altered it a lot
WILD TALENT (Heroic)
Benefit: You have a random "wild talent", a psionic power which you innately know, but have no control over what power you are born with or manifest at puberty, it being an accident of happenstance.
Psionic Wild Talents:
All are encounter powers, minor action, Psionic, cost 1 healing surge to trigger.
Pick one (if DM allows), or roll 1d100 until to you get suitable number.
1 - Thicken SKin, your skin thickens and you gain a +2 AC bonus until the end of the encounter.
2 - Ferocity, your melee attacks do an extra 2 hp damage until end of the encounter.
3 - Psi Screech, Pyshic, close burst 1, Int WIs or Cha (whichever is better) vs Will. On hit: Daze until end of your next turn.
4 - Acceleration, gain 2 Speed until end of the encounter.
5 - Pyrokinetics, ranged 10, Int WIs or Cha (whichever is best) vs Fortitude, 1target,does 1d6 + best stat modifier of Int, Wis Cha fire damage, 2d6 at level 11+ and 3d6 at lvl 21+
6 - Shadow Merge, you gain concealment until the end of you next turn.
7 - Psi Port, you teleport a number of squares equal to the highest of your Int, Wis or Cha modifiers.
8 - Telekinetic Thrust, Psychic, Force, ranged 5, 1 target, best of Int Wis Cha vs Fortitude, 1d4 force damage and push 3 squares.
9 - Mind Blank, gain +2 on defences or saving throws against Psychic, Charm or Fear effects for 5 minutes.
10 - Chameleon, gain +5 on Stealth checks for 5 minutes.
11 - Body Adjustment, you can spend a healing surge and gain an additonal +1 hp healing per level.
12 - Psychic Vampire, healing, Psychic, melee touch, use best of Int, WIs or Cha vs Fortitude, do 1d6 hp damage + modifier of score used, and heal same amount of damage. Damage and healing increases to 2d6+ modifier at lvl 11+ and 3d6+ modifier at lvl 21
13 - Missive, send a one-way telepathic message ot any creature you know or can see on the same plane, the message must be 25 words or less.
14 - Psi Jump, gain a +10 bonus on an Athletics check in this round to make a jump.
15 - Stone Fist, your firsts harden, unarmed attacks increase 1 die size (so increases to 1d6 for most PCs). Lasts 5 minutes.
16 - Emotion Probe, psychic, ranged 10, 1 target, best of Int Wis Cha vs WIll. You know the basic emotional state of the creature at present.
17 - Inertial barrier, you gain a +3 AC bonus against ranged weapon attacks for 5 minutes.
18 - Demoralize, CLose Blast 3, Psychic, Fear, best of Int Wis Cha vs Will, hit = -2 on attacks until end of your next round.
19 - Hyper Metabolism, you gain regeneration 1 until end of the encounter, at lvl 21+ it improves to regeneration 2. Fire or acid damage stops this regeneration until your next turn. If used during a short rest, you regenerate a total of 20 hps, or 40 hps at lvl 21+
21 - Catfall, you take no damage from a fall (Immediate interrupt instead of Minor action)
22 - Entangling Ectoplasm, Psychic, ranged 10, 1 target, best of Int Wis Cha vs Fortitude, the target is immobilized until end of your next turn.
23 - Remote Viewing, as View Location ritual (and also uses Arcana skill).
24 - Psionic Tempering, special. Takes 1 hour per pound of object to complete. Alter 1 object no larger than 40 lbs so it becomes strong and all flaws and damage removed. Bone, wood etc becomes as strong and hard as steel, but keep innate flexibility (if any).
25 - Float, (immediate interrupt) you gain a +10 on any skill check, or +2 on any defence, to stop drowning or sinking below a surface for rest of the encounter (this includes sand, lava etc)
26 - Mind Thrust, range 5, 1 target best of Int WIs or Cha vs Will. 1d6+ relevant modifier damage and target is stunned until end of your next round. Damage increases to 2d6+ modifier damage at lvl 11+, and 3d6+ modifier at lvl 21+
27- Call Weapon, range 20, you teleport any visible, unnattended weapon weaighing 10lbs or less, in sight, into your hand.
28- Dark Sight, you gain Dark Vision for 5 minutes.
29 - Persuasive Aura, duration 5 minutes, you gain a +5 bonus to Bluff, Diplomacy, Intimidate and Streetwise skills for 5 minutes.
30 - Wall Waker, you can climb and cling to any solid surface no matter how slippery, even ice, for 5 minutes. Does nto work though on surfaces magiclaly warded to prevent climbing.
31 - Body Purge, you attempt to rid yourself of all poisons and diseases, gain an immediate Endurance check vs the malady, with a bonus equal to the highest of your Int Wis or Cha modifiers, if successful, the malady is ended.
32- Immovability - until end of your next turn, you are immobile and cannot be pushed, pulled or slid.
33 - Hypercognition, gaining complete awareness of your surroundings, including dark vision and blind sight 10, you cannot be flanked or an enemy gain Combat Advantage against you in any way, except it you are rendered uncconcious.
34 - Arrow Guide, if you make a ranged weapon attack in this round, gain a +4 attack bonus as you guide the projectile home.
35 - Control Light, range 10, burst 5, you can increase the amount of light, from bright to total darkness for 5 minutes. Changing the amount is a standard action.
36 - Control Sound range 10, burst 5, you can increase the amount of sound, from as noisy as a crowd to total silence, for 5 minutes. You cannot control the type of sound, only it's volume. Changing the amount is a standard action.
37 - Precognition, Immdiate Interrupt, trigger: any attack, you gain a +2 to any defence, gaining warning of the danger.
38 - Detonate, range 10. You target 1 unattended, seperate, non-magic item up to 10 lbs in weight, It explodes (destroyed), close burst 1, Best of Int Wis or Cha versus Reflex, damage 1d6+ modifier damage, 2d6+ modifier at lvl 11+ and 3d6+ modifier damage at lvl 21+
you could use this on a padlock, chain link, a lock, hinge or bolt that is attached to a door, but not on a lock inside a door, for example.