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Psion power balance questions
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<blockquote data-quote="Pielorinho" data-source="post: 2716702" data-attributes="member: 259"><p>What i"ve found, playing a druid:</p><p>-Summon Monster IV, with unicorns, means never having to prepare a cure serious wounds or cure critical wounds <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=":)" />. The unicorns can provide superior healing outside of combat, and I can summon them spontaneously. (in combat I rely on a wand of cure moderates and a single Heal spell).</p><p>-Air elementals, with their whirlwind ability, are fantastic at taking out mooks. They just cha-cha-cha back and forth over the spots where the mooks are fighting (we've ruled that a mook only needs to make the reflex check once per round to prevent serious silliness), sucking the mooks up and out of the fight. They're also not too shabby against wizards, especially wizards with improved invisibility. When we fought intelligent spellcasting swarms of underwater worms, a whirlpooling water elemental rocked the house.</p><p>-Earth elementals, with their DR/everything and humongous HP, are just about indestructible.</p><p>-Arrowhawks are great for chasing down fleeing enemies.</p><p>-Djinns are fantastic for their ability to cast Wind Walk (you can summon them at seventh level, and you can also cast Wind Walk at Seventh Level, and theirs gets cast as a 20th-level spell). Just try not to notice that the Wind Walk expires as soon as the Summon spell expires --D'oh!</p><p></p><p>I occasionally summon other critters, especially if I feel like laying down some serious Animal Growth smackdowns; but these are the main ones I use.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 2716702, member: 259"] What i"ve found, playing a druid: -Summon Monster IV, with unicorns, means never having to prepare a cure serious wounds or cure critical wounds :). The unicorns can provide superior healing outside of combat, and I can summon them spontaneously. (in combat I rely on a wand of cure moderates and a single Heal spell). -Air elementals, with their whirlwind ability, are fantastic at taking out mooks. They just cha-cha-cha back and forth over the spots where the mooks are fighting (we've ruled that a mook only needs to make the reflex check once per round to prevent serious silliness), sucking the mooks up and out of the fight. They're also not too shabby against wizards, especially wizards with improved invisibility. When we fought intelligent spellcasting swarms of underwater worms, a whirlpooling water elemental rocked the house. -Earth elementals, with their DR/everything and humongous HP, are just about indestructible. -Arrowhawks are great for chasing down fleeing enemies. -Djinns are fantastic for their ability to cast Wind Walk (you can summon them at seventh level, and you can also cast Wind Walk at Seventh Level, and theirs gets cast as a 20th-level spell). Just try not to notice that the Wind Walk expires as soon as the Summon spell expires --D'oh! I occasionally summon other critters, especially if I feel like laying down some serious Animal Growth smackdowns; but these are the main ones I use. Daniel [/QUOTE]
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