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When I first was reading threw the play test book, I had an idea of a halfling slave that gazed to much at the stars, because of the Discipline of Abomination. Looking at this discipline left me thinking of a blaster sorcerer type character...
While playing the psychic in a scenario I was left a little disappointed. The dark half was used quickly and was in general not very useful due to the lack of rounds and damage that I could deal. The knacks available were not useful for the majority of the game(besides detect magic). With out the round by round stuff that sorcerer's and Wizard's can do there was just a feeling that, after his 1st level spells were used, he just wasn't a abomination tainted magic user...
Options that could make the dark half feel better to play would be possibly increasing the save dc to +2, increasing the number of rounds to 4+Charisma, allowing the use of the phrenic amplifications, and make it so that there is a communication barrier(thinking of the Tongues Oracle Curse).