This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Retrieved December 4, Retrieved on December 4, Mongoose Publishing. Conan Unchained! Dragon Dungeon. Dragonlance Forgotten Realms Greyhawk Ravenloft. Beholder Drow dark elf Githyanki Illithid mind flayer Lich. Dragonlance deities Forgotten Realms deities Greyhawk deities. If only two targets hit, each of their attacks deals 1 d6 extra psy chic damage.
Augment 2 Effect: As above, and each target deals 3 extra psychic damage with his or her basic attack. You clear away an allys doubts so that nothing can deter him or herfromfinding success. Your chosen allysformflares brightly, then settles into a corus cating pattern of light that boosts his or her prowess in combat. When the target hits with an unaugmented at-will attack power, he or she can choose to end this effect as a free action. By doing so, the attack deals 3d8 extra damage, and the target of the attack is dazed save ends. Prerequisite: Any psionic class Mortals might be flawed creations, given to error and misjudgment.
But all mortals are blessed with a singular gift: the soul. Psionic energy revealed your souls power, and through long study and intro spection, you learned to navigate the labyrinthine pathways ofyour being. This energy suffuses you and surrounds you in a radiant glow. Although you can dampen your inner light, you and others around you find its presence comforting.
In time, the light responds to your com mands, burning your enemies while bolstering your allies, or even allowing your soul to eclipse your body.
The more you access your souls power, the more you understand that this essence must be guarded. Those who would exploit souls, twisting them for dark ends, and those who would hoard souls on their journey beyond the body must be destroyed and their prisoners freed. To this end, you commit yourself against the myriad villains who use or abuse souls. Enemies adjacent to you while you emit this light gain vulnerability to radiant damage equal to your Constitution modifier. Incandescent Presence 16th level : You emit bright light out to 3 squares.
As a free action, you can reduce the bright light to dim light or dismiss it alto gether.
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You can resume the light as a free action. When you score a critical hit while you shed bright light with this path feature, allies within the light gain temporary hit points equal to your Constitution modifier, and each enemy within the light takes radi ant damage equal to your Constitution modifier.
Luminous Action 11th level : When you spend an action point to take an extra action, you emit. When you strike, intense light poursfrom your weapon, leach ing all colorfrom the area and blinding yourfoe. Effect: Each enemy within 3 squares of you takes a 2 penalty to attack rolls until the end of your next turn.
The perfection ofyour soul burns so brightly that your terrWed enemies cannot bear to look upon you. As you attack, your souPs perfection spillsforth, transforming you into a being ofpure radiance. Miss: Half damage, and the target takes a 2 penalty to attack rolls save ends. Effect: Until the end of the encounter, you are insubstantial and gain fly 8 hover. You emit light from your Incandescent Presence feature out to a number of squares equal to your Charisma modifier minimum 3. Prerequisite: Ardent You hear everything. Every thought, every idea, and every internal conversation reaches receptors in your mind in a confusing din.
You have learned to reduce the cacophony to a muted rumble to maintain your sanity. You know these thoughts have their uses, however, and so you focus your concentration, sifting through the noise to seize the most powerful voices to aid you. You are a phrenic invadera thought warrior who can slip into any conscious mind and plunder it for its secrets. It takes only a moment to sift through the confusing jumble to find what you need, especially on the battlefield.
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An enemys mind reveals its intent, helping you anticipate its strikes. You can sense when another enemy might close on you, shifting your posi tion to best receive the attack. The thoughts you steal help guide your attacks and keep you from harm, letting you endure in combat to destroy the enemies standing against you. If you already have telepathy, you increase its range by 5.
D&d Rules Expansion: Martial Power by Wizards RPG Team (2008, Hardcover, Supplement)
Reflexive Action 11th level : Whenever you are damaged by a melee attack, you can spend an action point to use an unaugmented ardent at-will power as an immediate reaction. Shared Senses 11th level : You cannot be deaf ened or blinded as long as you are adjacent to at least one creature that is not deafened or blinded.
Yourfocused concentration lets you bolster your allies with en ergy drawnfrom your enemies uncertainty.
The zone moves with you, remaining centered on you. Until the zone ends, you are slowed. Youfight past your enemys attack to deliver a punishing blow to its body and mind. Target: The triggering enemy Attack: Charisma vs. You lay open your opponents mental barriers, ravaging its mind and reading its every move in combat. Effect: The target is affected by your thought interloper save ends. While the target is affected by the interloper, it takes ongoing 5 psychic damage and its attacks provoke opportunity attacks from you.
Series: Dungeons and Dragons 4th Edition
Each Failed Saving Throw: One ally adjacent to the target can make a melee basic attack against the target as a free action. Myfrast will end when only your husk remains. Prerequisite: Ardent Not all vampires are undead, drinking the blood of the living or draining souls with a touch. Some feast on intense feelings such as fear and love, anger and happiness. They are insidious creaturesparasites that gorge without drawing attention to themselves.
Some might not even realize what theyre doing. Regardless of whether a siphon is cognizant of his or her abilities, the effect of such a characters power is palpable, as a victim falls into the clutches of lethargy, becoming torpid and drained. As a siphon, you use psionics to absorb thought energy from your victims, drinking deep from their emotions and feelings to increase your power. Your mind is a vortex, catching others thoughts and using them to replenish your resources and overcome your injuries.
Once you establish a link with another creature, you can draw its energy until your prey is drained and unable to act. You might keep this energy for yourself or transfer it to your allies so that they can share its benefits.
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Torpid Action 11th level : When you spend an action point to make an attack and the attack hits,. Draining Surge 16th level : When an enemy within 5 squares ofyou drops to 0 hit points or becomes dazed, stunned, or weakened, ifyou use ardent surge before the end ofyour next turn, the target of the power regains additional hit points equal to your Wisdom modifier.