Author Topic: Quick and dirty rundown of the psion diciplines  (Read 2979 times)

Offline Dr.Manhattan

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Quick and dirty rundown of the psion diciplines
« on: February 26, 2015, 03:54:34 PM »
Can i get an explanation of each dicipline and an example of just that. Cant find another post for this, please link if there is.
Thanks in advance

ADDING: How strong is each dicipline, and this is just for flavor, but adding some texting to it is always fun, like. "Shaper: Basicly you create a fucking mountain, at will, with chainsaws on it, thats fucking amazing"
« Last Edit: February 26, 2015, 04:32:14 PM by Dr.Manhattan »

Offline Ice9

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Re: Quick and dirty rundown of the psion diciplines
« Reply #1 on: February 26, 2015, 04:10:59 PM »
Seer - Divination, some self buffing, some SoS
Shaper - Summoning, BFC, some utility from item creation
Kineticist - Blasting, telekinesis, control of light and sound
Egoist - Self buffing, disguise, healing
Nomad - Teleportation, mobility
Telepath - Mind control, various SoD, take over people's bodies

My favorites to specialize would usually be Shaper or Telepath.  Telepath suffers from the Enchantment problem, but it has some of the best powers, and Shaper is just all around good, especially at low level.
« Last Edit: February 26, 2015, 06:54:54 PM by Ice9 »

Offline sambojin

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Re: Quick and dirty rundown of the psion diciplines
« Reply #2 on: February 26, 2015, 09:57:34 PM »
Because I saw your Psion blaster thread earlier Dr, I'll chuck in what kineticist is all about.

Energy Missile.

It scales beautifully, doesn't require an attack roll (auto hit 5 targets), and can sunder stuff in amazing ways.

Here's a little thread with a few of the more amusing options, that unfortunately had a PC death right before it became powerful.

http://www.minmaxboards.com/index.php?topic=15034.0

But once you get Energy Missile, don't ever look back. Just get crystals floating around your head, for more energy missiles.

Offline phaedrusxy

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Re: Quick and dirty rundown of the psion diciplines
« Reply #3 on: February 26, 2015, 11:00:51 PM »
Egoist might arguably be the most powerful, just due to how borked polymorph and its ilk are in D&D.

However, the best thing about being a psion is that you can cherry-pick powers from any of the disciplines via the Expanded Knowledge feat, and a few other methods. So discipline choice really comes down to which powers you just must have as soon as possible (and which discipline you want easy access to 9th level powers in, if your game will go that far).
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Captnq

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Re: Quick and dirty rundown of the psion diciplines
« Reply #4 on: March 03, 2015, 08:44:33 AM »
Well, technically the Erudite is a variant of the Psion class. So, if you want a rundown of that aspect of the class, check out the Erudite Handbook.
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Offline sambojin

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Re: Quick and dirty rundown of the psion diciplines
« Reply #5 on: March 03, 2015, 10:05:43 PM »
There's also the "Your DM will slap you, every Psion class is every other Psion class" 2 level Chameleon dip. The pre-reqs and race requirements are annoying, but... You get to learn a feat available to you every day. That feat is Expanded Knowledge, which you switch in and out with something else, every second day. Within a couple of months, you will have learned every power known to man. You will also be "well slapped". He could also rule that the power goes away when you learn a different feat. Still pretty handy to learn any power you might need on-call each day.

Shaper is quite powerful early on, with Boost Construct, Skin of the Construct, etc giving you a nice little grab bag of things to do. You can have multiple skins, but it's mostly for early game flight with any race. It's kind of nice to have little bursts of flight at any time really, for 1PP a go. The Boosted Constructs are awesome at level 1, and just keep getting better. You can only have one at a time by errata, but they're still nice. Not as versatile as Summon Monster " x", but still pretty good.

There's also the Constructor class that really specializes in astral constructs. It may even get around the whole multiple construct errata by having multiples as a class skill. It depends on how your DM plays it. But any Boosted Construct will have a list of abilities a mile long, and you get a few more abilities to pick from than a standard Psion does. Create-your-own-monster, but you can shape it like a giant walking dong or a mega-sized Marilyn Monroe statue if you want to as well. Why would you want to? Who knows? Science?
« Last Edit: March 03, 2015, 10:22:22 PM by sambojin »

Offline Ice9

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Re: Quick and dirty rundown of the psion diciplines
« Reply #6 on: March 04, 2015, 02:04:10 PM »
If that interpretation of Expanded Knowledge was used (which I have never seen; benefits from a feat generally disappear when you lose the feat), then you don't even need Chameleon, you can do it with Psychic Reformation, at a cost of between 25 xp/power and 150 xp/power, depending what level you are.

Even without that, Psychic Reformation is still an amazing power and you should take it.  Any power in existence at 10 minutes notice?  Plus other skills and feats on demand?  Very worth the small XP cost.

Offline phaedrusxy

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Re: Quick and dirty rundown of the psion diciplines
« Reply #7 on: March 04, 2015, 02:15:15 PM »
Yes, the benefits of the feat dissappear when you no longer have the feat. However, there are quite a few ways to get access to boatloads of powers known, especially if you don't mind being a Thrallherd...
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.