Shard Disciple

"My body is but one of many possible configurations of substance."

Prerequisite: Shardmind

A shardmind’s physical form is an amalgamation of crystalline shards that shardminds believe are fragments of the Living Gate, bound together by force of will into a humanoid form. Every shardmind has a limited ability to alter that form.

You, however, are a shard disciple; you have learned how to relax the bonds of your form to the point where your body becomes a swirling storm of crystalline fragments. You can disperse your body to protect yourself from attacks, and your shard swarm racial power lets you form yourself into a lethal cloud of crystals. As you advance in level, you learn to disperse your consciousness into your component fragments, allowing you to quickly recover from mortal injury or even maintain your consciousness in the form of a swirling storm of shards and psionic energy.

SHARD DISCIPLE PATH FEATURES

    Paragon Power Points (11th level): You gain 2 additional power points.
    Perfect Shard Swarm (11th level): Your shard swarm racial power becomes a close burst 2, instead of a close burst 1. In addition, you can use shard swarm to teleport your speed, instead of half your speed.
    Swarm Action (11th level): When you spend an action point to take 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.

Shard Disciple Attack 11Irruption of the Living Gate

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 the 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

Keyword: This power gains the teleportation keyword.

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.


Shard Disciple Utility 12Recrystallize

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 Disciple Attack 20Shard Storm

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 the 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.


Published in Player's Handbook 3, page(s) 19.