Hello everyone, I was hoping you could help me with a character I am building.
I was given the opportunity to play a Lost Mind Cryptic (the archetype from Ultimate Psionics) and I need help deciding on feats and powers.
I looked up a guide for Cryptics but the only one has not been updated or finished in a considerable length of time.
I was told that the archetype is OGC, and have linked it below for that reason.
Normal Cryptic: http://www.d20pfsrd.com/psionics-unleashed/classes/cryptic
Lost Mind (Cryptic)
You have seen the patterns inherent in the void, the meaning that hides inside the emptiness of every pattern. Your gaze has lingered upon the twisting tunnels of nothingness that permeates the space between the stars, and you have gazed upon a terrible beauty. In your mind stands a forest of dark trees, endless, their glass-leaves glittering with untold secrets, their bark the wishful thinking of the mad. You are lost in a maze of wonders, their inconceivable, unbelievable notions made real. You tug at the patterns that hold the world together and laugh as it all unravels in a beautiful dance of destruction.
Powers Known: The lost mind gains know direction and location as a talent at 1st level.
Insight of the Madman: The lost mind’s thoughts grant him unusual intuitive ability. He gains a bonus to Perception and Sense Motive equal to 1/2 his class level (minimum +1). This ability replaces trapfinding.
Decipher Secrets: The lost mind’s glimpse into the void has allowed him to see the patterns in all writing, granting him a bonus on Linguistics checks to decipher a writing equal to his class level. This ability replaces trapmaker.
Protection of Insanity: At 10th level, the lost mind’s glimpse into the insanity of the void grants him a protection against effects that would otherwise alter his mind. The lost mind gains a bonus equal to his Intelligence modifier on any saving throw to avoid being confused or on the Intelligence check to escape a maze or similar effect. This effectively means the lost mind adds his Intelligence modifier twice on the Intelligence check for maze (once for a standard Intelligence check, once from protection from insanity). This ability replaces hide in plain sight.
Symbols of the Void: At 12th level, lost mind gains the ability to manifest the following spells as powers of the same level, even if he would not normally be able to manifest powers of that level. The lost mind’s manifester level must be at least double the power level to manifest the spell (for example, to manifest symbol of persuasion, the lost mind must have a cryptic manifester level of at least 12).
5th – Symbol of Sleep, Symbol of Pain
6th – Symbol of Persuasion
7th – Symbol of Stunning
8th – Symbol of Insanity, Symbol of Death
This ability replaces the insight and power known normally gained at 12th level.
Insights: In addition to the normal insights available
to the cryptic, the lost mind can choose the insights on
the void insight list, detailed below.
These insights are unique to the lost mind and his knowledge of the void. Many of them cause creatures struck by the lost mind’s disrupt pattern ability to have their pattern briefly contact the void, warping them in frightening or mind-altering ways.
Disrupt and Dismay: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be shaken for a number of rounds equal to the lost mind’s Intelligence modifier. This is a mind-affecting fear effect.
Disrupt and Disorient: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be confused for a number of rounds equal to the lost mind’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. This is a mind-affecting effect. The lost mind must be at least 8th level before selecting this insight.
Enter My Mind (Ps): The lost mind gains mindlink as a psi-like ability with a manifester level equal to the lost mind’s manifester level usable a number of times per day equal to 3 + the lost mind’s Intelligence modifier. If the target is unwilling and it fails the saving throw, it is shaken for a number of rounds equal to the lost mind’s Intelligence modifier.
Gaze From Beyond: By expending his psionic focus, the lost mind reveals the true depth of his insanity, inviting all those that meet his gaze to screamingly follow his path. For 1 round, the lost mind’s disrupt pattern becomes a gaze effect and allows a Will save (DC 10 + 1/2 the lost mind’s level + the lost mind’s Intelligence modifier). Those that make the save are shaken for one round, while those that fail the save take damage from the disrupt pattern effect and are confused for one round.
Nightmare Made Flesh: The lost mind adds form of doom to his list of powers known. In addition, the lost mind can manifest form of doom once per day without paying its power point cost, but when used in this fashion the power cannot be augmented. The lost mind must be at least 16th level to select this insight.
Overwhelming Disruption: When the lost mind uses his disrupt pattern ability, the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be paralyzed for a number of rounds equal to the cryptic’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. The lost mind must be at least 12th level before selecting this insight.
Now, I am dead set on taking this archetype but what I really want to know is if I *must* manifest Disrupting Strikes at 10th level just to contribute to the party? The amount of uses that I can get per day of that power are disappointing and I hoped to use my power points to assist my party. With a large slew of ways to force stacking -2 to all rolls and other debuffs, does it matter if I am not doing excessive damage?
Is Precise Shot / Improved Precise Shot required since I am targeting Touch AC? By what level do I *need* to have them?
Any other feats that are required?
The power list is disappointing. Are there any useful utility powers that could help my party? Any prime things to take with Expanded Knowledge?
As long as you don't dump DEX you really won't have a problem hitting touch AC in combat. Point blank shot and precise shot will be nice but not required.
Also, if you have a decent damage dealer in the party, then handing out solid debuffs will help a lot in combat. Making the enemy scream and twitch as much as your character does should be fun. I like the sound of this archetype.
Now, I am dead set on taking this archetype but what I really want to know is if I *must* manifest Disrupting Strikes at 10th level just to contribute to the party?
Must? No. A single disrupt pattern per round is quite sufficient.
Disrupt Pattern plus Exploding Pattern (Insight), Bleed Pattern (Insight) with Improved Disruption, One Pattern, Bracers of Disruption and Psionic Focus with the correct type gives you 7d6 + 14 + Int mod damage per round and on top of that, you get 3 points of bleed damage to everyone in an aoe around your target. Branding pattern adds to this further.
With Hide in Plain sight and a really good stealth score, you can snipe in combat using disrupt pattern all by it's lonesome.
Don't underestimate Craft Trap and it's uses too.
The only archetype for the cryptic that is a "damage dealer" is the brutal disruptor. The Cryptic as a class is a debuffer and skill monkey.
To optimize properly, max out intelligence and dexterity, focus on stealth and debuffing opponents.
Reserve Disrupting Strikes for times you need to do a lot of damage in order to survive.
Might I suggest the Dead Eye feat from Genius Guide to Archer Archetypes (you will not find this feat on the OGC). The feat allows you to substitute Int for Dex for all things range, including attack rolls and feat prereqs (such as for Rapid Shot) It will allow you to play a fully intelligence based Cryptic.
Thank you everyone for your insight, it is greatly appreciated.
With two psionic foci, would Psionic Shot / Greater Psionic shot be useful to me if I am not using my move action each turn? Adding 2-4 more D6 seems like a good trade for the two feats it requires.
If I expend psionic focus during the attack, is it still treated as if I had my active creature type for disrupt pattern? It is my assumption that this is so, because nothing happens to elemental powers when manifested by a psion who adds metamagic - if these assumptions are incorrect then please enlighten me.