Thursday, April 22, 2010

D&D: The Psion

Those of you who are familiar with previous editions of D&D should be familiar with the Psion; it is traditionally the class who has been the main user of Psionic powers. In 2nd Edition, there were a number of Psionic disciplines, like telepathy, telekinesis, Clairsentience, Psychoportation, and others, but in 4th Edition, each Psion gets to pick one disciplines to specialize in; currently they only offer telepathy and telekinesis, but I would think the Psionic Power book will expand that. As the main mover of mental mojo, the Psion is a Controller; he uses his powers to control the battlefield, through screwing with the minds of others or by using his mind to hit you with a brick. And so here is my example, Pelaios, Tiefling Psion!

====== Created Using Wizards of the Coast D&D Character Builder ======
Pelaios, level 1
Tiefling, Psion
Discipline Focus: Telepathy Focus

Str 8, Con 12, Dex 10, Int 18, Wis 12, Cha 18.

Str 8, Con 12, Dex 10, Int 16, Wis 12, Cha 16.

AC: 14 Fort: 11 Reflex: 14 Will: 16
HP: 24 Surges: 7 Surge Value: 6

Intimidate +9, Arcana +9, Bluff +11, Diplomacy +9

Acrobatics, Dungeoneering +1, Endurance +1, Heal +1, History +4, Insight +1, Nature +1, Perception +1, Religion +4, Stealth +2, Streetwise +4, Thievery, Athletics -1

Psion: Ritual Caster
Level 1: Imperious Majesty

Psion at-will 1: Memory Hole
Psion at-will 1: Mind Thrust
Psion daily 1: Mental Trauma

Adventurer's Kit, Staff Implement, Cloth Armor (Basic Clothing), Sickle
Tenser's Floating Disk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

As you can see, Pelaios is a Telepathy Psion, which means he can send short messages to companions telepathically, and distract enemies with barrages of mental power. His feat allows him to use his Charisma bonus, rather than Dexterity, for determining initiative, meaning he is more likely to act first in combat. As with the Battlemind, the Psion has no Encounter powers, but can augment his At-Will and Daily powers, so here they are. Memory Hole damages a target with psychic power and causes Pelaios to become temporarily invisible to the target, and can be augmented to extend invisibility or expand the power to hit all nearby foes. Mind Thrust, however, does psychic damage, and can be augmented to give the target a penalty to Will defense, or do extra damage and take a penalty to all defenses for a turn. Finally, Mental Trauma does quite a bit of psychic damage, and makes the target vulnerable to further psychic attacks until it makes a saving throw.

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