CS Psi-Nullifier Build
Posted: Tue Aug 08, 2023 8:31 pm
Looking for some guidence and feedback on a TYPICAL Coalition States Human Psi-Nullifier build.
Only looking at selection of psionics and skills
Build to 4th level. For use against Tolkeen, Vampire Kingdom, Federation of Magic, etc.
3. Psionic Powers:
Alter Aura (2), Mind Block (4),
Mind Block AutoDefense, Psychic Omni-Sight (15),
Psychic Purification (8), Sixth Sense (2)
Plus two psionic powers from either Sensitive or Healing
I feel like playing to the strengths of the Psi-Nullifier R.C.C.
They would want them to "See the Invisible (4)" because even if some Dog Boys
are around and have the power the Psi-Nullifier needs to see their enemy to attack and defended others against them. Plus they can't pick the power or any sensitive psionic power after 1st level.
Top # 2 psionic power picks include: Exorcism, Clarivoyance, Presense Sense, Sense Evil, Sense Magic or Telepathy.
Well, the guy is a specialist. They are not someone to send or defend against mercs with energy rifles or cyborg headhunters. They ought to be built to defend and attack with what they have the advantage against no one else does. Demons, Entities, Mages, Mind Bleeder, Psi-Slayer, Psychics, Vampires, or anything else that will attack them with magic, psionics or some ability to which the Psi-Nullifier will be immune or have a strong save against.
IF I were a CS manager I'd either defending a camp or area / person in a defensive position or they are on the attack hunting someone whose whereabouts they don't know or there is a known lcation and they want to capture or assassinate someone at that place.
Given their rarity and cost/time to train I'd have them work with at least a pair of Dog Boys as support and maybe a Psi-Stalker but they would have trained with them so they know to stay more than 10 feet away so as not to blind their psychic senses.
And IF they are teamed up with Dog Boys, the Dog Boys will already have psychic senses to detect Evil and such. Having the Psi-Nullifier develop powers that are redundant duplicates to the ones the Dog Boys along side them have is, well, might as well be another Dog Boy. The Psi-Nullifier should develop their psychic powers to do things the Dog Boys can't NOT what they already can.
Given that the Psi-Nullifier can't pick a sensitive psionic power after 1st level my vote is for the psionic power of "Telepathy (4)" to communicate warnings and directions while using the Super Psionic power of Psychic Omni-Sight (15) with the Dog Boy backup. Without which they can't tell anybody anything and have to leave their Psychic Omni-Sight state to communicate.
2nd Level: Anti-Demon: Spirit Slayer Blade (30) as the choice for Superpsionic power damage and imped regeneration of damage a lot of supernatural predators have.
Then for the 2nd level choice of one from Healing or Physical psionic powers. Exorcism because that power has a percentage that gets better with experience and Dog Boys (and Psi-Stalkers) can't pick that power.
3rd Level: Physical power of "Telekinesis (varies)" to hurl wooden stakes or silver blades against vampires. Plus, it is one of the few powers they can use while using "Psychic Omni-Sight (15)"
4th Level: I could use some help with.
I am NOT sure what is a good pick for a dedicated CS Psi-Nullifier to be trained to do for their
SUPER psionic power
and one power from healing or physical psionics.
R.C.C. Bonuses.
Impervious to the bite and mind control powers of vampires
Impervious to the Mind Bleeder powers and all forms of possession
O.C.C. Skills:
TWO picks for physical
Two picks for Technical
I assumed the CS would want them to know about their own psychic power and those of enemies of the CS so I picked Lore: Psychics & Psionics.
Same with Lore: Magic
I think they get ONE rogue skill too.
One pick for Weapon proficiency which I chose W.P. Sword so they could use Spirit Slayer Blade from CS Manhunters book.
Only looking at selection of psionics and skills
Build to 4th level. For use against Tolkeen, Vampire Kingdom, Federation of Magic, etc.
3. Psionic Powers:
Alter Aura (2), Mind Block (4),
Mind Block AutoDefense, Psychic Omni-Sight (15),
Psychic Purification (8), Sixth Sense (2)
Plus two psionic powers from either Sensitive or Healing
I feel like playing to the strengths of the Psi-Nullifier R.C.C.
They would want them to "See the Invisible (4)" because even if some Dog Boys
are around and have the power the Psi-Nullifier needs to see their enemy to attack and defended others against them. Plus they can't pick the power or any sensitive psionic power after 1st level.
Top # 2 psionic power picks include: Exorcism, Clarivoyance, Presense Sense, Sense Evil, Sense Magic or Telepathy.
Well, the guy is a specialist. They are not someone to send or defend against mercs with energy rifles or cyborg headhunters. They ought to be built to defend and attack with what they have the advantage against no one else does. Demons, Entities, Mages, Mind Bleeder, Psi-Slayer, Psychics, Vampires, or anything else that will attack them with magic, psionics or some ability to which the Psi-Nullifier will be immune or have a strong save against.
IF I were a CS manager I'd either defending a camp or area / person in a defensive position or they are on the attack hunting someone whose whereabouts they don't know or there is a known lcation and they want to capture or assassinate someone at that place.
Given their rarity and cost/time to train I'd have them work with at least a pair of Dog Boys as support and maybe a Psi-Stalker but they would have trained with them so they know to stay more than 10 feet away so as not to blind their psychic senses.
And IF they are teamed up with Dog Boys, the Dog Boys will already have psychic senses to detect Evil and such. Having the Psi-Nullifier develop powers that are redundant duplicates to the ones the Dog Boys along side them have is, well, might as well be another Dog Boy. The Psi-Nullifier should develop their psychic powers to do things the Dog Boys can't NOT what they already can.
Given that the Psi-Nullifier can't pick a sensitive psionic power after 1st level my vote is for the psionic power of "Telepathy (4)" to communicate warnings and directions while using the Super Psionic power of Psychic Omni-Sight (15) with the Dog Boy backup. Without which they can't tell anybody anything and have to leave their Psychic Omni-Sight state to communicate.
2nd Level: Anti-Demon: Spirit Slayer Blade (30) as the choice for Superpsionic power damage and imped regeneration of damage a lot of supernatural predators have.
Then for the 2nd level choice of one from Healing or Physical psionic powers. Exorcism because that power has a percentage that gets better with experience and Dog Boys (and Psi-Stalkers) can't pick that power.
3rd Level: Physical power of "Telekinesis (varies)" to hurl wooden stakes or silver blades against vampires. Plus, it is one of the few powers they can use while using "Psychic Omni-Sight (15)"
4th Level: I could use some help with.
I am NOT sure what is a good pick for a dedicated CS Psi-Nullifier to be trained to do for their
SUPER psionic power
and one power from healing or physical psionics.
R.C.C. Bonuses.
Impervious to the bite and mind control powers of vampires
Impervious to the Mind Bleeder powers and all forms of possession
O.C.C. Skills:
TWO picks for physical
Two picks for Technical
I assumed the CS would want them to know about their own psychic power and those of enemies of the CS so I picked Lore: Psychics & Psionics.
Same with Lore: Magic
I think they get ONE rogue skill too.
One pick for Weapon proficiency which I chose W.P. Sword so they could use Spirit Slayer Blade from CS Manhunters book.