Unbound Nomad

"I sail the seas of possibility, bound for a fate I choose."

Prerequisite: Battlemind

Hidden pathways and secret portals riddle the world and the planes. You possess the keen eye and open mind that let you pick out these shortcuts and exploit them. Your understanding of planar mechanics might be instinctive, originating in an unusual knack for sensing and locating such anomalies. It might be the result of extensive training, in which you learned from a master unbound nomad how to circumvent the bounds of reality. However you came by your knowledge, you can travel unseen byways with ease.
    As an unbound nomad, you are rarely in one place for long. You use your talent to slip through the cracks in the world around you, then reappear wherever you want. You can dodge through new gateways to escape a persistent enemy, or force your foes into the unseen spaces between the planes. Your unpredictability leaves your enemies confused, chasing after phantoms as you take charge of the battlefield around them.

UNBOUND NOMAD PATH FEATURES

    Banishing Action (11th level): When you spend an action point to make an attack, you teleport one target hit by the attack 5 squares.
    Nomad's Prerogative (11th level): Whenever an enemy pushes you, you can ignore the push and teleport 3 squares.
    Paragon Power Points (11th level): You gain 2 additional power points.
    Nomad's Journey (16th level): Whenever you use your blurred step power, you can teleport a number of squares equal to your Dexterity modifier instead of shifting. You must teleport to a square adjacent to the enemy that triggered that power.

Unbound Nomad Attack 11Cunning Abduction

You appear next to your enemy to deliver a blow that whisks you both to your ally’s side.

Encounter        Augmentable, Psionic, Teleportation, Weapon
Standard Action      Melee weapon

Effect: Before the attack, you teleport 5 squares.

Target: One creature

Attack: Constitution vs. AC

Hit: 2[W] + Constitution modifier damage. Choose one ally within 10 squares of you that you can see. You teleport yourself and the target to squares adjacent to that ally.

Augment 2

Hit: As above, and the target is dazed until the end of your next turn.


Unbound Nomad Utility 12One Hundred Doors

An enemy’s missed attack lets you escape through a temporary portal, which remains open for a time.

Daily        Conjuration, Psionic, Teleportation
Immediate Reaction      Personal

Trigger: An enemy misses you with an attack

Effect: You teleport 5 squares and conjure a hole in reality in the square you last occupied. Any creature in the conjuration’s space on its turn can teleport 5 squares as a free action, and the conjuration is pushed 1d6 squares away from the creature’s destination square. The conjuration lasts until the end of the encounter or until it is pushed into a solid object.


Unbound Nomad Attack 20Unstable Nexus

Your sweeping attack draws your enemies into a dimensional void, then spits them out, leaving an unstable vortex behind.

Daily        Psionic, Psychic, Weapon, Zone
Standard Action      Close burst 1

Target: Each enemy you can see in the burst

Attack: Constitution vs. AC

Hit: 3[W] + Constitution modifier damage, and the target is removed from play. At the start of your next turn, the target reappears in the space it last occupied or in the nearest unoccupied space. Roll a d4 to determine an effect imposed on the target.

  1.: The target is removed from play again until the start of your next turn, reappearing in the last space it occupied, or the nearest unoccupied space.

  2.: The target takes 10 psychic damage.

  3.: The target is dazed (save ends).

  4.: The target falls prone.

Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that starts its turn within the zone teleports 1d8 squares in a random direction.

Sustain Minor: The zone persists.


Published in Psionic Power, page(s) 53.