Hyperneural (4e Future Origin)

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Hyperneural[edit]

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victorian zombie hunter at work! by beolas.whitfield, on Flickr

Your psychic powers manifest as time-dilated nervous and cognitive systems. In times of stress or danger, the world seems to slow down to you - you can dodge bullets and make exquisitely accurate attacks.

Appearance: People note that your eyes dart everywhere and you can't sit still. From your perspective, there's nothing unusual.

Hyperneural Traits
Ability: Dexterity
Power Source: Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Perception checks.
Flow Motion (Level 1): Gain a +1 bonus to Reflex and AC.
Combat Awareness (Level 1): You gain a +4 bonus to initiative checks and a +2 bonus to opportunity attack rolls.
Hyperneural Critical (Level 2 or 6): When you score a critical hit, you can make a basic attack as free action.


Certain Strike Hyperneural Novice
Did that guy try to dodge or not? You can't tell.
At-Will Star.gif Psi, Weapon, Physical
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity + your level + weapon accuracy + 4 vs. AC
Hit: 1[W] + Dexterity modifier + your level physical damage.



Bullet Time Hyperneural Utility
You become a blur, avoiding each and every blow that comes your way.
Encounter Star.gif Psi
Immediate Interrupt Personal
Trigger: An enemy hits you.
Effect: You gain a +4 bonus to AC and Reflex against the triggering attack. If the attack misses, you gain a +2 power bonus to your next attack roll against that enemy made before the end of your next turn.



Perfect Combos Hyperneural Expert
Everything's so slow... you have the luxury of casually picking your next target, mixing weapon and body strikes, hitting vital spots at leisure.
Encounter Star.gif Psi, Physical, Weapon
Standard Action Melee or Ranged 1
Target: One creature
Attack: Dexterity + your level + weapon accuracy + 2 vs. AC
Hit: 1[W] + Dexterity modifier + your level physical damage. You score a critical hit on a natural roll of 18, 19 or 20.
Effect: You may shift 1 square and make an unarmed melee basic attack against the same or a different target. If this is the first time you have made such an attack this turn, and the attack hits, you may make another perfect combos attack against the primary target.


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