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Old 12-06-2011, 10:54 AM   Top  -  End  -  #1
Psyren
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Default [3.5] Zen Psionics: Mastering the Meditant

So I've always been interested in WotC's Meditant PrC, and sat down to make myself a little guide to its meditation mechanic so I could play it more effectively. That guide ended up turning into a full-fledged Meditant Handbook, so I threw in some nifty graphics and such and decided to post it up. I hope the Playground enjoys reading it as much as I did writing it, and I hope it endears the class to those of you looking for a powerful psionic PrC you may not have tried yet.

I've got some more handbooks simmering in the back of my head, and may end up doing the entire 3.5 Mind's Eye archive if the mood strikes me. Hey, I've got to keep myself busy somehow while waiting for Psionics Expanded


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Last edited by Psyren : 12-07-2011 at 01:19 PM.
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Old 12-06-2011, 10:55 AM   Top  -  End  -  #2
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Zen Psionics: Mastering the Meditant



Contemplate the Rainbow. Taste the Rainbow.

“We tend to think of meditation in only one way. But life itself is a meditation.” -Raul Julia

Contents
  • Introduction
  • Glossary
  • The Meditation Mechanic Explained
  • The Meditant
  • Strategy
  • General Tips
  • Sample Configurations


Introduction: Why Meditant?


The Meditant is a psionic PrC from WotC’s excellent “Mind’s Eye” series of articles. I was immediately impressed with its robust chassis and suite of powerful buffs, yet the class itself wasn’t quite as straightforward as I would like. I thus began writing a brief guide as an aid to myself to work through its mechanics, and decided to spruce it up and publish it for the benefit of anyone else who was interested.

What makes meditants fun is how versatile they are, both crunch- and fluff-wise. They can add to value to a variety of entrants (with Psion and Psywar getting the most benefit), while their fluff is generic enough to fit just about any background/concept as well. (Which caster/manifester/gish, or even mundane with a spiritual bent, doesn’t meditate?) Best of all, the Meditant is one of very few official psionic PrCs to lose less than two ML, and so is worth a look for that fact alone.


Pros: 9/10 manifesting; medium (3/4) BAB; untyped, long-duration, supernatural buffs to a variety of attributes; other useful class features (including an effective alternative to the Psion Uncarnate.)
Cons: Low HD (d4), 1 ML lost on entry, adds no proficiencies, low skill points, needs lots of down-time initially, feat-intensive qualifications.

Even if you’re a gish, don’t let the small HD deter you; Consitution and temporary HP will give you a much bigger boost than dice ever will, and this class can get nice and lasting boosts to both.


Requirements:
- Concentration 9 ranks
- Manifester Level 5th
- The Psychic Meditation and Deep Psychic Meditation feats. You'll need PM once and DPM 3 times, the maximum number of times you can take it.

Due to the number of feats required, entering at the earliest possible level (ECL 6) can be rough on classes without bonus feats (though still doable); however, the feats themselves do provide nice benefits on their own for any manifesting class, so at least you're not totally setting them on fire.

Note: do not confuse these with Psionic Meditation from the XPH/SRD.

Last edited by Psyren : 12-06-2011 at 11:23 AM.
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Old 12-06-2011, 10:56 AM   Top  -  End  -  #3
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Glossary (Psychic Meditation terminology you’ll need to know):

Center: If you’re familiar with Hinduism/Buddhism, you know what a center is - an area of the body associated with a certain force or concept. (These are also called chakras - but don’t confuse them with the chakras used by Incarnum, or those of certain orange-jumpsuited ninjas.) I’ve attached the WotC diagram here so that you can see them in order:


The 7 centers are named as follows: (1) Crown, (2) Third Eye, (3) Throat, (4) Heart, (5) Solar Plexus, (6) Base, and (7) Sacral.

Your centers must be each be “awakened” before they can be used (see “Awaken” below.)


Awaken: To awaken a center is to prepare it for use. Doing so requires a long period of inactivity (8 hours of meditation for each center) so try to find some adventure downtime as soon as possible after acquiring each feat to do this. While not called out in the text of the feat itself, the article’s flavor text seems to indicate that sleeping and meditation are treated separately; talk to your DM, but even if this is the case in your campaign (i.e. you cannot sleep and meditate simultaneously, basically costing you a day or more when you want to awaken your centers), it’s still worth it because you’re unlikely to have to pay this time cost often. Furthermore, there are ways to get around this limitation depending on your choice of race.

There is a limit to how many centers you can have awakened at one time. If you have reached this limit (and do not yet have access to all 7), you must “reset” an awakened center in order to replace it with a new one. Once awakened, a center stays that way forever until it is reset (see “Reset” below.)

The four feats needed to enter the Meditant PrC will enable you to awaken all 7 centers. (1+2+2+2 = 7).

Note: Awakening a center is not the same as activating it (see “Activate” below.) Awakening a center provides no special benefits apart from enabling it for activation later.

Reset: This refers to clearing a center of awakened status. Being supernatural, this is a purely mental standard action that does not provoke. When you’re too low a level to have all 7 awakened at once, resetting a previously-awakened center allows you to awaken a different one for alternate benefits. However, the Meditant PrC provides you with additional scenarios under which you may want to reset a center - these will be discussed further below.

Finally, all of your centers are involuntarily reset if you fall below 0 HP, so be sure to prevent this from happening by any means necessary; this goes treble if you’re currently getting a boost to Con from the Base center.

Activate: This is the heart of the mechanic. To activate a center means to use it (also a standard action that does not provoke, like resetting one,) gaining a buff depending on the specific center you’ve chosen. The buffs you gain, being part of the feat, are also supernatural and therefore cannot be dispelled; you can however lose them in an AMF/NPF. As mentioned earlier, you can only activate an awakened center. Doing so does not reset that center, so you don’t have to spend the time awakening it again no matter how many times you activate it in a day or over the course of your career.


The Meditation Mechanic Explained

As previously stated, a center’s benefits are triggered by activating it, and last for 1 hour. You can continue to activate the same center as long as you have enough activations remaining to do so, even before a previous activation’s duration has expired; the bonuses provided will explicitly not stack with existing activations (even if untyped), but any remaining duration will reset to an hour. This means that once you gain enough activations, you can keep a center more or less activated throughout the adventuring day, so long as you take an action to manually refresh it. However, center do experience diminishing returns; each time in a day that you activate the same center, it will cost you an extra activation to do so. (2 for the second time, 3 for the third and so on.) Spreading out your activations across multiple center lets you conserve activations. Fluff-wise this is explained by focusing on one center to the exclusion of the others being unbalancing and draining to you.

There are three ways to gain activations/day:
- The Psychic Meditation feat (1)
- The Deep Psychic Meditation feat (6 total: 2 per feat, can be taken 3x)
- The Meditant PrC (10 total: +2 every 2 levels for 10 levels.)

This gives you a grand total of 17 activations pre-epic, 7 of which come from feats alone rather than any levels in the PrC. As for what activations do, I’ll add a brief summary here by center:

Crown: Natural Armor bonus to AC
Third Eye: Temporary PP (scales with ML)
Throat: Untyped bonus to mental stats
Heart: Temp HP (scales with ML)
Solar: Morale bonus to saves; slightly larger bonus to one of them.
Base: Untyped bonus to physical stats
Sacral: Power Resistance, scales with ML

Because you gain 7 activations before even entering the class, you have access to these buffs before actually becoming a Meditant. You can choose whether to concentrate them on one or two centers for a day of adventuring, or spread them out for some hour-long buffs across a variety of areas. (You can even, if you choose, activate each of your centers for an hour per day.) Though it burns through your activations more quickly, I favor the first option; especially since you’ll have limited centers awakened anyway until you can amass all four feats. I’ll go into a bit more of the math on this in the Strategy section; for now I’ll cover the Meditant class itself.

Last edited by Psyren : 12-07-2011 at 01:57 PM.
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Old 12-06-2011, 10:57 AM   Top  -  End  -  #4
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

The Meditant


The meditation feats are nice and all, but lets be honest - this class is the reason you’re even taking them to begin with. So, let’s examine what it gives you in-depth to see if it’s worth the feat expense.

Chassis: d4 HD, 3/4 BAB, 9/10 manifesting, 2+Int skills, good Will save.
Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (any), Profession (any), Psicraft, Sense Motive.


Class Features
Inner Peace: Each level of Meditant reduces the time to awaken a center by 30 minutes, for a total of -5 hours per awakening at the capstone. You may be wondering why you’ll need a buff to awakening your centers when you’ve probably already awakened all 7 prior to even joining the class. (Read on to find out why.)

With this ability, a regular awakening is reduced to 3 hours per center, IM is reduced to 5 hours, and DIM is reduced to 6 hours. (See “Intense Meditation” below.)

Meditative Sustenance (Su): By contemplating your navel for an hour, you can do without food and drink for a whole day. Flavorful and handy in the right campaigns; combos well with Ethereal Form.

Deeper Psychic Meditation: More activations! You need as many of these as you can get; this is the primary reason to continue taking this class into epic, should your game go that high. Would have been better if they gave you 1/level instead of 2/2 levels, but one can’t have everything.

Intense Psychic Meditation: This ability is why you’d want to reset your centers after accessing all 7. While meditating to awaken a center, you can invest 2 of your activation uses; doing so will “prime” the center, increasing the strength of its buffs once you activate it later. Those 2 invested activations will stay locked into that center until the center is reset. If you’re familiar with Incarnum, this is a bit like investing essentia into a feat or class feature to make it stronger. While invested, these activations are unavailable for use, and your total number of activations is permanently decreased until you divest them from that center.

At 7th level, you can invest 3 activations instead of two for Deeper Intensity, getting the maximum potential out of a given center in exchange for further limiting the number of activations you get.

Further analysis spoilered for length:

Spoiler


Prepared Mind (Su): While focused, you can reflect single-target mind-affecting attacks back to their originator if you successfully save. Note that it says effects, not spells; this gives you a much wider variety of eligible effects to repel, like supernatural abilities (such as a Ghaele’s gaze attack) so long as they are single-target.

Ethereal Form (Su): 3/day, you can activate this ability to become ethereal (taking all your gear with you), and stay that way for as long as you want. (Psion Uncarnate, eat your heart out.) You could spend the rest of your life ethereal if you choose; with Meditative Sustenance, you never have to worry about starving while ethereal.

Practically, this ability (in addition to just being cool/fun) has more defensive applications than offensive. You can use it as a panic-button to get away from a nasty situation (like being grappled by something mean, caught in a cave-in/nasty trap/prison etc.) You can also just leave it active as you float alongside the party, using it to scout (you are invisible/soundless, and can walk through walls/floors/etc. but can still see just fine 60 feet into the material) or get the drop on foes who don’t realize there’s another member of the party lurking on a coterminous plane. It also gives you perfect flight, so use it to cross chasms, traverse large bodies of water, walk through lava or what have you. And unlike merely being incorporeal, even if baddies can see you you’re totally immune to their magical effects (save force and transdimensional spells/powers.)

The downside, of course, is that they’re also immune to all of your stuff, so you’ll have to shift back to contribute to combat most of the time. Though you can at least do so fully-buffed, and from a nice clear corner of the battlefield, or right in the middle of the enemies’ casters if you’re a gish meditant. With the right powers (like Schism) you don’t even need to waste actions doing this, as activating it is a purely mental ability.

Inner Harmony (Su): The phenomenal class capstone. Inner Harmony requires that you have all 7 centers awakened, and grants the following benefits:
- Activating a center may be done as a swift action. Note the “may” - which means you can still choose to activate a center as a standard action, i.e. you can activate two centers in one turn, or more with action manipulation. Now you can pretty much wait until combat starts before switching on some of your centers, helping you conserve activations.
- Each activation lasts 4 hours instead of 1 - quadruple the duration! This greatly obviates the increasing cost of activating the same center multiple times in a day, and makes the stat-buff centers especially (i.e. Throat and Base) much more attractive to keep going throughout the day.

Last edited by Psyren : 12-06-2011 at 04:46 PM.
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Old 12-06-2011, 10:58 AM   Top  -  End  -  #5
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Strategy: Maximizing your Meditation

Now that you know how the class works. the question then becomes which centers to activate, and for how long.

First, for reference, here are some abbreviations I’ll use in this section.

HP: Hit Points
PP: Power Points
ML: Manifester Level
NA: Natural Armor
PR: Power Resistance
PM: Psychic Meditation
DPM: Deep Psychic Meditation
IM*: Intense Psychic Meditation (i.e. invest 2 activations)
DIM*: “Deep Intense Psychic Meditation” (i.e. invest 3 activations)

Secondly, the center activation buff tables are broken out across both articles; for ease of use, I’ve recombined them here.

Center (Stat) Psychic Mediation Intense Psychic MeditationDeep Intense Meditation
Crown (AC) +3 NA bonus +5 NA bonus +7 NA bonus
Third Eye (PP) +1/Manifester Level +1.25/ML, round down +1.5/ML, round down
Throat (Mental) +2 Int, Wis and Cha (untyped) +4 Int, Wis and Cha (untyped) +6 Int, Wis and Cha (untyped)
Heart (Temp HP) +2/Manifester Level (Max 40) +2/ML and Fast Healing 1 (Max 40) +2/ML and Fast Healing 2 (Max 40)
Solar (Saves) +2 Morale to chosen save, +1 morale to others +4 Morale to chosen save, +2 morale to others** +5 morale to chosen save, +3 morale to others**
Base (Physical) +2 Str, Dex and Con (untyped) +4 Str, Dex and Con (untyped) +6 Str, Dex and Con (untyped)
Sacral (SR/PR) 5 + Manifester Level 10 + Manifester Level 15 + Manifester Level

* Require Meditant levels (Meditant 3 and 7 respectively)
**The table doesn’t actually specify morale for the secondary saves for IM and DIM, but good luck getting that by your DM.


Your key buffs are going to vary quite a bit based on build. For instance, a gish Meditant will be more interested in the untyped bonuses to physical stats than a caster Meditant would. I’ll leave it to you to ultimately decide, and just share some thoughts I have on each center (and its usefulness when primed for IM/DIM.)

Ratings Key:
Good
Okay
Weak
Avoid

Spoiler

Last edited by Psyren : 12-28-2011 at 10:14 AM.
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Old 12-06-2011, 11:00 AM   Top  -  End  -  #6
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

General Tips

Buff Durations
For one center, here are the number of activations you need for specific durations:

- 1 hour: 1 activation
- 2 hours: 3 activations (1+2)
- 3 hours: 6 activations (1+2+3)
- 4 hours: 10 activations (1+2+3+4)
- 5 hours: 15 activations (1+2+3+4+5), but you get Inner Harmony here (at which point, multiply each of these durations by 4.)

The maximum time you can keep a single center active pre-epic therefore is 4 hours before Inner Harmony, and 20 hours once you get it. However, you have to manually refresh every 4 hours and most races need to sleep for 8, so for practical purposes your maximum usage of one center with Inner Harmony will be 10 activations (16 hours, or a whole day of adventuring.) This leaves you with 5 activations; you can invest 3 of these to Deep Intensify the center you’re keeping active for 16 hours (leaving you with two that you can divert to two other centers), or you can invest 2 of these to merely Intensify that center and activate another center twice.

Alternatively, you can presume that you won’t spend 16 hours of every day in combat, and instead go with a lesser amount of activation time. Say, 12 hours (6 activations), which will let you keep two centers active for that time concurrently (12 total) and have 5 left over for priming.


Additional Tips
- Activating a center is a purely mental action. This means you can have your Schism do it while your primary mind manifests powers, and not worry about Schism’s ML-reduction.
- After you get Inner Harmony, you can activate your centers as a Swift action. As stated above however, this is optional - and since it’s easier to get additional standard actions than additional swift actions (Twinned Synchronicity, Schism etc.) sometimes it’s more worthwhile to save your swift for manifesting and activate as a standard instead.


Sample Configurations


Here are some sample configurations/builds that I can recommend. Don’t take these as gospel however - there are a ton of combinations and the true fun of the class is in experimenting. Also, depending on how much combat you have in your campaign and how predictable it is, you may need less or more coverage of certain centers.

Remember that you aren’t locked in to any of these; use one for awhile then try another until you find the one that works best for you. Mix things up!

Spoiler



Appendix: What about the Soulknife?
Soulknife is a special case. A certain reading of the rules gives them a manifester level; if allowed, this would then make them eligible for Meditant. For the rationale behind this, open the spoiler:

Spoiler


Alternatively, you can just grab a level of War Mind and Practiced Manifester - this will give you ML 5 with no rules issues.

For Soulknives that are ruled to have ML and take Hidden Talent, Meditant and the Third Eye center become quite useful to shore up their nearly-nonexistent PP reserve. Crown’s Natural Armor helps their survivability early on, Base helps their physical power and Heart helps boost their hit points. Finally, if you go with a VoP Soulknife, you will still benefit from the Crown center as the NA bonuses provided by VoP are extremely small and easily overwritten by even a basic Crown activation.


Conclusion
That's... about it. To wrap up, Meditant is a great option, particularly for those classes that get bonus feats but little else (Psions and Psywars.) Let's for instance compare a Psywar 10/Meditant 10 to a Psywar 20:

- The Psywar trades in two of his bonus feats to qualify for Meditant, then misses out on 3 feats while inside, for a total of 5. You thus give up 5 feats vs going straight Psywar. You also lose some HP and a point of BAB unless using fractionals.

In exchange you get:
- Never have to eat again
- up to 125 bonus PP over 10 levels, can be traded for various untyped, undispellable buffs to physical stats or fast healing
- Able to become Ethereal 3/day for as long as you want
- Can reflect single-target mind-affecting attacks back at their originator

The PP alone make it worthwhile to me; sinking those same 5 feats into Psionic Talent for instance would only get you 20 PP (2+3+4+5+6), waaaay less than Meditant gets you. The option to get huge stat buffs instead, not to mention become nigh-invulnerable on a whim is icing on the cake.

So next time you're stuck for a psionic PrC, why not give Meditant a try?

Last edited by Psyren : 12-07-2011 at 01:15 PM.
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Old 12-06-2011, 04:48 PM   Top  -  End  -  #7
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Changelog:

12/6: Guide posted, 80% formatted
12/7: Formatting complete

Last edited by Psyren : 12-07-2011 at 01:16 PM.
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Old 12-06-2011, 05:30 PM   Top  -  End  -  #8
Person_Man
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

So, a Factotum (Inspiration Points) and a Truenamer (you can use each psychic energy center repeatedly, but it gets progressively more expensive to use the more you use it each time) had a baby and named it after their uncle Incarnum (chakra centers)?
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Old 12-07-2011, 01:18 PM   Top  -  End  -  #9
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Quote:
Originally Posted by Person_Man View Post
So, a Factotum (Inspiration Points) and a Truenamer (you can use each psychic energy center repeatedly, but it gets progressively more expensive to use the more you use it each time) had a baby and named it after their uncle Incarnum (chakra centers)?
Pretty much, yeah. Then Uncle Uncarnate and Auntie Metamind raised it.

I don't expect there to be a lot of questions on this one; once the math is out of the way the class is pretty straightforward. You're just trading a ML and some feats for lots of buffs that you can rotate each day.


Writing this was fun though, I'll probably do more stuff for Mind's Eye material.

Last edited by Psyren : 12-07-2011 at 01:19 PM.
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Old 12-07-2011, 01:26 PM   Top  -  End  -  #10
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

I've played Psion into Meditant before. The buffs are pretty nice in the early game, but the standard action activation is really problematic if you don't have a surprise round or another way of knowing that you'll be fighting.
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Old 12-07-2011, 01:45 PM   Top  -  End  -  #11
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

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I've played Psion into Meditant before. The buffs are pretty nice in the early game, but the standard action activation is really problematic if you don't have a surprise round or another way of knowing that you'll be fighting.
Schism solves that (the activation is purely mental, so your second mind can do it.) Or Quickened Synchronicity. Or do it during your Temporal Acceleration buffing round(s). Or use your Belt of Battle.

Finally, once you hit Meditant 10 you can trigger it as a swift instead, and still have the option of triggering as a standard, and each use lasts for 4 hours so you have a very good chance of being able to do it in the morning and have it up all day.

Or just eat the standard action, the buffs are worth it

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Old 12-07-2011, 01:48 PM   Top  -  End  -  #12
Flickerdart
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

I don't consider 8th level "early game" so Schism doesn't help overmuch. But yes, once you get some levels under your belt, the buffs are easier to activate, though they require more dedication to keep relevant.
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Old 12-07-2011, 01:50 PM   Top  -  End  -  #13
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Ooh, ooh, do Psicrystal Imprinter!
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Old 12-07-2011, 01:54 PM   Top  -  End  -  #14
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

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Originally Posted by Flickerdart View Post
I don't consider 8th level "early game" so Schism doesn't help overmuch. But yes, once you get some levels under your belt, the buffs are easier to activate, though they require more dedication to keep relevant.
Considering you need to be 6 to even enter the class, are you really waiting that long? :-\

Quickened Synchro is available at level 7 (even earlier with Overchannel) if you prefer that.

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Originally Posted by Fax Celestis View Post
Ooh, ooh, do Psicrystal Imprinter!
I'm tempted, but want to wait for PsiEx to cover anything DSP there are very handy feats in the works.

It's the reason my original PsU guide is still covered in cobwebs after all

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Old 12-07-2011, 01:58 PM   Top  -  End  -  #15
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Considering you need to be 6 to even enter the class, are you really waiting that long? :-\
You're taking Psychic Meditation for all your feats, so you might as well use it before you get in.
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Old 12-07-2011, 02:05 PM   Top  -  End  -  #16
Psyren
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Quote:
Originally Posted by Flickerdart View Post
You're taking Psychic Meditation for all your feats, so you might as well use it before you get in.
Not all; Psions have 1 left over for Overchannel and Psywars have 2 (for EK and Overchannel.) This is without counting race or flaws.
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Old 12-07-2011, 05:53 PM   Top  -  End  -  #17
deuxhero
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Like your Vitalist handbook, "handbook" is good for the title.


Warforged Psion entry seems like an interesting race choice if the DM prevents sleeping and meditating at the same time. Is there any fluff that suggests Warforged would have Chakaras?

Last edited by deuxhero : 12-07-2011 at 06:02 PM.
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Old 12-08-2011, 12:22 PM   Top  -  End  -  #18
Chambers
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Excellent handbook.

You might want to give a brief mention of the Epic Progression for the Meditant. It's found in the Epic Insights archive. Unfortunately it looks like they based the progression off the 3.0 version of the prestige class instead of the 3.5 version.

The Epic Inner Harmony feat is awesome and really ups the power of the prestige class. The Epic Psychic Meditation feat, however, is wonky. The revised Meditant doesn't qualify for the feat by RAW as the revised Meditant no longer gets the Intense Psychic Meditation as feats.

However, any DM allowing the PrC should allow the revised Meditant to take the feat as it's pretty clear that the Intense Psychic Meditation class feature replaces the feat of the same name.

The EPM feat is good and bad, as the ability score bonuses are enhancement bonuses, so while they stack with the untyped bonuses from the Meditant, at epic a character will probably already have +2 enhancement bonuses to all or most stats. However, the Third Eye center boost is great because it explicity stacks with the benefit of your regular Third Eye.

If you activate Third Eye to get 1 bonus PP/ML and use EPM to activate Third Eye, that adds 2 bonus PP/ML, for a grand total of 3 PP/ML. At the level when you get the EPM feat (21st level), that's 63 bonus PP. You can only activate the EPM feat once per center per instance of the feat per day, but that's a hefty boost over 1 PP/ML.

Also, it's arguable that the stated duration of the EPM feat (4 hours) increases to 1 hour per character level when you take the Epic Inner Harmony feat. If so then the Solar Plexus might be worthwhile (+2 untyped bonus to 1 save, +1 untyped remaining 2 saves). That'd stack with a triple primed Solar Plexus and you could mix them, for example giving the +5 morale to Fort, +3 morale to reflex & will, then +2 to will and +1 to reflex & fort. Net +6 fort, +4 reflex, +5 will.

For a Psion or anyone relying on powers that have saves, the Sacral center for EPM is great, granting a +3 bonus to the DC for your primary discipline, +1 for all other powers. 3.5 Psions still have disciplines so this works fine.

The Epic Inner Harmony feat is pure gold.
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Old 12-08-2011, 09:21 PM   Top  -  End  -  #19
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Quote:
Originally Posted by deuxhero View Post
Like your Vitalist handbook, "handbook" is good for the title.
I did consider that; but in the end, what little artistry I possess made me want a more catchy title. I can still lure Google's spiders by cramming "Meditant Handbook" into the opening post anyway. (For all that it tries to correct to "Meditation Handbook.")

Quote:
Originally Posted by deuxhero View Post
Warforged Psion entry seems like an interesting race choice if the DM prevents sleeping and meditating at the same time. Is there any fluff that suggests Warforged would have Chakaras?
As a matter of fact, they do, and there is.

Spoiler


Warforged Psions would meet the first criterion; Psiforged would meet the second. Either way, they would be eligible to access their centers, with the necessary training represented by taking the feat.

In addition to Warforged, Elans are also a good choice; they explicitly sleep by meditating. From XPH 9:

Quote:
Elans do not sleep as members of most other races do. Instead, an elan meditates in a deep trance for 4 hours a day. An elan resting in this fashion gains the same benefit that a human does from 8 hours of sleep.
Psychic Meditation does not differentiate between meditating for rest and meditating to awaken your centers - it merely requires that the meditation be uninterrupted. Thus, Elans can double-dip, though doing so requires them to "sleep" for 8 hours instead of 4 if they want to regain their PP and awaken a center in the same night. (Though Inner Peace trims this down.)

I meant to add a section on Elans and Warforged to the main guide; I probably still should.

Does anyone remember which dragon magazine introduced the Synad? It might have their sleeping habits as well.


Quote:
Originally Posted by Chambers View Post
You might want to give a brief mention of the Epic Progression for the Meditant. It's found in the Epic Insights archive. Unfortunately it looks like they based the progression off the 3.0 version of the prestige class instead of the 3.5 version.
Those feats are indeed nice, but also not needed. Recall this line from the SRD:

Quote:
Generally, any class feature that uses class level as part of a mathematical formula continues to increase using the character’s class level in the formula. Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th.
Your activations use a mathematical formula (i.e. +2 every even level) and so Progressing Meditant even without the defunct epic progression will get you more of them, and therefore buffs that last all day.

On the plus side, however, the epic progression does give you more etherealness uses. In addition, Epic Inner Harmony will allow your Throat activation to last all night, long enough to get bonus PP from a higher ability score.

EPM is very nice for Third Eye's PP buff, but the rest are pretty underwhelming (especially Throat and Base: enhancement? Wtf?)

Last edited by Psyren : 12-08-2011 at 09:23 PM.
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Old 12-28-2011, 01:56 AM   Top  -  End  -  #20
NineThePuma
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

I'd like to call foul on how you're rating the Crown Chakra.

The Natural Armor provided is NOT an Enhancement Bonus, and would therefore stack with the (typical) Natural Armor booster (the Amulet of Natural Armor). An effective extra +3 NA at level 1 is very nice. At level 8, when you pull out a +5 to AC? That's pretty good.

It's less awesome on a race with it's own Natural Armor, but it stacks with the item.
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Old 12-28-2011, 08:09 AM   Top  -  End  -  #21
Psyren
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Default Re: [3.5] Zen Psionics: Mastering the Meditant

Quote:
Originally Posted by NineThePuma View Post
I'd like to call foul on how you're rating the Crown Chakra.

The Natural Armor provided is NOT an Enhancement Bonus, and would therefore stack with the (typical) Natural Armor booster (the Amulet of Natural Armor). An effective extra +3 NA at level 1 is very nice. At level 8, when you pull out a +5 to AC? That's pretty good.

It's less awesome on a race with it's own Natural Armor, but it stacks with the item.
You're right; the wording on the amulet does appear to stack with the chakra activation. I'll adjust the rating and builds accordingly later today.
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