Warlock/Erudite Gestalt [Archive] - Wizards Community

Post/Author/DateTimePost
Ishindri

11-26-06, 01:04 PM
Hi there, psionics board inhabitants! :)
I'm about to begin a solo campaign, and am planning on playing a gestalt Erudite/Warlock. The way I see it, the unlimited-use invocations of the Warlock should mean I'll burn through my power points much more slowly, namely, not spending as nearly as many on offensive powers. It should also free up my unique power slots for more useful powers instead of using up slots to manifest powers like fly. (Not to say that fly isn't useful...)
By the way, at third level, I'm taking Boost Construct as a feat and learning Astral Construct from a power stone. They'll make great tanks. I'll probably take a few feats to improve my eldritch blast as well (Point Blank Shot, Precise Shot, etc...)
Does anyone have any good tips or strategies for a build like this? Alternative playstyles? Or have I hit the nail on the head for strategies? Any and all help is appreciated.

Just looked back at that last paragraph... that's a lot of question marks. :embarrass
Knight0

11-26-06, 01:13 PM
personally Id go fighter/erudite. D10 HD Full bab Martial weapon Prof, Heavy Armour Prof. 11 Fighter feats 5 erudite feats, full manifesting no arcane spell failure and the ability to heal yourself. Good FORT and WILL

but with your build sounds good. take the invisibilty trueseeing and flying invocations. The buff your eldritch blast with as many invocations as you can as its going to be your main attack. But it sounds good cos youll have d6 HD DR, unlimited shots, lots of powers some lasting all day.
Lycanthromancer

11-26-06, 01:52 PM
If you're taking erudite, look here (http://boards1.wizards.com/showthread.php?t=715133). They're home-made feats, but they've saved my erudite's arse a few times, and come in *really* handy with Quick Draw and a belt that allows you to hold power stones for fast access. Since it's a single-player campaign, don't worry about out-shining your companions with your blasting, and just go for it!

GET. IMPRINT. STONE. This'll be a lifesaver, believe me. Powers used from power stones don't count against your Unique Powers Per Day. Psionic Shot and Greater Psionic Shot are must-haves, as well.

Also, do you want any ideas on utility powers and such? The standard-issue powers seem to be Astral Construct (which you know), and Time Hop. Getting various battlefield-control powers would be good, as well as Energy Wall.

Say, what race are you using?
Milo HoBo

11-26-06, 02:01 PM
Well, you have to start considering some of the following:

1. Multiple ability score dependance.
If you focus on useing your EB for offense then certain Eldritch essences and shapes will be needed, meaning you'll also need a higher CHA for the save.

2. The number of invocations you have will be quite limited as you try to put some for your EB and some for utility. It will be harder to get all the ones you really want.

3. You must realize that as a gestalt character, you have exactly the same number of feats from leveling up that you must now divide between your two classes. I've found that both psionics in general (even with bonus feats) and the warlock are both starved for feats, and this only makes it harder.

However, your tactics for a strong build are great. You should focus some of your powers on generating extra action (such as Hustle), as that will help you explore your full potential.
Lycanthromancer

11-26-06, 02:12 PM
(Get Link Power to help with manifesting more powers in less time. A life-saver. Also see if you can take Flaws to increase your number of bonus feats at 1st level.)

Since you're going to be a one-man army, make sure to play intelligently, using terrain and placement of yourself, your Astral Construct 'allies', and your foes, to your advantage. Nothing ruins your foes' morale worse than having their airship Time Hopped out from under them (especially if they can't fly). Grab Metamorphosis to improve your survivability, as well as the Vigor + Share Pain + Psicrystal trick.
Ishindri

11-26-06, 03:09 PM
@Lycanthromancer- Link Power? Is that a feat? I can't find it in my XPH. I decided to be human, and I figure my feats for the first three levels are as follows.

1st- Imprint Stone (erudite), Precise Shot (1st level), Psionic Shot (human)

3rd- Boost Construct (In conjunction with learning Astral Construct at this level.)

I rolled luckily, and ended up with 18 Int and 16 Cha. Not too shabby, but I'll invest in a cloak of charisma as soon as possible. I just asked my DM about flaws (he's my brother) and he said it'd be fine. I'm thinking of taking Frail and Noncombatant, and using the extra feats to take... well, I can't think of anything to take right now. Any tips? Maybe I'll take Boost Construct at first level and use the third level slot for an extra invocation or EK.

Oh, and Surrogate Manifesting looks like a cool feat, Lycanthromancer. I'll definitely have to look into that at 5th level:) Any advice you can give me concerning utility powers would be greatly appreciated, versatility and utility are great concerns of mine when designing a character ;)

Thanks for the advice, everyone. Keep em' coming!
Lycanthromancer

11-26-06, 03:24 PM
Linked Power (http://i54.photobucket.com/albums/g111/Lycanthromancer/LinkedPower.jpg) is from Complete Psionic. There are some issues with it, but if you houserule that A.) all costs are paid during the manifestation in the first round, B.) the total manifesting time has to be the same as the longest-manifested power, C.) powers linked in this fashion have to have a full-round manifesting time or less, and D.) Syncronicity simply changes your initiative order (but doesn't give you extra Standard actions), most of the issues with it become moot.

It's an extremely useful feat.

I'll get to useful utility-type powers in a bit...
Lycanthromancer

11-26-06, 04:21 PM
Since you have your warlock stuff covered, the following are quite useful for your erudite powers. Note that there are a lot of powers here, so choose them judiciously:

General Psion/Wilder Powers:
Create Sound: Good for distracting foes when you don't want to be caught, and numerous other things.
Crystal Shard: Good for bypassing SR, as well as bypassing Antipsionic and Antimagic Fields.
Deja Vu: Excellent 'save-or-die' for making your foe waste his actions, take damage for things that he had to do last round over again, repeating an ineffective tactic, perform actions that were intelligent last round, but stupid on this round, etcetera.
Detect Psionics: Especially useful if you have full magic/psionics transparency, this power can save your bacon when you can find magical traps, or determine various information regarding puzzles, and such. More versatile than you might think.
Deja Vu: Excellent 'save-or-die' for making your foe waste his actions, take damage for things that he had to do last round over again, repeating an ineffective tactic, perform actions that were intelligent last round, but stupid on this round, etcetera.
Energy Ray: Yes, I know you have Eldritch Blast as a warlock, but given that this power can be used for taking advantage of energy vulnerabilities on the fly, you can cause huge amounts of damage in a single round, if it's fully augmented (and used with either Chain Power or Split Psionic Ray). Also good for sundering enemy weapons, armor, etc.
Entangling Ectoplasm: This is a good power for slowing enemies down. Most flying enemies must fly at a minimum of 1/2 their maximum fly speed or crash-land. Entangling them can be a good tactic for preventing fast foes from reaching you.
Far Hand: Limited telekinesis that is an excellent way for pickpocketing and reaching otherwise unreachable objects, when necessary.
Know Direction and Location: This one's good for preventing getting lost. Who needs the Survival skill when you can automatically know where you are at any given time?
Missive: This could possibly disrupt an enemy caster if you shout loud enough. It's also good for passing on messages silently.
Sense Link: Good for numerous things, including watching your psicrystal while it scouts for you.
Skate: While it doesn't seem that great for a character that can fly at will, remember that it can also be used on objects. If you find a 2,000 lb adamantine door, blast it off its hinges, manifest Skate on it, then tow it back to sell at the largest city you can reach.
Synesthete: Great for when you're blinded or deafened, and for avoiding any and all gaze-based attacks.
Vigor: Share a fully-augmented Vigor with your psicrystal, then manifest Share Pain on it. Great for avoiding damage in combat, as well as for avoiding damage taken from Overchannel.Concealing Amorpha: While not nearly as useful in most situations as Invisibility (as enemies can see where you are), it's not subject to True Seeing at all.
Control Sound: The uses for this power are nigh-endless. Disrupt enemy spellcasting by garbling verbal components, alter an inspiring speech into an incriminating and/or demoralizing one, use it as a Shatter effect, publicly humiliate a foe...Very useful.
Detect Hostile Intent: It's difficult to get the drop on someone if they know you're there, and that you want to hurt them. In a way, it's more useful than Detect Evil, since not everyone who wishes you harm will be evil. It is not useful versus mindless creatures, or creatures that cannot be manipulated via mind-affecting effects.
Ego Whip: While you have the ability to take something down via hit point damage and your various invocations, this is a great way to take down that raging frenzied berzerker with Deathless Frenzy and a Charisma of 6. It's also a nice way to blast the Tarrasque, or take down an enemy manifester for learning all of his powers known. That the power is augmentable and its Will save is for half-damage makes this an even better power.
Energy Adaptation, Specified: While the higher-powered Energy Adaptation and Energy Conversion powers are more versatile, it's still a good idea to have this handy. Why waste power points when all you need is protection vs fire? It's doubtful that a fire-salamander will utilize ice or electricity spells, so just manifest this low-cost power, and you're good to go.
Energy Push and Energy Stun: These powers are a good way to augment your Eldritch Blast abilities, by doing something that you won't have to spend an invocation on. That, coupled with switching energy types on the fly, makes these two very valuable powers indeed.
Feat Leech: Why bother with learning a feat the hard way when you can take Leadership and have a cohort you can borrow from? This is a good power to suck the feats out of foes with, too. Given that you're an erudite, absorbing someone's Expanded Knowledge feat can get you a new power pretty easily.
Identify, Psionic: Do I even need to explain this one?
Missive, Mass: See the first level Missive power for details on this one. It's good for doing those things to whole groups of creatures.
Share Pain: See the first-level Vigor power for usage of this. It's also good for when you can Dominate (or Charming and convincing) a foe, and forcing him to consent to taking half-damage when you do.
Sustenance: This will keep you from starving to death. Not quite as useful as the elan ability, but it'll do.
Thought Shield: This is a good alternative for Mind Blank at lower levels.
Tongues, Psionic: This is good for understanding your allies as well as your foes. A good investment all around.Body Adjustment/Purification: These powers will allow you to be self-sufficient. Never worry about going to a cleric for healing again.
Darkvision, Psionic: I believe that warlocks gain darkvision, though it's been awhile since I've looked at the class. Otherwise, this is invaluable for any race that doesn't have darkvision either naturally or other means. Even so, you can use Enlarge Power to increase its range to 120'.
Dispel Psionics: Unless you can get it as an invocation, this is an awesome power. You can't counterspell, but it's darned useful nonetheless.
Energy Wall: A must-have. Just look at the description. Within a matter of a few rounds, you can cause entire buildings to collapse, using the sonic type. It's also good as either an offensive or defensive power. Great for taking out low-level grunts and from shielding yourself from attack. Any objects that aren't immune or highly resistant to this power will likely disintegrate on contact. Who needs Protection from Arrows when this will work just as well or better? Also, if you plan on taking Energy Conversion, grab this ASAP.
Eradicate Invisibility: Nabbing True Sight will invalidate this, but it's still useful prior to that.
Share Pain, Forced: Manifest this on the Bandit King, and his minions won't dare to attack you.
Solicit Psicrystal: Any Concentration-based power can be handed off to your psicrystal buddy so you can do more important things.
Telekinetic Force/Thrust: The possibilities for this are extraordinary. If you're up against an elan that's warding off your single-shot, huge-damage potshots, grab a bundle of arrows or a handful of stones to send careening into his skull. Also useful for hurling enemies off cliffs, or raining death from above with a small field of boulders.
Time Hop: Quite possibly the most useful power in the XPHB, along with Quintessence. Use it on allies (or yourself) for when danger is unavoidable or if someone is bleeding to death and is about to be coup de graced, or if the healer won't be available for a few rounds. Use it to make obstacles in your way disappear; traps, doors, locked chests, walls, enemies, magical and mundane items, mounts(!), and more!... Intelligent use of this power can have far-reaching consequences for your survivability-rate. When used offensively, it's much better to target something that can't make a save, and allow that to do the damage. Dropping a chandelier on your enemies by Time Hopping the chain holding it up is much better than using it on a foe that could easily shrug its direct effects off.
Touchsight/Ubiquitous Vision: These are great powers for various purposes, especially when conjoined with Synesthete and the Transdimensional Power feat (from Complete Psionic). They can do things that even True Seeing can't do.Aura Sight: This is the Detect Alignment spell on steroids. Quite handy.
Correspond: Like Missive, but it's both two-way communique, AND it can be done at any distance.
Death Urge: It's a decent save-or-die power, and can be used with various other effects (such as Deja Vu) to make a foe perform a dangerous action that was not deadly last round due to sheer luck.
Dimension Door, Psionic: Depending on your invocations, this might be a waste of time. Otherwise, it's an incredibly useful power in a number of situations.
Divination, Psionic: Excellent for gathering information about...well...just about anything.
Empathic Feedback: Similar to the Share Pain powers, but with unique enhancements of its own.
Energy Adaptation: A useful generic buff, great for shrugging off numerous different energy types.
Freedom of Movement, Psionic: Again, depending on whether you can get the effect elsewhere, this might not be the best choice. It is, however, incredibly useful against a number of monsters and other effects. Grapplers beware.
Personality Parasite: Useful against spellcasters and manifesters. Let them blow themselves up, rather than doing it for them.
Power Leech: Good for restoring your own supply of power points at the expense of your enemies. If the DM will let you, it might even work against spellcasters and creatures with spell-like and psi-like abilities. Definitely a boon against soulknives, as once their power points are drained, they can no longer use any of their class abilities.
Psychic Reformation: An absolute must-have. With this power, you're ready for literally anything, given 15 minutes' notice. If you want item creation feats, you've got 'em. If you want more powers, Reform them in after creating a few power stones. Need help on a skill check? Reform ranks in. Be careful with this one, though; you'll need to remember exactly what you took at each level, else you'll just get yourself confused. Also great for making money!
Telekinetic Maneuver: This power is AWESOME, especially with Solicit Psicrystal. Have your crystalline buddy grapple a baddy, then proceed to thwack it while it's near-defenseless. Great against creatures with high Dex or evasion, but low grapple-check modifiers.
Wall of Ectoplasm: While not as overpowering as a Wall of Stone, Wall of Force, or Prismatic Wall/Sphere, it's still very useful as a form of battlefield control. It's also good at cordoning enemies off while you deal with their companions a handful at a time, or as a defensive measure.
Adapt Body: Useful any time you're plane-hopping, or in the volcanic lair of Volgaxx the Archlich, this can save you a lot of trouble when you're someplace where the very environment itself could kill you.
Catapsi: If it's a high-psionics campaign, such as Dark Sun, this is a must-have. Otherwise, don't bother.
Ectoplasmic Shambler: This isn't that great of a power until you realize that it will force Concentration checks against any casters and manifesters within its reach, create problems with targeting, and so on. Using this power can certainly give you the edge against casters and manifesters of any flavor.
Incarnate: This can give you full-time abilities that that you might otherwise have to spend an invocation on. Very nice.
Major Creation, Psionic: Very good for a multi-purpose power, though I'd rather have Minor Creation, myself, for most things.
Plane Shift, Psionic: Useful for numerous things, including escaping from battle when you've been incapacitated, via Contingency.
Power Resistance: A useful defensive measure against spellcasters, manifesters, and monsters of all flavors.
True Seeing, Psionic: Sure, you could use an invocation for this, but why, when you could be doing so much more with it?Aura Alteration: This can be useful for appearing to be Chaotic-Evil to a group of fiends, or Lawful-Good to a party of celestials. It would be even MORE useful if it could be used on objects, but that's another story. It's good for when you're Metamorphosis'd, and want to fit the part even more closely.
Contingency, Psionic: Another must-have. Excellent for setting up a buff before a really difficult battle as a non-action, or escaping from battle when you're overmatched. It's also quite useful for learning powers for your erudite, as you can just toss in a manifestation of Second Chance without the possibility of ruining it.
Co-opt Concentration: While not normally that useful, it can be used by your Schism'd mind, or to co-opt a foe's power (or spell!) and use it against him, or dismiss it.
Retrieve: This is an awesome power, as you can teleport objects to your person instantaneously. Are you in a race with an NPC to see who can get to the middle of the room and grab an artifact? Don't worry about running; simply teleport it to you, instead. It can also be used similarly to Time-Hop, though it brings it to you, rather than making it disappear.
Temporal Acceleration: The hallmark of almost any nova, this can be used for a number of different things, from offense to defense. Very, very, very useful.Divert Teleport: Very useful for any situation where you're afraid a bad-guy might escape. Many BBEGs, especially, prefer to skip out of town as opposed to being slaughtered, robbing you of all the lovely treasure on their persons, as well as the satisfaction of watching them fry. You can either have them teleport elsewhere in the room, or teleport them to that nice little vacation-spot near that explosive volcano you recently visited (though *in* the volcano, rather than just near it).
Energy Conversion: This is a good power to share with your psicrystal. Take half an hour each morning to set this up with Energy Wall, and you could be pumping out a few thousand points of sonic damage, along with your psicrystal. Toss in a Schism'd mind for extra blasting, the Chain Power and Split Psionic Ray feats, as well as Greater Psionic Shot, and you have some serious damage potential, in addition to your Eldritch Blasts.
Evade Burst: Though it might seem a waste of power points, using this power is like getting the Evasion class ability for free. Don't underestimate it.
Mind Blank, Personal: Completely invalidates any form of mind-reading, scrying, or mind control. TAKE. THIS. POWER.
Oak Body: This one is great to have, as you gain numerous immunities for a decent duration.Bend Reality: Yes, it costs XP, but it increases your versatility tenfold. Use it in an emergency, or for things that you otherwise couldn't do.
Iron Body, Psionic: Like Oak Body, but even better, for some things.
Matter Manipulation: Protect your psicrystal from harm, improve your Astral Seed, or improve your body-armor and weapons. This one is a single-use power, but if you use your imagination, it has very powerful effects.
Mind Blank, Psionic: Even better than Personal Mind Blank, as you can use it on others. Don't bother with it, though, if you don't have any allies worthy of note.
Shadow Body: More immunities! Yay!
Teleport, Psionic Greater: It's accurate teleportation. This one has lots of uses, from travel to emergency escape plans.
True Metabolism: Essentially the Regeneration spell. Useful if you lose body parts, or want to heal during battle without expending lots of actions to do so.Affinity Field: Considered nigh-broken if misused, it's an extremely useful power. Anything in the field is subject to your status changes, whether it be hp-gain, damage, energy drain, powers used, etcetera. Good for both an offensive and defensive power, especially if you're buffed up with Vigor and Share Pain beforehand.
Apopsi: Knock out a foe, learn all of his psionic powers, then delete the ones remaining in his mind, making him useless. Very nasty.
Assimilate: Resistance is futile.
Etherealness, Psionic: Good for defense as well as for scouting, in addition to other imaginative purposes.
Microcosm: Turn your foes into mental vegetables until they die. A great save-or-die power.
Reality Revision: Expensive to do, but this power is great for making yourself much more versatile and powerful in the long run.
Timeless Body: Mostly used as a last-resort, this will keep you alive until you can get the heck out of Dodge.
The discipline powers are all useful in their own ways. The ESPECIALLY useful powers are as follows:

Egoist discipline powers are good for buffing yourself up. Everything from direct combat to improving your save DCs, it's a great all-around discipline for making yourself hard to kill.
2.) Animal Affinity: This is great for increasing save DCs, improving your ranged accuracy, improving your skill checks, and so on.
2.) Empathic Transfer: Only useful if you feel like doing some healing at earlier levels.
3.) Ectoplasmic Form: A poor-man's Etherealness, but very useful near the beginning.
3.) Hustle: Oh yeah, baby. Extra Move Actions are teh pwnzors.
4.) Metamorphosis: This has got to be one of the best discipline powers. *And* you can share it with your psicrystal! Mix with the Metamorphic Transfer feat for extra fun!
4.) Psychic Vampire: Don't take this one unless you're either in a very high-psionics campaign, or it can be used against spellcasters. If so, TAKE THIS POWER!
5.) Psionic Revivify: Contingency this.
6.) Restoration, Psionic: Even more reason to never need a cleric.
7.) Fission, Psionic: You are your own best friend. Share with your psicrystal, then Metamorphosis!
8.) Fusion: While expensive, fusing with a thrall ('scuse me, cohort) can lead to some very interesting and useful combinations.
The kineticist discipline is a split between direct-damage effects, and secondary energy effects. A decent discipline, but ignore most of the direct-damage powers, since you won't need them.2.) Energy Missile: This is an extraordinary power. It's like a focused energy ball with no collateral damage! The DC also scales better than any other power.
4.) Control Body: While this doesn't seem that great, with a little thought, it becomes excellent. Control Body on yourself, then Solicit Psicrystal. Look at the bonuses it suddenly gives to you! Sure, it ties up your psicrystal a bit, but you can manifest at full strength while hurling Eldritch Blasts.
5.) Fiery Discorporation: This is a good power to use when there's a good possibility of dying. Manifesting it with any source of fire nearby can be a real lifesaver.
6.) Dispelling Buffer: Great for when you're buffed and don't want to be dispelled. Overcoming this power can be a real headache for enemy spellcasters.
7.) Reddopsi: This power is basically Psionic Spell-Turning. A definite mage-killer.
8.) Telekinetic Sphere, Psionic: This is both a good offensive and defensive power. Divide and conquer!
9.) Tornado Blast: Not available until epic, unless you can research it, it's one of the best damage-based powers in the game.
The psychoportation discipline has a few real treasures in there. If you think strategically, this discipline can make you untouchable through normal methods, and can disrupt the abilities of others to move around.2.) Dimension Swap: This is useful if allies are about. That includes your psicrystal.
3.) Astral Caravan: A cheap version of Plane Shift. Time-consuming, but cheap.
4.) Dimensional Anchor: Prevent enemies from teleporting or going ethereal. This can knock the foe's maneuverability down to almost nothing, if used correctly.
4.) Dismissal, Psionic: No summons for j00!
5.) Teleport, Psionic: A great travelling power.
5.) Teleport Trigger: Good for a contingency, without using Contingency!
6.) Banishment, Psionic: Even better than Dismissal.
7.) Dream Travel: Less time-consuming than Astral Caravan, and depending on the cosmology, you may be able to enter places unreachable by any other means.
7.) Ethereal Jaunt, Psionic: Cheaper than the 9th-level psion/wilder power, it has similar results (though for a shorter timespan).
8.) Time Hop, Mass: All the goodness of Time Hop, with a higher DC, and much more widespread effects!
9.) Time Regression: Though expensive, it's a definite must-have, in case something goes wrong (though imaginative use of other powers can often make it unnecessary). Only available at epic, or through research.
The clairsentience discipline is all about gathering information and preventing others from getting it. Bonuses to various die-rolls through limited omniscience, gathering detailed info via scrying-type effects, this is all about gaining power through knowledge!5.) Second Chance: This power is definitely worth it when you fail a Spellcraft check upon learning a power (Contingency!). You can also use it during other times you need a reroll.
7.) Fate of One: Unfortunately, you can't Contingency this, but it's quite useful when you need to gain a reroll otherwise.
I consider the shaper discipline to be matched only by the egoist discipline for sheer awesomeness, and even then, metacreativity comes out ahead. Take a look at the powers you can get!
1.) Astral Construct: You obviously already know the benefits of this power. Gain a meat-shield, trap-springer, grappler, vehicle for transportation, secondary power-user, door-basher, distraction, etc, etc, etc; the possibilities are limited only by your imagination.
1.) Minor Creation, Psionic: Definitely worth getting. Never worry about mundane equipment again! Also, you can create plant-based poisons, (temporary) beer, (temporary) food, and so on and so forth. Get ranks in Craft (Alchemy), Craft (Weaving), and Craft (Sculpting), and you can make just about anything!
2.) Psionic Repair Damage: Definitely get this one, if only to repair your psicrystal.
3.) Concealing Amorpha, Greater: Get this one in lieu of the regular Concealing Amorpha, if you want. It's better all-around.
3.) Ectoplasmic Cocoon: Oh, this is a nice power, here. Especially against smaller creatures. Boost the DC, then take enemies out at your leisure. No SR, no DR, no Strength-check or Escape Artist check to get loose. It's even good as a defensive power, as you can still fly (as a SU ability) and manifest while you're in it, yet virtually immune to all damage.
4.) Fabricate, Psionic: A great moneymaker, as well as utility power. Build a bridge in mere minutes, instead of waiting months for the architects to do so. Reap the rewards (and the appreciation) of the townsfolk when you've just saved them time, money, AND effort! And all for a mere 11 pp and a few minutes of your time.
4.) Quintessence: The rules on this are a bit fuzzy, but with a bit of ingenuity, this is widely considered one of the most useful powers out there. It's an instantaneous creation effect, so you don't have to worry about it being dispelled. It doesn't damage you on contact, so you can handle it safely. If you can create enough of it, you can use it for hundreds, if not thousands, of useful things. Check out the other threads floating around for more information.
5.) Hail of Crystals: It's like Crystal Shard, but better.
6.) Crystallize: It's quite useful as a save-or-die, as it has a decent DC, AND is one of the few psionic save-or-suffer effects that utilizes a Fort save instead of a Will save. AND it's not mind-affecting!
6.) Fabricate, Greater Psionic: Even better than the original Fabricate. Go nuts!
7.) Ectoplasmic Cocoon, Mass: Oh, yeah, baby. It's useful against groups of enemies, and can show those Colossal critters who's boss! Get it ASAP!
8.) Astral Seed: Manifesting this, along with a Contingencied Plane Shift can really save your arse, if you die. Plus, you won't have to worry about losing all your gear!
9.) Genesis: Yes, it's a 9th-level discipline power. But...you get your own mini-universe! How is that not awesome?!
9.) True Creation: Also a 9th-level discipline power, but you can play god by creating...and creating...and creating! Goes great with Genesis!
The telepathy discipline is extremely powerful in its own way; it's great for save-or-dies, and it focuses on mental control, but every single one is mind-affecting, so they're easily blocked. Use them discreetly for best results. (Also just a hint: almost all of them have best results when Psionic Charm is manifested first, as you can pump the DC on that up to horrific levels - which means that the lower DCs on the other save-or-suffer effects won't matter one whit.)1.) Charm, Psionic: This is a great power for making friends. Use it for negotiations, or to keep from getting killed by enemies that dislike you. Friendly creatures won't attack you until you attack them, so befriend them, then destroy them, according to your preferred tactics.
1.) Mindlink: AKA, telepathy! Useful regardless of distance or differences in language (or lack thereof), its only downfall is that it's mind-affecting.
2.) Aversion: Golly, this is a useful power, especially with Attraction. There's no better way to get the enemy to stop bothering you than by making them WANT to stop bothering you. Once again, it's mind-affecting.
2.) Brain Lock: Make your opponents useless by manifesting this on them. Everything from spellcasters to lowly fighters will become painfully weak when they can't do squat. It is, of course, mind-affecting, and it's better against foes that have weak will-saves.
2.) Read Thoughts: It's much like a mobile Mindlink, but it's one-way communication. Good for spying on what others are thinking, which allows you to solve crimes, gather information, and generally see what others are up to. Once more: mind-affecting.
2.) Suggestion, Psionic: This power has its own uses, mostly to keep the creature occupied while you're taking care of its comrades, or getting it to do something useful for you.
3.) Empathic Tranfer, Hostile: Good for transferring your wounds to another, thereby getting two benefits for the price of one, assuming your target fails its save.
3.) False Sensory Input: This can be good for keeping yourself entertained, for distracting the guard on your cell, or possibly making yourself some money: open a brothel where all of your 'employees' have this power, and then charge a good fee for their 'services'. If you're good, nobody will be the wiser, and you'll have plenty of leeway to prevent their mistreatment. :D
4.) Dominate, Psionic: This is an awesome power, like Charm on steroids. Take it ASAP, then you can get your victims to do virtually anything.
4.) Mindlink, Thieving: An excellent choice for an erudite, as you can steal someone's powers known, while barring its use to them. Plus, you can see what they have to offer even before you incapacitate them, and depending on the level of the power, you could even use Imprint Stone to create a power stone before this power wears off.
4.) Modify Memory, Psionic: If you're evil or an anarchist, you can easily cover up your crimes by making them NOT HAPPEN. Muahahahahaha... If you're good, you might be able to help someone by softening or deleting particularly horrifying memories that the person can't deal with on their own.
4.) Schism: This power can up your available firepower excessively. You can use it to take over your Concentration (via Co-opt Concentration), make Eldritch Blasts while you manifest, fire rays via Energy Conversion, or even make another Eldritch Blast per round, assuming your DM allows it. It's also a decent defensive power, as it helps you with Will saves and would also be able to take Listen, Spot, and Search checks in addition to your own.
5.) Metaconcert: This one's a bit confusing on the details, but imagine how easy it would be to learn someone else's powers while directly connected to their minds?
6.) Mind Switch: Since all of your abilities are mental in nature, why not find a better body to run around in? There are ways to make this permanent, which means that you're definitely better off than if you manifested True Mind Switch. You can also Ectoplasmic Cocoon yourself, then manifest this on one of your foes to take him out without a fuss.
7.) Mind Seed: Mua...Muahaha...MUAHAHAHAHAHAHAHAHAHA!
Ishindri

11-26-06, 04:43 PM
*whistles*

That's a lot of material. And you did all this for little old me? *blushes* :)

But, in all seriousness, that's pretty cool. I decided to use my first level invocation on the always-useful Baleful Utterance (essentially shatter, with a stunning effect for creatures caught in the blast.) I'll definitely consult this list when choosing my first level powers.
Lycanthromancer

11-26-06, 04:55 PM
Keep an eye on it. I'm still adding stuff. Also, use your invocations for things you cannot get as an erudite, especially if you're using Surrogate Manifesting and Surrogate Buffer. Why use one of your very limited invocations when you can pull out a power stone, instead?

[edit] Finished. Goggle at your leisure.
Ishindri

11-26-06, 08:04 PM
[edit] Finished. Goggle at your leisure.

And indeed I shall. Thanks a lot! But surely you must have better things to do than typing up pages of material for random people on the Psionics boards? :D
Lycanthromancer

11-26-06, 08:53 PM
That was for more than just you. I'm keeping the link to that to show other people some good stuff that they can do with their psions.

Just for the record, you know.
Ishindri

11-26-06, 09:34 PM
Ah yes, I see the link in your sig now. I'm going to bed now, and I may in fact resurrect this thread tomorrow after school. However, don't let my presence (or lack thereof) prevent anyone from providing input. And again, Lycanthromancer, that's quite a comprehensive collection of information. Thanks again and bravo. :clap: :)
Jaid

11-26-06, 11:01 PM
Precise Shot [General]
Prerequisite
Point Blank Shot.
i believe you have just found a home for one of your bonus (flaw) feats.

as far as the other one, well if you want more hit points psionic body is quite nice.

or, perhaps... have you considered the two level cheesy dip of chameleon (http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=1)?

picking up appropriate feats for that might not be a bad idea... considering it vastly increases your versatility. heck, it might be worth it to go all the way with it... if you can convince your DM to make a psychic ability portion to it (or use a pre-made one... i think there is such a thing kicking around somewhere on the boards. who knows, maybe it will make it into untapped potential, since i think tempest may have made the added ability for the chameleon).
Racinante

04-30-07, 10:37 AM
5.) Psionic Revivify: Contingency this.

Unfortunately, you cannot contingency Psionic Revivify as you are not dead when you manifest (or cast) Psionic Contingency.
Lycanthromancer

07-26-07, 11:43 AM
Threadomancer bump.

Hmm. Maybe you should contingency the psychic reformation power. Since you don't have to choose what the changes will be until the power is actually in effect, you can customize yourself instantaneously for whatever you need whenever you need it.
Lycanthromancer

09-25-07, 12:38 PM
...Oops. Wrong thread. Sorry.