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Need help creating an 8th level psionicist
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<blockquote data-quote="Plane Sailing" data-source="post: 184897" data-attributes="member: 114"><p>I would recommend playing a Savant, because then you get to use 17 Con (raised to 18 at 4th level) for extra power points and the all important hit point bonus - at 8th level that is worth 32 hit points and gives you the same average as a standard stat barbarian (6.5 hp per die). It is probably even worth putting your 8th level point there for 19 CON, to get the best possible result from animal affinity (see below)</p><p></p><p>I would be inclined to put the 14 in Str, because there are some very useful powers in psychometabolism.</p><p></p><p>IMO "must-have" powers include:</p><p></p><p>Animal Affinity (2nd level psychometabolism). Add +2-5 to your Con and your DC's go up, your hit points go up, your Fort saves go up. All goodness.</p><p></p><p>Lesser Body adjustment (because you don't want to have to rely on the cleric)</p><p></p><p>Inkling is a great talent, and you will get 11 uses of talents per day.</p><p></p><p>savant powers which are great:</p><p></p><p>Concussion is a useful attack power, sever the tie, negate power (since dispel magic is extremely useful against buffed foes). Inertial Barrier as your 4th level power is pretty cool. Who couldn't use 10 points DR, eh?</p><p></p><p>If you are going to be in an artillary role, you might find it worth while to get "trigger power" for your main attack - if it is Concussion or Burning Ray your Con check will give you a better than 50% chance of getting them for free, so you can throw lots of them! (You did remember to give yourself animal affinity, yes?)</p><p></p><p>Extend power is another useful feat - since at +2pp you could double extend your animal affinity (total cost 7pp - just inside your limit) and have animal affinity (Con) which lasts for 8x3 = 24 hours - which is enough to give you extra bonus PPs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Pick a selection of attack powers, so that you have one which is ranged touch, one which is Fort saves, one which is Will saves and one which is Refl saves if possible - to give you variety for attacking the weak areas of different creatures.</p><p></p><p></p><p>I could go on - but I think the desire for artilliary-like powers and survivability in a combat heavy game all point towards the Savant as being the best choice. Good hit points, good protective powers, pretty good single-target blasts.</p><p></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 184897, member: 114"] I would recommend playing a Savant, because then you get to use 17 Con (raised to 18 at 4th level) for extra power points and the all important hit point bonus - at 8th level that is worth 32 hit points and gives you the same average as a standard stat barbarian (6.5 hp per die). It is probably even worth putting your 8th level point there for 19 CON, to get the best possible result from animal affinity (see below) I would be inclined to put the 14 in Str, because there are some very useful powers in psychometabolism. IMO "must-have" powers include: Animal Affinity (2nd level psychometabolism). Add +2-5 to your Con and your DC's go up, your hit points go up, your Fort saves go up. All goodness. Lesser Body adjustment (because you don't want to have to rely on the cleric) Inkling is a great talent, and you will get 11 uses of talents per day. savant powers which are great: Concussion is a useful attack power, sever the tie, negate power (since dispel magic is extremely useful against buffed foes). Inertial Barrier as your 4th level power is pretty cool. Who couldn't use 10 points DR, eh? If you are going to be in an artillary role, you might find it worth while to get "trigger power" for your main attack - if it is Concussion or Burning Ray your Con check will give you a better than 50% chance of getting them for free, so you can throw lots of them! (You did remember to give yourself animal affinity, yes?) Extend power is another useful feat - since at +2pp you could double extend your animal affinity (total cost 7pp - just inside your limit) and have animal affinity (Con) which lasts for 8x3 = 24 hours - which is enough to give you extra bonus PPs :) Pick a selection of attack powers, so that you have one which is ranged touch, one which is Fort saves, one which is Will saves and one which is Refl saves if possible - to give you variety for attacking the weak areas of different creatures. I could go on - but I think the desire for artilliary-like powers and survivability in a combat heavy game all point towards the Savant as being the best choice. Good hit points, good protective powers, pretty good single-target blasts. Cheers [/QUOTE]
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