Warforged Shaper fun [Archive] - Wizards Community

Post/Author/DateTimePost
PhaedrusXY

09-10-07, 02:43 PM
I'm playing another Warforged Shaper, and having fun with it. He is currently only level 2, and I'm thinking about how to progress him in the future.

The party is fairly large, but not very optimized. In the last game, we had two snow elves: a rogue/swashbuckler, and a druid; a human cleric of pelor, a half-elven ranger (archer), and a human monk. The monk and rogue both have low strength, and the monk's con is even worse, and the cleric had to spend her time running around healing people last time. So we don't really have a "tank", except for an NPC currently with us. There is also a bard that will show up occasionally, but he is our "benefactor", and is really only good for Inspire Courage. They are all level 2 or 3.

It is a homebrew world, and warforged are quite rare. They are basically expensive wizard toys, much like other golems/constructs. My 'forged spent the first 50 years of his life guarding a tomb/prison. However, he has now been freed from that, and due to the "progressive thinking" master that inherited him, freed of his indentured servitude. He still disguises himself to avoid stirring up trouble from ignorant "fleshies" while he is in civilized areas (He basically just wears a hooded cloak).

My character looks like this at the moment:

Warforged Psion (Shaper) 2

AL: LN

Str 14 (6)
Dex 14 (6)
Con 16 (6)
Int 16 (10)
Wis 8 (2)
Cha 8 (2)

AC: 20 (10+8armor+1shield+1dex)
HP: 14
Move: 20
Attacks: +3 slam (1d4+2), +3 dagger (1d4+2), +2 light x-bow (1d8), +4 MW shortspear (1d6+2)
Saves: F +3, R -1, W +2

Feats: Adamantine Body (1), Overchannel (Psion1), Talented (flaw1), Psicrystal Affinity (flaw2)
Flaws: Inattentive, Poor Reflexes
Trait: Focused (+1 Conc, -1 Spot and Listen)

Skills: Craft (Sculpting) +13, Knowledge (Architecture and Engineering) +8, Craft (Poison) +13, Concentration +11, Disguise +6, Spot & Listen -6
Languages: Common, Elven, Celestial, Infernal

Equipment: MW shortspear, MW buckler, MW sculpting tool, MW Concentration tool, MW Craft Poison tool, lots of Caltrops, disguise kit, weapons listed under attacks.

Power Points: 9
Powers Known: Astral Construct, Psionic Minor Creation, Vigor, Entangling Ectoplasm, Crystal Shard

Psicrystal (Artiste, +3 Craft)
Str 1*, Dex 15*, Con Ø, Int 6, Wis 10, Cha 10
HP 6
AC 16
Attack: -1 melee
Saves: F +0, R +2, W +2
Init: +2
Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6, Hide +18, Move Silently +2
Feats: Alertness
Special Abilities: Alertness (owner), improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, Hardness 8

Tricks/Tactics: Use Minor Creation to make chains of "poison grenades": thin, hollow spheres of amber filled with contact poison (Sassone Leaf Residue is a good low level one). Coat his weapons, fists, and his psicrystal in poison, also. The DM has already ok'd the use of Psionic Minor Creation to make poisons.

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In the first game, we were ambushed by four Dracotaurs (CR 3 draconic centaurs, with two natural attacks and spears). I summoned a couple of Overchanneled Astral Constructs (I messed up, and made them both level 2, forgetting I'd already blown my focus), and hit a couple of enemies with Entangling Ectoplasm. The Constructs could take a ton of punishment, but had a hard time hitting. The Entangling Ectoplasm was a huge help, causing the enemies to miss several times with what could have been lethal attacks, and causing several potential misses by the party to become hits. For a single power point, this is a fantastic ability.

Since we don't have a real "tank", I am thinking of taking Share Pain and Psionic Repair Damage, so I can soak up some damage when needed. Last game, the monk got dropped to below 0 twice, and the druid once, and the druid's animal companion was killed. The DM seems quite willing to kill PCs. Share Pain might also be useful to mitigate damage from the other PCs to their horses.

Alternate future progressions I'm considering:
Alt Prog1 (Constructor): Psion 6/Constructor 10/Psion +4
Feats: Psionic Body (3), Extend Power (5), Boost Construct (6), Psicrystal Containment (9), Expanded Knowledge: Schism (12), (3 more)?

Alt Prog2 (Tank): Psion 10/Slayer 10
Feats: Psionic Body (3), Extend Power (5), Track (6), Expanded Knowledge: Metamorphosis (9), Expanded Knowledge: Schism (10), Quicken Power (12), Psicrystal Containment (15), ?

Alt Prog3 (Crafter): Psion 20 (assumes DM will let me craft normal, non-psionic constructs)
Feats: Craft Universal Item (3), Craft Arms and Armor (5), Craft Construct (6), Boost Construct (9), Expanded Knowledge: Schism (10), Psicrystal Containment (12), Quicken Power (15), ?

Alt Prog4 (Tattoo Master): Psion 20
Feats: Craft Dorje (3), Craft Psionic Tattoo (5), Tattoo Mastery (6), Dorje Mastery (9), Boost Construct (10), ?
For this one, I think I'd "abuse" Psychic Reformation and Expanded Knowledge. I'd take Expanded Knowledge, craft a reusable tattoo of the new power, and then Psychic Reform it to something else. Rinse and repeat. I'd also use this to make some reusable tatoos for my partymates. I'm leaning strongly towards this one. The DM has encouraged me to go this route, also.

Alt Prog5: If the online alternative class features (http://www.wizards.com/default.asp?x=dnd/psm/20070411a) will be allowed, I think I will take this: Personal Construct

You have a favored astral construct form that you can summon at a moment's notice.
Level: 5th.
Replaces: The bonus feat at 5th level.
Prerequisite: You must know the astral construct power.
Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct. I'll probably take Scribe Tattoo at 3rd, and Tattoo Mastery at 6th with this, and drop Craft Dorje, even though Craft Dorje would probably be more useful.
psionichamster

09-10-07, 03:54 PM
Warforged Psion (Shaper) 2

AL: LN

Str 14 (6)
Dex 14 (6)
Con 16 (6)
Int 16 (10)
Wis 8 (2)
Cha 8 (2)

AC: 20 (10+8armor+1shield+1dex)
HP: 14
Attacks: +3 slam (1d4+2), +3 dagger (1d4+2), +2 light x-bow (1d8), +3 longspear (1d8+3)
Saves: F +3, R -1, W +2

Feats: Adamantine Body (1), Overchannel (Psion1), Talented (flaw1), Psicrystal Affinity (flaw2)
Flaws: Inattentive, Poor Reflexes
Trait: Focused (+1 Conc, -1 Spot and Listen)

Skills: Craft (Sculpting) +13, Knowledge (Architecture and Engineering) +8, Craft (Poison) +13, Concentration +11, Disguise +6, Spot & Listen -6
Languages: Common, Elven, Celestial, Infernal

Equipment: MW longspear, MW buckler, MW sculpting tool, MW Concentration tool, MW Craft Poison tool, lots of Caltrops, disguise kit, weapons listed under attacks.

Power Points: 9
Powers Known: Astral Construct, Psionic Minor Creation, Vigor, Entangling Ectoplasm, Crystal Shard

Psicrystal (Artiste, +3 Craft)
Str 1*, Dex 15*, Con Ø, Int 6, Wis 10, Cha 10
HP 6
AC 16
Attack: -1 melee
Saves: F +0, R +2, W +2
Init: +2
Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6, Hide +18, Move Silently +2
Feats: Alertness
Special Abilities: Alertness (owner), improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, Hardness 8

Tricks/Tactics: Use Minor Creation to make chains of "poison grenades": thin, hollow spheres of amber filled with contact poison (Sassone Leaf Residue is a good low level one). Coat his weapons, fists, and his psicrystal in poison, also. The DM has already ok'd the use of Psionic Minor Creation to make poisons.


Not sure what a Tool of Concentration is.

When you can reasonably hit DC 30 craft poisonmaking checks (another couple of levels or so), make buckets of Black Lotus...that'll drop the fleshies right quick.

Entangling Ectoplasm is quite good...if you can swing it, look at the Rod of Viscid Globs from Magic Item Compendium...basically the same thing, 3/day, but its a splash attack, so hits 9 squares rather than 1 target. Quite nice for area denial.

Psionic Grease is also quite nice...perhaps a dorje?
No UPD, so its up in the air if your psicrystal can use a dorje or not.

Share pain/Psionic Repair Damage is key, especially if you have Vigor up.

Other than that, looks like you're all set. Keep using poison and area denial tricks to combat from a distance, and let your Constructs beat up on the baddies.

Consider Boost Construct ASAP, since more menu choices is good.

-the hamster
PhaedrusXY

09-10-07, 04:19 PM
Not sure what a Tool of Concentration is.The PHB gives rules on masterwork tools to give +2 to skills. As far as what it actually is, it could be some incense to help with meditation, some kind of bead necklace (rosarie) that the character holds onto to help concentrate, whatever.
When you can reasonably hit DC 30 craft poisonmaking checks (another couple of levels or so), make buckets of Black Lotus...that'll drop the fleshies right quick.I looked at the DCs in CAdv (I think). Black Lotus was listed as DC 35, so it's out of reach for a bit. Eventually, I will definitely do that, though.
Entangling Ectoplasm is quite good...if you can swing it, look at the Rod of Viscid Globs from Magic Item Compendium...basically the same thing, 3/day, but its a splash attack, so hits 9 squares rather than 1 target. Quite nice for area denial.Thanks. I'll have to check that out. Wouldn't it be a problem to not hit your partymates if there is a big melee going on, though? Also, we basically have no magic items in the whole party at this point, except for a wand of CLW that we bought with pooled starting cash.
Psionic Grease is also quite nice...perhaps a dorje?
No UPD, so its up in the air if your psicrystal can use a dorje or not.Yeah, I had UPD instead of Disguise, until the DM said "You should definitely disguise yourself." at the beginning of the first game. :P He made it sound like I might be lynched or something, so I changed it. I might take ranks in it later, though, and I had considered the whole Psicrystal using UMD trick.
Share pain/Psionic Repair Damage is key, especially if you have Vigor up. Yep. :D There are so many good 2nd level powers, but I think at least for this party and this character, these two are "must-haves" for now.
Other than that, looks like you're all set. Keep using poison and area denial tricks to combat from a distance, and let your Constructs beat up on the baddies.

Consider Boost Construct ASAP, since more menu choices is good.Yeah, I will probably take that at level 6, when Menu B choices become available. I think other things might be more useful till then.
Rageheart

09-11-07, 04:01 PM
For My Warforged Psion I had planned to get a +1 Staff with the Manifester Enchantment in each head, then equip a pair of Battle Fists (+1) also with the Manifester Enchantment...

+20 PP per day. :D
PhaedrusXY

09-11-07, 04:22 PM
Good idea, but that is pretty expensive. Heck, even four 5-point Cognizance Crystals would be cheaper. Maybe Power Storing weapons instead...

Running out of power points is certainly a concern, though.
Lycanthromancer

09-11-07, 06:49 PM
Dorjes. Lots and lots of dorjes. After all, several of the shaper's powers don't augment, and if you do your feats right (mixing some from Eberron with one particular power from CPsi), you can get a heckuvalotta bang for your buck.

Who needs to augment psionic minor creation, after all?

Indeed, with Use Psionic Device on the shaper's skill list, you can have dorjes for any and all powers in existence.
PhaedrusXY

09-12-07, 02:25 PM
Good idea, but I'm not sure I'll encounter any other psionicists in the game... It is a homebrew, and I get the feeling that the DM isn't all that familiar with psionics. So I might have to craft my own Dorjes. Still, a Dorje of Entangling Ectoplasm would be great, especially if it is used by my Psicrystal. :P I could always use Psychic Reformation later to get rid of powers that I've made Dorjes with, also.

If I go with the "crafter" progression, I can make Crawling Tattoos with Craft Universal Item, though, and for alot of powers, that might be good enough, allowing me to save a feat. Are there rules on making custom Universal Psionic Items, like there are for Wonderous Items?

What feats from Eberron and power from CPsi did you have in mind? I don't own those books, but I can access them on game days. The guy whose house we play at has almost every D&D book. I remember one that let you augment Dorjes by 4 power points for free which sounded very nice. If I take Craft Dorje, I'll almost certainly take that one also, assuming we even make it to 9th level.

Augmenting Psionic Minor Creation certainly isn't necessary, but manifesting it at a higher ML is useful. Due to the 1 minute manifesting time, I can't just crank one out in the middle of battle. It takes planning, or very long durations, to use that power effectively. That's one of the reasons I plan on taking Extend Power.

Edit: Hmm... Dorjes say they take as long as the power normally takes to manifest, but Power Stones seem to lack a clause stating this. So perhaps I should take Craft Power Stone to enable in-combat use of Minor Creation.

If my Psicrystal takes Hidden Talent, would that let him qualify for crafting feats? :D
Lycanthromancer

09-12-07, 02:30 PM
There're two feats in particular (Dual Wand Wielder - should work with dorjes - and one from CPsi that increases the effective manifester level for powers used from dorjes; Dorje Mastery, I think). Toss those in, and you're set. :)
HoshiAdam

09-12-07, 03:53 PM
CPsi has Dual Dorje in it as well, no need to take Dual Wand Wielder.
Lokiyn

09-12-07, 05:49 PM
Psionic Tattoo Mastery seems like it would be a good fit, (Minds Eye, Getting Wired)

Make Tattoos of powers Personal and otherwise for the party to use in problematic situations. At the moment a Tattoo of Vigor would help the party frontliners, and once you can attach capacitors to them (at level seven, sigh) You should have quite a few powers to add on, Later also at level seven, the feat Craft Psionic Seal
A creature with this feat can create psionic glyphs or symbols that hold spells or psionic powers until triggered.
Opens up options for you to store powers and spells in advance of need (basically priced as 2x scrolls that anyone can use) or be used to make magical/psionic traps.

At lower levels that you are currently at, an option available at level 5 if you can swing it is to use shrink item to create things like barricades and bronzewood wall (bronzewood being the strongest of the woods) segments that are portable (minor creation out of combat, then shrink it to carry it)

Plants you need to look into

Mertoran Leaf (http://tsuyoshikentsu.pbwiki.com/Lokiyn,+Grand+Alchemy+List#MertoranLeaf)

and

Redflower Leaves (http://tsuyoshikentsu.pbwiki.com/Lokiyn,+Grand+Alchemy+List#RedflowerLeav es)

Actually most of those drugs would help the party in ways, devil weed boosts strength, Mushroom powder boosts casting stats, Dreammist works as traps if used properly, and can also be used to produce and extraordinary suggestion effect, etc etc.
PhaedrusXY

09-12-07, 06:04 PM
I might run the Getting Wired stuff by the DM, and see what he says. I really like it, but I've already asked him about using the Constructor PrC, and I think I'm easily the most optimized PC in the group already. If I take Psionic Body next level, my hit points will at least double. Combined with Share Pain, the occasional Vigor, and the ability to heal myself efficiently, and my survivability is probably going to shoot up considerably higher than anyone else's in the party. I don't want to push my luck and get on his bad side. :P I think I'll wait and see what he says about the stuff I've already asked about. If I specifically use that stuff to mostly enhance the other PCs, he might be more agreeable on it, though.

I don't have any way to shrink things, and getting one might not be trivial. The party has no arcanist (unless you count my character), except for the bard who doesn't show up all the time. We are currently traveling around with a cart, though. I have been thinking of ways to fortify it, or buy/build a bigger wagon, and fortify that. This obviously has some advantages, and a few disadvantages. At least it should be cheap. I can work on it while the rest of the party sleeps using materials from the forests we're about to enter. :D
Lycanthromancer

09-13-07, 03:02 PM
Well, when you get it, you can always fabricate yourself adamantine-tank-armor to fit over the cart. It'd be like a German panzer.
CrimsonDeath

09-13-07, 03:43 PM
On the CharOp boards, somebody used the Stronghold Builder's Guide to create a mobile fortress. The topic is called "Living in a Flying Box". (Personally, I would've built a swimming box... and painted it yellow...) I haven't looked closely at the thread, so I don't know how much of it you can use, but it may be worth a peek.
Fraglan

09-13-07, 05:25 PM
Can you add Darkwood (or hell, Bronzewood) panels to your wagon with Minor Creation, or does it have a prohibition against magical materials?
PhaedrusXY

09-13-07, 05:32 PM
Can you add Darkwood (or hell, Bronzewood) panels to your wagon with Minor Creation, or does it have a prohibition against magical materials?As far as I know, Bronzewood isn't magical. So I should be able to use it. I had planned on trying some of the stuff Lokyin outlined in his Minor Creation thread (building cages with doors/windows, etc), where it was also mentioned. I thought that would be perfect to put on the cart.

I doubt I'd be able to use much of the stuff from that Flying Box thread. The DM (and rest of the group) would probably freak out. :D It is also a huge amount of money to spend on something that you can never take indoors or underground, where quite a few adventures take place. Although I guess you could give it a burrow speed somehow, and have it be a "land submarine". I would definitely paint it yellow, though. :P
PhaedrusXY

09-17-07, 03:36 PM
Leveled up in another deadly game. We had two encounters. In the first, we faced two more dracotaurs (it would have been 4, but the bard convinced two of them that we had an army advancing onto their village, and they went to check). We didn't have a chance to rest before this fight. The bard got dropped far below 0 (would have been dead, but the DM fudged a bit).

Then we fought 7 or 8 dire wolves... It was an EL 9. Luckily, there were trees nearby, and after we saw how tough they were, almost everyone climbed a tree. My character's climb check was so terrible that I couldn't, but the DM said they basically ignored me because I didn't smell like food. :P

The encounter could have been alot worse. They basically just came in, killed our horses, and began dragging them off. They only attacked us if we got in their way. The party monk was killed, and he is rerolling as a dwarven barbarian. We eventually managed to kill all the dire wolves.

Our scouts detected the wolves well in advance, and I had time to make some "poison grenades" (hollow amber spheres filled with Sassone Leaf Residue). They proved to be quite effective. I had one lucky crit with my poison coated shortspear on an AoO that did a total of 25 points of damage. My psicrystal got munched hard trying to deliver some poison, but the DM decided to let it go to -10 before dying, instead of having it be destroyed at 0, so it survived.

I've decided to take Craft Dorje next, and then Scribe Tattoo and Psionic Tattoo Mastery at 5th and 6th levels. The DM likes the tattoo idea, and so do several other party members. For powers, I am choosing Share Pain and Psionic Repair Damage. I will put all my skill points in Use Psionic Device so I can have my Psicrystal use a Dorje of Entangling Ectoplasm. If we make it to 9th, I'll take Dorje Mastery.
Fraglan

09-18-07, 05:49 PM
I know a guy that plays a Shaper pretty often, mostly as a Summon monkey.

What kind of ACs do you summon?

Here's an example of one of his (with Boost)

Astral Construct (level 2)

31HP, Init +2, AC: 18
Attack: Slam 1d8+4 (Improved grab)

That's with Improved Slam and the grab abilities. Sometimes he tosses fly in.

Kinda curious as to how you make yours look as well. His small ones look like kobolds, and his medium orcs. (His character makes them after what he has seen)
PhaedrusXY

09-18-07, 05:55 PM
I don't have Boost Construct, and probably won't take it till later. The Menu A abilities aren't good enough to burn a feat to get a second one, IMO. I have alot of other feats I'd rather have first.

As for what they look like, I usually just grab a nearby mini and say they look like that. ;)
PhaedrusXY

10-22-07, 12:29 PM
Ok, here is an update on how the character is going, and request for advice on choosing my 3rd level powers.

I just made 5th level last night. The most useful powers so far have been Entangling Ectoplasm and Psionic Minor Creation. The DM has been fairly lenient on what he lets me make with Minor Creation, and as a result, it is insanely useful when I have time to manifest it.

I usually make a bunch of "grenades" of Sassone Leaf Residue. This is just the plant poison encased in a thin shell of amber, so that it breaks if you throw it on someone. At the low levels, these things are very lethal, doing 2d12 damage on a failed save (DC 16). We've also been coating everyone's weapons with the poison by breaking one or two of these "grenades" into our quivers, and dipping our other weapons into it. However, I'm starting to see the power of this dropping off a bit, since the really tough enemies Fort saves are getting higher. I might need to "upgrade" the type of poison I make with this in the future.

In one game, we knew we were going to be facing trolls, so I made a bunch of "grenades" of flamable plant oil encased in amber instead. Yes, that's right, our party of level 4s and 5s fought 4 trolls and won. Most of the party climbed trees. Our cleric did die in this fight, though. The player made another cleric for the next game, very similiar in theme, but more optimized. :D We decided next time that I'd include cotton fuses on them, so we wouldn't have to bother lighting the oil after it hits.

I've also been making liberal use of caltrops, ringing our campsite with them every night, and having my psicrystal collect them while we're breaking camp and preparing spells in the morning.

The DM has house-ruled away the XP cost for crafting magic items, and is pretty liberal on what kind of items he lets us create. We've also had decent cash. So I took Craft Universal Item at 3rd, and have worked with the other spellcasters to craft one time per day items of several buff spells.

I took Craft Arms and Armor at 5th, and plan to take Craft Construct at 6th.
Our party has formed a company that does crafting for people, and retrieves items for commissions. My guy is basically the party crafter, and I plan to make a bunch of minor constructs that can continue making things while I'm out adventuring.

So far for powers I have:

1st: Entangling Ectoplasm, Astral Construct, Crystal Shard, Vigor, Psionic Minor Creation
2nd: Share Pain, Psionic Repair Damage, Levitate, Identify
3rd: Ectoplasmic Cocoon, Energy Bolt

My feats, flaws, and trait are:
Feats: Adamantine Body (1), Overchannel (Psion1), Talented (flaw1), Psicrystal Affinity (flaw2), Craft Universal Item (3), Craft Arms and Armor (5)
Flaws: Inattentive, Poor Reflexes
Trait: Focused (+1 Conc, -1 Spot and Listen)

I'm debating on choosing Energy Bolt power. We don't have a party wizard or sorcerer, and noone really has a decent area affect spell. And we also have been in several fights where we encountered fairly large numbers of creatures that were all bunched together. I was screaming inside for a Fireball-like power, but didn't have one. :P However, I think Telekinetic Thrust, or something else, might be more useful, since Energy Bolt is a line, and will be harder to catch multiple enemies at once with. We also travel with a wagon, so I could fill it up with a bunch of greatswords (covered in poison) to thrust at enemies with no problem. :P

Another guy made a warforged fighter, and I helped him with his feat choices. He is using a guisarme, and has Adamantine Body, Improved Trip, Combat Reflexes, Power Attack, and Cleave. Last night I put Share Pain on him, and was using my Psicrystal to deliver Psionic Repair Damage to him during a tough fight, which worked quite well, but costs alot of power points. Overall, I think it was more efficient than buffing myself and cranking out Astral Constructs that couldn't hit anything, though.

We have a bard and cleric who casts bless at the beginning of the fight, and the DM lets Bless stack with Inspire Courage. So the party "fighters" have signifigantly higher to-hit bonuses than my constructs do. The constructs are still very handy in some fights, but for high AC enemies, I'm better off just buffing and healing the warforged fighter, and tossing out Entangling Ectoplasms, I think.
hogarth

10-22-07, 01:46 PM
So far for powers I have:

1st: Entangling Ectoplasm, Astral Construct, Crystal Shard, Vigor, Psionic Minor Creation
2nd: Share Pain, Psionic Repair Damage, Levitate, Identify
3rd: Ectoplasmic Cocoon, Energy Bolt

My feats, flaws, and trait are:
Feats: Adamantine Body (1), Overchannel (Psion1), Talented (flaw1), Psicrystal Affinity (flaw2), Craft Universal Item (3), Craft Arms and Armor (5)
Flaws: Inattentive, Poor Reflexes
Trait: Focused (+1 Conc, -1 Spot and Listen)

I'm debating on choosing Energy Bolt power. We don't have a party wizard or sorcerer, and noone really has a decent area affect spell. And we also have been in several fights where we encountered fairly large numbers of creatures that were all bunched together. I was screaming inside for a Fireball-like power, but didn't have one. :P However, I think Telekinetic Thrust, or something else, might be more useful, since Energy Bolt is a line, and will be harder to catch multiple enemies at once with. We also travel with a wagon, so I could fill it up with a bunch of greatswords (covered in poison) to thrust at enemies with no problem. :P
Personally, I like Energy Wall better than Energy Bolt. It has slightly better shapeability (straight lines + circles), the damage is not terrible at level 5 (2d6+2+5 for cold/fire per round), it's SR=no, you can use Astral Constructs to bull rush/grapple enemies into it and it also blocks line of sight (in case you need protection vs. spellcasters).

On the down side, the other players in your party might dislike it; I find some players dislike Solid Fog/Acid Fog/Evard's Black Tentacles because it means their melee characters can't just charge in and hack away mindlessly. :)
PhaedrusXY

10-22-07, 01:56 PM
Yeah, I considered Energy Wall. Maybe I'll swap those out. The SR=no part is a great point that I hadn't considered. I just leveled up at the end of the last game, and haven't actually used my new 3rd level powers. So I'm sure the DM won't mind if I swap one.
hogarth

10-22-07, 03:37 PM
Regarding TK Thrust, the damage from thrusting a bunch of weapons can be nice I've found the other uses situationally useful too:

Mass disarming of enemies (as long as they're within 10' of each other)
Throwing enemies straight up in the air
Throwing enemies off of mounts
Throwing enemies off of cliffs, into lava, etc.
Throwing cowardly enemies towards your melee fighters
All of the above (up to 250 lbs., of course)
carnivore

10-22-07, 04:19 PM
very nice PhaedrusXY

:D
PhaedrusXY

10-22-07, 05:19 PM
Hmm... I'm kind of worried that the DM may think I'm overpowered if I go with TK thrust and a bunch of (poisoned) greatswords. Compared to the rest of the party, I'm alot more optimized for combat as it is, and he's been pretty lenient about most things so far. I don't want to abuse that.

I guess I could hold back and just use arrows/bolts and other things, unless we really need to pull out all the stops. I'm not going to be able to carry around a bunch of greatswords everywhere, either.

I really like the Time Hop power, too. I'll probably take that and Energy Adaptation: Specified next level. Due the flaw, my reflex saves are absolutely abysmal, and I think there may be a dragon in our future... I could probably work with the party druid to make some Crawling Tattoos of Protection from Energy, though... The DM has been very cool about letting us work together to make items like that.
Som-pee-ta-lay

10-25-07, 04:18 PM
I've got a 7th level Hengeyokai (sparrow form) Shaper Psion and it has worked pretty well.

Entangling Ectoplasm has been immensely useful, give the edge for the tanks to deal with the problem and, probably most importantly, the half movement. Slowing something big and nasty down has saved the party a couple of times, all for 1pp!

Astral Construct - Man... the whole point of the character. In combat they have helped in all sorts of ways, providing flanks, keeping something nasty busy for a few rounds, triggering attacks of opportunities so PCs can then move around freely. But it has really been useful for triggering traps and encounters. In one instance where we were fighting a dusk mold creeper that sucks out your intelligence, I just kept sending an astral in over and over again until it had dumped a barrel's worth of oil on the thing, then finally send one it to light it on fire. That helped a lot.

Mindthrust - this used to be more useful when my wife was playing a grappling monk. I found that only the mindthrust really could do anything to help her. Now however it seems to be waning. The DC is going to be eclipsed, save for big brutish guys who still have a mind, which seems kind of rare.

Damp Power - I've used this once so far where it made more sense for another character to fire off a lightningbolt while I was in the path. The bad guy got zapped and I only took a few hit points. Now that I'm 7th level I can protect the whole party with it, so if someone fireballs us we only take a few hit points each.

Identify, Psionic - With the long casting time this is a total downtime type of spell. The number one reason why I took it was that I got sick of listening to everyone debating over which items should be identified and thus pay for the attendant component cost. Now it takes a little longer but all the fussing and haggling is gone.

Time Hope - this has been fun. I'm combining it with a high Know Architecture and Engineering score so that I can figure out quickly how to time hop that one essential keystone which will topple a structure.

Energy Bolt - This is one of my newer toys and I've churned through pp to blast all sorts of stuff. The fact that I'm an tiny little bird flying around not only makes it funny, but also easy to set up line shots. I was contemplating getting Energy Burst and then convincing the DM that I could take a psionic version of the Sculpt Spell feat, and thus just be able to detonate at will and not worry about the party. In the end I wanted to use the feat slot elsewhere.

Fabricate- I'm looking forward to all sorts of uses for this.

Energy Stun - This has also proved to be a lifesaver over the course of the campaign. Taking an action away from the BBEG for a single round, to either let someone retreat properly, let a fighter get a free swing at the guy, or get a spell off unmolested has really helped. Just use lightning most of the time for the higher DC and it works great.
PhaedrusXY

10-25-07, 06:29 PM
Time Hop - this has been fun. I'm combining it with a high Know Architecture and Engineering score so that I can figure out quickly how to time hop that one essential keystone which will topple a structure.:eek: Ok, I know I'm definitely taking this one next level. That is freakin' awesome. I have ranks in that Knowledge skill, also. :D
Dead_Weasel

10-26-07, 01:26 AM
:eek: Ok, I know I'm definitely taking this one next level. That is freakin' awesome. I have ranks in that Knowledge skill, also. :DTime hop is pretty silly; you can even target enemies with it (although I cannot imagine why one would bother, when objects receive no Will save). I personally enjoy the "No lockpicks? I time hop the door," and "Standing on a bridge doesn't count as 'attending' it, right? Time hop!" stories.
PhaedrusXY

10-26-07, 11:42 AM
Time hop is pretty silly; you can even target enemies with it (although I cannot imagine why one would bother, when objects receive no Will save). I personally enjoy the "No lockpicks? I time hop the door," and "Standing on a bridge doesn't count as 'attending' it, right? Time hop!" stories.Using it on yourself can be handy, also. I've used it to duck out of a fight for a round or two when a big nasty was about to chomp me. Just long enough for him to go chomp someone else. :P I had never thought of collapsing buildings/walls with it, though. That is awesome.
PhaedrusXY

12-03-07, 11:50 AM
Made it to 6th level. Added Time Hop and Touchsight to his powers known. I took the feat Craft (Psionic) Construct. I plan to make some Dedicated Wrights, and set them to crafting Effigies and other things. The DM is fine with using Transparency like this (I don't know, maybe it is totally legal. I don't own the MiC).

I tried using Crystal Shard for the first time... and missed... with an overchanneled 7 power point shard. :D Our party of 5 took out about 15 orcs which seemed to have about 4-5 class levels each last game, and I didn't have any poison made before the fight. They ambushed us, also. It was quite tough.

I plan to make poison first thing in the morning with an Extended Minor Creation, and then make some more when that runs out. That will keep me supplied 24/7 for 4 power points, which is less than 10% of my max now. Well worth it. I can throw a bunch of them at once with Telekinetic Thrust in tough fights, too.

I might swap out Touchsight for Damp Power. I forgot about Damp Power, and I haven't used Touchsight yet. We don't fight spellcasters that often, though. Or at least, we haven't so far.
Lokiyn

12-03-07, 12:49 PM
Like i mentioned before [in another thread] you really should look into the lesser golem (wood) + Share pain now that you have craft construct, of course thats my personal preferences speaking.
PhaedrusXY

12-03-07, 03:23 PM
Oh yeah, that's the one with fast healing, isn't it? I do tend to use my psicrystal for scouting alot, which takes it out of Share Pain range.

Heck, several Wood Golems, one for me and one each for the party tanks, might not be a bad idea. :P

It's hard to choose that over a Troll Effigy, though. With levitate, I can get out of range of most of our enemies.
Lokiyn

12-10-07, 01:52 PM
This might be of use, i whipped this up for a psi only campaign.

http://lokiyn.pbwiki.com/f/PsiCon1-7.jpg

Clockwork menders are a godsend, and Carionettes are just nasty.

(Although its listed as 5th its a typo, fabricate is a 4th level shaper power.)
Hihiuloa

04-23-08, 09:24 PM
Hey, PhaedrusXY, where's our updates on this? Did the WF Shaper get melted down in to slag (die) or is he/it still shaping his destiny :D . Yeah, bad pun. :P

Thanks for posting the game's exploits. It is interesting. I understand if you are full up with life and too busy to post. I get that myself; I can only make it on here about once every 1.5-2 months, and then only for a couple of days.

I hope it is just a busy thing and the Shaper is alive and still delving. If you can find the time, give us an update(s) on its adventures. I'll take a step out on a limb and say that many of us are looking forward to the next update post. :)

Thanks.

H
PhaedrusXY

04-25-08, 05:04 PM
I got busy, and the game died. :P He was doing fine the last time we played, though. :D
Lycanthromancer

04-25-08, 05:19 PM
He's The Little Warforged that Couldn't?
Hihiuloa

04-26-08, 01:21 PM
Oh... That's too bad. The "death" of so many PCs; the end of the campaign.

I'll keep a look out just in case your game is resurrected. :)

H