Documente Academic
Documente Profesional
Documente Cultură
2)
So, I've been thinking (for a long time) of how psionic classes could be implemented and I've been doing a bit of
research on the subject of psionics and how it could affect DDO and work with DDO's mechanics and tech. The
devs have stated multiple times in the last couple months that they would like to implement psionics but it would
be a difficult undertaking. The following is probably going to be a bit lengthy, so if you're not interested in
psionics, you're probably not going to enjoy yourself or my ideas. The classes themselves would be a mixture of
3.5E and 5E mechanics (like most of DDO). With that said, I bring to you: Psionics.
***Update 1.1: added powers, psionic-related feats, and Psion disciplines
***Update 1.2: removed ki system and replaced with power points system, changed how powers function, and
changed soulknife psychic warrior tree to manifestor
***Update 1.3: added psion enhancement trees
***Update 1.4: added psychic warrior enhancement trees
Class Summary: Psion
HD - d4
Skill Points - 2 + intelligence modifier
Class Skills - bluff, diplomacy, concentration, heal, spellcraft, spot
Weapon Proficiency - all simple weapons
Armor Proficiency - light armor
Saving Throws - fortitude (+0 ~ +6), reflex (+0 ~ +6), willpower (+2 ~ +12)
Base Attack Bonus - +.5 per level
Spell Points - psions do not automatically gain spell points, but instead utilize 'power points'. More information
below in 'Psionics Overview'.
Primary Stat - intelligence. More below.
Past Life: Psion - You were a Psion in a past life. You occasionally find yourself instinctively reading the minds of
others. Each time you acquire this feat you gain a stacking +1 bonus to power points regeneration if you possess
the ability to use psionic powers.
Past Life: Mnemonic Adept - You recall more about your past life as a Psion. You gain a +5 bonus to your will saves
and your concentration skill is increased by 5. In addition, three times per rest, you can use Mnemonic Adept,
instantly recovering 10 power points.
Powers
Psions are like a spellcasting class, but they do not have access to the standard spells used by classes like wizards
or clerics. Instead, they gain psionic powers as they level. Some might mimic arcane or divine spells, like daze
monster, vigor, or charm person, but most are unique. More information below in 'Psionics Overview'.
Bonus Feats
Much like a Wizard, Psions gain extra feats to improve the ability to cast powers. At levels 1, 10, and 20 you gain
an additional feat slot from a list of psionic-oriented feats.
Disciplines
Psions have access to four disciplines. Each gives unique powers and passive abilities, but also locks out certain
other powers from being used, meaning Psions are a very specific, specialized caster class. These work almost
identical to the Warlock's pacts or a Cleric's domains.
Seer (Clairsentience) - focuses on illusions and supportive/buffing powers coupled with high survivability (cancels
out some offensive powers)
Kineticist (Psychokinesis) - focuses on offensive powers and extra power points (cancels out some
supportive/healing powers)
Telepath (Telepathy) - focuses on crowd controlling and charming enemies, and gaining massive will saves
(cancels out some supportive/buffing powers)
Shaper (Metacreativity) - focuses on summoning and healing powers (cancels out some offensive powers)
Enhancement Trees
Specifics at a later date, but these are the basics:
Adept - casting tree focused entirely on dealing damage with offensive powers
Dreamwalker - support tree focused on power point regeneration as well as crowd control, damage mitigation,
and some healing powers
Battlemind - focused on increased survivability with some force-based melee capabilities while retaining some
casting potential and time-manipulation
Class Summary: Psychic Warrior
HD - d8
Skill Points - 2 + intelligence modifier
Class Skills - balance, diplomacy, concentration, heal, intimidate
Weapon Proficiency - all simple and martial weapons
Armor Proficiency - all armors and shields (except tower shields)
Saving Throws - fortitude (+2 ~ +12), reflex (+0 ~ +6), willpower (+2 ~ +12)
Base Attack Bonus - +.75 per level
Spell Points - psychic warriors do not automatically gain spell points, but instead utilize 'power points'. More
information below in 'Psionics Overview'.
Primary Stat - wisdom. More below.
Past Life: Psychic Warrior - You were a Psychic Warrior in a past life. You occasionally find yourself blacking out
during battle and not remembering a thing. Each time you acquire this feat you gain a +2 stacking bonus to save
against tactical attacks like stunning blow and trip.
Past Life: Mnemonic Knight - You recall more about your past life as a Psychic Warrior. Your concentration skill is
increased by 5 and you gain a +2 bonus to the DC's of all tactical feats. Additionally, once per rest, you can use
Mnemonic Knight, gaining full BAB and increasing your critical threat range with all weapons by 1 for 30 seconds.
Powers
Much like a Paladin gains some divine spells, the Psychic Warrior gains access to a few psionic powers, but nothing
approaching the capabilities of the Psion class. Psychic Warrior's powers are based on wisdom and are more
oriented for self-preservation and buffing than direct combat. More information below in 'Psionics Overview'.
Bonus Feats
Psychic Warriors gain five bonus feats as they level (1, 5, 10, 15, and 20), but nothing approaching the availability
given to Fighters. Much like an Artificer, these can be used on specific combat-oriented feats or a few power-
oriented feats.
Enhancement Trees
Specifics at a later date, but these are the basics:
Mindblade - focuses on medium armor, combat-related powers, and two-handed weapons
Guardian - focuses on heavy armor and shields, one-handed weapons, and supportive psionic powers like
protective shields
Manifestor - focuses on a more strategic approach to combat through the use of tactical attacks and procs
designed to punish enemies for attacking you
Psionics Overview
Power Points
Psionic classes do not utilize spell points, and instead use power points. Unlike hit points, spell points, or ki, power
points do not have a resource bar. Instead, psionic classes gain a unique buff with a counter on it, representing
their psionic potential (this is a constant buff, much like a paladin's aura of courage, and cannot be removed in
any way). A hotbar icon (much like, say, an action boost, or shadowdancer shadow charges) is also available to
keep track of your power points. You initially start out with a set amount of powers dependent on class and class
level, and they will regenerate over time, much like a monk that has a threshold for ki, which increases over time
with passive ki regeneration. Certain factors like enhancements, ability scores, or feats increase the maximum
power points you posses and the rate at which they regenerate. Below is a quick run down of how power points
work for both classes.
Psion
Maximum Power Points : 100 + intelligence modifier(x2) + class level(x2) {example: a level 1 psion with 18
intelligence would have 100 + 8 + 2 = 110 maximum power points}
Power Point Threshold : based on maximum concentration(x2) {a psion with 20 concentration will start a quest
with 40 power points}
Power Point Regeneration : +2 power points every 5 seconds (+1 for every 5 class levels, to a maximum of +6 at a
pure level 20) (this seems low for a caster but is increased and changed via feats and enhancements)
Psychic Warrior
Maximum Power Points : 50 + wisdom modifier + class level {example: a level 1 psychic warrior with 14 wisdom
would have 50 + 2 + 1 = 53 maximum power points}
Power Point Threshold : based on maximum concentration(x2) {a psychic warrior with 20 concentration will start
a quest with 40 power points}
Power Point Regeneration : +1 power points every 6 seconds (+1 for every 5 class levels, to a maximum of +5 at a
pure level 20)
Multiclassing
Nothing different, here, except upon taking at least 1 level of a psionic class, you gain the buff/hotbar icon
associated with power points and the ability to regenerate power points. Anything after that is just like any other
multiclass situation.
Psionic Powers/Manifestations
Psionic powers are LIKE spells in that they:
- are subject to concentration checks
- have casting animations and often lengthy cooldowns for higher level or stronger powers
- utilize DC's to produce effects (can use spell focus gear and spell focus feats)
- use spellpower to boost effects and damage
- use caster levels (manifestor levels in PnP, but simplified to just caster levels for DDO, ensuring synergy with
destinies, caster level items, etc)
Psionic powers are NOT LIKE spells in that they:
- do not use spell points, instead they use power points
- are not subject to arcane spell failure (arcane spell failure still applies when using arcane scrolls, like with
Artificers)
- do not use metamagics, and instead use metapsionic augmentations (works similar to metamagic, but with
powers instead of spells)
- ignores spell resistance (balance: Psions are often ineffective vs high willpower enemies like casters or enemies
immune to mind-altering effects like undead or golems; psions also lack the capability to spam powers like
spellcasters, instead trading faster casting and longevity in exchange for raw power and potency)
----------PSIONIC POWERS----------
A list of powers that should be added. Psychic Warriors will eventually gain 4 power slots per level and are
changeable (like paladins and rangers). Psions will eventually gain 4 power slots per level, and are changeable (like
wizards and clerics) however they will gain 1 additional power for levels 1, 3, 5, 7, and 9 from their discipline, and
some powers are blocked from being used depending on the discipline taken.
*Should this be implemented, psionic classes should be allowed to take spell focus feats to help with powers
--------------------DREAMWALKER--------------------
CORE 1 : Awakening
For each core ability of the Dreamwalker tree you posses you gain +1 passive power regeneration.
You are now immune to sleep and dream effects.
CORE 2 : Mental Focus
+1 to the DC's of your enchantment powers and spells
+5 positive energy spellpower
CORE 3 : Mental Fortitude
You gain the Slippery Mind feat and +2 to your will saves.
CORE 4 : Heightened Mental Focus
+1 to the DC's of your enchantment powers and spells
+5 positive energy spellpower
CORE 5 : Aura of Serenity
Toggle: Enemies that strike you in melee combat have a 15% chance to fall asleep for 3 seconds, with no save.
+2 to your will saves
CAPSTONE : Psionic Domination
+4 intelligence
+2 to the DC's of your enchantment powers and spells
The cooldown of your Mental Link is reduced by 5 seconds and no longer requires a will save to activate.
TIER 1
Mental Link (Ranks: 1, AP cost: 2)
Activate: meld your mind with an enemy or ally, allowing your psionic dreamwalker abilities to affect them. This
link has no duration and works until you use it on another ally, another enemy, or an enemy or ally with the link
dies. Only one ally and one enemy can be affected at a time. (power point cost: 5, cooldown: 15 seconds)
Cast on ally: You and your ally gain +1 to all saves.
Cast on enemy: Your target must make a will save (DC = 10 + caster level + intelligence modifier + enchantment
bonuses) or take a -1 penalty to all saves.
Mental Resistance (Ranks: 1, AP cost: 1) (requires Mental Link, tier 1)
Enhance your Mental Link:
Allies: additional +1 to all saves
Enemies: additional -1 to all saves
Psionic Support (Ranks: 3, AP cost: 1)
Increase your positive energy spellpower by +3/+6/+9.
Empathy (Ranks: 3, AP cost: 1)
The cooldowns of the intimidate, bluff, and diplomacy skills are reduced by 15%/25%/35%.
Soothing Mind (Ranks: 3, AP cost: 1)
+1/+2/+3 diplomacy, heal, and concentration.
TIER 2
Metabolism Modification (Ranks: 1, AP cost: 2) (requires Mental Link, tier 1)
Enhance your Mental Link:
Allies: +5% psionic bonus to attack speed and movement speed.
Enemies: Target moves and attacks 25% slower. Red-named enemies are slowed by 10%. This has no effect on
purple-named enemies.
Mind Control (Ranks: 3, AP cost: 1)
Activate: mentally control your target, forcing them to follow and fight alongside you for 10/15/20 seconds on a
failed will save (DC = 10 + caster level + intelligence modifer + enchantment DC). (power point cost: 5, cooldown:
30/25/20 seconds).
Supportive Infusion (Ranks: 1, AP cost: 2)
Your positive energy powers and abilities recover an additional 15% hit points on critical hits.
Unbreakable Mind (Ranks: 3, AP cost: 1)
You gain +1/+2/+3 to your will saves. Rank 3: +5 concentration.
Telekinesis (Ranks: 3, AP cost: 1)
With a brief wave of your hand you throw an opponent back several feet and knock them down for 2/3/4
seconds. A will save negates (DC = 10 + caster level + intelligence modifier + enchantment DC). (power point cost:
5, cooldown: 25/20/15 seconds)
TIER 3
Psionic Essence (Ranks: 1, AP cost: 2) (requires Metabolism Modification, tier 2)
Enhance your Mental Link:
Allies: You and your ally recover 8 hit points every 10 seconds. This recovery is affected by healing amplification.
Enemies: When an enemy dies while affected by your mental link, you recover 10 power points.
Mental Sunder (Ranks: 1, AP cost: 2) (requires Psionic Essence, tier 3)
Instantly terminate your mental link with an enemy, inflicting 1d50 force damage and reducing the target's
healing amplification by 100% for 10 seconds. This damage scales with spellpower. This has no effect on your ally.
Advanced Augmentation (Ranks: 3, AP cost: 1)
When you cast any psionic power, you have a 3%/6%/10% chance to recover half of the power points used to cast
it.
Empathic Harmony (Ranks: 1, AP cost: 2)
Consume 25 power points to recover an ally's spell points by 5d10 or give another psionic class 25 power points.
(cooldown: 60 seconds)
Intelligence (Ranks: 1, AP cost: 2)
+1 intelligence
TIER 4
Shared Experience (Ranks: 1, AP cost: 2) (requires Psionic Essence, tier 3)
Enhance your Mental Link:
Allies: +10 ranged, melee, and universal spell power.
Enemies: -10 ranged, melee, and universal spell power.
Determination (Ranks: 1, AP cost: 1)
Every time you heal an ally in any way, you gain +1 to your power point regeneration. This effect stacks up to 5
times, each stack lasting 5 seconds.
Mind Purge (Ranks: 1, AP cost: 2)
Activate: fully heal yourself or an ally, removing all ability damage, death penalty effects, negative levels, and the
conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned,
and stunned. (cooldown: 5 minutes)
Force Field (Ranks: 3, AP cost: 1)
Create a static force field in an area around you for 1 minute. You and allies inside the force field have 15/25/35
damage reduction against all physical damage. If you personally move outside of the force field it will dissipate
after 5 seconds. (power point cost: 10, cooldown: 1 minute)
Intelligence (Ranks: 1, AP cost: 2)
+1 intelligence
TIER 5
Psionic Surge (Ranks: 1, AP cost: 2) (requires Shared Experience, tier 4)
Enhance your Mental Link:
Allies: for 10 seconds after first initiating Mental Link, you and your ally gain 30 physical and magical resistance
ratings. This effect has a 60 second cooldown.
Enemies: your target takes a -20 penalty to physical and magical resistance ratings.
Expand Mind (Ranks: 1, AP cost: 3)
+2 to the DC's of your enchantment powers and spells. Your power points now regenerate every 4 seconds
instead of every 5.
Psionic Shield (Ranks: 3, AP cost: 1)
Grant an ally a personal force field, giving them +50/+100/+150 temporary hit points. These hit points last up to
30 seconds. Cannot be used on yourself. (power point cost: 8, cooldown: 30 seconds)
Nightmare (Ranks: 1, AP cost: 2)
Cause your opponent to fall into such a deep sleep for 10 seconds that even damage cannot wake them. Will save
negates (DC = 10 + caster level + intelligence modifier + enchantment DC). Every time the target is attacked, they
take 1d10 force damage. (power point cost: 10, cooldown: 30 seconds)
Forced Will (Ranks: 1, AP cost: 2)
Telepathically overwhelm your opponent, stunning them for 1 second per 5 caster levels with no save. If the
target dies while affected by Forced Will, you recover the power points cost used to cast it. (power point cost: 12,
cooldown: 20 seconds)
--------------------BATTLEMIND--------------------
CORE 1 : Hardened Mind
For every core in the Battlemind tree you possess, you gain a 2% bonus to doublestrike and +10 hit points.
CORE 2 : Mental Penetration
If you have the power attack feat activated, you gain a +10 bonus to universal spellpower.
CORE 3 : Mind Double
Melee attack: inflict an additional +1[W] damage. This attack has an additional 25% chance to doublestrike.
(power point cost: 2, cooldown: 10 seconds)
CORE 4 : Psionic Guard
Toggle: Enemies that attack you in melee receive a stack of Psionic Guard. Each stack increases the force damage
your opponent takes by 1% and can stack up to 15 times. Stacks last 4 seconds each.
Passive: +5 physical and magical resistance
CORE 5 : Mind War
Activate: lock minds with an opponent. For the next 15 seconds, the target's magical resistance rating is reduced
by 50. (power point cost: 8, cooldown: 30 seconds)
CAPSTONE : Psionic Discharge
+2 intelligence
+2 dexterity
+5 force spellpower
Melee attack: inflict an additional +2[W] with a +1 critical threat range. If this attack is a critical hit:
2x critical multiplier: inflict an additional 5d10 force damage
3x critical multiplier: inflict an additional 5d20 force damage
4x critical multiplier or higher: inflict an additional 5d30 force damage
(power point cost: 10, cooldown: 60 seconds) (scales with 100% spellpower)
TIER 1
Battlemind (Ranks: 1, AP cost: 2)
Toggle: Only applicable if you are fighting with a shield or orb equipped and are proficient with your weapon,
however your offensive powers now have double the cooldown and your physical damage is reduced by 50%.
Psions are naturally proficient with all simple weapons. In the Battlemind stance, you can use your intelligence to
determine your attack and accuracy with melee attacks.
Passive: your melee attacks inflict an additional 1d10 force damage. This damage scales with 75% spellpower.
Battlemind Weaponry (Ranks: 1, AP cost: 2) (requires Battlemind, tier 1)
While in the Battlemind stance, you gain proficiency with short swords and long swords.
Blurred Step (Ranks: 3, AP cost: 1)
Whenever your melee attacks would be a critical hit, your movement speed is increased by 5%/10%/15% for
3/4/5 seconds.
Steady Mind (Ranks: 3, AP cost: 1)
+1/+2/+3 bluff, balance, and concentration.
Action Boost: Attack (Ranks: 3, AP cost: 1)
Activate to gain +4/+6/+8 Action Boost bonus to hit and damage for 20 seconds.
TIER 2
Battlemind II (Ranks: 1, AP cost: 2) (requires Battlemind, tier 1)
Your melee attacks now inflict an additional 2d10 force damage. While you are in the Battlemind stance, you can
use your intelligence to determine your damage with melee attacks.
Focused Implements (Ranks: 1, AP cost: 2) (requires Battlemind II, tier 2)
Multiselector: choose one:
Power Shield: While equipped with a shield and in the Battlemind stance, enemies that strike you in melee take
1d10 force damage. This scales with 100% spellpower.
Power Orb: While equipped with an orb and in the Battlemind stance, you have a 5% chance on being attacked to
gain 2 power points.
Caution (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Mind Defense: +1/+2/+3 will saves. Rank 3: +5 magical resistance rating.
Body Defense: +1/+2/+3 fortitude saves. Rank 3: +5 physical resistance rating.
Energy Resistance (Ranks: 3, AP cost: 1)
+4/+7/+10 to all energy resistances.
Tempering (Ranks: 3, AP cost: 1)
When you are struck by a melee attack, you gain a +1 bonus to all saves. This can stack up to 2/4/6 times, each
stack lasting 4 seconds.
TIER 3
Battlemind III (Ranks: 1, AP cost: 2) (requires Battlemind II, tier 2)
Your melee attacks now inflict an additional 3d10 force damage. +1 power point regeneration rate.
Kinetic Store (Ranks: 3, AP cost: 1)
When you are struck in melee combat you store some of the kinetic energy, gaining 1 stack of Kinetic Store. Upon
reaching 40/30/20 stacks, you recover 4/7/10 power points and 2d6/4d6/6d6 hit points. Hit points gained in this
fashion are affected by positive energy spellpower and healing amplification.
Gravity Pull (Ranks: 1, AP cost: 1)
Telekinetically pull an opponent towards you several feet. (power point cost: 5, cooldown: 10 seconds)
Warping Strike (Ranks: 2, AP cost: 1)
Melee attack: infuse kinetic energy into your weapon, inflicting an additional +2[w]/+3[w] damage and reducing
the target's movement speed by 50%/75% for 6 seconds. (power point cost: 6, cooldown: 30 seconds)
Intelligence/Constitution (Ranks: 1, AP cost: 2)
Choose one:
+1 intelligence or +1 constitution
TIER 4
Battlemind IV (Ranks: 1, AP cost: 2) (requires Battlemind III, tier 3)
Your melee attacks now inflict an additional 4d10 force damage. Your critical hits now also inflict an additional
1d50 force damage, scaling with 100% spellpower.
Abundance (Ranks: 1, AP cost: 1) (requires Kinetic Store, tier 3)
The healing portion of Kinetic Store now also affects nearby allies.
Armored Mind (Ranks: 1, AP cost: 2)
You are now proficient with medium armor. Passive: +5 physical and magical resistance ratings.
Raw Power (Ranks: 1, AP cost: 2)
Melee attack: strike an opponent with pure energy at melee range. While your physical damage is not improved,
you do inflict an additional 10d5 force damage. This damage scales with 100% spellpower. (power point cost: 6,
cooldown: 25 seconds)
Intelligence/Constitution (Ranks: 1, AP cost: 2)
Choose one:
+1 intelligence or +1 constitution
TIER 5
Battlemind V (Ranks: 1, AP cost: 3) (requires Battlemind IV, tier 4)
Your melee attacks now inflict an additional 5d10 force damage. While in the Battlemind stance you gain +1
critical threat range with weapons you are proficient with and +2 critical threat range with short swords and
longswords.
Mind Over Matter (Ranks: 1, AP cost: 2)
While actively blocking, you gain 75 damage reduction against all physical damage and gain +35 to all energy
resistances. This effect has a 10 second cooldown after you stop blocking.
Temporal Rift (Ranks: 1, AP cost: 2)
For 10 seconds you gain a +25% bonus to attack and movement speed. Opponents that were originally near you
take a 90% penalty to attack and movement speed. Red-named enemies take a 25% penalty to attack and
movement speed. This has no effect on purple-named enemies. (power point cost: 12, cooldown: 90 seconds)
Time Shaping (Ranks: 1, AP cost: 1)
Multiselector: choose one:
Psionic Speed - +5% psionic bonus to attack speed.
Psionic Agility - +5% psionic bonus to movement speed.
Mental Enlightenment (Ranks: 1, AP cost: 2)
Multiselector: choose one:
Reflexes - +3 psionic bonus to reflex saves and +5 concentration
Fortitude - +3 psionic bonus to fortitude saves and +5 concentration
Willpower - +3 psionic bonus to will saves and +5 concentration
--------------------MINDBLADE--------------------
CORE 1 : Mortification of the Mind
For every Mindblade core ability you possess you gain a +1 bonus to attack, damage, chance to confirm critical
hits, and critical hit damage with two-handed weapons. However, you also take a -3 penalty to armor class.
CORE 2 : Spell Seal
Your critical hits with two-handed weapons have a 5% chance to silence your target for 3 seconds, preventing
them from casting spells.
CORE 3 : Pain Intensity
Activate: take bane damage equal to 10% of your maximum hit points. For 20 seconds, you become immune to all
mind-affecting effects and abilities such as silence, hold person, and command. (cooldown: 60 seconds)
CORE 4 : Two-Handed Expertise
You gain a +5% psionic bonus to attack speed and movement speed while wielding two-handed weapons.
CORE 5 : Rampage
Activate: you instantly dash forward several meters, attacking all enemies in a line for +5[w]. (power points cost:
8, cooldown: 30 seconds)
CAPSTONE : Mindless Rage
+4 strength
You now have BAB equal to a Fighter of the same level
+10 power points when you start a quest
Activate: reduce your armor class by 50%. For 15 seconds, you gain a +20 psionic bonus to attack and damage
with melee weapons. (power points cost: 12, cooldown: 90 seconds)
TIER 1
Two-Handed Recruit (Ranks: 1, AP cost: 2)
Gain a bonus depending on your current equipped weapon:
Great Axes : +10% glancing blow damage
Greatswords and Falchions : Your attacks ignore 10% of your opponent's fortification
Quarterstaves, Mauls, and Greatclubs : +2 critical hit damage
Heavy Combatant (Ranks: 3, AP cost: 1)
You gain a +4/+7/+10 bonus to physical resistance rating when wearing medium armor.
Cold Aggression (Ranks: 3, AP cost: 1)
+1/+2/+3 to the intimidate, balance, and concentration skills.
Improved Combat Stance (Ranks: 1, AP cost: 1)
Gain a bonus depending on which combat stance you are currently in:
Power Attack : +1 bonus to damage
Combat Expertise : +1 bonus to critical hit damage and chance to confirm critical hits.
Precision : +5% fortification bypass
Action Boost (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Action Boost: Attack
Action Boost: Melee Power
TIER 2
Two-Handed Trainee (Ranks: 1, AP cost: 2) (requires Two-Handed Recruit, tier 1)
Gain a bonus depending on your current equipped weapon:
Great Axes : +2 attack and damage
Greatswords and Falchions : +5% attack speed
Quarterstaves, Mauls, and Greatclubs : bypass 5% enemy dodge
No Pain, No Gain (Ranks: 1, AP cost: 2) (requires Heavy Combatant, tier 1)
While wearing medium armor you take a -3 penalty to armor class but gain a +3 bonus to damage with two-
handed weapons.
Combat (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Physical Combat: Your basic attacks with melee weapons inflict an additional 1d4/1d8/1d12 physical damage. This
damage scales with 200% melee power.
Psionic Combat: Your basic attacks with melee weapons inflict an additional 1d4/1d8/1d12 force damage. This
damage scales with 100% spellpower.
Cleaving Blows (Ranks: 3, AP cost: 1)
Activate: for 15 seconds you gain a +20%/+30%/+40% bonus to glancing blow damage. (power point cost: 8/7/6,
cooldown: 45/40/35 seconds)
Action Boost (Ranks: 3, AP cost: 1) (requires Action Boost, tier 1)
Multiselector: choose one you did not pick in tier 1:
Action Boost: Attack
Action Boost: Melee Power
TIER 3
Two-Handed Combatant (Ranks: 1, AP cost: 2) (requires Two-Handed Trainee, tier 2)
Gain a bonus depending on your current equipped weapon:
Great Axes : your critical hits have a 5% chance to reduce your target's physical resistance rating by 10 for 5
seconds
Greatswords and Falchions : your critical hits have a 5% chance to slow your opponent's movement speed by 25%
for 5 seconds.
Quarterstaves, Mauls, and Greatclubs : your critical hits have a 5% chance to knock your opponent down for 1
second, with no save.
Psycological Warfare (Ranks: 3, AP cost: 1)
Focus your will on your opponents. For 20 seconds you may add 25%/50%/75% of your wisdom modifier to your
damage with melee weapons. (power point cost: 10, cooldown: 120 seconds)
Strategy (Ranks: 3, AP cost: 1) (requires Combat, tier 2)
Physical Combat: Your critical hits also inflict an additional 1d4/1d8/1d12 physical damage, scaling with 200%
melee power.
Psionic Combat: Your critical hits also inflict an additional 1d4/1d8/1d12 force damage, scaling with 100% spell
power.
Power Feedback (Ranks: 1, AP cost: 1)
Your vorpal strikes regenerate 2 power points.
Ability Score Choice (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 strength
+1 wisdom
TIER 4
Two-Handed Champion (Ranks: 1, AP cost: 2) (requires Two-Handed Combatant, tier 3)
Gain a bonus depending on your current equipped weapon:
Great Axes : +5 melee power
Greatswords and Falchions : +10 maximum power points
Quarterstaves, Mauls, and Greatclubs : your vorpal threat range is increased by 1.
Anger Management (Ranks: 3, AP cost: 1)
Whenever you are struck by a physical attack you gain a +1 bonus to attack for 4 seconds. This effect can stack up
to 4/7/10 times.
Embrace the Madness (Ranks: 3, AP cost: 1)
Melee attack: attack your opponent with a +2/+3/+4[w] attack. If this attack is a critical hit, the power point cost is
refunded and the cooldown is reduced by 10 seconds. (power point cost: 10, cooldown: 20 seconds)
Mental Abuse (Ranks: 1, AP cost: 1)
When you successfully intimidate an opponent they must make a will save or have their saves reduced by 3 for 10
seconds. (DC = 10 + strength modifer + character level)
Ability Score Choice (Ranks: 1, AP cost: 2) (requires Strength or Wisdom, tier 3)
Multiselector: choose one:
+1 strength
+1 wisdom
TIER 5
Two-Handed Master (Ranks: 1, AP cost: 2) (requires Two-Handed Champion, tier 4)
Gain a bonus depending on your current equipped weapon:
Great Axes : +1 critical multiplier
Greatswords and Falchions : +1 critical threat range
Quarterstaves, Mauls, and Greatclubs : your melee attacks have a 5% chance to stun your opponent for 2
seconds, with no save.
Wrath and Ruin (Ranks: 1, AP cost: 2)
Multiselector: choose one:
Wrath: +10 melee power
Ruin: +20 force spellpower
Insane Power (Ranks: 1, AP cost: 2) (requires Embrace the Madness, tier 4)
Melee attack: strike your opponent with a powerful blow, inflicting an additional +6[w] damage and bypassing
25% of your target's fortification. (power point cost: 12, cooldown: 25 seconds)
Tempering Chaos (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Embracing Chaos: +5/+10/+15 power points when starting a quest
Repelling Chaos: +2/+3/+4 to all saves
Get On 'Em! (Ranks: 1, AP cost: 1)
Leap towards your opponent, inflicting +3[w] damage and knocking them down for 2 seconds, with no save.
(power points cost: 10, cooldown: 20 seconds)
--------------------GUARDIAN--------------------
CORE 1 : Path of Least Resistance
+10 hit points
+10% chance to shield bash
+2 concentration
CORE 2 : Protection
+10 hit points
+2 to all saves
+2 concentration
CORE 3 : Shield Bashing
+10 hit points
+10% chance to shield bash
+2 concentration
CORE 4 : Force Induction
+10 hit points
You take 50% less damage from force spells and effects
+2 concentration
CORE 5 : Power Supplement
+10 hit points
The power 'Energy Conversion' is added to your level 3 known powers list.
The power 'Ascension' is added to your level 4 known powers list.
+2 concentration
CAPSTONE : Temple Knight
+4 constitution
+2 wisdom
+2 concentration
Shield Detonation now automatically activates when your Guardian Shield is depleted, with no power points cost
or cooldown.
You are now immune to force damage.
TIER 1
Guardian Shield (Ranks: 1, AP cost: 2)
Toggle: when you have a large or tower shield equipped you gain 25 temporary hit points. These hit points refresh
every 8 seconds.
Defensive Mind (Ranks: 3, AP cost: 1)
+1/+2/+3 to the intimidate, heal, and concentration skills.
Item Defense (Ranks: 3, AP cost: 1)
You have a 25%/50%/75% chance to negate potential item wear.
Psychic Weaponry (Ranks: 1, AP cost: 2)
Multiselector: choose one:
Heavy Weapons : one-handed bludgeon weapons gain a +2 bonus to attack and damage.
Edged Weapons : one-handed slashing weapons gain 5% fortification bypass.
Swift Weapons : one-handed piercing weapons gain a +5% bonus to attack speed.
Threatening Mind (Ranks: 3, AP cost: 1)
+1/+2/+3 will saves and +25%/+50%/+75% threat generation.
TIER 2
Enhanced Shield (Ranks: 1, AP cost: 2) (requires Guardian Shield, tier 1)
+25 Guardian Shield hit points for a total of +50.
While your Guardian Shield holds you gain a +15 bonus to physical and magical resistance ratings.
Psionic Armor (Ranks: 3, AP cost: 1)
+2/+4/+6 armor class when wearing heavy armor or possessing the adamantine body feat.
Intimidating Strike (Ranks: 1, AP cost: 1)
Melee Attack: activate to perform a +2[w] attack. This attack generates an additional 200% extra threat. (power
point cost: 3, cooldown: 15 seconds)
Psychic Arsenal (Ranks: 1, AP cost: 2) (requires Psychic Weaponry, tier 1)
Multiselector: choose one:
Heavy Weapons : one-handed bludgeon weapons gain an additional +2 bonus to attack and damage.
Edged Weapons : one-handed slashing weapons gain +1 critical threat range.
Swift Weapons : one-handed piercing weapons gain give you a 10% bonus to movement speed.
Forceful Bashing (Ranks: 3, AP cost: 1)
Your shield bashes and attacks inflict an additional 1d4/1d8/1d12 force damage. This damage scales with 150%
spellpower.
TIER 3
Mental Shield (Ranks: 1, AP cost: 2) (requires Enhanced Shield, tier 2)
+25 Guardian Shield hit points for a total of +75.
While your Guardian Shield holds you gain a +3 bonus to will saves
Shield Detonation (Ranks: 3, AP cost: 1) (requires Mental Shield, tier 3)
Activate to instantly terminate your Guardian Shield. Nearby enemies take 2d10/4d12/6d14 physical damage. This
damage scales with 200% melee power. (power point cost: 6, cooldown: 60 seconds)
Psionic Defense (Ranks: 1, AP cost: 2) (requires Psionic Armor, tier 2)
+1/+2/+3 to all saves while wearing heavy armor or possessing the adamantine body feat.
Action Boost: Defense (Ranks: 3, AP cost: 1)
Activate to gain a +5/+10/+15 Action Boost bonus to armor class and physical resistance rating for 20 seconds.
(cooldown: 30 seconds)
Ability Score Choice (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 strength
+1 constitution
+1 wisdom
TIER 4
Fortified Shield (Ranks: 1, AP cost: 2) (requires Mental Shield, tier 3)
+25 Guardian Shield hit points for a total of +100.
While your Guardian Shield holds you gain a +25% bonus to fortification.
Bountiful Guardian Shield (Ranks: 1, AP cost: 2) (requires Fortified Shield, tier 3)
Allies near you when your Guardian Shield refreshes also recieve 25 temporary hit points. This hit points last 20
seconds.
Powerful Shield (Ranks: 1, AP cost: 2)
Your equipped shield gains a +1 critical multiplier.
Empathic Healing (Ranks: 3, AP cost: 1)
The power 'Empathing Healing' is added to your level 3 known powers list and you gain +5/+10/+15 positive
energy spellpower.
Ability Score Choice (Ranks: 1, AP cost: 2) (requires Strength, Constitution, or Wisdom, tier 3)
Multiselector: choose one:
+1 strength
+1 constitution
+1 wisdom
TIER 5
Regenerative Shield (Ranks: 1, AP cost: 2) (requires Fortified Shield, tier 4)
+50 Guardian Shield hit points for a total of +150.
While your Guardian Shield holds, you regenerate 3 hit points every 4 seconds. This effect is uneffected by
spellpower but is affected by healing amplification.
Healing Shield (Ranks: 1, AP cost: 1) (requires Bountiful Guardian Shield, tier 4)
Activate: allies currently affected by your Guardian Shield recover hit points equal to your concentration skill.
(power point cost: 8, cooldown: 30 seconds)
Focused Defense (Ranks: 1, AP cost: 2)
Activate to gain a bonus to your physical resistance rating equal to your concentration skill for 15 seconds. (power
point cost: 12, cooldown: 120 seconds)
Combat Enhancement (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Psionics: +5/+10/+15 maximum power points
Physics: +5/+10/+15 melee power
Protection: +2/+4/+6 intimidate and +20%/+40%/+60% threat generation
Improved Shield (Ranks: 1, AP cost: 2)
Shields you equip gain an orb bonus based on their enhancement bonus.
--------------------MANIFESTOR--------------------
CORE 1 : Ease of Mind
For every Manifestor core you possess, you gain a +2 bonus to the tumble skill and +1 to the DC's of all tactical
abilities.
CORE 2 : Quick to Master
+10 maximum power points and +5 power points at the start of a quest.
CORE 3 : Phase Acrobatics
You can now phase between the spaces in time when you tumble, allowing you to move through opponents.
CORE 4 : Teleport
Activate: instantly teleport forwards several meters, moving through enemies as you do so. (power point cost: 5,
cooldown: 6 seconds)
Passive: you gain the mobility feat, even if you do not qualify for it.
CORE 5 : Phasic Weapons
Your weapon and unarmed attacks gain the ghost touch property. Additionally, you are permanently affected by a
blur effect and gain 20% incorpreality.
CAPSTONE : Clarity of Mind
+4 wisdom
+10 power points at the start of a quest
+20 maximum power points
The power points cost of Teleport is reduced to 0 and for 5 seconds after teleporting you gain +5% dodge and
maximum dodge.
TIER 1
Aggravated Feedback (Ranks: 1, AP cost: 2)
When you are damaged by a melee attack the attacker takes 5d5 force damage. This damage can only occur once
every 5 seconds and scales with 100% spellpower.
Intuitive Accuracy (Ranks: 1, AP cost: 2)
You may now use your wisdom modifier to determine your to-hit with short swords, rapiers, longswords,
khopeshes, scimitars, and daggers.
Focused Mind (Ranks: 3, AP cost: 1)
+5/+10/+15 maximum power points. Rank 3: +1 passive power points regeneration.
Athletics (Ranks: 3, AP cost: 1)
+1/+2/+3 to the jump, tumble, and balance skills.
Action Boost (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Action Boost: Haste
Action Boost: Sprint
TIER 2
Destructive Feedback (Ranks: 1, AP cost: 2) (requires Aggravated Feedback, tier 1)
Aggravated Feedback inflicts an additional 5d5 force damage.
Intuitive Offense (Ranks: 1, AP cost: 2) (requires Intuitive Accuracy, tier 1)
You may now use your wisdom modifier to determine your damage with short swords, rapiers, longswords,
khopeshes, scimitars, and daggers.
Deflect Arrows (Ranks: 3, AP cost: 1)
You gain the Deflect Arrows feat, knocking away one projectile that would hit you every 6/4/2 seconds.
Armored Trickster (Ranks: 3, AP cost: 1)
Multiselector: choose one:
Light Armor : +1%/+2%/+3% dodge and maximum dodge while wearing light or no armor.
Medium Armor : +5%/+10%/+15% movement speed while wearing medium armor.
Heavy Armor : +2/+4/+6 maximum dexterity bonus when wearing heavy armor.
Action Boost (Ranks: 3, AP cost: 1) (requires Action Boost, tier 1)
Multiselector: choose one that you did not pick for tier 1:
Action Boost: Haste
Action Boost: Sprint
TIER 3
Concussive Force (Ranks: 1, AP cost: 2) (requires Destructive Feedback, tier 2)
Aggravated Feedback now knocks down your attacker for 2 seconds on a failed reflex save (DC = 10 + class level +
tripping bonuses + wisdom modifer)
Intuitive Combat (Ranks: 1, AP cost: 2) (requires Intuitive Offense, tier 2)
You may now use your wisdom modifer to determine the DC's of tactical feats, if it would be higher than your
strength or dexterity.
Acrobatic Mastery (Ranks: 3, AP cost: 1)
You tumble 10%/20%/30% faster. Rank 3: +2 armor class while tumbling.
Now You See Me... (Ranks: 3, AP cost: 1)
Instantly become invisible for 3/5/7 seconds. Your next melee attack is made at +2/+3/+4[w] and breaks the
invisibility. (power point cost: 8, cooldown: 20 seconds)
Ability Score Choice (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 strength
+1 dexterity
+1 wisdom
TIER 4
Kinetic Absorption (Ranks: 1, AP cost: 2) (requires Concussive Force, tier 3)
Aggravated Feedback now also restores 3 power points. Additionally, you gain +2% chance for force spells to
critically hit.
Psionic Power (Ranks: 3, AP cost: 1)
+4/+7/+10 force spellpower
Trickery (Ranks: 1, AP cost: 1)
For 4 seconds after tumbling, you gain a +2 bonus to wisdom, dodge, and armor class.