| Post/Author/DateTime | Post |
|---|---|
| bertman408-07-07, 10:10 PM | A friend is playing a Kalashtar telepath. He's about to hit 5th level and is considering taking the racial substitution levels, but is bemoaning the fact that telepath powers are few in number and mostly not that good. Are there any other telepath powers in any of the other books? We've looked in Complete Psionics but we didn't see any new powers listed. Thanks for any help. Bertman |
| JulesCARV08-08-07, 12:35 AM | What? Telepaths have twenty discipline-exclusive powers, along with a lot of other general telepathy psion/wilder general powers like ego whip that are very useful. The psion/wilder general list has some decent powers itself. Your friend does realize that telepaths can take general psion/wilder powers too, right? |
| Kid SixXx08-08-07, 02:31 PM | What JulesCARV said. Telepaths, IMO, are actually a bit too potent. They have a lot of exclusive disciplines and the ability to augment them by spending extra psionic points is pretty devastating in early levels. Adamantine Body DR3 suddenly becomes not so impressive when an augmented Mind Thrust enters the equation. |
| bertman408-08-07, 04:00 PM | Unless I'm reading this wrong, Kalashtar Telepath racial substitution benefit states that instead of a bonus feat at fifth level, you get to pick two telepath discipline powers of 3rd level or lower. That means he can pick from: 1. Psionic Charm or Mindlink 2. Aversion, Brain Lock, Read Thoughts, or Psionic Suggestion 3. Crisis of Breath, Hostile Empathic Transfer, or False Sensory Input. I think his point is that in giving up a feat, his choice for 3rd level powers are lame. Crisis of Breath is Will negates. Even if it works, they still get a Fort save. Hostile Empathic Transfer is not bad but requires a touch attack which is bad for a d4 based class, and you have to be injured in the first place. False Sensory Input is cool that it can fool true seeing but Will negates and requires concentration. He could just as well take EK:Energy Missile with his feat and get better mileage out of that power. Or so he says. Bertman |
| glug08-08-07, 05:50 PM | We're a large party of level 8-9s, and we were just fighting in a tight area of a castle we stormed, against a number of slaves of sorts, a few psychic warriors, and a telepath. Our telepath (we have one too, my wife!) used an augmented Crisis of Breath, which basically allowed it to effect up to 4 people in a small area, and essentially took a few people out of the battle. We were able to all but ignore them. Why? Because after failing the initial save (will is weak on those warriors heh), they now had to make a tough DC24 fortitude save if they wanted to do anything but breathe. The lesser npcs in the pack were not willing to choke out, and instead focused on breathing. The psychic warriors alternated between fighting and breathing, still weakening their effectiveness for the whole battle. It is *not* a crappy power =) Next you'll say fireballs suck because rogues get improved evasion. |
| Kid SixXx08-08-07, 10:28 PM | We're a large party of level 8-9s, and we were just fighting in a tight area of a castle we stormed, against a number of slaves of sorts, a few psychic warriors, and a telepath. Our telepath (we have one too, my wife!) used an augmented Crisis of Breath, which basically allowed it to effect up to 4 people in a small area, and essentially took a few people out of the battle. We were able to all but ignore them. Why? Because after failing the initial save (will is weak on those warriors heh), they now had to make a tough DC24 fortitude save if they wanted to do anything but breathe. The lesser npcs in the pack were not willing to choke out, and instead focused on breathing. The psychic warriors alternated between fighting and breathing, still weakening their effectiveness for the whole battle. It is *not* a crappy power =) Next you'll say fireballs suck because rogues get improved evasion. I was going to bring that up. Crisis of Breath is actually not that bad. A Will save negation usually means that the melee folks are the first to be endangered. Naturally the back-up fort save means that arcane casters are toast if they fail. |
| Darakhoranon08-10-07, 08:28 AM | And thus this power is EXTREMELY useful. Additionally, you don´t have to worry about rogues dodging all the effects of your spell/power with their improved evasion... Concerning Hostile Empathic Transfer: Risky for a d4-class, true. But sooner or later, you WILL get hit (in melee if your GM is even semi-intelligent...) - so having a way to transfer your wounds to your enemy (possibly even the one who hit you in the first place!) might come in handy. It might even come to you getting fully healed and killing off the BBEG while your party´s melee-monsters only stare at you... |
| bertman408-12-07, 04:37 PM | How do you get DC24? Bertman We're a large party of level 8-9s, and we were just fighting in a tight area of a castle we stormed, against a number of slaves of sorts, a few psychic warriors, and a telepath. Our telepath (we have one too, my wife!) used an augmented Crisis of Breath, which basically allowed it to effect up to 4 people in a small area, and essentially took a few people out of the battle. We were able to all but ignore them. Why? Because after failing the initial save (will is weak on those warriors heh), they now had to make a tough DC24 fortitude save if they wanted to do anything but breathe. The lesser npcs in the pack were not willing to choke out, and instead focused on breathing. The psychic warriors alternated between fighting and breathing, still weakening their effectiveness for the whole battle. It is *not* a crappy power =) Next you'll say fireballs suck because rogues get improved evasion. |
| glug08-17-07, 04:14 PM | 9th level telepath 9 max pp spent, + 2 for overchannel and talented, w/out taking damage, expending focus If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1. So, we have this affecting 4 creatures, with a DC of 3 for the power, 3 for the augmentation. I believe she had 18 int to start, and 2 more for 4th and 8th level, so that's 20 (+5), and she has a +4 int headband (+2), and a periapt that gives her +1DC on telepathy powers. 10 + (3+3) [power level/aug] + (5+2) [main stat] + 1 [periapt] = DC24 Pretty badass if you ask me =) |