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View Full Version : What powers/tricks need to be banned to keep Psion out of tier 2?



deuxhero
2014-04-02, 11:18 PM
Is there a solid list of this kind of thing? I know Psionics are more balanced than their casting counterparts (due to both the smaller lists and how most of the really broken stuff is core) but how hard is it to keep them out of tier 2?

MesiDoomstalker
2014-04-02, 11:31 PM
Pretty hard. You basically have to Beguiler-fy a Psion to drop it out of tier 2. You'd have to limit them to a set of thematically related powers that tactfully avoid the overly flexible powers.

ryu
2014-04-02, 11:35 PM
Hell you have to ban a few things to keep someone who knows what they're doing from being straight up wizard tier. The base class without much work is tier 2. It has an absolutely disgusting ceiling though.

Eldaran
2014-04-03, 01:00 AM
Wilder is pretty much a tier 3 Psion, so just use that?

It's pretty hard to lower a class a tier while still making it fun/functional. It's easier to go up a tier by just throwing class features at something.

Terazul
2014-04-03, 01:02 AM
Wilder is pretty much a tier 3 Psion, so just use that?

It's pretty hard to lower a class a tier while still making it fun/functional. It's easier to go up a tier by just throwing class features at something.

Basically. (Significantly) Lower powers known, but a boosting mechanic for the tricks they do have. Wilder is probably the way to go here.

Cloud
2014-04-03, 01:18 AM
As has been said, a Wilder is a tier 3 pison. =P

More usefully, basically stopping infinite power point tricks, and then banning most powers based on spells (you'd want to leave dispel psionics, true seeing, teleport, etc., but nuke from orbit the wish/polymorph/shapechange clones). It's certainly...something, that the most unbalanced parts of psionics is where they copy spells. Still the sheer number of powers and the access to a discipline will keep it tier 2 without significant changes to powers in general. And cutting powers known just makes it more like a wilder...

If you want to do a lot of work, you could make picking a discipline give the psion an entire set of powers known, pretty much as was suggested above turning the psion into a beguiler, with a large but thematic list of powers they automatically know.

Techwarrior
2014-04-03, 02:17 AM
If you want to do a lot of work, you could make picking a discipline give the psion an entire set of powers known, pretty much as was suggested above turning the psion into a beguiler, with a large but thematic list of powers they automatically know.

Had a DM do this once. You picked your Discipline, and could use all of those powers, and then you get 1 power from the Psion/Wilder list every second level. Then to 'balance' it, he gave bonus Psionic feats as a Fighter (i.e. 1 at 1st, and 1 on every even level) that explicitly could not be used on Expanded Knowledge. It was actually mildly cool.

ryu
2014-04-03, 02:25 AM
Had a DM do this once. You picked your Discipline, and could use all of those powers, and then you get 1 power from the Psion/Wilder list every second level. Then to 'balance' it, he gave bonus Psionic feats as a Fighter (i.e. 1 at 1st, and 1 on every even level) that explicitly could not be used on Expanded Knowledge. It was actually mildly cool.

Were you still allowed to use normal feats on knowledge expansion?

Techwarrior
2014-04-03, 03:09 AM
Indeed we were, which it made it much more tolerable.

Chronos
2014-04-03, 08:33 AM
To say that a wilder is Tier 3 is to completely ignore the definitions of the tiers. A wilder is Tier 2 for exactly the same reasons that the psion is. Both have access to exactly the same class list of powers, both can choose a limited number of powers from that list as powers known, and both can then use their powers known freely until they run out of their resource. This is Tier 2. The fact that the wilder knows fewer powers than the psion makes it a weak Tier 2; it does not make it a Tier 3, which is something else entirely.

Snowbluff
2014-04-03, 08:51 AM
Pretty hard. You basically have to Beguiler-fy a Psion to drop it out of tier 2. You'd have to limit them to a set of thematically related powers that tactfully avoid the overly flexible powers.
Yeah, you would need to cut like 90% of the powers, looking at the size of the Beguiler list.

To say that a wilder is Tier 3 is to completely ignore the definitions of the tiers. A wilder is Tier 2 for exactly the same reasons that the psion is. Both have access to exactly the same class list of powers, both can choose a limited number of powers from that list as powers known, and both can then use their powers known freely until they run out of their resource. This is Tier 2. The fact that the wilder knows fewer powers than the psion makes it a weak Tier 2; it does not make it a Tier 3, which is something else entirely.

Yeah, pretty much. However, an argument can be made about advanced learning.

Urpriest
2014-04-03, 09:18 AM
It's pretty much the same list needed to keep the Sorceror out of Tier 2. At the very least, that means killing the Astral Construct line, the Reality Revision line, and the Metamorphosis line. Beyond that, it depends what you think counts. Probably would need to get rid of Psychic Chirurgery at least, maybe also Fusion and Astral Seed and True Mind Switch since all of them are pretty close to the realm of singularity cheese.

It would probably be easier to put together a nice themed list, rather than building a list by omission.

Chronos
2014-04-03, 12:44 PM
You could probably get close to T3 with a psion (or wilder) just by restricting to a single discipline. You could still pick up any one or maybe two or three of the really broken powers that way, but then again, the Beguiler and Dread Necromancer get a few of the broken spells, too. But you wouldn't have access to the full broad array of brokenness that they have now.

On the other hand, it'd be really hard to balance, since the psionic disciplines don't all contain the same number of powers, nor of decent powers. A psion restricted to psychoportation is going to have far fewer options than one restricted to psychometabolism or metacreativity.

Rebel7284
2014-04-03, 02:30 PM
The ardent mechanic without custom mantles is pretty good at limiting options. With that said, the tier system is a bit broken at that point due to a two dimensional system measuring power and flexibility massaged into a single dimension.

Telok
2014-04-03, 03:01 PM
I did a quick edit on the SRD power list to produce a disciplines only list. Restrict psions to only taking powers off thier discipline list and it's a pretty big power cut.

Psion Discipline Powers
Egoist (Psychometabolism) Discipline Powers

Catfall: Instantly save yourself from a fall.
My Light: Your eyes emit 20-ft. cone of light.
Float: You buoy yourself in water or other liquid.
Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
Biofeedback: Gain damage reduction 2/-.
Body Equilibrium: You can walk on nonsolid surfaces.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Sustenance: Go without food and water for one day.
Animal Affinity A: Gain +4 enhancement to one ability.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Body Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Darkvision, Psionic: See 60 ft. in total darkness.
Empathic Transfer: Transfer another’s wounds to yourself.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
Adapt Body: Your body automatically adapts to hostile environments.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Power Resistance: Grant PR equal to 12 + level.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Restoration, Psionic: Restores level and ability score drains.
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Suspend Life: Put yourself in a state akin to suspended animation.
Oak Body: Your body becomes as hard as oak.
True Metabolism: You regenerate 10 hit points/round.
Iron Body, Psionic: Your body becomes living iron.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Kineticist (Psychokinesis) Discipline Powers

Control Object: Telekinetically animate a small object.
Control Flames: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Matter Agitation: You heat a creature or object.
Far Hand: Move small objects at a limited distance.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Create Sound: Create the sound you desire.
Control Air: You have control over wind speed and direction.
Concussion Blast: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Push: Deal 2d6 damage and knock subject back.
Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
Energy Missile: Deal 3d6 energy damage to up to five subjects.
Energy Cone: Deal 5d6 energy damage in 60-ft. cone.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Control Body: Take rudimentary control of your foe’s limbs.
Energy Ball: Deal 7d6 energy damage in 20-ft. radius.
Inertial Barrier: Gain DR 5/-.
Energy Adaptation: Your body converts energy to harmless light.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Energy Current: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Fiery Discorporation: Cheat death by discorporating into nearby fire for one day.
Reddopsi: Powers targeting you rebound on manifester.
Energy Conversion: Offensively channel energy you’ve absorbed.
Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Ultrablast: Deal 13d6 damage in 15-ft. radius.
Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.

Nomad (Psychoportation) Discipline Powers

Burst: Gain +10 ft. to speed this round.
Deceleration: Target’s speed is halved.
Skate: Subject slides skillfully along the ground.
Dissipating Touch: Touch deals 1d6 damage.
Detect Teleportation A: Know when teleportation powers are used in close range.
Dimension Swap: You and ally or two allies switch positions.
Levitate, Psionic: Subject moves up and down at your direction.
Dimensional Anchor, Psionic: Bars extra dimensional movement.
Dismissal, Psionic: Forces a creature to return to its native plane.
Fly, Psionic: You fly at a speed of 60 ft.
Time Hop: Subject hops forward in time 1 round/level.
Dimension Door, Psionic: Teleports you short distance.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Trace Teleport: Learn destination of subject’s teleport.
Baleful Teleport: Destructive teleport deals 9d6 damage.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Teleport Trigger: Predetermined event triggers teleport.
Banishment, Psionic: Banishes extraplanar creatures.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Retrieve: Teleport to your hand an item you can see.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
Decerebrate: Remove portion of subject’s brain stem.
Divert Teleport: Choose destination for another’s teleport.
Phase Door, Psionic: Invisible passage through wood or stone.
Time Hop, Mass: Willing subjects hop forward in time.
Time Regression: Relive the last round.
Etherealness, Psionic: Become ethereal for 1 min./level.

Seer (Clairsentience) Discipline Powers

Destiny Dissonance: Your dissonant touch sickens a foe.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Know Direction and Location: You discover where you are and what direction you face.
Detect Psionics: You detect the presence of psionics.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Precognition: Gain +2 insight bonus to one roll.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Identify, Psionic: Learn the properties of a psionic item.
Clairvoyant Sense: See and hear a distant location.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.
Object Reading: Learn details about an object’s previous owner.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
Escape Detection: You become difficult to detect with clairsentience powers.
Detect Remote Viewing: You know when others spy on you remotely.
Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Divination, Psionic: Provides useful advice for specific proposed action.
Fate Link: You link the fates of two targets.
Anchored Navigation: Establish a mishap-free teleport beacon.
Remote Viewing: See, hear, and potentially interact with subjects at a distance.
Clairtangent Hand: Emulate far hand at a distance.
True Seeing, Psionic: See all things as they really are.
Second Chance: Gain a reroll.
Contingency, Psionic: Sets trigger condition for another power.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Precognition, Greater: Gain +4 insight bonus to one roll.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose.
Fate of One: Reroll any roll you just failed.

Shaper (Metacreativity) Discipline Powers

Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
Grease, Psionic: Makes 10-ft. square or one object slippery.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Minor Creation, Psionic: Creates one cloth or wood object.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Dispel Psionics: Cancels psionic powers and effects.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Null Psionics Field: Create a field where psionic power does not function.
Disintegrate, Psionic: Turn one creature or object to dust.
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Ectoplasmic Cocoon: You encapsulate a foe so it can’t move.
Fabricate, Psionic: Transforms raw goods to finished items.
Wall of Ectoplasm: You create a protective barrier.
Hail of Crystals: A crystal explodes in an area, dealing 9d4 slashing damage.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Crystallize: Turn subject permanently to crystal.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
Matter Manipulation: Increase or decrease an object’s base hardness by 5.

Telepath (Telepathy) Discipline Powers

Attraction: Subject has an attraction you specify.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Disable: Subjects incorrectly believe they are disabled.
Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Empathy: You know the subject’s surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Missive: Send a one-way telepathic message to subject.
Sense Link: You sense what the subject senses (single sense).
Telempathic Projection: Alter the subject’s mood.
Conceal Thoughts: You conceal your motives.
Charm, Psionic: Makes one person your friend.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Missive, Mass: You send a one-way telepathic message to an area.
Recall Agony: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Thought Shield: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
Mindlink: You forge a limited mental bond with another creature.
Aversion: Subject has aversion you specify.
Brain Lock: Subject cannot move or take any mental actions.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Share Pain, Forced: Unwilling subject takes some of your damage.
Read Thoughts: Detect surface thoughts of creatures in range.
Suggestion, Psionic: Compels subject to follow stated course of action.
Crisis of Breath: Disrupt subject’s breathing.
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
False Sensory Input: Subject sees what isn’t there.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Dominate, Psionic: Control target telepathically.
Mindlink, Thieving: Borrow knowledge of a subject’s power.
Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
Catapsi: Psychic static inhibits power manifestation.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
Co-opt Concentration: Take control of foe’s concentration power.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
Shatter Mind Blank: Cancels target’s mind blank effect.
Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Crisis of Life A: Stop subject’s heart.
Insanity: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and mental effects.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Recall Death: Subject dies or takes 5d6 damage.
Microcosm: Creature or creature lives forevermore in world of his own imagination.


Man, but there's a lot of telepathy powers.

Rubik
2014-04-03, 03:18 PM
I did a quick edit on the SRD power list to produce a disciplines only list. Restrict psions to only taking powers off thier discipline list and it's a pretty big power cut.

Psion Discipline Powers
Egoist (Psychometabolism) Discipline Powers

Catfall: Instantly save yourself from a fall.
My Light: Your eyes emit 20-ft. cone of light.
Float: You buoy yourself in water or other liquid.
Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
Biofeedback: Gain damage reduction 2/-.
Body Equilibrium: You can walk on nonsolid surfaces.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Sustenance: Go without food and water for one day.
Animal Affinity A: Gain +4 enhancement to one ability.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Body Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Darkvision, Psionic: See 60 ft. in total darkness.
Empathic Transfer: Transfer another’s wounds to yourself.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
Adapt Body: Your body automatically adapts to hostile environments.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Power Resistance: Grant PR equal to 12 + level.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Restoration, Psionic: Restores level and ability score drains.
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Suspend Life: Put yourself in a state akin to suspended animation.
Oak Body: Your body becomes as hard as oak.
True Metabolism: You regenerate 10 hit points/round.
Iron Body, Psionic: Your body becomes living iron.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Kineticist (Psychokinesis) Discipline Powers

Control Object: Telekinetically animate a small object.
Control Flames: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Matter Agitation: You heat a creature or object.
Far Hand: Move small objects at a limited distance.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Create Sound: Create the sound you desire.
Control Air: You have control over wind speed and direction.
Concussion Blast: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Push: Deal 2d6 damage and knock subject back.
Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
Energy Missile: Deal 3d6 energy damage to up to five subjects.
Energy Cone: Deal 5d6 energy damage in 60-ft. cone.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Control Body: Take rudimentary control of your foe’s limbs.
Energy Ball: Deal 7d6 energy damage in 20-ft. radius.
Inertial Barrier: Gain DR 5/-.
Energy Adaptation: Your body converts energy to harmless light.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Energy Current: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Fiery Discorporation: Cheat death by discorporating into nearby fire for one day.
Reddopsi: Powers targeting you rebound on manifester.
Energy Conversion: Offensively channel energy you’ve absorbed.
Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Ultrablast: Deal 13d6 damage in 15-ft. radius.
Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.

Nomad (Psychoportation) Discipline Powers

Burst: Gain +10 ft. to speed this round.
Deceleration: Target’s speed is halved.
Skate: Subject slides skillfully along the ground.
Dissipating Touch: Touch deals 1d6 damage.
Detect Teleportation A: Know when teleportation powers are used in close range.
Dimension Swap: You and ally or two allies switch positions.
Levitate, Psionic: Subject moves up and down at your direction.
Dimensional Anchor, Psionic: Bars extra dimensional movement.
Dismissal, Psionic: Forces a creature to return to its native plane.
Fly, Psionic: You fly at a speed of 60 ft.
Time Hop: Subject hops forward in time 1 round/level.
Dimension Door, Psionic: Teleports you short distance.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Trace Teleport: Learn destination of subject’s teleport.
Baleful Teleport: Destructive teleport deals 9d6 damage.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Teleport Trigger: Predetermined event triggers teleport.
Banishment, Psionic: Banishes extraplanar creatures.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Retrieve: Teleport to your hand an item you can see.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
Decerebrate: Remove portion of subject’s brain stem.
Divert Teleport: Choose destination for another’s teleport.
Phase Door, Psionic: Invisible passage through wood or stone.
Time Hop, Mass: Willing subjects hop forward in time.
Time Regression: Relive the last round.
Etherealness, Psionic: Become ethereal for 1 min./level.

Seer (Clairsentience) Discipline Powers

Destiny Dissonance: Your dissonant touch sickens a foe.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Know Direction and Location: You discover where you are and what direction you face.
Detect Psionics: You detect the presence of psionics.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Precognition: Gain +2 insight bonus to one roll.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Identify, Psionic: Learn the properties of a psionic item.
Clairvoyant Sense: See and hear a distant location.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.
Object Reading: Learn details about an object’s previous owner.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
Escape Detection: You become difficult to detect with clairsentience powers.
Detect Remote Viewing: You know when others spy on you remotely.
Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Divination, Psionic: Provides useful advice for specific proposed action.
Fate Link: You link the fates of two targets.
Anchored Navigation: Establish a mishap-free teleport beacon.
Remote Viewing: See, hear, and potentially interact with subjects at a distance.
Clairtangent Hand: Emulate far hand at a distance.
True Seeing, Psionic: See all things as they really are.
Second Chance: Gain a reroll.
Contingency, Psionic: Sets trigger condition for another power.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Precognition, Greater: Gain +4 insight bonus to one roll.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose.
Fate of One: Reroll any roll you just failed.

Shaper (Metacreativity) Discipline Powers

Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
Grease, Psionic: Makes 10-ft. square or one object slippery.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Minor Creation, Psionic: Creates one cloth or wood object.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Dispel Psionics: Cancels psionic powers and effects.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Null Psionics Field: Create a field where psionic power does not function.
Disintegrate, Psionic: Turn one creature or object to dust.
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Ectoplasmic Cocoon: You encapsulate a foe so it can’t move.
Fabricate, Psionic: Transforms raw goods to finished items.
Wall of Ectoplasm: You create a protective barrier.
Hail of Crystals: A crystal explodes in an area, dealing 9d4 slashing damage.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Crystallize: Turn subject permanently to crystal.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
Matter Manipulation: Increase or decrease an object’s base hardness by 5.

Telepath (Telepathy) Discipline Powers

Attraction: Subject has an attraction you specify.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Disable: Subjects incorrectly believe they are disabled.
Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Empathy: You know the subject’s surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Missive: Send a one-way telepathic message to subject.
Sense Link: You sense what the subject senses (single sense).
Telempathic Projection: Alter the subject’s mood.
Conceal Thoughts: You conceal your motives.
Charm, Psionic: Makes one person your friend.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Missive, Mass: You send a one-way telepathic message to an area.
Recall Agony: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Thought Shield: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
Mindlink: You forge a limited mental bond with another creature.
Aversion: Subject has aversion you specify.
Brain Lock: Subject cannot move or take any mental actions.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Share Pain, Forced: Unwilling subject takes some of your damage.
Read Thoughts: Detect surface thoughts of creatures in range.
Suggestion, Psionic: Compels subject to follow stated course of action.
Crisis of Breath: Disrupt subject’s breathing.
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
False Sensory Input: Subject sees what isn’t there.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Dominate, Psionic: Control target telepathically.
Mindlink, Thieving: Borrow knowledge of a subject’s power.
Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
Catapsi: Psychic static inhibits power manifestation.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
Co-opt Concentration: Take control of foe’s concentration power.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
Shatter Mind Blank: Cancels target’s mind blank effect.
Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Crisis of Life A: Stop subject’s heart.
Insanity: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and mental effects.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Recall Death: Subject dies or takes 5d6 damage.
Microcosm: Creature or creature lives forevermore in world of his own imagination.


Man, but there's a lot of telepathy powers.Telepaths get screwed pretty hard, since all of their powers are [mind-affecting].

Twilightwyrm
2014-04-03, 03:34 PM
Telepaths get screwed pretty hard, since all of their powers are [mind-affecting].

To be fair, it is really only some of the more versatile illusions that keep the Beguiler from being in the same boat.

Rubik
2014-04-03, 03:40 PM
To be fair, it is really only some of the more versatile illusions that keep the Beguiler from being in the same boat.But beguilers actually get those spells (along with a number of buff and debuff spells from other schools, which helps considerably). Telepaths really don't.