Cerulean Adept

The walls of the world are thinner than most suspect. Demons and undead are bad enough, but things far worse seek to break through and feast on reality. I won’t allow it.

Prerequisite: Psion

An order of protectors called the Keepers of the Cerulean Sign formed long ago to face the threat of the Far Realm’s collision with reality. The keepers achieved a great victory and fenced out an invading sovereignty of madness behind potent seals. But as often happens, without an imminent threat to face, the protectors slowly faded from history, and their most potent weapons, artifacts known as the Seven Cerulean Seals (also called the Seven Keys), were lost or destroyed.

But the Far Realm remains. Its presence is a barb in reality’s side. Some say psionic power itself is the world’s answer to the Far Realm. Just as a body unconsciously fights off sickness, the universe prepares for some future battle by sowing psionic potential among its denizens.

Your psionic ability alerted you to the growing aberrant threat at a young age. Despite being a psionic weapon against aberrant spawn, you sought out even more potent weapons. While in the depths of a psionic trance, you glimpsed the original Cerulean Seals. There is little hope of recovering them, but you formed an image of them in your mind and created a copy. Like one of the seals, your copy—a Cerulean Sign—consists of a stylized white tree on a sky-blue background. Though imperfect, it is enough to empower you. You have taken up the sign and pledged yourself to the world’s defense.


    Cerulean Action (11th level): When you spend an action point to use an at-will attack power that has a 1-point augmentation, you can use that augmentation without spending a power point.
    Cerulean Sign Focus (11th level): You gain a +1 bonus to Will.
    Paragon Power Points (11th level): You gain 2 additional power points.
    All-Seeing Eye (16th level): When you attack with an augmented psionic power, you can score a critical hit on a roll of 19–20. When you attack an aberration with an unaugmented psionic power, you can score a critical hit on a roll of 18–20.

Cerulean Adept Attack 11Cerulean Blaze

You brandish the Cerulean Sign, channeling its radiance to shove your foe back so hard that it falls. By channeling a bit more energy, you can affect more enemies.

Encounter        Augmentable, Implement, Psionic, Radiant
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier radiant damage, and you push the target 3 squares and knock it prone.

Augment 2

Range: Area burst 1 within 20 squares

Target: Each creature in the burst

Cerulean Adept Utility 12Harden Mind

By focusing on what’s real, you shut out the psychic tumult damaging you.

Encounter        Psionic
Immediate Interrupt      Personal

Trigger: You take psychic damage

Effect: You gain psychic resistance equal to 5 + one-half your level until the end of your next turn.

Cerulean Adept Attack 20Seal the Threshold

You emanate a blaze of cerulean fire and shoot it toward your foe, engulfing that enemy in the fire’s fury. The fire continues to burn those tainted by aberration.

Daily        Implement, Psionic, Radiant
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: 4d10 + Intelligence modifier radiant damage.

Hit: Half damage

Effect: You regain 1 power point, and the target takes ongoing 5 radiant damage (save ends). If the target is aberrant, the ongoing damage increases to 10.

Published in Player's Handbook 3, page(s) 94.