Spiked Cheese [Archive] - Wizards Community

Post/Author/DateTimePost
lseelba

06-09-07, 08:21 PM
I'm making a character for CoL, and I just got the Half-Giant card so I'm set on making a Half-Giant. I wanted to make a battlefield control melee character, using (surprise...) the spiked chain. This is actually the first character I will play in Xen'drik lol...

Here's what I have so far. I'm aiming for Exotic Weapon Master at level 7 (ECL 8). I just need help filling in the blanks.

Half Giant
Str 17 (8 points)
Con 16 (6 points)
Dex 12 (6 points)
Int 13 (5 points)
Cha 8
Wis 8

1) Half Giant ECL +1
2) Fighter 1: Combat Expertise, Improved Trip
3) Fighter 2: EWP (Spiked Chain)
4) Class?: Combat Reflexes
5) Class? (+1 to Strength)
6) Class?
7) Class?: Weapon Focus Spiked Chain
8) Exotic Weapon Master

So clearly in the short term all I have to figure out is which class to take at level 3 (ECL 4). Obviously I could do fighter 3 and fighter 4 to get Weapon Focus as a bonus feat and free up another feat. Or I could take a dip into Cleric Strength Domain so I can use Enlarge Person scrolls. Actually that doesn't work cause I'm not a humanoid... Maybe some barbarian levels? I know very little about psionics, but Psychic Warrior is the Half-Giants favored class, and I can always make a second favored class to dip into.

Anyways, I just wanted to throw this up for some ideas. I'm going to read the spiked chain fighter optimization thread later, but I thought there might be some cool Eberron specific stuff that I should know about.

Lou
Timlagor

06-10-07, 04:25 AM
It has been brought to my attention that there is a Psionic power called Expansion that the Psychic WArrior can get which is basically Enlarge Person but without the limits.

Melee Weapon Mastery is a pretty nice option. You might also want Improved Disarm
barbarianis always good (make it your secondary favoured class andyou only need one level +extra rage)
Diablo05

06-10-07, 10:25 AM
A level or two in Psionic Warrior would be a great choice. Like Tim said, they get expansion at level 1, making you even bigger and bader. They also get a bonus feat and level 1 and 2, which is always nice. And, best of all, you should get the Psionic Weapon and Greater Psionic Weapon feat. These feats allow you to expend your psionic focus in order to deal an additional 2d6/4d6 damage. If your not familiar with how psionic focusing works, essentially it means you can activate this power once per encounter (possibly more, but only if you want to waste a round making a DC 20 concentration check).

I would also point out, if you dont want to go psionic warrior, being a half-giant means you can still take the Psionic Weapon feats. And as for expansion, you can always get a psionic tattoo (think of them as psionic potions). Only 50gp (250 in Xendrick)!!!
Tabiani

06-10-07, 12:27 PM
Should you decide to go Psi Warrior, keep a few things in mind:

You'll need more wisdom; the minimum to manifest a first level power (like Expansion) is 11. You will have 2 power points (per day) for being a half-giant which is good since you get no power points at first level.

One small question I have about the Expansion power. There are a couple discrepancies in the Expanded Psionics Handbook in the description of Expansion. One is covered in the errata but the other isn't.

The initial stat block lists a duration of 1 minute per level. This is the same as the Enlarge Person (http://www.d20srd.org/srd/spells/enlargePerson.htm) spell and, to my mind, reasonable. At the end of the description, in the section describing how the power can be augmented, it states if you spent an additional 2 points the power's duration is 1 minute per level instead of 1 round per level.

The errata (http://www.wizards.com/default.asp?x=dnd/er/20040125a) corrects this to 10 minutes per level when augmented instead of 1 round per level but doesn't address that the first part gives a normal duration of 1 minute per level. Note that the SRD version (http://www.d20srd.org/srd/psionic/powers/expansion.htm) is consistent at 1 round / 10 min per level.

Bottom line, if your GM looks at all this and rules 1 turn per level this power is worthless at first level. If you plan to gain a few levels as a Psi Warr it is eventually going to last long enough to be worthwhile or, at 3rd level, spend the 3 points to get a half hour of expansion.

However, if your GM goes with the 1 min per level, it's a nice power. But if that's all you want from Psi Warr consider buying tattoos. Your card unlocks 'em and they work just fine if you get 1 min.

If anyone can point me to an errata, FAQ, ruling or anything that shows is definitely should be 1 minute per level, my Half-Giant Psi Warrior will eternally grateful! :D
lseelba

06-10-07, 02:21 PM
Thanks for the input guys. It is very helpful. Here are my thoughts:

The two bonus feats for Psi-Warrior 1 and Psi-Warrior 2 are too tempting. Essentially I'd get a fighter (or psy-warrior) bonus feat for the low low price of 2 less HP and 1 less BAB compared to going Fighter 4. I will probably dip two levels into that class to get them. Manifesting powers is pretty much out, since my stats are already spread too then with having to have 12 on Dex for Combat Reflexes and 13 on Int for Combat Expertise. I'd hate to drop STR or CON by a bonus level just to get WIS to 11. Psionic tattoos look great. I'll unlock the Expansion Psionic Tattoo and wear a couple of those (I don't need Wis 11 to use them right?). I'll have a scan of the Expansion spell description with the duration highlighted and the errata printed out. Its the DM's call what the duration is, but IMHO it should be 1 minute since psionic powers are SUPPOSED to be comparable to magic spells. Also, extend reach could be a fun tattoo to have, even though its duration sucks. It would be much better as a power.

Improved Disarm is nice for most trip builds, but I almost thinks its overkill with the half-giants Powerful Build ability. Check my calculations, but my trip modifier is +11 (STR+Imp. Trip+Size), while my disarm modifier is +16 full BAB or +15 with 2 Psywar levels (STR+BAB+size+2 handed+Spiked Chain bonus). Add that to the fact that I'll pretty much only disarm prone opponents (who take a -4 on their opposed roll), and that I'm going to disarm from a distance so only opponents with reach would get an AoO.

As far as the barbarian dip goes...also very tempting. If I take the Psi-Warrior levels I'll have a feat open at level 6 to take Extra Rage (another two expansion slots, but oh well they are meant to be used right!). But before I commit, I need to know if the following abilities can be used while raging: Improved Trip (I know Combat Expertise is out...does it effect the rest of the feat tree?), using a psionic tattoo (I know potions are ok, but most other consumable magic items are out), and using a psionic feat like Psionic Weapon (does that require patience or concentration?). I'm not enamored with Psionic Weapon, but I might take it as a bonus feat. Another Barb question, I know Goliath Barb racial substitution level swaps out Fast movement, but is there any other way to trade Fast movement for something better because I don't plan on using it (heavy armor)?

Ninja Edit: Wow...having the entire XPH unlocked is really nice. Lots of new items and character options!

Also, I forgot to add this to my post. I plan on taking the Barb level first (obviously) for the extra skill points. I will max out Ride until it is no longer necessary so that I can ride the heaviest horse I can buy (probably a heavy warhorse, unless there's a better option I can unlock that won't cost me 5x the published cost). If I can ride the horse into battle, great! I threaten more squares. If the mount can't go on the adventure, oh well. If the mount dies in battle, oh well. I've only paid the published cost for it anyway and it comes back to life after each mod!
Tabiani

06-10-07, 02:48 PM
No need to unlock the tattoos, your Half Giant card unlocks all the rules items in the XPH. And they are kinda like potions so you don't even have to psionic to use them. There was a warforged (http://boards1.wizards.com/showthread.php?t=852578&highlight=warforged+tattoo) asking about that a short while ago.
lseelba

06-10-07, 03:53 PM
No need to unlock the tattoos, your Half Giant card unlocks all the rules items in the XPH. And they are kinda like potions so you don't even have to psionic to use them. There was a warforged (http://boards1.wizards.com/showthread.php?t=852578&highlight=warforged+tattoo) asking about that a short while ago.

Ah thank you. When Diablo said "And as for expansion, you can always get a psionic tattoo" I thought he was implying that I needed an expansion SLOT to get the tattoo lol...he was talking about the power expansion.

Also I just realized that Magebred Heavy Warhorses are not restricted or locked, and they only cost 800 gp! Hello heavy warhorse with buffed con and superbuffed AC :D
Cainin

06-10-07, 05:20 PM
If anyone can point me to an errata, FAQ, ruling or anything that shows is definitely should be 1 minute per level, my Half-Giant Psi Warrior will eternally grateful! :D

All 1st lvl Psi buff powers have a 1 min / lvl duration. By prescedence of the other powers, a 1 min / lvl duration makes sense for Expansion. Especially since the PH I spell that it's patterned after also has a 1 min / lvl duration.

After viewing the WOTC Expanded Psi erratta (which does effect the power) and Complete Psionic (which doesn't mention the power at all), here is the end product based on all rules as literally written...

Duration: 1 minute / lvl
Base Increase: +1 size category

Scaling:
1) Cast as Swift action
2) Increase an additional size category (net +2 category)
3) Increase duration from "1 rd / lvl" to 10 minutes / lvl (per the Expanded Psi erratta)

The Expanded Psi erratta only affected the scaling aspect of the power's duration, but never the base duration. So while it may make you scratch your head, the literal rules leave Expansion as a "1 minute / level" power.

Edit: By the way, which rules set is considered canon for Living campaigns? The SRD or the printed books w/ their WOTC isssued erratta?
echoota

06-10-07, 05:39 PM
I'm playing a half-giant psionic warrior/fighter and it is a lot of fun. My guy has really helped out the party and saved quite a few lives with some fancy moves so far.

Because you have the whole XPH open to you I REALLY suggest not gimping yourself right at the beginning by dumping Wisdom. There are just so many cool things you can do with that book, between powers, feats and special psionic items that if you hamstring yourself right from the start you'll be kicking yourself later.

We only have a couple of months to go before the next level bump and by that point you'll easily be able to afford some great stat boosting items. Rather than spreading that money out among several, to get wisdom and strength up, I'd adjust your stats now so that you have at least a 12 Wisdom. The benefit in what the powers can do easily out paces a bonus point here or there. Likewise, the extra power points come in really handy. Take note of the "deep crystal" material that you can make your spiked chain out of with the XPH. Good stuff!

That bonus to will saves is also a life saver. You can pump up the physical stats all you want, but if you get shut down by a mind affecting spell then it was all for naught.

If you are going to multiclass with the psionic warrior then I'd suggest you also check out the feat "practiced manifester" in Complete Psion. It will help boost your manifester level up, which is essentialy for Expansion and many other great powers.
lseelba

06-10-07, 06:03 PM
Thanks for the replies. I will seriously consider dropping Dex to 10 to get Wis up to 10, and then dropping STR by one to get Wis up to 12. A spiked chain fighter, after all, is less dependent on STR than most. Also, even with 10 DEX, I can still get combat reflexes and buy a dex boosting item. And you are right that the ability to use powers that are granted by psi-warrior is worth that sacrifice.

As far as something I have COMPLETELY figured out, here is the stat block for my Magebred Heavy Warhorse. This guy scales horribly, but at APL 4 he's a tank in his own right:

Magebred Heavy Warhorse (800 gp)
Size/Type: Large Animal
Hit Dice: 4d8+20 (38 hp)
Init: +2
Speed: 50'
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB/Grap: +3/+12
Attack: Hoof +7 melee (1d8+5)
Full Attack: 2 hooves +7 melee (1d8+5) and bite +2 melee (1d4+2)
Space/Reach: 10'/5'
Special Qualities: Low-light vision, scent, excellent learner, thick skinned breed
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 20, Dex 15, Con 21, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run, Improved Natural Attack (Hooves) (B)

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity
A light load for a magebred heavy warhorse is up to 399 pounds; a medium load, 400-798 pounds; and a heavy load, 799-1200 pounds. A heavy warhorse can drag 6,000 pounds.

I'll bard him to make his AC higher, but I have to figure out whether I'll be a light load for the warhorse, in which case I'll put him in light barding, or whether I'm a medium load for the warhorse, in which case I'll put him in heavy barding. This magebred I'd call a utility animal. If I wanted more speed, I'd drop thick skinned breed for swift breed. If I want more of a fighter animal, I'll boost STR +4 instead of CON +4. The best part is since the horse is equipment, I can retool it between every event.
Marcus Majarra

06-11-07, 02:02 AM
With higher Wisdom comes access to a very neat psionic PrC: the War Mind. Unfortunately, it has a special requirement, making it difficult to acquire in XenEx. I don't recommend Exotic Weapon Master. It's not battlefield control-friendly. You're better off taking combinations of fighter and psychic warrior levels. Expansion, while it will inevitably reduce your Dex, will be your best friend. It truly does wonders for the low-level tripper. You can easily muster a +16 bonus for trip attempts as a half-giant (+4 powerful build, +4 expansion, +4 improved trip, +4 Str).
Timlagor

06-11-07, 05:01 AM
EWP is extremely friendly to the Spiked Chain: flurry, ?trip and the cover Trick are all very nice.
lseelba

06-11-07, 10:05 PM
EWP is extremely friendly to the Spiked Chain: flurry, ?trip and the cover Trick are all very nice.

Here's my new build, based on the comments in this thread:

Half Giant
Str 16 (6 points)
Con 16 (6 points)
Dex 10 (4 points)
Int 13 (5 points)
Cha 8
Wis 12 (4 points)

Favored Classes: Barbarian, Psionic Warrior

1) Half Giant ECL +1
2) Barbarian 1: Extra Rage
3) Fighter 1: EWP (Spiked Chain)
4) Psi-Warrior 1: Combat Expertise, Improved Trip
5) Psi-Warrior 2: (+1 to Strength), Feat?
6) Fighter 2: Weapon Focus (Spiked Chain)
7) Fighter 3: Combat Reflexes
8) Exotic Weapon Master: Flurry of Strikes
9) Exotic Weapon Master: (+1 to Strength), Exotic Reach
10) Fighter 4: Weapon Specialization (Spiked Chain), Feat?

If I have to take the third level of EWM, I'll take Trip Attack I guess. I haven't planned that far ahead.

I know its more efficient to take Psi Warrior 1 and 2 before Fighter 1, but I have to read more on the Psi-warrior feats before I decide whether to take one or not, and I have to play this character tomorrow. Delaying Psi-Warrior 2 to ECL 5 lets me plan ahead more.

Also you've seen my mount above. My expansion list is probably something like this:

1-2: Feat, Extra Rage
3: Item, Drow Scorpion Chain (RoE, 25 gp, 1d6 M damage, 19-20/x2, 12 lbs, Slashing)

I only get three expansion slots IIRC. I'm taking Drow Scorpion Chain not because its superior to Spiked Chain (the damage output for a large one is greatly reduced), but rather because I believe that all Xen'drik characters should have some Eberron flair to them. This and the Magebred Heavy Warhorse should do it. Plus I can get a keen Drow Scorpion Chain which would make up for the bad damage output at later levels.
Timlagor

06-12-07, 01:55 AM
You have to take the Psi-warriors before Fighter 1 or after Fighter 3 because of the bizarre XE multi-classing rules.
You also have to take EWM 3.

I can't see any reason you wouldn't get all 4 ESlots.
Armbands of Might would be a decent choice. There are also some of those Soulbind thingies that someone pointed out to me for strength checks (tripping)
lseelba

06-12-07, 02:18 AM
You have to take the Psi-warriors before Fighter 1 or after Fighter 3 because of the bizarre XE multi-classing rules.
You also have to take EWM 3.

I can't see any reason you wouldn't get all 4 ESlots.
Armbands of Might would be a decent choice. There are also some of those Soulbind thingies that someone pointed out to me for strength checks (tripping)

You are right. The last build wasn't legal. But I can make a very minor change that will make it legal:

1) Half Giant ECL +1
2) Barbarian 1: Extra Rage
3) Psi-Warrior 1: EWP (Spiked Chain)
4) Fighter 1: Combat Expertise, Improved Trip
5) Fighter 2: (+1 to Strength), Weapon Focus (Spiked Chain)
6) Psi-Warrior 2: Combat Reflexes
7) Fighter 3: Feat?
8) Exotic Weapon Master: Flurry of Strikes
9) Exotic Weapon Master: (+1 to Strength), Exotic Reach
10) Fighter 4: Weapon Specialization (Spiked Chain), Feat?

Now since I already have both Barb and Psi-Warrior before I take my first fighter level, I can take fighter 1, then take psi-warrior 2 since I already have it, and then do the fighter 2 and 3 to get to Exotic Weapon Master. I don't have to take EWM 3 until I want to multiclass to a new class or prestige class. So its possible that I never take EWM 3 if I decide I can live with straight Psi-Warrior after ECL 10.

As for my E-Slots and what not, my half-giant is very sad because he is a +1 LA race. According to page 14 of XCS, I suffer from the following penalties:
3 Expansion Slots
5 Card Slots (3 of which are already taken by the creation card...that only means 2 AP per game)
1,350 gp Gold Piece Limit
Jesse Heinig

06-12-07, 07:44 AM
For my half-giant reach monster, since I have the Combat Expertise and Weapon Focus anyway, I unlocked and took Sense Weakness, from the Draconomicon p. 106. This allows me to ignore 5 points of DR or hardness on any target with my focus weapon. Very handy for avoiding the need for a golf bag of large weapons.