| Post/Author/DateTime | Post |
|---|---|
| Adamaro2308-26-07, 10:15 PM | I've decided to play a Psion (Nomad) at the last second for tomorrows game (new campaign). I want to focus on using Dimension Swap so I can set up the battlefield to our advantage, but I don't know what other powers to select. I'll be 5th level, and I want to a total support character with absolutely no damaging powers. So far the only powers I know I want are: 1. Dimension Swap 2. Energy Wall But powers i'm looking for are ones that make your enemies worse (i know Telepaths excel at this but I want to a Nomad), but don't ones are best. I've only played Kineticists before. So, what are the best battlefield-controling powers available to 5th level Psions? |
| InkBlot08-26-07, 10:42 PM | 1st level: Attraction, deceleration, entangling ectoplasm, grease, disable, deja vu 2nd level: Ego whip, energy push, inflict pain, id insinuation, dimension swap 3rd level: Dispel psionics, energy wall, telekinetic thrust, telekinetic force, time hop Note that with grease any creature who does not have 5 ranks in balance is flat footed (loses dex to ac, can't make attacks of opportunity) while balancing. Also note that, while it is a ray, you do not have to make an attack roll to affect an enemy with energy push. Also also note that time hop is useful for removing elements of the inviroment. |
| AntiDjinn08-26-07, 10:50 PM | Telepathy has an assortment of debuff powers. Inflict Pain is handy because it inflicts a penalty even if the save is made. Time Hop can't be stressed enough. Think of it as Disintegrate, Temporary. It can be really useful for breaking up enemies' combos. If a particular arrangement of your opponents is working out well for them, the remove one element of the equation for a while, handle the rest, then solve the problem when the suspended element comes back. And trust me, nothing in all of D&D is more fun than Time Hopping the mount right out from under a charging opponent and seeing the look on his face as he plows into the ground. If he is exceptionally unlucky he get trampled by his own mount as it returns. |
| TheSubtlePenguin08-26-07, 10:56 PM | Spend two feats and take expanded knowledge Astral Construct. As you level up these puppies can do anything You can use them as flying mounts, you can use them as disctrations, you can have them grapple and suicide dash off a cliff, you can make invisible teleporting ones to harass spellcasters, you can make spikey trampling ones to break up lines of infantry... They also make handy body gaurds, and are a good way to trigger traps. |
| Adamaro2308-27-07, 12:40 AM | Thanks alot InkBlot, that's exactly what I was looking for. But i'm not so sure about the Constructs... But what feats would this character need? |
| MindFlayerZoidberg08-27-07, 02:33 AM | Heavy Earth (Comp. Psi-90) is good for battlefield control when enemies get a little closer. Jist: Lvl 3 psion/wilder, 20ft burst centered on you, Fort save. Everyone in burst in slowed as 'slow spell' for 1 round, even you, but if they fail a fort save they fall prone and are slowed 1 round after they stand. Augment: 4 pp and you are not slowed by power. Check it out and see what you think. |
| InkBlot08-27-07, 08:50 AM | No prob, Adamaro. I don't think your character needs any feats to be good at battlefield control. There are many that could help, but none help so much that you could be said to need them. Extend Power, Enlarge Power, and Widen Power may help keep more foes debuffed/trapped longer. Delay Power could let you set up traps (a delayed power can be set to trigger when a creature enters the area). A lot of your powers will depend on saves, so Psionic Endowment and Greater Psionic Endowment could help. With all these feats that require expending focus, Psicrystal Affinity and Psicrystal Containment would help you pull them off more often (alternatively Psionic Meditation), and psicrystals are usefull for a lot of things anyway. A lot of these feats you won't be able to get or make use of right away, and you'll do great with only one or two of them (or none of them at all). Astral construct is a great power. It's one of the best. Any time someone asks for a psion build, it's always reccommended, and for a good reason. It's the single most versatile power, and one of the strongest powers, in the entire book. It covers all the traditioinal weaknesses of a psion. It gives rogues flanking buddies. It slices, it dices, and it makes Julienne fries. That isn't to say a psion can't do well without astral constructs. You can have a cheeseburger with a side of french fries, but why not supersize it for only 25 cents more? There is no doubt as to whether or not your psion would benefit from knowing astral construct. The only doubt is whether or not it would make sense thematically for your psion to know astral construct. For more information on the themes and flavor of astral constructs, see your local library (http://en.wikipedia.org/wiki/Thoughtform#Tulpa). Heavy earth is indeed an impressive power. I wanted to take it for my high level Monk/Psion, because even when slowed he would still be damn fast. But then Tome Of Battle came out, and one level of Crusader made my lame duck Monk14/Psion5 relevant again (thank you, Divine Surge). |
| carnivore08-27-07, 09:08 AM | 1st level: Attraction, deceleration, entangling ectoplasm, grease, disable, deja vu 2nd level: Ego whip, energy push, inflict pain, id insinuation, dimension swap 3rd level: Dispel psionics, energy wall, telekinetic thrust, telekinetic force, time hop Note that with grease any creature who does not have 5 ranks in balance is flat footed (loses dex to ac, can't make attacks of opportunity) while balancing. Also note that, while it is a ray, you do not have to make an attack roll to affect an enemy with energy push. Also also note that time hop is useful for removing elements of the inviroment. these are great for a support character .... that does not do any damage TK thrust is also great when used with Tanglefoot bags.... throw several at the same time :D |
| InkBlot08-27-07, 01:30 PM | Note that entangling ectoplasm and deceleration have very similar effects. Deceleration lasts longer, but offers a non-augmentable save and does not lower the target's attack bonus or defenses. I primarily included deceleration in my list because it's a psychoportation power, and the OP stated he was playing a nomad. I don't recommend picking it up unless you are very strongly attached to the psychoportation theme. Entangling ectoplasm is better in almost every way. The same Monk/Psion I mentioned before, rocked the house with grease and entangling ectoplasm in EL 15 encounters. There was a slight problem with huge creatures, since they could easily step over a 10-foot-square of grease, but I could still disarm them by greasing their weapons. Several times, when we were fighting invisible enemies, I'd nail them with an entangling ectoplasm so that we could see where they were. Of course it didn't negate the miss-chance, but we knew where to aim. Like throwing a bag of flour over them, but without having to carry around a bag of flour. Then there was the time we were fighting on rough terrain, I entangled and enemy, and put grease under it's feat. It was moving at 1/2 of 1/2 of 1/2 speed. In other words, it was moving at 1/8th speed. We debated walking around it. Entangling ectoplasm is great for softening up a target you intend to use a reflex-save power on. An entangled creature takes a -4 penalty to it's Dex, and thus a -2 to it's reflex saves. Grease should help make energy push more effective. It should be easier to move creatures standing on a slippery floor. Unfortunately, this trick requires your DM to take the "the Dm should adjust saving throws by circumstances" clause to heart. |