If the group is wondering; I've read the story line and all caught up on it
I've also been thinking of my class and doing some reading on it. I'm liking the Paladin but I'm leaning toward the Ardent. So any input on that regard would be welcome.
My take:
Strength 10
Dexterity 14
Con 12
INT 14
Wisdom 16
Charisma 14
In regards to the Ardent, it is a primary psionic caster that plays a fair bit like a cleric.
Psionics in general is a pretty flexible and potent system. You can use it in any kind of armor without problem, and you don't need to worry about spell components and the like. In fact, with a relatively simple concentration check, you can use Powers with no indication that you're doing anything at all. It works off of points rather than the more familiar spell slots. Pound for pound, you will be able to manifest less than a cleric can cast in a day, but unlike them, you can use every scrap of your power exactly where it is needed. Being able to use your entire reserve on high level abilities, all on low cost things, or whatever mix the day requires, with no waste.
The first thing you'll need to decide as an Ardent would be to take a look at the mantles available and pick 2 as the primary concepts you study/espouse/admire. Creation, life, death, etc. As you level up, you'll get the chance to pick a few more mantles. These mantles determine what powers are available for you to learn, and also grant a special ability.
In picking powers, bear in mind that many psionic powers scale up if you use extra points to augment their abilities. There are many first level powers that remain very useful even at level 20.
Note, psionics has few healing powers, and those tend to be a little on the weak side compared to what divine spells can offer. So I hope you're not looking to be a primary healer with this.
Edited: daishain on 28th Oct, 2017 - 1:42am
Jason: I was not thinking of being a primary healer with the Ardent.
Was thinking the following Mantles: Element(Fire), Freedom, Conflict or Consumption to start and build from there.
Welp, I don't know what speaks to you, but if looking for advice from a mechanical standpoint…
Elements is interesting. You should know that you don't have to declare a single element type and stick with it. You can change which of the elements you're attuned to whenever you regain your psionic focus (A full round action) However, If you were looking for offensive damage via fire/cold etc, you actually need to look at Energy
Freedom is excellent, I would highly recommend it.
Conflict is pretty decent for a character going in for martial conflict, but not much else. Is that what you wanted to build for?
Consumption is interesting, but it has a serious flaw, most of its stuff is only useful against psionic characters. Even in a high psionics game, which this is not, that makes it useless more often than not.
Of those I'd recommend looking at not on your list:
Force: Strong mix of defensive and offensive stuff
Time: Screw around with initiative order, take extra actions, temporarily erase that door in your way, etc.
Mental Might: extra power points, paired with a lot of save or lose/die powers
First level Powers I might recommend picking up with the Hidden Talent feat if not on your Mantle list: Astral Construct, Minor Metamorphosis, Psionic Minor Creation.
Overall, the key, as with any magic dependent character with a limit on spells/powers/whathaveyou known, is to pick things that you can expect to use often. There are a lot of things that would be really useful in particular scenarios, but not so much outside of said scenarios. For the most part, you need to forgo those things in favor of items that are useful nearly all the time.
Edited: daishain on 28th Oct, 2017 - 4:35am
Thanks Jason, you've been a great help!
I will check it out soon and place on my character sheet. Soon being tomorrow for it is late in the evening for me.
Hmm, still no input from the other two, might need to poke them.
I presume when you mention added mantles and powers, you mean those are things you'll look into acquiring later?
In any case, for first level, you'll have a base reserve of 2 power points. Presuming you get the 16 Wisdom Knight and I recommended, you'll get 1 bonus PP for a total of 3.
Don't forget your skills. And also, as a human, you'll start off with 2 feats.
Flaws are in play, so you do have the option to take 1 or 2 flaws in exchange for 1 or 2 extra feats. This is, generally speaking, a good idea.
In regards to feat selection, a lot depends on what you want to do with the character, but I would suggest picking up the Hidden Talent feat. It grants another 2 power points for your reserve, and grants an additional level 1 power from any list, even ones you don't normally have access to.
Also in regards to feat selection, there's an expensive but worthwhile option I've made use of before. Earth Power feat, along with its prerequisite Earth Sense. Earth Sense isn't very exciting, but it might help locate others if blinded. Earth Power reduces the cost of powers by 1 (Minimum 1). Doesn't seem like much at first, but every bit of savings can help, and then one realizes that it also lets you access augments that are a little more powerful than you'd normally be capable of. For instance, with that, you can start off doing 2d6 damage with that Energy Ray, instead of the usual 1d6 you'd be limited to until hitting level 2.
Edited: daishain on 29th Oct, 2017 - 2:29am