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| #1squeezoJul 23, 2008 7:06:07 | Hello. I've decided to create a 4e version of the Seer, but with a few differences. A few important caveats first: This is essentially a conversion for a 3.5 character that I want to carry on DMing in 4e. He's a 2nd level halfling seer, and the campaign is low on combat and high on detective work - kinda like that old TV show Millenium, where the psychic guy solves crimes. It's a solo campaign, so he needs to be handy (although there is a party of DMPCs to help him out in a fight). I've just cobbled something together to fill a kinda leader-type role, with a bit of controller thrown in. It doesn't have to be incredibly well-balanced, as it's just a solo campaign. Also, I've only plotted it out to 2nd level, so I can get into it now (and worry about the rest of the levels and powers later!!) So partly this is just for you all to have a nosey at, and partly as it's my first attempt at anything even remotely like this (I'm yet to even really PLAY 4e properly!), for you to PEACH. Is it too weak? Too powerful? Too boring? So without further ado, here's my little psionic Poirot: Psion Role: Leader. You use the powers of your mind to aid your allies and beleaguer your foes. Power Source: Psionic. You draw power from a mystical wellspring of energy that resides within your mind, and have learned over the years to focus this energy. Key Abilities: Intelligence, Charisma Armour Proficiencies: Cloth Weapon Proficiencies: Dagger, Sling Implements: Psionic Crystals Bonus to Defence: +2 Will Hit Points at 1st Level: 10 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: From the class skills list below, choose four trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Religion (Int), Perception (Wis), Streetwise (Cha) Class Features: Psionic Motivation (Twice per encounter, minor action: grants one ally within line of sight and within 6 squares the use of a healing surge as an immediate action, and a +2 on all defences until the beginning of your next turn.) Seer’s Trance: Once per day, the psion can enter a trance, enabling him to see events that have happened, or will happen in a location. It takes 10 minutes to enter the trance, and during that time the psion must concentrate and remain still. When in the trance, however, fleeting images of events, people and objects come into the psion’s mind, allowing him to add his insight to his perception for the purposes of investigating a site. The area is a burst 10, centred on the psion. Empathic Precision: Any allies within 2 squares of the psion can add the Psion’s Intelligence modifier to all attack rolls for the purpose of offsetting and cover and/or concealment penalties to their attacks. This bonus only applies up to the total value of the cover and/or concealment. Seeds of Confusion: Once per encounter, the psion can cause his enemies to become distracted by fleeting thoughts about subjects unrelated to battle. It’s a close burst 3 with a range of 5, a Intelligence vs. Will attack, and if successful the target takes 1D8 damage + Intelligence modifier, and all allies gain combat advantage against the targeted enemies (save ends). At-Will Powers: Precognitive Strike Psion 1 “As you ready your weapon, you feel your psychic energy stirring, telling you where your foes are going to be before they even move”. At-Will ♦ Psionic, Weapon Standard Action Melee or Ranged Weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Strength modifier (melee) or 1[W] + Dexterity modifier (ranged), and you move up in the initiative order to immediately above whoever was directly before you in the initiative order. Increase damage to 2[W] + Strength modifier (melee) or 2[W] + Dexterity modifier (ranged) at 21st level. Visions Psion 1 “You fill the mind of your enemy with visions of his possible futures. Some of them are not pretty.” At-Will ♦ Psionic, Psychic, Charm Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1D6 + Intelligence modifier psychic damage, and the target grants combat advantage and is immobilised until the end of the current combat round. Increase damage to 2D6 + Intelligence modifier at 21st level. Encounter Powers: Force of Will Psion 1 “You focus a stream of pure mental energy into the unsuspecting mind of your foe. As he meets your gaze, you feel his resistance to you collapse. He is now as your plaything, to do with as you please.” Encounter ♦ Psionic, Charm Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Target is dominated until the end of the current combat round. Daily Powers: Mindblast Psion 1 “You implant voices in the head of your foe, telling him that he has been knocked unconscious. Through the might of your psionic power you attempt to make this suggestion into reality” Daily ♦ Psionic, Charm, Sleep Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: The target is pushed one square and is prone. Make a secondary attack. Secondary Attack: Intelligence vs. Will Hit: The target is unconscious (save ends) Miss: The target is prone. Utility Powers: Telempathic Projection Psion 2 “You implant a subtle hypnotic pattern in your words, creating positive psychic feedback and affecting all who hear them.” Daily ♦ Psionic, Charm Minor Action Burst 20 Effect: You add your Intelligence modifier or your psion level (whichever is higher) to your Diplomacy, Bluff and Intimidate skills until the end of the encounter. Special: The effect of this power ends if you move. |
| #2greatfritoJul 23, 2008 16:25:42 | Your class looks decent enough, and entirely workable for a solo campaign. You should note, however, than most "non-combat" abilities in 4th have been moved over to Rituals - psionics should take a similar approach (I plan on working on it for my own games, eventually). If you're interested, Angel_of_Clumsiness and I are working on a full set of Psionic classes, including a Telepath (though no seer) that might work for you. The class is in the middle of a first round of revisions, but is playable through level 10, and is cleaned up completely through level 2. The Telepath itself is available here. The full thread is available here. G'luck! |
| #3squeezoJul 24, 2008 2:46:59 | Thanks for the advice. I guess I know I'm going to have to use rituals for most of the fun non-combat stuff really, and the telempathic projection utility power I've outlined here is probably more suited to a ritual. Thing is, I wanted it to be more-or-less immediate to activate rather than having to spend ages throwing around some kind of psionic components and what-have-you. Greatfrito, I was really intrerested to look at your design for the telepath. It's interesting to see different imaginings of the same basic concept. Yours was slightly more capable in combat than mine - slightly more hit points, and a better array of weapons and armour. With your permission, I may steal your flavour text for the empathic word for my Psionic Motivation (which is just a rehash of the same thing). BTW, the general idea that I felt made my build unique was the concept of 'climb to the top of the initiative order then unleash things that last only until the end of the current round'. Do you think this is workable? |