Blink (Psionic)

By using the blink power, the psionicist initiates a series of random, short-range teleportations that make him very hard to hit in combat. Each round, the psionicist will automatically blink once at a randomly determined time in the initiative order, roll 1d10 and note the initiative number of the blink. In order to strike at the psionicist, his opponents must have a better initiative than his blink time.
Each blink carries the psionicist 3dl 0 feet in a random direction. (Roll 1d8: 1 = straight ahead, 2 = ahead and to the right, 3 = to the right, and so on.) However, the psionicist s blinks will never carry him into a solid object or any kind of danger, such as a fire or cliff-edge.
The psionicist may attempt to strike before he blinks, in which case he must beat his own blink initiative, or he can hold his action until the end of the round.
Power Score: The psionicist will automatically blink away before his enemies can strike at him.
20: A bizarre series of instantaneous blinks leaves the psionicist stunned for 1d4 rounds at a distance of 3d10 feet from his starting location.
Category:Psionic Powers
Category:Devotion Psionic Powers
Category:Psychoportation Psionic Powers