Plan to update initial posts based on recent posts, by the end of October 2012
Help figure out the best powers! What power do you think is the best? Sort the powers below, from the worst (at the top) to best (at the bottom), according to the one you would *want* more than the others above it.
1-Point Powers 1st-Level Powers from the Worst ... to the Best!
Least Useful (Doesn't Augment Well) Hammer Float Astral Traveler
Less Useful (Doesn't Augment Well) Missive Know Direction and Location Detect Teleportation Distract Empathy Telempathic Projection Conceal Thoughts Catfall My Light Sense Link Attraction Destiny Dissonance Demoralize Deceleration Daze, Psionic Disable Déjà Vu Burst
Melee Suicide — Least Useful for Psion, Not Bad for Wilder, Good for PsyWar and Psicrystal (Doesn't Augment Well) Bite of the Wolf Expansion
Melee Suicide (Augments Well) Grip of Iron Claws of the Beast Call Weaponry Metaphysical Weapon Metaphysical Claw Stomp Prevenom Prevenom Weapon Dissipating Touch
Not Bad (Doesn't Augment Well) Compression Call to Mind Chameleon Synesthete Control Object Mindlink Skate Precognition Control Light Grease, Psionic Create Sound Far Hand Minor Creation, Psionic Matter Agitation Entangling Ectoplasm Force Screen Detect Psionics
Not Bad (Augments Well) Bolt Empty Mind Thicken Skin Control Flames Precognition, Defensive Precognition, Offensive Prescience, Offensive
Good (Augments Well) Inertial Armor Ecto Protection Charm, Psionic Mind Thrust
Very Good (Augments Well) Energy Ray Crystal Shard Vigor Astral Construct
3-Point Powers 2nd-Level Powers from the Worst ... to the Best!
Least Useful (Doesn't Augment Well) Missive, Mass Object Reading
Less Useful (Doesn't Augment Well) Sense Link, Forced Inflict Pain Aversion Tongues, Psionic Bestow Power Sensitivity to Psychic Impressions Brain Lock Elfsight (Spot and Search) Repair Damage, Psionic Empathic Transfer Sustenance Id Insinuation
Melee Suicide (Augments Well) Dissolving Touch Strength of My Enemy Energy Push Dissolving Weapon Psionic Lion’s Charge Swarm of Crystals
Not Bad (Doesn't Augment Well) Scent, Psionic Detect Hostile Intent Knock, Psionic Control Air Concealing Amorpha Wall Walker Levitate, Psionic Share Pain Clairvoyant Sense Cloud Mind Dimension Swap Identify, Psionic
Not Bad (Augments Well) Psionic Repair Damage Recall Agony Thought Shield
Good (Doesn't Augment Well) Read Thoughts
Good (Augments Well) Biofeedback Suggestion, Psionic
Very Good (Doesn't Augment Well) Control Sound
Very Good (Augments Well) Concussion Blast (Psionic Magic Missile) Energy Missile Ego Whip Energy Adaptation, Specified Energy Stun Animal Affinity
5-Point Powers 3rd-Level Powers from the Worst ... to the Best!
Least Useful (Doesn't Augment Well) Mind Trap Ubiquitous Vision
Less Useful (Doesn't Augment Well) Darkvision, Psionic Crisis of Breath Share Pain, Forced Energy Retort
Less Useful (Augments Well) Energy Burst Body Ajustment
Melee Suicide (Doesn't Augment Well) Graft Weapon Duodimensional Claw Keen Edge, Psionic Claws of the Vampire Vampiric Blade
Not Bad (Doesn't Augment Well) Danger Sense Eradicate Invisibility Dismiss Ectoplasm Exhalation of the Black Dragon Escape Detection Mental Barrier Concealing Amorpha, Greater False Sensory Input Energy Wall
Not Bad (Augments Well) Body Purification Telekinetic Thrust Telekinetic Force
Good (Doesn't Augment Well) Solicit Psicrystal Ectoplasmic Form Touchsight Hustle Fate Link Astral Caravan Dimension Slide
Good (Augments Well) Energy Bolt Psionic Blast Ectoplasmic Cocoon
Very Good (Augments Well) Time Hop Dispel Psionics Energy Cone
7-Point Powers 4th-Level Powers from the Worst ... to the Best!
Least Useful (Doesn’t Augment Well) Quintessence
Less Useful (Doesn’t Augment Well) Personality Parasite Power Leech Correspond Trace Teleport Anchored Navigation
Melee Suicide (Doesn’t Augment Well) Immovability Claw of Energy Weapon of Energy Truevenom Truevenom Weapon Psychic Vampire
Not Bad (Doesn’t Augment Well) Detect Remote Viewing Mindlink, Thieving Aura Sight Modify Memory, Psionic Energy Adaptation Dimensional Anchor, Psionic Divination, Psionic Inertial Barrier
Not Bad (Augments Well) Mindwipe Dominate, Psionic Empathic Feedback Intellect Fortress Telekinetic Maneuver
Good (Doesn’t Augment Well) Steadfast Perception Freedom of Movement, Psionic Remote Viewing Fabricate, Psionic Dismissal, Psionic Death Urge Wall of Ectoplasm Dimension Door, Psionic Fly, Psionic
Very Good (Augments Well) Control Body Energy Ball
Very Good (Doesn’t Augment Well) Schism Metamorphosis
Broken (Doesn’t Augment Well) Psychic Reformation Take it every time to swap out your abilities including itself.
9-Point Powers 5th-Level Powers from the Worst ... to the Best!
Least Useful Shatter Mind Blank
Less Useful Leech Field Metaconcert Catapsi Ectoplasmic Shambler Incarnate Restore Extremity
Melee Suicide Psychofeedback
Not Bad Baleful Teleport (A) Psychic Crush Fiery Discorporation
Good Adapt Body Second Chance Hail of Crystals Energy Current (A) Plane Shift, Psionic Mind Probe Major Creation, Psionic Good Tower of Iron Will (A) Teleport, Psionic
Very Good Clairtangent Hand (A) Teleport Trigger Psionic Revivify True Seeing, Psionic Power Resistance
11-Point Powers 6th-Level Powers from the Worst ... to the Best!
Least Useful Suspend Life Fuse Flesh Remote View Trap Overland Flight, Psionic Aura Alteration Co-Opt Concentration Cloud Mind, Mass
Less Useful Mind Switch Banishment, Psionic
Melee Suicide Form of Doom Dispelling Buffer
Not Bad Breath of the Black Dragon Precognition, Greater Disintegrate, Psionic
Good Restoration, Psionic Contingency, Psionic
Very Good Retrieve Crystalize Null Psionics Field Fabricate, Greater Psionic Temporal Acceleration
13-Point Powers 7th-Level Powers from the Worst ... to the Best!
Least Useful - not worth a 7th-level power Phase Door, Psionic Ethereal Jaunt, Psionic
Less Useful Divert Teleport Energy Conversion Ectoplasmic Cocoon, Mass Crisis of Life Insanity
Melee Suicide Sequester, Psionic Ultrablast
Not Bad Decerebrate
Good Reddopsi Dream Travel Energy Wave Fate of One
Very Good Fission Moment of Prescience, Psionic
15-Point Powers 8th-level Psionic Powers from the worst ... to the best!
Least Useful Time Hop, Mass
Less Useful Fusion
Not Bad Matter Manipulation Mind Seed Iron Body, Psionic
Good Hypercognition Shadow Body Recall Death True Metabolism Teleport, Psionic, Greater
Very Good Telekinetic Sphere, Psionic Mind Blank, Psionic Astral Seed Bend Reality
17-Point Powers 9th-Level Powers from the Worst ... to the Best!
Least Useful Etherealness, Psionic Apopsi Assimilate
Less Useful Timeless Body Mind Switch, True
Not Bad Affinity Field Teleportation Circle, Psionic Time Regression
Good True Creation Tornado Blast Psychic Chirurgery Microcosm
Very Good Genesis Metafaculty Metamorphosis, Greater Reality Revision
Each and every power is better than the one above it. If you see one that you feel is out of order, post it and say which two powers it should go between.
What is the most powerful psionic damage power?
Damage Powers From the Worst ... to the Best!
Less Useful Energy Burst (3) Ahhh, the fire is so friendly.
Melee Suicide — Least Useful for Psion, Not Bad for Wilder, Good for PsyWar and Psicrystal Sure, go right up there and touch it. Good luck with that, by the way. Dissipating Touch (1) Assimilate (9) Swarm of Crystals (2)
Mindaffecting — Good at Low Levels, Less Useful at Mid, Least Useful at High A. If you have an awesome brain, your immune. B. If you don't have a brain, your immune. C. If either A or B doesn't apply, you're immune. Recall Agony (2) Mind Thrust (1) Psychic Crush (5) Ultrablast (7) Crisis of Life (7) Recall Death (8)
Not Bad Exhalation of the Black Dragon (3) Energy Bolt (3) Baleful Teleport (5) Energy Push (2)
Good Hail of Crystals (5) Concussion Blast (Psionic Magic Missile) (2) Energy Cone (3) Breath of the Black Dragon (6) Energy Current (5) Energy Ball (4) Disintigrate, Psionic (6) Energy Wave (7) Tornado Blast (9)
Very Good Energy Missile (not the good kind ) (2) High DC, massive damage ... on the foes, not the ally. Energy Stun (2) Hit 'em again and again and again. They can't do nothin'! Energy Ray (1) No save, massive damage. Crystal Shard (1) No save, massive damage, ... no psi resistance.
Each and every power is better than the power before it. If you think that one of the powers is out of order, post your comments. Name the power and tell which two powers it should go between.
The Difficulty Class for saving throws against any psionic power is equal to 11 + the total power points with augmentation + the prime ability modifier of the manifester class.
POWER FIXES
Empathic Transfer Psychometabolism Level: Psion/Wilder 1, Psychic Warrior 1 Display: Auditory and material Manifesting Time: 1 standard action Range:Close (25 ft + 5 ft/2 levels) Target:One willing creature Duration: Instantaneous Power Points:1 You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. Temporary hit points, such as from Vigor, obsorb the damage before your hit points do. Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction. Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself. Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation).
Flight (Replaces Overland Flight, provides augmentation) Psychometabolism Level: Psion/Wilder 5, Psychic Warrior 5 Display: Material, Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Saving Throw: No Power Resistance: No Power Points: 9 From your back, you sprout wings that meld thru clothes and armor. Your wings unleash your inner psyche, expressing the form that you desire. You take up space as if one size larger but don't incur the size modifier. You fly at a speed of 20 feet. Encumberance reduces the speed by half. Your maneuverability is average, ascending at half speed and descending at double. Your move action must maintain a minimum forward speed of at least half, or stall falling 150 feet before making a successful Dexterity check at DC 20 to recover. If failed, check after each fall of 300 feet. Augment: For each additional power point you spend, your base fly speed increases by 20 feet.
Table: Flight Costs
[b]PP Speed Hour* Hour (Hustle) Day[/b] 9 20 feet 2 miles 4 miles 16 miles 10 40 feet 4 miles 8 miles 32 miles 11 60 feet 6 miles 12 miles 48 miles 12 80 feet 9 miles 18 miles 72 miles 13 100 feet 11 miles 22 miles 88 miles 14 120 feet 13 miles 26 miles 104 miles 15 140 feet 15 miles 30 miles 120 miles 16 160 feet 18 miles 36 miles 144 miles 17 180 feet 20 miles 40 miles 160 miles 18 200 feet 22 miles 44 miles 176 miles 19 220 feet 25 miles 50 miles 200 miles 20 240 feet 27 miles 54 miles 216 miles
[SIZE=1]* Calculations in this table are more precise and may override calculations found in other tables.[/SIZE]
Fly, Psionic See Levity.
Force Screen Psychokinesis [Force] Level: Psion/wilder 1, psychic warrior 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 1 You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
Haldrik’s Liferay (Zoauge ) Psychoportation Level: Nomad 1, Wilder 1 Display: Visual Manifesting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Ray Duration: Instantaneous Saving Throw: None Power Resistance: No Power points: 1 You connect astrally with the Positive Plane and channel its life-giving energy through your hand. On a successful hit, the ray of light heals a living creature 1d6 points. Oppositely it “harms” an undead creature or an outsider from the Negative Plane. Augment: For every additional power point you spend, the ray’s healing increases by 1d6 points.
Haldrik’s Deathray (Thanatauge ) Psychoportation Level: Nomad 2, Wilder 2 Display: Visual Manifesting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Ray Duration: Instantaneous Saving Throw: None Power Resistance: No Power points: 3 You connect astrally with the Negative Plane and channel its death-dealing energy through your hand. On a successful hit, the ray of darkness harms a living creature 3d6 points. Oppositely it “heals” an undead creature or an outsider from the Negative Plane. Augment: For every additional power point you spend, the ray’s harming increases by 1d6 points.
Levity (Replaces Fly, Psionic and Overland Flight, Psionic, provides augmentation) Psychoportation Level: Nomad 2 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Saving Throw: No Power Resistance: No Power Points: 3 By the force of your mind, you fly with perfect maneuverability at a base speed of 10. When the duration ends, or is dismissed, suppressed or dispelled, your levity ends gradually, and you can descend safely for a distance equal to your total power point expenditure
While balancing Flight, I made this chart to handle various speeds. I'm posting it here as a reference for others who need it.
Table: Speed Conversions Calculations in this table are more precise and may override calculations found in other tables.
[b]Speed Hour Hour Hustle Day[/b] 10 feet [i]1.14[/i] 1 mile 2 miles 8 miles 15 feet [i]1.70[/i] 1 mile 2 miles 8 miles 20 feet [i]2.27[/i] 2 miles 4 miles 16 miles 30 feet [i]3.41[/i] 3 miles 6 miles 24 miles 40 feet [i]4.55[/i] 4 miles 8 miles 32 miles 45 feet [i]5.11[/i] 5 miles 10 miles 40 miles 50 feet [i]5.68[/i] 5 miles 10 miles 40 miles 60 feet [i]6.82[/i] 6 miles 12 miles 48 miles 70 feet [i]7.95[/i] 7 miles 14 miles 56 miles 80 feet [i]9.09[/i] 9 miles 18 miles 72 miles 90 feet [i]10.23[/i] 10 miles 20 miles 80 miles 100 feet [i]11.36[/i] 11 miles 22 miles 88 miles 110 feet [i]12.50[/i] 12 miles 24 miles 96 miles 120 feet [i]13.64[/i] 13 miles 26 miles 104 miles 130 feet [i]14.77[/i] 14 miles 28 miles 112 miles 140 feet [i]15.91[/i] 15 miles 30 miles 120 miles 150 feet [i]17.05[/i] 17 miles 34 miles 136 miles 160 feet [i]18.18[/i] 18 miles 36 miles 144 miles 170 feet [i]19.32[/i] 19 miles 38 miles 152 miles 180 feet [i]20.45[/i] 20 miles 40 miles 160 miles 190 feet [i]21.59[/i] 21 miles 42 miles 168 miles 200 feet [i]22.72[/i] 22 miles 44 miles 176 miles 210 feet [i]23.86[/i] 23 miles 46 miles 184 miles 220 feet [i]25.00[/i] 25 miles 50 miles 200 miles 230 feet [i]26.14[/i] 26 miles 52 miles 208 miles 240 feet [i]27.27[/i] 27 miles 54 miles 216 miles 250 feet [i]28.41[/i] 28 miles 56 miles 224 miles 260 feet [i]29.45[/i] 29 miles 58 miles 232 miles 270 feet [i]30.68[/i] 30 miles 60 miles 240 miles 280 feet [i]31.82[/i] 31 miles 62 miles 248 miles 290 feet [i]32.95[/i] 32 miles 64 miles 256 miles 300 feet [i]34.09[/i] 34 miles 68 miles 272 miles 310 feet [i]35.23[/i] 35 miles 70 miles 280 miles 320 feet [i]36.36[/i] 36 miles 72 miles 288 miles
Altho Inertial Armor is simply a solid 1st level power and altho its effect is easily replaced by mundane, mithral or magical armors, its long duration lasting for hours makes it pretty good. I promoted Inertial Armor to Rank 2.
I demoted Far Hand to Rank 0. I love this power for flavor, but it's not powerful enough to choose over the 1st-level must-haves.
Stomp (Psy 1) demotes to Rank 0, it's good but not as good as Energy Ray.
Hammer is certainly Rank 0. Any power that requires a low hp Psion to melee touch an opponent is inherently worthless.
I'm uncertain about increasing Energy Ray to Rank 2. 1 pp for a onetime 1d6 damage, actually sucks. At lowest levels, this power is worse than a bow and deserves Rank 0. On the other hand, Energy Ray augments well and is among the must haves, which seems to deserve a somewhat higher rank.
how does augmentation fit into your ranking? After all, a first level power, augmented to 20th level ight be far more usefull than the equivalent 20th level power (especially as there are some low level, augmentable powers that don't have saving throws)
Godeskian: How does augmentation fit into your ranking?
Augmentation complicates ranking.
For now, I treat each power as having the minimum pp without augmentation because this is what the power is when you first get it, as soon as possible while you're still at the lowest level to take it.
If it doesn't augment at all it's probably worth a lesser rank. If it augments decently (like Thicken Skin) it's probably worth the rank of its power level. If it augments awesomely (like Energy Ray, Energy Burst) it's probably worth a higher rank.
IMO - Hustle and Psionic Lion's Charge are two of the most useful PsyWar powers. Hustle for refocus / extra move + full attack, Psionic Lion's Charge for a full attack + charge. Both are also swift actions and relatively low pp cost for the limited pool of the PsyWar. I'd probably rank those one higher, as most PsyWar's / Feat Intense Psions will be using at least one of them.