Mind General

"You should all be proud of your place as our soldiers. To die for our illustrious family is the greatest honor you will ever know."

Prerequisite: Noble adept theme

In the interest of protecting the city-states, the sorcerer-kings allow noble families to keep small armies of slave soldiers. Frequently, they use these soldiers to take action against other nobles or to protect their property. A sorcerer-king can, of course, call upon the nobles’ soldiers to fight for his or her interests. And it’s best to follow the sorcerer-king’s commands.
    As one of your duties to your family, you were given charge of a legion of slave soldiers. You trained with them, developing your psionic talents so you could command them silently. (Though sometimes shouted commands and threats can intimidate your enemies far better than eerie silence.) The most skilled mind generals can keep up a continuous mental link, sharing sights and combat instincts with all the troops in the legion.

MIND GENERAL PATH FEATURES

    Commanding Action (11th level): When you spend an action point to take an extra action, one ally within 10 squares of you can shift half his or her speed as a free action and also gains a +2 bonus to AC and Reflex until the end of your next turn.
    Paragon Power Points (11th level): You gain 2 additional power points.
    Reward Victory (11th level): When an ally whom you can see within 10 squares of you reduces an enemy to 0 hit points, you can slide that ally 1 square as a free action.
    Telepathic Gestalt (16th level): You can link minds with your allies, splitting their focus and perceptions as you see fit. At the start of each of your turns, choose two conscious allies within 20 squares of you. (You don’t have to be able to see them.) One of them gains a +2 bonus to Fortitude, Reflex, and Will, and the other takes a -2 penalty to the same defenses.

Mind General Attack 11Direct Order

You stagger the target with a mental attack, either to provide your ally with a vulnerable target or allow the ally to get away

Encounter        Implement, Psionic
Standard Action      Ranged 10

Target: One creature

Attack: Primary ability vs. Will

Hit: The target is dazed until the end of your next turn.

Effect: As a free action, one ally adjacent to the target can either take a move action or make a melee basic attack with a +2 power bonus to the attack roll.

Augment 2

Effect: As a free action, two allies adjacent to the target can each either take a move action or make a melee basic attack with a +2 power bonus to the attack roll.


Mind General Utility 12Legion's Press

You send out a telepathic command for your allies to get into position.

Encounter        Psionic
Minor Action      Close burst 5

Target: One ally in the burst, or each ally in the burst if this is your first turn of the encounter

Effect: Each target can shift half his or her speed as a free action.


Mind General Attack 20Unequaled Command

You extend your psionic influence to everyone nearby, continually shifting the field of battle to perfect its arrangement.

Daily        Implement, Psionic, Psychic, Stance
Standard Action      Close burst 3

Target: Each enemy in the burst

Attack: Primary ability vs. Will

Hit: 4d6 + ability modifier psychic damage, and you slide the target 3 squares.

Effect: You can assume the stance of unequaled command. Until the stance ends, at the start of your turn you can either slide each ally within 5 squares of you 1 square or slide each enemy within 5 squares of you 1 square.


Published in Dark Sun Campaign Setting, page(s) 56.