First Time Playing a Psion... HELP ME!!

Nyaricus

First Post
So, I am planning on playing a psion in a Dark Sun campaign using the materials found at www.athas.org as well the XPH, ComPsi (as well as the rest of the Complete series), the PHBII and of course the PHB. Other books at DMs discretion, but I have almost all the FR books, plus a ton more.

My scores, rolled using the organic method (so, set in stone, in other words), are as follows:

Str 14
Dex 9
Con 14
Int 14
Wis 15
Cha 15

We are 4th level, and I haven't yet added in my +1 ability score mod that you get at 4th level. I don't want to add it to Dex, since I figure I might as well play a clumsy character if I have a crappy Dex.

There are a bunch of tanks in the group already (half-giant barbarian, human gladiator, thri-kreen scout or ranger [he's not sure yet] and an elven air cleric) so I don't want to focus on how much damage I can put out - more like cool abilities that will compliment theirs and keep me out of trouble. I want to be a bit enigmatic, as well as be true neutral in alignment, if that helps.

And that's about all I have more now, but I'd appreciate any feedback on how I can accomplish this using the above, as well as rock while doing it! Thanks very much :D

cheers,
--N

UPDATE: I am now planning on the telepath discipline, but I need some help getting appropriate feats and powers. I want to also be decent at social stuff, so I am focusing in those areas as well. Thansk for any advice you guys and gals can give.
 
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Its all in the discipline you choose

and dont forget INT is your primary stat so pump it whenever you can beucase more power point per day is what you need as a psion.

Now you DONT want to be a tank or damage dealer so thats fine just DONT pick
EGOIST (PSYCHOMETABOLISM) tanking
KINETICIST (PSYCHOKINESIS) BIG DMG wide variety of damage types
lesser extent
SHAPER (METACREATIVITY) basically equiv to a summon monster speciilist

ok so whats left
NOMAD (PSYCHOPORTATION) Fast group travelling they'll LOVE YOU ! Astal caravan = FUN
SEER (CLAIRSENTIENCE) you become the point man who stands behind the tanks :)
TELEPATH (TELEPATHY) great for getting the info and for convincing the stupid tanks that the rare treasure is rightfully yours

All three of thoes can be cool and intersting in their own way it just depends what you want to play. NOMAD defintly opens up planr travel to the whole group which is very cool if your intersted in doing that.

as for basic play starting at level 4

Basic bread and butter
Energy Ray or Crystal shard
1d6/point, for you at lv4 4d6 costing 4 points , but you can talor blasts depning on your enemies e.g. lots of weak enemies use 1d6 or 2d6 blasts to save power points
(you can do nearly any type of energy damge or Pericing damge !!!! )

Force Screen/Interial armour
Your staple source of AC
inerital armour costs 1 point and lasts 1hr/lv i.e. you can stay covered at lv4 by spending 6 points a day (i.e. use every 4 hrs )

Skate
Handy for an extra 15feet/round in combat keep you out of harms way
(add this to speed of thought FEAT +10feet round and you can do 55feet/round at level 1 !)

Bolt
Cheap way to get enchanted arrows for you and you party

Share Pain
Let the tank in your party soak up some of your damage keep you alive longer :)

Biofeedback
Damage reduction 2/- and agumentable , what can i say but very handy

Everything else is up to you the 1st level powers list is quite large and most of the powers are augmentable and scale with level so you really cant go wrong.

can be worth while burning a feat to get light armour since there no casting failure for powers in armour.

the rest is up to you but choose powers that suit the role and indeed the role play you want to fill in the group. the few basics I've mentioned will just make sure you can alwys directly contribute in combat.
 

With those rolls, I might recommend Ardent or Wilder instead... Although a telepath that focuses on social skills might work, too.
 

assuming the air cleric will handle party movement, and planar travel is still impossible from DS, nomad is a bad choice. That leaves Telepath and Seer - really thats a personal choice both can be a lot of fun lets se you know 5 1st; 4 2nd powers
Seer:
Call to Mind
Detect Psionics
Know Direction
Crystal Shard (or Energy ray)
Skate
-----
clairvoyance / sensitivity to psyhic impressions
recall Agony
Indentify
sustenance

Telepath
Mindlink
Psionic Charm
Crystal Shard (or Energy ray)
Force shield / inertial armor
Vigor
-------
Ego Whip
suggestion / brainlock
sustenance
Recall Agony

if you want to bend the troupe Energy Stun is a fun attack power, but does not have range of Recall Agony. Sustenance would help a lot with the water troubles in DS. Stay away from Astral constructs, if they are min/maxed they are to close to your bricks

I recently saw a very effiecent feat combo -but it needs a 13 dx. Point blank shot, Psionic shot - used with crystal shard 1pt and burning focus gives you 3d6 damage for 1 psp.

Good Feats: Psionic Body, Speed of thought, Skill focus concentration, expanded knowledge
I also like the flavor of psicrystals - far more intresting for RP than a familar and really can be stuck in a pocket and not fed.
 
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One of the best first level Psion powers in the game is Entangling Ectoplasm for several reasons:

1) It has no saving throw and no power/spell resistance.

2) It lowers the offensive and defensive capability of an opponent.

3) If halves the movement of the opponent. This means that you can basically prevent an opponent from meleeing with the Psion on most rounds since the Psion's full move is typically greater than most opponent's half move. Nor can the opponent charge the Psion or run away from the Psion.

4) It is a ranged touch attack. This means that as the Psion gets higher in level, his chances to hit with it generally increase.

5) It forces a spell caster to make a Concentration roll in order to cast a spell.

6) At higher levels, the Psion may or may not want to be using up a lot of power points in a given combat. Even in rounds where the Psion is indecisive as to what to do, he can at least fire off an Entangling Ectoplasm at some nearby opponent, not use up many PP (typically only a few since most opponents are Large or smaller), and still be contributing.


This power definitely matches your concept of complimenting the other PCs and keeping your Psion out of trouble.
 

Going to agree with Entangling Ectoplasm. To compliment that it's a Ranged Touch Attack, perhaps feat choices such as Precise Shot and other rays, such as Energy Ray or Crystal Shard for some synergy.

I've had 3 psionic characters use Entanling Ectoplasm and it has been a lifesaver often enough that I always consider using it.
 

Bacris said:
Going to agree with Entangling Ectoplasm. To compliment that it's a Ranged Touch Attack, perhaps feat choices such as Precise Shot and other rays, such as Energy Ray or Crystal Shard for some synergy.

I've had 3 psionic characters use Entanling Ectoplasm and it has been a lifesaver often enough that I always consider using it.

Telepath, my favorite
1st level
Entangling Ectoplasm
Psionic Charm
Force Screen

2nd level
Vigor
Energy Ray

3rd level
Ego whip
Levitate

4th level
Concussion Blast
Swarm of Crystal or Read Thoughts or Shared Pain or Damp Power
Depends on your bent.
 

wildstarsreach said:
3rd level
Ego whip
Levitate

Ego Whip is not a smart choice to take at 3rd level. It is just too wimpy until about 9th level (2D4 Empowered for 3 to 12 points, average 7, if the save fails). At 3rd level, it does 1 to 4 points on a failed save and only 1 point 3/4ths of the time on a made save. This will not even slow down a Sorcerer, let alone anyone else except for the potential one round of Daze.

There are many other powers that work much better than Ego Whip at 3rd level and it can always be taken later on.
 

I'll add the caveat that it depends on what you fight regularly. If you regularly fight nasty combat brutes with low cha (and have some IC way of knowing this), then ego whip might be useful. If you have pps to spare (unlikely, but possible if all you do most of the time is entangle) then Ego Whip can be used out of combat to help your "face man" win Diplomacy contests.
 

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