Azoriel
First Post
My own thoughts...
First thought is actually regarding your equipment... I'm not certain why you chose to go with leather armor and a longbow. Unless your DM enjoys throwing bodies of water, pits, and high walls at your party (or if you have some RP reason to keep your current equipment, equally important), I would actually trade in the longbow for a light crossbow, and use the extra money to trade in your hardened leathers for a good suit of scale mail. At first level, the only advantage the longbow really has over the crossbow is slightly better range and the ability to shoot and take one move-equivalent action every round of a continuous fire-fight. On the other hand, the light crossbow is substantially cheaper, almost any friend you pass it off to will know how to use it, and you can lay prone while using it for an AC bonus against missile attacks... I don't see the extra range as a pressing advantage at this point, unless, of course, your party often ends up getting in fire-fights over 80' away from the party (doesn't happen very often at all in my games, not sure about your's though). While your reduced speed may be felt quite keenly at times (especially if your party is routed, and you suddenly find that you need to leave the scene faster than your armor will allow), I think that the added protection will be of substantially more help in those times you DON'T need to get somewhere. (I'd reccomend you take the too-good-to-be-true chain shirt over the scale mail, but that, unfortunately, seems to be well out of your price range at the moment.)
As for the main feature... As far as I can tell, your mindblast trick seems legal, and could be quite nifty if you need to blast a large group of tough baddies... But, because of the d20 involved in setting the DC of your mindblast attack, it could also be very useless. Consider what happens if you roll poorly and/or if they roll well; you not only accomplish nothing for all your feats, power point, and cannibalized ability scores, but now you also need to fight off a group of tough monsters with a character who, powerwise, is effectively worth less than 1st level cleric without spells (for at least the cleric without spells will have his feat(s), his turning abilities, and more-than-likely his full constitution score).
Also keep in mind that, when you're not using your mindblast trick (this would probably be almost every round), you're effectively playing a psychic warrior without feats. Now, it's quite true to say that you can't use _all_ of your feats _all_ of the time, but having a feat that you plan on using once every adventure (assuming adventures usually take place once a week/tenday) is pretty weak, IMO, and having _three_ feats that you only plan on using once an adventure (I don't really see you getting much usage out of those talents, even in the near future) is pretty close to useless.
Now, this is _your_ character, and there's alot of fun to be had in designing a character, so I won't take that from you, but I _would_ like to provide a bit of advisement: at the lowest levels, when a psychic warrior has very little in the way of power points and psionic powers, the psychic warrior's best friend isn't his combat modes; it is actually supposed to be his feats (or, more specificially, his _psionic_ feats). The 1st level fighter can strike more accurately, take fiercer blows, and ward off most psionic attack modes better than the 1st level psychic warrior can; what the 1st level fighter _can't_ do is move at speed 30' in heavy armor (or speed 40' in light), hold enemies in striking distance at bay (without killing them outright), sniff out lies without fail (under most circumstances), or add an additional 1d4 points of damage on a successful strike twice per day. You can also use the burst talent to up your movement by an additional +10 for a round, the float talent to prevent yourself and/or a heavy-laden friend from drowning, and detect psionics/magic to check for magical auras... (Well, if you somehow got your wisdom up to 10 somehow. Additionally, if you use the extra powers from The Mind's Eye website, you can also use the force talent for an additional +1 damage every round until you run out of manifestations, or use the thrust talent to double the range increment of your longbow/crossbow in the same manner.)
You seem pretty set in your current course, so I won't stop you (well, I couldn't do so even if I wanted to)
, but please do consider the above (especially the previous paragraph).
First thought is actually regarding your equipment... I'm not certain why you chose to go with leather armor and a longbow. Unless your DM enjoys throwing bodies of water, pits, and high walls at your party (or if you have some RP reason to keep your current equipment, equally important), I would actually trade in the longbow for a light crossbow, and use the extra money to trade in your hardened leathers for a good suit of scale mail. At first level, the only advantage the longbow really has over the crossbow is slightly better range and the ability to shoot and take one move-equivalent action every round of a continuous fire-fight. On the other hand, the light crossbow is substantially cheaper, almost any friend you pass it off to will know how to use it, and you can lay prone while using it for an AC bonus against missile attacks... I don't see the extra range as a pressing advantage at this point, unless, of course, your party often ends up getting in fire-fights over 80' away from the party (doesn't happen very often at all in my games, not sure about your's though). While your reduced speed may be felt quite keenly at times (especially if your party is routed, and you suddenly find that you need to leave the scene faster than your armor will allow), I think that the added protection will be of substantially more help in those times you DON'T need to get somewhere. (I'd reccomend you take the too-good-to-be-true chain shirt over the scale mail, but that, unfortunately, seems to be well out of your price range at the moment.)
As for the main feature... As far as I can tell, your mindblast trick seems legal, and could be quite nifty if you need to blast a large group of tough baddies... But, because of the d20 involved in setting the DC of your mindblast attack, it could also be very useless. Consider what happens if you roll poorly and/or if they roll well; you not only accomplish nothing for all your feats, power point, and cannibalized ability scores, but now you also need to fight off a group of tough monsters with a character who, powerwise, is effectively worth less than 1st level cleric without spells (for at least the cleric without spells will have his feat(s), his turning abilities, and more-than-likely his full constitution score).
Also keep in mind that, when you're not using your mindblast trick (this would probably be almost every round), you're effectively playing a psychic warrior without feats. Now, it's quite true to say that you can't use _all_ of your feats _all_ of the time, but having a feat that you plan on using once every adventure (assuming adventures usually take place once a week/tenday) is pretty weak, IMO, and having _three_ feats that you only plan on using once an adventure (I don't really see you getting much usage out of those talents, even in the near future) is pretty close to useless.
Now, this is _your_ character, and there's alot of fun to be had in designing a character, so I won't take that from you, but I _would_ like to provide a bit of advisement: at the lowest levels, when a psychic warrior has very little in the way of power points and psionic powers, the psychic warrior's best friend isn't his combat modes; it is actually supposed to be his feats (or, more specificially, his _psionic_ feats). The 1st level fighter can strike more accurately, take fiercer blows, and ward off most psionic attack modes better than the 1st level psychic warrior can; what the 1st level fighter _can't_ do is move at speed 30' in heavy armor (or speed 40' in light), hold enemies in striking distance at bay (without killing them outright), sniff out lies without fail (under most circumstances), or add an additional 1d4 points of damage on a successful strike twice per day. You can also use the burst talent to up your movement by an additional +10 for a round, the float talent to prevent yourself and/or a heavy-laden friend from drowning, and detect psionics/magic to check for magical auras... (Well, if you somehow got your wisdom up to 10 somehow. Additionally, if you use the extra powers from The Mind's Eye website, you can also use the force talent for an additional +1 damage every round until you run out of manifestations, or use the thrust talent to double the range increment of your longbow/crossbow in the same manner.)
You seem pretty set in your current course, so I won't stop you (well, I couldn't do so even if I wanted to)
