Ms. No... max rebuff, max denial - a Psion Build

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Ms. No
aka Ms. Puppeteer
- a Psion build -


b11795cf017b6823b23686fabace673b.jpg?v=135450

She's cute... She's smart... She's elusive... She's a star !
But don't even think about asking her out for a date...

And if you start with all that "But we were in high school together" crap...
It's time to meet her Bodyguard.



Build Explanation

It's quite simple... good control means hard lockdown of mobs - this build tries to achieve nothing less.

CB Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
Ms. No, level 30
Gnome, Psion, Thrallherd, Planeshaper
Discipline Focus: Telekinesis Focus
Versatile Expertise: Versatile Expertise (Flail)
Versatile Expertise: Versatile Expertise (Staff)
Background: Pivotal Event - Escape (Stealth class skill)

FINAL ABILITY SCORES
Str 10, Con 15, Dex 14, Int 28, Wis 16, Cha 23.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 12, Int 16, Wis 13, Cha 14.


AC: 42 Fort: 41 Reflex: 42 Will: 41
HP: 143 Surges: 12 Surge Value: 35

TRAINED SKILLS
Insight +23, Stealth +29, Arcana +35, Bluff +26, Endurance +22

UNTRAINED SKILLS
Acrobatics +17, Diplomacy +21, Dungeoneering +18, Heal +18, History +28, Intimidate +21, Nature +18, Perception +18, Religion +28, Streetwise +21, Thievery +17, Athletics +15

FEATS
Psion: Ritual Caster
Level 1: Unseen Dread
Level 2: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 4: Controlling Advantage
Level 6: Discipline Adept
Level 8: Weapon Proficiency (Gauntlet Axe)
Level 10: Brawling Warrior
Level 11: Hindering Shield
Level 12: Lashing Flail
Level 14: Versatile Expertise
Level 16: Psychic Lock
Level 18: Superior Implement Training (Accurate staff)
Level 20: Anchoring Push
Level 21: Robust Defenses
Level 22: Untraceable
Level 24: Psion Implement Expertise
Level 26: Vanishing Act
Level 28: Weapon Focus (Staff)
Level 30: Epic Fortitude

POWERS
Psion at-will 1: Dishearten
Psion at-will 1: Mind Lock
Psion daily 1: Living Missile
Psion utility 2: Mind Shroud
Psion at-will 3: Psychic Anomaly
Psion daily 5: Force Spheres
Psion utility 6: Shared Recovery (retrained to Intellect Fortress at Level 14)
Psion at-will 7: Force Grasp (retrained to Kinetic Trip at Level 11) (replaces Mind Lock)
Psion daily 9: Clear the Slate
Psion utility 10: Dimensional Shortcut
Psion at-will 13: Dual Hallucination (replaces Psychic Anomaly)
Psion daily 15: Living Barrage (replaces Living Missile)
Psion utility 16: Insightful Riposte
Psion daily 19: Shred Reality (replaces Clear the Slate)
Psion utility 22: Interdicting Thoughts
Psion daily 25: Far Realm's Embrace (replaces Shred Reality)
Psion daily 29: Thrall (replaces Living Barrage)

ITEMS
Accurate staff of Ruin +6, Siberys Shard of the Mage (epic tier), Orb of Nimble Thoughts +1, Flowform Starweave Armor +6, Assassin's Cloak +6, Mirrored Mask (epic tier), Shield of Deflection Light Shield (epic tier), Resplendent Gloves (epic tier), Opal Ring of Remembrance (epic tier), Ring of Tenacious Will (epic tier), Diamond Cincture (paragon tier), Lightstep Slippers (epic tier), Strongheart Tattoo (epic tier), Staggering Spiked chain +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

NB: The Gauntlet Axe from Dark Sun Campaign Setting is not yet in the builder. Hence the Light Shield and the probable missing feat.


Theory of Control

As we cannot expect to be able to spam conditions like Stun or Dominate willy-nilly, we have to resort to secondary ways to ruin the mobs' turns:
-- Melee mobs are easy, as you just have to stop them from reaching melee or pull them out from there.
-- Ranged mobs need to lose line of sight, which is much harder.

Often we cannot achieve hard lockdown, but have to rely three secondary methods of control:
-- Debuffing attack rolls so hits become unlikely or impossible.
-- Force the mobs to eat counter-attacks (usally OAs) to do anything meaningful at all.
-- Break up their formation and dictate their possible targets.

At last for control needs to be action efficient to be meaningful - even stunning a mob with a 50% hit chance but no damage is in the end a waste of time (lest it's a Solo...), hence:
-- The hit-chance should be sufficently good.
-- Control should target multiple mobs without hurting allies.
-- A solid baseline damage is no shame, even for a Controller.
-- Control is more effective the earlier it is imposed on the enemies.

The Build in Play

As we already have seen, tactical positioning is a huge factor for control. Combining forced movement with movement and action debuffs thus is what constitutes the core of a good controller build.

Here we use two core pieces:
-- Unseen Dread let's us add a slide 3 (two normal plus one from Controlling Advantage) to every Psion attack if we're hidden (no surprise - we're good at that). Upgrading this and adding Forceful Push to the mix we have a lot of sliding going around.
-- Hindering Shield slows mobs when they are slid.

Thus we get to our core powers:
-- Kinetic Trip allows us to move up to three mobs and force them prone if they move more than one square on their next action. That can easily ruin both melee and ranged attackers, as descibed above.
-- Dual Hallucination is long range, adds CA and a to-hit debuff (Psychic Lock) and more damage. Its use is that it targets two mobs unaugmented and can daze in case Kinetic Trip isn't sufficient.
-- Dishearten is our to-go / fall back attack debuff and an on-demand OA (grab, flank) negator.
-- Forceful Push is a very good auto-effect, that even doesn't break our Stealth, and can serve as set-up or later as fully capable power to ruin a mob's turn on its own.

Furthermore our Thrall provides another tactical piece on the field, that is very expendible and can add both damage and control (a big slide with every attack, particularly OAs) as needed.

At last all other pieces important parts are present in the build, as mentioned.
It employs a good deal of Stealth and hiding to improve both defense and offense. While battlefields vary widely between combats and groups, the build brings enough own tricks to hide at least four times each combat. (Reactive Stealth, Invisibility from Fade Away, full cover for two rounds from Mind Shroud)

And most important the build works perfectly well right from level 2, once you got your L2 utility power and some magic items. It's solid enough even for level 1, as far as can make such a difference at that level...

Please note that aside from a little piece here or there, the build is fully geared for control. If you want to modify that, see the variations.

Example Combat Opening
As just discussed controlling multiple melee mobs with Kinetic Trip is trivial. Similarly against ranged mobs we either break their LoS or just use Dual Hallucination / Forceful Push to round them up for a Dishearten.
So let's instead assume a more challenging encounter setup. We choose level 16 as middle of our career, but this example works in similar combinations at about any point. As resources we assume just an AP and any encounter resources.

Enemies
-- 2 Soldiers or Brutes at short range (~5 sq) as blocker
-- 1 Elite Controller at medium range (~10 sq) as main adversary
-- 2 Artilleries at long range (~15 sq) to focus fire

Stealth
Due having a base skill modifier significantly higher than any usual mob Perception modifier, and the ability to roll twice, it's safe to assume that all our checks succeed.
In case we really must move more than 2 sq and try to hide, we can rely on our Watcher's Signet to counter the penalty.

Initiative
It's likely that due our high base modifier we'll be the first to act.
No matter if we do or don't, because we're hidden thanks to Reactive Stealth, we won't be targeted as the mobs don't even know that we're there.

Turn 1
(standard) We attack the two Soldiers/Brutes with a 1 PP Dual Hallucination. As result they're slid 3 sq away from our group, slowed, and are at -5 Reflex.
(minor) We activate Mind Shroud to gain full cover (if necessary).
OR (minor) We activate our Watcher's Signet in case any suitable spot is within 3-5 sq.
(move) We move closer and re-stealth.
-> (free) Our Thrall moves 5 sq towards the Elite.
(AP: standard) We use a 4 PP Dual Hallucination on the Elite and one Artillery close to some blocking terrain feature. They're slid 3 sq, slowed, at -2 to attack and dazed as result.
-> (free due AP) The Elite is attacked by our Thrall, who thanks to being very precise and having CA will very likely hit as well, and hence slide it 4 sq adjacent to our Defender.
Summary: Assuming we hit (which is likely thanks to a good attack bonus, CA and targetting Will), the two melee mobs are slowed and out of range, one Artillery is dazed and out of LoS, and the Elite savely dazed and debuffed next to our trusty Defender.

Between Turns
The remaining Artillery will likely try to hit us back, which will easily be negated thanks to (full) cover and an on-demand defense bonus from Intellect Fortress.
The rest of our party has fun murdering the Elite.

Turn 2
(move) Re-stealth thanks to the second round of full cover from Mind Shroud.
-> (free) Our Thrall moves forward to one Artillery to corner it (see below).
(minor) If necessary let our Thrall walk some more.
(standard) A 2 PP Kinetic Trip basically autohits the melee mobs (remember the -5 Reflex defense and our CA), and again slides them 3 sq, slows them and knocks them prone if they move more than 1 sq. As third target we slide the dazed and already closer Artillery next to our Thrall, likely catching it unable to shift away thanks to blocking / difficult terrain.
Summary: The Elite is well taken care of by the rest of our party, the two melee mobs are still unable to do anything, and one of the two Artilleries is trapped in a corner by our Thrall.

Between Turns
The rest of our team finishes the Elite and starts closing in.
The Artilleries, seeing that the combat is going downhill, focus fire us - we turn invisible thanks to Fade Away, and one Artillery eats a full damage OA from our Thrall, probably blooding it.

Turn 3
(move) Continue closing in and use the invisibility from Fade Away to re-stealth.
(minor) If necessary heal our Thrall with Restore Thrall.
(standard) We either use a normal Dual Hallucination to pull in, slow and put CA & -2 attack on the remaining two Artilleries...
OR (standard) ... or we help our Defender to hold down the bunched up melee mobs with a 2 PP Dishearten for -7 to their attacks.

Total Summary
The Elite is off the board, both melee mobs now get their first turn against our still fresh Defender, and both Artilleries are debuffed, with one trapped and already bloodied.

Backup Tricks
In case positioning isn't optimal or we miss somewhere, we can rely on Forceful Push. It also can slide the Artillery back next to our Thrall in case we're unlucky with the terrain.
In case we do fluke a stealth attempt we can just use the minor shift 2 from Boots of the Fencing Master to try again.
In case we roll low, Insightful Riposte can still make us hit. We maybe already have a Stone of Spirit / Wind to reroll one bad but important attack, if it's a critical encounter.
If positions or terrain are really bad for us, we can still just bust out one of our Daily Attacks or transport our party with Dimensional Shortcurt to anywhere within 20 sq gain the tactical advantage.


Motivation

Well, we lacked some good control builds in the recent times - particularly those that don't employ material that is either rules gray at best or not widely available. (Yes, I'm looking at you Mark of Storm !)

We also just got Psionic Power, and you probably already know that I just like Psionic classes...

Level by Level Discussion


Level 1 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 8 (-1)
Constitution 13 (+1)
Dexterity 12 (+1)
Intelligence 18 (+4)
Wisdom 13 (+1)
Charisma 16 (+3)
A bit MAD, but before we completely tank our other attributes, this is preferable. If you're willing to dump all secondaries for maximum precision with high Int, you can start with 8 / 11 / 10 / 20 / 12 / 15 (bump Wis once at L24 for Psion Implement Mastery).

Hit Points / Bloodied: 25 / 12 (12 base + 13 Con)
Healing Surges: 7 (6 base + 1 Con)
Healing Surge Value: 6 HP

Defenses
AC: 14 (10 base +4 Int +0 Cloth)
Fortitude: 11 (10 base +1 Con)
Reflex: 14 (10 base +4 Int)
Will: 15 (10 base +3 Cha +2 class)

Attacks
base: +4 // +4 dmg (+4 Int // +4 Int)

Initiative: +5 (+1 Dex +4 feat)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)

At-Will Powers
L1: Dishearten (PHB3)
L1: Mind Lock (PsP1)
PPs: 2
Dishearten is for the usual debuffing.
Mind Lock let's us land-lock melee mobs right from the start and will become a cornerstone of the build during Heroic.

Daily Powers
L1: Living Missile (PsP1)
Big show, big control - enjoy.

Utility Powers
---

Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3)
Free Stealth and also escape from being focus fired.
Forceful Push let's add another target to an AoE, mess with mobs mid-turn or just improve the tactical postioning. Well upgrade it significantly later. You certainly can also take Shaper Focus (PsP1) for Shaped Conciousness - it makes hiding in terrain easier, but you lose some of the absolute control Forced Push provides.

Feats
C: Ritual Caster (PHB1)
L1: Improved Initiative (PHB1)
Going first means stopping bad things from happing.

Notable Skills
Arcana: +11 (+5 trained +4 Int +2 racial)
Bluff: +8 (+5 trained +3 Cha)
Insight: +6 (+5 trained +1 Wis)
Stealth: +9 (+5 trained +1 Dex +1 item +2 racial)

Items
Footpads & Camouflage Closing
Adventuring Gear

Comments
Humble beginnings...


Level 6 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 8 (-1)
Constitution 13 (+1)
Dexterity 12 (+1)
Intelligence 19 (+4)
Wisdom 13 (+1)
Charisma 17 (+3)

Hit Points / Bloodied: 45 / 22 (12 base + 13 Con + 20 level)
Healing Surges: 7 (6 base + 1 Con)
Healing Surge Value: 11 HP
-- 13 tHP / encounter

Defenses
AC: 18 (10 base +3 level +4 Int +1 enh +0 Cloth)
Fortitude: 15 (10 base +3 level +1 Con +1 enh)
Reflex: 18 (10 base +3 level +4 Int +1 enh)
Will: 19 (10 base +3 level +3 Cha +1 enh +2 class)

Attacks
base: +8 // +7 dmg (+3 level +4 Int +1 enh // +4 Int +1 enh +1 item +1 Shard)
-- +2 dmg on Psychic attacks
-- +1d10 dmg on crit

Initiative: +12 (+3 level +1 Dex +4 feat +4 item)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)
We're quick to react...

At-Will Powers
L1: Dishearten (PHB3)
L1: Mind Lock (PsP1)
L3: Psychic Anomaly (PsP1)
PPs: 4
Psychic Anomaly provides us with the best Daze we can get at the moment, and even in it's basic form is solid forced movement. We just won't keep it long, because it doesn't work very well with Unseen Dread.
Force Hammer (PHB3) is a solid alternative to Mind Lock, but getting a Daze has priority, and slow powers vs Fort are often a bad idea.


Daily Powers
L1: Living Missile (PsP1)
L5: Force Spheres (PsP1)
Defense bonus, attacks as minor and significant control attached - what's more to want ? We'll keep Force Spheres our entire career.

Utility Powers
L2: Mind Shroud (PsP1)
L6: Shared Recovery (PsP1)
Mind Shroud is one turn of good defense and two turns of Stealth even on open terrain - great !
Shared Recovery does something about our meager HPs.

Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3) x2

Feats
C: Ritual Caster (PHB1)
L1: Improved Initiative (PHB1)
L2: Unseen Dread (PsP1)
L4: Controlling Advantage (PHB3)
L6: Discipline Adept (PHB3)
Here our forced movement combo starts to take off. Unseen Dread can add a good slide to potentially every attack, Controlling Advantage increases every forced movement we make, as long as we are hidden, invisible or have any other source of CA, and Discipline Adept capitalises right on that.

Notable Skills
Arcana: +14 (+3 level +5 trained +4 Int +2 racial)
Bluff: +11 (+3 level +5 trained +3 Cha)
Insight: +9 (+3 level +5 trained +1 Wis)
Stealth: +13 (+3 level +5 trained +1 Dex +2 item +2 racial)

Items
Main-Hand: Staff of Ruin +1 (AV1) with Siberys Shard of the Mage +1 (EPG)
Off-Hand: Orb of Nimble Thoughts +1 (PHB3)
Body: Stoneskin Armor +1 (AV1)
Neck: Cloak of Resistance +1 (PHB1)
Feet: Boots of Stealth +2 (AV1)
Hands: Resplendent Gloves (AV2)
Big improvements here. Staff of Ruin increases damage and Orb of Nimble Thoughts initiative and gives us an emergency get-away once per encounter.
Boots of Stealth are the cheapest and most effective Stealth booster at the moment.

Comments
Here our combo goes online. By having significant ways to control the mobs' placement and diverse ways to either take their actions, their mobility or their precision away, we're prepared for all kinds of situations.
Our Stealth is solid, as we have at least 3 rounds per encounter plus the opening when we get a guaranteed stealth attempt. That plus our selection of items and utility powers make up for our somewhat meager defenses.


Level 11 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Paragon Path: Thrallhead (PsP1)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 9 (-1)
Constitution 14 (+2)
Dexterity 13 (+3)
Intelligence 21 (+5)
Wisdom 14 (+2)
Charisma 19 (+4)

Hit Points / Bloodied: 66 / 33 (12 base + 14 Con + 40 level)
Healing Surges: 8 (6 base + 2 Con)
Healing Surge Value: 16 HP
-- 15 tHP / encounter

Defenses
AC: 23 (10 base +5 level +5 Int +2 enh +0 Cloth +1 shield)
Fortitude: 19 (10 base +5 level +2 Con +2 enh)
Reflex: 22 (10 base +5 level +5 Int +2 enh)
Will: 23 (10 base +5 level +4 Cha +2 enh +2 class)
-- +1 to AC & Reflex [item] after shifting TEONT

Attacks
base: +12 // +10 dmg (+5 level +5 Int +2 enh // +5 Int +2 enh +2 item +1 Shard)
-- +1 att [item] & 2 dmg with Psychic powers
-- +2d10 dmg on crit
Thrall attack: reach 2; +17 MBA || +15 / +19 OA (+5 level +5 Int +2 enh +3 prof)
Thrall hit: 2d4+10 dmg (+5 Int +2 enh +2 item +1 Shard)
-- +2d6 dmg & prone on crit

Initiative: +15 (+5 level +1 Dex +4 feat +5 item)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)

At-Will Powers
L1: Dishearten (PHB3)
L3: Kinetic Trip (PsP1) [level 7-10: L3 Force Hammer (PHB3) or L1 Mind Lock (PsP1)]
L7: Insidious Doubt (Dr390)
PPs: 8
Insidious Doubt's Daze harmonises much better with Unseed Dread and also take effect immediately, hence we take it as soon as we can.
Kinetic Trip let's us pin-point and lockdown targets out of a furball, and for 2 PPs even target three mobs. It doesn't synergise that well with the whole Psychic approach, but it gives us a different NAD to target and different damage type, just in case. We'll also lack Psychic Lock on it later - but any mob hit by Kinetic Trip should be taken out cold for the round anyway. During Heroic we instead keep a regular slow, as we don't have Hindering Shield yet.

Daily Powers
L1: Living Missile (PsP1)
L5: Force Spheres (PsP1)
L9: Clear the Slate (PHB3)
In case you need some large area forced movement and just fluked your Stealth...

Utility Powers
L2: Mind Shroud (PsP1)
L6: Shared Recovery (PsP1)
L10: Dimensional Shortcut (PsP1)
We opt for Dimension Shortcut, as it lets our party perform a huge repositioning, that can easily turn a long distance encounter on its head and force ranged mobs into melee.
There are a lot of good alternatives here - Stall Tactics (Bluff, PHB3) for initiative improvement, Intellect Leach (PHB3) for a BBEG encounter, Sky Hook (PHB3) for some movement trickery or to overcome the rare Tremorsense or Mind over Flesh (PHB3) to avoid those annoying Daze conditions. L2 Intellect Fortress (PHB3) is great and we'll soon get it anyway when Shared Recovery loses strength and our Cha get's another bump.


Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3) x2
PP: Serve Me Well (PsP1)
Unless we really need to get the Thrall to the front, we'll probably never use our PP power.

Feats
C: Ritual Caster (PHB1)
L1: Improved Initiative (PHB1)
L2: Unseen Dread (PsP1)
L4: Controlling Advantage (PHB3)
L6: Discipline Adept (PHB3)
L10: Weapon Proficiency (Gauntlet Axe) (PHB1)
L11: Brawling Warrior (MP2) [was L8: Skill Focus (Stealth) (PHB1)]
L11: Hindering Shield (Dr385)
We finish our core combo with Hindering Shield. The shield bonus to AC has also to suffice instead instead of Unarmored Agility (PHB3). Brawling Warrior provides another one round boost or let's us turn a bare miss into a hit, once we stowed our Orb of Nimble Thoughts.

Notable Skills
Arcana: +17 (+5 level +5 trained +5 Int +2 racial)
Bluff: +14 (+5 level +5 trained +4 Cha)
Endurance: +12 (+5 level +5 trained +2 Con)
Insight: +12 (+5 level +5 trained +2 Wis)
Stealth: +15 (+5 level +5 trained +1 Dex +2 item +2 racial)
We're not great at it, but Endurance is always a good skill to have just in case.

Items
Main-Hand: Staff of Ruin +2 (AV1) with Siberys Shard of the Mage +1 (EPG)
Off-Hand: Orb of Nimble Thoughts +1 (PHB3) & Gauntlet Axe (DSCS)
Body: Stoneskin Armor +2 (AV1)
Neck: Elven Cloak +2 (PHB1)
Feet: Boots of the Fencing Master (AV1)
Hands: Resplendent Gloves (AV2)
Head: Headband of Intellect (AV1)
Tattoo: Strongheart Tattoo (AV2)
Thrall: Staggering Triple-Headed Spiked Chain +2 (AV1)
Our Thrall already get's a nice weapon to smack some mobs around with... soon.
Also a small but nice attack bonus with Psychic attacks. We also got us some resist vs ranged attacks on our pseudo-shield, as we're elusive enough to evade the worst of melee and hence much rather fear ranged focus fire.
At last our boots give us a nice occasional defense bonus, and more important let us shift as minor - get's us out of a tight spot or allows for another try with stealth.


Comments

First our main combo goes online, as we now can shove mobs all over the battlefield and make sure they don't go anywhere afterwards.
Second our Thrall arrives, which gives our party a cheap forward bag of HPs. Soon we'll upgrade his MBA / OA to add significant control, again thanks to our Fighter MC.
Our off-hand is a Gauntlet Axe because the regular Light Shield Proficiency would have ruined our stat distibution even more, and we can get over the one point lost Reflex instead.


Level 16 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Paragon Path: Thrallhead (PsP1)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 9 (-1)
Constitution 14 (+2)
Dexterity 13 (+3)
Intelligence 22 (+6)
Wisdom 14 (+2)
Charisma 20 (+5)

Hit Points / Bloodied: 86 / 43 (12 base + 14 Con + 60 level)
Healing Surges: 9 (6 base + 2 Con +1 ring)
Healing Surge Value: 21 HP
-- resist 5 vs ranged

Defenses
AC: 28 (10 base +8 level +6 Int +3 enh +0 Cloth +1 shield)
Fortitude: 24 (10 base +8 level +2 Con +3 enh +1 item)
Reflex: 27 (10 base +8 level +6 Int +3 enh)
Will: 29 (10 base +8 level +5 Cha +3 enh +2 class +1 armor)
-- +1 to AC & Reflex [item] after shifting TEONT
-- +2 to all with Thrall adjacent
Thanks to our new L16 PP feature our Thrall help us out of a tight spot.

Attacks
base: +19 // +15 dmg (+8 level +6 Int +3 enh +2 exp // +6 Int +3 enh +3 item +3 Shard)
-- +1 att [item] & 2 dmg with Psychic powers
-- +3d10 dmg on crit
Thrall attack: reach 2; +24 MBA || +22 / +26 OA (+8 level +6 Int +3 enh +2 exp +3 prof)
Thrall hit: 2d4+9 dmg & slide 4 squares & slowed (+6 Int +3 enh) or 2d4+15 dmg & slide 1 square & slowed (+6 Int +3 enh +3 item +3 Shard)
-- +3d6 dmg & prone on crit

Initiative: +19 (+8 level +1 Dex +4 feat +6 item)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)

At-Will Powers
L1: Dishearten (PHB3)
L3: Kinetic Trip (PsP1)
L13: Dual Hallucination (PHB3)
PPs: 9
Dual Hallucination is more PP intensive to Daze with than Insidious Doubt, but on the other hand we can use it at long range, against two targets and use it without hurting our allies, and all that already in the unaugmented version.

Daily Powers
L5: Force Spheres (PsP1)
L9: Clear the Slate (PHB3)
L15: Living Barrage (PsP1)
A straight upgrade from Living Missile. Thought Warrior (PsP1) is nice, but already have a meat shield and good baseline lockdown.

Utility Powers
L2: Mind Shroud (PsP1)
L6: Intellect Fortress (PHB3)
L10: Dimensional Shortcut (PsP1)
L12: Restore Thrall (PsP1)
L16: Insightful Riposte (PHB3)
More precision is goood...
We also switched Shared Recovery for Intellect Fortress. We have enough Cha that we can reliably negate a hit, and on the other hand mobs hit hard enough that already one attack is worth it being negated, not even speaking of riders or the benefit lasting a full round.


Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3) x2
PP: Serve Me Well (PsP1)

Feats
C: Ritual Caster (PHB1)
L1: Improved Initiative (PHB1)
L2: Unseen Dread (PsP1)
L4: Controlling Advantage (PHB3)
L6: Discipline Adept (PHB3)
L10: Weapon Proficiency (Gauntlet Axe) (PHB1)
L11: Brawling Warrior (MP2)
L11: Hindering Shield (Dr385)
L12: Lashing Flail (MP2)
L14: Versatile Expertise (Staff, Flail) (PHB2)
L16: Psychic Lock (PHB1)
Now the MBAs / OAs of our Thrall have a big slide plus slow as well.
The rest is necessary attack improvement and enemy debuffing.


Notable Skills
Arcana: +21 (+8 level +5 trained +6 Int +2 racial)
Bluff: +18 (+8 level +5 trained +5 Cha)
Endurance: +17 (+8 level +5 trained +2 Con)
Insight: +17 (+8 level +5 trained +2 Wis)
Stealth: +19 (+8 level +5 trained +1 Dex +3 armor +2 racial), roll twice

Items
Main-Hand: Staff of Ruin +3 (AV1) with Siberys Shard of the Mage +3 (EPG)
Off-Hand: Orb of Nimble Thoughts +1 (PHB3) & Gauntlet Axe (DSCS)
Body: Shadowflow Armor +3 (PHB1)
Neck: Assassin's Cloak +3 (AV2)
Feet: Boots of the Fencing Master (AV1)
Hands: Resplendent Gloves (AV2)
Arms: Shield of Deflection (on Gauntlets) (PHB1)
Head: Headband of Intellect (AV1)
Waist: Diamond Cincture +1 (AV1)
Ring: Iron Ring of the Dwarf Lords (PHB1) & Watcher's Signet (DMA09)
Tattoo: Strongheart Tattoo (AV2)
Thrall: Staggering Triple-Headed Spiked Chain +3 (AV1)
Big improvement to stealth, more bonus and roll twice - now we can rely on succeeding.

Comments

Largely consolidation of our build with a few missed pieces.
And our Thrall is now fully functional - meat shield, extra controller, off-Defender and just a major road block for the mobs.


Level 21 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Paragon Path: Thrallhead (PsP1)
Epic Destiny: Planeshaper (Dr372)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 10 (+0)
Constitution 15 (+2)
Dexterity 14 (+2)
Intelligence 26 (+8)
Wisdom 15 (+3)
Charisma 22 (+6)

Hit Points / Bloodied: 107 / 53 (12 base + 15 Con + 80 level)
Healing Surges: 12 (6 base + 6 Cha)
Healing Surge Value: 26 HP
-- resist 5 vs ranged

Defenses
AC: 34 (10 base +10 level +8 Int +4 enh +1 Cloth +1 shield)
Fortitude: 29 (10 base +10 level +2 Con +4 enh +2 feat +1 item)
Reflex: 34 (10 base +10 level +8 Int +4 enh +2 feat)
Will: 34 (10 base +10 level +6 Cha +4 enh +2 feat +2 class)
-- +2 to all with Thrall adjacent

Attacks
base: +25 // +19 dmg (+10 level +8 Int +4 enh +2 exp +1 acc imp // +8 Int +4 enh +4 item +3 Shard)
-- +1 att [item] & 3 dmg with Psychic powers
-- +4d10 dmg on crit
Thrall attack: reach 2; +29 MBA || +27 / +31 OA (+10 level +8 Int +4 enh +2 exp +3 prof)
Thrall hit: 2d4+12 dmg & slide 5 squares & slowed (+8 Int +4 enh) or 2d4+18 dmg & slide 1 square & slowed (+8 Int +4 enh +4 item +3 Shard)
-- +4d6 dmg & prone on crit

Initiative: +28 (+10 level +2 Dex +8 feat +8 item)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)

At-Will Powers
L1: Dishearten (PHB3)
L3: Kinetic Trip (PsP1)
L13: Dual Hallucination (PHB3)
PPs: 13
No new power that could beat our proven three.

Daily Powers
L5: Force Spheres (PsP1)
L15: Living Barrage (PsP1)
L19: Shred Reality (PHB3)
L20: Loosen the Chain (PsP1)
Improved battlefield rearrangement (read: Dishearten set-up) and the chance to remove one dangerous mob completely and definately add a daze.
The PP's Daily is solid, as our Thrall can now join for one encounter and move things all over the place.


Utility Powers
L2: Mind Shroud (PsP1) x2
L6: Intellect Fortress (PHB3)
L10: Dimensional Shortcut (PsP1)
L12: Restore Thrall (PsP1)
L16: Insightful Riposte (PHB3)
We gain a second use of our Stealth and defense utility - pick another Utility power if you feel you have an easy enough time there.

Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3) x2
PP: Serve Me Well (PsP1)

Feats
C: Ritual Caster (PHB1)
L2: Unseen Dread (PsP1)
L4: Controlling Advantage (PHB3)
L6: Discipline Adept (PHB3)
L10: Weapon Proficiency (Gauntlet Axe) (PHB1)
L11: Brawling Warrior (MP2)
L11: Hindering Shield (Dr385)
L12: Lashing Flail (MP2)
L14: Versatile Expertise (Staff, Flail) (PHB2)
L16: Psychic Lock (PHB1)
L18: Surperior Implement Training (Accurate Staff) (PHB3)
L20: Anchoring Push (PsP1)
L21: Robust Defenses (PHB2)
L21: Surperior Initiative (PHB3)
More accuracy and some catching up on our NADs come as natural.
Forceful Push is great as by now we don't rely on it to just set-up another power, but it can completely and unfailably ruin a mob's turn on its own.


Notable Skills
Arcana: +25 (+10 level +5 trained +8 Int +2 racial)
Bluff: +21 (+10 level +5 trained +6 Cha)
Endurance: +17 (+10 level +5 trained +2 Con)
Insight: +17 (+10 level +5 trained +2 Wis)
Stealth: +28 (+10 level +5 trained +2 Dex +5 item +4 armor +2 racial), roll twice

Items
Main-Hand: Staff of Ruin +4 (AV1) with Siberys Shard of the Mage +3 (EPG)
Off-Hand: Orb of Nimble Thoughts +1 (PHB3) & Gauntlet Axe (DSCS)
Body: Shadowflow Armor +4 (PHB1)
Neck: Assassin's Cloak +4 (AV2)
Feet: Lightstep Slippers (AV1)
Hands: Resplendent Gloves (AV2)
Arms: Shield of Deflection (on Gauntlets) (PHB1)
Head: Headband of Intellect (AV1)
Ring: Ring of Tenacious Will (AV1) & Watcher's Signet (DMA09)
Waist: Diamond Cincture +1 (AV1)
Tattoo: Strongheart Tattoo (AV2)
Thrall: Staggering Triple-Headed Spiked Chain +4 (AV1)
Finally some more Surges for us...

Comments

Epic opens up a whole new level of possibilities, but functionally our build is online long since, so we're mainly improving at what we are already good at.


Level 26 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Paragon Path: Thrallhead (PsP1)
Epic Destiny: Planeshaper (Dr372)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 10 (+0)
Constitution 15 (+2)
Dexterity 14 (+2)
Intelligence 27 (+8)
Wisdom 15 (+3)
Charisma 23 (+6)

Hit Points / Bloodied: 127 / 63 (12 base + 15 Con + 100 level)
Healing Surges: 12 (6 base + 6 Cha)
Healing Surge Value: 31 HP
-- resist 10 vs ranged

Defenses
AC: 38 (10 base +13 level +8 Int +5 enh +1 Cloth +1 shield)
Fortitude: 34 (10 base +13 level +2 Con +5 enh +2 feat +2 item)
Reflex: 38 (10 base +13 level +8 Int +5 enh +2 feat)
Will: 39 (10 base +13 level +6 Cha +5 enh +2 feat +2 class +1 armor)
-- +2 to all with Thrall adjacent

Attacks
base: +30 // +23 dmg (+13 level +8 Int +5 enh +3 exp +1 acc imp // +8 Int +5 enh +5 item +5 Shard)
-- +1 att [item] & 5 dmg with Psychic powers
-- +5d10 dmg & banishment on crit
Thrall attack: reach 2; +34 MBA || +32 / +36 OA (+10 level +8 Int +4 enh +3 exp +3 prof)
Thrall hit: 2d4+13 dmg & slide 6 squares & slowed (+8 Int +5 enh) or 2d4+23 dmg & slide 1 square & slowed (+8 Int +5 enh +5 item +5 Shard)
-- +5d6 dmg & prone on crit

Initiative: +31 (+13 level +2 Dex +8 feat +8 item)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)

At-Will Powers
L1: Dishearten (PHB3)
L3: Kinetic Trip (PsP1)
L13: Dual Hallucination (PHB3)
PPs: 15
Mindfire Explosion (PsP1) is a strong contender at this level - but the 6 PP version is a bit too expensive an ineffective compared to Dishearten, although it has a larger and ally friendly burst. For mobs outside melee Kinetic Trip does more, and fire damage is also a drawback.
Mind Trap (PsP1) might see use as well in the right party, and Sudden Control (PHB3) is decent, but in the end doesn't fulfill the damage and multi-target requirements we have.

Daily Powers
L5: Force Spheres (PsP1)
L15: Living Barrage (PsP1)
L20: Loosen the Chain (PsP1)
L25: Far Realm's Embrace (PsP1)
Huge zone of big nastiness, and more screwing with the mobs for the whole encounter and at the same time debuffing them with Psychic Lock (the power just needs the keyword to work) - great stuff. You'll survive the 5 dmg per round. Just remember that you don't need to take the OA and hit your allies...
Thrall (PHB3) offers you two rounds of Dominate, which is pretty darn sexy to break up an encounter or prepare a BBEG for the slaughter - we'll pick it up next time. Summon Emerald Terror (PsP1) is finally a real good Summon, but we are not build for that kind of strategy, and it largely replicates what we can already do well.

Utility Powers
L2: Mind Shroud (PsP1) x2
L6: Intellect Fortress (PHB3)
L10: Dimensional Shortcut (PsP1)
L12: Restore Thrall (PsP1)
L16: Insightful Riposte (PHB3)
L22: Interdicting Thoughts (PsP1)
L26: Planar Refuge (Dr372)
Great first round buff for your allies with good synergy with your high Init. Forceful Repositioning (PsP1) would is even better... in case you run a Wis build. (Can you spell Agile Opportunist ?)
Our allies will also like out ED Utility.

Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3) x2
PP: Serve Me Well (PsP1)

Feats
C: Ritual Caster (PHB1)
L2: Unseen Dread (PsP1)
L4: Controlling Advantage (PHB3)
L6: Discipline Adept (PHB3)
L10: Weapon Proficiency (Gauntlet Axe) (PHB1)
L11: Brawling Warrior (MP2)
L11: Hindering Shield (Dr385)
L12: Lashing Flail (MP2)
L14: Versatile Expertise (Staff, Flail) (PHB2)
L16: Psychic Lock (PHB1)
L18: Surperior Implement Training (Accurate Staff) (PHB3)
L20: Anchoring Push (PsP1)
L21: Robust Defenses (PHB2)
L21: Surperior Initiative (PHB3)
L22: Untraceable (Dr373)
L24: Psion Implement Expertise (PsP1)
L26: Vanquishing Act (PHB2)
The usual Epic crit improvent. Furthermore a Stealth bonus and a free teleport on our Fade Away - great to stop mobs from just going on hitting on that very square, and gives you an extra chance for a Stealth check.

Notable Skills
Arcana: +28 (+13 level +5 trained +8 Int +2 racial)
Bluff: +24 (+13 level +5 trained +6 Cha)
Endurance: +20 (+13 level +5 trained +2 Con)
Insight: +20 (+13 level +5 trained +2 Wis)
Stealth: +32 (+13 level +5 trained +2 Dex +5 item +5 untraceable +2 racial), roll twice

Items
Main-Hand: Staff of Ruin +5 (AV1) with Siberys Shard of the Mage +5 (EPG)
Off-Hand: Orb of Nimble Thoughts +1 (PHB3) & Gauntlet Axe (DSCS)
Body: Flowform Armor +5 (PHB3)
Neck: Assassin's Cloak +5 (AV2)
Feet: Lightstep Slippers (AV1)
Hands: Resplendent Gloves (AV2)
Arms: Shield of Deflection (on Gauntlets) (PHB1)
Head: Headband of Intellect (AV1)
Ring: Ring of Tenacious Will (AV1) & Watcher's Signet (DMA09)
Waist: Diamond Cincture +2 (AV1)
Tattoo: Strongheart Tattoo (AV2)
Thrall: Staggering Triple-Headed Spiked Chain +5 (AV1)

Comments

Not much special here at Epic, except that we not only crit with a 10% chance, but banish any crit victim from combat for a round - now that's lockdown !


Level 30 - Snapshot
Race: Gnome (PHB2)
Class: Psion (PHB3)
Paragon Path: Thrallhead (PsP1)
Epic Destiny: Planeshaper (Dr372)
Discipline Focus: Telekinesis Focus (PHB3)
Background: Stealth Class Skill (Pivotal Event - Escape, Dr383)

Ability Scores
Strength 10 (+0)
Constitution 15 (+2)
Dexterity 14 (+2)
Intelligence 28 (+9)
Wisdom 15 (+3)
Charisma 24 (+7)

Hit Points / Bloodied: 143 / 71 (12 base + 15 Con + 116 level)
Healing Surges: 13 (6 base + 7 Cha)
Healing Surge Value: 35 HP
-- resist 10 vs ranged

Defenses
AC: 43 (10 base +15 level +9 Int +6 enh +2 Cloth +1 shield)
Fortitude: 41 (10 base +15 level +2 Con +6 enh +2 feat +4 epic fort +2 item)
Reflex: 42 (10 base +15 level +9 Int +6 enh +2 feat)
Will: 42 (10 base +15 level +7 Cha +6 enh +2 feat +2 class)
-- +2 to all with Thrall adjacent
-- +2 vs ranged / area attacks

Attacks
base: +36 // +29 dmg (+15 level +9 Int +6 enh +2 item +3 exp +1 acc imp // +9 Int +6 enh +6 item +5 Shard +3 feat)
-- +5 dmg with Psychic powers
-- +6d10 dmg & banishment on crit
Thrall attack: reach 2; +40 MBA || +38 / +42 OA (+15 level +9 Int +6 enh +2 item +3 exp +3 prof)
Thrall hit: 2d4+15 dmg & slide 7 squares & slowed (+9 Int +6 enh) or 2d4+29 dmg & slide 1 square & slowed (+9 Int +6 enh +6 item +5 Shard +3 feat)
-- +6d6 dmg & prone on crit

Initiative: +34 (+15 level +2 Dex +8 feat +9 item)
-- make reactive Stealth check with cover / concealment
Speed: 5 (5 base)

At-Will Powers
L1: Dishearten (PHB3)
L3: Kinetic Trip (PsP1)
L13: Dual Hallucination (PHB3)
PPs: 17
The 6 PP augments of Psionic Veil (PHB3) and Decerebrate (PsP1) look pretty sexy - too bad that the baseline of the power and other factors like range still cannot live up to our existing choice.

Daily Powers
L5: Force Spheres (PsP1)
L20: Loosen the Chain (PsP1)
L25: Far Realm's Embrace (PsP1)
L25: Thrall (PHB3)
Now it's time to pick up Thrall from a few levels before - it's too good. Take lower levels Orbs of Inescapable Consequences (AV1) and Karmic Resonance (AV1) at your own leisure.

Utility Powers
L2: Mind Shroud (PsP1) x2
L6: Intellect Fortress (PHB3)
L10: Dimensional Shortcut (PsP1)
L12: Restore Thrall (PsP1)
L16: Insightful Riposte (PHB3)
L22: Interdicting Thoughts (PsP1)
L26: Planar Refuge (Dr372)

Misc Powers
R: Fade Away (PHB2)
C: Far Hand (PHB3)
C: Forceful Push (PHB3) x2
PP: Serve Me Well (PsP1)

Feats
C: Ritual Caster (PHB1)
L2: Unseen Dread (PsP1)
L4: Controlling Advantage (PHB3)
L6: Discipline Adept (PHB3)
L10: Weapon Proficiency (Gauntlet Axe) (PHB1)
L11: Brawling Warrior (MP2)
L11: Hindering Shield (Dr385)
L12: Lashing Flail (MP2)
L14: Versatile Expertise (Staff, Flail) (PHB2)
L16: Psychic Lock (PHB1)
L18: Surperior Implement Training (Accurate Staff) (PHB3)
L20: Anchoring Push (PsP1)
L21: Robust Defenses (PHB2)
L21: Surperior Initiative (PHB3)
L22: Untraceable (Dr373)
L24: Psion Implement Expertise (PsP1)
L26: Vanquishing Act (PHB2)
L28: Weapon Focus (Staff) (PHB1)
L30: Epic Fortitude (PHB2)
A last upgrade for damage and Fortitude.

Notable Skills
Arcana: +35 (+15 level +5 trained +9 Int +4 item +2 racial)
Bluff: +27 (+15 level +5 trained +7 Cha)
Endurance: +22 (+15 level +5 trained +2 Con)
Insight: +22 (+15 level +5 trained +2 Wis)
Stealth: +34 (+15 level +5 trained +2 Dex +5 item +5 untraceable +2 racial), roll twice

Items
Main-Hand: Staff of Ruin +6 (AV1) with Siberys Shard of the Mage +5 (EPG)
Off-Hand: Orb of Nimble Thoughts +1 (PHB3) & Gauntlet Axe (DSCS)
Body: Flowform Armor +6 (PHB3)
Neck: Assassin's Cloak +6 (AV2)
Feet: Lightstep Slippers (AV1)
Hands: Resplendent Gloves (AV2)
Arms: Shield of Deflection (on Gauntlets) (PHB1)
Head: Mirrored Mask (AV2)
Ring: Ring of Tenacious Will (AV1) & Opal Ring of Remembrance (AV1)
Waist: Diamond Cincture +2 (AV1)
Tattoo: Strongheart Tattoo (AV2)
Thrall: Staggering Triple-Headed Spiked Chain +6 (AV1)
A few great high level pieces we can hoard - more defense against ranged assailents and area attacks, and a +2 bonus to any attack - sweet !

Comments

Last upgrades and a very in-theme L30 ED feature. Go, be a star... literally...


Other Items of Note
First feel free to switch around items in any enchantment slot. While some are more involved with the build than the others, none of the items is essential and it should be obvious why something is there.

Second you definately want to pick up a lot of Talent Shards (PHB3). They're a free and cheap boost to your Stealth (and other skills). Furthermore get some Grayflower Perfume (EPG) in case you run into some mobs with Blindsight.
You'll often wish you had more PPs to burn - get some Cognise Crystals (PHB3) and your wish can be fulfilled.
Always remember to bring some Potions of Resistance / Cryptspawn Potions (AV1), as they can mitigate huge amount of damage if used in the right encounter - like Potions of Healing they can save your poor skin. Other pieces like Unguent of Darkvision / Blindsight, Elixier of Flying, Oil of Flesh Returned or Glowstones (AV1) are always good to have with you.

Furthermore there are a lot of Woundrous Items you can add - from a simple Bag of Holding to all kinds of wiered stuff. Solitaires (AV1) are always a decent boost and don't cost a slot. Furthermore a Stone of Earth / Spirit / Wind (AV2) can provide a re-roll at a crucial time, and Dice of Auspicious Fortune (Dr381) can make sure that your important Daily hits - guaranteed.
You're also somewhat free what to use in your off-hand after rolling initiative. Aside from stacking up a full bag of Orbs of Nimble Thought for the shift, you might like a Staff of Defense (AV1) to boost your NADs or one or two Staffs of Exansion (Dr365) to increase the size of a Daily or just catch that extra mob with Dishearten.

Your Thrall could also wear a whole lot of different items like Spark Slippers (AV2), Antipathy Gloves (AV1), Strikebacks (AV1), Horned Helmet (AV1) or a Ring of Personal Gravity (AV1) - you still can hit with your MBAs / OAs thanks to your own Implement, but you lose the control of a large slide.

At last for Rituals... pick what you like. They can help a lot im used with smarts, but they're a whole big piece to discuss by themselves.


Rules for the Thrall
OK, that's a lot of mess and uncertainty going on there...
For the sake of simplicity, I'll just list what my assumptions for a sane and conherent interpretation are. If you disagree - fine, discuss that with your DM. But please leave it out of this thread, as the most important part of the Thrall - his OA - works just fine in any case.

-- The Standard action attack of the Thrall is at the same time his MBA for all purposes and uses. He is a creature of his own right, and thus he definately must have some kind of MBA.
-- As the rules allow him to use any weapon, he obiously is proficient with any weapon given to him. (His natural weapon stats look like at least military proficiency with 2h-weapons.)
-- His defenses are fixed and completely unaffected by anything, magical or simply a mundane shield. If your DM thinks otherwise - great for you, go ahead and give him a Triple-Headed Flail and a Heavy Shield !

In all other ways, where the Thrall doesn't use his own statistics, it works like a Summon, namely benefitting from all your feats, items, etc as usual.

Variations


Other Powers and Enabling / Striking
Most of the alternative options can be found in the level by level discussion, as they are quite context dependent. The many Conjuration powers from Psionic Power were mentioned little, as they're often quite awkward to employ, not party friendly and in particular not well usable in combination with regular hiding.
Still two powers deserve special mention. If you want to improve your enabling capacities, there's little better choice than L1 Mindthrust (PHB3), and a few similar powers like L7 Ego Whip (PsP1) that mix debuffs of attacks / defenses / saving throws. If you want to improve straight damage, particularly if you have a Leader that hands out RBAs, you definately want to consider L7 Mind Break (PHB3).
Which of our three core powers you want to skip though, that's something you have to decide for yourself.


Increasing Control
A solid piece of extra control can be found in Beguiling Torment (PsP1), that allows you to slide two extra squares (remember Controlling Advantage) after dazing for a PP. Hence it provides both a solid fallback method if you need to slide without having stealth, or to increase an existing slide by another two squares. But in the end it becomes quite expensive, and we can just rely on our Thrall to do the work instead.
If you prefer control over straight accuracy, a Quickbeam Staff (PHB3) is another good Surperior Implement, but sadly with mismatched damage types for our power choice. Instead you could also use a Petrified Orb (PHB3), but that loses you the significant bonus damage from Staff of Ruin and the Shard.
But Orbs, possibly also in the form of a Crystal Orb (PHB3), also offer other good options. In particular the Orb of the Peerless Artist (PHB3) makes it possible to use area unfriendly powers on melee furballs without harming your allies - great if you focused more on those AoEs. Orbs are also good in general to debuff saving throws.

Furthermore there are a few feats to upgrade your Daily powers, which might or might not be a good idea, depending on the length of your adventuring days and your particular power choice there. Consider Puppeteer (PsP1) offers more forced movement, Dominating Mind (PHB3) debuffs saving throws of certain powers, and Corossive Thoughts (PHB3) provides a short-time damage burst.

There are also a few ways to increase your Initiative even further, although it probably isn't necessary. Aside from Skill Powers (also attainble via the feat from PHB3) you may want to consider Danger Sense (PHB1), which also offers the benefit of getting a reliable minimum, and a Battle Harness (DMA09) that also helps with your item drawing and stowing action economy.

If your DM allowes it, you can give your Thrall a Whip instead and take Whip Expert (DSCS) to give him threatening reach for one round per encounter.

At last, if you're willing to skip Dishearten (or at least its augment), and the possibility to integrate Mindthrust / Mind Break, you can also play this as a Wis based build, which has some advantages with certain forced movement and utility powers.


Improving Stealth
There's a whole myrad of possiblities to improve your capabilities here. We made only use of those that were realtively easy to integrate in the build and didn't hamper our core progression.
With feats, you can naturally pick up Skill Training (PHB1), in case you're not allowed to use a background. Furthermore there is Skill Focus (PHB1) and to allow further movement without penalty Secret Stride (PHB1). At Epic you can also get Stalk the Senseless (PsP1) to automatically become invisible to all creatures suffering a Daze / Stun from you.
Shadow Skulk (PHB2) allows you to remain hidden when missing, but that should be a rare rather occurance and you probably should invest into avoiding missing instead.
Get in Your Head (Dr389) allows you to teleport 3 sq for 1 PP when using Fade Away. A decent trick to dodge any follow-up AoEs and particularly to save a move action for hiding next turn. Retrain it to Vanquishing Act in Epic.

On the item side there are various pieces that provide a flat Stealth bonus, so feel free to take your pick. As a more indirect way to improve your capabilities, there are Boots of the Fencing Master (AV1), Boots of Eagerness (AV1) and later Boots of Caiphon (AV2), as they allow you to move as minor and hence allow a stealth attempt when you usually wouldn't get one.

At last you can also multi-class into Assassin (Dr382) to pick up the perma-concealment trick already in Paragon and gain access to some other nice Stealth related feats. But that requires you to skip Fighter, with means now slowing and now forced movement with your Thrall, unless you take the more feat intensive Hammer route.


Improving Offense
There are a few minor tricks left unused to improve your to-hit.
Impending Victory (PHB3) should give you often a bonus to hit mobs, but bloodied mobs are first more a Striker priority and second come into play only later in the fight, after the most important rolls. Precise Mind (PHB3) works in a similarly conditional and backloaded way. Vicious Advantage (PHB3) gives you CA against all slowed mobs, of which there should be many - but on the other hand you could just invest into improving Stealth, which gives you CA and then some more.

Power Points are naturally in high demand, and Psychic Rush (PsP1) gives you a little extra with APs, while Boundless Enthusiasm (PsP1) gives two extra after your first crit in Epic - usually the time when you finally do have enough. Critical Reserve (PHB3) already does that at Paragon, but then you don't have an improved crit range, you only get one and it's more situational.
Decide yourself if trades like Desperate Renewal (PHB3) or Power Surge (PsP1) are worth it.


Improving Defenses
Probably something you already know how to do yourself. We invested the basics, rely on stealth and Utility powers to get us through.
If you want more, take your pick from Durable (PHB1) / Autohypnosis (PsP1) and Robust Defenses (PHB2) pre-Epic, as well as Toughness (PHB1), Unarmored Agility (PHB3) / Armor Proficiency (Leather) (PHB1) and Epic Will / Reflex (PHB2) for good and unconditional bonuses. If you still can't get enough look at the circumstancial bonuses from Predictive Defense and Psychic Bastion / Resilient Shield (PHB3).
If you hate suffering from conditions Martial Freedom / Resolve (MP1) and Circlet of Arkhosia (PHR:DrB) / Focused Mind (PHB3) allow you to start shaking them off even before they ruin your turn.


The Thrall with a Hammer
While it is more feat intensive and less forced movement, it can give you overall better debuffing. It also is partially is independent of being Figther - and of course you should never argue about taste.
If you aquire the full package of Hammering Iron plus a Knockback Hammer (PHB3), Hammer Shock and Overwhelming Impact (MP2) you now have OAs that push, daze and impose a -2 to attacks - nice ! To bad only the -2 from Rattling also works on regular MBAs.


Other Classes
As Unseen Dread is strickly related to Psion powers, you're a bit out of luck here. But you certainly can take the idea and translate it into builds for other classes, particularly Wrathful Invokers (Thundering Judgement, etc) and Wizards (enhanced Thunderwave / Winged Horde) are probably a good basis here.
In case of a Hybrid, either a Preserving Invoker (PHB2) or any Wizard (PHB1) can work well enough. An Ardent (PHB3) has a decent stat-match and allowes you to keep your important Power Point structure intact. A Warlock with the Sorcerer King Pact (DSCS) is a good choice as well, as he can regularly regenerate Power Points with Psionic Scorn (DSCS) and possibly Bloodied Boon (Dr384). But unless you see any of these classes as mere add-on, mind that this build is relatively feat intentsive, and some of the feats don't translate well over to the other classes.

With Paragon Path you have quite some more freedom, if you want to emphasis a different aspect.
Fey Beguiler (PHB2) and Champion of the Vigil (Dr390) improve and exploit the Stealth aspect further.
Dreamwalker (PHB3) works somewhat similar to Thrallhead - it has advantages if you prefer area powers. You can even bring the same OA threat to the table through your Dreamform, but you'll be required to buy Melee Training (Intelligence) (PHB2) and Weapon Proficiency (Whip) (PHB1) / Gnome Weapon Training (MP2), making it more feat intensive, and also a bit more fickle due the Dreamform's nature.
At last Time Bender (PHB3) and Master Summoner (PsP1) are all solid options if you seek some different kind of flavour.

As Epic Destiny about any with an Int bonus is fine, or even Radiant One (DMA09) exploiting that high Int and regular CA.
Particularly flavourful is of course the option to become a Hordemaster (PsP1). Furthermore Demiurge (PsP1) is strong due its increased AP options and the debuff defense, and while Topaz Crusader (PsP1) only gives a Cha bonus, the pure defensive and Power Point buffs make it something to consider.

If you have access to a Dark Sun Character Theme you should strongly consider Noble Adept (DSCS). It's a free Power Point and a useful encounter ability, and the alternative power options are very solid for you as well. And Mind General (DSCS) as PP offers very strong encounter options.
Alternatively both Templar (DSCS) and Elemental Priest (DSCS) have solid options as well, but they don't compare to Noble Adept.


Other Races
While other races certainly have their advantages and own tricks, you're a little out of luck here to copy the build 1-by-1 (except dying and playing an attribute-mismatched Revenant).
If you want to keep the core of the build you have to either concentrate on the Cha and hence debuffing side, and get Hindering Shield only from Beguiling Torment, probably preferring Insidious Doubt over Dual Hallucination.
As an alternative you can just use a Wis focused build with integrated forced movement, but then you lose the nice straight debuffing options.

Vistani Heritage (Dr380) is solid due its minor attached control and the option to get an extra AP at Epic.
Elan Bloodline (PsP1) offers a solid Defense boost and some fair options for Psions regarding Power Points.

*bump*
What's up folks, not even a single feedback ? Surprised
Good, bad, doesn't work, all seen before, ... ?
*bump*
What's up folks, not even a single feedback ?
Good, bad, doesn't work, all seen before, ... ?

I don't have Psionics book, or Darksun, until the CB is updated I'm loathed to make any comments.
Once there is a CB build and I can look it over in detail I can realistically make any kind of comment or critism.

So so far looks good, will comment when I ge the books, and CB.

As an aside, I think the format that some people are using need to have CB summaries incoporated in to them. I for one prefer to take the CB summary and inport it in to CB, to evaluating builds and toy with the feats/powers/concept to see if I can improve it or understand it better.

hope this helps
Builds that don't use DDI summaries suck to critique unless someone knows every item already, or has the patience to look everything up.

I don't see any combos detailed, stealth details, or anything, so I just ignore it, without a CB summary.

Another thing that I've noticed with a lot of the more prolific build enteries is that they don't seem to follow the same L+1, L, L-1, and L-1 in gold... they seem to just sum it all up.

Now I know a lot of people follow the standard rules for item allocation, perhaps the builds that deviate from that should have a Note on the OP that states Standard Starting Items, or Alternative Starting Gold

Sorry to derail here...
I'll get back to evaluation when I can....
Thanks for the input.

You'd already have a CB snapshot, if the CB was up to date. ;)
But right now it's pretty much pointless due all the new material I'm using.

Still you can find the most important parts explained in each snapshot, so you don't have to look up everything.

I don't see any combos detailed, stealth details, or anything, so I just ignore it, without a CB summary.



Sorry, on that I have to disagree. Except for maybe a little longer note how I get my at least four attempts to hide per encounter*, it's pretty much straight there in the "the build in play" part.
Detailed numbers naturally vary with level and hence are written down at each snapshot.

* Gnome: Reactive Stealth (free Stealth); Gnome: Fade Away (become invisible); Utility 2: Mind Shroud (full cover for two rounds)

Another thing that I've noticed with a lot of the more prolific build enteries is that they don't seem to follow the same L+1, L, L-1, and L-1 in gold... they seem to just sum it all up.

Now I know a lot of people follow the standard rules for item allocation, perhaps the builds that deviate from that should have a Note on the OP that states Standard Starting Items, or Alternative Starting Gold



I can't help you much there. Everybody starts at a different level and then plays from there onward, so to get any kind of progression you can only assume the gold amount total.
Aside from that, after 1-2 levels of play, it pretty much evens out. And you usually can assume that if any item is really crucial, it's explicitly noted - the items you get can never be planned as exactly as your next feat anyway.

And in this build I skipped on the detailed item notes, because they are a huge amount of work. I basically just slapped all usual items from the five levels before on each snapshot, so you can be relatively sure you have access to everything anyway.
If you aren't completely stuck on Telekinesis Focus... Shaper allows you to cast through your conjuration... Which means you can Stealth behind a rock and cast a spell through it, and you still count as hidden.
Thanks for the suggestion.
But if I have a rock, I can stealth behind it and still attack anyway. I can choose the corner from where I draw LoS / LoE, and three blocked corners are enough for full cover.

And the Shaper piece is a bit weak - it dies with any AoE and then is gone for the encounter.
Telekinesis on the other hand let's me add a mob to any AoE, get them into a bad position or even ruin their complete turn in the right situation - and all without even an attack roll.
I'm kind of confused. I'm not sure how you are able to maintain LoS on the creature you are attacking and are able to prevent them from seeing 2 of your corners (you need to have 3 or 4 out of line of sight in order to claim total cover).

For example...

X= Blank Square
P= Player
N= Big rocks (block LOS)
3= Monster

XPXXX
NNXXX
XXXXX
XX3XX

The top right of the monster (3) can draw a line to both the bottom and top right of the Player (P). As he can draw lines to two corners of the Psion's square (with 2 blocked), the Psion has normal cover. If player moves to the left, he has no LoS.

The example of total cover suggest something along the lines of "fighting from behind a window, portcullis, a grate, or an arrow slit". I'd assume something like chest high terrain would suffice, but that's some awfully convenient terrain.


Anyways, I never have my Shaper conjuration anywhere near AoE (why would it be?). If a creature wants to use an entirely separate attack on my Shaper conjuration? Great. Assuming it hits (and does damage), its dead. That's an attack (and any effects as well) that would have hit my Psion (as it shares my defences). You can spend a feat to get access to it a second time an encounter. A completely negated hit twice an encounter is quite potent. And once it's all been used up, I still have access to all the regular tricks (Mind Shroud).

Anyways, finding a corner where no one can draw LoS to you quite safe, and much easier to maintain. Shapers (and Dreamwalkers) make finding this situation trivially easy. I think all the Psion starting choices are quite potent, and stealth just makes Shapers my favourite.
I just re-read SC, and it seems I missed that it was in fact moveable. That makes it a whole lot better.
I certainly wouldn't fault anybody who takes it as option, and I added it as option in the build section. You still have to mind LoS / LoE / range, which might be a problem on occasions.


Getting back at your example above...
You picked the "wrong" spot to hide against the mob. If you move one left and one or two squares up you get your full cover. If you use an AoE like Dishearten you also don't care about him having cover towards you. Or you just try to stay further away, where getting full LoS becomes even easier. Similar options exist for mobs in other squares.
And if you don't have straight square walls, things become easier as well, as does being small, as my required "full body" cover is much smaller than for a regular PC.

But the best trick is to in fact interweave terrain options and your own:
R1: You are hidden from Reactive Stealth. After your attack you move into full cover.
R2: You move into normal cover, retain your hidden status and attack.*
R3: As reaction to be attack, you active Fade Away, hence become invisible and can hide again anywhere during your turn.
etc.
* If you're lucky and found a smart spot, some mobs moved just into regular LoS (= normal cover) for you, so you can use your move to get into full cover again without using up Fade Away.

Now a last thing why I - personally - prefer FP is that it just works, even in case you have a whole open terrain without any cover. No Stealth required, no hitting required, etc - automatic forced movement (and usable during anybody's turn, remember) makes it so redicolously easy to ruin somebodys turn, it's not funny.
And from L12 onwards, if I really need another slide and am not contend to just use Dishearten or the like, I can just use my Thrall to attack while I hide again.


Narf, that was long.
I wished somebody wrote a handbook on stealth that I could just link...
You still have to mind LoS / LoE / range, which might be a problem on occasions.



LoS/LoE/Range from your conjuration should be extremely amusing, as its moves when you move, it ignores difficult terrain and doesn't provoke OAs. You don't need to see your conjuration in order to cast through it, if that's what you are saying.



Getting back at your example above...
You picked the "wrong" spot to hide against the mob. If you move one left and one or two squares up you get your full cover. If you use an AoE like Dishearten you also don't care about him having cover towards you. Or you just try to stay further away, where getting full LoS becomes even easier.



Hrm, yea, I guess I see that. I mean, the farther out you get, you obviously won't be hiding from very many other creatures or have any cover against anyone else's attacks, and all he needs to do is move one square over to get complete LoS on you. I guess with a bag of tricks as large as you have, you've got it covered. I always find hiding from one creature in plain sight of like 3 other creatures kind of odd.
Baddie1:"Where is he?!"
Baddie2-6:"... In the middle of the room..."


FP is good, but by no means is Shaper limited to using it just for stealth. It occupies a square (blocking, preventing a flank on an ally, etc) and can provide cover against ranged attacks.  You can also use it for dangerous options such as Force Punch and Kinetic Buffer. As always, it can simply take a hit that might have been directed at you. Everyone has their favorite!

EDIT: Just noticed Gauntlet Axe in there. I'm deliberately avoiding that because I have a feeling it is going to be "clarified" quite hard =p.
You still have to mind LoS / LoE / range, which might be a problem on occasions.



LoS/LoE/Range from your conjuration should be extremely amusing, as its moves when you move, it ignores difficult terrain and doesn't provoke OAs. You don't need to see your conjuration in order to cast through it, if that's what you are saying.



But they disappear at the end of your turn if you don't have LoS & LoE to them and are in range - standard Conjuration rules.
Not an issue that will come up each combat, but sometimes it does - and if it's just moving around a big object on two different sides. I should know... I play a Shaman since a long time, and until I got my Spirit as free action feat, that quite often was a PITA.

EDIT: Just noticed Gauntlet Axe in there. I'm deliberately avoiding that because I have a feeling it is going to be "clarified" quite hard =p.



Well, I don't see the issue. It explicitly counts as Light Shield and can even be enchanted as such. You do already give up the +1 Reflex a normal Light Shield gets. Naturally you can also start with Str 12, in case your DM makes an issue out of it.
If anything I'd much rather expect your DM to frown on Hindering Shield. Wink
Well, according to the feedback, this strange tactic of control seems so complicated, compared to the good old "DEE-PEE-AAAAARRR it down", so I prepared some sample combat opening for you. ;)
Mind that this is one of many ways things could happen - the beauty of Ms. No is that she has an answer to every situation, as detailed in my OP.

Example Combat Opening
As just discussed controlling multiple melee mobs with Kinetic Trip is trivial. Similarly against ranged mobs we either break their LoS or just use Dual Hallucination / Forceful Push to round them up for a Dishearten.
So let's instead assume a more challenging encounter setup. We choose level 16 as middle of our career, but this example works in similar combinations at about any point. As resources we assume just an AP and any encounter resources.


Enemies
-- 2 Soldiers or Brutes at short range (~5 sq) as blocker
-- 1 Elite Controller at medium range (~10 sq) as main adversary
-- 2 Artilleries at long range (~15 sq) to focus fire

Stealth
Due having a base skill modifier significantly higher than any usual mob Perception modifier, and the ability to roll twice, it's safe to assume that all our checks succeed.
In case we really must move more than 2 sq and try to hide, we can rely on our Watcher's Signet to counter the penalty.

Initiative
It's likely that due our high base modifier we'll be the first to act.
No matter if we do or don't, because we're hidden thanks to Reactive Stealth, we won't be targeted as the mobs don't even know that we're there.

Turn 1
(standard) We attack the two Soldiers/Brutes with a 1 PP Dual Hallucination. As result they're slid 3 sq away from our group, slowed, and are at -5 Reflex.
(minor) We activate Mind Shroud to gain full cover (if necessary).
OR (minor) We activate our Watcher's Signet in case any suitable spot is within 3-5 sq.
(move) We move closer and re-stealth.
-> (free) Our Thrall moves 5 sq towards the Elite.
(AP: standard) We use a 4 PP Dual Hallucination on the Elite and one Artillery close to some blocking terrain feature. They're slid 3 sq, slowed, at -2 to attack and dazed as result.
-> (free due AP) The Elite is attacked by our Thrall, who thanks to being very precise and having CA will very likely hit as well, and hence slide it 4 sq adjacent to our Defender.
Summary: Assuming we hit (which is likely thanks to a good attack bonus, CA and targetting Will), the two melee mobs are slowed and out of range, one Artillery is dazed and out of LoS, and the Elite savely dazed and debuffed next to our trusty Defender.

Between Turns
The remaining Artillery will likely try to hit us back, which will easily be negated thanks to (full) cover and an on-demand defense bonus from Intellect Fortress.
The rest of our party has fun murdering the Elite.

Turn 2
(move) Re-stealth thanks to the second round of full cover from Mind Shroud.
-> (free) Our Thrall moves forward to one Artillery to corner it (see below).
(minor) If necessary let our Thrall walk some more.
(standard) A 2 PP Kinetic Trip basically autohits the melee mobs (remember the -5 Reflex defense and our CA), and again slides them 3 sq, slows them and knocks them prone if they move more than 1 sq. As third target we slide the dazed and already closer Artillery next to our Thrall, likely catching it unable to shift away thanks to blocking / difficult terrain.
Summary: The Elite is well taken care of by the rest of our party, the two melee mobs are still unable to do anything, and one of the two Artilleries is trapped in a corner by our Thrall.

Between Turns
The rest of our team finishes the Elite and starts closing in.
The Artilleries, seeing that the combat is going downhill, focus fire us - we turn invisible thanks to Fade Away, and one Artillery eats a full damage OA from our Thrall, probably blooding it.

Turn 3
(move) Continue closing in and use the invisibility from Fade Away to re-stealth.
(minor) If necessary heal our Thrall with Restore Thrall.
(standard) We either use a normal Dual Hallucination to pull in, slow and put CA & -2 attack on the remaining two Artilleries...
OR (standard) ... or we help our Defender to hold down the bunched up melee mobs with a 2 PP Dishearten for -7 to their attacks.

Total Summary
The Elite is off the board, both melee mobs now get their first turn against our still fresh Defender, and both Artilleries are debuffed, with one trapped and already bloodied.

Backup Tricks
In case positioning isn't optimal or we miss somewhere, we can rely on Forceful Push. It also can slide the Artillery back next to our Thrall in case we're unlucky with the terrain.
In case we do fluke a stealth attempt we can just use the minor shift 2 from Boots of the Fencing Master to try again.
In case we roll low, Insightful Riposte can still make us hit. We maybe already have a Stone of Spirit / Wind to reroll one bad but important attack, if it's a critical encounter.
If positions or terrain are really bad for us, we can still just bust out one of our Daily Attacks or transport our party with Dimensional Shortcurt to anywhere within 20 sq gain the tactical advantage.

Got to take missy for a little walk in a Dungeon yesterday (level 15, 4 players total). She performed amazing !
1st encounter she basically kept more than half the mobs in lockdown, which made the whole fight trivial.
2nd encounter my stealth dice hated me, and terrain was a big open cave. Still between using a Daily (Force Spheres), Forceful Push and regular use of both basic and augmented Dishearten / Dual Hallucination, she put out solid damage and debuffing, making the Artillery largely ineffective and die early.
3rd encounter saw the DM go for the Thrall, because he was not only pissed but now really hated him, as the Thrall played lava pinball with the mobs. Our group took almost no damage because most of the were mobs nuking the Thrall, who still lasted almost three rounds between my control, some tHP and his two move actions (mine and one from my minor). One use of Restore Thrall later all was in vain, and he left the frontlines (and my Second Wind could have saved him another time).

So folks - who's interested in spending a night with a just slighty bitchy little Gnome girl ? ;)
minor rules thingy about the Thrall ... why'd you pick a Minotaur?

If you get some of the racial abilities, then human is almost always the better pick.
I'm coming at this from a monster standpoint.
Human "should" get that racial bonus feat ... which equals more good interactions.
If it doesn't, it "should" get the same stuff a Human As Monster gets ;
that's more complicated, but lets in lots of power options.
Does the Thrall close this down?
(I'm checking book later tonight - pre late night activities)


The one magic item, will give a +1 only if it's a max level item, give or take a level or two.
I haven't seen those rules come up lately ... I think the DMG npc section has it.
Property still works.
Daily can still be used, but the Thrall rules gimp that a little (iirc).


Thrall is like a free Ally.
I'd bet long term, on a build that buffs the Thrall.

*** Wizards will be shutting down the forums and deleting information/threads, effective October 29, 2015. ***

 

 

Pray for my-kitty-avatar's Tail , and the tail MIGHT pray for you.

Mechanically the Thrall has no race - it doesn't make a difference at all. The text even says you can fluff it in about any way you want.
So... I just liked the picture. ;)

I took the Staggering Flail because even though I might give um some damage if I use it, it can be a huge difference to slide a target 1sq or 4-7sq, particularly if you slow them in the process. The nice thing is, that I can decide with each attack if I can suffice with 1sq and do more damage, or need a big slide.
I could have used some other magic item - but really, the Thrall's main point is to have a roadblock on the board than can also help with control (particularly against annoying Artilleries). Some other items could be useful, but non does compare to the Staggering Flail - and furthermore I found defensive items in the vain of +X AC or +X NADs not only very very rules grey, but also unnecessary.
Can't you just be a shaper psion and hide behind a wall using your shaped concious to make attacks while hidden? I imagine you still have to rehide with a move action but I thought it could use a mention.
That was already discussed upthread with Rathyr - yes, it's possible... But it doesn't really add anything to the build.
1) I can't rely on walls or anything on the battlefield, so I have to bring my own stealth. Hence I already have four guaranteed stealth attacks, where I don't need SC anyway. Only costs me my U2 slot, and full cover is cool for your defense anyway...
2) If there are walls, I can still at the worst hide hide every other attack. And that is in the later (that is: less influential) parts of the fight, and I still can use regular debuffing attacks (cf: Dishearten) in that time.

On the other hand Telekinises focus allows me to (almost) complete ruin a turn for a mob - guaranteed, no roll necessary - just tactical smarts. That is available from round one, doesn't cost an action, and can be used twice for a feat.
Hence Telekinesis is far surperior, because in this build we're interested in one thing above all: hard action denial.
This build has been added to The Hall of Heroes thread.
I really find this build interesting and it looks like it would be a blast to play. However, I do have a couple of issues with it.

First, with you opening combat strategy you  seem to have assume that you have both the Orb of Nimble thought and the Gauntlet Axe equipped. I'm pretty sure the Gauntlet axe takes up your off hand slot like a shield or weapon. So that you would need at least two minor actions to stow the Orb and equip the gauntlet. It may even take a standard action to equip the gauntlet because it is a shield but that is a grey area up to the DM.

There are any number of ways around this: Drop the orb, drop the staff of ruin and use the orb in your main hand, or use Battle Harness armor.

The second concern is based on whether this is a theoretical optimized character or a practical optimized character. If this is just theoretical optimized you are fine because Hindering Shield by RAW is legal. However, for play at the table RAI does come into play. I could very easily see a DM ruling that Hindering shield does not work to slow enemies down when they are 10 squares away from you. Its fairly obvious RAI that the idea of Hindering Shield is that you are using your shield to hinder you enemies movement which wouldn't work at a distance. In fact, Hindering shield should probably be errata'ed to require the enemies be adjacent.

This brings me to one of my annoyances with what WotC has done. Why does the fighter have better controller feats than a controller does? As a DM, if one of my players wanted to play this build I'd probably make a custom feat that allows the same result as Hindering shield but requiring being a controller role and not a shield.

I find using Hindering Shield this way cheesy. However, I think this build would be a lot of fun to play and while powerful it doesn't really break encounters because I don't often have all the soldiers or artillery so close to each other that they can all be neutralized in one turn.

Oh, one more piece of advice for the build, I would go with a Greater Ring of Invisibility  instead of the Ring of Tenacious Will. It gives you two more round to remain hidden and frees up the feet slot for something like Zephyr Boots.  

 
Cool you like it.

Let's address your concerns.
-- Gauntlet Axe: It explicitly states that it leaves your hand free. (NB: Even a Light Shield leaves your hand free, it just (unlike the GA) forbids attacking with it - but we even don't do that once we have a Staff or Ruin - we get the Orb first.)
-- Hindering Shield: Pardon me, but HS leaves little room to interpret anything, because the rule text is very clear. Now if you argue with versimilitute you might have a point, but then we get into the whole issue of proning Oozes and the like - or just the question how a Fighter with a shield hinders anything... after he just pushed it 3sq away. As such, we clearly run into the houserule territory, which in this case arbitrarily nerfs a character for no good reason (considering in particular the cost of three feats to aquire the trick) - although a replacement feat would be fair enough (and in fact beneficial due freeing some feat slots). As such I have to deny the "theoretical OP" argument, because this build is, like all of mine, aimed straight at practical use.
-- Greater Ring of Invisibility: I really like having good Surges, so I don't hinder the group's progression. Furthermore I like to keep my boots, because they stop one of the most problematic ways around my stealth - Tremorsense. And by Epic I also have 6 rounds of Stealth (Mind Shroud x2 thanks to Planeshaper - which is in fact better because due cover > concealment), which I deem more than enough. If anything I'd in fact keep my Boots of the Fencing Master due their shift as minor and their defense boost.

At last a word on mob placement...
I deliberately avoided relying on bursts to not depend on positioning. I skipped some powers with good riders for that reason - but on the other hand an augmented Dishearten is usually bad enough for mobs.
You'll notice that both Kinetic Trip as well as Dual Hallucination are ranged attacks with multiple targets, the latter going as far as 20sq. So if something is on the board, 99% of the time Ms. No can attack it - plain and simple.
Re: hindering shield. They could have very easily have it say melee powers or fighter powers... but it doesn't. It is legal as legal can be.

-- Gauntlet Axe: It explicitly states that it leaves your hand free. (NB: Even a Light Shield leaves your hand free, it just (unlike the GA) forbids attacking with it - but we even don't do that once we have a Staff or Ruin - we get the Orb first.)



Quite right, That's what I get for speaking before I have the book (or the long awaited CB update).

-- Hindering Shield: Pardon me, but HS leaves little room to interpret anything, because the rule text is very clear. Now if you argue with versimilitute you might have a point, but then we get into the whole issue of proning Oozes and the like - or just the question how a Fighter with a shield hinders anything... after he just pushed it 3sq away. As such, we clearly run into the houserule territory, which in this case arbitrarily nerfs a character for no good reason (considering in particular the cost of three feats to aquire the trick) - although a replacement feat would be fair enough (and in fact beneficial due freeing some feat slots). As such I have to deny the "theoretical OP" argument, because this build is, like all of mine, aimed straight at practical use.



Sorry, my statement was not meant to be an attack, just a make sure to check with your DM warning. As you say three feats is a steep investment and it would suck to have someone do it and then have there DM disallow it.


-- Greater Ring of Invisibility: I really like having good Surges, so I don't hinder the group's progression. Furthermore I like to keep my boots, because they stop one of the most problematic ways around my stealth - Tremorsense. And by Epic I also have 6 rounds of Stealth (Mind Shroud x2 thanks to Planeshaper - which is in fact better because due cover > concealment), which I deem more than enough. If anything I'd in fact keep my Boots of the Fencing Master due their shift as minor and their defense boost.

 

My Illusionist who is similarly built as Ms No has never felt he has held the party back because of the lack of surges. Zephyr Boots also allow you to avoid Tremorsense since you have to touch the ground for tremorsense to work. And flying is always such a great way to avoid ground based melee mobs. I suppose one reason I like the Greater Ring so much is my Illusionist lacks Mind Shroud.

At last a word on mob placement...
I deliberately avoided relying on bursts to not depend on positioning. I skipped some powers with good riders for that reason - but on the other hand an augmented Dishearten is usually bad enough for mobs.
You'll notice that both Kinetic Trip as well as Dual Hallucination are ranged attacks with multiple targets, the latter going as far as 20sq. So if something is on the board, 99% of the time Ms. No can attack it - plain and simple.



This would actually be an argument against allowing this combo at the table. If one character can completely blows up every encounter then the other PC's and DM don't have fun. See pre-errata Orblock wizards. Luckily, I don't think this character does that, but I would have to see it in an actual game.

Have you considered Shadowflow Armour? It would mean you don't get your free save with bonus, but it's a level cheaper and you would garner an additional +6 untyped bonus to stealth and another per encounter use of invisibility.
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
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Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
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D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
Have you considered Shadowflow Armour? [...] untyped bonus to stealth

Just as an FYI, Shadowflow Armor is an item bonus in the text source.  It's just the compendium and builder that have it as an untyped bonus.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Have you considered Shadowflow Armour? [...] untyped bonus to stealth

Just as an FYI, Shadowflow Armor is an item bonus in the text source.  It's just the compendium and builder that have it as an untyped bonus.



With all the errata in this game, I take the compendium over the text every time. It's impossible to keep up with the errata without it.
With all the errata in this game, I take the compendium over the text every time. It's impossible to keep up with the errata without it.

Understood, but that particular item has not been errated, and thus the compendum (and builder) are just wrong.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

@akschmid:
Fair point about the boots. I still prefer my combo, because I like to prepare for the worst - and it's 500k cheaper to boot. I don't really need flying usually, as I have range, and I don't expect any advantage from flying, as by mid Epic every mob should have some way around it, or the encounter is already a cakewalk. And I still can use mounts / Elixier of Flying if I really need to. Still I wouldn't fault anybody for making different picks.
But I don't think the build is overpowered, just because it can enforce hard control on two to maybe four mobs per round. That's about what I'd expect from a good controller build in CharOp, and not any less strong than what Strikers, Defenders and Leaders do in their fields.

@Shadowflow Armor:
I do indeed use it during Paragon, when the untyped bonus appealed to me. (I hardly ever check the original sources anymore, and I could see falling a decision either way.)
But by Epic I have good enough stealth without it, and by then I really like the Get Out Of Jail Free card, because debuffs like Daze are common in high levels and still are quite annyoing for the build. I already skipped Mind over Flesh for the awesome Dimensional Shortcut, that easily let's you rewrite a whole encounter.
I just wanted to note here that this is very well done. I only glanced over the CB summary, because I hardly needed to after the excellent build notes and example combat opening. Love the notes on each choice throughout the progression. Love that the build is focused on hard control without any gimmicks. Excellent work, I am a fan.
It's cool, but I gotta say, imma stick with save locking using Orb of Mental Domination, Mindfire and friends.
Finally an updated CB !

Level 30 CB Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
Ms. No, level 30
Gnome, Psion, Thrallherd, Planeshaper
Discipline Focus: Telekinesis Focus
Versatile Expertise: Versatile Expertise (Flail)
Versatile Expertise: Versatile Expertise (Staff)
Background: Pivotal Event - Escape (Stealth class skill)

FINAL ABILITY SCORES
Str 10, Con 15, Dex 14, Int 28, Wis 16, Cha 23.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 12, Int 16, Wis 13, Cha 14.


AC: 42 Fort: 41 Reflex: 42 Will: 41
HP: 143 Surges: 12 Surge Value: 35

TRAINED SKILLS
Insight +23, Stealth +29, Arcana +35, Bluff +26, Endurance +22

UNTRAINED SKILLS
Acrobatics +17, Diplomacy +21, Dungeoneering +18, Heal +18, History +28, Intimidate +21, Nature +18, Perception +18, Religion +28, Streetwise +21, Thievery +17, Athletics +15

FEATS
Psion: Ritual Caster
Level 1: Unseen Dread
Level 2: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 4: Controlling Advantag
Level 6: Discipline Adept
Level 8: Weapon Proficiency (Gauntlet Axe)
Level 10: Brawling Warrior
Level 11: Hindering Shield
Level 12: Lashing Flail
Level 14: Versatile Expertise
Level 16: Psychic Lock
Level 18: Superior Implement Training (Accurate staff)
Level 20: Anchoring Push
Level 21: Robust Defenses
Level 22: Untraceable
Level 24: Psion Implement Expertise
Level 26: Vanishing Act
Level 28: Weapon Focus (Staff)
Level 30: Epic Fortitude

POWERS
Psion at-will 1: Dishearten
Psion at-will 1: Mind Lock
Psion daily 1: Living Missile
Psion utility 2: Mind Shroud
Psion at-will 3: Psychic Anomaly
Psion daily 5: Force Spheres
Psion utility 6: Shared Recovery (retrained to Intellect Fortress at Level 14)
Psion at-will 7: Force Grasp (retrained to Kinetic Trip at Level 11) (replaces Mind Lock)
Psion daily 9: Clear the Slate
Psion utility 10: Dimensional Shortcut
Psion at-will 13: Dual Hallucination (replaces Psychic Anomaly)
Psion daily 15: Living Barrage (replaces Living Missile)
Psion utility 16: Insightful Riposte
Psion daily 19: Shred Reality (replaces Clear the Slate)
Psion utility 22: Interdicting Thoughts
Psion daily 25: Far Realm's Embrace (replaces Shred Reality)
Psion daily 29: Thrall (replaces Living Barrage)

ITEMS
Accurate staff of Ruin +6, Siberys Shard of the Mage (epic tier), Orb of Nimble Thoughts +1, Flowform Starweave Armor +6, Assassin's Cloak +6, Mirrored Mask (epic tier), Shield of Deflection Light Shield (epic tier), Resplendent Gloves (epic tier), Opal Ring of Remembrance (epic tier), Ring of Tenacious Will (epic tier), Diamond Cincture (paragon tier), Lightstep Slippers (epic tier), Strongheart Tattoo (epic tier), Staggering Spiked chain +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

NB: The Gauntlet Axe from Dark Sun Campaign Setting is not yet in the builder. Hence the Light Shield and the probable missing feat.


There were some problems with Psychic Anomaly in the builder, hence don't be surprised if my manual edit doesn't fix it. Insidious Doubt completely lacks the 2 PP augment at the moment, hence I skipped it for now. The Gauntlet Axe from DSCS is missing as well, so the Light Shield is the placeholder.
I also took Unseen Dread at L1 and postponed Improved Initiative till L2, when it makes more sense in the combination with the Orb of Nimble Thoughts (hopefully your first item, together with some stealth booster).

I might add a variant or two (Dreamwalker, none Gnome) as commented CB snapshots in the next few days.

PS: Thanks for the praise, WEC.
I have had a blast reading your build, my first thoughts on psions were "Man they stink why would you play one?"  This mainly steems from a 2nd Ed hatered that has stayed with me for all psionics, but my current DM has started a Darksun game and banned Arcane classes starting out,  so my caster fix I have had to look again and now you have given me alot of ideas and new ways to look at things.


edit: Sensing Eye wild talent lets you choose one square that you can see withen 5 of you, that you can determine line of sight from, until the end of your next turn, as a minor at will.  

same benifit as the Shaper, but you still get all the benifits of being a telekentic. It still lets you  hide behind the rock.


Cool cool - always happy to hear such thing.

With both Arcane and Divine classes out your options are indeed a bit more limited.
But with Primal you still have the archetypical Druid, and the Shaman is a very caster-like class as well.From Psionic, even the more warrior like Power Point classes (Battlemind and Ardent) still have a strong "caster" like feeling, although the Psion is certainly the most typical example. All of these are both solid and well playable, although Ardent and Druid have a few stumpling blocks you need to learn to work with.
The general library of the board should offer you more than enough other examples, and the handbooks in particular are a good resource to tweak existing example builds or even make some completely of your own.

Sensing Eye is indeed a nice power, but it technically doesn't let you cast from behing the rock, because you need both line of sight and line of effect. The only general exception to that are teleportation powers.
It's still quite useful, and I'll mention in - maybe some DM is foo... erm nice enough to allow it anyway. ;)
But the build in general doesn't even assume a rock, as  there's too many "open" battlefields, but between initial hiding, Gnome invisibility and Mind Shroud you have four guaranteed rounds of hiding anyway - which is usually the point when the big bang of the combat is over anyway...
Just discovered a very cool tidbit...
You can juggle useful off-hand items from your Bag of Holding (Staff of Expansion, Mnemonic Staff, Defensive Staff, Aversion Staff, ...) for just a minor action like with Master at Arms - and that's as long as you sustain it ! Even better you get to use it twice per encounter thanks to Disciplin Adept.
I decided to brush up on some of the recent Char Op builds, and I must say that I was extremely impressed with Ms. No!  My initial impressions of the Psion were pretty consistent with the general consensus on these boards: that Dishearten spamming overshadows all of your other options, thus the vast majority of Psions will do the same thing over and over, for their entire career.  Ms. No certainly proves that wrong!  She has fun control!

Actually, that combination of forced movement feats is really nice, and it does make me wonder why controllers don't have more feats like this.  Akschmid brought up a really good point (post 21): why do Fighters get such good controller feats while actual controllers tend to be left with little feat support?  It's not so much a complaint about power level as much as build customization.  Oh well, hopefully we get X Power 2 books for everything else eventually, which would probably help quite a bit.
Thanks.

It's not only the Fighter... Have you taken a look at the Templar Theme ? Anybody interested can get those powers - and they not only control, but also add some ally buffing on top ! I'd kill to get a functional area burst 2 for Ms. No.

And no doubt, Dishearten is strong - but that often settles for more or less neutralsing one target, unless you have allies in your group to set you up - but then again, it usually should be Controller setting up the the rest. ;)
And there are some other real gems hidden in the power list of Psions. For example Force Grasp as two target (not just area, again real two target) immobilise at L7 is extremely good.
Psions are certainly a bit more "spammy" than regular classes - but that's what I like... When I got the perfect tool for a situation, I'm not limited to use it just once.
Got to do some more live testing, this time during Heroic. Some extra insights and explanations from that...

Notes on At-Will Selection

1st at-will: L1 Dishearten is the one mandantory pick here. While you don't rely just on it, it's the one fallback solution for any number of situations - Artillery in the open field, condition immune Solos, ... Plus it has good synergy with a number of other picks, like the whole Psychic train.
2nd at-will: Any true multi-target attack with good effect, which limits the choices to L3 Kinetic Trip, L7 Force Grasp and L13 Dual Hallucination. All of them have some distinct advantage (in order: most targets, best effect / PP efficiency, highest synergy and best base power), but none is truely mandantory. But you need some way to reliably work in crowds, and you also want to be able to engage multiple targets spread out over the battlefield. A hypothetical area burst 2 (at best also ally friendly) power would a decent replacement here, but the Psion doesn't have anything in that area that is worth its salt.
3rd at-will: Here you have some more freedom. First you can chose another power from #2, best one that complements your first choice and your group (like the default Dual Hallucination / Kinetic Trip combo). Other options are filling some hole in your status effect selection and adding some utility, like getting the dazing L3 Psychic Anomaly or L7 Insidious Doubt. If you want some offensive / RBA punch, L1 Mind Thrust and L7 Mind Break are the way to go. Of course can explore a wide area of other options here as well - anything from melee / close powers in case you have a weak frontline, to high level domination from L23 Sudden Control.

Notes on Early Levels
First you can certainly shuffle a few picks around. I found, for example, that even a slide 1 from Forceful Push easily negates a charge or some shifting Artillery or Skirmisher. As such I'd even consider picking up Discipline Adept as very first pick, because Far Hand has proven time and again to be of great use in and out of combat, if applied with some creativity. Second your L3 pick is a tough one between your first multi-target power Kinetic Trip (yet unboosted), and your first Daze / general forced movement Psychic Anomaly. Adjust to your group and consider trying both via retrains.
Despite low AC you're already incredible hard to pin down once you're past L1. Orb of Nimble Thoughts for high init and shifting, Mind Shroud, Fade Away and general Stealth give your ample defense that might not be obvious from the plain numbers. If you fear you have a weak frontline, simply take Unarmored Agility or Toughness as first feat, and retrain it away next level.

Notes on Allys
While both feats don't do too much for you (except enhancing the OA of your Thrall), your allies will heavy profit from picking up Vicious Advantage and World Serpent's Grasp.
If you are in a melee heavy group, consider concentrating on debuffing and multi-target powers. If you have mostly ranged allys, forced movement and area powers grow in strength. This is of particular importance during Heroic, before you have a more varied choice in powers, more PPs and the big control advantage generally of your Thrall and all those Paragon feats.
Oh yeah, the Awakened Psion Dragon Article is out. Great stuff and solid mechanics.

For Ms. No it fits perfectly with the theme - just take the whole Thrallhead thing going on.

From an OP POV, if you're allowed by your DM, you should use it with caution. When you don't need the info part (which you might even use out of combat, btw), only use it when you need it, to avoid too severe backslash.
Dangerous Delvings are all worth it, and fair game if the situation is dire. The best tactical use is stopping the target from shifting, or stacking another penalty attack penalty on top of Dishearten against a dangerous Elite / Solo. Consider picking up some Psychic resistance later to mitigate the backslash of acting against urges.
OK, since there's been some crazy talk going on about how this build was the awesome build that it is, and some of the top-level CO people have said how it was pretty unimpressive, I decided to meander on down here and import this build into my CB and check it out.

But, I'm confuzzled.

You start off by talking about the "core pieces" of the build, Unseen Dread+Hindering Shield used in conjunction with Forceful Push.  However, both UD and HS use the word "attack" in the benefit/effect text, and Forceful Push is not listed as either an Attack, nor does it have an Attack or Hit line.  What am I missing?  What really boggles me about this interaction is that in "core powers" section you even acknowledge that it's not an attack, cause it doesn't break stealth.  So wait....what?

You also seem to be relying on the gnome's deal to stealth during init, but I don't see anything on how you actually have the cover/concealment to pull this off right out of the box.  Could you explain that one?

If I'm reading this correctly, if you're not invisible, you lose a ton of action on the build?  I acknowledge a good stealth mod, especially once you have access to the level 14 neck slot item and the level 21 slippers, what about earlier?  Even with a +29 at level 30 and a reroll, there's still some room for failure, as many monsters (at a quick glance) have +35 passive or better.  And I don't see anything that combats stuff like Blindsense/etc.

What does the build do in a fight against lurkers/artillary?  Many of these don't care about your slide/slow action, and they tend to space out, so a standard burst attack penalty won't hit more than 1 or 2?

It's a shame you're not tiefling so you get all the awesomeness of Malbolge and Belial.

Also, further proof I'm an idiot and really confused...Thrallherd, really?  I don't get it.

Anyway, yea, I tried to ask questions about explaining things to me on like post 3 of this thread ages ago (I'm quoted in posts 6 and 7), but you basically told me I was an idiot and said it was self-explanatory, so I just deleted my post in shame, having been mocked by someone who knew more than I did.  Well, 4 months have passed, I'm still an idiot, but in the meantime I've actually learned a couple things, and I still have some major questions about your build.


So yea, I came here in an effort to "stick it to the man" and support the little guy...but I can't help you, cause I don't get how this works.  Maybe if I was smarter I'd know the powers better and understand what I'm missing.  Maybe this time you could take the time to talk down to me and explain it, like I was looking for four months ago?   Please?
What he said.

I guess I'm stupid too...

I love Thrallherd tho.  But this build does confound me somewhat.
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