| Post/Author/DateTime | Post |
|---|---|
| ZeroSpace900004-08-08, 02:14 AM | I am going to be running a Psychic Warrior in my session next week, and I need a suggestion on exact setup. Right now I'm divided between a TWF build, and two-handing some big chunky weapon. FWIW, the rest of the party is a Paladin, a Wizard, a Sor/Wiz Ultimate Magus, and a Rogue. I plan on taking some powers/feats to mitigate damage a bit, as we have just lost our Cleric. |
| ppaladin12304-08-08, 02:22 AM | Check out the mind's eye article on alternate class features for the psychic warrior. Take mantled warrior at second level to allow access to one of the ardent's mantles. Choose the life mantle if you need access to some healing spells. |
| ZeroSpace900004-08-08, 03:03 AM | Ya, cept I don't have Comp Psi for Mantles, and Psionics in general are semi-restricted. I am allowed to run the Psy Warrior, but I don't wanna push to much stuff. I've got the healing stuff figured out, it's just the combat style I'm stuck on. |
| Wyvernslayer_PW04-08-08, 03:07 AM | Check out the PW faq in the useful links area, i'm sure you'll find some useful things there ;) |
| Lycanthromancer04-08-08, 10:50 AM | Psychic warriors fit several moulds quite well. Grapplers, two-handed weapon combatants, two-weapon combatants, natural attack combatants, and even ranged combatants work quite well. What level are you, what are your stats (AKA, what did you roll?), chosen race, specific psionics restrictions, book restrictions, campaign restrictions, campaign focus? If you don't know the last three, check with your DM and then get back to us. I have lots of good ideas for you, if you want them. Oh, and your preferred playstyle and tactics, if you please. |
| ZeroSpace900004-08-08, 12:47 PM | That last thing is what I'm asking. I just want peoples opinions on whether I should go TWF, or two- hand a weapon. That said, I will be using just EPH, along with most other books. One noteable banned book is TOB, big surprise there.After that, most books are allowed, but avoid heavy cheese. Lvl is 8, race is most likely human, stats are a bit...wordy. My DM is using a variant PB, all stats start at 10, and we can increase our MODIFIERS. Total of 16 points to increase modifier with, and 3 scores (Except 18's) can be increased to odd numbers. Example, a 16 is modifier +3, therefore 3 points. If I increase it to 17, thats still 3 points, but I can only do THAT 3 times. Back to the campaign, it's moderate hack-n-slash, with some RP segments. We are also going through a modified Red Hand of Doom, mainly because it fits in so well with the "Dragons are Back" feel, that may have been borrowed from Dragonlance. Classes are not overly restricted, except for Druids and Monks, which are unaccesable for campaign reasons. Doesn't bother me personally. As for my play style, I'm fairly easy to please. Despite the fact that it's not the best methods to use, I do SO enjoy blasting with mages. Both for group position and personal preference, a melee build would be prefered. I do like to optimize my characters a bit, but only to the point that I can have fun. |
| ppaladin12304-08-08, 01:16 PM | Two-handed weapon always beats out 2-weapon fighting for pure damage. You need a better BAB to use it though. You'll probably want to build something like: Ranger 1/ psychic warrior 4/ illithid slayer 9/ sanctified mind 6 (from lords of madness) to pump up for BAB and get some useful abilities. |
| Lycanthromancer04-08-08, 01:57 PM | That last thing is what I'm asking. I just want peoples opinions on whether I should go TWF, or two- hand a weapon. That said, I will be using just EPH, along with most other books. One noteable banned book is TOB, big surprise there.After that, most books are allowed, but avoid heavy cheese. Lvl is 8, race is most likely human, stats are a bit...wordy. My DM is using a variant PB, all stats start at 10, and we can increase our MODIFIERS. Total of 16 points to increase modifier with, and 3 scores (Except 18's) can be increased to odd numbers. Example, a 16 is modifier +3, therefore 3 points. If I increase it to 17, thats still 3 points, but I can only do THAT 3 times. Back to the campaign, it's moderate hack-n-slash, with some RP segments. We are also going through a modified Red Hand of Doom, mainly because it fits in so well with the "Dragons are Back" feel, that may have been borrowed from Dragonlance. Classes are not overly restricted, except for Druids and Monks, which are unaccesable for campaign reasons. Doesn't bother me personally. As for my play style, I'm fairly easy to please. Despite the fact that it's not the best methods to use, I do SO enjoy blasting with mages. Both for group position and personal preference, a melee build would be prefered. I do like to optimize my characters a bit, but only to the point that I can have fun.Generally speaking, two-handed weapons are superior to two-weapon fighting, if only because it's A.) more difficult (and much more expensive) to get decent damage bonuses on two weapons, B.) your attack bonus is curtailed, and C.) you have to make a full-attack action to get any use out of having two weapons at a time. Psychic warriors can use their powers to perform A (though that means extra buffing), and can use them to help mitigate B, and C is assisted through judicious use of powers such as (quickened) dimension swap and psionic lion's charge. Generally, unless you're going to use lots of grappling, natural attacks, and damage boosters (especially the hammer power and an amulet of mighty fists), you're better off using a two-hander and the Power Attack feat chain. Either way, see if you can afford an animated shield (or even a 0 check penalty buckler) to boost your AC a bit. Really, psywars can do either very well, if you build them right. You'll spend more feats on two-weapon fighting, you have to use full-attack actions to get any use out of them, and it's more difficult for most characters to rack up decent bonuses on TWF (rogues excluded), but psychic warriors do an excellent job of either. Might I suggest the following build: Human Psywar 8 (two-handed + ranged) Str 18 - (3 'stat points' [16] + 1 'odd point' [17] + 1 'lvl 4 boost' [18]) Dex 16 - (2 'stat points' [14] + 1 'odd point' [15] + 1 'lvl 8 boost' [18]) Con 18 - (4 'stat points' [18]) Int 16 - (3 'stat points' [16]) Wis 18 - (4 'stat points' [18]) Cha 11 - (1 'odd point' [11]) 8 Feats (1 human, 4 psywar, 3 HD) 1 Point Blank Shot, Psicrystal Affinity, Power Attack 2 Psionic Shot 3 Rapid Shot 5 Psicrystal Containment 6 Link Power (from CPsi - this is the ONLY part of this build outside of the XPH and PHB) 8 Manyshot Powers 1 (1st) Offensive precognition 2 (1st) Prevenom weapon 3 (1st) Expansion 4 (2nd) Animal affinity 5 (2nd) Hustle 6 (2nd) Strength of my enemy 7 (3rd) Greater concealing amorpha 8 (3rd) Psionic lion's charge There are several battle strategies you can employ here. Your standard modus operandi when you have some prep time or some distance between you and your enemies should be to open with a manifestation of strength of my enemy on your composite longbow, using the Link Power feat to link a secondary buffing power, depending on your foes: Offensive precognition to increase your attack bonus, expansion if you want to perform grapples or other opposed checks, animal affinity to shore up your offenses [Strength (doesn't stack with SoME) or Dexterity] or your defenses [Dexterity, Constitution, or Wisdom], etc. Get as many shots as you can off with your bow on a single creature, since this will increase your Strength score by +1 with every hit you successfully make (note that attacks on multiple creatures will drain their Strength scores, but you only get the best one). Once you've buffed up a bit or your enemies are nearby, charge using psionic lion's charge, making sure to use your movement to put away your bow and switch to your primary two-handed melee weapon. Power Attack as high as you're comfortable with; if you have an attack booster (such as offensive precognition) you have a bit more to utilize here. If your foes get the jump on you and you don't have time for a lot of buffing, manifest hustle, using Link Power to manifest another buff next round. Using your swift action for an extra move action (which can be used to manifest a move-action power, for things such as dimension slide) and a free manifestation next round is good stuff. Mostly you'll be wanting to use hustle for setting up charges and the like, to get you in a much more advantageous position, or for emulating the Shot on the Run trick, and so on. If you're up against a giant creature with reach, using greater concealing amorpha will allow you to completely negate attacks of opportunity. Expansion will help you grapple more effectively, especially with powers such as strength of my enemy simultaneously buffing you and debuffing your grapple-partner. Prevenom weapon is a single-use only power, but since its duration is effectively limitless so long as you're holding your weapon, it's a buff that you can put up early in the day and use whenever you need it; it's a one-shot power, but awfully cheap for 1 pp (and using Link Power to set yourself up for a two-power-combo is pretty nice, too). Share any and all powers you can manage with your psicrystal for double the oomph. Find ways to give your buddy attack forms, too, since it can drain Strength and poison enemies. If you give it an attack, and share expansion with it, or you can manage to get Expanded Knowledge (metamorphosis) or the form of doom power, you have a really nice flanking buddy as well. Just remember: if you can get away with not spending that many power points, then conserve; don't bleed more power points than you have to. If your foes require a severe pounding, feel free to hack them to bits; otherwise if it's an easy encounter, or one your friends can manage, let them do their bit to help you conserve power points. [Edit] Feel free to use strategy #1 and use your bow for the entire battle, especially once astral construct and summon monster abilities are out. You'll be an archer with a heckuva good melee prowess if you need it, while the expendables are out on the field, making everyone's life easier via meat-shielding. You're both an awesome archer (due to your feats) and an awesome meleeist/grappler (via your powers), so don't be shy about kicking some arse. |
| Lycanthromancer04-08-08, 02:05 PM | If you want to go "Two-Weapon Fighting," I could make some suggestions there, too, so long as you don't mind specializing in natural attacks. If you want some battlefield control, I could do that, too. |
| ppaladin12304-08-08, 02:20 PM | If you want to go "Two-Weapon Fighting," I could make some suggestions there, too, so long as you don't mind specializing in natural attacks. If you want some battlefield control, I could do that, too. If he has secrets of sarlona he can do the glorious monk 2/ psychic warrior 18 tashlatora build for this. |
| Lycanthromancer04-08-08, 02:24 PM | No monks allowed... |
| ppaladin12304-08-08, 02:37 PM | No monks allowed... Rats...a bag of rats even! |
| Nicotinus04-08-08, 09:34 PM | I actually just started in a new campaign this past weekend with a Psychic Warrior. Its a group of older players all of us just returning to the game after a considerable time away. We've started clean at 1st level and I'm planning a straight Psychic Warrior build through 20th going Two Weapon Fighting. I made the choice for straight up character/style reasons. Previous posters are right, you will get more damage for fewer feats if you go two-handed weapon. As for my planned TWF build, I'm relying on the psw powers and psionic feats to boost the damage and attack bonus. Like you I have certain restrictions on what psionic supplements I can really bring into the game, but I've found that most of what I want really is right in the XPH. I'm using Offensive Precognition to boost my attack chance, and Force Screen for a nice early boost to my AC. Second level definite powers are going to be Animal Affinity for a strength or dex boost, hustle for the extra move action, and probably body adjustment for a reliable self-heal. Since I'm going a straight up psw build I have ample feats to choose from and will probably use at least two for expanded knowledge to pick up some other low level powers like psionic lion's charge. My feat progression is heavily built around boosting damage using things like psionic weapon and greater psionic weapon. Because of this the combination of Hustle, Psionic Medititation and Combat Manifestation become paramount. I'm not sure what else to tell you in terms of overall design, but if you have specific questions about feats or power choices I'll try to answer. Again, my choice to go TWF was heavily based on character style. I'm going for an arabian knights kind of deal here with a scimitar and a curved short sword. I'm not even going deep into the two weapon fighting line actually. Just the basic two weapon fighting feat for the -2/-2 to attack and possibly two weapon defense, but no further. |
| Lycanthromancer04-08-08, 10:18 PM | By the way, since you don't have Link Power, basically it's a metapsionic feat that allows you to pay for two powers with one manifestation; the first one goes off this round, the other one next round; if both can have the same target, they target identically. The power point cost is the cost of the second power. Thus, hustle augmented with a Linked offensive precognition would cost 1 power point extra (unless you chose to augment offensive precogntion, in which case it would cost more). Very handy for a self-buffing psychic warrior. :P |
| Nicotinus04-08-08, 11:48 PM | Handy indeed, but exactly the kind of feat that is considered restricted in our campaign. To be fair the same goes for arcane and divine meta-magic feats. Things like linked power, split ray... feats that let you basically cast two for the price of one with no drawback, or cast it as a free action with no drawback, those are no no's and it goes for all casting classes. As the original poster is playing in a campaign with what sounds like similar restrictions I'm guessing it is a no go for him as well. The restrictions may sound harsh but its how we keep things balanced when we have say a druid, a spirit shaman and a psychic warrior in the party with a straight up rogue and ranger. Careful case by case evaluation of the various casting feats helps make sure other players don't get overshadowed. |
| Lycanthromancer04-08-08, 11:52 PM | True, but it's very difficult for a psychic warrior to buff properly, unless given a round or two where he's free to manifest. Otherwise, it's taking him out of combat in rounds where he can't really afford to do so. However, a case could easily be made for buffing on your turn, then taking advantage of massive reach (spiked chain + expansion) and attacks of opportunity (Combat Reflexes + Improved Trip). Hmm. This has possibilities... |
| Nicotinus04-09-08, 01:23 AM | A solid point Lycan, but that's exactly why we look at each feat individually. Linked Power may be restricted, but Quicken Power is entirely fair game as it both expends focus and comes with a substantial enough extra power point cost. So my options are there, I just really have to choose carefully if the expenditure is worth, it adds a real sense of tactical judgment to even our run of the mill combat encounters. And for all the restrictions our GM is also very open to the idea that maybe there are some things a psw or psion really should have and why the hell don't they? For instance, why in the world is the first level offensive precognition the only real power we have to boost our attack bonus? We are intended as a melee class right, supposedly using psi abilities to boost our medium BAB progression and such? Clerics get much better combat buffs than that at various levels.... So if I want to say copy the 4th level cleric spell Divine Power into a 4th level psychic warrior power called Primal Fury, yeah, he's pretty open to get kind of thing if its in flavor for the class and power list. Psychic Warriors like any and every other hybrid melee/caster class are going to need a round or two buff up, that's just the way it goes and as I see it its part of class balance. Yeah, if you get surprised you're gonna have to be clever to pull your ass out of the fire. On the other hand if you have any warning that the fight is coming you're buffed to the nines into an utter killing machine before intiative is even rolled, so I think its kind of a fair trade. |
| Lycanthromancer04-09-08, 11:47 AM | Half giant psychic warrior 7 (two-weapon combatant/grappler) *Note: especially useful with LA buyoff Str 21 - (3 'stat points' [16] + 1 'odd point' [17] + 2 'lvl 4/8 boosts' [19] +2 'race' [21]) Dex 17 - (4 'stat points' [16] + 1 'odd point' [17] - 2 'race' [15]) Con 20 - (4 'stat points' [18] + 2 'race' [20]) Int 12 - (1 'stat points' [12]) Wis 18 - (4 'stat points' [18]) Cha 11 - (1 'odd point' [11]) 6 Feats (3 psywar, 3 HD) 1 Shape Soulmeld: Winter Mask (from Magic of Incarnum), Overchannel 2 Improved Natural Attack (Claws) 3 Combat Reflexes 5 Stand Still 6 Bonus Essentia (from Magic of Incarnum, +2 bonus essentia) Powers 1 (1st) Claws of the beast 2 (1st) Expansion 3 (1st) Hammer 4 (2nd) Dimension swap 5 (2nd) Psionic lion's charge 6 (2nd) Strength of my enemy 7 (3rd) Claws of the vampire This is a rather nifty build for multi-weapon fighting that takes advantage of the half-giant race. Yes it involves a Level Adjustment, but you can always buy it off if your DM allows it. The half-giant's Powerful Build + Improved Natural Attack + Overchannel + a fully-augmented claws of the beast allows you to have 4d6 + Str claws, without any additional bonuses. Any time you make a natural attack (or choose to make a touch attack), any creature that is not immune or resistant to cold must make a Fortitude save or be fatigued. In addition, for every point of essentia you invest in the winter mask, you deal +1d4 points of cold damage on your claw or touch attacks (+2d4, with the two essentia you have available). Adding an unaugmented expansion means you count as Huge sized for opposed grapples, your claws deal 6d6 points of damage, and you heal 21 points of damage per claw attack (see below). Adding claws of the vampire into the mix allows you to heal an average of 14 points of damage per claw attack. You get 4 attacks of opportunity per round, and with expansion, you have a long reach with which to make them. You can use the Stand Still feat to stop enemies from advancing (DC 10 + the damage dealt, which is a LOT). In addition, strength of my enemy on your claw attacks will be really useful during grapples, so make sure that you have it up if there's a humongaloid critter you need to keep busy. Is one of your allies in trouble? Dimension swap 'im! Excellent for when a dire bear decides to grapple the party wizard. Hammer adds in an additional +1d8 points of damage per attack for at least one round (including attacks of opportunity you might make). PS, I would've added bite of the wolf into the mix, except for that pesky line stating that you cannot make a bite attack during any round in which you've made another attack - makes the power almost useless, really. I count this as an error; however, your DM may not agree. If he does, replace another power with it, or replace a feat with Expanded Knowledge. |
| ZeroSpace900004-09-08, 10:16 PM | I don't have the sheet handy, but I've begun work on the character. I'm not so sure on race anymore, but I will be two-handing a weapon. I know it's not optimized, but I'll be wielding a greatclub. The idea of beating someone down with what amounts to a tree trunk is entertaining. For race, I'm considering Half-Giant, which was allowed to players from the get-go. I'm also gonna try to convince my DM on Knockback from Races of Stone. The big thing for Knockback, the large size, is covered for Goliaths by their Powerful Build. I'm fairly confident it will be allowed, but I will need to run it all by the DM before play. Two quick Q's. First, is SomE decent for a Two-Hand user? And secone, for Lycan, how did you grasp the stat gen system so easily. I tried using it in my campaign, but some of the players were like, 'DURR!' |
| Lycanthromancer04-09-08, 10:56 PM | I don't have the sheet handy, but I've begun work on the character. I'm not so sure on race anymore, but I will be two-handing a weapon. I know it's not optimized, but I'll be wielding a greatclub. The idea of beating someone down with what amounts to a tree trunk is entertaining.Isn't it though? Not what I would've chosen (I probably would've gone for, say, a heavy flail, for those yummy disarm and trip attempts), but that sounds fun for flavor-reasons. For race, I'm considering Half-Giant, which was allowed to players from the get-go. I'm also gonna try to convince my DM on Knockback from Races of Stone. The big thing for Knockback, the large size, is covered for Goliaths by their Powerful Build. I'm fairly confident it will be allowed, but I will need to run it all by the DM before play.If not, there are other things to try. Two quick Q's. First, is SomE decent for a Two-Hand user?This has a bit of a two-part, conflicting answer. 1.) Not so much, since the trick with strength of my enemy is to get as many attacks with the allowed weapon as is humanly possible in very little time. Generally two-handers (especially at low levels and for people with lower BAB and fewer iterative attacks) don't get many attacks (generally one or possibly two per round, unless you've designed your build around a reach weapon and attacks of opportunity), so they can't Strength-drain nearly as effectively. The proper build, though, can lay on some serious hurt. 2.) By the gods, yes. Since two-handed weapons get 1.5 Strength damage on their swings, and power attacking requires that you limit your attack bonus, the better Strength score you have, the easier it'll be to both hit and deal massive amounts of damage. Getting your Strength higher via strength of my enemy is the hard part, here. I could make a few more builds, if you like. I pretty much guarantee that they won't involve greatclubs, though. :D (Though I could try one if you want.) And second, for Lycan, how did you grasp the stat gen system so easily. I tried using it in my campaign, but some of the players were like, 'DURR!'A.) I'm not a total idiot (just mostly), and B.) you explained it well. Plus, I got an A+ in Psionics Reading Comprehension in grade school. [edit] By the way, I've never made a psychic warrior before. Not my normal schtick. :) |
| ZeroSpace900004-09-08, 11:22 PM | Isn't it though? Not what I would've chosen (I probably would've gone for, say, a heavy flail, for those yummy disarm and trip attempts), but that sounds fun for flavor-reasons. True, especially given that if I go the Half-Giant build, with Powerful Build, the Large size Greatclub is roughly 6 feet long, BEFORE Expansion. With it, I am hitting someone with a piece of wood the size of frickin California redwood! Sure I can't do THAT too often, but then again do I really need to? Also, one little tidbit from the sheet was the use of Psi. Weapon > Deep Impact. Granted, that's not possible right now with a LA race, but it's mighty effective. 'Specially given my DM is chucking lots of dragons at us. We took on a Young White with about 10 little kobold buddies at 5th lvl! It was a big rumble, but we won. Thinking about that, I would have to say that situationally, Concealing Amorpha won't be too great. A lot of times, I've felt like my to be retired character's illusion spells were hosed a lot. Dragons have true seeing, these lesser golems are immune to it, undead are immune, mindless are immune... |
| Lycanthromancer04-09-08, 11:33 PM | True seeing (and mindlessness) won't do anything to greater concealing amorpha. It's partially-real, after all, and actually provides REAL concealment. |
| Lycanthromancer04-09-08, 11:47 PM | Also, mindless creatures are NOT immune to illusions; they're just immune to [mind-affecting] illusions. Otherwise, they're more prone to falling for them, since they can't think to discern illusion from reality. And if you want some suggestions for dragonslaying, I'd be happy to oblige. |
| ZeroSpace900004-10-08, 12:43 AM | What do you think Deep Impact is for? ;) I'll prolly make a quickie sheet for ya in the morn, Lycan. |
| Lycanthromancer04-10-08, 12:52 PM | One hybrid TWF/THF/Battlefield Control build that is incredibly easy to make: Hustle + Combat Reflexes + Stand Still + expansion + whatever other powers and feats you want: For this build, make sure you have a glaive, and a set of spiked gauntlets (but make your off-hand a locked gauntlet - and make sure they're all Large sized, if you're a half-giant). Enchant your glaive and your primary hand's gauntlet, as you will be fighting using two different weapons (glaive for reach, and gauntlet for adjacent characters). DO NOT TAKE THE TWO WEAPON FIGHTING FEAT FOR THIS. You won't need it. First, use a move action (and hustle, if need be) to position yourself in a place on the battlefield where you can prevent most of your foes from getting past you, and where you can get as many Attacks of Opportunity as possible. Use your remaining standard action to manifest the largest expansion you can. Now, you have a minimum of 15' of reach (with the glaive) and you can cover the spaces around yourself (10', 5', and in your space) with your spiked gauntlet. Since you're not getting 'extra' attacks on your turn, you won't need the Two Weapon Fighting feat. And since most of your attacks will be attacks of opportunity + Stand Still, you can buff on your various turns, attack, reposition yourself, and so on. Focus on feats and powers that increase the damage you deal, the number of attacks you can make (if you can find a way without having to take Power Attack and Cleave to get Great Cleave, all the better), and your mobility. The Psicrystal Affinity feat and the dimension swap power can greatly increase your mobility, for instance. Alternately, you can focus your other abilities on some other aspect of combat, such as Quick Draw + thrown weapons to handle ranged attacks, while you still have two weapons in your hands for melee (or any number of other random and varied abilities you can focus on). The whole point of this build is to prevent anyone that gets within 15 or 20 feet of you (augmented expansion) from moving more than 5 ft in any given round, and putting yourself in a position that prevents them from doing ANYTHING. It's pretty nifty, and it's so very easy to do. It can either be your character's primary focus, or one of many. And it only requires a tiny amount of setup to do. :D |
| ZeroSpace900004-10-08, 09:11 PM | Half-Giant Psychic Warrior 7 (two-handed) Str 21 - (4 'stat points' [18] + 1 'lvl 4 boost' [19] +2 racial [21]) Dex 13 - (2 'stat points' [14] + 1 'odd point' [15] -2 racial [13]) Con 20 - (4 'stat points' [18] + 2 racial [20]) Int 14 - (2 'stat points' [14]) Wis 18 - (4 'stat points' [18]) Cha 11 - (1 'odd point' [11]) 6 Feats (3 psywar, 3 HD) 1 Psionic Weapon, Power Attack 2 Improved Bull Rush 3 Knockback 5 Speed of Thought 6 ??? Powers 1 (1st) Offensive precognition *2 (1st) Biofeedback/Vigor 3 (1st) Expansion *4 (2nd) EnergyAdap.Spec./Empathic Transfer 5 (2nd) Hustle 6 (2nd) Animal Affinity 7 (3rd) Vampiric Blade This is what I was thinking of for the Half-Giant build. Offensive Precog to boost attack bonus, helping Power Attack hit. Expansion to increase damage further, and Vampire Blade to help deal with hits. Hustle for extra movement/versatility, and Animal Affinity playing offence and defence. The two starred powers are a tossup. Both are there for damage mitigation, but they have different flavours. Bio/Energy reduces overall damage from a number of sources, while Vigor/Transfer lets me play backup healer when our Paladin needs to conserve his heal stick. So yeah, the two things that need ironing out are the noted powers, and the feat at 6th level. I've been considering Improved Toughness, but that seems weak. One other thing that's nice is HP at levelup. Dm said it's max for first 4 levels, than a minimum of high average every level after. So I can expect a minimum of 47 hp for this build before factoring in CON/feats, another 35 with these stats, for a total of 82 health. |
| ZeroSpace900004-11-08, 09:15 PM | Nothing? I figured someone woulda left a comment by now... |
| Lycanthromancer04-11-08, 09:20 PM | Nothing? I figured someone woulda left a comment by now...I was going to make some comments, but it's your build, and I've offered quite a bit of input already. What do you want to do with what's left? [edit]For that matter, what do you want to do with what's there? What does, for example, Speed of Thought do for the build? |
| ZeroSpace900004-11-08, 10:29 PM | Speed of Thought is there mainly for added manueverability. Thinking about it, I guess the feat is a bit lackluster. I could go with Rock Hurling/Fling Ally for yucks; the party rogue is a Halfing TWF type, so the extra mobility could be useful. The power selection is still giving me problems. Part of me is actually a bit skeptical about having so many defensive powers. I mean sure, I beatdown in melee, but I'm kinda curious if I could fit more versatility in there. I am ever so slightly leaning towards Bio/Energy, because the other package requires the two to work in unison, where for package 1 each power works fine without the other, which will help a bit with PP consumption. |
| Lycanthromancer04-11-08, 10:44 PM | Generally speaking, Speed of Thought is for a character who is all about maneuverability, insofar as it can stack with a lot of other effects (such as the xeph's Burst ability, haste, the skate power, etc), and it works wonders for a build designed to attack as such. Making a Talashtora'd, psionic lion's charging, Psionic Charge, Up-The-Walls monk/psywar/elocator that can move 400 ft per round without teleporting makes for an awfully powerful combo sometimes. Especially with a metric ton of natural attacks at the end (see claws of the beast, form of doom, and flurry of blows); it makes for a darned nice counterpoint to a wizard's delayed blast fireball. |
| ZeroSpace900004-11-08, 10:58 PM | Hmm. I guess I'll go with this for now. Half-Giant Psychic Warrior 7 (two-handed) Str 21 - (4 'stat points' [18] + 1 'lvl 4 boost' [19] +2 racial [21]) Dex 13 - (2 'stat points' [14] + 1 'odd point' [15] -2 racial [13]) Con 20 - (4 'stat points' [18] + 2 racial [20]) Int 14 - (2 'stat points' [14]) Wis 18 - (4 'stat points' [18]) Cha 11 - (1 'odd point' [11]) 6 Feats (3 psywar, 3 HD) 1 Psionic Weapon, Power Attack 2 Improved Bull Rush 3 Knockback 5 Rock Hurling 6 Fling Ally Powers 1 (1st) Offensive precognition 2 (1st) Biofeedback 3 (1st) Expansion 4 (2nd) EnergyAdap.Spec. 5 (2nd) Hustle 6 (2nd) Animal Affinity 7 (3rd) Vampiric Blade If I feel the need to go with something here before said character gets introduced, I'll post here for opinions. Thanks for the ideas, Lycan. |
| ZeroSpace900004-15-08, 12:58 AM | Uh, wow! Just had session today, and though my Psy Warrior didn't enter the group today, I got a sweet magic item from the DM. A large +3 Impact Body-Feeding Greatclub! The others also have some really nice gear, but this makes me happy. The feats also got ok'ed, which I thought would make the cut. Looks like I'll be plowing through those orcs next session with relative ease. |
| Lycanthromancer04-15-08, 02:35 AM | By the way, if you want a slightly more in-depth look at what a psychic warrior is capable of, look here (http://forums.gleemax.com/showpost.php?p=15616145&postcount=2268). |