Full-Time Psychic Martial Artist
Chapter 2 Psionic Tentacles
Lorne didn't rush to choose a profession, but first looked at his attributes:
~~~~~~~
Lorne (Level 0 Moon Elf)
Strength: [12] (strength, athleticism, resilience, physical strength, mobility)
Agility: [12] (Reflexes, dexterity, flexibility, stamina, mobility)
Constitution: [10] (Self-healing, immunity, tolerance, life force, physical strength.)
Intelligence: [12] (Memory, Logic, Association, Magic Power, Mental Power)
Perception: [12] (Intuition, insight, sensing, magic power, mental power)
Charisma: [12] (Maintaining self, influencing others, magical power, mental strength)
……
Action Points: 7 (Base +5, Strength +1, Agility +1)
Mental Strength: 8 (Base +5, Intelligence +1, Perception +1, Charisma +1)
Movement speed: 3 meters (base +2, Elf Swiftness +1)
Attack Power: 2 (Strength +1, Agility +1)
Defense Level: 5 (Clothing +5, Agility +1)
Critical Hit Strength: 1 (Base +1)
Toughness rating: 0
……
Life: 50/50
Physical strength: 340/340
Mana: 360/360
……
【Elven Meditation】: It can replace high-quality sleep through meditation, and a long rest can be completed in just 4 hours.
【Swift Spirit】: When not wearing medium armor or a shield of medium quality or higher, movement speed increases by 1 meter.
[Sprite Sense]: Darkvision +20 meters. Gain an advantage or escape a disadvantage on all Sense checks.
[Moon Fairy's Blessing]: When bathed in moonlight, all Charisma checks gain an advantage or are unfavorable.
~~~~~~~
According to the rulebook, these were not the original attributes of the previous owner, but rather attributes given to him by the system after he transmigrated, so that his attributes would match perfectly after he chose his initial profession.
So, the pain all over his body shouldn't have been caused by the orc attack, otherwise he wouldn't be in so much pain without any blind spots, yet his health would be at full strength.
Ugh, what a frustrating little system.
After understanding his situation, Lorne opened his eyes and stared intently at the two orcs and a giant wolf in front of the carriage.
Soon, the names and health bars of the three creatures lit up above their heads:
Level 1 Orc Warrior (Gladiator Training), Health 75/75
[Level 1 Orc Barbarian (Beast Path), Health 80/80]
[Level 1 Trained Dire Wolf (Beast Companion), Health 80/80]
Lorne frowned slightly. The system could only see this basic information; it couldn't display anything more detailed.
The dire wolf is restrained by the prison cart harness and cannot escape the attack range for the time being, so we can leave it for now.
The barbarian has high health and can activate Berserk to reduce damage, so it definitely can't be killed in one round.
Then we can only eliminate the warriors first, then kill the dire wolves to reduce the enemy's strength as quickly as possible, and then focus on the barbarians.
Alright, now you can relax and think about which starting class to choose.
Firstly, they have no weapons, and secondly, they are trapped and unable to move, so the martial arts class, a physical melee class, can be ruled out first.
The remaining 10 subclasses of the Psionicist class have quite a few suitable abilities.
After some thought, Lorne chose 'Psychic Tentacles'.
~~~~~~~
[Psionic Tentacles] (Level 1 Energy Refinement)
Two psychic tentacles have grown from your body, remaining invisible, yet you can always clearly sense them, and both you and the psychic tentacles have gained 1 meter of blindness.
The [Strength] and [Agility] of your psionic tentacles are both equal to your [Psionic Power].
Psychic Tentacle Length = (Subclass Level + Psychic Adjustment) meters.
Each psionic tentacle grants you an additional 1 action point per round.
The psionic tentacles can be controlled using both physical force and mental force.
You can retract the psionic tentacles into your body at any time without any negative effects.
You can use your psionic tentacles to cast spells that you need to touch, grab and throw objects, entangle and bind, and attack with your bare hands or with a weapon.
When you launch a hand-to-hand attack with your psionic tentacles, it only consumes 2 points of action or mental energy.
Unarmed attacks deal (1d6 + psionic modifier) blunt/piercing damage + (1d4 + psionic modifier) psionic damage.
Note: Psionic damage is true damage and ignores all armor and damage reduction.
~~~~~~~
Lorne did the math. With his attributes, his maximum attack range was 4 meters, and his attack speed was... wait, how do you calculate attack speed again?
The moment the thought crossed my mind, the system gave me an answer.
~~~
[1 round] = 6 seconds.
[Action Points] = 5 + Base Strength Adjustment + Base Agility Adjustment. (Refreshes every turn)
[Mental Strength] = 5 + Base Intelligence Adjustment Value + Base Perception Adjustment Value + Base Charisma Adjustment Value. (Refreshes every round)
~~~
Lorne read it carefully and continued calculating.
Each 'psychic tentacle' gains an extra 1 action point per round, so two tentacles would give you 2 action points.
In other words, I have 9 points of action points and 8 points of mental strength per round.
Attacking directly with tentacles only consumes 2 points of action or mental energy each time.
Therefore, I can attack 8 times with my psionic tentacles every 6 seconds (1 round).
Holy crap, level 1 can already do 8 attacks! If this were in the D&D universe, it would be like being a superman.
However, the life points in this system are higher than in D&D, so they are actually not that different, just more realistic.
After all, it's ridiculous that a professional can only do two moves in 6 seconds.
The expected damage per attack is 8-16, even including surprise attacks...
Wait, does this world have a surprise attack mechanism?
The system responded again.
Lorne's eyes lit up after reading it.
[Ambush] grants [Advantage] to attack rolls, increases Hit Rating by 10, and Critical Hit Power by 10.
The psionic tentacles remain invisible. As long as the two humans and the wolf lack true vision or blindness, every attack they make will be considered a sneak attack, with a 55% chance of causing double damage.
You can kill a target in two rounds. If you're lucky and land all critical hits, you can kill one in one round.
Of course, this is on the premise that the enemies stay obediently within the attack range of your tentacles.
Without delay, Lorne immediately chose to upgrade his profession.
A warm current surged through my body, instantly relieving all pain, and extraordinary knowledge entered my soul.
~~~
Your 'Psionicist' skill level has been raised to 1, and your sub-skill 'Energizer' skill level has been raised to 1.
+1 to base attribute points, +5 to maximum health, +10 to maximum stamina, and +20 to maximum mana.
You can choose to learn one spell below the first level.
~
[Psionic Surge] (Level 1 Psionicist)
You can store up to (Psionicist Level + Base Psionic Adjustment) points of Psionic Surge, which will be fully replenished after each long rest.
~
[Psionic Flow] (Level 1 Psionicist)
There is a 10% chance that the psionic surge you consume will be returned immediately.
~
[Psionic Restoration] (Level 1 Psionicist)
Active effects:
Actively consumes 1 Psionic Surge, restoring (Psionic Adjustment) points of health, stamina, and mana each turn for (Psionic Master Level) turns.
Passive effect:
Consuming a Surge of Psionic Energy in any way will immediately restore (Psionic Adjustment) points of Health, Vitality, and Mana.
~
[Psionic Lightning] (Level 1 Psionicist)
Trick, Evocation, Standard Casting
You unleash a psionic lightning bolt, dealing (1D4 + psionic level + psionic modifier) psionic damage to targets within (20 + psionic level + psionic modifier) meters.
Psionic lightning can flexibly bypass terrain obstacles to hit targets, provided you can clearly perceive the terrain and the target.
When you cast multiple lightning bolts, you can freely attack different targets or the same target.
Note: Psionic damage is true damage and ignores all armor and damage reduction.
~
"Limitless Spiritual Energy" (abbreviated)
"Psychic Tentacles" (abbreviated)
~~~
It turns out that spells can be selected by the user, so there's no need to worry about enemies escaping the attack range of the psionic tentacles, increasing the chances of victory even further.
Eagerly opening the spell selection interface, Lorne glanced at it and began to doubt his own eyes.
Full French table?
Lorne looked at it more closely and found that the complete spell list was only relative and did not include all D&D spells.
For example, there are no skills like "Silver Light Whisper", "Summon Micro-Element Group", or "Wish".
But in addition to D&D spells, there are many other spells, including various classic ones and many that I've never seen before.
While it's true that "if cheating isn't fun, it's better not to cheat," this is just too awesome!
After careful consideration, Lorne chose 'Hunter's Mark'.
~~~
[Hunter's Mark] (Ranger, Hunter)
One ring, prophecy, force field, swift casting, requires concentration, lasts up to 1 hour.
You designate a visible creature within your casting range and mark it with magic as your prey.
Until the spell ends, you deal an additional 1d6 force field damage every time you hit the target with any attack, and you have an advantage whenever you make a Perception (Detect or Survive) check to locate the target creature.
If the target's health drops to 0 before the spell ends, you can use the Swiftcast action to transfer the mark to another visible creature within casting range.
• Ascending Ring Casting:
Each level up allows you to mark an additional organism.
~~~
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