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New Pre-gen Psion 5 without a weapon - am I suicidal?
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<blockquote data-quote="Hatchling Dragon" data-source="post: 2666743" data-attributes="member: 580"><p>A must-have, especialy at your level, would be what my Telepath did in our Eberron game. I now consider <strong>Expanded Knowledge</strong>, and through it <em>Astral Construct</em> a must-have. If you happen to have <strong>Extend Power</strong> it's even more cost-effective, just take the 'tier' of Construct one below your max for 2x the duration.</p><p></p><p>If you have access to them you never need fear most traps (magic or mundane) again. Think there's a trap on that chest? <strong>*POP*</strong> your little friend appears and smashes the nasty thing till it's safe to approach. Don't want to waste time moving slowly while the Rogue checks that hallway for traps? <strong>*POOF* *ZOOommmm*</strong>, that Construct with the enhanced base speed tears down the hallway setting things off and suprising the HELL out of anyone waiting at the end.</p><p></p><p>The flexability of the power is too good to pass up, it's as good as a Druid's spontanious casting. Ambushed in water, then all the Constructs are finned (and never needed to breath anyhow). Enemy is a fire-happy caster, then all your soldiers are Fire Resistant. Enemy caster over there causing issues, just make sure your biggest Construct has the extra STR to grapple, or even wings to fly over the enemy to grapple (wizards aren't strong after-all). And of course there's the simple fact that Constructs are immune to so many things, like Fear effects or Protection magics. They're constructs, not summoned outsiders.</p><p></p><p>With someone to cast Divination magic (ie: <em>Detect secret doors</em>, ect) you can get around most of the restictions not having a Rogue in the group entails. Heck, even with the newest party member (mnk/rog) we <em>still</em> use my little friends, as there's no point in potentialy wasting cure magic on the off chance of failed saves when 1PP solves so many problems.</p></blockquote><p></p>
[QUOTE="Hatchling Dragon, post: 2666743, member: 580"] A must-have, especialy at your level, would be what my Telepath did in our Eberron game. I now consider [b]Expanded Knowledge[/b], and through it [i]Astral Construct[/i] a must-have. If you happen to have [b]Extend Power[/b] it's even more cost-effective, just take the 'tier' of Construct one below your max for 2x the duration. If you have access to them you never need fear most traps (magic or mundane) again. Think there's a trap on that chest? [b]*POP*[/b] your little friend appears and smashes the nasty thing till it's safe to approach. Don't want to waste time moving slowly while the Rogue checks that hallway for traps? [b]*POOF* *ZOOommmm*[/b], that Construct with the enhanced base speed tears down the hallway setting things off and suprising the HELL out of anyone waiting at the end. The flexability of the power is too good to pass up, it's as good as a Druid's spontanious casting. Ambushed in water, then all the Constructs are finned (and never needed to breath anyhow). Enemy is a fire-happy caster, then all your soldiers are Fire Resistant. Enemy caster over there causing issues, just make sure your biggest Construct has the extra STR to grapple, or even wings to fly over the enemy to grapple (wizards aren't strong after-all). And of course there's the simple fact that Constructs are immune to so many things, like Fear effects or Protection magics. They're constructs, not summoned outsiders. With someone to cast Divination magic (ie: [i]Detect secret doors[/i], ect) you can get around most of the restictions not having a Rogue in the group entails. Heck, even with the newest party member (mnk/rog) we [i]still[/i] use my little friends, as there's no point in potentialy wasting cure magic on the off chance of failed saves when 1PP solves so many problems. [/QUOTE]
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