Aries_Omega said:-snip-
One question. In Dragon Magazine they had one additional psionic class called the Erudite. I don't get it. How different is it from a psion?
AriesOmega
Piratecat said:I don't think I came up with the variant rule Henry mentioned above for energy substitution, but I like it.
That's a bit harsh. Almost all the other Energy powers do 1d6 per PP and get +1 DC per +2d6 augmentation. That's what I'm using for Energy missile. I'm considering either demanding that you split damage between targets (like Magic Missile) or require separate augmentation to affect more than one target.Perun said:I house-ruled Energy Missile (+2 PP gives you +1d6 and +1 DC)
Note that that's 22d6 with a save for 5d6, not save for half. It also requires a ranged touch attack - which admittedly isn't that much of a problem at 11th level (though most of the targets that are easily hit have pretty high Fort saves).As a not-really-that-extreme example, consider the 11th-level psion. He gets Piosnic Disintegrate (a spell/power that, with the exception of SR, there's no effective counter-measure), and deals 22d6.
I believe he was talking about the feat.dren said:Psionic weapon does +2d8, and the earliest it is available is 7th level, not 5th.
XPH SRD said:PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Staffan said:That's a bit harsh. Almost all the other Energy powers do 1d6 per PP and get +1 DC per +2d6 augmentation. That's what I'm using for Energy missile. I'm considering either demanding that you split damage between targets (like Magic Missile) or require separate augmentation to affect more than one target.
Note that that's 22d6 with a save for 5d6, not save for half. It also requires a ranged touch attack - which admittedly isn't that much of a problem at 11th level (though most of the targets that are easily hit have pretty high Fort saves).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.