wildstarsreach
First Post
I personally love to play Psionics characters. I do see where they have distinct advantages as well as limitations. Most of their powers are short range. This does not balance that all the powers do not have dice limits unlike Arcane or Divine spell casters. 1st and 2nd level spells have between 5 and 7 dice damage typically. 3rd and 4th are at 10 dice, 5th and 6th at 15 dice and 7th and 8th are limited to 20 dice. The Arcane or Divine spellcasters have to prepare their spells in advance. They have a greater selection and theoretically more versatility, but experience gained is generally based on direct results. Also, they don’t have the 3 components of verbal, somatic and material components that spell casting has. To add, a Psionic character can make a concentration check to stop a visible display from being seen that he/she did something. A spellcaster would have to take several feats for this kind of stealth spellcasting to equal what you get with Psionics.
The feats for Psionics powers just add cost to the powers unlike spellcasting which adds that the spells have to be memorized at higher levels to utilize their advantages. To cast a maximized and empowered fireball would be an 8th level memorization doing 90 pts. An energy burst 3rd level of fire by an equivalent manifester of 15th level, would do 94 points of damage. Not much more but this could be done round after round till the cows come home or the psion runs out of points. Now look at disintegrate, a maximized disintegrate would be a 9th level spell memorized doing 204 points vs. 156 points for the equivalent manifester. This is provided that the creature fails a fortitude save. The manifester will have at least 6-10 tries at disintegrating the opponents vs. 1-2 for the spellcaster.
What is even more the problem is the prestige class Cerebremancer. Both Arcane and Psionics use the same prerequisite intelligence. The wizard class makes it possible for a psion to go all out on the offensive with his Psionics and use his wizard class to supplement the defensive.
Given the above premises, let’s look at powers by level. Any not mentioned are not unbalancing in general. Specific combos could make them a problem.
1st level powers
Crystal Shard: This should be limited to 5 dice. It’s great to give another damage option of physical damage vs. energy damage.
Energy Ray: This should be limited to 5 dice. This is so broken at medium to high levels because you the option of any of the 4 types of energy to utilize. A spellcaster has to memorize the specific type of spell or take separate feats to be able to substitute different energy types. That is one feat per energy type. There is an alternate to having one type of energy known at the beginning and either having a feat to add different energy types and/or a knowledge skill, “elements” to add an additional type of energy every 10 ranks that they have in it. This would be for all the energy powers here. The first energy power would also determine the higher level powers taken later as the character advances.
Force Screen: This should not have augmentations. A spellcaster has to have a higher level spell to get more armor class.
Inertial armor: This should not have augmentations either. This is double dipping compared to the spellcaster. Combined with Force Screen at 17th level, the manifester could get a 30 AC.
Mind Thrust: This is the real power gem that should be limited to 5 dice. A 15th level manifester who has the empower and maximize feats could do 135 points on a failed will save. There aren’t many creatures that can take much of this kind of damage. It does a d10 per level which is well above any other damaging power without a special condition.
Vigor: This is the other gem of the 1st level Psionic powers and should be limited to 5 power point total for augmentation. The 25 extra hit points per use exceeds the second level spell false life which gives a d10 + 1 point per level of the caster to a maximum of 20.
2nd level powers
Ego Whip: This should cap out a 5 dice of charisma damage. It’s great against most creature that use innate spellcasting or charisma base powers.
Concussion Blast: This should be limited to 7 dice. This is yet another type of damage, force, very few defenses.
Energy Adaptation Specified: As Energy Adaptation. This should be a 3rd level power to make it equivalent to the spellcasters ability to protect.
Swarm of Crystals: This should be limited to 7 dice.
Energy Missile: As with Energy Ray but limited to 7 dice.
Energy Push: As with Energy Ray but limited to 7 dice.
Energy Stun: As with Energy Ray but limited to 7 dice.
3rd level powers
Energy Bolt and Energy Burst: As with Energy Ray but limited to 10 dice.
Energy Retort and Energy Wall: As with Energy Ray about different types of energy.
4th level powers
Energy Adaptation: This should be changed to have an augmentation more than 1 type of energy. The advantage is to have multiple types of energy defended against. For a 4th level power, this outstrips the Arcane of divine spellcasters at 3rd level spells. Otherwise, this should be a 6th level power because it defends against 5 types of energy simultaneously up to 30 points each per attack. The possible other fix is that you can put this up multiple times, each guarding against a specific type of energy.
5th level powers
Energy Current: As with Energy but limited to 15 dice.
Psychic Crush: This power should be at 6th where save or die spells begin.
True Seeing: This should be 6th since its spellcaster equivalent is 6th.
6th level powers
Breath of the Black Dragon: This should be limited to 15 dice.
Psionic Disintegrate: This is possibly the most unbalancing power. At 17th level, the current Psion I have in play can do 23 disintegrates at the minimum of 11 power points and 14 times at full manifester power. A sorcerer at 17th level could only do 6 of these. The potential of having to deal with so many disintegrate can be anti-climatic for both the DM and players when this power so often used. A way to fix this would be to have a DC 20 fortitude save for the Psion. If he makes it by 3 or more, he could use the power on the next round. If the Psion makes the save from 0 to +2, he must wait one round. If the Psion fail, he must wait 2 rounds. If the Psion rolls a 1, he may not use the power for the rest of the encounter. This represents that this power is very draining upon the Psion.
7th level powers
Energy Conversion: As with Energy Adaptation. If this is unchanged, then it should be an 8th level power.
Energy Wave: As with Energy Ray but should be limited to 20 dice.
Ultrablast: This should be limited to 20 dice.
The 8th and 9th level powers seem to be balanced. Adding Feats that would increase dice limits as the spellcasters have, and feats that would allow different types of energy with the dice limits would go a long way to fixing what most DM’s have in complaints about Psionics. I don’t think that this will entirely fix all the problems but would go a long way to powering down the overwhelming power a Psion can bring to a game.
The feats for Psionics powers just add cost to the powers unlike spellcasting which adds that the spells have to be memorized at higher levels to utilize their advantages. To cast a maximized and empowered fireball would be an 8th level memorization doing 90 pts. An energy burst 3rd level of fire by an equivalent manifester of 15th level, would do 94 points of damage. Not much more but this could be done round after round till the cows come home or the psion runs out of points. Now look at disintegrate, a maximized disintegrate would be a 9th level spell memorized doing 204 points vs. 156 points for the equivalent manifester. This is provided that the creature fails a fortitude save. The manifester will have at least 6-10 tries at disintegrating the opponents vs. 1-2 for the spellcaster.
What is even more the problem is the prestige class Cerebremancer. Both Arcane and Psionics use the same prerequisite intelligence. The wizard class makes it possible for a psion to go all out on the offensive with his Psionics and use his wizard class to supplement the defensive.
Given the above premises, let’s look at powers by level. Any not mentioned are not unbalancing in general. Specific combos could make them a problem.
1st level powers
Crystal Shard: This should be limited to 5 dice. It’s great to give another damage option of physical damage vs. energy damage.
Energy Ray: This should be limited to 5 dice. This is so broken at medium to high levels because you the option of any of the 4 types of energy to utilize. A spellcaster has to memorize the specific type of spell or take separate feats to be able to substitute different energy types. That is one feat per energy type. There is an alternate to having one type of energy known at the beginning and either having a feat to add different energy types and/or a knowledge skill, “elements” to add an additional type of energy every 10 ranks that they have in it. This would be for all the energy powers here. The first energy power would also determine the higher level powers taken later as the character advances.
Force Screen: This should not have augmentations. A spellcaster has to have a higher level spell to get more armor class.
Inertial armor: This should not have augmentations either. This is double dipping compared to the spellcaster. Combined with Force Screen at 17th level, the manifester could get a 30 AC.
Mind Thrust: This is the real power gem that should be limited to 5 dice. A 15th level manifester who has the empower and maximize feats could do 135 points on a failed will save. There aren’t many creatures that can take much of this kind of damage. It does a d10 per level which is well above any other damaging power without a special condition.
Vigor: This is the other gem of the 1st level Psionic powers and should be limited to 5 power point total for augmentation. The 25 extra hit points per use exceeds the second level spell false life which gives a d10 + 1 point per level of the caster to a maximum of 20.
2nd level powers
Ego Whip: This should cap out a 5 dice of charisma damage. It’s great against most creature that use innate spellcasting or charisma base powers.
Concussion Blast: This should be limited to 7 dice. This is yet another type of damage, force, very few defenses.
Energy Adaptation Specified: As Energy Adaptation. This should be a 3rd level power to make it equivalent to the spellcasters ability to protect.
Swarm of Crystals: This should be limited to 7 dice.
Energy Missile: As with Energy Ray but limited to 7 dice.
Energy Push: As with Energy Ray but limited to 7 dice.
Energy Stun: As with Energy Ray but limited to 7 dice.
3rd level powers
Energy Bolt and Energy Burst: As with Energy Ray but limited to 10 dice.
Energy Retort and Energy Wall: As with Energy Ray about different types of energy.
4th level powers
Energy Adaptation: This should be changed to have an augmentation more than 1 type of energy. The advantage is to have multiple types of energy defended against. For a 4th level power, this outstrips the Arcane of divine spellcasters at 3rd level spells. Otherwise, this should be a 6th level power because it defends against 5 types of energy simultaneously up to 30 points each per attack. The possible other fix is that you can put this up multiple times, each guarding against a specific type of energy.
5th level powers
Energy Current: As with Energy but limited to 15 dice.
Psychic Crush: This power should be at 6th where save or die spells begin.
True Seeing: This should be 6th since its spellcaster equivalent is 6th.
6th level powers
Breath of the Black Dragon: This should be limited to 15 dice.
Psionic Disintegrate: This is possibly the most unbalancing power. At 17th level, the current Psion I have in play can do 23 disintegrates at the minimum of 11 power points and 14 times at full manifester power. A sorcerer at 17th level could only do 6 of these. The potential of having to deal with so many disintegrate can be anti-climatic for both the DM and players when this power so often used. A way to fix this would be to have a DC 20 fortitude save for the Psion. If he makes it by 3 or more, he could use the power on the next round. If the Psion makes the save from 0 to +2, he must wait one round. If the Psion fail, he must wait 2 rounds. If the Psion rolls a 1, he may not use the power for the rest of the encounter. This represents that this power is very draining upon the Psion.
7th level powers
Energy Conversion: As with Energy Adaptation. If this is unchanged, then it should be an 8th level power.
Energy Wave: As with Energy Ray but should be limited to 20 dice.
Ultrablast: This should be limited to 20 dice.
The 8th and 9th level powers seem to be balanced. Adding Feats that would increase dice limits as the spellcasters have, and feats that would allow different types of energy with the dice limits would go a long way to fixing what most DM’s have in complaints about Psionics. I don’t think that this will entirely fix all the problems but would go a long way to powering down the overwhelming power a Psion can bring to a game.