New Class: Psionic
Posted: Thu Nov 11, 2010 1:50 pm
This one been on my mind for a while... The psionic is a type of wilder relies on mental powers to defeat its foes. It can directly attack the enemy's mind, or manipulate the environment with telekinetic force. Psionics are very rare, and most children that show mental aptitudes are outcast from society or killed. Psionics are severely distrusted by all of society, even by those that may be tolerant of magic.
Psionics have access to the following schools:
Cunning -> Survival (generic - initially locked)
Telepathy
Mind Control
Mental Combat
Aptitude (generic)
Mind Over Body (generic - initially locked)
Telekinesis
Greater Telekinesis (initially locked)
Telekinetic Combat
Telepathy, Mind Control and Mental Combat all involve direct contact with the minds of other creatures. This carries both boons and risks. The range of mental contact is dependant on the psionic's willpower alone, and cannot be blocked by any obstacle (except perhaps vault walls). An enemy does not need to be seen to be targeted. Mind-based attacks give a mental save to the opponent, modified by the psionic's willpower. Some mental attacks do a new form of damage: mental damage. Mindless enemies are immune to this form of contact - this includes golems, jellies, oozes, molds, etc. Contacting undead, demons and horrors in this way is dangerous, though they are still affected by the attacks. Contact with undead will cause mental damage to the psionic, in proportion to the undead's level. Contact with demons/horrors will cause dazing to the psionic as their minds are so foreign.
Telekinesis and Greater Telekinesis on the other hand give no save to the enemy, and no negative effect to the psionic, as they purely manipulate the environment. However some of their physical effects can be resisted by physical damage resistance etc.
The Psionic schools all scale with Willpower:
Telepathy
1. Sense
Detect all enemies with minds within a radius of 12.
Radius increases with talent level and willpower.
2. Many Eyes
See what every enemy with 6 squares sees.
Radius increases with talent level and willpower.
3. Mind Stalk
Plant yourself deep in the subconcious of an enemy, seeing what they see for 14 turns.
Duration increases with talent level and willpower.
4. Forewarning (sustained)
Read the thoughts of an enemy before they act, within a radius of 3. This gives you a chance based on Dexterity to avoid whatever attack they perform. Note that this may contact creatures behind walls, and is risky to perform in areas with undead or demons.
Radius increases with talent level and willpower.
Mind Control
1. Paralysis
Lock down the muscles of an enemy, stunning them for 4 turns.
Duration of the attack increases with talent level and willpower.
2. Ignore
Enemies in a range of 2 will ignore you completely for 5 turns.
Radius and duration increase with talent level and willpower.
3. Walk Away
Take control of the target's legs and force them to walk away from you for 4 turns.
Duration increases with talent level and willpower.
4. Puppet Master
Force an enemy to act in your defense for 6 turns.
Duration increases with talent level and willpower.
Mental Combat
1. Agony
Inflict 60 mental damage on the target.
Damage increases with talent level and willpower.
2. Sunder Mind
Reduces target's mental and physical resistance by 5% for 4 turns.
Effect and duration are increased by talent level and willpower.
3. Mental Backlash (sustain)
All enemies attacking you in melee will be hit for 15 mental damage.
Damage increases with talent level and willpower.
4. Wave of Suffering
All enemies within 3 squares suffer 50 mental damage a turn for 3 turns. Note that this may contact creatures behind walls, and is risky to perform in areas with undead or demons.
Radius, damage and duration increase with talent level and willpower.
Aptitude
(all passive)
1. Focus
Increases physical, spell and mental saves by 5.
Effect increasese with talent level and willpower.
2. Necrophile
Reduces damage from undead contact by 15% per talent level.
3. One with the Abyss
Resist dazing from demons and horrors by 15% per talent level.
4. Unlock Mind
Increases all stats by 1 per talent level.
Mind Over Body
1. Fast Metabolism
Heal yourself for 5 HP per turn for 20 turns.
2. Immune to Pain (sustain)
Adds 8% physical damage resistance.
3. Purify Flesh
Removes negative statuses.
4. Willed Speed (sustain)
Improve global speed by 8%. The torture of the flesh beneath your iron willpower causes the talent to continually drain Health.
Telekinesis
1. Mental Force
Unleashes a wave of force against enemies in the line of target, dealing 30 physical damage and knocking them back.
Range and damage increase with talent level and willpower.
2. Flying Objects
Fling an object at the target with your mind, dealing physical damage based on the weight of the object and inflicting the target with effects based on the object. At level 3 the talent will also fling objects on the ground around you.
(By effects of the objects, I mean things like healing with potions, extra damage with weapons (as if they were hit by it in melee), possibly phase scrolls taking effect, and so on. Try not to use the Blood of Life on them... ;) )
3. Transport
Uh, exactly the same as Phase Door
4. Telekinetic Storm (sustained)
A telekinetic storm flows around you in a radius of 2, ripping rocks from the ground and dealing 40 physical per turn to any cuaght in the storm.
Range and damage increase with talent level and willpower.
Greater Telekinesis
1. Vacuum
Rip the air from around the target, causing it to choke for 100 physical damage. Also removes burning from the target. Does not work on enemies that do not breath.
Damage increases with talent level and willpower.
2. Ignition
Ignite the oxygen in the air with your will, causing a blustering inferno to arise in a radius of 2 for 1d3 + 1 turns. All caught in the inferno will burn for 20 fire damage per turn.
Range, duration and damage increase with talent level and willpower.
3. Shattering Thought
Crush anything within the target area, destroying walls, doors and traps and causing 150 physical damage to any creatures within. At level 4 it becomes a beam.
Range and damage increase with talent level and willpower.
4. Mental Fortress (sustained)
Create a mental barrier around you, forcing back all enemies in melee range and increasing ranged defense by 20. Only creatures with a strength of 30 can force through the barrier. Walking into enemies with the barrier active will cause 80 physical damage.
Ranged defense, required strength of enemies and damage caused will increase with talent level and willpower. (radius always stays at 1)
Telekinetic Combat
These are telekinetic abilities aimed directly at enemies rather than the environment. Enemies get a physical saving throw against the effects. Does not cause any psychic backlash.
1. Rend Flesh
Use your powers to directly tear chunks of flesh from the enemy for 80 physical damage.
2. Internal Pinch
Focus your mind to squeeze the internal organs of an enemy, causing 60 physical damage, bleeding for 5 turns and dazing.
3. Suspend
Lift an enemy into the air, rendering them unable to act or be attacked for 6 turns. When they are released they fall to the ground, suffering 25 physical damage.
4. Throw
Pick up an enemy and fling them to another space up to 4 squares away. When they land they suffer 20 damage for every square traversed, or triple that if they hit a wall. If they hit an enemy the same amount of damage is done to them.
(Note the first enemy gets a chance of a physical saving throw against this, but the target doesn't. Also, it means we can do what we've always dreamed of doing - juggle molds!)
Psionics have access to the following schools:
Cunning -> Survival (generic - initially locked)
Telepathy
Mind Control
Mental Combat
Aptitude (generic)
Mind Over Body (generic - initially locked)
Telekinesis
Greater Telekinesis (initially locked)
Telekinetic Combat
Telepathy, Mind Control and Mental Combat all involve direct contact with the minds of other creatures. This carries both boons and risks. The range of mental contact is dependant on the psionic's willpower alone, and cannot be blocked by any obstacle (except perhaps vault walls). An enemy does not need to be seen to be targeted. Mind-based attacks give a mental save to the opponent, modified by the psionic's willpower. Some mental attacks do a new form of damage: mental damage. Mindless enemies are immune to this form of contact - this includes golems, jellies, oozes, molds, etc. Contacting undead, demons and horrors in this way is dangerous, though they are still affected by the attacks. Contact with undead will cause mental damage to the psionic, in proportion to the undead's level. Contact with demons/horrors will cause dazing to the psionic as their minds are so foreign.
Telekinesis and Greater Telekinesis on the other hand give no save to the enemy, and no negative effect to the psionic, as they purely manipulate the environment. However some of their physical effects can be resisted by physical damage resistance etc.
The Psionic schools all scale with Willpower:
Telepathy
1. Sense
Detect all enemies with minds within a radius of 12.
Radius increases with talent level and willpower.
2. Many Eyes
See what every enemy with 6 squares sees.
Radius increases with talent level and willpower.
3. Mind Stalk
Plant yourself deep in the subconcious of an enemy, seeing what they see for 14 turns.
Duration increases with talent level and willpower.
4. Forewarning (sustained)
Read the thoughts of an enemy before they act, within a radius of 3. This gives you a chance based on Dexterity to avoid whatever attack they perform. Note that this may contact creatures behind walls, and is risky to perform in areas with undead or demons.
Radius increases with talent level and willpower.
Mind Control
1. Paralysis
Lock down the muscles of an enemy, stunning them for 4 turns.
Duration of the attack increases with talent level and willpower.
2. Ignore
Enemies in a range of 2 will ignore you completely for 5 turns.
Radius and duration increase with talent level and willpower.
3. Walk Away
Take control of the target's legs and force them to walk away from you for 4 turns.
Duration increases with talent level and willpower.
4. Puppet Master
Force an enemy to act in your defense for 6 turns.
Duration increases with talent level and willpower.
Mental Combat
1. Agony
Inflict 60 mental damage on the target.
Damage increases with talent level and willpower.
2. Sunder Mind
Reduces target's mental and physical resistance by 5% for 4 turns.
Effect and duration are increased by talent level and willpower.
3. Mental Backlash (sustain)
All enemies attacking you in melee will be hit for 15 mental damage.
Damage increases with talent level and willpower.
4. Wave of Suffering
All enemies within 3 squares suffer 50 mental damage a turn for 3 turns. Note that this may contact creatures behind walls, and is risky to perform in areas with undead or demons.
Radius, damage and duration increase with talent level and willpower.
Aptitude
(all passive)
1. Focus
Increases physical, spell and mental saves by 5.
Effect increasese with talent level and willpower.
2. Necrophile
Reduces damage from undead contact by 15% per talent level.
3. One with the Abyss
Resist dazing from demons and horrors by 15% per talent level.
4. Unlock Mind
Increases all stats by 1 per talent level.
Mind Over Body
1. Fast Metabolism
Heal yourself for 5 HP per turn for 20 turns.
2. Immune to Pain (sustain)
Adds 8% physical damage resistance.
3. Purify Flesh
Removes negative statuses.
4. Willed Speed (sustain)
Improve global speed by 8%. The torture of the flesh beneath your iron willpower causes the talent to continually drain Health.
Telekinesis
1. Mental Force
Unleashes a wave of force against enemies in the line of target, dealing 30 physical damage and knocking them back.
Range and damage increase with talent level and willpower.
2. Flying Objects
Fling an object at the target with your mind, dealing physical damage based on the weight of the object and inflicting the target with effects based on the object. At level 3 the talent will also fling objects on the ground around you.
(By effects of the objects, I mean things like healing with potions, extra damage with weapons (as if they were hit by it in melee), possibly phase scrolls taking effect, and so on. Try not to use the Blood of Life on them... ;) )
3. Transport
Uh, exactly the same as Phase Door
4. Telekinetic Storm (sustained)
A telekinetic storm flows around you in a radius of 2, ripping rocks from the ground and dealing 40 physical per turn to any cuaght in the storm.
Range and damage increase with talent level and willpower.
Greater Telekinesis
1. Vacuum
Rip the air from around the target, causing it to choke for 100 physical damage. Also removes burning from the target. Does not work on enemies that do not breath.
Damage increases with talent level and willpower.
2. Ignition
Ignite the oxygen in the air with your will, causing a blustering inferno to arise in a radius of 2 for 1d3 + 1 turns. All caught in the inferno will burn for 20 fire damage per turn.
Range, duration and damage increase with talent level and willpower.
3. Shattering Thought
Crush anything within the target area, destroying walls, doors and traps and causing 150 physical damage to any creatures within. At level 4 it becomes a beam.
Range and damage increase with talent level and willpower.
4. Mental Fortress (sustained)
Create a mental barrier around you, forcing back all enemies in melee range and increasing ranged defense by 20. Only creatures with a strength of 30 can force through the barrier. Walking into enemies with the barrier active will cause 80 physical damage.
Ranged defense, required strength of enemies and damage caused will increase with talent level and willpower. (radius always stays at 1)
Telekinetic Combat
These are telekinetic abilities aimed directly at enemies rather than the environment. Enemies get a physical saving throw against the effects. Does not cause any psychic backlash.
1. Rend Flesh
Use your powers to directly tear chunks of flesh from the enemy for 80 physical damage.
2. Internal Pinch
Focus your mind to squeeze the internal organs of an enemy, causing 60 physical damage, bleeding for 5 turns and dazing.
3. Suspend
Lift an enemy into the air, rendering them unable to act or be attacked for 6 turns. When they are released they fall to the ground, suffering 25 physical damage.
4. Throw
Pick up an enemy and fling them to another space up to 4 squares away. When they land they suffer 20 damage for every square traversed, or triple that if they hit a wall. If they hit an enemy the same amount of damage is done to them.
(Note the first enemy gets a chance of a physical saving throw against this, but the target doesn't. Also, it means we can do what we've always dreamed of doing - juggle molds!)