Joined May 2005
532 Posts


by belile, Feb 24,2010
Guides: [[Dnd:CharOp/Index_of_Class_Guides|Index]] | [[Dnd:CharOp/Defenders|Defenders]] | [[Dnd:CharOp/Leaders|Leaders]] | [[Dnd:CharOp/Strikers|Strikers]] | [[Dnd:CharOp/Controllers|Controllers]] | [[Dnd:CharOp/Hybrids|Hybrids]] | [[Dnd:CharOp/Race_Guides|Races]]
Controllers: [[Dnd:CharOp/Controllers/Druid|Druid]] | [[Dnd:CharOp/Controllers/Invoker|Invoker]] | [[Dnd:CharOp/Controllers/Psion|Psion]] | [[Dnd:CharOp/Controllers/Seeker|Seeker]] | [[Dnd:CharOp/Controllers/Wizard|Wizard]]
Build: [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster|Intro]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Skills|Skills]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Items|Items]] | Snapshots
Snapshots: Level 1 | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Snapshots/L11|Level 11]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Snapshots/L21|Level 21]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Snapshots/L30|Level 30]]

Snapshot: Level 1

The level 1 snapshot is fairly straightforward. Use static mote to stop advancing enemies in the opening round. After that, use it to control skirmishers when you can also avoid hitting allies. The augment 1 option can also be used to pull an enemy into hindering terrain.

If you can't use static mote effectively or you know an enemy (or enemies) is about to attack you, use memory hole instead. With staff expertise, you can even use memory hole against an adjacent creature without having to worry about an opportunity attack. If you hit, you can then move away and make a stealth check to become hidden. Between memory hole, your fade away racial power and your hidden strike theme power you have some nice defensive options so hopefully you shouldn't become a liability to your party.

If things look like they're about to go south (e.g. your leader or defender is dying), use the augment 1 option of summon thought servant to run interference and allow them to use their second wind.

Also, don't forget about your shaped consciousness power. It'll allow you to attack from safety as long as you maintain line of sight to it and remain in range. To protect it from taking damage, be sure to conjure it up in the air so only creatures with ranged powers can attack it. Your ghost sound racial power can also be used against less intelligent creatures once they start to figure out the powers coming from your shaped consciousness are actually coming from you. Since the fragment occupies a square, it can also be used as a blocker. This will more than likely put it in danger, but if you can get an enemy to waste an attack on it, then it's probably worth it.

  • Race: Gnome
  • Class: Psion
  • Discipline Focus: Shaper
  • Background: Fugitive from a Vengeful Rival
  • Theme: Escaped Slave
Ability Scores:
  • Str: 8 (-1)
  • Con: 10 (+0)
  • Dex: 10 (+0)
  • Int: 20 (+5)
  • Wis: 11 (+0)
  • Chr: 16 (+3)
Hit Points, Power Points and Defenses:
  • Max HP: 22; Bloodied: 11; Surge Value: 5; Surges/Day: 6
  • PP: 2
  • AC/Fort/Ref/Will: 15/10/15/15
Initiative and Movement:
  • Initiative: +0
  • Speed: 5
Skills and Feats:
  • Trained Skills: Arcana (+12), Bluff (+9), Diplomacy (+9), Perception (+5), Stealth (+8)
  • Feats: Staff Expertise
  • At-Will: Memory Hole, Static Mote
  • Encounter: Fade Away, Ghost Sound, Shaped Consciousness, Minor Creation, Hidden Strike
  • Daily: Summon Thought Servant
At-Will Attack:
  • Memory Hole: +6 vs Will, 1d6+5 psychic damage plus invisibility to target until the start of your next turn
  • Armor: Cloth Armor (Basic Clothing)
  • Implement: Implement, Staff
  • Gear: Adventurer's Kit
  • Gear: Camouflaged Clothing
  • Gear: Footpads
  • Gear: Ritual Book
  • Ritual: Sending
  • Ritual: Brew Potion
  • Wealth: 44 gp