[OOC] Converting Your Character: Psionics

Characters using psionic powers deserve an entire new power source of their own (and yes, it’s on the way). But until that day comes, most psionic characters are best served by choosing an existing class that matches their role in the party, then layering on additional powers via multiclass feats. Feel free to rename or re-flavor your powers and class features to evoke a more psionic mindset; the fighter’s Boundless Endurance power feels a lot more psionic when you call it “Psychic Renewal”… even though it still does the same thing.

In addition, we offer a new option (Augment) for any psionic character to help recapture a key element of that class from 3rd Edition. This is completely untested, so use it only with your DM’s permission!

Augment: Once per encounter, you can augment any attack power that you use. To augment a power, you must expend an encounter attack power that you haven’t used yet during the encounter. If you don’t have any encounter attack powers left, you can’t augment the power. You must choose to augment before you resolve the success of the attack.

When you augment a power, you may apply one of the following effects (chosen when you decide to augment):

* Increase the damage dealt by the power by an amount equal to the power expended to augment it. (For example, if you expend a 3rd-level power to augment your fireball, add +3 to the damage.)
* Increase the range of the power by 5.
* Increase the burst or blast size of the power by 1.

Ardent (Complete Psionic)
An ardent’s role in the party depends entirely on the mantles chosen by the character. Mantles that focus on dealing damage to individual foes and personal mobility suggest a striker role (perhaps a warlock), while those that lean toward influencing or damaging groups of enemies function better as part of the arsenal of a controller (such as wizard). You might even decide that your primary function is that of party healer, choosing a cleric build (Player's Handbook p61).

Divine Mind (Complete Psionic)
This class matches the leader role most closely, so the battle cleric build (p61) is an ideal choice. Alternatively, you might choose to play an inspiring warlord (p154); ask your DM if you can change any Charisma-based warlord features or powers to Wisdom-based instead.

Erudite (Complete Psionic)
This variant of the psion should use the guidance provided for that class, found below.

Lurk (Complete Psionic)
This class is basically a psionic rogue, so start with either the brawny rogue or trickster rogue build (p117). A few warlock powers can also add the right supernatural feel to your character.

Psion (Expanded Psionics Handbook)
The psion’s role is determined entirely by his power selection. Most psions are either controllers (and should thus use the control wizard or war wizard build; p157) or strikes (and should use either the deceptive warlock or scourge warlock build; p130).

Psychic Warrior (Expanded Psionics Handbook)
Most psychic warriors are a hybrid of defender and striker. Those who focus more on personal durability and standing toe-to-toe with enemies—with powers such as biofeedback, expansion, and vigor—should select a build from the fighter or paladin class.

On the other hand, if your psychic warrior prefers powers that enhance mobility or deal large quantities of damage (burst, hustle, dissolving weapon, and so forth), you should embrace your striker identity. Try the two-blade ranger build (p104) or brawny rogue build (p117), layering on a warlock power or two to add some spice.

Soulknife (Expanded Psionics Handbook)
The soulknife fits the striker role most cleanly. Try the brawny rogue build (p117), adding the ability to create a mind blade as a minor action. It’s just like a short sword, except you can also throw it (Range 5/10). When using a ranged attack that requires you to throw multiple weapons, you can throw multiple mind blades.

Wilder (Expanded Psionics Handbook)
The wilder is mostly a psion with a different style of power and power point acquisition, so refer to that class’s entry above for advice.

Whenever a wilder uses the augment option listed above, she can choose to invoke a wild surge as a free action. If so, she rolls a saving throw at the end of her current turn (or immediately after resolving the power, if she used the power on another character’s turn). Success indicates that she gains a +1 bonus on attack and damage rolls until the end of her next turn (“surging euphoria”). Failure instead renders her dazed until the end of her next turn (“psychic enervation”).

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