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General Tabletop Discussion
*Dungeons & Dragons
Mystic Powers: An Analysis
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<blockquote data-quote="LarryD" data-source="post: 7196606" data-attributes="member: 6804963"><p>Thanks for the assessment - good analysis.</p><p></p><p>I'm playing a Mystic (Order of the Immortal) right now, and had the first session of Sunless Citadel Saturday. I took Psychic Hammer for Talent, and Bestial Form, Psionic Restoration, and Iron Durability as Disciplines. Used ID for Psychic Focus most of the time for the +1 AC, switching to Psionic Restoration once to stabilize a fallen comrade - having what's basically the Spare the Dying cantrip as a Bonus Action was super helpful. I did use the Bestial Claws once, spending 2 PP for 2d10 dam, and rolled enough damage (13) to kill the baddie. If I had rolled a 2 or 3, I would've felt robbed, so perhaps DEX or STR bonus would balance the cost? I dunno. At 1st level, I won't be using it again til after a long rest anyway, so there isn't enough playtest experience as of yet to really know. My plan with Iron Durability was to spend PP to activate Iron Hide if DM rolled a hit exactly matching my AC to force a miss. Never happened, but having that option appealed to me. Psychic Hammer with the up to 10' push came in handy a couple times - once to push a giant rat over a cliff (helping our group's rogue who was surrounded by 3 of them), and another to push a baddie out of melee so another character could move on his turn rather than take a disengage action. That additional effect is what convinced me to choose it over Mind Thrust - though now I might take Mind Slam when I turn 3rd and get a second talent.</p><p></p><p>After one session, I had fun with the mystic. What I think might be OP is Psionic Resilience at 3rd - gaining temp hp at the start of each turn equal to INT bonus. Without spending a bonus action or using points. At 4th level, if I take the ASI route and bump INT, it'll mean 5 temp hps at the start of each turn. That's better than Warlock's Fiendish Vigor invocation. I'm not complaining, but that definitely will make it tougher on the DM.</p><p></p><p>And I had mentioned to the DM that at 5th level, I'll have the Restore Life power - we both think that's pretty powerful. I'm hoping I won't have to use it, but he said he'll do what he can to give me the opportunity.</p></blockquote><p></p>
[QUOTE="LarryD, post: 7196606, member: 6804963"] Thanks for the assessment - good analysis. I'm playing a Mystic (Order of the Immortal) right now, and had the first session of Sunless Citadel Saturday. I took Psychic Hammer for Talent, and Bestial Form, Psionic Restoration, and Iron Durability as Disciplines. Used ID for Psychic Focus most of the time for the +1 AC, switching to Psionic Restoration once to stabilize a fallen comrade - having what's basically the Spare the Dying cantrip as a Bonus Action was super helpful. I did use the Bestial Claws once, spending 2 PP for 2d10 dam, and rolled enough damage (13) to kill the baddie. If I had rolled a 2 or 3, I would've felt robbed, so perhaps DEX or STR bonus would balance the cost? I dunno. At 1st level, I won't be using it again til after a long rest anyway, so there isn't enough playtest experience as of yet to really know. My plan with Iron Durability was to spend PP to activate Iron Hide if DM rolled a hit exactly matching my AC to force a miss. Never happened, but having that option appealed to me. Psychic Hammer with the up to 10' push came in handy a couple times - once to push a giant rat over a cliff (helping our group's rogue who was surrounded by 3 of them), and another to push a baddie out of melee so another character could move on his turn rather than take a disengage action. That additional effect is what convinced me to choose it over Mind Thrust - though now I might take Mind Slam when I turn 3rd and get a second talent. After one session, I had fun with the mystic. What I think might be OP is Psionic Resilience at 3rd - gaining temp hp at the start of each turn equal to INT bonus. Without spending a bonus action or using points. At 4th level, if I take the ASI route and bump INT, it'll mean 5 temp hps at the start of each turn. That's better than Warlock's Fiendish Vigor invocation. I'm not complaining, but that definitely will make it tougher on the DM. And I had mentioned to the DM that at 5th level, I'll have the Restore Life power - we both think that's pretty powerful. I'm hoping I won't have to use it, but he said he'll do what he can to give me the opportunity. [/QUOTE]
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