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Jumbuck

binder path

Jul 19th, 2016
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  1. For those who are interested, this is the path I came up with. It started about a week (?) ago, when /u/Strategist14 talked about how some other game did a tank class, and I wanted to do something similar. So here we go.
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  3. The path itself is meant to be for Intelligent Sentinels who wish to lock down a target and watch them die slowly. Excellent synergy with Battlemind.
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  5. #Path of the Binder (Sentinel)
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  7. *One Ring to bring them all and in the darkness bind them.*
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  9. * **Binding Rights**: On your turn as a major action, you may attempt to bind a character in place with ancient seals you read about in a magazine. Make an Occult attack against a character within 5 feet, targeting their Will resistance. If you break resistance, both of you are Bound until the end of your next turn. Characters who are Bound have their movement reduced to zero. Additionally, you may once per turn use Binding Rights as a free action on a character who is already Bound. Note that the duration is always until the end of your next turn.
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  11. Zion's comment: This is the key feature of the Binder Path. Most every single other path feature has
  12. some kind of delayed AoE, or rely on the enemy staying in one spot. The basic mechanic is a bit like
  13. grappling, except it doesn't synergy with other grappling stuff. It is very much possible to skip this
  14. feature and just use grappling instead, but the rest of the path has synergy with intelligence.
  15. From a dipping standpoint, this path feature is probably the most attractive for melee psions, but
  16. chances are they would've gone this path anyway.
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  18. * **Equal Rites**: Once per short rest, you may create the Circle of Equal Rites as a major action. It has a radius of 15 feet centered on you and lasts for 1 minute (10 rounds). ALL characters inside the circle have resistance to Piercing, Bludgeoning, and Slashing damage. If the circle is active and you take damage, you must succeed on a Concentration check DC10 or half the damage taken rounded up, whichever is higher. If you fail this check the circle fizzles and disappears.
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  20. Zion's comment: Probably the strongest feature in here. It can really fuck up a martial, for a while at
  21. least. If you have good concentration, that's a lot of damage you can ignore. Can also be used to
  22. protect allies against large physical AoE attacks.
  23. Dipping: All Wisdom psions are probably going to pick this up at some point. For them, its an amazing
  24. defensive path feature.
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  26. * **Ring of Power**: When you take this path feature, you learn one subpower from the powers Eyebeams, Antipsionics, Electrokinesis, Hinder, or Pyrokinesis. You can cast the at will version of that subpower. Additionally, when you cast a psionic power, you can choose to delay the effect until the beginning of your next turn.
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