Improvements On The Clairvoyant: Asking For A P.E.A.C.H. And Some Level 1 Powers Designs.

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#1

VoyRager

Nov 27, 2011 23:59:17

Asking for a P.E.A.C.H. for this class design.

Also asking if anyone has any suggestions for Level 1 powers for this class
(and If you can you post them here with the P.E.A.C.H.-es?)


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.

Encounter Powers And Features Powers Are All Augmentable With Encounter Powers Costing Two Power Points To Use And Two Power Points To Augmented. (And I'm Now Waiting See Some Of You Guys Suggestions.)

Some At-Will Powers are Full Discipline, Some Are Interrupts, Some Are Low Damage, High Percentages Hitting Minor Actions Power And An Enemy Marked By A Clairvoyant Remains Marked And Can't Be Overwritten By Oyher PC's Marking Until The Clairvoyant Used A Feature Power Or A Daily Power. (Which starts this gathering process again.) With At-Will Powers Made For Clairvoyants Must Hit To Mark.

All Daily Powers Must Abuse All The Marked Targets At Same Time With A Malevolent Leader/Controller Know How.


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CLAIRVOYANT


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.


Key Abilities: Choose either Dexterity or Constitution and Wisdom as the highest ability score that must have Constitution as one of the two highest ability scores and third highest ability should be either the remaining choice between Dexterity or Wisdom after choosing the two highest ability score.


Armor Proficiencies: Cloth, leather, hide and chainmail, light shields.


Weapon Proficiencies: Unarmed, clubs, maces, all staffs types, spears, halberds, falchion, double-weapons and all bows types. 


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


Bonus to defense: +2 to Will.


Hit Points at first level: 12 + Constitution ability score.


Hits points per gained level: +7 per level gained.


Healing Surges per day:  7 + Constitution modifier.


Trained Skills: Religion and three from the following choices: Acrobatic, Arcana, Bluff, Diplomacy, Endurance, Heal, History or Nature.


Class Features: Cognitive Manifestations, Symbiotic Infused Forging, Discipline Vestige, and Caring Empathy.  



CLASS FEATURES:
A clairvoyant has the following class features as it required and instructed by the features' descriptions.


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.

2B. KI INFUSION WITH ARCANE IMPLEMENT PROFICIENCY:


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.
There are clairvoyants who found the complicate uses with their abilities more to their liking, in so that the idea of arcane held a fascination stronger than honing their uniqueness to its fullness. These clairvoyants studied and practiced with different forms of natural energies, learning to convert them or redirect them at a whim. If you choose to build a character of this prowess, you would have chosen Arcane Implement Proficiency as your character’s Infused forging.


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:
By choosing Ritual Infused Forging you gains the Ritual Caster feat and the Alchemist Feat as bonus feats that allowed you to use magical rituals and alchemical items. You also can use superior implements and superior weaponry.


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.

Presence’s Check (WORK IN PROGRESS)      Mystical Build’s Feature Power
You purlieu the enemy with painful reminders of the connection you established with them.
At Will        Arcane, Force, Weapon

Free Action (1 per round)      Burst 20
Primary Target: Choose a creature marked by you within burst. That creature’s square is the point of origin for this power’s secondary attack.
Primary Attack: This attack ends all previous marking by you. Wisdom or Constitution + 3 vs. Will and target is marked.
Primary Hit: Make the following secondary attack against different targets.
Burst 2    Target: Up to two creatures in burst.
Secondary Attack: Wisdom or Constitution vs. Fortitude
Secondoray Hit: Primary and all secondary targets takes 1+ half of Wisdom or Constitution Mod. photonic damage and all targets are marked.
Miss: All targets are marked.
Augmented 4: Until the end of the encounter all your marked targets starting its turn within 2 squares of your astral projection’s or an ally’s are dealt force damage equaling 1+half the sum of your Wisdom or Constitution Modifier. 




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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.
Presence’s Check (WORK IN PROGRESS)      Mystical Build’s Feature Power You purlieu the enemy with painful reminders of the connection you established with them.
At Will        Primal, Unarmed, Spirit, Augmented Weapon
(Special: You must have an empty hand to use an unarmed keyword power, a weapon that all clairvoyants has proficiency with to use an augment weapon keyword and all spirit keyword powers has reach as a spirit attack )
Minor Action (1 per round)
Touch or Burst 20
Primary Target: Either designated the closest creature to you as marked and as your quarry or target a creature marked by you. Only marked creatures' squares can be use as the point of origin for this power’s secondary attack this power. 
Primary Attack:  Wisdom or Constitution + 3 vs. Will
Primary Hit: Unless all previous marking was sustained until the end of your next turn; on the hit all previous markings by you end and primary target is marked.
You may make the following secondary attack as spirit keyword atacks against different targets using all of squares that are occupied by either yourself, all astral projections summoned by you and all marked targets' made by you:
Burst 2    Target: Up to two creatures
Secondary Attack: Wisdom +1 or Constitution +1 vs. Fortitude
Secondoray Hit: Half your level sum + Wisdom or Constitution Mod. pyschic damage and all targets by this attack are marked. 
Effect: You can use any of the following actions using any square that are occupied by either yourself, all astral projections conjured by you and any marked targets' made by you: 
Once per round as a minor action using one square that is occupied by either yourself, any of the astral projections conjured by you or a marked targets' made by you, you can use that square as a point of origin for the secondary attack of power.
Once per round as a standard action a creature marked by you with either a weapon or an implement can make a basic attack against a different target. By this conditions the marked target can only make either melee and free reload ranged weapon's range attacks as usual or when marked creature is using an implement or a ranged weapon with a minor reload properities then the attack is ranged 5 basic attack the target's Fortitude Score-8 or Will Score -8 (Which ever is lowest for enemies and highest with allies) and on the hit does 1d6 +  Constitution or Wisdom modifier damage using whichever is lowest for enemies and whichever highest with allies.   
   Miss: Primary and all secondary targets are marked.
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 3B. Prophetic Build: (Can use Shamans' and Monks' powers)


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.

Here's The Build's Feature Powers:
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Blind Zone (WORK IN PROGRESS)                      Prophetic Build’s Feature Power
A creature move within the boundary of a realm you concentrating on, you extend an invitation as a warning.
At-Will        Conjuration, Implement, Psionic, Psychic
Free Action (1 per/turn)  Minor Action      Burst 2 Target: each enemy in burst.
Effect: This power ends all previous marking by you. Target gains blindsight 3, is deafened, blinded and marked. You become invisible to target while target can perceived your astral projection and your other marked targets with normal sight and perceptions. This effect remains active until you leave the square you are occupying.
Persist Minor: Persist effects one target per minor action spent and must be activated before a move action in the turn.
Augmented 4: Same as above plus every time you use this power until the encounter you may use either your astral projection, a willing ally or a marked target as the point of origin for power use and when you persist this power you also persist invisibility to all marked targets. 
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3C. The Voyager’s Build: (Can use Monks' and Rangers' powers)


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.
Voyager build are effective with the Versatile Expertise Infused Forging feature or carrying an off-hand weapon.

No matter what build you choose to build for your Clairvoyant character you should has either range attack capacity or a ritual/alchemical arsenal in your character effectiveness capacities.

Insight Riposte (WORK IN PROGRESS)                       Voyager Build’s Feature Power          
Your enemy only saw your eyes as they seems to glow then your mind probing looking to induce a mistake and testing your limitations and potentials.
At-Will      
Immediate Interrupt      Personal
Trigger: An enemy marked by you that isn’t adjacent to any of your enemies and you are wielding an off-hand weapon while are not granting combat advantage to the attack.
Effect: If the attack hits you takes half damage, if the attack misses, the targets takes half your Dexterity Modifier sum +1 in damage.
Augmented 4: Until the end of the encounter this power has the following effect with one above.
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 then you takes half damage, if the attack misses then the attacker takes half of the off-hand weapon damage die rolled sum with other granted damage bonuses of this power.
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#2

VoyRager

Dec 02, 2011 23:19:51
Please Evaluate And Critique Honestly?
#3

Namagem

Dec 05, 2011 7:20:40

Where to begin...

First off, don't let anything I say discourage you. This is an interesting idea, but I do have a few qualms with it. This is meant as constructive criticism.


"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."



What's the purpose of this? At this point, you could make the different builds of this into different classes, and it would actually be easier.





"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 "


O_o
This not only gives this class more implements than the wizard, but pointless options. Who would take a tome when you can take an orb or a ki focus or a holy symbol?



"2. SYMBIOTIC INFUSION FORGING"



These features are all over the place; the flavor of this class is so eclectic that it ceases to have any comprehensive flavor. What is your concept of this class to begin with? It looks like you're trying to replace the entire class selection with one class.

I don't have time to go feature by feature, but a few general notes:

Way too verbose, cut down on unneccesary wording, and try to stick as close to how the official books words things as possible.

Way too general: It's like you were trying to make 4 different classes and smashed them together without any rhyme or reason. Classes are packages with a theme, while this class is essentially a martial/divine/psionic/primal leader/controller/striker. Can you see how this is a little out of hand?

Too many uncomparable options: The class feature choices are impossible to complare to each other which, even more than number of options, is the biggest contributer to option paralysis.

Inadequately explained features: This class has psionic augmentation? Why charge 4 points for the modifications, since using the default psionic augmentation, you don't get that many power points until 3rd level. part of this is that, because it's so wordy, lots of details get lost in the walls of text. Find a way to separate fluff from mechanics, one way or another, so that you can actually see what your class gets.

Outsourcing powers: an interesting idea, but makes the class suffer from MAD. For example, in the ranger/shaman build, the primary stats for the powers are Str, Dex, and Wis. This brings up the issue of not knowing what your class does without doing research on it. Not a good thing. I can see that you wanted to avoid writing powers, but unfortunately it doesn't work.

Flavor issues: No offense, but this class isn't the first thing that comes to mind when I think of a clairevoyant. I think a psychic class that hinders opponents while helping allies. In other words, a psionic leader secondary controller, or controller secondary leader. this would also fill a niche that is empty: The ranged psionic leader. There is no need to make the class this eclectic in flavor.

Again, this is meant to help you refine the idea, not cut you down. You've put a lot of work into this, and I like that. You have a lot of spirit when it comes to class making, but you might want to look over what makes the core classes interesting.

Balance: not jsut with itself, but with other classes too. One class feature gives ritual casting, alchemist, ALL superior implements, and use (not proficiency?) of rods and wands. A little much?


#4

LightWarden

Dec 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.
#5

VoyRager

Dec 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.

I'm still asking if anyone has any suggestions for Level 1 powers for this class and any ideas on what I should write as a role?  (and to post them here with the other P.E.A.C.H.-es?):



Conditions For Level 1 Power Suggested Designs (There's Also Synergy When Leveling Up In This

Features Powers Can Be Augmented By Expending One Unused Class Encounter Power.

Some At-Will Powers are Full Discipline,

Some Are Interrupts From Provoked Opportunity Attack,

Most Are Low Damage And High Percentages Hitting Minor Actions Attack Power 

And An Enemy Marked By A Clairvoyant Remains Marked And This Mark Can't Overwrite Nor Supersede Any Other PC's Marks Unless The New Mark Is Placed By The Clairvoyant Using An Augmented Feature Power Or An Encounter Power Hit The Mark Target

And That Hit Also Places A New Mark. (Which also starts this gathering mark targets process again.) 

Whenever An At-Will Power Used By A Clairvoyant Hit The Target The Target Becomes Mark.

All Daily Powers Are Leader/Controller Type Powers.


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CLAIRVOYANT

Role: (depends on feature choices) Controller or Striker

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. As a clairvoyant you 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.

Key Abilities: Constitution and Dexterity or Wisdom

Armor Proficiencies: Cloth, leather, hide and chainmail, light shields.

Weapon Proficiencies: Unarmed, clubs, staffs, spears, polearms, falchion, all double-weapons and all bows.

Implement Proficiencies: Holy symbols, orbs, totems, tomes, wands, ki focus and all magic items that are weapons in which you has proficiency

Bonus to defense: +2 to Will.

Hit Points at first level: 12 + Constitution ability score.

Hits points per gained level: +7 per level gained.

Healing Surges per day: 7 + Constitution modifier.

Trained Skills: Insight and choose either Nature or Religion. you may aslo choose two other from the following: Acrobatic, Arcana, Bluff, Diplomacy, Endurance, Heal, History, Nature, Perception or Religion.

Class Features: Cognitive Manifestations, Discipline Skills, Discipline Vestige, Multiclassing Versatily and Caring Empathy.
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CLASS FEATURES:
A clairvoyant has the following class features as it required and instructed by the features' descriptions.


1. Cognitive Manifestations (choose two)
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:



You gain the Astral Projection Power:



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Astral Projection
You just appears.
At-Will   Conjuration, Psionic
Minor Action       Close burst 10


Special: This power can be trigger by a use of another power that denotes the acvtivation of this power.


Effect:
You project either an yisble image of yourself in square in the burst and when the image is sharing a square with another creature that creature appears encased in a glowing near transparnt image of yourself . The image last until you dismiss it as a minor action and occupies 1 square or the size of the space the creature is occupying. Creatures can through and out its space as moving normally unless a power's effect denotes otherwise. When you take a move action you choose the the total number of squares both you and the image makes up to your speed. The image equals your character's will defenses scores including all enhancement bonuses minus the base bonuses from mundane armor and shields.
Your image can only be targeted by implement, primal and psychic keyword powers. although it lacks hit points. If a single qualified attack deals damage to the image you take that damage type equal to 5 + one-half your level as well as you also takes 5 + one-half your level of the same damage type from any qualfied keyword attacks that hits a creature your image is sharing a square with. You can act from your image's square using implement, psychic and primal keywords powers only



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From the astral projection’s square you can attack, effect, assist or counterattack with attacks and actions that effects the character’s scores, hit points, and impressions.
The astral projections can be used to channel energies from the power’s effects and actions that are made from or to other squares adjacent to either the character’s occupying squares or vice versa with the character’s astral projection’s square as the point of origin of the action.

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,

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.



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.

All characters’ astral projections are that character’s ally and considered a spirit companion or a beast companion for meeting prerequisites for feats and any other conditions requiring a spirit companion or beast companion including powers with the keywords of spirit or beast.

If you choose Astral Projection as one of your two Cognitive Manifestion Feature you also must choose an at-will power with either the Spirit or Beast keyword. You gained this as a bonus level 1 at-will power.


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 you 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 inside the zone.

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 damage the square the projection is on takes. You can lessen the damage to yourself and/or your astral projection by channeling the effects and conditions to marked targets either inside a zone you created or adjacent to you or your astral projection.

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, the marked target’s or your character’s occupying square with the damage effecting only the character and a new target within the diverted power’s effect’s or condition’s range around the square where the efects was diverted to.
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 also would provoked opportunity attacks.
Also channeling effects would be favorable when channeling the lessen damage sum to an area where ally is adjacent to your astral projection or marked target with you taking a portion of the diverted damage.

Psychic channeling can both manipulate the senses of a group or a single target’s within an area of your character’s immediate vicinity or within an area of the character’s astral projections vicinity. Once these effects are placed on targets with the use of certain Clairvoyant's powers 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's most potent power’s attack targeting defense.

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 or with an implement using an one lesser damage die size impression using dexterity modifiers for weapons powers or wisdom modifiers for non-weapon powers

If you chosen the astral projection with riposte insightfulness for your clairvoyant character’s cognitive manifestation’s choices, your character can response to edamage dealt to allies with the use a non-weapon power within a range or zone of your character's occupied square or even more reliable from your character's astral projection's square.

Your character can reverted 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 . Its important that the clairvoyant with riposte insightfulness cognitive manifestation choice should use constitution ability score as a primary score so it can convert healing surges from allies and self into countering effects against damage’s effects cause by enemies as well absorb 1/2  damage sum done to allies within zones and range of the clairvoyant.


2. DISCIPLINE SKILLS: (Choose one)
Each clairvoyant must choose one of the following three discipline skills. The choices are permanent abilities of a single clairvoyant character throughout the character’s natural lifetime.

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 renewing self.

As a clairvoyant, you know that there is no difference in each uniqueness but what is personally referred inside as commonalities and these preferred 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 gains a bonus feat(s) with their Discipline Skills' choice that also comes with certain benefits which are explained under each Discipline Skill’s choice.


2A. VERSATILE PROFICIENCY EXPERTISE:
Certain weapons are friendly by touch with a clairvoyant and/or with the right implement on the clairvoyant body or attached to the weapon or simply in the clairvoyant hands; the weapon becomes a clairvoyant best friend.

Choose one weapon and one implement in which clairvoyant has proficiency, you may choose superior versions of the weapon or implement to gain proficiency for the superior version you chosen. You also is granted as a class feature the Versatile Expertise as a bonus feat for your two choices.

By choosing this Discipline Skill for your character you also can access all effects granted by powers with any keyword as well as considered having the prerequisite or can utilized feats implying toward specific powers, attacks, damage and effects even if your character doesn’t has the class nor power type that may accompany the prerequisites for that feat.


2B. KI FOCUSED FORGING WITH ARCANE IMPLEMENT PROFICIENCY:
There are clairvoyants who found the complicate uses with their abilities more to their liking, in so that the idea of arcane held a fascination stronger than honing their uniqueness to its fullness. These clairvoyants studied and practiced with different forms of natural energies, learning to convert them or redirect them at a whim. If you choose to build a character of this prowess, you would have chosen Arcane Implement Proficiency as your character’s Disciplined Skills.

Choose one weapon and one implement in which clairvoyant has proficiency and is of an all-wood or paper stock. This list is consist of staffs, clubs, bows, totems, wands. tomes, and holy symbols. If you choose a superior version of the weapon choice and/or the implement choice you gain proficiency for the superior version you chosen. When your choice for this class feature's option is a mundane weapon when used it becomes a Ki Weapon +1 item or when your choices is a mundane implement when used it becomes a  Magic Ki Focus +1 and only when it is in the hands of your character.

You also is granted by this class feature's option Arcane Implement Proficiency as a bonus feat for your two choices.

This Arcane Implement Proficiency allows you to use your weapon choice as the chosen implement and also allows your character to enchanted the Astral Projection, empty hand slots and unarmed weapon as if they were either the chosen weapon or chosen implement choice.

As long as the choices of the class feature’s option are magic items this class feature grants both your Astral Projection, empty hand slot and unarmed weapon the same properties and powers of that magic items which does means that your character’s can use the Astral Projection’s occupying square to utilized this feature’s option choices’ of magic items' properties and powers as the point of origin for their use.

Also you may use this feature weapon’s choice damage expressions for spirit keyword powers and unarmed attacks (including off-handed attacks) and when you use a power with an implement keyword, as alog as your character has the implement on his/her body he or she can access all effects of the power with an empty off-hand or from the astral projection’s occupied square.


2C. RITUAL INFUSED FORGING:
By choosing Ritual Infused Forging your character gains the Ritual Caster feat or the Alchemist Feat as bonus feats that allowed you to use magical rituals or alchemical rituals, respectively.

You can also use spell-books and this feature’s option allows you to stored one utility power of the same usage frequency of the utility power you chosen when you leveled up to a level that allow you to choose a utility power.

Choose one weapon and one implement in which clairvoyant has proficiency, you may choose superior versions of the weapon or implement and if you do this class feature’s option grants proficiency for that single superior weapon or implement.

This class feature’s option grants every weapon in which a clairvoyant has proficiency that is a mundane weapon when used by a clairvoyant are treated as a Ki Weapon +1 item (or appropriated enhancement by a scale of PC’s level +2.)

This class feature’s option also grants every implement in which a clairvoyant has proficiency that is a mundane implement when used by a clairvoyant are treated as if a Magic Ki Focus +1 (or appropriated enhancement by a scale of PC’s level +2.) 

This class differs from other Discipline Skills Features choices and better suited for clairvoyants trained in either Nature, Arcane, or Religion and stands to become more versatile with feats, skill powers and theme choices with divine, primal and arcane classes, keywords and prerequisites.

If you Multiclass into a class and choose this feature’s option, you would have expand your powers choices based by your character's vestige built.



3. MULTICLASS VERSATILITY
You can choose class-specific multiclass feats from more than one class If you chosen the Ritual Infused Forging you can choose from encounter powers from the class you have multiclassed into instead of from your Disdipline Vestige Class Feature's choices and you can stored powers from the class you multiclassed into your spell-book and use them from the book only.



4. DISCIPLINED VESTIGE (Predetermined by Cognitive Manifestation Choices)
Your clairvoyant character has one of three builds: Mystical, Prophetic or Voyagers. Each build has their own at-will feature power that utilized the uses of your Cognitive Manifestation choice.

Even though your built choice is determined by your Cognitive Manifestation choices, you must still choose your PC levels’ encounter powers and one of the at-will powers from the predetermined class that accompany the built. (The bonus at-will power for the Astral Projection  of the Cognitive Manifestation feature should to added on when choosing at-will powers, which is either one Spirit keyword or one Beast Keyword at-will power.)

Each built also has one feature power and this feature power is the key in the functions of your clairvoyant class character in the game.


4A. 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.

Here’s This Build’s Feature Power:
(Work in Progress)

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4B. Prophetic Build: (Can use Shamans' and Monks' powers)
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.

Here’s This Build’s Feature Power:
(Work in Progress)
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4C. The Voyager’s Build: (Can use Monks' and Rangers' powers)
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 with the right power and 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 at best with 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 with the provoking of opportunity attacks or for 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 and should has at least one Full discipline At-Will power's so when its use its move action as tactical technique, a wisdom attack will without doubt prove your character’s role as a 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.
Voyager build are effective with the Versatile Expertise Infused Forging feature or carrying an off-hand weapon.

No matter what build you choose to build for your Clairvoyant character you should has either range attack capacity or a ritual/alchemical arsenal in your character effectiveness capacities.

Here’s This Build’s Feature Power:
(Work in Progress)
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You can also build a hybrid version or grant a PC from another class to a multiclass into a clairvoyant but these approaches lose all the bonus feats as well as lose the selection process of weapons and implements from the Discipline Skills features but does grant the Numenic Cares feature power, as an once per encounter power and two of the cognitive manifestation with its one appropriate feature power.

5. Caring Empathy.
All Clairvoyants has the Numenic Cares encounter power as a twice per encounter feature power.

#6

VoyRager

Dec 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.
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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, Zone
Minor 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. 

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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.

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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, Force
Minor 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.

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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, Psionic
Standard 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, Psionic
Move Action      Personal
Effect: You move your speed +2.

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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, Spirit
Standard 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.

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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, Spirit
Standard 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.

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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.  

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MORE SAMPLES TO COME...
#7

VoyRager

Dec 20, 2011 15:34:40
Any comments at all??

Pretty P.E.A.C.H.
#8

VoyRager

Dec 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.)

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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.)

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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.

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Twin Strike                        Ranger Attack 1
If the first attack doesn't kill it, the second one might.
At-Will        Martial, Weapon
Standard 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.

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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. 

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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, Weapon
Immediate 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.

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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, Reliable

Standard 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.

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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.
#9

VoyRager

Feb 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.

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Reap And Sow Clairvoyant Attack 1
.....
At Will Divine, Psychic, Necrotic, Radiant
Standard 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.

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Distracting Touch                                                         Clairvoyant 1

...
At-Will Unarmed, Implement, Charm, Psychic
Standard 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. 

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Syncronized Doublestrike [Attack Technique]                      Cairovoyant 1
You can strike, move, and strike again as an astral blur mirrors your physical  body’s actions with a successive horrific means.
At-Will Psionic, Spirit, Psychic, Force.
Minor Action melee 1 or spirit 1
Target: One creature
Effect: You make the following secondary attack against a target that wasn’t a target of a primary attack that is either a melee, unarmed or implement attack you made this turn. The secondary target must be adjacent to your astral projection within 5 squares of your body or when your astral projection isn’t presence adjacent to you.
From your astral projection’s square; Wisdom vs Will, otherwise Constitution vs Fortitude;
Hit: Half the damage sum of the primary attack in psychic and force damage.


Syncronized Doublestrike [Movement Technique]  Clairvoyant 1
Your control of natural kinetic energy is both impressive and taxxing.
At-Will        Full Discipline, Psionic, Force
Move Action or Immediate Reaction Ranged 3.  Target: You or one creature,
Effect: Target can move or as force movement target is move up to one square and may end this movement hovering. If this movement is forced, the target is treated as grabbed with this effect active until the end of the turn it was used on. When this effect ends the target falls to ground taking 1d10 fall damage for every 10ft (2 squares) target falls. This power only provokes opportunity attacks as if it’s a ranged attack and you are dazed after its use until the start of your next turn.  
As An Interrupt: This power can be triggered when target is subjected to forced movement while under no grabbed or restraint effects. After been used as an interrupt you are dazed until the end of your next turn.
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Astral Armor                                                                 Claivoyant 1
You crouched low pointing toward the ground and a coat-like image appeared around you and your allies resembling their host with the weight of armor.

Daily Divine, Spirit, Healing
Standard Action Close burst 5
Target: You and each ally in burst
Effect: Target can spend a healing surge or may choose to instead of regaining hitpoints to either gain resist all equaling twice the target's constitution modifier sum until the end of the encounter or may choose to gain a power bonus to AC and Fortitude defense equaling target's Wisdom modifier until the end of the encounter.
Mystical: Bloodied target when choosing to forgo regaining hit points granted by this power also gains temporary hit points equaling the target's constitution modifier + wisdom modifier sum.

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Form of Spirit Self Clairvoyant Attack 1
......
Daily Spirit, Conjured, Primal
Minor Action Personal.
Effect: You conjure your spirit self form in your occupying square. The spirit self form can't use weapons and is an extention of your body with all damages and conditions to the spirit-self form effecting your physical form only. Your spirit-self form is both immuned to and can't transfer conditions and effects caused by necrotic, poison, and illusion keyword attacks and blinding effects.

When or while this power is active your physical self is considered blinded with blindsight 5 and on your physical body's square, you are dazed and slowed. Your astral projection, all of your powers'and feats' invisibility abilities become inactive with unable to be utilized when triggered with powers, conditions and effects made by you.
Your spirit self form occupies 1 square, is treated as insubstantial, can phase and is treated as if you are occupying its square with all your senses and non-weapon implement attacks effective from that square.
Your spirit-self form last until reach negative bloodied valued or when sharing a square with your physical body you can dismiss it as a free action. When you has less than 0 hitpoints besides thru the Spirit-Assist power's effects you can't cause on damages, conditions nor effects and is subject to further damages and conditions cause by other creatures.
When your spirit-self form isn't sharing a square with another creature, enemies and allies can move through its space. When a creature entersa square or starts a turn sharing a square with your spirit self form; that creature is subjected to the Spirit Assist power as an opportunity action by you.
Your spirit-self form doesn't has independent actions and besides defenses and speed using all your stats, powers and scores from its square. All of your spirit self form's defenses are equal to your Fortitude defense, has a speed equaling 2 + your race's normal speed and has a fly speed equaling half of +2 your race's normal speed plus an additional 1 with hover and overland flight.

Your spirit-self form can use implement attacks and spirit attacks as well as make charge attacks using spirit keyword attacks with melee, reach and close as long as the attack or power both ends the charge action and originate from the spirit-self's form square.

In your spirit-self form you gain the Spirit-Self Assist power as an at-will power.

Spirit-Self Assist Clairvoyant Attack 1

At-Will
Spirit, Primal, Radiant, Necrotic
No Action Ranged 0
Requirement: You can only use this power with your Spirit-Self Form as part of any movement and this power is triggered only in the square it occupying.
Target: One creature sharing square with your spirit-self form
Trigger: Your spirit-self form enters a square occupied by target or if target enters or starts his/her turn sharing a square with your spirit-self form.
Special: When your spirit-self enters then exits an occupied square with an enemy within the same turn, you grants that enemy as no action a basic melee attack for each exiting instance.
Effect: Target either takes 1d4 necrotic and radiant damage and as an minor action; you may deal an additional sum of the same damage type equaling either your Wisdom or your Constitution modifer; also target is weakened while sharing and on an adjacent square of your spirit-self form until the start of your next turn or instead the target gains 1d4 temporary hitpoints, also for an minor action you can grant target an additional sum of temporary hitpoints equaling either your Wisdom or your Constitution modifer and a saving throw against one condition effecting target.
Special: Mysticals, Prophetics, Hybrid Shamans and Hybrid Monks has this option: If target has less than 0 hitpoints, once per round you may either forgo this power's effects or use an addition minor action for your turn to grant the target a death-saving throw with a +2 power bonus.