D&D 3.5 PSION HANDBOOK PDF

If you compare the Psion to other controllers, the class is somewhere in the middle of the pack when it comes to power level. But what would you expect, with access to over different powers the Psion has , Arcane support and more builds than you can wrap your head around. The Invoker comes next, with Divine thus radiant support and encounter and daily powers that just blow everything away. After that, the Druid and Psion are on about equal footing. Where the Druid switches between single-target control in melee and multi-target control at range, the Psion does what the Wizard and Invoker do, but just a little worse.

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If you compare the Psion to other controllers, the class is somewhere in the middle of the pack when it comes to power level. But what would you expect, with access to over different powers the Psion has , Arcane support and more builds than you can wrap your head around. The Invoker comes next, with Divine thus radiant support and encounter and daily powers that just blow everything away. After that, the Druid and Psion are on about equal footing. Where the Druid switches between single-target control in melee and multi-target control at range, the Psion does what the Wizard and Invoker do, but just a little worse.

For example, some controllers can excel at one thing like single target lockdown, but at the cost of sacrificing effectiveness at debuffing or positioning. Or debilitates everything in a larger area. Or plants a zone. Or puts extra allies on the battlefield. Although you can become a bad blaster as a Tiefling Firestarter or a bad Elementalist by optimizing ranged basic powers like Mind Thrust, the psionic power source is not well enough supported to really get those plans off the ground.

Defender: yes. With your cloth armor and simple weapon proficiency, you should definitely try holding off the enemy in one-on-one combat.

Some Psion powers like Memory Hole and Kinetic Buffer are interesting for defenders though, but those are best left to hybrid builds. Leader: you can get great leader powers if you want Mind Thrust, Forced Opportunity , and your repositioning capabilities are pretty good. By investing in things like skill powers and a leader multiclass Shaman FTW , you can even make a passable secondary healer. You can go this route if you have another good controller in your party and lack a defense-debuffing, attack-granting leader.

With either Wis or Cha as your secondary stat, enemies should not hit you that easily. And it fits the flavor for a telepath to boot. Although having access to the Staff as a melee weapon as well as an implement helps you out a little.

Discipline Focus: Telepathy Focus: Distract generates automatic combat advantage as a minor action once per encounter, and Send Thoughts lets you send a limited telepathic message once per encounter. Both powers are pretty meh. Telekinesis Focus: this is more interesting. Forceful Push gives you free action forced movement once per encounter, and Far Hand is an encounter power Mage Hand.

Both powers can be significantly improved by taking their respective feats. Forceful Push then also slows, which is great for a free action range 10 forced movement power. Far Hand can then be sustained as a free action, which is useful if you have your hands full for some reason but still want easy access to a certain item. The standout power though is Shaped Consciousness, which grants you access to the Dream Form from the Dreamwalker paragon path 10 levels earlier.

That is an awful lot of utility for a single class feature. Ritual Casting: all builds gain access to this. Although not very interesting at low levels, at higher levels there are some really interesting rituals that you can cast for cheap that will get you out of or around otherwise nasty circumstances.

So be aware of that when you pick your stats. Ability Scores: Strength: your designated dumpstat. If you absolutely, positively have to have a melee basic attack, multiclass Swordmage and get Intelligent Blademaster. Recommended starting score: 8, pre-racial bonuses.

Constitution: it never hurts to have a good Constitution, especially for some semblance of Fortitude since Strength is your dumpstat. Recommended starting score: , pre-racial bonuses. Recommended starting score: 8 for Tieflings and Wis-Psions, for Gnomes, Wood Elves and Shades, for everyone else, pre-racial bonuses.

So unless you value accuracy over everything else, just put this at Conveniently, this also gives you a great Arcana, which is nice for your rituals and possibly Sage of Ages. Wisdom: powers with a Wisdom rider are linked to telekinetically-flavored powers. Be aware though that three of your class skills key off it, among them one of the most important skills in the game, and that you need 13 Wis for a Druid multiclass.

Also remember that you need 15 Wisdom for Psion Implement Expertise at epic. Charisma: the Charisma powers are flavorwise linked to telepathy. Simply put, if you want to use the best powers the Psion has to offer, boost this and be happy with it.

Charisma is also tied to three of your class skills, which are all social skills. Lastly, be aware that you need 15 Charisma for Psion Implement Expertise at epic. Class Skills: Arcana Int : this will automatically be high due to the fact that it keys off your main stat. Also good for the Sage of Ages epic destiny. Simply put, you want to be trained in this. Perception Wis : avoiding surprises and noticing clues are two very, very important things to ensure the continued lifespan of an adventurer.

The utility powers are nothing to write home about though. Even more important for Wood Elves to boost their initiative through the roof. Insight Wis : good for getting to the bottom of a social situation, but the real value lies in the skill powers. Insightful Riposte at 16 is considered to be one of the best utility powers for a reason. Diplomacy Cha : just generally useful for nonhostile situations. Indomitable Ally is a good but risky power for keeping your leader on his feet.

Bluff Cha : very useful for when you need to lie your way out of a difficult spot. Not much for combat though. Intimidate Cha : Everybody Move gives you an out if you somehow got yourself stuck in melee, and Snap Out Of It lets you minor in leader.

Beyond that, you need to do some of your best roleplaying when a scrawny guy or girl like you tries to threaten that nasty hobgoblin. Like Bluff, this skill is best used in conjunction with Send Thoughts.

History Int : this will automatically be high due to the fact that it keys off your main stat. Non-Class Skills Of Note: Religion Int : this will automatically be high due to the fact that it keys off your main stat.

Starting a combat hidden if you have any cover or concealment is insanely good for a controller, so you could do worse by investing in Stealth. On top of that, Acrobatics offers some sweet utility powers like Timely Dodge.

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d&d 3.5 - psionics handbook

Class Skills: A psion gains additional class skills based on his discipline, as listed below. Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. His base daily allotment of power points is given on Table 2—3: The Psion.

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The Mind's Eye: a Psion Handbook

Rock gnomes have several very conditional racial bonuses such as a racial saving throw bonus against illusions and a racial ac bonus against giants. The racial bonus to craft alchemy checks is also very helpful if your psion has access to the minor creation power. Despite their small size, the whisper gnome has a 30 foot movement speed. The whisper gnome also has great racial skill bonus to the stealth skills and good racial bonuses to the perception skills. It retains the gnomish racial dodge bonus against giants and has several helpful spell-like abilities. A solid choice. The racial bonuses to move silently and listen are nice as well.

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