Title: Psionic Handbook
Date: 10 avril 2010 14:19
Category: Personnel
Tags:
      I Can Kill You With My Brain:  The
              Psion's Handbook
                            Discussion Thread
This is the discussion thread for I Can Kill You With My Brain:  The Psion's Handbook. 
The contents of handbook itself can be found on the Wizards Community Wiki and are linked
below.
The Psion's Handbook:
 •    Introduction
 •    Basics
 •    Races
 •    Abilities
 •    Skills
 •    Powers
 •    Feats
 •    Paragon Paths
 •    Epic Destinies
 •    Items
This is the place where people can discuss the ratings of various psion powers and feats,
tactics for playing the psion class, interesting combinations and synergy, ideas for effective
builds, or any other psion related topics.  Although I've created and maintain the handbook, it
is on the wiki so that can survive, should I someday not be able to continue updating it.
Any feedback is welcome!
So your mind has awoken to a previously unrealized talent for psionics huh? Well, it's going
to take lots of work and discipline in order to take that latent power of psionics that has flared
to life and harness it so that you can manifest powers. Only then can you tap into the true
potential of your mind. Stick with me and I'll help you realize that your mind is the infinite
metaphorical plane where all things are possible. You will learn the mental pathways that lead
to amazing edifices of thought and energy. You know the path, now you must walk it.
Feedback is welcome! If you have any comments or suggestions, please visit the Discussion
Thread.
This handbook uses the following system for ratings:
 •     Red: You don’t want this. It's either a trap or non-optimized choice.
 •     Purple: Situationally useful or corner case option.
 •     Black: Solid pick, but there might be better choices.
 •     Blue: Usually the best pick for a particular discipline.
 •     Sky Blue: You should always at least consider this option regardless of your
       discipline.
This handbook covers the following sources:
  •    AV – Adventurer's Vault
  •    AV2 – Adventurer's Vault 2
  •    DXXX – Dragon or Dungeon Magazine, issue XXX
  •    DQE – P2 Demon Queen Enclave
  •    FRCG – Forgotten Realms Campaign Guide
  •    FRPG – Forgotten Realms Player's Guide
  •    EPG – Eberron Player's Guide
  •    KTW – P1 King of the Trollhaunt Warrens
  •    MM – Monster Manual
  •    MOTP – Manual of the Planes
  •    MP – Martial Power
  •    AP – Arcane Power
  •    DP – Divine Power
  •    PP – Primal Power
  •    PHB – Player's Handbook
  •    PHB2 – Player's Handbook 2
  •    PHB3 – Player's Handbook 3
  •    SAC – Seekers of the Ashen Crown
Terms used in this guide:
  •   Telepath – A psion who has chosen the telepathy discipline focus.
  •   Kineticist – A psion who has chosen the telekinetic discipline focus.
  •
  •
   • Psion Basics: Tapping the Mind's
Potential
       •
       •       Class Traits:
  •    Role – They've learned a few things on how to design a good controller since the
       wizard first came out.
  •    Power Source – The psionic power source will lag behind the other original power
       sources (martial, arcane and divine) until the first Psionic Power supplement comes
       out. But, it should get a significant bump as soon as the Dark Sun campaign setting is
       released.
  •    Key Abilities – With intelligence as your primary ability, that ensures your AC will
       be decent. Not having dexterity as a secondary ability is also a bonus.
  •    Armor Proficiencies – It doesn't get any worse than cloth armor.
  •    Weapon Proficiencies – It doesn't get any worse than simple weapons.
  •    Implements – There's some good staffs out there already and orbs are also
       (mechanically) decent. Most aren't going to be taylored to the psion at this point
       though. I don't particularly care for reflavoring crystals as orbs. If they thought they
       needed a second implement a much better fit would have been dojores reflavored as
       wands. At least they nixed the idea of bringing in circlet as a new implement,
       however the artwork in the debut article looks a little silly.
•   Bonus to Defense – A +2 to Will defense is decent. Probably better than a +1 to two
    different defenses but not as good as a +1 to three. Having it apply to your secondary
    stat defense is nice though.
•   Hit Points – You're on the upper end of controllers, but that's still at the bottom.
•   Healing Surges – You're at the very bottom. Good news is, you have company there.
•   Trained Skills – Four trained skills is average. Not being forced to pick arcana is
    nice even though you'll probably want to train it. Your class skills are all keyed off
    either your primary or secondary ability scores and you have the option of taking the
    all powerful perception skill.
    •
    •       Class Features:
•   Discipline Focus – Currently none of the psion disciplines (powers) have any rider
    effects based on which discipline focus you've chosen. Also, there's only two feats
    that depend on which focus you've chosen (exchange power and orbiting object).
    Therefore, whether or not you pick telepathy focus or telekinesis focus doesn't really
    affect you outside of the two discipline powers you gain. I'm going to assume that in
    the future, more powers and feats will change this.
•   Psionic Augmentation – Power points make their 4e debut. The flexibility of
    augmenting powers in 3.5e was a huge boon.
•   Ritual Casting – One ritual of your choice and you also get either Sending or
    Tenser's Floating Disk which you can use for free once per day.
    •
    •       Disciplines:
•   Telepathy – Control the minds of your foes. Uses charisma as a secondary stat. Gain
    the powers distract and send thoughts. The powers tend to target will and do
    psychic damage.
•   Telekinesis – Physically slide your foes around as if they were toys. Uses wisdom as
    a secondary stat. Gain the powers far hand and forceful push. The powers tend to
    do force damage and target either fortitude or reflex.
•
    •       Races: Psionic Affinity
    •
    •        Player's Handbook:
•   Dragonborn (+2 Str, +2 Chr) – You might make a serviceable telepath.
•   Dwarf (+2 Con, +2 Wis) – If you want to make a durable psion that doesn't get
    moved, but moves others...?
•   Eladrin (+2 Dex, +2 Int) – The boost to dexterity is a bit of a waste, but the
    intelligence boost is nice. Fey step can get out out of (or in to) trouble. Skill bonuses
    match up nicely with class skills.
•   Elf (+2 Dex, +2 Wis) – The boost to speed isn't really needed, but wild step and
    elven accuracy are nice.
•   Half-Elf (+2 Con, +2 Chr) – No primary stat boost, but a secondary boost for
    telepaths. There's several options for your dilettante power and the skill bonuses line
    up nicely. The real boon is dual heritage which allows you to grab some of the nice
    human feats.
•   Halfling (+2 Dex, +2 Chr) – Probably slightly below Half-Elves.
•   Human (+2 Any) – One of the best races and only getting better. Some great 1st
    level at-will discipline choices make humans a strong option. However, your bonus
    at-will discipline is unaugmentable. This isn't so bad at heroic, but by epic you'll
    probably hardly ever use that third discipline.
•   Tiefling (+2 Int, +2 Chr) – Bonuses to primary and secondary stats alone is enough
    to make this race sky blue.
    •
    •        Player's Handbook 2:
•   Deva (+2 Int, +2 Wis) – You have the perfect stats boosts for a kineticist. The skill
    bonuses are nice and your racial power is pretty good.
•   Gnome (+2 Int, +2 Chr) – You have the rights stat boosts for a telepath. The skill
    bonus to stealth seems a bit of a waste since you don't have the stats for it. A good
    pick if you want to make a more defensive psion.
•   Goliath (+2 Str, +2 Con) – Wrong stat boosts, poor skill bonuses and a wasted racial
    trait (powerful athlete) make this red.
•   Half-Orc (+2 Str, +2 Dex) – Poor stat boosts and a striker-like racial power make
    this red.
•   Longtooth Shifter (+2 Wis, +2 Str) – May make a serviceable kineticist, but a lot of
    your racial traits are wasted. A good racial power keeps this from being red.
•   Razorclaw Shifter (+2 Dex, +2 Wis) – A boost to a secondary stat but poor skill
    bonuses and weak feat support.
    •
    •        Player's Handbook 3:
•   Githzerai (+2 Wis, +2 Dex or +2 Int) – Picking intelligence will make your stats
    align perfectly for the telekinetic psion build. Weak skill bonuses but, good feat
    support, a fine racial power and some other features make this race a great pick.
•   Minotaur (+2 Str, +2 Con or +2 Wis) – If you choose wisdom you could potentially
    be a kineticist. However, there's almost no synergy to be found in this charge-happy
    melee-focused race.
•   Shardmind (+2 Int, +2 Wis or +2 Chr) – These guys were tailor made for the psion
    class. Great race features, a nice racial power and excellent feat support. You'll make a
    great kineticist or telepath.
•   Wilden (+2 Wis, +2 Con or +2 Dex) – Whereas the shardmind were tailor made for
    the psion class, these guys were tailor made for the druid class. You could possibly
    make a serviceable kineticist, but it'd be a little like putting a square peg into a round
    hole.
    •
    •        Player Guides:
•   Drow (FRPG) (+2 Dex, +2 Chr) – A boost to a secondary stat, one decent skill
    bonus and a couple of useful racial powers.
•   Genasi (FRPG) (+2 Str, +2 Int) – A boost to a primary stat gets you a look. I don't
    see a whole lot of synergy, might be black.
•   Changeling (EPG) (+2 Chr, +2 Dex or Int) – You will, of course, want to pick int
    instead of dex. That makes your stats align perfectly for a telepath. Some good skill
    bonus synergy. The only bummer is that changeling trick has range melee 1, but it's
    still useful.
•   Kalashtar (EPG) (+2 Wis, +2 Chr) – Boost to two secondary stats and good skill
    bonuses. Dual soul makes you the dominator instead of the dominated, but telepathy
    5 seems a bit redundant.
•   Warforged (EPG) (+2 Str, +2 Con) – Bad stat boosts make this red.
    •
    •       Dragon Magazine:
•   Gnoll (D364) (+2 Con, +2 Dex) – Charging fighter types don't make good psions.
•   Revenant (D376) (+2 Con, +2 Dex) – I can find any reason to rate this higher than
    red. Maybe I'm missing something.
•   Shadar-kai (D372) (+2 Dex, +2 Int) – A bonus to int makes this an option. Poor
    skill bonuses keep this blue.
    •
    •       Other Sources:
•   Bladeling (MOTP) (+2 Dex, +2 Wis) – Not much to say, boost to a secondary state
    but a poor racial power.
•   Bugbear (MM) (+2 Str, +2 Dex) – Some synergy with the predatory eye racial
    power, but no stat boosts or feat support keep this red.
•   Bullywug (MM2) (+2 Con, +2 Dex) – No stat boosts, poor skill bonus and no feat
    support. Doesn't get much worse.
•   Duergar (MM2) (+2 Con, +2 Wis) – A boost to a secondary stat, but no feat support
    makes this purple.
•   Githyanki (MM) (+2 Con, +2 Int) – Bonus to int and a good secondary boost are
    nice. Lack of current feat support make this blue.
•   Goblin (MM) (+2 Dex, +2 Chr) – A boost to a secondary stat, but there's a reason
    goblins are a monster race.
•   Hobgoblin (MM) (+2 Con, +2 Chr) – Boost to a secondary stat and a decent racial
    power, but no feat support.
•   Kenku (MM2) (+2 Dex, +2 Chr) – No primary stat boost and no feat support make
    this purple.
•   Kobold (MM) (+2 Con, +2 Dex) – Poor stat boosts and skill bonuses. No feat
    support. You're not a rogue.
•   Orc (MM) (+2 Str, +2 Con) – About as bad as it gets.
•
    •      Ability Scores: Mind Over Body
    •
    •         Key Abilities:
•   Intelligence – Primary stat for all psions. Bump at every opportunity.
    Recommended Starting Score: 16-18, before racial adjustments.
•   Wisdom – Secondary stat for Kineticists. Tertiary and quaternary stat for Telepaths.
    If it's a secondary stat you'll want to bump it every time along with intelligence.
    Recommended Starting Score: 11-16, before racial adjustments.
•   Charisma – Secondary stat for Telepaths. Tertiary and quaternary stat for Kineticists.
    If it's a secondary stat you'll want to bump it every time along with intelligence.
    Recommended Starting Score: 11-16, before racial adjustments.
    •
    •        Other Abilities:
•   Strength – This is your dump stat. Unless you're a race that gets a bonus to strength
    and are going for feats that require a 13 strength, do not invest any points in this
    ability. Recommended Starting Score: 8-11, before racial adjustments.
•   Constitution – Hit points and healing surges help keep you from dying. In addition
    there may be some feats that require a smidgen of constitution to qualify for.
    Recommended Starting Score: 10-13, before racial adjustments.
•   Dexterity – Initiative bonus keeps this from being red. This ability may also be
    situationally useful if you decide to train stealth. Recommended Starting Score:
    10-12, before racial adjustments.
    •
    •        Recommended Arrays:
•   16,16,12,12,10,8 – This array allows for an 18 in primary and secondary stats, (after
    racial modifiers) which should be intelligence and either wisdom or charisma. Then
    you have a 12 in your tertiary and quaternary stats, which should be wisdom or
    charisma and constitution. And finally you have 10 and 8 for dexterity and strength.
    The main reason this array is such an overwhelming option is because of the strong
    riders on many of the psion's at-will disciplines.
•   16,16,13,11,10,8 – A slight variation to the above array. The only difference is a 13
    and 11 instead of two 12s. This allows you to qualify for some key feats at heroic tier
    that require a 13 stat (e.g. staff fighting). The downside is that your character will end
    up with a couple uneven (i.e. odd numbered) stats at 30th level.
•   18,14,11,10,10,8 – This array is recommended for those who are interested in a high
    attack bonus and high AC and reflex defenses. It sacrifices quite a bit from the other
    stats and limits the effectiveness of those powers with secondary stat riders.
•
•
    •       Skills: Latent Talents
    •
    •       Class Skills:
•   Arcana – You'll probably want to train this, especially if there's no other ritual caster
    in the group.
•   Bluff – Nice for skill challenges, but probably has limited combat use for you.
•   Diplomacy – Pretty DM dependent, outside of skill challenges it may be good for
    haggling.
•   Dungeoneering – You're taking this for monster knowledge, not so you can forage
    in underground environments.
•   History – Based off int, but lacks good uses.
•   Insight – Good skill based with some decent uses and based off a secondary stat.
•   Intimidate – Can be handy, especially for a telepath.
•   Perception – Arguably the best skill in the game. Every psion should consider
    training.
    •
    •       Non-Class Skills:
•   Acrobatics – You're not an athlete.
  •    Athletics – You're not very nimble.
  •    Endurance – You specialize in feats of the mind, not body.
  •    Heal – A decent pick if you're a kineticist and there's no healer. Retrain at higher
       levels though.
  •    Nature – Might be decent if you're a kineticist.
  •    Religion – A good pick if you don't have a cleric in your party.
  •    Stealth – Purple instead of red because you might want to pick this up if you're a
       gnome.
  •    Streetwise – Could save you the money you'd have spent consulting a Seer or using
       the Seek Rumor ritual.
  •    Thievery – Just grab a knock ritual or a rogue.
  •
   • Heroic Tier Powers: Apprentice
Disciplines
        •
        •       Currently there's nothing to stop a telekinetic psion from taking all telepathic
psion disciplines and vice versa. So the choice of which discipline focus you choose depends
solely on which discipline focus class feature powers you prefer.
        •
        •       Telekinetic Focus:
   •    Far Hand (PHB3) – The psion version of mage hand, except it's an encounter
        power. The orbiting object feat allows you to sustain it with a free action, but it's
        probably not worth it.
   •    Forceful Push (PHB3) – Sliding a target as a free action without having to roll an
        attack is very nice.
        •
        •       Telepathy Focus:
   •    Distract (PHB3) – Can be useful if you have a rogue in the party or as a setup for
        one of your daily powers. Combine with mind thrust for a serious action point nova
        round.
   •    Send Thoughts (PHB3) – Pretty meh ability. Might become better with the
        exchange power feat.
        •
        •       Level 1, At-Will:
        •
        •       Note that, unlike non-psionic at-will attack powers, none of the psion at-will
attack powers get a damage boost at 21st level.
   •    Dishearten (PHB3) – The psion's illusory ambush, but it's an area burst instead of a
        single target. The augment 1 option is situationally useful, but the augment 2 option
        can be a serious debuff.
   •    Force Punch (PHB3) – The downside of this discipline is that you'll need to be in
        melee with an enemy to use it. And you won't get the discipline's full effect unless
        you're in melee with multiple enemies. However, since it's a melee attack that pushes
        it does benefit from rushing cleats. The augment 1 option increases the distance you
    push the primary target, which could be useful for pushing an enemy over a precipice.
    The augment 2 option does slightly more damage and also knocks the primary target
    prone, useful for making sure a melee combatant can't attack you next round. All in
    all, a pretty defensive discipline for possibly getting enemies off of you so you can
    disengage them, but as a fairly fragile controller you probably won't want to be using
    it offensively, thus relegating it to a secondary option.
•   Kinetic Trawl (PHB3) – The psion's thorn whip but its effect is slightly weaker and
    it targets reflex instead of fortitude. The augment 1 option does more damage and
    increases the distance of the pull, and the augment 2 option does even more damage
    while also increasing the distance of the pull. While it's the most damage first level
    discipline you have it's also the most situational. Rarely will a ranged character want
    to pull enemies.
•   Memory Hole (PHB3) – The psion's eyebite. The augment 1 option makes you
    invisible longer and the augment 2 option makes it an area burst (but you lose the
    longevity of the invisibility). This is your third level 1 at-will if you're a human.
•   Mind Thrust (PHB3) – The psion's eldritch blast (anyone else see a pattern here)
    but it targets will instead of reflex. The augment 1 option is meh, but the augment 2
    option is a great setup for a party nova round. Your first power that can be used
    unaugmented as a ranged basic attack.
    •
    •        Level 1, Daily:
•   Hand of Caution (PHB3) – A single target ranged discipline that does force damage
    and is the only level 1 daily that offers a form of hard control. A pair of gauntlets of
    the ram increases the push effect. Not a bad power if you have a melee enemy that
    constantly wants to harass you. Also, the effect can be used to set up flanks for your
    allies. You will, however, have to get within 5 squares of your target to use the
    ability.
•   Mental Trauma (PHB3) – Single target pure damage ranged discipline. The effect is
    decent since a lot of your powers are going to be psychic, but it probably won't last
    long and doesn't help the rest of your party much. Does have some situational use in
    setting up a mini-nova round for yourself though.
•   Ravening Thought (PHB3) – Another pure damage ranged discipline. This one has
    the ability to target additional enemies if they're adjacent to the primary target, thus
    making it sort of a pseudo area attack that's party friendly. The ongoing damage isn't
    likely to last very long though.
•   Telekinetic Anchor (PHB3) – The first area attack daily discipline and the best of the
    level 1 daily disciplines so far. The discipline's initial hit does only damage, but the
    effect is more interesting. It essentially punishes enemies for moving, making it a
    form of soft control.
    •
    •        Level 2, Utility:
•   Intellect Fortress (PHB3) – The psion's shield, but better since it scales through the
    roof with your charisma.
•   Skill Empowerment (PHB3) – A daily that seems pretty situational. If you're a
    telepath, you're better off with intellect fortress. Probably has some specific
    theoretical optimization uses.
•   Telekinetic Lift (PHB3) – An interesting power, but seems to lack good combat uses
    (aside from possibly dropping 400 pound rocks on your enemies). It's also a little
    disappointing that the range is 10 squares instead of 20. However, if becoming a
    psionic elevator for your party interests you, you may consider this power.
•   Transport Self (PHB3) – Being able to teleport is almost always very handy. This
    discipline also scales up with level. A great pick for kineticists.
    •
    •        Level 3, At-Will:
•   Betrayal (PHB3) – A bit situational unless you use the augment 2 option, then it
    becomes great. It suffers from the double roll issue. That is, two attack rolls are
    required in order to do damage (one by you and one by the target). It can be used to
    trigger one of the many defender marking effects (e.g. combat challenge) that might
    otherwise not have been triggered. If you place yourself correctly in the initiative
    order, triggering the effect won't sacrifice the control aspect of your defender's mark.
    The downside is that the target's attack will be at a -2 to hit.
•   Burning Flux (PHB3) – The base discipline is a single target ranged power that does
    fire damage and also creates a zone. The zone acts as a form of soft control by doing
    fire damage to creatures that enter the zone or start their turn in or adjacent to it. The
    augment 1 option makes the zone totally obscured. The augment 2 option increases
    the damage and changes it to an area attack. It also increases the size of the zone (also
    making it totally obscured), but does not increase it's damaging effect. Totally
    obscured squares grant your target total concealment essentially giving them a +5 to
    defenses against melee and ranged attacks. This power is so wonky, I have a hard
    time imagining how it could be used effectively except to harass ranged artillery. It
    becomes a little better if your party has resistance to fire.
•   Force Hammer (PHB3) – An area attack that does force damage and slows creatures
    is nice. The augment 1 option prevents targets from shifting and the augment 2 option
    does slightly more damage and knocks them prone. Even though the discipline does
    force damage, it isn't dependant on wisdom, so it's a potential pick for any build. The
    versatility of this discipline makes it a solid pick.
•   Id Insinuation (PHB3) – This discipline is useful for telepaths that have taken a few
    disciplines that target fortitude (e.g. force hammer). The unaugmented version is a
    minor debuff, but the augment 1 option is a cheap debuff that scales with your
    charisma. The augment 2 option is a setup for a fortitude targeting nova round, but is
    otherwise probably not worth it over the economy of the augment 1 option.
    •
    •        Level 5, Daily:
•   Crisis of Identity (PHB3) – Damages a single target and forces it to make a melee
    basic attack against a creature of your choice with a bonus to attack and damage. No
    forced movement means this discipline is more situational than betrayal, but that's
    probably alright since it's a daily. See the commentary on betrayal for tips on how to
    set this discipline up for full effect.
•   Hypnotic Pulse (PHB3) – Area attack that does damage, dazes and only targets
    enemies. Dazes even on a miss. Good power, but pales in comparison to the wizard's
    level 5 daily, grasp of the grave.
•   Shredding Ribbons (PHB3) – This area attack discipline does force damage and
    creates a zone. It's the first discipline that creates a zone that you can sustain.
    Unfortunately the zone only does additional force damage so it's just a method of soft
    control.
•   Telekinetic Maul (PHB3) – This single target ranged attack discipline is strange
    because it targets AC. It does some impressive damage but the effect is a rather
    underwhelming 1 square push, which can prone if you push the target into difficult
    terrain.
    •
    •        Level 6, Utility:
•   Mind Shadow (PHB3) – Invisibility to your enemies as long as you're not their
    nearest enemy. Strictly a defensive daily since attacking breaks the invisibility. Would
    be so much cooler if only it said "until you deal damage to any creature" instead of
    "until you hit any creature with an attack".
•   Steadfast Stanchion (PHB3) – Immunity to forced movement is pretty situational.
    The main downside to this power is that moving ends the effect. This discipline
    becomes better if you have a way to teleport at will (e.g. boots of teleportation).
•   Telekinetic Screen (PHB3) – Damage reduction as an immediate interrupt is nice,
    but the trigger means it won't come into effect as often as you'd like. At least it'll be
    used when it really counts. I can't help but notice how it pales in comparison to the
    wizard's escape power though.
    •
    •        Level 7, At-Will:
•   Cranial Disturbance (PHB3) – The unaugmented version is a ranged attack that
    does force damage and knocks the target prone which is helpful for allies engaged in
    melee with your target. The augment 1 option allows you to also damage force
    damage to adjacent creatures. The augment 2 option does the same base force damage
    and dazes, but does increased force damage to adjacent creatures. I like how the
    augment options are more useful at the beginning of a combat and the unaugmented
    version is still helpful in later rounds.
•   Dread Spiral (PHB3) – This discipline is very similar to kinetic trawl. The
    unaugmented version allows you to slide your target 1 instead of pulling, however it
    can't be used as a ranged basic attack. The augment 1 option is exactly the same as
    kinetic trawl which is to say, not that good since pulling is of limited utility. But, the
    augment 2 option allows you a big slide instead of pulling the target, giving you great
    control over where you want your enemy. The augment 2 option also has some nice
    synergy with the level 5 daily discipline, shredding ribbons, allowing you to possibly
    slide your target into and out of the zone multiple times for substantial damage.
•   Force Grasp (PHB3) – Slowing doesn't seem that great at 7th level, but the augment
    2 option for immobilization is nice. One of the few at-will attack disciplines that
    doesn't rely on a secondary ability.
•   Mind Break (PHB3) – Pure damage discipline and it is good at it, especcialy so if
    you have another party member doing psychic damage. The augment 1 option makes
    a target lose psychic resistance which can be godsent in the rare case of facing such a
    foe.
    •
    •        Level 9, Daily:
•   Clear the Slate (PHB3) – Nice big area attack discipline that does force damage and
    allows you to slide targets a long way. Very nice open move to push some targets
    away while pulling others closer. Also works very well in conjunction with some sort
    of damaging zone discipline (e.g. shredding ribbons).
•   Mind Blast (PHB3) – Your first stun discipline and it's a close blast. Nice! No
    damage though (and no psychic keyword).
•   Mind Cannon (PHB3) – Despite its cool name, this discipline is pretty lackluster. A
    small push combined with the deafened condition just isn't all that impressive. The
    only thing really curious about this discipline is that it does force and thunder damage.
•   Sensory Onslaught (PHB3) – Good damage, decent debuff and allows an ally to get
    out of a sticky situation, but only being able to target one creature is kind of a
    bummer.
    •
    •        Level 10, Utility:
•   Force Bubble (PHB3) – Some nice resistance for you and allies close to you, but
    since it takes a minor action to activate it's hard to use effectively.
•   Intellect Leech (PHB3) – A huge boost of temporary hit points once a day and until
    the creature dies when it takes psychic damage. You become an infernal warlock on
    steroids. Be sure to use it on the enemy with the most hit points though. The
    downside is that it takes a standard action, kind of a selfish discipline.
•   Mind Over Flesh (PHB3) – This is an excellent discipline since you can end effects
    that a save can't normally end.
•   Sky Hook (PHB3) – Gaining a fly speed with hover for an encounter a day is pretty
    sweet. Even if you only have an altitude limit of 2. Remember that you only crash if
    you end your turn flying higher than the limit. If you take this and mind over earth at
    22nd level, you may forgo those zephyr boots.
•
  • Heroic Tier Feats: Apprentice
Metapsionics
    •
    •        General:
•   Alchemist (EPG) – It's between this and ritual caster as the bonus feat provided by
    your class. You're probably better off with ritual caster. But, if your party already
    has a wizard or cleric with that feat, this is an option.
•   Alertness (PHB) – It's better to just not be surprised in the first place. Consider skill
    focus (perception) if you're thinking about taking this feat.
•   Aberrant Mark of Madness (EPG) – A nice debuff that lasts the rest of the
    encounter after using daily powers. Useful for telepaths who specialize in disciplines
    that target will. Becomes better when you purposely select daily disciplines that attack
    multiple targets.
•   Armor Proficiency (Hide) (PHB) – Only really an option if you have a racial bonus
    to Str (e.g. genasi). The 15 Con requirement makes getting the armor specialization
    (hide) feat cost prohibitive though.
•   Armor Proficiency (Leather) (PHB) – A +2 armor bonus is great. There's no
    reason not to consider this feat unless you're sticking with cloth armor and the
    unarmored agility feat.
•   Battle Hardened (PHB3) – A +5 feat bonus to saves is huge. Too bad it only
    applies to fear effects. The +2 feat bonus to initiative might make it easier to justify
    taking this feat.
•   Battle Caster Defense (PHB3) – You may want this feat if you find yourself in
    melee a lot and don't want to be stuck with either shimmering armor or shadowdance
    armor.
•   Beguiling Enchantment (PHB3) – Charm is the third most common keyword (after
    force and psychic) for psion disciplines, so you can probably get some good mileage
    out of this feat. Especially useful since it synergizes well with those disciplines that
    force enemies to attack their allies (e.g. crisis of identity), unlike the psychic lock feat.
•   Combat Medic (PHB2) – This feat is better left to the leader in the party since
    rushing into battle is likely to get you both killed.
•   Controlling Advantage (PHB3) – This feat could potentially work for either build,
    but you'll need a reliable way to get combat advantage (e.g. the distant advantage feat)
    to make full use of it.
•   Coordinated Explosion (PHB2) – There's several disciplines that are area atacks
    and only target enemies. This feat can be great if you focus on those disciplines.
•   Dark Fury (PHB) – If you're a telepath the majority of your powers will be psychic.
    The Con 13 and Wis 13 prerequisites mean you probably won't qualify for this feat
    until paragon. Only consider if you're using an orb as an implement, otherwise
    weapon focus (staff) is strictly better.
•   Deadly Draw (PHB3) – A kineticist with kinetic trawl or dread spiral may be
    interested in this feat.
•   Deva Heritage (D374) – The perception and insight bonuses are highly campaign
    dependent, but the astral splendor feat power is nice.
•   Discipline Adept (PHB3) – Since both distract and forceful push are great features,
    this feat works well for either build.
•   Distant Advantage (PHB2) – Can help improve the accuracy of your attacks. Better
    if your party consists of a lot of melee types who like to flank.
•   Exchange Power (PHB3) – Using send thoughts to transfer 1 power point to an ally
    seems pretty situational. Would have been better had it scaled up with level.
•   Expert Ritualist (PHB2) – Only if you really like to perform rituals.
•   Focused Expertise (D375) – This feat has been superceded by the versatile expertise
    feat.
•   Focused Mind (PHB3) – A +4 feat bonus to saving throws against some of the most
    debilitating effects is nice, but a bit situational. Does stack with the defended mind
    racial feature of githzerai, but they will probably want the more generic iron resolve of
    zerthadlun feat instead.
•   Grounding Shot (PHB3) – Since you have a lot of disciplines that knock targets
    prone (e.g. cranial disturbance) you may get some good mileage out of this feat.
•   Hafted Defense (PHB3) – If you've chosen a staff as your implement this feat is a
    good pickup after either armor proficiency (leather) or unarmored agility. Strictly
    better than the staff fighting feat, however the two do stack. This feat completely
    obviates the need to go the two-weapon fighting feat route in order to get two-weapon
    defense.
•   Impending Victory (PHB3) – An awesome feat that is even better for psionic
    characters since you'll be using at-will powers almost exclusively.
•   Implement Expertise (PHB2) – This feat has been superceded by the versatile
    expertise feat.
•   Improved Initiative (PHB) – It's between this and either quick draw or battle
    hardened if you want to go first (which you do). This feat has the edge.
•   Low Crawl (PHB3) – If you're considering this feat, you'll probably want spring
    step instead.
•   Lucky Start (PHB3) – Might be useful for tieflings who have taken imperious
    majesty and improved initiative.
•   Melee Training (PHB2) – You should not be getting enough melee basic attacks to
    make this feat worth it. Might be purple if you are able to wear hide armor and go the
    two weapon fighting/defense route.
•   Nimble Runner (PHB3) – A fairly cheap way to get an untyped +2 bonus to reflex
    defense at heroic level, but running isn't something you're going to want to do every
    round.
•   Orbiting Object (PHB3) – This feat will allow you to use far hand to switch
    implements as a free action once per turn.
•   Precise Mind (PHB3) – Hit with discipline that has been augmented with 2 or more
    power points to gain +1 untyped bonus to attack with unaugmented powers until the
    end of your next turn. Kind of like arcane spellfury, but not nearly as good.
•   Quick Draw (PHB) – An alternative to improved initiative or battle hardened since
    all three offer feat bonuses to initiative which don't stack. You may want to chose this
    feat if you're switching implements and have picked disciplines that require you
    sustain them.
•   Ritual Caster (PHB) – It's between this and alchemist as the bonus feat provided by
    your class. You're probably better off with this feat. But, if your party already has a
    wizard or cleric with this feat, then consider the alchemist feat.
•   Shifting Defense (PHB3) – The total defense action should almost never be used.
    This feat allows you to get a little more mileage out of it though. The only reason this
    feat isn't red is because it has some synergy with the timely respite feat.
•   Shield Proficiency (Heavy) (PHB) – The Str 15 prerequisite will keep everyone
    away except possibly races that get a bonus to Str. And even then you're probably
    only going to get this at epic.
•   Shield Proficiency (Light) (PHB) – The Str 13 prerequisite will keep almost
    everyone away unless you have a racial bonus to Str.
•   Skill Focus (PHB) – Might be worth it if you're specializing in intimidate.
•   Skill Power (PHB3) – As more skill powers become available this feat will become
    more useful.
•   Skill Training (PHB) – The best pick is probably religion. I'd only suggest it if you
    don't already have someone in your party who is trained in it.
•   Spring Step (PHB3) – Combined with a pair of acrobatic boots this feat can hand
    you an minor action shift. If you're interested in this kind of functionality though,
    you'll probably want to switch to floorfighter straps when you can afford them.
•   Staff Fighting (D368) – The Wis 13 prerequisite can be achieved no matter which
    discipline focus you choose. +1 bonus to AC is solid. Also opens up the two-weapon
    feats.
•   Steady Feet (PHB3) – You could see quite a bit of mileage out of this feat depending
    on how much difficult terrain you face. Highly situational though.
•   Superior Implement Training (PHB3) – The new "must have" feat from the
    PHB3. Good choices include the accurate staff, accurate orb and crystal orb. Decent
    choices include the guardian staff, petrified orb and mindwarp staff.
•   Teamwork Defense (PHB3) – The +1 bonus to AC is pretty conditional, but it is
    untyped.
•   Timely Respite (PHB2) – Largely dependent on whether or not you have a leader
    who can grant saving throws.
•   Toughness (PHB) – This feat is a real boost to your survivability. Take early to
    avoid dying at low levels.
•   Two-Weapon Defense (PHB) – If you want a +1 shield bonus to AC and reflex
    take a look at hafted defense instead.
•   Unarmored Agility (PHB3) – A nice +2 feat bonus to AC brings cloth wearing
    psions up to par with those who chose leather armor.
•   Unfailing Vigor (PHB3) – This feat may have some value for those who are
    optimizing saving throws.
•   Versatile Expertise (PHB3) – The replacement for the feats weapon expertise,
    implement expertise and focused expertise. You'll probably want to chose staff and
    orb as your weapon and group and implement type, unless you multiclassing or
    playing a hybrid.
•   Vicious Advantage (PHB3) – You have several disciplines that slow and
    immobolize making this a worthwile pickup to get the most out of them.
•   Watchful Redoubt (PHB3) – Untyped bonuses to attack are pretty hard to come by.
    Of course, this one is highly situational. Only really worth it if you have some kind of
    synergy going on (e.g. timely respite, shifting defense, etc.).
•   Weapon Focus (Staff) (PHB) – Take this instead of dark fury if you use a staff as
    your implement.
    •
    •        Changeling:
•   Shapeshifting Contortionist (EPG) – Since you probably won't be trained in either
    acrobatics or athletics, having the ability to attempt up to three escape actions in a
    round could be handy. However, you're probably better off eating an opportunity
    attack and manifesting a discipline like betrayal or something else with forced
    movement.
    •
    •        Deva:
•   Auspicious Lineage (PHB2) – Essentially a +1 (on average) when using memory of
    a thousand lifetimes. Solid.
•   Battle Intuition (D374) – If you're a kineticst, take this feat instead of improved
    initiative.
•   Potent Rebirth (PHB2) – +2 attack and damage when you drop to 0 hitpoints until
    the end of the encounter.
•   Radiant Power (PHB2) – Only if you're playing in an undead heavy game.
•   Upright Revival (D374) – Allows you to stand and shift one square as part of
    becoming conscious. Not bad, but better if you also take the winged revival feat.
•   Immortal Skill (D374) – Allows you to take the average on a below average roll of
    your memory of a thousand lifetimes racial power. Only usable if you're modifying a
    skill check though. Needed for the immortal resillence and immortal prowess feats.
    •
    •        Eladrin:
•   Fey Escape (D373) – Sounds great until you realize you could have just used a move
    action on your turn and saved a feat. Still, it does shore up one of your biggest
    weaknesses, being grabbed.
•   Moon Elf Resilience (FRPG) – The effect is great, but the three conditions kill a lot
    of its appeal. You can't have this an sun elf grace.
•   Sun Elf Grace (FRPG) – +1 to all defenses once an encounter with conditions isn't
    that great of a feat. You can't have both this and moon elf resilience.
    •
    •        Genasi:
•   Extra Manifestation (FRPG) – Not that great, but a prerequisite for the epic feat
    double manifestation.
•   Manifest Resistance (FRPG) – Makes your primary resistance just that much better.
    Useful for friendly-fire situations.
•   Versatile Resistance (FRPG) – This feat starts out good, but by the time you hit epic
    level it's not that great.
•   Fast Manifestation (D367) – Nice ability if you've already taken extra
    manifestation. The bummer is that it's only usable once per day.
    •
    •        Githzerai:
•   Alhahn's Mindful Relocation (PHB3) – Adding 3 squares to your shifting fortunes
    feature isn't bad, but it's not great either.
•   Dakshai's Body-Mind Union (PHB3) – Being able to make a saving throw as
    immediate interrupts is a great ability and this one comes with a +5 untyped bonus.
•   Iron Resolve of Zerthadlun (PHB3) – Starting at level 13, you will probably have
    an odd number of power points. With this feat, keeping one power point in reserve
    will always net you a +2 feat bonus to saving throws.
•   Iron Retreat (D378) – Useful for extracting yourself from a melee enemy once an
    encounter.
•   Miryath's First Strike (PHB3) – Adding extra damage on your first attack is nice.
    You'll need to optimized initiative and use an area attack to take full advantage of this
    feat though.
•   Zuwoth's Enlightened Step (PHB3) – Useful for positioning yourself during the
    first round of an encounter. You'll also have to optimize your initiative though.
    •
    •        Gnome:
•   Shadow Skulk (D373) – This feat may seem like a trap, but if you build your
    character correctly, it can be a huge boon. You'll probably want to take the feats secret
    stride at paragon and untraceable at epic.
    •
    •        Human:
•   Action Surge (PHB) – Great feat for hitting with those daily powers.
•   Franatic Recovery (D383) – Being able to use your second wind as a minor action
    when you use an action point seems pretty handy.
•   Human Perseverance (PHB) – The save boosting feat of choice for those taking the
    adroit explorer paragon path. Who knows if adroit explorer will mesh with the psion
    class though since you don't have any encounter attack powers.
•   Human Resolve (D377) – Since you should be using your action point to attack, this
    feat gives you some decent temporary hit points every other encounter (more often if
    you're an adroit explorer).
•   Skill Swap (D383) – Since psion at-will powers don't scale at 21st level and a human
    psion's bonus at will power can't be augmented, swapping for a high level skill power
    is probably a good deal.
•   Stubborn Survivor (FRPG) – Unless you like to hoard your action points, this feat
    is usually better than human preserverance.
    •
    •        Kalashtar:
•   Dual Mind Strength (D385) – Slightly better than weapon focus (staff) if you're a
    kalashtar telepath focusing on powers with the psychic keyword.
•   Psion Hashalaq Initiation (D385) – Adds forced movement to your distract
    telepathy discipline power. Very nice since distract doesn't require an attack roll. Also
    makes the discipline adept power a bit more attractive.
    •
    •        Shadar-kai:
•   Benighted Birthright (D372) – A resistance to necrotic damage and a bonus to
    saves vs ongoing necrotic damage is highy situational.
•   Deathly Disruption (D372) – I may be missing something, but your attacks
    probably aren't going to be dealing necrotic damage.
•   Devious Jaunt (D372) – Adding your int modifier to your shadow jaunt teleport
    distance is handy.
•   Life on the Edge (D372) – Like action surge except you have to be bloodied and the
    bonus is only +2. Applies to all rolls though, not just attack rolls.
•   Winter Favored (D372) – A resistance to cold damage and a bonus to saves vs
    ongoing cold damage is highy situational.
    •
    •        Shardmind:
•   Cleanse the Madness (PHB3) – In an aberrant themed game you may want to take
    this and the cerulean adept paragon path, but most likely this feat won't be worth it.
•   Liberating Shard Swarm (PHB3) – The ability to grant yourself a saving throw can
    come in pretty handy.
•   Psychic Focus (PHB3) – For the shardmind telepath who's focusing on psychic
    disciplines, you can't really beat this feat. Combine with superior implement training
    (crystal orb), resplendent gloves and bracers of perfect shot and you'll be doing
    some respectable damage.
•   Warding Shard Swarm (PHB3) – An untyped +2 bonus to defenses when you use
    your shard swarm is nice, but not really overwhelming.
    •
    •        Tiefling:
•   Diabolic Soul (D381) – This feat will take a little bit of the sting out of taking a
    critical hit (assuming you survive). The diabolic transformation and black wrath of
    hell powers are an upgrade from the standard infernal wrath power too.
•   Ferocious Rebuke (PHB) – Pushing one square when you hit with your infernal
    wrath racial power is somewhat situational. But, it does give you another avenue of
    control and can help get enemies off of you.
•   Furious Demand (D381) – An alternative to skill focus (intimidate), this feat along
    with the feat power can work well if you're specializing in intimidate. The power can
    also be used on an enemy that won't leave you alone.
•   Hellfire Blood (PHB) – Since only one of your disciplines has the fire keyword (and
    it's a kineticist discipline) and none have the fear keyword you'll need to pick up a
    flaming quarterstaff to enjoy a +1 feat bonus to attack rolls and damage rolls on most
    of your attacks. That, however, will overwrite the psychic keyword which means
    you'll no longer benefit from the psychic lock feat.
•   Hellish Defiance (D381) – This feat can discourage an enemy from attacking you if
    you set it up correctly. Although you never want enemies attacking you, the setup
    required makes it pretty situational.
•   Imperious Majesty (D381) – Strictly better than improved initiative feat for tiefling
    telepathic psions. Although the two feats do stack. Open the encounter with a
    dishearten (or some other area attack) against a group of enemies that haven't acted
    and you'll effectively be immune to their first round of attacks.
•   Mantle of Misfortune (D383) – A feat power that gives you debuffing combined
    with some control. If you like to be in the thick of things you may want to consider
    this feat. Too bad the rest of the tiefling bloodline feats are pretty lackluster.
•   Scion of the Gods (FRPG) – One of the few non-AC defense boosting feats at
    heroic tier. Solid. You'll want to retrain to paragon defenses and robust defenses at
    paragon and epic tiers, respectively.
    •
    •        Multiclass:
•   Arcane Initiate (PHB) – Gain training in arcana and a 1st level at-will wizard power
    as an encounter power (chilling cloud, thunderwave and winged horde are good
    picks). You'll be able to use either a staff or an orb as your implement making for
    excellent synergy. With intelligence as a primary ability and both wisdom and
    charisma as secondary abilities, this feat is a good option for either telepaths or
    kineticists.
•   Bardic Ritualist (AP) – Might be a decent pick if you took alchemist (instead of
    ritual caster) and also want to cast rituals. Being able to cast bard rituals without
    expending components is pretty handy.
•   Bardic Dilettante (PHB2) – The Cha 13 requirement means that both telepaths and
    kineticists can qualify for this feat. Training in one of the bard class skills is nice.
    Strong candidates include religion, nature and streetwise. The bard's majestic word
    power is nice also (although slightly better for telepaths). The real reason you take
    this feat though is to qualify for the life singer paragon path.
•   Divine Healer (DP) – The Wis 15 requirement means only kineticists will qualify for
    this feat. Training in heal isn't bad, but I have a hard time seeing you get much out of
    the healer's lore class feature.
•   Initiate of the Faith (PHB) – The Wis 13 requirement means that both telepaths and
    kineticists can qualify for this feat. Training in religion is nice, as is the cleric's healing
    word once a day. The real reason you take this feat though is to qualify for the divine
    oracle paragon path.
•   Learned Spellcaster (AP) – The alternate wizard multiclass feat. Gain training in
    arcana, nature or religion. Also gain the ritual caster feat. This feat is a good choice if
    you want both the ritual caster and alchemist feats.
  •    Pact Initiate (PHB) – The Cha 13 requirement makes it easy for telepaths to qualify
       for this feat. Training in a warlock skill is nice and a warlock at-will power as an
       encounter power isn't bad either. Good picks include eye bite (if you don't already
       have memory hole) or spiteful glamor
  •    Student of Malediction (PHB) – The Cha 13 and Con 13 requirement means that
       only telepaths will probably qualify for this feat. Using the warlock's curse feature
       once an encoutner is pretty underwhelming though.
  •    Student of the Artifice (EPG) – A good feat for those that want to add leader as a
       secondary role. The Int 13 requirement means any psion can qualify for this feat.
       However, with one of their secondary abilities being wisdom and with feats like
       forceful defense, it is more attractive to kineticists. Both psions and artificers use
       staffs as implements so there's good synergy there.
Psion Paragon Paths: Psionic Mindscapes
Cerulean Adept (PHB3) – A paragon path built to hunt down aberrations. It's appeal
depends highly on the campaign you are in. But, the increased threat range saves what would
have been a pretty situational choice.
Path Features:
  •    Cerulean Sign Focus (11th level) – A +1 bonus to will isn't great, but it's solid.
  •    Cerulean Action (11th level) – Save 1 power point when spending an action point
       to use an at-will power. Only works when you use a 1 point augmentation though.
       This rules out gaining the benefit with your epic level at-wills.
  •    Paragon Power Points (11th level) – Gain two additional power points. The
       standard for psionic paragon paths so you can augment your 11th level encounter
       attack power without penalty.
  •    All-Seeing Eye (16th level) – 19-20 threat range for augmented powers (18-20 for
       unaugmented powers vs aberrations). The wonky conditions on the increased threat
       range spoil what would otherwise be a great feature. You're going to want to be
       trained in dungeoneering if you select this paragon path so you can reliably identify
       aberrant monsters.
Disciplines:
  •    Cerulean Blaze (11th level) – Pushing combined with knocking prone is a solid
       controller power, even if the damage is weak.
  •    Harden Mind (12th level) – A situational power with a limited duration for the
       effect makes this discipline pretty bad.
  •    Seal the Threshold (20th level) – Single target pure damage discipline. The only real
       redeeming quality about this discipline is that you get back a power point that you can
       potentially spend on a better discipline.
Dreamwalker (PHB3) – The main draws of this paragon path are the manifest dream form
and dreaming manifestation features. The sheer number of tactical options it opens up for
your character is pretty amazing. A good pick for either telepaths or kineticists.
Path Features:
  •    Manifest Dream Form (11th level) – The sheer flexibility in placing your powers
       that your dream form allows you is awesome. You'll have 8 power points by the time
       you reach 11th level, so you should be able to have your dream form out for most of
       any encounter. Since it occupies a square you can use it as a pseudo blocker,
       preventing enemies from entering an area without first dealing with it. All in all a
       great feature that opens up a lot of tactical options.
  •    Dreaming Advantage (11th level) – Since you can move your dream form without
       having to worry about opportunity attacks and it's immune to your attacks, you can
       potentially gain combat advantage against several enemies.
  •    Paragon Power Points (11th level) – Gain two additional power points. The
       standard for psionic paragon paths so you can augment your 11th level encounter
       attack power without penalty.
  •    Dreaming Manifestation (16th level) – Being able to target an additional enemy
       outside an area burst is pretty sweet. It doesn't synergize that well with the dreaming
       advantage ability, but that's OK since it has the potential to allow you to be more
       party friendly with your disciplines.
Disciplines:
  •    Manifest Dream Form (Dreamwalker Feature) – See the path features section.
  •    Dream Blade (11th level) – This discipline increases the pseudo blocker ability of
       you dream form by making the squares adjacent to it difficult terrain. The single target
       damage is respectable and carries the psychic keyword making it subject to the
       psychic lock feat. The augment 2 option allows you to target all enemies adjacent to
       your dream form.
  •    Dream Stride (12th level) – Being able to swap places with your dream form once
       an encounter could help you get out of a sticky situation. As a move action, it'll even
       allow you to move your dream form your speed before swapping positions.
  •    True Dream Form (20th level) – The initial attack this power provides is pretty
       unimpressive aside from the fact that it has the psychic keyword so it works with the
       psychic lock feat. However, the true dream form's instinctive action allows you to
       essentially use two disciplines in a single turn.
Time Bender (PHB3) – The loan from the past and borrow from the future features are the
two main selling points of this paragon path. It's supposedly designed for kineticists, but
since the two attack disciplines do psychic damage and there's no real dependence on wisdom
(except for the slight advantage that time strider conveys), it works well for either build.
Path Features:
  •   Time-Lapse (11th level) – A +1 untyped bonus to attack when you spend an action
      point is very nice. Combine that with a free teleport and you have a great feature.
  •   Loan from the Past (11th level) – It's too bad you don't have the ability to use a low
      roll to replace an enemies attack, but still a great feature.
  •   Paragon Power Points (11th level) – Gain two additional power points. The
      standard for psionic paragon paths so you can augment your 11th level encounter
      attack power without penalty.
  •   Borrow from the Future (16th level) – This ability is pretty awesome since it
      allows you to easily disengage an enemy and put some distance between the two of
       you via a shift and move in the same round. You can also use that move action as a
       minor action allowing you to use two minor actions in a round.
Disciplines:
  •    Bonds of Time (11th level) – An area attack power with a big range and a weaker
       form of dazed rider isn't bad. Targets reflex, but has the psychic keyword so it's still
       subject to the psychic lock feat. The augment 2 option adds a little damage and
       changes to rider to the full strength dazed condition.
  •    Time Strider (12th level) – A +2 power bonus to attack rolls, saving throws and all
       defenses is awesome, even if it's a daily utility discipline. The bonus to speed equal to
       your wisdom modifier is negligible, especially if you're a telepath.
  •    Lost in Time (20th level) – Removing a target from play is a very strong effect.
       However, this discipline is not quite as strong as the level 19 daily discipline, shred
       reality.
Uncarnate (PHB3) – Ascending to a higher plane of existence screams epic destiny, not
paragon path. Might be a good choice for someone who wants a more defensive option.
Path Features:
  •    Flicker into Nothing (11th level) – Becoming insubstantial when you spend an
       action point to attack with a psionic power is a very nice ability. Kind of defensive,
       but not all action point turns need to be offensive.
  •    Misty Step (11th level) – Having your psionic attacks ignore the insubstantial quality
       is pretty situational.
  •    Paragon Power Points (11th level) – Gain two additional power points. The
       standard for psionic paragon paths so you can augment your 11th level encounter
       attack power without penalty.
  •    Discarnate Form (16th level) – Become insubstantial when you spend at least 4
       power points. If it were 2 or more power points this would be a great ability. As it is,
       it's just mediocre.
Disciplines:
  •    Phantom Hook (11th level) – Nice damage, but a pull effect and a situational rider
       aren't that great. The augment 2 option adds immobilization, but only if you pull the
       target adjacent. As ranged class, you don't want to be pulling creatures adjacent to
       you.
  •    Shed Body (12th level) – The benefits are all great, but that fact that you can't take
       standard actions severely limited this discipline's usefulness.
  •    Dissolve the Flesh (20th level) – You got essentially the same daily discipline at
       level 5 in hypnotic pulse, which is arguably better (even though it does less damage)
       since it targets will instead of fortitude and they don't have to fail their first save to
       become dazed.
Epic Destinies: Psionic Ascension
Demigod/Chosen (PHB/FRCG) – The default epic destiny for most characters and for good
reason. You can't really go wrong with this pick. Worth noting though is that the version of
Chosen in Divine Power (DP) for the core deities has a divine class prerequisite. This would
require that you multiclass which could be a major drawback. The Forgotten Realms Player's
Guide (FRPG) version of Chosen and Demigod epic destinies do not have this issue.
Destiny Features:
  •    Divine Spark (21st level) – A +2 to two ability scores is a big reason why this is the
       epic destiny to beat.
  •    Divine Recovery (24th level) – Healing back to half hit points when you drop to
       zero or below once a day is sweet.
  •    Divine Miracle (30th level) – Good and bad. With the exception of your 11th level
       paragon path power, none of your encounter powers are attack powers. This means
       you'll gain access to this ability sooner, but it won't be nearly as potent.
Powers:
  •    Anthem of Progress (Erathis – 26th level) – Being able to critical with an at-will on
       a 16-20 is great for you since you have an additional and more versatile at-will attack
       powers. Becomes even better with feats like tower of iron will. It's not bad for your
       allies either.
  •    Battle Judgement (Torm – 26th level) – The chances of you dropping an enemy
       with a melee attack are pretty slim.
  •    Celestial Balance (Pelor – 26th level) – Being able to spend an action point as an
       immediate interrupt is a nice ability. However, it's not overwhelming for a level 26
       power. In addition, the trigger is a bit situational.
  •    Death is Nigh (Raven Queen – 26th level) – This is the type of power that you'll
       want to use at the start of an encounter. Unfortunately you'll have to wait until
       someone fails a death saving throw. This requirement turns a great power into a
       highly situational one with reduced duration.
  •    Divine Regeneration (Demigod/Silvanus – 26th level) – Regeneration equal to
       your highest ability score. The standard to which all other level 26 utility powers are
       judged.
  •    Forge of Creation (Moradin – 26th level) – Regaining your second wind and a
       healing surge is nice, but the real bonus is gaining the use of another daily magic item
       power. Potentially works for the entire party! Be sure to set this up with a fully
       augmented mind blast.
  •    Freedom is Life (Avandra – 26th level) – Essentially an auto save for you and your
       allies for one round a day. Pretty nice.
  •    High Arcana (Corellon – 26th level) – An awesome power for the entire group.
       Better, of course, if the group consists of a lot of implement wielders who can take
       advantage of the untyped +2 bonus to attack. Even if you don't though an untyped +4
       bonus to non-AC defenses is huge.
  •    Horn of Life (Chauntea – 26th level) – Not as much healing as divine regeneration,
       but your ally that needs it the most gets it. Only problem is that nobody can regenerate
       past the lowest party member's maximum hit point total.
  •    Horns of the Moon (Sehanine – 26th level) – Giving an ally an essential +4 to
       attack for the entire encounter seems pretty good to me.
  •    Renewing Dawn (Amaunator – 26th level) – Has the potential to do some serious
       damage. However, having to sustain the effect is a real bummer. The charisma bonus
       to damage makes it a decent choice for telepaths though.
  •    Sheltering Wings (Bahamut – 26th level) – Not bad, but not great either. Seems
       more suited to melee types.
  •    Sune's Censure (Sune – 26th level) – Conbines really nicely with the augment 2
       option of mind break. Unfortunately, you've probably already retrained that discipline
       to something else.
  •    Supreme Knowledge (Oghma – 26th level) – If this power was simply once a day
       turn a hit into a miss it'd be pretty good. Not quite as good as that though since the
       attack has to target a non-AC defense and your knowledge check must beat the attack
       roll. You're only really likely to succeed against an attack against your fortitude and
       even then, the chances aren't great.
  •    Tempus's Glare (Tempus – 26th level) – Hopefully creatures aren't attacking you.
       But, if they are, this can be a serious deterant.
  •    Test of Strength (Kord – 26th level) – Your melee basic attack isn't likely to
       outdamage an opponent.
  •    True Death (Kelemvor – 26th level) – A huge heal and some serious debuff with
       no need to hit. Too bad it only works on undead. Even so, in the right circumstances,
       this power can be a game changer since it's so strong.
  •    Unerring Foreknowledge (Ioun – 26th level) – A power that essentially gives the
       average party 4 extra standard actions an encounter is awesome.
  •    Waxing Fortune (Selûne 26th level) – Your party's damage potential is directly tied
       to your ability to hit. That makes bonuses to hit especially good for you. The bonus
       triggers off both allies and enemies who are bloodied and within 10 squares of you.
       This power can be anywhere from great to mediocre depending on the situation.
  •    Wild Surge (Melora – 26th level) – Doesn't seem nearly as impressive as anthem of
       progress, especially since other in your party will probably have ways to increase
       their threat range by epic level.
Items: Psionics Toolkit
Armor:
 •   Addergrease (AV) – Available in leather or hide, this armor allows you to deal some
     ongoing poison damage and shift away. Only when when an enemy misses you with
     a melee attack though.
 •   Aqueous Armor (AV) – This armor's daily power reminds me of the genasi's
     swiftcurrent racial power, but not quite as good. It can help you escape being grabbed
     or move through small cracks or tight spaces. However, it doesn't let you avoid
     opportunity attacks or make you insubstantial. Available in cloth, leather or hide.
 •   Armor of Cleansing (AV) – Similar to armor of sudden recovery but not as good.
 •   Armor of Dark Deeds (AV2) – Although you have several ways of getting combat
     advantage, none of them are all that reliable. Still this armor may be worth a look.
 •   Armor of Essence Inviolate (AV2) – Deva psions may want to gain some synergy
     with their racial power from this armor.
 •   Armor of Negation (AV) – This armor essentially gives you the effect of the
     evasion and mettle feats once a day. Very expensive armor for the effect you can get.
 •   Armor of Night (AV) – Radiant damage from enemies isn't all that common which
    makes this item's property pretty situational. However, the item's encounter power is
    pretty sweet, allowing you to safely extract yourself from melee and giving you the
    added protection of concealment. Available in cloth or leather.
•   Armor of Resistance (AV) – Specific damage resistance is pretty situational. You
    can carry fairly inexpensive potions of resistance if you're interested in protection
    from specific damage types.
•   Armor of Starlight (AV) – If you're considering this armor, you might want to look
    at armor of night instead.
•   Armor of Sudden Recovery (AV2) – Ongoing damage is pretty common so the +1
    item bonus to saves is nice. The armor's daily power is a great counter for when you
    get hit with ongoing damage.
•   Assassinbane Armor (AV) – Tired of you DM surprising you? This armor might
    be for you.
•   Awaking Armor (PHB3) – A +1 untyped bonus to will when bloodied is nice. You
    might find good use out of the item's daily power if you have a DM who likes to
    surprise you. However, kineticists who are trained in perception aren't likely
    surprised very often. Not available in cloth or leather so only those psions who've
    picked up hide armor proficiency will be interested.
•   Battle Harness (D368) – A quick draw like property that scales (and stacks with
    improved initiative) makes this armor very useful. Available in cloth, leather and hide.
•   Beastlord Armor (AV) – In a game where you face a lot of beasts, this armor's daily
    power is pretty sweet. Available in leather or hide.
•   Blackflock Robe (AV2) – A fairly inexpensive price and a nice defensive power
    make this cloth armor worth a look.
•   Bloodcut Armor (PHB) – You're not likely to have enough healing surges to make
    this armor useful.
•   Bloodthread Armor (PHB) – A +2 item bonus to AC and saving throws when
    you're bloodied. Might be an decent pick if you're stuck in cloth armor for some
    reason.
•   Bold Victory Armor (PHB2) – A nice boost to AC when you or one of your allies
    bloodies an enemy each encounter. A nice power but a bit on the expensive side.
•   Breaching Armor (AV) – This armor is more suited to a front light fighter-type
    character. Still it can be used in a more defensive manner, which you may be
    interested in.
•   Chaos Weave Armor (AV) – Great reactive protection from several different
    damage types. If you have armor of resistance, you'll want to upgrade to this at
    higher levels.
•   Counterstrike Armor (AV2) – Pretty expensive armor, but the property is nice and
    will most certainly come into effect every encounter.
•   Darkleaf Armor (PHB) – A +2 item bonus to AC is nice, but only against the first
    attack in an encounter? Pass. If you want this type of bonus, get a cloak of
    displacement instead since it'll at least last until you get hit for the first time.
•   Deathcut Armor (PHB) – Resistance to necrotic and poison is nice, but it doesn't
    scale. This armor would have much more synergy if its daily power did psychic
    damage instead of necrotic. As is, it's pretty mediocre.
•   Defensive Armor (PHB3) – Available in cloth, leather or hide, this armor gives you
    a nice untyped bonus to defenses for a round once a day. The augment 1 option
    further increases the defensive bonus making it very useful for those devastating
    attacks.
•   Delver's Armor (PHB) – A +2 bonus to a saving throw is nice, but as a daily power
    it's not that impressive.
•   Desperate Resolve Vestments (PHB2) – Immediate interrupt that allows you to take
    half damage from an attack. Also allows you to spend a healing surge. A great pick
    for armor if you're sticking with cloth.
•   Displacer Armor (PHB2) – Sort of a reverse oath of enmity as a daily power which
    the enemy can't avoid unless they use close or area attacks. You shouldn't be making
    a habit of getting into the line of fire, but I like it. Available in cloth, leather or hide.
•   Dragonclaw Armor (D365) – A daily power that scales and helps you from being
    grabbed. A bit on the expensive side though.
•   Ectoplasmic Armor (PHB3) – Getting resistance to psychic damage is nice if you're
    a telepath and aren't a shardmind. Available in leather or hide, this armor's daily
    power makes you insubstantial for a round triggered when you get hit. The augment 1
    option also gives you phasing which can be very handy.
•   Elusive Armor (PHB3) – The +2 untyped bonus to escape checks is pretty
    situational. However, the item's daily power can keep you from being immobilized as
    a reaction and also allows you to shift a square. The augment 1 option increases the
    distance you can shift. Available in both cloth and leather.
•   Elven Battle Armor (PHB) – A +5 bonus to saving throws against being slowed
    and immobilized is nice. The encounter power is more geared towards a melee
    combatant.
•   Feedback Armor (PHB3) – If you're a telepath, most if not all of your powers are
    likely to have the psychic keyword. However, most of them are going to be either
    ranged or area attacks, meaning you won't want to use them if you're adjacent to a lot
    of enemies. This makes the item's daily power a bit situational. The augment 2 and 4
    options simply increase the damage done to adjacent enemies. Available in cloth or
    leather.
•   Feymind Armor (AV) – This armor's daily power is awesome, allowing you to
    negate an enemy's attack and possibly daze or stun them on their next turn. Available
    in cloth or leather.
•   Feytouched Armor (MOTP) – A nice item bonus to initiative and invisibility for
    two turns is a solid encounter power (even if it costs a standard action). It's even on
    the cheaper side.
•   Fireburst Armor (PHB) – Cloth only. Automatically saving against ongoing fire
    damage is nice but highly situational and the daily power is only useful if you know
    you're going to get hit.
•   Flickersight Armor (AV) – If your race doesn't have low light vision, you may be
    interested in this armor. The item's daily power doesn't synergize all that well with the
    property, however it does make the item more versatile.
•   Flowform Armor (PHB3) – An encounter power that allows you to make a saving
    throw as "No Action" is awesome. Especially when you can gain a bonus to the
    saving throw equal to the enhancement bonus by using the augment 1 option.
    Available in cloth or leather.
•   Ghostphase Armor (PHB) – Resistance to necrotic is nice, as is taking half damage
    for a round. You have to know that you're going to take damage though. At higher
    levels you also gain phasing which drastically increases the utility of this armor. I
    prefer desperate resolve vestments if you're sticking with cloth armor though.
•   Giantdodger Armor (AV) – This armor might be worth a look if you're playing a
    small race. Available in leather only.
•   Illithid Robes (AV) – Resistance to psychic damage is pretty situational, although it
    might be useful if you're a telepath and are regularly included in your own area attack
    disciplines. Available in cloth only.
•   Irrefutable Armor (AV) – Inexpensive armor that's daily power allows a reroll an
    attack roll versus will with a power bonus that scales up with level. Great pick for a
    telepath.
•   Laughing Death Armor (AV) – Resistance to necrotic, albeit situational is still nice.
    The item's daily power combines necrotic damage with a fortitude debuff when you
    get hit with a melee attack. Not a bad pick for a kineticist, especially if you have a lot
    of disciplines that target fortitude.
•   Loamweave Armor (AV) – This item's daily power restrains a target as a minor
    action without even needing to roll an attack. Very nice. Available in cloth only.
•   Magic Armor (PHB) – Not a bad choice until you decide which armor fits your play
    style.
•   Mantle of the Seventh Wind (PHB) – Gain a fly speed, but you must end your turn
    on a solid surface. If you want this type of ability you might just be better off getting
    some airstriders.
•   Mirrorsheen Coat (AV) – Radiant and gaze attacks aren't that common, making the
    item's property pretty situational. However, the item's daily power allows you to
    redirect a ranged attack against you once a day.
•   Mooncloth Robes (AV2) – A nice encounter power that helps you escape from
    enemies that run up and miss you. Fairly inexpensive too.
•   Perpetual Resolve Vestments (PHB2) – Take ongoing damage at the end of your
    turn, only if you fail the save. Awesome effect, but very expensive and cloth only.
•   Prismatic Robe (AV) – This armor's property will help prevent you from getting
    attacked on subsequent rounds. Available in cloth only.
•   Rat Form Armor (AV) – This armor's biggest use is out of combat reconnaissance.
    The +5 bonus to stealth is untyped so it will stack with other bonuses. Available in
    leather only.
•   Radiant Temple Uniform (AV2) – Free shifting once an encounter is very nice.
    Gets even better at higher levels.
•   Repulsion Armor (AV) – Available in cloth or leather, this armor will help keep
    enemies off of you for one encounter a day. Combine with antipathy gloves and you'll
    be very hard to engage in melee.
•   Robe of Avoidance (AV2) – Allows you to shift one as an immediate reaction when
    an enemy misses you in melee. Not a bad ability, but you'll probably want to switch
    to mooncloth robes at higher levels.
•   Robe of Bloodwalking (AV) – An encounter teleport as a free action is pretty good.
    However, the restrictions on when you can use it and where you must teleport to
    make it pretty situational. Available in cloth only.
•   Robe of Contingency (AV) – Allows you to teleport and spend a healing surge as
    an immediate reaction when you are bloodied and you take damage. Not a bad pick if
    you're sticking with cloth armor.
•   Robe of Defying Flames (AV) – Protection from fire combined with a daily power
    that increases your speed for a round and allows you a situational healing surge. A
    solid upgrade to armor of resistance if you're sticking with cloth and chose fire
    resistance.
•   Robe of Defying Frost (AV) – Protection from cold combined with a daily power
    that grants you a +1 power bonus to AC for a round and allows you a situational
    healing surge. A solid upgrade to armor of resistance if you're sticking with cloth
    and chose cold resistance.
•   Robe of Defying Storms (AV) – Protection from lightning and thunder combined
    with a daily power that grants you a +1 power bonus attack rolls for a round and
    allows you a situational healing surge. A solid upgrade to armor of resistance if
    you're sticking with cloth and chose either lightning or thunder resistance.
•   Robe of Eyes (AV) – Fairly cheap armor that offers a nice item bonus to perception
    checks and a situational immunity to blindness. Available in cloth only.
•   Robe of Forbearance (AV) – On the expensive side, but the item's daily power is a
    huge debuff against an enemy that is bent on harassing you. Not being able to attack
    the enemy is a big drawback though. Available in cloth only.
•   Robe of Quills (AV) – Become a porcupine once a day when an enemy attacks you.
    Not overwhelming (especially at low levels), but it may make an enemy think twice
    before attacking you again. Available in cloth only.
•   Robe of Sapping (AV) – A bit of a debuff that's guaranteed to last a couple of
    rounds. Fairly cheap, but only available in cloth at higher levels.
•   Robe of Scintillation (AV) – A robe that doubles as a torch. Neat but not
    overwhelming. The item's daily power can help if you get surrounded though.
    Available in cloth only.
•   Robe of Stars (AV) – This armor functions best when you know you're about to get
    attacked. Blinding enemies without having to roll an attack roll is nice, but they will
    get a chance to save against the effect before it ever really affects them. Available in
    cloth only.
•   Robe of the Archfiend (AV) – Super expensive and only available at higher levels,
    but this item's daily power is awesome. Domination as an immediate action is great,
    but the fact that you can sustain it as a minor action as long as you hit on repeated
    attacks is what makes this item truly great. This item works best with builds that
    focus on accuracy. Available in cloth only.
•   Scintillating Armor (MOTP) – A nice somewhat variable resistance daily power
    that last until the end of the encounter and scales. Cloth only.
•   Screaming Armor (AV) – This armor's property is good for optimizing your
    intimidate and its encounter power is a nice minor action debuff. Not a bad pick if you
    opted spend the feats for hide armor.
•   Serpentskin Armor (AV) – A 3 square shift once a day isn't all that impressive, but
    since you can shift through enemies' spaces, it may have it's uses. Available in leather
    or hide.
•   Shadowdance Armor (SAC) – Available in cloth or leather. You should be trying
    to avoid having enemies adjacent to you, however it does happen. Since most of your
    disciplines are either ranged or area attacks, not having to worry about opportunity
    attacks is nice. Similar to survivor's boots only you don't have to be bloodied.
•   Shadowflow Armor (PHB) – Available in cloth or leather. Gives you a bonus to
    stealth checks and an encounter power that gives you concealment or total
    concealment (invisibility) at higher levels. Solid for any psion who wants to be
    stealthy.
•   Shared Suffering Armor (AV) – Ongoing damage is pretty common, so this item's
    encounter power will probably see significant use. However, the item's cost keeps it
    from being a great pick.
•   Shimmering Armor (AV) – The property seems great until you realize that since
    you're wearing cloth armor, you shouldn't be provoking opportunities in the first
    place. Still, it has its uses. For example the augment 1 option of dishearten can help
    you disengage from melee without suffering attacks of opportunity. However, for just
    a little bit more gold you can get the strictly better shadowdance armor.
•   Skald's Armor (PHB2) – A couple of nice item bonuses to class skills and a daily
    power that is very nice (and in character). Great pick for a telepath.
•   Skin of Agonies (AV2) – Anything that allows you to automatically succeed on
    saving throws is worth a look. Untyped ongoing damage isn't all that common though
    and in order to get full effect of the item's daily power, you'll need an enemy adjacent
    to you which isn't something you want.
•   Snakefang Armor (AV) – Protection from poison combined with a daily power that
    gives an enemy ongoing poison damage. A solid upgrade to armor of resistance if
    you're going with leather or hide and chose poison resistance.
•   Snaketongue Robe (AV2) – Might be worth a look if you want to boost your bluff
    skill and want some poison resistance. Neither property scales up with level though
    and using a daily power to shift seems kind of weak.
•   Spiderweb Robes (AV2) – At the same price point as snaketongue robes. No bonus
    to bluff, but the poison resistance scales up. Also the daily power allows you to
    immobilize without needing to hit. Not bad.
•   Spiked Jacket (AV2) – This item was much better pre-errata, since escaping in
    response to being grabbed was much more powerful. If you're worried about being
    grabbed, there's probably better options (e.g. bracers of escape).
•   Stalker's Armor (AV) – If you have some reliable way of getting concealment (e.g.
    hybrid warlock with the hybrid shadow walk talent) this armor may be worth a look.
    Available in leather or hide.
•   Stanching Armor (D368) – It's been my experience that ongoing damage is usually
    typed. The armor's daily power is solid though.
•   Stoneskin Robes (AV) – Temporary hit points are always a good thing. Similar to
    lifeblood armor, but way cheaper. Available in cloth only.
•   Surge Armor (AV) – A power bonus to defenses isn't bad. This one won't last that
    long though.
•   Survivor's Armor (AV) – Being able to allocate damage to allies is a huge tactical
    benefit. However, damage mitigation is an even bigger advantage.
•   Sylvan Armor (
•   PHB) – A bonus to athletics and stealth. Not bad, but I like shadowflow armor better.
•   Temporal Armor (PHB3) – A +2 item bonus to initiative should always come in
    handy. The item's daily power is pretty sweet, allowing you to exchange a minor
    action for a standard when you don't use an action point in the encounter. Almost as
    good as the champion of humanity feature of the adroit explorer paragon path. Only
    available in cloth and only at higher levels.
•   Thought-Eater Armor (PHB3) – A +2 item bonus to stealth is highly situational as
    is the concealment provided by the item's daily power. The augment 1 option for total
    concealment is pretty handy though. Available in leather or hide.
•   Tinkersuit (AV2) – This armor is like wearing a couple of handy haversacks. The
    encounter power is a pretty solid boost to your defenses too.
•   Translocation Armor (AV2) – On the expensive side, but an encounter teleport as
    an immediate reaction when an enemy miss you is pretty sweet.
•   Vaporform Armor (AV) – Similar to the aqueous armor only slightly better since
    you also gain fly (hover).
•   Veteran's Armor (AV) – A +1 item bonus to attacks and defenses for two turns
    when you spend an action point. Solid.
•   Voidcrystal Armor (AV) – This item's daily power is either a decent debuff or does
    ongoing damage. However, they'll have to miss your AC in order for you to use it
    and they may save before it ever affects them.
•   Wildleaf Armor (AV) – Difficult terrain can be a real obstacle, albeit situational.
    This armor essentially duplicates the unfettered stride while outdoors.
•   Winged Armor (AV2) – The property seems pretty weak, but being able to fly and
    getting a bonus to defenses as a daily item power is nice.
•   Zealot's Armor (AV) – This armor can be great in an undead heavy game. Available
    in cloth only.