PDA

View Full Version : Optimization The Minion Master Psion (Setting Neutral)



RoboEmperor
2019-04-18, 02:17 AM
A lot of people got angry at Complete Psionic's nerf to Astral Construct and starting plugging their ears, pretended that the nerf never existed, and house ruled the nerf away. I am here to show these people that the nerf doesn't matter at all and in fact made the game significantly more fun now because it now takes skill to bring in an army of Astral Constructs, forces you to use creatures other than the Astral Construct at low levels, and more skill = more fun. Hopefully this build will get these people to stop ignoring the nerf.

Race: Human - For Bonus Feat and Favored Class:Any
Alignment: Any Chaotic
Class: Psion17/Bard1/Psion+ - Bonus feats are better than any PrC class feature. Bard Dip is for Scribe Scroll and UMD as class skill
Discipline: Levels 1-9: Shaper, Levels 10-21+: Egoist
Ability Scores - 25 Point Buy
8 STR
8 DEX
14 CON
17 INT - Main Casting stat
14 WIS - Psionic Meditation prerequisite and Feat Leech
8 CHA

Skills
Skill Trick: Collector of Stories
Skill Trick: Swift Concentration
Psicraft - MAX - Must have 4 at level 1 for Practiced Manifester
Concentration - MAX
Knowledge:Psionic - MAX
Craft Sculpting - MAX - How finely shaped your Astral Constructs can be
Use Psionic Device - 12, 0 - Required for Power Link Shards. Worthless after level 9.
Use Magic Device - MAX - Simulacrum stuff
Spellcraft - 5 - UMD Synergy
Decipher Script - 5 - UMD Synergy

Heal: 10 - After retraining to Egoist. Need 10 ranks to embed Power Link Shards by myself

Retraining
1:
2: Power: Matter Agitation for Astral Construct
3: Feat: Elemental Envoy for Metapower:Astral Construct and Extend Power
4: Power: Matter Agitation for Endure Elements
5:
6:
7: Class Feature: Shaper to Telepath, Psychic Reformation
8:
9:
10:
11:
12: Class Feature: Telepath to Egoist, Psychic Reformation
13:
14:
15:
16: Feat: Midnight Augmentation for Expanded Knowledge:Breathless
17:
18: Feat: Expanded Knowledge: Mind Switch for Expanded Knowledge:Dream Travel
19: Power: Sustenance for Animal Affinity
20:

Feats
1 Psicrystal Affinity - Power Point regeneration
F1 Linked Power - Power Point regeneration
F1 Metapower:Synchronicity & Linked Power - Power Point Regeneration, +1 power point into augmentations, and free action Minor Creation.
P1 Extend power - Longer Astral Constructs
H1 Elemental Envoy:Geodite - The best level 1 minion in the game. DR5/-, AC17, +6 to hit and to damage, and a Burrow Speed capable of burrowing through Stone, letting you destroy Dungeon Walls and create tunnels. Retrained out at 3.
Flaw: Noncombatant
Flaw: Pathetic: Strength1 Psicrystal Affinity
F1 Linked Power
F1 Metapower:Synchronicity & Linked Power
P1 Extend power
H1 Metapower:Astral Construct & Extend Power - Retrained in at level 3, Free Extended Astral Constructs
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Psicrystal Containment - Power Point Regeneration and Double Extended Astral Constructs
P5 Psionic Meditation - Faster Power Point Regeneration
6 Midnight Augmentation - Higher Level Astral Constructs1 Psicrystal Affinity
F1 Linked Power
F1 Metapower:Synchronicity & Linked Power
P1 Extend power
H1 Practiced Manifester - Stronger Schisms
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Psicrystal Containment
P5 Psionic Meditation
6 Expanded Knowledge: Astral Construct - No longer a Shaper
9 Midnight Augmentation - Moved here. Feat is useless at levels 7-8
P10 Metapower:Astral Construct & Extend Power - Moved here as Schism + Practiced Manifester + Midnight Augmentation is more important, and this feat is useless at level 91 Psicrystal Affinity
F1 Linked Power
F1 Metapower:Synchronicity & Linked Power
P1 Extend power
H1 Practiced Manifester
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Psicrystal Containment
P5 Expanded Knowledge: Astral Construct
6 Psionic Meditation
9 Metapower:Astral Construct & Extend Power - Moved here
P10 Expanded Knowledge: Schism - No longer a Telepath
12 Midnight Augmentation - Moved here
15 Expanded Knowledge: Fate of One - Reroll a natural 1
P15 Expanded Knowledge: Mind Switch - Astral Seed + Mind Switch Combo1 Psicrystal Affinity
F1 Linked Power
F1 Metapower:Synchronicity & Linked Power
P1 Extend power
H1 Practiced Manifester
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Psicrystal Containment
P5 Expanded Knowledge: Astral Construct
6 Psionic Meditation
9 Metapower:Astral Construct & Extend Power
P10 Expanded Knowledge: Schism
12 Expanded Knowledge: Breathless - Lets me completely seal myself inside the Astral Construct
15 Expanded Knowledge: Fate of One
P15 Expanded Knowledge: Mind Switch
18 Expanded Knowledge: Astral Seed - Astral Seed + Mind Switch Combo1 Psicrystal Affinity
F1 Linked Power
F1 Metapower:Synchronicity & Linked Power
P1 Extend power
H1 Practiced Manifester
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Psicrystal Containment
P5 Expanded Knowledge: Astral Construct
6 Psionic Meditation
9 Metapower:Astral Construct & Extend Power
P10 Expanded Knowledge: Schism
12 Expanded Knowledge: Breathless
15 Expanded Knowledge: Fate of One
P15 Expanded Knowledge: Dream Travel - Dream Planes have 10:1 time ratio. Retrained in at 18
18 Scribe Scroll - Selected when you regain your 18th level via Restoration. To create Simulacra without a hd cap.
21 Epic Manifestation - Summon epic creatures for free

Psicrystal Feats
1 Wild Talent - So it can grab Psionic Feats for Feat Leech
3 Overchannel - Higher Level Astral Constructs
6 Boost Construct - Stronger Astral Constructs
9 Draconic Aura: Swiftness - Faster Astral Construct
12 Draconic Aura: Vigor - Healing Astral Construct
15 Double Draconic Aura - Swiftness and Vigor at the same time
18 Focused Skill User - +2 to Use Magic Device

Powers1st
1 Matter Agitation - Most PP efficient power in the game. It's Psionic's version of power word pain. Manifest it and run!
1 Psionic Minor Creation - One of the best utility spells in the game. Bronzewood makes metal weapons/armor. Make shelter, carriages, etc.
1 Synchronicity - Combined with Linked Power and Metapower removes concentration vulnerability of 1 round casting time spells, allows me to invest 1 more power point into its augmentation, and shortens Minor Creation to a free action1st
1 Astral Construct - To retrain Elemental Envoy into Metapower:Astral Construct and Extend Power I need Astral Construct as a 1st level power.
1 Psionic Minor Creation
1 Synchronicity
2 Matter Agitation
2 Vigor - Infinite HP for Overchannel

2nd
3 Bestow Power - PP regeneration
3 Feat Leech - Psicrystal can give me Overchannel, Boost Construct, and other Metapsionic feats1st
1 Astral Construct
1 Psionic Minor Creation
1 Synchronicity
2 Endure Elements - Immune to environment.
2 Vigor

2nd
3 Bestow Power
3 Feat Leech
4 Psychoportive Shelter - Never get ambushed while resting. Have Psicrystal stare out the entrance all night.
4 Sustenance - Never need to eat again
6 Share Pain - Double's Vigor's effectiveness especially for Overchannel

3rd
5 Project Quori Spirit - A powerful, durable, and incredibly PP efficient minion. Duration:Concentration means it lasts as long as you want to. Use as scout and trap bait.
5 Solicit Psicrystal - Maintain Project Quori Spirit for me while I manifest an Astral Construct
6 Body Adjustment - Healing1st
1 Skate - Increase Astral Construct move speed
1 Ectoprotection - A dispel psionic could be the end of you
1 Synchronicity
2 Endure Elements
2 Vigor

2nd
3 Bestow Power
3 Feat Leech
4 Share Pain - Moved here to save on Psychic Reformation XP
4 Sustenance
6 Psychoportive Shelter - Moved here to save on Psychic Reformation XP

3rd
5 Project Quori Spirit
5 Solicit Psicrystal
6 Body Adjustment

4th
7 Schism - 2nd Astral Construct
7 Shadow Eft - Upgrade to Project Quori Spirit
8 Psionic Dimension Door - Teleport the Astral Construct around so it can full attack every round.
8 Psychic Reformation - One of the most amazing powers in the game. Every spellcaster covets this power.

5th
9 Anticipatory Strike - Celerity. Use as Emergency Escape or Emergency Astral Construct.
9 Psionic Plane Shift - Planar Travel. Use as an emergency escape.
10 Psionic True Seeing - See through darkness, invisibility, illusions, and ethereal
10 Power Resistance - Buff for the Astral Construct to save on Menu abilities

6th
11 Temporal Acceleration - Time Stop. Manifest Astral Construct in 1 "round". Also use to stack synchronicity linked powers so that they go off when the power ends.1st
1 Skate
1 Ectoprotection
1 Synchronicity
2 Endure Elements
2 Vigor

2nd
3 Bestow Power
3 Feat Leech
4 Share Pain
4 Sustenance
6 Foretelling - Never needing to sleep again means no need for shelter. One of the few buff powers manifestable on others.

3rd
5 Project Quori Spirit
5 Solicit Psicrystal
6 Realized Potential - One of the few buff powers manifestable on others. Metamorphosis covers healing.

4th
7 Metamorphosis - Insane utility. Gives healing and energy immunity.
7 Mind's Eye - Removes the need for viewports in my Astral Construct. Protects against gaze attacks.
8 Psionic Dimension Door
8 Psychic Reformation

5th
9 Anticipatory Strike
9 Psionic Plane Shift
10 Psionic True Seeing
10 Power Resistance

6th
11 Temporal Acceleration
12 Psionic Restoration - To cure negative levels from Fission Death and to recover fatigue & ability damage due to sleep loss meaning I never have to sleep again.
12 Co-Opt Concentration - Schism takes over Project Quori Spirit maintenance and therefore bypass the -6 manifester level penalty

7th
13 Fission - Double the number of astral constructs.
14 Planar Champion - Upgrade to Shadow Eft. Be sure to use their Psionic feats.
14 Soul Crystal - Standard action Astral Construct for emergencies. Combo with Anticipatory Strike. Also give to Psicrystal for an extra Astral Construct. And one for Project Quori Spirit.
16 Moment of Prescience - Succeed any save

8th
15 Mind Blank - Immunity to divination and mind-affecting
16 Greater Psionic Teleport - Teleport anywhere

9th
17 Reality Revision - Create Magic Items aka nonpsionic items1st
1 Skate
1 Ectoprotection
1 Synchronicity
2 Endure Elements
2 Vigor

2nd
3 Bestow Power
3 Feat Leech
4 Share Pain
4 Animal Affinity - Retrained in after restoring level loss via Restoration caused by switching bodies with a Simualcrum. Affinity Field lets me use it on my Astral Construct
6 Foretelling
20 Specified Energy Adaptation - Affinity Field lets me use it on my Astral Construct

3rd
5 Project Quori Spirit - Dream Master Quoris
5 Solicit Psicrystal
6 Realized Potential

4th
7 Metamorphosis
7 Mind's Eye
8 Psionic Dimension Door
8 Psychic Reformation

5th
9 Anticipatory Strike
9 Psionic Plane Shift
10 Psionic True Seeing
10 Power Resistance

6th
11 Temporal Acceleration
12 Psionic Restoration
12 Co-Opt Concentration
21 Mind over Energy - Why not?

7th
13 Fission
14 Planar Champion
14 Soul Crystal
16 Moment of Prescience

8th
15 Mind Blank
16 Greater Psionic Teleport
21 Bend Reality - Why Not?

9th
17 Reality Revision
19 Greater Metamorphosis - Why not?
19 Affinity Field - Why not?

Important RAW

Because psionic feats are supernatural abilities—a departure from the general rule that feats do not grant supernatural abilities—they cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be dispelled; however, they do not function in areas where psionics is suppressed, such as a null psionics field. Leaving such an area immediately allows psionic feats to be used.

Using a supernatural ability (such as a cleric’s turn or rebuke undead ability) is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat).

Psicrystal Affinity [Psionic]
...
Benefit: This feat allows you to gain a psicrystal.

Elemental Envoy
...
Prerequisite: Knowledge (the planes) 1 ranks, Psicrystal Affinity
...
Benefit: When you are able to acquire a new psicrystal, you can select an elemental steward instead
1. Elemental Envoy assumes you have the ability to replace Psicrystals. Anything the feat assumes you have is obtained from its prerequisites. Psicrystal Affinity is listed as Elemental Envoy's prerequisite therefore Psicrystal Affinity can create replacement Psicrystals.
2. All Psionic Feats are supernatural abilities
3. Supernatural Abilities are standard action to activate unless otherwise noted.
4. Therefore, since it's not noted otherwise, it only takes a standard action to create a psicrystal and unlike familiars there is no penalty or wait period for losing a psicrystal.
5. Therefore your Elemental Envoy (Geodite) can be killed over and over multiple times a day and it will only take a standard action to gain a new one each time.
The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual.
1. Astral Constructs can look like any creature
2. Animated Objects are creatures
3. Animated Objects can be houses
4. Therefore, you can make Astral Constructs in the shape of a house and go inside it. Or a hollow statue.
Multiple Metamagic Feats on a Spell

A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.
Metapsionic Feats
As a manifester’s knowledge of psionics grows, he can learn to manifest powers in ways slightly different from how the powers were originally designed or learned. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally.

Manifesting Time
Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise.

Manifestation Cost
To use a metapsionic feat, a psionic character must both expend his psionic focus (see the Concentration skill description) and pay an increased power point cost as given in the feat description.

Limits on Use
As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule.

Effects of Metapsionic Feats on a Power
In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester can’t use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device.

Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity.

Some metapsionic feats apply only to certain powers, as described in each specific feat entry.

Psionic Items and Metapsionic Powers
With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level.

A character doesn’t need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item.
As you can see, Metapsionic feats don't share the same restriction as Metamagic feats. Nowhere I mean nowhere does it say you can't apply the same metapsionic feat more than once to a single power. The only limitaiton with metapsionic feats is how many psionic foci you can expend at once. Therefore you can apply the same metapsionic feat to a power more than once.

Important Tactics1. Synchronicity costs only 1 PP.
2. Metapower reduces Linked Power's cost by 2.
3. 1-2 = -1.
4. Therefore every single power you link to Synchronicity will be 1 PP cheaper.
5. Also since manifesting time is ignored, manifesting 1 Round powers with this method ensures they cannot be interrupted
6. Therefore if you have a psionic focus, you should always manifest that power as a Linked Power.
7. Since Synchrnonicity gives you a standard action back, you essentially have as many standard actions per round as you have Psionic Foci.Astral Construct
1. Spend both you and your Psicrystal's full-round actions getting Psionically focused.
2a. Manifest Synchronicity Linked Astral Construct with Midnight Augmentation and Overchannel to manifest an Astral Construct. (When your ML + Overchannel = Odd Number. Metapower and Midnight Augmentation adds +2)
OR
2b. Manifest Synchronicity Linked to an Extended Astral Construct with Overchannel (When your ML + Overchannel = Even Number. Metapower adds +1)
OR
2c. Manifest Astral Construct with Overchannel and Extend Power applied twice for 4rounds/ML duration. (When your ML + Overchannel = 17 or higher)
3. Manifest the Astral Construct around you. Make it hollow so you can stay inside it. Make a view port, breathing holes, and a 1ftx1ft square hole behind you angled downwards so you only have line of effect to that one square, and make a lid to cover that hole. This way you are immune to all of your opponent's attacks, and you can summon creatures without exiting your Astral Construct.
Result: 100% Astral Construct uptime as it lasts a lot longer than the time it takes for you to regenerate the PP spent manifesting Astral Construct.

4. When you get Breathless and Mind's Eye, remove the view port and breathing holes and instead use the Mind's Eye to view the outside world and create a socket on the Astral Construct where the Mind's Eye can dock. This setup renders you completely immune to the outside world.Power Point Regeneration
1. Spend both you and your Psicrystal's full-round actions getting Psionically focused.
2. Manifest Synchronicity with Linked Power:Bestow Power applied twice. 1 (Synchronicity) + 3 (Bestow Power) - 2 (Metapower) + 3 (Bestow Power) - 2 (Metapower) = 3pp spent and 4pp gained next round
Result: 1pp/2rounds regenerationPower Point Regeneration with Psionic Meditation
Start with you being psionically focused.
1. Psicrystal spends a full-round action getting psionically focused
2. Manifest Synchronicity with Linked Power:Bestow Power applied twice.
3. Spend your move action getting psionically focused.
4. Spend your synchronicity standard action to psionically focus your psicrystal.

5. Next round Manifest Synchronicity with Linked Power:Bestow Power applied twice.
6. Psicrystal spends a full-round action getting psionically focused
7. Spend your move action getting psionically focused.
8. Spend your synchronicity standard action to Manifest Synchronicity with Linked Power:Bestow Power applied twice.
9. Spend your second synchronicity standard action to psionically focus your psicrystal.
Result: 1.5pp/round regeneration.Power Point Regeneration with Schism
Start with everyone being psionically focused
1. Schism manifests Synchronicity with Linked Power:Bestow Power applied twice.
2. Schism spends its synchronicity action to get psionically focused
3. Psicrystal spends a full-round action getting psionically focused
Result: 1pp/round regeneration with no actions from you.

4. Manifest Synchronicity with Linked Power:Bestow Power applied twice.
5. Spend your move action getting psionically focused.
6. Spend your synchronicity standard action to psionically focus your psicrystal.
Result: 2pp/round regeneration.Power Point Regeneration with Fission
Start with everyone being psionically focused.
1. Schism manifests Synchronicity with Linked Power:Bestow Power applied twice.
2. Schism spends its synchronicity action to get psionically focused
3. Psicrystal spends a full-round action getting psionically focused

4. Fissioned Schism manifests Synchronicity with Linked Power:Bestow Power applied twice.
5. Fissioned Schism spends its synchronicity action to get psionically focused

6. Fission spends its move action to psionically focus the Psicrystal
7. Fission manifests Synchronicity with Linked Power:Bestow Power applied twice.
8. Fission spends its synchronicity action to get psionically focused

9. Psion spends its move action to psionically focus the Psicrystal
10aa. Psion manifests Synchronicity with Linked Power:Bestow Power applied twice.
10ab. Psion spends its synchronicity action to psionically focus the Psicrystal
OR
10b. Psion spends its standard action to get Psionically Focused.
Result: 3.5pp/round regeneration.1. On the round your Astral Construct manifests, manifest Temporal Acceleration.
2. Manifest Synchronicity Linked Realized Potential and Synchronicity Linked Extended Foretelling.
3. Spend your actions getting Psionically Focused.
4. After Temporal Acceleration ends your Linked Powers will go off. Manifest Synchronicity Linked Ectoprotection.
5. Manifest Power Resistance.Simulacrum
1. Reality Revision makes 25,000gp of nonpsionic items. Magic Items are nonpsionic items.
2. Use Reality Revision to create a Wand of Improvisation at CL 33
CL x Spell Level x 750gp = 25000gp
CL x 1 x 750gp = 25000gp
CL = 33

3. Use Reality Revision to create a Wand of Divine Insight at CL 16
CL x Spell Level x 750gp = 25000gp
CL x 2 x 750gp = 25000gp
CL = 16

4. Use Reality Revision to create 22 scrolls of Surge of Fortune
N(CL x Spell Level x 25gp) = 25000gp
N(5 x 9 x 25gp) = 25000gp
1125N = 25000
N = 22

5. Use Reality Revision to create a CL37 Scroll of Simulacrum of a creature
25 x 7 x CL + CL x 100 x 5 = 175CL + 500CL = 675CL = 25000
CL = 37

6. UMD both wands and Surge of Fortune to boost my UMD high enough to UMD the Scroll of Simulacrum and also to pass the knowledge check to know of the creature's existence.

Higher HD Simulacrum
1. Create a Simulacrum of a Black Ethergaunt
2. Create a Spellbook with Wish inside of it with Reality Revision
3. Have the Black Ethergaunt attune itself to the new spellbook and prepare Wish.
4. Scribe a Scroll of Wish with like 20,000xp in it via cooperative crafting. You can now create scrolls of Simulacra that can create Simulacra of 100hd or more.
5. Alternatively use this method to create Scrolls of Ice Assassin.Immortality
1. At level 18 Create a Simulacrum of an immortal creature. Like an Erinyes for medium humanoid size and true immortality.
2. Manifest Astral Seed, kill yourself, Mind Switch with the Simulacrum, and destroy the Astral Seed.
3. Manifest Restoration on yourself to restore the lost level and retrain as necessary.Epic Summon
Summon Seed: DC = 14 + (CR of creature - 2) x 2 + 10 (if not an outsider)
DC x 5 for permanent duration so equation is DC = 70 + (CR of creature - 2) x 10 + 50 (if not an outsider)
DC - 1 for 1d6 backlash damage (maximum = my hd x 2, negate with vigor and Share Pain.)
DC - 2 for increasing casting time by 1 minute (maximum 10 so maximum -18 DC)
DC - 2 for increasing casting time by 1 day
Free outsider up to CR (18 + 200 + 42 - 70) / 10 + 2 = CR21 outsider
Maximum XP reservoir at level 21 = 21,000xp + 21,999xp = 42,999xp = DC119. DC110 for a CR 32 outsider for 39,600xp and 990,000gp
Manifest Dream Travel to travel to a Dream Plane for 10:1 time ratio to cut casting time down to 10 material plane days.

Strategy
* means uses Synchronicity Linked Metapower.
^ means uses Midnight Augmentation
Levels 1-2: Have the Geodite kill everything while you kill stuff with Matter Agitation. If you come across a tough opponent use Synchronicity to give your Geodite extra attacks.
1. Manifest Synchronicity while standing right next to your Geodite.
2. Use Share Powers so that it affects the Geodite too.
3. Ready a Synchronicity.
4. Your Geodite readies a regular attack which he uses immediately.
5. Use your readied action to manifest Synchronicity again and use share powers again.
6. Repeat until you're out of power points or the target is dead.

Against large group of enemies or against swarms:
1. Move near the target
2. Manifest Synchronicity linked with Minor Creation to create 1cft of oil where you stand next round (range is 0ft)
3. Use the Synchronicity's action to move away.
4. Next round the oil will flood the battlefield. Have the Geodite burrow into the ground before setting the oil on fire with Matter Agitation. 1d3 fire damage for 2 rounds per square
MP: (1)
MP: (2)

Army Composition
1 GeoditeLevel 3: Power Point Regeneration comes online.
1. Obtain a Psicrystal
2. Manifest Feat Leech on Psicrystal to obtain Overchannel.
3. Keep Vigor with max power points up 24/7 for Overchannel.
4a. Manifest Synchronicity Linked Extended Astral Construct to create a Level 3 Astral Construct around you and have it kill stuff while you're safely inside of it.
4b. Manifest Double Extended Astral Construct to create a Level 2 Astral Construct around you while you regenerate power points.
MP*: (3+1+1=5)

Army Composition
Travel:Level 2 Astral Construct
1 Level 3 Astral Construct

Level 4: Same as Level 3 except only manifest Double Extended Astral Construct as the boost from metapower doesn't result in anything.
MP: (4+1=5)

Army Composition
1 Level 3 Astral ConstructLevel 5: Your Astral Construct has access to Menu B abilities now. Your PP regeneration is now faster thanks to Psionic Meditation.
1. Manifest Synchronicity Linked Extended Astral Construct with Overchannel.
2. Both you and your Psicrystal get psionically focused again
3. Manifest Synchronicity Linked with Project Quori Spirit (saves on PP and makes it uninterruptible)
4. Spend your Standard Action getting psionically focused again.
5. Next Round both minions come into being. Maintain concentration on Project Quori Spirit.
6. Solicit Psicrystal if you want a second Tsoreva Quori or if your Astral Construct is about to run out of hp or duration and you don't want to give up the pressure.

The Tsoreva Quori is absolutely phenomenal. 20 AC, DR5/good, acid 10, cold 10, fire 10, Power Resistance 15, a weapon that strikes as a magic weapon, and two attacks per round. Have the Tsoreva Quori lead at least 10ft in front of you for traps and other nasty surprises.
MP*: (5+1+1=7)

Army Composition
1 Level 4 Astral Construct
0-2 Tsoreva Quoris

Level 6: Manifest Share Pain on your Psicrystal to double the effectiveness of Vigor. Your psicrystal has Boost Construct for feat leech now. Get Extra Attack and Muscle. During combat:
1. Manifest Synchronicity Linked Astral Construct with Midnight Augmentation and Overchannel.
2. Both you and your Psicrystal get psionically focused again
3. Manifest Synchronicity Linked with Project Quori Spirit with Midnight Augmentation and Overchannel to manifest Two Tsoreva Quoris
4. Next round have your Psicrystal get psionically focused again
5. Manifest Extended Solicit Psicrystal
6. Use both your actions to psionically focuse yourself and your Psicrystal
7. Next round manifest a second Synchronicity Linked with Project Quori Spirit with Midnight Augmentation and Overchannel
MP*^: (6+1+1+1=9)

Army Composition
1 Level 5 Astral Construct
0-4 Tsoreva QuorisLevel 7: You no longer have Metapower:Astral Construct and Extend Power due to retraining to telepath but you should still be able regenerate PP fast enough to have a 100% Astral Construct uptime
1. Manifest Synchronicity Linked Astral Construct with Overchannel.
2. Spend your move action to become psionically focused again.
3. Manifest Synchronicity Linked Extended Schism with Overchannel.
4. Both you and your Psicrystal get psionically focused again
5. Next round Manifest Shadow Efts
7. Have your Schism manifest Synchronicity Linked Astral Construct with Overchannel, Schism uses its synchronicity action to get psionically focused.
8. Schism spends the remainder of its actions regenerating PP. And manifest a 2nd Astral Construct whenever the first dies or expires.
MP*: (7+1+1=9)
MS*: (7-6+4+1+1=7)

Army Composition
1 Level 5 Astral Construct
1 Level 4 Astral Construct
0-6 Tsoreva Quoris
Shadow Efts

Level 8: Same as Level 7 except manifest Synchronicity Linked Shadow Eft with Overchannel to summon Two Shadow Efts at a time.
MP*: (8+2+1=11)
MS*: (8-6+4+2+1=9)

Army Composition
1 Level 6 Astral Construct
1 Level 5 Astral Construct
0-6 Tsoreva Quoris
Shadow Efts

Level 9: Same as Level 8 except:
1. Start using Midnight Augmentation again
2. Manifest Double Extended Schism for 11 PP with Overchannel
3. Manifest Tsucora Quoris for Solicit Psicrystal
MP*^: (9+2+1+1=13)
MS*^: (9-6+4+2+1+1=11)

Army Composition
At level 9:
1 Level 7 Astral Construct
1 Level 6 Astral Construct
0-2 Tsucora Quoris
0-2 Tsuoreva Quoris
Shadow Efts

Level 10: Same as Level 9 except manifest Power Resistance when necessary.
MP*: (10+2+1=13)
MS*: (10-6+4+2+1=11)

Army Composition
1 Level 7 Astral Construct
1 Level 6 Astral Construct
1-2 Tsucora Quoris
0-2 Tsoreva Quoris
Shadow Efts

Level 11: Same as Level 10
MP*^: (11+2+1+1=15)
MS*^: (11-6+4+2+1+1=13)

Army Composition
1 Level 8 Astral Construct
1 Level 7 Astral Construct
1-3 Tsucora Quoris
Shadow Efts

Level 12: Same as Level 11 except no Shadow Efts due to retraining and manifest Realized Potential and Foretelling when necessary.
MP*: (12+2+1=15)
MS*: (12-6+4+2+1=13)

Army Composition
1 Level 8 Astral Construct
1 Level 7 Astral Construct
1-3 Tsucora QuorisLevel 13:
Main Psion:
Round 1: Manifest Synchronicity Linked Astral Construct with Midnight Augmentation and Overchannel.
Round 2: Manifest Double Extended Schism for 11 PP.
Round 3: Manifest Extended Fission with Overchannel (inside your Astral Construct, not outside. The Fission will NEVER be exposed to the outside)
Round 4: Psionically focus your Psicrystal as needed. Otherwise manifest Tsucora Quoris or regenerate PP.

Main Schism
Round 3: Get psionically focused
Round 4: Manifest Synchronicity Linked Extended Astral Construct with Overchannel
Round 5: Manifest Tsucora Quoris or regenerate PP.

Fission
Round 4: Manifest Extended Schism
Round 5: Manifest Feat Leech main Psion for Overchannel and Boost Construct
Round 6: Manifest Synchronicity Linked Extended Astral Construct with Overchannel
Round 7: Manifest Tsucora Quoris or regenerate PP.

Secondary Schism
Round 5: Get Psionically Focused
Round 6 Manifest Synchronicity Linked Extended Astral Construct with Overchannel
Round 7: Manifest Tsucora Quoris or regenerate PP.
MP*^: (13+2+1+1=17)
MS*^: (13-6+4+2+1+1=15)
Fi*: (12+2+1=15)
FS*: (12-6+4+2+1=13)

Army Composition
1 Level 9 Astral Construct
2 Level 8 Astral Constructs
1 Level 7 Astral Constructs
1-5 Tsucora Quoris

Level 14: Same as Level 13 except also manifest Sibyllic Guardians and Cerebriliths. Be sure to use their Psionic Feats.
MP*: (14+2+1=17)
MS*: (14-6+4+2+1=15)
Fi*^: (13+2+1+1=17)
FS*^: (13-6+4+2+1+1=15)

Army Composition
2 Level 9 Astral Construct
2 Level 8 Astral Constructs
1-5 Tsucora Quoris
Sibyllic Guardians or Cerebriliths

Level 15: Same as Level 14 except manifest Dream Master Quoris instead of Tsucora Quoris and have everyone use Co-Opt Concentration to take over concentration
MP: (15+3=18)
MS*: (15-6+4+3+1=17)
Fi: (14+3=17)
FS*^: (14-6+4+3+1+1=17)

Army Composition
4 Level 9 Astral Construct
1-5 Dream Master Quoris
Sibyllic Guardians or Cerebriliths

Level 16: Same as Level 15
MP: (16+3=19)
MS: (16-6+4+3=17)
Fi: (15+3=18)
FS*: (15-6+4+3+1=17)

Army Composition
4 Level 9 Astral Construct
1-5 Dream Master Quoris
Sibyllic Guardians or Cerebriliths

Level 17: Same as Level 16. Also Simulacrums become accessible at this level. Simulacra of choice are Paeliryon (at-will Meteor Swarm), Mithral Golem, and Nightwalker or Nightcrawler (at-will Haste to heal the Mithral Golem with)
MP: (17+3=20)
MS: (17-6+4+3=18)
Fi: (16+3=19)
FS: (16-6+4+3=17)

Army Composition
Simulacra
4 Level 9 Astral Construct
1-5 Dream Master Quoris
Sibyllic Guardians or Cerebriliths

Level 18:: Astral Seed + Mind Switch into an Erinyes Simulacrum for immortality

Miscellaneous
1:2+1= 3
2:6+3= 9
3:11+4= 15
4:17+8= 25
5:25+10= 35
6:35+12= 47
7:46+14= 60
8:58+16= 74
9:72+18= 90
10:88+20= 108
11:106+22= 128
12:126+30= 156
13:147+32= 179
14:170+35= 205
15:195+37= 232
16:221+40= 261
17:250+42= 292
18:250+45= 295
19:280+47= 327
20:311+60= 3711st
2 Endure Elements
2 Vigor

2nd
3 Share Pain
4 Feat Leech

4th
7 Metamorphosis
8 Mind's Eye

5th
10 Power Resistance

7th
14 Soul Crystal - Standard action Astral Construct for emergencies. Combo with Anticipatory Strike. Also give to Psicrystal for an extra Astral Construct. And one for Project Quori Spirit.
16 Moment of Prescience - Succeed any save

8th
15 Mind Blank - Immunity to divination and mind-affecting

9th
19 Greater MetamorphosisTO Shenanigans
Soul Crystal
1. Create an ungodly amount of Soul Crystals of Astral Construct using PP regeneration. These lasts 1hour/ML.
2. Summon a creature.
3. Give the creature a Soul Crystal
4. Have it manifest Astral Construct
End Result: You can flood the battlefield with level 9 Astral Constructs.

Free Wishes
1. Grab Greater Metamorphosis
2. Metamorphosis into a Zodar
3. Use the Zodar's (Su) Wish.
4. Alternatively use Simulacrum or Epic Spells to gain control of a Wish or Gate creature.

Bibliography
Player's Handbook
Class:Bard
Item:Scrolls
Race:Human
Spell:Simulacrum

Player's Handbook II
Draconic Aura: Vigor
Rules: Retraining Rules

Monster Manual
Creature:Animated Object
Creature:Erinyes

Expanded Psionics Handbook
Class:Psion
Creature:Astral Construct
Creature:Cerebrilith
Feat:Boost Construct
Feat:Expanded Knowledge
Feat:Extend Power
Feat:Overchannel
Feat:Psicrystal Affinity
Feat:Pscirystal Containment
Feat:Psionic Meditation
Feat:Scribe Scroll
Feat:Wild Talent
Power:Affinity Field
Power:Astral Construct
Power:Astral Seed
Power:Bestow Power
Power:Body Adjustment
Power:Co-Opt Concentration
Power:Dream Travel
Power:Ectoprotection
Power:Fate of One
Power:Feat Leech
Power:Fission
Power:Greater Metamorphosis
Power:Greater Psionic Teleport
Power:Matter Agitation
Power:Metamorphosis
Power:Mind Blank
Power:Mind Switch
Power:Moment of Prescience
Power:Power Resistance
Power:Psionic Dimension Door
Power:Psionic Minor Creation
Power:Psionic Plane Shift
Power:Psionic Restoration
Power:Psionic True Seeing
Power:Psychic Reformation
Power:Reality Revision
Power:Schism
Power:Share Pain
Power:Skate
Power:Solicit Psicrystal
Power:Specified Energy Adaptation
Power:Sustenance
Power:Temporal Acceleration
Power:Vigor

Complete Psionics
Creature:Arctine
Creature:Emberling
Creature:Geodite
Creature:Shadow Eft
Creature:Sybillic Guardian
Creature:Tempestan
Feat:Elemental Envoy
Feat:Focused Skill User
Feat:Linked Power
Feat:Metapower
Feat:Practiced Manifester
Power:Anticipatory Strike
Power:Astral Construct
Power:Breathless
Power:Elemental Steward
Power:Planar Champion
Power:Psionic Dimension Door
Power:Psychoportive Shelter
Power:Realized Potential
Power:Shadow Eft
Power:Synchronicity

Unearthed Arcana
Flaw:Noncombatant
Flaw:Pathetic

Magic of Eberron
Creature:Dream Master Quori
Creature:Tsoreva Quori
Item:Power Link Shard
Power:Foretelling
Power:Project Quori Spirit

Eberron Campaign Setting
Creature:Kalashtar
Creature:Tsucora Quori

Magic of Incarnum
Feat:Midnight Augmentation
Power:Soul Crystal

Secrets of Sarlona
Power:Endure Elements
Power:Mind's Eye

Dragon Magic
Draconic Aura:Swiftness
Feat:Double Draconic Aura
Feat:Draconic Aura

Epic Level Handbook
Epic Seed:Summon Seed
Feat:Epic Manifestation

Complete Scoundrel
Skill Trick:Collector of Stories
Skill Trick:Swift Concentration

Why no blasting?
One of the goals of this build is to be completely cut off from the outside world and be safe from everything be it gaze attacks, spells, gas based poisons, sonic based mind affecting effects, etc. Blasting powers require you to have line of effect against your target and if you have line of effect against your target your target will have line of effect on you which means you will be fully exposed to everything your target can dish out on you.

Unfortunately this means that you will have a few holes in your arsenal. Mainly Dimensional Anchor. At this point in time the only way you can kill a fiend with this build is by disrupting their greater teleport with a readied attack. Barring that there is nothing you can do to stop an outsider from constantly greater teleporting away forever.

Why no Constructor?
1. The 2 manifester level loss really hurts
2. As a result the Constructor's Schisms are pathetic
3. As a result this build is superior to a Constructor until level 14. From level 15 the Constructor blows this build out of the water with its multiple 9th level Astral Constructs with more menu abilities.

MisterKaws
2019-04-18, 06:46 AM
Nice TO, but wouldn't run in any single sane table. The recharge trick requires a very sketchy reading of Midnight Augmentation and just wouldn't be allowed by any sane DM, unless they specifically want to let cheese run free.

Basically this would only work on a game where the Cleric carries around a sack full of nightsticks.

Pippin
2019-04-18, 07:41 AM
Astral Construct is not the only thing CPsi has nerfed. CPsi has nerfed the best part of what it reprinted. You're better off ignoring CPsi completely, just use the original source of anything you're interested in.

(The original Erudite class is in Dragon #319)

RoboEmperor
2019-04-18, 10:40 AM
Nice TO, but wouldn't run in any single sane table. The recharge trick requires a very sketchy reading of Midnight Augmentation and just wouldn't be allowed by any sane DM, unless they specifically want to let cheese run free.

Basically this would only work on a game where the Cleric carries around a sack full of nightsticks.

What sketchy reading? There's no sketchy reading. Midnight Augmentation reduces augment cost of one power by the same amount of essentia invested into it. 3 (Bestow Power) + 3 (Augmentation cost) -2 (Midnight Augmentation with 2 essentia) - 1 (Wild Surge's free PP) = 3pp for 4 pp = 1pp profit 95% of the time, 0 profit 5% of the time. I am guessing you assumed that I was applying the -2 from Midnight Augmentation more than once?

Anyways I got this approved by all 3 of my DMs so... They didn't even need convincing. Some of their reasons included
1. A pure Wilder with Enervation Endurance feat can recharge PP. So it's definitely not "TO".
2. Doesn't increase my fighting power. If anything it reduces it because the resources I put into achieving it could've been put into combat feats. Dipping Wilder is a serious power drop.
3. My DMs don't care whether players nova
4. Still weaker than Planar Binding or DMM:Persistent Spell or both combined
5. Astral Constructs aren't all that. Mundanes outperform Astral Constructs while they can't outperform DMM:Persistent Spell clerics or Planar Binding.
6. An optimized spellcaster doesn't run out of spells until the end of the day and will do more than what Astral Constructs accomplish.

I was actually surprised by how cool they were with it. What they did have a problem with was linked power synchronicity.

Also if you actually read the build you'd know that I can regenerate PP at level 13 without Midnight Augmentation because I have Wild Surge +3 and an enervation that only saps 1 pp.

So no, this is PO not TO unless you're claiming Wild Surge alone is TO.

Segev
2019-04-18, 12:11 PM
"You can spam this other power instead of Astral Construct in order to get lots of minions on the field. That's totally why we nerfed Astral Construct to be one at a time. Because, um..."

Add in that the elemental stewards and other psionic summons step away from the flavor of psionics and more firmly back into "yeah, it's just a funny-looking mage," and you can see why this is an...unsatisfying solution.

RoboEmperor
2019-04-19, 10:39 AM
"You can spam this other power instead of Astral Construct in order to get lots of minions on the field. That's totally why we nerfed Astral Construct to be one at a time. Because, um..."

Add in that the elemental stewards and other psionic summons step away from the flavor of psionics and more firmly back into "yeah, it's just a funny-looking mage," and you can see why this is an...unsatisfying solution.

Partially true. Elemental Stewards do feel like a mage thing but Quori and Cerebrilith definitely feel like psionic-y. And you do get tons of Astral Constructs, just not at the start of the game.

Segev
2019-04-19, 12:01 PM
Partially true. Elemental Stewards do feel like a mage thing but Quori and Cerebrilith definitely feel like psionic-y. And you do get tons of Astral Constructs, just not at the start of the game.

Summoning in general feels “magical” to me. Astral constructs get a pass for it being a construct of your mind made manifest with ectoplasm. But psychics don’t “summon” things, whether those things are Psionic, themselves, or not. Maybe if you go all seance and ghostly, but that’s still more PF’s occult “psychic magic” than “power of the mind” Psionics, to me.

RoboEmperor
2019-04-19, 12:15 PM
Summoning in general feels “magical” to me. Astral constructs get a pass for it being a construct of your mind made manifest with ectoplasm. But psychics don’t “summon” things, whether those things are Psionic, themselves, or not. Maybe if you go all seance and ghostly, but that’s still more PF’s occult “psychic magic” than “power of the mind” Psionics, to me.

You actually create the Quori's body with Project Quori Spirit and the ethereal quori spirit inhabits that body so at least that power satisfies your view of psionics.



I play tested Soulspark Familiar and I've concluded it's terrible. Having to stay within 10ft of my Psion at all times exposed him/her to too much danger especially since the Soulspark Familiar threatens no space and, being tiny, creatures can walk through it if they wanted to. So gonna remove Soulspark Familiar from the build.

Segev
2019-04-19, 12:31 PM
You actually create the Quori's body with Project Quori Spirit and the ethereal quori spirit inhabits that body so at least that power satisfies your view of psionics.That's good, at least.



I play tested Soulspark Familiar and I've concluded it's terrible. Having to stay within 10ft of my Psion at all times exposed him/her to too much danger especially since the Soulspark Familiar threatens no space and, being tiny, creatures can walk through it if they wanted to. So gonna remove Soulspark Familiar from the build.

I didn't comment on this, though I thought I remembered something like that. At least that it wasn't considered very good.

The Necrocarnum Zombie Crown thingie is generally considered pretty good, though I always feel like it's a little underwhelming as basically +1 zombie to your horde.

sorcererlover
2019-04-20, 01:21 PM
Nice TO, but wouldn't run in any single sane table. The recharge trick requires a very sketchy reading of Midnight Augmentation and just wouldn't be allowed by any sane DM, unless they specifically want to let cheese run free.

Basically this would only work on a game where the Cleric carries around a sack full of nightsticks.

Why are there always people who hate nice things? I'm guessing MisterKaws here primarily plays mundanes? Learn to gish instead of bringing everyone else down to your level of t5.

Segev
2019-04-20, 02:23 PM
Why are there always people who hate nice things? I'm guessing MisterKaws here primarily plays mundanes? Learn to gish instead of bringing everyone else down to your level of t5.
“How dare people react adversely to the suggestion that a resource meant to limit you to a certain number of uses of your powers per day might be unlimited after all!?”

Pippin
2019-04-20, 02:45 PM
“How dare people react adversely to the suggestion that a resource meant to limit you to a certain number of uses of your powers per day might be unlimited after all!?”
In a game where Wizards, Archivists and other pals break the game every day at breakfast, I fail to grasp why it would be unacceptable to allow Psions and non-Spell-to-Power Erudites to refill their power point reserve through a process that does not break the rules in any way.

Segev
2019-04-21, 12:59 AM
In a game where Wizards, Archivists and other pals break the game every day at breakfast, I fail to grasp why it would be unacceptable to allow Psions and non-Spell-to-Power Erudites to refill their power point reserve through a process that does not break the rules in any way.

For the same reason you don’t accept an argument that wizards already break the game, so why not just let them cast any spell in the game at will for free with no limits on how many they can cast and infinite duration for any spell that is not instantaneous.

RoboEmperor
2019-04-21, 01:35 AM
For the same reason you don’t accept an argument that wizards already break the game, so why not just let them cast any spell in the game at will for free with no limits on how many they can cast and infinite duration for any spell that is not instantaneous.

How about the reason: A naked 7th level pure wilder with one feat designed exclusively for them (Enervation Endurance) being able to regenerate PP? This is NORMAL OP as a Wilder grabbing Enervation Endurance is exactly what WotC wanted. So how can you say NORMAL OP is TO or OP? Are you claiming Wilders are not supposed to grab Enervation Endurance when the feat works exclusively with Wilders? Or that Wilders aren't supposed to use a Core power that is in the same book as the class?

I mean, this is less complicated and less powerful than DMM:Persistent Spell which by the way got the FAQ's blessing so how can it be TO? There's not even any funny reading or ambiguous RAW. Midnight Augmentation + Linked Power + Metapower + Psicrystal Containment is convoluted as hell and could be argued to be TO but we're talking naked Wild Surge here.

Pippin
2019-04-21, 01:47 AM
I am not aware of any way at all to pull off what Segev said. If such a way exists, it must be stellar optimisation. What I was talking about was putting a few powers from XPH together. Let's stay real okay?

Segev
2019-04-21, 09:23 AM
I am not aware of any way at all to pull off what Segev said. If such a way exists, it must be stellar optimisation. What I was talking about was putting a few powers from XPH together. Let's stay real okay?
I didn’t say it existed. I said the argument being made (that other things are broken, so this should be allowed without question or reaction) could be used to justify something like what I said.

There is argument to be made for allowing recharge tricks. There is argument to be made for disallowing them. The notion that a DM is unreasonable, stupid, cowardly, or any other insulting term suggesting he’s a bad DM for having any questions, problems, or concerns with permitting recharge tricks and having psions, wilders, et al able to fully nova every encounter is what I’m arguing against.

Attempting to shut down debate by saying anybody who disagrees with you is a defective person is generally bad form. And it is perfectly reasonable to see these recharge tricks as no different than trying to have your wizard able to cast spells all day long without regard for spell slot counts.

Crichton
2019-04-21, 09:43 AM
And it is perfectly reasonable to see these recharge tricks as no different than trying to have your wizard able to cast spells all day long without regard for spell slot counts.

So just to clarify, since you responded to Pippin, but ignored RoboEmperor, you're saying that a wizard with infinite spell slots is equivalent to a wilder who's taken the one feat of Enervation Endurance?


Because as far as logical debate goes, one fully intended recharge 'trick' is basically the same as one that takes more feat investment and jumping through hoops to get, so long as the end result is the same.

Psyren
2019-04-21, 11:40 AM
"This nerf is actually great if you overcome it with unlimited resources" is a bit of a banal premise. Lots of nerfs become great if you do that.


I didn’t say it existed. I said the argument being made (that other things are broken, so this should be allowed without question or reaction) could be used to justify something like what I said.

There is argument to be made for allowing recharge tricks. There is argument to be made for disallowing them. The notion that a DM is unreasonable, stupid, cowardly, or any other insulting term suggesting he’s a bad DM for having any questions, problems, or concerns with permitting recharge tricks and having psions, wilders, et al able to fully nova every encounter is what I’m arguing against.

Attempting to shut down debate by saying anybody who disagrees with you is a defective person is generally bad form. And it is perfectly reasonable to see these recharge tricks as no different than trying to have your wizard able to cast spells all day long without regard for spell slot counts.

All of this.

Pippin
2019-04-21, 11:53 AM
I didn’t say it existed. I said the argument being made (that other things are broken, so this should be allowed without question or reaction) could be used to justify something like what I said.
That's a subtle way to misrepresent what I said, but that's not what I said. My point was not: Wizards and Archivists are overpowered, so it's okay for Psions and non-Spell-to-Power Erudites to go wild too. My point was: Tier 1 classes can do almost anything they want, nobody wants to dispute that, so I fail to see why some Tier 2 classes should be denied access to their legal and very straightforward assets.


The notion that a DM is unreasonable, stupid, cowardly, or any other insulting term suggesting he’s a bad DM for having any questions, problems, or concerns with permitting recharge tricks and having psions, wilders, et al able to fully nova every encounter is what I’m arguing against.

Attempting to shut down debate by saying anybody who disagrees with you is a defective person is generally bad form.
A DM can always ban recharge tricks if they don't like them. No problem there I think. But whatever decision they make, it doesn't prove them right, that's just the rule they chose for their campaign. Also nobody is using insulting terms, nobody has said someone was defective, it's all in your head.


And it is perfectly reasonable to see these recharge tricks as no different than trying to have your wizard able to cast spells all day long without regard for spell slot counts.
This is true as long as nobody recalls that Spells are way, way stronger than Powers.

RoboEmperor
2019-04-21, 02:33 PM
"This nerf is actually great if you overcome it with unlimited resources" is a bit of a banal premise. Lots of nerfs become great if you do that.

The main premise is actually "There are other cool summons and you can still have multiple astral constructs with fission and schism". Elemental Steward > Astral Construct for a fair bit and Shadow Etch is slightly worse than the Astral Construct for a fair bit too.

If this build has no pp regeneration I will simply utilize Project Quori Spirit's "Duration:Concentration" to the fullest. Kalashtar with a Wilder dip at 6 can call in a Quori Dream Master 3 times a day with 6 Power Link Shards and you only need 1 to last all day.

Or human pure Psion 7 (egoist) if you need to implant the shards yourself.

The Dream Master Quori, by my estimation, is superior to a 6th level Astral Construct. So even without pp regen you can still get around the Astral Construct limit easy until you get access to Schism.

The 2nd thing i'm saying is Comp Psi is a good thing because even though it nerfed Astral Construct they gave us better stuff in exchange. Comp Psi gave us other summons and gave us power point regeneration.

Torc has been nerfed by MiC so it can no longer provide power point regeneration.
Enervation Endurance enables power point regeneration
Anarchic Initiate also enables power point regeneration (this is the method I chose)
Linked Power and Metapower also enables power point regeneration

So overall Comp Psi gave Astral Construct Psions an increase in power not a decrease and made it more fun by forcing you to diversify so embrace the nerf and utilize the other parts of the book instead of pretending the book doesn't exist.


And it is perfectly reasonable to see these recharge tricks as no different than trying to have your wizard able to cast spells all day long without regard for spell slot counts.

gogogome in another thread proved 1pp/2round pp regeneration is equal to ONE DMM:Persistent 3rd level spell with 1round/level duration at level 10. And it's not infinite pp, it's "shorten rest time from 8 hours to 10-30 minutes"

Psyren
2019-04-21, 05:02 PM
So overall Comp Psi gave Astral Construct Psions an increase in power not a decrease and made it more fun by forcing you to diversify so embrace the nerf and utilize the other parts of the book instead of pretending the book doesn't exist.

Given the sheer number of Synchronicity and Linked Power builds out there (to say nothing of Erudite and Ardent), I don't think anyone is doing that.



gogogome in another thread proved 1pp/2round pp regeneration is equal to ONE DMM:Persistent 3rd level spell with 1round/level duration at level 10. And it's not infinite pp, it's "shorten rest time from 8 hours to 10-30 minutes"

If both/either of those work for your table then great.

RoboEmperor
2019-04-21, 08:06 PM
Given the sheer number of Synchronicity and Linked Power builds out there (to say nothing of Erudite and Ardent), I don't think anyone is doing that.

Weird. When I was researching psionics online virtually every single thread I've come across had people saying you should destroy Comp Psi, pretend it never existed because it's such a terrible book, etc., and some people even cited primary source rule to invalidate the Astral Construct nerf so i got the impression that most tables don't use Comp Psi.

Psyren
2019-04-22, 09:15 AM
Weird. When I was researching psionics online virtually every single thread I've come across had people saying you should destroy Comp Psi, pretend it never existed because it's such a terrible book, etc., and some people even cited primary source rule to invalidate the Astral Construct nerf so i got the impression that most tables don't use Comp Psi.

The trouble with threads you find online is that they aren't the best way to get a picture of what "most tables" actually do. A slightly more representative sample if you're doing research might be looking at PbP games or public roll20 campaign logs/journals. I would wager that relatively few to none of those (even among the portion that play psionics at all) make liberal use of PP recharge tricks, but that fact in itself supports Segev's point.

Instead of worrying about what "most tables" do, I'd recommend for you to be happy you found a rules interaction that you enjoy, along with (judging by this thread) some like-minded individuals with a similar balance point/power level expectation. Maybe you can run a high-psionics campaign together using builds like these.

Calthropstu
2019-04-23, 01:04 PM
Dreamscarred Press' psionic adaptation for pathfinder ignored the limit, and did not port it over. As such, the only thing you need to ignore it is a pathfinder switch and dsp psionic inclusion.

RoboEmperor
2019-04-24, 08:02 AM
Special Thanks goes to Zombulian for informing me about
1. You can apply the same metapsionic feat multiple times to a power.
2. Shown me a superior PP regeneration method that is achieved 1 level earlier than my old build.

Using this information he gave me I've done a complete overhaul of the build. In fact it's an entirely new build. Really, thanks man, you're awesome.

The PP regeneration Zombulian taught me was applying Linked Power twice to Synchronicity
1 (Synchronicity) + 3 (Bestow Power) - 2 (Metapower) + 3 (Bestow Power) - 2 (Metapower) = 3pp for 4pp next round.

Coupled with some Psicrystal tricks I learned:
1. Wild Affinity + Psicrystal Containment
2. Wild Affinity + Psionic Feats + Feat Leech

I think this new build is very strong. Especially with Extended Extended Astral Construct, I have 100% Astral Construct Uptime at level 3.

A lot of people got angry at Complete Psionic's nerf to Astral Construct and starting plugging their ears and pretending that the nerf never existed and started house ruling the nerf away. I am here to show these people that the nerf doesn't matter at all and in fact made the game significantly more fun now because it now takes skill to bring in an army of Astral Constructs and more skill = more fun. Hopefully this build will get these people to stop ignoring the nerf.

What you need to play
1. Expanded Psionics Handbook - Psionic's core book
2. Complete Psionic - This book is a good thing, not a bad thing
3. Magic of Incarnum - Lot of neat stuff
4. Magic of Eberron - Project Quori Spirit
5. Dragonmarked - Mark of the Dauntless is that amazing at combating psychic enervation
6. Unearthed Arcana - This build uses 2 flaws
7. Player's Handbook II - This build heavily utilizes the retraining rules. You will change disciplines twice.

Levels 1-3 - The Beginning
Race: Human - For Bonus Feat, Favored Class:Any and Dragonmarks.
Alignment: Chaotic Neutral
Class: Psion3
Ability Scores - 25 Point Buy
8 STR
8 DEX
15 CON - Improved Essentia Capacity prerequisite
15 INT - Main Casting stat
14 WIS - Psionic Meditation prerequisite
11 CHA - To manifest Wilder's power

Skills
Skill Trick: Collector of Stories
Skill Trick: Swift Concentration
Psicraft - 4, MAX - Must have 4 at level 1 for Practiced Manifester
Heal - 1 (2) - Healing Soul prerequisite. Can be Psychic Reformationed out.
Concentration - MAX
Knowledge:Psionic - MAX
Knowledge: The Planes - 8 - Anarchic initiate prerequisite
Craft Sculpting - MAX - How finely shaped your Astral Constructs can be
Use Magic Device - MAX
Spellcraft - 5 - UMD Synergy
Decipher Script - 5 - UMD Synergy

Feats
1 Mark of Passage - 1/day mount. DC20 Handle Animal check to push the horse to defend you to turn it into a large mobile meatshield for 2 hours.
H1 Healing Soul - +1 essentia. Accelerates downtime healing. Improved Essentia Capacity prerequisite.
P1 Azure talent - +1 essentia. Amazing at level 1.
F1 Extend power
F1 Metapower:Astral Construct & Extend Power
Flaw: Noncombatant
Flaw: Pathetic: Strength

Powers
1st
1 Astral Construct - Strongest minion at higher levels
1 Psionic Minor Creation - Create food and oil with
1 Matter Agitation - The most PP efficient damage power in the game.
2 Ectoprotection - A successful Dispel Magic on the Astral Construct can end you.
2 Vigor - Tons of Temp Hp

2nd
3 Bestow Power - Ignore for now
3 Elemental Steward - Awesome summon at this level.

Strategy
Levels 1-2: Nothing to it. Have the light horse tank while you burn everything to death with Matter Agitation. If dungeon diving, use Minor Creation to create 59 pints of Oil to cover 59 squares with oil, lure the enemy onto the oil, and set it on fire to burn everything to death. 2d3 fire damage and a chance to set the enemy on fire for addition 1d6 fire damage per round. At level 2 spending 1 power point for a 4-round Astral Construct is not a bad idea.

Level 3: Just spam Elemental Steward. For 3 power points you get a minion that can shoot 2 rays for 4d6+4 damage and take a beating while dishing out the damage physically.

Optional Options
Grab Psicrystal Affinity and Elemental Envoy instead of Extend Power and Metapower for a permanent Elemental Steward. Geodite is FANTASTIC because it has DR5/-
Grab Wild Cohort for an animal companion.
Grab Shape Soulmeld:Soulspark Familiar for an extra tiny minion. Has 0 tanking potential but provides sunrod illumination all day.
With Mark of Passage you will have 4 minions at level 1! I don't recommend going all out though as retraining these feats out is gonna be a *****.

Level 4-5 - The Army Comes To Life!
Class: Psion3/Wilder1 - For Wild Surge

Feats
1 Improved Essentia Capacity - Retrained in at 4. Boosts Essentia Capacity to 2
H1 Healing Soul
P1 Azure talent
F1 Extend power
F1 Metapower:Astral Construct & Extend Power
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Midnight Augmentation - What brings this build to life

Powers
1st
1 Astral Construct
1 Psionic Minor Creation
1 Unseen Servant - retrained in at 5. Keep watch at night.
2 Ectoprotection
2 Vigor4W Endure Elements - Since the Wilder power will forever be at ML1, grab this since it lasts 24 hours and doesn't scale. Alternatively grab Prestidigitation.

2nd
3 Bestow Power
3 Elemental Steward
5 Specified Energy Adaptation - Energy Resistance. Most notably fire to be immune to lava.
5 Foretelling - one of the few buff powers manifestable on others. Combo with Astral Contruct's Power Attack.

Important RAW

The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual.
1. Astral Constructs can look like any creature
2. Animated Objects are creatures
3. Animated Objects can be houses
4. Therefore, you can make Astral Constructs in the shape of a house and go inside it.

Power Point Regeneration
The reason the build comes to life at this level is because this is when you can regenerate power points which lets you create and stay inside an astral construct 24/7
1. Invest 2 essentia into Midnight Augmentation to reduce the augmentation cost of Bestow Power by 2.
2. Invoke Wild Surge while manifesting an augmented Bestow Power
3. 6 (augmented cost) - 2 (midnight augmentation) - 1 (free PP from Wild Surge) = 3 PP spent to gain 4 PP.
So by spending a full-round action gaining a Psionic Focus and expending it next round you can generate 1 PP every 2 rounds.

Strategy
1. Create an Astral Construct in the shape of an APC and ride around inside it. The Astral Construct must have a view port, breathing holes, and a 1ftx1ft square hole angled downwards to be able to summon creatures outside the Astral Construct without giving line of effect to enemies. Use Wild Surge to increase duration by 2 rounds and reduce PP cost by 1 for a total of 8 rounds for 2 pp.
2. While riding inside the Astral Construct spend the whole time regenerating PP to endlessly recreate the Astral Construct all day.
3. In combat, summon Elemental Stewards outside the Astral Construct and have them wade into combat firing energy rays. Don't bother extending them. Most of their firepower is from their 2/day energy rays.
4. After combat regenerate PP back to full and go ride around in an APC astral construct again while deploying elemental soldiers everywhere.

Congratulations! You are now officially a minion master and a military battalion commander driving around in an APC dumping soldiers out to shoot everything all day. This is super fun!

Misc: Use Extended Minor Creation to create food and shelter at night

Army Composition
1 Level 2-3 Astral Construct
3-4 Elemental Stewards

Level 6-8 - Escalation
Class: Psion3/Wilder1/Psion1/Anarchic Initiate3 - To boost Wild Surge with

Feats
1 Practiced Manifester - Retrained in at 6. Get back that lost ML from Wilder dip and boost Schism's manifester level
H1 Boost Construct - Retrained in at 7.
P1 Azure talent
F1 Extend power
F1 Metapower:Astral Construct & Extend Power
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Midnight Augmentation
6 Psionic Meditation - Accelerates PP regeneration from 1pp/2rounds to 1pp/round.

Powers1st
1 Astral Construct
1 Psionic Minor Creation
1 Unseen Servant
2 Ectoprotection
2 Vigor
4W Endure Elements

2nd
3 Bestow Power
3 Elemental Steward
5 Specified Energy Adaptation
5 Foretelling3rd
6 Project Quori Spirit - Superior summon to Elemental Steward. Duration Concentration however makes it inferior to the Elemental Steward unless you're out of PP.
6 Body Adjustment - Self Healing
7 Body Purification - Self Heal Ability Damage
7 Realized Potential - Literally the only other buff on the psion list

4th
8 Shadow Etch - Significant upgrade to Elemental Steward
8 Psionic Dimension Door - Teleport the Astral Construct so he can full-attack every round

Strategy
Level 6-7: Same as level 4-5 except when you're on your last bit of PP: manifest Project Quori Spirit because it is Duration:Concentration meaning it will end when it dies which could be until the end of the day!

Level 8: Summon Shadow Etches instead of Elemental Stewards. They are only slightly weaker than your Astral Constructs.

Because of the accelerated PP regeneration you can now have 100% Vigor and Specified Energy Adaptation uptime in addition to 100% Astral Construct uptime

Army Composition
Level 6-7
1 Level 4 Astral Construct
Elemental Stewards
?1 Tsoreva Quori

Level 8
1 Level 5 Astral Construct
Shadow Etches
?2 Tsoreva Quoris

Level 9-11 - Schism
Class: Psion3/Wilder1/Psion1/Anarchic Initiate3/Psion1/Anarchic Initiate2 - Psion for bonus feat at level 9

1. Don't level up to level 9 unless you will have 450xp left over!
2. When you level up to 9, retrain your discipline to Telepath
3. Immediately after level up manifest Psychic Reformation to completely redo your powers and feats
The reason for the retrain is to get Schism now instead of later. You could get Schism at 8 but you have to sacrifice Wild Surge +2 and Metapower which not only makes your Astral Construct weaker, but it also makes your Schism's Astral Construct weaker than Shadow Etches which defeats the whole point of getting Schism.

Feats
1 Practiced Manifester
H1 Boost Construct
P1 Extend power
F1 Mark of Passage/Making/Sentinel/Finding - Prerequisite
F1 Mark of the Dauntless - Immunity to Psychic Enervation's Daze so that it doesn't disrupt Concentration of Project Quori Spirit
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Midnight Augmentation
6 Psionic Meditation
9 Expanded Knowledge:Astral Construct - No longer a Shaper
P9 Metapower:Astral Construct & Extend Power - Have to be moved here because I don't have Astral Construct at level 1

Powers1st
1 Prestidigitation
1 Skate - +15 move speed for Astral Construct
1 Unseen Servant
2 Ectoprotection
2 Vigor
4W Endure Elements

2nd
3 Bestow Power
3 Sustenance - No more Minor Creation to give you food
5 Specified Energy Adaptation
5 Foretelling

3rd
6 Project Quori Spirit
6 Body Adjustment
7 Body Purification
7 Realized Potential

4th
8 Shadow Etch
8 Psionic Dimension Door9 Schism - More astral constructs and concentrate Project Quori Spirit
9 Psychic Reformation - The best utility power in the game. Every spellcaster covets this power.

5th
10 Anticipatory Strike - Celerity. Use as Emergency Escape or Emergency Astral Construct.
10 Psionic Plane Shift - Planar Travel. Use as an emergency escape.
11 Psionic True Seeing - See through darkness, illusions, invisibility, and ethereal. Works through Mind'S eye
11 Power Resistance - A buff for the Astral Construct

Strategy
1. Manifest Extended Schism for 9 PP. Schism's ML is 8 - 6 (schism) + 4 (practiced manifester) + 2 (Wild Surge) = 8
2. With Mark of the Dauntless, I can spam Wild Surge with reckless abandon.
3. Have the Schism manifest a Level 4 Astral Construct using 5 PP.
4. Have the Schism manifest Project Quori Spirit using 5 PP.
End Result: For 19PP I have a level 4 Astral Construct and a Tsoreva Quori which is superior to spending 16 PP for 2 Shadow Etches.
At level 10: For 23PP I have a level 5 Astral Construct and 2 Tsoreva Quoris which is superior to spending 24 PP for 3 Shadow Etches.

Due to removal of Azure Talent, PP regeneration results in 0 PP gain 10% of the time instead of 5%.

If Shadow Etches and Tsoreva Quoris can't pull their weight in combat due to high AC or DR don't bother summoning them and spend your actions regenerating PP or casting buffs on the Astral Constructs.

Your Schism can pay for itself so it can keep guard at night and manifest long duration buffs or lower level astral constructs all night.

Army Composition
At level 9:
1 Level 6 Astral Construct
1 Level 4 Astral Construct
1 Tsoreva Quori
Shadow Etches

At level 10
1 Level 6 Astral Construct
1 Level 5 Astral Construct
2 Tsoreva Quoris
Shadow Etches

At level 11
1 Level 7 Astral Construct
1 Level 5 Astral Construct
2 Tsoreva Quoris
Shadow Etches

Level 12-17 - FISSION
Class: Psion3/Wilder1/Psion1/Anarchic Initiate3/Psion1/Anarchic Initiate4/Psion4

When you level up to 12, retrain your discipline to Egoist. The reason for this retraining is to get Fission at 14 instead of at 18. The switch to Egoist happens now instead of at level 14 to avoid using Psychic Reformation and to get Psionic Restoration a.s.a.p. to forever forgo sleeping ever again.

Feats
1 Practiced Manifester
H1 Boost Construct
P1 Extend power
F1 Mark of Passage/Making/Sentinel/Finding
F1 Mark of the Dauntless
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Midnight Augmentation
6 Psionic Meditation
9 Expanded Knowledge:Astral Construct
P9 Metapower:Astral Construct & Extend Power12 Expand Knowledge:Schism - Literally the only reason I went Telepath
15 Expanded Knowledge:Breathless - Combined with Mind's Eye I can completely seal myself inside an Astral Construct forever

Powers1st
1 Skate
1 Prestidigitation
1 Unseen Servant
2 Ectoprotection
2 Vigor
4W Endure Elements

2nd
3 Bestow Power
3 Sustenance
5 Specified Energy Adaptation
5 Foretelling

3rd
6 Project Quori Spirit
6 Body Adjustment
7 Dispel Psionics - Restoration makes Body Purification completely superfluous. Retrained in at 14
7 Realized Potential

4th
8 Metamorphosis - Why not? Retrained in at 15 as I no longer need Shadow Etches
8 Psionic Dimension Door
9 Mind's Eye - Scouting tool and no longer need a view port. Retrained in at 13
9 Psychic Reformation

5th
10 Anticipatory Strike
10 Psionic Plane Shift
11 Psionic True Seeing
11 Power Resistance6th
12 Psionic Restoration - To cure negative levels from Fission Death and to recover fatigue & ability damage due to sleep loss meaning I never have to sleep again.
13 Temporal Acceleration - Time Stop. Manifest Astral Construct in 1 "round"
13 Co-Opt Concentration - Schism takes over Project Quori Spirit maintenance and therefore bypass the -6 manifester level penalty

7th
14 Fission - Double the number of astral constructs!
15 Planar Champion - Upgrade to Shadow Eft
15 Soul Crystal - Standard action Astral Construct for emergencies. Combo with Anticipatory Strike.
17 Moment of Prescience - Succeed any save

8th
16 Mind Blank - Immunity to divination and mind-affecting
17 Greater Psionic Teleport - Teleport anywhere

Strategy
At level 13: Because the +3 Wild Surge can cover Augmented Bestow Power's cost, apply Midnight Augmentation to Astral Construct to manifest Level 9 Astral Constructs!

At level 14:
1. Manifest Extended Fission
2. Both you and fission manifest Extended Schism
3. All four manifest Astral Construct with Wild Surge
4. All four regenerate PP

At level 15 summon Sybillic Guardians

At level 16 summon Dream Master Quori and have the Schism take over concentration with Extended Co-Opt Concentration. Have your psion also summon a 2nd Dream Master Quori and have the Fission and Fission Schism regenerate PP or summon Sybillic Guardians.

Dream Master Quoris are phenomenal blasters against low-SR/PR and non-mind-affecting-immune creatures.
Dream Master Quoris are also perma-stunners against not-high AC creatures because if 2 of their 4 pincer attacks land it causes a Daze, which no creature is immune to.
Against High AC and mind-affecting-immune or high SR/PR creatures the Dream Master Quori is worthless

Mind's Eye lets you see with True Seeing and hear so instead of a view port in your Astral Construct create a small spot on the head of the Astral Construct where you can embed the Mind's Eye there and use the Mind's Eye to view the outside world to protect yourself from Gaze attacks. Combined with Breathless I can completely seal myself inside an Astral Construct 100%, making me completely immune to everything in the world until a freak dead magic zone kills my Astral Construct. Still gonna need a flap over a 1ftx1ft hole to summon Fissions, Sibyllic Guardians, and Dream Master Quoris through.

Restoration cures fatigue and ability damage so you can go without sleep forever by manifesting restoration once a day.

Army Composition
At level 12
1 Level 7 Astral Construct
1 Level 6 Astral Construct
2 Tsoreva Quoris
Shadow Etches

At level 13
1 Level 9 Astral Construct
1 Level 7 Astral Construct
1 Tsucora Quori
Shadow Etches

At level 14
1 Level 9 Astral Construct
2 Level 8 Astral Constructs
1 Level 7 Astral Construct
2 Tsucora Quoris
Shadow Etches

At level 15
2 Level 9 Astral Construct
1 Level 8 Astral Constructs
1 Level 7 Astral Construct
Sibyllic Guardians

At level 16
3 Level 9 Astral Construct
1 Level 8 Astral Constructs
2 Dream Master Quoris
Sibyllic Guardians

At level 17
3 Level 9 Astral Construct
1 Level 8 Astral Constructs
4 Dream Master Quoris
Sibyllic Guardians

Level 18-20 - Reality Revision Simulacrum
Class: Psion3/Wilder1/Psion1/Anarchic Initiate3/Psion1/Anarchic Initiate4/Psion5/Wizard1/Rogue1 - Wizard is for Scribe Scroll, Rogue is for UMD as class skill

Feats
1 Practiced Manifester
H1 Boost Construct
P1 Extend power
F1 Mark of Passage/Making/Sentinel/Finding
F1 Mark of the Dauntless
Flaw: Noncombatant
Flaw: Pathetic: Strength
3 Midnight Augmentation
6 Psionic Meditation
9 Expanded Knowledge:Astral Construct
P9 Metapower:Astral Construct & Extend Power
12 Expand Knowledge:Schism
15 Expanded Knowledge:Breathless18 Expanded Knowledge: Astral Seed
P18 Expanded Knowledge: Mind Switch
***At level 19 retrain in Azure Talent for 2pp/round regeneration as I no longer need Midnight Augmentation to have 4 level 9 Astral Constructs

Powers1st
1 Skate
1 Prestidigitation
1 Unseen Servant
2 Ectoprotection
2 Vigor
4W Endure Elements

2nd
3 Bestow Power
3 Animal Affinity - After becoming an Erinyes Sustenance becomes superfluos. Retrained in at 20.
5 Specified Energy Adaptation
5 Foretelling

3rd
6 Project Quori Spirit
6 Body Adjustment
7 Dispel Psionics
7 Realized Potential

4th
8 Metamorphosis
8 Psionic Dimension Door
9 Mind's Eye
9 Psychic Reformation

5th
10 Anticipatory Strike
10 Psionic Plane Shift
11 Psionic True Seeing
11 Power Resistance

6th
12 Temporal Acceleration
13 Co-Opt Concentration
13 Psionic Restoration

7th
14 Fission
15 Planar Champion
15 Soul Crystal
17 Moment of Prescience

8th
16 Mind Blank
17 Greater Psionic Teleport9th
18 Reality Revision - Create Magic Items aka "nonpsionic items"

Simulacrum
1. Reality Revision makes 25,000gp of nonpsionic items
2. Use Reality Revision to create a Wand of Improvisation at CL 33
CL x Spell Level x 750gp = 25000gp
CL x 1 x 750gp = 25000gp
CL = 33

3. Use Reality Revision to create a Wand of Divine Insight at CL 16
CL x Spell Level x 750gp = 25000gp
CL x 2 x 750gp = 25000gp
CL = 16

4. Use Reality Revision to create 22 scrolls of Surge of Fortune
N(CL x Spell Level x 25gp) = 25000gp
N(5 x 9 x 25gp) = 25000gp
1125N = 25000
N = 22

5. Use Reality Revision to create a CL37 Scroll of Simulacrum of a creature
25 x 7 x CL + CL x 100 x 5 = 175CL + 500CL = 675CL = 25000
CL = 37

6. UMD both wands and Surge of Fortune to boost my UMD high enough to UMD the Scroll of Simulacrum and also to pass the knowledge check to know of the creature's existence.

Higher HD Simulacrum
1. Create a Simulacrum of a Black Ethergaunt
2. Create a Spellbook with Wish inside of it with Reality Revision
3. Have the Black Ethergaunt attune itself to the new spellbook
4. Scribe a Scroll of Wish with like 20,000xp in it. I can now create scrolls of Simulacra that can create Simulacra of 100hd or more.
5. Alternatively use this method to create Scrolls of Ice Assassin.

Immortality
1. Create a Simulacrum of an immortal creature. Like an Erinyes for medium humanoid size and true immortality.
2. Manifest Astral Seed, kill yourself, Mind Switch with the Simulacrum, and destroy the Astral Seed.

Strategy
If Astral Constructs start lagging behind in performance simply create Simulacra of 37hd or less creatures. Maximum hd of creature you can create is either 37hd or half of the creature's maximum advanced hd, whichever is lower. My favorites are Mithral Golems, Paeliryons, and Balors.

Army Composition
Level 18
4 Level 9 Astral Constructs
4 Dream Master Quoris
Sibyllic Guardians
Simulacra of 37hd or lower creatures

Level 19
Anything you want it to be

Level 21 - Epic
Class: Psion3/Wilder1/Psion1/Anarchic Initiate3/Psion1/Anarchic Initiate4/Psion5/Wizard1/Rogue1/Psion+

Epic Summon
Summon Seed: DC = 14 + (CR of creature - 2) x 2 + 10 (if not an outsider)
DC x 5 for permanent duration so equation is DC = 70 + (CR of creature - 2) x 10 + 50 (if not an outsider)
DC - 1 for 1d6 backlash damage (maximum = my hd x 2, negate with vigor. With vigor my hp at 21 will be 108 + 24x5 = 228. So I will survive a worst case scenario of 37d6)
DC - 2 for increasing casting time by 1 minute (maximum 10 so maximum -18 DC)
DC - 2 for increasing casting time by 1 day
Free outsider up to CR (18 + 200 + 32 - 70) / 10 + 2 = CR20 outsider
Maximum XP reservoir at level 21 = 21,000xp + 21,999xp = 42,999xp = DC119. DC110 for a CR 31 outsider for 39,600xp and 990,000gp
Psychic Reformation in Expanded Knowledge:Dream Travel and travel to Dal Quor for 10:1 time plane to cut casting time down to 10 material plane days.

Strategy
Same as Level 18 strategy except Epic Spells let you get minions without spending XP.

Army Composition
Anything you want it to be

Wealth
This build is intentionally designed to use 0 wealth. So feel free to give all your wealth to your party members.
The only thing that can help this build is Quori Power Link Shards. If you do have access to them
1. At level 8 retrain to Egoist
2. Psychic Reformation in Craft Universal Item to craft 6 Power Link Shards and put 10 ranks into heal.
3. Embed 6 Power Link Shards into yourself
4. Metamorphosis into a Kalashtar
5. Summon a Dream Master Quori and concentrate on it all day.
6. At level 12 grab Schism and resume the build from there. Use Co-Opt concentration to summon 2 Dream Master Quoris in addition to your two Astral Constructs.

TO Shenanigans
Soul Crystal
1. Create an ungodly amount of Soul Crystals of Astral Construct using PP regeneration. These lasts 1hour/ML.
2. Summon a creature.
3. Give the creature a Soul Crystal
4. Have it manifest Astral Construct
End Result: You can flood the battlefield with level 9 Astral Constructs.

Free Reality Revision
1. When you die, your fission loses a level, which means your fission has an XP pool.
2. When you rejoin, your fission's xp pool doesn't matter.
3. This means you can expend your Fission's entire xp pool on reality revisions and suffer no XP loss on your main Psion.

Free Wishes
1. Grab Greater Metamorphosis
2. Metamorphosis into a Zodar
3. Use the Zodar's (Su) Wish.
4. Alternatively use Simulacrum or Epic Spells to gain control of a Wish or Gate creature.

Miscellaneous
Power Points by level1:2+0+1= 3
2:6+0+2= 8
3:11+0+3= 14
4:11+2+6= 19
5:17+2+7= 26
6:25+2+9= 36
7:35+2+10= 47
8:46+2+12= 60
9:58+2+13= 73
10:72+2+15= 89
11:88+2+16= 106
12:106+2+24= 132
13:126+2+26= 154
14:147+2+28= 177
15:170+2+30= 202
16:195+2+32= 229
17:221+2+34= 257
18:250+2+36= 288
19:280+2+38= 320
20:311+2+50= 363
21:343+2+52= 397

Long Duration Powers in this build
Prestidigitation
Unseen Servant
Vigor
Endure Elements

2nd
Animal Affinity
Specified Energy Adaptation

4th
Metamorphosis
Mind's Eye

5th
Psionic True Seeing
Power Resistance

7th
Soul Crystal

8th
Mind Blank

Why no blasting?
One of the goals of this build is to be completely cut off from the outside world and be safe from everything be it gaze attacks, spells, gas based poisons, sonic based mind affecting effects, etc. Blasting powers require you to have line of effect against your target and if you have line of effect against your target your target will have line of effect on you which means you will be fully exposed to everything your target can dish out on you.

Unfortunately this means that you will have a few holes in your arsenal. Mainly Dimensional Anchor. At this point in time the only way you can kill a fiend with this build is by disrupting their greater teleport with a readied attack. Barring that there is nothing you can do to stop an outsider from constantly greater teleporting away forever.

Anarchic Initiate v.s. Constructor
Every single Astral Construct build I've read recommended the Constructor PrC. But I firmly believe my build is superior to the Constructor PrC for these reasons.

Anarchic Initiate
1. POWER POINT REGENERATION. My build literally has the quickest and earliest Power Point regeneration possible in the game. Higher Wilder levels result in more damaging Psychic Enervation which results in a higher net loss. Not using Wild Surge results in PP regeneration capping out at 1pp/2rounds instead o f1pp/round and attained at level 6 instead of 4, or later if you need wealth to accomplish this. My build can also achieve 2pp/round by grabbing Azure Talent after level 13 and does so at level 19.
2. Quicker Higher Level Astral Constructs. My build hits level 9 Astral Constructs at level 13. Constructors have to use Overchannel and combined with Midnight Augmentation they hit level 9 Astral Constructs at level 14. 15 if they're using Midnight Augmentation for soemthing else.
3. Quicker Higher Level powers. My build only loses 1 ML. Constructors lose 2 ML.
4. Stronger Schisms. Constructor Prcs lose 2 manifester levels which means the gap between your psion and your schism is gonna be that much greater. Stronger Schisms result in...
5. More Stronger Astral Constructs. At level 14 my build has
1 Level 9 Astral Constructs
2 Level 8 Astral Constructs
1 Level 7 Astral Construct
Constructor will have
1 Level 9 Astral Constructs
1 Level 8 Astral Constructs
1 Level 7 Astral Construct
1 Level 6 Astral Construct

Constructor
1. Stronger Equal Level Astral Construct. Emphasis on Equal Level. Two more menu abilities is a lot of power.
2. More Astral Constructs. Constructors can manifest an additional Astral Construct for every 2 power points they spend. Unfortunately higher level Astral Constructs always beats more lower level Astral Constructs so this only ability only shines at level 15 with Overchannel and Midnight Augmentation. However, once the build hits level 15 it will completely blow my build out of the water.

So in conclusion: Levels 1-14 my build is superior, level 15+ the Constructor is superior.

And that's it! I hope you had as much fun reading my build as I had making it. So if anyone ever complains about Complete Psionic's nerf to Astral Construct, point them to this build and show them that the nerf made Astral Construct Psions more fun not less.

Putting the Original Build here in case I need to reference it for something.

I'm at a loss about my Psicrystal's feat selection after level 12. Gonna finish this later after doing a lot more research.

gogogome
2019-05-12, 09:03 AM
How does Restoration remove your need to sleep?

RoboEmperor
2019-05-13, 07:37 AM
How does Restoration remove your need to sleep?

Lord of Madness (I think?) has rules on sleep deprivation. It was fatigue->exhaustion->wisdom damage->insanity. So if you have something that can prevent or heal fatigue everyday then you never have to sleep again and Restoration not only heals fatigue but heals wisdom damage too.

I think I came upon the final draft of the build. Can't find a way to make it stronger.

I removed Elemental Steward. Thanks to Synchronicity + Linked Power + Metapower along with Overchannel I can get 3rd level Astral Constructs at level 3. The Elemental Stewards from playtesting were horrible. All they were were 2 energy rays at a -8 penalty to hit because everything is in melee and has cover because of your allies. And summoning them makes it a real danger that you run out of PP in combat because you can't regenerate PP well in combat due to the concentration checks. So no more Elemental Stewards.

I play tested the build and those of you who say PP regeneration is OP is WRONG. Dead wrong.
1. Astral Constructs levels 1-3 are horribad. Even if I could keep one up all day the party mundane outshined me. There were several situations where I almost died because my Astral Construct died too quickly.
2. When my Astral Construct did start to kick ass, the PP I used in combat was far less than my max PP before my party needed to rest.
3. My strength was less than a pure Wilder spamming Astral Construct with Wild Surge.

So... yeah. Those of you who cried PP regeneration is OP is probably the same people who ban DMM:Persistent Spell, and they're wrong on both accounts.

gogogome
2019-05-30, 12:04 AM
Sorry to bother you about this finished build but my player that is following your Sorcerer Master of Animated Objects build wants to give this build a try and I have a few questions concerning the legality of some of the stuff going on in this build.

First, are you sure you can use Midnight Augmentation on the linked power? It says you can only use Midnight Augmentation during manifestation, and you manifest the linked power during the next round meaning you don't have a chance to apply Midnight Augmentation.

Second, about your free reality revisions, I know this is a TO shenanigan but

You and your duplicate evenly split your power points, your remaining usages of pertinent special abilities for the day, and so on.

The list is open ended so wouldn't spendable XP also be split evenly between the fission and yourself?

RoboEmperor
2019-05-31, 01:14 AM
First, are you sure you can use Midnight Augmentation on the linked power? It says you can only use Midnight Augmentation during manifestation, and you manifest the linked power during the next round meaning you don't have a chance to apply Midnight Augmentation.

It gets confusing because they use the word "manifest" for everything. It confused me too which is why I didn't have Midnight Augmentation included at first but if you look at the example they gave:

Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8.
You're manifesting both powers at the same time, one as normal and one as a linked power, and then the linked power "comes into effect" or "manifests" the following round. So while you're manifesting energy burst as a linked power, you can apply Midnight Augmentation.


Second, about your free reality revisions, I know this is a TO shenanigan but


The list is open ended so wouldn't spendable XP also be split evenly between the fission and yourself?

I think you're right. Gonna remove it. I got the tip from someone who I thought was an expert in psionics but turned out to be just someone who is very irrational. Gonna double check my build to see if I still have any of his "advice" left in there. I should've known better to trust someone who said Linked Power removed the xp cost of powers even though nothing in the feat description said so.

Pippin
2019-05-31, 01:56 AM
think you're right. Gonna remove it. I got the tip from someone who I thought was an expert in psionics but turned out to be just someone who is very irrational. Gonna double check my build to see if I still have any of his "advice" left in there. I should've known better to trust someone who said Linked Power removed the xp cost of powers even though nothing in the feat description said so.
I'm pretty sure the irrational guy told you to kill the duplicate before it rejoins, but it looks like you knew better.

And suddenly it works. You are welcome.

tiercel
2019-05-31, 03:05 AM
So... yeah. Those of you who cried PP regeneration is OP is probably the same people who ban DMM:Persistent Spell, and they're wrong on both accounts.

So there are wrong ways to play D&D, and anyone with the audacity to ban DMM Persistent shenanigans or infinite anything is badwrongfun?

I disagree. No table I’ve ever been at looks anything like the Tippyverse, and the argument that “infinite PP should be allowed because there are easier ways to get infinite PP” would have as much traction in my gaming groups as “you can read druidic awaken in such a way that it can be used to give infinite Cha and HD.”

I won’t go flip over someone else’s table because their group likes PP recharging, but I reserve the right to bristle at being told I’m “wrong” for not having infinities or being (to us) nonsensically RAW in our groups.

—And it’s not crazytalk to note that there are some builds that are very YMMV and may not be welcome in all playstyles.

gogogome
2019-05-31, 05:09 AM
You're manifesting both powers at the same time, one as normal and one as a linked power, and then the linked power "comes into effect" or "manifests" the following round. So while you're manifesting energy burst as a linked power, you can apply Midnight Augmentation.

Fair enough.


I'm pretty sure the irrational guy told you to kill the duplicate before it rejoins, but it looks like you knew better.

And suddenly it works. You are welcome.

When you manifest fission, all your resources are split equally. Your power points are cut in half and given to your fission. Your x/day SLAs, turn undead attempts, etc., everything is split in half and given to your fission. What's interesting here is that "and so on" from the spell description gives the DM the right to split your spendable xp in half and give it to your fission. And if your fission dies, you lose that xp just like you would lose the power points your fission had.

Some DMs might rule differently, but that "and so on" gives the DM the right to treat XP as a resource no differently than power points especially if the player is treating xp like a resource. And killing your fission to prevent rejoining does not stop the xp loss. The XP division happens upon creating the fission not during rejoining.

There is still a way to get free Reality Revisions. The age old level loss and restoration trick and fission gives you negative levels that turn into level loss.


So there are wrong ways to play D&D, and anyone with the audacity to ban DMM Persistent shenanigans or infinite anything is badwrongfun?

I disagree. No table I’ve ever been at looks anything like the Tippyverse, and the argument that “infinite PP should be allowed because there are easier ways to get infinite PP” would have as much traction in my gaming groups as “you can read druidic awaken in such a way that it can be used to give infinite Cha and HD.”

I won’t go flip over someone else’s table because their group likes PP recharging, but I reserve the right to bristle at being told I’m “wrong” for not having infinities or being (to us) nonsensically RAW in our groups.

—And it’s not crazytalk to note that there are some builds that are very YMMV and may not be welcome in all playstyles.

DMM:Persistent spell is an FAQ sanctioned trick. Furthermore they even gave DMM as a racial ability to Illumians. Stacking nightsticks and multiple turning pools maybe TO but DMM:Persistent Spell by itself is not and a single or two castings of DMM:Persistent Spell never breaks games which is why in my opinion there is something very wrong with a DM that bans DMM:Persistent Spell. It's either an indication that he is not willing to learn the system, he is an anti-caster mundane enthusiast, or he's a complete noob abusing his authority as DM by house ruling everything he doesn't understand. Possibly all 3.

More content results in more power, which is why it is inevitable that a system like d&d 3.5 that has received an ocean of additional content experiences a power creep. Rejecting the power creep in a non-core-only game with a series of arbitrary bans is in my opinion badwrongfun. I'm not talking about optimization here, I'm talking about banning simple things like DMM:Persistent Spell. Likewise what Robo did in this build is optimization because he got the PP regeneration down to level 3 from 7, but PP regeneration by itself is not optimization. You achieve it by using everything as intended (wilder with the enervation endurance feat)

I think there is something very wrong with calling something unoptimized as TO or tippyverse level of trick when it's not and then banning it without even trying to learn how to handle it. DMM:Persistent Spell for example gets destroyed by dispel magic and forces the player to spend all of his wealth trying to boost his caster level which is still not enough to stop half his buffs from being dispelled from each casting. So whenever I encounter a DM that bans DMM:Persistent Spell because he doesn't know how to incorporate dispel magic into his encounters and calls a WotC sanctioned simple trick as OP and TO, I can't help but think there are better DMs to play with.

RoboEmperor
2019-05-31, 05:41 AM
So there are wrong ways to play D&D, and anyone with the audacity to ban DMM Persistent shenanigans or infinite anything is badwrongfun?

I disagree. No table I’ve ever been at looks anything like the Tippyverse, and the argument that “infinite PP should be allowed because there are easier ways to get infinite PP” would have as much traction in my gaming groups as “you can read druidic awaken in such a way that it can be used to give infinite Cha and HD.”

I won’t go flip over someone else’s table because their group likes PP recharging, but I reserve the right to bristle at being told I’m “wrong” for not having infinities or being (to us) nonsensically RAW in our groups.

—And it’s not crazytalk to note that there are some builds that are very YMMV and may not be welcome in all playstyles.


DMM:Persistent spell is an FAQ sanctioned trick. Furthermore they even gave DMM as a racial ability to Illumians. Stacking nightsticks and multiple turning pools maybe TO but DMM:Persistent Spell by itself is not and a single or two castings of DMM:Persistent Spell never breaks games which is why in my opinion there is something very wrong with a DM that bans DMM:Persistent Spell. It's either an indication that he is not willing to learn the system, he is an anti-caster mundane enthusiast, or he's a complete noob abusing his authority as DM by house ruling everything he doesn't understand. Possibly all 3.

More content results in more power, which is why it is inevitable that a system like d&d 3.5 that has received an ocean of additional content experiences a power creep. Rejecting the power creep in a non-core-only game with a series of arbitrary bans is in my opinion badwrongfun. I'm not talking about optimization here, I'm talking about banning simple things like DMM:Persistent Spell. Likewise what Robo did in this build is optimization because he got the PP regeneration down to level 3 from 7, but PP regeneration by itself is not optimization. You achieve it by using everything as intended (wilder with the enervation endurance feat)

I think there is something very wrong with calling something unoptimized as TO or tippyverse level of trick when it's not and then banning it without even trying to learn how to handle it. DMM:Persistent Spell for example gets destroyed by dispel magic and forces the player to spend all of his wealth trying to boost his caster level which is still not enough to stop half his buffs from being dispelled from each casting. So whenever I encounter a DM that bans DMM:Persistent Spell because he doesn't know how to incorporate dispel magic into his encounters and calls a WotC sanctioned simple trick as OP and TO, I can't help but think there are better DMs to play with.

I don't want this thread to derail into DM rights and what is badwrongfun, so could you guys take this discussion elsewhere? I want to talk about my build here.

Here's the thread you started gogogome called How Optimized is Power Point Regeneration
http://www.giantitp.com/forums/showthread.php?584697-How-optimized-is-Power-Point-regeneration

Maybe take the discussion over to there.

Thanks.

Pippin
2019-05-31, 06:03 AM
When you manifest fission, all your resources are split equally. Your power points are cut in half and given to your fission. Your x/day SLAs, turn undead attempts, etc., everything is split in half and given to your fission. What's interesting here is that "and so on" from the spell description gives the DM the right to split your spendable xp in half and give it to your fission. And if your fission dies, you lose that xp just like you would lose the power points your fission had.

Some DMs might rule differently, but that "and so on" gives the DM the right to treat XP as a resource no differently than power points especially if the player is treating xp like a resource. And killing your fission to prevent rejoining does not stop the xp loss. The XP division happens upon creating the fission not during rejoining.
That's definitely one way to rule it yes, and this way you don't retrieve the split XP at all. I suspect that's probably what most DMs will say too.

I know some people who are uncomfortable with the idea of splitting XP though, essentially because you don't consume XP when you level up, you keep piling them up instead (as per the rules). For example: if you have 140,000 XP, you are level 17 and you have 4,000 XP more than the 136,000 threshold. Reciprocally, a level 17 character with 4,000 expendable XP is just another way to refer to a 140,000 XP character. In this regard, ruling that the duplicate of a 140,000 XP character is a 138,000 XP character doesn't make the most sense.

To me, the most consistent way for a DM to fix Fission would be to rule that the duplicate can't pay XP costs at all, rather than splitting some of their XP.