Inexperienced with 3.5 and trying to build Cerebromancer

Post/Author/DateTimePost
#1

laurainthesky

May 05, 2010 17:26:28
I'm used to playing 4th ed and 3.5 is pretty overwhelming with all the choices, combinations, and magic items!  I played a barbarian for a few games, but I got bored with it.  My favorite play style is controlling and disabling the enemy.  I get my D&D jollies from watching the party decimate an enemy I disabled versus getting the glory kill for myself. Although, I do want a few nasty choices.  I orginally wanted to be a psion because I am a sucker for mind control effects.  The prestige I wanted, Thrallherd, was vetoed because the DM doesn't like a crowded battlefield.  I did not like many of the others, so I dedicated to take Cerebromancer and I now find myself more confused with the addition of magic.  I picked sorcery levels because I'm a very indecisive perfectionistic person and preparing wizard spells could be disatrous for me. Fortunately, I do have the stats to support equally high charisma and intelligence.  I rolled lucky and started off with a 17 and a 18.  At level 6, I bought a few items and I now have a 20 for both.  My character is Kalashtar starting at level 6 with 3 lv telepathic psion, 3lv sorc.

The advice I am looking for:
-How to balance the feat choices.  I picked the psionic empowerment feats along with psionic meditation.  I am concerned that I am neglecting magic which is half of my power!  I have three feats.  Is there a good way to balance the power? 
-A few magic and psionic powers which everyone should have.  I don't want to miss the obvious. 
-any neat tricks which a new player is likely to not think of
-traps to avoid
-anything random one wants to tell me =)

Thanks guys!
#2

Maat_Mons

May 05, 2010 19:29:44

You could use a beguiler (PHB II) instead of a sorcerer. Beguilers are mostly restricted to enchantment and illusion, and their spells are predetermined, but they know far more spells than sorcerers and use intelligence as their casting ability.


Since beguilers are themed in large part on mind control, that would suit your concept. You can make up for the beguiler's inability to select more general spells by using psionic powers when you need to do more general things. Though you do have the stats to have good save DCs for both classes if you do go psion/sorcerer, going psion/beguiler would let you put the 17 into dexterity or constitution.


You should find out how your DM feels about early entry into cerebremancer. One option is to use precocious apprentice (Complete Arcane), which allows you to cast a single 2nd level spell before you normally get that ability. If your DM OKs it, you could start with psion 3/beguiler 1/cerebremancer 2.


Practiced manifester (Complete Psionic) boosts your manifester level by 4 or up to your hit dice, whichever is less. If your DM doesn't allow early entry, that feat will partially make up for the 3 levels spent gaining arcane casting. You won't gain higher level powers or more power points (from the class), but you can augment your powers further, which can be almost as good as higher level powers.


The most basic psion trick is to manifest vigor, giving yourself 5 temporary HP per power point spent. If you have a psicrystal (a good use of the psion bonus feat), the psicrystal also gains 5 temporary HP per power point spent. You can manifest share pain with your psicrystal as the target. This means you can take 10 points of damage per power point spent before you actually start to lose HP.


Another trick is the linked power metapsionic feat (Complete Psionic). That lets you manifest two powers on the same target with the same action, but the second power doesn't take effect until the next round. It takes 1 power point and a standard action to manifest syncronicity. Syncronicity gives you an extra standard action, so really you're out 1 power point. The power is considered to target you, so you can use linked power to manifest any power you want to manifest on yourself without losing any actions. Well, except the move action you will use if you recover your psionic focus in battle.

#3

lormador

May 05, 2010 20:05:18
I thought Precocious Apprentice only worked with Wizard?

The easiest way to build a arcane caster / psion is, in my opinion, to read the Mental Pinnacle spell, a 5th level Transmutation, then finding a way to get it Shared with a Familiar able to share the points back with the original caster.

I think the trap to avoid is dividing levels/power between the classes evenly. It's better to focus as strongly as possible on one of them, and build the other up as a minor. With wizard, for example, you'll really only be giving up 1 or 2 caster levels for all your psionics.
#4

phoenix00

May 05, 2010 20:19:44
So the game has already started and you can't change the picks you have already done?

If you can make some changes do this.

Wizard 1/Psion 3/Cerbemancer 10

Using either Precoccious Apprentice, or Improved Sigil Krau (free heighten for two spells, and caster level bumps) for early entry on the arcane side.

The wizard side should be a focused conjurerer with the abrupt jaunt alternate class feature.  Give up Enchantment, Illusion and your choice of Evocation, Necromancy, or Abjuration.  With Abrupt Jaunt you always have an oh **** button.  Conjurations is also useful even when you are a few levels behind when you focus on battlefield control.  Grease, Web, Glitterdust, Fog Cloud, Benign Transposition ->Baleful Transposition, Dimension Hop->Dimension Step, Wall of Smoke->Cloud of Bewilderment->Stinking Cloud, Sleet Storm, Phantom Steed, Grasping Wall, Bands of Steel, Black Tentacles, Solid Fog, Dimension Door

The psion side should be a telepath.  Telepath is picked for it effectively gives you back your Enchantment and Illusion, and it provides you the fastest access to Schism

Here are some neccessary powers

If you play with Psycrystals gain feats, make your Psycrystal learn White Raven Tactics at level 10 (plus the pre-requsitie feats).  More actions are good.  You can also make him take Iron Heart Surge at level 12 to end Anti Magic Fields (though it won't help with null magic zones)

----

Level 1


Synchronicity (Complete Psionic p103): Ready an action and use it when you choose.


At first glance this doesn't seem like a good power, you lose a standard action to cast this power but gain a standard action in response (no net gain or loss with the exception of you losing 1 pp).  That is wrong, THIS IS AN AWESOME POWER, for when combine with other powers/feats you gain additional standard actions.  For example if you use Linked Power with it you can cast your Main Power X and next round you get a free standard action to cast another Power Y and all you needed was the linked power feat and 1pp above what Main Power X cost.  Or you can use a metamagic rod of quicken to cast this power as a swift action (and since Synchronicity is a 1st level power the rod is damn cheap.)


Level 3


Sense Danger (Magic of Eberron p106): Retain Dex bonus to AC when flat-footed, and manifest another power as an immediate  action during first round of combat.


This is psionic foresight and contingency (with steroids) all rolled up in one, You cast this power which has duration of 10 mins/level.  During that duration you are not treated as not having your dex modifer at the beginning of combat.  Furthermore you can cast a power with power point cost of 1pp or more if you augment it.  Guess what awesome power is 1pp, Synchronicity.  Guess what Synchronicity does for 1pp you get to cast any other power you know that has a manifesting time of 1 standard action.  In other words you always get to act first (when under the duration of Sense Danger).  Oh it gets even more nasty, as soon as you use your readied action which Synchronicity provides you are no longer flat footed for you have acted in combat.  Thus you can now use Anticipatory Strike (blowing another immediate action, thus you don't get one the next round of combat), and have a full round of actions before your enemy gets to act.  Finally under transparency an incantatrix could use Metamagic Effect to make this power last all day under persistent spell (since the power doesn't discharge)


Level 4


Schism: Your partitioned mind can manifest lower level powers.


More actions are good.  When your second mind can manifest a power have it choose Synchronicity, thus your main mind now manifests the power and thus you can use your full manifester level with schism.


Level 5


Anticipatory Strike (Complete Psionic p78): Take your action out of initiative order.


Some people call this psionic celerity.  As an immediate action you can move your initiative out of order (but only once a round).  Only downside is that you can't be flat footed, well foresight or the more awesome psionic power sense danger fixes that.  So for 9 power points and an immediate action you get to act immediately (with no downsides like being dazed).  Remember you can combine this with Sense Danger+ Synchronicity during the first round of combat.


Level 6


Temporal Acceleration A: Your time frame accelerates for 1 round.


Psionic Timestop, enough said



community.wizards.com/go/thread/view/758...




Time Hop for more info see here
community.wizards.com/go/thread/view/758...

Vigor+Psicrystal+Share Pain (unlike a wizard you aren't squishy) just avoid the area of effect spells but that is why you have abrupt jaunt

Ego Whip

Dispel Psionics

Divination, Psionic

#5

phoenix00

May 05, 2010 20:26:31
I thought Precocious Apprentice only worked with Wizard?


Precocious Apprentice works with any arcane spellcaster.  Doesn't matter if it is wizard, sorcerer, wu jen, warmage, beguiler, dread necro, duskblade, bard, bard adaption of spellthief, etc (but not hexblade for they don't have arcane caster level 1 at level 1)


The Precocious Apprentice feat is posted as a preview here


www.wizards.com/default.asp?x=dnd/iw/200...


Precocious Apprentice

Your master has shown you the basics of a spell beyond the normal limits of your experience and training.


Prerequisites: Int 15 or Cha 15, arcane spellcaster level 1


Benefit: Choose one 2nd-level spell from a school that is not barred to you. You can cast that spell once per day. In effect, you have an extra 2nd-level spell slot that must be used to cast the chosen spell, and cannot be used for any other purpose. If you cannot cast 2nd-level spells yet, you must succeed on a caster level check (DC 8) to successfully cast the spell; if you fail, you miscast the spell to no effect. Your caster level with the chosen spell is your normal caster level, even if this is insufficient to cast the spell under normal circumstances.


When you become able to cast 2nd-level spells, you lose the previous benefit described above. Instead, you simply have an extra 2nd-level spell slot, which you may use to prepare (or spontaneously cast, if you are a spontaneous caster) 2nd-level or lower spells as you normally would.


You also gain a +2 bonus on all Spellcraft checks.


Special: You can only take this feat as a 1st-level character.






#6

necrosnoop110

May 05, 2010 21:03:33
If you haven't yet you need to check out:

1) Carnivore's Fred the Cerebremancer build
Show

Fred the Cerebremancer

80452.jpg


Venerable Human

4 Str (9+1 lvl-6 venerable)
8 Dex(10+4 enhancement-6 venerable)
10 Con(12+4 enhancement-6 venerable)
25 Int (17+1lvl+4 enhancement+3 venerable)
14 Wis(14+3 venerable)
23 Cha(16+4 enhancement+3 venerable)


Warmage 1/ Psion(Egoist) 3/ Cerebremancer 6

Flaws:
Vulnerable -1 AC
Slow 1/2 Base land speed


Warmage 1..........................Precocious Apprentice/ Bloodline of Fire/Earth Sense/Practiced Caster
Psion 1...............................Enlarge power
Psion 2...............................Metamorphic Transfer
Psion 3
Cerebremancer 1
Cerebremancer 2..................Earth Power
Cerebremancer 3
Cerebremancer 4
Cerebremancer 5..................Fell Drain Spell
Cerebremancer 6



9th lvl Manifester
5th lvl powers
Psion Power points=94 PP(22 Int bonus +72 Psion lvls)
DC for Powers= 17 + Power lvl + Augment
10th lvl caster(7th lvl Warmage + 3(maxed out at HD)practiced caster) or 12th(fire spells)
3rd lvl spells
DC for Spells = 16 + Spell lvl
Warmage Spells per day(includes bonus spells for 19 Cha and 1 for Precocious Apprentice)
6-0 lvl spells
7-1st lvl spells
8-2nd lvl spells
5-3rd lvl spells

Psion Powers Known
Spoiler: ..."mbToggleSBlock(25);" class="mbSBlockBtn" id="sBlockBtn25">Hide



1st lvl
Inertial Armor
Force Shield
Precognition, Offensive
Precognition, Defensive
Mind Thrust


2nd lvl
Ego Whip
Chameleon
Psi Knock
Animal Affinity

3rd lvl
Dispel psionics
Body Adjustment
Telekinetic Thrust
TouchSight

4th lvl
Metamorphosis
Dimension Door
Wall of Ectoplasm
Energy Adaptation

5th lvl
True Seeing
Power Resistance
#7

phaedrusxy

May 06, 2010 12:30:57
If you're new to 3.5, I would suggest that you just play either a psion or sorcerer, and forget about duel progression classes like Cerebremancer. Unless you use early entry tricks like Precocious Apprentice, they are hands down weaker characters than a single-classed caster of their level would be. Having more low level powers is not anywhere near as powerful as having a bit fewer higher level ones.

You don't need a prestige class to be powerful as either a psion or wizard/sorcerer. It is mostly about the powers/spells you know and use, unless you pick one of the stupendously overpowered ones like Incantatrix (and abuse the crap out of it).
#8

phoenix00

May 06, 2010 12:38:04
If you're new to 3.5, I would suggest that you just play either a psion or sorcerer, and forget about duel progression classes like Cerebremancer. Unless you use early entry tricks like Precocious Apprentice, they are hands down weaker characters than a single-classed caster of their level would be. Having more low level powers is not anywhere near as powerful as having a bit fewer higher level ones.

You don't need a prestige class to be powerful as either a psion or wizard/sorcerer. It is mostly about the powers/spells you know and use, unless you pick one of the stupendously overpowered ones like Incantatrix (and abuse the crap out of it).


I agree with this.  Only do dual progression classes with psion if you can get an early entry and thus are only 1 level behind in acane, divine, or psionic.  Especially for a beginner.  If you can get in with only 1 level behind, then I highly recommend a dual progression with psion for psion gives you more actions per combat, and this is how you win D&D.
#9

laurainthesky

May 06, 2010 16:53:06
Thank you all so much for your advice, time and help =)

I think I've decided to go pure psion.  I was calculating how many levels I would lose going cerebromancer without early entry.  I don't think the game is going to go past 14 so I'll be more effective manifesting higher level powers.  I also got kind of overwhelmed by all the sources I need to find >_<. 

a few more questions:
-Would there be any reason not to have a psicrystal or it is really important? 
-For feats, I think I'm going to maximize the psionic stuff like empowerment and penetration.  Is that good?
-I don't know if I can get access to complete psionic, but I do have extended psionics.  Anything dire that I'll be missing?
-should I go without the armor feat?

Thanks again =)

#10

carnivore

May 07, 2010 15:15:04
what books do you have access to?

what is the starting rolls you have to work with for stats?











personally i would suggest this .... either of these for a single classed Psion:

Gray Elf Psion 6(Telepath) or (Egoist)

focus on Dex and Int ...... use Longbow(or Shortbow) and Psionic Shot ..... do lots of damage without spending any PP

Feats:
1st lvl:Point Blank Shot
Psicrystal Affinity
:Nimble Personality(+2 Initiative) or Friendly Personality(+3 Diplomacy checks)
Alertness(bonus from Psicrystal)(+2 Spot, +2 Listen)
3rd lvl: Psionic Shot
5th lvl: Psionic Meditation
6th lvl: Psicrystal Containment

Elf, Gray(MM p103)
Racial Traits:
+2 Dex,+2 Int,–2 Str,–2 Con
• Medium Size
• 30’ movement
• Immunity to magic sleep
• +2 Racial bonus on Listen, Search, & Spot checks.
• Automatic Search check if an Elf passes within 5’ of a secret or concealed door
• Low-light Vision
• Automatic proficiency with all straight Bows
• Automatic proficiency with Longsword and Rapier
• +2 Racial bonus to saves vs. Enchantments





Dragonborn(Mind Aspect) Warforged Psion(shaper) 1


Feats:
1st lvl: Adamantine Body : +8 Armor bonus to AC. Max Dexterity bonus to AC is +1.–5 Armor check penalty. 35% Arcane Spell Failure chance. Damage Reduction 2 / adamantine,  Base Speed is 20’
Psicrystal Affinity:Nimble Personality(+2 Initiative) or Artist Personality(+3 Craft checks)
Alertness(bonus from Psicrystal)(+2 Spot, +2 Listen)
3rd lvl:Boost Construct
5th lvl:Extend Power
6th lvl:Overchannel


Racial Traits:
• +4 Con,-2 Dex,–2 Wis,–2 Cha

• Dragonblooded subtype
• Darkvision 30'
• low Light vision
• +2 Racial to Spot, Search, listen

• Living Construct Subtype
• Immune to Poison, Sleep, Paralysis, Disease,Nausea, Fatigue, Exhaustion, Sickening, and Energy Drain.
• Does not Eat, Sleep, or Breath.
• Does not naturally heal.
• At 0 hp, is Disabled (as usual). From –1 to –9 hp, is Inert (i.e., Unconscious, but stable)
• Conj(healing) spells only heal ½ hp.
• Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired the check –15 hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may repair itself. This check cannot be done untrained(EbErrata)



here is a 10th lvl Human Psion build to look at for an example:
Show
Human Psion(Telepath) 10

12 Str(Base 10 + 2 belt)
12 Dex(base 10 +2 gloves)
12 Con
22 Int(Base 18 + 2 lvls +2 headband)
12 Wis
14 Cha(base 12 + 2 cloak)

Telepath 1.........Overchannel/ Talented/ Psicrystal Affinity
Telepath 2
Telepath 3.........Psionic Meditation
Telepath 4
Telepath 5.........Expanded Knowledge(claws of the Beast)
Telepath 6.........Metamorphic Transfer
Telepath 7
Telepath 8
Telepath 9.........Expanded Knowledge(control Body)
Psion 10............Quicken power or twin power or Psicrystal containment


Powers Known:

1st lvl
Inertial Armor
Force Shield
Precognition, Offensive
Crystal Shard
Mind Thrust
EK:Claws of the beast

2nd lvl
Ego Whip
Psi lock
Psi Knock
Animal Affinity

3rd lvl
Dispel psionics
Body Adjustment
Telekinetic Thrust
TouchSight

4th lvl
Metamorphosis
Dimension Door
Wall of Ectoplasm
Energy Adaptation
EK:Control body

5th lvl
True Seeing
Power Resistance
Plane Shift
Ectoplasmic Shambler



Main Form for Metamorphosis
Spoiler: ..."mbToggleSBlock(17);" class="mbSBlockBtn" id="sBlockBtn17">Hide

Pixie fly 60(good)
my stats in this form:
Greater Invisibility:Metamorphic Transfer
Spoiler: ..."mbToggleSBlock(18);" class="mbSBlockBtn" id="sBlockBtn18">Hide
PIXIE
Small Fey
Hit Dice: 1d6 (3 hp)
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x3)
Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3
Space/Reach: 5 ft./5 ft.
Abilities: Str 7, Dex 18, Con 11
#11

awaken_D_M_golem

May 07, 2010 15:29:46
Hey ... is this our first official refugee from 4e ??

(wink)

More free info at: www.d20srd.org/ and be warned, the 4e to 3e transition is a little rough.

**

If you are "stuck" with the Psion 3 / Sorc 3 split you currently have,
go to Sorc 4 and then Cerebremancer 10,
and then if you get there, go Sorc or Psion until you get to level 9 spells / powers.
Make sure the Int or Cha score gets to 19, by that time.

If your DM is still concerned about cluttered battlefield,
a Familiar or a Psicrystal is a little tricky, on first go round.

Key spell or power, is easily Polymorph/Metamorph with Metamorphic Transfer feat.
You can be as indecisive as you want.
There's so much stuff, you can't lose, and you can dither.
Hey look ... it's the Monster Manual, just for me.

#12

laurainthesky

May 07, 2010 17:24:19
Wow thanks guys!  Really helpful.  I'm definitely going to consider having the crossbow option, especially because I have the stats to pump up dex.  I don't know if I can take the metamorph power because I'm the telepathy path.  I'm going to go without the crystal for simplicity issues.  My boyfriend texted me today asking if my character is done.....*whistles to self*....  I'm the lucky D&D player who gets to play in two games!  a 4th and a 3.5ed.  My 4th ed group is considering whether to go 3.5 after our current campaign.  I'm not a power-gamer, but I like my numbers to work out well and 3.5 has so many details.  The transition is kind of rough, but I think I'll make it =P.  The barbarian I first played due to laziness and simplicity was just so boring!  I did find that site; it's great.  I do better with online text versus game books for some reason. 

Stats:
Kalashtar psion telepathy lv 6
The die were really kind to me. (also this group re-rolls 1s and 2s)
14 str
16 con
16 char
18 int (20 after 2+ magic item)
15 wis
17 dex (18 after attribute point)

=)
#13

carnivore

May 07, 2010 20:24:31

personally i would still suggest a Warmage 1/ Psion 3/ Cerebremancer 1 instead of Psion 6 (it is actually very easy to do and will be VERY powerful at later levels, even more than a single classed Psion) ..... but since you want a very specific race and class and dont want a Psicrystal(bad move in my book, even if you just kept it in your Pocket you still gain a bonus feat from it and a boost to a skill or other roll).... try this (since you did not specify books allowed ... i will assume all are allowed) :

Kalashtar Psion 6(Telepath)

14 Str
18 Dex(17 +1 lvl)
16 Con
20 Int(18 +2 Headband)
15 Wis
16 Cha

Feats:
1st lvl: Point Blank Shot
Psionic Shot(Psion bonus feat)
3rd lvl: Travel Devotion 
5th lvl: Psionic Meditation(Psion bonus feat)
6th lvl: Knowledge Devotion

Skills: (54 points)
5 ranks Bluff
5 ranks Concentration
1 rank Craft(Alchemy)
5 ranks Diplomacy
5 ranks Knowledge(Arcana)
1 rank Knowledge(Architecture and engineering)
2 ranks Knowledge(Dungeoneering)
1 rank Knowledge(Geography)
1 rank Knowledge(History)
1 rank Knowledge(Local)
2 ranks Knowledge(Nature)
5 ranks Knowledge(Nobility and royalty)
2 ranks Knowledge(Religion)
5 ranks Knowledge(Psionics)
2 ranks Knowledge(The planes)
1 rank Profession(Herbalist)
5 ranks Psicraft
5 ranks Sense Motive

Powers known:
1st lvl:
Control Flames
Crystal Shard
Entangling Ectoplasm
Empathy
Telempathic Projection

2nd lvl:
Damp Power
Detect Hostile intent
Ego Whip
Psychoportive Shelter

3rd lvl:
Dispel Psionics
TK thrust
Time Hop
Touchsight



this should give great out of combat abilities ... also good staying power for Combat(Travel Devotion for movement + ranged combat+Psionic Shot)


Laughing


#14

laurainthesky

May 07, 2010 20:44:32
I'm not sure that warmage (1) works because the requirements of cerebromancer call for me to be able to cast 2nd level power spells and 2nd level psionic powers. 

I've procrastinated so I only have an hour and a half left to build my character until game >_<.  I forgot to put knowledge arcana thanks! 

One question about point blank and psionic shot.  Do you think I need precise shot as well?  -4 to hit when enemy in melee sucks.  Most of the party is melee!  So many important things, not enough feats! 

I'm going to look up the travel one.  I picked up the psionic empowerment line for the added msave DCs. 

Smile
#15

salla

May 07, 2010 20:46:08
I'm not sure that warmage (1) works because the requirements of cerebromancer call for me to be able to cast 2nd level power spells and 2nd level psionic powers. 

I've procrastinated so I only have an hour and a half left to build my character until game >_<.  I forgot to put knowledge arcana thanks! 

One question about point blank and psionic shot.  Do you think I need precise shot as well?  -4 to hit when enemy in melee sucks.  Most of the party is melee!  So many important things, not enough feats! 

I'm going to look up the travel one.  I picked up the psionic empowerment line for the added msave DCs. 




I'd say probably not.  What powers you have that require attack rolls are most likely to target touch AC, which tends to be pathetically low.
#16

carnivore

May 08, 2010 17:08:24
Warmage 1 works great because of this Feat:

Versatile Spellcaster
Type: General
Source: Races of the Dragon
You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite: Ability to spontaneously cast spells.
Benefit: You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.




since a Warmage "Knows" all of his spells of all levels from the start(look in the fluff material in the book, it says so there) ..... Versatile Spellcaster is great, and allows a Warmage to cast 2nd lvl spells @ 1st lvl


you probably wont need Precise Shot for a While .... just dont shoot at targets in Melee with your Party members ..... the first power you should use on any foe is Entangling Ectoplasm .... look it up, the Entangled Condition is a great Debuff vs ANY opponent

Psionic Endowment is a worthless feat ..... dont worry about the saves of your powers ... you can increase them far more easily ... but many powers dont even get saves ... or if they do, they still get screwed


for us to give more useful advice .... you need to post your character so we can see what you are choosing

Laughing

#17

laurainthesky

May 08, 2010 19:58:20
Warmage 1 and versatile spellcaster, that is so sneaky!  Character opt for the win.  I think I am limited to expanded psionics.  If I found something spectacular, I might be able to argue it.  Last night is the first time I've gamed with this DM.  He is not amused by sneaky char opt.  My boyfriend is a 20 year D&D player who can break this game almost accidentally with any class of character.  The DM is frantically buffing up his monsters to compensate. 

Last night, Tasha made her debut by rolling a '1' and ectoplasming the party barbarian. lol.  The monsters made almost all of their saves which was frustrating even with my buffed up save requirements.  It might have been a fluke because the DM was rolling high.  But I am still definitely willing to re-evaluate some of her choices. 

Preferred play style: I like controllers.  I get my most fun out of disabling enemies. 

From beginning impressions about the psion: (let me know if I am off-base)
a lot of utility
powerful, but unreliable control (at least the telepathic stuff)
good striking potential
 
Party make up:
Extremely well-built fighter
cleric
monk/rogue
barbarian/bard
samurai
 
Stats:
Kalashtar psion telepathy lv 6
(we all leveled this game so I get to level her to 7)
HP 34
The die were really kind to me. (also this group re-rolls 1s and 2s)
14 str
16 con
16 char
18 int (20 after 2+ magic item)
15 wis
17 dex (18 after attribute point)

for skills, I have concentration maxed and I have a ton of knowledge skills.  I also specialize in sense motive.  As a profession, my character is known as the "Confessor."  The mind control stuff is part of her fluff.

Feats: (sorry about the font, I'm copy/pasting and bad at formatting)

Psionic Endowment [Psionic]


Greater Psionic Endowment [Psionic] (I guess it was not super effective, but without this, the monsters would have made all of their saves. Many of the powers I have need the saves or do piddle damage at half if any effect at all.)


Psionic Meditation [Psionic] (I used this every round I did not have to use a move action)


Point Blank Shot [General] (I would drop this if I decided to drop precise shot)



Precise Shot [General] (I see your point why I can do without this, but that -4 makes me unhappy)


Powers:



I had to pick at least one telepathy power per level



Mind Thrust (ironically, this was my most significant contribution.  40pts of damage a pop at 6pp to a buffed up earth elemental with a ton of DR.  I drained a ton of pp by missing for three out of five times!)


Force Screen- (AC in the toilet. no armor)


Entangling Ectoplasm (would have worked nicely if I had not have rolled a 1 =) )


Detect Psionics


Charm, Psionic (necessary for telepathy discipline)


Level 2


Suggestion, Psionic (telepathy discipline)


Energy Stun (the one and only time (>_<) a monster failed the saves, it was actually pretty effective.)


Concussion Blast (I didn't use this one because of low damage potential.  Many of the monsters were given double HP)


Mental Disruption (picked it because it is party friendly and could help get my character out of a bad spot by dazing an area, but I did not use it.  and the range does suck)


Level 3

Body Adjustment (I did not need it because I stayed out of the fray.  I took it because I am one of those players who are paranoid about death)


Dispel Psionics


Crisis of Breath (telepathy discipline) the boards rank this one low, but I can see some potential.  I did not use it because we fought outsiders and my level is too low for the extra pp.


Energy Bolt (I'm thinking of switching this one out, but I'm not sure for what). 


We all leveled this game so now I am level 7 and get to pick two level 4s!  I have not decided yet.  I was thinking dimension door and psionic dominate.  I will probably pick up schism next level.  How are energy adaption and intellect fortress in play? 


As for changes to the above, I want to switch something out to get level 1 crystal shard or energy ray (not both) because I am tired of monsters making saves! How dare they!  Can I switch out a higher level ability for a lower one?  

Thanks guys! Smile




#18

Maat_Mons

May 08, 2010 22:49:27

First off, try to trade a 1st level power for inertial armor. It lasts for 7 hours and gives you a +7 armor bonus to AC if fully augmented. Second, since force screen is a standard action to activate and needs to be re-manifested every battle, I'd go with a +1 darkwood heavy shield. That gives you a +3 shield bonus to AC, costs 1,257 gp, and doesn't require any proficiency with shields.


I would also buy masterwork studded leather armor. You can wear that without penalty despite not being proficient. It provides no benefit when you have inertial armor active, but if it is dispelled or you are ambushed while sleeping, you will still have a +3 armor bonus to AC instead of 0. Worth the 175 gp, if you ask me.

#19

death_isthe_begining

May 09, 2010 11:56:10
Powers:


I had to pick at least one telepathy power per level



One telepathy power or one power on the telepath exclusive list? Because if it's just a telepathy power then Mind Thrust is a telepathy power just not telepath exclusive.



Mind Thrust (ironically, this was my most significant contribution.  40pts of damage a pop at 6pp to a buffed up earth elemental with a ton of DR.  I drained a ton of pp by missing for three out of five times!)


Mind Thrust automatically hits, do you mean they saved?

Force Screen- (AC in the toilet. no armor)


I agree with Maat_Mons swicth this for Inertial Armor unless you plan on getting some bracers of armor soon.

Charm, Psionic (necessary for telepathy discipline)



There is nothing wrong with this power, after all making a friend out of an enemy is good for so many things.

Level 2



Dispel Psionics



Remember this can dispell magic too(unless you are using the psionics are different variant).

As for changes to the above, I want to switch something out to get level 1 crystal shard or energy ray (not both) because I am tired of monsters making saves! How dare they!  Can I switch out a higher level ability for a lower one?  


Thanks guys!






I would say get Crystal Shard because it doesn't allow SR/PR.
#20

carnivore

May 09, 2010 15:01:41

did you even read my post?

did you look at the powers i suggested?


oh well ... seeing as you still want some guidance ... i will critique your choices:


Feats:
Psionic Endowment [Psionic] and Greater Psionic Endowment [Psionic]  ... both suck .... and are wastes of feats, if you took Psionic Body and Psicrystal Affinity, they would have been far better choices ... almost anything would have been Better ..... Improved Initiative and Psicrystal Affinity(Nimble Personality) would be a MAJOR improvement since you would have +6 to Initiative, to make sure you can act first!!!
Psionic Meditation [Psionic] (I used this every round I did not have to use a move action)
Point Blank Shot [General] (I would drop this if I decided to drop precise shot)
Precise Shot [General] (I see your point why I can do without this, but that -4 makes me unhappy)

if you used Entangling Ecto BEFORE the monster reached Melee Range ... you would have No Problems



Powers:
I had to pick at least one telepathy power per level ...... Why? ... Psions are not required to do that, is it some sort of houserule for your game?


Mind Thrust (ironically, this was my most significant contribution.  40pts of damage a pop at 6pp to a buffed up earth elemental with a ton of DR.  I drained a ton of pp by missing for three out of five times!) .... usually this is a Bad choice... they can Negate all damage with a Will save, at higher levels, many creatures are Immune to Mind Affecting Powers
Force Screen- (AC in the toilet. no armor) .... this is a Waste of PP, Psion manifesting is Unaffected by the wearing of Regular Armor .. better to just use a +1 Mithral Chain Shirt and +1 Darkwood Buckler and not spend any PP but get +7 to AC all the time
Entangling Ectoplasm (would have worked nicely if I had not have rolled a 1 =) )
Detect Psionics ...... sucks very badly
Charm, Psionic (necessary for telepathy discipline) ..Why?..... just use your Diplomacy Skill, did you look at it?, read it .... with a high enough Diplomacy Check, you dont need Charm(which wont work on a lot of things anyway)


Level 2
Suggestion, Psionic (telepathy discipline)
Energy Stun (the one and only time (>_<) a monster failed the saves, it was actually pretty effective.)
Concussion Blast (I didn't use this one because of low damage potential.  Many of the monsters were given double HP)
Mental Disruption (picked it because it is party friendly and could help get my character out of a bad spot by dazing an area, but I did not use it.  and the range does suck) ....Suck badly .... why not just use: EGO WHIP!


Level 3
Body Adjustment (I did not need it because I stayed out of the fray.  I took it because I am one of those players who are paranoid about death) ... not a great choice(see below)
Dispel Psionics
Crisis of Breath (telepathy discipline) the boards rank this one low, but I can see some potential.  I did not use it because we fought outsiders and my level is too low for the extra pp. .... again, a very bad pick, why not take Hostile Empathic Transfer, it heals you and hurts them at the same time.... then you also would not have to take Body Adjustment
Energy Bolt (I'm thinking of switching this one out, but I'm not sure for what). ... BAD, Bad .... LOOK at Telekinetic Thrust, hint: use it to throw Weapons, extra Hint: throw Heavy Crossbow Bolts(they do 1d10 each), also you can throw them at 6 targets or all at the same target


if you really want some useful suggestions ..... look at the above Builds .... if you are not allowed to change your build ... another idea might be, Just let your character be killed and start another one .... this time make the needed IMPROVEMENTS

please dont take what i have posted the wrong way .. im not saying this in an angry way .... i just am trying to Emphasize certain things


Laughing

#21

laurainthesky

May 09, 2010 16:52:20
I'm still learning the game mechanics.  My entire 3.5 experience consists of only three games as a barbarian.  I've been playing 4th edition for a few years now.  

I didn't realize I could use armor at all.  The Darkwood shield and mitral shirt are definitely now on my buy list.  If I can have that, I will replace the force disk.  It is annoying to use anyway.  At the moment I am using a dorje with 50 charges for inertial armor.  If I can use the mithral armor, I won't have to bother with the more expensive bracers of armor.  I was also mistaken that I had to pick a power off the telepathy special list, so that it is good to know.

and I did read the post, look at the builds, and look at the links.  and I do appreciate the time spent in posting to help me.  The choices are different in each source, so I used them as a guide and just picked what I thought worked. 

I did not use the ectoplasm in melee.  I guess it is a house rule that if you roll a '1' then something bad happens. 

I didn't pick up telekinetic thrust because it is negated with a will save and the save DC does not increase upon augmentation. The lack of increase was actually the biggest reason.  I did not pick ego whip because charisma damage does not seem to be a big deal to most creatures, but the range of that ability is better than mental disruption.  I did not pick empathic transfer: hostile because I have no desire to touch anyone in melee.  We do have a party cleric who could help me if I get involuntarily stuck in melee.  Also with so few hp, it is unlikely that the amount of damage I will transfer will be significant. 

I'm not well versed in mechanics, but I honestly don't understand why the empowerment feats are bad choices.  It seems like most of what I do is dependent upon those saves.  I'm also trying not to pick stuff in which the save DCs do not augment. 

Thanks guys!
#22

Maat_Mons

May 09, 2010 17:19:29

Force Screen- (AC in the toilet. no armor) .... this is a Waste of PP, Psion manifesting is Unaffected by the wearing of Regular Armor .. better to just use a +1 Mithral Chain Shirt and +1 Darkwood Buckler and not spend any PP but get +7 to AC all the time

Force screen, when fully augmented, will only give her +5 to AC. Are you thinking of inertial armor?

Unless there is a wooden buckler stated out somewhere, you can't have a darkwood buckler. Even if you could, a masterwork buckler already has no armor check penalty, so I don't see the advantage.


You seem to be comparing a character with inertial armor and no shield to a character with normal armor and a shield. That's not really a valid comparison. You should compare a character with inertial armor and a shield to a character with normal armor and the same shield.


Using that comparison, inertial armor provides +2 to AC over the alternative. The bonus to AC from inertial armor will also grow faster than the bonus to AC from the alternative. You could argue that the extra AC is not worth the power points, but you instead make it sound like there is no extra AC.

#23

death_isthe_begining

May 09, 2010 17:23:43
Telekinetic Thrust is not for throwing enemies it's for throw multiple greatswords at the enemy. Almost all spell-like abilities are based off of Cha, not to mention that if you reduce any attribute to zero then that character is helpless. Empathic Transfer Hostile has an augment where you can make it an area effect.
#24

Maat_Mons

May 09, 2010 17:47:20

I didn't realize I could use armor at all.

Yes, in 3.5 you can wear and gain full benefit from any armor without proficiency. The drawback is, when you wear armor you aren't proficient with, you take the armor check penalty to attack rolls and all strength and dexterity based skills and ability checks. That all gos for shields as well.

The upshot of this is anything with no armor check penalty can be used without proficiency at no penalty. That includes mithral chain shirt, masterwork studded leather, darkwood heavy shield, and masterwork buckler.


At the moment I am using a dorje with 50 charges for inertial armor.

Ugh, yeah, definitely go with a mithral chain shirt over that.

I didn't pick up telekinetic thrust because it is negated with a will save and the save DC does not increase upon augmentation.

Telekinetic thrust only gives a will save to a creature you throw. If you throw an object at a creature, there is no save.

Crossbow bolts for any type of crossbow built for a medium sized creature deal 1d4 points of damage. Of course, you could throw colossal crossbow bolts for 3d6, huge greatswords for 4d6, or whatever else your DM lets you get away with.

#25

laurainthesky

May 09, 2010 18:03:51
My biggest issue with using the force disk and the inertial armor is that I must take two standard actions to do so.  I would take the extra few AC hits in order to save these actions.  It looks like the masterwork decreases the check penalty by 1.  As long as I can find a shield with a check of 0, then it looks like I'll be ok. 

The image of hurling 7 greatswords makes me happy =).  I'm sad that the power is a will save without an augmentable DC.  Won't that be an issue?  I won't know why I missed it, but wow on the augment for empathic transfer hostile.  The only problems I see with it are: it is a will save half without DC augmentation options, the area is not party friendly.  I am the only party member who is not melee so there will likely be a crowd.  Body augmentation is the safe grandma way to heal ;).  The psion and wizard use intelligence for spellcasting and doesn't the cleric use wisdom? 
#42

laurainthesky

May 14, 2010 19:17:35
My boyfriend was the one who originally suggested the rule, inspired by watching clumsy sword and shield SGA fighting.  I was a little annoyed at the time, but quickly let it go. 

What type of houserules are necessary?  I'm not that familiar with 3.5 game progression.  I will also note that I have never DMed.  The houserules are probably mostly for magic, right?  I'm reading on this forum, negative things about the psionics system, but I'm not seeing the problem. 

and I would not have just gotten a +1 AC light shield.  I would have chosen a no-check specialty shield and enchanted it as high as I could afford.  =P
#43

warmonkey83

May 14, 2010 22:46:47
i don't see the prob with useing a shild even without the feat for it ..its not like your going to be doing alot of sword play anyways just pull it out as a move action in combat and put it away when your done
#44

Senevri

May 15, 2010 16:31:50

Y'know that rule could also be read that if you wear an armor you're proficient with AND you're using a shield you're not proficient with with 0 ACP, you still take the ARMOR's check penalty, since they stack, and the apply-penalty rule is in effect (nonproficient with armor OR shield).  

#45

carnivore

May 15, 2010 16:43:47
Y'know that rule could also be read that if you wear an armor you're proficient with AND you're using a shield you're not proficient with with 0 ACP, you still take the ARMOR's check penalty, since they stack, and the apply-penalty rule is in effect (nonproficient with armor OR shield).  


this is a case where a good DM will rule that the only penalty assessd will be the one triggering the Penalty:

exa: if you are Non-proficient with the Shield  ..... then that is the only Penalty applied, the only way you would recieve both Penalties, if you trigger both conditions by being Non-proficient with Both

reasonableness and Maturity need to direct the application of Rules and Guidelines ..... that is the DMs job, to keep the Game running Smoothly and Fairly

Laughing 
#46

laurainthesky

May 15, 2010 17:41:43
I guess I was trying to be a bit cheap by wanting to deck out in no check armor and shield without the proficiencies =P.  I got a little hurt last game only because I rolled 2,3s on reflex saves. 

ps. powerpoints go really fast.  There is all this stuff I can do, but sit there firing my crossbow to conserve.  I'm used to 4th ed with at wills and encounters.  We are doing a dungeon-like adventure with encounter after encounter.  So much cool stuff...so few powerpoints.  I've kind of found my niche.  Random utility stuff, nerfing spellcasters with readied dispel, and pilling PP into damage powers when the party needs something dead and needs it dead now.  I have the highest single turn damage potential in the party.  Next level, I'll have enough levels to get dominate to work longer than concentration.  Would it work to dominate some evil brute (so killing is not out of nature to grant extra saves) and have him fight for me as long as the spell lasts?
#47

carnivore

May 15, 2010 18:26:48
I guess I was trying to be a bit cheap by wanting to deck out in no check armor and shield without the proficiencies =P.  I got a little hurt last game only because I rolled 2,3s on reflex saves. 

ps. powerpoints go really fast.  There is all this stuff I can do, but sit there firing my crossbow to conserve.  I'm used to 4th ed with at wills and encounters.  We are doing a dungeon-like adventure with encounter after encounter.  So much cool stuff...so few powerpoints.  I've kind of found my niche.  Random utility stuff, nerfing spellcasters with readied dispel, and pilling PP into damage powers when the party needs something dead and needs it dead now.  I have the highest single turn damage potential in the party.  Next level, I'll have enough levels to get dominate to work longer than concentration.  Would it work to dominate some evil brute (so killing is not out of nature to grant extra saves) and have him fight for me as long as the spell lasts?


trying to be equiped in Armor and Shield with No Proficencies without any penalty is not cheap .... it is Character Optimization

Power Points do go very fast.... hence why i gave you builds that could function without spending Power Points using feats like this:

1st lvl:Point Blank Shot
Psicrystal Affinity
:Nimble Personality(+2 Initiative) or Friendly Personality(+3 Diplomacy checks)
Alertness(bonus from Psicrystal)(+2 Spot, +2 Listen)
3rd lvl: Psionic Shot
5th lvl: Psionic Meditation
6th lvl: Psicrystal Containment

it would allow your character to fire with your Crossbow and do decent damage ... and it would further Boost your damage output  like this:

using Crystal Shard ... spend 1 PP and use Psionic Shot .... you do 3d6 damage Touch Attack for  only 1 PP, and enemies dont get a Save or SR/PR vs this attack

if only you tried the builds as i gave them, you would understand with the Gameplay why i made them the way i did, oh well, theres always next time

this build would work even Better
Show
Kalashtar Psion 6(Telepath)

14 Str
18 Dex(17 +1 lvl)
16 Con
20 Int(18 +2 Headband)
15 Wis
16 Cha

Feats:
1st lvl: Point Blank Shot
Psionic Shot(Psion bonus feat)
3rd lvl: Travel Devotion 
5th lvl: Psionic Meditation(Psion bonus feat)
6th lvl: Knowledge Devotion

Skills: (54 points)
5 ranks Bluff
5 ranks Concentration
1 rank Craft(Alchemy)
5 ranks Diplomacy
5 ranks Knowledge(Arcana)
1 rank Knowledge(Architecture and engineering)
2 ranks Knowledge(Dungeoneering)
1 rank Knowledge(Geography)
1 rank Knowledge(History)
1 rank Knowledge(Local)
2 ranks Knowledge(Nature)
5 ranks Knowledge(Nobility and royalty)
2 ranks Knowledge(Religion)
5 ranks Knowledge(Psionics)
2 ranks Knowledge(The planes)
1 rank Profession(Herbalist)
5 ranks Psicraft
5 ranks Sense Motive

Powers known:
1st lvl:
Control Flames
Crystal Shard
Entangling Ectoplasm
Empathy
Telempathic Projection

2nd lvl:
Damp Power
Detect Hostile intent
Ego Whip
Psychoportive Shelter

3rd lvl:
Dispel Psionics
TK thrust
Time Hop
Touchsight
#48

Maat_Mons

May 15, 2010 18:37:49

The power point issue will get better as you gain levels. It doesn't wholly go away though. It's a shame no psionic equivalent to reserve feats was ever published. Since your DM apparently likes house rules, it can't hurt to ask if he'll create a direct psionic analog to reserve feats. If he goes for it, acidic splatter (Complete Mage) might be good.


If you like energy damage, energy current is a good way to go. If you were a kineticist, you could gain it at 9th level. Since you are not, you would need to take expanded knowledge at 12th level. The power gives you as much damage as any other energy power, but deals it every round for no additional power point cost. You can manifest solicit psicrystal so you don't even need to concentrate.

#49

sally_jones

May 15, 2010 20:42:21
is there another prc that doubles up psionics and arcane like cerebromacer?
#50

phoenix00

May 15, 2010 21:02:29
is there another prc that doubles up psionics and arcane like cerebromacer?


Yes mind mage.  It is 8/10 casting and manifesting.

There is also psionic theurge that combines psionic and divine.  (works great with ur priest and ardent).
#51

phaedrusxy

May 15, 2010 22:21:50
The cheapest way to blast as a psion is to use Energy Wall and Energy Conversion. Share Energy Conversion with your psicrystal, then manifest an Energy Wall. You both stand around in the Energy Wall and absorb a crapload of damage, which you can then unload on enemies later.

Of course, you need to be 13th level to even get Energy Conversion, but once you have it you can also load it up with metapsionics to make it even more nasty.