Kickass ways to use psionics

Spatzimaus said:
So, you're spending three Feats and a level of your main class to get self-only healing ability that can't really be used during combat, and that's inferior in amount to the more specialized powers Psychic Warriors already get.
Very true. Besides, when you gain the ability to manifest Claws of the Vampire, healing powers become redundant.
 

log in or register to remove this ad

But there are disadvantages to those other approaches, too. Cure wands cost money and/or XP, are limited in charges, and can be stolen, lost, and all those other disadvantages that come with any equipment. Claws of the Vampire aren't great for all Psychic Warriors, if you prefer using weapons and don't have Graft Weapon.

Vigor IS good, and like I said, Vigor combined with the self-healing is really nice. A Psychic Warrior may easily have Strength higher than 20, using Animal Affinity and other Strength-boosting powers.

I'm not saying that Trigger Power: LBA is the BEST way of using your feats and powers, but it is, IMHO, a kick-ass way to use psionics.
 

Yeah, Claws of the Vampire is nice, 1d8 per attack and lasts all day, and it also has one other strategy someone came up with:

Psychic Warrior, with the claws, is low on HP.
Psion makes a few astral constructs for a few power points. Let's say (using the level 5 spell) 1d3 Astral Construct 4s with the Buff ability; that gives it about 44 HP per construct for 9pp.
Psychic Warrior kills it/them and regains an average of 88 HP.

Sure it's inferior in ratio to straight healing, and it requires a second person, but all powers involved are also useful combat abilities. It works in a pinch.

(The constructs aren't like the summoned creatures you get from Summon Monster spells; they're creations, so killing your own ones isn't inherently evil)
 

Just call me "Edward Mowerhands"

Psychic Warrior, with the claws, is low on HP.
Psion makes a few astral constructs for a few power points. Let's say (using the level 5 spell) 1d3 Astral Construct 4s with the Buff ability; that gives it about 44 HP per construct for 9pp.

Don't bother wasting power points like that. Just go mow some grass with those claws. Each blade of grass has at least 1 hp, and can be taken down to -10 hp. [/sarcasm] Of course, any DM that lets you use CotV against creatures that are immune to crits, especially those that aren't alive is either excessively kind, or is an evil "kill-the-PCs" DM who lets you use that munchkin combo because you couldn't possibly survive without doing that (and his NPCs always pull off that trick as well).

and like I said, Vigor combined with the self-healing is really nice

Don't forget; you can't heal temporary hit points.

You're better off buying a Wand of Cure Light Wounds and using Use Magic Device.

You're better off buying a dorje of lesser body adjustment and using Use Psionic Device ;)
 
Last edited:

ahem

"Each blade of grass has at least 1 hp, and can be taken down to -11 hp."

And I hear that if you boil an anthill you should gain at least 1xp per ant and you can level up in no time.

Or you could just go wash the DM's car.

More seriously: any DM that allowed that sorta logic in his game would lose me as a player.

---
StGabriel, the Taoist saint.
 

Psions really are perfectly okay characters.

I find Psi-warriors less fun to play because they are a little slow to start, as thier best abilities require expending quite a few PP's.

Think of the psion, however, as a super-specialist. Unlike a wizard, psions don't require much investment in term of money, and multiclass very effectively. Since psionic powers aren't affected by arcane spell failure, a single level of fighter for any of the disciplines can really enchance your surviveability, and rogue/psychoporters can be very fun to play.

Telepaths are where the real power lies though, 18 cha, psionic and greater psionic focus: telepathy, and you're looking at DC 19 to resist your charm person at first level. Not too shabby - and things get even better from there on in. Suggestions, dominates etc.. will get you through most people based encounters and animal empathy is a class skill, letting you play a part in the wilderness too. The only thing to worry about is undead, who will be immune to most of your powers. Hide behind the Cleric. You will hardly ever find an encounter when you can't do *something*, and being involved is the key to having fun in this ol' game, I always think.

The only thing I don't like about psions is psionic combat. It's always been rubbish in every version of the game I've ever played. I suggest keeping mind blast in as a 5th level telepathy power (So mind flayers don't feel too left out) and dumping the rest entirely!
 

Re: Just call me "Edward Mowerhands"

(Psi)SeveredHead said:

You're better off buying a dorje of lesser body adjustment and using Use Psionic Device ;)

Lesser Body Adjustment: 1d6 healing
Cure Light Wounds: 1d8+level (max +5)

I figure, if you're going to mimic a class, might as well mimic the one that does the job effectively.

As for Claws of the Vampire, doesn't really say the target doesn't work on constructs, unless I missed something. Although, constructs are one step away from objects, and it WOULD seem a bit strange to be smacking a wall for health.

Anyway, back to the original topic.
Psychic Warriors make great fighter-types. The nice part is, you get enough Feats to mix strategies. For example, my Psychic Warrior uses a Glaive, has Speed of Thought/Psionic Charge, and also Stand Still, Power Attack, Combat Reflexes, Psionic Weapon, and Deep Impact. For powers, she has mostly defensive stuff.
I can be the usual attacking person (the charge Feats), I can defend the spellcasters/healers, or I can do what I like to refer to as "crowd control" (hey, I play an Enchanter in EQ).
Basically, I plant myself in a good spot, wait for the bad guys to run to/past me (readied action plus 6 AoOs per turn!), and hit each with Stand Still to freeze them in a spot where they can't do anything useful (+5 weapon, Deep Impact, and high STR means I almost always hit, and it's enough damage to freeze them, average Fort DC in the 30s). A bad guy standing 10' away from me, who just lost his movement action? Well, this only really works on melee attackers.
 


(Psi)SeveredHead said:
Lesser Body Adjustment heals 1d8 damage. Besides, a psychic warrior can't take Use Magic Device - the skill is exclusive, and not on his class list.

You mean there are people using the non-variant "magic is the same", and yet requiring the rogue train in both Use Psionic Device and UMD?

IMC, we always lump those two skills together. Same with Remote View and Scry. Otherwise it just seems strange to me... however, YMMV.
 

Try the Psychokineticist as a replacement for the Rogue. Max out your Disable Device, Open Locks and Search skills then buy a 3rd Eye to boost your Search.

If the trap seems a little too deadly take an astral construct power and have it open/run through the trap. Take Clairaudience/voyance to scout behind doors without putting yourself at risk. Use invisibility for sneaking around. Telekinesis, innertial barrier, disintegrate, and true seeing can also really help you detect things/get into places you aren't supposed to go.

Doesn't have the combat ability of the rogue but can't be beat for disabling traps in one way or another.
 

Remove ads

Top