A little help with my psion please! [Archive] - Wizards Community

Post/Author/DateTimePost
Caterpillar

06-15-07, 06:22 PM
Hello everyone! I have all the psionics books and frequent this board alot. I am creating a new psion (kineticist) lvl 4. I actually haven't played *any* character passed lvl 5, so i'm pretty much a big newbie. Even though i'm a kineticist and very much like the idea of being the hot shot blaster, I want some good utility powers, and don't mind having an arsenal of a few (compared to the thought of a 'blaster') attacks.

The question I bring to the board is, what would be some really good feats to choose and must have powers as well as some beginner gear(5,400gp to start)? I really like the idea of making my own dorjes btw.

I frequent the board so if any more info is needed about my psion for ya'll to help me I should be pretty quick to post.

Thanks!
Tyroki

06-15-07, 08:01 PM
I'm wondering on some of the higher level stuff myself. I started at level one with overchannel and talented which are an absolute beauty with my constructs (Yay, they last an extra round longer), thus making them synergise quite well with the parties fighter. (Hello flanking =3)

You could, in theory, get yourself a construct using a feat. They're quite useful in battle, and with one or two out, you can switch to blasting and use the constructs as personal shields, attacking enemies and keeping their focus away from you.

You probably know to grab Psicrystal Affinity xD But Psicrystal Containment would work wonders with any metapsionic feats you grab.

When you get to level 5, consider Time Hop and Telekinetic Thrust. While the thrust seems like an attack power, it has alot of utility that I've had a try of in a side campaign =D Hmm... We need up this cliff. "I got it guys!" Telekinetic thrust a rope up the cliff with a grappling hook attached to the thrusted end =D

Thrust can also be used to help the partys fighter reach pesky flying enemies "Ally oop!" and away goes the fighter. Control Sound is control sound xD

And fer blasting, you have Energy Missile, Energy Ray (If your ranged attack bonus isn't too bad) or Crystal Shard (Same deal)

Are you going to be allowed flaws? If your DM says no to the general flaws (Those really weak and pitiful ones which can be negated oh so easily), I can give you a site with a list of really painful flaws which actually make things quite fun.

I'm playing my first fully psionic character now, so I'm a newbie myself, but hey, I read alot on these forums.

Have you considered reading the Psion compendium?

Oh and don't forget Psionic Meditation which lets you gain focus as a move action ^^
Crusher217

06-15-07, 08:44 PM
Although Complete Psionic is "unnofficial" to many because almost every one hates it (I don't because it lists all psionic powers that were available, including the ones in the EPH, with info on ones outside EPH), it gave errata to the astral construct power, technically you can only have one at a time.
Back on topic. Here's (http://boards1.wizards.com/showthread.php?t=624041) a very useful thread for powers, items, and races for psions, although it also has many good builds for telepaths.
Tyroki

06-15-07, 10:29 PM
Although Complete Psionic is "unnofficial" to many because almost every one hates it (I don't because it lists all psionic powers that were available, including the ones in the EPH, with info on ones outside EPH), it gave errata to the astral construct power, technically you can only have one at a time.
Back on topic. Here's (http://boards1.wizards.com/showthread.php?t=624041) a very useful thread for powers, items, and races for psions, although it also has many good builds for telepaths.

Yeah, but only mean DM's seem to use that crappy errata.
hovnarr

06-16-07, 08:36 AM
Human Psion (Kineticist) 4 it is. First priority is surviving. Second is being useful in combat, third out of combat. Let's start with equipment.

5400 gp huh... some items to consider:
>>Surviving
*Mithril chain shirt +1 (about 2250 gp): +5 to AC, no drawbacks at all
*Heavy darkwood shield +1 (about 1250 gp): +3 to AC, no drawbacks at all
*Cloak of Protection +1 (1000 gp): Some anti-caster defense
*Potion of Cure Light Wounds (50 gp): Cheap and effective
>>Offense
*Alchemical items that you buy or make yourself for 1/3 the cost
*A riding dog (150 gp) is about as powerful as a level 1 fighter, so it can both serve as a body guard and carry gear for you (get a Handy Haversack instead when you can spare the gold)
*Dorje of Enlarged Entangling Ectoplasm (750 gp): Enlarging doesn't cost extra, and EE is not dependent on manifester level to be effective. Also a very useful effect that the whole party benefits from in combat.
>>Utility
*Hand of the Mage (900 gp): At will microkinesis is very suitable for a psion, has many uses and comes very cheaply
*Burnt our Ioun Stone (25 gp) with Continual Light (+110 gp): A heatless torch that orbits around your head. Neat huh?
*Masterwork tools (50 gp): Custom design as per the PHB for the skills that are most important to you for a +2 bonus. I'd try to get a "focus crystal" for +2 to Concentration.
*Power stones with more situational powers... Psionic Knock and Psionic Identify comes to mind.

More or less mandatory feats
>>Surviving: Psionic Body
>>Combat: EK: Astral Construct
>>Utility: Psicrystal Affinity (Single Minded, Hero and Nimble are some of the better ones)

More or less mandatory powers
>> Surviving: Vigor + any other that appeal to you (levitate against ground based foes, control sound against casters etc.)
>> Offense: Energy missile, astral construct, +AoE damage such as matter agitation to fight swarm type monsters. Ego Whip is good alternative strategy and non-lethal (useful at times).
>>Utility: Everything else you didn't have to spend on survival and offense should go here. Many, many powers to choose from. Try to pick ones you think you'll use often and keep the others on a power stone or two.
Caterpillar

06-16-07, 09:00 AM
Thank you very much Hovnarr

That was very much what I was looking for. I hear constantly about how good EK + Astral construct is, but IMO I just don't want one, i'm not ignorant to the benefits of it. If I see that *I* think it would be a benefit than some other power I have I can always grab psionic reformation :)

Once again, Thanks, as well as to everyone else who made a response. If anyone else can think of anything to add please do!
hovnarr

06-16-07, 10:39 AM
Is not that you have to take Astral Construct - it just solves many problems, so you need to have other solutions for them is you pass. For example:

*Constructs are immune to many attack forms, making them ideal to fight undead and other nasty opponents. But you can probably fight undead with energy missile instead, even though it might not be an equally effective PP usage.
*They can have flight (you can even ride one to gain flight yourself) or a swim speed to fight under water. Have something to fight underwater opponents and consider levitate to get airborne.
*Constructs with DR/magic are ideal to fight incorporeal foes, especially at high levels when they get the freebie concussion blast ability. Might want to add concussion blast to your repertoire yourself then, eventually.
*They are expendable troops that you can send ahead to trigger traps etc. Psicrystals might be able to fill a similar role with their hardness 8 (immune to many things that you may encunter at level 4). Perhaps another party member can handle traps more efficiently?

Just some thoughts. Oh, and if the mithril chain is a bit pricey (I think it is at your level), consider a regular chain shirt +1 (same ac bonus but -1 ACP) or studded leather +1 (one less ac but no drawbacks either) to save on 1000 gp or more.
Caterpillar

06-16-07, 10:46 AM
I actually added the Mithral shirt +1, with that and force screen I can get up to 21 armor :)

There are so many powers that I want so badly and want to ask advice on but instead of spamming questions I think i'll wait 'till we start gaming (next fri or sat) and then choose my powers/feats with a better idea of what I need to aim for.
Tyroki

06-16-07, 07:03 PM
Damn you're good Hovnarr...
axenome

06-16-07, 07:40 PM
These are all ideas for a possible build that can give you a measure of versatility for adventuring. Keep in mind that you wouldn't necessarily be taking them all together at once.

Feat from CPsi Skin of the Construct- grants you the ability to manifest a special astral construct into your body that grants you 1d8 temporary hp and one menu "A" selection as an ability unto yourself. Nice way to get a Fly speed or a feat, etc. 1 pp cost means it's cheap enough to use constantly.

Ego Whip- not only is it a non lethal way to deal with foes but anything that casts spells as a sorceror or manifests as a wilder can be crippled as an opponent in only one or two shots. Even on a successful save the target takes half damage- at later levels, if you've only got it augmented up to 11 pp you're still doing 3d4 cha damage, half on a save. Short of a Hexblade's Mettle ability, I don't see many opponents being able to shrug off that kind of damage, especially to everyone's favorite dump stat.
Skate is an effective way to speed up a slower party member, like the gnome/dwarf/halfing whose poor land speed means you have to turn and fight the three ogres chasing you instead of having a chance to get away. Also good for moving heavy objects with minimal effort.
Telempathic Projection and Empathy are great for social interactions, as is Sense Link.
One thing I think you should do instead of the Mithral Chain shirt is use Inertial Armor instead. At level 4 it gives you the same protection for 4 hours if you augment it up to 3 pp, and incurs no check penalties or arcane spell failure(Important if you plan to multiclass to wizard later on). Not to mention that as you increase in level, the potential protection it provides scales with your manifestor level, and it's free.
Force Screen is a nice power as it gives you the equivalent of a dancing +2 heavy shield, leaving you with both hands free to use a 2 handed weapon like a staff, or perhaps have a powerstone ready in each hand.

When you hit level 6 you may want expanded knowledge to get Empathic Transfer if you are not an egoist. An interesting build is to be an egoist, then get Empathic Transfer, Body Adjustment, Body Purification, and later on Psionic Revivify. While the first three powers make you similar to a cut rate Cleric, Psionic Revivify is by far superior to virtually anything in the Cleric's arsenal.
Raise Dead, a comparable level power(Level 5) takes 1 minute to cast, requires a 5,000gp handful of diamonds, costs the target either a level or Constitution reduction, and entails a 50% chance of losing each spell prepared. Psionic Revivify is an EXP expenditure, very modest for both targets(Costing 100 exp from both manifestor and raised if done within 1 round of being slain) does not lose the target levels, spells, powers or Con, and requires only a standard action. With a short break in the action a murdered comrade can be brought back to stable(And this is especially vital if it's the cleric!) and on the following round Empathic Transfer to bring the target back out of negatives.

Just a few thoughts- hope they help you.