Character Creations: Imposing Mentalist

I have been working on a new paragon path for my deva wizard. It started out as an option to the Planeshifter from Manual of the Planes. However over time its slowly developed into something else. I saw it more as a racial paragon path for all devas. I have to admit it can be difficult when you are creating something for this game when you are playing the game itself. It seems almost impossible to not want to craft something uniquely specific for the character you are playing, and it shows in this path. Most definitely it is designed for a deva who is also a controller, but I think that is what is needed. Otherwise you end up with watered down drivel, paths that do not really do much of anything (much like the danger of hybrid classes). The paragon path is below in full and preceding that is some insight to my design.

As I mentioned this started out as an attempt to spruce up the Planeshifter. My complaints about the Planeshifter are rooted in its awful utility power and relatively lame 11th level class ability somehow based on the idea that you will be using the Plane Shift ritual everyday for free. Albeit awesome in a game that is fundamentally based around plane hopping, for more conventional campaigns where much of your adventures are rooted in one plane with occasional visits to other planes I found this feature near useless. As for the utility, its just absolutely arbitrary that it is an encounter. I find it hard to believe that I would need to create and instant portal more than once a day, let alone an encounter. They should of just made it an at-will for laughs.

I originally started with the idea of making an encounter save ends effect like the Planeshifter. I realized this was too cheap of a rip off, so I kept the banishing concept but moved it to daily power status with some nasty damage. It reads a lot more like something Itachi from Naruto Shippuden could do, which is totally awesome. I did try to work with the utility for a long while, looking to make something more like an encounter Arcane Gate (which by the way they totally printed in the form of a warlock utility in Heroes of Shadow, called Bridge of Shades… I just know I am missing my calling). But I started working with other aspects of what the paragon path would be and teleportation started falling to the wayside.

I realized quickly that this path was starting to more reflect who my deva wizard already was. I wanted some mental manipulation. I did not want psionics, which may seem like a cheat, but I was hoping to keep the class firmly rooted in the arcane world. In time I found a happy medium by making it a deva racial paragon path that focused on the immense mental prowess of a being who has lived a thousand lifetimes. How can so many memories of so many lifetimes effect an individual? What becomes of their mental state? With such an experienced soul certainly there most be an incredible amount of power that could be tapped into, I wanted my deva to explore that.

Once I realized this I started focusing more on the deva race itself as well as mentalist flavored control powers. Things like daze and domination and psychic damage and the memory of a thousand life times racial feature became important features to highlight. For the utility I went for a supped up Orb of Imposition ability that could cause an automatic failed save, however I felt that might be over powered. Conceptually I liked the Orb of Imposition wizard feature, so I chose to focus on its other function which is the extension of effects. Still very powerful but also useful to a wide range of other classes, not just controllers.

Ultimately the paragon path more reflects the deva than a controller. It is racial, so it is more accessible to non-controller devas who will not have to worry about implements and want to have a controller bend to their class. The features are all pretty useful to any player character rather than just controllers, which I think is a personal triumph. I like to imagine that I am creating something that could conceivably be used by others and not just tailored for my character (even if that is how it starts out).

~Imposing Mentalist~

“My mind is a steel trap”

For many deva the cycle of constant reincarnation can take its toll. So many loved ones lost again and again, wars won and lost, entire civilizations rising and falling, the pain of life experienced not once but a thousand times over. Even the most stalwart being can become cynical or apathetic or worse, mad. But some wield their memories and immortal minds like a expertly tempered blade. Their souls filled with the energy of so many lives, that it can be tapped into with deadly potential. These rare devas exhibit a willful control over the world around them and an unusual expertise at bringing mortals to their knees by mere thought alone.

PreReq: Deva

Thousand Year Resolve (11th Level): You gain resistance to psychic damage equal to 5 + one-half your level. In addition, if you are dominated you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.

Flood of Memories (11th Level): When you spend an action point, you recharge your Memory of A Thousand Lifetimes racial power and your attacks deal extra psychic damage equal to your Intelligence or Wisdom modifier until the end of your turn.

Forced Empathy (16th level): Whenever you daze a creature, instead you may stun that creature for the same duration by expending your Memory of A Thousand Lifetimes.

Overwhelming Projection Attack 11
You send out an overpowering wave of thoughts and visions from your past lives, causing your enemies to stumble and eventually fall to their knees by crushing their minds with a lifetime of memories all at once.
Encounter * Aura, Enchantment, Psychic
Standard Action             Close burst 2
Target: Each enemy in burst
Attack: Intelligence or Wisdom +6 (8 at 21st) vs. Will
Hit: 2d6 plus Intelligence or Wisdom modifier psychic damage and the target is pushed 2 squares and dazed until the end of your next turn.
Effect: You gain an aura 2 that lasts until the end of your next turn. Enemies that end their turn in the aura take your Intelligence or Wisdom modifier psychic damage and are knocked prone

Mnemonic Imposition Utility 12
Through sheer will, a will that has been hardened by a thousand lifetimes, you maintain an immortal grip over reality.
Free Action
Effect: Extend the duration of an effect created by one of your powers that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.

Pain of A Thousand Lifetimes Attack 20
You trap your enemy in an extra dimensional prison within your own mind, where they are tortured with a lifetime of pain and suffering in the blink of an eye.
Daily * Psychic, Teleportation
Standard Action                 Range 10
Target: One Creature
Attack: Intelligence or Wisdom +8 vs. Will
Hit: 4d10 plus Intelligence or Wisdom modifier psychic damage
Effect: You banish the target to a dark pocket realm of painful memories within the confines of your mind (save ends). The target disappears, cannot take actions, and cannot be targeted. Each time the target fails a save against this effect it takes 15 psychic damage. On a successful save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choice. You can expel the target from your mind as a free action, in which case it appears as described above.


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