"My body is but one of many possible configurations of substance."[PH3:19]
Prerequisite: Shardmind
Shard Disciple Path Features
Perfect Shard Swarm (11th level): Your shard swarm racial power becomes a close burst 2, instead of a close hurst 1. In addition, you can use shard swarm to teleport your speed, instead of half your speed.
Paragon Power Points (11th level): You gain 2 additional power points.
Swarm Action (11th level): When you spend an action point to make an extra action, you take half damage from melee attacks and ranged attacks until the end of your next turn.
Constant Swarm (16th level): You can use your shard swarm racial power one additional time during each encounter.
Irruption of the Living Gate | Shard Disciple Attack 11 |
Ruby shards explode around your foes. With the expenditure of psionic energy, you can transport yourself into the middle of the storm. | |
Encounter + Implement, Psionic, Zone | |
Standard Action | Area burst 1 within 10 squares |
Target: Each creature In burst | |
Attack: Intelligence vs. Reflex | |
Hit: 2d10 + Intelligence modifier damage. | |
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. | |
Augment 2 (Teleportation) | |
Area burst 2 within 10 squares | |
Effect: As above, and while the zone persists, you can teleport to a square within it as a move action. |
Recrystallize | Shard Disciple Utility 12 |
Your wounds have broken your mental hold on your physical form, but a flicker of psionic energy within you lets you reconstitute your body elsewhere. | |
Daily + Healing, Psionic, Teleportation | |
No Action | Personal |
Trigger: You drop to 0 hit points or fewer | |
Effect: You spend a healing surge and then teleport 10 squares. |
Shard Storm | Shard Disciple Attack 20 |
The crystalline fragments of your body explode in a swirling whirlwind of psionic energy, forming a terrible storm to batter your enemies. | |
Daily + Implement, Polymorph, Psionic, Teleportation, Zone | |
Standard Action | Close burst 3 |
Target: Each enemy in burst | |
Attack: Intelligence vs. Fortitude | |
Hit: 3d6 + Intelligence modifier damage. | |
Effect: The burst creates a zone that lasts until the end of your next turn or until you leave it. The zone is difficult terrain for your enemies, and any enemy that ends its turn within the zone takes 10 damage. While the zone persists, you take half damage from melee attacks and ranged attacks, and those attacks can't pull, push, or slide you. As a move action, you can teleport to a square within the zone. | |
Sustain Minor: The zone persists. |