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General Tabletop Discussion
*Pathfinder & Starfinder
Why Psionics is broken and what to do to fix it
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<blockquote data-quote="wildstarsreach" data-source="post: 2994108" data-attributes="member: 43141"><p>The character is a Kalashtar Cerebremancer. With item and varies buff he has a 28 intelligence. 250 PP @ 17th level</p><p></p><p>Spells are chosen for either powers not taken, party buff, party movement or unique attacks. If he was Kalashtar, the difference would be 1 less disintegrate of 17 PP at 34 dice/5 dice of which 14 can be done if given time. Otherwise he could do 24 of them at 11 PP doing 22 dice/5 dice.</p><p></p><p>Let us drop my dice cap suggestion at this time and focus on the biggest problem, "The versitility". With all the energy power you can choose at manifestation any one of 4 powers that have advantages versus the spellcaster. You can with a 4th level power defend against 5 types of powers simultaneously where the spell caster would have to cast 5 3rd level spells just to be equal in defense.</p><p></p><p>Typical combat</p><p>Rd 1: Temporal acceleration of 15 points for 2 rds, quickened action</p><p> Sub rd 1-1: Schism</p><p> Sub rd 2-1: Vigor of 85 temp HP</p><p> Rd 1 action, cast Mirror image 39 PP expended</p><p>Rd 2: Temporal acceleration of 15 points for 2 rds, quickened action</p><p> Sub rd 2-1: Dragon prophecy full round</p><p> Sun rd 2-2: Energy adaptation</p><p> Rd 2 action, cast Stoneskin</p><p> Rd 2 Schism, mind thrusting or energy ray 30 PP expended</p><p>Rd 3: Temporal acceleration of 15 points for 2 rds, quickened action</p><p> Sub rd 3-1: Inertial Armor to max</p><p> Sub rd 3-2: Force screen to max</p><p> Rd 3 action, Finger of death</p><p> Rd 3 Schism, mind thrusting or energy ray 57 PP expended</p><p>Rd 4: Do whatever helps the party most</p><p></p><p>By this time the fighters are hurt but my psion is fresh and buffed. He has a temporary action point (Eberron game) to help hit any target that he may not have hit, AC is 33, the creature if the get into melee will miss fairly often and plenty of temporary hit points to soak up damage. </p><p></p><p>126 PP expended and the character is protected and putting out quite abit of damage to help the party and will give out a lot more in round 4-6, Very few combats against even the toughest monsters go longer than that.</p></blockquote><p></p>
[QUOTE="wildstarsreach, post: 2994108, member: 43141"] The character is a Kalashtar Cerebremancer. With item and varies buff he has a 28 intelligence. 250 PP @ 17th level Spells are chosen for either powers not taken, party buff, party movement or unique attacks. If he was Kalashtar, the difference would be 1 less disintegrate of 17 PP at 34 dice/5 dice of which 14 can be done if given time. Otherwise he could do 24 of them at 11 PP doing 22 dice/5 dice. Let us drop my dice cap suggestion at this time and focus on the biggest problem, "The versitility". With all the energy power you can choose at manifestation any one of 4 powers that have advantages versus the spellcaster. You can with a 4th level power defend against 5 types of powers simultaneously where the spell caster would have to cast 5 3rd level spells just to be equal in defense. Typical combat Rd 1: Temporal acceleration of 15 points for 2 rds, quickened action Sub rd 1-1: Schism Sub rd 2-1: Vigor of 85 temp HP Rd 1 action, cast Mirror image 39 PP expended Rd 2: Temporal acceleration of 15 points for 2 rds, quickened action Sub rd 2-1: Dragon prophecy full round Sun rd 2-2: Energy adaptation Rd 2 action, cast Stoneskin Rd 2 Schism, mind thrusting or energy ray 30 PP expended Rd 3: Temporal acceleration of 15 points for 2 rds, quickened action Sub rd 3-1: Inertial Armor to max Sub rd 3-2: Force screen to max Rd 3 action, Finger of death Rd 3 Schism, mind thrusting or energy ray 57 PP expended Rd 4: Do whatever helps the party most By this time the fighters are hurt but my psion is fresh and buffed. He has a temporary action point (Eberron game) to help hit any target that he may not have hit, AC is 33, the creature if the get into melee will miss fairly often and plenty of temporary hit points to soak up damage. 126 PP expended and the character is protected and putting out quite abit of damage to help the party and will give out a lot more in round 4-6, Very few combats against even the toughest monsters go longer than that. [/QUOTE]
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