Fixes for Feat/skill shortages:
Full Ride PrC's - Is this ability more important than ML or another mantle?
L1 d4/2SP/0/0/0/2/10-10 PrC: Psychic Theurge:
http://www.wizards.com/default.asp?x=dnd/psm/20040925b -/-/+1 level of existing divine spellcasting class/+1 level of existing manifesting class
Req's: Kn(psionics):6r, Kn(religion):6r. cast 2nd-level divine spells. manifest 2nd-level powers
Warning! 1/2BAB progression! Note: summoner build:Druid or healer build: Cleric or OA3.5e Shaman
Roles: 1. Spellcaster/Summoner or Spellcaster/Booster
Healing Focus: Ard1(Mantles:Force,Freedom)/OAShaman1(Domains:Undeath,Summoner or Healing)/Ard2(M:Life)/Sha2/Ard3/Sha3/Psychic Theurge 10/Sangehirn 4
Summoning Focus: Ard1(Mantles:Elements,Creation)/Dr1/Ard2(M:Natural World or Freedom)/Dr2/Ard3/Dr3/Psychic Theurge 10/
Entropomancer(non-good):CD036 4 or Tattooist 4 or Cleric 7/Druid 7/Shaman 7
Feats:
L1-Healer:Mind Over Body /L1-Tattooist:Scribe Tattoo
L3-Healer:Psionic Body /L1-Tattooist:Skill Focus(Pr[tattooist])
L6:Practiced Manifester(Ardent)
L9:Practiced Spellcaster(Cleric/Druid/Shaman, per build)
L12:Psicrystal Affinity
L15:Psicrystal Containment(let your crystal expend psionic focus for you)
L18:Con:Ectopic Form(EmeraldGyre)/EM:Extend Supernatural Ability(ToM)/T:Overchannel
Notes:
Why the Oriental Adventures Shaman and not Cleric? less terrible skills,bonus martial arts feat,apply CHA bonus to all saves
Why finish with Sangehirn? pick up the Sangehirn touch range power of Body Adjustment and Psychic Chirurgy and Touch Range sustenance
at a power level cheaper then clerics get create food and water.
Why finish with Entropomancer? get supernatural ability to suppress all healing magic within 20' centered on you for 4 rounds.
This seems who cares until the bad guy tries to quaff that cure potion at the end of combat
Why finish with Tattooist? The 3.0 feat "Master Psychic Tattoo" from Mind's Eye may be a hard sell for DM approval.
Tattooist comes from 3.5 Dark Sun and seems somewhat more balanced. With a four level dip you can create Psychic tattoos
of powers up to 5th level. Since each character can have up to 20 tattoos, you can ink up the party with a fair armory of powers.
Why finish with 4 levels of straight Ardent? gain another Mantle, full ML, take Psionic Meditation to combo Hustle for regaining psionic focus
Why finish with 4 levels of straight Druid? get to L9 druid spells, including spontaneous SNA9
Why finish with 4 levels of straight Shaman? get to L9 Shaman spells. Also, get that second domain spell per day for L1-4 spell levels
Leveraging the Substitute power ACF from Mind's Eye:
FREEDOM:
+3 Glibness, Psionic:SoS - sometimes to stay free, a PC has to lie his arse off... "He went that way!" or "what teleportation circle?"
5: Clerics and Druids get Freedom of Movement as an L4 Spell. sub Baleful Teleport or Anticipatory Strike or Adapt Body for this
5: if your build is for 20ML, sub Temporal Reiteration for Teleport, Psionic
+7 Ethereal Jaunt, Psionic:XPH - something that is NOT teleporting. yay!
![:)](https://minmaxforum.com/Smileys/default/bg_smile.gif)
+9 Teleportation Circle, Psionic:XPH - a dismissable trap, so there are multiple ways to leverage this to ensure your freedom
Plus, as a psionic power, no costly material component. If you are not a full ML build, you can omit it.
LIFE:
3: substitute Empathic Transfer, Hostile for Body Purification - scales the heal you get but permits touch attack that scales up to 85hp
Body Purification will come back in Sangehirn modified to permit you to heal comrades by touch too. till then you get
heals through Cleric levels which are about half as max effective per use, but you can sac other mem'd spells to get em
+7 Oak Body
+9 Timeless Body
FORCE:
1: Substitute Inertial Armor or Matter Agitation for Deflection Field, which does not scale and requires concentration.
A Quori Mindhunter build will take Inertial armor, which tops out at +13 armor bonus.
For offensive and/or utility, sub Matter Agitation to solve the "I need a fire" survival problem
+7 Decerebrate
+9 Tornado Blast
ELEMENTS:
1 Elemental Steward: Summoner? Take this as your first power.
2: Sub Psionic Levitate for Earth Walk
+4 Energy Ball
6: Sub Psionic Disintegrate for Blackstone Hammer. With 1/2BAB, ability to hit with a Hammer isn't that good.
Plus, Disintegrate is good for disappearing excess materials created by Creation spells.
Thematically, you're reducing stuff to dust, or its component elements.
7/8: nothing good for the theme. leave the hole. you still get to pick from 28 powers in three mantles.
9: if you won't get Cleric 8 or Druid 8 spells, you could sub Psionic earthquake for Tornado Blast.
CREATION:
+2 Add Crystalstorm, a noPR 2d4hp ray w/FORT save vs 1d4 Con damage,maxing at either 40hp or 12Con
+3 Add either Concealing Amorpha, Greater: XPH or Dream Spirit, Psionic:SoS
4: Consider subbing Quintessence:XPH128 for Fabricate, Psionic
Reason: introduces a different form of utility which does not rely on Craft rolls
ingame karma risk: raids by inevitables(FF108).
5: Sub Hail of Crystals:XPH111 for Major Creation, Psionic
Reason:HoC maxes at 100hp, PR-free, providing a Blaster option with Reflex save
+7 Ectoplasmic Coccoon, Mass: XPH097. Personally, I think this is creepy. but hey, it fits the theme.
+8 Bend Reality
NATURAL WORLD:
1: ask your GM to houserule the following augment for Stone Mind:
For each additional power point you spend, you receive 5'r of tremorsense
+3 Dispel Psionics or Darkvision, Psionic
+6 Suspend Life or Overland Flight, Psionic - bears hibernate and birds fly. very natural.
+8 Recall death - death is part of the natural world. animals die and become food for other animals, etc.
Powers Chosen:
CL1-Dimension Hop(max10'), Inertial Armor(+4 armor bonus/1 hour) OR Elemental Steward(1r) and Chameleon(+10 to Hide/1r)
CL2-Dimension Hop(max15'), Inertial Armor(+4 armor bonus/2 hours) OR Elemental Steward(2r/4d6hp) and Chameleon(+10 to Hide/2r)
CL3-Dimension Hop(max20'), Inertial Armor(+4 armor bonus/3 hours) OR Elemental Steward(3r/4d6hp),Aug for 50% chance for a second and Chameleon(+10 to Hide/3r)
pick one: ConcussionBlast(1d6-9d6 force or nonlethal damage,no save)
EnergyMissile(3d6-20d6,REF/FORT=half)
Hustle(trade a swift action for a move action)
Animal Affinity(+4 buff to one ability, no need to mem separately)
Scent(v Dr2)
-OR- CrystalStorm(ray:2d4hp+FORT vs 1d4 Con damage)
CL4- more of same
CL5-Emp.Transfer, Hostile(inflict+cure yourself)/EtherealVolley (par w/SC:Cl3:Ghost Touch Weapon)/Glibness/Concealing Amorpha, Greater: XPH/Darkvision(personal)
CL6- more of same
CL7-4th-StygianWard(as Cl4/Dr5:DeathWard)/TKManuever/Fly(vW3)/EnergyBall(XPH100:)/Fabricate(vW5)/Metamorphosis(Polymorph, but good)
CL8-4th-pick a second
CL9-5th-RevivifyXP(like raise dead but no lost level/con/powers)/IncarnateXP/Temporal Reiteration or Anticipatory Strike or Adapt Body/
Adapt Body/Hail of Crystals/Oak Body
CL10-5th-pick a second
CL11-6th-MendWounds(55-95hp,20'burst option,damages undead,vCl6:Heal and Cl7:Cure Serious Wounds,Mass) or Restoration(only if you don't have it via divine)/Concussive Detonation/Evade Burst/Disintegrate(22d6,FORT save for 5d6)/Fabricate, Greater Psionic/Suspend Life
CL12-6th-pick a second
CL13-7th-ethereal jaunt(vShaman5)/decerebrate/ectoplasmic Coccoon/Animate Plants(vDr7)
CL14-7th-pick a second
CL15-8th-GrTeleport/TrueMetabolismA!(re-grow/re-attach limbs v Cl7:Regenerate)/Telekinetic Sphere/BendRealityXP/RecallDeath(die or WILL for 5d6; if you couldn't get disintegrate)
CL16-8th-pick a second
cannot summon a monster whose alignment is opposed. Thus, TN is best alignment for Shaman.
To partly (7/9) 0workaround, sub Axiomatic or Anarchic for Fiendish or Celestial. An LG shaman could summon
an Axiomatic (LN) monstrous centipede instead of a Fiendish one, but not a spider.
A CE shaman could summon an Anarchic (CN) giant fire beetle instead of a Celestial one, but not a dog.
Once a template substitution is chosen all creatures with one template that can be summoned with the sub, are.\
Remember! Duration is rounds/ML for Ardent (due to Practiced Manifester) and rounds/divine spellcaster level for Dr/Sh/Cl!
CL1-Ardent:1:Elemental Steward (ES): Heal,Intimidate, or stonemason,2d6hp energy ray
CL2-Druid:1:Conjure Ice Beast (CIB) I: Icebeast Serval:3 attacks w/ 1d6 cold on each + 1d6 cold damage for anyone in the same square
sac a spell for Summon Nature's Ally (SNA) I: 2HD Wolf (trip),Eagle/Owl for flyer, or Monkey for utility
CL2-Shaman:1:no spontaneous summoning, access to SNA I
Domain(Summoner): SMI:CE-Fiendish Monstrous spider-webs,poison,tremorsense
CL3-Ardent:2:ES: Augment for 50% chance of a second ES. Price in line with SMII odds of summoning a second creature of SMI type.
Astral Construct: medium 2HD+20hp construct with 40' speed + either Trip or 20'avg Fly
CL4-Druid:2:same options
CL5-Ardent:3:ES: Augment twice for 50% chance of a second and third ES. Price in line with SMIII odds of summoning
a second and third creature of SMI type.
AC: medium 3HD+20hp construct with 40' speed + either Trip or 20'avg Fly
Dream Spirit,Psionic: incorporeal w/ incorporeal touch attack using caster's BAB+Dex to hit for 1d6+2hp
CL6-Druid:3:CIBII:icebeast hippogriff minus flying +engulf2d6Cold and +1d6Cold on each attack
Dr2:Summon Swarm:PHB289:bats,rats,or spiders
Dr2:Summon Dire Hawk:RoTW175:5d8+10 medium 80'avg flyer for min/level. Attack:Talon +9 melee (1d4+1).11'wingspan
sac a spell for SNAII:hippogriff in its normal flying form
CL6-Shaman:3:Sh2:Ancestral Vengeance*. Ancestral spirit deals 1d6/twolevels damage (maximum 5d6), 1d6/level (maximum 10d6)to undead.
+Sh2(D:Summoner): SMII:Fiendish/Axiomatic Wolf or 1d2 Fiendish/Anarchic monstrous spiders
CL7-PsyTheurge:1:ES: Augment 3x for 3x 50% chance of a second, third, and fourth ES. SM line doesn't extent to summon this many.
ES combat may be as flankers, but if so, 3x2x2d6hp = 4d6hp - 12d6hp spread across two rounds, then fall back on slams.
AC: med.5HD+20hp construct + Extra Attack or Imp.Grab
DSP: incorporeal w/ incorporeal touch attack using caster's BAB+Dex to hit for 1d6+3hp
same divine options as CL6, for 4 rounds
CL8-PsyTheurge:2:same ES,AC, and DSP options as PsyTheurge:1, but for 8 rounds
SM:Celestial Bison, Fiendish Ape or Eladrin, Coure (spam faerie fire & magic missile)
SNA:Lion -> Pounce
CIB:Icebeast Nashrou Demon (MM4)(4attacks,reach) or Icebeast Ape
SDA:Dustform Ashworm
+Cl/Sh3(D:Undeath) Animate DeadM: Creates undead skeletons and zombies.
CL9-PsyTheurge:3:ES: Augment 4x for 4x 50% chance of a second, third, and fourth ES. SM line doesn't extend to this point.
ES combat may be as flankers, but if so, 4x2x2d6hp = 4d6hp - 16d6hp spread across two rounds, then fall back on slams.
AC: Lg.7HD+30 hp construct + Extra Attack or Imp.Grab
DSP: incorporeal w/ incorporeal touch attack using caster's BAB+Dex to hit for 1d6+3hp
same divine options as CL8, for 6 rounds
CL10-PsyTheurge:4:ES: same ES,AC, and DSP options as PsyTheurge:3, but for 10 rounds
SM: Celestial Lion, Fiendish Dire Wolf, Arcadian Avenger (MM5) or Demon, Gadacro (MM5) or Guardinal, Cervidal (MM2)
SNA:Unicorn or Giant Crocodile
CIB:Voor(MM4)(6 attacks) or Giant Crocodile
SDA:Dustform Deinonychus or Giant Eagle
+ Dr4: Summon Elementite Swarm:PlHB:7HD 80'perfect flyer swarm w/2d6 attack and the ability to make people nauseous.
+ Sh4: Lesser Spirit Ally*. Exchange services with one summoned spirit of up to 8 HD that shares your philosophical alignment
+ Cl/Sh4(D:Summoner) Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
CL11-PsyTheurge:5:ES:Augment 5x for 5x 50% chance of a second, third, and fourth ES. SM line doesn't extend to summoning this number.
ES combat may be as flankers, but if so, 5x2x2d6hp = 4d6hp - 20d6hp spread across two rounds, then fall back on slams.
AC: Lg.10HD+30 hp construct + Extra Attack or Imp.Grab
DSP: incorporeal w/ incorporeal touch attack using caster's BAB+Dex to hit for 1d6+5hp
same divine options as CL10, for 8 rounds
CL12-PsyTheurge:6:ES: same ES,AC, and DSP options as PsyTheurge:3, but for 10 rounds
SM:Celestial Griffon or Leskylor(BoED)
SNA:Dire Lion or Janni
CIB:Polar bear or G.Crocx2
SDA:Dustform Formian, Warrior
+ Sh5: Commune with Greater Spirit
+ Sh5(D:Halfling) Mordenkainen’s Faithful Hound
+ Sh5(D:Hunger) Ghoul Gauntlet†: Convert victim to a ghoul under your control.
+ Sh5(D:Pestilence) Plague of Rats† Summons horde of rats.
+ Sh5(D:Rune) Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task
+ Sh5(D:Summoner) Summon Monster V: Calls extraplanar creature to fight for you.
CL13-PsyTheurge:7:
CL14-PsyTheurge:8:SMVI:Eladrin, Bralani or
AC:Lg10HD+30hp construct + menu B - CIB:Dire Bear or Baleen Whale or Fiendish Snake, Giant Constrictor
Extra Attack or Imp.Grab - SDA:Dustform Hippopotamus or Demon, Artaaglith (Ghost)
+ Sh6: Spirit Ally: Up to 16 HD worth of summoned spirits, no two ofwhich can be more than 30 ft. apart when they appear
+ Dr6: Summon Greater Elemental:PlHB105:21HD Elemental
&nb
Create sound - Ghost Sound
Detect Psionics - Detect Magic
Far Hand - Mage Hand
Force Screen - Shield
Inertial Armour - Mage Armour
Missive - Message
Specified Energy Adaptation - Resist Energy
Dispel Psionics - Dispel Magic
Energy Bolt (Lightning) - Lightning bolt
Energy Burst (Fire) - Flameburst
Energy Wall (Fire) - Wall of Fire
Telekinetic Force/Telekinetic Thrust - Telekinesis
Aura Sight - Detect G/E/L/C
Incarnate - Permanency
Power Resistance - Spell Resistance
Microcosm - Power Word: Kill
Restore Extremity - Regenerate
Null Psionics Field - Antimagic Field
Remote Viewing - Scrying
Astral Construct - Summon Monster N
Read Thoughts - Detect Thoughts
Compression - Reduce Person
Expansion - Enlarge Person
Metaphysical Claw/Weapon - Magic Fang/Weapon
Construct: ice shape? animate snow and ice?
0:mending(P/W0:SoS), message(s/w0:P/W1:missive:XPH), --flare(W0)
1:shield(s/w1:Force Screen:XPH), animate rope(P/W:animate rope:XPH), grease(P/W1:XPH), entangle(D1/R1->P/W1:entangling ectoplasm:XPH), mount(s/w1),repair light damage(W1),command(C1),hypnotism(B1/s/w1),shocking grasp(s/w1),magic missile(s/w1),burning hands(s/w1),produce flame(D1)
2:bull's strength(P/W2:Animal Affinity:XPH), arcane lock(P/w2:psionic lock:XPH), ?-mirror image(s/w2), hold person(B2/C2/s/w3), ?-melf's acid arrow(s/w2), gentle repose(C2/s/w3),web(s/w2),spider climb(D2/s/w2),protection from energy(r2/C3/D3/s/w3), shield other(C2),darkness(B2/C2/s/w2),sound burst(B2/C2->P/W3:Energy Burst[Sound]:XPH),shatter(B2/s/w2)
3+:keen edge(PsyWar3:XPH), fly(P/W3:XPH), lightning bolt(s/w3:Energy Bolt (Lightning):XPH), greater magic weapon(s/w3/C4->P/W1:Metaphysical weapon:XPH), dispel magic(C3/s/w3:dispel psionics:XPH),slow(B3/s/w3->P/W3:Heavy Earth:CPsi),illusory script(P/S3:secret script:SoS),fireball(s/w3:Energy Ball (Fire):XPH),
3-:stone shape(d3/d3/earth3/s/w5), lesser geas(B3/s/w4), --animate dead(C3/s/w4), ?-poison(D3/C4), meld into stone(c3/d3), crushing despair(B3/s/w4),haste(B3/s/w3),hold monster(S/w3)
4:arcane eye(P/W4:SoS),fabricate(s/w5->Shaper4:XPH),sending(C4,S/W5->P/W4:Correspond:XPH), freedom of movement(P/W4:XPH), dimensional anchor(Egoist4:XPH), ?-stoneskin(s/w4/D5), shadow conjuration(B4/S/W4), wall of ice(s/w4), locate creature(B4,s/w4), --fuse sand(s/w4/D5), --flame strike(D4/C5),
5:lesser planar binding(s/w5), slay living(C5->telepath7:Crisis of Life:XPH), commune(c5), contact other plane(s/w5), Mordenkainen’s faithful hound(s/w5), transmute rock to mud(D5/s/w5),cloudkill(s/w5)
/----bend reality border----/
6:geas/quest(B6/C6/W6->Telepath8:Mind Seed:XPH), cone of cold(s/w6->P/W3:Energy cone[Cold]:XPH),antimagic field(s/w6:Null Psionic Field:XPH), flesh to stone(s/w6->P/W6::Blackstone Hammer:CPsi),
animate objects(B/C6), planar binding(s/w6), --heal(C6/D7), create undead(C6/s/w6), liveoak(D6), awaken sand(D6),planar ally(C6),
7:limited wish(P/W7:bend reality:XPH), resurrection(C7->P/W9:Reality revision:XPH), symbol of stunning(C7/s/w7), regenerate(C7/D9:Restore Extremity:XPH),insanity(P/W7:insanity:XPH),sunbeam(D7->P/W8:Light Burst:XPH),forcecage(P/W7:Ectoplasmic Coccoon,Mass:XPH),statue(s/w7),control undead(s/w7),-?destruction(C7),--mordenkainen's sword(s/w7)
8:discern location(C8/s/w8->P/W9:Metafaculty:XPH),-?polymorph any object(s/w8),greater planar binding(s/w8),--maze(s/w8)
9:wish/miracle(P/W9:Reality revision:XPH), teleportation circle(s/w9:XPH),energy drain(P/W9:Stygian conflagration), Prismatic Sphere(s/w), --shades(s/w9),