CharOp/Controllers/Psion/Builds/The_Stormbringer/Snapshots

belile
Joined May 2005
532 Posts

CharOp/Controllers/Psion/Builds/The_Stormbringer/Snapshots

by belile, May 28,2010
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_Stormbringer|Intro]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Skills|Skills]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Items|Items]] | Snapshots
Snapshots: Level 1 | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Snapshots/L11|Level 11]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Snapshots/L21|Level 21]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Stormbringer/Snapshots/L30|Level 30]]


Snapshot: Level 1

The level 1 snapshot offers some unique control options. Your "go to" attack is dimensional scramble. If you have no need to teleport the enemies, you can always attempt to teleport them up in the air. If they fail their save you'll do an additional 1d10 damage (2d10 for large or larger creatures) and knock them prone. The augment 1 option is useful for when you want to avoid hitting allies, however the augment 2 option should almost never be used.

Your backup at-will discipline is mind lock. The best use of this discipline is for keeping melee enemies from advancing on you and your allies in the opening round of combat. If you can catch multiple enemies in the burst, the augment 2 option is well worth the cost. The augment 1 option is helpful in the later rounds of combat for helping keep artillery from disengaging from your melee party members.

Although the staff expertise feat allows you to use area and ranged powers without provoking opportunity attacks, if you get swarmed, your shard swarm racial power is great for disengaging and getting an accuracy boost. The forceful push discipline has many uses, but is probably best used as a reaction for when a melee enemy expends all its movement moving adjacent to you or if they shift from one adjacent square to another. If they haven't already used their melee attack, they'll have to waste their standard action taking another move action.

Basics:
  • Race: Shardmind
  • Class: Psion
  • Discipline Focus: Telekinesis
  • Background: Auspicious Birth
Ability Scores:
  • Str: 8 (-1)
  • Con: 10 (+0)
  • Dex: 10 (+0)
  • Int: 20 (+5)
  • Wis: 16 (+3)
  • Chr: 11 (+0)
Hit Points, Power Points and Defenses:
  • Max HP: 32; Bloodied: 16; Surge Value: 8; Surges/Day: 6
  • PP: 2
  • AC/Fort/Ref/Will: 15/10/15/15
Initiative and Movement:
  • Initiative: +0
  • Speed: 6
Skills and Feats:
  • Trained Skills: Arcana (+12), Dungeoneering (+8), Insight (+8), Perception (+10)
  • Feats: Staff Expertise
Powers:
  • At-Will: Dimensional Scramble, Mind Lock
  • Encounter: Shard Swarm, Far Hand, Forceful Push
  • Daily: Living Missile
At-Will Attack:
  • Dimensional Scramble: +6 attack vs Fort, 1d6+5 damage plus teleport
Items:
  • Implement: Staff Implement
  • Armor: Cloth Armor (Basic Clothing)
  • Ritual: Sending
  • Ritual: Brew Potion
  • Gear: Standard Adventurer's Kit
  • Wealth: 79 gp

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