dnd4

"I am your prison. From me there is no escape."[PH3:40]

Prerequisite: Ardent

Psionic Binder Path Features

Constant Jailer (11th level): Whenever you hit an immobilized creature with a melee or a close attack, that creature can't make saving throws on its next turn against effects that immobilize.

Imprisoning Action (11th level): When you spend an action point to make an attack and the attack hits, the target is also restrained (save ends).

Paragon Power Points (11th level): You gain 2 additional power points.

Crushing Walls (16th level): While you are adjacent to an immobilized enemy, that enemy grants combat advantage.

 Binding Strike Psionic Binder Attack 11
Your strike binds the enemy's mind with psionic chains.
 Encounter + Augmentable, Psionic, Psychic, Weapon
 Standard Action  Melee weapon
 Target: One creature
 Attack: Charisma vs. AC
 Hit: 1[W] + Charisma modifier psychic damage, and the target is immobilized until the start of your next turn.
 Augment 2
 Hit: 2[W] + Charisma modifier psychic damage, and the target is immobilized until the start of your next turn.


 Executioner's Summons Psionic Binder Utility 12
With your enemy pinned down, you call forth the executioner to give it a quick end.
 Encounter + Psionic, Teleportation
 Move Action  Close burst 5
 Requirement: You must be adjacent to an Immobilized enemy.
 Target: One ally in burst
 Effect: You teleport the target to a square adjacent to an immobilized enemy adjacent to you. Until the end of your next turn, the target gains +2 power bonus to attack rolls against that enemy and a power bonus to damage rolls against it equal to your Wisdom modifler.


 Perfect Prison Psionic Binder Attack 20
Your foe's thoughts collapse under the terrifying weight of your attack.
 Daily + Fear, Psionic, Weapon, Zone
 Standard Action Close burst 1
 Target: Each enemy in burst
 Attack: Charisma vs. AC
 Hit: 2[W] + Charisma modifier damage, and the target is dazed and slowed (save ends both).
 Miss:  Half damage.
 Effect: The burst creates a zone that lasts until the end of your next turn. Dazed creatures cannot leave the zone. As a move action, you can move the zone 3 squares.
 Sustain Minor:  The zone persists.