Four Winds Master

"I am as powerful as the winds and as constant as the seasons."

Prerequisite: Monk

Devotees of the four winds strive for peace and tranquility in all that they do. They recognize, however, that violence is sometimes necessary to achieve greater harmony. Just as destructive winds can carry away anything that stands against them, a monk of the four winds is an overwhelming force.

FOUR WINDS MASTER PATH FEATURES

    Gusting Action (11th level): When you spend an action point to make an attack and the attack hits, you shift your speed after resolving the attack.
    Mystery of the Four Winds (11th level): After each extended rest, choose one of the following mysteries. The benefit of that mystery lasts until you choose another mystery.
    Mystery of the East Wind: You gain lightning resistance equal to one-half your level. In addition, whenever you shift, you can move 2 squares before or after the shift.
    Mystery of the North Wind: You gain cold resistance equal to one-half your level and a +5 bonus to saving throws against charm effects and fear effects.
    Mystery of the South Wind: You gain force resistance equal to one-half your level and a +4 bonus to initiative checks.
    Mystery of the West Wind: You gain thunder resistance equal to one-half your level. In addition, whenever you spend a healing surge, you can shift 2 squares as a free action.
    Mysteries Revealed (16th level): After each extended or short rest, you can choose two mysteries and benefit from both at the same time. The benefit of the mysteries lasts until you choose another two mysteries.
    In addition, whenever you shift, you can instead fly the same distance. If you don’t land at the end of this movement, you fall.

Four Winds Master Attack 11Four Winds Assault [Attack Technique]

Psychic winds can carry you to your opponents, gusting hard when you strike to scatter your foes.

Encounter        Full Discipline, Implement, Psionic
Standard Action      Melee touch

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 1d8 + Dexterity modifier damage. You lift the target 10 feet into the air, where it is immobilized until the end of your next turn. At the end of your next turn, the target drops safely to the ground in the space it last occupied or in the nearest unoccupied space.

  Aftereffect: You slide each creature within 5 squares of the target 5 squares.


Four Winds Assault [Movement Technique]

Encounter      Full Discipline, Psionic
Move Action      Personal

Effect: You fly your speed + 2. If you do not land at the end of this movement, you hover until the start of your next turn, at which point you land safely in the space below you or in the nearest unoccupied space.


Four Winds Master Utility 12Breath of the Four WInds

You anticipate imminent danger and call the four winds to whisk you to safety.

Encounter        Psionic
Immediate Interrupt      Personal

Trigger: You are hit by an attack

Effect: You are insubstantial until the start of your next turn. After the triggering attack is resolved, you fly your speed + 2. If you do not land at the end of this movement, you hover until the start of your next turn, at which point you land safely in the space below you or in the nearest unoccupied space.


Four Winds Master Attack 20Four Winds Tempest

You take to the air to lash out with a vicious attack, then call on the four winds that hold you aloft to batter your foe.

Daily        Implement, Psionic, Varies
Standard Action      Melee touch

Effect: Before the attack, you fly a number of squares equal to your speed + 2. If you do not land at the end of this movement, you hover until the start of your next turn, at which point you land safely in the space below you or in the nearest unoccupied space.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 4d10 + Dexterity modifier damage.

Miss: Half damage.

Effect: The target is affected by the four winds tempest (save ends). While the target is affected by the tempest, whenever the target starts its turn, roll a d4 to determine the effect.
    1. The target takes 10 lightning damage, and you push it 4 squares.
    2. The target takes 10 cold damage and is slowed until the end of its turn.
    3. The target takes 10 force damage, and you pull it 4 squares.
    4. The target takes 10 thunder damage, and you slide it 4 squares.


Published in Psionic Power, page(s) 75.