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| #1VoyRagerNov 27, 2011 23:59:17 | Asking for a P.E.A.C.H. for this class design. Also any ideas on what I should write as a role? Conditions For Level 1 Power Suggested Designs: Clairvoyant has 2 power points and gains 2 power points for every encounter power gaining level the character has accomplished (equaling 4 power points at Level 1) and must spent 2 power points to use the level gained encounter power. --------------------------------------------------------------------------------------------------------------------------
Role: Varies CLASS FEATURES: 1. Cognitive Manifestations: Each clairvoyant must choose two of the following three manifestations. The choices are permanent abilities of a single clairvoyant character throughout the character’s natural lifetime. 1A. Astral Projection: As a minor action during a turn to up to 20 squares away or instantaneous when your character use certain powers a visible projection of the character‘s image called an astral projection appears on a square. As a free action, the astral projection can moved to occupy any empty square adjacent of or on a square a creature under an effect caused by a clairvoyant’s power or a power with the spirit’s keyword in it including marked creatures. All astral projection’s defenses equals your character’s Will defense, normally shares your character’s actions and can provoke opportunities attack as well as response to enemies movements. Any allies can move thru the astral projection’s square and the projection is treated as a solid object by a passing creature or any creature adjacent to its square. From the astral projection’s square you can attack, effect, assist or counter attacks and actions with results effecting the character’s scores, hit points, and impressions. The astral projections can be used to channel energies from the power’s effects and attacks that are made from or to other squares adjacent to either the character’s square or the character’s astral projection’s square as either the point of origin or the target with this condition active vice versa. Even though the character is limited to one immediate reaction per turn as the occupant of both the astral projection’s and the character’s occupying square, the clairvoyant from the projection’s square can make every opportunity attacks as provoked during all times. With a minor action the character can project, teleport or dismiss his/her projection during his/her turn and can project this projection on the same square the character is occupying and while sharing the same square with his/her astral projection the clairvoyant can make a wisdom implement attack to any creature entering an adjacent square as an opportunity attack or use this wisdom implement attack as a basic melee or basic ranged 2 attack. All characters’ astral projections are that character’s ally and can be considered a spirit or a beast companion for meeting prerequisites for feats and any other conditions requiring a spirit or beast companion including powers with the keyword spirit or beast. 1B. Psychic Channeling: Psychic channeling borders from a controller’s benefit and a striker’s benefits. When using this feature’s choice you can directly altered an area surroundings a target and doing so the character creates a private war zone. All in this zone are placed in a new dimension of awareness making all outside the zone invisible to the target and all others effected in the zone senses. When using this feature’s choice in unison with astral projection choice your character would be converted into a striker extraordinaire. With the astral projection on or adjacent to the target(s), your character will be limited in actions choices especially since your character takes all damages that the astral projection receives and the damages the square the projection is on yet can lessen the damage by channeling the effects and conditions to marked targets. Psychic channeling make it possible to divert non-weapon powers’ effects’ and conditions’ damage as it is experienced by harnessing the energies as an in-motion to a new target thru the astral projection’s or the marked target’s or the character’s occupying square with the damage effecting only the character and a new target within the power’s effect’s or condition’s range around the square of the astral projection or marked target and the character. When channeling a power’s of a ranged or area attack to a new target that is adjacent to the character or the astral projection would provoked opportunity attacks which would be favorable when channeling the lessen damage to ally adjacent to a marked target. Psychic channeling can either manipulate the senses of a group or a single target’s within an area of your character’s immediate vicinity or with the character’s astral projections. Once these effects are placed on targets the effects can be persist or diverted to new targets including the effects and conditions as well. 1C. Riposte Insightfulness: The closer your character is to an adversary the more your character knows about the adversary’s weaknesses. Your character can determined the adversary lowest defense score and the adversary most potent power’s attack defense target. With this cognitive manifestation you can access and reproduce an ally’s at will power with your character’s weapons at a -2 penalty to attack rolls and an one lesser die damage impression using only either wisdom modifiers for non-weapon powers or constitution modifiers for weapons powers. If you chosen the astral projection with riposte insightfulness for your clairvoyant character’s cognitive manifestation’s choices, your character can response to either damage dealt to allies or the use of non-weapon power use within a range or zone of your character's occupied square or your character's astral projection's square. Your character can reverted this power’s full effects and conditions instantly and redistribute its effects and damages to self or a willing ally as well as a marked enemy. This can be important against ongoing damages that rely on non-chemical effects. Riposte insightfulness make it also possible to induced your marked enemy to move up to two squares at the beginning or the end the marked enemy turn to an adjacent square of a willing ally as a free action or the character’s and if available the character’s astral projection . The clairvoyant with riposte insightfulness cognitive manifestation choice should use constitution ability score as a primary score and can convert healing surges from allies and self into countering effects against damage’s effects cause by enemies. 2. SYMBIOTIC INFUSION FORGING: Clairvoyant are unique beings with their understanding of nature’s and her natural energies that exist as the underlining complexities that composed life. Clairvoyant with their unique understandings also have an unique style in coping as only one among the fathomless amount of individuals in existing. To the clairvoyant an individual is the most in-common sum of an infinite amount of influential aspects that every individual is exposed to and then forth self-composed as an improved self or new another. As a clairvoyant, you know that there is no difference in each uniqueness but what is personally differed inside the commonalities and these differing points are reflected by the clairvoyant proficiencies in combat styles. All clairvoyant can focus ki energies thru their body and doing so they create a new level of capacities with their physical skills. Since clairvoyants excelled in identifying subtle energy forms they are proficient with the weapons that has an unaltered and easily accessible by touch natural stock like products of wood and crystals. With this familiarity by touch with a natural product they are capable of exceptional skills resembling a natural aptitude when observed handling certain tools and equipments. Each clairvoyant must choose one of the following described choices for symbiotic infusion forging class feature and gains a bonus feat with the choice that includes certain benefits with certain instructions explained as the symbiotic infusion forging choice. 2A. FORCE AND PSYCHIC KEYWORDS WITH VERSATILE EXPERTISE: You gain the Versatile Expertise feat as a bonus feat, granting +1 to attack rolls for a weapon type that your character has proficiency for as well as to an implement that your character’s has proficiency for. Certain weapons are friendly by touch with a clairvoyant and with the right implement attached to the weapon; the weapon becomes a clairvoyant best friend. By choosing versatile expertise as your character’s infused forging, your character has a special weapon bind to him/her that has either a Holy Symbol, Shard or an Orb permanent attach to it. Regardless of the weapon choice, the weapon is considered of having the two-handed properties with your character only and your character can add the +1 Versatile Expertise bonus to attack rolls using this weapon. By using this weapon your character also has access to all effects granted by powers with force, spirit or pyschic keywords as well as considered having the prerequisite for feats implying toward the force and pyschic keyword powers, attacks, damage and effects even if the characters doesn’t has the prerequisites for it. You gain either the Arcane Implement Proficiency feat as a bonus feat, allowing you to use a chosen implement including among your choices a superior implement and if you doesn't have proficiency for the chosen implement, you are granted proficiency for that particular implement choice. This choice allows your character to enhanced your Astral Projection and any ki focus (including unarmed) as an implement item, as well as allowing your astral projection to be enhanced as if the astral projection is either a holy symbols, orbs, totems, tomes or ki focus implement. When you use a power with an implement keyword, your character can access all effects of the power with the use of any implement your character including the empty off-hand which to be treated as a mundane unarmed ki focus and if applicable. This choice also limits your choice on weaponry to staff, club, bows and unarmed (all wood stock weapons only) and when of these weapons becomes enhanced as a magic item it also becomes an enhanced implement in the hands of your character. 2C. RITUAL INFUSED FORGING: Overall your character gains proficiency with spellbooks, superior implements, the use of alchemical items and the use of all in items in the wands and rod category. This infused forging differs from the weapon binding that comes with the Versatile Expertise infused forging and the Arcane Implement Proficiency that makes your character’s body a living implement because the Ritual Infused Forging allows your character to use rituals and choose from other divine, primal and arcane classes' implement at-will powers and utilities powers with the keywords force or/and psychic as well as from the qualify powers of your character's vestige built. 3. DISCIPLINED VESTIGE Your clairvoyant character has one of three builds: Mystical, Prophetic or Voyagers. Each build has their own at-will feature power that utilized the use of one of the keywords found in the Cognitive Manifestation choice. The feature power is the key in the functions of your clairvoyant class character even though you can build a hybrid or a multiclass version with none of the build’s bonus feat from the Infused Forging feature. Your Hybrids or Multiclass built does obtain one of the Cognitive Manifestation, a choice of one feature power associate with the chosen manifestation and the Caring Empathy Class feature as an once an encounter power. 3A. Mystical Build (Can use Rangers' and Shamans' Powers) By choosing Astral Projection and Psychic Channeling makes a Mystical build that can’t use martial keyword powers among the build powers selections. This build can utilized the invisible keyword in certain clairvoyant powers and has blindsight 5. The mystical build also used the Presence’s Check feature powers and will redefine the capacity of how much damage a ghost can do! The build can easily be converted into a striker using the astral projection as the point of origin with marked targets and ranged attacks. When using the astral projection as a new point of origin for attacks your character avoid certain penalties due to line of sight. Your character can also use new point of origin while your character is masking self from any enemies adjacent and/or within a burst zone of either, your character’s or character astral projection’s vicinity which obscure visions of all in zone including your character and with the right conditions on a target can blind that target. With your character penalized when using the astral projection's sight with a blind condition from the character's square (your character does have blindsight 5) while this ability is activated or persisted, your character can effect two areas at the same time. A Mystical build can dominate as a striker with Synchronized Doublestrike; a level 1 Clairvoyant At-Will power while treating you projection as a different sort of approach with a marked enemy with opportunities and opportunity attacks. You must have a highest ability score of Wisdom follow by Constitution to take full advantage with a mystical build. 3A. Mystical Build (Can use Rangers' and Shamans' Powers) By choosing Astral Projection and Psychic Channeling makes a Mystical build that can’t use martial keyword powers among the build powers selections. This build can utilized the invisible keyword in certain clairvoyant powers and has blindsight 5. The mystical build also used the Presence’s Check feature powers and will redefine the capacity of how much damage a ghost can do! The build can easily be converted into a striker using the astral projection as the point of origin with marked targets and ranged attacks. When using the astral projection as a new point of origin for attacks your character avoid certain penalties due to line of sight. Your character can also use new point of origin while your character is masking self from any enemies adjacent and/or within a burst zone of either, your character’s or character astral projection’s vicinity which obscure visions of all in zone including your character and with the right conditions on a target can blind that target. With your character penalized when using the astral projection's sight with a blind condition from the character's square (your character does have blindsight 5) while this ability is activated or persisted, your character can effect two areas at the same time. A Mystical build can dominate as a striker with Synchronized Doublestrike; a level 1 Clairvoyant At-Will power while treating you projection as a different sort of approach with a marked enemy with opportunities and opportunity attacks. You must have a highest ability score of Wisdom follow by Constitution to take full advantage with a mystical build. Using the Riposte Insightfulness and Astral Projection makes the Prophetic Clairvoyant build more primal than psionic with vigilance in the use of the Astral Projection abilities. The Prophetic build uses the class feature power: Blind Zone to protect and assist allies against enemies. With any disruption of the Astral Projection your character is channeling causes psychic damage to your character, this also allow your character to redirect the arcane energies. It is more evident with the Prophetic build that your character’s Astral Projection is also the character’s spirit companion. With the Prophetic build your character must have a high Constitution score followed by a second highest ability score of Wisdom in order to absorb the extra damages in which your character takes partially and redirect the damages into a more riposte style of redistributing the damages. The Prophetic build can also redistribute healing properties as well as convert healing surges into useful venues benefitting allies. The Prophetic build can utilized this style of usefulness especially with the Clairvoyant’s level 1 At-Will power: Stolen Thunder. With the Stolen Thunder power your character can project damages distributed by an adjacent ally or marked enemy thru the Astral Projection that sharing a square either with the willing ally or with a marked enemy within range of your character or from within range of your character’s Astral Projections. The Prophetic build can also channel an At-Will power of an adjacent willing ally using either Wisdom modifier for non-weapon powers or Constitution ability modifier for weapon powers. The Astral Projection can also and do so with a power of an adjacent marked enemy (or while sharing a square of a marked enemy,) while the marked enemy is under the effects of the class feature’s power Blind Zone toward another target within the power’s zone. When you choose the Psychic Channeling and Insightfulness Riposte as your character’s manifestation makes the Voyager build. The ideal Voyager build is psionic and are ambidextrous which means they can make a weapon attack with an off-hand held weapon. Voyagers are at their best when mobile; they close in to make melee attacks and then move into different new position to finish up with marked enemies in one turn while causing damages to both targets and with the right power while countering the opportunity attacks. Since the Voyager build relies on riposte attacks and full techniques powers as both an interrupt and as a standard action with all its triggerings or by triggered provocations, it’s best to have Dexterity as the character’s highest ability modifier for a high AC against the riposte factors. As a second highest ability modifier, Constitution make good hit points total that supports the mobility probabilities or as a pure control combatant then use the Wisdom modifier for second highest modifier for controlling effects against marked enemies and high insight skill checks. Voyagers are trapsters with ritual and alchemical options and effects. Where there a need for assistances, the opportunity to create a vulnerable target for your allies by springing or placing a vulnerable making condition or effect on the enemy is simply a different type of riposte but a riposte just the same. Unlike the other two builds; Voyager has no Astral Projection rely on, should has at least one Full discipline At-Will and when that technique power uses the wisdom attack then without doubt your character’s role is controller. As controllers, Voyagers can gather targets and can utilized allies’ At-Will powers by executing the power using Dexterity for weapons attacks or Wisdom for non-weapon attacks. When a basic attack is more favorable than the ally’s At-Will power, Voyager has the depth of a leader-type role within the same power even with the character’s build is built to control. Regardless of the second At-Will power choice when you choose the Level 1 At-Will Full Technique Power: Old Mind Trick; your character can induced marked enemies into making the move action instead of making the movement themselves. The At-will power movement can target as a standard action and targets only marked enemy while the enemy is under an ongoing effect or targets an enemy that is under the condition of blinded. Voyager build is granted the Insight Riposte feature power where half of the target damages roll is redirect to your character and the other half to a different target within the implement’s power range of an implement on your character’s body or a weapon’s range in which your character is holding in the main hand. |
| #2VoyRagerDec 02, 2011 23:19:51 | Please Evaluate And Critique Honestly? |
| #3NamagemDec 05, 2011 7:20:40 | Where to begin... "Role: Varies Power Source: Varies. As a clairvoyant, you can venture on a spiritual level seeing what driving others and feeling what they feel as fears, desires, or apprehension. A clairvoyant can project your image for others to see as a group or as individuals and channel emotional energies from one place to self or vice versa. You can also isolate other’s minds within different ranges known as centering and effects group's or an individual’s senses."
"Implement Proficiencies: Holy symbols, orbs, totems, tomes and ki focus as well as all magic items that are weapons in which the character has proficiency "
"2. SYMBIOTIC INFUSION FORGING"
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| #4LightWardenDec 05, 2011 16:25:46 | ThemeThemeThemeThemeThemeThemeThemeTheme Make this thing into a theme with its own encounter powers, you will solve so many of your problem. This isn't like 3e where everything and its dog needs to be its own class. |
| #5VoyRagerDec 14, 2011 13:46:23 | Asking for a P.E.A.C.H. for this class design and have downsized it some from the previous postings.
-------------------------------------------------------------------------------------------------------------------------- CLAIRVOYANT 1A. Astral Projection: You gain the Astral Projection Power: ---------------------------------------------------------- Astral Projection Special: This power can be trigger by a use of another power that denotes the acvtivation of this power. Effect: --------------------------------------------------------------------------- While sharing the same square with his/her astral projection or when the astral projections is sharing a square with another creature; the clairvoyant character can make a Wisdom implement attack that does psychic damage to any creature entering an adjacent square as an opportunity attack or use this Wisdom implement attack with psychic damage as either a basic melee, basic touch or basic ranged 2 attack also from the astral projection’s square the projection's immediate reaction accounts independently of the clairaoyant' characters action. 1B. Psychic Channeling: |
| #6VoyRagerDec 15, 2011 0:37:12 | OKAY SOME OF THE POWERS IDEAS AS I FIND TIME TO PUT THEM UP. This one is a Level 1 Prophet Clairvoyant sample with a 16=Dexterity, 14=Constitution and 14=Wisdom with its racial bonus of +2 Wisdom and +2 anything esle have yet to tabulated into its 4E ability array also this sample can be built with any other combination of the 4E ability array with racial bonuses that give the same results. -------------------------------------------------------------------------------------- Blind Zone Prophetic Clairvoyant Feature A creature move within the boundary of a realm you concentrating on, you extended an invitation as a warning. At-Will Psionic, Psychic, ZoneMinor Action (1 per/turn) Area burst 3 Target: each enemy marked by you in burst. Effect: Target gains blindsight 3, is deafened, blinded and marked. You become invisible to target while target can perceived only your astral projection and your other marked targets as if target has normal sight and perceptions. These conditions remains active until target leaves zone unless the conditions are persisted. Sustain Minor: Persist conditions on one target until the end of your next turn instead and must be activated before target moves out of the zone. Special: You may expended an unused encounter power to augment this feature power. Augmented Effect: (Using this feature power as an augmented power ends all previous marking by you.) Same as above but until the end of the encounter, every time you use this power you may use either your astral projection or a willing ally or a marked target as the point of origin for this power use and when you persist this power you also persist the invisibility condition to all marked targets. ------------------------------------------------------------------------------------------------------------------------- Numenic Caring Clairvoyant Feature You awaken a domant or forgotten spirit in yourself or your ally that strenghtens the vessel with stamina and resilence. Encounter (Special) Healing, Primal,Minor Action Close burst 5 (20 at 11th level, 30 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and gain one of the following benefits depending on this clairvoyant's Discipline Vessel choice: Mystical Clairvoyant: Target gains "When first bloodied or while bloodied after been target by this power has the resist sum to all damage equal to your Wisdom modifier sum until no longer bloodied or the end of the encounter. Prophetic Clairvoyant: Target gains "When first bloodied or while bloodied after been targeted by this power target gains +2 to all defenses until no longer bloodied or until the end of the encounter." Voyager Clairvoyant: Target regains an additional hitpoints equal to your Constitution modifier or your Wisdom modifier. ---------------------------------------------------------------------------------------------------------------------------- Pulsating Needles Clairvoyant Attack 1 You swept the air around you with an item or your empty hand and needles of solid light appeared in route towards its target. At-Will Primal, Implement, Illusion, ForceMinor Action Ranged 5 Target: Up to 3 enemies Attack: Wisdom vs Fortitude and target is marked. (This marked can't supercedes or ends with or by allies powers and attacks) Hit: All targets receives the results of a single 1d4 roll in force damage and ongoing psychic damage equal to your Constitution modifier. (move action by target of at least 2 squares ends) Special: You can use this power against a single taget as a ranged basic attack. -------------------------------------------------------------------------------------------------------- Dancing Cobra [Attack Technique] Monk Attack 1 You dodge and weave like a cobra, confounding your enemy and turning its attacks back against it. At-Will Full Discipline, Implement, PsionicStandard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 1d10 + Dexterity modifier damage. If the target has made an opportunity attack against you during this turn, the target takes extra damage equal to your Wisdom modifier. Level 21: 2d10 + Dexterity modifier damage. Dancing Cobra [Movement Technique] Monk Movement 1 You dodge and weave like a cobra, confounding your enemy and turning its attacks back against it. At-Will Full Discipline, PsionicMove Action Personal Effect: You move your speed +2. --------------------------------------------------------------------------------- Bonus Spirit Attack Power Protecting Strike Shaman Attack 1 Roaring echoes from ancient caves and hollows accompany your spirit companion’s attack, infusing your allies with vitality. At-Will Implement, Primal, SpiritStandard Action Melee spirit 1 Target: One creature Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier. ----------------------------------------------------------------------------------------------------------------- Stormhawk's Fury Shaman Attack 1 Your spirit companion dives on your enemy and unleashes a bolt of lightning, which lingers momentarily. Encounter Implement, Lightning, Primal, SpiritStandard Action Melee spirit 1 Effect: Before the attack, you can move your spirit companion 3 squares. Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier lightning damage. Until the end of your next turn, when any ally hits an enemy adjacent to your spirit companion, that enemy takes extra lightning damage equal to your Dexterity modifier. ---------------------------------------------------------------------------------- ARMY OF GHOSTS Clairyovant Attack 1 It was over as fast as it started, images of pure light appeared amomg the combatants, an army of ghostly images, an image for each combatant there. Daily Conjuration, Spirit, Implement, Psychic Standard Action Area burst 10 Target: All allies and mark targets in burst. Effect: You conjured an astral projection in an unoccupied square adjacent to the target that lasts until the end of your next turn. Your allies can flank enemies with any astral projection and when they attack an enemy flanked by the astral projection, it disappears. An astral projection may make one of the following attack: Free Action Melee (Targets one enemy) Attack: Wisdom vs Fortitude and the attacking astral projection disappears. Hit: 1d6 + Constitution modifier psychic damage and target is stunned (saves end). Miss: Half damage. Immediate Interrupt Personal Trigger: A target adjacent to an astral projection takes damage. Effect: The astral projection shifts into the square of the attacker and disappears. The hit deals half damage and if the astral projection is of the hit target's image or the attacker's image then the attacker also takes half the damage sum. If the astral projection is of your image then the astral projection remains, the attacker is marked, you takes half of the hit's damage sum and you can add the effects of your Discipline Vessel's power to this effect. ----------------------------------------------------------------------------------------------------------------- MORE SAMPLES TO COME... |
| #7VoyRagerDec 20, 2011 15:34:40 | Any comments at all?? Pretty P.E.A.C.H. |
| #8VoyRagerDec 31, 2011 15:41:12 | Insightful Tracker You can make Insight DC in place of Perception, Bluff, Thievery, Intimitdate or Diplomacy DCs. You can also make a Insight check (DC determined by the DM) to inspect a mundane object or a natural object. If your check succeeds, you can determine without establishing the creatures' identity, the motives or the emotional state (calm, nervous, hurried, distracted, etc...) of the creatures that has touch or been in contact of the object (including tracks) in the past 24 hours. Again a pretty P.E.A.C.H and YES! I'm accepting any comments at all? BELOW ARE MORE OF THE POWERS IDEAS. This one is a Level 1 Voyager Clairvoyant sample with a 14=Dexterity, 18=Constitution and 12=Wisdom with its racial bonus of +2 Dexterity and +2 Wisdom have yet to tabulated into its 4E ability array also this sample can be built with any other combination of the 4E ability array with racial bonuses that give the same results. (Notice how much damage this Leader/Controller can causes? This why I really isn't sure of the class role. There's a striker's average output of damage behind this Clairvoyant's Discipline Vessel's build.) -------------------------------------------------------------------------------------- Insight Riposte Voyager Build’s Feature Power Your enemy only saw your eyes as they seems to glow then your mind probings adjusted looking to induce a mistake and start testing your potentials and limitations. At-Will Immediate Interrupt (1 per/round) Personal Trigger: An enemy marked by you that isn’t adjacent to any of your enemies and you are wielding in your off-hand a weapon. Effect: Rolled an 1d20-2 die against the triggering attack die sum, if your roll sum equals or within 2 of triggering attack roll die sum then the triggering attack and this power causes no damage; if your roll is higher by more than 2 then triggering attack, you takes half damage, but if the triggering attack misses and your roll is higher by two or more of that attack roll then the attacker takes half of the off-hand weapon damage die rolled. If you roll is less than more than 2 and hits than the hit is considered a critical hit. Augmented Effect*: Until the end of the encounter you can use this power once per turn with a bonus to your 1d20-2 roll equal to your Wisdom modier. (* = Special: You must expended one unused non-feature encounter power to augment this feature power. Activating this feature power as an augmented power ends all previous marking by you.) ------------------------------------------------------------------------------------------------------------------------- Numenic Caring Clairvoyant Feature You awaken a domant or forgotten spirit in yourself or your ally that strenghtens the vessel with stamina and resilence. Encounter (Special) Healing, Primal,Minor Action Close burst 5 (20 at 11th level, 30 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and gain one of the following benefits depending on this clairvoyant's Discipline Vessel choice: Mystical Clairvoyant: Target gains "When first bloodied or while bloodied after been target by this power has the resist sum to all damage equal to your Wisdom modifier sum until no longer bloodied or the end of the encounter. Prophetic Clairvoyant: Target gains "When first bloodied or while bloodied after been targeted by this power target gains +2 to all defenses until no longer bloodied or until the end of the encounter." Voyager Clairvoyant: Target regains an additional hitpoints equal to your Constitution modifier or your Wisdom modifier. ---------------------------------------------------------------------------------------------------------------------------- Twin Strike Ranger Attack 1 If the first attack doesn't kill it, the second one might. At-Will Martial, WeaponStandard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks. (This marked can't supercedes or ends with or by allies powers and attacks) Hit: 1[W] damage per attack. -------------------------------------------------------------------------------------------------------- Old Mind Trick [Attack Technique] Clairvoyant Attack 1 Your enemy is near a state of mind resembling full panic and you couldn’t resist temptation. At-Will Full Discipline, Implement, Charm, Psychic.Standard Action Melee or Ranged 5 Target: One creature Attack: Constitution+3 vs. Will and target is mark. (This marked can't supercedes or ends with or by allies powers and attacks) Effect: Target moves unwillingly up to 4 squares toward either you, your astral projection or another mark creature. The target must roll a successful saving throw for each opportunity attack provoked by this movement to prevent the attack otherwise allies can make opportunity attacks against the target. Old Mind Trick [Movement Technique] Maybe your enemy is one’s own driver but a slight step here and there is easily taken. At-Will Full Discipline, Implement, Charm, Psychic.Minor or Immediate Interrupt Target: Either you, your astral projections or a creature mark by you. Trigger: A creature moves into an adjacent square of the target then hit with an attack. Effect: (Once per round this power may be use as an interrupt.) Target shift 1 square and if triggered by a hit then the hit does half damage. Creature that triggered this power becomes mark by you. --------------------------------------------------------------------------------- Fox's Cunning Ranger Attack 1 Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure Encounter Martial, WeaponImmediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier. ------------------------------------------------------------------------------------------- The Psychic’s Weapon Clairyovant Attack 1 You strike your enemies with a preordained dedication they knew was placed in them. Daily Psychic, Force, Weapon, ReliableStandard Action Melee or Ranged non-mundane weapon Target: One creature Attack: Constitution vs. AC Hit: Target takes 2[W] + Constitution modifier force damage, and all other creatures mark by you takes half damage + your Wisdom modifier in psychic damage instead of force damage. All creatures receiving damage by this power are no longer mark and stunned until the end of your next turn. Special: When making an opportunity attack, you can use this power in place of a basic attack. ----------------------------------------------------------------------------------------------------------------- MORE SAMPLES TO COME... EDIT: Add "with a bonus to your 1d20-2 roll equal to your Wisdom modier" to the augmented option of the Insightful Riposte Feature Power. |
| #9VoyRagerFeb 09, 2012 13:29:34 | Insightful Tracker You can make Insight DC in place of Perception, Bluff, Thievery, Intimitdate or Diplomacy DCs. You can also make a Insight check (DC determined by the DM) to inspect a mundane object or a natural object. If your check succeeds, you can determine without establishing the creatures' identity, the motives or the emotional state (calm, nervous, hurried, distracted, etc...) of the creatures that has touch or been in contact of the object (including tracks) in the past 24 hours. Proposed Daily and At-Will Power List For Level 1: Power's Type Power's Title Power's Keywords AT-WILLs Psionic Pulsating Needles Unarmed, Implement, Lightning. Psionic Distracting Touch Unarmed, Implement, Psychic, Charm. Divine Reap And Sow (Full Discipline) Unarmed, Weapon, Psychic. Divine Old Mind Trick (Full Discipline) Riposte, Psychic. Primal Stolen Thunder Spirit, Implement, Psychic. Primal Synchronized Doublestrike Spirit, Psychic, Force. Martial Spectral Strike Unarmed, Weapon, Fear. Arcane Purlieu Stinginess Riposte, Psychic, Heal, Charm. DAILYs Divine Army Of Ghosts Spirit, Implement, Summoning. Divine Astral Armor Spirit, Heal. Primal Vigilant Protector Stance, Implement, Force. Primal Form Of Spirit-Self Spirit, Polymorph, Psionic Radiance Fusing Stance, Weapon, Radiant. Psionic The Psychic's Weapon Weapon, Psychic, Reliable. ----------------------------------------------------------------------------------------------------------- Reap And Sow Clairvoyant Attack 1 ..... At Will Divine, Psychic, Necrotic, RadiantStandard Action Ranged 5 Target: One enemy Effect: The target takes the sum of your either your Wisdom or Constitution modifier in non-compunding ongoing necrotic and radiant damage(save ends) and target is dazed until the start of target's next turn. Effect: Target takes a -2 penalty to saving throw (save ends) On The Third Consecutive Failed Saving Throw: The target falls prone, dazed and unconscience until the end of target's next turn and this power's effect ends on target. ---------------------------------------------------------------------------------------------------------------- Distracting Touch Clairvoyant 1 ... At-Will Unarmed, Implement, Charm, PsychicStandard Action Area Burst 1 Target: All enemies in burst Special: Before or after this attack, you may move one square with a +2 bonus to your defenses versus opportunity attacks provoked by this movement. Effect: Target is penalized -1 to all defenses and attack rolls until the start of your next turn and you or one ally that is either within 2 squares of a single target of this power may make any kind of a basic attack against that target or if an ally is on an adjacent square of you or your astral projection that ally may make a level 1 at-will implement attack against the chosen single target if able. Voyager: Voyager build can grant one ally that has either a ranged weapon, implement or an one-handed weapon in the off-hand slot the use of a level 1 at-will power instead of the basic attack when using this power. ----------------------------------------------------------------------------------------------------------------- Syncronized Doublestrike [Attack Technique] Cairovoyant 1 Form of Spirit Self Clairvoyant Attack 1 |