| Post/Author/DateTime | Post |
|---|---|
| AnnShadow09-13-07, 08:02 PM | Hi All. I started a thread about not being allowed to have a PsyCrystal. Some good points. I have been agonizing about how I can play a Psion without a PsyCrystal. It should be easier making a build up to level 12 only. Perhaps a Blaster type. Any Ideas on Feat selection?? Power Selection? It is a sea adventure so I need the body equilibrium power. |
| sijigs09-13-07, 09:51 PM | Check out the psionics optimization board posted by Carnivore. I've been intrigued with this build that he suggested: Egoist > Anarchic Initiate > Slayer But you may want: Kineticist > Anarchic Initiate > Slayer Invest in winged boots if you can afford it. 16k. |
| PhaedrusXY09-13-07, 10:22 PM | You had a good build. Just swap out the parts that were reliant on the psicrystal. Improved Toughness, a decent Con, Vigor, Share Pain on a mount (or other non-combatant), and Psionic Body could all substitute for using Share Pain + shared Vigor on the Psicrystal. Psionic Meditation will let you regain focus every round if you need, reducing the need for Psicrystal Containment. Other than that, not much needs to change. If the skill boosts are so important, you can take Skill Focus. |
| Lycanthromancer09-16-07, 05:54 PM | Um...Unless you need a feat or a PrC that requires Toughness, don't take it. Frankly, it sucks. Get Overchannel and Talented instead, then Overchannel Vigor. There's always the feat in Untapped Potential that allows you to get the psicrystal abilities without the psicrystal. :) |
| carnivore09-16-07, 06:43 PM | Hi All. I started a thread about not being allowed to have a PsyCrystal. Some good points. I have been agonizing about how I can play a Psion without a PsyCrystal. It should be easier making a build up to level 12 only. Perhaps a Blaster type. Any Ideas on Feat selection?? Power Selection? It is a sea adventure so I need the body equilibrium power. try this: Water Halfling Psion 8/ Slayer 4 Water Halflings have the general traits of water races described above and all halfling racial traits, with additions and exceptions as noted below. -2 Strength, +2 Dexterity, +2 Constitution: Water halflings are quick and healthy, but physically weak. All members of water races share the following traits. +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. Natural Swimmers: Members of water races have a swim speed equal to their base land speed. (If the creature already has a swim speed, it improves by 10 feet.) A water creature can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A water creature can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. HALFLINGS +2 Dexterity, –2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. also ....as for powers: remember these: Channel the Psychic Dragon(Dragonmagic) .. Psion 1/ PW 1 Swift action to manifest 1 min/ML duration 1PP = +5 Competence to Diplomacy Checks, Cold Resistance 5 Augments: 3PP = +5 Competence to Climb Checks, Electricity Resistance 10 5PP = +5 Competence to Balance & Escape Artist Checks, Immune to Magic Missiles, +5 Saves vs Spl/Powers with Force Descriptor 7PP = +5 Competence to Bluff & Sense Motive Checks, Sonic Resistance 20 9PP = +10 Competence to Intimidate & Swim Checks, Cold Resistance 30 and: Adapt Body: Adapt Body Psychometabolism Level: Psion/wilder 5, psychic warrior 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 9 Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage. :D |