonuses not scaling with level doesn't balance it either. It just means that the feat is most powerful at first level, when it would most unbalance the game.
You only get 1.
Good. But as written, everyone would take this feat. It's too good.
THey use up a helaing surge as a counte rbalance and to show they aren't "proper, normally controleld powers"
It's not a good counter balance. Thicken Skin should be a daily power. Costing a healing surge is not enough. On the other hand, Pyrokinetics is worse than Magic Missile. Costing a healing surge makes it even worse.
To me, the fun of homebrew is coming up with something balanced, that any DM could comfortably include in his or her game, even one with powergamers, just like something published by WotC. But your goals may differ. |
| #8Silverblade_The_EnchanterFeb 10, 2009 16:26:23 | Well, in previous editions it did give you an ability you wouldn't otherwise have. It makes sense, setting wise. It is an extra power.
Wild Talents can be powerful, just not as powerful as a full out psion's abilities, who would have an implement or some other thing to boost his power in 4th ed.
In 3rd ed a psion could "Pump up" a power with a lot more Power Points to be more effective, but a wild talent couldn't, iirc.
Pyrokinetics could give a fighter a ranged fire attack he wouldn't other wise have, so it's not useless. Even when unarmed, he can use that attack...those are the kind of things that folk enjoy and remember using ;)
Oh iI built this to help with my Dark Sun games, in that setting, Wild Talent is is usually a bonus feat for PCs!
It was a gratis ability in 2nd ed, in 3rd some DMs were for it being a normal feat, others for it being a bonus feat.
I said to my players they can have a Background (which I find quite nice myself) or a Wild Talent.
You may well be right making them daily's rather than encounter powers, hm, but Dark Sun games are rough  |
| #9masteraaronFeb 11, 2009 17:34:00 | My suggestion: Tone it down, because these are frequently too powerful for any tier, much less Heroic. Also, make it more random (it is a WILD talent, after all) by having the ability change regularly. Finally, add some flavor stuff rather than making it all combat based. Include some fluffy things in the abilities. I just wrote something up quickly - here's my execution of the same sort of idea. I'd love some ideas for how to expand the fluffy things to abilities which currently don't have any; ideally, every ability should have some non-stat-based effect.
Wild Talent Prerequisite: None Benefit: Whether accidentally or through great effort, you have gained access to great power. Work with your DM to determine the source of this power – it may be wild arcane energies, the essence of a mad god or demon, or even drawn from the darkest and most chaotic parts of your own mind. Whatever the source, this power is unpredictable and potentially dangerous.
Each time you take an extended rest, roll 1d20 and consult the table below. You gain the appropriate benefit until your next extended rest, at which time you must roll again. On a roll of a natural 20, roll two more times (discounting additional 20s) and gain both abilities. Those with a strong mind can influence this process somewhat – you may add or subtract an amount up to your Wisdom modifier from this result. You may only do this if your Wisdom modifier is positive.
- Chameleon Skin: Once per encounter, as a minor action, you gain concealment until the end of your next turn.
- Eyebite: You may use the warlock's Eyebite power once per encounter. It no longer has the Implement, and you gain a +2 bonus to the attack roll. This bonus increases to +4 at 11th level, and to +6 at 21st level. You may choose to make the attack and damage rolls with Intelligence, Wisdom, or Charisma. In addition, until your next extended rest, you gain the wizard's prestidigitation power, which you can use once per minute.
- Last Hope: Once per encounter, as a minor action, you may spend a healing surge to either regain hit-points equal to one-half your healing surge value or make a saving throw.
- Impossible Leap: Once per encounter, you can treat a single Athletics check you make to jump as if you had a running start. If you already had a running start, you gain a +5 bonus to the check.
- Pyrokinesis: Once per encounter, you can light something on fire with your mind as a standard action. You must be within 5 squares of your target. You cannot create a fire larger than a small campfire, although if a large object is ignited in this way such a fire could still spread as normal. If you target an attended object or a creature with this ability, you must make an attack to ignite it (Intelligence +2, Wisdom +2, or Charisma +2 vs. Reflex). On a hit, deal 1d8 + Intelligence modifier, Wisdom modifier, or Charisma modifier fire damage. The attack bonus increases to +4 at 11th level, and to +6 and 21st level. In addition, until your next extended rest, you may create very small fires anywhere on your body. They do not harm you.
- Hypercognition: Once per encounter, as a free action, you may negate an enemy's combat advantage against you. You do not grant combat advantage to enemies until the beginning of your next turn.
- Aura Shield: Once per encounter, as a minor action, you can raise a weak protective barrier. You gain +1 to all defenses until the beginning of your next turn.
- Psychic Lure: You may use the swordmage's Lightning Lure power once per encounter. Change the damage type to psychic. It no longer has the Implement, and you gain a +2 bonus to the attack roll. This bonus increases to +4 at 11th level, and to +6 at 21st level. You may choose to make the attack and damage rolls with Intelligence, Wisdom, or Charisma. In addition, until your next extended rest, you gain the wizard's mage hand power, which you can use once per minute.
- Mind Tap: Once per encounter, as a free action, you gain a +5 bonus to the next Perception or Insight check you make.
- Luck Surge: Once per encounter, as a free action, gain a +1 bonus to a single check that you make. In addition, until your next extended rest, all events based on pure chance favor you slightly. Your DM must interpret how to handle this, but you will gain an edge in anything requiring luck.
- Wild Blow: Once per encounter, as a minor action, you can imbue an attack with terrible energy. The next attack roll you make gains a +2 bonus. Whether the attack hits or misses, this benefit ends.
- Planar Jaunt: Once per encounter, as a minor action, you may teleport 2 squares.
- Chaos Ram: Once per encounter, you can shove something away from you with wild force as a standard action. You must be within 5 squares of your target. If you target an attended object or a creature with this ability, you must make an attack to move it (Intelligence +2, Wisdom +2, or Charisma +2 vs. Reflex). On a hit, slide the target 1d4+1 squares.
- Mind Tampering: Once per encounter, as a free action, you gain a +5 bonus to the next Bluff, Diplomacy, or Intimidate check you make.
- Rerouted Communications: Your mind temporarily rewires itself. Until your next extended rest, you lose all ability to speak, but you gain telepathic speech to a range of 20 squares.
- Energy Transfer: Once per encounter, as a minor action, you may spend a healing surge to either let one ally within 5 squares regain hit-points equal to one-half their healing surge value or make a saving throw.
- Sorcerous Blast: You may use the wizard's Thunderwave power once per encounter. It no longer has the Implement, and you gain a +2 bonus to the attack roll. This bonus increases to +4 at 11th level, and to +6 at 21st level. You may choose to make the attack and damage rolls with Intelligence, Wisdom, or Charisma. In addition, until your next extended rest, you gain the wizard's ghost sound power, which you can use once per minute.
- Psychic Tweak: You manifest very minor psychic talents. Until your next extended rest, you gain access to the wizard's prestidigitation, ghost sound, and mage hand powers, which you may use at will.
- Slow Descent: Once per encounter, you can make an Acrobatics check to reduce falling damage even if you aren't trained in Acrobatics. If you are trained in Acrobatics, you gain a +5 bonus to one check to reduce falling damage.
|