| Post/Author/DateTime | Post |
|---|---|
| Wizard Random11-20-07, 12:46 AM | I have the opportunity to build a 4th level psion for a upcoming game, I am very excited about it since 99% of the time I am a DM and the chance to play is rare. With that being when deciding on how to spend my gold to equip my character i draw up a blank! What I have so far is... Psion (Shaper) 4 (Hengenyoki w/sparrow form) I have things like Minor Creation and Astral Construct, and the entire character is practically already built, but when I get to the items the only thing that pops into my mind is a Heward's Handy Harversack. HALP! |
| PhaedrusXY11-20-07, 12:49 AM | I'd buy an Int booster before a Haversack. I find it is all too easy to run out of power points with my psion, even when I'm quite conservative with them. A Healing Belt from the Magic Item Compendium is a great investment, also. |
| Wizard Random11-20-07, 02:13 AM | I'd buy an Int booster before a Haversack. I find it is all too easy to run out of power points with my psion, even when I'm quite conservative with them. A Healing Belt from the Magic Item Compendium is a great investment, also. I don't have the MIC on me but remember what the item does, if the headband is 2k how much would the belt be? If i remember correctly I should have somewhere in the neighborhood of 5,600gp(I think that includes starting gold) |
| carnivore11-20-07, 06:04 AM | for a 4th lvl Psion.... try this: 2000gp...Handy Haversack....very useful for his entire career 750gp Belt of Healing(MIC) 1100gp Mithral Chain Shirt 257 gp Darkwood Shield heavy wooden shield 10gp...5x daggers 35gp..light crossbow 2gp...20 bolts 200gp......2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight 150gp......6x Guard Dogs(trained).....trained for various things 200gp Acid flasks(20) 200gp Alchemists fire(10) 150gp Antitoxin(3) 110gp Everburning torch 200gp Holywater(8) 100gp Smoke sticks(5) 250gp Tanglefoot Bags(5) :D |
| Wizard Random11-20-07, 10:52 AM | for a 4th lvl Psion.... try this: 2000gp...Handy Haversack....very useful for his entire career 750gp Belt of Healing(MIC) 1100gp Mithral Chain Shirt 257 gp Darkwood Shield heavy wooden shield 10gp...5x daggers 35gp..light crossbow 2gp...20 bolts 200gp......2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight 150gp......6x Guard Dogs(trained).....trained for various things 200gp Acid flasks(20) 200gp Alchemists fire(10) 150gp Antitoxin(3) 110gp Everburning torch 200gp Holywater(8) 100gp Smoke sticks(5) 250gp Tanglefoot Bags(5) :D I like where this is going, any suggestions how exactly what i should do with th dogs? Besides the obvious such as guard duty and flanking buddys |
| hogarth11-20-07, 12:20 PM | I'd buy an Int booster before a Haversack. I find it is all too easy to run out of power points with my psion, even when I'm quite conservative with them. A Healing Belt from the Magic Item Compendium is a great investment, also. I'd definitely stock up on some power stones (of buffs and no-save powers) to help you make your power points last longer (and to add some versatility). I know that some players are incredibly reluctant to use expendable items, though. |
| Second11-20-07, 01:25 PM | 750gp Dorje of Matter Agitation Nice utility, low but extremely efficient damage. 1 charge = 8d6+1d4+1 damage (plus 8d4 if the target possess any metal) over one minute. No save. 500gp Darklight(Secrets of Sarlona) Brightens or darkens light in an 80ft radius. Superior range and light quality compared to a torch, emulates darkness spell but better, and is powered by PP. |
| Lycanthromancer11-20-07, 02:31 PM | What is your character's primary focus? Depending on your answer, that can really alter mine. :) |
| PhaedrusXY11-20-07, 02:45 PM | I'd definitely stock up on some power stones (of buffs and no-save powers) to help you make your power points last longer (and to add some versatility). I know that some players are incredibly reluctant to use expendable items, though.I hope he has that option. I am pretty sure my character is the only psionic character we'll ever encounter in the game I'm in. :( So the only psionic items I'll be getting are the ones I make. |
| Lycanthromancer11-20-07, 02:57 PM | Take a few item creation feats to extend your gp? Your xp will take a beating, but I'm sure you can find *some* way around that, yes? |
| Dead_Weasel11-20-07, 03:17 PM | Psion Buildguide (http://forums.gleemax.com/showthread.php?t=624041)Go there. ^^^ |
| Wizard Random11-21-07, 03:30 AM | Go there. ^^^ I actually have that bookmarked, thanks though. What is your character's primary focus? Depending on your answer, that can really alter mine. Well there is a 99% chance the only other psionic character/monster in the game will be a PC with exalted soulknive/VOP character. Before you say anything yes I've talked with him and no he wont change. So my focus will primarily be survival. Were talking about a 3 man group most likely with no cleric that's going to be heavy on the dungeon crawl. Take a few item creation feats to extend your gp? Your xp will take a beating, but I'm sure you can find *some* way around that, yes? I'll just reformat them in later if I need too., As of now my feats are Psionic Meditation,Azure Talent,Psycarnum Infusion, just to generate some free PP when I need it. Also Psicystal Affinity (hero) and Boost Construct both taken with Flaws. If it helps my powers are as follows 1- Astral Construct, Minor Creation, Vigor,Energy Ray,Precog (Def) 2-Share Pain,Ego Whip,Energy Stun,Crystal Storm |
| carnivore11-21-07, 06:21 AM | all the animals can Aid another for AC or for Attack bonuses, or Flanking also....the dogs can be trained for Multipurpose uses.... train all to do these tasks: Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by,though it still defends itself if it needs to. Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go. Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability) also if you want... you can add a template to them: Warbeast (MM2 p. 217) The crown jewel of templates. It grants a plus 3 to Str and Con and a plus 2 to Wis. You also gain another HD, plus 10 to movement speed, plus 2 to ride checks, and proficiency in light, medium, and heavy armor. The thing that makes this template really stick out is the fact that you can apply it to any of your creatures all by yourself. It just takes two months and a successful handle animal check (DC 20 +the animal's HD) In the MM2, under the warbeast template, prices are listed for a war trained version of any animal. The formula is 50 gp per HD for an animal 3HD or lower or 100 gp plus 75 gp per HD for an animal that has more then 3 HD. Note that you most also pay 75 gp for the HD gained by war training a beast. It is implied, but not stated, that warbeasts have the combat riding set of tricks. in addition.... you could add this:Magebred (EbCS p. 295) A template from Eberron. It gives an animal a +2 increase to natural armor. The animal also gets a +4 to one physical stat (str, dex, or con) and +2 to the others. Int, if not two, is increased to two. You also have a plus two bonus when commanding a magebred animal and the animal takes a week less to learn a trick (minimum one week). You also gain your choice of one special quality (movement plus 10, plus two to natural armor, or plus four to survival checks for tracking purposes) and one feat (must be Alertness, Athletics, Endurance, Improved Natural Attack, or Multiattack). A Magebred animal costs double the asking price, but has several advantages. Since animals are so cheap to begin with, this winds up being a great deal. The free multiattack alone is generally worth the price. i didnt include these in the original list... if you want... just adjust the number of animals to reflect the templates you add :D |
| Wizard Random11-22-07, 04:20 PM | Carnivore I appreciate the effort involved in your posts, armed with this new information I am much more confident in my character. Happy Thanksgiving |
| nobodez_here11-23-07, 12:42 AM | First off, don't get a war pony. Unless you're small, it's worthless. Instead, get an Ox (or a cow, if you're really cheap). Then, train it to be a Warbeast. Yes, you've now got a war cow (use the bison stats, as the PHB and MM say). For 550 gp (I know it's a lot, but it's worth it), you get: http://upload.wikimedia.org/wikipedia/commons/4/4d/Sixten.jpg WAR COW (BISON) Large Animal Hit Dice: 6d8+24 (51 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +4/+15 Attack: Gore +10 melee (1d8+10) Full Attack: Gore +10 melee (1d8+10) Space/Reach: 10 ft./5 ft. Special Attacks: Stampede Special Qualities: Combative mount, low-light vision, scent Saves: Fort +9, Ref +5, Will +3 Abilities: Str 25, Dex 10, Con 19, Int 2, Wis 13, Cha 4 Skills: Listen +9, Spot +7 Feats: Alertness, Endurance, Run Environment: Temperate plains Organization: Solitary Challenge Rating: 3 Advancement: 7 HD (Large) Level Adjustment: — These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A war cow stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. Combat Combative Mount (Ex): A rider on a war cow mount gets a +2 circumstance bonus on all Ride checks. A war cow is proficient with light, medium, and heavy armor. Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based. And for 1100 gp, you can get: http://www.llarson.com/piedmontese/bigpied.jpg MAGEBRED WAR COW (BISON) Large Animal Hit Dice: 6d8+30 (57 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +4/+17 Attack: Gore +12 melee (2d6+13) Full Attack: Gore +12 melee (2d6+13) Space/Reach: 10 ft./5 ft. Special Attacks: Stampede Special Qualities: Combative mount, excellent learner, low-light vision, scent, swift breed Saves: Fort +10, Ref +6, Will +3 Abilities: Str 29, Dex 12, Con 21, Int 2, Wis 13, Cha 4 Skills: Listen +9, Spot +7 Feats: Alertness, Endurance, Improved Natural Attack (Gore) (b), Run Environment: Temperate plains Organization: Solitary Challenge Rating: 3 Advancement: 7 HD (Large) Level Adjustment: — These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A war cow stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. Combat Combative Mount (Ex): A rider on a magebred war cow mount gets a +2 circumstance bonus on all Ride checks. A war cow is proficient with light, medium, and heavy armor. Excellent Learner: A magebred war cow can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred war cow are reduced by 2. In addition, the time required to train a magebred war cow for a purpose is reduced by 1 week (to a minimum of 1 week). Stampede (Ex): A frightened herd of magebred war cows flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five magebred war cows in the herd (Reflex DC 22 half ). The save DC is Strength-based. Swift Breed: A magebred war cow's base movement is increased by 10 feet. |
| nobodez_here11-23-07, 12:47 AM | Or, if you want to be really cheap (30gp at most), you can get a magebred ox. Still have a 26 Str, 50 ft. of movement, and the Improved Natural Attack feat, but less HP (less Con, and less HD), less attack (less Str and less HD), lower saves (less Con, and less HD), but still fairly reasonable for just 30 gp. Heck, from now on, I'm equiping all of my characters with oxen (they're cheap, and you can always turn them into salt for a quick buck). |