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*Pathfinder & Starfinder
Kickass ways to use psionics
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<blockquote data-quote="Mark Withers" data-source="post: 443477" data-attributes="member: 8425"><p>Psions really are perfectly okay characters.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="Mark Withers, post: 443477, member: 8425"] 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! [/QUOTE]
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Kickass ways to use psionics
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