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3.5 Psion Buildguide and Compendium (Carnivore)
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<blockquote data-quote="Endarire" data-source="post: 6742453" data-attributes="member: 11592"><p><strong>Originally posted by carnivore:</strong></p><p></p><p style="text-align: center"><span style="font-size: 22px"><strong>3.5 Psion Build Guide and Compendium</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="http://www.wizards.com/dnd/images/xph_gallery/33173.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Guide Index:</strong></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">1: Introduction and basic overview of Psionics and Psion Disciplines</p> <p style="margin-left: 20px">2: Strengths and Weaknesses</p> <p style="margin-left: 20px">3: Role in a Party</p> <p style="margin-left: 20px">4: <a href="http://boards1.wizards.com/showpost.php?p=8968038&postcount=2" target="_blank">Races</a></p> <p style="margin-left: 20px">5: <a href="http://boards1.wizards.com/showpost.php?p=8968044&postcount=3" target="_blank">Important Points and Feats</a></p> <p style="margin-left: 20px">6: <a href="http://boards1.wizards.com/showpost.php?p=8968049&postcount=4" target="_blank">Full Manifesting</a></p> <p style="margin-left: 20px">7: <a href="http://boards1.wizards.com/showpost.php?p=8968057&postcount=5" target="_blank">Multiclassing</a></p> <p style="margin-left: 20px">8: <a href="http://boards1.wizards.com/showpost.php?p=8968064&postcount=6" target="_blank">Primary Manifester</a></p> <p style="margin-left: 20px">9: <a href="http://boards1.wizards.com/showpost.php?p=8968070&postcount=7" target="_blank">Secondary Manifester</a></p> <p style="margin-left: 20px">10: <a href="http://boards1.wizards.com/showpost.php?p=8968079&postcount=8" target="_blank">Psi-Gish</a></p> <p style="margin-left: 20px">11: <a href="http://boards1.wizards.com/showpost.php?p=8968086&postcount=9" target="_blank">Equipment</a></p> <p style="margin-left: 20px">12: <a href="http://boards1.wizards.com/showpost.php?p=8968092&postcount=10" target="_blank">Powers</a></p> <p style="margin-left: 20px">13: <a href="http://boards1.wizards.com/showpost.php?p=8968102&postcount=11" target="_blank">EPIC</a></p> <p style="margin-left: 20px">14:</p> <p style="margin-left: 20px">15:</p> <p style="margin-left: 20px">16:</p> <p style="margin-left: 20px"></p><p></p><p><span style="font-size: 18px"><strong>1:Introduction and basic overview of Psionics and Psion Disciplines</strong></span></p><p></p><p><strong>What's this?</strong></p><p>This is a guide for psion afficionados with in-depth strategic and tactical discussions of some of the most powerful and versatile options available to psion players. It also discusses powergaming in so far as it relates to psionics and psions. The purpose of this guide is to serve as a <strong>resource</strong> for those interested in playing Psions. An effort to give suggestions to aid in the creation and Play has been given so that all who choose to play as a Psion will enjoy the experience.</p><p></p><p>Anyone wishing to explore psionic powers to their fullest extent possible should consider a psion. The psion is the psychic equivalent of the Sorceror. The class boasts a tremendous range of mental powers, placing psions among the most potent and versatile characters in the game. </p><p></p><p>This guide also will try to keep examples of Psion Builds to illustrate different points and aid in choosing PrCs,feats,equipment,etc.</p><p></p><p><strong>Considered Sources</strong></p><p></p><p>Since this is a practical guide that takes into consideration what most DMs would actually allow, it primarily builds on what's available in the <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/home.html" target="_blank">SRD</a>. Where it would be of interest to discuss outside alternatives these will be noted in passing, in case they would be allowed at your gaming table. For more details, check out <a href="http://boards1.wizards.com/showthread.php?t=544215" target="_blank">Index: 3.5 Psionics Sources Outside the XPH</a>.</p><p></p><p><strong>A Word on Powergaming</strong></p><p>If you believe that making the most of your character's power, versatility and game mechanics is a threat to role playing, consider the <a href="http://boards1.wizards.com/showpost.php?p=9165883&postcount=338" target="_blank"><strong>Stormwind Fallacy</strong></a>. If you think psionics are too powerful as compared to other aspects of the game, read <a href="http://boards1.wizards.com/showthread.php?t=331253" target="_blank"><strong>Myth: The XPH is overpowered</strong></a></p><p></p><p>Having said that, this guide does not attempt to abuse rules or exploit the RAW at all costs. Infact, it considers that even the RAI may be vetoed at certain gaming tables, and adopts a common sense approach. </p><p></p><p>Powergaming means expending your resources (actions, PP, items, gold etc.) to amass value (XP, gold, information etc.) in an as efficient manner as possible, by carefully optimizing your choices (attributes, skills, feats, powers, race, class, purchases etc.). This means that you're engaging your DM in a battle of wits where you solve problems in an increasingly clever and efficient manner, forcing your DM to come up with increasingly challenging problems. This should not be a problem for your DM, but it may be a problem for your party if they are not up for the increase in challenge. A wise DM will try to balance such differences between players, but the game experience is also partly your responsibility. </p><p></p><p>Thus, ensure that you're in a like-minded group, or tread carefully. The in-combat strategies in this guide take this fact into account. You have the possibility to go all out offense and "just win" before most other party members will have done anything significant, or you can play a more behind the scenes support role - all depending on how much you can, should or want to stand out.</p><p></p><p><strong>Psionics and Faerun</strong></p><p>[sblock]</p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong><span style="color: Red">Basic Mechanics</span></strong></span></strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><span style="color: Red"><span style="font-size: 12px"><strong>Psions and their Disciplnes : LEARNING POWERS AS A PSION</strong></span></span></strong></p><p><strong><strong>Discipline:</strong> A psion must choose a particular area of psychic study. The psion class includes six disciplines -- clairsentience (information gathering powers), metacreativity (powers that shape items or creatures from ectoplasm), psychokinesis (powers that transform matter and energy), psychometabolism (powers that alter creatures' mental or biological states), psychoportation (powers that move items or creatures in space or time), and telepathy (powers that allow mental contact between creatures or provide mental control over others).</strong></p><p><strong></strong></p><p><strong>Choosing a discipline gives the psion access to a short list of exclusive powers (and a few class skills other psions don't have). The psion cannot choose powers from other discipline's lists, but this still leaves a broad array of powers available.The next task is to decide on which discipline to pick. If your DM allows all the above power acquisition alternatives, the choice is not a very defining one for your psionic career. You will likely use powers from all disciplines, but generally an <strong>Egoist</strong> will save you the most research XP. The most significant class skills are obtained as a <strong>Seer</strong> (<strong><span style="color: red">Listen</span></strong> and ), <strong>Telepath</strong> (<strong><span style="color: red">Diplomacy</span></strong>) and <strong>Egoist/Kineticist</strong> (<strong><span style="color: red">Autohypnosis</span></strong>). </strong></p><p><strong></strong></p><p><strong>A discipline also can serve as an underlying theme for the character's approach to life, adventuring, and psionic study.</strong></p><p><strong><strong>Discipline</strong></strong></p><p><strong>[sblock]</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>Disciplines and thier Roles</strong></strong></p><p><strong>[sblock]</strong></p><p><strong><span style="color: Red"><span style="font-size: 12px"><strong>Disciplnes and their Roles</strong></span></span></strong></p><p><strong></strong></p><p><strong><strong>SEER</strong></strong></p><p><strong>[sblock]<span style="color: Blue"><span style="font-size: 12px"><strong>Seer-</strong></span></span></strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong>Gather Information (Cha)</strong></p><p><strong>Listen (Wis)</strong></p><p><strong>Spot (Wis).</strong></p><p><strong></strong></p><p><strong>Seer Discipline powers:</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<strong>SEER (CLAIRSENTIENCE) DISCIPLINE POWERS</strong></strong></p><p><strong>1 <strong>Destiny Dissonance:</strong> Your dissonant touch sickens a foe.</strong></p><p><strong><strong>Precognition:</strong> Gain +2 insight bonus to one roll.</strong></p><p><strong></strong></p><p><strong>2 <strong>Clairvoyant Sense:</strong> See and hear a distant location.</strong></p><p><strong><strong>Object Reading:</strong> Learn details about an object’s previous owner.</strong></p><p><strong><strong>Sensitivity to Psychic Impressions:</strong> You can find out about an area’s past.</strong></p><p><strong></strong></p><p><strong>3 <strong>Escape Detection:</strong> You become difficult to detect with clairsentience powers.</strong></p><p><strong><strong>Fate Link:</strong> You link the fates of two targets.</strong></p><p><strong></strong></p><p><strong>4 <strong>Anchored Navigation:</strong> Establish a mishap-free teleport beacon.</strong></p><p><strong><strong>Remote Viewing:</strong> See, hear, and potentially interact with subjects at a distance.</strong></p><p><strong></strong></p><p><strong>5 <strong>Clairtangent Hand:</strong> Emulate far hand at a distance.</strong></p><p><strong><strong>Second Chance:</strong> Gain a reroll.</strong></p><p><strong></strong></p><p><strong>6 <strong>Precognition, Greater:</strong> Gain +4 insight bonus to one roll.</strong></p><p><strong></strong></p><p><strong>7 <strong>Fate of One:</strong> Reroll any roll you just failed.</strong></p><p><strong></strong></p><p><strong>8 <strong>Hypercognition:</strong> You can deduce almost anything.</strong></p><p><strong></strong></p><p><strong>9 <strong>Metafaculty:</strong> You learn details about any one creature.</strong></p><p><strong>[/sblock][/sblock]</strong></p><p><strong></strong></p><p><strong><strong>SHAPER</strong></strong></p><p><strong>[sblock]<span style="color: Blue"><span style="font-size: 12px"><strong>Shaper-</strong></span></span></strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong>Bluff (Cha)</strong></p><p><strong>Disguise (Cha)</strong></p><p><strong>Use Psionic Device* (Cha).</strong></p><p><strong></strong></p><p><strong>Shaper Discipline powers:</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<strong>SHAPER (METACREATIVITY) DISCIPLINE POWERS</strong></strong></p><p><strong>1 <strong>Astral Construct:</strong> Creates astral construct to fight for you.</strong></p><p><strong><strong>Minor Creation, Psionic:</strong> Creates one cloth or wood object.</strong></p><p><strong></strong></p><p><strong>2 <strong>Psionic Repair Damage:</strong> Repairs construct of 3d8 hit points +1 hp/level.</strong></p><p><strong></strong></p><p><strong>3 <strong>Concealing Amorpha, Greater:</strong> Quasi-real membrane grants you total concealment.</strong></p><p><strong><strong>Ectoplasmic Cocoon:</strong> You encapsulate a foe so it can’t move.</strong></p><p><strong></strong></p><p><strong>4 <strong>Fabricate, Psionic:</strong> Transforms raw goods to finished items.</strong></p><p><strong><strong>Quintessence:</strong> You collapse a bit of time into a physical substance.</strong></p><p><strong></strong></p><p><strong>5 <strong>Hail of Crystals:</strong> A crystal explodes in an area, dealing 9d4 slashing damage.</strong></p><p><strong></strong></p><p><strong>6 <strong>Crystallize:</strong> Turn subject permanently to crystal.</strong></p><p><strong><strong>Fabricate, Greater Psionic:</strong> Transforms a lot of raw goods to finished items.</strong></p><p><strong></strong></p><p><strong>7 <strong>Ectoplasmic Cocoon, Mass:</strong> You encapsulate all foes in a 20-ft. radius.</strong></p><p><strong></strong></p><p><strong>8 <strong>Astral Seed:</strong> You plant the seed of your rebirth from the Astral Plane.</strong></p><p><strong></strong></p><p><strong>9 <strong>Genesis:</strong> You instigate a new demiplane on the Astral Plane.</strong></p><p><strong><strong>True Creation:</strong> As psionic major creation, except items are completely real.[/sblock][/sblock]</strong></p><p><strong></strong></p><p><strong><strong>KINETICIST</strong></strong></p><p><strong>[sblock]<span style="color: Blue"><span style="font-size: 12px"><strong>Kineticist-</strong></span></span></strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong>Autohypnosis* (Wis)</strong></p><p><strong>Disable Device (Dex)</strong></p><p><strong>Intimidate (Cha).</strong></p><p><strong></strong></p><p><strong>Kineticist Discipline powers:</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<strong>KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS</strong></strong></p><p><strong>1 <strong>Control Object:</strong> Telekinetically animate a small object.</strong></p><p><strong></strong></p><p><strong>2 <strong>Control Air:</strong> You have control over wind speed and direction.</strong></p><p><strong><strong>Energy Missile:</strong> Deal 3d6 energy damage to up to five subjects.</strong></p><p><strong></strong></p><p><strong>3 <strong>Energy Cone:</strong> Deal 5d6 energy damage in 60-ft. cone.</strong></p><p><strong></strong></p><p><strong>4 <strong>Control Body:</strong> Take rudimentary control of your foe’s limbs.</strong></p><p><strong><strong>Energy Ball:</strong> Deal 7d6 energy damage in 20-ft. radius.</strong></p><p><strong><strong>Inertial Barrier:</strong> Gain DR 5/–.</strong></p><p><strong></strong></p><p><strong>5 <strong>Energy Current:</strong> Deal 9d6 damage to one foe and half to another foe as long as you concentrate.</strong></p><p><strong><strong>Fiery Discorporation:</strong> Cheat death by discorporating into nearby fire for one day.</strong></p><p><strong></strong></p><p><strong>6 <strong>Dispelling Buffer:</strong> Subject is buffered from one dispel psionics effect.</strong></p><p><strong><strong>Null Psionics Field:</strong> Create a field where psionic power does not function.</strong></p><p><strong></strong></p><p><strong>7 <strong>Reddopsi:</strong> Powers targeting you rebound on manifester.</strong></p><p><strong></strong></p><p><strong>8 <strong>Telekinetic Sphere, Psionic:</strong> Mobile force globe encapsulates creature and moves it.</strong></p><p><strong></strong></p><p><strong>9 <strong>Tornado Blast:</strong> Vortex of air subjects your foes to 17d6 damage and moves them.[/sblock][/sblock]</strong></p><p><strong></strong></p><p><strong><strong>EGOIST</strong></strong></p><p><strong>[sblock]<span style="color: Blue"><span style="font-size: 12px"><strong>Egoist-</strong></span></span></strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong><strong>Autohypnosis</strong>* (Wis)</strong></p><p><strong><strong>Balance</strong> (Dex)</strong></p><p><strong><strong>Heal</strong> (Wis).</strong></p><p><strong></strong></p><p><strong>Egoist discipline powers</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<strong>EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS</strong></strong></p><p><strong>1 <strong>Thicken Skin</strong>: Gain +1 enhancement bonus to your AC for 10 min./level.</strong></p><p><strong></strong></p><p><strong>2 <strong>Animal Affinity</strong>: Gain +4 enhancement to one ability.</strong></p><p><strong><strong>Chameleon</strong>: Gain +10 enhancement bonus on Hide checks.</strong></p><p><strong><strong>Empathic Transfer</strong>: Transfer another’s wounds to yourself.</strong></p><p><strong></strong></p><p><strong>3 <strong>Ectoplasmic Form</strong>: You gain benefits of being insubstantial and can fly slowly.</strong></p><p><strong><strong>Hustle</strong>: Instantly gain a move action. </strong></p><p><strong></strong></p><p><strong>4 <strong>Metamorphosis</strong>: Assume shape of creature or object.</strong></p><p><strong><strong>Psychic Vampire</strong>: Touch attack drains 2 power points/level from foe.</strong></p><p><strong></strong></p><p><strong>5 <strong>Psionic Revivify</strong>. Return the dead to life before the psyche leaves the corpse. </strong></p><p><strong><strong>Psychofeedback</strong>: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.</strong></p><p><strong><strong>Restore Extremity</strong>: Return a lost digit, limb, or other appendage to subject.</strong></p><p><strong></strong></p><p><strong>6 <strong>Restoration, Psionic</strong>: Restores level and ability score drains.</strong></p><p><strong></strong></p><p><strong>7 <strong>Fission</strong>: You briefly duplicate yourself.</strong></p><p><strong></strong></p><p><strong>8 <strong>Fusion</strong>: You combine your abilities and form with another.</strong></p><p><strong></strong></p><p><strong>9 <strong>Metamorphosis, Greater</strong>: Assume shape of any nonunique creature or object each round.[/sblock][/sblock]</strong></p><p><strong></strong></p><p><strong><strong>NOMAD</strong></strong></p><p><strong>[sblock]<span style="color: Blue"><span style="font-size: 12px"><strong>Nomad-</strong></span></span></strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong>Climb (Str)</strong></p><p><strong>Jump (Str)</strong></p><p><strong>Ride (Dex)</strong></p><p><strong>Survival (Wis)</strong></p><p><strong>Swim (Str).</strong></p><p><strong></strong></p><p><strong>Nomad Discipline powers:</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<strong>NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS</strong></strong></p><p><strong>1 <strong>Burst:</strong> Gain +10 ft. to speed this round.</strong></p><p><strong><strong>Detect Teleportation:</strong> Know when teleportation powers are used in close range.</strong></p><p><strong></strong></p><p><strong>2 <strong>Dimension Swap:</strong> You and ally or two allies switch positions.</strong></p><p><strong><strong>Levitate, Psionic:</strong> Subject moves up and down, forward and back, at your direction.</strong></p><p><strong></strong></p><p><strong>3 <strong>Astral Caravan:</strong> You lead astral traveler-enabled group to a planar destination.</strong></p><p><strong>4 <strong>Dimensional Anchor, Psionic:</strong> Bars extra dimensional movement.</strong></p><p><strong><strong>Dismissal, Psionic:</strong> Forces a creature to return to its native plane.</strong></p><p><strong><strong>Fly, Psionic:</strong> You fly at a speed of 60 ft.</strong></p><p><strong></strong></p><p><strong>5 <strong>Baleful Teleport:</strong> Destructive teleport deals 9d6 damage.</strong></p><p><strong><strong>Teleport, Psionic:</strong> Instantly transports you as far as 100 miles/level.</strong></p><p><strong><strong>Teleport Trigger:</strong> Predetermined event triggers teleport.</strong></p><p><strong></strong></p><p><strong>6 <strong>Banishment, Psionic:</strong> Banishes extraplanar creatures.</strong></p><p><strong></strong></p><p><strong>7 <strong>Dream Travel:</strong> Travel to other places through dreams.</strong></p><p><strong><strong>Ethereal Jaunt, Psionic:</strong> Become ethereal for 1 round/level.</strong></p><p><strong></strong></p><p><strong>8 <strong>Time Hop, Mass:</strong> Willing subjects hop forward in time.</strong></p><p><strong></strong></p><p><strong>9 <strong>Teleportation Circle, Psionic:</strong> Circle teleports any creatures inside to designated spot.</strong></p><p><strong><strong>Time Regression:</strong> Relive the last round.</strong></p><p><strong>[/sblock][/sblock]</strong></p><p><strong></strong></p><p><strong><strong>TELEPATH</strong></strong></p><p><strong>[sblock]<span style="color: Blue"><span style="font-size: 12px"><strong>Telepath-</strong></span></span></strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong>Bluff (Cha)</strong></p><p><strong>Diplomacy (Cha)</strong></p><p><strong>Gather Information (Cha)</strong></p><p><strong>Sense Motive (Wis)</strong></p><p><strong></strong></p><p><strong>Telepath Discipline powers:</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<strong>TELEPATH (TELEPATHY) DISCIPLINE POWERS</strong></strong></p><p><strong>1 <strong>Charm, Psionic:</strong> Makes one person your friend.</strong></p><p><strong><strong>Mindlink:</strong> You forge a limited mental bond with another creature.</strong></p><p><strong></strong></p><p><strong>2 <strong>Aversion:</strong> Subject has aversion you specify.</strong></p><p><strong><strong>Brain Lock:</strong> Subject cannot move or take any mental actions.</strong></p><p><strong><strong>Read Thoughts:</strong> Detect surface thoughts of creatures in range.</strong></p><p><strong><strong>Suggestion, Psionic:</strong> Compels subject to follow stated course of action.</strong></p><p><strong></strong></p><p><strong>3 <strong>Crisis of Breath:</strong> Disrupt subject’s breathing.</strong></p><p><strong><strong>Empathic Transfer, Hostile:</strong> Your touch transfers your hurt to another.</strong></p><p><strong><strong>False Sensory Input:</strong> Subject sees what isn’t there.</strong></p><p><strong></strong></p><p><strong>4 <strong>Dominate, Psionic:</strong> Control target telepathically.</strong></p><p><strong><strong>Mindlink, Thieving:</strong> Borrow knowledge of a subject’s power.</strong></p><p><strong><strong>Modify Memory, Psionic:</strong> Changes 5 minutes of subject’s memories.</strong></p><p><strong><strong>Schism:</strong> Your partitioned mind can manifest lower level powers.</strong></p><p><strong></strong></p><p><strong>5 <strong>Metaconcert:</strong> Mental concert of two or more increases the total power of the participants.</strong></p><p><strong><strong>Mind Probe:</strong> You discover the subject’s secret thoughts.</strong></p><p><strong></strong></p><p><strong>6 <strong>Mind Switch:</strong> You switch minds with another.</strong></p><p><strong></strong></p><p><strong>7 <strong>Crisis of Life:</strong> Stop subject’s heart.</strong></p><p><strong></strong></p><p><strong>8 <strong>Mind Seed:</strong> Subject slowly becomes you.</strong></p><p><strong></strong></p><p><strong>9 <strong>Mind Switch, True:</strong> A permanent brain swap.</strong></p><p><strong><strong>Psychic Chirurgery:</strong> You repair psychic damage or impart knowledge of new powers.</strong></p><p><strong></strong></p><p><strong>[/sblock][/sblock]</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>2: Strengths and Weaknesses</strong></span></strong></p><p><strong><strong>WEAKNESSES</strong></strong></p><p><strong>[sblock]<span style="font-size: 22px"><strong>Weakness:</strong></span></strong></p><p><strong>1: <strong>Poor Attack Bonus:</strong> A psion's base attack bonus is +1 per two psion levels, which is as bad as any in the game. Psions can dish out lots of damage with their powers, but they don't do well with weapons.</strong></p><p><strong></strong></p><p><strong>2: <strong>Poor Reflex and Fortitude Saves:</strong> Psions have the worst progression for Reflex and Will saves (see Table 3-1 in the Player's Handbook). Psions aren't good at avoiding attacks on their bodies.</strong></p><p><strong></strong></p><p><strong>3:<strong>Low Hit Points:</strong> The psion gains only 4-sided hit dice which inevitably leads to a low hit point total.</strong></p><p><strong></strong></p><p><strong>4:Limited Power selection/powers known: The psion has a fixed number of Powers known, but can increase this thru Class abilities(from PrCs), Feats(Expanded Knowledge), Psychic Chirgury,.</strong></p><p><strong></strong></p><p><strong>5:<strong>Poor Armor Class:</strong> The psion has no proficiency with any kind of armor or shield. As a consequence, the character has a low Armor Class. The combination of low hit points and low Armor Class leaves most psions vulnerable in physical combat, especially melee. Many psionic powers, especially those from the psychometabolism discipline, can improve a psion's defenses. Employing such powers, however, expends time and psionic potential that the psion could use for other things.</strong></p><p><strong></strong></p><p><strong>6:<strong>Poor Weapon Selection:</strong> The psion has proficiency with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear -- not a world-beating collection of weaponry.[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>STRENGTHS</strong></strong></p><p><strong>[sblock]</strong></p><p><strong><span style="font-size: 22px"><strong>Strengths:</strong></span></strong></p><p><strong>1:<strong>Good Will Saves:</strong> A psion uses the best progression for Will saves (see Table 3-1 in the Player's Handbook). This helps the psion resist most effects that attack or fool her mind or assault her spirit, such as charms, compulsions, illusions, fear, and even inflict wounds spells.</strong></p><p><strong></strong></p><p><strong>2:5 <strong>Bonus Feats</strong>: A psion gains bonus feats at 1st, 5th, 10th, 15th, and 20th level. These feats must be psionic feats, metapsionic feats, or psionic item creation feats. A psion's selection of bonus feats can greatly expand her power. </strong></p><p><strong></strong></p><p><strong>3:<strong>Flexible Manifesting</strong>: <strong>Manifest an Unknown Power from Another’s Powers Known</strong></strong></p><p><strong>A psionic character can attempt to manifest a power from a source other than his own knowledge (usually a power stone or another willing psionic character). To do so, the character must first make contact (a process similar to addressing a power stone, requiring a Psicraft check against a DC of 15+ the highest level power in the power stone or repertorie). A psionic character can make contact with only a willing psionic character or creature (unconscious creatures are considered willing, but not psionic characters under the effects of other immobilizing conditions). Characters who can’t use power stones for any reason are also banned from attempting to manifest powers from the knowledge of other psionic characters. Mental contact requires 1 full round of physical contact, which can provoke attacks of opportunity. Once contact is achieved, the character becomes aware of all the powers stored in the power stone or all the powers the other character knows up to the highest level of power the contactor knows himself.</strong></p><p><strong>Next, the psionic character must choose one of the powers and make a second Psicraft check (DC 15 + the power’s level) to see if he understands it. If the power is not on his class list, he automatically fails this check.</strong></p><p><strong>Upon successfully making contact with another willing psionic character or creature and learning what he can of one power in particular, the character can immediately attempt to manifest that power even if he doesn’t know it (and assuming he has power points left for the day). He can attempt to manifest the power normally on his next turn, and he succeeds if he makes one additional Psicraft check (DC 15 + the power’s level). He retains the ability to manifest the selected power for only 1 round. If he doesn’t manifest the power, fails the Psicraft check, or manifests a different power, he loses his chance to manifest that power for the day. </strong></p><p><strong></strong></p><p><strong>4:<strong>Manifesting from other sources</strong>: see above</strong></p><p><strong></strong></p><p><strong>5:<strong>Armor does not interfere with Manifesting powers</strong></strong></p><p><strong></strong></p><p><strong>6:<strong>Self Sufficient:</strong>No need for anything outside himself</strong></p><p><strong></strong></p><p><strong>7:<strong>Good Power Selection:</strong> The psion power list is unmatched for flexibility and sheer size. With the right power, you can damage or slay foes, whisk yourself (and your friends) to safety, discern hidden truths, throw up impassible barriers, create useful things out of thin air, or work profound transformations on yourself or the creatures and objects around you.</strong></p><p><strong></strong></p><p><strong>8:<strong>High Skill Points:</strong> Psions receive a mere two skill points per level, but don't let that fool you. Psions have high Intelligence scores (because Intelligence governs their psychic abilities), and a high Intelligence score boosts the number of skill points they have available.[/sblock]</strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>3: Role in a Party</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Think for the Long Term</strong></strong></p><p><strong></strong></p><p><strong>Among the most critical decisions you'll make as a psion is choosing your personal repertoire of psionic powers. Once you choose a power, you cannot unlearn it and choose a new one, so choose powers that you think you'll want to keep using throughout your career (the psychic reformation power allows you to change known powers if you give up some experience points). Choose powers that will help you deal with as many different situations as possible. It's hard to go wrong with powers that deal damage, but choose powers that deal different kinds of damage or that use different kinds of energy. Don't forget the power list for your discipline -- these lists are short, but they contain powers that other characters usually can't learn. If you choose the Expanded Knowledge feat, you can learn just about any power you like, subject to the limits noted in the feat description.</strong></p><p><strong></strong></p><p><strong>No matter what your discipline is, it pays to include in your personal repertoire a few powers for travel, defense, and miscellaneous tasks. Always consider powers that you can use in several different ways. The far hand power, for example, is good for performing all sorts of tasks at a distance.</strong></p><p><strong></strong></p><p><strong>Powers aren't the only tool you have at your disposal. A few weapons, alchemical items, and other equipment can greatly expand your options.</strong></p><p><strong></strong></p><p><strong>Remember that you are one of your party's most vulnerable members. Make sure you have a proper place in the marching order -- preferably in the middle with at least one ally between you and your foes.</strong></p><p><strong></strong></p><p><strong><strong>Manifest Early, Manifest Often, but stay in Budget</strong></strong></p><p><strong></strong></p><p><strong>Your chief asset is your ability to manifest any power you know, provided you have the power points to do so. Unspent power points at the end of the day represent wasted potential. Of course, you should not waste your power points on frivolous or ineffective power manifestations, and it pays to keep a reserve of points available just in case you get in a bind where only a certain power will do (or if you have an encounter after you and your group have retired for the night). As a rule of thumb, keep enough power points on hand to manifest your highest level power once or twice. If you know or strongly suspect trouble ahead, keep more power in reserve. Otherwise, put your powers into play as often as you can.</strong></p><p><strong></strong></p><p><strong>Another useful Rule-of-thumb... divide your total PP per day by 4, then use 1/4 to do your daily Buffing if any, and you will have 1/4 per encounter for the rest of the day. This assumes an average of 3 encounters per day, you may have to adjust this if you find you are running out of PP too quickly.</strong></p><p><strong></strong></p><p><strong><strong>Remember Your Friends</strong></strong></p><p><strong></strong></p><p><strong>The sheer power you command as a psion can make you cocky. Don't forget that physical attacks can defeat you pretty quickly. You need the rest of your party for protection. </strong></p><p><strong></strong></p><p><strong>In addition, you must be careful not to become your party's worst enemy.</strong></p><p><strong></strong></p><p><strong><strong>The Party's Front Line:</strong> The rogue, ranger, bard, or monk in your group often serve as a scout for the rest of the party and often will locate your foes for you. These characters, along with the party's more heavily armored types (particularly fighters and paladins) form a fighting line that keeps enemies away from you. Be ready to support those characters with your powers in case they get into trouble. When manifesting your powers, be careful to aim them so your friends aren't caught in their destructive effects. Nothing wears out your welcome faster than poorly aimed powers that hurt friend as well as -- or more than -- foes.</strong></p><p><strong></strong></p><p><strong><strong>Spellcasters and Other Manifesters:</strong> You probably aren't the only character in your party who wields psychic powers or spells, so don't act as though you are. Arcane spellcasters can produce many effects that are similar to what you can produce.</strong></p><p><strong></strong></p><p><strong>Divine spellcasters have potent spells, too. Other psionic classes, such as psychic warriors, have power lists that are slightly more limited but probably more focused than yours.</strong></p><p><strong></strong></p><p><strong>Learn what spells and psionic powers are available in your group, and be ready to fill in the gaps in each character's capabilities. When your capabilities overlap another character's, try to divide tasks between you in some equitable manner. For example, if you are a kineticist (psychokinesis discipline) with a roster of attack powers good for blasting foes, ask the spellcasters and other manifesters in your group to handle tasks such as transportation, information gathering, and defense. Blasting foes can be fun, however, so don't hog all the action. You might divide up the battlefield into sections that different characters can cover, or develop a sequence of attacks that can really hurt a foe. For example, perhaps you might use energy push to knock a foe back and an allied wizard or sorcerer can hit the same foe with a magic missile spell.</strong></p><p><strong></strong></p><p><strong>to show the ability for a Psion to fill these roles:</strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>1: Melee Damage</p></strong></p><p style="margin-left: 20px"><strong>2: Direct Damage</p></strong></p><p style="margin-left: 20px"><strong>3: Battlefield control</p></strong></p><p style="margin-left: 20px"><strong>4: Save or Die</p></strong></p><p style="margin-left: 20px"><strong>5: Information Gathering</p></strong></p><p style="margin-left: 20px"><strong>6: Transportation</p></strong></p><p style="margin-left: 20px"><strong>7: Healing</p></strong></p><p style="margin-left: 20px"><strong>8: Buffing</p></strong></p><p style="margin-left: 20px"><strong>9: NPC interaction(FACE)</p><p></strong></p><p style="text-align: center"><strong><strong><span style="font-size: 15px">Other Psionic BuildGuides:</span></strong></p><p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><a href="http://boards1.wizards.com/showthread.php?t=487972" target="_blank">Wilder Build guide</a></p></strong></p><p style="margin-left: 20px"><strong><a href="http://boards1.wizards.com/showthread.php?t=697576" target="_blank">Ardent Build guide</a></p></strong></p><p style="margin-left: 20px"><strong><a href="http://boards1.wizards.com/showthread.php?t=372176" target="_blank">Soulknife Build guide</a></p></strong></p><p style="margin-left: 20px"><strong><a href="http://boards1.wizards.com/showthread.php?t=777184" target="_blank">Psychic Warrior buid guide</a></p></strong></p><p style="margin-left: 20px"><strong><a href="http://boards1.wizards.com/showthread.php?t=623529" target="_blank">Lurk</a></p></strong></p><p style="margin-left: 20px"><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-622533" target="_blank">Psychic Rogue</a></p><p></strong></p><p><strong><strong><span style="color: Red">Special Thanks</span></strong> to <strong>hovnarr</strong>, as Co-Author of some sizeable sections of this guide.</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p style="text-align: center"><strong><span style="font-size: 22px"><strong>4: Races</strong></span></p></strong></p><p style="text-align: center"><strong><img src="http://www.wizards.com/dnd/images/xph_gallery/80444.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></strong></p><p><strong><strong><span style="font-size: 12px">Races with Bonus Feats:</span></strong></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Strongheart Halflings</strong> are great, Strongheart Halflings are a forgotten realms specific sub-race of halflings found in the Forgotten Realms Campaign Setting. With Strongheart Halflings, you get +1 AC, +1 to hit, nice stealth bonuses, but most importantly, you get an extra feat.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Humans</strong> are nice, too, although I don’t know what you’ll do with that extra skill point. The feat rocks.</p></strong></p><p style="margin-left: 20px"><strong></p><p><strong><span style="font-size: 12px">Races with a Bonus to Intelligence</span>:</strong></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Gray Elf:</strong> -2 Str +2 Dex -2 Con +2 Int, medium, 30 ft., wizard, humanoid (elf), monster manual pg.104</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Sun Elf:</strong> +2 Int -2 Con, medium, 30 ft., wizard, humanoid (elf), forgotten realms pg.15</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Silvanesti:</strong> +2 Dex +2 Int -2 Con -2 Cha, medium, 30 ft., humanoid (elf), dragonlance campaign setting pg.20</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Fire Elf:</strong> +2 Dex +2 Int -2 Con -2 Cha, medium, 30 ft., wizard, humanoid (elf), unearthed arcana pg.17</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Deep Imaskari:</strong> +2 Int -2 Dex, medium, 30 ft., spell clutch (su), wizard, humanoid (human), underdark pg.9</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Tinker Gnome:</strong> +2 Dex +2 Int -2 Str -2 Wis, small, 20 ft., special, dragonlance campaign setting pg.27</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Lesser Air Genasi</strong>: +2 Dex +2 Int -2 Wis -2 Cha, medium, 30 ft., levitate (sp), fighter, humanoid (planetouched), player’s guide to faerun pg.191</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Lesser Fire Genasi</strong>: +2 Int -2 Cha, medium, 30 ft., control flames (sp), fighter, humanoid (planetouched), player’s guide to faerun pg.191</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Lesser Tiefling</strong>: +2 Int +2 Dex -2 Cha, medium, 30 ft., darkness (sp), rogue, humanoid (planetouched), player’s guide to faerun pg.191</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Vanara</strong>: -2 Str +2 Int +2 Wis, medium, 30 ft. climb 20 ft., spirit shaman, humanoid (vanara), oriental adventures pg.15 – Note: in a 3.5 oriental adventures update found in Dragon magazine, vanara were updated to no longer have any ability score adjustments.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Venerable Dragonwrought Kobold</strong>: -4 Str +2 Dex -2 Con +3 Int +3 Wis +3 Cha, small, 30 ft., sorcerer, dragon (kobold, reptilian, dragonblood), monter manual pg.161 and races of the dragon pg. 39</p></strong></p><p style="margin-left: 20px"><strong></p><p></strong></p><p><strong><strong><span style="font-size: 12px">Other Nice choices:</span></strong></strong></p><p style="margin-left: 20px"><strong><strong>Illumians</strong> make great Psions mainly because of two reasons. 1) By taking Sigil Focus (krau), you can gain early access to some prestiege classes. </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Whisper Gnomes</strong> also make good Psions. Bonuses to dex and con, penalties to only str and cha, smalls size, 30 move speed, and a ton of other goodies make this LA +0 race worth it.</p></strong></p><p style="margin-left: 20px"><strong></p><p></strong></p><p><strong><strong>Race</strong></strong></p><p><strong>There are three interesting core choices: human, grey elf and elan. </strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>•<strong>Human:</strong> You have no weaknesses, an extra feat, and extra skill points. As we will be taking <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#psionic-body" target="_blank"><strong>Psionic Body</strong></a> at level 1, that extra feat will also grant you 2 more hp, and <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#psychic-reformation" target="_blank"><strong>Psychic Reformation</strong></a> will help insure that you get the most out of the extra slot throughout your career. All builds below are based on a human, as it’s a good alround choice for a long term psionic career. It’s also a choice of race that any DM will allow.</p></strong></p><p style="margin-left: 20px"><strong>•<strong>Grey Elf:</strong> You get +2 to Int but suffer a -2 Con penalty (and get +2 Dex, -2 Str as well, which helps a bit early on). The Int bonus isn’t very significant at low levels, but translates to 10 more pp at level 20. As neither of the below builds depend on int-based saving throws to produce an adequate offense, the boost to save DCs is nice but not decisive. This is probably your strongest option if you’re starting at or post level 7. At that point, your frail health is less of an issue as you have more hp and access to metamorphosis, you can use all day buffs (extended), and the extra boost to Int begins to matter more and more. The elven “alertness” traits are also quite nice.</p></strong></p><p style="margin-left: 20px"><strong>•<strong>Elan:</strong> This is probably the best choice if you know that you will be playing a shorter campaign, starting at level 1. The extra 2 pp is huge in the early levels, and elan resistance/resilience will save you before you get more adequate defenses in your power repertoire. Being an abberation rather than a “person” can also be significant at low-mid level, and the repletion ability solves the problem of lugging around provisions, that can be troubesome for a low level adventurer. All in all, a powerful and versatile choice for the early levels, but a <strong>human</strong> will prove the better choice in the long run.</p></strong></p><p style="margin-left: 20px"><strong></p><p><strong>Eberron</strong> players should also consider the <strong>Kalashtar</strong> and the early level cheese that is the Warforged Shaper. You can have neigh unbeatable AC at level 1 at the cost of one feat, and you can heal yourself better than a Cleric starting level 3 with <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#psionic-repair-damage" target="_blank"><strong>Psionic Repair Damage</strong></a>. An interesting OGL alternative is the <a href="http://www.wizards.com/default.asp?x=dnd/sp/20040213a" target="_blank"><strong>+0 LA Aasimar</strong></a>*. You get a freebee +2 Cha, some minor special abilities and most importantly the <strong>Outsider</strong> type. This means even more flexibility for you at level 7, as outsiders have access to healing and transportation abilities that the other core creatures lack.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">List of races and thier suitablity to making a playable Psion</span></strong></strong></p><p><strong>Human(PHB) .....excellent choice,the extra feat give Humans great flexability and a jump start for selecting other feats or PrC(especially Feat intensive ones). The extra skill points also help offset the low skill points that psion gives.</strong></p><p><strong><strong>Elf</strong>(PHB)+2 Dex,-2 Con</strong></p><p><strong>Gray Elf(SRD)+2 Int, -2 Str......these make great Psions, because Str is a Dump Stat......basically: No downside</strong></p><p><strong>Star Elf(Races of Faerun)+2 Cha,-2 Con</strong></p><p><strong>Sun Elf(Forgotten Realms Campaign)+2 Int,-2 Con</strong></p><p><strong>Snow Elf(Frostburn)+2 Dex,-2 Cha</strong></p><p><strong></strong></p><p><strong>Dwarf(PHB)</strong></p><p><strong>Gnome(PHB)</strong></p><p><strong>Halfling(PHB)</strong></p><p><strong>1/2 Elf(PHB)</strong></p><p><strong>1/2 Orc(PHB)</strong></p><p><strong>Dromites(+1 LA) (XPH)</strong></p><p><strong>Duergar(+1 LA)(XPH)</strong></p><p><strong>Elans(XPH)</strong></p><p><strong>Half-giants(+1 LA)(XPH)</strong></p><p><strong>Maenads(XPH)</strong></p><p><strong>Xeph(XPH)</strong></p><p><strong>Changeling(Eberron)</strong></p><p><strong><strong>Kalashtar</strong>(Eberron)...This is one of the best Races for a Psion. It has few drawbacks and many bonuses, including the ability to choose some powerful Race Specific feats, and use Race Specific Psionic items. The Icing on the top would be the Bonus Power points Per Character level.</strong></p><p><strong></strong></p><p><strong>Shifter(Eberron)</strong></p><p><strong></strong></p><p><strong>Warforged(average)(Eberron)......this is a good race (+2Con,-2 Wis,-2 Cha),Living Construct Type,many immunities.</strong></p><p><strong>Warforged(Scout)(Eberron).........This is also good(+2 Dex,-2 Str,-2 Wis,-2 Cha),as Warforged above, and Small size,Fav Class: Rogue.</strong></p><p><strong></strong></p><p><strong>quick note: All Warforged are refered to as Psiforged if you take the <strong>Psiforged Body </strong> feat</strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px"><strong>Templates</strong></span></strong></p><p><strong><strong>Phrenic Template +2LA</strong></strong></p><p><strong><strong>Phrenic Template</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>The 1/2 Fey Template,+2LA</strong></strong></p><p><strong><strong>1/2 Fey Template</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>under construction[/sblock]</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 18px">Master Player Race List Version 2.0</span></strong></strong></p><p><strong><strong>Master Player Race List Version 2.0</strong></strong></p><p><strong>[sblock]</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>5: Important Points and Feats</strong></span></strong></p><p><strong><img src="http://www.wizards.com/dnd/images/xph_gallery/80442.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong>important points:</strong></p><p><strong>1)<strong>Attribute Distribution and Impact on Character playablity</strong></strong></p><p><strong>Intelligence,Intelligence,Intelligence...........</strong></p><p><strong></strong></p><p><strong>There are two more or less fixed requirements to playing a psion adequately: you need a starting <strong>intelligence</strong> of 15 to be able to increase it to <strong>19</strong> in time for you to be able to manifest 9th level powers, and you need a <strong>wisdom of 13</strong> to qualify for <strong>Metamorphic Transfer</strong> and <strong>Psionic Meditation</strong>. Let’s look at the attributes in more detail and consider the elite array, 25-point buy and 32-point buy.</strong></p><p><strong></strong></p><p><strong>•<strong>Strength:</strong> The least important attribute. You will probably never be making melee attacks without being metamorphed, unless you somehow get a freebee attack of opportunity in your early career. </strong></p><p><strong>•<strong>Dexterity: </strong>This attribute also changes when changing shape. It’s significant for initiative, armor class and ranged attacks – all of which are important to you – but it’s still quite far down on the list since the Pixie form is available at level 7.</strong></p><p><strong>•<strong>Constitution:</strong> With the recent Polymorph rulings, many DMs may very well rule that your hp does not change even if your Con does when metamorphing. Even if it does, you still need to get there alive, and a solid Con helps a lot in the early levels.</strong></p><p><strong>•<strong>Intelligence:</strong> The <strong>most important attribute</strong> naturally, as it governs saves and power points, and grants you an impressive amount of skill points to boot. Should be as high as you can afford (within reason), and the primary choice for your level up ability increases and item enhancers. </strong></p><p><strong>•<strong>Wisdom:</strong> Needed for feat requirements, but not particularly important otherwise. The extra boost to the will save is nice though.</strong></p><p><strong>•<strong>Charisma:</strong> Your supernatural attacks from the <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer" target="_blank"><strong>Metamorphic Transfer </strong></a>feat are Cha based, which means that this attribute is far from unimportant. Especially significant for your class skills if you play a <strong>Telepath</strong>.</strong></p><p><strong></strong></p><p><strong>Elite Array: Str 8, Dex 10, Con 14, Int 15, Wis 13, Cha 12. (Con 12, Cha 14)*</strong></p><p><strong>25-point buy: Str 8, Dex 8, Con 14, Int 16, Wis 14, Cha 11. (Con 12, Cha 13)*</strong></p><p><strong>32-point buy: Str 8, Dex 8, Con 14, Int 18, Wis 14, Cha 12. (Con 12, Cha 14)*</strong></p><p><strong>*Numbers in paranthesis should be used if your DM allows hp to change upon metamorphosis.</strong></p><p><strong></strong></p><p><strong>2)<strong>MANIFESTER LEVEL</strong></strong></p><p><strong>"Thou shall not lose Manifester levels", and Why.</strong></p><p><strong>Manifester levels effect on Powers</strong></p><p style="margin-left: 20px"><strong>MANIFESTER LEVEL</p></strong></p><p style="margin-left: 20px"><strong>The variables of a power’s effect often depend on its manifester level, which is equal to your psionic class level. A power that can be augmented for additional effect is also limited by your manifester level (you can’t spend more power points on a power than your manifester level). See Augment under Descriptive Text, below.</p></strong></p><p style="margin-left: 20px"><strong>You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level.</p></strong></p><p style="margin-left: 20px"><strong>In the event that a class feature or other special ability provides an adjustment to your manifester level, this adjustment applies not only to all effects based on manifester level (such as range, duration, and augmentation potential) but also to your manifester level check to overcome your target’s power resistance and to the manifester level used in dispel checks (both the dispel check and the DC of the check). </p><p>Manifester Level on Power Points</strong></p><p><strong>Manifester Level on Powers Known</strong></p><p><strong></strong></p><p><strong>3)<strong>Power points and Bugeting your spending of them</strong></strong></p><p><strong>Economic use of Power Points to get you thru the day.</strong></p><p style="margin-left: 20px"><strong>In general..a good rule of thumb, is to divide the total Daily number of power points you have by 4, use 1/4 for long term buffs , and limit the number of PP you expend for each encounter to around 1/4 also. This assumes an average of 3 encounters per day, you may have only 1 or maybe up to 6+;but as an average you will have 3 encounters per day. Note, each encounter does not mean Combat, some will be Social. With combat encounters try to determine the most effective way to eliminate an opponent while conserving PPs. Sometimes its best to simply use Battlefield Control powers and funnel the combat to your fighters and allow them to be effective. Other times it may be better to avoid haveing the enemy reach your fighters and destroy them at range, especially if they have special attacks that severly weaken your party members. A special caution should be considered...... if combats come in waves with reiforcements comming in a few rounds with more on the way...plan to use some long term buffs to power up with and long term Battlefield control and avoid a lot of direct damage(Direct damage is great vs single opponents) as it can use up your PP quickly. A final note.....ALWAYS keep enough PP to escape Quickly(Teleport or Planeshift)...you will not be able to defeat all opponents the first time, so its better to run away and return with a better plan and Prepared to face the enemy.</p><p></strong></p><p><strong>"<strong>PP Generation Tactics</strong></strong></p><p><strong></strong></p><p style="margin-left: 20px"><strong>Power points are always an issue with any psionic build. Psionic characters always have to ration power points in one point or another. For Psychic warriors, this is even more of a problem with their reduced power point pools. However turning to sources such as magic of incarnum it is possible to circumvent and amplify the power point pools of any psionic character.</p></strong></p><p style="margin-left: 20px"><strong>This is accomplished through the use of <strong>Azure Talent</strong> {Incarnum, Psionic}, Azure talent allows you to invest in the feat essentia once per day, the bonus pp is equal to the total amount of invested essentia times two. Further more the feat itself has a built in limit on the number of points invested based on character level. </p></strong></p><p style="margin-left: 20px"><strong>The second part of the set is the feat <strong>Psycarnum Infusion</strong> {Psionic}. Thus feat allows you to expend your psionic focus which allows one of the characters essentia receptacles to be treated as if it had been invested with the maximum possible essentia </p></strong></p><p style="margin-left: 20px"><strong>If you use this tactic its wise to keep <strong>Cognizence Crystals</strong> on hand, using that you can boost your pp reserve by filling up the crystals with the pp before they expire, another use is to recharge psionic tatoos using the temp pp while preserving your main pool ...quote by <strong><span style="color: RoyalBlue">Lokiyn</span></strong> "</p><p></strong></p><p><strong>4)<strong>Focus</strong></strong></p><p><strong>What it is and how it affects you.</strong></p><p><strong></strong></p><p><strong>5)<strong>Skill choices</strong></strong></p><p><strong>Concentration,Knowledge(psionics),Psicraft....first,then get as much Synergy as you can.</strong></p><p><strong>Concentration is a skill that generally Psions need to max out and this is because many effects linked to Powers require concentration checks. Should you fail to concentrate on your Power, you are most likely going to lose it, and the PP. The <em>player's handbook</em> provides detailed information on page 170 on concentration checks, that will cover almost all cases. </strong></p><p><strong>Most notably: </strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><strong><strong>Injury while Manifesting a Power:</strong> In case of continuous damage, you should be able to succeed. The problem here is if damaged by attacks or, even worse, enemy spells/Powers. Since opponents can ready an action to "when the enemy starts Manifesting a Power", they will be able to affect even those Powers that require a standard or move action to Manifest. Miss chance, invisibility and damage reduction can help lessen the inflicted damage, thus making your concentration check easier. <br /> </strong></li> <li data-xf-list-type="ul"><strong><strong>Distraction by spell:</strong> Mundane attacks only get 1/2 of the inflicted damage dealt to the concentration check's DC. Note that this is not the case with spells that deal damage. They actually add all the inflicted damage to the check. Thus, even a lowly <em>magic missile</em><br /> <strong>[UNKNOWN=sup]: PHB<br /> </strong> spell (which if of 9th and higher caster level has a damage of 10-25, resulting in an average damage of 17,5) will boost your concentration check to 27,5 + level of the Power you are Manifesting, nothing to scoff at. <br /> <br /> <p style="text-align: center"><img src="http://img402.imageshack.us/img402/3010/spelldamconqj7.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <br /> This graph shows how the damage of a spell, which deals 1d6 points of damage per caster level, scales compared to your concentration check with no modifiers. <br /> </strong></li> </ul><p></p><p><strong></strong></p><p><strong>6)<strong>Powers Known and getting more powers known</strong></strong></p><p><strong>Making yourself versatile and effective in any situation</strong></p><p><strong><strong>discussion on Research</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>[/sblock]</strong></p><p><strong>7) <strong>Manifesting Powers</strong></strong></p><p><strong>"<strong>Power Manifesting Time Reduction</strong></strong></p><p style="margin-left: 20px"><strong>Obviously getting powers manifested as fast as possible is important, however certain powers have an inconveniently log manifestation time. For example <strong>Psionic Minor Creation</strong> has a manifesting Time of One Minute. As well as Call to Mind, Powers like Major creation have manifestation time in things like 10 min, with some powers needing a full week to manifest.</p></strong></p><p style="margin-left: 20px"><strong>For most cases this isn’t an issue, however, we can speed up manifesting of long powers with the following process. </p></strong></p><p style="margin-left: 20px"><strong><strong>Linked Power</strong> {metapsionic} Allows the manifester to manifest one power and link a second power to it as an additional metapsionic cost. The process is simple. Choose a starting power, In this case the power <strong>call item</strong> {minds Eye}. Then select a second power, in this case minor creation. One of the conditions of linked power is that the second power shares the same target as the primary power, in the event that the first power does not have a target or area (as is the case in call item) the second powers area or target is chosen by the manifester. The next round the second power goes off without any additional cost in actions or power points.</p></strong></p><p style="margin-left: 20px"><strong>Depending on your reading of the Linked power feat the second power does not cost the manifester anything other than the pp cost, which proves interesting when powers that cost exp are involved" quote by <strong><span style="color: royalblue">Lokiyn</span></strong></p><p>7)<strong>Feats:</strong></strong></p><p><strong>listing of useful feats</strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040723c" target="_blank"><strong><span style="color: Red">New Feats & Powers</span></strong></a>........WotC Website </strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040827b" target="_blank"><strong><span style="color: Red">Chance Favors the Prepared Mind</span></strong></a>........WotC Website </strong></p><p><strong></strong></p><p><strong><a href="https://www.enworld.org/index.php?threads/298304/" target="_blank"><strong>Treatise on Metapsionic Feats</strong></a>..........interesting discussion</strong></p><p><strong><a href="https://www.enworld.org/index.php?threads/454829/" target="_blank"><strong>Karmic Power Optimization</strong> </a>....discusses <strong>Opportunity Power</strong> feat</strong></p><p><strong></strong></p><p><strong>I will try to focus only on feats that are Directly useful to Psions.</strong></p><p><strong></strong></p><p><strong><strong>NoN-Psionic Feats:</strong></strong></p><p><strong></strong></p><p><strong>Alertness................you can get this for free if you have a Psycrystal</strong></p><p><strong>Combat Expertise.....for Psi-Gish type builds</strong></p><p><strong>Combat Reflexes.....for Psi-Gish type builds</strong></p><p><strong>Improved Initiative.....good for many types</strong></p><p><strong>Leadership</strong></p><p><strong><strong>Power Attack</strong>.....for Psi-Gish type builds</strong></p><p><strong>Rapid Shot.....for Psi-Gish type builds</strong></p><p><strong>Skill Focus(Concentration).............very useful for any Psionic character</strong></p><p><strong>Track........................................neccessary to gain entry into the Slayer PrC</strong></p><p><strong>Weapon Focus..............Weapon focus(ray) is very nice to have</strong></p><p><strong>Shielded Manifesting(Races of Stone)</strong></p><p><strong>Steady Concentration(Races of Stone)</strong></p><p><strong></strong></p><p><strong><strong>Psionic Feats:</strong></strong></p><p><strong></strong></p><p><strong>Boost Construct...........giving and extra Menu selection is always good</strong></p><p><strong>Burrowing Power..........a very useful power especially at high levels</strong></p><p><strong>Chain Power..............can be strong...but limited to Single target energy powers</strong></p><p><strong>Delay Power..............absolutely necessary if you use Temporal Acceleration and Direct Damage powers</strong></p><p><strong>Empower Power.........great boost to all Direct Damage Powers</strong></p><p><strong>Enlarge Power............nice</strong></p><p><strong>Expanded Knowledge.....a Must for learning extra Powers(unles your DM allows other means:Research,Psychic Chirgury)</strong></p><p><strong>Extend Power..............a must for all Psions</strong></p><p><strong>Greater Power Penetration</strong></p><p><strong>Greater Power Specialization</strong></p><p><strong>Greater Psionic Endowment</strong></p><p><strong>Improved Psicrystal</strong></p><p><strong>Maximize Power </strong></p><p><strong>Metamorphic Transfer</strong></p><p><strong>Narrow Mind</strong></p><p><strong>Opportunity Power</strong></p><p><strong>Overchannel</strong></p><p><strong>Power Penetration</strong></p><p><strong>Power Specialization</strong></p><p><strong>Psicrystal Affinity</strong></p><p><strong>Psicrystal Containment</strong></p><p><strong>Psionic Body </strong></p><p><strong>Psionic Endowment</strong></p><p><strong>Psionic Meditation</strong></p><p><strong>Psionic Talent</strong></p><p><strong>Quicken Power</strong></p><p><strong>Split Psionic Ray</strong></p><p><strong>Talented</strong></p><p><strong>Twin Power</strong></p><p><strong>Unconditional Power</strong></p><p><strong>Widen Power</strong></p><p><strong></strong></p><p><strong><strong>Deep Vision</strong>(Races of Stone)........................darkvision increases while focused.....</strong></p><p><strong></strong></p><p><strong><strong>Deflective Armor</strong>(Races of Stone and CPsi).....Armor bonus vs Touch attks, while focused</strong></p><p><strong></strong></p><p><strong><strong>Earth Power</strong>(Races of Stone).......................-1 PP to cost of manifesting any power when you are on stone or earth,....requires you to <strong>Expend focus</strong>....this is a very nice power to have, for all day buffs</strong></p><p><strong></strong></p><p><strong><strong>Focused Shield</strong>(Races of Stone)...................+1AC when focused</strong></p><p><strong></strong></p><p><strong><strong>Invest Armor</strong>(Races of Stone)......................+3 Armor bonus when expend focus</strong></p><p><strong></strong></p><p><strong><strong>Energize Armor</strong>(Races of Stone)....................expend focus(immediate action)...gain energy resist 10 vs next energy attack</strong></p><p><strong></strong></p><p><strong>Ectopic Form.............................................</strong></p><p><strong><strong>Practiced Manifester</strong>(Complete Psionics).........+4 to effective ML when manifesting powers.....will not raise ML above HD, or give extra PP</strong></p><p><strong></strong></p><p><strong>Elan Resiliance(Complete Psionics)..................</strong></p><p><strong>Instictive Consumator(Complete Psionics)........</strong></p><p><strong>Mental Juggernaut(Complete Psionics)............</strong></p><p><strong>Psybiot(Complete Psionics)..........................</strong></p><p><strong>Stygian Archon(Complete Psionics)...............</strong></p><p><strong>Dorje Mastery(Complete Psionics).................</strong></p><p><strong>Psionic Mastery(Complete Psionics)..............</strong></p><p><strong>Knockdown Power(Complete Psionics)...........</strong></p><p><strong>Linked Power(Complete Psionics).................</strong></p><p><strong>Metapsionic Power(Complete Psionics)..........</strong></p><p><strong>Transdimentional Power(Complete Psionics)....</strong></p><p><strong>Skin of the Construct<strong>Skin of the Construct</strong></strong></p><p><strong>[sblock]"<strong>Skin of the construct</strong>" is actually a rather mediocre choice...for this reason...the 1d8 Temporary hit points last 1 hour...the rest of the benifits are gone when the <strong>Astral Construct</strong></strong></p><p><strong><strong><span style="color: Red">Duration is over</span></strong>(<strong>1 round/ML</strong>), but it does give you access to this:</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong><strong>Spiritual Force</strong>(Complete Psionics)...............expend focus.....add Cha bonus to damage w/ mindblade for all attacks..this round</strong></p><p><strong></strong></p><p><strong><strong>Illithid Heritage</strong>(Complete Psionics).............Intimidate is class skill, bonus to saves vs(spells,spell-like,power,psi-like) = # illithid feats / 2 (min +1)</strong></p><p><strong></strong></p><p><strong>Illithid Compulsion(Complete Psionics)</strong></p><p><strong>Illithid Enthusiast(Complete Psionics)</strong></p><p><strong>Illithid Grapple(Complete Psionics)</strong></p><p><strong>Illithid Legacy(Complete Psionics)</strong></p><p><strong>Greater Illithid Legacy(Complete Psionics)</strong></p><p><strong></strong></p><p><strong>Tactics:</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong></strong></p><p><strong>Grease is also a wonderful Battlefield control power</strong></p><p><strong></strong></p><p><strong>Chained Energy Retort is great fun vs large groups......especially if manifested several times(you may not even have to attack them.........they might kill themselves by attacking you,or at least injure themselves severely)</strong></p><p><strong></strong></p><p><strong>Ectoplasmic Shambler(or even several<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" />verlaping themselves) .....and Wall of Ectoplasm........battlefield control and continuous damage.......Shambler is controled as a free action, has No save, No SR/PR and is Long ranged, large area(10 cubes 10'x10'x10'), realitvely long duration.......and to damage the Wall they must get thru the Shambler(s)</strong></p><p><strong></strong></p><p><strong>Minor creation: Set up burn spots with flammable, sticky, and plant based oils (take your pick, there are a number of them, especially if you are lax on just what plant based entails). Make poisons and coat your weapons with it. Create stop gaps, dangerous areas to walk through, useful items, and whatever else you happen to think of. It takes time and careful planning, but it is cheap, easy, and lasting.</strong></p><p><strong></strong></p><p><strong>Claws of the beast: Pop this on yourself and your psicrystal (if allowed that is). Sure, it isnt a huge amount of damage, but your psicrystals claws are easily coated in poison and you can save more poison for later. It also gives you 4 claw attacks each round. You will also want overchannel and possibly talented. This works even better if you can arrange for yourself to be immune to poison as well.</strong></p><p><strong></strong></p><p><strong>Time hop: This can help you move obsticles, enemies, and the occasional ally out of or into harms way. Mid levels the save isnt that great however but it still has so many incredible uses anyway it is just plain a great plan. Undead typically have low will saves and are immune to poison so this works great for popping them out and then either getting away or making something with minor creation to take care of them.</strong></p><p><strong></strong></p><p><strong>Edit: As an aside I was in a party once where we were ambushed by an air elemental that was way beyond our power to normally deal with. I popped off a time hop, just in case, and it somehow failed its save. Over the course of the next several rounds the party buffed and summoned creatures like crazy. When it came back in the fight was over after its next action. The dm was a bit frustrated and nearly banned time hop from the game right then and there..lol</strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>6: Full Manifesting</strong></span></strong></p><p><strong><img src="http://www.wizards.com/dnd/images/xph_gallery/33175.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong>The most powerful Manifester....full 20 manifester levels and how you can be effective. </strong></p><p><strong></strong></p><p><strong>1) <span style="font-size: 15px"><strong>Psion 20</strong></span></strong></p><p><strong>level by level breakdown of a 20 level Psion </strong></p><p><strong><strong><span style="font-size: 12px">Telepath Build</span></strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>for the sake of this Example, we are using a 25 point buy:</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong><strong><span style="font-size: 12px">Egoist Build</span></strong></strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]<span style="font-size: 15px"><strong>Sample Character Builds :LEVEL 1-6 </strong></span></strong></p><p><strong></strong></p><p><strong><strong>Note:</strong> The builds below assume assume that you're an <strong>Egoist</strong>, to save as much research XP as possible throughout your career. Choice of other disciplines may require slight modifications, but are very feasible, especially if you have ample opportunity to research powers. It's also assumed that you progress from level 1, which means that a higher level build (up to and including level 6) is not necessarily optimal for starting at that level (since you don't need to account for actually getting there). Beyond level 7, this is not an issue since you have access to Psychic Reformation then, meaning any level is (theoretically) your optimal level for that build. In practice though, you won’t be reforming at every level if the advantage for doing so is small.</strong></p><p><strong></strong></p><p><strong><strong>Egoist</strong></strong></p><p><strong><span style="font-size: 15px"><strong>Level 1</strong></span></strong></p><p><strong>Feats: Psionic Body, Psicrystal Affinity (Single-minded), Psionic Talent</strong></p><p><strong>Powers: Attraction, Matter Agitation, Vigor</strong></p><p><strong>Skills: Concentration, Craft, Knowledge, Psicraft and other [trained only] int-based skills. </strong></p><p><strong>Equipment: Studded leather, light wooden shield, light crossbow, bolts.</strong></p><p><strong></strong></p><p><strong>At level 1, you have 10 hp and 4 pp, + con mod and half your int mod, respectively. Comparing with other classes, you have the hp of a fighter, can cast more, and more varied, spells than a sorceror, and you have the ac of a typical druid. That should almost guarantee surviving to level 2. Instead of fighting with weapons, you use <strong>Matter Agitation</strong>, which deals about as much as most weapons, but does so consistently every round instead of only when you hit. As an area effect, it's also effective against swarms, and out of combat it can burn down structures/objects, cook food or boil water etc. </strong></p><p><strong></strong></p><p><strong>Begin more challenging fights with a 5 hp <strong>Vigor</strong> buff. Use Attraction to lure away guards, negotiate or to avoid fighting all together. The crossbow is useful against weaker enemies when you want to save pp. Use the craft skill to make cheaper items so you can buy better armor and afford more alchemical items sooner. Take advantage of your high int mod by "unlocking" trained only skills with single skill points (a cross class rank in decipher script is not a bad idea), and max out useful class skills depending on discipline (spot, listen, diplomacy, autohypnosis etc.). </strong></p><p><strong></strong></p><p><strong>Be sure to make use of your <a href="http://www.d20srd.org/srd/psionic/classes/psion.htm#psicrystals" target="_blank"><strong>psicrystal</strong></a>. It is really three feats in one since you get <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#alertness" target="_blank"><strong>Alertness</strong></a>, <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#skill-focus" target="_blank"><strong>SF: Concentration </strong></a>(single-minded trait), and a construct companion – all in one feat. It's very useful for reconaissance since it's small, climbs very well, has good stealth and perception and communicates telepathically with you. Always share Vigor with it whenever possible, just in case. If you’re wondering about psicrystal gaining feats, this guide will not address the issue. By the RAW, they do get them as their hit dice increase, but the author of the XPH (Bruce Cordell) has clarified that this was not the intention. Either way, you can learn more about maxing your psicrystal’s potential in the <a href="http://boards1.wizards.com/showthread.php?t=698578" target="_blank"><strong>Psicrystal FAQ and Building Guide</strong></a>.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 15px"><strong>Level 2</strong></span></strong></p><p><strong>New Powers: Grease, [any].</strong></p><p><strong>Skills: This is the level of skill synergies! Max out what matters. </strong></p><p><strong>Equipment: Masterwork chain shirt, large darkwood shield, riding dog (combat trained, light barding), +2 masterwork concentration item for 50 gp (subject to DM approval), everburning item for 110 gp (continual light effect enchanted on a copper piece, for instance), alchemical items.</strong></p><p><strong></strong></p><p><strong><strong>Grease</strong> is an excellent tactical power (disarm, field control, escape grapple), and prefered over <strong>Entangling Ectoplasm</strong> at this level since your ranged attack is so poor. It is already good for disarming or to get out of a grapple, and its battlefield control use will continue to grow as the duration increases. </strong></p><p><strong></strong></p><p><strong>For your last level 1 slot, you can pretty much take what suits you best. There are many useful utility powers here such as <strong>Synesthete</strong>, <strong>Control Light</strong>, or <strong>Missive</strong>. Pick what you think will be most useful to you and your party up to level 7 (at which point you will be reforming anyway).</strong></p><p><strong></strong></p><p><strong>With your new equipment, you now have ac 16 + dex mod, with only -1 ACP. Add 10 hp vigors, riding dog (compares to a level 1 construct, and it can be ridden/controled by your psicrystal) and grease, and you have recipe that will take you to level 3 in one piece. You can craft most of your equipment yourself for 1/3 the cost. Pick up an eternal light source (that can be attached to your psicrystal, for instance) and make/comission a masterwork concentration item as per the PHB. Also consider that your psicrystal can use the aid another action to help you concentrate (it must pass a DC 10 check, but it has the same ranks as you do). Since it's also single-minded, you can potentially have a +12 concentration modifier by level 2 (not counting constitution modifier or the possibility to take skill focus etc.) Also remember that you can expend your focus to take 15 on a concentration check (you have no other uses for focus at this point), which means you can pass DCs nearing the 30 range.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 15px"><strong>Level 3</strong></span></strong></p><p><strong>New Powers: Levitate, Ego Whip.</strong></p><p><strong>New Feat: EK: Minor Creation.</strong></p><p><strong>New Equipment: See below.</strong></p><p><strong></strong></p><p><strong><strong>Minor Creation</strong> will solve many, many low level problems and can be used with your craft skills to create <strong>poison</strong> or <strong>alchemical items</strong>, food, prepare an ambush (traps, soaking in oil, wooden obstacles), get utility items (such as a ladder, wall or bridge), make incendiary bombs (wooden spheres with oil, great with matter agitation) etc. For a much more in-depth view on this power, see <a href="http://boards1.wizards.com/showthread.php?t=747757" target="_blank"><strong>Minor Creation and You, a Small Guide</strong></a>.</strong></p><p><strong></strong></p><p><strong><strong>Ego Whip</strong> is a potent new weapon that incapacitates rather than kills (which means it also has a utility use). Consider a typical CR 3 foe such as an Ogre. It has 29 hp and 7 cha (will save +1). Blasting it continously with Ego Whip will consume much more pp than concentrating with matter agitation, but you can disable it in only 2-4 rounds, single-handedly! Best of all, it can't act during those rounds if it fails the save. And even on a save, the power still deals cha damage.</strong></p><p><strong></strong></p><p><strong><strong>Levitate</strong> means avoiding all ground-based enemies. Just manifest and move 20' into the air - problem solved. From this position, you can use ego whip or matter agitation as you please. If you can't use this defense to any effect, buff with vigor instead. Levitate also allows you to get to hard to reach places, get an overview of the landscape, recover from pit traps, long falls etc.</strong></p><p><strong></strong></p><p><strong>The level 7 build has a more definitive item list based on available gold at that point, but until then you can pick and choose from the list above whenever you have gold to spend.For a better idea of Cheap useful items...see <a href="http://boards1.wizards.com/showthread.php?t=657626" target="_blank"><strong>Bunko's Bargain Basement: Magic Items That Are a Steal!</strong></a></strong></p><p><strong></strong></p><p><strong><strong>Level 4-6</strong></strong></p><p><strong>By level 3, you have covered most of your fundamental bases. You have varied forms of attack (matter agitation, ego whip, grease, animal minions, alchemical and/or psionically created items, crossbow), strong defense (vigor, levitate, good ac and hp), and lots of utility (minor creation, attraction, psicrystal, grease). This leaves a lot of flexibility before attaining level 7, allowing you to tailor your build to your specific needs and opportunities. A few of the powers and feat slots are fixed, while recommendations are provided for others.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 15px"><strong>Level 4:</strong></span></strong></p><p> <strong>Don’t miss out on <strong>Empathic Transfer</strong> at this level, since it’s probably the most efficient means of healing (using Vigor to buffer the damage) available to the party until Heal is available. The last level 2 slot can be anything depending on needs and sources allowed. <strong>Share Pain</strong> is a good core alternative if you often find that you have more than one round to buff before important fights (combine with shared <strong>Vigor</strong> on your psicrystal). <strong>Mass Missive</strong> is a very good alternative for the tactically savvy. <strong>Crystal Storm</strong> and <strong>Psychoportive Shelter</strong> are wonderful if you can take them.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 15px"><strong>Level 5:</strong></span> There are no alternatives here, take <strong>Time Hop</strong> and <strong>Dispel Psionics</strong>. Time hop solves so many problems it’s scary. Bypass any object without a trace, use it like a <strong>Maze</strong> spell on an enemy, remove a dying ally from combat and deal with it later (no time will have passed for the ally) etc. <strong>Dispel Psionics</strong> is fantastic on a manifester since you can use it spontaneously and without components. Being able to take purely mental actions is all you need to get out of binds with this, and you can cast it repeatedly if it didn’t work the first time. A good feat choice here is <strong>EK: Energy Missile</strong> to really round out your offensive repertoire at this point. You’ll reform it out later, but it will make getting to level 7 easy peasy.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 15px"><strong>Level 6:</strong></span> It’s recommended that you use this level for some item creation, since you will soon reform to a more powerful build anyway. Take <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#craft-dorje" target="_blank"><strong>Craft Dorje</strong></a> for your feat and select two powers (levels 1-3) for your level 6 slots that you’d like to put in your dorjes. For example, <strong>Identify</strong> is a good power to put in a dorje.</strong></p><p><strong><img src="http://www.wizards.com/dnd/images/moe_gallery/91472.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong><span style="font-size: 15px"><strong>LEVEL 7</strong></span></strong></p><p><strong>Congratulations, you’ve made it to level 7! Now we turn to the true meaning of power and versatility, and create our character from scratch using <strong>Psychic Reformation.</strong> Level 7 is probably the most significant level in a Psion’s career, since you can basically recreate your character at this level for the first time, and you get access to <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> , which is in itself offense, defense and utility in a single power. <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> has an even more profound impact on mid level game play than minor creation had in the lower levels. Before we examine the powers and feats in the reformed level 7 build, let’s take a closer look at what <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> and the feat <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer" target="_blank"><strong>Metamorphic Transfer</strong></a> offer at this level.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a></span></strong></p><p><strong>Let’s make Overchannel our second feat pick after <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer" target="_blank"><strong>Metamorphic Transfer</strong></a> to get access to up to 8 HD forms at this level. There are many useful combat forms and a few <strong>(Ex)</strong> utility abilities that come in handy too. Here’s a selection of some of the best forms for a core human.</strong></p><p><strong></strong></p><p><strong><strong>Ground combat:</strong> Annis Hag. This form comes with 25 strength, +10 to natural armor and the full attack routine claw/claw (1d6+7) bite (1d6+3). Even more impressive are the (Ex) attacks improved grab, rake and rend. This form beats face while offering adequate melee protection.</strong></p><p><strong>Aerial combat: Wyvern. You don’t get the flyby attack feat, which means you loose out on 2 of the attacks. You still get 4 solid attacks on a decent body, but the most important feature is the (Ex) poison attack that deals 2d6 con damage (DC 17, fort). </strong></p><p><strong><strong>Aquatic combat:</strong> Aboleth. 4 tentacle attacks and 26 strength! Also good combat abilities overall and great swim capabilities. </strong></p><p><strong><strong>Multi-purpose:</strong> Cloaker. This is fantastic. High str, dex, con and natural armor, flying 40’ (average), decent attacks (10’ threat range, and engulf to boot) and a very inconspicious appearance. Stupor is what really makes this shine though. As an extraordinary ability (bypassing an anti magic field, for instance), you can launch a hold monster-type attack with a DC 15 fort save, lasting 5 rounds, with a range of 30’. Infinite freebee (Ex) hold monster at range, that are sonic rather than mind-affecting! This will be your default method of attack, so let’s take Ability Focus (Stupor) as our third feat, making that a DC 17 fort save.</strong></p><p><strong></strong></p><p><strong><a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer" target="_blank"><strong>Metamorphic Transfer</strong></a></strong></p><p><strong>This feat is a toolbox in itself when you consider all the supernatural abilities that are available to you. You can make no more than three transfers per day, which often means once per encounter. This allows you to cherry pick the most useful ability from your repertoire of available monsters. If the transferred ability is use activated, you may only use it up to three times (even if it was at will for the real monster). That should still be quite enough for the encounter though. Here are some of the most useful abilities available to you at ML 8.</strong></p><p><strong></strong></p><p><strong><strong>Body Thief</strong> (Intellect Devourer): This is almost like mind switch, only more disgusting. Can be used to animate a powerful fallen enemy to continue the fight, or to gain basic information from foes that die in combat before you can get any answers from them.</strong></p><p><strong><strong>Destructive Harmonics</strong> (Destrachan): The material version of this is particularly interesting for various uses (blast down a door, destroy weapons, or create a hole in the ground where an enemy is standing).</strong></p><p><strong><strong>Detect Thoughts</strong> (Doppelganger): Reconnaisance and information gathering.</strong></p><p><strong><strong>Dimension Door</strong> (Blink Dog): You can do this as a free action and act afterwards, which offers superb mobility in combat. Move and manifest as you please, and get out of any bind. Also offers blink (though there are better defensive options) and the track feat.</strong></p><p><strong><strong>Enslave</strong> (Aboleth): The aboleth comes with a (Su) dominate person effect up to three times per transfer. While useful, dominating someone as a huge, fishlike amphibian has its social issues.</strong></p><p><strong><strong>Ethereal Jaunt</strong> (Phase Spider): This should probably be treated as a use activated ability for play balance. Still very useful for defense and reconnaisance. </strong></p><p><strong><strong>Freedom of Movement</strong> (Spider Eater): Not the most useful form normally, but if you really need freedom of movement, you can get it here.</strong></p><p><strong><strong>Greater Invisibility </strong>(Pixie): This is very good defensive option. Small size, dex 18, flying 60’ (good), and complete stealth. Manifest powers and move about in three dimensions as you see fit, while avoiding most spells and physical attacks. Very good with ranged touch attacks.</strong></p><p><strong><strong>Jet</strong> (Pyrohydra, Cryohydra): Why bother with energy damage powers when you can do 8x3d6=24d6 supernatural (no SR/PR) fire or cold damage every 1d4 rounds up to three times per transfer? As if that wasn’t enough, you have a 10’ reach and can take 8 attacks of opportunity per round. Between jets, you can also attack with all 8 heads, even if you move or charge. A good form for aquatic combat to boot. </strong></p><p><strong><strong>Magic Circle Against Evil</strong> (Lammasu): Useful when you need to hedge out evil outsiders or stop mental control.</strong></p><p><strong><strong>Quickness</strong> (Choker): It’s probably best to treat quickness as a use activated ability for play balance. You can manifest an extra power every round which is fantastic, though the form is quite fragile in itself.</strong></p><p><strong><strong>Silent Image</strong> (Cloaker): This goes a long way with a little imagination, and makes up for the lack of illusions in psionics. Yet another reason to morph into a cloaker!</strong></p><p><strong></strong></p><p><strong><strong>Melee Damage:</strong> We have powerful fighting forms for all environments.</strong></p><p><strong><strong>Direct Damage:</strong> Hydra jet for 24d6 fire or cold damage should be enough. </strong></p><p><strong><strong>Battlefield control:</strong> Few abilities are relevant here, unfortunately.</strong></p><p><strong><strong>Save or Die:</strong> We have (Su) dominate person and infinite (Ex) hold monster. Sufficient.</strong></p><p><strong><strong>Information Gathering:</strong> Excellent reconnaisance forms (cloaker, pixie and phase spider - or simply morph into an object such as a coin), body thief, detect thoughts, dominate etc. </strong></p><p><strong><strong>Transportation:</strong> A much improved dimension door effect (blink dog), but self only.</strong></p><p><strong><strong>Healing:</strong> Unfortunately, no (Su) healing is available to humans in core. If you play an outsider or have access to other monsters, it's a different story.</strong></p><p><strong><strong>Buffing:</strong></strong></p><p><strong><a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> is a prime example of a buff, but also self only.</strong></p><p><strong><strong>NPC interaction:</strong> Even though you have powers like detect thoughts and dominate, they are inconvenient to use in a non-offensive environment (since you need to turn into a doppelganger or aboleth!). Using <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> to assume a disguise can be very useful though. But to be honest, this area also needs work.</strong></p><p><strong></strong></p><p><strong>So it seems we have yet to cover battlefield control and healing, and should also consider improving buffing, transportation and NPC interactions some more. We also want an alternative offensive strategy for when <strong>metamorphosis</strong> will not work very well. Overall, we’re looking for powers that work well with our primary <strong>metamorphosis concept</strong>.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Alternative Offensive Strategy</span></strong></strong></p><p><strong>Undead are perhaps the biggest threat to a <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> strategy. You may want to avoid melee combat due to nasty drain or other close range effects, and your hold monster and dominate options will not work here. Against spell casters, you may also prefer a defensive form such as an invisible pixie, and must be able to produce a relevant threat in that position. Astral Construct answers both these needs as it is immune to most problem undead attacks, and is an expendable threat that can be produced on demand. This also settles our fourth feat pick to <strong>Boost Construct</strong>.</strong></p><p><strong></strong></p><p><strong>Yet another back-up alternative is <strong>Crystal Shard</strong>. Wonderful with the Pixie form and bypasses antimagic field even when the target is immune to your (Ex) hold monster. With <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a>, <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer" target="_blank"><strong>Metamorphic Transfer</strong></a>, <strong>astral construct</strong> and <strong>crystal shard</strong>, you have an offensive repertoire that will last and be fully sufficient up to the epic levels.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Battlefield Control</span></strong></strong></p><p><strong>We have two excellent options here: <strong>Entangling Ectoplasm</strong> and <strong>Time Hop</strong>. For only 1 pp, you have a guaranteed 5 round entangle as a ranged touch attack (great with your high dex forms!) that will stop a charger, lower ac and attacks, and force casters to make concentration checks. For a 5 pp <strong>time hop</strong>, you can displace a friend, foe or object up to 8 rounds - much like a low level maze spell. Also has many utility uses (getting past obstacles without a trace, setting up ambushes etc).</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Healing</span></strong></strong></p><p><strong>As mentioned previously <strong>Vigor</strong> and <strong>Empathic Transfer</strong> is one of the most efficient means of healing in the mid levels. <strong>Vigor</strong> is also a very good power in itself, though you may not want to use it too liberally. With all the defensive options available to you, it is unlikely that you will suffer much damage yourself. Check with your DM if he or she would allow you to heal yourself with this combo too, or simply rely on the cleric or potions for that. <strong>Body Adjustment</strong> is hardly worth picking up, but you’ll get an excellent healing power in <strong>True Metabolism</strong> later on. </strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>Buffing</strong></span></strong></p><p><strong><strong>Vigor</strong> has already been mentioned, but it’s important to understand why it’s suboptimal to use a buff like <strong>Vigor</strong> liberally with a <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> concept. <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> already takes a standard action, and considering the immense versatility available to you, that should really be enough to handle most problems. If you fear a large amount of direct damage headed towards you, morph to an invisible pixie and move away – or use an immediate action response (see below). You don’t want to waste more actions on defense when you could be doing something useful to help your party instead. <strong>Vigor</strong> is really mostly for healing allies, or buffing up for the BBEG if you have time to prepare.</strong></p><p><strong></strong></p><p><strong>Primarily, we’re looking for buffs that do not interfere with the <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> concept and buffs that do something useful for the entire party. <strong>Inertial Armor</strong> can be cast ahead of time since it lasts so long, and has great synergy with your various morphs since most of them couldn’t otherwise wear armor. To make use of our immediate actions, let’s pick up <strong>Mental Barrier</strong> and <strong>Intellect Fortress</strong> as powerful defenses against physical and magical attacks. Both can be augmented to last longer and intellect fortress protects your entire party! While on the topic of buffs, let’s also add <strong>Dispel Psionics</strong> in this category. Removing debuffs can be viewed as buffing even though you’re merely bringing the target back to his original effectiveness. It has many other uses too of course, such as stripping caster defenses. Speaking of which, <strong>Touchsight</strong> is also a very important buff to offset invisibility, concealment, blindness, darkness etc. This gives us a powerful buff package that can help ourselves as well as our allies.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>Transportation</strong></span></strong></p><p><strong>At the present level, there’s only one power worth the bother: <strong>Dimension Swap.</strong> The kind of tricks you can pull with this considering your other abilities are truly amazing though. Let’s say the party is scattered and many are in great need of healing. Rather than simply walking up to each one and healing them (which would take too long), you engage in a round-robin heal fest! Assume the form of a choker and transfer quickness, manifest a big <strong>vigor</strong> and move to the nearest ally. On your next turn, you heal him with <strong>empathic transfer</strong> and swap him for the most seriously wounded party member, which you heal and swap on your next turn!</strong></p><p><strong></strong></p><p><strong>The synergy with <strong>astral construct</strong> is also wonderful. If some fool tries to grapple you, they may soon find that they are grappling with an astral construct instead. Get the party fighter out of melee with some nasty undead energy draining monster and replace him with an immune astral construct. Or use it with <strong>metamorphosis</strong> and replace a more frail party member with yourself in a combat form. In fact, you can go completely defensive and accomplish a lot behind the scenes with this and your other powers: Go invisible pixie and get to a good vantage point. Start bringing the enemy down to size for your melee characters with entangling ectoplasm and summon an astral construct mid combat. Maneuver allies into favorable positions with <strong>dimension swap</strong> for the win!</strong></p><p><strong></strong></p><p><strong>There are also utility uses. Say a specific party member needs to get to a hard to reach location (for instance, the mechanism to disarm a trap may be placed on a narrow ledge 20 feet up, and the walls are too smoothe for the rogue to climb). Then you assume the form of a blink dog, dimension door up there and swap positions with the rogue. A very versatile power that will last your entire career, very much worth the 400 xp investment to acquire (if you’re not a Nomad).</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">NPC Interactions</span></strong></strong></p><p><strong>Our first pick here is <strong>Tongues</strong> to enhance our <strong>metamorphosis </strong>disguise concept. You can now assume any form and speak any language, which makes you a master of impromptu impersonation. For our last slot, we’ll pick <strong>Attraction</strong>, which served you well in the low levels. It augments and affects everything that’s not immune to [mind-affecting], so it’s still very useful.</strong></p><p><strong></strong></p><p><strong>There it is. Six level 1 powers, two level 2 powers, four level 3 powers and two level 4 powers. You’ve covered all your bases very well, and have built in pp economy in your powers and feats. Assuming an <strong>Egoist</strong>, it will cost you 950 xp to acquire these powers at level 7 (including manifesting psychic reformation down to level 1). It will take 3 weeks of secluded research all in all, during which time other party members could tend to their personal matters (perhaps there are also other casters in the party that also want to do some research, craft items etc.). The xp and time can be spread out over levels 4-6 however, to fit the needs of the campaign.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Feats</span></strong></strong></p><p><strong>You have already picked four out of six feats to make the most of your powers. Our fifth pick will be <strong>Psicrystal Affinity</strong>. At this point, you don’t really need the bonus to concentration anymore, so pick the nimble personality trait for a very useful <strong><span style="color: Red">+2 initiative</span></strong> improvement. Besides the various uses of a psicrystal at your ML, the share powers ability is incredible with <strong>metamorphosis</strong> and your other buffs. Consider an Annis Hag psicrystal wrapped in you as a Cloaker. You’re also both buffed with Inertial Armor and can use <strong>Mental Barrier</strong> against challenging opponents. <strong><em>You Hold Monster anything nearby</em></strong><span style="color: green">???????</span> and the hag tears it to pieces. You can heal or do various combat tricks meanwhile, and get AoO in a 10’ threat range. You could also use your psicrystal as a flying mount, or to create an additional individual for a disguise (playing the part of your butler or fiancé, for instance).</strong></p><p><strong></strong></p><p><strong>Finally, <strong>Psionic Body</strong> is really too good to pass up when you have 5 psionic feats already. Twelve extra hp at level 7? Sure! That’s 6 extra hp for your psicrystal too. </strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Summary of Level 7</span></strong></strong></p><p><strong>Here are the feats and powers compiled, along with skill advice and 19000 gp worth of suitable equipment.</strong></p><p><strong></strong></p><p><strong><strong>Feats:</strong> Metamorphic transfer, boost construct, ability focus (stupor), overchannel, psicrystal affinity (nimble), psionic body.</strong></p><p><strong></strong></p><p><strong><strong>Powers:</strong> Astral construct, attraction, crystal shard, entangling ectoplasm, vigor, inertial armor, tongues, dimension swap, empathic transfer, time hop, dispel psionics, touchsight, mental barrier, <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a>, intellect fortress.</strong></p><p><strong></strong></p><p><strong><strong>Skills:</strong> You can change these with Psychic Reformation too, so drop skills that were useful at lower levels (craft skills, healing etc.) for something more useful. Knowledge skills can be very important depending on house rules for shape changing abilities like <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> (check with your DM). Maxing Psicraft is a good idea, since you’ll be picking up Burrowing Power later on and need it for the epic levels. If you still have points to spend, put them in Listen and Spot.</strong></p><p><strong></strong></p><p><strong>LEVEL 8-20</strong></p><p><strong>The mid-high levels reinforce the strong foundation from the level 7 build. You gain access to a few more useful <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> forms as your manifester rises, and add new tricks to your psionic repertoire as you acquire more advanced powers. </strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px">New <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis" target="_blank"><strong>Metamorphosis</strong></a> Forms</span></strong></p><p><strong>·<strong> Roper</strong>: A new fantastic form, especially for your psicrystal, this 10 hd darling becomes available at level 8 with overchannel. Six ranged touch attacks (50’ range) per round that deal 2d8 strength damage each on a failed fort save (DC 18), and a +14 natural armor bonus. </strong></p><p><strong>· <strong>Behir:</strong> This form is good for straight combat against opponents immune to paralysis (Cloaker) or ability damage (Roper). 26 str, constrict, improved grab, rake and swallow whole! It slices, it dices...</strong></p><p><strong>· <strong>Will-o’-wisp:</strong> Remember this form for the future with Greater Metamorphosis and Fusion. Using only <strong>Fusion</strong> (and normal Metamorphosis), this can slap a +9 dex and +9 deflection bonus on any other (preferably low dex) form. With <strong>Greater Metamorphosis</strong>, you also get spell immunity and (Ex) invisibility here. </strong></p><p><strong>· <strong>Dragon Turtle:</strong> This form is available at level 10 and allows you to capsize ships. +17 natural armor bonus!</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Power and Feat Progression</span></strong></strong></p><p><strong></strong></p><p><strong>Level 8: You can now emulate ML 10 with overchannel, and get access to the roper, behir and will-o’-wisp forms. <strong>Wall of Ectoplasm</strong> adds a useful ability to your repertoire here, and can trap a foe in a hemisphere for quite some time, or divide the battlefield in more managable portions. <strong>Psionic Divination</strong> also brings something new and useful to the table. Having the DM give you clues on how to best proceed is a sure way to increase your success. Use it liberally.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 9:</span></strong> At this level you get <strong>Psionic Revivify</strong>, which is perhaps the best revive effect in the game, and <strong>Plane Shift</strong> to round out your transportation portfolio.<strong> Revivify</strong> also has nice synergy with Time Hop, as you can hop a fallen ally forward in time, clean up the mess, and revive him when he hops back – for no extra xp cost. Plane shifting also offers emergency healing for the entire party if you pay a visit to the positive energy plane. For your feat, take <strong>Extend Power</strong> here (see level 10).</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 10:</span></strong> Level 10 means ML12 with Overchannel, which in turn means full day duration for your 1 hour/level powers! For your bonus feat here, take <strong>Psionic Meditation</strong>, since <strong>Extend Power</strong> also has a combat use in <strong>Entangling Ectoplasm</strong>. You will also gather quite a few metapsionic powers in the levels to come, so it will come in handy. At this level you pick up <strong>Power Resistance</strong>, which is a decent catch all defense power before you get better options at higher levels. There are few good level 5 powers to take at this point (<strong>Adapt Body</strong> has uses if you plane travel extensively), so it’s recommended that you take <strong>Energy Wall</strong> in your last slot. <strong>Energy Wall</strong> has many utility uses, and protects your <strong>Wall of Ectoplasm</strong> from damage too. Its usefulness will continue to grow as you progress in levels.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 11:</span></strong> You only get one power at this level, but what a power it is: <strong>Temporal Acceleration</strong>. It changes everything. <strong>Overchannel</strong> and extend it so it lasts 2 rounds immediately when you get it, and handle all your buffing in a swift action! You can now use multiple buffs and go nova if the situation so requires. Choker quickness is a boon here, especially when you can increase the duration further. This also applies to Fission. </strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 12:</span></strong> Yet another multi-purpose power lies in <strong>Psionic Disintegrate</strong>, especially when combined with <strong>Split Psionic Ray</strong> (your feat at this level). <strong>Disintegrate </strong>is good for offense, for battlefield control (walls, ceilings, floors), and as an answer to specific effects (such as Wall of Force). Split Ray also enables you to deal 24d6 damage (no save) with an overchanneled crystal shard at this level. For your final level 6 power, take <strong>Psionic Contingency.</strong> This is a very cheap life insurance, and can store <strong>Temporal Acceleration</strong>, <strong>Plane Shift </strong>or <strong>Psionic Revivify</strong>, for instance. See the epic build below for more inspiration.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 13:</span></strong> Here you simply get a new all day buff: <strong>Personal Mindblank</strong>. It would be a shame if you were dominated, since you’re so powerful. Use <strong>Dispel Psionics</strong> if someone else would suffer this fate, and don’t waste a level 8 slot on psionic mindblank.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 14:</span></strong> Now you can make even more out of your <strong>energy walls</strong> with a split <strong>Energy Conversion</strong>, which is perhaps the most efficient damage dealer in the XPH. Even interpreted as strictly as possible, the pp-for-damage ratio of energy conversion charged with energy wall is unmatched, and you get elemental protection to boot. There’s nothing in the rules that prevent you from charging ahead of time, but you can also set the combo up in the comfort of a <strong>temporal acceleration</strong>. This level also offers <strong>Fission</strong>, which is the key to go nova like you have never gone nova before. Manifest <strong>temporal acceleration</strong>, and metamorph to a choker transferring quickness. For the extra action, manifest fission, and have your fissioned self turn into a choker too, transferring quickness, and using the extra action to do something useful (such as buffing with <strong>vigor</strong> to prevent <strong>overchannel</strong> damage). You now have 4 actions each round the TA lasts to play with. </strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Level 15:</span></strong> Finally, you get <strong>Greater Teleport </strong>and can travel to any place that’s been described to you, and the entire party can come along for the ride. As you now have, access to level 8 spells, invest in your first power granted through <strong>Psychic Chirurgery: Telekinetic Sphere</strong>. This is a catch-all defense for the entire party (see the epic section), and you can amazingly continue to be effective within it by taking <strong>Burrowing Power</strong> as one of your two feats here (Fusion and Choker quickness makes the kill even quicker). For you other feat, take Psicrystal Containment, in case you want to add more metapsionics to your burrowing powers. It also allows extended, split Energy Conversion for even more pp economy, letting you blast for a very long time.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Levels 16-20:</span></strong> You have all the power and versatility you need, so use these levels to prepare for the epic levels. Read through the epic section and adopt the strategies that best suit the needs of your campaign. You’ll probably want to use <strong>Psychic Reformation</strong> once you reach epic anyway, or you can split it up and do part of the reformation now and the rest later. Powers that you’ll probably want to pick up here include <strong>Fusion</strong>, <strong>Bend Reality</strong>, <strong>Assimilate </strong>(+4 unnamed bonus to all ability scores!) and <strong>Greater Metamorphosis</strong>. The possibilities with <strong>Greater Metamorphosis</strong> (and as a result, Fusion) are too vast for this guide, but do visit this thread for a full review of its use. (<a href="http://boards1.wizards.com/showthread.php?t=226959" target="_blank">Complete List of Supernatural Abilities:</a>)</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong>2) <span style="font-size: 15px"><strong>Psion 19/ Elocator 1</strong></span></strong></p><p><strong>3) <span style="font-size: 15px"><strong>Psion 10/ Anarchic Initiate 10</strong></span> ...full manifesting</strong></p><p><strong>4) <span style="font-size: 15px"><strong>Psion 9/ Anarchic Initiate 10/Elocator 1</strong></span></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Excellent use of an Item of legacy...the build is also very nice without it</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>7: Multiclassing</strong></span></strong></p><p><strong><img src="http://www.wizards.com/dnd/images/xph_gallery/80451.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong>1)effect of multiClassing</strong></p><p><strong>2)base class suitabilty for Multiclassing and PrC choices</strong></p><p><strong>3)Templates</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>Base Classes:</strong></span></strong></p><p><strong></strong></p><p><strong>Barbarian </strong></p><p><strong>Bard </strong></p><p><strong>Cleric </strong></p><p><strong>Druid </strong></p><p><strong>Favored Soul</strong></p><p><strong>Fighter</strong></p><p><strong>Healer</strong></p><p><strong>Marshal </strong></p><p><strong>Monk </strong></p><p><strong>Ninja</strong></p><p><strong>Paladin </strong></p><p><strong>Psychic Rogue</strong></p><p><strong>Psychic Warrior</strong></p><p><strong>Ranger </strong></p><p><strong>Rogue </strong></p><p><strong>Shugenka</strong></p><p><strong>Spirit Shaman</strong></p><p><strong>Spellthief</strong></p><p><strong>Sorcerer</strong></p><p><strong>Soulknife</strong></p><p><strong>Samuarii </strong></p><p><strong>Swashbuckler</strong></p><p><strong>Wizard </strong></p><p><strong>Warlock</strong></p><p><strong>Warmage</strong></p><p><strong>Wilder </strong></p><p><strong>Wujen</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>Prestige Classes:</strong></span></strong></p><p><strong></strong></p><p><strong>Cerebremancer</strong></p><p><strong>Elocater</strong></p><p><strong>Psionic Fist</strong></p><p><strong>Slayer</strong></p><p><strong>Metamind</strong></p><p><strong>Psion Uncarnate</strong></p><p><strong>Pyrokineticist</strong></p><p><strong>Thrallherd</strong></p><p><strong>War Mind </strong></p><p><strong></strong></p><p><strong><strong>Shadow Mind</strong>(CAdv)3/4 BAB,d6 HD,7/10 Manifesting,Good Will and Ref,Poor Fort saves</strong></p><p><strong><strong>Cognition Thief</strong>(PGtF)</strong></p><p><strong><strong>Iron Mind</strong>(RoS)3/4 BAB,d10 HD,8/10 Manifesting, Good Will/Poor Ref,Fort saves,Skills 2+ Int lvl</strong></p><p><strong><strong>Quori Nightmare</strong>(RoE)</strong></p><p><strong><strong>Quori Mindhunter</strong>(MoE)</strong></p><p><strong><strong>Sanctified Mind</strong>(LoM)</strong></p><p><strong></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625b" target="_blank"><strong>Constructor</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625d" target="_blank"><strong>Crystal Master</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040827c" target="_blank"><strong>Meditant</strong></a></strong></p><p><strong>.......a nice thread <a href="https://www.enworld.org/index.php?threads/483856/" target="_blank">Meditant. Anyone look at this? </a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040827d" target="_blank"><strong>Psychic Weapon Master</strong></a></strong></p><p><strong>This PrC is one way I am aware of to gain more than 2 Foci at a time.....the Bonded Weapon can also hold a Psionic Focus thus you can have 3 Psionic foci at one time(neat trick).</strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625c" target="_blank"><strong>Sangehirn</strong></a></strong></p><p><strong>....a nice thread <a href="https://www.enworld.org/index.php?threads/538526/" target="_blank"><strong>Good Sangehirn Build?</strong> </a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040925a" target="_blank"><strong>The Body Leech</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040723d" target="_blank"><strong>The Psychic Assassin</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20060217a" target="_blank"><strong>Soul Manifester</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20051125a" target="_blank"><strong>Subverted Psion</strong></a></strong></p><p><strong></strong></p><p><strong><strong>Legacy Champion</strong>......(Weapons of Legacy)3/4 BAB,d8 HD, Good Will, Poor Fort and Ref saves,4 + Int Skills per lvl....interesting abilities</strong></p><p><strong></strong></p><p><strong>An interesting note....this is an incredible PrC...at each levels (except 1st and 7th) it gives an effective level of any class of your choice that you previously had with ALL the abilities and specials that it had. Thus it can give you effective levels of psion or PrC.</strong></p><p><strong></strong></p><p><strong>The things that are not included:</strong></p><p><strong><strong>HD</strong>....you get the d8 that it provides</strong></p><p><strong><strong>Attack progression</strong>.....you get the 3/4 BAB</strong></p><p><strong><strong>Skill points</strong>.....you get 4+ int bonus, but the class skills are:</strong></p><p><strong>Concentration,Decipher Script,Gather Info,Knowledge(History),UMD, and <strong>/b] Existing skills from any class you already have!!!</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong><span style="font-size: 12px">Mind Mage</span></strong> from the dragon magazine:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Show</strong></strong></strong></p><p><strong><strong>[sblock]</strong></strong></p><p><strong><strong><span style="font-size: 18px"><strong>Mind Mage</strong></span></strong></strong></p><p><strong><strong><strong>Mind Mage</strong> Requirements</strong></strong></p><p><strong><strong><strong>Feats</strong>: Any two psi-spell feats</strong></strong></p><p><strong><strong><strong>Spells</strong>: Ability to cast 3rd level or higher arcane</strong></strong></p><p><strong><strong>spells.</strong></strong></p><p><strong><strong><strong>Powers</strong>: Ability to manifest 2nd level or higher</strong></strong></p><p><strong><strong>powers.</strong></strong></p><p><strong><strong><strong>Special</strong>: Must have received training in the art of</strong></strong></p><p><strong><strong>mind magic, or acquired comprehensive texts from which</strong></strong></p><p><strong><strong>to learn its secrets.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Mind Mage Class Information</strong></strong></p><p><strong><strong><strong>HD</strong>: d4</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Skills:</strong> 2 + Int modifier per level; Autohypnosis,</strong></strong></p><p><strong><strong>Concentration, Craft, Knowledge (all, taken</strong></strong></p><p><strong><strong>individually), Psicraft, Spellcraft, Any two skills</strong></strong></p><p><strong><strong>not noted above from the class skill list for a</strong></strong></p><p><strong><strong>psionic class in which he has taken levels.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>PSI-SPELL FEATS - REQ</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>All of these in some way enhance the performance of</strong></strong></p><p><strong><strong>energy spells. Twin Wells Same Source will enhance</strong></strong></p><p><strong><strong>the DCs (mostly double the Int modifier is</strong></strong></p><p><strong><strong>Psion/Wizard, for example).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Agitated Causticity - any two spells with the acid</strong></strong></p><p><strong><strong>descriptor, the matter agitation power.</strong></strong></p><p><strong><strong>Astral Fire - any two spells with fire descriptor, any</strong></strong></p><p><strong><strong>two powers with fire descriptor</strong></strong></p><p><strong><strong>Bioelectrical Surge - any two spells with electricity</strong></strong></p><p><strong><strong>descriptor, control body power</strong></strong></p><p><strong><strong>Bull Blast - Harden Energy</strong></strong></p><p><strong><strong>Concussive Blast - Harden Energy</strong></strong></p><p><strong><strong>Dual Plane Summons - any summon monster spell, astral</strong></strong></p><p><strong><strong>construct power</strong></strong></p><p><strong><strong>Energy Flare - Agitated Causticity, Astral Fire,</strong></strong></p><p><strong><strong>Bioelectrical Surge, or Solid Freeze</strong></strong></p><p><strong><strong>Harden Energy - ability to manifest any force power,</strong></strong></p><p><strong><strong>cast any spell with energy descriptor</strong></strong></p><p><strong><strong>Solid Freeze - any two spells with the cold</strong></strong></p><p><strong><strong>descriptor, the control flames power</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Saves</strong>: Will Good, Fort & Refl poor.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>BAB</strong>: As Wizard</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Arcane progression:</strong> 8/10 progression, missing at</strong></strong></p><p><strong><strong>2nd/4th levels.</strong></strong></p><p><strong><strong><strong>Manifester progression:</strong> 8/10 progression, missing at</strong></strong></p><p><strong><strong>1st/3rd levels.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Psionic Components</strong> (lvl 1): may substitute pps for V,</strong></strong></p><p><strong><strong>S, and 1gp or less M components. 2pp per spell level.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Compensation</strong> (lvl 2): May reduce cost of metamagic</strong></strong></p><p><strong><strong>feat; for each 3 pp spent, may offset spell level</strong></strong></p><p><strong><strong>increase by one. May reduce cost of metapsionic feat;</strong></strong></p><p><strong><strong>for every spell level spent, may reduce the additional</strong></strong></p><p><strong><strong>pp cost by 2pps. May not be used in conjunction with</strong></strong></p><p><strong><strong>psi-spell feats. May not reduce below normal cost of</strong></strong></p><p><strong><strong>spell or power.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Psionic Reinforcement</strong> (lvl 3): As long as MM has pp</strong></strong></p><p><strong><strong>reserve of 5 or greater, +1 on Spell DCs. At 9th</strong></strong></p><p><strong><strong>level this increases to +2 if the reserve is 10 pps or</strong></strong></p><p><strong><strong>higher.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Force Touch </strong> (lvl 4): May deliver any spell that</strong></strong></p><p><strong><strong>requires a touch attack with the following powers:</strong></strong></p><p><strong><strong>concussion, detonation, greater concussion, lesser</strong></strong></p><p><strong><strong>concussion, mass concussion, true concussion. The</strong></strong></p><p><strong><strong>force power has its normal effect in addition to</strong></strong></p><p><strong><strong>delivering the spell. The Force power will affect</strong></strong></p><p><strong><strong>only a single target, and must have line of sight. SR</strong></strong></p><p><strong><strong>applies individually to the power and the spell. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Twin Wells</strong> (lvl 5): 1/day, as a full round action that</strong></strong></p><p><strong><strong>provokes AoO, he may add his MM levels to either his</strong></strong></p><p><strong><strong>psionic or arcane class to determine spellcasting or</strong></strong></p><p><strong><strong>manifesting levels. This lasts for 24 hours. Does</strong></strong></p><p><strong><strong>not affect number of spells per day or power points.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Magical Reinforcement</strong> (lvl 6): 1/day per MM level he</strong></strong></p><p><strong><strong>may increase the effective level of one of his powers</strong></strong></p><p><strong><strong>by one level, as the Heighten Power feat, at no cost. </strong></strong></p><p><strong><strong>Choose to use this at the time the power is activated.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Focus of Disciline</strong> (lvl 7): May reduce to lower the</strong></strong></p><p><strong><strong>effective spell level by spending 8 power points per</strong></strong></p><p><strong><strong>level of reduction. May reduce pp cost of a power by</strong></strong></p><p><strong><strong>2 per level of spell spent. Arcane spellcasters who</strong></strong></p><p><strong><strong>prepare spells must make this decision when preparing</strong></strong></p><p><strong><strong>spells. The reduced level of the spell or power</strong></strong></p><p><strong><strong>affects the DC, identification for counterspelling,</strong></strong></p><p><strong><strong>and ease of dispelling, and acts in all ways as a</strong></strong></p><p><strong><strong>spell or power of the new, lower level.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Painful Premonition </strong> (lvl 8) The MM may chose to</strong></strong></p><p><strong><strong>augment a damaging spell or power a number of times</strong></strong></p><p><strong><strong>per day equal to the ability modifier that controls</strong></strong></p><p><strong><strong>his manifester class. The target must make a Will</strong></strong></p><p><strong><strong>save against a 6th level telepathic power. Success</strong></strong></p><p><strong><strong>negates all effects of the premonition. Failur impses</strong></strong></p><p><strong><strong>a -2 penalty on the target's saving throw (if any)</strong></strong></p><p><strong><strong>against the incoming effect and deals nonlethal damage</strong></strong></p><p><strong><strong>equal to the damage of the incoming spell or power. </strong></strong></p><p><strong><strong>If the target somehow reduces or escapes the incoming</strong></strong></p><p><strong><strong>effect, then an equivalent portion of the nonlethal</strong></strong></p><p><strong><strong>damage is averted. Mindless creatures, creatures</strong></strong></p><p><strong><strong>immune to mind-affecting effects, and thos with no</strong></strong></p><p><strong><strong>discernable anatomy are immune to painful premonition.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Twin Wells Same Source </strong> (lvl 10) This ability replaces</strong></strong></p><p><strong><strong>Twin Wells, but functions in a similar manner. </strong></strong></p><p><strong><strong>Instead, the MM may increase both his spellcasting</strong></strong></p><p><strong><strong>levels and manifester levels by an amount equal to</strong></strong></p><p><strong><strong>this MM levels. Further, when using any psi-spell</strong></strong></p><p><strong><strong>ability (ie. with psi-spell feats), he adds both the</strong></strong></p><p><strong><strong>key ability modifier for his psionic powers and arcane</strong></strong></p><p><strong><strong>spells togetehr for all effects based off the key</strong></strong></p><p><strong><strong>ability modifier (such as Save DC, etc.).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[/sblock]</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Originally posted by carnivore:</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><span style="font-size: 18px"><strong>8: Primary Manifester:85% and above(17th lvl+manifesting)</strong></span></strong></strong></p><p><strong><strong>builds with 17+ manifester levels, Must be able to manifest 9th level powers.....strengths and weaknesses</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><span style="font-size: 12px"><strong>Manifester Level 19</strong></span></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Usually builds with 19 manifester levels have a Single Dip into another class or PrC , full levels in a PrC that only lose 1 Manifester level, or have a Race or Template that has +1 Level Adjustment. There are other situations that also may arise, but those will be covered individually.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Here are some examples:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><span style="font-size: 12px"><strong>Manifester Level 18</strong></span></strong></strong></p><p><strong><strong>Usually builds with 18 manifester levels have Dips into another class or PrC , full levels in a PrC that only lose 2 Manifester levels, or have a Race or Template that has +2 Level Adjustment.There are other situations that also may arise, but those will be covered individually.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Nice build that shows the importance of Skills......another way to go might be to take Ranger first(for the Skill boost)....and take a feat that will help later, but that is Non-Psionic(Imp Initiative,Able Learner,Earth Sense(later taking Earth Power,etc..)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Other Builds:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><span style="font-size: 12px"><strong>Manifester Level 17</strong></span></strong></strong></p><p><strong><strong>Usually builds with 17 manifester levels have Dips into another class or PrC , full levels in a PrC that only lose 3 Manifester levels,or have a Race or Template that has +3 Level Adjustment,(or some combination of these).There are other situations that also may arise, but those will be covered individually.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Originally posted by carnivore:</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><span style="font-size: 18px"><strong>9: Secondary Manifester:65% and above(13th-16th lvl manifesting)</strong></span></strong></strong></p><p><strong><strong>builds with 13-16 manifester levels.....strengths and weaknesses</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong></strong></p><p><strong>under construction</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>10: Psi-Gish:45% and above(9th lvl and up)</strong></span></strong></p><p><strong>builds with 9+ manifester levels.....strengths and weaknesses</strong></p><p><strong></strong></p><p><strong>If you do not know what a Gish type build is...try looking at these links:</strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=593654" target="_blank"><strong>Optimization Series: Psi-Gish Tank </strong></a>.....by Tleilaxu_Ghola .....a very useful thread</strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=307309" target="_blank"><strong>Character Build Spotlight: Gish</strong></a>.....by shadow mage ......a very well made look into Gish builds.</strong></p><p><strong></strong></p><p><strong>Generally these will focus on Combat, stressing keeping the BAB at +16 or better. Thus even without Power points, they make reliable Combatants with Melee or ranged weapons.</strong></p><p><strong></strong></p><p><strong>These types of builds can generally be built around a theme orfocus(exa:Melee(attack and damage),Melee(battlefield control),ranged,stealth,etc....).</strong></p><p><strong></strong></p><p><strong>Generally you will try to get to a Full BAB PrC as soon as Possible.....but 3/4 BAB also works.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Excellent starting location, very simple, only one required Feat(Track) and can be played by any 0 LA race.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Good use of a second Full BAB PrC that has 4/5 Manifesting.....Good example of a Tactical Manifester and Battlefield control (charging and PA focus).</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>excellent Battlefield control Psi-Gish.... <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong></strong></p><p><strong>heres an excellent job by Tleilaxu_Ghola </strong></p><p><strong></strong></p><p><strong><strong>Ranger 1/ Fighter 1/ Psion 4/ Anarchic Initiate 4/ Slayer 10</strong></strong></p><p><strong></strong></p><p><strong>Look <a href="http://boards1.wizards.com/showthread.php?t=635764" target="_blank">here</a> for the complete thread on it!</strong></p><p><strong></strong></p><p><strong>heres some more ideas:</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Psi/arcane Gish</span> By tacoronte</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Duskblade 5/Egoist 1/Slayer 9/Cerebremancer 5</strong></strong></p><p><strong><strong>16 BAB</strong></strong></p><p><strong>ML 14: 7th level powers, 27 powers, 170pp (+ Int bonus)</strong></p><p><strong>CL 10: 2nd level spells, spell slots: 6/6/5 , 13 spells known (+ Int bonus)</strong></p><p><strong>Key Abilities: Weapon-channeled touch spells, Immune to mind effects, Melee hits lower Power Resistance, No ASF in medium armor. </strong></p><p><strong>Detailed build:[sblock]Race: Any<br />HitPoints: 14d8+6d4 (78 avg)<br />Base Saves: F:8 R:5 W:16 <br /><br />Levels Class Feats Class Abilities<br />1-5 Duskblade 1-5 2 open No ASF in Medium Armor, SLAs, Quicken 1/day<br /> CombatCasting* Arcane Chanelling (touch spells thru weapon) <br />6 Egoist 1 Track, 1 open <br />7-8 Slayer 1-2 FavEnemy+2,Enemy Sense,Brain Nausea<br />9 Cerebremancer 1 open<br />10-20 Slayer 3-9 2 open FavEnemy+6, Cerebral Blind, Breach Power resistance<br /> &Cereb. 2-5<br /><br />From 10 on, you can alternate Slayer & Cerebremancer levels</strong></p><p><strong>great use of <strong>Cerebremancer</strong> in a <strong>Gish</strong> build</strong></p><p><strong></strong></p><p><strong>Builds with <span style="font-size: 12px"><strong>Soulknife</strong>:</span></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">Psion/Pyrokineticist builds</span></strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>under construction</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>11: Equipment</strong></span></strong></p><p><strong>equipment selection...goals and recomendations</strong></p><p><strong></strong></p><p><strong>try to always fill all available body slots</strong></p><p><strong></strong></p><p><strong>many small cheap items can do more than a few big expensive ones.</strong></p><p><strong></strong></p><p><strong>combat is only a small part of the game(unless you are playing an Arena fight type game)...weapons and armor are not the most important things....</strong></p><p><strong></strong></p><p><strong><strong>Some Key Equipment</strong></strong></p><p><strong></strong></p><p><strong>Your powers are more important to you than your gear, but a few pieces of the right gear can make your career longer and happier:</strong></p><p><strong></strong></p><p><strong><strong>Melee Weapon:</strong> You're not much good in combat, but you never know when you'll need to resort to hand-to-hand combat. The club, quarterstaff, and the shortspear have the best damage potential of the few melee weapons available to you. Among the three, the shortspear is arguably the most flexible, because you can throw it a fair distance if you need to, ready it against a charge, or use it as a probe.</strong></p><p><strong></strong></p><p><strong><strong>Ranged Weapon:</strong> A light crossbow can prove as effective as a low-level attack power against some opponents. Use it when necessary to conserve your power points, such as when the opposition isn't threatening enough to merit power use. A heavy crossbow deals more damage with a single hit but has a slower rate of fire than a light crossbow. In many cases, you will find using a power to be more useful than taking multiple shots.</strong></p><p><strong></strong></p><p><strong><strong>Backup Powers:</strong> You never know when you'll run out of power points, and you never know when you'll need a particular power and need it very badly. It's hard to beat a cognizance crystal for keeping a few power points in reserve.</strong></p><p><strong></strong></p><p><strong>A dorje is useful for manifesting powers that you use often, such as energy ray, body adjustment, or detect hostile intent. Best of all, you can use a dorje to manifest any power on the psion class list or your discipline's list, even if you don't know the power.</strong></p><p><strong>from the SRD:</strong></p><p><strong></strong></p><p><strong><strong>Helm of telepathy</strong>.......... Substitute power for spell </strong></p><p><strong><strong>Pearl of power</strong>.............. Treat in all ways as a cognizance crystal with power point capacity appropriate to the equivalent power level </strong></p><p><strong><strong>Crystal ball</strong> .................Substitute power for spell </strong></p><p><strong><strong>Ioun stones</strong> ........</strong></p><p><strong></strong></p><p><strong><strong>Vibrant purple</strong>................... Stores three levels of psionic powers </strong></p><p><strong></strong></p><p><strong><strong>Pale lavender</strong> ...................Absorbs powers up to 4th level (burns out as normal) </strong></p><p><strong></strong></p><p><strong><strong>Rainbow</strong>....................... Provides 5 power points per day (regenerates) New item: Treat as a cognizance crystal in ioun stone form, except that it regenerates its stored power points each day; Price 16,000 gp</strong></p><p><strong></strong></p><p><strong><strong>Dull gray</strong>..................... Provides 1 power point to a psionic character, then disintegrates. Dull gray stones are useless for magic but still harbor just enough resonance that a psionic character can eke out 1 power point before the stone is gone forever. </strong></p><p><strong></strong></p><p><strong>3000gp <strong>Skin of Ectoplasmic Armor</strong>(Complete Psionics)</strong></p><p><strong>...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty</strong></p><p><strong></strong></p><p><strong><strong>Stacked Psionatrix</strong></strong></p><p><strong></strong></p><p><strong>under construction</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>12: Powers</strong></span></strong></p><p><strong><img src="http://www.wizards.com/dnd/images/xph_gallery/80466.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=433081" target="_blank"><strong>Give Me Your Most Useful Power/Feat Combinations! </strong></a>.......nice resource</strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=468514" target="_blank"><strong>Metamorphosis-Your best killer forms! </strong></a>.......nice ideas </strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>Learning Powers</strong></span></strong></p><p><strong>A psion will eventually learn <strong>36 powers</strong> throughout his career. Many powers have such broad applicability that <strong>36</strong> slots is more than enough to handle most high level challenges. It's not necessary to be able to handle everything in the low levels however, but it is important to select powers based on problems that may come up at your specific level.</strong></p><p><strong></strong></p><p><strong>The easiest way to learn powers is simply to pick them as you level up. This applies to all powers on the psion/wilder list and your discipline list. You can also learn powers in the following ways:</strong></p><p><strong>•<strong>Expanded Knowledge:</strong> Taking this feat increases the number of powers you know, and let's you choose any power on any list, as long as it is one level lower than the highest level power you can manifest. Very useful at low levels when both power quality and quantity is an issue.</strong></p><p><strong>•<strong>Research:</strong> You can research any power and learn it instead of picking a power already available to you. The price you pay is one week of study per level of the power, and <strong>200 XP per </strong> of study. A good option for powers not on your list that are useful throughout the remainder of your adventuring career.</strong></p><p><strong>•<strong>Psychic Surgery:</strong> You can pay for having any power implanted in your mind for a substantial amount of gold, if your DM allows you to pay for psionic services. Another party member could also impart the knowledge, for an XP cost that may be split between you.</strong></p><p><strong>•<strong>Prestige Class:</strong> Some prestige classes automatically teaches your character powers, for example the <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicElocater.html" target="_blank"><strong>Elocater </strong></a>and <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/psionicThrallherd.html" target="_blank"><strong>Thrallherd</strong></a>.</strong></p><p><strong></strong></p><p><strong>The important thing to remember is that you can learn more or different powers than normal by spending feats, XP, gold or taking PrC levels. The builds in this guide make heavy use of the research option. If your DM or campaign makes this alternative unavailable to you, it is recommended that you play an <strong>Egoist</strong> to make the most of this guide, and that you use expanded knowledge to cover your bases (details are given below).</strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>Power Selection Skeleton:</strong></span></strong></p><p><strong>This is designed to assist in choosing powers for your Psion. The following is a collection of powers that all General Purpose Psions should have:</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong> level powers:</strong></span></strong></p><p><strong><strong>Vigor </strong> :....this can be helpful to most any psion, for the entire length of his career.</strong></p><p><strong></strong></p><p><strong>the next 2 powers are very useful....depending on how much combat you prefer to be involved in:</strong></p><p><strong></strong></p><p><strong>Pick One:</strong></p><p><strong><strong>Precognition(Offensive)</strong> or <strong>Precognition(Defensive)</strong></strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong><strong>Precognition(Offensive)</strong> :.......this is very good to have as it affects ALL of your attacks, and it stacks with most other attack bonus boosting sources. If you plan on attacking something...MAKE SURE you can HIT it!!!!</strong></p><p><strong></strong></p><p><strong><strong>Precognition(Defensive)</strong> :........this is very helpful as it affects AC and Saves at the same time......very nice for a defense oriented character.(personally i would rather live by the saying "the best defense is a good offense" and take Precog(off))</strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong><strong>Ego Whip:</strong></strong></p><p><strong><strong>Crystal Storm:</strong></strong></p><p><strong><strong>Share Pain:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Dispel Psionics</strong> :.....absolute must for ALL Psions</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Divination,Psi</strong>:</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Plane Shift</strong> : </strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Disintegrate,Psi </strong> :</strong></p><p><strong><strong>Temporal Acceleration</strong> :</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Energy Conversion</strong> :</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Teleport,Greater</strong> :</strong></p><p><strong><strong>True Metabolism</strong> :</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px"><strong>level powers:</strong></span></strong></p><p><strong></strong></p><p><strong><strong>Assimilate</strong> :</strong></p><p><strong></strong></p><p><strong>When choosing powers , remember to consider how you can contribute to the Party in the following aresa:</strong></p><p><strong></strong></p><p><strong>1: Melee Damage</strong></p><p><strong>2: Direct Damage</strong></p><p><strong>3: Battlefield control</strong></p><p><strong>4: Save or Die powers</strong></p><p><strong>5: Information Gathering</strong></p><p><strong>6: Transportation</strong></p><p><strong>7: Healing</strong></p><p><strong>8: Buffing</strong></p><p><strong>9: NPC interaction(FACE)</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>From Complete Psionics:</strong></p><p><strong></strong></p><p><strong><strong>Adrenaline Boost</strong> - PW 1- gives +2 insight bonus to Str & Dex for 1 round,augment: +3 PP = +1 bonus</strong></p><p><strong></strong></p><p><strong><strong>Analyze Dweomer,Psionic</strong> - Manic Mantle 6...as Analyze Dweomer</strong></p><p><strong></strong></p><p><strong><strong>Burrowing Bonds</strong> - Shaper 4 - nice.... med range, 1 rnd/ML, Ref negates,PR:No.....3d6 + 1d6/ rnd...nice augments</strong></p><p><strong></strong></p><p><strong><strong>Claws of darkness</strong> - Light and Darkness mantle 2 - nice...similar to Claws of the beast...but can grapple....very short duration</strong></p><p><strong></strong></p><p><strong><strong>Cranial Deluge</strong> - Psion 5 - very good....short range..Fort Negates.....save or take 18d6...and head can explode...augment: +2PP=+1 DC</strong></p><p><strong></strong></p><p><strong><strong>Crystal Storm</strong> - Psion 2- excellent direct damage power....short range...no save for slashing, Fort save negates Con damage......PR:No....does 2d4 slashing +1d4 Con damage(on failed Fort save)...great augments..1)+1PP=+1d4 slashing damage.....2)+2PP = +1 point Con Damage</strong></p><p><strong></strong></p><p><strong><strong>Damp Power</strong> - Psion 2- very nice especially at high levels even EPIC levels...reduces damage to a minimum</strong></p><p><strong></strong></p><p><strong><strong>Eidetic Lock</strong> -Psion 1 - .....nice non combat power....1 day/ML..augment: +4PP= Permanent memory..handy</strong></p><p><strong></strong></p><p><strong><strong>Empower Weapon</strong> - Psiwarrior 5- permanent until discharged, store ANY power = Manifester lvl -4 in any weapon(limit to 1 Empowered weapon at a time.</strong></p><p><strong></strong></p><p><strong><strong>Evade Attack</strong> - PW?....Excellent...Augment: allows you to evade completely 1 attack</strong></p><p><strong></strong></p><p><strong><strong>Eyes of the Basilisk</strong> - Psion 7 - 30' range.....1 rnd/ML..gaze attack...1 creature/rnd...save or turned to stone..PERMANENTLY</strong></p><p><strong></strong></p><p><strong><strong>Inconstant Location</strong> - Psion 6 - Duration 1 minute, great for tactical movement and frees up your move actions so you can refocus(Psi Meditation) and still move.....give you a swift action teleport</strong></p><p><strong></strong></p><p><strong><strong>Light Burst</strong> - Light & Darkness (Mantle) 8 - like sunburst...but augmentable(Knockdown Power :evillaugh )</strong></p><p><strong></strong></p><p><strong><strong>Mend Wounds</strong> - Life (mantle) 6 - heals 55 points of damage,touch or damage undead for same.....augments for extra damage healed or for <strong>20' radius effect</strong></strong></p><p><strong></strong></p><p><strong><strong>Perfect Riposte</strong> - PW 5 -......nice....1rnd/ML...gives you 1 AoO/rnd vs anyone attacking you and Missing</strong></p><p><strong></strong></p><p><strong><strong>Planar Embrace</strong> - Psion 8 - gain 1/2 Celestial template for a short time</strong></p><p><strong></strong></p><p><strong><strong>Psychometry</strong> - Psion 6 - great info gathering power...see the recent past</strong></p><p><strong></strong></p><p><strong><strong>Psychoportive Shelter</strong> - Psion 2 -like Rope trick......but augmentable to accomodate additional extra creatures of ANY SIZE</strong></p><p><strong></strong></p><p><strong><strong>See invisibility</strong> - Lurk 2 - great augment: for 2 pp each, you can share this power with an additional creature</strong></p><p><strong></strong></p><p><strong><strong>Spirit of War</strong> - Conflict (mantle) 8 - 40' radius....you and allies gain:</strong></p><p><strong>1: +4 competence to ATT and Damage</strong></p><p><strong>2:+10 insight to one saving throw(during the duration)</strong></p><p><strong>3: Auto confirm a single crit during duration</strong></p><p><strong></strong></p><p><strong><strong>Stygian Bolt</strong> - Psion 6 - 120' line.....1d4 Neg lvls.....augment for additional neg lvls.</strong></p><p><strong></strong></p><p><strong><strong>Touch of health</strong> - Life (mantle) 1 - cure 2 pt damage for 1 PP....augmentable...quick cures</strong></p><p><strong></strong></p><p><strong><strong>Zone of Alertness</strong> - Psion 2 - excellent for a Party....gives you an ALL allies in 10' rad...great bonuses.....almost like the axiomatic template</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>13: EPIC</strong></span></strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=606720" target="_blank">Heres</a> a Nice EPIC thread disscussion</strong></p><p><strong><img src="http://www.wizards.com/dnd/images/xph_gallery/44249.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong><strong><span style="font-size: 22px">GOING <em>EPIC</em></span></strong></strong></p><p><strong>There is some rules ambiguity concerning the Psion epic progression. The rules state that epic manifesters do not learn new powers automatically as they progress in levels, but the epic psion description lists 2 new powers per level. Unofficial epic errata corrects this so that psions do not learn any new powers in the epic levels, unless they take feats for that effect. It doesn’t really matter though, as 36 powers will prove more than sufficient, so for the purposes of this guide, we’ll assume that you have a total of 36 powers unless you take feats to increase this total. </strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Epic Problems </span></strong></strong></p><p><strong>Even if you’re just using core rules (<a href="http://www.systemreferencedocuments.org/35/sovelior_sage/home.html" target="_blank">SRD</a>), you now have access to any power on any list (through <strong>psychic reformation</strong> and <strong>epic expanded knowledge</strong>), which means that the potential for brokenness is very real. Add to that the making of epic psionic powers that is perhaps the most arbitrary collection of rules (more like guidelines really), and you will realise that there will be house rules. For example, consider the power <strong>True Mind Switch</strong>. If you find, say, a <strong>Hellwasp Swarm</strong> to switch with, you can make yourself immune to most forms of attacks permanently and non magically (meaning even <strong>Mage’s Disjunction</strong> won’t work, since there’s nothing to disjoin). Then add a <strong>Null Psionics Field</strong> and you are truly immune to all forms of attack (except alchemic acid splash damage, epic spells and powers, and instantaneous creation area effects like the <strong>Hail of Crystals</strong> power – not that it matters since swarms don’t die from damage). Add the <strong>Permanent Emanation epic</strong> feat and feats that improve your swarm melee damage, and you’re all set. You don’t even need to invest 10k xp for the TMS, since you can get it for only 60k gp on a power stone. It’s not like you’ll be using many other items anyway, since you’re a swarm. </strong></p><p><strong></strong></p><p><strong>But how do you think a DM would respond to you presenting this idea? While he could certainly make an epic psion with the Hail of Crystals power your archnemesis (the DM always has counter-measures), but how much fun would the game be for the rest of your gaming group? They’d be relaxing in your very own <a href="http://boards1.wizards.com/showthread.php?t=774939" target="_blank"><strong>demiplane</strong></a> and try to stay out of your way while you go pawn whatever needs pawning. Certainly, other epic characters are not defenseless either – the party wizard could transform the entire party to swarms if necessary, but what would Joe the epic fighter and Fred the epic barbarian think about that? Perhaps they had envisioned their epic levels in an entirely different manner.</strong></p><p><strong></strong></p><p><strong>Only you, your DM and your gaming group can answer these questions. For some, the TMS swarm with permanent NPF emanation will be hugely enjoyable, and for others it will spoil the game. The important thing is to realize the need for a dialogue to discuss these things.</strong></p><p><strong><img src="http://www.wizards.com/dnd/images/roe_gallery/88264.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></p><p><strong><strong><span style="font-size: 12px">Epic Tips and Strategies </span></strong></strong></p><p><strong>This section include advice on use of powers and how to handle general epic problems. The strategies are often powerful, but not unbalancingly so, as there is always some counter measure that the DM can exploit if he’d really want to, and no one strategy is effective against everything. The final section reduces the mentioned concepts to practice in a 21st level psion build.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Buffing:</span></strong> Whenever you even think of buffing in combat, do so in a <strong>Temporal Acceleration</strong>. For 21pp and a twice augmented, extended TA, you get 6 rounds of free time in the apparent time of one swift action. You can use the choker form with transferred quickness to take more actions than usual during these rounds. If necessary, your epic buffing needs should never, ever consume more than one swift action – the rest is for offense.</strong></p><p><strong></strong></p><p><strong><strong>Overchannel Damage</strong>: Whenever you feel like overchanelling something, manifest True Metabolism first. If you need to do this in combat, remember that True Metabolism is a buff, which means you manifest it within a TA (usually the first thing you do in there). You can heal substantial amounts of hp while metabolising in a TA.</strong></p><p><strong></strong></p><p><strong><strong>Choose Offense Wisely</strong>: Always use your most efficient means of attack. Save-or-dies won’t be very effective in epic, as saves scale faster than DC and unbeatable/infinite SR/PR is cheap with equipment and frequent on monsters. They are still useful for utility purposes though. The same goes for Astral Constructs, unless your DM house rules that you can create epic version of them for effective combat use. There are counter-measures to all your possible attack forms, thus you need varied ways to deal damage:</strong></p><p><strong></strong></p><p><strong><strong>Energy Conversion rays</strong>: The good - low pp consumtion, high damage, the best damage-to-pp ratio in the game. The bad - thwarted by energy immunity, PR/SR, antimagic field, or the epic deflection feats. </strong></p><p><strong><strong>Tornado Blast:</strong> The good – untyped area damage that doesn’t allow PR/SR, huge range and area. The bad – low damage-to-pp ratio assuming opponents save (they do), antimagic field, the damage cap matters after level 30 when you’ve exhausted metapsionic options.</strong></p><p><strong><strong>Crystal Shard:</strong> The good – extremely high damage potential with split psionic ray, [no, no] effect, bypasses antimagic field. The bad – epic deflection, globe of invulnerability, spell turning, DR if you’re using the CPsi errata.</strong></p><p><strong><strong>Swarm of Crystals:</strong> The good – can damage almost any epic foe, average damage potential for an area effect at epic levels. The bad – still thwarted by globe, DR if you’re using CPsi, very short range.</strong></p><p><strong><strong>Greater Metamorphosis:</strong> The good - a bag of tricks for the unexpected, and it opens up the possibility for melee damage if all else fails. The bad – not always an efficient means of offense, can’t be used in an antimagic field, costs xp.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Choose Defense Wisely:</span></strong> You have various powerful defenses, but each of them can be overthrown by different strategies.</strong></p><p><strong><strong>Wall of Ectoplasm + Energy Wall:</strong> The good – very cheap way to contain enemies or divide and conquer. The bad – easily thwarted by teleportation effects, disintegrate, energy immunity etc.</strong></p><p><strong><strong>Telekinetic Sphere:</strong> The good – saves you or the whole party from all attacks while retaining mobility and your ability to use powers with the <strong>Burrowing Power</strong> feat. The bad – can be brought down with a Disintegrate or a lucky/epic dispel.</strong></p><p><strong><strong>Skin of Proteus + Metamorphic Transfer</strong>: The good - permanent Greater Invisibility and flight through the Pixie form makes you untargetable an undetectable, doesn’t cost pp so always use this if you expect trouble. The bad – many epic foes can handle invisibility in some way.</strong></p><p><strong><strong>Greater Metamorphosis + Fusion:</strong> Share GM with your psicrystal and transform into an abberation (any will do) while your psicrystal becomes a Will-o’-Wisp. With your next action, manifest Fusion and fuse with the psicrystal. As a free action, change your own form to a Hellwasp Swarm. The good - you are now a “hellwisp swarm”, and immune to all physical attacks, any magic that allows SR/PR, and anything that targets unless it’s mind-affecting. The bad – you take 150% damage from area effects that are SR=no (such as dragon breath). <strong>Evade Burst</strong> (researched as a level 3 power) fixes this somewhat, but the defense is very costly as a whole, and will only save you while your other party members will have to fend for themselves. Usually, the TK Sphere defense is better.</strong></p><p><strong></strong></p><p><strong><strong>Optimizing Powers Known:</strong> You may have a mere <strong>36 power slots</strong>, but you have access to far more actual power effects than that, by making the most of specific powers, feats, items and rules mechanics:</strong></p><p><strong></strong></p><p><strong><strong>Bend Reality:</strong> For a reasonable XP cost, you have a fail safe that will get you any psion/wilder power up to level 6, or any other power up to level 4. Best used with powers that already have an XP cost, so that you don't pay extra (other than the pp increase) for using Bend Reality and/or powers that don't need pp augmentation.</strong></p><p><strong><strong>Manifesting an Unknown Power from Another's Powers Known:</strong> You can manifest powers you don't know from a power stone (this flushes the stone, according to CPsi errata and custserv) or another psionic character. This makes leadership a good non-epic feat investment, taking a Psion cohort. The Cohort should know powers that need not be manifested in a pinch, but are good to have, such as Contingency. See this thread and the below build for details. </strong></p><p><strong><strong>Your 36 slots:</strong> This should contain powers that are used often and that are needed immediately, often at full augmentation and/or use of your manifester level. Buffs that you use every day and offensive combat powers are good examples.</strong></p><p><strong><strong>Items:</strong> More situational powers (such as social powers) are good in psicrowns </strong></p><p><strong><strong>Psychic Reformation:</strong> Any power is available you using this and (if necessary) <strong>Expanded Knowledge or Epic Expanded Knowledge</strong>. Use it on a case-by-case basis to solve problems that can't be solved with what you already have. </strong></p><p><strong><strong>Incarnate:</strong> Several useful powers can be made permanent for a small (considering your level) xp cost. Dispel effects would risk this investment, but you have various ways to be untargetable (invisibility, swarm type etc) and you have contingency for Mage's Disjunction (see below).</strong></p><p><strong><strong>Epic Powers:</strong> If all else fails, you can spend time, xp and gold to research a custom solution to whatever problem is troubling you, subject to your DM’s approval (as everything really should be in the epic levels).</strong></p><p><strong></strong></p><p><strong><strong>How to Cheat Death:</strong> Not being able to die permanently is very useful in the epic levels. Not having your equipment destroyed in the process is also very useful. This can be accomplished through a synergistic use of the powers Genesis (make your own demiplane), Astral Seed (hide the seed to your rebirth there) and Contingeny with stored Plane Shift (travel there if you die or would be affected by Mage's Disjunction). The Leadership feat plays a part here too - see this thread for details.</strong></p><p><strong></strong></p><p><strong><strong>XP and Gold Management:</strong> Some things cost xp, others cost gold. Item creation feats lets you pay xp where you'd normally pay gold, and paying for services lets you pay gold where you'd normally pay xp. Since one xp can be "bought" for 5 gold in services, and 25 gold can be saved for 1 xp in item creation, the rule of thumb is to buy as many services you can, and create what you can yourself. Of course, item creation feats can be reformed out when adventuring.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Sample Epic Build</span></strong></strong></p><p><strong><strong>21st lvlEPIC build</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>Poster= <strong>Hovnar</strong></strong></p><p><strong><strong>Level 21 Human Egoist</strong></strong></p><p><strong></strong></p><p><strong>Powers Known (36+3)</strong></p><p><strong>1st level:</strong></p><p><strong>Defensive Precognition</strong></p><p><strong>Entangling Ectoplasm</strong></p><p><strong>Offensive Precognition</strong></p><p><strong><strong>Astral Construct</strong></strong></p><p><strong>Crystal Shard</strong></p><p><strong></strong></p><p><strong><strong>2nd level:</strong></strong></p><p><strong>Detect Hostile Intent</strong></p><p><strong>Empathic Transfer</strong></p><p><strong><strong>Dimension Swap</strong></strong></p><p><strong>Swarm of Crystals</strong></p><p><strong>Mass Missive</strong></p><p><strong></strong></p><p><strong>3rd level:</strong></p><p><strong><strong>Hustle</strong></strong></p><p><strong>Dispel Psionics</strong></p><p><strong>Energy Wall</strong></p><p><strong>Time Hop</strong></p><p><strong>Evade Burst</strong></p><p><strong></strong></p><p><strong>4th level:</strong></p><p><strong>Freedom of Movement</strong></p><p><strong>Wall of Ectoplasm</strong></p><p><strong>Psionic Divination</strong></p><p><strong>Correspond</strong></p><p><strong>Intellect Fortress</strong></p><p><strong></strong></p><p><strong>5th level:</strong></p><p><strong>Plane Shift</strong></p><p><strong>Psionic Revivify</strong></p><p><strong>True Seeing</strong></p><p><strong>Adapt Body</strong></p><p><strong>Major Creation</strong></p><p><strong></strong></p><p><strong>6th level:</strong></p><p><strong>Temporal Acceleration</strong></p><p><strong>Disintegrate</strong></p><p><strong>Retrieve</strong></p><p><strong></strong></p><p><strong>7th level:</strong></p><p><strong>Energy Conversion</strong></p><p><strong>Personal Mindblank</strong></p><p><strong>(Fate of One)</strong></p><p><strong></strong></p><p><strong>8th level:</strong></p><p><strong>Fusion</strong></p><p><strong>Bend Reality</strong></p><p><strong>Greater Teleport</strong></p><p><strong>(Telekinetic Sphere)</strong></p><p><strong>True Metabolism</strong></p><p><strong></strong></p><p><strong>9th level:</strong></p><p><strong>Greater Metamorphosis</strong></p><p><strong>Assimilate</strong></p><p><strong>(Tornado Blast)</strong></p><p><strong></strong></p><p><strong>(Powers in parenthesis are granted through <strong>Psychic Chirurgery</strong>, powers in bold are researched)</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Epic Powers Developed</span></strong></strong></p><p><strong><strong>Epic Inertial Armor:</strong></strong></p><p><strong>Spellcraft DC: 0</strong></p><p><strong>Casting Time: 10 minutes</strong></p><p><strong>Range: Personal</strong></p><p><strong>Target: You</strong></p><p><strong>Duration: 24 hours</strong></p><p><strong>To Develop: 4500 gp, 1 day, 180 xp; armor seed (DC 14), increased armor bonus [+16] (+32), change from target, touch or area to personal (-2), increased casting time [10 minutes] (-20), additional participants [one level 8 slot] (-15), 9d6 backlash damage (-9). </strong></p><p><strong></strong></p><p><strong>An invisible but tangible field of force surrounds the manifester, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic inertial armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic inertial armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. An additional manifester must contribute a level 8 power slot (15 pp) when this power is manifested. The manifester takes 9d6 backlash damage when manifesting this power.</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Feats (14)</span></strong></strong></p><p><strong>Epic Manifestation, Psionic Meditation, Psicrystal Affinity (Nimble, knows Greater Teleport, 15 pp), Psicrystal Containment, Burrowing Power, Extend Power, Split Psionic Ray, Twin Power, Quicken Power, Metamorphic Transfer, Overchannel, Leadership, Psionic Body, Improved Initiative. </strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Long Term Buffs (ML 24, overchanneled)</span></strong></strong></p><p><strong>Pixie with Greater Invisibility (Skin of Proteus + Metamorphic Transfer)</strong></p><p><strong>Epic Inertial Armor (Psicrystal contributes 15 pp, True Metabolism to regain backlash and overchannel damage, 15 pp)</strong></p><p><strong>Extended Detect Hostile Intent (8 hours duration, 5pp, always active, manifested 3 times per day)</strong></p><p><strong>Extended, Split Energy Conversion (universal energy resistance 30, 8 hours duration, 17pp + 4x Energy Wall to charge = 20pp, only manifested in potentially hostile environments)</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Common Offensive Options (ML 24)</span></strong></strong></p><p><strong>Split Energy Conversion Ray: 2x72 energy damage [no, yes] (no further pp cost)</strong></p><p><strong>Burrowing, Twinned Tornado Blast: 32d6 damage [R half, no] +16d6 damage (touch)</strong></p><p><strong>Split, Twinned Crystal Shard: 3x18d6 dmg (touch) [no, no] (189 dmg total on average)</strong></p><p><strong>Twinned Swarm of Crystals: 2x18d4 dmg [no, no] (90 dmg total on average)</strong></p><p><strong>Greater Metamorphosis (Balor) + Augmented Offensive Prescience: +31 attack bonus (+10 BAB, +13 Str, +8 insight).</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Equipment and Services</span></strong></strong></p><p><strong></strong></p><p><strong><strong>Services:</strong></strong></p><p><strong>Psychic Chirurgery (Fate of One, 36530 gp)</strong></p><p><strong>Psychic Chirurgery (Telekinetic Sphere, 41530 gp)</strong></p><p><strong>Psychic Chirurgery (Tornado Blast, 46530 gp)</strong></p><p><strong>Genesis (6530 gp)</strong></p><p><strong>Psychic Reformation (reform 21 levels, 5530 gp)</strong></p><p><strong>Permanency (Resistance, 2950 gp)</strong></p><p><strong>Continual Light (on gray ioun stone, 110 gp)</strong></p><p><strong></strong></p><p><strong><strong>Created Items:</strong> (cost = half price, see below for xp costs)</strong></p><p><strong>Skin of Proteus (42000 gp cost)</strong></p><p><strong>Torc of Power Preservation (18000 gp cost)</strong></p><p><strong>Developed Epic Inertial Armor (4500 gp)</strong></p><p><strong></strong></p><p><strong><strong>[Custom] Crystal Mask of Trap Finding </strong>(15400 gp cost): This mask allows the wearer to use the search skill to detect traps just as a rogue can. In addition, you gain a +10 competence bonus on Search checks while wearing the mask. </strong></p><p><strong></strong></p><p><strong>Moderate divination; ML 7; Craft Wondrous Item, Danger Sense, creator must have 10 ranks in Search; Price 30600 gp; </strong></p><p><strong>*Continous Spell Effect (Find Traps); level 2 spell, level 3 CL, 1 min/level duration; 2*3*2*2000 = 24000 gp</strong></p><p><strong>*+10 skill bonus = 10000 gp</strong></p><p><strong>*Item requires skill: 10% reduction</strong></p><p><strong></strong></p><p><strong><strong>[Custom] Psicrown of Social Finesse</strong> (4125 gp cost): This Psicrown has 400 power points. It resembles a Headband of Intellect and allows the use of the following powers:</strong></p><p><strong>Attraction </strong></p><p><strong>Conceal Thoughts </strong></p><p><strong>Empathy </strong></p><p><strong>Telempathic Projection</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 10px">Standard Items:</span></strong></strong></p><p><strong>Tome of Clear Thought +5 (137500 gp)</strong></p><p><strong>Manual of Bodily Health +4 (110000 gp)</strong></p><p><strong>Manual of Quickness of Action +4 (110000 gp)</strong></p><p><strong>Animated Large Darkwood Shield +5 (49000 gp)</strong></p><p><strong>Headband of Intellect +6 (36000 gp)</strong></p><p><strong>Gloves of Dexterity +6 (36000 gp)</strong></p><p><strong>Amulet of Health +6 (36000 gp)</strong></p><p><strong>Handy Haversack (2000 gp)</strong></p><p><strong>Boots of Speed (1200 gp)</strong></p><p><strong>Hand of the Mage (900 gp)</strong></p><p><strong>Gray Ioun Stone (25 gp, enchanted with Continual Light, see Services)</strong></p><p><strong></strong></p><p><strong><strong>TOTAL: about 745000 gp </strong></strong></p><p><strong>(A level 21 character should have about 975000 gp. While the above should cover most needs, there is a lot of room for additional items.)</strong></p><p><strong></strong></p><p><strong><strong>XP Expenditures</strong></strong></p><p><strong></strong></p><p><strong>(Does not account for any other expenditures at earlier levels) </strong></p><p><strong>Researched Powers: 1+2+3 = 6 power levels = 1200 XP</strong></p><p><strong>Epic Inertial Armor Development: 180 XP</strong></p><p><strong>Contingency: 15 XP</strong></p><p><strong></strong></p><p><strong><strong>Incarnated Powers:</strong></strong></p><p><strong>Danger Sense (fully augmented): 1500 XP</strong></p><p><strong>Detect Psionics: 500 XP</strong></p><p><strong>Elfsight: 1000 XP</strong></p><p><strong>Know Direction and Location: 500 XP</strong></p><p><strong>Psionic Tongues: 1000 XP</strong></p><p><strong></strong></p><p><strong><strong>Created Items:</strong></strong></p><p><strong>Skin of Proteus: 1680 XP</strong></p><p><strong>Torc of Power Preservation: 720 XP</strong></p><p><strong>Crystal Mask of Trap Finding: 616 XP </strong></p><p><strong>Psicrown of Social Finesse: 165 XP</strong></p><p><strong></strong></p><p><strong><strong>TOTAL XP: 9076 XP</strong></strong></p><p><strong></strong></p><p><strong><strong>Cohort</strong></strong></p><p><strong>Your Cohort (and followers) resides on your <a href="http://boards1.wizards.com/showthread.php?t=774939" target="_blank"><strong>demiplane</strong></a>. A suitable ECL 17 Cohort is Tiefling <strong>Wizard3/Egoist3/Cerebromancer10</strong>, with access to level 7 spells and powers, outsider forms etc. Plane Shift to your Cohort to Identify items, renew your Contingency (manifesting from another powers known), heal (outsider forms, empathic transfer, restoration, restore extremity), renew your pp (mental pinnacle + bestow power) etc. See this thread for more info on how to set up a secure extraplanar base of operations.[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>23rd level EPIC build</strong></strong></p><p><strong>[sblock]</strong></p><p><strong></strong></p><p><strong>Poster= <strong>carnivore</strong></strong></p><p><strong>Human</strong></p><p><strong></strong></p><p><strong><strong>Ranger 1/ Monk 1/ Psion 6/ Slayer 10/ Sanctified Mind 5</strong></strong></p><p><strong></strong></p><p><strong>Feats:</strong></p><p><strong></strong></p><p><strong><strong>Carmondine Monk</strong>.....<strong>Int to AC</strong></strong></p><p><strong>Track(bonus)</strong></p><p><strong>Imp Grapple(bonus)</strong></p><p><strong>Imp Unarmed(bonus)</strong></p><p><strong>Combat Reflexes</strong></p><p><strong>Overchannel(bonus Psion)</strong></p><p><strong>Talented(bonus Psion)</strong></p><p><strong>Extend Power</strong></p><p><strong>Metamorphic Transfer</strong></p><p><strong>Twin Power</strong></p><p><strong>Quicken Power</strong></p><p><strong><strong>Dark Hunter</strong>(or Darkstalker)(Lords of Madness)...makes creatures with special senses(Tremorsense,Blindsight,Scent,etc....) have to make Spot and Listen checks...to find you.</strong></p><p><strong></strong></p><p><strong>EPIC Feat:</strong></p><p><strong>pick one</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong><span style="font-size: 15px"><strong>also for feats</strong></span>notice this:</strong></p><p><strong></strong></p><p><strong>very important...but you already have it...it may be worth taking 2 times or even 3 later:</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>modify to be <strong>"Power Stowaway"</strong>......good vs Timestop or Temporal Acceleration</strong></p><p><strong></strong></p><p><strong>as was mentioned by Ichor Spellka:</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>modified to "EPIC Psionic Manifestation"....<span style="color: Red">this is what i would suggest</span></strong></p><p><strong></strong></p><p><strong>also modified to "AUTOMATIC QUICKEN <strong>POWER</strong>"...manifest any 1st,2nd,3rd lvl power without increasing cost</strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong>Skills:</strong></p><p><strong></strong></p><p><strong>274 skill points available..(assume 18 Int, and all level raises to Int, and +5 book at 16th level)</strong></p><p><strong></strong></p><p><strong>26 ranks Psicraft</strong></p><p><strong>26 ranks Knowledge(psionics)</strong></p><p><strong>26 ranks Spot</strong></p><p><strong>20 ranks Hide</strong></p><p><strong>20 ranks Move Silent</strong></p><p><strong>26 ranks Search</strong></p><p><strong>20 ranks Concentration</strong></p><p><strong>20 ranks Sense Motive</strong></p><p><strong>15 ranks Tumble</strong></p><p><strong></strong></p><p><strong>1 Rank Knowledge(<strong>Arcana</strong>) </strong></p><p><strong>5 Rank Knowledge(<strong>Architecture and engineering</strong>) </strong></p><p><strong>1 Rank Knowledge(<strong>Dungeoneering</strong>)</strong></p><p><strong>1 Rank Knowledge(<strong>Geography</strong>)</strong></p><p><strong>1 Rank Knowledge(History)</strong></p><p><strong>1 Rank Knowledge(Local)</strong></p><p><strong>1 Rank Knowledge(Nature)</strong></p><p><strong>5 Rank Knowledge(Nobility and royalty)</strong></p><p><strong>1 Rank Knowledge(Religion)</strong></p><p><strong>1 Rank Knowledge(The planes)</strong></p><p><strong></strong></p><p><strong>1 Rank Craft(alchemy)</strong></p><p><strong>5 Ranks Balance</strong></p><p><strong>5 Ranks Diplomacy</strong></p><p><strong>5 Ranks Bluff</strong></p><p><strong>5 Ranks Survival</strong></p><p><strong>5 Ranks Autohypnosis</strong></p><p><strong>5 Ranks Handle Animal</strong></p><p><strong>1 Rank Disable Device</strong></p><p><strong>1 Rank Open lock</strong></p><p><strong>1 Rank Profession(alchemist)</strong></p><p><strong>1 Rank Sleight of hand</strong></p><p><strong>1 Rank Decipher Script</strong></p><p><strong>5 Ranks UMD/UPD</strong></p><p><strong></strong></p><p><strong>items:</strong></p><p><strong></strong></p><p><strong>242000gp <strong>Mantle of Great Stealth</strong>.....+30 unnamed Hide/Move Silent,Constant 20% miss(concealment)</strong></p><p><strong>256000gp <strong>Boots of Swiftness</strong>.....+6 enhancement Dex, Evasion,Double speed,+20 competence:Balance,Climb,Jump,Tumble</strong></p><p><strong>200000gp Belt of Magnificense(minihandbook).....+6 enhancement to ALL Ability scores</strong></p><p><strong>265300gp +5 Inherent to Int and Dex,(10 wishes cast by 17th lvl Wiz)</strong></p><p><strong>125000gp Tunic of Thurrinak(Eberron Explorers Handbook)+5 Natural armor and +5 Deflection AC</strong></p><p><strong>90000gp Ring of Regeneration(+23 hit points/hour)</strong></p><p><strong>68500gp +1 Bracers of Armor..with Greater Shadow(+15 competence Hide), and Greater Silent Moves(+15 competence Move Silently)</strong></p><p><strong>20250gp <strong>Crystal Mask of Insightful Detection,(SRD)</strong></strong></p><p><strong>[sblock]<strong>Crystal Mask of Insightful Detection</strong>: The wearer of a crystal mask of insightful detection can make <strong>Search</strong> checks and <strong>Spot</strong> checks checks with a <strong>+9 insight</strong> bonus.</strong></p><p><strong>Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 9 ranks in both Search and Spot; Price 20,250 gp; Weight 1/2 lb.[/sblock]</strong></p><p><strong>3500gp <strong>Lens of Detection,(SRD)</strong></strong></p><p><strong>[sblock]<strong>Lens of Detection:</strong> This circular prism enables its user to detect minute details, granting a <strong>+5 bonus on Search </strong>checks. It also aids in following tracks, adding a <strong>+5 bonus on Survival </strong>checks when <strong>tracking</strong>. The lens is about 6 inches in diameter and set in a frame with a handle.Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb.</strong></p><p><strong>[/sblock]</strong></p><p><strong>27000gp <strong>Helm of telepathy(SRD)</strong></strong></p><p><strong>[sblock]Helm of Telepathy: The wearer can <strong>use detect thoughts at will</strong>. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.Faint divination and enchantment; CL 5th; Craft Wondrous Item, detect thoughts, suggestion; Price 27,000 gp;Weight 3 lb.</strong></p><p><strong>[/sblock]</strong></p><p><strong>36000gp <strong>Torc of Power Preservation(SRD)</strong></strong></p><p><strong>[sblock]Torc of Power Preservation: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).</strong></p><p><strong>A torc is treated as an amulet for the purpose of determining which items can be worn on the body.</strong></p><p><strong>Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 36,000 gp; Weight 2 lb.</strong></p><p><strong>[/sblock]</strong></p><p><strong>2500gp Ring of Sustenance</strong></p><p><strong>2000gp Handy Haversack</strong></p><p><strong>1600gp Dukar Hand Coral(champions of Valor)......doubles your natural healing, and will regenerate lost body parts</strong></p><p><strong>3600gp Gloves of the Master Strategist(Ghostwalk)...as gloves of storing, and True Strike 1/day</strong></p><p><strong>84000gp Skin of Proteus</strong></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong>Pay for several 17th lvl Telepaths to use <a href="http://boards1.wizards.com/showpost.php?p=7138436&postcount=1" target="_blank">Psychic Chirurgery</a> on you to get these powers:</strong></p><p><strong></strong></p><p><strong>5530gp Claws of the beast(1st lvl)</strong></p><p><strong>5530gp Metaphysical Claw(1st lvl)</strong></p><p><strong>21530gp Metamorphosis(4th lvl)</strong></p><p><strong>31530gp Inconstant Location(6th lvl)</strong></p><p><strong></strong></p><p><strong>as for powers(assume:<strong>Kineticist</strong>)...try this list(includes bought powers)</strong></p><p><strong><strong>Power List</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>1st</strong></p><p><strong>Claws of the beast(bought)</strong></p><p><strong>Metaphysical Claw(bought)</strong></p><p><strong>Inertial Armor</strong></p><p><strong>Grease</strong></p><p><strong>Preconition,Offensive</strong></p><p><strong>Force screen</strong></p><p><strong>Vigor</strong></p><p><strong></strong></p><p><strong>2nd</strong></p><p><strong>Crystal Storm</strong></p><p><strong>Damp Power</strong></p><p><strong>Psionic identify</strong></p><p><strong>Psychoportive Shelter</strong></p><p><strong></strong></p><p><strong>3rd</strong></p><p><strong>Time hop</strong></p><p><strong>Dispel Psionics</strong></p><p><strong>Energy Wall</strong></p><p><strong>Touchsight</strong></p><p><strong></strong></p><p><strong>4th</strong></p><p><strong>Psionic Divination</strong></p><p><strong>Correspond</strong></p><p><strong>Wall of Ectoplasm</strong></p><p><strong>Metamorphosis(bought)</strong></p><p><strong>???.....control body? or freedom of movement</strong></p><p><strong></strong></p><p><strong>5th</strong></p><p><strong>Adapt body</strong></p><p><strong>Ectoplasmic shambler</strong></p><p><strong>Plane shift</strong></p><p><strong>Psionic True seeing</strong></p><p><strong></strong></p><p><strong>6th</strong></p><p><strong>Inconstant location(bought)</strong></p><p><strong>Dispelling buffer</strong></p><p><strong>Temporal acceleration</strong></p><p><strong>pick one:...Disintegrate, retrieve,Anticipatory strike</strong></p><p><strong></strong></p><p><strong>7th</strong></p><p><strong>Decerebrate</strong></p><p><strong>Energy conversion</strong></p><p><strong>Energy Wave</strong></p><p><strong></strong></p><p><strong>8th</strong></p><p><strong>Bend Reality</strong></p><p><strong>Teleport Greater</strong></p><p><strong>True Metabolism</strong></p><p><strong></strong></p><p><strong>9th</strong></p><p><strong>Tornado Blast</strong></p><p><strong>Affinity field(pain)</strong></p><p><strong>Assimilate</strong></p><p><strong>Reality Revision[/sblock]</strong></p><p><strong>[/sblock]</strong></p><p><strong><strong>32nd lvl Nomad</strong></strong></p><p><strong>[sblock]Poster:<strong><span style="font-size: 12px">Retsej Esiw</span></strong> 01-27-06, 05:56 PM</strong></p><p> <strong>Here is a Psion build I did on Dicefreaks:</strong></p><p><strong></strong></p><p><strong>Aleera</strong></p><p><strong>Medium Outsider (Native);</strong></p><p><strong>Female Planetouched, <strong><span style="font-size: 12px">Aasimar Nomad 32</span></strong>,</strong></p><p><strong>HD 32d4+128(Psion) ; hp 225;</strong></p><p><strong>Init +16;</strong></p><p><strong>Spd 30;</strong></p><p><strong>AC:48 (Flatfooted:40 Touch:29);</strong></p><p><strong>Atk Quarterstaff of Alacrity +21/16 (1d6+5 20/x2);</strong></p><p><strong>SA: Daylight (Sp) ;</strong></p><p><strong>SQ: Subtype: Native, Darkvision (Ex): 60 ft., Resistance: Acid (Ex): 5, Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, No Dual Nature (Ex);</strong></p><p><strong>AL LG;</strong></p><p><strong>SV Fort +24, Ref +28, Will +28;</strong></p><p><strong>STR 10, DEX 27, CON 19, INT 41, WIS 15, CHA 14.</strong></p><p><strong>Skills: Balance +30, Climb +55, Concentration +39, Jump +57, Knowledge (Dungeoneering) +50, Knowledge (History) +50, Knowledge (Psionics) +50, Knowledge (Religion) +50, Knowledge (The Planes) +50, Listen +4, Profession (Astrologer) +27, Psicraft +49, Speak Language +6, Spot +14, Survival +37, Tumble +47.</strong></p><p><strong></strong></p><p><strong>Feats: Automatic Quicken Power x3, Chain Power, Combat Manifestation, Craft Psicrown, Craft Psionic Armor and Arms, Craft Universal Item, Empower Power, Epic Expanded Knowledge, Epic Manifesting, Extended Life Span, Improved Critical: Spell - Ray, Improved Initiative, Insightful Reflexes, Maximize Power, Multipower, Power Specialization, Psicrystal Affinity, Psicrystal Containment, Psionic Meditation, Quicken Power, Superior Initiative, Weapon Focus: Spell - Ray.</strong></p><p><strong>Powers Known (Psion): 609 PP per Day (DC=25+level)</strong></p><p><strong>1st -- Control Light, Crystal Shard, Energy Ray, Force Screen, Inertial Armor, Mind Thrust, Vigor;</strong></p><p><strong>2nd -- Body Equilibrium, Concussion Blast, Dimension Swap, Ego Whip, Energy Push, Energy Stun, Swarm of Crystals;</strong></p><p><strong>3rd -- Body Adjustment, Dispel Psionics, Energy Burst, Energy Retort, Psionic Blast, Telekinetic Thrust, Ubiquitous Vision;</strong></p><p><strong>4th -- Aura Sight, Dimension Door, Psionic, Dimensional Anchor, Psionic, Dismissal, Psionic, Freedom of Movement, Psionic, Psychic Reformation, Telekinetic Maneuver;</strong></p><p><strong>5th -- Adapt Body, Baleful Teleport, Plane Shift, Psionic, Shatter Mind Blank, Teleport Trigger, True Seeing, Psionic;</strong></p><p><strong>6th -- Contingency, Psionic, Overland Flight, Psionic, Retrieve, Temporal Acceleration;</strong></p><p><strong>7th -- Divert Teleport, Dream Travel, Energy Conversion, Mind Blank, Personal, Moment of Prescience, Psionic, Phase Door, Psionic, Ultrablast;</strong></p><p><strong>8th -- Bend Reality, Recall Death, Shadow Body, Teleport, Psionic Greater, Time Hop Mass, True Metabolism;</strong></p><p><strong>9th -- Affinity Field, Apopsi, Assimilate, Etherealness, Psionic, Genesis, Microcosm, Reality Revision, Teleportation Circle, Psionic, Time Regression, Timeless Body.</strong></p><p><strong>Epic Psionics: 3/day; Powers Known: Deluge of Sleet (Cold Psionic version of Rain of Fire), Epic Mage Armor (Psionic), Peripety (Psionic), Nailed To The Sky (Psionic).</strong></p><p><strong>Possessions:</strong></p><p><strong>Weapons: Quarterstaff of Alacrity (231,300 gp).</strong></p><p><strong>Magic: Ring: Epic Protection +6 (720,000 gp); Wondrous: Amulet of epic natural armor (+7) (980,000 gp); Wondrous: Bracers of epic armor (+12); Wondrous: Boots of swiftness (256,000 gp); Wondrous: Cloak of epic resistance (+8) (640,000 gp); Wondrous: Headband of epic intellect (+10) (1,000,000 gp); Wondrous: Ioun Stone, Dusty Rose [Prism] +5 (75,000 gp); Wondrous: Goggles of Draconic Vision (46,000 gp).[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><strong>Sample Builds with Equipment</strong></span></strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=477372" target="_blank"><strong>Current Psionic Character </strong></a>..........nice thread with some good story ideas</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20070314a" target="_blank">Expanded Classes, Part Two</a></strong></strong></p><p><strong><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20070314a" target="_blank">Egoist, Kineticist, Nomad</a></strong></strong></p><p><strong></strong></p><p><strong><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20070411a" target="_blank">Expanded Classes, Part Three</a></strong></strong></p><p><strong><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20070411a" target="_blank">Seer, Shaper, Telepath</a></strong></strong></p><p><strong></strong></p><p><strong><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20070629a" target="_blank">Expanded Classes, Part Four</a></strong></strong></p><p><strong></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/ex/20041105a&page=3" target="_blank">Spell List from Complete Arcane, including Warmage</a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/archfr/frcc" target="_blank">Class Chronicles Archive</a></strong></p><p><strong></strong></p><p><strong>Links:</strong></p><p><strong></strong></p><p><strong>archive</strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/(x)" target="_blank">http://boards1.wizards.com/wotc_archive/index.php/(x)</a></strong></p><p><strong></strong></p><p><strong>links to additional sources:minds eye articles,previews,PrCs from WotC Archives</strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=486266" target="_blank"><strong>New DM's and Player's Guide to Psionics</strong></a>great source of info and location where i shamelessly quoted some excellent info</strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/arch/psi" target="_blank">The Mind's Eye Archive</a></strong></p><p><strong>- Wizard's online psionics stuff, with feats, prestige classes, monsters, and other articles, etc.</strong></p><p><strong><a href="http://www.crystalkeep.com/d20" target="_blank">CrystalKeep</a></strong></p><p><strong>Everyone should know this one. There are lists for everything as downloadable pdf's (which are searchable), and they contain basic info as well.</strong></p><p><strong></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040925b" target="_blank"><strong>Psychic Theurge</strong></a></strong></p><p><strong>- prestige class that advances both psionics and divine</strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040723b" target="_blank"><strong>Psychic Rogue</strong></a></strong></p><p><strong>-a Psionic rogue Base class</strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625b" target="_blank"><strong>Constructor</strong></a></strong></p><p><strong>-the Master of the Astral Construct</strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625d" target="_blank"><strong>Crystal Master</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040827c" target="_blank"><strong>Meditant</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040827d" target="_blank"><strong>Psychic Weapon Master</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625c" target="_blank"><strong>Sangehirn</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040925a" target="_blank"><strong>The Body Leech</strong></a></strong></p><p><strong><a href="http://www.wizards.com/default.asp?x=dnd/psm/20040723d" target="_blank"><strong>The Psychic Assassin</strong></a></strong></p><p><strong></strong></p><p><strong>Previous Psion Threads:</strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-227776.html" target="_blank">Psion/Wilder Build Guide & Compendium.</a>...by Law...nice work</strong></p><p><strong></strong></p><p><strong>other links</strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=544215" target="_blank">Index: 3.5 Psionics Outside the XPH</a></strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=747757" target="_blank">Minor Creation and You, a Small Guide</a></strong></p><p><strong></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-298304.html" target="_blank">Treatise on Metapsionic Feats</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=754880" target="_blank">What do you think is the best psionic race?</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=668622" target="_blank">Preliminary Thrallherd Guide</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=766677" target="_blank">The Minimalist Psion Offense Challenge</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=586173" target="_blank">The 3.5 Psion Power Selection Guide</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=765574" target="_blank">Research vs. Expanded Knowledge</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=330655" target="_blank">What Is the Most Powerful Psionic Power?</a></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-428075.html" target="_blank">MRAOW *kaboom*: Elocater</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=760089" target="_blank">Psionics into Epic...</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=724299" target="_blank">Metamorphic Transfer Tricks</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=743866" target="_blank">The Soon-to-be *Great Big List* of Imaginative Power Usage</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=757472" target="_blank">Must-have Psionics?</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=755983" target="_blank">Psicrystal Hit Point Laundering</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=747828" target="_blank">Fusion...HA!</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=744465" target="_blank">Kineticist vs. Evoker (are psionics too much?)</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=695040" target="_blank">Experience is a River</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=606720" target="_blank">Expanded Epic Psionics</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=723756" target="_blank">Psionics in Forgotten Realms</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=433081" target="_blank">Give Me Your Most Useful Power/Feat Combinations!</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=486266" target="_blank">New DM's and Player's Guide to Psionics</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=706064" target="_blank">Kalashtar and Quori Shards</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=703427" target="_blank">23-level spellcaster/psion needed</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=609071" target="_blank">What's Your Favorite Type of Psion?</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=584297" target="_blank">Deja Vu Combos</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=694392" target="_blank">Psionic AC</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=687969" target="_blank">Power list</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=687374" target="_blank">help w/psion for psi-newb</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=679232" target="_blank">Thoughts on Psion + Vow of Poverty</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=476377" target="_blank">Psionic Novas: A Guide</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=471148" target="_blank">The Nova Myth</a></strong></p><p><strong><a href="http://boards1.wizards.com/showthread.php?t=538526" target="_blank">Good Sangehirn Build?</a></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-395209.html" target="_blank">The Optimized Backpack</a></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-601292.html" target="_blank">Psion vs Wilder! Battle of the manifesters!</a></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-568682.html" target="_blank">Epic Psion Build</a></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-502895.html" target="_blank">Metamorphosis, what do you choose?</a></strong></p><p><strong><a href="http://boards1.wizards.com/wotc_archive/index.php/t-451099.html" target="_blank">Best Psi-Gish?</a></strong></p><p><strong></strong></p><p><strong><a href="http://www.dreamscarredpress.com/previews/UTP_Preview.pdf" target="_blank">Untapped Potential Preview</a></strong></p><p><strong></strong></p><p><strong>(x)</strong></p><p><strong>(x)</strong></p><p><strong>(x)</strong></p><p><strong>(x)</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><strong><span style="color: Red">Homebrew</span></strong> .... <strong><span style="font-size: 15px">Astral Constructs above 9th lvl and additional Ability choices</span>:</strong></strong></p><p><strong>as for EPIC astral constructs</strong></p><p><strong></strong></p><p><strong>try this, it includes upgraded choices for the menus also:</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Menu A</span></strong></strong></p><p><strong>A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu.</strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Buff (Ex): </strong>The astral construct gains an extra 5 hit points.</p></strong></p><p style="margin-left: 20px"><strong><strong>Celerity (Ex): </strong>The astral construct’s land speed is increased by 10 feet.</p></strong></p><p style="margin-left: 20px"><strong><strong>Cleave (Ex):</strong> The astral construct gains the Cleave feat. </p></strong></p><p style="margin-left: 20px"><strong><strong>Deflection (Ex):</strong> The astral construct gains a +1 deflection bonus to Armor Class.</p></strong></p><p style="margin-left: 20px"><strong><strong>Fly (Ex): </strong>The astral construct has physical wings and a fly speed of 20 feet (average).</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Bull Rush (Ex): </strong>The astral construct gains the Improved Bull Rush feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Slam Attack (Ex):</strong> The astral construct gains the Improved Natural Attack feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Mobility (Ex): </strong>The astral construct gains the Mobility feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Power Attack (Ex):</strong> The astral construct gains the Power Attack feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Resistance (Ex): </strong>Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.</p></strong></p><p style="margin-left: 20px"><strong><strong>Swim (Ex): </strong>The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.</p></strong></p><p style="margin-left: 20px"><strong><strong>Trip (Ex): </strong>If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.</p><p><strong><span style="font-size: 15px">Menu B</span></strong></strong></p><p><strong>A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. AlterNatively, the Construct can have two special abilities from Menu A.</strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Aerial Manuvers(EX</strong>)The construct can Perform the following manuevers:Hover,Snatch,Wingover. Requires Fly, or Improved Fly.</p></strong></p><p style="margin-left: 20px"><strong><strong>Energy Touch (Ex): </strong>If you are a kineticist with the Expanded Knowledge feat tied to this power, the astral construct’s physical attacks are wreathed in your energy type of your choice (acid, cold, electricity, or fire), dealing an extra 1d6 points of energy damage. Otherwise, the astral concstruct deals an extra 1d4 points of damage of an energy type of your choice (acid, cold, electricity, or fire).</p></strong></p><p style="margin-left: 20px"><strong><strong>Extra Attack(EX): </strong>If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. </p></strong></p><p style="margin-left: 20px"><strong><strong>Fast Healing (Ex):</strong> The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.</p></strong></p><p style="margin-left: 20px"><strong><strong>Heavy Deflection (Ex):</strong> The astral construct gains a +4 deflection bonus to Armor Class.</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Buff (Ex): </strong>The astral construct gains an extra 15 hit points.</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Critical (Ex): </strong>The astral construct gains the Improved Critical feat with its slam attacks.</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Damage Reduction (Ex):</strong> The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Fly (Ex):</strong> The astral construct has physical wings and a fly speed of 40 feet (average).</p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Grab (Ex):</strong> To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. </p></strong></p><p style="margin-left: 20px"><strong><strong>Improved Swim(EX): </strong>The astral construct is streamlined and sharklike, and gains a swim speed of 60 feet.</p></strong></p><p style="margin-left: 20px"><strong><strong>Muscle (Ex): </strong>The astral construct gains a +4 bonus to its Strength score.</p></strong></p><p style="margin-left: 20px"><strong><strong>Poison Touch (Ex):</strong> If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.</p></strong></p><p style="margin-left: 20px"><strong><strong>Pounce (Ex): </strong>If the astral construct charges a foe, it can make a full attack. </p></strong></p><p style="margin-left: 20px"><strong><strong>Smite (Su):</strong> Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice.</p></strong></p><p style="margin-left: 20px"><strong><strong>Trample (Ex):</strong> As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.</p></strong></p><p style="margin-left: 20px"><strong></p><p><strong><span style="font-size: 15px">Menu C</span></strong></strong></p><p><strong>A manifester creating a 7th-level, 8th-level, or 9th-level astral Construct can choose one special ability from this menu. AlterNatively, the astral Construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)</strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Blindsight (Ex):</strong> The astral construct has blindsight out to 60 feet.</p></strong></p><p style="margin-left: 20px"><strong><strong>Concussion (Ps): </strong>The astral Construct can manifest concussion blast (manifester level 7th) as a free action once per round.</p></strong></p><p style="margin-left: 20px"><strong><strong>Constrict (Ex): </strong>The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.</p></strong></p><p style="margin-left: 20px"><strong><strong>Dimension Slide (Ps): </strong>The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.</p></strong></p><p style="margin-left: 20px"><strong><strong>Energy Bolt (Ps): </strong>The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it. </p></strong></p><p style="margin-left: 20px"><strong><strong>Energy Resistance(EX): </strong>The construct gains Resistance 15 to All Energy Types.</p></strong></p><p style="margin-left: 20px"><strong><strong>Extra Buff (Ex): </strong>The astral construct gains an extra 30 hit points.</p></strong></p><p style="margin-left: 20px"><strong><strong>Extreme Damage Reduction (Ex): </strong>The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.</p></strong></p><p style="margin-left: 20px"><strong><strong>Extreme Deflection (Ex):</strong> The astral Construct gains a +8 deflection bonus to Armor Class.</p></strong></p><p style="margin-left: 20px"><strong><strong>Natural Invisibility (Su): </strong>The astral Construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.</p></strong></p><p style="margin-left: 20px"><strong><strong>Powerful Charge(EX)</strong>The construct Gains the Powerful Charge Feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Power Resistance (Ex): </strong>The astral construct gains power resistance equal to 10 + its Hit Dice.</p></strong></p><p style="margin-left: 20px"><strong><strong>Rake(EX): </strong>The construct gains the Rake special attack with its slam attacks.</p></strong></p><p style="margin-left: 20px"><strong><strong>Rend (Ex): </strong>The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.</p></strong></p><p style="margin-left: 20px"><strong><strong>Spring Attack (Ex): </strong>The astral construct gains the Spring Attack feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Whirlwind Attack (Ex):</strong> The astral construct gains the Whirlwind Attack feat.</p></strong></p><p style="margin-left: 20px"><strong></p><p></strong></p><p><strong><strong><span style="font-size: 12px">Epic levels Requiring a Feat</span></strong></strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Menu D</span></strong></strong></p><p><strong>A manifester creating a 10th-level, 11th-level, or 12th-level astral Construct can choose one special ability from this menu. Alternatively, the astral Construct can have two special abilities from Menu C. (One or both of the Menu C choices can be swapped for two choices from Menu B, Etc....)</strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Alacrity (Su): </strong>Once per round, may take an extra standard action (either before or after its other actions in the round).</p></strong></p><p style="margin-left: 20px"><strong><strong>Awesome Blow(EX): </strong>The construct gains the Awesome Blow Feat.</p></strong></p><p style="margin-left: 20px"><strong><strong>Breath Weapon (Su): </strong>The construct gains a breath weapon of either cold, fire, electricity or sonic (decided by the manifester at the time of manifesting) that does 1d6 damage for every 2 HD in a 120' cone. This breath weapon is useable as a Free Action for the duration of the construct.The save DC is equal to 10 + the number of damage dice rolled. Eg. A 30HD construct does 15 d6 damage in a 120' cone with a save DC of 25. </p></strong></p><p style="margin-left: 20px"><strong><strong>Construct Compression(EX)</strong>Decrease size 1 size Category, similar to the Compression power</p></strong></p><p style="margin-left: 20px"><strong><strong>Construct Growth(EX)</strong> increase size 1 size category,similar to the Expansion power</p></strong></p><p style="margin-left: 20px"><strong><strong>Ectoplasmic Cocoon(PS)</strong>The astral Construct can manifest Ectoplasmic Cocoon(manifester level equal to Hit Dice) as a free action once per round</p></strong></p><p style="margin-left: 20px"><strong><strong>EPIC Deflection (Ex): </strong>The astral Construct gains a +16 deflection bonus to Armor Class. </p></strong></p><p style="margin-left: 20px"><strong><strong>EPIC Fast Healing(EX):</strong>The astral construct heals a number of Hitpoints (=1/2 its HD) each round. It is still immediately destroyed when it reaches 0 hit points.</p></strong></p><p style="margin-left: 20px"><strong><strong>Flexibility(EX)</strong> gains +10 to Dex score and the feat Combat Reflexes.</p></strong></p><p style="margin-left: 20px"><strong>Magic/Psi Immunity(SU) gains immunity to all spells/powers that allows SR/PR</p></strong></p><p style="margin-left: 20px"><strong><strong>Retributive (Su): </strong>When the construct is reduced to 0 hp or below it explodes dealing force damage equal to 1d6 per HD to everything in a 40ft radius.</p></strong></p><p style="margin-left: 20px"><strong><strong>Swarm Form(SU): </strong>Construct Gains the Swarm Subtype and Swarm Traits, including Attacks(Swarm attack does normal Slam damage), movement, and all special abilities. The construct loses its normal movement, Attacks in this form.</p><p></strong></p><p><strong><strong><span style="font-size: 15px">Astral Constructs over 9th Level</span></strong></strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">10th-level Astral Construct </span></strong></strong></p><p><strong>Huge Construct </strong></p><p><strong>25HD(137+40= 177 Hit points)</strong></p><p><strong>1 ability from Menu D</strong></p><p><strong>Speed 50'</strong></p><p><strong>Attack/grapple (3/4 HD + Str) +36/+44</strong></p><p><strong>2 Slams</strong></p><p><strong>Damage Slam 3d8+18</strong></p><p><strong>Saves F/R/W +8/+8/+8</strong></p><p><strong>Str 47, Dex 11, Con -, Int -, Wis 11, Cha 10</strong></p><p><strong>DR 15/EPIC</strong></p><p><strong>AC 37(-2 size +39 Natural)</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">11th-level Astral Construct</span></strong></strong></p><p><strong></strong></p><p><strong>Huge Construct </strong></p><p><strong>30HD(165+40= 205 Hit points)</strong></p><p><strong>1 ability from Menu D</strong></p><p><strong>Speed 50'</strong></p><p><strong>Attack/grapple (3/4 HD + Str) +41/+49</strong></p><p><strong>2 Slams</strong></p><p><strong>Damage Slam 3d10+20</strong></p><p><strong>Saves F/R/W +10/+10/+10</strong></p><p><strong>Str 51, Dex 11, Con -, Int -, Wis 11, Cha 10</strong></p><p><strong>DR 15/EPIC</strong></p><p><strong>AC 41(-2 size +43 natural)</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 12px">12th-level Astral Construct </span></strong></strong></p><p><strong>Huge Construct </strong></p><p><strong>40HD(220+40= 260 Hit points)</strong></p><p><strong>2 abilities from Menu D</strong></p><p><strong>Speed 50'</strong></p><p><strong>Attack/grapple (3/4 HD + Str) +52/+60</strong></p><p><strong>2 Slams</strong></p><p><strong>Damage Slam 4d10+22</strong></p><p><strong>Saves F/R/W +13/+13/+13</strong></p><p><strong>Str 55, Dex 11, Con -, Int -, Wis 11, Cha 10</strong></p><p><strong>DR 20/EPIC</strong></p><p><strong>AC 45(-2 size +47 natural)</strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 26px">Minor Creation</span></strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong>Originally posted by carnivore:</strong></strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 22px">Demi Planes and Genisis</span></strong></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>under construction</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by Todd:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Congrats Carnivor! I'm sure that this is the beginning of a great thread!</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by bacris:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>excellent...</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>I'll have to dig out my builds once I get home from work <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Great. Is this going to eventually include an evaluation of all of the powers?</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by rlrapp:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Definitely need to put in a section on the diferent disciplines (seer, nomad, etc).</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Best Wishes on this BG&C! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>I'll start here posting a build I think would work. </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Show</strong></p></strong></p><p style="margin-left: 20px"><strong>[sblock]</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Psion (Seer) Build 1</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>This build starts playing as a "Information manager", with the help of your powers, and your psicrystal as a scout. Then, he takes a level of ranger, and from then on, the build becomes more of a gish, but with the help of the anarchic initiate and his low requirements/medium BAB/full manifesting, you can get 16 BAB and powers known as a 18th level psion, with 20th manifester level.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Seer 5/Ranger1/Anarchic Initiate2/Illithid Slayer10/Anarchic Initiate 2</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Total BAB: 2+1+3+10=16</p></strong></p><p style="margin-left: 20px"><strong>Manifester level= 20</p></strong></p><p style="margin-left: 20px"><strong>Learns up to 3 9th level powers. (powers known=33+EK)</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Race: Human</p></strong></p><p style="margin-left: 20px"><strong>Skills: Prioritise Listen and Spot for your scouting crystal, knowledge (psi and dungeoneering) and concentration.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Feats:</p></strong></p><p style="margin-left: 20px"><strong>Hu: Psicrystal Affinity</p></strong></p><p style="margin-left: 20px"><strong>1:Overchannel</p></strong></p><p style="margin-left: 20px"><strong>Psi1:Talented</p></strong></p><p style="margin-left: 20px"><strong>3: EK(astral construct) (if you are using the nerf, take able learner at first level, and get your psicrystal now)</p></strong></p><p style="margin-left: 20px"><strong>Psi5: Psionic Meditation</p></strong></p><p style="margin-left: 20px"><strong>6: Practised Manifester</p></strong></p><p style="margin-left: 20px"><strong>9: Linked Power</p></strong></p><p style="margin-left: 20px"><strong>12: EK(metamorphosis)</p></strong></p><p style="margin-left: 20px"><strong>15: ??</p></strong></p><p style="margin-left: 20px"><strong>18: ??</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Powers known:</p></strong></p><p style="margin-left: 20px"><strong>On construction</p></strong></p><p style="margin-left: 20px"><strong>[/sblock]</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>I know people are still up in the air about this, but if you took Erudite you would get Psicrystal Affinity for free, plus a bonus feat at level one along with your human feat and level 1 feat. We've been a lot of work with the Erudite in one of my games, and I'm really liking him.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by bacris:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Just to start (lost my build doc)</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>The Default Psionic Gish</p></strong></p><p style="margin-left: 20px"><strong>Ranger 2 / Psion 8 / Slayer 10</p></strong></p><p style="margin-left: 20px"><strong>ML 17</p></strong></p><p style="margin-left: 20px"><strong>BAB 16</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Feat progression is pretty much whatever you want it to be.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by skb:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>My iconic psi-warrior: </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Ranger1/Psion6[Egoist]/Slayer9/SanctifiedMind4</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>BAB:17</p></strong></p><p style="margin-left: 20px"><strong>ML:17</p></strong></p><p style="margin-left: 20px"><strong>ST:11/8/16</p></strong></p><p style="margin-left: 20px"><strong>Race: Human</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Feats:</p></strong></p><p style="margin-left: 20px"><strong>1. Track(ranger), Power Attack(human), Iron Will</p></strong></p><p style="margin-left: 20px"><strong>2. PsiCrystal Affinity(psion)</p></strong></p><p style="margin-left: 20px"><strong>3. Imp. Bullrush</p></strong></p><p style="margin-left: 20px"><strong>6. Leap Attack</p></strong></p><p style="margin-left: 20px"><strong>7. Practiced Manifester(psion)</p></strong></p><p style="margin-left: 20px"><strong>9. Shock Trooper</p></strong></p><p style="margin-left: 20px"><strong>12. Dodge</p></strong></p><p style="margin-left: 20px"><strong>15. Mobility</p></strong></p><p style="margin-left: 20px"><strong>18. Elusive Target</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Here's a build I've tried to push a couple of times using an Item of Legacy. Practiced Manifester removes the last drawbacks to using one.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><span style="color: Green"><span style="font-size: 12px"></span></span></p></strong></p><p style="margin-left: 20px"><strong><span style="color: Green"><span style="font-size: 12px"><strong>Green Lantern: </strong></span></span></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Elan Telepath 20</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>1 Psionic Body, PsiCrystal</p></strong></p><p style="margin-left: 20px"><strong>3 Power Penetration</p></strong></p><p style="margin-left: 20px"><strong>5 E Knowledge (Energy Missile or Ego Whip)</p></strong></p><p style="margin-left: 20px"><strong>6 Psychic Meditation</p></strong></p><p style="margin-left: 20px"><strong>9 Practiced Manifester</p></strong></p><p style="margin-left: 20px"><strong>10 PsiCrystal Containment</p></strong></p><p style="margin-left: 20px"><strong>12 Twin Power</p></strong></p><p style="margin-left: 20px"><strong>15 E. Knowledge (Reddopsi), Power Pen: Greater</p></strong></p><p style="margin-left: 20px"><strong>18 Overchannel</p></strong></p><p style="margin-left: 20px"><strong>20 Talented</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>"Power Ring": Base Ring of Counterspells</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>5 Det. Magic at Will</p></strong></p><p style="margin-left: 20px"><strong>6 Feather Fall at Will</p></strong></p><p style="margin-left: 20px"><strong>7 Lesser Extend Power, 3/day</p></strong></p><p style="margin-left: 20px"><strong>8 Lesser Split Ray, 3/day</p></strong></p><p style="margin-left: 20px"><strong>9 Comp. Languages at Will</p></strong></p><p style="margin-left: 20px"><strong>10 Lesser Enlarge, 3/day</p></strong></p><p style="margin-left: 20px"><strong>11 Lesser Empower, 3/day</p></strong></p><p style="margin-left: 20px"><strong>12 Extend, 3/day</p></strong></p><p style="margin-left: 20px"><strong>13 Split Ray, 3/day</p></strong></p><p style="margin-left: 20px"><strong>15 Lesser Maximize, 3/day</p></strong></p><p style="margin-left: 20px"><strong>16 [Free Slot]</p></strong></p><p style="margin-left: 20px"><strong>17 Empower, 3/day</p></strong></p><p style="margin-left: 20px"><strong>18 Lesser Quicken, 3/day</p></strong></p><p style="margin-left: 20px"><strong>20 Maximize, 3/day</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Why is this a good combo?</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>The cost for a 15 level Psionic Item of Legacy is -2 ML Penalty (does NOT affect PP or Powers Known, just effect of power and ML checks), 18 PP, 56,000 GP and 3,300 XP.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Here is how you offset the costs:</p></strong></p><p style="margin-left: 20px"><strong>-Practiced Manifester erases the ML penalty.</p></strong></p><p style="margin-left: 20px"><strong>-The 30 uses each day of FREE Meta-Psionic augmentation, which do NOT count towards your ML Cap for manifesting or augmenting a power, which equal <strong>78 free power points</strong>.</p></strong></p><p style="margin-left: 20px"><strong>-The GP and XP penalties are offset by the items you don't have to buy.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by carnivore:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 18px">Metamorphic Transfer Tricks</span></strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by rlrapp:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Hey green lantern, why do you a have practiced manifester on your build?</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>One of the "Personal Costs" for an Item of Legacy for a Psion is a -2 ML Pentalty. This does not affect base PP or Powers Known, but it does affect your Augmentation Cap, duration, etc.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Practiced Manifester should offset the penalty.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by carnivore:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>a quick reply:</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>thanks to:</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Todd.....i also appreciate your encouragement in starting this thread.....i have used some of your guides and WyvernSlayers guides to make this.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Bacris...i appreciate your builds and look forward to more in the future</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Mucknuggle....welcome back,havent heard from you in a while....looking to hear your input as well</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>RLRapp.......yes , i will add that as well......forgot to include as i will borrow some excellent work that has already been done.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Istarion.....nice build, will insert it in the right spot, good job</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>SKB.....nice build, will insert it in the right spot, good job</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>ck2001wendt.....nice build, will insert it in the right spot, good job</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>sorry for the cut and paste.....but must be quick so i can add the changes as well</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>if you have any links you would like to have included...please post them so i can enter them</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>thanks again</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p></strong></p><p style="margin-left: 20px"><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by BloodSpill:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>I have a question: How does one make a Shaper that can survive post-CP?</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>I mean think about it, how does a Conjurer that only has creation spells survive? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Egoist - Transmuter</p></strong></p><p style="margin-left: 20px"><strong>Nomad - Conjurer (teleportation)</p></strong></p><p style="margin-left: 20px"><strong>Kineticist - Evoker</p></strong></p><p style="margin-left: 20px"><strong>Shaper - Conjurer (creation)</p></strong></p><p style="margin-left: 20px"><strong>Seer - Diviner</p></strong></p><p style="margin-left: 20px"><strong>Telepath - Enchanter</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Poor, poor shaper.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by sir_dwar:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>No... The ECS Says straight out, and ROE repeated it, INSPIRED AND EMPTY VESSELS ARE NOT SUITABLE FOR PLAYER CHARECTERS... 'nuff said. irtual immortality is bad, but that isn't the worst. The ability to have a quori posess you with NO SAVE is not a good thing... THAT'S why empty vessels are nto good for pc's... In ebberon, charecters get famous pretty quickly, so there's a good chance the guy would be ferreted out by the thousand eyes and turned into a host. Kalashtar would be much better.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by tavish:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Just wanted to point out the Psiforged race from Magic of Eberron. You have to take the psiforged body feat at first level, which gives you a free power point, but then you get all the regular Warforged abilities and additionally, your body acts as a Capacitence Crystal. Can't remember the amount, but I think it was 3-5 points could be stored in you body. Also, there are additional feats for the Psiforged that boost its abilities, like one that acts as a generator and produces extra power points.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by carnivore:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>hmm..must have missed that(i was just skimming the text at the time)...i realized Inspired were not for Players,but did not see the rest...i will adjust,to correct</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>thanks for pointing it out <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>The Shaper, like any other Psionic Discipline is not limited to Only his discipline powers....he can pick from any general Psion/Wilder power as well</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Tavish</strong> ......Good catch about the Psiforged.....i was getting to it in the Feat section...</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by carnivore:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>just a quick note:........i just looked it up:</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Empty Vessels</strong></p></strong></p><p style="margin-left: 20px"><strong><span style="color: Red"><strong>ARE</strong></span> allowed for player Characters..see Pg.291 Eberron Campaign setting.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Inspired are Unsuitable for Player Characters..pg.292 Eberron campaign setting book.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by bacris:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Ok, the Egoist Gish - SRD-only - Tripping Variety</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Human Ranger 2 / Psion 8 / Slayer 10</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Psion ML 17</p></strong></p><p style="margin-left: 20px"><strong>BAB 16</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Feats:</p></strong></p><p style="margin-left: 20px"><strong>1H: Exotic Weapon Proficiency: Kusari-Gama</p></strong></p><p style="margin-left: 20px"><strong>1: Combat Expertise</p></strong></p><p style="margin-left: 20px"><strong>1R: Track</p></strong></p><p style="margin-left: 20px"><strong>2R: Two-Weapon Fighting</p></strong></p><p style="margin-left: 20px"><strong>3: Improved Trip</p></strong></p><p style="margin-left: 20px"><strong>3P: Expanded Knowledge (Expansion)</p></strong></p><p style="margin-left: 20px"><strong>6: Combat Reflexes</p></strong></p><p style="margin-left: 20px"><strong>7P: Psionic body</p></strong></p><p style="margin-left: 20px"><strong>9: Metamorphic Transfer</p></strong></p><p style="margin-left: 20px"><strong>12: Improved Two-Weapon Fighting</p></strong></p><p style="margin-left: 20px"><strong>15: Greater Two-Weapon Fighting</p></strong></p><p style="margin-left: 20px"><strong>18: Free</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Use Metamorphosis to get into a large or larger size creature with hands (such as a girallon - 7HD, Large size) - 20' reach. Use Expansion to get Huge or Gargantuan - 30'-40' reach.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>7 attacks with 30' reach. In Huge form, +12 to trip attacks, plus your STR bonus. Kind of MAD-dependent, as you'll need high Wis for the feats, high Int for powers, and high Dex for TWF'ing feats + combat reflexes. STR and CON aren't as important once you hit 9th level (metamorphosis).</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by zombiegleemax:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>From the SRD under the <strong>Expansion</strong> power,</p></strong></p><p style="margin-left: 20px"><strong>"Multiple effects that increase size do not stack . . ."</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by bacris:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Metamorphosis doesn't increase your size. Metamorphosis changes your form, which has a different base size. You assume the natural size of the creature, it is not a size increase. Just like your stats change to the new forms, your actual stats do not get increased or decreased, but are simply changed to match the new form's.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Guess it depends on how you look at it...</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>If the power said your size increases or decreases to match the form, then it would be a size increase.</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>If it's that big of a problem, just use 2-size expansion + Reach from Mind's Eye (need to use EK to get it) - 35' reach without the argument <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by carnivore:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 18px">Sample Telepath</span></strong></p></strong></p><p style="margin-left: 20px"><strong>LN Human Telepath 1</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Str 11</p></strong></p><p style="margin-left: 20px"><strong>Dex 16</p></strong></p><p style="margin-left: 20px"><strong>Con 15</p></strong></p><p style="margin-left: 20px"><strong>Int 16</p></strong></p><p style="margin-left: 20px"><strong>Wis 13</p></strong></p><p style="margin-left: 20px"><strong>Cha 12</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 12px">Flaws:</span></strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Frail</p></strong></p><p style="margin-left: 20px"><strong>Noncombatant</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 12px">Feats:</span></strong></p></strong></p><p style="margin-left: 20px"><strong>flaw: Illithid Heritage</p></strong></p><p style="margin-left: 20px"><strong>flaw: Illithid Compulsion</p></strong></p><p style="margin-left: 20px"><strong>human: Psicrystal Affinity</p></strong></p><p style="margin-left: 20px"><strong>Level 1: Psionic Body</p></strong></p><p style="margin-left: 20px"><strong>Psion 1: Extend Power</p></strong></p><p style="margin-left: 20px"><strong>Level 3: Illithid Legacy(bonus Powers: Psi Charm,Read Thoughts)</p></strong></p><p style="margin-left: 20px"><strong>Psion 5: Psionic Meditation</p></strong></p><p style="margin-left: 20px"><strong>Level 6: Psicrystal Containment</p></strong></p><p style="margin-left: 20px"><strong>Level 9: Illithid Legacy ,Greater(bonus powers: Dispel Psionics, Psi Dominate)</p></strong></p><p style="margin-left: 20px"><strong>Psion 10: Expanded Knowledge(Metamorphosis)</p></strong></p><p style="margin-left: 20px"><strong>Level 12: Link Power</p></strong></p><p style="margin-left: 20px"><strong>Level 15: Overchannel</p></strong></p><p style="margin-left: 20px"><strong>Psion 15: Talented</p></strong></p><p style="margin-left: 20px"><strong>Level 18: Metamorphic Transfer</p></strong></p><p style="margin-left: 20px"><strong>Psion 20: Twin Power </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 12px">Powers:</span></strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">1st lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Channel the Crystal Dragon</strong>(dragon magic)..nice variable effect, skill boosts and Resistance to certain Energy types, and <strong>can Gain Immunity to Magic Missile</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Inertial Armor</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Entangling ectoplasm</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Vigor</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Eidetic Lock</strong> - .....nice non combat power....1 day/ML..augment: +4PP= Permanent memory..handy</p></strong></p><p style="margin-left: 20px"><strong><strong>Psi Charm</strong>(bonus)</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">2nd lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Ego Whip</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Crystal Storm</strong> - excellent direct damage power....short range...no save for slashing, Fort save negates Con damage......PR:No....does 2d4 slashing +1d4 Con damage(on failed Fort save)...great augments..1)+1PP=+1d4 slashing damage.....2)+2PP = +1 point Con Damage</p></strong></p><p style="margin-left: 20px"><strong><strong>Psychoportive Shelter</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Share Pain</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Read Thoughts</strong>(bonus)</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">3rd lvl </span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Dispel Psionics</strong>(bonus)</p></strong></p><p style="margin-left: 20px"><strong><strong>Time Hop</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Touch Sight</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Empathic Transfer, Hostile</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Energy Retort</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">4th lvl </span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Divination, psionic</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Modify Memory, Psionic:</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Correspond</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Gemstone Breath</strong>(Dragon Magic)</p></strong></p><p style="margin-left: 20px"><strong><strong>Dominate</strong>(bonus)</p></strong></p><p style="margin-left: 20px"><strong><strong>Metamorphosis</strong>(Expanded Knowledge)</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">5th lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Adapt Body</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Ectoplasmic Shambler</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Mind Probe</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Psionic Major Creation</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">6th lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Psionic Disintegrate</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Temporal Acceleration</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Inconstant Location</strong> - Duration 1 minute, great for tactical movement and frees up your move actions so you can refocus(Psi Meditation) and still move.....give you a swift action teleport</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">7th lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Energy Conversion</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Eyes of the Basilisk</strong> - 30' range.....1 rnd/ML..gaze attack...1 creature/rnd...save or turned to stone..PERMANENTLY</p></strong></p><p style="margin-left: 20px"><strong><strong>Crisis of Life</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">8th lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Teleport, Psionic Greater:</strong> As psionic teleport, but no range limit and no off-target arrival. </p></strong></p><p style="margin-left: 20px"><strong><strong>True Metabolism:</strong> You regenerate 10 hit points/round. </p></strong></p><p style="margin-left: 20px"><strong><strong>Bend Reality</strong> Alters reality within power limits. </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong><span style="font-size: 10px">9th lvl</span></strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Psychic Chirurgery</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Assimilate</strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Affinity Field</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Originally posted by carnivore:</strong></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><a href="http://www.wizards.com/dnd/images/eb_gallery/82091.jpg(x)" target="_blank">http://www.wizards.com/dnd/images/eb_gallery/82091.jpg(x)</a></p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Poster Name: carnivore</p></strong></p><p style="margin-left: 20px"><strong>Character Name: Maximus Mentatus </p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Class/Level: Ranger 1/ Psion(telepath) 5/ Anarchic Initiate 4/ Slayer 10</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Races: Kalashtar</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong>Ability Scores: </p></strong></p><p style="margin-left: 20px"><strong>Str: 24 TOTAL (Points Spent= 6)</p></strong></p><p style="margin-left: 20px"><strong>Dex: 18 TOTAL (Points Spent=4)</p></strong></p><p style="margin-left: 20px"><strong>Con: 24 TOTAL [Base 14+ 6 enhancement +4 inherent] (Points Spent=6)</p></strong></p><p style="margin-left: 20px"><strong>Int: 32 TOTAL [Base 16+ 6 enhancement +5 Inherent + 5 Level Increases] (Points Spent = 10)</p></strong></p><p style="margin-left: 20px"><strong>Wis: 16 TOTAL [Base 10+ 6 enhancement] (Points Spent =2)</p></strong></p><p style="margin-left: 20px"><strong>Cha: 18 TOTAL [Base 12+ 6 enhancement] (Points Spent = 4)</p></strong></p><p style="margin-left: 20px"><strong></p></strong></p><p style="margin-left: 20px"><strong><strong>Tactical Statistics: </strong></p></strong></p><p style="margin-left: 20px"><strong><strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Hit points = 219</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Power Points: 399(280 lvl+ 99 stat+20 racial)</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Manifester Level:18th</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Shismed mind:12(18 normal -6 Shism ) </strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Initiative = 8</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Move Speeds: 30 base</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>AC: TOTAL [10 + Bonuses]</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Conditional Modifiers to AC: List here</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Completely Buffed AC: TOTAL [10 + Bonuses]</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Saves:</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Fort: TOTAL </strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Conditional Modifiers:</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Ref: TOTAL </strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Conditional Modifiers:</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Will: TOTAL [Base + Bonuses]</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong>Conditional Modifiers:</strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong>Progression:</strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong>Ranger 1: <strong>Blooded, (Track)</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Psion(Telepath) 1: (overchannel)</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Psion(Telepath) 2: Psicrystal affinity</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Psion(Telepath) 3:</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Psion(Telepath) 4: </strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Psion(Telepath) 5: (Talented)/quick reconoiter</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Anarchic Initiate 1: [Chaotic Surge]</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Anarchic Initiate 2: </strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Anarchic Initiate 3: linked power[Wild Surge +1, Psychic Enervation]</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Anarchic Initiate 4 [Clarity of Confusion]</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Slayer 1: [Favored enemy +2, enemy sense]</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Slayer 2: Psionic Meditation </strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Slayer 3: [Lucid buffer]</strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Slayer 4: [Favored enemy +4] </strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong>Slayer 5: <strong>Twin Power</strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong>Slayer 6: [Cerebral blind]</strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong>Slayer 7:[Favored enemy +6]</strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong>Slayer 8: EK: Spirit of War</strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong>Slayer 9: [Cerebral immunity]</strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong>Slayer 10 [Blast feedback, favored enemy +8]</strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Skills of note: </strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Powers of Note: </strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>1st lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Force Screen</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Synetheste</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Vigor</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Grease</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Telempathic Projection</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>2nd lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Crystal Storm</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Ego Whip</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Concussion Blast</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Share Pain</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>3rd lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Dispel Psionics</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Empathic transfer Hostile</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Timehop</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>touchsight</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>4th lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Dominate</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Schism</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>correspond</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Divination,Psionic</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>5th lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Ectoplasmic Shambler</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Plane Shift</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>True Sight, psionic</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Mind Probe</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>6th lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Disintegrate, psionic</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Inconstant Location</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Temporal Acceleration</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>7th lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Oak Body</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Energy conversion</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Energy Wave</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>8th lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>True metabolism</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Teleport Greater</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Planar embrace</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Spirit of War</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>9th lvl:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Psychic Chirgury</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Assimilate</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Reality Revision</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Items of Note: </strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>Quori embedded shards:</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>40000gp 5x Ecto Armor(+10 armor bonus)</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>45000gp 4x Crystaline Eye(+4 spot & search, no flanking,All-around sight)</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>12000gp 4x Power link</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>2500gp Pathfinder</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>6000gp 2x 1st lvl Power Repository shards(claws of the beast,Expansion)</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>27000gp 3rd lvl Power Repository shard(claws of the Vampire)</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>48000gp 4th lvl Power Repository shards(Steadfast Perception)</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>100100gp Bow of Solars</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>3600gp 2x Efficient quivers</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>40000gp Paralyzing arm ....+4 inherent Str</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>200000gp +6 Belt of magnificience</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>132650gp 5x wishes cast by 17th lvl wizard</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>36000gp torc of power preservation</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>77500gp Skin of the hero..........+3 deflection AC, +3 resistance all saving throws, +3 enhancement Attacks</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>20250gp Crystal mask of insightful detection...+9 insight to Spot and Search</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong><strong>Originally posted by carnivore:</strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>if anyone would like to add something....please do....all assistance is appreciated.</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong>gota go..........till monday</strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong></strong></strong></strong></strong></strong></strong></p></strong></p><p style="margin-left: 20px"><strong><strong><strong><strong><strong><strong><strong><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></strong></strong></strong></strong></strong></strong></p><p></strong></p></blockquote><p></p>
[QUOTE="Endarire, post: 6742453, member: 11592"] [b]Originally posted by carnivore:[/b] [CENTER][SIZE=6][b]3.5 Psion Build Guide and Compendium[/b][/SIZE] [IMG]http://www.wizards.com/dnd/images/xph_gallery/33173.jpg[/IMG][/CENTER] [b]Guide Index:[/b] [indent] 1: Introduction and basic overview of Psionics and Psion Disciplines 2: Strengths and Weaknesses 3: Role in a Party 4: [URL=http://boards1.wizards.com/showpost.php?p=8968038&postcount=2]Races[/URL] 5: [URL=http://boards1.wizards.com/showpost.php?p=8968044&postcount=3]Important Points and Feats[/URL] 6: [URL=http://boards1.wizards.com/showpost.php?p=8968049&postcount=4]Full Manifesting[/URL] 7: [URL=http://boards1.wizards.com/showpost.php?p=8968057&postcount=5]Multiclassing[/URL] 8: [URL=http://boards1.wizards.com/showpost.php?p=8968064&postcount=6]Primary Manifester[/URL] 9: [URL=http://boards1.wizards.com/showpost.php?p=8968070&postcount=7]Secondary Manifester[/URL] 10: [URL=http://boards1.wizards.com/showpost.php?p=8968079&postcount=8]Psi-Gish[/URL] 11: [URL=http://boards1.wizards.com/showpost.php?p=8968086&postcount=9]Equipment[/URL] 12: [URL=http://boards1.wizards.com/showpost.php?p=8968092&postcount=10]Powers[/URL] 13: [URL=http://boards1.wizards.com/showpost.php?p=8968102&postcount=11]EPIC[/URL] 14: 15: 16: [/indent] [SIZE=5][b]1:Introduction and basic overview of Psionics and Psion Disciplines[/b][/SIZE] [b]What's this?[/b] This is a guide for psion afficionados with in-depth strategic and tactical discussions of some of the most powerful and versatile options available to psion players. It also discusses powergaming in so far as it relates to psionics and psions. The purpose of this guide is to serve as a [b]resource[/b] for those interested in playing Psions. An effort to give suggestions to aid in the creation and Play has been given so that all who choose to play as a Psion will enjoy the experience. Anyone wishing to explore psionic powers to their fullest extent possible should consider a psion. The psion is the psychic equivalent of the Sorceror. The class boasts a tremendous range of mental powers, placing psions among the most potent and versatile characters in the game. This guide also will try to keep examples of Psion Builds to illustrate different points and aid in choosing PrCs,feats,equipment,etc. [b]Considered Sources[/b] Since this is a practical guide that takes into consideration what most DMs would actually allow, it primarily builds on what's available in the [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/home.html]SRD[/URL]. Where it would be of interest to discuss outside alternatives these will be noted in passing, in case they would be allowed at your gaming table. For more details, check out [URL=http://boards1.wizards.com/showthread.php?t=544215]Index: 3.5 Psionics Sources Outside the XPH[/URL]. [b]A Word on Powergaming[/b] If you believe that making the most of your character's power, versatility and game mechanics is a threat to role playing, consider the [URL=http://boards1.wizards.com/showpost.php?p=9165883&postcount=338][b]Stormwind Fallacy[/b][/URL]. If you think psionics are too powerful as compared to other aspects of the game, read [URL=http://boards1.wizards.com/showthread.php?t=331253][b]Myth: The XPH is overpowered[/b][/URL] Having said that, this guide does not attempt to abuse rules or exploit the RAW at all costs. Infact, it considers that even the RAI may be vetoed at certain gaming tables, and adopts a common sense approach. Powergaming means expending your resources (actions, PP, items, gold etc.) to amass value (XP, gold, information etc.) in an as efficient manner as possible, by carefully optimizing your choices (attributes, skills, feats, powers, race, class, purchases etc.). This means that you're engaging your DM in a battle of wits where you solve problems in an increasingly clever and efficient manner, forcing your DM to come up with increasingly challenging problems. This should not be a problem for your DM, but it may be a problem for your party if they are not up for the increase in challenge. A wise DM will try to balance such differences between players, but the game experience is also partly your responsibility. Thus, ensure that you're in a like-minded group, or tread carefully. The in-combat strategies in this guide take this fact into account. You have the possibility to go all out offense and "just win" before most other party members will have done anything significant, or you can play a more behind the scenes support role - all depending on how much you can, should or want to stand out. [b]Psionics and Faerun[/b] [sblock] [b] [/sblock] [SIZE=3][b][COLOR=Red]Basic Mechanics[/COLOR][/b][/SIZE] [b]Show[/b] [sblock] [/sblock] [COLOR=Red][SIZE=3][b]Psions and their Disciplnes : LEARNING POWERS AS A PSION[/b][/SIZE][/COLOR] [b]Discipline:[/b] A psion must choose a particular area of psychic study. The psion class includes six disciplines -- clairsentience (information gathering powers), metacreativity (powers that shape items or creatures from ectoplasm), psychokinesis (powers that transform matter and energy), psychometabolism (powers that alter creatures' mental or biological states), psychoportation (powers that move items or creatures in space or time), and telepathy (powers that allow mental contact between creatures or provide mental control over others). Choosing a discipline gives the psion access to a short list of exclusive powers (and a few class skills other psions don't have). The psion cannot choose powers from other discipline's lists, but this still leaves a broad array of powers available.The next task is to decide on which discipline to pick. If your DM allows all the above power acquisition alternatives, the choice is not a very defining one for your psionic career. You will likely use powers from all disciplines, but generally an [b]Egoist[/b] will save you the most research XP. The most significant class skills are obtained as a [b]Seer[/b] ([b][COLOR=red]Listen[/COLOR][/b] and [b][/b]), [b]Telepath[/b] ([b][COLOR=red]Diplomacy[/COLOR][/b]) and [b]Egoist/Kineticist[/b] ([b][COLOR=red]Autohypnosis[/COLOR][/b]). A discipline also can serve as an underlying theme for the character's approach to life, adventuring, and psionic study. [b]Discipline[/b] [sblock] [/sblock] [b]Disciplines and thier Roles[/b] [sblock] [COLOR=Red][SIZE=3][b]Disciplnes and their Roles[/b][/SIZE][/COLOR] [b]SEER[/b] [sblock][COLOR=Blue][SIZE=3][b]Seer-[/b][/SIZE][/COLOR] Skills: Gather Information (Cha) Listen (Wis) Spot (Wis). Seer Discipline powers: [b]Show[/b] [sblock][b]SEER (CLAIRSENTIENCE) DISCIPLINE POWERS[/b] 1 [b]Destiny Dissonance:[/b] Your dissonant touch sickens a foe. [b]Precognition:[/b] Gain +2 insight bonus to one roll. 2 [b]Clairvoyant Sense:[/b] See and hear a distant location. [b]Object Reading:[/b] Learn details about an object’s previous owner. [b]Sensitivity to Psychic Impressions:[/b] You can find out about an area’s past. 3 [b]Escape Detection:[/b] You become difficult to detect with clairsentience powers. [b]Fate Link:[/b] You link the fates of two targets. 4 [b]Anchored Navigation:[/b] Establish a mishap-free teleport beacon. [b]Remote Viewing:[/b] See, hear, and potentially interact with subjects at a distance. 5 [b]Clairtangent Hand:[/b] Emulate far hand at a distance. [b]Second Chance:[/b] Gain a reroll. 6 [b]Precognition, Greater:[/b] Gain +4 insight bonus to one roll. 7 [b]Fate of One:[/b] Reroll any roll you just failed. 8 [b]Hypercognition:[/b] You can deduce almost anything. 9 [b]Metafaculty:[/b] You learn details about any one creature. [/sblock][/sblock] [b]SHAPER[/b] [sblock][COLOR=Blue][SIZE=3][b]Shaper-[/b][/SIZE][/COLOR] Skills: Bluff (Cha) Disguise (Cha) Use Psionic Device* (Cha). Shaper Discipline powers: [b]Show[/b] [sblock][b]SHAPER (METACREATIVITY) DISCIPLINE POWERS[/b] 1 [b]Astral Construct:[/b] Creates astral construct to fight for you. [b]Minor Creation, Psionic:[/b] Creates one cloth or wood object. 2 [b]Psionic Repair Damage:[/b] Repairs construct of 3d8 hit points +1 hp/level. 3 [b]Concealing Amorpha, Greater:[/b] Quasi-real membrane grants you total concealment. [b]Ectoplasmic Cocoon:[/b] You encapsulate a foe so it can’t move. 4 [b]Fabricate, Psionic:[/b] Transforms raw goods to finished items. [b]Quintessence:[/b] You collapse a bit of time into a physical substance. 5 [b]Hail of Crystals:[/b] A crystal explodes in an area, dealing 9d4 slashing damage. 6 [b]Crystallize:[/b] Turn subject permanently to crystal. [b]Fabricate, Greater Psionic:[/b] Transforms a lot of raw goods to finished items. 7 [b]Ectoplasmic Cocoon, Mass:[/b] You encapsulate all foes in a 20-ft. radius. 8 [b]Astral Seed:[/b] You plant the seed of your rebirth from the Astral Plane. 9 [b]Genesis:[/b] You instigate a new demiplane on the Astral Plane. [b]True Creation:[/b] As psionic major creation, except items are completely real.[/sblock][/sblock] [b]KINETICIST[/b] [sblock][COLOR=Blue][SIZE=3][b]Kineticist-[/b][/SIZE][/COLOR] Skills: Autohypnosis* (Wis) Disable Device (Dex) Intimidate (Cha). Kineticist Discipline powers: [b]Show[/b] [sblock][b]KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS[/b] 1 [b]Control Object:[/b] Telekinetically animate a small object. 2 [b]Control Air:[/b] You have control over wind speed and direction. [b]Energy Missile:[/b] Deal 3d6 energy damage to up to five subjects. 3 [b]Energy Cone:[/b] Deal 5d6 energy damage in 60-ft. cone. 4 [b]Control Body:[/b] Take rudimentary control of your foe’s limbs. [b]Energy Ball:[/b] Deal 7d6 energy damage in 20-ft. radius. [b]Inertial Barrier:[/b] Gain DR 5/–. 5 [b]Energy Current:[/b] Deal 9d6 damage to one foe and half to another foe as long as you concentrate. [b]Fiery Discorporation:[/b] Cheat death by discorporating into nearby fire for one day. 6 [b]Dispelling Buffer:[/b] Subject is buffered from one dispel psionics effect. [b]Null Psionics Field:[/b] Create a field where psionic power does not function. 7 [b]Reddopsi:[/b] Powers targeting you rebound on manifester. 8 [b]Telekinetic Sphere, Psionic:[/b] Mobile force globe encapsulates creature and moves it. 9 [b]Tornado Blast:[/b] Vortex of air subjects your foes to 17d6 damage and moves them.[/sblock][/sblock] [b]EGOIST[/b] [sblock][COLOR=Blue][SIZE=3][b]Egoist-[/b][/SIZE][/COLOR] Skills: [b]Autohypnosis[/b]* (Wis) [b]Balance[/b] (Dex) [b]Heal[/b] (Wis). Egoist discipline powers [b]Show[/b] [sblock][b]EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS[/b] 1 [b]Thicken Skin[/b]: Gain +1 enhancement bonus to your AC for 10 min./level. 2 [b]Animal Affinity[/b]: Gain +4 enhancement to one ability. [b]Chameleon[/b]: Gain +10 enhancement bonus on Hide checks. [b]Empathic Transfer[/b]: Transfer another’s wounds to yourself. 3 [b]Ectoplasmic Form[/b]: You gain benefits of being insubstantial and can fly slowly. [b]Hustle[/b]: Instantly gain a move action. 4 [b]Metamorphosis[/b]: Assume shape of creature or object. [b]Psychic Vampire[/b]: Touch attack drains 2 power points/level from foe. 5 [b]Psionic Revivify[/b]. Return the dead to life before the psyche leaves the corpse. [b]Psychofeedback[/b]: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores. [b]Restore Extremity[/b]: Return a lost digit, limb, or other appendage to subject. 6 [b]Restoration, Psionic[/b]: Restores level and ability score drains. 7 [b]Fission[/b]: You briefly duplicate yourself. 8 [b]Fusion[/b]: You combine your abilities and form with another. 9 [b]Metamorphosis, Greater[/b]: Assume shape of any nonunique creature or object each round.[/sblock][/sblock] [b]NOMAD[/b] [sblock][COLOR=Blue][SIZE=3][b]Nomad-[/b][/SIZE][/COLOR] Skills: Climb (Str) Jump (Str) Ride (Dex) Survival (Wis) Swim (Str). Nomad Discipline powers: [b]Show[/b] [sblock][b]NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS[/b] 1 [b]Burst:[/b] Gain +10 ft. to speed this round. [b]Detect Teleportation:[/b] Know when teleportation powers are used in close range. 2 [b]Dimension Swap:[/b] You and ally or two allies switch positions. [b]Levitate, Psionic:[/b] Subject moves up and down, forward and back, at your direction. 3 [b]Astral Caravan:[/b] You lead astral traveler-enabled group to a planar destination. 4 [b]Dimensional Anchor, Psionic:[/b] Bars extra dimensional movement. [b]Dismissal, Psionic:[/b] Forces a creature to return to its native plane. [b]Fly, Psionic:[/b] You fly at a speed of 60 ft. 5 [b]Baleful Teleport:[/b] Destructive teleport deals 9d6 damage. [b]Teleport, Psionic:[/b] Instantly transports you as far as 100 miles/level. [b]Teleport Trigger:[/b] Predetermined event triggers teleport. 6 [b]Banishment, Psionic:[/b] Banishes extraplanar creatures. 7 [b]Dream Travel:[/b] Travel to other places through dreams. [b]Ethereal Jaunt, Psionic:[/b] Become ethereal for 1 round/level. 8 [b]Time Hop, Mass:[/b] Willing subjects hop forward in time. 9 [b]Teleportation Circle, Psionic:[/b] Circle teleports any creatures inside to designated spot. [b]Time Regression:[/b] Relive the last round. [/sblock][/sblock] [b]TELEPATH[/b] [sblock][COLOR=Blue][SIZE=3][b]Telepath-[/b][/SIZE][/COLOR] Skills: Bluff (Cha) Diplomacy (Cha) Gather Information (Cha) Sense Motive (Wis) Telepath Discipline powers: [b]Show[/b] [sblock][b]TELEPATH (TELEPATHY) DISCIPLINE POWERS[/b] 1 [b]Charm, Psionic:[/b] Makes one person your friend. [b]Mindlink:[/b] You forge a limited mental bond with another creature. 2 [b]Aversion:[/b] Subject has aversion you specify. [b]Brain Lock:[/b] Subject cannot move or take any mental actions. [b]Read Thoughts:[/b] Detect surface thoughts of creatures in range. [b]Suggestion, Psionic:[/b] Compels subject to follow stated course of action. 3 [b]Crisis of Breath:[/b] Disrupt subject’s breathing. [b]Empathic Transfer, Hostile:[/b] Your touch transfers your hurt to another. [b]False Sensory Input:[/b] Subject sees what isn’t there. 4 [b]Dominate, Psionic:[/b] Control target telepathically. [b]Mindlink, Thieving:[/b] Borrow knowledge of a subject’s power. [b]Modify Memory, Psionic:[/b] Changes 5 minutes of subject’s memories. [b]Schism:[/b] Your partitioned mind can manifest lower level powers. 5 [b]Metaconcert:[/b] Mental concert of two or more increases the total power of the participants. [b]Mind Probe:[/b] You discover the subject’s secret thoughts. 6 [b]Mind Switch:[/b] You switch minds with another. 7 [b]Crisis of Life:[/b] Stop subject’s heart. 8 [b]Mind Seed:[/b] Subject slowly becomes you. 9 [b]Mind Switch, True:[/b] A permanent brain swap. [b]Psychic Chirurgery:[/b] You repair psychic damage or impart knowledge of new powers. [/sblock][/sblock] [/sblock] [SIZE=5][b]2: Strengths and Weaknesses[/b][/SIZE] [b]WEAKNESSES[/b] [sblock][SIZE=6][b]Weakness:[/b][/SIZE] 1: [b]Poor Attack Bonus:[/b] A psion's base attack bonus is +1 per two psion levels, which is as bad as any in the game. Psions can dish out lots of damage with their powers, but they don't do well with weapons. 2: [b]Poor Reflex and Fortitude Saves:[/b] Psions have the worst progression for Reflex and Will saves (see Table 3-1 in the Player's Handbook). Psions aren't good at avoiding attacks on their bodies. 3:[b]Low Hit Points:[/b] The psion gains only 4-sided hit dice which inevitably leads to a low hit point total. 4:Limited Power selection/powers known: The psion has a fixed number of Powers known, but can increase this thru Class abilities(from PrCs), Feats(Expanded Knowledge), Psychic Chirgury,. 5:[b]Poor Armor Class:[/b] The psion has no proficiency with any kind of armor or shield. As a consequence, the character has a low Armor Class. The combination of low hit points and low Armor Class leaves most psions vulnerable in physical combat, especially melee. Many psionic powers, especially those from the psychometabolism discipline, can improve a psion's defenses. Employing such powers, however, expends time and psionic potential that the psion could use for other things. 6:[b]Poor Weapon Selection:[/b] The psion has proficiency with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear -- not a world-beating collection of weaponry.[/sblock] [b]STRENGTHS[/b] [sblock] [SIZE=6][b]Strengths:[/b][/SIZE] 1:[b]Good Will Saves:[/b] A psion uses the best progression for Will saves (see Table 3-1 in the Player's Handbook). This helps the psion resist most effects that attack or fool her mind or assault her spirit, such as charms, compulsions, illusions, fear, and even inflict wounds spells. 2:5 [b]Bonus Feats[/b]: A psion gains bonus feats at 1st, 5th, 10th, 15th, and 20th level. These feats must be psionic feats, metapsionic feats, or psionic item creation feats. A psion's selection of bonus feats can greatly expand her power. 3:[b]Flexible Manifesting[/b]: [b]Manifest an Unknown Power from Another’s Powers Known[/b] A psionic character can attempt to manifest a power from a source other than his own knowledge (usually a power stone or another willing psionic character). To do so, the character must first make contact (a process similar to addressing a power stone, requiring a Psicraft check against a DC of 15+ the highest level power in the power stone or repertorie). A psionic character can make contact with only a willing psionic character or creature (unconscious creatures are considered willing, but not psionic characters under the effects of other immobilizing conditions). Characters who can’t use power stones for any reason are also banned from attempting to manifest powers from the knowledge of other psionic characters. Mental contact requires 1 full round of physical contact, which can provoke attacks of opportunity. Once contact is achieved, the character becomes aware of all the powers stored in the power stone or all the powers the other character knows up to the highest level of power the contactor knows himself. Next, the psionic character must choose one of the powers and make a second Psicraft check (DC 15 + the power’s level) to see if he understands it. If the power is not on his class list, he automatically fails this check. Upon successfully making contact with another willing psionic character or creature and learning what he can of one power in particular, the character can immediately attempt to manifest that power even if he doesn’t know it (and assuming he has power points left for the day). He can attempt to manifest the power normally on his next turn, and he succeeds if he makes one additional Psicraft check (DC 15 + the power’s level). He retains the ability to manifest the selected power for only 1 round. If he doesn’t manifest the power, fails the Psicraft check, or manifests a different power, he loses his chance to manifest that power for the day. 4:[b]Manifesting from other sources[/b]: see above 5:[b]Armor does not interfere with Manifesting powers[/b] 6:[b]Self Sufficient:[/b]No need for anything outside himself 7:[b]Good Power Selection:[/b] The psion power list is unmatched for flexibility and sheer size. With the right power, you can damage or slay foes, whisk yourself (and your friends) to safety, discern hidden truths, throw up impassible barriers, create useful things out of thin air, or work profound transformations on yourself or the creatures and objects around you. 8:[b]High Skill Points:[/b] Psions receive a mere two skill points per level, but don't let that fool you. Psions have high Intelligence scores (because Intelligence governs their psychic abilities), and a high Intelligence score boosts the number of skill points they have available.[/sblock] [SIZE=5][b]3: Role in a Party[/b][/SIZE] [b]Think for the Long Term[/b] Among the most critical decisions you'll make as a psion is choosing your personal repertoire of psionic powers. Once you choose a power, you cannot unlearn it and choose a new one, so choose powers that you think you'll want to keep using throughout your career (the psychic reformation power allows you to change known powers if you give up some experience points). Choose powers that will help you deal with as many different situations as possible. It's hard to go wrong with powers that deal damage, but choose powers that deal different kinds of damage or that use different kinds of energy. Don't forget the power list for your discipline -- these lists are short, but they contain powers that other characters usually can't learn. If you choose the Expanded Knowledge feat, you can learn just about any power you like, subject to the limits noted in the feat description. No matter what your discipline is, it pays to include in your personal repertoire a few powers for travel, defense, and miscellaneous tasks. Always consider powers that you can use in several different ways. The far hand power, for example, is good for performing all sorts of tasks at a distance. Powers aren't the only tool you have at your disposal. A few weapons, alchemical items, and other equipment can greatly expand your options. Remember that you are one of your party's most vulnerable members. Make sure you have a proper place in the marching order -- preferably in the middle with at least one ally between you and your foes. [b]Manifest Early, Manifest Often, but stay in Budget[/b] Your chief asset is your ability to manifest any power you know, provided you have the power points to do so. Unspent power points at the end of the day represent wasted potential. Of course, you should not waste your power points on frivolous or ineffective power manifestations, and it pays to keep a reserve of points available just in case you get in a bind where only a certain power will do (or if you have an encounter after you and your group have retired for the night). As a rule of thumb, keep enough power points on hand to manifest your highest level power once or twice. If you know or strongly suspect trouble ahead, keep more power in reserve. Otherwise, put your powers into play as often as you can. Another useful Rule-of-thumb... divide your total PP per day by 4, then use 1/4 to do your daily Buffing if any, and you will have 1/4 per encounter for the rest of the day. This assumes an average of 3 encounters per day, you may have to adjust this if you find you are running out of PP too quickly. [b]Remember Your Friends[/b] The sheer power you command as a psion can make you cocky. Don't forget that physical attacks can defeat you pretty quickly. You need the rest of your party for protection. In addition, you must be careful not to become your party's worst enemy. [b]The Party's Front Line:[/b] The rogue, ranger, bard, or monk in your group often serve as a scout for the rest of the party and often will locate your foes for you. These characters, along with the party's more heavily armored types (particularly fighters and paladins) form a fighting line that keeps enemies away from you. Be ready to support those characters with your powers in case they get into trouble. When manifesting your powers, be careful to aim them so your friends aren't caught in their destructive effects. Nothing wears out your welcome faster than poorly aimed powers that hurt friend as well as -- or more than -- foes. [b]Spellcasters and Other Manifesters:[/b] You probably aren't the only character in your party who wields psychic powers or spells, so don't act as though you are. Arcane spellcasters can produce many effects that are similar to what you can produce. Divine spellcasters have potent spells, too. Other psionic classes, such as psychic warriors, have power lists that are slightly more limited but probably more focused than yours. Learn what spells and psionic powers are available in your group, and be ready to fill in the gaps in each character's capabilities. When your capabilities overlap another character's, try to divide tasks between you in some equitable manner. For example, if you are a kineticist (psychokinesis discipline) with a roster of attack powers good for blasting foes, ask the spellcasters and other manifesters in your group to handle tasks such as transportation, information gathering, and defense. Blasting foes can be fun, however, so don't hog all the action. You might divide up the battlefield into sections that different characters can cover, or develop a sequence of attacks that can really hurt a foe. For example, perhaps you might use energy push to knock a foe back and an allied wizard or sorcerer can hit the same foe with a magic missile spell. to show the ability for a Psion to fill these roles: [indent] 1: Melee Damage 2: Direct Damage 3: Battlefield control 4: Save or Die 5: Information Gathering 6: Transportation 7: Healing 8: Buffing 9: NPC interaction(FACE)[/indent] [CENTER][b][SIZE=4]Other Psionic BuildGuides:[/SIZE][/b][/CENTER] [indent] [URL=http://boards1.wizards.com/showthread.php?t=487972]Wilder Build guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=697576]Ardent Build guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=372176]Soulknife Build guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=777184]Psychic Warrior buid guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=623529]Lurk[/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-622533]Psychic Rogue[/URL][/indent] [b][COLOR=Red]Special Thanks[/COLOR][/b] to [b]hovnarr[/b], as Co-Author of some sizeable sections of this guide. [b]Originally posted by carnivore:[/b] [CENTER][SIZE=6][b]4: Races[/b][/SIZE] [IMG]http://www.wizards.com/dnd/images/xph_gallery/80444.jpg[/IMG][/CENTER] [b][SIZE=3]Races with Bonus Feats:[/SIZE][/b] [indent] [b]Strongheart Halflings[/b] are great, Strongheart Halflings are a forgotten realms specific sub-race of halflings found in the Forgotten Realms Campaign Setting. With Strongheart Halflings, you get +1 AC, +1 to hit, nice stealth bonuses, but most importantly, you get an extra feat. [b]Humans[/b] are nice, too, although I don’t know what you’ll do with that extra skill point. The feat rocks. [/indent] [b][SIZE=3]Races with a Bonus to Intelligence[/SIZE]:[/b] [indent] [b]Gray Elf:[/b] -2 Str +2 Dex -2 Con +2 Int, medium, 30 ft., wizard, humanoid (elf), monster manual pg.104 [b]Sun Elf:[/b] +2 Int -2 Con, medium, 30 ft., wizard, humanoid (elf), forgotten realms pg.15 [b]Silvanesti:[/b] +2 Dex +2 Int -2 Con -2 Cha, medium, 30 ft., humanoid (elf), dragonlance campaign setting pg.20 [b]Fire Elf:[/b] +2 Dex +2 Int -2 Con -2 Cha, medium, 30 ft., wizard, humanoid (elf), unearthed arcana pg.17 [b]Deep Imaskari:[/b] +2 Int -2 Dex, medium, 30 ft., spell clutch (su), wizard, humanoid (human), underdark pg.9 [b]Tinker Gnome:[/b] +2 Dex +2 Int -2 Str -2 Wis, small, 20 ft., special, dragonlance campaign setting pg.27 [b]Lesser Air Genasi[/b]: +2 Dex +2 Int -2 Wis -2 Cha, medium, 30 ft., levitate (sp), fighter, humanoid (planetouched), player’s guide to faerun pg.191 [b]Lesser Fire Genasi[/b]: +2 Int -2 Cha, medium, 30 ft., control flames (sp), fighter, humanoid (planetouched), player’s guide to faerun pg.191 [b]Lesser Tiefling[/b]: +2 Int +2 Dex -2 Cha, medium, 30 ft., darkness (sp), rogue, humanoid (planetouched), player’s guide to faerun pg.191 [b]Vanara[/b]: -2 Str +2 Int +2 Wis, medium, 30 ft. climb 20 ft., spirit shaman, humanoid (vanara), oriental adventures pg.15 – Note: in a 3.5 oriental adventures update found in Dragon magazine, vanara were updated to no longer have any ability score adjustments. [b]Venerable Dragonwrought Kobold[/b]: -4 Str +2 Dex -2 Con +3 Int +3 Wis +3 Cha, small, 30 ft., sorcerer, dragon (kobold, reptilian, dragonblood), monter manual pg.161 and races of the dragon pg. 39 [/indent] [b][SIZE=3]Other Nice choices:[/SIZE][/b] [indent][b]Illumians[/b] make great Psions mainly because of two reasons. 1) By taking Sigil Focus (krau), you can gain early access to some prestiege classes. [b]Whisper Gnomes[/b] also make good Psions. Bonuses to dex and con, penalties to only str and cha, smalls size, 30 move speed, and a ton of other goodies make this LA +0 race worth it. [/indent] [b]Race[/b] There are three interesting core choices: human, grey elf and elan. [indent] •[b]Human:[/b] You have no weaknesses, an extra feat, and extra skill points. As we will be taking [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#psionic-body][b]Psionic Body[/b][/URL] at level 1, that extra feat will also grant you 2 more hp, and [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#psychic-reformation][b]Psychic Reformation[/b][/URL] will help insure that you get the most out of the extra slot throughout your career. All builds below are based on a human, as it’s a good alround choice for a long term psionic career. It’s also a choice of race that any DM will allow. •[b]Grey Elf:[/b] You get +2 to Int but suffer a -2 Con penalty (and get +2 Dex, -2 Str as well, which helps a bit early on). The Int bonus isn’t very significant at low levels, but translates to 10 more pp at level 20. As neither of the below builds depend on int-based saving throws to produce an adequate offense, the boost to save DCs is nice but not decisive. This is probably your strongest option if you’re starting at or post level 7. At that point, your frail health is less of an issue as you have more hp and access to metamorphosis, you can use all day buffs (extended), and the extra boost to Int begins to matter more and more. The elven “alertness” traits are also quite nice. •[b]Elan:[/b] This is probably the best choice if you know that you will be playing a shorter campaign, starting at level 1. The extra 2 pp is huge in the early levels, and elan resistance/resilience will save you before you get more adequate defenses in your power repertoire. Being an abberation rather than a “person” can also be significant at low-mid level, and the repletion ability solves the problem of lugging around provisions, that can be troubesome for a low level adventurer. All in all, a powerful and versatile choice for the early levels, but a [b]human[/b] will prove the better choice in the long run. [/indent] [b]Eberron[/b] players should also consider the [b]Kalashtar[/b] and the early level cheese that is the Warforged Shaper. You can have neigh unbeatable AC at level 1 at the cost of one feat, and you can heal yourself better than a Cleric starting level 3 with [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#psionic-repair-damage][b]Psionic Repair Damage[/b][/URL]. An interesting OGL alternative is the [URL=http://www.wizards.com/default.asp?x=dnd/sp/20040213a][b]+0 LA Aasimar[/b][/URL]*. You get a freebee +2 Cha, some minor special abilities and most importantly the [b]Outsider[/b] type. This means even more flexibility for you at level 7, as outsiders have access to healing and transportation abilities that the other core creatures lack. [b][SIZE=4]List of races and thier suitablity to making a playable Psion[/SIZE][/b] Human(PHB) .....excellent choice,the extra feat give Humans great flexability and a jump start for selecting other feats or PrC(especially Feat intensive ones). The extra skill points also help offset the low skill points that psion gives. [b]Elf[/b](PHB)+2 Dex,-2 Con Gray Elf(SRD)+2 Int, -2 Str......these make great Psions, because Str is a Dump Stat......basically: No downside Star Elf(Races of Faerun)+2 Cha,-2 Con Sun Elf(Forgotten Realms Campaign)+2 Int,-2 Con Snow Elf(Frostburn)+2 Dex,-2 Cha Dwarf(PHB) Gnome(PHB) Halfling(PHB) 1/2 Elf(PHB) 1/2 Orc(PHB) Dromites(+1 LA) (XPH) Duergar(+1 LA)(XPH) Elans(XPH) Half-giants(+1 LA)(XPH) Maenads(XPH) Xeph(XPH) Changeling(Eberron) [b]Kalashtar[/b](Eberron)...This is one of the best Races for a Psion. It has few drawbacks and many bonuses, including the ability to choose some powerful Race Specific feats, and use Race Specific Psionic items. The Icing on the top would be the Bonus Power points Per Character level. Shifter(Eberron) Warforged(average)(Eberron)......this is a good race (+2Con,-2 Wis,-2 Cha),Living Construct Type,many immunities. Warforged(Scout)(Eberron).........This is also good(+2 Dex,-2 Str,-2 Wis,-2 Cha),as Warforged above, and Small size,Fav Class: Rogue. quick note: All Warforged are refered to as Psiforged if you take the [b]Psiforged Body [/b] feat [SIZE=6][b]Templates[/b][/SIZE] [b]Phrenic Template +2LA[/b] [b]Phrenic Template[/b] [sblock] [/sblock] [b]The 1/2 Fey Template,+2LA[/b] [b]1/2 Fey Template[/b] [sblock] under construction[/sblock] [b][SIZE=5]Master Player Race List Version 2.0[/SIZE][/b] [b]Master Player Race List Version 2.0[/b] [sblock] [/sblock] [b]Originally posted by carnivore:[/b] [SIZE=5][b]5: Important Points and Feats[/b][/SIZE] [IMG]http://www.wizards.com/dnd/images/xph_gallery/80442.jpg[/IMG] important points: 1)[b]Attribute Distribution and Impact on Character playablity[/b] Intelligence,Intelligence,Intelligence........... There are two more or less fixed requirements to playing a psion adequately: you need a starting [b]intelligence[/b] of 15 to be able to increase it to [b]19[/b] in time for you to be able to manifest 9th level powers, and you need a [b]wisdom of 13[/b] to qualify for [b]Metamorphic Transfer[/b] and [b]Psionic Meditation[/b]. Let’s look at the attributes in more detail and consider the elite array, 25-point buy and 32-point buy. •[b]Strength:[/b] The least important attribute. You will probably never be making melee attacks without being metamorphed, unless you somehow get a freebee attack of opportunity in your early career. •[b]Dexterity: [/b]This attribute also changes when changing shape. It’s significant for initiative, armor class and ranged attacks – all of which are important to you – but it’s still quite far down on the list since the Pixie form is available at level 7. •[b]Constitution:[/b] With the recent Polymorph rulings, many DMs may very well rule that your hp does not change even if your Con does when metamorphing. Even if it does, you still need to get there alive, and a solid Con helps a lot in the early levels. •[b]Intelligence:[/b] The [b]most important attribute[/b] naturally, as it governs saves and power points, and grants you an impressive amount of skill points to boot. Should be as high as you can afford (within reason), and the primary choice for your level up ability increases and item enhancers. •[b]Wisdom:[/b] Needed for feat requirements, but not particularly important otherwise. The extra boost to the will save is nice though. •[b]Charisma:[/b] Your supernatural attacks from the [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer][b]Metamorphic Transfer [/b][/URL]feat are Cha based, which means that this attribute is far from unimportant. Especially significant for your class skills if you play a [b]Telepath[/b]. Elite Array: Str 8, Dex 10, Con 14, Int 15, Wis 13, Cha 12. (Con 12, Cha 14)* 25-point buy: Str 8, Dex 8, Con 14, Int 16, Wis 14, Cha 11. (Con 12, Cha 13)* 32-point buy: Str 8, Dex 8, Con 14, Int 18, Wis 14, Cha 12. (Con 12, Cha 14)* *Numbers in paranthesis should be used if your DM allows hp to change upon metamorphosis. 2)[b]MANIFESTER LEVEL[/b] "Thou shall not lose Manifester levels", and Why. Manifester levels effect on Powers [indent]MANIFESTER LEVEL The variables of a power’s effect often depend on its manifester level, which is equal to your psionic class level. A power that can be augmented for additional effect is also limited by your manifester level (you can’t spend more power points on a power than your manifester level). See Augment under Descriptive Text, below. You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level. In the event that a class feature or other special ability provides an adjustment to your manifester level, this adjustment applies not only to all effects based on manifester level (such as range, duration, and augmentation potential) but also to your manifester level check to overcome your target’s power resistance and to the manifester level used in dispel checks (both the dispel check and the DC of the check). [/indent] Manifester Level on Power Points Manifester Level on Powers Known 3)[b]Power points and Bugeting your spending of them[/b] Economic use of Power Points to get you thru the day. [indent]In general..a good rule of thumb, is to divide the total Daily number of power points you have by 4, use 1/4 for long term buffs , and limit the number of PP you expend for each encounter to around 1/4 also. This assumes an average of 3 encounters per day, you may have only 1 or maybe up to 6+;but as an average you will have 3 encounters per day. Note, each encounter does not mean Combat, some will be Social. With combat encounters try to determine the most effective way to eliminate an opponent while conserving PPs. Sometimes its best to simply use Battlefield Control powers and funnel the combat to your fighters and allow them to be effective. Other times it may be better to avoid haveing the enemy reach your fighters and destroy them at range, especially if they have special attacks that severly weaken your party members. A special caution should be considered...... if combats come in waves with reiforcements comming in a few rounds with more on the way...plan to use some long term buffs to power up with and long term Battlefield control and avoid a lot of direct damage(Direct damage is great vs single opponents) as it can use up your PP quickly. A final note.....ALWAYS keep enough PP to escape Quickly(Teleport or Planeshift)...you will not be able to defeat all opponents the first time, so its better to run away and return with a better plan and Prepared to face the enemy.[/indent] "[b]PP Generation Tactics[/b] [indent]Power points are always an issue with any psionic build. Psionic characters always have to ration power points in one point or another. For Psychic warriors, this is even more of a problem with their reduced power point pools. However turning to sources such as magic of incarnum it is possible to circumvent and amplify the power point pools of any psionic character. This is accomplished through the use of [b]Azure Talent[/b] {Incarnum, Psionic}, Azure talent allows you to invest in the feat essentia once per day, the bonus pp is equal to the total amount of invested essentia times two. Further more the feat itself has a built in limit on the number of points invested based on character level. The second part of the set is the feat [b]Psycarnum Infusion[/b] {Psionic}. Thus feat allows you to expend your psionic focus which allows one of the characters essentia receptacles to be treated as if it had been invested with the maximum possible essentia If you use this tactic its wise to keep [b]Cognizence Crystals[/b] on hand, using that you can boost your pp reserve by filling up the crystals with the pp before they expire, another use is to recharge psionic tatoos using the temp pp while preserving your main pool ...quote by [b][COLOR=RoyalBlue]Lokiyn[/COLOR][/b] "[/indent] 4)[b]Focus[/b] What it is and how it affects you. 5)[b]Skill choices[/b] Concentration,Knowledge(psionics),Psicraft....first,then get as much Synergy as you can. Concentration is a skill that generally Psions need to max out and this is because many effects linked to Powers require concentration checks. Should you fail to concentrate on your Power, you are most likely going to lose it, and the PP. The [i]player's handbook[/i] provides detailed information on page 170 on concentration checks, that will cover almost all cases. Most notably: [LIST] [*][b]Injury while Manifesting a Power:[/b] In case of continuous damage, you should be able to succeed. The problem here is if damaged by attacks or, even worse, enemy spells/Powers. Since opponents can ready an action to "when the enemy starts Manifesting a Power", they will be able to affect even those Powers that require a standard or move action to Manifest. Miss chance, invisibility and damage reduction can help lessen the inflicted damage, thus making your concentration check easier. [*][b]Distraction by spell:[/b] Mundane attacks only get 1/2 of the inflicted damage dealt to the concentration check's DC. Note that this is not the case with spells that deal damage. They actually add all the inflicted damage to the check. Thus, even a lowly [i]magic missile[/i] [b][UNKNOWN=sup]: PHB [/b] spell (which if of 9th and higher caster level has a damage of 10-25, resulting in an average damage of 17,5) will boost your concentration check to 27,5 + level of the Power you are Manifesting, nothing to scoff at. [CENTER][IMG]http://img402.imageshack.us/img402/3010/spelldamconqj7.jpg[/IMG][/CENTER] This graph shows how the damage of a spell, which deals 1d6 points of damage per caster level, scales compared to your concentration check with no modifiers. [/LIST] 6)[b]Powers Known and getting more powers known[/b] Making yourself versatile and effective in any situation [b]discussion on Research[/b] [sblock] [/sblock] 7) [b]Manifesting Powers[/b] "[b]Power Manifesting Time Reduction[/b] [indent]Obviously getting powers manifested as fast as possible is important, however certain powers have an inconveniently log manifestation time. For example [b]Psionic Minor Creation[/b] has a manifesting Time of One Minute. As well as Call to Mind, Powers like Major creation have manifestation time in things like 10 min, with some powers needing a full week to manifest. For most cases this isn’t an issue, however, we can speed up manifesting of long powers with the following process. [b]Linked Power[/b] {metapsionic} Allows the manifester to manifest one power and link a second power to it as an additional metapsionic cost. The process is simple. Choose a starting power, In this case the power [b]call item[/b] {minds Eye}. Then select a second power, in this case minor creation. One of the conditions of linked power is that the second power shares the same target as the primary power, in the event that the first power does not have a target or area (as is the case in call item) the second powers area or target is chosen by the manifester. The next round the second power goes off without any additional cost in actions or power points. Depending on your reading of the Linked power feat the second power does not cost the manifester anything other than the pp cost, which proves interesting when powers that cost exp are involved" quote by [b][COLOR=royalblue]Lokiyn[/COLOR][/b][/indent] 7)[b]Feats:[/b] listing of useful feats [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040723c][b][COLOR=Red]New Feats & Powers[/COLOR][/b][/URL]........WotC Website [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040827b][b][COLOR=Red]Chance Favors the Prepared Mind[/COLOR][/b][/URL]........WotC Website [URL="https://www.enworld.org/index.php?threads/298304/"][b]Treatise on Metapsionic Feats[/b][/URL]..........interesting discussion [URL="https://www.enworld.org/index.php?threads/454829/"][b]Karmic Power Optimization[/b] [/URL]....discusses [b]Opportunity Power[/b] feat I will try to focus only on feats that are Directly useful to Psions. [b]NoN-Psionic Feats:[/b] Alertness................you can get this for free if you have a Psycrystal Combat Expertise.....for Psi-Gish type builds Combat Reflexes.....for Psi-Gish type builds Improved Initiative.....good for many types Leadership [b]Power Attack[/b].....for Psi-Gish type builds Rapid Shot.....for Psi-Gish type builds Skill Focus(Concentration).............very useful for any Psionic character Track........................................neccessary to gain entry into the Slayer PrC Weapon Focus..............Weapon focus(ray) is very nice to have Shielded Manifesting(Races of Stone) Steady Concentration(Races of Stone) [b]Psionic Feats:[/b] Boost Construct...........giving and extra Menu selection is always good Burrowing Power..........a very useful power especially at high levels Chain Power..............can be strong...but limited to Single target energy powers Delay Power..............absolutely necessary if you use Temporal Acceleration and Direct Damage powers Empower Power.........great boost to all Direct Damage Powers Enlarge Power............nice Expanded Knowledge.....a Must for learning extra Powers(unles your DM allows other means:Research,Psychic Chirgury) Extend Power..............a must for all Psions Greater Power Penetration Greater Power Specialization Greater Psionic Endowment Improved Psicrystal Maximize Power Metamorphic Transfer Narrow Mind Opportunity Power Overchannel Power Penetration Power Specialization Psicrystal Affinity Psicrystal Containment Psionic Body Psionic Endowment Psionic Meditation Psionic Talent Quicken Power Split Psionic Ray Talented Twin Power Unconditional Power Widen Power [b]Deep Vision[/b](Races of Stone)........................darkvision increases while focused..... [b]Deflective Armor[/b](Races of Stone and CPsi).....Armor bonus vs Touch attks, while focused [b]Earth Power[/b](Races of Stone).......................-1 PP to cost of manifesting any power when you are on stone or earth,....requires you to [b]Expend focus[/b]....this is a very nice power to have, for all day buffs [b]Focused Shield[/b](Races of Stone)...................+1AC when focused [b]Invest Armor[/b](Races of Stone)......................+3 Armor bonus when expend focus [b]Energize Armor[/b](Races of Stone)....................expend focus(immediate action)...gain energy resist 10 vs next energy attack Ectopic Form............................................. [b]Practiced Manifester[/b](Complete Psionics).........+4 to effective ML when manifesting powers.....will not raise ML above HD, or give extra PP Elan Resiliance(Complete Psionics).................. Instictive Consumator(Complete Psionics)........ Mental Juggernaut(Complete Psionics)............ Psybiot(Complete Psionics).......................... Stygian Archon(Complete Psionics)............... Dorje Mastery(Complete Psionics)................. Psionic Mastery(Complete Psionics).............. Knockdown Power(Complete Psionics)........... Linked Power(Complete Psionics)................. Metapsionic Power(Complete Psionics).......... Transdimentional Power(Complete Psionics).... Skin of the Construct[b]Skin of the Construct[/b] [sblock]"[b]Skin of the construct[/b]" is actually a rather mediocre choice...for this reason...the 1d8 Temporary hit points last 1 hour...the rest of the benifits are gone when the [b]Astral Construct[/b] [b][COLOR=Red]Duration is over[/COLOR][/b]([b]1 round/ML[/b]), but it does give you access to this: [/sblock] [b]Spiritual Force[/b](Complete Psionics)...............expend focus.....add Cha bonus to damage w/ mindblade for all attacks..this round [b]Illithid Heritage[/b](Complete Psionics).............Intimidate is class skill, bonus to saves vs(spells,spell-like,power,psi-like) = # illithid feats / 2 (min +1) Illithid Compulsion(Complete Psionics) Illithid Enthusiast(Complete Psionics) Illithid Grapple(Complete Psionics) Illithid Legacy(Complete Psionics) Greater Illithid Legacy(Complete Psionics) Tactics: [b]Show[/b] [sblock] Grease is also a wonderful Battlefield control power Chained Energy Retort is great fun vs large groups......especially if manifested several times(you may not even have to attack them.........they might kill themselves by attacking you,or at least injure themselves severely) Ectoplasmic Shambler(or even several:overlaping themselves) .....and Wall of Ectoplasm........battlefield control and continuous damage.......Shambler is controled as a free action, has No save, No SR/PR and is Long ranged, large area(10 cubes 10'x10'x10'), realitvely long duration.......and to damage the Wall they must get thru the Shambler(s) Minor creation: Set up burn spots with flammable, sticky, and plant based oils (take your pick, there are a number of them, especially if you are lax on just what plant based entails). Make poisons and coat your weapons with it. Create stop gaps, dangerous areas to walk through, useful items, and whatever else you happen to think of. It takes time and careful planning, but it is cheap, easy, and lasting. Claws of the beast: Pop this on yourself and your psicrystal (if allowed that is). Sure, it isnt a huge amount of damage, but your psicrystals claws are easily coated in poison and you can save more poison for later. It also gives you 4 claw attacks each round. You will also want overchannel and possibly talented. This works even better if you can arrange for yourself to be immune to poison as well. Time hop: This can help you move obsticles, enemies, and the occasional ally out of or into harms way. Mid levels the save isnt that great however but it still has so many incredible uses anyway it is just plain a great plan. Undead typically have low will saves and are immune to poison so this works great for popping them out and then either getting away or making something with minor creation to take care of them. Edit: As an aside I was in a party once where we were ambushed by an air elemental that was way beyond our power to normally deal with. I popped off a time hop, just in case, and it somehow failed its save. Over the course of the next several rounds the party buffed and summoned creatures like crazy. When it came back in the fight was over after its next action. The dm was a bit frustrated and nearly banned time hop from the game right then and there..lol [/sblock] [b]Originally posted by carnivore:[/b] [SIZE=5][b]6: Full Manifesting[/b][/SIZE] [IMG]http://www.wizards.com/dnd/images/xph_gallery/33175.jpg[/IMG] The most powerful Manifester....full 20 manifester levels and how you can be effective. 1) [SIZE=4][b]Psion 20[/b][/SIZE] level by level breakdown of a 20 level Psion [b][SIZE=3]Telepath Build[/SIZE][/b][b]Show[/b] [sblock] for the sake of this Example, we are using a 25 point buy: [/sblock] [b][SIZE=3]Egoist Build[/SIZE][/b] [b]Show[/b] [sblock][SIZE=4][b]Sample Character Builds :LEVEL 1-6 [/b][/SIZE] [b]Note:[/b] The builds below assume assume that you're an [b]Egoist[/b], to save as much research XP as possible throughout your career. Choice of other disciplines may require slight modifications, but are very feasible, especially if you have ample opportunity to research powers. It's also assumed that you progress from level 1, which means that a higher level build (up to and including level 6) is not necessarily optimal for starting at that level (since you don't need to account for actually getting there). Beyond level 7, this is not an issue since you have access to Psychic Reformation then, meaning any level is (theoretically) your optimal level for that build. In practice though, you won’t be reforming at every level if the advantage for doing so is small. [b]Egoist[/b] [SIZE=4][b]Level 1[/b][/SIZE] Feats: Psionic Body, Psicrystal Affinity (Single-minded), Psionic Talent Powers: Attraction, Matter Agitation, Vigor Skills: Concentration, Craft, Knowledge, Psicraft and other [trained only] int-based skills. Equipment: Studded leather, light wooden shield, light crossbow, bolts. At level 1, you have 10 hp and 4 pp, + con mod and half your int mod, respectively. Comparing with other classes, you have the hp of a fighter, can cast more, and more varied, spells than a sorceror, and you have the ac of a typical druid. That should almost guarantee surviving to level 2. Instead of fighting with weapons, you use [b]Matter Agitation[/b], which deals about as much as most weapons, but does so consistently every round instead of only when you hit. As an area effect, it's also effective against swarms, and out of combat it can burn down structures/objects, cook food or boil water etc. Begin more challenging fights with a 5 hp [b]Vigor[/b] buff. Use Attraction to lure away guards, negotiate or to avoid fighting all together. The crossbow is useful against weaker enemies when you want to save pp. Use the craft skill to make cheaper items so you can buy better armor and afford more alchemical items sooner. Take advantage of your high int mod by "unlocking" trained only skills with single skill points (a cross class rank in decipher script is not a bad idea), and max out useful class skills depending on discipline (spot, listen, diplomacy, autohypnosis etc.). Be sure to make use of your [URL=http://www.d20srd.org/srd/psionic/classes/psion.htm#psicrystals][b]psicrystal[/b][/URL]. It is really three feats in one since you get [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#alertness][b]Alertness[/b][/URL], [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#skill-focus][b]SF: Concentration [/b][/URL](single-minded trait), and a construct companion – all in one feat. It's very useful for reconaissance since it's small, climbs very well, has good stealth and perception and communicates telepathically with you. Always share Vigor with it whenever possible, just in case. If you’re wondering about psicrystal gaining feats, this guide will not address the issue. By the RAW, they do get them as their hit dice increase, but the author of the XPH (Bruce Cordell) has clarified that this was not the intention. Either way, you can learn more about maxing your psicrystal’s potential in the [URL=http://boards1.wizards.com/showthread.php?t=698578][b]Psicrystal FAQ and Building Guide[/b][/URL]. [SIZE=4][b]Level 2[/b][/SIZE] New Powers: Grease, [any]. Skills: This is the level of skill synergies! Max out what matters. Equipment: Masterwork chain shirt, large darkwood shield, riding dog (combat trained, light barding), +2 masterwork concentration item for 50 gp (subject to DM approval), everburning item for 110 gp (continual light effect enchanted on a copper piece, for instance), alchemical items. [b]Grease[/b] is an excellent tactical power (disarm, field control, escape grapple), and prefered over [b]Entangling Ectoplasm[/b] at this level since your ranged attack is so poor. It is already good for disarming or to get out of a grapple, and its battlefield control use will continue to grow as the duration increases. For your last level 1 slot, you can pretty much take what suits you best. There are many useful utility powers here such as [b]Synesthete[/b], [b]Control Light[/b], or [b]Missive[/b]. Pick what you think will be most useful to you and your party up to level 7 (at which point you will be reforming anyway). With your new equipment, you now have ac 16 + dex mod, with only -1 ACP. Add 10 hp vigors, riding dog (compares to a level 1 construct, and it can be ridden/controled by your psicrystal) and grease, and you have recipe that will take you to level 3 in one piece. You can craft most of your equipment yourself for 1/3 the cost. Pick up an eternal light source (that can be attached to your psicrystal, for instance) and make/comission a masterwork concentration item as per the PHB. Also consider that your psicrystal can use the aid another action to help you concentrate (it must pass a DC 10 check, but it has the same ranks as you do). Since it's also single-minded, you can potentially have a +12 concentration modifier by level 2 (not counting constitution modifier or the possibility to take skill focus etc.) Also remember that you can expend your focus to take 15 on a concentration check (you have no other uses for focus at this point), which means you can pass DCs nearing the 30 range. [SIZE=4][b]Level 3[/b][/SIZE] New Powers: Levitate, Ego Whip. New Feat: EK: Minor Creation. New Equipment: See below. [b]Minor Creation[/b] will solve many, many low level problems and can be used with your craft skills to create [b]poison[/b] or [b]alchemical items[/b], food, prepare an ambush (traps, soaking in oil, wooden obstacles), get utility items (such as a ladder, wall or bridge), make incendiary bombs (wooden spheres with oil, great with matter agitation) etc. For a much more in-depth view on this power, see [URL=http://boards1.wizards.com/showthread.php?t=747757][b]Minor Creation and You, a Small Guide[/b][/URL]. [b]Ego Whip[/b] is a potent new weapon that incapacitates rather than kills (which means it also has a utility use). Consider a typical CR 3 foe such as an Ogre. It has 29 hp and 7 cha (will save +1). Blasting it continously with Ego Whip will consume much more pp than concentrating with matter agitation, but you can disable it in only 2-4 rounds, single-handedly! Best of all, it can't act during those rounds if it fails the save. And even on a save, the power still deals cha damage. [b]Levitate[/b] means avoiding all ground-based enemies. Just manifest and move 20' into the air - problem solved. From this position, you can use ego whip or matter agitation as you please. If you can't use this defense to any effect, buff with vigor instead. Levitate also allows you to get to hard to reach places, get an overview of the landscape, recover from pit traps, long falls etc. The level 7 build has a more definitive item list based on available gold at that point, but until then you can pick and choose from the list above whenever you have gold to spend.For a better idea of Cheap useful items...see [URL=http://boards1.wizards.com/showthread.php?t=657626][b]Bunko's Bargain Basement: Magic Items That Are a Steal![/b][/URL] [b]Level 4-6[/b] By level 3, you have covered most of your fundamental bases. You have varied forms of attack (matter agitation, ego whip, grease, animal minions, alchemical and/or psionically created items, crossbow), strong defense (vigor, levitate, good ac and hp), and lots of utility (minor creation, attraction, psicrystal, grease). This leaves a lot of flexibility before attaining level 7, allowing you to tailor your build to your specific needs and opportunities. A few of the powers and feat slots are fixed, while recommendations are provided for others. [SIZE=4][b]Level 4:[/b][/SIZE] Don’t miss out on [b]Empathic Transfer[/b] at this level, since it’s probably the most efficient means of healing (using Vigor to buffer the damage) available to the party until Heal is available. The last level 2 slot can be anything depending on needs and sources allowed. [b]Share Pain[/b] is a good core alternative if you often find that you have more than one round to buff before important fights (combine with shared [b]Vigor[/b] on your psicrystal). [b]Mass Missive[/b] is a very good alternative for the tactically savvy. [b]Crystal Storm[/b] and [b]Psychoportive Shelter[/b] are wonderful if you can take them. [SIZE=4][b]Level 5:[/b][/SIZE] There are no alternatives here, take [b]Time Hop[/b] and [b]Dispel Psionics[/b]. Time hop solves so many problems it’s scary. Bypass any object without a trace, use it like a [b]Maze[/b] spell on an enemy, remove a dying ally from combat and deal with it later (no time will have passed for the ally) etc. [b]Dispel Psionics[/b] is fantastic on a manifester since you can use it spontaneously and without components. Being able to take purely mental actions is all you need to get out of binds with this, and you can cast it repeatedly if it didn’t work the first time. A good feat choice here is [b]EK: Energy Missile[/b] to really round out your offensive repertoire at this point. You’ll reform it out later, but it will make getting to level 7 easy peasy. [SIZE=4][b]Level 6:[/b][/SIZE] It’s recommended that you use this level for some item creation, since you will soon reform to a more powerful build anyway. Take [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#craft-dorje][b]Craft Dorje[/b][/URL] for your feat and select two powers (levels 1-3) for your level 6 slots that you’d like to put in your dorjes. For example, [b]Identify[/b] is a good power to put in a dorje. [IMG]http://www.wizards.com/dnd/images/moe_gallery/91472.jpg[/IMG] [SIZE=4][b]LEVEL 7[/b][/SIZE] Congratulations, you’ve made it to level 7! Now we turn to the true meaning of power and versatility, and create our character from scratch using [b]Psychic Reformation.[/b] Level 7 is probably the most significant level in a Psion’s career, since you can basically recreate your character at this level for the first time, and you get access to [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] , which is in itself offense, defense and utility in a single power. [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] has an even more profound impact on mid level game play than minor creation had in the lower levels. Before we examine the powers and feats in the reformed level 7 build, let’s take a closer look at what [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] and the feat [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer][b]Metamorphic Transfer[/b][/URL] offer at this level. [SIZE=3][URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL][/SIZE] Let’s make Overchannel our second feat pick after [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer][b]Metamorphic Transfer[/b][/URL] to get access to up to 8 HD forms at this level. There are many useful combat forms and a few [b](Ex)[/b] utility abilities that come in handy too. Here’s a selection of some of the best forms for a core human. [b]Ground combat:[/b] Annis Hag. This form comes with 25 strength, +10 to natural armor and the full attack routine claw/claw (1d6+7) bite (1d6+3). Even more impressive are the (Ex) attacks improved grab, rake and rend. This form beats face while offering adequate melee protection. Aerial combat: Wyvern. You don’t get the flyby attack feat, which means you loose out on 2 of the attacks. You still get 4 solid attacks on a decent body, but the most important feature is the (Ex) poison attack that deals 2d6 con damage (DC 17, fort). [b]Aquatic combat:[/b] Aboleth. 4 tentacle attacks and 26 strength! Also good combat abilities overall and great swim capabilities. [b]Multi-purpose:[/b] Cloaker. This is fantastic. High str, dex, con and natural armor, flying 40’ (average), decent attacks (10’ threat range, and engulf to boot) and a very inconspicious appearance. Stupor is what really makes this shine though. As an extraordinary ability (bypassing an anti magic field, for instance), you can launch a hold monster-type attack with a DC 15 fort save, lasting 5 rounds, with a range of 30’. Infinite freebee (Ex) hold monster at range, that are sonic rather than mind-affecting! This will be your default method of attack, so let’s take Ability Focus (Stupor) as our third feat, making that a DC 17 fort save. [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer][b]Metamorphic Transfer[/b][/URL] This feat is a toolbox in itself when you consider all the supernatural abilities that are available to you. You can make no more than three transfers per day, which often means once per encounter. This allows you to cherry pick the most useful ability from your repertoire of available monsters. If the transferred ability is use activated, you may only use it up to three times (even if it was at will for the real monster). That should still be quite enough for the encounter though. Here are some of the most useful abilities available to you at ML 8. [b]Body Thief[/b] (Intellect Devourer): This is almost like mind switch, only more disgusting. Can be used to animate a powerful fallen enemy to continue the fight, or to gain basic information from foes that die in combat before you can get any answers from them. [b]Destructive Harmonics[/b] (Destrachan): The material version of this is particularly interesting for various uses (blast down a door, destroy weapons, or create a hole in the ground where an enemy is standing). [b]Detect Thoughts[/b] (Doppelganger): Reconnaisance and information gathering. [b]Dimension Door[/b] (Blink Dog): You can do this as a free action and act afterwards, which offers superb mobility in combat. Move and manifest as you please, and get out of any bind. Also offers blink (though there are better defensive options) and the track feat. [b]Enslave[/b] (Aboleth): The aboleth comes with a (Su) dominate person effect up to three times per transfer. While useful, dominating someone as a huge, fishlike amphibian has its social issues. [b]Ethereal Jaunt[/b] (Phase Spider): This should probably be treated as a use activated ability for play balance. Still very useful for defense and reconnaisance. [b]Freedom of Movement[/b] (Spider Eater): Not the most useful form normally, but if you really need freedom of movement, you can get it here. [b]Greater Invisibility [/b](Pixie): This is very good defensive option. Small size, dex 18, flying 60’ (good), and complete stealth. Manifest powers and move about in three dimensions as you see fit, while avoiding most spells and physical attacks. Very good with ranged touch attacks. [b]Jet[/b] (Pyrohydra, Cryohydra): Why bother with energy damage powers when you can do 8x3d6=24d6 supernatural (no SR/PR) fire or cold damage every 1d4 rounds up to three times per transfer? As if that wasn’t enough, you have a 10’ reach and can take 8 attacks of opportunity per round. Between jets, you can also attack with all 8 heads, even if you move or charge. A good form for aquatic combat to boot. [b]Magic Circle Against Evil[/b] (Lammasu): Useful when you need to hedge out evil outsiders or stop mental control. [b]Quickness[/b] (Choker): It’s probably best to treat quickness as a use activated ability for play balance. You can manifest an extra power every round which is fantastic, though the form is quite fragile in itself. [b]Silent Image[/b] (Cloaker): This goes a long way with a little imagination, and makes up for the lack of illusions in psionics. Yet another reason to morph into a cloaker! [b]Melee Damage:[/b] We have powerful fighting forms for all environments. [b]Direct Damage:[/b] Hydra jet for 24d6 fire or cold damage should be enough. [b]Battlefield control:[/b] Few abilities are relevant here, unfortunately. [b]Save or Die:[/b] We have (Su) dominate person and infinite (Ex) hold monster. Sufficient. [b]Information Gathering:[/b] Excellent reconnaisance forms (cloaker, pixie and phase spider - or simply morph into an object such as a coin), body thief, detect thoughts, dominate etc. [b]Transportation:[/b] A much improved dimension door effect (blink dog), but self only. [b]Healing:[/b] Unfortunately, no (Su) healing is available to humans in core. If you play an outsider or have access to other monsters, it's a different story. [b]Buffing:[/b] [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] is a prime example of a buff, but also self only. [b]NPC interaction:[/b] Even though you have powers like detect thoughts and dominate, they are inconvenient to use in a non-offensive environment (since you need to turn into a doppelganger or aboleth!). Using [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] to assume a disguise can be very useful though. But to be honest, this area also needs work. So it seems we have yet to cover battlefield control and healing, and should also consider improving buffing, transportation and NPC interactions some more. We also want an alternative offensive strategy for when [b]metamorphosis[/b] will not work very well. Overall, we’re looking for powers that work well with our primary [b]metamorphosis concept[/b]. [b][SIZE=3]Alternative Offensive Strategy[/SIZE][/b] Undead are perhaps the biggest threat to a [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] strategy. You may want to avoid melee combat due to nasty drain or other close range effects, and your hold monster and dominate options will not work here. Against spell casters, you may also prefer a defensive form such as an invisible pixie, and must be able to produce a relevant threat in that position. Astral Construct answers both these needs as it is immune to most problem undead attacks, and is an expendable threat that can be produced on demand. This also settles our fourth feat pick to [b]Boost Construct[/b]. Yet another back-up alternative is [b]Crystal Shard[/b]. Wonderful with the Pixie form and bypasses antimagic field even when the target is immune to your (Ex) hold monster. With [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL], [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFeats.html#metamorphic-transfer][b]Metamorphic Transfer[/b][/URL], [b]astral construct[/b] and [b]crystal shard[/b], you have an offensive repertoire that will last and be fully sufficient up to the epic levels. [b][SIZE=3]Battlefield Control[/SIZE][/b] We have two excellent options here: [b]Entangling Ectoplasm[/b] and [b]Time Hop[/b]. For only 1 pp, you have a guaranteed 5 round entangle as a ranged touch attack (great with your high dex forms!) that will stop a charger, lower ac and attacks, and force casters to make concentration checks. For a 5 pp [b]time hop[/b], you can displace a friend, foe or object up to 8 rounds - much like a low level maze spell. Also has many utility uses (getting past obstacles without a trace, setting up ambushes etc). [b][SIZE=3]Healing[/SIZE][/b] As mentioned previously [b]Vigor[/b] and [b]Empathic Transfer[/b] is one of the most efficient means of healing in the mid levels. [b]Vigor[/b] is also a very good power in itself, though you may not want to use it too liberally. With all the defensive options available to you, it is unlikely that you will suffer much damage yourself. Check with your DM if he or she would allow you to heal yourself with this combo too, or simply rely on the cleric or potions for that. [b]Body Adjustment[/b] is hardly worth picking up, but you’ll get an excellent healing power in [b]True Metabolism[/b] later on. [SIZE=3][b]Buffing[/b][/SIZE] [b]Vigor[/b] has already been mentioned, but it’s important to understand why it’s suboptimal to use a buff like [b]Vigor[/b] liberally with a [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] concept. [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] already takes a standard action, and considering the immense versatility available to you, that should really be enough to handle most problems. If you fear a large amount of direct damage headed towards you, morph to an invisible pixie and move away – or use an immediate action response (see below). You don’t want to waste more actions on defense when you could be doing something useful to help your party instead. [b]Vigor[/b] is really mostly for healing allies, or buffing up for the BBEG if you have time to prepare. Primarily, we’re looking for buffs that do not interfere with the [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] concept and buffs that do something useful for the entire party. [b]Inertial Armor[/b] can be cast ahead of time since it lasts so long, and has great synergy with your various morphs since most of them couldn’t otherwise wear armor. To make use of our immediate actions, let’s pick up [b]Mental Barrier[/b] and [b]Intellect Fortress[/b] as powerful defenses against physical and magical attacks. Both can be augmented to last longer and intellect fortress protects your entire party! While on the topic of buffs, let’s also add [b]Dispel Psionics[/b] in this category. Removing debuffs can be viewed as buffing even though you’re merely bringing the target back to his original effectiveness. It has many other uses too of course, such as stripping caster defenses. Speaking of which, [b]Touchsight[/b] is also a very important buff to offset invisibility, concealment, blindness, darkness etc. This gives us a powerful buff package that can help ourselves as well as our allies. [SIZE=3][b]Transportation[/b][/SIZE] At the present level, there’s only one power worth the bother: [b]Dimension Swap.[/b] The kind of tricks you can pull with this considering your other abilities are truly amazing though. Let’s say the party is scattered and many are in great need of healing. Rather than simply walking up to each one and healing them (which would take too long), you engage in a round-robin heal fest! Assume the form of a choker and transfer quickness, manifest a big [b]vigor[/b] and move to the nearest ally. On your next turn, you heal him with [b]empathic transfer[/b] and swap him for the most seriously wounded party member, which you heal and swap on your next turn! The synergy with [b]astral construct[/b] is also wonderful. If some fool tries to grapple you, they may soon find that they are grappling with an astral construct instead. Get the party fighter out of melee with some nasty undead energy draining monster and replace him with an immune astral construct. Or use it with [b]metamorphosis[/b] and replace a more frail party member with yourself in a combat form. In fact, you can go completely defensive and accomplish a lot behind the scenes with this and your other powers: Go invisible pixie and get to a good vantage point. Start bringing the enemy down to size for your melee characters with entangling ectoplasm and summon an astral construct mid combat. Maneuver allies into favorable positions with [b]dimension swap[/b] for the win! There are also utility uses. Say a specific party member needs to get to a hard to reach location (for instance, the mechanism to disarm a trap may be placed on a narrow ledge 20 feet up, and the walls are too smoothe for the rogue to climb). Then you assume the form of a blink dog, dimension door up there and swap positions with the rogue. A very versatile power that will last your entire career, very much worth the 400 xp investment to acquire (if you’re not a Nomad). [b][SIZE=3]NPC Interactions[/SIZE][/b] Our first pick here is [b]Tongues[/b] to enhance our [b]metamorphosis [/b]disguise concept. You can now assume any form and speak any language, which makes you a master of impromptu impersonation. For our last slot, we’ll pick [b]Attraction[/b], which served you well in the low levels. It augments and affects everything that’s not immune to [mind-affecting], so it’s still very useful. There it is. Six level 1 powers, two level 2 powers, four level 3 powers and two level 4 powers. You’ve covered all your bases very well, and have built in pp economy in your powers and feats. Assuming an [b]Egoist[/b], it will cost you 950 xp to acquire these powers at level 7 (including manifesting psychic reformation down to level 1). It will take 3 weeks of secluded research all in all, during which time other party members could tend to their personal matters (perhaps there are also other casters in the party that also want to do some research, craft items etc.). The xp and time can be spread out over levels 4-6 however, to fit the needs of the campaign. [b][SIZE=4]Feats[/SIZE][/b] You have already picked four out of six feats to make the most of your powers. Our fifth pick will be [b]Psicrystal Affinity[/b]. At this point, you don’t really need the bonus to concentration anymore, so pick the nimble personality trait for a very useful [b][COLOR=Red]+2 initiative[/COLOR][/b] improvement. Besides the various uses of a psicrystal at your ML, the share powers ability is incredible with [b]metamorphosis[/b] and your other buffs. Consider an Annis Hag psicrystal wrapped in you as a Cloaker. You’re also both buffed with Inertial Armor and can use [b]Mental Barrier[/b] against challenging opponents. [b][i]You Hold Monster anything nearby[/i][/b][COLOR=green]???????[/COLOR] and the hag tears it to pieces. You can heal or do various combat tricks meanwhile, and get AoO in a 10’ threat range. You could also use your psicrystal as a flying mount, or to create an additional individual for a disguise (playing the part of your butler or fiancé, for instance). Finally, [b]Psionic Body[/b] is really too good to pass up when you have 5 psionic feats already. Twelve extra hp at level 7? Sure! That’s 6 extra hp for your psicrystal too. [b][SIZE=4]Summary of Level 7[/SIZE][/b] Here are the feats and powers compiled, along with skill advice and 19000 gp worth of suitable equipment. [b]Feats:[/b] Metamorphic transfer, boost construct, ability focus (stupor), overchannel, psicrystal affinity (nimble), psionic body. [b]Powers:[/b] Astral construct, attraction, crystal shard, entangling ectoplasm, vigor, inertial armor, tongues, dimension swap, empathic transfer, time hop, dispel psionics, touchsight, mental barrier, [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL], intellect fortress. [b]Skills:[/b] You can change these with Psychic Reformation too, so drop skills that were useful at lower levels (craft skills, healing etc.) for something more useful. Knowledge skills can be very important depending on house rules for shape changing abilities like [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] (check with your DM). Maxing Psicraft is a good idea, since you’ll be picking up Burrowing Power later on and need it for the epic levels. If you still have points to spend, put them in Listen and Spot. LEVEL 8-20 The mid-high levels reinforce the strong foundation from the level 7 build. You gain access to a few more useful [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] forms as your manifester rises, and add new tricks to your psionic repertoire as you acquire more advanced powers. [SIZE=3]New [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#metamorphosis][b]Metamorphosis[/b][/URL] Forms[/SIZE] ·[b] Roper[/b]: A new fantastic form, especially for your psicrystal, this 10 hd darling becomes available at level 8 with overchannel. Six ranged touch attacks (50’ range) per round that deal 2d8 strength damage each on a failed fort save (DC 18), and a +14 natural armor bonus. · [b]Behir:[/b] This form is good for straight combat against opponents immune to paralysis (Cloaker) or ability damage (Roper). 26 str, constrict, improved grab, rake and swallow whole! It slices, it dices... · [b]Will-o’-wisp:[/b] Remember this form for the future with Greater Metamorphosis and Fusion. Using only [b]Fusion[/b] (and normal Metamorphosis), this can slap a +9 dex and +9 deflection bonus on any other (preferably low dex) form. With [b]Greater Metamorphosis[/b], you also get spell immunity and (Ex) invisibility here. · [b]Dragon Turtle:[/b] This form is available at level 10 and allows you to capsize ships. +17 natural armor bonus! [b][SIZE=3]Power and Feat Progression[/SIZE][/b] Level 8: You can now emulate ML 10 with overchannel, and get access to the roper, behir and will-o’-wisp forms. [b]Wall of Ectoplasm[/b] adds a useful ability to your repertoire here, and can trap a foe in a hemisphere for quite some time, or divide the battlefield in more managable portions. [b]Psionic Divination[/b] also brings something new and useful to the table. Having the DM give you clues on how to best proceed is a sure way to increase your success. Use it liberally. [b][SIZE=3]Level 9:[/SIZE][/b] At this level you get [b]Psionic Revivify[/b], which is perhaps the best revive effect in the game, and [b]Plane Shift[/b] to round out your transportation portfolio.[b] Revivify[/b] also has nice synergy with Time Hop, as you can hop a fallen ally forward in time, clean up the mess, and revive him when he hops back – for no extra xp cost. Plane shifting also offers emergency healing for the entire party if you pay a visit to the positive energy plane. For your feat, take [b]Extend Power[/b] here (see level 10). [b][SIZE=3]Level 10:[/SIZE][/b] Level 10 means ML12 with Overchannel, which in turn means full day duration for your 1 hour/level powers! For your bonus feat here, take [b]Psionic Meditation[/b], since [b]Extend Power[/b] also has a combat use in [b]Entangling Ectoplasm[/b]. You will also gather quite a few metapsionic powers in the levels to come, so it will come in handy. At this level you pick up [b]Power Resistance[/b], which is a decent catch all defense power before you get better options at higher levels. There are few good level 5 powers to take at this point ([b]Adapt Body[/b] has uses if you plane travel extensively), so it’s recommended that you take [b]Energy Wall[/b] in your last slot. [b]Energy Wall[/b] has many utility uses, and protects your [b]Wall of Ectoplasm[/b] from damage too. Its usefulness will continue to grow as you progress in levels. [b][SIZE=3]Level 11:[/SIZE][/b] You only get one power at this level, but what a power it is: [b]Temporal Acceleration[/b]. It changes everything. [b]Overchannel[/b] and extend it so it lasts 2 rounds immediately when you get it, and handle all your buffing in a swift action! You can now use multiple buffs and go nova if the situation so requires. Choker quickness is a boon here, especially when you can increase the duration further. This also applies to Fission. [b][SIZE=3]Level 12:[/SIZE][/b] Yet another multi-purpose power lies in [b]Psionic Disintegrate[/b], especially when combined with [b]Split Psionic Ray[/b] (your feat at this level). [b]Disintegrate [/b]is good for offense, for battlefield control (walls, ceilings, floors), and as an answer to specific effects (such as Wall of Force). Split Ray also enables you to deal 24d6 damage (no save) with an overchanneled crystal shard at this level. For your final level 6 power, take [b]Psionic Contingency.[/b] This is a very cheap life insurance, and can store [b]Temporal Acceleration[/b], [b]Plane Shift [/b]or [b]Psionic Revivify[/b], for instance. See the epic build below for more inspiration. [b][SIZE=3]Level 13:[/SIZE][/b] Here you simply get a new all day buff: [b]Personal Mindblank[/b]. It would be a shame if you were dominated, since you’re so powerful. Use [b]Dispel Psionics[/b] if someone else would suffer this fate, and don’t waste a level 8 slot on psionic mindblank. [b][SIZE=3]Level 14:[/SIZE][/b] Now you can make even more out of your [b]energy walls[/b] with a split [b]Energy Conversion[/b], which is perhaps the most efficient damage dealer in the XPH. Even interpreted as strictly as possible, the pp-for-damage ratio of energy conversion charged with energy wall is unmatched, and you get elemental protection to boot. There’s nothing in the rules that prevent you from charging ahead of time, but you can also set the combo up in the comfort of a [b]temporal acceleration[/b]. This level also offers [b]Fission[/b], which is the key to go nova like you have never gone nova before. Manifest [b]temporal acceleration[/b], and metamorph to a choker transferring quickness. For the extra action, manifest fission, and have your fissioned self turn into a choker too, transferring quickness, and using the extra action to do something useful (such as buffing with [b]vigor[/b] to prevent [b]overchannel[/b] damage). You now have 4 actions each round the TA lasts to play with. [b][SIZE=3]Level 15:[/SIZE][/b] Finally, you get [b]Greater Teleport [/b]and can travel to any place that’s been described to you, and the entire party can come along for the ride. As you now have, access to level 8 spells, invest in your first power granted through [b]Psychic Chirurgery: Telekinetic Sphere[/b]. This is a catch-all defense for the entire party (see the epic section), and you can amazingly continue to be effective within it by taking [b]Burrowing Power[/b] as one of your two feats here (Fusion and Choker quickness makes the kill even quicker). For you other feat, take Psicrystal Containment, in case you want to add more metapsionics to your burrowing powers. It also allows extended, split Energy Conversion for even more pp economy, letting you blast for a very long time. [b][SIZE=3]Levels 16-20:[/SIZE][/b] You have all the power and versatility you need, so use these levels to prepare for the epic levels. Read through the epic section and adopt the strategies that best suit the needs of your campaign. You’ll probably want to use [b]Psychic Reformation[/b] once you reach epic anyway, or you can split it up and do part of the reformation now and the rest later. Powers that you’ll probably want to pick up here include [b]Fusion[/b], [b]Bend Reality[/b], [b]Assimilate [/b](+4 unnamed bonus to all ability scores!) and [b]Greater Metamorphosis[/b]. The possibilities with [b]Greater Metamorphosis[/b] (and as a result, Fusion) are too vast for this guide, but do visit this thread for a full review of its use. ([URL=http://boards1.wizards.com/showthread.php?t=226959]Complete List of Supernatural Abilities:[/URL]) [/sblock] 2) [SIZE=4][b]Psion 19/ Elocator 1[/b][/SIZE] 3) [SIZE=4][b]Psion 10/ Anarchic Initiate 10[/b][/SIZE] ...full manifesting 4) [SIZE=4][b]Psion 9/ Anarchic Initiate 10/Elocator 1[/b][/SIZE] Excellent use of an Item of legacy...the build is also very nice without it [b]Originally posted by carnivore:[/b] [SIZE=5][b]7: Multiclassing[/b][/SIZE] [IMG]http://www.wizards.com/dnd/images/xph_gallery/80451.jpg[/IMG] 1)effect of multiClassing 2)base class suitabilty for Multiclassing and PrC choices 3)Templates [SIZE=3][b]Base Classes:[/b][/SIZE] Barbarian Bard Cleric Druid Favored Soul Fighter Healer Marshal Monk Ninja Paladin Psychic Rogue Psychic Warrior Ranger Rogue Shugenka Spirit Shaman Spellthief Sorcerer Soulknife Samuarii Swashbuckler Wizard Warlock Warmage Wilder Wujen [SIZE=3][b]Prestige Classes:[/b][/SIZE] Cerebremancer Elocater Psionic Fist Slayer Metamind Psion Uncarnate Pyrokineticist Thrallherd War Mind [b]Shadow Mind[/b](CAdv)3/4 BAB,d6 HD,7/10 Manifesting,Good Will and Ref,Poor Fort saves [b]Cognition Thief[/b](PGtF) [b]Iron Mind[/b](RoS)3/4 BAB,d10 HD,8/10 Manifesting, Good Will/Poor Ref,Fort saves,Skills 2+ Int lvl [b]Quori Nightmare[/b](RoE) [b]Quori Mindhunter[/b](MoE) [b]Sanctified Mind[/b](LoM) [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040625b][b]Constructor[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040625d][b]Crystal Master[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040827c][b]Meditant[/b][/URL] .......a nice thread [URL="https://www.enworld.org/index.php?threads/483856/"]Meditant. Anyone look at this? [/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040827d][b]Psychic Weapon Master[/b][/URL] This PrC is one way I am aware of to gain more than 2 Foci at a time.....the Bonded Weapon can also hold a Psionic Focus thus you can have 3 Psionic foci at one time(neat trick). [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040625c][b]Sangehirn[/b][/URL] ....a nice thread [URL="https://www.enworld.org/index.php?threads/538526/"][b]Good Sangehirn Build?[/b] [/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040925a][b]The Body Leech[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040723d][b]The Psychic Assassin[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20060217a][b]Soul Manifester[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20051125a][b]Subverted Psion[/b][/URL] [b]Legacy Champion[/b]......(Weapons of Legacy)3/4 BAB,d8 HD, Good Will, Poor Fort and Ref saves,4 + Int Skills per lvl....interesting abilities An interesting note....this is an incredible PrC...at each levels (except 1st and 7th) it gives an effective level of any class of your choice that you previously had with ALL the abilities and specials that it had. Thus it can give you effective levels of psion or PrC. The things that are not included: [b]HD[/b]....you get the d8 that it provides [b]Attack progression[/b].....you get the 3/4 BAB [b]Skill points[/b].....you get 4+ int bonus, but the class skills are: Concentration,Decipher Script,Gather Info,Knowledge(History),UMD, and [b]/b] Existing skills from any class you already have!!! [b][SIZE=3]Mind Mage[/SIZE][/b] from the dragon magazine: [b]Show[/b] [sblock] [SIZE=5][b]Mind Mage[/b][/SIZE] [b]Mind Mage[/b] Requirements [b]Feats[/b]: Any two psi-spell feats [b]Spells[/b]: Ability to cast 3rd level or higher arcane spells. [b]Powers[/b]: Ability to manifest 2nd level or higher powers. [b]Special[/b]: Must have received training in the art of mind magic, or acquired comprehensive texts from which to learn its secrets. Mind Mage Class Information [b]HD[/b]: d4 [b]Skills:[/b] 2 + Int modifier per level; Autohypnosis, Concentration, Craft, Knowledge (all, taken individually), Psicraft, Spellcraft, Any two skills not noted above from the class skill list for a psionic class in which he has taken levels. PSI-SPELL FEATS - REQ All of these in some way enhance the performance of energy spells. Twin Wells Same Source will enhance the DCs (mostly double the Int modifier is Psion/Wizard, for example). Agitated Causticity - any two spells with the acid descriptor, the matter agitation power. Astral Fire - any two spells with fire descriptor, any two powers with fire descriptor Bioelectrical Surge - any two spells with electricity descriptor, control body power Bull Blast - Harden Energy Concussive Blast - Harden Energy Dual Plane Summons - any summon monster spell, astral construct power Energy Flare - Agitated Causticity, Astral Fire, Bioelectrical Surge, or Solid Freeze Harden Energy - ability to manifest any force power, cast any spell with energy descriptor Solid Freeze - any two spells with the cold descriptor, the control flames power [b]Saves[/b]: Will Good, Fort & Refl poor. [b]BAB[/b]: As Wizard [b]Arcane progression:[/b] 8/10 progression, missing at 2nd/4th levels. [b]Manifester progression:[/b] 8/10 progression, missing at 1st/3rd levels. [b]Psionic Components[/b] (lvl 1): may substitute pps for V, S, and 1gp or less M components. 2pp per spell level. [b]Compensation[/b] (lvl 2): May reduce cost of metamagic feat; for each 3 pp spent, may offset spell level increase by one. May reduce cost of metapsionic feat; for every spell level spent, may reduce the additional pp cost by 2pps. May not be used in conjunction with psi-spell feats. May not reduce below normal cost of spell or power. [b]Psionic Reinforcement[/b] (lvl 3): As long as MM has pp reserve of 5 or greater, +1 on Spell DCs. At 9th level this increases to +2 if the reserve is 10 pps or higher. [b]Force Touch [/b] (lvl 4): May deliver any spell that requires a touch attack with the following powers: concussion, detonation, greater concussion, lesser concussion, mass concussion, true concussion. The force power has its normal effect in addition to delivering the spell. The Force power will affect only a single target, and must have line of sight. SR applies individually to the power and the spell. [b]Twin Wells[/b] (lvl 5): 1/day, as a full round action that provokes AoO, he may add his MM levels to either his psionic or arcane class to determine spellcasting or manifesting levels. This lasts for 24 hours. Does not affect number of spells per day or power points. [b]Magical Reinforcement[/b] (lvl 6): 1/day per MM level he may increase the effective level of one of his powers by one level, as the Heighten Power feat, at no cost. Choose to use this at the time the power is activated. [b]Focus of Disciline[/b] (lvl 7): May reduce to lower the effective spell level by spending 8 power points per level of reduction. May reduce pp cost of a power by 2 per level of spell spent. Arcane spellcasters who prepare spells must make this decision when preparing spells. The reduced level of the spell or power affects the DC, identification for counterspelling, and ease of dispelling, and acts in all ways as a spell or power of the new, lower level. [b]Painful Premonition [/b] (lvl 8) The MM may chose to augment a damaging spell or power a number of times per day equal to the ability modifier that controls his manifester class. The target must make a Will save against a 6th level telepathic power. Success negates all effects of the premonition. Failur impses a -2 penalty on the target's saving throw (if any) against the incoming effect and deals nonlethal damage equal to the damage of the incoming spell or power. If the target somehow reduces or escapes the incoming effect, then an equivalent portion of the nonlethal damage is averted. Mindless creatures, creatures immune to mind-affecting effects, and thos with no discernable anatomy are immune to painful premonition. [b]Twin Wells Same Source [/b] (lvl 10) This ability replaces Twin Wells, but functions in a similar manner. Instead, the MM may increase both his spellcasting levels and manifester levels by an amount equal to this MM levels. Further, when using any psi-spell ability (ie. with psi-spell feats), he adds both the key ability modifier for his psionic powers and arcane spells togetehr for all effects based off the key ability modifier (such as Save DC, etc.). [/sblock] [b]Originally posted by carnivore:[/b] [SIZE=5][b]8: Primary Manifester:85% and above(17th lvl+manifesting)[/b][/SIZE] builds with 17+ manifester levels, Must be able to manifest 9th level powers.....strengths and weaknesses [SIZE=3][b]Manifester Level 19[/b][/SIZE] Usually builds with 19 manifester levels have a Single Dip into another class or PrC , full levels in a PrC that only lose 1 Manifester level, or have a Race or Template that has +1 Level Adjustment. There are other situations that also may arise, but those will be covered individually. Here are some examples: [SIZE=3][b]Manifester Level 18[/b][/SIZE] Usually builds with 18 manifester levels have Dips into another class or PrC , full levels in a PrC that only lose 2 Manifester levels, or have a Race or Template that has +2 Level Adjustment.There are other situations that also may arise, but those will be covered individually. Nice build that shows the importance of Skills......another way to go might be to take Ranger first(for the Skill boost)....and take a feat that will help later, but that is Non-Psionic(Imp Initiative,Able Learner,Earth Sense(later taking Earth Power,etc..) Other Builds: [SIZE=3][b]Manifester Level 17[/b][/SIZE] Usually builds with 17 manifester levels have Dips into another class or PrC , full levels in a PrC that only lose 3 Manifester levels,or have a Race or Template that has +3 Level Adjustment,(or some combination of these).There are other situations that also may arise, but those will be covered individually. [b]Originally posted by carnivore:[/b] [SIZE=5][b]9: Secondary Manifester:65% and above(13th-16th lvl manifesting)[/b][/SIZE] builds with 13-16 manifester levels.....strengths and weaknesses [/b] under construction [b]Originally posted by carnivore:[/b] [SIZE=5][b]10: Psi-Gish:45% and above(9th lvl and up)[/b][/SIZE] builds with 9+ manifester levels.....strengths and weaknesses If you do not know what a Gish type build is...try looking at these links: [URL=http://boards1.wizards.com/showthread.php?t=593654][b]Optimization Series: Psi-Gish Tank [/b][/URL].....by Tleilaxu_Ghola .....a very useful thread [URL=http://boards1.wizards.com/showthread.php?t=307309][b]Character Build Spotlight: Gish[/b][/URL].....by shadow mage ......a very well made look into Gish builds. Generally these will focus on Combat, stressing keeping the BAB at +16 or better. Thus even without Power points, they make reliable Combatants with Melee or ranged weapons. These types of builds can generally be built around a theme orfocus(exa:Melee(attack and damage),Melee(battlefield control),ranged,stealth,etc....). Generally you will try to get to a Full BAB PrC as soon as Possible.....but 3/4 BAB also works. Excellent starting location, very simple, only one required Feat(Track) and can be played by any 0 LA race. Good use of a second Full BAB PrC that has 4/5 Manifesting.....Good example of a Tactical Manifester and Battlefield control (charging and PA focus). excellent Battlefield control Psi-Gish.... [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG] heres an excellent job by Tleilaxu_Ghola [b]Ranger 1/ Fighter 1/ Psion 4/ Anarchic Initiate 4/ Slayer 10[/b] Look [URL=http://boards1.wizards.com/showthread.php?t=635764]here[/URL] for the complete thread on it! heres some more ideas: [b][SIZE=3]Psi/arcane Gish[/SIZE] By tacoronte Duskblade 5/Egoist 1/Slayer 9/Cerebremancer 5[/b] [b]16 BAB[/b] ML 14: 7th level powers, 27 powers, 170pp (+ Int bonus) CL 10: 2nd level spells, spell slots: 6/6/5 , 13 spells known (+ Int bonus) Key Abilities: Weapon-channeled touch spells, Immune to mind effects, Melee hits lower Power Resistance, No ASF in medium armor. Detailed build:[sblock]Race: Any<br />HitPoints: 14d8+6d4 (78 avg)<br />Base Saves: F:8 R:5 W:16 <br /><br />Levels Class Feats Class Abilities<br />1-5 Duskblade 1-5 2 open No ASF in Medium Armor, SLAs, Quicken 1/day<br /> CombatCasting* Arcane Chanelling (touch spells thru weapon) <br />6 Egoist 1 Track, 1 open <br />7-8 Slayer 1-2 FavEnemy+2,Enemy Sense,Brain Nausea<br />9 Cerebremancer 1 open<br />10-20 Slayer 3-9 2 open FavEnemy+6, Cerebral Blind, Breach Power resistance<br /> &Cereb. 2-5<br /><br />From 10 on, you can alternate Slayer & Cerebremancer levels great use of [b]Cerebremancer[/b] in a [b]Gish[/b] build Builds with [SIZE=3][b]Soulknife[/b]:[/SIZE] [b][SIZE=3]Psion/Pyrokineticist builds[/SIZE][/b] under construction [b]Originally posted by carnivore:[/b] [SIZE=5][b]11: Equipment[/b][/SIZE] equipment selection...goals and recomendations try to always fill all available body slots many small cheap items can do more than a few big expensive ones. combat is only a small part of the game(unless you are playing an Arena fight type game)...weapons and armor are not the most important things.... [b]Some Key Equipment[/b] Your powers are more important to you than your gear, but a few pieces of the right gear can make your career longer and happier: [b]Melee Weapon:[/b] You're not much good in combat, but you never know when you'll need to resort to hand-to-hand combat. The club, quarterstaff, and the shortspear have the best damage potential of the few melee weapons available to you. Among the three, the shortspear is arguably the most flexible, because you can throw it a fair distance if you need to, ready it against a charge, or use it as a probe. [b]Ranged Weapon:[/b] A light crossbow can prove as effective as a low-level attack power against some opponents. Use it when necessary to conserve your power points, such as when the opposition isn't threatening enough to merit power use. A heavy crossbow deals more damage with a single hit but has a slower rate of fire than a light crossbow. In many cases, you will find using a power to be more useful than taking multiple shots. [b]Backup Powers:[/b] You never know when you'll run out of power points, and you never know when you'll need a particular power and need it very badly. It's hard to beat a cognizance crystal for keeping a few power points in reserve. A dorje is useful for manifesting powers that you use often, such as energy ray, body adjustment, or detect hostile intent. Best of all, you can use a dorje to manifest any power on the psion class list or your discipline's list, even if you don't know the power. from the SRD: [b]Helm of telepathy[/b].......... Substitute power for spell [b]Pearl of power[/b].............. Treat in all ways as a cognizance crystal with power point capacity appropriate to the equivalent power level [b]Crystal ball[/b] .................Substitute power for spell [b]Ioun stones[/b] ........ [b]Vibrant purple[/b]................... Stores three levels of psionic powers [b]Pale lavender[/b] ...................Absorbs powers up to 4th level (burns out as normal) [b]Rainbow[/b]....................... Provides 5 power points per day (regenerates) New item: Treat as a cognizance crystal in ioun stone form, except that it regenerates its stored power points each day; Price 16,000 gp [b]Dull gray[/b]..................... Provides 1 power point to a psionic character, then disintegrates. Dull gray stones are useless for magic but still harbor just enough resonance that a psionic character can eke out 1 power point before the stone is gone forever. 3000gp [b]Skin of Ectoplasmic Armor[/b](Complete Psionics) ...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty [b]Stacked Psionatrix[/b] under construction [b]Originally posted by carnivore:[/b] [SIZE=5][b]12: Powers[/b][/SIZE] [IMG]http://www.wizards.com/dnd/images/xph_gallery/80466.jpg[/IMG] [URL=http://boards1.wizards.com/showthread.php?t=433081][b]Give Me Your Most Useful Power/Feat Combinations! [/b][/URL].......nice resource [URL=http://boards1.wizards.com/showthread.php?t=468514][b]Metamorphosis-Your best killer forms! [/b][/URL].......nice ideas [SIZE=3][b]Learning Powers[/b][/SIZE] A psion will eventually learn [b]36 powers[/b] throughout his career. Many powers have such broad applicability that [b]36[/b] slots is more than enough to handle most high level challenges. It's not necessary to be able to handle everything in the low levels however, but it is important to select powers based on problems that may come up at your specific level. The easiest way to learn powers is simply to pick them as you level up. This applies to all powers on the psion/wilder list and your discipline list. You can also learn powers in the following ways: •[b]Expanded Knowledge:[/b] Taking this feat increases the number of powers you know, and let's you choose any power on any list, as long as it is one level lower than the highest level power you can manifest. Very useful at low levels when both power quality and quantity is an issue. •[b]Research:[/b] You can research any power and learn it instead of picking a power already available to you. The price you pay is one week of study per level of the power, and [b]200 XP per [/b] of study. A good option for powers not on your list that are useful throughout the remainder of your adventuring career. •[b]Psychic Surgery:[/b] You can pay for having any power implanted in your mind for a substantial amount of gold, if your DM allows you to pay for psionic services. Another party member could also impart the knowledge, for an XP cost that may be split between you. •[b]Prestige Class:[/b] Some prestige classes automatically teaches your character powers, for example the [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicElocater.html][b]Elocater [/b][/URL]and [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicThrallherd.html][b]Thrallherd[/b][/URL]. The important thing to remember is that you can learn more or different powers than normal by spending feats, XP, gold or taking PrC levels. The builds in this guide make heavy use of the research option. If your DM or campaign makes this alternative unavailable to you, it is recommended that you play an [b]Egoist[/b] to make the most of this guide, and that you use expanded knowledge to cover your bases (details are given below). [SIZE=5][b]Power Selection Skeleton:[/b][/SIZE] This is designed to assist in choosing powers for your Psion. The following is a collection of powers that all General Purpose Psions should have: [SIZE=3][b] level powers:[/b][/SIZE] [b]Vigor [/b] :....this can be helpful to most any psion, for the entire length of his career. the next 2 powers are very useful....depending on how much combat you prefer to be involved in: Pick One: [b]Precognition(Offensive)[/b] or [b]Precognition(Defensive)[/b] [b]Show[/b] [sblock] [b]Precognition(Offensive)[/b] :.......this is very good to have as it affects ALL of your attacks, and it stacks with most other attack bonus boosting sources. If you plan on attacking something...MAKE SURE you can HIT it!!!! [b]Precognition(Defensive)[/b] :........this is very helpful as it affects AC and Saves at the same time......very nice for a defense oriented character.(personally i would rather live by the saying "the best defense is a good offense" and take Precog(off)) [/sblock] [SIZE=3][b]level powers:[/b][/SIZE] [b]Ego Whip:[/b] [b]Crystal Storm:[/b] [b]Share Pain:[/b] [SIZE=3][b]level powers:[/b][/SIZE] [b]Dispel Psionics[/b] :.....absolute must for ALL Psions [SIZE=3][b]level powers:[/b][/SIZE] [b]Divination,Psi[/b]: [SIZE=3][b]level powers:[/b][/SIZE] [b]Plane Shift[/b] : [SIZE=3][b]level powers:[/b][/SIZE] [b]Disintegrate,Psi [/b] : [b]Temporal Acceleration[/b] : [SIZE=3][b]level powers:[/b][/SIZE] [b]Energy Conversion[/b] : [SIZE=3][b]level powers:[/b][/SIZE] [b]Teleport,Greater[/b] : [b]True Metabolism[/b] : [SIZE=3][b]level powers:[/b][/SIZE] [b]Assimilate[/b] : When choosing powers , remember to consider how you can contribute to the Party in the following aresa: 1: Melee Damage 2: Direct Damage 3: Battlefield control 4: Save or Die powers 5: Information Gathering 6: Transportation 7: Healing 8: Buffing 9: NPC interaction(FACE) From Complete Psionics: [b]Adrenaline Boost[/b] - PW 1- gives +2 insight bonus to Str & Dex for 1 round,augment: +3 PP = +1 bonus [b]Analyze Dweomer,Psionic[/b] - Manic Mantle 6...as Analyze Dweomer [b]Burrowing Bonds[/b] - Shaper 4 - nice.... med range, 1 rnd/ML, Ref negates,PR:No.....3d6 + 1d6/ rnd...nice augments [b]Claws of darkness[/b] - Light and Darkness mantle 2 - nice...similar to Claws of the beast...but can grapple....very short duration [b]Cranial Deluge[/b] - Psion 5 - very good....short range..Fort Negates.....save or take 18d6...and head can explode...augment: +2PP=+1 DC [b]Crystal Storm[/b] - Psion 2- excellent direct damage power....short range...no save for slashing, Fort save negates Con damage......PR:No....does 2d4 slashing +1d4 Con damage(on failed Fort save)...great augments..1)+1PP=+1d4 slashing damage.....2)+2PP = +1 point Con Damage [b]Damp Power[/b] - Psion 2- very nice especially at high levels even EPIC levels...reduces damage to a minimum [b]Eidetic Lock[/b] -Psion 1 - .....nice non combat power....1 day/ML..augment: +4PP= Permanent memory..handy [b]Empower Weapon[/b] - Psiwarrior 5- permanent until discharged, store ANY power = Manifester lvl -4 in any weapon(limit to 1 Empowered weapon at a time. [b]Evade Attack[/b] - PW?....Excellent...Augment: allows you to evade completely 1 attack [b]Eyes of the Basilisk[/b] - Psion 7 - 30' range.....1 rnd/ML..gaze attack...1 creature/rnd...save or turned to stone..PERMANENTLY [b]Inconstant Location[/b] - Psion 6 - Duration 1 minute, great for tactical movement and frees up your move actions so you can refocus(Psi Meditation) and still move.....give you a swift action teleport [b]Light Burst[/b] - Light & Darkness (Mantle) 8 - like sunburst...but augmentable(Knockdown Power :evillaugh ) [b]Mend Wounds[/b] - Life (mantle) 6 - heals 55 points of damage,touch or damage undead for same.....augments for extra damage healed or for [b]20' radius effect[/b] [b]Perfect Riposte[/b] - PW 5 -......nice....1rnd/ML...gives you 1 AoO/rnd vs anyone attacking you and Missing [b]Planar Embrace[/b] - Psion 8 - gain 1/2 Celestial template for a short time [b]Psychometry[/b] - Psion 6 - great info gathering power...see the recent past [b]Psychoportive Shelter[/b] - Psion 2 -like Rope trick......but augmentable to accomodate additional extra creatures of ANY SIZE [b]See invisibility[/b] - Lurk 2 - great augment: for 2 pp each, you can share this power with an additional creature [b]Spirit of War[/b] - Conflict (mantle) 8 - 40' radius....you and allies gain: 1: +4 competence to ATT and Damage 2:+10 insight to one saving throw(during the duration) 3: Auto confirm a single crit during duration [b]Stygian Bolt[/b] - Psion 6 - 120' line.....1d4 Neg lvls.....augment for additional neg lvls. [b]Touch of health[/b] - Life (mantle) 1 - cure 2 pt damage for 1 PP....augmentable...quick cures [b]Zone of Alertness[/b] - Psion 2 - excellent for a Party....gives you an ALL allies in 10' rad...great bonuses.....almost like the axiomatic template [b]Originally posted by carnivore:[/b] [SIZE=5][b]13: EPIC[/b][/SIZE] [URL=http://boards1.wizards.com/showthread.php?t=606720]Heres[/URL] a Nice EPIC thread disscussion [IMG]http://www.wizards.com/dnd/images/xph_gallery/44249.jpg[/IMG] [b][SIZE=6]GOING [i]EPIC[/i][/SIZE][/b] There is some rules ambiguity concerning the Psion epic progression. The rules state that epic manifesters do not learn new powers automatically as they progress in levels, but the epic psion description lists 2 new powers per level. Unofficial epic errata corrects this so that psions do not learn any new powers in the epic levels, unless they take feats for that effect. It doesn’t really matter though, as 36 powers will prove more than sufficient, so for the purposes of this guide, we’ll assume that you have a total of 36 powers unless you take feats to increase this total. [b][SIZE=2]Epic Problems [/SIZE][/b] Even if you’re just using core rules ([URL=http://www.systemreferencedocuments.org/35/sovelior_sage/home.html]SRD[/URL]), you now have access to any power on any list (through [b]psychic reformation[/b] and [b]epic expanded knowledge[/b]), which means that the potential for brokenness is very real. Add to that the making of epic psionic powers that is perhaps the most arbitrary collection of rules (more like guidelines really), and you will realise that there will be house rules. For example, consider the power [b]True Mind Switch[/b]. If you find, say, a [b]Hellwasp Swarm[/b] to switch with, you can make yourself immune to most forms of attacks permanently and non magically (meaning even [b]Mage’s Disjunction[/b] won’t work, since there’s nothing to disjoin). Then add a [b]Null Psionics Field[/b] and you are truly immune to all forms of attack (except alchemic acid splash damage, epic spells and powers, and instantaneous creation area effects like the [b]Hail of Crystals[/b] power – not that it matters since swarms don’t die from damage). Add the [b]Permanent Emanation epic[/b] feat and feats that improve your swarm melee damage, and you’re all set. You don’t even need to invest 10k xp for the TMS, since you can get it for only 60k gp on a power stone. It’s not like you’ll be using many other items anyway, since you’re a swarm. But how do you think a DM would respond to you presenting this idea? While he could certainly make an epic psion with the Hail of Crystals power your archnemesis (the DM always has counter-measures), but how much fun would the game be for the rest of your gaming group? They’d be relaxing in your very own [URL=http://boards1.wizards.com/showthread.php?t=774939][b]demiplane[/b][/URL] and try to stay out of your way while you go pawn whatever needs pawning. Certainly, other epic characters are not defenseless either – the party wizard could transform the entire party to swarms if necessary, but what would Joe the epic fighter and Fred the epic barbarian think about that? Perhaps they had envisioned their epic levels in an entirely different manner. Only you, your DM and your gaming group can answer these questions. For some, the TMS swarm with permanent NPF emanation will be hugely enjoyable, and for others it will spoil the game. The important thing is to realize the need for a dialogue to discuss these things. [IMG]http://www.wizards.com/dnd/images/roe_gallery/88264.jpg[/IMG] [b][SIZE=3]Epic Tips and Strategies [/SIZE][/b] This section include advice on use of powers and how to handle general epic problems. The strategies are often powerful, but not unbalancingly so, as there is always some counter measure that the DM can exploit if he’d really want to, and no one strategy is effective against everything. The final section reduces the mentioned concepts to practice in a 21st level psion build. [b][SIZE=2]Buffing:[/SIZE][/b] Whenever you even think of buffing in combat, do so in a [b]Temporal Acceleration[/b]. For 21pp and a twice augmented, extended TA, you get 6 rounds of free time in the apparent time of one swift action. You can use the choker form with transferred quickness to take more actions than usual during these rounds. If necessary, your epic buffing needs should never, ever consume more than one swift action – the rest is for offense. [b]Overchannel Damage[/b]: Whenever you feel like overchanelling something, manifest True Metabolism first. If you need to do this in combat, remember that True Metabolism is a buff, which means you manifest it within a TA (usually the first thing you do in there). You can heal substantial amounts of hp while metabolising in a TA. [b]Choose Offense Wisely[/b]: Always use your most efficient means of attack. Save-or-dies won’t be very effective in epic, as saves scale faster than DC and unbeatable/infinite SR/PR is cheap with equipment and frequent on monsters. They are still useful for utility purposes though. The same goes for Astral Constructs, unless your DM house rules that you can create epic version of them for effective combat use. There are counter-measures to all your possible attack forms, thus you need varied ways to deal damage: [b]Energy Conversion rays[/b]: The good - low pp consumtion, high damage, the best damage-to-pp ratio in the game. The bad - thwarted by energy immunity, PR/SR, antimagic field, or the epic deflection feats. [b]Tornado Blast:[/b] The good – untyped area damage that doesn’t allow PR/SR, huge range and area. The bad – low damage-to-pp ratio assuming opponents save (they do), antimagic field, the damage cap matters after level 30 when you’ve exhausted metapsionic options. [b]Crystal Shard:[/b] The good – extremely high damage potential with split psionic ray, [no, no] effect, bypasses antimagic field. The bad – epic deflection, globe of invulnerability, spell turning, DR if you’re using the CPsi errata. [b]Swarm of Crystals:[/b] The good – can damage almost any epic foe, average damage potential for an area effect at epic levels. The bad – still thwarted by globe, DR if you’re using CPsi, very short range. [b]Greater Metamorphosis:[/b] The good - a bag of tricks for the unexpected, and it opens up the possibility for melee damage if all else fails. The bad – not always an efficient means of offense, can’t be used in an antimagic field, costs xp. [b][SIZE=2]Choose Defense Wisely:[/SIZE][/b] You have various powerful defenses, but each of them can be overthrown by different strategies. [b]Wall of Ectoplasm + Energy Wall:[/b] The good – very cheap way to contain enemies or divide and conquer. The bad – easily thwarted by teleportation effects, disintegrate, energy immunity etc. [b]Telekinetic Sphere:[/b] The good – saves you or the whole party from all attacks while retaining mobility and your ability to use powers with the [b]Burrowing Power[/b] feat. The bad – can be brought down with a Disintegrate or a lucky/epic dispel. [b]Skin of Proteus + Metamorphic Transfer[/b]: The good - permanent Greater Invisibility and flight through the Pixie form makes you untargetable an undetectable, doesn’t cost pp so always use this if you expect trouble. The bad – many epic foes can handle invisibility in some way. [b]Greater Metamorphosis + Fusion:[/b] Share GM with your psicrystal and transform into an abberation (any will do) while your psicrystal becomes a Will-o’-Wisp. With your next action, manifest Fusion and fuse with the psicrystal. As a free action, change your own form to a Hellwasp Swarm. The good - you are now a “hellwisp swarm”, and immune to all physical attacks, any magic that allows SR/PR, and anything that targets unless it’s mind-affecting. The bad – you take 150% damage from area effects that are SR=no (such as dragon breath). [b]Evade Burst[/b] (researched as a level 3 power) fixes this somewhat, but the defense is very costly as a whole, and will only save you while your other party members will have to fend for themselves. Usually, the TK Sphere defense is better. [b]Optimizing Powers Known:[/b] You may have a mere [b]36 power slots[/b], but you have access to far more actual power effects than that, by making the most of specific powers, feats, items and rules mechanics: [b]Bend Reality:[/b] For a reasonable XP cost, you have a fail safe that will get you any psion/wilder power up to level 6, or any other power up to level 4. Best used with powers that already have an XP cost, so that you don't pay extra (other than the pp increase) for using Bend Reality and/or powers that don't need pp augmentation. [b]Manifesting an Unknown Power from Another's Powers Known:[/b] You can manifest powers you don't know from a power stone (this flushes the stone, according to CPsi errata and custserv) or another psionic character. This makes leadership a good non-epic feat investment, taking a Psion cohort. The Cohort should know powers that need not be manifested in a pinch, but are good to have, such as Contingency. See this thread and the below build for details. [b]Your 36 slots:[/b] This should contain powers that are used often and that are needed immediately, often at full augmentation and/or use of your manifester level. Buffs that you use every day and offensive combat powers are good examples. [b]Items:[/b] More situational powers (such as social powers) are good in psicrowns [b]Psychic Reformation:[/b] Any power is available you using this and (if necessary) [b]Expanded Knowledge or Epic Expanded Knowledge[/b]. Use it on a case-by-case basis to solve problems that can't be solved with what you already have. [b]Incarnate:[/b] Several useful powers can be made permanent for a small (considering your level) xp cost. Dispel effects would risk this investment, but you have various ways to be untargetable (invisibility, swarm type etc) and you have contingency for Mage's Disjunction (see below). [b]Epic Powers:[/b] If all else fails, you can spend time, xp and gold to research a custom solution to whatever problem is troubling you, subject to your DM’s approval (as everything really should be in the epic levels). [b]How to Cheat Death:[/b] Not being able to die permanently is very useful in the epic levels. Not having your equipment destroyed in the process is also very useful. This can be accomplished through a synergistic use of the powers Genesis (make your own demiplane), Astral Seed (hide the seed to your rebirth there) and Contingeny with stored Plane Shift (travel there if you die or would be affected by Mage's Disjunction). The Leadership feat plays a part here too - see this thread for details. [b]XP and Gold Management:[/b] Some things cost xp, others cost gold. Item creation feats lets you pay xp where you'd normally pay gold, and paying for services lets you pay gold where you'd normally pay xp. Since one xp can be "bought" for 5 gold in services, and 25 gold can be saved for 1 xp in item creation, the rule of thumb is to buy as many services you can, and create what you can yourself. Of course, item creation feats can be reformed out when adventuring. [b][SIZE=4]Sample Epic Build[/SIZE][/b] [b]21st lvlEPIC build[/b] [sblock] Poster= [b]Hovnar[/b] [b]Level 21 Human Egoist[/b] Powers Known (36+3) 1st level: Defensive Precognition Entangling Ectoplasm Offensive Precognition [b]Astral Construct[/b] Crystal Shard [b]2nd level:[/b] Detect Hostile Intent Empathic Transfer [b]Dimension Swap[/b] Swarm of Crystals Mass Missive 3rd level: [b]Hustle[/b] Dispel Psionics Energy Wall Time Hop Evade Burst 4th level: Freedom of Movement Wall of Ectoplasm Psionic Divination Correspond Intellect Fortress 5th level: Plane Shift Psionic Revivify True Seeing Adapt Body Major Creation 6th level: Temporal Acceleration Disintegrate Retrieve 7th level: Energy Conversion Personal Mindblank (Fate of One) 8th level: Fusion Bend Reality Greater Teleport (Telekinetic Sphere) True Metabolism 9th level: Greater Metamorphosis Assimilate (Tornado Blast) (Powers in parenthesis are granted through [b]Psychic Chirurgery[/b], powers in bold are researched) [b][SIZE=2]Epic Powers Developed[/SIZE][/b] [b]Epic Inertial Armor:[/b] Spellcraft DC: 0 Casting Time: 10 minutes Range: Personal Target: You Duration: 24 hours To Develop: 4500 gp, 1 day, 180 xp; armor seed (DC 14), increased armor bonus [+16] (+32), change from target, touch or area to personal (-2), increased casting time [10 minutes] (-20), additional participants [one level 8 slot] (-15), 9d6 backlash damage (-9). An invisible but tangible field of force surrounds the manifester, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic inertial armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic inertial armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. An additional manifester must contribute a level 8 power slot (15 pp) when this power is manifested. The manifester takes 9d6 backlash damage when manifesting this power. [b][SIZE=2]Feats (14)[/SIZE][/b] Epic Manifestation, Psionic Meditation, Psicrystal Affinity (Nimble, knows Greater Teleport, 15 pp), Psicrystal Containment, Burrowing Power, Extend Power, Split Psionic Ray, Twin Power, Quicken Power, Metamorphic Transfer, Overchannel, Leadership, Psionic Body, Improved Initiative. [b][SIZE=2]Long Term Buffs (ML 24, overchanneled)[/SIZE][/b] Pixie with Greater Invisibility (Skin of Proteus + Metamorphic Transfer) Epic Inertial Armor (Psicrystal contributes 15 pp, True Metabolism to regain backlash and overchannel damage, 15 pp) Extended Detect Hostile Intent (8 hours duration, 5pp, always active, manifested 3 times per day) Extended, Split Energy Conversion (universal energy resistance 30, 8 hours duration, 17pp + 4x Energy Wall to charge = 20pp, only manifested in potentially hostile environments) [b][SIZE=2]Common Offensive Options (ML 24)[/SIZE][/b] Split Energy Conversion Ray: 2x72 energy damage [no, yes] (no further pp cost) Burrowing, Twinned Tornado Blast: 32d6 damage [R half, no] +16d6 damage (touch) Split, Twinned Crystal Shard: 3x18d6 dmg (touch) [no, no] (189 dmg total on average) Twinned Swarm of Crystals: 2x18d4 dmg [no, no] (90 dmg total on average) Greater Metamorphosis (Balor) + Augmented Offensive Prescience: +31 attack bonus (+10 BAB, +13 Str, +8 insight). [b][SIZE=2]Equipment and Services[/SIZE][/b] [b]Services:[/b] Psychic Chirurgery (Fate of One, 36530 gp) Psychic Chirurgery (Telekinetic Sphere, 41530 gp) Psychic Chirurgery (Tornado Blast, 46530 gp) Genesis (6530 gp) Psychic Reformation (reform 21 levels, 5530 gp) Permanency (Resistance, 2950 gp) Continual Light (on gray ioun stone, 110 gp) [b]Created Items:[/b] (cost = half price, see below for xp costs) Skin of Proteus (42000 gp cost) Torc of Power Preservation (18000 gp cost) Developed Epic Inertial Armor (4500 gp) [b][Custom] Crystal Mask of Trap Finding [/b](15400 gp cost): This mask allows the wearer to use the search skill to detect traps just as a rogue can. In addition, you gain a +10 competence bonus on Search checks while wearing the mask. Moderate divination; ML 7; Craft Wondrous Item, Danger Sense, creator must have 10 ranks in Search; Price 30600 gp; *Continous Spell Effect (Find Traps); level 2 spell, level 3 CL, 1 min/level duration; 2*3*2*2000 = 24000 gp *+10 skill bonus = 10000 gp *Item requires skill: 10% reduction [b][Custom] Psicrown of Social Finesse[/b] (4125 gp cost): This Psicrown has 400 power points. It resembles a Headband of Intellect and allows the use of the following powers: Attraction Conceal Thoughts Empathy Telempathic Projection [b][SIZE=2]Standard Items:[/SIZE][/b] Tome of Clear Thought +5 (137500 gp) Manual of Bodily Health +4 (110000 gp) Manual of Quickness of Action +4 (110000 gp) Animated Large Darkwood Shield +5 (49000 gp) Headband of Intellect +6 (36000 gp) Gloves of Dexterity +6 (36000 gp) Amulet of Health +6 (36000 gp) Handy Haversack (2000 gp) Boots of Speed (1200 gp) Hand of the Mage (900 gp) Gray Ioun Stone (25 gp, enchanted with Continual Light, see Services) [b]TOTAL: about 745000 gp [/b] (A level 21 character should have about 975000 gp. While the above should cover most needs, there is a lot of room for additional items.) [b]XP Expenditures[/b] (Does not account for any other expenditures at earlier levels) Researched Powers: 1+2+3 = 6 power levels = 1200 XP Epic Inertial Armor Development: 180 XP Contingency: 15 XP [b]Incarnated Powers:[/b] Danger Sense (fully augmented): 1500 XP Detect Psionics: 500 XP Elfsight: 1000 XP Know Direction and Location: 500 XP Psionic Tongues: 1000 XP [b]Created Items:[/b] Skin of Proteus: 1680 XP Torc of Power Preservation: 720 XP Crystal Mask of Trap Finding: 616 XP Psicrown of Social Finesse: 165 XP [b]TOTAL XP: 9076 XP[/b] [b]Cohort[/b] Your Cohort (and followers) resides on your [URL=http://boards1.wizards.com/showthread.php?t=774939][b]demiplane[/b][/URL]. A suitable ECL 17 Cohort is Tiefling [b]Wizard3/Egoist3/Cerebromancer10[/b], with access to level 7 spells and powers, outsider forms etc. Plane Shift to your Cohort to Identify items, renew your Contingency (manifesting from another powers known), heal (outsider forms, empathic transfer, restoration, restore extremity), renew your pp (mental pinnacle + bestow power) etc. See this thread for more info on how to set up a secure extraplanar base of operations.[/sblock] [b]23rd level EPIC build[/b] [sblock] Poster= [b]carnivore[/b] Human [b]Ranger 1/ Monk 1/ Psion 6/ Slayer 10/ Sanctified Mind 5[/b] Feats: [b]Carmondine Monk[/b].....[b]Int to AC[/b] Track(bonus) Imp Grapple(bonus) Imp Unarmed(bonus) Combat Reflexes Overchannel(bonus Psion) Talented(bonus Psion) Extend Power Metamorphic Transfer Twin Power Quicken Power [b]Dark Hunter[/b](or Darkstalker)(Lords of Madness)...makes creatures with special senses(Tremorsense,Blindsight,Scent,etc....) have to make Spot and Listen checks...to find you. EPIC Feat: pick one [b]Show[/b] [sblock] [SIZE=4][b]also for feats[/b][/SIZE]notice this: very important...but you already have it...it may be worth taking 2 times or even 3 later: modify to be [b]"Power Stowaway"[/b]......good vs Timestop or Temporal Acceleration as was mentioned by Ichor Spellka: modified to "EPIC Psionic Manifestation"....[COLOR=Red]this is what i would suggest[/COLOR] also modified to "AUTOMATIC QUICKEN [b]POWER[/b]"...manifest any 1st,2nd,3rd lvl power without increasing cost [/sblock] Skills: 274 skill points available..(assume 18 Int, and all level raises to Int, and +5 book at 16th level) 26 ranks Psicraft 26 ranks Knowledge(psionics) 26 ranks Spot 20 ranks Hide 20 ranks Move Silent 26 ranks Search 20 ranks Concentration 20 ranks Sense Motive 15 ranks Tumble 1 Rank Knowledge([b]Arcana[/b]) 5 Rank Knowledge([b]Architecture and engineering[/b]) 1 Rank Knowledge([b]Dungeoneering[/b]) 1 Rank Knowledge([b]Geography[/b]) 1 Rank Knowledge(History) 1 Rank Knowledge(Local) 1 Rank Knowledge(Nature) 5 Rank Knowledge(Nobility and royalty) 1 Rank Knowledge(Religion) 1 Rank Knowledge(The planes) 1 Rank Craft(alchemy) 5 Ranks Balance 5 Ranks Diplomacy 5 Ranks Bluff 5 Ranks Survival 5 Ranks Autohypnosis 5 Ranks Handle Animal 1 Rank Disable Device 1 Rank Open lock 1 Rank Profession(alchemist) 1 Rank Sleight of hand 1 Rank Decipher Script 5 Ranks UMD/UPD items: 242000gp [b]Mantle of Great Stealth[/b].....+30 unnamed Hide/Move Silent,Constant 20% miss(concealment) 256000gp [b]Boots of Swiftness[/b].....+6 enhancement Dex, Evasion,Double speed,+20 competence:Balance,Climb,Jump,Tumble 200000gp Belt of Magnificense(minihandbook).....+6 enhancement to ALL Ability scores 265300gp +5 Inherent to Int and Dex,(10 wishes cast by 17th lvl Wiz) 125000gp Tunic of Thurrinak(Eberron Explorers Handbook)+5 Natural armor and +5 Deflection AC 90000gp Ring of Regeneration(+23 hit points/hour) 68500gp +1 Bracers of Armor..with Greater Shadow(+15 competence Hide), and Greater Silent Moves(+15 competence Move Silently) 20250gp [b]Crystal Mask of Insightful Detection,(SRD)[/b] [sblock][b]Crystal Mask of Insightful Detection[/b]: The wearer of a crystal mask of insightful detection can make [b]Search[/b] checks and [b]Spot[/b] checks checks with a [b]+9 insight[/b] bonus. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 9 ranks in both Search and Spot; Price 20,250 gp; Weight 1/2 lb.[/sblock] 3500gp [b]Lens of Detection,(SRD)[/b] [sblock][b]Lens of Detection:[/b] This circular prism enables its user to detect minute details, granting a [b]+5 bonus on Search [/b]checks. It also aids in following tracks, adding a [b]+5 bonus on Survival [/b]checks when [b]tracking[/b]. The lens is about 6 inches in diameter and set in a frame with a handle.Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb. [/sblock] 27000gp [b]Helm of telepathy(SRD)[/b] [sblock]Helm of Telepathy: The wearer can [b]use detect thoughts at will[/b]. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.Faint divination and enchantment; CL 5th; Craft Wondrous Item, detect thoughts, suggestion; Price 27,000 gp;Weight 3 lb. [/sblock] 36000gp [b]Torc of Power Preservation(SRD)[/b] [sblock]Torc of Power Preservation: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1). A torc is treated as an amulet for the purpose of determining which items can be worn on the body. Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 36,000 gp; Weight 2 lb. [/sblock] 2500gp Ring of Sustenance 2000gp Handy Haversack 1600gp Dukar Hand Coral(champions of Valor)......doubles your natural healing, and will regenerate lost body parts 3600gp Gloves of the Master Strategist(Ghostwalk)...as gloves of storing, and True Strike 1/day 84000gp Skin of Proteus [b]Show[/b] [sblock] [/sblock] Pay for several 17th lvl Telepaths to use [URL=http://boards1.wizards.com/showpost.php?p=7138436&postcount=1]Psychic Chirurgery[/URL] on you to get these powers: 5530gp Claws of the beast(1st lvl) 5530gp Metaphysical Claw(1st lvl) 21530gp Metamorphosis(4th lvl) 31530gp Inconstant Location(6th lvl) as for powers(assume:[b]Kineticist[/b])...try this list(includes bought powers) [b]Power List[/b] [sblock] 1st Claws of the beast(bought) Metaphysical Claw(bought) Inertial Armor Grease Preconition,Offensive Force screen Vigor 2nd Crystal Storm Damp Power Psionic identify Psychoportive Shelter 3rd Time hop Dispel Psionics Energy Wall Touchsight 4th Psionic Divination Correspond Wall of Ectoplasm Metamorphosis(bought) ???.....control body? or freedom of movement 5th Adapt body Ectoplasmic shambler Plane shift Psionic True seeing 6th Inconstant location(bought) Dispelling buffer Temporal acceleration pick one:...Disintegrate, retrieve,Anticipatory strike 7th Decerebrate Energy conversion Energy Wave 8th Bend Reality Teleport Greater True Metabolism 9th Tornado Blast Affinity field(pain) Assimilate Reality Revision[/sblock] [/sblock] [b]32nd lvl Nomad[/b] [sblock]Poster:[b][SIZE=3]Retsej Esiw[/SIZE][/b] 01-27-06, 05:56 PM Here is a Psion build I did on Dicefreaks: Aleera Medium Outsider (Native); Female Planetouched, [b][SIZE=3]Aasimar Nomad 32[/SIZE][/b], HD 32d4+128(Psion) ; hp 225; Init +16; Spd 30; AC:48 (Flatfooted:40 Touch:29); Atk Quarterstaff of Alacrity +21/16 (1d6+5 20/x2); SA: Daylight (Sp) ; SQ: Subtype: Native, Darkvision (Ex): 60 ft., Resistance: Acid (Ex): 5, Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, No Dual Nature (Ex); AL LG; SV Fort +24, Ref +28, Will +28; STR 10, DEX 27, CON 19, INT 41, WIS 15, CHA 14. Skills: Balance +30, Climb +55, Concentration +39, Jump +57, Knowledge (Dungeoneering) +50, Knowledge (History) +50, Knowledge (Psionics) +50, Knowledge (Religion) +50, Knowledge (The Planes) +50, Listen +4, Profession (Astrologer) +27, Psicraft +49, Speak Language +6, Spot +14, Survival +37, Tumble +47. Feats: Automatic Quicken Power x3, Chain Power, Combat Manifestation, Craft Psicrown, Craft Psionic Armor and Arms, Craft Universal Item, Empower Power, Epic Expanded Knowledge, Epic Manifesting, Extended Life Span, Improved Critical: Spell - Ray, Improved Initiative, Insightful Reflexes, Maximize Power, Multipower, Power Specialization, Psicrystal Affinity, Psicrystal Containment, Psionic Meditation, Quicken Power, Superior Initiative, Weapon Focus: Spell - Ray. Powers Known (Psion): 609 PP per Day (DC=25+level) 1st -- Control Light, Crystal Shard, Energy Ray, Force Screen, Inertial Armor, Mind Thrust, Vigor; 2nd -- Body Equilibrium, Concussion Blast, Dimension Swap, Ego Whip, Energy Push, Energy Stun, Swarm of Crystals; 3rd -- Body Adjustment, Dispel Psionics, Energy Burst, Energy Retort, Psionic Blast, Telekinetic Thrust, Ubiquitous Vision; 4th -- Aura Sight, Dimension Door, Psionic, Dimensional Anchor, Psionic, Dismissal, Psionic, Freedom of Movement, Psionic, Psychic Reformation, Telekinetic Maneuver; 5th -- Adapt Body, Baleful Teleport, Plane Shift, Psionic, Shatter Mind Blank, Teleport Trigger, True Seeing, Psionic; 6th -- Contingency, Psionic, Overland Flight, Psionic, Retrieve, Temporal Acceleration; 7th -- Divert Teleport, Dream Travel, Energy Conversion, Mind Blank, Personal, Moment of Prescience, Psionic, Phase Door, Psionic, Ultrablast; 8th -- Bend Reality, Recall Death, Shadow Body, Teleport, Psionic Greater, Time Hop Mass, True Metabolism; 9th -- Affinity Field, Apopsi, Assimilate, Etherealness, Psionic, Genesis, Microcosm, Reality Revision, Teleportation Circle, Psionic, Time Regression, Timeless Body. Epic Psionics: 3/day; Powers Known: Deluge of Sleet (Cold Psionic version of Rain of Fire), Epic Mage Armor (Psionic), Peripety (Psionic), Nailed To The Sky (Psionic). Possessions: Weapons: Quarterstaff of Alacrity (231,300 gp). Magic: Ring: Epic Protection +6 (720,000 gp); Wondrous: Amulet of epic natural armor (+7) (980,000 gp); Wondrous: Bracers of epic armor (+12); Wondrous: Boots of swiftness (256,000 gp); Wondrous: Cloak of epic resistance (+8) (640,000 gp); Wondrous: Headband of epic intellect (+10) (1,000,000 gp); Wondrous: Ioun Stone, Dusty Rose [Prism] +5 (75,000 gp); Wondrous: Goggles of Draconic Vision (46,000 gp).[/sblock] [b]Originally posted by carnivore:[/b] [SIZE=5][b]Sample Builds with Equipment[/b][/SIZE] [URL=http://boards1.wizards.com/showthread.php?t=477372][b]Current Psionic Character [/b][/URL]..........nice thread with some good story ideas [b]Originally posted by carnivore:[/b] [b][URL=http://www.wizards.com/default.asp?x=dnd/psm/20070314a]Expanded Classes, Part Two Egoist, Kineticist, Nomad[/URL][/b] [b][URL=http://www.wizards.com/default.asp?x=dnd/psm/20070411a]Expanded Classes, Part Three Seer, Shaper, Telepath[/URL][/b] [b][URL=http://www.wizards.com/default.asp?x=dnd/psm/20070629a]Expanded Classes, Part Four[/URL][/b] [URL=http://www.wizards.com/default.asp?x=dnd/ex/20041105a&page=3]Spell List from Complete Arcane, including Warmage[/URL] [URL=http://www.wizards.com/default.asp?x=dnd/archfr/frcc]Class Chronicles Archive[/URL] Links: archive [url]http://boards1.wizards.com/wotc_archive/index.php/(x)[/url] links to additional sources:minds eye articles,previews,PrCs from WotC Archives [URL=http://boards1.wizards.com/showthread.php?t=486266][b]New DM's and Player's Guide to Psionics[/b][/URL]great source of info and location where i shamelessly quoted some excellent info [URL=http://www.wizards.com/default.asp?x=dnd/arch/psi]The Mind's Eye Archive[/URL] - Wizard's online psionics stuff, with feats, prestige classes, monsters, and other articles, etc. [URL=http://www.crystalkeep.com/d20]CrystalKeep[/URL] Everyone should know this one. There are lists for everything as downloadable pdf's (which are searchable), and they contain basic info as well. [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040925b][b]Psychic Theurge[/b][/URL] - prestige class that advances both psionics and divine [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040723b][b]Psychic Rogue[/b][/URL] -a Psionic rogue Base class [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040625b][b]Constructor[/b][/URL] -the Master of the Astral Construct [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040625d][b]Crystal Master[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040827c][b]Meditant[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040827d][b]Psychic Weapon Master[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040625c][b]Sangehirn[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040925a][b]The Body Leech[/b][/URL] [URL=http://www.wizards.com/default.asp?x=dnd/psm/20040723d][b]The Psychic Assassin[/b][/URL] Previous Psion Threads: [URL=http://boards1.wizards.com/wotc_archive/index.php/t-227776.html]Psion/Wilder Build Guide & Compendium.[/URL]...by Law...nice work other links [URL=http://boards1.wizards.com/showthread.php?t=544215]Index: 3.5 Psionics Outside the XPH[/URL] [URL=http://boards1.wizards.com/showthread.php?t=747757]Minor Creation and You, a Small Guide[/URL] [url=http://boards1.wizards.com/wotc_archive/index.php/t-298304.html ]Treatise on Metapsionic Feats[/url] [URL=http://boards1.wizards.com/showthread.php?t=754880]What do you think is the best psionic race?[/URL] [URL=http://boards1.wizards.com/showthread.php?t=668622]Preliminary Thrallherd Guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=766677]The Minimalist Psion Offense Challenge[/URL] [URL=http://boards1.wizards.com/showthread.php?t=586173]The 3.5 Psion Power Selection Guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=765574]Research vs. Expanded Knowledge[/URL] [URL=http://boards1.wizards.com/showthread.php?t=330655]What Is the Most Powerful Psionic Power?[/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-428075.html]MRAOW *kaboom*: Elocater[/URL] [URL=http://boards1.wizards.com/showthread.php?t=760089]Psionics into Epic...[/URL] [URL=http://boards1.wizards.com/showthread.php?t=724299]Metamorphic Transfer Tricks[/URL] [URL=http://boards1.wizards.com/showthread.php?t=743866]The Soon-to-be *Great Big List* of Imaginative Power Usage[/URL] [URL=http://boards1.wizards.com/showthread.php?t=757472]Must-have Psionics?[/URL] [URL=http://boards1.wizards.com/showthread.php?t=755983]Psicrystal Hit Point Laundering[/URL] [URL=http://boards1.wizards.com/showthread.php?t=747828]Fusion...HA![/URL] [URL=http://boards1.wizards.com/showthread.php?t=744465]Kineticist vs. Evoker (are psionics too much?)[/URL] [URL=http://boards1.wizards.com/showthread.php?t=695040]Experience is a River[/URL] [URL=http://boards1.wizards.com/showthread.php?t=606720]Expanded Epic Psionics[/URL] [URL=http://boards1.wizards.com/showthread.php?t=723756]Psionics in Forgotten Realms[/URL] [URL=http://boards1.wizards.com/showthread.php?t=433081]Give Me Your Most Useful Power/Feat Combinations![/URL] [URL=http://boards1.wizards.com/showthread.php?t=486266]New DM's and Player's Guide to Psionics[/URL] [URL=http://boards1.wizards.com/showthread.php?t=706064]Kalashtar and Quori Shards[/URL] [URL=http://boards1.wizards.com/showthread.php?t=703427]23-level spellcaster/psion needed[/URL] [URL=http://boards1.wizards.com/showthread.php?t=609071]What's Your Favorite Type of Psion?[/URL] [URL=http://boards1.wizards.com/showthread.php?t=584297]Deja Vu Combos[/URL] [URL=http://boards1.wizards.com/showthread.php?t=694392]Psionic AC[/URL] [URL=http://boards1.wizards.com/showthread.php?t=687969]Power list[/URL] [URL=http://boards1.wizards.com/showthread.php?t=687374]help w/psion for psi-newb[/URL] [URL=http://boards1.wizards.com/showthread.php?t=679232]Thoughts on Psion + Vow of Poverty[/URL] [URL=http://boards1.wizards.com/showthread.php?t=476377]Psionic Novas: A Guide[/URL] [URL=http://boards1.wizards.com/showthread.php?t=471148]The Nova Myth[/URL] [URL=http://boards1.wizards.com/showthread.php?t=538526]Good Sangehirn Build?[/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-395209.html]The Optimized Backpack[/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-601292.html]Psion vs Wilder! Battle of the manifesters![/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-568682.html]Epic Psion Build[/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-502895.html]Metamorphosis, what do you choose?[/URL] [URL=http://boards1.wizards.com/wotc_archive/index.php/t-451099.html]Best Psi-Gish?[/URL] [URL=http://www.dreamscarredpress.com/previews/UTP_Preview.pdf]Untapped Potential Preview[/URL] (x) (x) (x) (x) [b]Originally posted by carnivore:[/b] [b][COLOR=Red]Homebrew[/COLOR][/b] .... [b][SIZE=4]Astral Constructs above 9th lvl and additional Ability choices[/SIZE]:[/b] as for EPIC astral constructs try this, it includes upgraded choices for the menus also: [b][SIZE=4]Menu A[/SIZE][/b] A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu. [indent] [b]Buff (Ex): [/b]The astral construct gains an extra 5 hit points. [b]Celerity (Ex): [/b]The astral construct’s land speed is increased by 10 feet. [b]Cleave (Ex):[/b] The astral construct gains the Cleave feat. [b]Deflection (Ex):[/b] The astral construct gains a +1 deflection bonus to Armor Class. [b]Fly (Ex): [/b]The astral construct has physical wings and a fly speed of 20 feet (average). [b]Improved Bull Rush (Ex): [/b]The astral construct gains the Improved Bull Rush feat. [b]Improved Slam Attack (Ex):[/b] The astral construct gains the Improved Natural Attack feat. [b]Mobility (Ex): [/b]The astral construct gains the Mobility feat. [b]Power Attack (Ex):[/b] The astral construct gains the Power Attack feat. [b]Resistance (Ex): [/b]Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type. [b]Swim (Ex): [/b]The astral construct is streamlined and shark like, and gains a swim speed of 30 feet. [b]Trip (Ex): [/b]If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.[/indent] [b][SIZE=4]Menu B[/SIZE][/b] A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. AlterNatively, the Construct can have two special abilities from Menu A. [indent] [b]Aerial Manuvers(EX[/b])The construct can Perform the following manuevers:Hover,Snatch,Wingover. Requires Fly, or Improved Fly. [b]Energy Touch (Ex): [/b]If you are a kineticist with the Expanded Knowledge feat tied to this power, the astral construct’s physical attacks are wreathed in your energy type of your choice (acid, cold, electricity, or fire), dealing an extra 1d6 points of energy damage. Otherwise, the astral concstruct deals an extra 1d4 points of damage of an energy type of your choice (acid, cold, electricity, or fire). [b]Extra Attack(EX): [/b]If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. [b]Fast Healing (Ex):[/b] The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points. [b]Heavy Deflection (Ex):[/b] The astral construct gains a +4 deflection bonus to Armor Class. [b]Improved Buff (Ex): [/b]The astral construct gains an extra 15 hit points. [b]Improved Critical (Ex): [/b]The astral construct gains the Improved Critical feat with its slam attacks. [b]Improved Damage Reduction (Ex):[/b] The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction). [b]Improved Fly (Ex):[/b] The astral construct has physical wings and a fly speed of 40 feet (average). [b]Improved Grab (Ex):[/b] To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. [b]Improved Swim(EX): [/b]The astral construct is streamlined and sharklike, and gains a swim speed of 60 feet. [b]Muscle (Ex): [/b]The astral construct gains a +4 bonus to its Strength score. [b]Poison Touch (Ex):[/b] If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage. [b]Pounce (Ex): [/b]If the astral construct charges a foe, it can make a full attack. [b]Smite (Su):[/b] Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice. [b]Trample (Ex):[/b] As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty. [/indent] [b][SIZE=4]Menu C[/SIZE][/b] A manifester creating a 7th-level, 8th-level, or 9th-level astral Construct can choose one special ability from this menu. AlterNatively, the astral Construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.) [indent] [b]Blindsight (Ex):[/b] The astral construct has blindsight out to 60 feet. [b]Concussion (Ps): [/b]The astral Construct can manifest concussion blast (manifester level 7th) as a free action once per round. [b]Constrict (Ex): [/b]The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage. [b]Dimension Slide (Ps): [/b]The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round. [b]Energy Bolt (Ps): [/b]The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it. [b]Energy Resistance(EX): [/b]The construct gains Resistance 15 to All Energy Types. [b]Extra Buff (Ex): [/b]The astral construct gains an extra 30 hit points. [b]Extreme Damage Reduction (Ex): [/b]The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction. [b]Extreme Deflection (Ex):[/b] The astral Construct gains a +8 deflection bonus to Armor Class. [b]Natural Invisibility (Su): [/b]The astral Construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell. [b]Powerful Charge(EX)[/b]The construct Gains the Powerful Charge Feat. [b]Power Resistance (Ex): [/b]The astral construct gains power resistance equal to 10 + its Hit Dice. [b]Rake(EX): [/b]The construct gains the Rake special attack with its slam attacks. [b]Rend (Ex): [/b]The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier. [b]Spring Attack (Ex): [/b]The astral construct gains the Spring Attack feat. [b]Whirlwind Attack (Ex):[/b] The astral construct gains the Whirlwind Attack feat. [/indent] [b][SIZE=3]Epic levels Requiring a Feat[/SIZE][/b] [b][SIZE=4]Menu D[/SIZE][/b] A manifester creating a 10th-level, 11th-level, or 12th-level astral Construct can choose one special ability from this menu. Alternatively, the astral Construct can have two special abilities from Menu C. (One or both of the Menu C choices can be swapped for two choices from Menu B, Etc....) [indent] [b]Alacrity (Su): [/b]Once per round, may take an extra standard action (either before or after its other actions in the round). [b]Awesome Blow(EX): [/b]The construct gains the Awesome Blow Feat. [b]Breath Weapon (Su): [/b]The construct gains a breath weapon of either cold, fire, electricity or sonic (decided by the manifester at the time of manifesting) that does 1d6 damage for every 2 HD in a 120' cone. This breath weapon is useable as a Free Action for the duration of the construct.The save DC is equal to 10 + the number of damage dice rolled. Eg. A 30HD construct does 15 d6 damage in a 120' cone with a save DC of 25. [b]Construct Compression(EX)[/b]Decrease size 1 size Category, similar to the Compression power [b]Construct Growth(EX)[/b] increase size 1 size category,similar to the Expansion power [b]Ectoplasmic Cocoon(PS)[/b]The astral Construct can manifest Ectoplasmic Cocoon(manifester level equal to Hit Dice) as a free action once per round [b]EPIC Deflection (Ex): [/b]The astral Construct gains a +16 deflection bonus to Armor Class. [b]EPIC Fast Healing(EX):[/b]The astral construct heals a number of Hitpoints (=1/2 its HD) each round. It is still immediately destroyed when it reaches 0 hit points. [b]Flexibility(EX)[/b] gains +10 to Dex score and the feat Combat Reflexes. Magic/Psi Immunity(SU) gains immunity to all spells/powers that allows SR/PR [b]Retributive (Su): [/b]When the construct is reduced to 0 hp or below it explodes dealing force damage equal to 1d6 per HD to everything in a 40ft radius. [b]Swarm Form(SU): [/b]Construct Gains the Swarm Subtype and Swarm Traits, including Attacks(Swarm attack does normal Slam damage), movement, and all special abilities. The construct loses its normal movement, Attacks in this form.[/indent] [b][SIZE=4]Astral Constructs over 9th Level[/SIZE][/b] [b][SIZE=3]10th-level Astral Construct [/SIZE][/b] Huge Construct 25HD(137+40= 177 Hit points) 1 ability from Menu D Speed 50' Attack/grapple (3/4 HD + Str) +36/+44 2 Slams Damage Slam 3d8+18 Saves F/R/W +8/+8/+8 Str 47, Dex 11, Con -, Int -, Wis 11, Cha 10 DR 15/EPIC AC 37(-2 size +39 Natural) [b][SIZE=3]11th-level Astral Construct[/SIZE][/b] Huge Construct 30HD(165+40= 205 Hit points) 1 ability from Menu D Speed 50' Attack/grapple (3/4 HD + Str) +41/+49 2 Slams Damage Slam 3d10+20 Saves F/R/W +10/+10/+10 Str 51, Dex 11, Con -, Int -, Wis 11, Cha 10 DR 15/EPIC AC 41(-2 size +43 natural) [b][SIZE=3]12th-level Astral Construct [/SIZE][/b] Huge Construct 40HD(220+40= 260 Hit points) 2 abilities from Menu D Speed 50' Attack/grapple (3/4 HD + Str) +52/+60 2 Slams Damage Slam 4d10+22 Saves F/R/W +13/+13/+13 Str 55, Dex 11, Con -, Int -, Wis 11, Cha 10 DR 20/EPIC AC 45(-2 size +47 natural) [b]Originally posted by carnivore:[/b] [b][SIZE=7]Minor Creation[/SIZE][/b] [b]Originally posted by carnivore:[/b] [b][SIZE=6]Demi Planes and Genisis[/SIZE][/b] [INDENT] under construction [b]Originally posted by Todd:[/b] Congrats Carnivor! I'm sure that this is the beginning of a great thread! [b]Originally posted by bacris:[/b] excellent... I'll have to dig out my builds once I get home from work [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [b]Originally posted by zombiegleemax:[/b] Great. Is this going to eventually include an evaluation of all of the powers? [b]Originally posted by rlrapp:[/b] Definitely need to put in a section on the diferent disciplines (seer, nomad, etc). [b]Originally posted by zombiegleemax:[/b] Best Wishes on this BG&C! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cool.gif[/IMG] [b]Originally posted by zombiegleemax:[/b] I'll start here posting a build I think would work. [b]Show[/b] [sblock] Psion (Seer) Build 1 This build starts playing as a "Information manager", with the help of your powers, and your psicrystal as a scout. Then, he takes a level of ranger, and from then on, the build becomes more of a gish, but with the help of the anarchic initiate and his low requirements/medium BAB/full manifesting, you can get 16 BAB and powers known as a 18th level psion, with 20th manifester level. Seer 5/Ranger1/Anarchic Initiate2/Illithid Slayer10/Anarchic Initiate 2 Total BAB: 2+1+3+10=16 Manifester level= 20 Learns up to 3 9th level powers. (powers known=33+EK) Race: Human Skills: Prioritise Listen and Spot for your scouting crystal, knowledge (psi and dungeoneering) and concentration. Feats: Hu: Psicrystal Affinity 1:Overchannel Psi1:Talented 3: EK(astral construct) (if you are using the nerf, take able learner at first level, and get your psicrystal now) Psi5: Psionic Meditation 6: Practised Manifester 9: Linked Power 12: EK(metamorphosis) 15: ?? 18: ?? Powers known: On construction [/sblock] [b]Originally posted by zombiegleemax:[/b] I know people are still up in the air about this, but if you took Erudite you would get Psicrystal Affinity for free, plus a bonus feat at level one along with your human feat and level 1 feat. We've been a lot of work with the Erudite in one of my games, and I'm really liking him. [b]Originally posted by bacris:[/b] Just to start (lost my build doc) The Default Psionic Gish Ranger 2 / Psion 8 / Slayer 10 ML 17 BAB 16 Feat progression is pretty much whatever you want it to be. [b]Originally posted by skb:[/b] My iconic psi-warrior: Ranger1/Psion6[Egoist]/Slayer9/SanctifiedMind4 BAB:17 ML:17 ST:11/8/16 Race: Human Feats: 1. Track(ranger), Power Attack(human), Iron Will 2. PsiCrystal Affinity(psion) 3. Imp. Bullrush 6. Leap Attack 7. Practiced Manifester(psion) 9. Shock Trooper 12. Dodge 15. Mobility 18. Elusive Target [b]Originally posted by zombiegleemax:[/b] Here's a build I've tried to push a couple of times using an Item of Legacy. Practiced Manifester removes the last drawbacks to using one. [COLOR=Green][SIZE=3] [b]Green Lantern: [/b][/SIZE][/COLOR] Elan Telepath 20 1 Psionic Body, PsiCrystal 3 Power Penetration 5 E Knowledge (Energy Missile or Ego Whip) 6 Psychic Meditation 9 Practiced Manifester 10 PsiCrystal Containment 12 Twin Power 15 E. Knowledge (Reddopsi), Power Pen: Greater 18 Overchannel 20 Talented "Power Ring": Base Ring of Counterspells 5 Det. Magic at Will 6 Feather Fall at Will 7 Lesser Extend Power, 3/day 8 Lesser Split Ray, 3/day 9 Comp. Languages at Will 10 Lesser Enlarge, 3/day 11 Lesser Empower, 3/day 12 Extend, 3/day 13 Split Ray, 3/day 15 Lesser Maximize, 3/day 16 [Free Slot] 17 Empower, 3/day 18 Lesser Quicken, 3/day 20 Maximize, 3/day Why is this a good combo? The cost for a 15 level Psionic Item of Legacy is -2 ML Penalty (does NOT affect PP or Powers Known, just effect of power and ML checks), 18 PP, 56,000 GP and 3,300 XP. Here is how you offset the costs: -Practiced Manifester erases the ML penalty. -The 30 uses each day of FREE Meta-Psionic augmentation, which do NOT count towards your ML Cap for manifesting or augmenting a power, which equal [b]78 free power points[/b]. -The GP and XP penalties are offset by the items you don't have to buy. [b]Originally posted by carnivore:[/b] [b][SIZE=5]Metamorphic Transfer Tricks[/SIZE][/b] [b]Originally posted by rlrapp:[/b] Hey green lantern, why do you a have practiced manifester on your build? [b]Originally posted by zombiegleemax:[/b] One of the "Personal Costs" for an Item of Legacy for a Psion is a -2 ML Pentalty. This does not affect base PP or Powers Known, but it does affect your Augmentation Cap, duration, etc. Practiced Manifester should offset the penalty. [b]Originally posted by carnivore:[/b] a quick reply: thanks to: Todd.....i also appreciate your encouragement in starting this thread.....i have used some of your guides and WyvernSlayers guides to make this. Bacris...i appreciate your builds and look forward to more in the future Mucknuggle....welcome back,havent heard from you in a while....looking to hear your input as well RLRapp.......yes , i will add that as well......forgot to include as i will borrow some excellent work that has already been done. Istarion.....nice build, will insert it in the right spot, good job SKB.....nice build, will insert it in the right spot, good job ck2001wendt.....nice build, will insert it in the right spot, good job sorry for the cut and paste.....but must be quick so i can add the changes as well if you have any links you would like to have included...please post them so i can enter them thanks again :D :D [b]Originally posted by BloodSpill:[/b] I have a question: How does one make a Shaper that can survive post-CP? I mean think about it, how does a Conjurer that only has creation spells survive? :P Egoist - Transmuter Nomad - Conjurer (teleportation) Kineticist - Evoker Shaper - Conjurer (creation) Seer - Diviner Telepath - Enchanter Poor, poor shaper. [b]Originally posted by sir_dwar:[/b] No... The ECS Says straight out, and ROE repeated it, INSPIRED AND EMPTY VESSELS ARE NOT SUITABLE FOR PLAYER CHARECTERS... 'nuff said. irtual immortality is bad, but that isn't the worst. The ability to have a quori posess you with NO SAVE is not a good thing... THAT'S why empty vessels are nto good for pc's... In ebberon, charecters get famous pretty quickly, so there's a good chance the guy would be ferreted out by the thousand eyes and turned into a host. Kalashtar would be much better. [b]Originally posted by tavish:[/b] Just wanted to point out the Psiforged race from Magic of Eberron. You have to take the psiforged body feat at first level, which gives you a free power point, but then you get all the regular Warforged abilities and additionally, your body acts as a Capacitence Crystal. Can't remember the amount, but I think it was 3-5 points could be stored in you body. Also, there are additional feats for the Psiforged that boost its abilities, like one that acts as a generator and produces extra power points. [b]Originally posted by carnivore:[/b] hmm..must have missed that(i was just skimming the text at the time)...i realized Inspired were not for Players,but did not see the rest...i will adjust,to correct thanks for pointing it out ;) The Shaper, like any other Psionic Discipline is not limited to Only his discipline powers....he can pick from any general Psion/Wilder power as well [b]Tavish[/b] ......Good catch about the Psiforged.....i was getting to it in the Feat section... :D [b]Originally posted by carnivore:[/b] just a quick note:........i just looked it up: [b]Empty Vessels[/b] [COLOR=Red][b]ARE[/b][/COLOR] allowed for player Characters..see Pg.291 Eberron Campaign setting. Inspired are Unsuitable for Player Characters..pg.292 Eberron campaign setting book. :D [b]Originally posted by bacris:[/b] Ok, the Egoist Gish - SRD-only - Tripping Variety Human Ranger 2 / Psion 8 / Slayer 10 Psion ML 17 BAB 16 Feats: 1H: Exotic Weapon Proficiency: Kusari-Gama 1: Combat Expertise 1R: Track 2R: Two-Weapon Fighting 3: Improved Trip 3P: Expanded Knowledge (Expansion) 6: Combat Reflexes 7P: Psionic body 9: Metamorphic Transfer 12: Improved Two-Weapon Fighting 15: Greater Two-Weapon Fighting 18: Free Use Metamorphosis to get into a large or larger size creature with hands (such as a girallon - 7HD, Large size) - 20' reach. Use Expansion to get Huge or Gargantuan - 30'-40' reach. 7 attacks with 30' reach. In Huge form, +12 to trip attacks, plus your STR bonus. Kind of MAD-dependent, as you'll need high Wis for the feats, high Int for powers, and high Dex for TWF'ing feats + combat reflexes. STR and CON aren't as important once you hit 9th level (metamorphosis). [b]Originally posted by zombiegleemax:[/b] From the SRD under the [b]Expansion[/b] power, "Multiple effects that increase size do not stack . . ." [b]Originally posted by bacris:[/b] Metamorphosis doesn't increase your size. Metamorphosis changes your form, which has a different base size. You assume the natural size of the creature, it is not a size increase. Just like your stats change to the new forms, your actual stats do not get increased or decreased, but are simply changed to match the new form's. Guess it depends on how you look at it... If the power said your size increases or decreases to match the form, then it would be a size increase. If it's that big of a problem, just use 2-size expansion + Reach from Mind's Eye (need to use EK to get it) - 35' reach without the argument ;) [b]Originally posted by carnivore:[/b] [b][SIZE=5]Sample Telepath[/SIZE][/b] LN Human Telepath 1 Str 11 Dex 16 Con 15 Int 16 Wis 13 Cha 12 [b][SIZE=3]Flaws:[/SIZE][/b] Frail Noncombatant [b][SIZE=3]Feats:[/SIZE][/b] flaw: Illithid Heritage flaw: Illithid Compulsion human: Psicrystal Affinity Level 1: Psionic Body Psion 1: Extend Power Level 3: Illithid Legacy(bonus Powers: Psi Charm,Read Thoughts) Psion 5: Psionic Meditation Level 6: Psicrystal Containment Level 9: Illithid Legacy ,Greater(bonus powers: Dispel Psionics, Psi Dominate) Psion 10: Expanded Knowledge(Metamorphosis) Level 12: Link Power Level 15: Overchannel Psion 15: Talented Level 18: Metamorphic Transfer Psion 20: Twin Power [b][SIZE=3]Powers:[/SIZE][/b] [b][SIZE=2]1st lvl[/SIZE][/b] [b]Channel the Crystal Dragon[/b](dragon magic)..nice variable effect, skill boosts and Resistance to certain Energy types, and [b]can Gain Immunity to Magic Missile[/b] [b]Inertial Armor[/b] [b]Entangling ectoplasm[/b] [b]Vigor[/b] [b]Eidetic Lock[/b] - .....nice non combat power....1 day/ML..augment: +4PP= Permanent memory..handy [b]Psi Charm[/b](bonus) [b][SIZE=2]2nd lvl[/SIZE][/b] [b]Ego Whip[/b] [b]Crystal Storm[/b] - excellent direct damage power....short range...no save for slashing, Fort save negates Con damage......PR:No....does 2d4 slashing +1d4 Con damage(on failed Fort save)...great augments..1)+1PP=+1d4 slashing damage.....2)+2PP = +1 point Con Damage [b]Psychoportive Shelter[/b] [b]Share Pain[/b] [b]Read Thoughts[/b](bonus) [b][SIZE=2]3rd lvl [/SIZE][/b] [b]Dispel Psionics[/b](bonus) [b]Time Hop[/b] [b]Touch Sight[/b] [b]Empathic Transfer, Hostile[/b] [b]Energy Retort[/b] [b][SIZE=2]4th lvl [/SIZE][/b] [b]Divination, psionic[/b] [b]Modify Memory, Psionic:[/b] [b]Correspond[/b] [b]Gemstone Breath[/b](Dragon Magic) [b]Dominate[/b](bonus) [b]Metamorphosis[/b](Expanded Knowledge) [b][SIZE=2]5th lvl[/SIZE][/b] [b]Adapt Body[/b] [b]Ectoplasmic Shambler[/b] [b]Mind Probe[/b] [b]Psionic Major Creation[/b] [b][SIZE=2]6th lvl[/SIZE][/b] [b]Psionic Disintegrate[/b] [b]Temporal Acceleration[/b] [b]Inconstant Location[/b] - Duration 1 minute, great for tactical movement and frees up your move actions so you can refocus(Psi Meditation) and still move.....give you a swift action teleport [b][SIZE=2]7th lvl[/SIZE][/b] [b]Energy Conversion[/b] [b]Eyes of the Basilisk[/b] - 30' range.....1 rnd/ML..gaze attack...1 creature/rnd...save or turned to stone..PERMANENTLY [b]Crisis of Life[/b] [b][SIZE=2]8th lvl[/SIZE][/b] [b]Teleport, Psionic Greater:[/b] As psionic teleport, but no range limit and no off-target arrival. [b]True Metabolism:[/b] You regenerate 10 hit points/round. [b]Bend Reality[/b] Alters reality within power limits. [b][SIZE=2]9th lvl[/SIZE][/b] [b]Psychic Chirurgery[/b] [b]Assimilate[/b] [b]Affinity Field[/b] :D [b]Originally posted by carnivore:[/b] [url]http://www.wizards.com/dnd/images/eb_gallery/82091.jpg(x)[/url] Poster Name: carnivore Character Name: Maximus Mentatus Class/Level: Ranger 1/ Psion(telepath) 5/ Anarchic Initiate 4/ Slayer 10 Races: Kalashtar Ability Scores: Str: 24 TOTAL (Points Spent= 6) Dex: 18 TOTAL (Points Spent=4) Con: 24 TOTAL [Base 14+ 6 enhancement +4 inherent] (Points Spent=6) Int: 32 TOTAL [Base 16+ 6 enhancement +5 Inherent + 5 Level Increases] (Points Spent = 10) Wis: 16 TOTAL [Base 10+ 6 enhancement] (Points Spent =2) Cha: 18 TOTAL [Base 12+ 6 enhancement] (Points Spent = 4) [b]Tactical Statistics: [b]Hit points = 219 Power Points: 399(280 lvl+ 99 stat+20 racial) Manifester Level:18th Shismed mind:12(18 normal -6 Shism ) Initiative = 8 Move Speeds: 30 base AC: TOTAL [10 + Bonuses] Conditional Modifiers to AC: List here Completely Buffed AC: TOTAL [10 + Bonuses] Saves: Fort: TOTAL Conditional Modifiers: Ref: TOTAL Conditional Modifiers: Will: TOTAL [Base + Bonuses] Conditional Modifiers: [b]Progression: Ranger 1: [b]Blooded, (Track) Psion(Telepath) 1: (overchannel) Psion(Telepath) 2: Psicrystal affinity Psion(Telepath) 3: Psion(Telepath) 4: Psion(Telepath) 5: (Talented)/quick reconoiter Anarchic Initiate 1: [Chaotic Surge] Anarchic Initiate 2: Anarchic Initiate 3: linked power[Wild Surge +1, Psychic Enervation] Anarchic Initiate 4 [Clarity of Confusion] Slayer 1: [Favored enemy +2, enemy sense] Slayer 2: Psionic Meditation Slayer 3: [Lucid buffer] Slayer 4: [Favored enemy +4] Slayer 5: [b]Twin Power Slayer 6: [Cerebral blind] Slayer 7:[Favored enemy +6] Slayer 8: EK: Spirit of War Slayer 9: [Cerebral immunity] Slayer 10 [Blast feedback, favored enemy +8] [b]Skills of note: Powers of Note: 1st lvl: Force Screen Synetheste Vigor Grease Telempathic Projection 2nd lvl: Crystal Storm Ego Whip Concussion Blast Share Pain 3rd lvl: Dispel Psionics Empathic transfer Hostile Timehop touchsight 4th lvl: Dominate Schism correspond Divination,Psionic 5th lvl: Ectoplasmic Shambler Plane Shift True Sight, psionic Mind Probe 6th lvl: Disintegrate, psionic Inconstant Location Temporal Acceleration 7th lvl: Oak Body Energy conversion Energy Wave 8th lvl: True metabolism Teleport Greater Planar embrace Spirit of War 9th lvl: Psychic Chirgury Assimilate Reality Revision Items of Note: Quori embedded shards: 40000gp 5x Ecto Armor(+10 armor bonus) 45000gp 4x Crystaline Eye(+4 spot & search, no flanking,All-around sight) 12000gp 4x Power link 2500gp Pathfinder 6000gp 2x 1st lvl Power Repository shards(claws of the beast,Expansion) 27000gp 3rd lvl Power Repository shard(claws of the Vampire) 48000gp 4th lvl Power Repository shards(Steadfast Perception) 100100gp Bow of Solars 3600gp 2x Efficient quivers 40000gp Paralyzing arm ....+4 inherent Str 200000gp +6 Belt of magnificience 132650gp 5x wishes cast by 17th lvl wizard 36000gp torc of power preservation 77500gp Skin of the hero..........+3 deflection AC, +3 resistance all saving throws, +3 enhancement Attacks 20250gp Crystal mask of insightful detection...+9 insight to Spot and Search :D [b]Originally posted by carnivore:[/b] if anyone would like to add something....please do....all assistance is appreciated. gota go..........till monday :D[/b][/b][/b][/b][/b][/b][/indent][/b] [/QUOTE]
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