"The power the Far Realm offers is worth any risk to my sanity."Prerequisite:
Some describe you as reckless. Others call you corrupted, claiming that your work puts all the world at risk. The Far Realm is a dangerous place, to be sure, filled with horrors beyond imagining. But the power to be found there is too tempting to ignore.
ALIENIST PATH FEATURES Alien Perspective (11th level)
: You gain a +1 bonus to Will, and you gain psychic resistance equal to one-half your level. Insane Action (11th level)
: At the end of any of your turns in which you spend an action point, roll a d4 to invoke one of the effects below.
Paragon Power Points (11th level)
|d4||Insane Action Effect|
|1||You are dazed until the end of your next turn.|
|2||The last creature you attacked can teleport 5 squares as a free action.|
|3||If you are conscious, you teleport 5 squares. When you do, you gain a +4 bonus to all defenses until the end of your next turn.|
|4||You gain 20 temporary hit points.|
: You gain 2 additional power points. Alien Summoning (16th level)
: Creatures you summon are tainted by the Far Realm and gain a +2 bonus to all defenses and deal 5 extra psychic damage with their attacks. They grant combat advantage to enemies that are immune to fear.
Alienist Attack 11Far Realm's Gift
You bestow the horror of the Far Realm on your foe, transforming it into a creature of nightmare.
Encounter Augmentable, Implement, Polymorph, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d12 + Intelligence modifier psychic damage, and the target assumes the form of a Far Realm horror until the end of your next turn. While in this form, the target is slowed, takes a -2 penalty to attack rolls, and cannot make opportunity attacks. Any enemy that enters a square adjacent to the horror or ends its turn there takes 5 psychic damage. An enemy can take this damage only once per turn.Augment 2
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
Changed in December 2011 updates.
Alienist Utility 12Mad Certainty
Your vision of the Far Realm fuels your psionic power, at a price.
Minor Action Personal
Effect: You regain 2 power points. Until the end of the encounter, you take a -2 penalty to all defenses.
Alienist Attack 20Summon Far Realm Abomination
Your power tears the fabric of reality, summoning a tentacled horror from the Far Realm that lays waste to your foes.
Daily Fear, Implement, Psionic, Psychic, Summoning
Minor Action Ranged 10
Effect: You summon a Large Far Realm abomination in unoccupied squares within range. The abomination has speed 5. Any enemy not immune to fear that starts its turn within 3 squares of the abomination takes a -2 penalty to attack rolls until the start of the enemy’s next turn. You can give the abomination the following special commands.
Standard Action: Melee 2; targets one creature; Intelligence vs. Reflex; 2d10 + Intelligence modifier damage, and the abomination grabs the target. The abomination can grab up to two creatures at once.
Standard Action: Melee 2; targets a creature grabbed by the abomination; Intelligence vs. Fortitude; 5d6 + Intelligence modifier damage, and the target is knocked prone.
Instinctive Effect: If you haven’t given the abomination any commands by the end of your turn, it makes the following attack: Close burst 3; targets each creature in the burst; Intelligence vs. Will; 1d12 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Published in Psionic Power, page(s) 100.