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Ashiel wrote:Sorry that it's taken so long to reply. I've been pretty dead to the boards for the past week becauseBah, you've been dead to me ever since you admitted way back on page 1 that you liked Karnath more than the other Eberron nations!
No sweat. The main reason Karnath jumps to the forefront of my mind is because of some material I read about the pre-WotC Eberron, the Cult of Vol, and oddly enough the starter adventure in the back of the book (for some reason the "fine Karnathi paper" made things feel a little more alive with such a simple description).
It was my understanding that Keith Baker's original Cult of Vol was a little less evil than the WotC version and had some cool ideas. I also thought the country was really cool using undead as the majority of their armies (always a great idea) as opposed to enslaving sentient constructs (warforged) and elementals (golems / airships) which seemed like a bad idea.
That said, I really wanted to explore the country with the Inspired a lot more and Reidra but never really got the chance (save for one campaign which took place in Sharn, I got to GM precious little Eberron, and when I once wanted to play a Kalashtar in Reidra, the GM was like "That'd never work" and we did something else). I do remember thinking the big oval-shaped ziggurats in the art were cool.
I should probably run an Eberron game again sometime but lately I've been so busy that my own campaign is the only one I've had time to run. :o
Quote:because of pulling a lot of extra hours at work lately. ^~^;Oh...that's a totally different story. Sorry about work, hope it payed off.
Yeah, short handed. On the plus side, I've got more overtime pay in the past few weeks than I did in the last year I think, so it's at least letting me put aside a little extra for a rainy day. I miss free time though. :P
So...let's talk about wilders, the often looked down upon psion's cousin. The issue I always run into when I am building a wilder is that I overspecialize, because you get so few powers that you have to be careful there is minimal redundancy. Of course that's true of psions and sorcerers as well, but with the much smaller number of powers known wilders have a lot less room for error.
Metapsionics, the Extra Power feat, and augmentation all help. Whenever I pick powers for a wilder, I always really carefully think about how each one benefits from metapsionics and especially augmentation. Below 6th level powers, I never pick non-augmentable powers. But, lately I've been wondering if that is too narrow a view to take. Sure, it would hurt if too many of your powers don't scale, especially given that augmentation is the main wilder class feature, but maybe there are some instances where one or two nonaugmentable powers are good choices, and I just haven't thought of them. So the actual question I am asking you is
Actual Question: Are there 1st to 5th level powers which cannot be augmented that would be worthwhile for (some) Wilders to take?
Well let's have a look. I'll be honest and say I'm a talent-whore, so I'm actually going to list quite a few talents as well. To my knowledge, you can trade 1 power known for 5 talents plus whatever you start with normally (1 for wilders). This is actually one of my favorite uses for the Extra Power Known feat (pick up 5 talents) and is one of my favorite things to do with a wilder at low levels since the talents let you do magic-y stuff when you're not poppin' real ones.
- Conceal thoughts: This power is a +10 bonus to Bluff and +4 vs Mind-reading saves. Super amazing talent (probably should be nerfed a bit to +5 or something but I'm not complaining :P). Doesn't augment but it doesn't need to.
- Detect psionics: It's detect magic. Of course you want this. It's technically augmentable (makes it identify, yay) but you won't augment it most of the time.
- Empathy: Gives a +2 to most social checks. It's sustainable for when you need it and it's a nice roleplaying ability too if you want to be the guy/gal who's like, "Something's bothering you...do you wanna talk about it?". It's augmentable but you rarely will even later on.
- Energy splash: Allows you minor prestidigitation-like uses (like heating/cooling, lightning fires, etc) and can be a decent ray attack at low levels. Doesn't augment but it's mostly so you don't need matches.
- Create sound: It's just fun.
- Sense Poison: Never needs augmenting, always useful. :)
- Far Hand: Short range mage-hand style telekinesis. Why not?
- Unearthly Terror: Okay, I know you said powers that don't augment much but this one's too good to not mention. It's a simple 1 round save vs shaken for 0 PP as a talent. However you can augment it into fear style which makes it useful even mid-late game with surges.
- My light: It's an easy light source that keeps your hands free.
- Missive: One-way telepathic messages for 0 PP. Yes please.
1st Level Powers
- Inevitable stike: It's augmentable but generally inefficient to do so. Swift for +5 hit/ignore concealment is really nice on a wilder and you can surge it to get some more accuracy late on. Since wilders are built like clerics this is a good option.
- Entangling ectoplasm: You could augment it but it's mostly like a cheap tanglefoot bag in most cases (ranged touch vs 5 rounds of entanglement). A solid debuff for medium-sized foes even if you never spend more than 1 PP on it ever.
- Ectoplasmic sheen: One of my favorite powers. You can augment it but I rarely do as it's more fun to spam grease for 1 PP. Utterly wrecks giants and golems. I recommend greasing weapons regularly (basically save vs disarm, forces multiple saves to try to keep picking the weapon up). If you ever really need to, it's got an expensive augment that turns it into a powerful CC ability.
- Prescience, Offensive: +2 damage for 10 rounds/level for 1 PP. Though it has some expensive augments it's forever useful even at 1 PP. Weapon specialization can eat poo and die! >:3
- Synesthete: Easily one of the best non-augmentable powers in the game. Basically allows you to see without your eyes for 10 minutes/level and gives a +4 to Perception when you're not suffering any sensory loss. Still foiled by things like blur and invisibility but you can walk around in the dark like daredevil. :D
- Locate secret doors: Spells like this suck ass. On a psionicist it's actually a really cool thing to have in your toolbox for a dungeon crawler game.
2nd Level Powers
- Concealing Amorpha: It's psionic blur. It's augmentable but you probably never will for most characters (its augment requires you to have a huddle-buddy to do anything).
- Elfsight: Gives low-light vision/+2 perception for hours/level. Combos with my light for stupid-long vision range in the dark. Not a bad grab if you're a race without low-light vision (humans, dwarfs, etc).
- Energy Adaptation, Specified: It's resist energy for yourself for 3 PP. Scales with caster level to resist 30. You can surge it to augment it to an immediate action if a dragon ambushes you or something.
- Inflict pain: -2 untyped penalty to attacks, skills, and ability checks and a -4 on a failed save. Since it always inflicts a -2 at least it's a solid debuff forever even if you never augment it. If you DO augment it, you can debuff multiple enemies at once. Excellent support power.
- Natural linguist: It's kind of like tongues and the augment is almost always useless but it's nice to have in a pinch if you've got spare powers known (unlikely barring very specific wilder builds) but you might consider carrying a power stone to assess in the rare cases you need to use it.
- Share pain: No augments, doesn't need 'em. Split damage between yourself and a willing recipient. Grab a psicrystal, split damage with it, and share vigor and tank like a boss.
3rd Level Powers
- Concussive onslaught: You can augment it but it's a great fire and forget area denial power without augmenting. It's fairly easy to make an enmormous area off-limits for most folks.
- Dispel psionics: Dispel magic spam. You can augment it later but you'll frequently not. Useful forever with augmenting so good for wilders.
- Energy retort: Augment increases the duration by a minor bit. Power is a good power for punishing people for attacking you.
- Energy wall: Solid CC ability and the closest thing to wind-wall that psionicists have (sonic wall ignores hardness of objects passing through it so you can just destroy arrows being fired at you). Scales with caster level not augmenting.
- Telekinetic force: It's decent without augmenting in the ways telekinesis is.
- Time hop: This power is fun. Just read it. Augmenting optional.
- Touchsight: This power is one of my favorites. You get touchsight 60 ft. without augments. Super awesome for dealing with close-range illusions, ferreting out stealthed foes, and avoiding getting meleed to death from improved invisible enemies.
To be Continued...
Gotta run do some stuff but I'll get back ASAP. I'd also recommend checking out some of the other power lists for Expanded Knowledge fodder. For example, Psionic Minor Creation is really cool. :D