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Recommended powers and feats for 6th level psion
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<blockquote data-quote="Al'Kelhar" data-source="post: 3285253" data-attributes="member: 7884"><p>Thanks for all the good suggestions (if you'll pardon the pun). Some further context might help. The character is a grey elf (no bonus human feat, but then +2 Int comes in really handy for a psion, and also means he gets just as many skill points as a human!). The campaign is Red Hand of Doom, so:</p><p>(a) not many outsiders, so multiple energy resistances and PR/SR shouldn't be an issue;</p><p>(b) the character only has to "work" until 10th level, so inability to augment powers to increase DCs sky-high also shouldn't be an issue.</p><p></p><p>I'd really like to retain <em>psionic suggestion</em>, cos' it's just so <em>fun</em>. I think with a base Int of 20+ and <em>animal affinity</em> boosting Int, a Will save DC of 19+ should be pretty good against most weak-willed creatures encountered up 'til 10th level.</p><p></p><p>The character has Wis 10, so those feats requiring Wis 13 are out, sorry. The survival issue is why the character took <em>skate</em> and <em>defensive precognition</em>. My group traditionally fights running battles with the bad guys of 10+ rounds. We don't work to the 3-6 round combat paradigm - hence, the spellcasters will often have time during momentary lulls in combat (i.e. while the fighters are dispatching the last of the previous wave of bad guys and you're waiting for the next wave to appear) to cast defensive spells. I also like the idea of throwing up an <em>energy wall</em> to give my character some time to cast a few of the 1 minute/level defences.</p><p></p><p>I thought I needed a good 3rd-level offensive power, so chose <em>energy cone</em> - but I will take <em>energy ball</em> at 7th level, and can't swap it out for another power (unlike a sorcerer), so it does seem to be a bit of waste. Any suggestions for a different 3rd-level offensive power?</p><p></p><p>Can someone explain why augmenting <em>animal affinity</em> by 5 PPs (for a total cost of 8 PPs) allows you to increase two abilities by +4, whereas manifesting it twice only costs 6 PPs? Why wouldn't you just manifest it twice? Presumably this is to cater for the "I only have one round to prepare myself" issue?</p><p></p><p>Currently, I'm going the whole "let's get as many powers as we can" route, and thinking the following feats:</p><p></p><p>1st - Boost Construct, Empower Power</p><p>3rd - Expanded Knowledge (<em>astral construct</em>)</p><p>5th - Expanded Knowledge (<em>psionic suggestion</em>)</p><p>6th - Expanded Knowledge (<em>animal affinity</em>)</p><p>9th - Overchannel</p><p>10th - Talented</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 3285253, member: 7884"] Thanks for all the good suggestions (if you'll pardon the pun). Some further context might help. The character is a grey elf (no bonus human feat, but then +2 Int comes in really handy for a psion, and also means he gets just as many skill points as a human!). The campaign is Red Hand of Doom, so: (a) not many outsiders, so multiple energy resistances and PR/SR shouldn't be an issue; (b) the character only has to "work" until 10th level, so inability to augment powers to increase DCs sky-high also shouldn't be an issue. I'd really like to retain [i]psionic suggestion[/i], cos' it's just so [i]fun[/i]. I think with a base Int of 20+ and [i]animal affinity[/i] boosting Int, a Will save DC of 19+ should be pretty good against most weak-willed creatures encountered up 'til 10th level. The character has Wis 10, so those feats requiring Wis 13 are out, sorry. The survival issue is why the character took [i]skate[/i] and [i]defensive precognition[/i]. My group traditionally fights running battles with the bad guys of 10+ rounds. We don't work to the 3-6 round combat paradigm - hence, the spellcasters will often have time during momentary lulls in combat (i.e. while the fighters are dispatching the last of the previous wave of bad guys and you're waiting for the next wave to appear) to cast defensive spells. I also like the idea of throwing up an [i]energy wall[/i] to give my character some time to cast a few of the 1 minute/level defences. I thought I needed a good 3rd-level offensive power, so chose [i]energy cone[/i] - but I will take [i]energy ball[/i] at 7th level, and can't swap it out for another power (unlike a sorcerer), so it does seem to be a bit of waste. Any suggestions for a different 3rd-level offensive power? Can someone explain why augmenting [i]animal affinity[/i] by 5 PPs (for a total cost of 8 PPs) allows you to increase two abilities by +4, whereas manifesting it twice only costs 6 PPs? Why wouldn't you just manifest it twice? Presumably this is to cater for the "I only have one round to prepare myself" issue? Currently, I'm going the whole "let's get as many powers as we can" route, and thinking the following feats: 1st - Boost Construct, Empower Power 3rd - Expanded Knowledge ([I]astral construct[/I]) 5th - Expanded Knowledge ([I]psionic suggestion[/I]) 6th - Expanded Knowledge ([I]animal affinity[/I]) 9th - Overchannel 10th - Talented Cheers, Al'Kelhar [/QUOTE]
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