Zephyr Blade

"Can you stop the wind? Can you grasp it in your hands? If not, you stand no chance of stopping me."

Prerequisite: Battlemind

Without formal training, you learned your techniques in a haphazard fashion, unlocking your potential with each contest, awakening new techniques as you blended psionic power with your weapon strikes. At some point during your battles, you began to hear a faint wailing—subtle, quiet, but definitely present. Now when you fight, the breeze whips up into a storm, lending new strength to your attacks.

What you hear are psionic winds swirling around you. Your crude methods cause psionic power to bleed from you. Instead of dissipating, it swirls, blowing around you, unseen and unnoticed by any but you and the enemies who stand against you. When you reclaim this power, your body undergoes a strange transformation, becoming disjoined from reality for a moment or two before you snap back into place.

The more you work with this loosed psionic power, the more ephemeral you become. You can stir up the power to rip through your enemies’ minds, or you can draw it into yourself to vanish and reappear where least expected.

ZEPHYR BLADE PATH FEATURES

    Beguiling Advantage (11th level): Your melee attacks against dazed, slowed, or stunned enemies deal extra damage to them equal to your Charisma modifier.
    Paragon Power Points (11th level): You gain 2 additional power points.
    Zephyr Action (11th level): When you spend an action point to take an extra action, you are insubstantial and phasing until the start of your next turn.
    Speed of the Wind (16th level): You gain a +2 bonus to speed. In addition, the move granted by your speed of thought power doesn’t provoke opportunity attacks.

Zephyr Blade Attack 11Knifing Wind

As you slash your foe, you generate a psionic wind that knifes into your enemy’s mind.

Encounter        Augmentable, Psionic, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Constitution vs. AC

Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.

Augment 2

Hit: 2[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.


Zephyr Blade Utility 12Mental Zephyr

You feel the bite from your enemy’s attack and let the winds howling within you infuse your flesh and pull you to safety.

Encounter        Psionic
Immediate Reaction      Personal

Trigger: An enemy hits you

Effect: You shift 1 square. Until the end of your next turn, you are insubstantial and phasing, and your attacks ignore the insubstantial quality.


Zephyr Blade Attack 20Storm Dance Strike

You become the screaming gale, encircling and buffeting your foes.

Daily        Psionic, Stance, Teleportation, Weapon
Standard Action      Melee weapon

Target: One or two creatures

Attack: Constitution vs. AC

Hit: 3[W] + Constitution modifier damage.

Effect: If you attack two creatures with this power, you teleport 5 squares between the first and the second attack. You assume the storm dance stance. Until the stance ends, you can use the power Storm Dance Attack.


Storm Dance Attack

At-Will      Psionic, Teleportation, Weapon
Opportunity Action      Melee 1

Requirement: The power Storm Dance Strike must be active in order to use this power.

Trigger: An adjacent enemy marked by you moves without shifting

Target: The triggering enemy

Attack: Constitution vs. AC

Hit: 1[W] + Constitution modifier damage, and the secondary target is slowed until the end of your next turn. In addition, you teleport 5 squares and then teleport the secondary target to a square adjacent to you.
Level 21: 2[W] + Constitution modifier damage.


Published in Player's Handbook 3, page(s) 61.