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At-Will
Dishearten
- Augment 1: The targets cannot make opportunity attacks until your next turn. This is a nice tactical ability but I never found a good opportunity to use it in our play test. I think it’s perfect for an Augment 1 because the cost and effect are well-matched. However, most classes that want to avoid opportunity attacks have plenty of ways to do so without the psion’s help.
- Augment 2: The target takes an extra 1d6 damage and a penalty to attack rolls equal to your charisma modifier. Even at mid-levels this is a serious problem for opposing strikers. It’s a nice opening to a tough fight.
Mind Thrust
- Augment 1: If you hit, the target takes a penalty to will defense equal to your charisma modifier. This is a nice setup before using a more powerful attack since so many of the psion’s attacks, understandably, target Will. In play though I found myself ignoring this option for…
- Augment 2: The target takes an extra 1d10 damage and takes a penalty to ALL defenses for a round. This is very potent for a round of complete bashing on a powerful single target by the entire party.
Betrayal
- Augment 1: You give the enemy a bonus to its damage roll (against its ally) equal to your charisma modifier. This is a pretty tame augment 1 power.
- Augment 2: You slide the target up to your charisma modifier and give it an attack and damage bonus equal to your charisma modifier. This is GREAT for battlefield control and the extra bonus to hit over the augment 1 is worth the extra point.
Daily
Mental Trauma
Hypnotic Pulse
A ranged burst that does low damage but gives out dazed to all of the targets. It also targets only enemies so it’s party-friendly. It can daze multiple targets and they get at least one turn of dazed even on a miss! For a level 5 daily power, sign me up. I tossed this daily power out early (in the first encounter of the game) when I was pushed into a corner and had some undead baddies all around and it was a life-saver. Not much damage but another nice control power.
Utility
Skill Empowerment
My psion had Skill Empowerment for Gamefiend’s game, probably in anticipation of some skill challenges. Unfortunately, we only had time for several combats and this never saw play. This is a daily power that lets you add +3 to an ally for a skill check. Depending on your game this can be either fantastic or useless. I think it would have been better-balanced if it let an ally re-roll a failed skill check with a +3 and been an encounter power. I realize it lasts until the end of the encounter, but its hard to justify taking this over…
Intellect Fortress
Which is an encounter power that triggers when you are hit by an attack. You can add your charisma modifier to ANY defense, and it lasts until the end of your turn. Since it’s an interrupt it can turn the attack that hit you into a miss and gives you a full round of extra protection. If Skill Empowerment was an encounter and Intellect Fortress was a daily it would be harder to give in to the temptation and pick this. Since the psion is about as helpless as it gets, this gives you some much-needed survivability.
Overall Thoughts
The psion was a lot of fun. I finally figured out why many of you like the concept so much. You feel completely in control when you’re attacking your opponent’s mind. The power point system is practically like having 2 full-fledged encounter powers each fight (at level 5). The Augment 1 powers are significantly worse than the Augment 2 powers except in pretty specific circumstances. With this in mind, I almost wish they had simply done away with the unnecessary mechanic of augment 1 and 2 and just given the class encounter powers like everyone else. Also, the class has very little way to defend itself. If you don’t take Intellect Fortress as your level 2 Utility (and I hate that you almost have to), you’re especially sunk in a long-term game. The psion is no doubt going to start drawing fire from your GM as it keeps controlling, dazing, and weakening enemies. With low defenses and health, the psion makes an especially tempting target. You better hope you have some good cover!
Finally, the class has a nice mix of powers that tend toward controlling but can dish out some nice damage as well. Many of the attacks and power point buffs are situational, so it’s also fun trying to nail the perfect power to use each turn. If you can’t get a good tactical advantage from your powers, you still have some always useful powers, so you never feel left out. I think the class is generally well-balanced as presented in the preview, but with its power-point subsystem, will it play nice with multi-classing and items designed for classes using the standard framework?
If you’ve played a Psion, let us know about your experience in the comments!
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Nice breakdown of your experience. Betrayal in proper situations is rough on us poor GMs.
Yeah, I played a little bit with it, and in practice, the Power Points just fuel you to the level of a normal class (2 Encounter powers at lv 5 is spot on). I feel that the one point augments are less useful at this point, but because the mechanic is the way it is, it opens up design space later on — look at some of the higher level At-Wills that have Augment 4, for instance. Other than that, I think the At-Wills are better than the Wizard at wills, but very on par with Druid at-wills, so I’d argue against power creep in that regard. My main complaint is that we don’t have the tools to multiclass psionics yet. I’ve always viewed it as a neat “add-on” for a character, since the days of the wild-talent.
I agree. Of course, the obvious combination is with rogue, and I think one of my players was interested in making that happen. I wish they would put out the multiclass rules with it, but understandably, it may not be as simple. I am thinking about just houseruling that multi-class into Psion gives you a daily use of the Distract power and you can trade an at-will for a psion at will. You also get two half of the powerpoints you would normally get per encounter to augment the at-will.
I really did mean half – not two.