Black Spine, Red Blood: A Dark Sun 3.5 Campaign

How is Mindscape Combat done? What stats are prime? Can Mindscape Combat be avoided?

I am just trying to flesh out a few thoughts. As a side note I plan to go either Telepath or Metacreative.

Input from any Psion players out there. All I've ever done with Psionics is the odd Psi Warrior here or there, and I mostly used Psychmetabolism...

--EvilE--
 

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Mindscape combat is entirely unaffected by ability scores. A feat exists which allows you to temporarily delay entering mindscape combat; combat is only triggered if a fully psionic individual (read: someone with psionic class levels, or certain highly psionic monsters) desires to initiate it. Basically, you compare your mode to the psionic landscape, add your class bonus, and roll. Whoever wins gets certain advantages, depending on the mode they selected.
 

So what's the story for a non-psionic character being attacked in Mindscape combat by a psionic character? Are they in deep trouble? Is there any options they have to do anything about it, without spending feats etc? Are saving throws allowed? Is there any equivalent to the 'closed mind' bonus that non-psionic characters get in mental combat in 3e psionics? The fact that it's a level based system and ability scores are not involved in any way has me worried that the non-mindbenders don't have much of a way to defend themselves here...
 

Well, normally, non-psionic creatures are immune. In Dark Sun, though, all characters are wild talents, which makes them psionic. The thing is, while a non-psion is at a slight disadvantage because they're more likely to lose than win in mindscape combat, it's not by any means going to always go against them, and the benefits are usually relatively minor.
 

Can you send me an abreviated list of what the different modes effects are?

Are modes still chosen as usual or do all psionic characters posses all modes?

--EvilE--

editted for spelling clarity.
 
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evileeyore said:
Can you send me an abreviated list of what the different modes effects are?

Are modes still chosen as usual or do all psionic characters posses all modes?

--EvilE--

editted for spelling clarity.

All fully psionic characters gain access to all mindscape modes. Wild talents gain only the modes associated with the ability (or abilities) that their talent(s) relies on. A mode can be set to any of three levels; the listed number is added or subtracted from the d20 roll. The modes are:

Strength: Brain Hammer +4/0/-4, adds +1/3/5 to a single attack roll
Force Multiplier +4/2/0, adds +1/3/5 to a single damage roll.

Dexterity: Reflex Catechesis +4/2/0, adds +2/3/4 to all Reflex saves
Id Feint +4/2/0, adds +2/4/6 to Hide and Move Silently

Constitution: Fortitude Intuition +4/2/0, adds +2/3/4 to all Fortitude saves
Body Tank +4/0/-4, grants DR (1/3/5)/-

Intelligence: Mind Insurgency +4/0/-4, adds +1/3/5 to power DC
Sap Mind: +4/0/-4, foe who fails save against your power loses 1/3/5 pp

Wisdom: Indomitable Will +4/2/0, adds +2/3/4 to Will saves
Acumen Screen +4/2/0, adds +1/2/3 to AC

Charisma: Empathic Multiplier +4/0/-4, adds 1/3/5 dice to one damaging power
Psychic Subdual +4/2/0, adds +2/3/4 to your next mode check.

All effects are only effective against opponents you beat with your opposed mode check.
 

Can Trigger Power be used on a MetaPsioniced power. Specifically on one altered using the Hide Power feat?

Page 43 of the Dark Sun PDF clearly indicates it works with some metapsi feats.

My idea is to have Trigger Power for Charm Monster and use it with Hide Power.

Also may we start with anything Incarnated? I expect it would set me back some in Exp, thus dropping me to 11th...

Also how are working Remote View? With the change in 3.5 on Scrying I would expect some sort of similiar change concerning these powers.

One more thing. What is your defualt on Magic and Psionic interaction?

Oh wait I just thougth up some more...


--Damn the spelling errors--EvilE

Editted to add questions...
 
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evileeyore said:
Can Trigger Power be used on a MetaPsioniced power. Specifically on one altered using the Hide Power feat?

Page 43 of the Dark Sun PDF clearly indicates it works with some metapsi feats.

My idea is to have Trigger Power for Charm Monster and use it with Hide Power.

Also may we start with anything Incarnated? I expect it would set me back some in Exp, thus dropping me to 11th...

Also how are working Remote View? With the change in 3.5 on Scrying I would expect some sort of similiar change concerning these powers.

One more thing. What is your defualt on Magic and Psionic interaction?

Oh wait I just thougth up some more...


--Damn the spelling errors--EvilE

Editted to add questions...

If you want to take a triggered power as metapsionic, you must always apply that metapsionic feat to the power when triggering it, and it acts as a power of the modified level. You can start with something incarnated or permanent if you have the power or spell, or purchase a scroll of permanency. Remote View will use the same rules as magical scrying; however, I am using the psionics are different rule.
 

Okay,

My decision is made (I think). I'm going with a Aarakocra Cleric of Air 1 / Psion Nomad 10. Planning on an Archer type of character.

My only question to the masses is whether I should go with Cler 3/ Nomad 8 which would give me +6 Base attack and two attacks rather than one attack. Is that worth the 4th and 5th level psion I'll lose out on - not to mention the 15-20 power points.

Keia
 

Keia said:
Okay,

My decision is made (I think). I'm going with a Aarakocra Cleric of Air 1 / Psion Nomad 10. Planning on an Archer type of character.

My only question to the masses is whether I should go with Cler 3/ Nomad 8 which would give me +6 Base attack and two attacks rather than one attack. Is that worth the 4th and 5th level psion I'll lose out on - not to mention the 15-20 power points.

Keia

From a pure power point of view, you're probably better off going with only the one level of cleric. I'm assuming your main tactic will be 'fly up in the air so the big guys can't smack me, then shoot arrows at them'? If so, then it's not worth sacrificing much for a second attack because aarakocra (with only average manoevreability) need to spend a move action every round just to keep airborne. You won't get to make a full attack that often. Even if you plan to fight from the ground, Rapid Shot might be a better bet - with the Mindscapes psion class we're using you'll have a couple of extra feats to play with, and you'll already have the prerequisite Point Blank Shot if you're going the Psionic Shot/Fell Shot route. Besides, while I'm not a huge fan of the 4th and 5th level Psychoportation powers, the extra PP will be very handy if you're going to use Fell Shot much - 5 PP per attack is kinda pricey.

One thing though - if you end up taking any cleric levels at all, it would probably be worth investing in a wand of cure light wounds or similar. With 6 PCs, healing might be in short supply, especially if Tailspinner decides on a ranger rather than a druid.

Damn, I'm really looking forward to this game. I've always wanted to play Dark Sun. Thanks for running it, Paxus!
 

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