Stunning several opponents at once is great Telekinetic Thrust - fling 50 greatswords at an enemy Telekinetic Force - move things with your mind Impassable doors can be "hopped" into the future while your group darts in, an enemy can be forced to sit out the fight while you buff or beat on his friends, etc Every spellcaster should be able to dispel Making things do what you want since 2004ĭispel Psionics - you need this. Best blasting power there is, if you don't use the CPsi errata Can also swap positions with your psicrystal (which can get about anywhere)Įnergy Missile - Kineticist list. Levitate - very useful if you're a nomad as it affects other creatures/thingsĭimension Swap - extremely useful for shaping the battlefield, switching who's being grappled, etc. Psionic Knock - making rogues redundant, like the original Good against Cha-casters and things with very low Cha Have fun with this oneĮgo Whip - Charisma damage even on a successful save, dazed if they fail. Charm Person and Charm Monster, all in one!Ĭontrol Sound - one of the best utility powers in the game it acts like 3 different spells (Ghost Sound, Silence, Ventriloquism) with even more versatility. Better if you're not using the CPsi errata, still useful if you are. Skate - so you want to haul the adamantine door back to town to sell, eh? Also adds battlefield mobilityĪstral Construct - Shaper list. Missive - who needs telepathy when you have this? Since its DC doesn't scale, swap it later and/or get a djorie of itĭetect Psionics - ideally, your DM will have the transparency rules apply for this Psionic Grease - all the beauty of the original. This thread, this thread, and this thread should also prove handy.Īttraction - an extremely useful power with many possible usesĮnergy Ray or Crystal Shard - sometimes you need to blast something, and touch attacks scale really well After that, it's going to depend more and more on what your DM does. Here's suggestions for levels 1-8 (although I can't argue with anything from the Telepath list they're really good selections). Have a couple more situational buffs, and you're set. Having about 4 really good ones is all you'll need, so that later you can use a swift buff and a standard action buff for two rounds pre-fight. My suggestion (after trying this gestalt combo out) is that you get a limited number of really good buffs, since you won't want to spend either the time or the power points to use a huge number of buffs before every fight. I'd like to focus on self/party buffing and utility, the party will no doubt have enough offensive firepower so I won't worry much about that. I was thinking of taking psychoportation as my chosen discipline, for the useful movement related powers it has (psionic flight, psionic teleport) since we won't have an arcanist most likely. I've thought a lot about which manouvres to select, when to drop the low level ones and so on (I'll be focusing on Diamond Mind with some Stone Dragon and Iron Heart thrown in when there's nothing fun to take from DM), but I'm somewhat uncertain which powers to take, so I came here. My teammates will most likely be a cleric//crusader and a rogue//swordsage. The combo is just too delicious to skip, after I saw it mentioned on some gestalt thread a few weeks ago. I've already decided that I'll be playing a Psion//Warblade. Basically, an no-gates barred high powered game before 4th Edition comes 'round. We're gonna try gestalt rules for the first time, along with allowing a lot of new books (including XPH and ToB) into our game. In February, I'll be starting a new campaign.
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