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For those keeping score, this is, finally, my actual 300th post.
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Yesterday, with the help of Ponce the Paladin, we demonstrated how one determines whether you have psionix and what your Psionic Strength is. Did I mention that half of your attack strength is dedicated to Attack and half to Defense? No? Well now I have. On with it.
Today we're going to talk about the meat of Psionics: Attack and Defense modes. There are five of each and they are descriptively named and
lovingly--if not particularly usefully--described in the text of the PHB. But you have to crack open
the DMG to the two matrices on pages 76-77 to see what actual effects
the attacks and defenses
are going to have.
Attacks against another psionic being who has an
operable defense mode in place are only going to impact the defender's
Defence Strength--except Psychic Crush which has a small chance of
killing even a defended being. But once the poor slob is out of Def Str,
that's when the real fun begins. Now you switch to the second matrix and that Mind Thrust that
has been slowly depleting your defense for all these rounds suddenly is
crippling your psionic abilities for weeks at a time, causing you to
slip into a dazed and/or confused state that disallows any psionic
usage, or blasting through your Attack strength--or hit points!--like a
chainsaw through your neighbor's white picket fence.
Attack!
Listed below are the attack modes, with the attack strength cost in parentheses. Each time you Blast something Psionically, that depletes your Attack Strength by 20 points while Thrusting someone Mindfully costs a mere 4, and so forth.
A. Psionic Blast (20):
Can kill opponents who have a very low psionic
capacity as well as simple-minded non-psionics; otherwise it can cause a dazed and/or confused state or insanity.
Affects all creatures in a cone 60' long, 20' wide at base. Can only be used against non-psionics if your current Attack Str. is 100 or more.
B. Mind Thrust (4): This is the battering ram you use to beat down your opponent's defenses either by doling out big wads of psionic damage or rendering attack or defense modes unusable. Like Ego Whip and Psychic Crush, Mind Thrust affects only one individual.
C. Ego Whip (7):
Generally a less effective Mind Thrust that costs more to use, though a
powerful ego whip vs. a defenseless opponent can cause permanent loss
of psionic ability. Also has decent range.
D. Id Insinuation (10):
This power seeks to take over the opposition, turning them into
"robots" controlled by the attacker. It is also effective at depleting
defense strength. Unlike most other psionic attacks, this one affects
all psionic individuals in a 20'x20' area rather than just a single target. It also has the longest range of any attack, up to 18" at long range.
E. Psychic Crush (14):
This one kills your opponent dead--or does nothing at all. The chance
of a straight-up kill is not very high if the opponent is using any defense mode so it
works best if you're either attacking an unsuspecting psionic or one who has no ability to defend itself.
Let's call up Ponce the Paladin and see how he's doing. He's rolling d100 against a table to determine how many attacks he gets;
Ponce rolls a 62, that gives him 3 attack modes. With a maximum attack strength of 41,
he's going to need to attack on a budget so he takes Mind Thrust, the cheapest attack mode.
At his paygrade, Ego Whip is never going to be cost effective, so he passes on
that. Likewise, Psychic Crush won't provide much chance of an instant
kill--except against other psionic weaklings like himself--and will
quickly deplete his own strength, so he takes Id
Insinuation for its range and area of effect. Psionic Blast is also pricey--a single blast will use half of his Attack strength--but at
least it might daze or confuse a modestly endowed opponent, allowing him
to make a run for it, so he pockets that as well.
De-Fence
And your Defenses; like Attacks, the cost per usage is given in (parentheses):
F. Mind Blank (1): Cheapest and least effective defense mode--except it is the best all around defense against Id Insinuation attacks for an individual.
G. Thought Shield (2): Another cheap defense mode, generally better than Mind Blank, but it's real advantage is that it's the only defense you can use while simultaneously attacking with Psychic Crush.
H. Mental Barrier (3): A step pricier and more effective than Thought Shield--except against Id Insin, which it is slightly worse at. It's most interesting characteristic is in the intriguing description:
"A carefully built thought repetition wall which exposes only that small area." What small area is "that" area that is left exposed?? I need to know!
I. Intellect Fortress (8): The big jump in price reflects not only that this is a much more effective defense mode but, also, it protects everyone in a 10' radius, which includes providing your non-psionic friends a +2 saving throw bonus v. Psionic Blast.
J. Tower of Iron Will (10): The Cadillac of defense modes in almost every way. Even though its protection radius is only 3', it offers a hefty +6 save bonus to your closest chums vs. Psionic Blast.
Now back to Ponce; he rolls on the table for defenses and gets a 29: three defense modes are available to him. Interestingly, you get 2 defense modes at the minimum. Cheap is always good and you can't get cheaper than Mind Blank, so that's done. [EDIT: As Faoladh points out in the comments below, everyone with psionics gets Mind Blank as one of their defenses whether they want it or not]. Ponce, being a chivalrous sort, also needs to be able to protect a fair maiden--should he ever meet one--from Psionic Blasts, so he needs one of the area of effect defenses; he takes Tower of Iron Will, ostensibly for its better protection but also because it gives him reason to keep the maidens within 3' of his person. Creep.
What to do with number 3... he doesn't have Psychic Crush as an attack so there's really no reason to take Thought Shield. Mental Barrier is still pretty cheap and a lot better than Mind Blank at defending against Mind Thrusts and Ego Whips so that decides that.