Joined May 2005
532 Posts


by belile, Oct 7,2009
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]]
Handbook: [[Dnd:CharOp/Controllers/Psion/Handbook|Intro]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Basics|Basics]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Races|Races]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Skills|Skills]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Feats|Feats]] | Paragon Paths | [[Dnd:CharOp/Controllers/Psion/Handbook/Epic_Destinies|Epic Destinies]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items|Items]]
Paragon Paths: [[Dnd:CharOp/Controllers/Psion/Handbook/Paragon_Paths|Psion]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Paragon_Paths/Racial|Racial]] | Other

Other Paragon Paths: Alternative Prestige
Divine Oracle (PHB) – The highlight here for telepaths is the terrifying insight feature. A mix of other excellent features and prayers make this paragon path a top pick.

Path Features:
  • Foresight (11th level) – Immunity to surprise for everyone within 5 squares is awesome! Couple this with being able to roll twice for initiative and you have the definition of sky blue.
  • Prophetic Action (11th level) – This feature would be much better if you could use the move action on the turn in which you spend the action point.
  • Terrifying Insight (16th level) – Excellent ability for telepaths. This is why you took this paragon path. Note that this feature has a better chance to critical (since you're always rolling two dice) than the life singer's 16th level feature serene will. Use it smartly though. Always do your move and minor action before attacking and if being dazed would put you in danger you can always just roll one die.
  • Prophecy of Doom (11th level) – Not quite as good as the righteous rage of tempus (pre-errata) feat power, but still an awesome setup for an ally's big daily. The fact that it requires a standard action may spare this prayer from the errata pen.
  • Good Omens (12th level) – A +5 to all d20 rolls is a huge bonus. Not being able to critical is kind of lame, but only a minor drawback.
  • Hammer of Fate (20th level) – Single target pure damage prayer that uses wisdom to attack. The only real upside is that if you miss, you don't expend the prayer and can choose a different standard action.

Entrancing Mystic (AP) – The highlight of this paragon path is the mystic rapture feature, which currently doesn't shine until later levels, but as more disciplines are printed will become better.

Path Features:
  • Maddening Action (11th level) – Give an enemy ongoing 5 damage when you spend an action point. Pretty weak damage when compared to the druid coiled serpent paragon path's snake fang action.
  • Mystic Rapture (11th level) – Each enemy that enters or starts its turn within 3 squares of you takes a -2 to saves or a -5 against charm effects. So far the first psion discipline with the charm keyword and a save ends condition is level 15. However, with the adept power feat you can pick up either curse of the dark dream or crown of madness for some real fun.
  • Mystery Given Form (16th level) – A +1 bonus to attacks on charm powers is execellent if you focus on them. You won't gain the full benefit from not expending charm encounter powers since you'll only have one.
  • Hekiah's Trance (11th level) – This is a nice power for getting enemies away from you and then slowing them. Will eventually gain a +1 from the mystery given form feature.
  • Shroud of Adeptus (12th level) – Dazing someone who misses you is pretty nice, even if it is only once a day. This can provoke opportunity attacks though since it's a ranged power.
  • Ultimatium of the Third Order (20th level) – A close burst 5 that targets only enemies is great. Unfortunately, the enemy gets to choose whether or not they are stunned (or dazed) or just take ongoing damage.

Flame of Hope (PHB2) – A paragon path for those that have multiclassed into invoker. If you want to emphasis the psion's secondary role as a leader and be an awesome nova enabler, you'll have a hard time finding a better paragon path. Unfortunately, the paragon path is a little light on control aspects.

Path Features:
  • Enduring Hope (11th level) – A +1 untyped bonus to saving throws for your allies within 5 squares when you're not bloodied. I'd like it more if you gained the bonus as well. It'd also be better if the range was 10 squares instead of 5, but you hopefully shouldn't be getting bloodied all that often.
  • Inspiring Attack Action (11th level) – A huge bonus to attack for you and allies when you spend an action point. The highlight of this paragon path.
  • Righteous Resurgence (16th level) – If you've built your character to capitalize on second wind synergies, this feature will serve you well. It's not that overwhelming though.
  • Numinous Cascade (11th level) – This power can does fire and radiant damage to two different creatures while also granting a +2 untyped bonus to attack roll against the target to your allies for a round. Again though, you won't get the bonus.
  • Blinding Ward (12th level) – Blind an enemy within 10 squares that attacks an ally as an immediate interrupt, possibly negating the attack altogether. If you're properly positioned in the initiative order the blindness will even last long enough for the ally to safely disengage. Too bad it's a daily utility power.
  • Sunburst Bulwark (20th level) – A close burst 3 that does fire and radiant damage and immobilizes enemies only and allows allies in the burst to spend a healing surge with a bonus equal to your intelligence modifier. Great daily power and a potential game changer, but does require you to get into the thick of things.

Life Singer (AP) – The highlight here for telepaths is the serene will feature. A mix of other excellent features and spells make this paragon path a top pick.

Path Features:
  • Find Another Way (11th level) – Giving your allies within 5 squares +2 to ability and skills checks is nice. Applies to initiative too since it's a dexterity check.
  • Peaceful Action (11th level) – Not that great since they'll most likely want to use their action point to attack.
  • Serene Will (16th level) – Excellent ability for telepaths. This is why you took this paragon path. You're going to want to favor some of the powers that don't deal damage (e.g. betrayal, mind blast, etc.) to get the most out of the +2 on your reroll.
  • Pacifying Voice (11th level) – Dazed, weakened and a huge debuff. The only bummer is that it doesn't do any damage.
  • Inspired Solutions (12th level) – An extra standard action is great. The fact that you can't use it to make attacks that deal damage takes a bit of wind out of its sails though. As a psion, you have some good options, but not everyone does. The range of 5 kind make it a little harder to setup too.
  • Soothing Song (20th level) – Awesome status condition on a hit. No effect on a miss though. The good news is that this spell works really well with your serene will feature. Doesn't work with the dominating mind feat though.

Phiarlan Phantasmist (EPG) – This paragon path requires the mark of shadow dragonmark feat. Unless you have a consistent way to become either hidden or invisible, this feat won't be of much use to you. Also note that if you take mark of shadow you'll be unable to take any other dragonmark feat including the aberrant mark of madness feat. Those two downsides out of the way, the rest of the paragon path offers some pretty good features and powers. This path works best for a gnome telepath.

Path Features:
  • Mind Fire (11th level) – Giving a -2 penalty to saving throws against charm, fear, illusion, or psychic powers is pretty good. This will work great in conjunction with disciplines such as hypnotic pulse, dominate, thrall and the daily discipline granted by this paragon path. However, it won't work with other top tier disciplines such as living missile, mind blast and living barrage. Optimizing save ends penalties has become harder now that item rarity has been implemented, but in a way it makes features like this more valuable.
  • Phantasmist Action (11th level) – At the very least this feature will give you combat advantage for two attacks (assuming you use your standard action to attack). It's also good for disengaging from enemies. The range for using it on allies is only 3 squares, meaning it'll probably be used on yourself more often than not. If you are using it on yourself, be sure to spend your action point as the first thing you do on your turn for maximum effect.
  • Phase-Mist Shroud (16th level) – At first blush, this feature looks like it's worthless for a psion since psions don't currently have any disciplines with the illusion keyword. However, if you take the wild talent master feat from the Dark Sun Campaign Setting (DSCS), you can select psionic image as one of your wild talents. Then as a minor action you can use it to gain concealment and a +1 untyped bonus to attack rolls with charm, fear, illusion, or psychic powers until the end of your next turn.
  • Disturbing Visions (11th level) – An area attack that targets only enemies, does psychic damage, slides targets 2 squares and gives a -2 penalty to attacks. Pretty strong effects and useful even at higher levels.
  • Taunting Decoy (12th level) – The standard action to activate the decoy really hurts this power. Also, the minor actions needed to sustain it will be competing with activating psionic image once you hit 16th level. However, anytime you can stack penalties on an enemy it can be pretty powerful. If you're in a group with only 1 defender (so you're not competing for marked targets) and you've taken other attack penalizing disciplines (e.g. dishearten) you can really cripple an enemy, just remember to use it wisely.
  • Phantasmist Stalker (20th level) – A medium summoned creature that has some nice buffs to AC, reflex and saving throws against fear and charm effects. The big advantage here is the standard action attack that is a close blast 3 that can daze (save ends). That's pretty powerful and works well with the level 11 mind fire feature. If it had some kind of ranged attack or could fly, then it'd really be awesome.

Psionic Incarnate (PSP) – This paragon path requires the elan heritage bloodline feat. A great paragon path for making a psion that is more resilient than average. Other elan bloodline feats (e.g. boon of the made, body focus, returning resilience, gift of the eternal, etc.) synergize well with this paragon path to make a psion that is pretty tough and doesn't run out of power points as fast.

Path Features:
  • Psychic Resilience (11th level) – Psychic resistance equal to 5 + one-half your level is very nice. Even shardminds will see an increase over their crystalline mind racial feature.
  • Repletion (11th level) – You essentially become a living construct. Shardminds won't see any gain here, but other races will like this feature. If you're playing in the Dark Sun campaign setting, this feature is sky blue.
  • Resurging Action (11th level) – While gaining 2 power points is nice for spamming your favorite discipline, giving up a standard action is a pretty hefty price to pay making this feature a bit situational.
  • Paragon Power Points (11th level) – Gain two additional power points. The standard for psionic paragon paths so you can augment your 11th level encounter attack power without penalty.
  • Perfect Resilience (16th level) – This feature gives resistance that less than what you get with the boon of the made feat. Still, it does fit with the elan theme of being more resilient than normal.
  • Descorporate Retaliation (11th level) – An immediate interrupt attack that targets enemies in a close blast and makes you insubstantial for a turn. Since the discipline does psychic damage, with the psychic lock feat you may be able to avoid the attack altogether. The augment 2 option increases the area to a close blast 5, making it a pretty sizeable attack for an encounter discipline and generally good value since you don't have to worry about hitting your allies.
  • Elan Recovery (12th level) – A +5 power bonus to saving throws for a couple turns isn't bad. However, the minor action required to activate it makes it hard to use effectively against the dazed, stunned and dominated conditions.
  • Hidden Reserves (20th level) – Using what ammounts to essentially an encounter power as a daily discipline isn't that great. However, it can be useful for adding the psychic keyword to an attack. It's also useful if you find the need to spam higher level attack disciplines.

Resurgent Wilder (DSCS) – A paragon path built around critical hits that requires the wilder theme. There's lots of support for critical hits including the two wilder specific feats, lingering surge and wilder rejuvenation.

Path Features:
  • Reinvigorating Surge (11th level) – Being able to spend a healing surge when you critical is pretty good for a paragon path that specializes in critical hits.
  • Volatile Action (11th level) – Two rounds of an increased threat range against targets of your action point attack for you and your party is pretty good. But, by epic levels this feature may be a bit redundant.
  • Volatile Surges (16th level) – The highlight of this paragon path. The increased threat range of your at-will powers synergizes well with other things.
  • Resurgent Repulsion (11th level) – A single target ranged attack that does psychic damage, slows and inflicts a -2 penalty to attacks against you. Also, if you critical, the target is dazed (save ends). Pretty solid.
  • Critical Insight (12th level) – A daily power that can turn a normal hit into a critical hit. If you've taken this paragon path, your critical hits probably do something extra (e.g. lingering surge, wilder rejuvenation, etc.), making this feature even better.
  • Shards of Strength (20th level) – Nice effect, but as a close burst 1, it's going to be hard to use effectively.