Has anybody thought of this yet? The idea of a psion-archer, like a cleric-archer? Here's how to make one. Keep in mind, the most important selection is of the correct feat: You NEED Fell Shot. this is what gives a psionic archer the advantage over a Great Red Wyrm: If you use Fell Shot on it, it's AC is 2. Heh heh heh.
Step One: Which Discipline?
This is the easiest one: Psychoportation! An obvious choice, this both enhances your mobility greatly, and gives you a fricken good excuse to pour all the enhancements you get into Dex. And, it gives you access to the all-powerful Temporal Acceleration and Temporal Velocity.
Step Two: Which Race?
Elf. Elves get natural proficency with the bow, so you don't have to waste a feat, *AND* +2 to their Dex scores.
Step Three: Which Feats?
The first three should uncondisionally be Point Blank Shot, then Psionic Shot, then Fell Shot. Then entire class concept is based on getting Fell Shot, then burning PP to make all your attacks touch attacks. Try to get Rapid Shot early on, too, to increase your attack rate. then, take as many other bow feats as possable. Craft Psionic Arms and Armor will free up more gold to spend on other stuff, as you'll be needing a gargantuan supply of psionic arrows, and a pretty dadass psionic bow (Might [+4] Composite, of course).
Step Four: Which Skills?
Just the usual stuff. Nothing special here. It would be helpful to get at least a few ranks in each of Jump and Climb, to further increase your mobility. Craft (Bowmaking) might be good, just for concept. Hey, free up 20 GP.
Step Five: Which Powers?
0:
Burst and Catfall for the improved mobility. Consider Bolt for more ammo, and Finger of Fire, Far Hand, and Far Puch to enhance your ability to work from a distance.
1:
Skate and Spider Climb, mobility again. Consider Lesser Body Adjustment, Biofeedback, and Verve for self-buffs.
2:
Levitate, maybee Glide, for mobility. Definitely Animal Affinity, never hurts to have a way of upping your Dex. Body Adjustment is another good buff. Invisibility, to get away from melees.
3:
Dimension Slide and fly, the mobility thing. Improved Biofeedback and Displacement for buffs. Negate Psionics is good fore everyone, no matter the character concept.
4:
Dimension Door, most likely Freedom of Movement. Telekenesis, do anything from a range. Natural Armor, Polymorph Self, great buffs. Amplified Invisibility.
---The all round most important spell of this level is Psychofeedback---
Using Psychofeedback, you can increase your dex to 60 for a round, if the need ever arises. And it might. Don't think that 40 will be sufficient.
5:
Teleport, and Teleport Trigger can be usefull. Major Creation = instant full quiver, and then some. Clairtingency is just plain fun, and keeps with the ranged theme.
6:
Improved Fly, Ethereal Jaunt, Retrieve, all usefull. Improved Vigor is a good buff. Disintegrate is an instant arrow of burning death, gotta love that kill-or-die.
7:
Etherealness, Teleport Without error, Phase Door. Divert Teleport for similarly minded foes. Improved telekenesis, like it's weaker version, but stronger (duh). Contingency set with a Summon Astral Construct can keep your foes away from melee range.
8:
Improved Etherealness, Teleport circle. Shadow Body for super stealth. Improved Clairtingency = Telekeneses accross the plane = wow. Teleketic Sphere has it's uses.
---Must Get Temporal Acceleration---
Temporal Acceleration allows you to buff, disengage, set traps, or generally do your thing for 2 rounds, with no distractions. Priceless.
9:
As long as you get Temporal Velocity, I don't give the latter half of a donkey's rear to what else you get. As Temporal Velocity, but for 3d4 rounds. By that time, you could have teleported to your lab, gotten your +5 flame frost shock acid sonic longbow and +5 flame frost shock acid sonic arrows, your Bracers of Armor +8, and then telported back, moved to an advantageous position, and set up a readied action to shoot your foe to the dirt. Completely priceless.
Chains: Concussion is a good one, allowing you to deal some pretty hefty damage from a good distance. Astral construct is the best at keeping your foes where they are, not jaunting up to engage you in melee.The Creation chain is good for giving you insta-arrows and an Insta-bow if you're really desperate.
Step 6: Which Magic, Psionic, and Mundane Items?
Bracers of Armor. You won't have time to mess around with those dex-limiting armors. Sadly, if you buy these, no Bracers of Archery for you, bucko.
+5 Flame Frost shock Acid Sonic Mighty (+4) Composite Longbow: *DUH*
Same arrows.
Crystal Capacitor, and some tattoes and dorjes of your best powers. If you have the feat, make 'em yourself. Same for Power Stones.
Skin of the Psion: Never underestimate more power points.
Torc of Psionic Might: Free up some more PP to use on your Fell Shot feat.
You now know the secret to the ultimate Psionic Archer. Use it well, my friends, as this is your key into the realm of . . . of . . . of something REALLY A+SPECIAL. And if you don't do what I say, then you won't be REALLY SPECIAL. You do want to be REALLY SPECIAL, don't you?
Sincerely,
-Jeph
Step One: Which Discipline?
This is the easiest one: Psychoportation! An obvious choice, this both enhances your mobility greatly, and gives you a fricken good excuse to pour all the enhancements you get into Dex. And, it gives you access to the all-powerful Temporal Acceleration and Temporal Velocity.
Step Two: Which Race?
Elf. Elves get natural proficency with the bow, so you don't have to waste a feat, *AND* +2 to their Dex scores.
Step Three: Which Feats?
The first three should uncondisionally be Point Blank Shot, then Psionic Shot, then Fell Shot. Then entire class concept is based on getting Fell Shot, then burning PP to make all your attacks touch attacks. Try to get Rapid Shot early on, too, to increase your attack rate. then, take as many other bow feats as possable. Craft Psionic Arms and Armor will free up more gold to spend on other stuff, as you'll be needing a gargantuan supply of psionic arrows, and a pretty dadass psionic bow (Might [+4] Composite, of course).
Step Four: Which Skills?
Just the usual stuff. Nothing special here. It would be helpful to get at least a few ranks in each of Jump and Climb, to further increase your mobility. Craft (Bowmaking) might be good, just for concept. Hey, free up 20 GP.
Step Five: Which Powers?
0:
Burst and Catfall for the improved mobility. Consider Bolt for more ammo, and Finger of Fire, Far Hand, and Far Puch to enhance your ability to work from a distance.
1:
Skate and Spider Climb, mobility again. Consider Lesser Body Adjustment, Biofeedback, and Verve for self-buffs.
2:
Levitate, maybee Glide, for mobility. Definitely Animal Affinity, never hurts to have a way of upping your Dex. Body Adjustment is another good buff. Invisibility, to get away from melees.
3:
Dimension Slide and fly, the mobility thing. Improved Biofeedback and Displacement for buffs. Negate Psionics is good fore everyone, no matter the character concept.
4:
Dimension Door, most likely Freedom of Movement. Telekenesis, do anything from a range. Natural Armor, Polymorph Self, great buffs. Amplified Invisibility.
---The all round most important spell of this level is Psychofeedback---
Using Psychofeedback, you can increase your dex to 60 for a round, if the need ever arises. And it might. Don't think that 40 will be sufficient.
5:
Teleport, and Teleport Trigger can be usefull. Major Creation = instant full quiver, and then some. Clairtingency is just plain fun, and keeps with the ranged theme.
6:
Improved Fly, Ethereal Jaunt, Retrieve, all usefull. Improved Vigor is a good buff. Disintegrate is an instant arrow of burning death, gotta love that kill-or-die.
7:
Etherealness, Teleport Without error, Phase Door. Divert Teleport for similarly minded foes. Improved telekenesis, like it's weaker version, but stronger (duh). Contingency set with a Summon Astral Construct can keep your foes away from melee range.
8:
Improved Etherealness, Teleport circle. Shadow Body for super stealth. Improved Clairtingency = Telekeneses accross the plane = wow. Teleketic Sphere has it's uses.
---Must Get Temporal Acceleration---
Temporal Acceleration allows you to buff, disengage, set traps, or generally do your thing for 2 rounds, with no distractions. Priceless.
9:
As long as you get Temporal Velocity, I don't give the latter half of a donkey's rear to what else you get. As Temporal Velocity, but for 3d4 rounds. By that time, you could have teleported to your lab, gotten your +5 flame frost shock acid sonic longbow and +5 flame frost shock acid sonic arrows, your Bracers of Armor +8, and then telported back, moved to an advantageous position, and set up a readied action to shoot your foe to the dirt. Completely priceless.
Chains: Concussion is a good one, allowing you to deal some pretty hefty damage from a good distance. Astral construct is the best at keeping your foes where they are, not jaunting up to engage you in melee.The Creation chain is good for giving you insta-arrows and an Insta-bow if you're really desperate.
Step 6: Which Magic, Psionic, and Mundane Items?
Bracers of Armor. You won't have time to mess around with those dex-limiting armors. Sadly, if you buy these, no Bracers of Archery for you, bucko.
+5 Flame Frost shock Acid Sonic Mighty (+4) Composite Longbow: *DUH*
Same arrows.
Crystal Capacitor, and some tattoes and dorjes of your best powers. If you have the feat, make 'em yourself. Same for Power Stones.
Skin of the Psion: Never underestimate more power points.
Torc of Psionic Might: Free up some more PP to use on your Fell Shot feat.
You now know the secret to the ultimate Psionic Archer. Use it well, my friends, as this is your key into the realm of . . . of . . . of something REALLY A+SPECIAL. And if you don't do what I say, then you won't be REALLY SPECIAL. You do want to be REALLY SPECIAL, don't you?

Sincerely,
-Jeph
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