| Post/Author/DateTime | Post |
|---|---|
| Moosh Nailo07-25-07, 01:48 AM | Using the Hidden Talent variant suggested in Mind's Eye, which powers do you think a soulknife would benefit from most? I like dimension hop, but am not sure it's all that useful. The Precognition powers will probably be staples. What else is good? What do you think? Suggestions? Reasoning? Which powers work best with which builds? |
| angellis_ater07-25-07, 04:30 AM | The ideas that I get would be Force Screen (1pp cost for +4 shield bonus!) means you can get a decent AC even with wielding the bastard sword in two hands or going TWF |
| SlanderPanic07-25-07, 11:09 AM | Something to keep in mind is that your effective manifester level is 1, so powers with 1 round/level durations probably aren't worth taking. Force screen and inertial armor are good choices because they have long durations. (The former will last you a minute. The latter will last you an hour.) Most of the first-level powers on the psychic warrior list are solid choices, since most have good durations and are relevant to a soulknife's role as a melee combatant. There are a few psion/wilder powers that could also be useful, such as deceleration and psionic daze. Touch of health, from the Life mantle, is useful, but you may be better served by using vigor instead. |
| InkBlot07-26-07, 01:32 AM | Biofeedback seems like a good choice. At least as good as force screen anyway. DR 2/- can save you a lot of HP, and it stays relevant as you face higher-HD baddies. Vigor would only ever save 5 of your HP. Biofeedback saves 2 of your HP per attack. So if you get hit three times, then biofeedback just surpassed vigor in usefulness. Odds are you're going to get hit three times over the course of a 10 rounds, especially at higher levels. Ditto for touch of health. Chameleon is great if you want to go the stealthy infiltrator route. Lasts 10 minutes. Although in that case you may also want inertial armor, since real armor tends to make people nervous. Luckily you can take the feat twice. Conceal thoughts can be great in espionage campaigns. Obviously not very useful in other kinds though. Lasts an hour. Elfsight gives lowlight vision, +2 spot, +2 search for an hour each time you manifest it. That's pretty good for a feat, in my opinion. Empty mind can be good, but only if you already have Iron Will and really need an insane will save mod. Far hand is a nice flavor power. Basically just so you can go "see, I really am psychic!" Know direction and location. Never get lost in the wilderness (or Sharn) again! Mind link is another flavorful "I really am psychic" power, but this one is more useful. Besides the obvious benefits, you can become the party's translator (since you don't need a common language to communicate telepathically). Lasts 10 minutes per manifestation. Precognition is a great universal skill booster, and can also apply to attacks, saves, or damage rolls. Standard action for a +2 bonus to any one roll within 10 minutes. Not bad. Call to mind is good if you want to be a know-it-all, but without a lot of knowledge skills it might not be a good idea. Skate if you absolutely must be as fast as possible. With Skate, Speed Of Thought, Dash (CW), and a base 30 ft move speed, you'll be booking it at a speed of 60 by 6th level. That's a +12 bonus to jump as well. If you take burst too then you can get up to 70 for one round, but by that point you've spent half your PP. |
| CrimsonDeath07-26-07, 03:34 AM | Note that if you spend both PP on manifesting your power, you lose the ability to maintain psionic focus. |
| Moosh Nailo07-26-07, 05:17 PM | Thanks for that Crimson, completely forgot. |