Psychic Warrior Buildguide: Temporary Replacement [Archive] - Wizards Community

Post/Author/DateTimePost
carnivore

01-22-07, 04:20 PM
My Prognosis of Complete Psionics in Relation to Psychic Warrior

Q : Have any changes to the PW occurred?
A : No, none have been made.

Q : Is the PW better now with all the new material in CP?
A : Yes, there are many new feats and a few new powers that will only help to further increase the strength of our favorite melee powerhouse. There are no PRC options for PW in CP however.

Q : Have any new races been introduced that are especially viable for PW?
A : A new race known as the Synad has been introduced. It has the ability to gain an extra action once per day as a swift action for purely mental things. This could be very handy for a PW, especially in clutch or the first round of combat. They have a myriad of other small abilities and start with 3 pp's. I would definitely cast this as one of the better races with which to play a PW, espcecially at low levels.

Q : What feats have been introduced that are noteworthy for the PW?
A : Invest Armor, Energize Armor This line has been brought back though I'm not a fan. Curiously they left out Deflective Armor for some reason, which I consider the best x armor psionic feat, especially in conjunction with Parry Shield from Lords of Madness.

Focused perception- expend pf for 60' Blindsight for one round. Eh.

Focused Shield- excellent feat for tank builds.

Instinctive Consummator- This feat lets you expend PF to auto confirm a Crit, definitely worthwhile in my opinion, especially for weapons with big multipliers or Psychic Weapon Master.

Practiced Manifester- Perhaps the best feat in all of Complete Psionic, not losing manifester levels never, ever hurts.

Q : Racial Feats ?
A : Many new racial feats have been introduced, and a lot of them are excellent!

Elan Resilience, Resistance, Retainment- These feats are great choices in my book. Everything from +6 to saves to a 1:4 power point to damage exchange ratio, and a once a day retention of Psionic Focus, even after it's been spent? Elans received a nice boost here.

Maenad Fury- More uses of Outburst. Never hurts though I'm not sure I would spend a feat on it. Now if it increased the strength...

Synad Multitask, Enhanced- An additional use of their Multitask racial trait. This definitely feels solid.

Xeph Burst (extra), Celerity- Xeph Celerity is great, enabling you to trade in a Burst for an extra attack during the Full-Attack Action. Xepth Burst, Extra gives you more of that per day. Solid stuff for the Xeph's.

The other races received plenty of racial feats, but as far as PW goes I'm not really sure they would be worthwhile. Also, there are new Host feats, though I don't really see them benefitting the PW. Time will tell however.

Q : Metapsionic Feats ?
A : There were a few new metapsionic feats introduced, but the only one that caught my eye for the ol' PW was Linked Power. It lets you add the cost of the 2nd power to the current one, but let's you manifest a power in the next round w/o spending pp's or wasting an action...awesome.

Q : Noteworthy new powers ?
A : There have been a few new additions to the PW list, I'll list those that are worthwhile.


Adrenaline Boost- Swift power, pretty neat, duration is terrible.

Call Armor- This is very useful.

Deaden Blow- lets you do nonlethal...I'd rather take the penalty though.

Extend Range- Very cool for hitting targets from miles away.

Inspire Mount- Very Case specific, but good at what it does.

Mighty Spring- This one gets my attention thanks to my love of Battlejump and Leap Attack.


Damp Power- This knocks down all numeric variables form spells, powers, and effects to 1...it is a bit more limiting than it sounds, but it's a very good power in my book. You can even augment it to affect allies.

Energy Emanation- I like the idea of my enemies taking damage because they are even near me. Throw in psionics love of varied effects based on energy type and you have a decent power.

Extend Reach- It's back, it's weaker, but it is still a solid power. I should like to throw this on a use activated item.

Moment of Insight- Vanilla? It has it's uses. Eh.

Perfect Archery- An absolute must have for any archer, it prevents AoO for firing a ranged weapon. Excellent Excellent.

Stygian Erasure- I hate negative levels. If you're in a campaign that features undead and negative energy you can't go wrong with this one.

Empathic Transfer, Hostile has been modified. It's weaker now in every respect, and it still does not have an increasing save DC. Why? The only thing I like about it is being able to select my targets at an earlier level and avoiding friendly fire. Disappointing overall though.

Stygian Bane- Case specific again, but worth it in an undead setting.

Telekinetic Boomerang- From Races of Stone (or Wild) I believe, I just love this power, awesome for throwing your best weapon over and over again.

Dimension Door, Psionic- This received even more options. Better than ever.

Planar Apotheosis- I like the flavor and feel of this, especially since it seems to combine a few different powers/abilities into one neat package. Not overly strong, but strong enough, as well as good flavor.

Psychokinetic Weapon- At first I thought this would be a terrible power, but it is actually quite good. I doubt I would take it early on, since there are many other better 4th level powers, but maybe later on, when I get to the 5th level stuff...

Stygian Disruption- The whole stygian line is good for one thing, but they are ever so good at it.

5th level powers still suck overall. I almost always end up taking other, weaker powers that are much more useful.

Empower Weapon- I would definitely put this on a weapon via craft, and it's a good "for later use" ability on a boring day in the life of an adventurer. It's okay.

Perfect Riposte- From Races of Stone, I absolutely love this power, especially for tanking or other high AC builds. Free attacks are never bad.

Stomp, Greater- A great tactical move but...PW really never has that high of a save DC, or an overabundance of pp's...

Inconstant Location- This lets you teleport anywhere you can see as a swift action at the beginning of each of your turns (optional). It doesn't provoke AoO's, and you can move anywhere you could normally move, and carry your max load all at the same time. This is just ...awesomely neat.

Mind over Energy- Immunity to one energy type...pretty good though Energy Adaptation usually covers this angle very well, and with a lot more versatility.

Rage of the Remorhaz- Fire only, but it does much more than energy emanation, but functions only when you get hit (touched).

Q : Final Prognosis
A : I feel the PW has only been improved decently by the addition of Complete Psionic. However, there is pretty much a severe lack of PRC options for him still.


3.5 PSYCHIC WARRIORS BUILD GUIDE & COMPENDIUM- EXPANDED

1: Introduction
2: The Psychic Warrior Skeleton
3: The Issue of Mad
4: Usefulness of the Psychic Warrior
5: Multi-classing
6: Important Changes
7: Powers Section
8: Feats
9: 3.5 Build Compendium



Hi all, welcome to my faq revision of the Psychic Warriors Build Guide & Compendium- Expanded. It will include the classic PW builds, and a complete rundown of just how exactly 3.5 PW's work. This version only contains material from the 3.5 XPH (Expanded Psionics Handbook), Complete Psionic, and The Mind's Eye.

The Psychic Warriors Skeleton is unchanged from v 3.0.

Bab: 2ndary
Fort: Best
Reflex: Worst
Will: Worst
Hit Die: d8
Skills: 2+

Ability Scores
Ideally all PW's want the best stats, but we know this isn't possible. Contrary to popular opinion though, strength is not the all important statistic you may be led to believe. Depending on build it is just as easy to play a dex oriented version of any PW or even a build relying solely on wisdom! Typical strength builds are Melee Tanks and Two-Handers, some Two-Weapon Fighters or Dual Weapon users. Dex builds can be archery or throwing, finesse styled fighters such as dual shortswords and the like. Straight Wisdom is reserved for games where you roll truly atrocious stats or are on extremely limited point buy.

The issue of MAD (multiple ability dependency) no longer exists! Well, not at the same extent...
The key ability for PW's is now Wisdom for all manifesting purpose, and you can season to taste with easily enhanceable physical abilities

Psychic warriors fill in a nice niche for a lot of party's. Along with the Cleric and Druid, I feel that the Psychic Warrior is one of the most self sufficient classes available. In some respects due to the nature of how the other classes must acquire their spells for the day, perhaps even more so. The Psychic Warrior is capable of providing all his own buffs, which really works out nicely if you game with people that don't like to buff the party that much (you know who I'm talking about), and due to some of the selectable powers, has an incredible resiliency not found among most of the other classes. Like the cleric his usefulness through all levels never wavers. Point Blank, what the Psychic Warrior lacks in raw stats, he more than makes up for with his self enhancing powers

Multi-classing for the PW is not generally recommended, though Slayer and Sanctified Mind are good PRC's. Also, The Psychic Warrior no longer has to fear Combat Modes- a very serious hole that hampered the PW for the previous version. This makes it possible to dip into PW just for access to Psionic Feats and powers.


MAD is no longer around.
Combat Modes no longer exist.
0-level powers are a thing of the past.
Swift Actions have been introduced- These are like a quickened power, able to be manifested only on your turn, and not provoking AoO.
Immediate Actions- As above but they may be manifested on any turn.
Augmentation has been introduced. This function let's you pay additional pp's for a greater effect of your manifestation. This replaces the old Power Chains.
Psionic Focus has been introduced.*

*For those of you who don't know PF is a FULL-ROUND action that provokes Attacks of Oppurtunity DC 20 Concetration check to use many feats such as Deep Impact. This mechanic is something of a pain for those of you who are accustomed to just paying power points and is a new balancing engine for the PW. It's not as bad as it sounds though for two reasons:

1. Psionic Meditation- you gain PF as a move equivalent!
2. Hustle- This 2nd level power let's you gain an extra move action during the round. And it's a Swift Action!This helps to utilize your feats better that make you use Psionic Focus.
Bonus Power Points are now gained for having a high ablitiy modifier! (Formula = Ability Modifer + Level X 1/2)


Here I will cover (once again) all the powers that are of use to the PW.

Offensive

Bite of the Wolf- Still good for 1d8 of bite lovin damage.

Claws of the Beast: 1d4 of claw dmg, albeit for two attacks at lower levels. You can augment it by paying additional power points...Dur 1hr/lvl.

Dissipating Touch: 1d6 for 1pp, and you can pay an additional point (unlimited) for an additional 1d6...

Expansion: Very good as always, there's nothing wrong with being Large! It now also comes with augmentation!

Grip of Iron: +4 to Grapple! and it can be augmented!

Hammer: 1d8 touch attack that lasts for one round...even with augmentation this does not get my thumbs up.

Metaphysical Claw: You are only able to manifest this power on another various claw power, or natural claw weapon. Augmentable. 1min/ lvl

Metaphysical Weapon: Still good, and of course augmentable. 1 min/lvl

Precognitive Offense: +1 on attack rolls and augmentable for Swift and higher Atk. 3pps for Atk, 6 for swift. Excellent.

Prescienct Offense: +2 to dmg, and augmentable for more Dmg and Swift, for 3 & 6 pp's respectively. Okay.

Defensive Powers

Biofeedback- This former god power is now relegated to DR 2/-
You can augment it by 1/- for every 3pp you spend in addition. 1 min/lvl.

Catfall- Catfall still rocks, even if you have to pay 1pp for it. It is now augmentable also by paying one PP per 10'. Immediate action.

Empty mind- +2 on will saves til next action. Immediate action. Mediocre.

Force Screen: the Shield of Psionics! 1/min lvl Augmentable by 1 for 4 pp's.

Inertial Armor- The mage armor of Psionics, Augmentable by 1 for 2 pp's. 1/hr lvl Very Good.

Precognitive Defense- +1 insight to ac and saves! Augmentable by 1 for 3 pp's, Swift for 6.

Thicken Skin: +1 enhancement bonust to AC for 10 min/lvl. Augmentable by 1 for 3 pp's, Swift for 6.

Vigor: +5 temporary HP, Augmentable by 5 for 1pp. 1min/lvl. Excellent.

Utility

Burst: move +10' for 1 round, swift action...eh

Call Weaponry: This old power got a neat twist, now you can still call a weapon, but if you Augment by 4 it gains and enhancement bonus by 1.

Compression: It has it's uses if you need to shrink for some reason.

Detect Psionics: Do we need to cover this?

Elfsight: Useful if you like low-light vision.

Skate: A staple power for movement based builds now. +15' movement never sucks.

Stomp: This can be very useful at low-levels.

Offensive

Dissolving Touch- 4d6 acid, augmentable b 1d6 for every 2 pp's spent. Useful if you need acid dmg, otherwise dissipating touch is better in the long run.

Dissolving Weapon- See above.

Painful Strike: 1d6 subdual on top of your normal natural weapon. Augmentable by 6 for Swift.

Psionic Lions Charge- Charge and than full attack...augmentable by 1pp to gain an extra dmg on each attack afterwards...Excellent.

Strength of my Enemy- This is actually really good in boss battles or battles with powerful melee foes, it does 1 str dmg per hit and adds it to your own (cap is @ +8). If you hit multiple targets, the str is tracked seperately and you gain the highest. Augmentable by 3 pp's to max the cap by 2, 6 for swift.

Defensive

Body Adjustment- Heal 1d12 of dmg, augmentable by 2pp's to heal an additional 1d12. Not bad.

Body Purification- Heals 2 ability points, but not against ability drain..augmentable by 1ppt to heal 1abpt. Pretty Good.

Concealing Amorpha- 20% miss chance. 1 min/lvl. Ok.

Energy Adaptation, specified- Specific elemental resist 10, later increasing to 20 @ 9th lvl, and 30 @ 13th lvl. Augment by 4 to Immediate. 10/min lvl. Good.

Sustenance- Go 24 hours w/o food and drink. This is just cool.

Thought Shield- you gain PR 13 against mind-affecting. Augment by 1 to increase by one. Lasts one round, eh.

Utility

Animal Affinity- This former god is still pretty darn good considering it's flexibility. +4 to any stat (enhancement bonus) Lasts 1/min lvl.

Darkvision- it's there if you need it. 1/hr lvl.

Detect Hostile Intent- This is actually very good in my book. 30 radius centered on you let's you become aware of anyone with hostile intent towards you. You also cannot be caught flat-footed or surprised by anyone that is susceptible to mind-affecting powers. You also gain the ability to make sense motive checks on anyone w/i 30 ' of you. Lasts 10 min/lvl.

Hustle- You abolutely have to take this power in my book. It grants you an extra move action as a swift action.

Levitate- useful

Prowess- Gain another atk of opportunity. This is okay depending on your build.

Psionic Scent- I am a big fan Scent.

Wall Walker- Very useful.

Offensive

Claws of the Vampire- This is a power that got hit hard, it now heals only half the base damage dealt. It is still useful with the other claw powers thanks to augmentation. 1/rnd lvl.

DuoDimensional Claw- Keen Claw 10/min lvl

Empathic Feedback- Your attacker takes 5 points of Empathic dmg or whichever is less of whatever they deal to you.. Augmentable by 1 for 1pp. 10 min/ lvl Excellent.

Empathic Transfer, Hostile- Errata has housed this power. The new version is in Complete Psionic.

Graft Weapon- Still the same

Keen Edge- Makes a weapon keen.

Vampiric Blade- See Claws of the Vampire.

Defensive

Greater Concealing Amorpha- 50% concealment. 1/rnd lvl Woot.

Danger Sense- +4 to saves vs. traps. Dungeon Crawl...but that's about it.

Evade Burst- Evasion as an immediate action- good for the Dungeon Crawl...

Mental Barrier: Gain +4 deflection to AC as a an immediate action. Augmentable by 4 to increase the bonus by one, or by 1 to increase duration by 1/rnd. Lasts 1 rnd. Pretty nifty I guess.

Utility

Dimension Slide- Dimension Door with weight limit of 20 lbs. Augment by 4 to do as a move equivalent. Very Good.

Ectoplasmic Form- basically gaseous form, seems out of flavor.

Escape Detection- useful as a utililty power, build depending. lasts 1hr/ lvl.

Ubiquitous Vision- 360 degree vision, prevents you from being flanked, but makes you more susceptible to gaze attacks, you also gain +4 enhancement to spot and search. 10 min/lvl ..not bad.

Offensive

Claw of Energy- useful at times.

TrueVenom- 1d8 con dmg with 2ndary save- just toss it on your claw and your good to go...last 1min/lvl or until discharged.

TrueVenom Weapon- This has potential. 1min/lvl.

Weapon of Energy- Gain an elemental burst on your weapon. lasts 1 rnd/lvl. There's some potential here.

Defensive

Energy Adaptation- You gain elemental resistance 10, than 20 @ 9th and 30 @ 13th. Augment by 4 to manifest Immediately. Excellent.

Inertial barrier- Gain DR 5/-. It also absorbs 1/2 dmg from falling. Ok. 10 min/ lvl

Steadfast Perception- You become immune to illusions (figments and glamers only) and gain +6 enhancement on search & spot checks. This is more of a utility spell but I put it here instead.

Utility

Dimenesion Door, Psionic- It's Dimension door, with an augment of 4 to do as a move equivalent!

Psionic Freedom of Movement- It's freedom of movement. Lasts 10 min/ lvl. Good as always.

Offensive

PsychoFeedback- A bit more balanced than before in my opinion, this power is still very good. You now sack a nonphysical stat (int, wis, cha) to bump up a physical one by whatever amount you sac. The only downside is ability Burn, which can only be healed naturally. Read up on this one more for a better explanation. 1 rnd/lvl

Defensive

Adapt Body- Automatically adapt to hostile terrain. Not bad. Lasts 1/hr lvl.

Catapsi- You make all other Psionics cost 4 more pp's than usual, with manifester level caps still in effect. It has a 30' radius, and Augmentation of 4pp's to increase radius by 5'. Will negates though...

Oak Body- This power is too lengthy and not that great.

Offensive

Breath of the Black Dragon- 11d6 acid dmg, augment by 1pp to gain 1d6 dmg. This is just good.

Form of Doom- Okay, DR 5/-, Natural Armor 5, +4 Enhancement to Str, +10 movement (land), and +10 Climb& Jump. You also gain Frightful Presence DC 16+cha mod, and 4 tentacles that you can attack with at -5 penalties during Full attack. If you FA with the Tentacles only they do 2d8 + 1.5 str bonus on each strike. This is just really cool in my opinion, as well as just plain old good.

Defensive

Dispelling Buffer- The new version of Ablating, it's still a mandatory on my list. It adds +5 to the DC of all dispel checks against it, but is checked last against targeted dispel, and is checked according to it's level for area dispel.

Mind Blank, Personal- This is just too good to not have, nuf said.

Utility

Suspend Life- eh. It has it's uses.

One of the only feats I will be covering here because of it's obvious brokenness. This feat allows you to select any power up to a level you could manifest, and add it to your power list. This means for Psychic Warrior you can access some nice powers you would not normally otherwise have.

These are powers that should receive heavy consideration, and some are almost mandatory.
Entangling ectoplasm- no save, no PR, just a touch attack to entangle a foe. Too good.

Energy Push- Useful for the PW.

Timehop- it's list of uses go on and on, just use your imagination.

Schism- The power to pick, and you will find it in almost all my builds, you may manifest another power every round w/o provoking attacks of oppurtunity. Only downside is the lessened manifester level (6 less).

Fabricate- This is very, very useful.

Metamorphosis- This is just broken. Old school players will marvel at the return of polymorph self once again.

Fly- When is being able to fly not useful?

Psionic Meditation- You are somewhat forced to take this feat. Enjoy.

Overchannel & Talented- depending on build these are awesome.

Sample Build

To see how all of this information comes together to make a Playable Character, that is fun and has a great chance of surviving to 20th lvl ..... i can think of no better way than simply demonstrating it with a full 20 lvl build, with Level-by-level views.... also since Soahc has done such a wonderful job I'd like to present a build he came up with to demonstrate what a well made Psychic Warrior looks like and how it can be Played

Soahc Progression Guide

Assuming the stats
Str 12 Lvl. =Level
Dex 14 AW. = Average Wealth
Con 14 PP. = Power points
Int 14
Wis 14
Cha 8

1st Lvl. AW. (N/A) PP (1)
Equipment- Longsword, Longbow, Heavy Steel Shield, Scale Mail.

Feats Learned- Psicrystal Affinity, Combat Expertise, Improved Trip.
Powers Learned- Bite of the Wolf.

Strat. Soahc at this point in the game will likely play the defensive, using ranged attacks as his only arsenal. But when push comes to shove, ideally when he faces the enemy’s leader, he whips out his bite granting him a secondary attack. He can only access his bite once a day so he prefers to save it until he’s in a dire situation.

2nd Lvl. AW. (900gp) PP (3)
Equipment- Masterwork Spiked Chain, Riding Dog, Scale Mail, 325gp.

Feats Learned- Exotic Weapon Proficiency (Spiked Chain).
Powers Learned- Metaphysical Claw.

Strat. Soahc at this point has become more aggressive in battle. Soahc aids his allies by keeping the enemy off his feet. Soahc riding dog aids him in flanking and occasionally attacks as well. Soahc can now use his bite for almost every battle in the day, although he tends to use it only in time of need. Soahc is now capable of enhancing his bite, making his enemies cower before him.

3rd Lvl. AW. (2700gp) PP (6)
Equipment- Masterwork Spiked Chain, Riding Dog (if still alive), Masterwork Full Plate, 900gp.

Feats Learned- Combat Reflexes.
Powers Learned- Expansion.

Strat. Soahc at this point, uses brief lapses of expansion to gain the upper hand in battle. Knowing that when he’s bigger, his bite hurts more and he’ll trip easier. The cumbersome armor may reduce his speed much his reach is significant enough to make up for it.

4th Lvl. AW. (5400gp) PP (9)
Equipment- +1 Spiked Chain, +1 Full Plate, 2300gp.

Feats Learned- N/A
Powers Learned- Detect Hostile Intent.
Ability Score Increase- Wis +1.

Strat. Soahc at this point continues his usual trip and smack routine. Although at this point Soahc makes note to use his newly found mental ability to keep himself and his party safe during the first 40mins of entering a new area.

5th Lvl. AW (9000gp) PP (12)
Equipment- +1 Spiked Chain, +1 Full Plate, Bag of Holding I, 6500gp.

Feats Learned- Extend Power.
Powers Learned- Strength of my Enemy

Strat. Soahc at this point uses his bite after each trip attack follow up, since from intense use it has developed into a more ferocious bite. Using his new ability to make his mental abilities last longer in battle, he uses in of Strength of my Enemy to get more out of it, as well he extends Detect Hostile Intent, to further aid his party

6th Lvl. AW. (13000gp) PP (20*)
Equipment- +1 Spiked Chain, +1 Full Plate, Bag of Holding, Periapt of Wisdom +2*, 9000gp.

Feats Learned- Power Link
Powers Learned- Dimension Swap

Strat. Soahc at this point, has become confident in his ability to grow on demand, usually makes sure he starts off his 1st round large. Then strategically moving himself using Dimension Swap. Soahc makes good use out of Power Link by Linking, Bite of the Wolf with Expansion.


7th Lvl. AW. (19000gp) PP (25)
Equipment- +2 Spiked Adamantine Chain, +2 Full Plate, BoH, Periapt of Wisdom +2, 5875gp.

Feats Learned- N/A
Powers Learned- Vampiric Blade.

Strat. Soahc at this point put all priority into manifesting a Extended Vampiric Blade, thus allowing him to take the roll of frontline warrior. He continues with tripping, but now may reserve his stronger buffs for later since he’s constantly healing via Vampiric Blade.


8th Lvl. AW. (27000gp) PP (35)
Equipment- +2 Spiked Adamantine Chain, +2 Full Plate, BoH, Periapt of Wisdom +2, Gauntlets of Strength +4, 9000gp.

Feats Learned- Improved Natural Attack (Bite)
Powers Learned- Dimension Slide
Ability Score Increased- Wis +1

9th Lvl. AW. (36000gp) PP (41)
Equipment- +3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +2, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, 8000gp.

Feats Learned- Quicken power
Powers Learned- Empathic Feedback

Strat. Soahc at this point can tell a threatening foe from an average one, yet temperance is not a trait of his. Depending on whether or not his foe is large or greater in size, if so an Expansion linked with a Strength of my enemy usually gives Soahc the upper hand soon. If time is of the essence, a quickened Dimension can be used to save the parties healer or caster. In a completely neutral battle Soahc, uses Bite of the Wolf linked to an augmented Expansion, making his bite a devastating attack. At this point Soahc uses an extended augmented Metaphysical Claw, to give himself a +1 bonus on his bite attack, for 18 hours a day.


10th Lvl. AW. (49000gp) PP (47)
Equipment- +3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +2, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, 13000gp.

Feats Learned- N/A
Powers Learned- Concealing Amorpha, Greater

Strat. Soahc at this point has developed the power to create a quasi-real membrane to distort his image for a short time. This greatly enhances is longevity. Soahc will start off using extended Greater Concealing Amorpha linked to a Bite of the Wolf in most occasions, except when someone is in dire need of assistance the follow round is used to use Expansion and gain ground, or to retrieve a focus. Strength of my Enemy and Empathic Feedback are saved for when the going gets tough.


11th Lvl. AW. (66000gp) PP (57)
Equipment- +3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +2, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+3] Composite Long bow, 2400gp.

Feats Learned- Psicrystal Containment
Powers Learned- Freedom of Movement

Strat. Soahc at this point has obtained the ability to fly. Out of battle he serves as a secondary party scout, using his optimal Spot and Listen skills to warn the party of incoming threats. This coupled with an extended Detect Hostile Intent makes for a very fine look out. In battle Soahc prefers to be landed, using his new ability to use a secondary focus. In battles where quick decisions of brute force are needed, Soahc quickly links a Bite of the Wolf with an augmented Expansion giving him great size, then utilizing his new ability, quickens a dimension swap with an ally for better field position.


12th Lvl. AW. (88000) PP (78*)
Equipment- +3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +5*, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+3] Composite Long bow, 63000gp.

Feats Learned- Psionic Meditation.
Powers Learned- Energy Adaption.
Ability Score Increase- Wis +1


Strat. Soahc at this point starts off each day manifesting a augmented extended Metaphysical Claw, giving his bite attack a +2 for 24 hours. Soahc can also through extensive training of mental focuses, regain his focus more quickly. If the time is appropriate and Soahc feels threatened, he may spend two full rounds buffing.

1st Rnd. Linked bite of the Wolf with augmented Expansion
2nd Rnd. Regain focus then use a linked Strength of my Enemy with an extended Vampiric Blade


13th Lvl. AW. (110000gp) PP (90)
Equipment-+3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +5, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+3] Composite Long bow.

Feats Learned- N/A
Powers Learned- Psycho Feedback

Strat. Soahc at this point continues to be a battle field controller, using his reach and size to it’s max potential. Soahc due to his size is able to provide a large amount of cover for most allies, so he capable of providing a large defenses for allies as well as dish out the damage. Other than that, strategy is the same as 12th Lvl.

14th Lvl. AW. (150000gp) PP (101)
Equipment- -+3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +5, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+3] Composite Long bow.

Feats Learned- Expanded Knowledge [Metamorphisis]
Powers Learned- Adapt Body

Strat. Soahc at this point uses his new found strength to alter his form and become a Wartroll. While in Wartroll form Soahc becomes more dominant than ever before. His strength nearly doubles, as well his vitality greatly increase as well. Soahc additional becomes faster and bigger in Wartroll form. Soahc intuitevly uses Expansion along side this power, giving himself even greater strength and reach. Using this combination, Soahc clearly deals with most threats without much fear, and rarely will use any other power combination.


15th Lvl. AW. (200000gp) PP (112)
Equipment- +3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +5, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+10] Composite Long bow, 17100gp.

Feats Learned- Over Channel
Powers Learned- Hustle

Strat. Soahc at this point has developed an even stronger bite. Soahc as well has become adept in battle enough to provide another attack on a full attack. Soahc will switch between using his bite as a primary and secondary attack. Soahc can also give himself an focus via hustle, thus allowing him to close ground with an opponent earlier. Soahc also makes note to start off each day, with an augmented, extended Metaphysical Claw giving his bite attack a +3 for 30hours. In any other case if the foe is larger than gargantuan, Soahc uses Strength of my Enemy, if the opponent has multiple limbs then a full augmented empathic feedback.


16th Lvl. AW. (260000gp) PP (135*)
Equipment- +3 Spiked Adamantine Chain, +2 Full Plate, BoH II, Periapt of Wisdom +6*, Gauntlets of Strength +4, Boots of Dexterity +2, Cloak of Resistance +3, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+10] Composite Long bow, Skin of the Hero.

Feats Learned- N/A
Powers Learned- Mindblank, Personal
Ability Score Increase- Wis +1

Strat. Soahc at this point starts off every other day manifesting an extending Person Mindblank, giving him immunity to mind affecting effects for 48 hours. Soahc continues his use of Expansion Metamorphisis, and only uses additional buffing for strong opponents, or when he’s clearly outnumbered.


17th Lvl. AW. (340000gp) PP (150)
Equipment- +5 Spiked Adamantine Chain, +5 Full Plate, BoH II, Periapt of Wisdom +6*, Gauntlets of Strength +4, Boots of Dexterity +4, Cloak of Resistance +4, Torc of Power Preservation, Wings of Flying, +1 Flaming Mighty [+10] Composite Long bow, Skin of the Hero, 8000gp.

Feats Learned- Talented
Powers Learned- Inconstant Location

Strat. Soahc at this point has the ability to make most buffs last longer and become stronger. Soahc can now start off with an overchanneled, augmented, extended Metaphysical Claw granting him a +4 on bites for 34 hours. So has even more control over the battle field at this point, since he can’t move in the blink of an eye. He uses this ability to close in on the enemy’s general, or to surprise spotted enemy scouts. Soahc continues to utilize his tripping prowess, and rarely uses any buffing strategies other than the one described in 14th Lvl.U

18th Lvl. AW. (440000gp) PP (166)
Equipment- +5 Spiked Adamantine Chain, +5 Full Plate of Heavy Fortification, BoH II, Periapt of Wisdom +6*, Gauntlets of Strength +4, Boots of Dexterity +4, Cloak of Resistance +5, Torc of Power Preservation, Wings of Flying, +3Flaming Mighty [+10] Composite Long bow, Skin of the Hero, 25000gp.

Feats Learned- Robilars Gambit
Powers Learned- Form of Doom

Strat. Soahc at this point has become a great force to be reckoned with, welcoming blows to deliver extreme punishment on his opponent. When faced by a single foe he takes this approach.

1st Rnd. Linked Metamorphisis + Expansion. Close in on target, or regain focus.
2nd Rnd. Linked augmented Empathic Feedback + Vampiric Blade, Quickened Bite of the Wolf, regain focus.
3rd Rnd. If Attacker looks Physically Dominant, then Strength of my Enemy + Freedom of Movement. If not Hustle then close ground for trip.

During round 1, Expansion can be replaced by Expansion.


19th Lvl. AW. (580000gp) PP (196)
Equipment- +5 Spiked Adamantine Chain, +5 Full Plate of Heavy Fortification, BoH II, Periapt of Wisdom +6*, Gauntlets of Strength +6, Boots of Dexterity +6, Ring of Constitution +6, Cloak of Resistance +5, Torc of Power Preservation, Wings of Flying, +5 Flaming, Shocking Mighty [+16] Composite Long bow, Skin of the Hero,33000gp.

Feats Learned- N/A.
Powers Learned- Dispelling Buffer.

Strat. Soahc at this point adds another power to his daily extended manifestations, Dispelling Buffer is extended to 38 hours each time it runs out. In battle, Soahc continues his strategy as in 18th Lvl. Only difference is that he’s now capable of taking larger risks via Dispelling Buffer.


20th Lvl. AW. (760000gp) PP (227*)
Equipment- +5 Spiked Adamantine Chain[Manifester], +5 Full Plate of Heavy Fortification[Manifester], BoH II, Periapt of Wisdom +6*, Gauntlets of Strength +6, Boots of Dexterity +6, Ring of Constitution +6, Cloak of Resistance +5, Torc of Power Preservation, Wings of Flying, +5 Flaming, Shocking Mighty [+16] Composite Long bow, Skin of the Hero, Tome of Understanding [expended], 42000gp.

Feats Learned- Hold the Line.
Powers Learned- Psionic Lion’s Charge.

Strat. Soahc at this point is capable of manifesting a +5 bonus on his bite each morning. Soahc has become such a threatening presence on the field that the enemy will rarely hit him, due to them taking the greater penalty. In most occasions Soahc will follow the strategy as is on 18th Lvl., but if given the chance will use his Form of Doom combined with Psionic Lion’s Charge to devastate his opponent with eight attacks (including his bite).


:D
carnivore

01-22-07, 04:21 PM
3.5 Build Compendium

A small list of 3.5 staple builds for straight Psychic Warrior. More builds to follow.
a: Sword & Shield Build One
b: Sword & Shield Build 2- Scimatar/Spiked Shield design
c: Two Weapon Fighter Builds
d: Dual Weapon Build
e: Two-Handed Charging Build
f: Tactical Builds
g: Ranged Builds
h: Grapple Build
i: Unarmed Builds
j: Mounted Builds
k: Battle Jumper Builds
l: The Battle Harrier
m: Pyrokineticist Build
n: Soulknife Section
o: Support build
p: Martial Mobile Battlefield Control

1: Power Attack
1: Cleave
1: Dodge
2: Exotic Weapon Proficiency: Bastard Sword
3: Weapon Focus: Bastard Sword
5: Mobility
6: Close Quarters Combat
8: Psionic Meditation
9: Deep Impact
11: Psionic Weapon
12: Combat Expertise
14: Expanded Knowledge: Schism
15: Greater Psionic Weapon
17: Psionic Dodge
18: Improved Critical: Bastard Sword
20: Power Critical: Bastard Sword

Your typical sword & board build right here. Emphasis is on AC and tanking, power selection should reflect that. Typical choices include Body Adjustment and prescient defense and whatnot.

1: Two-Weapon Fighting
1: Improved Shield Bash
1: Furious Charge
2: Powerful Charge
3: Weapon Focus Scimitar
5: Shield Charge
6: Shield Slam
8: Improved Two-Weapon Fighting
9: Greater Powerful Charge
11: Psionic Meditation
12: Psionic Weapon
14: Greater Psionic Weapon
15: Expanded Knowledge- Schism
17: Greater Two-Weapon Fighting
18: Deep Impact
20: Power Critical

A nice build idea utilizing a Light Shield with Spikes and a scimitar on the other end for Two-weapon fighing purposes. This build takes advantage of some early game things like Furious Charge and Powerful Charge. It takes a short break from charging styled damage feats to set up for Shield Slam and Shield Bash to give you some nice additional tactical elements to your play. The rest of the build is very standard relying on the power Psionic Lions Charge to Charge/ Bash/ do big damage, than get full attack with multiple weapons. The best part about this is that you maintain a Shield bonus to ac while beating someone's face in with it. The Primary hand weapon can be whatever you want, this build went with the scimitar to help take advantage of Mindfeeder. You can set this up quite a many versions of this.

1: Two-Weapon Fighting
1: Improved Buckler Defense
1: Combat Manifestation
2: Weapon Finesse
3: Weapon Focus: Short Sword
5: Psionic Meditation
6: Dodge
8: Improved Two-Weapon Fighting
9: Psionic Weapon
11: Deep Impact
12: Greater Psionic Weapon
14: Expanded Knowledge: Schism
15: Greater Two-Weapon fighting
17: Psionic Dodge
18: Improved Critical: Shortsword
20: Power Critical: Shortsword

A pretty standard build for Two-weapon fighting builds. I have better on the way though.

1: Two-Weapon Fighting
1: Snow Tiger Berserker
1: Weapon focus
2: Powerful Charge
3: Psionic Weapon
5: Psionic Meditation
6: Greater Powerful Charge
8: Greater Psionic Weapon
9: Improved Two-Weapon Fighting
11: Improved Buckler Defense
12: Improved Critical
14: Expanded Knowledge- Schism
15: Greater Two-Weapon Fighting
17: Deep Impact
18: Up the Walls
20: Power Critical

An atypical twf design- This build takes advantage of the feat Snow-Tiger Berserker. As long as you are wielding light weapons you can make a full attack after a charge negating the need to manifest Psionic Lions Charge.

1: Dodge
1: Mobility
1: Two-Weapon Fighting
2: Powerful Charge
3: Improved Buckler defense
5: Psionic Meditation
6: Greater Powerful Charge
8: Improved Two-Weapon Fighting
9: Combat Expertise
11: Weapon Focus: Scimitar
Dervish1/12: Improved Critical
PW14/15: Psionic Weapon
: Power Critical
DV2/16:
PW16:
DV3/18: Greater Psionic Weapon
PW 16/19:
DV4/20:

HD:16d8 +4d10 (avg hp= 94+ con mod x 20)
BAB: 16
Fort: 11
Refl: 9
Will: 9

Early game it plays as a typical Dual-Wielder utilizing Scimitar and Shortsword, than shifts gears once dervish enters the scene. Thanks to the plethora of new things out now to enhance charging, you get the full gamut of charge/hustle/Psionic Focus/ Full attack. Power Critical is just too good when you have a 30% chance to crit on each hit when you're getting 7 attacks though....a nice novelty build in my opinion, originally designed to take advantage of the now almost useless Mindfeeder quality.

1: Two-Weapon Fighting
1: Power Attack
1: Cleave
2: Powerful Charge
3: Weapon Focus
5: Psionic Meditation
6; Psionic Weapon
8: Greater Powerful Charge
9: Improved Two-Weapon Fighting
11: Up the Wall
12: Battlejump*
14: Expanded Knowledge: Schism
15: Reckless Offense
17: Greater Two-Weapon Fighting
18: Improved Critical
20: Power Critical

A Dual Weapon Build! You get all the benefits of the charge/two-weapon fighting builds with the ability to power attack and cleave. You even get Battlejump later on (See Battlejumper section if you haven't already).

1: Furious Charge
1: Powerful Charge
1: Power Attack
2: Cleave
3: Psionic Weapon
5: Psychic Meditation
6: Greater Powerful Charge
8: Deep Impact
9: Greater Psionic Weapon
11: Reckless Offense
12: Combat Manifestation
14: Expanded Knowledge: Schism
15: Psychic Charge
17: Weapon Focus: Greatsword
18: Improved Critical: Greatsword
20: Power Critical: Greatsword

A very solid charging build, only made better now by things like Psionic Lion's charge, and Hustle. Woot. You take buckoo negatives to your AC but your damage and attack bonuses go through the roof. By 11th level you can be charging in with reckless offense at +6 on your attack ( and of course you have prescient attack right?). Than you go for that Deep Impact/ Power attack or Greater Psionic Weapon. If you don't, there's always Psionic Lions Charge...Damage on a connected Charge with Deep Impact for insurance and power attack combo is huge. 2d6 for Greatsword +strength and 1/2, not counting magical pluses and elementals. 4d6 for Greater Psionic Weapon. 10 (maximally) for Power Attack. 2d6 for Greater Powerful Charge. Your total? 8d6 +10 +str and a half, + magical enhancements and elementals. Of course Psionic Lions charge carries power attack over for all your hits too...you'll have to decide for yourself. And that's if you don't spend extra points on PLC. If you have the room, Dodge, Combat Reflexes, and Karmic Strike shine here.

1: Standstill
1: Combat Reflexes
1: Dodge
2: Mobililty
3: Weapon Focus
5: Psionic Meditation
6: Spring Attack
8: Deft Oppurtunist
9: Reckless Offense
11: Psionic Weapon
12: Greater Psionic Weapon
14: Expanded Knowledge: Schism
15: Deep Impact
17: Weapon Focus: Glaive
18: Improved Critical
20: Power Critical

An improvement over the old version- this version actually increases your chances of keeping people out with Deft Oppurtunitst (especially at higher levels) by guaranteeing better chances of connecting with your Attacks of Oppurtunity. Reckless offense may hurt your ac, but in melee who's going to get through your threat radius anyways? Spring attack is there to harry your foes and make them come to you. Sidestep is icing on the cake keeping in line with provoking more AoO's, and Greater Psionic Weapon is there for when you really have to stop someone from coming in your zone. Improved Crit, Power Crit and wounding attack are all icing on the cake, and Deep impact is just good. You may want to consider taking Power attack and cleave with this build, just adjust some of the feats. Try removing wounding attack and power critical , and just push your other feats back two slots.

1: Standstill
1: Combat Reflexes
1: Combat Expertise
2: Exotic Weapon Prof: Spiked Chain
3: Improved Trip
5: Deft Oppurtunist
6: Improved Disarm
8: Dodge
9: Karmic Strike
11: Mobility
12: Spring attack
14: Expanded Knowledge: Schism
15: Sidestep
17: Improved Critical: Spiked Chain
18: Power Critical
20: Whirlwind Attack

A typical Spiked Chain build, utilizing some slight powers and feats from the psionic realm.

1: Standstill
1: Combat Reflexes
1: Lightning Reflexes
2: Combat Expertise
3: Improved Trip
5: Prone attack
6: Deft Oppurtunist
8: Sidestep
9: Dodge
11: Mobility
12: Spring Attack
14: Expanded Knowledge-Schism
15: Weapon Focus
17: Two-Weapon Fighting
18: Spinning Halberd Style
20: Power Critical

Another tactical build utilizing the trip element, this builds kicks it up a notch by throwing in expansion later. Prone Attack makes it so it doesn't matter if you're on your back or not, Standstill and Combat Reflexes make your opponent stay back or down. Deft Oppurtunist is just too good in this build, and you eventually pick up the spring attack line for mobility, and Spinning Halberd Style for style points (pun intended), and an extra attack. Set for charge is useful for large scale combat as well. This build also does well with other reach weapons for those odd occasions that tend to crop up in games.

PW1: Standstill
1: Combat Reflexes
1: Improved Shield Bash
2: Combat Expertise
3: Two-Weapon Fighting
5: Shield Charge
6: Exotic Weapon Proficiency- Bastard Sword
8: Wpn Focus- BS
(9)EWM1: Trip Attack & Improved Trip
2: Uncanny Strike
3: Exotic Sunder
(12)9: Power Attack
(14)11: Shield Slam
(15)12: Improved Sunder
(17)14: Psionic Meditation
(18)15: Deep Impact
PW17: Combat Brute

HD: 3d10 +17d8 (avg hp = 104)
BAB: 15 (note*: one fighter level will give the "missing feat, and 16 BAB)
Fort: 13
Refl: 6
Will: 6
Manifester levels 17
Access to 2 6th level powers

A favorite build of mine, it's a tank that has incredible field presence. He has TWF for Sword/Shield use, can trip with his blade or shield, daze someone with his shield, he sunders better than most two handed builds, and finishes off with combat brute for kickbutt flavor purposes. Deep Impact is there for when you really need to hit someone, or something you can't trip. There are two dwarf versions of this in the racial section as well.

Fighter12/PW8

1: PW1- FT1- Jotunbrud
1: PW1- FT1- Exotic Weapon Proficiency- Chain Lash
1: PW1- FT1- Combat Expertise
2: PW2- FT2- Improved Trip
3: PW3- FT3- Combat Reflexes
4: Ftr1- PW1- Standstill
5: Ftr2- PW2- Two Weapon Fighting
6: Ftr3- PW3- Weapon Focus
7: Ftr4- Weapon Specialization
8: PW4- ----------
9: Ftr5- Improved Two-Weapon Fighting
10: PW5- Dodge
11: Ftr6- Mobility
12: Ftr7- Karmic Strike
13: Ftr8- Spring Attack
14: PW6- -----------
15: PW7- Double Hit
16: Ftr9- ------------
17: Ftr10- Deft Oppurtunist
18: Ftr11- Sidestep
19: PW8- Greater Weapon Focus
20: Ftr12- Greater Weapon Specialization

Another tactical build utilizing the Chain Lash, this thing does it all. Trips, Standstill, power supplementation (Expansion definitely). A true beast when it comes to field control. If you're not fond of Weapon Foci or Specializations, sub them out, but they're in there to add ultimately +4 to the DC of your standstill.

1: Point Blank Shot
1: Rapid Shot
1: Precise Shot
2: Zen Archery
3: Weapon Focus
5: Psionic Meditation
6: Psionic Shot
8: Greater Psionic Shot
9: ManyShot
11: Improved Rapid Shot
12: Fell Shot
14: Expanded Knowledge: Schism
15: Improved Precise Shot
17: Improved Critical
18: Power Critical
20: Far Shot

A standard archery build utilizing Zen archery as a help tool. This helps out a lot for characters who rolled rather low stats but would still like to play the PW in some form.

1: Point Blank Shot
1: Rapid Shot
1: Far Shot
2: Quick Draw
3: Precise Shot
5: Psionic Meditation
6: Psionic Shot
8: ManyShot
9: Improved Rapid Shot
11: Greater Manyshot
12: Greater Psionic Shot
14: Fell Shot
15: Improved Precise Shot
17: Throw Anything
18: Return Shot
20: Ranged Disarm

A nice throwing build. Feel free to reorder them if you wish. They take advantage of all the various ranged feats culminating in the "fancy" feats at the end. This is more of a tech build with built in RP as I wanted to show the characters skill also growing with the build, starting with basic feats, than moving into Psionic styled and more technical feats, into the flashy Improved Precise Shot and Throw Anything, Return Shot, and Ranged Disarm.

Human

PW20

1: Jotunbrud (+4 grapple)
1: Improved Unarmed Strike
1: Improved Grapple (+4 Grapple)
2: Link Power (Link Expansion to Grip of Iron, as Grip of Iron cannot be manifested as a swift action via augmentation. This also let's you manifest Grip next round for "free" without provoking AoO's).
3: Metapower: Expansion to Link Power (this allows you to nail that one minute per level w/o paying extra pp's for it).
5: Psychic Meditation (You need this to make best use of of Link Power and Overchannel. If you have Vigor up, the damage won't be much of a bother).
6: Overchannel (for getting more bang for your buck of course)
8: Talented
9: Combat Manifestation (Contrary to popular opinion, you will not get as many rounds as you need to buff before attempting a grapple, so this will help you manifest while inside a grapple. You will probably be wanting to manifest powers often inside of a grapple as you progress higher in level).
11: Clever Wrestling (+2 if large, and +2 for each size Category up, as long as oppt is large size or bigger).
12: Close Quarters Fighting (things that are large tend to grapple).
14: Expanded Knowledge: Metamorphosis (firebolg firebolg)
15: Expanded Knowledge: Schism (This will enable you to manifest any buffs you need albeit at the lower manifester level. It proves itself in combat however at this level quite easily since Expansion, Grip of Iron, Bite of the Wolf, and Strength of My Enemy are low level powers).

Feats were only included up to 15 as you net the majority of pretty much everything you would want by this level. The build is pretty self-explanatory. For powers you should take Expansion, Grip of Iron, Bite of the Wolf (Vigor if you forgo one of the powers listed, or push one back to learning it at a 2nd level slot) Energy Emanation (free damage while even Attempting a grapple , Animal Affinity (for low levels), & Strength of my enemy. Psionic Freedom of Movement ensures you never get grappled (and is your bane as well). I will go out of my way here and say that (ironically), the 5th level power Psychofeedback could actually be useful here. Rage of the Remorhaz could be exceptional as well. Powers should be regulation after that. For Gear I only suggest Gloves of Titan's Grip (+8 to grapple).

You can also try this build, which is more complicated, but more flexible...

Monk2/PW12/Sanctified Mind6

Race: Half-Giant (for Powerful Build and Naturally Psionic-2pp's, and +2 STR & CON)

Feat 1: Earth Sense (Open the way for Earth Power)
Monk1: Improved Unarmed Strike, Improved Grapple
Monk2: Combat Reflexes (This is handy since you will often be large sized)
Feat 3: Practiced Manifester (You need to catch up!)
PW1(3): Earth Power (Saves on PP's and benefits you greatly once you start using augments, and let's you make the most of those precious few pp's you get in the early levels. This helps take pressure of you too since you are mult-classed. Torc of Power Preservation later on helps out tremendously in the later game as well).
PW2(4): Close-Quarters Fighting
Feat6: Overchannel (Get that manifester cap higher!)
PW5(7): Psionic Meditation (self-explanatory)
Feat9: Talented (Ditto)
PW8(10): Link Power
Feat12: Iron Will
PW11(13): Metapower
Feat15: Expanded Knowledge: Schism
Feat18: Expanded Knowledge: Metamorphosis

This build is just another approach that can be done. You finish with 16 BAB, 16 Fort, 9 Reflex, and 12 Will. You still have 20 d8 HD + Con Mod as well, and have access to two 6th level powers, while manifesting at 20th level without Overchannel. An alternate form of this build can be done using Slayer as well. Try Monk1/Rgr1/PW12/Slayer6 . This doesn't net saves as good as the other design, but does give you an extra feat at level 12 since you don't need Iron Will.

Monk1:Dodge
1: Mobility
3: Weapon Focus
Shou Disciple1/6: Improved Natural Weapon
2/7: Spring Attack
4/9: Weapon Specialization
: Wild Talent
Fist of Zuoken2/12: Up the Walls
5/15: Psionic Meditation
: Psionic Fist
8/18: Greater Psionic Fist
10/20: Unavoidable Strike

HD: 5d8+5d10+10d6 (avg hp 95)
BAB: 15
Fort: 11
Ref: 15
Will: 12

An interesting build design to me because it incorporates no PW at all! Everything in this build is geared towards getting in for that one hit, than leaving. Psionic meditation comes in late in this build (because that's when your powers come in) to help you dole out more damage for that one hit. Early game damage comes from Shou Disciple, Improved Natural Weapon, and Weapon Specializtion. It is continued with Psionic Fist and Greater Psionic Fist in the later game. It is possible to use hustle to make a full attack than leave as well, just watch out for AoO (manifest defensively and tumble away). You get Flurry (-1 penalty) as well as evasion and some other nifty functions. You get something good at every level pretty much. Solid.

1: Power Attack
1: Cleave
1: Combat Manifestation
2: Overchannel
3: Talented
5: Psionic Meditation
6: Improved Natural Attack
8: Psionic Fist
9: Greater Psionic Fist
11: Metamorphic Transfer
12: Unavoidable strike
14: Expanded Knowldge: Metamorphasis
Wspr1/15: Expanded Knowledge: Schism
Wspr4/18: Weapon focus

This is a favorite build of mine for higher level play. You must weather the early/mid levels in the usual fashion of our buddy here, and than you get to 11th level...besides the Firebolg, there are many, many more creatures to pick from that are excellent choices, and warshaper just makes them all better. Most notable combo here is Morphic Weapon which treats your existing natural attack as one higher (Rapid Strike & Improved Rapid Strike are awesome in this type of build as well, if you are aberration type), than you slap on Improved Natural attack.

HD: 20d8 (avg hp = 90 hp)
BAB: 15
Fort: 14
Refl: 6
Will: 6

1: Mounted Combat
1: Ride by Attack
1: Spirited Charge
2: Trample
3: Reckless Charge
5: Combat Manifestation
6: Power Attack
8: Cleave
9: Psionic Manifestation
11: Deep Impact
12: Weapon Focus
14: Expanded Knowledge: Schism
15: Psionic Weapon
17: Greater Psionic Weapon
18: Improved Critical
20: Power Critical: Lance

*Mounted Casting should be okay if your DM uses the Psionics are equatable to Magic rule. If this is a problem you can always substitute another feat, and move your feat chain down for quicker access to other feats.

1: Mounted Combat
1: Ride By attack
1: Standstill
2: Combat Reflexes
3: Spirited Charge
5: Trample
6: Deft Oppurtunist
8: Psionic Meditation
9: Psionic Weapon
11: Greater Psionic Weapon
12: Deep Impact
14: Expanded Knowledge: Schism
15: Power Attack
17: Cleave
18: Weapon Focus
20: Power Critical

A more field controlling version of the mounted design, this is a particular favorite of mine. Pretty self explanatory build though.
I also recommend the tactical feat Cavlary Charger from Complete Warrior for both builds.

1: Furious Charge
1: Power Attack
1: Cleave
2: Powerful Charge
3: Battle Jump*
5: Up the Walls
6: Greater Powerful Charge
8: Psionic Meditation
9: Psionic Weapon
11: Greater Psionic Weapon
12: Deep Impact
14: Expanded Knowledge: Schism
15: Speed of Thought
17: Mental Leap
18: Psionic Charge
20: Weapon Focus

Where to start...Battlejump. By getting at least a 5' drop (max 30' above) on my opponent I'm considered charging...and I do Double damage. Everything in this build is geared towards getting you that drop, even if it means running up a wall or your ally to do it. You get the directness of the charge build as well as the utilization of all 3 dimensions. Any weapon setup will do, but I recommend the biggest damage you can find.

1: PW1- Power Attack
1: PW1- Cleave
1: PW1- Standstill
2: PW2- Combat Reflexes
3: PW3- BattleJump*
4: Ftr1- Weapon Focus: Glaive
5: Ftr2- Deft Oppurtunist
6: Ftr3- Up the Walls
7: Ftr4- Wpn Specialization: Glaive
8: PW4-
9: Ftr5- Speed of Thought
10: PW5- Powerful Charge
11: Ftr6- Greater Powerful Charge
12: Ftr7- Psionic Meditation
13: Ftr8- Greater Weapon Focus
14: PW6-
15: PW7- Psionic Weapon
16: Ftr9-
17: Ftr10- Improved Critical: Glaive
18: Ftr11- Greater Psionic Weapon
19: PW8- Psychic Charge
20: Ftr12- Greater Weapon Specialization: Glaive

A favorite melee design of mine, this build is all about melee combat. You end up with a small selection of utility powers to aid you in combat, and access to psionic feats that you would not otherwise get in this quantity. You end up with 19 feats overrall, getting a feat almost every level.

HD: 12d10+8d8
BAB: 18/13/8/3
Fort: 14
Ref: 6
Will: 6

PW1: Power Attack
1: Flying Kick
1: Improved Unarmed Strike
2: Powerful Charge
3: Weapon Focus
5: Dodge
6: Greater Powerful Charge
SD2/8: Weapon Specialization
3/9: Improved Natural Weapon
4/10: Improved Inititative
PW8/13: Up the Walls
10/15: Psionic Meditation
11/16: Battle Jump*
13/18: Psionic Fist
14/19: Greater Psionic Fist

HD: 15 d8 +5d10 (avg hp = 104)
BAB: 16
Fort: 13
Refl: 9
Will: 6

Another Charge Build with the emphasis on Unarmed. The build is slower and receives only 15 manifester levels (not bad imo), but deals out more damage ultimately than any other design.

1: Standstill
1: Combat Reflexes
1: Dodge
2: Mobility
3: Sidestep
5: Expanded Knowledge- Entangling Ectoplasm
6: Deft Oppurtunist
8: Spring Attack
9: MageSlayer
12(EL2): Expanded Knowledge: Time Hop
15(EL5): Expanded Knowledge: Schism
18(EL8): Any@ the moment

A build for all you Elocater fans out there, this build is designed to harry the opponent as much as possible. Typical Standstill setup practically guarantees early game survival, and expanded knowledge dips into non PW powers for utility purposes. Elocator comes into the build a bit late, but this is when you're really going to need it's class abilities. You go when you want, where you want with this build, and it shuts down most spellcasters in the late game.

Kens1: Kensei mastery: Whip- +1Atk/+1dmg ( I recommend whip knife here).
1: Weapon Focus Whip
1: Weapon Finesse
2: Combat Expertise
3: Improved Trip
4: Weapon Specialization-Whip
5: Kensei mastery: +2/+2
6: Combat Reflexes
Pyr1/6: Improved Disarm
Pyr4/9: Psionic Meditation
Pyr7/12: Psionic Weapon
Kens7/15: Greater Psionic Weapon
8/16: Greater Weapon Focus: Whip
10/18: Improved Critcal
Kens 10: Kensei +3/+3
12/20: Greater Weapon Specialization: Whip

HD: 12d10+8d8 (avg hp = 102)
BAB: 18
Fort: 14
Refl: 10
Will: 6

A Pyrokinetecist build utilizing my all time favorite fighter core (official!) variant, the Kensei. It offers feats, the class skill concentration to get into Pyrokineticist, and lets you make the most out of your whip in conjunction with Pyrokineticist. I recommend using the whip knife here for hard damage in the early levels, and even for later levels. Fire whip is a nice ability for when you get disarmed or need a weapon etc etc, but is mainly back up in my build.

Rng1: Point blank shot
1: Weapon Focus
Psi 1/3: Overchannel
1/3: Talented
Psi4/6: Psionic Meditation
IlitSl3/9: Boost Construct
IlSlyr6/12: Extend Power
IlSlyr9/15: Maximize Power
Psi5/17: Quicken Power
Psi6/18: Improved Initiative

HD: 12d8+8d4 (avg hp=74)
BAB:16
Fort: 8
Refl: 8
Will: 14
Manifester Level 17
PP's: 250 +bonus pp's
Powers Known: 31

A build skeleton for people that want hardcore Psionics along with more physical setups. You get 11 feats, access to 9th level powers, 4 attacks, the whole nine yards. This skeleton can be applied to many builds depending on what you desire, and I encourage you to try it and it's brother out. The build listed here is a favorite of mine.. You stay in back and arch/manifest as necessary, & you construct as needed. You're lowered manifester levels are taken care of by overchannel/talented, and for nasties that have irritating things like PR/SR you have the ability to enhance your bow and or create lots of friends...an excellent support unit. (note*: I included Improved Initiative due to the intensity of who goes first for people with 9th level progressions). You can also go shaper 5 first for the extra feat earlier.

PW1: Track
PW1: Standstill
PW1: Combat Reflexes
PW2: Dodge
PW3: Mobility
PW5: MageSlayer
SL1/6: Spring Attack
EL1/9: Deft Oppurtunist
EL4/12: Expanded Knowledge- Time Hop
SL4/15: Expanded Knowledge- Schism
SL7/18: Expanded Knowledge- Psionic fly

HD: 14d8+6d6 (avg hp= 84)
BAB: 16
Fort: 9
Refl: 9
Will: 12
Manifester Levels: 17, access to 6th level PW powers.

A good battlefield control design, with all sorts of goodies thrown in. You get almost all the best abilities of Elocator along with Illithid Slayer, barring Acclerated Action and Capricious Step*. This build utilizes the ever famous reach element (so pick a reach weapon), along with the Spring Attack line. Expanded Knowledge Time Hop, Schism and Fly let you disrupt, disturb, and destroy almost anything by giving you 3 dimensional movement. If you don't want a reach weapon than just sub out the appropriate feats. If you're not fond of my Expanded Knowledge choices fill in with whatever you wish, the build almost runs itself. I recommend sidestep if you keep the reach element.


Shield Bearer and Kensei Fighter Variants both from Dragon Magazine August 2003 issue (special 3.5 update issue #1).
-Slayer
carnivore

01-22-07, 04:23 PM
WyvernSlayer07-01-03, 08:45 PM
My Prognosis of Complete Psionics in Relation to Psychic Warrior

Have any changes to the PW occurred?

No, none have been made.

Is the PW better now with all the new material in CP?

Yes, there are many new feats and a few new powers that will only help to further increase the strength of our favorite melee powerhouse. There are no PRC options for PW in CP however.

Have any new races been introduced that are especially viable for PW?

A new race known as the Synad has been introduced. It has the ability to gain an extra action once per day as a swift action for purely mental things. This could be very handy for a PW, especially in clutch or the first round of combat. They have a myriad of other small abilities and start with 3 pp's. I would definitely cast this as one of the better races with which to play a PW, espcecially at low levels.

What feats have been introduced that are noteworthy for the PW?

Invest Armor, Energize Armor This line has been brought back though I'm not a fan. Curiously they left out Deflective Armor for some reason, which I consider the best x armor psionic feat, especially in conjunction with Parry Shield from Lords of Madness.

Focused perception- expend pf for 60' Blindsight for one round. Eh.

Focused Shield- excellent feat for tank builds.

Instinctive Consummator- This feat lets you expend PF to auto confirm a Crit, definitely worthwhile in my opinion, especially for weapons with big multipliers or Psychic Weapon Master.

Practiced Manifester- Perhaps the best feat in all of Complete Psionic, not losing manifester levels never, ever hurts.

Racial Feats

Many new racial feats have been introduced, and a lot of them are excellent!

Elan Resilience, Resistance, Retainment- These feats are great choices in my book. Everything from +6 to saves to a 1:4 power point to damage exchange ratio, and a once a day retention of Psionic Focus, even after it's been spent? Elans received a nice boost here.

Maenad Fury- More uses of Outburst. Never hurts though I'm not sure I would spend a feat on it. Now if it increased the strength...

Synad Multitask, Enhanced- An additional use of their Multitask racial trait. This definitely feels solid.

Xeph Burst (extra), Celerity- Xeph Celerity is great, enabling you to trade in a Burst for an extra attack during the Full-Attack Action. Xepth Burst, Extra gives you more of that per day. Solid stuff for the Xeph's.

Metapsionic Feats

There were a few new metapsionic feats introduced, but the only one that caught my eye for the ol' PW was Linked Power. It lets you add the cost of the 2nd power to the current one, but let's you manifest a power in the next round w/o spending pp's or wasting an action...awesome.

The other races received plenty of racial feats, but as far as PW goes I'm not really sure they would be worthwhile. Also, there are new Host feats, though I don't really see them benefitting the PW. Time will tell however.

3.5 Build Compendium


A small list of 3.5 staple builds for straight Psychic Warrior. More builds to follow.

Sword & Shield Build One

1: Power Attack
1: Cleave
1: Dodge
2: Exotic Weapon Proficiency: Bastard Sword
3: Weapon Focus: Bastard Sword
5: Mobility
6: Close Quarters Combat
8: Psionic Meditation
9: Deep Impact
11: Psionic Weapon
12: Combat Expertise
14: Expanded Knowledge: Schism
15: Greater Psionic Weapon
17: Psionic Dodge
18: Improved Critical: Bastard Sword
20: Power Critical: Bastard Sword

Your typical sword & board build right here. Emphasis is on AC and tanking, power selection should reflect that. Typical choices include Body Adjustment and prescient defense and whatnot.

Sword & Shield Build 2- Scimitar/Spiked Shield design

1: Two-Weapon Fighting
1: Improved Shield Bash
1: Furious Charge
2: Powerful Charge
3: Weapon Focus Scimitar
5: Shield Charge
6: Shield Slam
8: Improved Two-Weapon Fighting
9: Greater Powerful Charge
11: Psionic Meditation
12: Psionic Weapon
14: Greater Psionic Weapon
15: Expanded Knowledge- Schism
17: Greater Two-Weapon Fighting
18: Deep Impact
20: Power Critical

A nice build idea utilizing a Light Shield with Spikes and a scimitar on the other end for Two-weapon fighing purposes. This build takes advantage of some early game things like Furious Charge and Powerful Charge. It takes a short break from charging styled damage feats to set up for Shield Slam and Shield Bash to give you some nice additional tactical elements to your play. The rest of the build is very standard relying on the power Psionic Lions Charge to Charge/ Bash/ do big damage, than get full attack with multiple weapons. The best part about this is that you maintain a Shield bonus to ac while beating someone's face in with it. The Primary hand weapon can be whatever you want, this build went with the scimitar to help take advantage of Mindfeeder. You can set this up quite a many versions of this.

Two Weapon Fighter Builds

1: Two-Weapon Fighting
1: Improved Buckler Defense
1: Combat Manifestation
2: Weapon Finesse
3: Weapon Focus: Short Sword
5: Psionic Meditation
6: Dodge
8: Improved Two-Weapon Fighting
9: Psionic Weapon
11: Deep Impact
12: Greater Psionic Weapon
14: Expanded Knowledge: Schism
15: Greater Two-Weapon fighting
17: Psionic Dodge
18: Improved Critical: Shortsword
20: Power Critical: Shortsword

A pretty standard build for Two-weapon fighting builds. I have better on the way though.

Two-Weapon fighter build 2- Dual Short Swords
Rashemi

1: Two-Weapon Fighting
1: Snow Tiger Berserker
1: Weapon focus
2: Powerful Charge
3: Psionic Weapon
5: Psionic Meditation
6: Greater Powerful Charge
8: Greater Psionic Weapon
9: Improved Two-Weapon Fighting
11: Improved Buckler Defense
12: Improved Critical
14: Expanded Knowledge- Schism
15: Greater Two-Weapon Fighting
17: Deep Impact
18: Up the Walls
20: Power Critical

An atypical twf design- This build takes advantage of the feat Snow-Tiger Berserker. As long as you are wielding light weapons you can make a full attack after a charge negating the need to manifest Psionic Lions Charge.

TWF Design3- The Whirling Dervish

1: Dodge
1: Mobility
1: Two-Weapon Fighting
2: Powerful Charge
3: Improved Buckler defense
5: Psionic Meditation
6: Greater Powerful Charge
8: Improved Two-Weapon Fighting
9: Combat Expertise
11: Weapon Focus: Scimitar
Dervish1/12: Improved Critical
PW14/15: Psionic Weapon
: Power Critical
DV2/16:
PW16:
DV3/18: Greater Psionic Weapon
PW 16/19:
DV4/20:

HD:16d8 +4d10 (avg hp= 94+ con mod x 20)
BAB: 16
Fort: 11
Refl: 9
Will: 9

Early game it plays as a typical Dual-Wielder utilizing Scimitar and Shortsword, than shifts gears once dervish enters the scene. Thanks to the plethora of new things out now to enhance charging, you get the full gamut of charge/hustle/Psionic Focus/ Full attack. Power Critical is just too good when you have a 30% chance to crit on each hit when you're getting 7 attacks though....a nice novelty build in my opinion, originally designed to take advantage of the now almost useless Mindfeeder quality.

Dual Weapon Build

1: Two-Weapon Fighting
1: Power Attack
1: Cleave
2: Powerful Charge
3: Weapon Focus
5: Psionic Meditation
6; Psionic Weapon
8: Greater Powerful Charge
9: Improved Two-Weapon Fighting
11: Up the Wall
12: Battlejump*
14: Expanded Knowledge: Schism
15: Reckless Offense
17: Greater Two-Weapon Fighting
18: Improved Critical
20: Power Critical

A Dual Weapon Build! You get all the benefits of the charge/two-weapon fighting builds with the ability to power attack and cleave. You even get Battlejump later on (See Battlejumper section if you haven't already).

Two-Handed Charging Build

1: Furious Charge
1: Powerful Charge
1: Power Attack
2: Cleave
3: Psionic Weapon
5: Psychic Meditation
6: Greater Powerful Charge
8: Deep Impact
9: Greater Psionic Weapon
11: Reckless Offense
12: Combat Manifestation
14: Expanded Knowledge: Schism
15: Psychic Charge
17: Weapon Focus: Greatsword
18: Improved Critical: Greatsword
20: Power Critical: Greatsword

A very solid charging build, only made better now by things like Psionic Lion's charge, and Hustle. Woot. You take buckoo negatives to your AC but your damage and attack bonuses go through the roof. By 11th level you can be charging in with reckless offense at +6 on your attack ( and of course you have prescient attack right?). Than you go for that Deep Impact/ Power attack or Greater Psionic Weapon. If you don't, there's always Psionic Lions Charge...Damage on a connected Charge with Deep Impact for insurance and power attack combo is huge. 2d6 for Greatsword +strength and 1/2, not counting magical pluses and elementals. 4d6 for Greater Psionic Weapon. 10 (maximally) for Power Attack. 2d6 for Greater Powerful Charge. Your total? 8d6 +10 +str and a half, + magical enhancements and elementals. Of course Psionic Lions charge carries power attack over for all your hits too...you'll have to decide for yourself. And that's if you don't spend extra points on PLC. If you have the room, Dodge, Combat Reflexes, and Karmic Strike shine here.

Tactical Build-1 Reach

1: Standstill
1: Combat Reflexes
1: Dodge
2: Mobililty
3: Weapon Focus
5: Psionic Meditation
6: Spring Attack
8: Deft Oppurtunist
9: Reckless Offense
11: Psionic Weapon
12: Greater Psionic Weapon
14: Expanded Knowledge: Schism
15: Deep Impact
17: Weapon Focus: Glaive
18: Improved Critical
20: Power Critical

An improvement over the old version- this version actually increases your chances of keeping people out with Deft Oppurtunitst (especially at higher levels) by guaranteeing better chances of connecting with your Attacks of Oppurtunity. Reckless offense may hurt your ac, but in melee who's going to get through your threat radius anyways? Spring attack is there to harry your foes and make them come to you. Sidestep is icing on the cake keeping in line with provoking more AoO's, and Greater Psionic Weapon is there for when you really have to stop someone from coming in your zone. Improved Crit, Power Crit and wounding attack are all icing on the cake, and Deep impact is just good. You may want to consider taking Power attack and cleave with this build, just adjust some of the feats. Try removing wounding attack and power critical , and just push your other feats back two slots.


Tactical Build 2-Spiked Chain Build

1: Standstill
1: Combat Reflexes
1: Combat Expertise
2: Exotic Weapon Prof: Spiked Chain
3: Improved Trip
5: Deft Oppurtunist
6: Improved Disarm
8: Dodge
9: Karmic Strike
11: Mobility
12: Spring attack
14: Expanded Knowledge: Schism
15: Sidestep
17: Improved Critical: Spiked Chain
18: Power Critical
20: Whirlwind Attack

A typical Spiked Chain build, utilizing some slight powers and feats from the psionic realm.

Tactical Build 3- The Halberdier

1: Standstill
1: Combat Reflexes
1: Lightning Reflexes
2: Combat Expertise
3: Improved Trip
5: Prone attack
6: Deft Oppurtunist
8: Sidestep
9: Dodge
11: Mobility
12: Spring Attack
14: Expanded Knowledge-Schism
15: Weapon Focus
17: Two-Weapon Fighting
18: Spinning Halberd Style
20: Power Critical

Another tactical build utilizing the trip element, this builds kicks it up a notch by throwing in expansion later. Prone Attack makes it so it doesn't matter if you're on your back or not, Standstill and Combat Reflexes make your opponent stay back or down. Deft Oppurtunist is just too good in this build, and you eventually pick up the spring attack line for mobility, and Spinning Halberd Style for style points (pun intended), and an extra attack. Set for charge is useful for large scale combat as well. This build also does well with other reach weapons for those odd occasions that tend to crop up in games.

Tactical Tank Build- PW8/EWM3/PW9

PW1: Standstill
1: Combat Reflexes
1: Improved Shield Bash
2: Combat Expertise
3: Two-Weapon Fighting
5: Shield Charge
6: Exotic Weapon Proficiency- Bastard Sword
8: Wpn Focus- BS
(9)EWM1: Trip Attack & Improved Trip
2: Uncanny Strike
3: Exotic Sunder
(12)9: Power Attack
(14)11: Shield Slam
(15)12: Improved Sunder
(17)14: Psionic Meditation
(18)15: Deep Impact
PW17: Combat Brute

HD: 3d10 +17d8 (avg hp = 104)
BAB: 15 (note*: one fighter level will give the "missing feat, and 16 BAB)
Fort: 13
Refl: 6
Will: 6
Manifester levels 17
Access to 2 6th level powers

A favorite build of mine, it's a tank that has incredible field presence. He has TWF for Sword/Shield use, can trip with his blade or shield, daze someone with his shield, he sunders better than most two handed builds, and finishes off with combat brute for kickbutt flavor purposes. Deep Impact is there for when you really need to hit someone, or something you can't trip. There are two dwarf versions of this in the racial section as well.

Tactical Build 5

Fighter12/PW8

1: PW1- FT1- Jotunbrud
1: PW1- FT1- Exotic Weapon Proficiency- Chain Lash
1: PW1- FT1- Combat Expertise
2: PW2- FT2- Improved Trip
3: PW3- FT3- Combat Reflexes
4: Ftr1- PW1- Standstill
5: Ftr2- PW2- Two Weapon Fighting
6: Ftr3- PW3- Weapon Focus
7: Ftr4- Weapon Specialization
8: PW4- ----------
9: Ftr5- Improved Two-Weapon Fighting
10: PW5- Dodge
11: Ftr6- Mobility
12: Ftr7- Karmic Strike
13: Ftr8- Spring Attack
14: PW6- -----------
15: PW7- Double Hit
16: Ftr9- ------------
17: Ftr10- Deft Oppurtunist
18: Ftr11- Sidestep
19: PW8- Greater Weapon Focus
20: Ftr12- Greater Weapon Specialization

Another tactical build utilizing the Chain Lash, this thing does it all. Trips, Standstill, power supplementation (Expansion definitely). A true beast when it comes to field control. If you're not fond of Weapon Foci or Specializations, sub them out, but they're in there to add ultimately +4 to the DC of your standstill.


Ranged Builds

1: Point Blank Shot
1: Rapid Shot
1: Precise Shot
2: Zen Archery
3: Weapon Focus
5: Psionic Meditation
6: Psionic Shot
8: Greater Psionic Shot
9: ManyShot
11: Improved Rapid Shot
12: Fell Shot
14: Expanded Knowledge: Schism
15: Improved Precise Shot
17: Improved Critical
18: Power Critical
20: Far Shot

A standard archery build utilizing Zen archery as a help tool. This helps out a lot for characters who rolled rather low stats but would still like to play the PW in some form.

Psychic Thrower Build

1: Point Blank Shot
1: Rapid Shot
1: Far Shot
2: Quick Draw
3: Precise Shot
5: Psionic Meditation
6: Psionic Shot
8: ManyShot
9: Improved Rapid Shot
11: Greater Manyshot
12: Greater Psionic Shot
14: Fell Shot
15: Improved Precise Shot
17: Throw Anything
18: Return Shot
20: Ranged Disarm

A nice throwing build. Feel free to reorder them if you wish. They take advantage of all the various ranged feats culminating in the "fancy" feats at the end. This is more of a tech build with built in RP as I wanted to show the characters skill also growing with the build, starting with basic feats, than moving into Psionic styled and more technical feats, into the flashy Improved Precise Shot and Throw Anything, Return Shot, and Ranged Disarm.

PsyWarrior Grappler

Human

PW20

1: Jotunbrud (+4 grapple)
1: Improved Unarmed Strike
1: Improved Grapple (+4 Grapple)
2: Link Power (Link Expansion to Grip of Iron, as Grip of Iron cannot be manifested as a swift action via augmentation. This also let's you manifest Grip next round for "free" without provoking AoO's).
3: Metapower: Expansion to Link Power (this allows you to nail that one minute per level w/o paying extra pp's for it).
5: Psychic Meditation (You need this to make best use of of Link Power and Overchannel. If you have Vigor up, the damage won't be much of a bother).
6: Overchannel (for getting more bang for your buck of course)
8: Talented
9: Combat Manifestation (Contrary to popular opinion, you will not get as many rounds as you need to buff before attempting a grapple, so this will help you manifest while inside a grapple. You will probably be wanting to manifest powers often inside of a grapple as you progress higher in level).
11: Clever Wrestling (+2 if large, and +2 for each size Category up, as long as oppt is large size or bigger).
12: Close Quarters Fighting (things that are large tend to grapple).
14: Expanded Knowledge: Metamorphosis (firebolg firebolg)
15: Expanded Knowledge: Schism (This will enable you to manifest any buffs you need albeit at the lower manifester level. It proves itself in combat however at this level quite easily since Expansion, Grip of Iron, Bite of the Wolf, and Strength of My Enemy are low level powers).

Feats were only included up to 15 as you net the majority of pretty much everything you would want by this level. The build is pretty self-explanatory. For powers you should take Expansion, Grip of Iron, Bite of the Wolf (Vigor if you forgo one of the powers listed, or push one back to learning it at a 2nd level slot) Energy Emanation (free damage while even Attempting a grapple , Animal Affinity (for low levels), & Strength of my enemy. Psionic Freedom of Movement ensures you never get grappled (and is your bane as well). I will go out of my way here and say that (ironically), the 5th level power Psychofeedback could actually be useful here. Rage of the Remorhaz could be exceptional as well. Powers should be regulation after that. For Gear I only suggest Gloves of Titan's Grip (+8 to grapple).

You can also try this build, which is more complicated, but more flexible.

Psionic Monk Grappler build

Monk2/PW12/Sanctified Mind6

Race: Half-Giant (for Powerful Build and Naturally Psionic-2pp's, and +2 STR & CON)

Feat 1: Earth Sense (Open the way for Earth Power)
Monk1: Improved Unarmed Strike, Improved Grapple
Monk2: Combat Reflexes (This is handy since you will often be large sized)
Feat 3: Practiced Manifester (You need to catch up!)
PW1(3): Earth Power (Saves on PP's and benefits you greatly once you start using augments, and let's you make the most of those precious few pp's you get in the early levels. This helps take pressure of you too since you are mult-classed. Torc of Power Preservation later on helps out tremendously in the later game as well).
PW2(4): Close-Quarters Fighting
Feat6: Overchannel (Get that manifester cap higher!)
PW5(7): Psionic Meditation (self-explanatory)
Feat9: Talented (Ditto)
PW8(10): Link Power
Feat12: Iron Will
PW11(13): Metapower
Feat15: Expanded Knowledge: Schism
Feat18: Expanded Knowledge: Metamorphosis

This build is just another approach that can be done. You finish with 16 BAB, 16 Fort, 9 Reflex, and 12 Will. You still have 20 d8 HD + Con Mod as well, and have access to two 6th level powers, while manifesting at 20th level without Overchannel. An alternate form of this build can be done using Slayer as well. Try Monk1/Rgr1/PW12/Slayer6 . This doesn't net saves as good as the other design, but does give you an extra feat at level 12 since you don't need Iron Will.

Hit & Run Unarmed Build- Monk 5, Shou Disciple 5, Fist of Zuoken 10

Monk1:Dodge
1: Mobility
3: Weapon Focus
Shou Disciple1/6: Improved Natural Weapon
2/7: Spring Attack
4/9: Weapon Specialization
: Wild Talent
Fist of Zuoken2/12: Up the Walls
5/15: Psionic Meditation
: Psionic Fist
8/18: Greater Psionic Fist
10/20: Unavoidable Strike

HD: 5d8+5d10+10d6 (avg hp 95)
BAB: 15
Fort: 11
Ref: 15
Will: 12

An interesting build design to me because it incorporates no PW at all! Everything in this build is geared towards getting in for that one hit, than leaving. Psionic meditation comes in late in this build (because that's when your powers come in) to help you dole out more damage for that one hit. Early game damage comes from Shou Disciple, Improved Natural Weapon, and Weapon Specializtion. It is continued with Psionic Fist and Greater Psionic Fist in the later game. It is possible to use hustle to make a full attack than leave as well, just watch out for AoO (manifest defensively and tumble away). You get Flurry (-1 penalty) as well as evasion and some other nifty functions. You get something good at every level pretty much. Solid.

The Psychic Warshaper- Psychic Warrior 14/ Warshaper4/PW 2

1: Power Attack
1: Cleave
1: Combat Manifestation
2: Overchannel
3: Talented
5: Psionic Meditation
6: Improved Natural Attack
8: Psionic Fist
9: Greater Psionic Fist
11: Metamorphic Transfer
12: Unavoidable strike
14: Expanded Knowldge: Metamorphasis
Wspr1/15: Expanded Knowledge: Schism
Wspr4/18: Weapon focus

This is a favorite build of mine for higher level play. You must weather the early/mid levels in the usual fashion of our buddy here, and than you get to 11th level...besides the Firebolg, there are many, many more creatures to pick from that are excellent choices, and warshaper just makes them all better. Most notable combo here is Morphic Weapon which treats your existing natural attack as one higher (Rapid Strike & Improved Rapid Strike are awesome in this type of build as well, if you are aberration type), than you slap on Improved Natural attack.

HD: 20d8 (avg hp = 90 hp)
BAB: 15
Fort: 14
Refl: 6
Will: 6


Mounted Build

1: Mounted Combat
1: Ride by Attack
1: Spirited Charge
2: Trample
3: Reckless Charge
5: Combat Manifestation
6: Power Attack
8: Cleave
9: Psionic Manifestation
11: Deep Impact
12: Weapon Focus
14: Expanded Knowledge: Schism
15: Psionic Weapon
17: Greater Psionic Weapon
18: Improved Critical
20: Power Critical: Lance

*Mounted Casting should be okay if your DM uses the Psionics are equatable to Magic rule. If this is a problem you can always substitute another feat, and move your feat chain down for quicker access to other feats.

Mounted Build 2- Tactical Horseman

1: Mounted Combat
1: Ride By attack
1: Standstill
2: Combat Reflexes
3: Spirited Charge
5: Trample
6: Deft Oppurtunist
8: Psionic Meditation
9: Psionic Weapon
11: Greater Psionic Weapon
12: Deep Impact
14: Expanded Knowledge: Schism
15: Power Attack
17: Cleave
18: Weapon Focus
20: Power Critical

A more field controlling version of the mounted design, this is a particular favorite of mine. Pretty self explanatory build though.
I also recommend the tactical feat Cavlary Charger from Complete Warrior for both builds.

The Battle Jumper Builds....

1: Furious Charge
1: Power Attack
1: Cleave
2: Powerful Charge
3: Battle Jump*
5: Up the Walls
6: Greater Powerful Charge
8: Psionic Meditation
9: Psionic Weapon
11: Greater Psionic Weapon
12: Deep Impact
14: Expanded Knowledge: Schism
15: Speed of Thought
17: Mental Leap
18: Psionic Charge
20: Weapon Focus

Where to start...Battlejump. By getting at least a 5' drop (max 30' above) on my opponent I'm considered charging...and I do Double damage. Everything in this build is geared towards getting you that drop, even if it means running up a wall or your ally to do it. You get the directness of the charge build as well as the utilization of all 3 dimensions. Any weapon setup will do, but I recommend the biggest damage you can find.

Battlejumper Build2- Fighter12/PsychicWarrior 8

1: PW1- Power Attack
1: PW1- Cleave
1: PW1- Standstill
2: PW2- Combat Reflexes
3: PW3- BattleJump*
4: Ftr1- Weapon Focus: Glaive
5: Ftr2- Deft Oppurtunist
6: Ftr3- Up the Walls
7: Ftr4- Wpn Specialization: Glaive
8: PW4-
9: Ftr5- Speed of Thought
10: PW5- Powerful Charge
11: Ftr6- Greater Powerful Charge
12: Ftr7- Psionic Meditation
13: Ftr8- Greater Weapon Focus
14: PW6-
15: PW7- Psionic Weapon
16: Ftr9-
17: Ftr10- Improved Critical: Glaive
18: Ftr11- Greater Psionic Weapon
19: PW8- Psychic Charge
20: Ftr12- Greater Weapon Specialization: Glaive

A favorite melee design of mine, this build is all about melee combat. You end up with a small selection of utility powers to aid you in combat, and access to psionic feats that you would not otherwise get in this quantity. You end up with 19 feats overrall, getting a feat almost every level.

HD: 12d10+8d8
BAB: 18/13/8/3
Fort: 14
Ref: 6
Will: 6

Unarmed Charge Build (BattleJumper 3)- PW 6/ Shou Disciple 5/PW 9

PW1: Power Attack
1: Flying Kick
1: Improved Unarmed Strike
2: Powerful Charge
3: Weapon Focus
5: Dodge
6: Greater Powerful Charge
SD2/8: Weapon Specialization
3/9: Improved Natural Weapon
4/10: Improved Inititative
PW8/13: Up the Walls
10/15: Psionic Meditation
11/16: Battle Jump*
13/18: Psionic Fist
14/19: Greater Psionic Fist

HD: 15 d8 +5d10 (avg hp = 104)
BAB: 16
Fort: 13
Refl: 9
Will: 6

Another Charge Build with the emphasis on Unarmed. The build is slower and receives only 15 manifester levels (not bad imo), but deals out more damage ultimately than any other design.


The Battle Harrier- PW10/ Elocater 10

1: Standstill
1: Combat Reflexes
1: Dodge
2: Mobility
3: Sidestep
5: Expanded Knowledge- Entangling Ectoplasm
6: Deft Oppurtunist
8: Spring Attack
9: MageSlayer
12(EL2): Expanded Knowledge: Time Hop
15(EL5): Expanded Knowledge: Schism
18(EL8): Any@ the moment

A build for all you Elocater fans out there, this build is designed to harry the opponent as much as possible. Typical Standstill setup practically guarantees early game survival, and expanded knowledge dips into non PW powers for utility purposes. Elocator comes into the build a bit late, but this is when you're really going to need it's class abilities. You go when you want, where you want with this build, and it shuts down most spellcasters in the late game.

Pyrokineticist build- Kensei 12 (core alternate class), Pyrokineticist 8

Kens1: Kensei mastery: Whip- +1Atk/+1dmg ( I recommend whip knife here).
1: Weapon Focus Whip
1: Weapon Finesse
2: Combat Expertise
3: Improved Trip
4: Weapon Specialization-Whip
5: Kensei mastery: +2/+2
6: Combat Reflexes
Pyr1/6: Improved Disarm
Pyr4/9: Psionic Meditation
Pyr7/12: Psionic Weapon
Kens7/15: Greater Psionic Weapon
8/16: Greater Weapon Focus: Whip
10/18: Improved Critcal
Kens 10: Kensei +3/+3
12/20: Greater Weapon Specialization: Whip

HD: 12d10+8d8 (avg hp = 102)
BAB: 18
Fort: 14
Refl: 10
Will: 6

A Pyrokinetecist build utilizing my all time favorite fighter core (official!) variant, the Kensei. It offers feats, the class skill concentration to get into Pyrokineticist, and lets you make the most out of your whip in conjunction with Pyrokineticist. I recommend using the whip knife here for hard damage in the early levels, and even for later levels. Fire whip is a nice ability for when you get disarmed or need a weapon etc etc, but is mainly back up in my build.

Ranger2/Shaper4/Ilitthid Slayer10/Shaper4- Support build

Rng1: Point blank shot
1: Weapon Focus
Psi 1/3: Overchannel
1/3: Talented
Psi4/6: Psionic Meditation
IlitSl3/9: Boost Construct
IlSlyr6/12: Extend Power
IlSlyr9/15: Maximize Power
Psi5/17: Quicken Power
Psi6/18: Improved Initiative

HD: 12d8+8d4 (avg hp=74)
BAB:16
Fort: 8
Refl: 8
Will: 14
Manifester Level 17
PP's: 250 +bonus pp's
Powers Known: 31

A build skeleton for people that want hardcore Psionics along with more physical setups. You get 11 feats, access to 9th level powers, 4 attacks, the whole nine yards. This skeleton can be applied to many builds depending on what you desire, and I encourage you to try it and it's brother out. The build listed here is a favorite of mine.. You stay in back and arch/manifest as necessary, & you construct as needed. You're lowered manifester levels are taken care of by overchannel/talented, and for nasties that have irritating things like PR/SR you have the ability to enhance your bow and or create lots of friends...an excellent support unit. (note*: I included Improved Initiative due to the intensity of who goes first for people with 9th level progressions). You can also go shaper 5 first for the extra feat earlier.

PsychicWarrior5/IllithidSlayer9/Elocater6- Martial Mobile Battlefield Control

PW1: Track
PW1: Standstill
PW1: Combat Reflexes
PW2: Dodge
PW3: Mobility
PW5: MageSlayer
SL1/6: Spring Attack
EL1/9: Deft Oppurtunist
EL4/12: Expanded Knowledge- Time Hop
SL4/15: Expanded Knowledge- Schism
SL7/18: Expanded Knowledge- Psionic fly

HD: 14d8+6d6 (avg hp= 84)
BAB: 16
Fort: 9
Refl: 9
Will: 12
Manifester Levels: 17, access to 6th level PW powers.

A good battlefield control design, with all sorts of goodies thrown in. You get almost all the best abilities of Elocator along with Illithid Slayer, barring Acclerated Action and Capricious Step*. This build utilizes the ever famous reach element (so pick a reach weapon), along with the Spring Attack line. Expanded Knowledge Time Hop, Schism and Fly let you disrupt, disturb, and destroy almost anything by giving you 3 dimensional movement. If you don't want a reach weapon than just sub out the appropriate feats. If you're not fond of my Expanded Knowledge choices fill in with whatever you wish, the build almost runs itself. I recommend sidestep if you keep the reach element.


Shield Bearer and Kensei Fighter Variants both from Dragon Magazine August 2003 issue (special 3.5 update issue #1).
-Slayer.
carnivore

01-22-07, 04:24 PM
WyvernSlayer07-02-03, 05:07 AM
Section2-Racial Specific Builds

This section is not done yet obviously.;)

Races

From the XPH there are a plethora of new races to choose from:

1: Dromite
2: Duergar
3: Elan
4: Githyanki
5: Githzerai
6: Half-Giant
7: Maenad
8: Thri-Kreen
9: Xeph

I'm going to give a brief synopsis of each race and how they work out using a PW setup, and whether they're worth it or not.

Dromite

These little guys are pretty interesting to me. They're listed as favored class Wilder, but I'd have to disagree somewhat. They do make decent Wilders, but to me they just serve better as either a rogue with some nifty features and psionic feats...or Ranger, due to scent.

Duergar

These dried up dwarves are pretty good. They have most of the usual dwarven features (Dwarves are too good!), and than some. They are level adjusted by one only, and have favored class fighter. The Duergar really do make excellent fighters on that note. They also perform very admirably as PW's due to their racial martial bent, free use of expansion, and 3 free pp's. I'd be willing to go out of my way and say that they're level adjust might be a little too low. A little.

Elan

These guys are great. They have useful abilities and favored class psion. They make excellent anything honestly, and they have the elven reverie to boot.

Githyanki & Githzerai

The two most heavily psionic races in my opinion right here, they come with psionic abilites, free pp's, free PR, nice stat boost and darvision. Githyanki favored class: Fighter. Githzerai: Monk. These two guys are worth the lvl adjust and are balanced adequately in that respects in my mind. They make excellent martial classes, and PW is great with them, albeit slow.

Half-Giant

These guys are adjusted by one, and they still rock. Favored Class is PW. They get a nice little strength and con bonus, count as giants, and their powerful build feature effectively makes them size category large for weapon usage and trip/grapple type things. These guys are great, I strongly recommend playing one, especially as two-hand build (go fullsword!), or a grappler.

Maenad

These guys are boring to me, they're naturally psionic and have Energy Ray once/day. Outburst rather sucks. Especially considering favored class is wilder. They make average PW's for the most part, with their outburst being a small perk, and average most other things as well.

Thri-Kreen

These guys are just good. They are only level adjusted by 2 first of all. Average stat bumps, but than they receive all sorts of special abilites. Everything from poison, to darkvision, to Natural armor, naturally psionic and more. Than they have multiple limbs...On top of all this they start play with 2 Racial HD!! Favored class is Ranger. They make good anything melee, PW included.

Human

The old stand-by, these guys are still good. Don't be fooled by the lack of pp at level one, the extra feat is very clutch for the cost of 1 or 2 pp's when compared to other (psionic) races.

Xeph

Favored class Soulknife...meh. No level adjust here, they get burst, darkvision, a dex bump/lower strength and some other nice perks. They make good Monks/PW's/Rogues/Rangers etc etc. Soulknife is doable I guess, if you want to play nothing but the dexterity based versions.


Fighter5/Warmind10/DwarvenDefender5- Solid Tank Build
Race: Duergar (or Dwarf if you don't want +1 level adjust).

Ftr1: Education
1: Power Attack
2: Cleave
3: Weapon Focus
4: Weapon Specialization
WM1/6: Dodge
4/9: Endurance
7/12: Toughness
10/15: Psi-Crystal affinity
DD3/18: Improved PsiCrystal

HD: 15d10+5d12 (avg hp= 115 +con mod x 20)
BAB: 20
Fort: 15 (+2 heroic from Psicrytal)
Refl: 9
Will: 8 (+2 resolve from Psicrystal)

This is a nice strong melee build utilizing Warmind for it's plethora of abilites, getting the best feats from Fighter, and some nice Dwarven Defender abilities. High ac, high hp, decent saves, coupled with Dwarven Resilience. Pretty self-explanatory if you ask me.

Dwarf Tactical Tank Build- Trip Variant

ShieldBearer2 (variant fighter core class)/PW7/EWM2/PW9

SB1: Improved Shield Bash
1: Combat Expertise
SB2: Shield Strike
(3)PW1: Two-Weapon Fighting & Improved Trip
2: Shield Charge
(6)4: Weapon Focus
5: Standstill
(9)7: Deflect Arrows
EWM1: Trip Attack
2: Uncanny Strike
(12)PW8: Power Attack & Cleave
(15)11: Iron Will & Expanded Knowledge- Schism
(18)14: Psionic Meditation & Deep Impact

HD: 4d10 +16d8 (avg hp = 94)
BAB: 16
Fort: 16
Refl: 5
Will: 7 (+2 Iron Will)
16 manifester levels
Access to 6th level PW powers.

This is an excellent build for people who want to play more than a damage soaker. You have the option of two-weapon fighting with a Battleaxe & Shield, can trip with your main weapon as well as with your shield. Deflect Arrows lets you bypass one ranged attack every round, and Uncanny strike lets you make the most out of using your battleaxe and power attack if you have to go two-handed for some reason. Power Attack & Cleave come in late due to necessity, if you want to forgo cleave or some other feat, I highly recommend Shield Slam. Standstill makes sure that once an opponent goes down, he stays down. Dwarven stability is clutch in this build, and expansion just makes things sweeter. Deep Impact at the end.

Shield Bearer1/ PW8/ EWM1/ ISL10

SB1: Improved Shield Bash
1: Combat Expertise
PW1: Two-Weapon Fighting
(3)2: Shield Charge & Improved Trip
(6)5: Combat Reflexes & Standstill
(9)8: Track & Weapon Focus
EWM1: Trip Attack
(12)ISL2: Lightning Reflexes
(15)5: Prone Attack
(18)8: Expanded Knowledge- Schism

HD: 2d10+18d8 (avg hp= 93)
BAB: 18
Fort: 13
Refl: 7 (5+2 from Lightning reflexes)
Will: 9
17 Manifester levels
Access to 2 6th level PW powers

A play on the build above with a better save set, immunity to charms & mind affecting effects, and a better save set overall, but with less feats.

Thri-Kreen Multi-Weapon Fighter-ShortSword (or Kukri)

TK1: Multi-Weapon Fighting
PW1/3: Dodge
PW2/4: Combat Expertise
PW4/6: Karmic Strike
PW5/7: Combat Reflexes
PW7/9: Improved MWF
PW8/10: Reckless Charge
PW10/12: Reckless Offense
PW11/13: Weapon Focus
PW13/15: Greater MWF
PW14/16: Improved Critical

HD: 18d8 (avg 81+con mod x 18)
BAB: 15
Fort: 11
Refl: 9
Will: 9
PP: 104
ML: 18

A simple build that goes for as many attacks as possible with straight PW for Thri-Kreen. If you're DM is not fond of IMWF OR GMWF sub in other utility feats like Expanded Knowledge etc etc.
Good old Karmic Strike let's you fire more attacks off than normal, and Reckless Offense/Charge synergize with it nicely. You can also do this build with the Gythka as well if you want to use a dual weapon. There are many possible builds without any psionics involved as well...

Half-Giant- Tank Build

1: Power Attack
1: Cleave
2: OverChannel
3: Talented
5: Psionic Meditation
6: Combat Expertise
8: Exotic Weapon Proficiency- Fullsword
9: Dodge
11: Psionic Dodge
12: Weapon Focus- Fullsword
14: Expanded Knowledge-Schism
15: Expanded Knowledge- Metamorphosis
17: Metamorhpic Transfer
18: Expanded Knowledge- Second Chance

A tank build for Half Giant. You get standard feats in for the early game, and than grab Overchannel and Talented to help enhance all your buff powers. Round out with Dodge and Psi-Dodge, moving over ot Fullsword for more damage and combat options. High level has you grabbing the best of the best powers for tanking, Schism, Metamorphosis, and interestingly enough, Second Chance. A pretty stable tank build. I also recommend Psionic Fly.

Half-Giant -Two Handed Build

1: Power Attack
1: Cleave
2: Powerful Charge
3: Psionic Weapon
5: Psionic Meditation
6: Greater Powerful Charge
8: Greater Psionic Weapon
9: Dodge
11: Combat Reflexes
12: Karmic Strike
14: Reckless Charge
15: Deep Impact
17: Reckless Offense
18: Expanded Knowledge- Schism

Just the big damage on the field build here. You can really set this up however you want in all honesty. The only things that matter here (aside from the huge greatsword -2d10 btw) are Power Attack/ Deep Impact Combo along with the charge feats to clinch that first hit. The rest are candy if you use Psionic Lion's Charge. Remember that powerful build treats you as large whenever it's beneficial, I believe this let's you take better advantage of Powerful Charge and GPC for more damage.


Xeph -Soulknife Build

1: Dodge
3: Weapon Finesse
6: Mobility
9: Spring Attack
12: Psionic Meditation
15: Psionic Weapon
18: Deep Impact

Typical hit and run build here that takes advantage of Psychic Strike, and Psionic Weapon for those massive one hit wonder shots you'll be taking all the time. A very simple yet effective build.

Xeph -Soulknife16/ Fighter 4 Build

. SK1: Dodge
FT1/2: Mobility
FT2/3: Psionic Weapon
FT4/6: Weapon Specializtion
FT4/6: Psionic Meditation
SK2/7: Spring Attack
SK5/9: Greater Psionic Weapon
12: Deep Impact
15: PsiCrystal Affinity- Hero
18: PsiCrystal Containment

HD: 20d10 (avg hp= 110)
BAB: 16
Fort: 11 (9+2 from Crystal)
Refl: 11
Will: 11

A more martial build for the Soulknife, albeit still a harrying version. This version gets everything faster, also access to the Psicrystal feats let you push up your fort and give you another Focus during a round when you're going to need it. You get GWF, Wpn Spzltn, +4 mindblade, and 4d8 Psychic Strike dmg with this build. If you're not fond of the PsiCrystal stuff take improved critical and improved initiative.

Githyanki -Fighter10/PW8 build

1: PW1- Combat Reflexes
1: PW1- Standstill
2: PW2- Weapon Finesse
3: PW3- Exotic Weapon Proficiency- Spiked Chain
4: Ftr1- Combat Expertise
5: Ftr2- Improved Trip
6: Ftr3- Weapon Focus- Spiked Chain
7: Ftr4- Deft Oppurtunist
8: PW4-
9: Ftr5- Wpn Specialization: Spiked Chain
10: PW5- Sidestep
11: Ftr6- Expanded Knowledge: Entangling Ectoplasm
12: Ftr7- Karmic Strike
13: Ftr8- Improved Disarm
14: PW6-
15: PW7- Lightning Reflexes
16: Ftr9-
17: Ftr10- Prone Attack
18: PW8- Greater Weapon Focus & Power Critical (or Improved Critical).

HD: 10d10+8d8 (avg hp= 91)
BAB: 16
Fort: 13
Refl: 7 (+2 lighting reflexes)
Will: 5

My take on the Githyanki fighter based on stat adjustments and psi-like abilities. Tactical combat with battlefield utility thrown in. Free access to Dimension Slide, Concealing Amorpha, and Telekinetic Thrust are all nice additions to the spiked chain build. Entangling Ectoplasm just makes things sweeter. Low will on this build though.

Elan- PW8/ IS10/WS2

1 Psw1: Overchannel
1 Psw1: Dodge
2 Psw2 : Track
3 Psw3 : Combat Expertise
5 Psw5 : Combat Reflexes
6 Psw6 :Improved Natural Attack (claw),
8 Psw8 :Metamorphic Transfer
9 IS1* : Karmic Strike
12 IS4 :Rapidstrike (claw)
15 IS7 :Expanded Knowledge (Metamorphosis)
18 IS10 :Improved Rapidstrike (claw)
19 WS1: Morphic Immunities, Morphic Weapons
20: WS2: Morphic Body

HD: 20d8 (avg hp=90)
BAB: 17
Fort: 11
Refl: 5
Will: 9

One of my takes on LordShades King of Smack build. This is a build that is capable of dishing out insane attacks with crazy damage. This build clearly shows that Level adjust 0 aberration type is just a big no-no. There are many variants of this build floating around. I strongly caution using this build as most DM's will probably not allow it or be able to cope with it. In all honesty, I feel the build is a powerhouse offense machine, but is relatively easy to shut down, so it's on your DM.

[B]More PW and SK builds[B]

[I]Human Mineral Warrior Soulknife[I]

Barbarian1/Soulknife5/ Fighter2/Soulknife11

Barb1: Furious Charge
1: Power Attack
(sk2)3: Psionic Weapon
6: Psionic Meditation
(ftr1) 7: Powerful Charge
(ftr2) 8: Greater Powerful Charge
9: Leap Attack
12: Greater Psionic Weapon
15: Battle Jump
18: Deep Impact

BAB: 15

Fort: 10
Ref: 11
Will: 11

Mind Blade Enhancements: +4 Mindblade, Collison, Vicious
Total Movement: 50' in Light armor, 40' in Medium w/o magic items.

This build is all about charging & jumping while wielding your mindblade as a bastard sword two-hand style. The main statistic to worry about here is strength, that way you pump out as much damage and increase your attack ratings to go as high as possible. The mineral warrior template is given here to give you a small strength bonus, and nice constitution boost, and DR 8/Adamantine. This build suffers from low ac, so having a nice consitution bonus and DR really help you survive melee combat if you can't fell your opponent in one hit. Barbarian gives you Rage 1x/day and fast movement, and fighter gives you the important charging feats you need. Assume starting play with an 18 strength, apply mineral bonus (20),
+5 Strength per 20 levels (shaky, but easy to buy off if DM lets you), +5 inherent bonus, +6 Strength item, and rage and you have a 40 strength at the time. After charge with leap attack and battlejump you can do around 145 damage on average with power attack for 5, and Greater Psionic Weapon/Greater Powerful Charge Feats. Vicous may deal you 1d6 but DR8/Adamantine should shut it down. (DM may disagree with me though, 1d6 is still not too bad to take at higher levels). The 2d6 it deals is worth it, especially in conjunction with collision- a straight 5 extra damage that is non elemental that doubles is excellent. This all completely leaves out the 4d8 Psychic Strike that you still get, which is another 18 damage on average.
carnivore

01-22-07, 04:24 PM
Introduction

I decided to write this to try and give fresh players a good look at our favorite Psionic beatdown machine. I remember when I first started playing one, and trying to scour the boards for some helping hands on them, only to be amazed at the volume of stuff written about Psions, and the little bits offered about Psychic Warriors. I write this in the hopes that I will be able to offer newer players some insight into what the class does and is really capable of doing, and not be left scratching their heads like I was when I first started. All material used is Wotc only. In time I'll filter some non wotc stuff in, but bear with me for now :) All things written are quite frankly My Opinion. If you disagree that is fine, but I ask that any type of flaming be kept off this thread as a sign of respect for myself and a sign of honor for the gaming community in general. I want this thread to be friendly and informative. Thank you- Slayer.

The Psychic Warrior Skeleton

BAB: 2ndary (starts at 0 finishes at 15 over 20 levels)
Fort: Best
Reflex: Worst
Will: Worst
Hit Die: d8
Skills: 2+ p/lvl

Looking at the basic skeleton of the Psychic Warrior often turns people off to playing one. They see what appears to be all sub-par things for a melee class and shrug. The catch is (you guessed it) The classes access to Psionic Feats, Free weapon specialization, and a decent selection of Psionic Powers.

The Issue of Mad

Another point of note about the Psychic warrior (as with all Psionic characters). Is the issue of their MAD (multi ability dependency). I often hear a lot of people gripe about how mad is so terrible to try and fill the requirements of and limits their selections and is the root of all evil blah blah blah. While it is true that the Mad feature of the PW does indeed hinder some things when compared to other classes that need fewer necessary stats, it's A: one of the biggest flavor parts to them. and B: It's not the only class to also have multi ability dependency. Just as with the Monk (who in my opinion absolutely has to have 2 main stats at his worst (Dex and wisdom), but in all reality should have at least 4-5 better than normal stats (all but charisma), and the Paladin (who requires Decent Str, Con, Wis, and Cha, with some better than normal dex to successfully fill his shoes), it can be done even if you don't have all "the good stats".

Usefulness of the Psychic Warrior

Psychic warriors fill in a nice niche for a lot of party's. Along with the Cleric and Druid, I feel that the Psychic Warrior is one of the most self sufficient classes available. In some respects due to the nature of how the other classes must acquire their spells for the day, perhaps even more so. The Psychic Warrior is capable of providing all his own buffs, which really works out nicely if you game with people that don't like to buff the party that much (you know who I'm talking about:D ), and do to some of the selectable powers, has an incredible resiliency not found among most of the other classes. Like the cleric his usefulness through all levels never wavers. Point Blank, what the Psychic Warrior lacks in raw stats, he more than makes up for with his self enhancing powers.

Multi-classing

The issue of Multi-classing with Psychic Warriors is an oft little talked about subject, as many people are not fond of losing power points (pp's), and powers known. I'll do my best to cover it now saying that whenever multi-classing is done you shouldn't be trying to gain the full allotment of Psychic Warrior powers than. The class than becomes a supplementary class using it's feats and powers to accent whatever you are cross-classing with. ( A good example of this is PW 8 Ftr12 Finishes with 19 feats +free weapon specialization-THE feat machine setup. It grants you a feat at almost every level including your regular feat progression.) Be warey of games with even a slight amount of psionic presence. You can be eaten alive by other combat modes (which the PW just gets the short end of the stick on). If this is the case I would take the feats Psychic Bastion and Mind Blind,
While Mindblind may rob you of ability point damage for your offensive combat modes, you won't be using them either, so I feel it's not a tremendous loss.

As far as Prestige classes go the one's in the psionics handbook are not that great thanks to their crappy manifester levels, and few offer much in the way of accenting Psychic Warriors. The two that are worth looking into are Soulknife, and to a lesser extent Slayer. Supposedly The Mind's eye is looking at redoing them, and I hope they are. If you do use third party material the alternate sysytem shown in If Thoughts Could Kill helps make them more worth playing. Also, The mind's eye offers quite a few good prestige classes that are worth looking at depending on what you're going for.

Some Build Examples

Sword & Board

1:Power Attack
1:Cleave
1:Dodge
2:Exotic weapon proficiency Bastard Sword
3:Weapon Focus Bastard Sword
5:Psionic Dodge
6:Combat Casting
6:Weapon Specialization Bastard Sword
8:Mobility
9:Psionic Sidestep
11:Combat Expertise
12:Improved Initiative
14:Psionic Equilibrium
15:Psionic Might
17:Psionic Weapon
18:Deep Impact
20:Improved Critical

Pretty standard tank build; the usual Bastard Sword feats are there rounded out by the rest of the tank defenses like dodge, psionic dodge, combat casting, and expertise. Used in conjunction with your psionic powers (recommend biofeedback and vigor lines, with energy shield, and shield of prudence as well as a few others) you'll be tanking it up quite easily all day. The rest of the feats are there just to increase your effectiveness in beating things with your sword while you stay in the way of the nasties.

Mobile tank builds.

(These builds should utilize Mythril Breastplate in most instances, although heavier armors are available, depending on setup).

Human Psychic Warrior 20

1:Power Attack
1:Cleave
1:Dodge
2:Exotic weapon proficiency Bastard Sword
3:Weapon Focus Bastard Sword
5:Psionic Dodge
6:Spring Attack
6:Weapon Specialization Bastard Sword
8:Mobility
9:Psionic Sidestep
11:Combat Expertise
12:Improved Initiative
14:Combat manifestation
15:Psionic Equilibrium
17:Psionic Weapon
18:Deep Impact
20:Psionic Might

If you want a very mobile tank build we can try

1: Dodge
1: Exotic weapon Proficiency: Bastard Sword
1: Combat manifestation(this is for the early levels, if you don't care about it go with Psionic Equilibrium later on, and take some of these feats earlier)
2: Weapon Focus: Bastard Sword
3: Mobility
5:Speed of thought
6: Spring Attack
6: Weapon Specialization Bastard Sword
8: Psychic Charge
9: Up the walls
11: Run on air
12: Psionic Dodge
14: Mental leap *note if you don't care about this sub in Psionic Equilibrium for better Attack rolls-highly recommended.
15:Power Attack
17: Psionic Weapon
18: Deep Impact
20: Psionic might

Note* If you want cleave, and don't mind waiting for some of your uber movement abilities, sub in power attack earlier and take cleave dropping one of the various feats, most likely Psionic might or combat manifestation, and pushing some of the other feats back.


Reach Designs (Psychic Warrior 20 Build)

1:Dodge
1: Combat Reflexes
1: (BF ) Standstill
2: (BF ) Weapon Focus: Glaive
3: Mobility
5: (BF )Speed of thought
6: Spring Attack
6: Weapon Specialization: Glaive
8: (BF ) Pychic charge
9: Up the Walls
11: (BF )Run on Air
12: Mental leap
13: (BF)Psionic Dodge
15: Power Attack
17: (BF )Psionic Weapon
18: Deep Impact
20: (BF )Psionic Equilibrium

BAB:15
Fort:12
Reflex:6
Will:6

This Build is all about one thing: Tactical movement and defensive fighting, with just a hint of offensive capabilities. You get a great start with this build With Weapon focus, combat Reflexes, and standstill. anything that comes within ten feet of you is fair game, and unless you get backed up against a wall, you can always move 5 feet to attack. Anything you don't kill is subject to a nice fortitude save to standstill. Follow up the next 4 levels with the dodge mobility spring attack line for ease of movement and mobility. Level 6 nets you weapon specialization, and your next 3 feats serve to further enhance your movement capabilites. Psychic Charge lets you charge in crooked lines, up the walls lets you move around guys easier. Run on air is just too good. to pass up if you have the room for it, and mental leap is just for flavor. *note : if you don't want mental leap and would prefer the spiked chain, nix mental leap and go with the chain at earlier levels. It will slow your initial feat progression down, but is still pretty good.* Psionic Dodge is taken for getting around people who close in on you if you can't tumble away. Power attack might seem like it's coming in late, but it's mainly to open the way up for Psionic weapon and Deep Impact. Psionic weapon will help increase your standstill fortititude save. Deep Impact is there for the hits when you need them, and Psionic Equilibrium to give you better hitting probability versus those high AC high fort Save monsters.

As far as powers are concerned you can take pretty much what you want, but I recommend Reach (2nd level) Combat Prescience (also 2nd level) The metaphysical weapon line. The Biofeedback/vigor lines are also excellent for taking punishment that you will inevitably face from people who manage to get close to you. Other good powers include the usual Displacement, Polymorph self, Inertial barrier , Psycho feedback and other staple powers.

Variant* Psychic Warrior 12/Psionic Weapon Master 7/ PW 1 (13)

This build follows the same build setup above, but diverges at level 9

9: Power Attack
11:(BF )Psionic Weapon
12: Psionic dodge

to go into the Psionic Weapon Master. With this build the first 7 levels offer you everything you could want from the class like it's Superior Combat reflexes, Weapon Focus, Improved Critical feature, Psionic Damage and Increased multiplier.

Spiked Chain builds

1: Dodge
1: Combat Reflexes
1: Standstill
2: Exotic weapon Proficiency: Spiked Chain
3: Weapon Focus: Spiked Chain
5: Mobility
6: Spring Attack
6: Weapon Specialization: Spiked Chain
8: Speed of thought
9: Psychic Charge
11: Up the walls
12: Run on air
14: Mental leap *note* if you don't care about this sub in Psionic Equilibrium for better Attack rolls-highly recommended.
15:Psionic Dodge
17: Power Attack
18: Psionic Weapon
20: Deep Impact


Note* Also note, that feat choices 15-20 can be started at feat slot 14 instead. This results in getting Deep Impact at level 18, where it will be very useful due to opponents having high AC's and you having enough pp's to use it, while not getting it too late in the build/game.

Build 2: PW20

1: Combat Expertise
1: Combat Reflexes
1: Standstill
2: Exotic weapon Proficiency Spiked Chain
3: Improved Trip
5: Improved Disarm
6: Weapon Focus Spiked Chain
6: Weapon Specialization Spiked Chain
8: KnockDown
9: Dodge
11: Mobility
12: Spring Attack
14: Improved Initiative
15: Power Attack
17: Psionic Weapon
18: Deep Impact
20: Psionic Equilibrium

Unarmed Psychic Warrior build

PW1/Monk1/ PW8 / Dmnd Warrior 10

1: Dodge
1: Inertial armor
1: Speed of thought
1/1:Mobility
1/2: Weapon Focus Unarmed Strike & mental leap
1/5:Psychic Charge
1/5:Psionic Equilibrium
1/6:Weapon Specialization: Unarmed Strike
1/8:Up the walls, Spring Attack
1/9/2:Run on air
1/9/5: Psionic Fist
1/9/8:Unavoidable strike

*note 3.5 will not let you choose mobility, unless you choose a variant monk (see the latest Dragon Magazine for details), or you use Oriental Adventures rules. Possible solutions include removing the monk level or losing one of the feats otherwise. Most likely mental leap.

Very simple hit and run build. It can go anywhere most melee builds can't, and even functions in non magic/psionic areas. Decent damage, multiple improved inertial armors, Uncanny dodge version 1 and 2, diamond body, diamond soul, teleport, & multiple gains of speed of thought. 16 effective manifester levels of Psychic Warrior. Ready for the next few levels of epic play by polishing off those last few manifester levels.

BAB: 14 (17 unarmed)
Fort:15
Reflex:12
Will:12

Another Unarmed build

I won't be covering this in detail, but this build is just designed to attain the highest possible BAB unarmed coupled with good saves and a few special abilities. It offers little in the way of Psionic abilities compared to the build mentioned above but still gives you access to the psionic feats and enough powers to get by as far as utility goes.

Ranger 1 / Psy War3 / Slayer 5 / Dmnd War2 / Mindknight 9

BAB: 18 (19 unarmed)
Fort:16
Ref: 13
Will: 13

8 Psychic Warrior levels for purposes of determining powers known, with extra pp thaks to the slayer levels.

If Thoughts could kill variant for Slayer is allowed this build finishes with 11 Psychic Warrior levels for purposes of determining powers known and pp.

Psionic Warrior Weapon Breaker ( 3.0 Build )

Race: Human
Classes: Psychic Warrior13 Psionic Weapon Master 7
( This build uses PW11/PWpnMstr7/PW2 )

1.Power Attack
1.Sunder
1.Cleave
2.Weapon Focus: Greatsword
3.Improved Sunder
5. Great Sunder
6. Weapon Specialization: Greatsword
6. Psionic Weapon
8. Dodge
9.Mobility
11.Psionic dodge
11/1 ( 12 ) Improved Critical

*Note: For the last two feat slots I've left them open. There are a few feats that I think would work well here, but you'll have to choose which you prefer according to your tastes. My recommendations are: Spring attack-for dash and sunder options and usual uses- Psionic Might, for better damage on sunder rolls and damage over all- Psionic Equilibrium: an extra 2 to your attack rolls for better to hit bonuses on sunder checks and regular melee- Ultra talented, to get these bad boys fueld up.

This class is designed to break through an opponents weapon as quickly as possible. Granted not everyone has a melee weapon (duh), but using a greatsword two handed with the Psy Warriors Survivability and buffs, along with a little help from the Psionic Weapon master makes him much more deadly than a regular weapon breaking setup.

*note: Cleave can be taken earlier to help ensure survival at low levels-this only pushes your sundering abilities back to level 5 to complete your sunder chain.

When you complete the sunder Chain (assume an 18 strength, +1 magical sword) versus any weapon your breaking you do 4d6+14 on average, ignoring half a weapons hardness to boot. this equates to approximately 28 damage on average -5 for hardness. 23 points Very close to breaking almost any weapon in one shot. With the addition of Psionic Weapon and Weapon Specialization by levels 5 and 6, with a plus 1 sword you WILL Break any weapon of equal or less plus in one swing on an average roll. The next set of feats make room for cleave to help mow things down in combat, and prepare for PsiWpnMstr. On top of that none of the feats suck (big bonus IMO). By level 12 you enter Psionic Weapon Master and get Psionic Damage. This could quite possibly be the best ability you get from the class. Unlike traditional weapon masters, you aren't limited to once a day/level, but can pay 3 power points for each use beyond the cap. Hit a weapon? Max out and make SURE you break it. Hit a person? Nuf' said. The build only runs up til 7th level for several reasons. I feel you get all the best abilities by 7th level (Psi Dmg, Psi Multiplier, Superior Weapon Focus, Superior combat Reflexes, And Psionic Critical). You hit better, and you hit harder. Much harder. As far as melee goes, you should be good. Throw in all your Psychic Warrior abilities to boot, and I feel you should wreck almost any regular melee guy you come up against.

Final stat configs:
BAB: 16/11/6/1 (Just squeaking a 4th attack into the build)
Saves: 10/10/6
Special Abilities: Psionic Damage, Improved Critical, increased multiplier, Superior Wpn Focus, superior combat Reflexes.

Psychic Warrior powers: By 20 th level you'll have

107 power points
3 powers known for 0-5th level psychic warrior powers
2 6th level powers

6th level:Ablating, shield of prudence
5th level: Psionic Energy Field ( or Improved Verve), Energy Barrier, greater Biofeedback
4th level: Polymorph self, Inertial Barrier, Psychofeedback
3rd level: Displacement, claws of the vampire, Improved bio feedback (Or Metaphysical weapon)
2nd level: Vigor, Combat prescience, Reach (*note: if you take reach, you might want to invest in the standstill feat-very worth it)
1st level: Bio feedback, vigor, lesser metaphysical weapon.

Sub in and out whatever Bio type powers and vigor line powers as you see fit to avoid making older ones obsolete if desired. This was done mostly to increase survivabitlity.

3.5 Psionic Weapon Breaker

1:Power Attack
1:Improved Sunder
1:Cleave
2:Great Sunder
3:Weapon Focus: Greatlsword
5:Great Sunder
6:Weapon Specialization: Greatsword
6:Psionic Weapon
8:Dodge
9:Mobility
11:Psionic Dodge
11/1:Improved Critical or Deep Impact.

See notes above for successive feats. I consider this build to be a watered down version of the 3.0 build. It retains a good portion of it's effectiveness with an adamantine weapon though. Although this neutralizes Great sunder, adamantine weapons are supposed to be hard to get, and you'll need great sunder for the early game. If you feel like waiting out some levels for deep Impact, Focus on the Fullsword instead.

Some Ranged Builds

I've listed a few ranged builds for people to look at. I did not include any Psychic Warrior only builds in here yet, I feel they are a little weak at times when compared to what you can grab from using prestige classes, but I will throw some in later for PsiHB only games. Remember the big thing about all these builds is that the focus does not rest solely on the Psychic Warrior levels, but uses the Psychic Warrior levels to enhance the overall build via powers and feats.

Archer Build one

Psychic Warrior 7/ Order of the Bow Initiate 2/ Peerless Archer 8/ Psychic Warrior 3.

1:Far Shot
1:Point Blank Shot
1:(BF)Precise Shot
2:(BF)Rapid Shot
3:Weapon Focus (any bow)
5:(BF)Psionic Shot
6:Wpn Spczltn
6:Return Shot
7:-

1:Ranged Sneak Attack 1d6
2:Close Combat Shot
2:(Ft)-Quick Draw

1:Ranged Sneak Attack 1d6,
2:SharpShooting 1, fletching +1
3:Power Attack
3:(F)SharpShooting or Pinpoint Shot
4:Ranged Sneak attack 2d6, fletching+2
5:sharp shooting +2
6:Fletching
6:(F)Standstill
7:Ranged Sneak Attack 3d6
8:Threaten, fletching +4

8:(F+BF)-Improved Precise Shot , Fell Shot.

BAB:17
F:13
R:8
W:8

This Build Focuses on Consistency, being able to pick off anyone that is even a little bit in sight, or through bad conditions such as murk and fog, where other archers would miss. The First 6 levels are standard fare for any archer setup, supplemented by the 0 level powers Third Eye and Thrust. These abilities help to make up for your (slightly) lessened BAB in the early levels, and give you excellent range. First level power selection includes See sound, and feel light, with lesser metaphsyical weapon. 2nd level choices range from Animal affinity, Combat Prescience, Darkvision, and Vigilance. 3rd level is Ubiquitous Vision. Once you move into OotBI for 2 levels you grab close combat shot, and the feat quick Draw to move into peerless archer. Most Archer Builds only utilize PA for 3 levels to grab Power Shot. This Build goes the whole way to 8 grabbing the various sharp shooting abilites to keep increasing your shot consistency where other builds would fail. Standstill is acquired later to make way for Threaten, which is an awesome ability. Improved Precise shot makes it so you completely negate cover, and fell shot to land Important shots. Finish off with 3 more levels of Psychic Warrior for more PP's and powers.

Archer Build 2

Ranger1/PW7/ OotBi2/ DS2/ PA3 OotBI 3-7

*Alt Build: This just Utilizes Rngr1 & DS2 for access to increased range, some concealment reduction, and of course Improved Critical Multiplier and Keen arrows. In this setup it is a good idea to sub out a feat for Zen Archery if you have a high Wisdom. The 2 other feat variances that occur include the use of manyshot and Improved Critical. If you don't want to go PW 7, lose one level of PW for an additional level of OotBI for an extra sneak attack die, or Ranger 2 for free Rapid Shot. (If this route is taken, you'll have an extra feat to pick from.

R1:Weapon Focus
1:PointBlankShot
PW1:Rapid Shot
2:Precise Shot & (3rd level feat) Far Shot
3:-
4:-
5:Return Shot (6th) Psionic Shot
6:Weapon Specialization
7: -
OotBI 1: Many Shot
OotBI2:
DS1:
2:Quick Draw
PA 1:
2:
3: Zen Archery
OotBI3:
4:
5:
6:Improved Critical
7:

BAB: 18
F:12
R:14
W:9

Another Ranged Build

Race: Strongheart Halfling

Psychic Warrior 13/ Ballisteer 7

1:Dodge
1:Psionic Shot
1:Point Blank Shot
2:Rapid Shot
3:Mobility
4:-
5:Exotic Weapon Prof: Gem
5/1:Psionic Sidestep, Throw Anything (F)Weapon Focus: Gem
5/2:Invisible shot
6/2:(Weapon Specialization: Gem)
6/3:Ethereal shot (F)Precise Shot
6/4:Energy shot
6/5:Incorporeal shot
6/6:Pinpoint Shot (F) Far Shot
6/7:Explosive shot
8/7: (F+BF)Improved Critical: Gem, Manyshot
11/7:(F+BF)Improved Initiative, Fell Shot

BAB:14
F:10
R:10
W:6

This build focuses on utilizing all the special abilities granted by the Ballisteer Prestige class in combination with the usual allotment of ranged feats. Third eye and combat prescience increase your ATK rolls, and invisible shot only further serves to enhance this. The real meat of the build shows up when you grab your (presumably) first 2nd level power: Exploding Gem. I wrote down all these builds under the assumption that Throw Anything lets you throw anything your proficient with, and not just anything (DM call). If this is not the case, good for you, you have an extra feat slot. Exploding gem lets you make your ATK rolls as ranged touch attacks(!), and has the added advantage of doing more damage than any ranged weapons in the game (depending on how you split the damage up). Throw in Psionic Shot, and Energy shot, and you've got some major damage coming your way. This build stops at 7th level, because I consider 7th level (depending on game type), and 5th levels to be the optimal levels to stop using ballisteer at. This Ballisteer build can quite possibly do more damage, and hit better, than any archer build, w/o resorting to sneak attack damage. It can also easily hit ethereal and incorporeal targets, w/o resorting to odd magical item enhancements as well.

Recommended powers include the usual archer ones of Third Eye, Thrust, The various feel/see powers, Exploding Gem line, and metaphyical weapon line.

*note: though, BAB seems low, Psionic abilities more than make up for what it seems you get in these build types.

*note: All builds include the use of far shot at various levels, feel free to put these in wherever. They take pressure off of having to use thrust a lot, and enhance thrusts use as well. (Gems range=20 feet normally).

Fighter1/ PW12/ Ballisteer 7

Race: Strongheart Halfling

Ftr1:Dodge
1:PointBlank Shot
1:Precise Shot
PW1/1:Rapid Shot
1/2:Exotic Weapon Proficiency Gem
1/2 (3rd lvl ft): Psionic Shot
1/3:-
1/4:-
1/5:Mobility
1/5(6th lvl ft):Weapon Focus:Gem
Ball:1/5/1:-
1/5/2:-
1/6/2:Weapon Specialization: Gem
1/6/2(9th lvl ft): Far Shot
1/6/3:-
1/6/4:-
1/6/5:-
1/6/6 (12th):Return Shot
1/6/7:-
1/7/7:many shot
1/8/7 (PW Bonus ft)Improved Critical: Gem Alt*: Improved Initiative
1/9/7:
1/10/7:Shot on the run
1/11/7:Fell Shot
1/12/7:

BAB: 14:
F:12
R:10
W:6

This alternate build incorporates one level of fighter for the extra feat w/o losing BAB, and access to Greater Exploding Gem.

Note*: If your DM rules that Critical hits with Exploding Gems don't use the damage the power gives them, which they ShoulD, than use Improved Initiative.

Psychic Warrior 10/ Ballisteer 10

Race: Strongheart halfling

1:Dodge
1:Point Blank Shot
1:Psionic Shot
2:Precise Shot
3:Rapid Shot
5:Mobility
Ball1:ExoticWeaponProficiency: Gem
2:
3:
4:Wpn Focus: Gem
5:
6:
7:Return Shot
8:
9:
10:Many Shot
PW6:Weapon Specialization: Gem
7:
8:Improved Critical or Improved Precise Shot & Far Shot
9:
10:

Note*: If you want proficiency w/ gems earlier, sub out Precise shot, and take it later. Fell shot can be included later at your diescretion if you'd like to throw stuff other than gems. The Real meat of this build is not only obtaining the "cherry" powers of the first 5-7 levels, but in gaining the 10th level ability, infused shot. The damage output of your gems should be double of whatever you put in it. Therefore, a 13 d8 gem (the damage of the gem), should be doubled to 26 d8. + any other enhancements, (ie, Metaphysical weapon, and strength bonus). Not too bad for 15th level if you ask me.

Note*: One funny thing I forgot to put in (a gross error on my part, the feat QuickDraw-Duh), shoult be used in these builds. I'll flesh them all out again later.

Two Weapon Fighter Build
PW20
1:Two weapon fighting
1:two weapon defense
1:twin sword style
2:weapon focus: short sword
3:dodge
5:off hand parry
6:mobility
6:specialiaztion: short sword
8:Improved TWF
9:Spring Attack
11:Improved Critical: short sword
12:power attack
14:psionic weapon
15:Greater TWF
17:Deep Impact
18:Psionic Equilibrium
20:Psionic Might

A to the point build that focuses on using psionic powers to alleviate weaknesses, anc accent two weapon fighting. Combat prescience nullifies any penalties you incur for fighting TW style, and it's possible to tank it up here against tougher foes by using off hand parry and it's defensive brothers. Hit and run if you need it, find the heart for a little sneak attack, Psionic Weapon and might for more damage, deep impact for the hits. A simple, yet effecient build thanks to the PW's effectiveness.

Psychic Grappler Build

Race: Human

PW1: Improved Unarmed Strike
1: Improved Grapple
1: Jotunbrud
2: Clever-Wrestling (or Cosmopolitan: Escape Artist)
3: Weapon Focus: Unarmed Strike
5: Power Attack
6: Weapon Specialization: Unarmed Strike
6: Improved Bull Rush
8: Improved Overrun
9: Psionic Fist
11: Standstill
12: Combat Manifestation
14: Speed of Thought
15: Psychic Charge
17: Unavoidable Strike
18: Psionic Equilibrium
20: Psionic MIght

Pretty Straightforward build. This setup takes advantage of the feats Jotunbrud and Clever-Wrestling in the early levels, along with Improved grapple to get a nice +8 bonus grapple bonus vs. Medium size creatures, and +10 against large creatures thanks to Clever Wrestling. Weapon Focus is basically to setup for weapon specialization for more unarmed damage, along with Improved Bull Rush and Improved overrun to help cement your unarmed battle control setup. Use this in conjunction with standstill and the enlargement power to gain reach. Keep in mind if you are at least 7'6" and you get max enlargement you should be size category huge. Other avenues include polymorph self to morph into something bigger. Big powers to pick from here include enlargement, polymorph self, adamant grasp, and dissolving touch. Other good powers include the various claw powers for more unarmed damage. Interesting powers to pick from include Improved Psychokinetic Blast and Dimension strike, which is awesome with this build (can you say port & grapple vs. enemy spellcasters/rogues? This could be a good reason to take Improved initiative and sub out Improved Bull rush if you'd like). Feel free to use Earth's Embrace by subbing out any of the other less important feats if Oriental adventures is allowed.

Mounted Builds

PW20

Human

1:Cosmopolitan: Ride
1:Mounted Combat
1:Ride by attack
2:Spirited Charge
3:Combat Reflexes
5:Standstill
6:Weapon Focus: Lance
6:Wpn Spzltn: Lance
8:Trample
9:Power Attack
11:Power Lunge
12:Cleave
14:Mounted Archery
15:Point Blank Shot
17:Psionic Weapon
18:Deep Impact
20:Rapid Shot

A very simple mounted build, this build focuses on using (Spirited) charge attacks with the lance for big damage. Ride by attack gives you distance between you and your foes. Standstill keeps them at bay, and Trample can knock'em down, give your mount an attack, and help give you even more attacks if they try to get up! Take advantage of Power attack by charging, and Power Lunging for even more damage. You'll maintain safe distance to help compensate for lower AC. (Go standstill again!) Finish off with some mounted archery and archery feats for times when you'd like to keep distance between you and your foe, or jus to wear them down before you move in!

Psychic Warrior 10, Holy Liberator 5, Hospitaler 5

This build falls into the Holy Psychic Warrior Builds below, but I put it up here because it's a mounted build- ease of reference.

1:Mounted Combat
1:Ride by attack
1:Power attack
2:Cleave
3:Combat reflexes
5:Standstill
6:Weapon Focus:Lance
6:Wspztn:Lance
8:Spirited Charge
9:Iron Will
10:--

HL1:
2:(12)Psionic Weapon
3:
4:
5:(15)Divine Might

Hosp1:
2:
3: (18) Power Lunge, Deep Impact
4:
5: Any

There are other ways of organizing this, this is just the easiest. This build focuses on minimizing PW's weak will saves, and taking advantage of good will saves, divine grace, smite evil, detect evil, and immunity to charm/compulsion spells from HL. Hosp gives you all 10 levels of spells from HL, some bonus feats, lay on hands, and most importantly, you get the kick-butt mount from HL for this build!

BAB:+17
F:16
R:6
W:8 (+2 with Iron will)


Holy Psychic Warrior Builds

These Builds all focus on

A: Either supplementing heavy PW builds with more BAB, better saves, & minor spellcasting abilities. Along with special abilities, these often supply the PW with a much need self curing ability.
These all help to minimize some of the glaring weaknesses of the Psychic Warrior (2ndary BAB, lack of self healing, low will save-which shouldn't be anyways).

or B: Advancing as both Divine & Psionic Warriors equally for various benefits of the two classes (aspects).

There exist a 3rd option where you advance primarily as a Divine caster, but I personally frown on this depending on game world.

Pick and choose from the build outlines I have below for example or use, but I won't be going in-depth as far as feat acquisition and whatnot goes at the moment, I simply don't have the time to.

A quick rundown on what some of these classes do-

Soldier of Light-My personal favorite, it's most important ability let's you spontaneously convert any prepared divine spell into a curing spell. Full BAB and Good save is Fort.

Holy liberator-Divine Grace, Smite, resistance to enchantments, detect evil, and immunity to charm and compulsion. The ultimate in keeping your PW out of bad guy hands. Full BAB, and good save is Fort & Will. Access to divine spells.

Templar- yet another free weapon specialization, the ability Mettle, which let's you save completely for various "even if you save you still take damage" spells, and another smite. Full BAB, and Good Fort & Will Save. Access to divine spells.


Hospitaler-Lay on Hands, Remove disease, bonus feats, & full caster progression for one of your other divine classes. Full BAB. Good save is Fort.

Paladin-Divine Grace, Aura of good, smite evil, detect evil, lay on hands and some spells. The original core do-gooder. Full BAB, and good Fort save. Access to divine spells.

Dragon Magazine #310 offers variant paladin classes that are worth looking at as well. These may hold different supplements you may want.

Psychic Warrior intensive Holy warrior builds.

Psychic Warrior 17, Holy Liberator 3

PW 18, Templar 2

PW 16 (-18), Paladin 4(-2)

Psychic Weapon Master intensive builds.

Bear in mind these are uber feat intensive builds.

PW 8, HL3, PWM9

PW8, HL3, PWM7, Templar 2,

PW7, HL3, PWM7, Hospitaler 3

PW8, Tmplr2, PWM7, Hosp3

Builds including Slayer PRC-if possible these classes work best using the alternate system described in mindscapes, I don't know if The Mind's Eye is ever going to get the new ones to replace the crappy PsiHB ones out. The goal here is supplementary Psi class with some loads of special abilities and good saves (for all but reflex anyways).

PW5, Slayer 5, HL3, Hosp7,

PW5, Slayer 3, HL3, temp2, Hosp7

PW4, Slayer 5, Cleric 1, Hosp9

Other Holy Warrior Builds

PW 10, HL 3, Hosp7

PW8, HL3, Tmplr2, Hosp7

PW10, Tmplr2, HL3, Hosp5

PW10, Sol1, Tmplr2, Hosp7

PW 10, Pal4*, Sol1, Hosp5

note*: This utilizes a Dragon #310 alternate Paladin class-check it out!

Holy Psychic Warrior Builds

If you'd like to see a few fleshed out builds, see one of my later posts-it's been edited to hold these-I'm out of room!

Large Creatures, Polymorph, and Expansion.

This section covers the use of Expansion (and later polymorph) for Psychic Warriors, and the use of large Creatures (half-ogre will be used here, since it only has a level adjustment of one). One of the greatest assets of the Psychic Warrior is (you guessed it), his versatility. He can go anywhere if you want him to, dole out mega damage via standard means or psychofeedback/mindfeeder cheese (along with polymorph abuses), play excellent battlefield control, soak up tons of damage Barbarian style or just present an awesomely hard to hit/hurt tank. I posted one grapple build earlier that makes use of some of the tactics and strategies mentioned in here, but this will help to further enhance the use of that build and/or related builds, as well as some other areas in addition.

Section 1: Expansion.

Expansion is the first size increasing power you get. If you opt to take expansion as soon as possible, than you will merit an increase in size of 40%. (Expansion lets you increase in size by 10% per manifester level). For every 20% you increase in size, you gain an enlargement bonus of +1 to strength. If you are an average height human (6'0") you'll be able to attain large status around 4th to 5th level. This means quite a few things: Although you do not gain the usual enlargement bonuses to strength and con due to increasing in size, neither does your Hp or AC receive penalties! This means no size penalties to AC of course;) (This is also up to the DM too though, expansion could be pretty tricky at times, and it will come down to his final decision as to what it can or cannot do for you, based on how he interprets the power vs. game mechanics).

Any official rules clarification is very welcome here

Basically through use of this power you want 2 things. Size increase for strength which increases your to hit chance and damage, and the larger threatened area. Since expansion allows equipment worn or carried to expand as well, this means all your gear and weaponry resize with you! (This is also up to the DM's interpretation, bleh) :D

A tremendous benefit in an area where there's sufficient room to take adavantage of size.

Unfortunately, for average size characters, this is about as good as it gets with expansion. This brings me to my next point though.

Section 2:Large size Psychic Warriors and characters with the Jotunbrud feat

Large size characters already enjoy the benefits of greater than normal strength and reach, so expansion only helps them out even more. An average size large creature maintains height around 8'-9' or so (based on tedious research through the various monster manuals and Fiend folio),so a 5th level manifestation of Expansion will bring you into the Huge range! If you're sized around 8'6" or better by my calculations, a 10th level manifestation will bring you into Gargantuan range! Note that mostcharacters withthe Jotunbrud feat will not make this cut into gargantuan range, but a few may. While being this big is not very beneficial in most circumstances, there are times when it comes in handy. (Ever wrestle a Dragon before?) Most importantly, it gives you almost godly reach on the battlefield, and combined with the Reach power, makes you even more deadly. All this for 3 power points...

Lastly,

Polymorph

There's not really much for me to say here, other than that it's broken. And in more ways than one. I'm only going to cover it's use here in this particular aspect: It is possible to polymorph into something else that's large or larger (especially useful for average size Psychic Warriors), than to expand one's self, applying all of the afforementioned. Most popular form is that of the Firbolg thanks to it's efficiency (or brokeness, whichever you prefer).

Powers Section

In here I'll try to give a decent overview of the powers to try and help people identify what they may be looking for. I won't be listing all powers as some I believe are worthless, and due to my everpresent time constraints. All powers are Wotc Only, sited from the PsiHB and Mind's eye PDF. I will break them up into Offensive/Defensive, Utility, and Build Specific Categories.

Note*: Concerning the Power Chains (powers that are all in a family so to speak), I will address them seperately at the end.

0 level powers

Offensive:

Far Punch-not very useful in my opinion but handy at very low levels.

Force: an extra damage for nothing does not suck

Talons (Build Specific): The unarmed version of force.

Defensive:

Catfall: Thanks to the sage ruling quite handy!

Burst: Not a favorite of mine, but useful if you have the right setup.

Utility:

Intuition : The Guidance of Psionics- not worth the slot if you ask me.

Bind/Loosen: Useful if you have the slot

Ectoplasmic Repair: Mending-handy but not worth the slot IMO.

Third Eye and Thrust (build specific): If you plan on doing archery these are two invaluable powers.

Control Shadow: Very useful power out of combat, but only if you can afford the slot.

Detect Psionics: Probably one of the most useful powers in a Psionics operates the same as magic type game, or heavy Psionic setting.

Elfsight: Useful to all, but I feel it best compliments archers/snipers and scout type setups.

Open/Close: Useful if you have the slot

Volition: extremely handy, but it eats up one of your 3 precious slots, and is overshadowed by later powers.

Webbing: Again, another handy power especially if you have the space for it.

1st level Powers
Offensive:

Bite of the Wolf: 1d8 natural damage never sucks. As with all Bite of... and claw of...powers it is very useful if you've been Disarmed, Sundered, or are using a reach weapon other than the spiked chain and need an alternate attack.

EctoGoo: Doubling as a Utility spell, it is very handy at the lower levels, and useful for upsetting opponents status quo. Tanglefoot bag at will pretty much.

Defensive:

Combat Precognition: Looks good at first, but I generally don't recommend it. It eats up a precious power slot and is overshadowed greatly by shield of prudence. The available power chains more than make up for what this power does.

Compression: Another Defensive/Utility type power, useful but not generally recommended.

Expanded: Yet another D/U power, this is handy for flankers and better spots. The only downside is the increased vulnerability to gaze attacks.

Utility:

Skate: Better movement than normal. Useful if you need to go somewhere in a hurry or terrain is impeding you.

Feel light/sound & hear light, see sound: These are excellent dungeon crawl powers if you have the room, especially the latter.

2nd Level powers

Offensive:

Exploding Gem & it's 4th level brother Improved Exploding Gem: Very handy as an alternate source of damage. Ideas for Gem tossers have been floating around my head for some time now involving Psychic halflings..

Reach: This staple power should never be ignored if you have the slot available. It's usefulness in reach builds is tremendous and advantageous for regular builds.

Claws of the Bear: d12 unarmed? Coupled with it's top notch duration makes this one a killer power as well.

Combat Prescience: +2 Insight bonus on Attack Rolls is extremely handy.

Animal affinity: Cat's Grace, Bull's strength, etc etc all in one. Beware that this will probably be nerfed once 3.5 hits the shelves, but still remains useful. Common tactics include Trigger power for it, and as it stands it is still not listed as an enhancement bonus.

Painful Touch: Useful if you have the room

Expansion: Makes you bigger and gives you more reach and more damage.

Find the Heart: 2d6 sneak attack damage!

Utility:

Body equilibrium: Great for going places you can't normally bypass through conventional means.

Darkvision: no explanation needed.

Sudden minor creation: Useful maybe, but leave it for the Psions.

Vigilance(build specific): Useful for the archer types and scouting potential.
3rd level powers

Psychokinetic Blast: Useful. Very Useful

Lesser Energy Barrier: Your first access to some type of energy reduction, but overshadowed later by Energy Barrier and other useful 3rd level powers.

Bite of the Tiger: bite of the wolf just got better.

Claws of the vampire: Perhaps one of the most useful abilities the Psychic Warrior has, and the only one that actually grants him some way of regaining hp, this power is subject to much speculation. Depending on your DM and which ruling you use it will either grant you a max of 8hp or the total damage you deal with the power.

Defensive:

Displacement: Never, ever sucks.

Danger sense: eh

Ubiquitous Vision: Better form of expanded vision with all the same ups and downs.

4th level powers

Offensive:

Brittle Psyche: If you have a decent Charisma score, this ability is actually quite useful. Creatures of less than 10 HD get no save, and 10+ do. When an affected creature takes damage the penalties increase further as well.

Improved Exploding gem: See Exploding Gem.

Polymorph Self: Yes, the Polymorph in all it's broken glory. 3.5 will help to further it's toning down though, so beware.

Psychofeedback: This ability is not really that broken by itself. It's in conjunction with other abilities that it's power becomes apparent. Beware trying to use this to cheese your DM. "With great power comes great responsiblity.."

Inertial Barrier: The stoneskin of Psionics! Very very handy.

Dissolving Touch: Decent damage with the acid subtype (useful for killing regenerators) on a melee touch attack. This damage further increases/and/or stacks depending on if you hit with an unarmed attack or grapple one handed or two!

Utility:

Dimension Door: Short Range teleport. Sweet if you have the room.

Telekinesis: Another Useful ability, as always.

Steadfast perception (build specific): Nice bonus versus illusions and bonuses to spot and search make this another forte' power for archer/scout types.

Defensive:

Immovability: Uber usefulf for sealing bottlenecks or buying allies time, but otherwise I'd pass this one over.

5th level powers.

Note*: As there's so few 5th and 6th level powers I won't be labeling them that much as with the lesser powers.

Note*: Unfortunately, I feel that 5th level powers have the least to offer Psychic Warriors, especially if your limited to the PsiHB only.

Adamant Grasp (build specific): +10 grapple bonus makes this pretty much build specific. I feel this should have been a 3rd or 4th level power. Especially due to it's short duration.

Catapsi and Psychic Vampire: In low Psionic games these are worthless. The opposite is true for High Psionic games though.

Ectoplasmic Armor(build specific): Useful to unarmed or light armor designs only.

Graft Weapon: This power is actually very good if you don't mind walking around with a greatsword or other as your hand. It even grants you a +1 bonus to hit.

Energy Barrier: The first univeral elemental damage reduction power you get. It only grants you reduction of 10 but it is still extremely useful all around.

Adapt Body (build Specific?): This power has it's uses, but I feel it's best suited to the scout type setup (though not necessarily).

Lesser Energy Conversion: Useful to a degree, but at this level I usually pass it up in favor of something else (better).

Dimension Strike: This power is actually quite good, as it lets you Dimension door as a quickened power and still take your full round of actions. If you have the room for it, it's awesome.

6th level Powers.

Ablating: The creme of the crop right here, it prevents one dispel/negate psionics check. Uber useful for our buff reliant friend here.

Breath of the Dragon: 11d4 is not bad...

Call Cohort: If you have one, and he's good, it's pretty much worth taking this power if he's not with you all the time.

Ethereal Jaunt: Too good to pass up if you have the room.

Shield of Prudence: +6 bonus to ac! It's an insight Bonus as well so it will stack with pretty much everything!

Suspend life: Well, it can be useful, but I'd prefer the other powers over this one just about any day.

Biofeedback loop: This power is just insane letting you dish out subdual damage equal to what you take to everyone w/i your radius.

Improved Psychokinetic Blast: Extremely useful if you have the room.

Improved Psychofeedback: Need I say more?

Greater Exploding Gem: The final branch of the Exploding Gem line. Not too bad.

The Power Chains

You'll probably notice if you're somewhat familiar with Psionics that I didn't list some powers from the Psychic Warrior Powers list. This is because (I bent the rules a little with the gem line and Psychokinetic Blast tree) I wanted to cover them here.

The BioFeedback line: This line starts out letting you take damage = to your strength as subdual. It is super handy and when you recieve curing, you heal an equal amount of subdual to real damage.

The metaphysical body/weapon line: These all give you varying bonuses ranging from +1 to +5 on the respective line. Super useful if you have the room. If you're going unarmed you simply shouldn't pass up the metaphysical body line, or at least some of it.

The Vigor line: This line grants you temporary hp's in varying degrees. Very useful if you have the space or need to take a lot of punishment.



This is all I have time to write down. I plan on including more builds in here, and if anyone has any questions and/or helpful bits of insight for me to cover, I'll be glad to answer/ accept them. If this works out well I hope to have this stickied here that way anyone who wants to can just peruse it's contents and receive some help. Also, I plan on including a large breakdown of the powers later on. Please bear with me and Thanks to all!

Slayer.
carnivore

01-22-07, 04:25 PM
Holy Psychic Warrior Builds

Continued from above, these are some fleshed out builds to look at-

Psychic Warrior 16, Paladin 4

Pal1: Weapon Focus: Longsword
1: Power Attack
3: Cleave
4: X
PW1: Combat Manifestation
2: Divine Might
5: Dodge
5: Standstill
6: Weapon Specialization: Longsword
8: Mobility
8: Psionic Dodge
11: Combat expertise
11: Psionic Sidestep
14: Deep Impact
14: Psionic Equilibrium

BAB: +16
F: 14
R: 6
W: 6

Very simple build to try and help with some of the PW's weaknesses. Divine Grace, a little lay on hands, and the ever useful Detect Evil ability, with some Smite Evil on the side. 4th level gets you turning undead and opens the way up for Divine might to get our holy psi warrior here doing a bit more damage.
If you don't like standstill, sub it out, but it's very useful in conjunction with the powers Reach, and Expansion.

Note*: If you use Dragon Magazine #310's Avenger here you get essentially the same abilities, but a lower fort and higher will save thanks to the good will set of the Avenger.
Psychic Warrior 8, Holy Liberator 3, Psychic Weapon Master 9

PW1: Power Attack
1: Cleave
1: Dodge
2: Weapon Focus: Longsword or GreatSword
3: Mobility
5: Psionic Weapon
6: Iron Will
6: Weapon Specialization: Longsword or Greatsword
8: Psionic Dodge
HL1: Spring Attack
2:
3:
PWM112) Divine Might
415) Combat Expertise
718) Whirlwind Attack

BAB: +18
F:12
R: 8
W: 8(+2 with Iron Will)
14 effective levels of PW

This build combines the best elements of melee from Psychic Weapon Master along with Holy liberator to prevent him from being charmed or compelled, as well as giving him a good boost to his otherwise dismal will save. Divine Grace helps out overall and you even pick up a few divine spells. The build fleshes out nicely all the way to 20th level where you finally get Psionic Critical. Take longsword if you want to go the tank route. Take greatsword if you want to go dual handed big damage route. Bear in mind this build does not have Deep Impact.

Note*: A similar build to this can be achieved with Paladin 4, but you lose one level of PW, which is a crucial feat level. This is made up for by the fact that you do not need to get Iron Will, but still hurts this build by not providing enough feats to get to Deep Impact. I consider the optimal level of Psychic Weapon Master to be 7th level if you don't want Psionic Critical, in which case I suggest this line:

PW 9, Pal4, PWM7

This has the benefit of allowing you room to possibly get to Deep Impact at the later levels.

Psychic Warrior 10, Holy Liberator 5, Hospitaler 5

This is a nice mounted build incorporating the holy warrior aspect.

1:Mounted Combat
1:Ride by attack
1ower attack
2:Cleave
3:Combat reflexes
5:Standstill
6:Weapon Focus:Lance
6:Wspztn:Lance
8:Spirited Charge
9:Iron Will
10:--

HL1:
212)Psionic Weapon
3:
4:
515)Divine Might

Hosp1:
2:
3: (18) Power Lunge, Deep Impact
4:
5: Any

There are other ways of organizing this, this is just the easiest. This build focuses on minimizing PW's weak will saves, and taking advantage of good will saves, divine grace, smite evil, detect evil, and immunity to charm/compulsion spells from HL. Hosp gives you all 10 levels of spells from HL, some bonus feats, lay on hands, and most importantly, you get the kick-butt mount from HL for this build!

BAB:+17
F:16
R:6
W:8 (+2 with Iron will)

The Morphic Warrior

Psychic Warrior 10/ Warshaper 4/ PW 6

Race: Human


This build is all about one thing- making the Psychic Warrior that much harder to kill.
It plays like a normal PW until you get to level 10, this is when you take the awesome polymorph. Although I don't usually advocate the use of polymorph, I find this build quite interesting, and you need it to get this build moving along. Once you get to 10th level you meet all the prerequisites for Warshaper, and can begin getting the Warshapers morphic abilites. Although you lose Psionic Caster progression for 4 levels, you more than make up for it with what you get with Warshaper:

1:Morphic Immunites- nothing like being immune to criticals and stuns!
Morphic Weapons- any natural weapon of anything!

2:Morphic Body- +4 to strength and constitution, need I say more?

3:Morphic Reach- gain an extra 5 feet of reach for free!

4:Morphic Healing- as if the Psychic Warrior wasn't hard enough to kill already, you now get fast healing 2 (and 10 if you make the concentration check).
Combine these abilities with any strength oriented build (Nearly all Psychic Warrior builds), and your melee survivability is tremendous.

Cons: The build is a bit slow (taking it until 14th level to finish the main portion), and requires you to always be polymorphed to use Warshapers abilites. It also eats up PW psionics progression and manifester levels.

Pros: Any of the morphic abilities are completely free to use once polymorphed. The free strength and con boost serve to fuel your damage taking by giving you more hit points and increasing the threshold of Biofeedback. Morphic immunities make you immune to crits and stuns. Morphic healing is just plain great, and Morphic Reach is completely free.

HP: 20d8+con
BAB:15
F:12
R:6
W:6
PP: 85
Access to 6th level and lower powers.
Access to all Psionic Combat Modes.

Note*: This is a very basic build that leaves out Warshaper 5 until epic levels, so you don't lose any more base attack than you need to. Multimorph is quite good..I'm hoping to put in some more builds at a later time that are more fleshed out, but this covers the skeleton nicely, allowing you to insert any feats you wish, and accenting them with the Warshaper class
carnivore

01-22-07, 04:26 PM
Here's something I cobbled up that might be of use for you.

I arranged you're stats as such:

Strength:17
Dexterity: 17
Constitution: 11
Intelligence: 15
Wisdom: 16
Charisma: 10 (ie ye ol dump stat)

I chose this arrangment based on either the half giant or goliath race for reasons listed below. After applying either race you're stats are as follows:

Str:19 (21)
Dex: 15 (need for TWF)
Con: 13
Int: 15 (need for combat expertise)
Wis: 16 (need for power manifestation)
Cha: 10

For ability point distribution I recommend Strength first for better to hit and damage, but you will need to increase your dexterity a bit if you want to pick up the later TWF feats. Bear in mind that you will have access to items and tomes at higher levels though, and unlike fighter, PW wants (and has) to take those TWF tree feats later rather than sooner. Con is also a good investment as always.

You have 9 k character wealth, but I did not purchase any items for you. I recommend mithril full plate for later levels however (it's +3 max Dex bonus will help you out a bit). This way you can at least enhance both of your blades, and choose supplementary items of your choice (if you're worried about low con for instance you can grab an amulet of health +2).

Powerful TWF Field Control build

PW 20*

Race:Half-Giant or Goliath

BAB: 15
Fort: 12
Reflex: 6
Will: 6
HP: 20d8 +con mod x 20 (avg hp's 90 +con mod x 20)

Feats

1:Exotic-Weapon Proficiency Bastard Sword (Large sized, do 2d8)
1: Two-Weapon Fighting
2: Oversized Two-Weapon Fighting
3: Combat Expertise
5: Improved Trip
6: Combat Reflexes
8: Double Hit
9: Deft Oppurtunist
11: Standstill
12: Improved Two-Weapon Fighting
14: Expanded Knowledge: Metamorphosis (For the infamous Firebolg 8P)
*15*: Greater Two-Weapon Fighting/Reckless Charge

*I broke progression at 15, because Exotic Weapon Master is a good complement to what you want with this build (one dip gets you a +2 bonus on trips with your blades), but you'll need to take Weapon Focus to get in on that. Greater TWF and Improved Buckler Defense (if you worry about AC), Improved Critical (for people who dual wield the same weapon, this is a good deal imo), are all good choices, and you could even take armor optimizations if you were so inclined. As always I strongly encourage not leaving any psionic class for too long because you lose precious manifester levels however. Basically what I'm trying to say is that the primary function of this build is filled up by this point, so the remaining levels are more open ended for you to choose what you would like for feats and whatnot.

Hopefully this build can help you find what you are looking for while still being very effective on the battlefield. It's a dual wielding build that can be played in full-plate in case the opponent gets close to you. It takes advantage of the powerful build feature and better strength bonus of either the half giant or goliath. In conjunction with Improved Trip you gain a total bonus of +8 on trip attempts by level 5, not counting that trips are already melee touch attacks. The high strength you desire will factor into this and you should be tripping pretty much everything on the field. Knocking the opponent on the ground will also help you to accomdate for the 2ndary BAB and dual wielding penalties of a two-weapon fighting PW by granting you the +4 bonus to hit targets that are prone. Later on you pick up Deft Oppurtunist for the +4 bonus on AoO's (woot +6 vs grounded), and you grab double hit to make the most out of them being ground and trying to (possibly) get up.

Note on Important Powers

Where things get interesting comes from your powers. I usually hate telling people what powers to pick unless they're necessities, and these powers are abosolute musts for you:

Expansion (1st level)
Reach (2nd level)
Psionic Lions Charge(2nd level)
Hustle(2nd level)
Metamorphosis(4th level)

There are plenty of other honorable mentions but these are the big ones. Since you have powerful build Expansion always treats you as larger than large, so you are counted as size category huge for using it once, and Gargantuan for it's augmentation. I believe that brings your blades up to 4d6 base damage. In addition, you're reach will be anywhere from 10 to 15', meaning you can take full advantage of AoO's generated by opponents moving through you're threatened squares.

The Reach ability is so you can still take advantage of your feats even in areas where it's unwise to use expansion, and can always further you're reach even while in larger forms.

Psioni Lion's Charge is so you can get you're full allotment of Attacks, and take the best advantage of you're TWF tree.

Hustle has tons of uses, but here it's so that you can take a Full Attack action, and than move away if the situation arises.

Metamorphosis- *sigh*, just morph into the ol' firebolg with it's 30 something strength and yadda yadda apply previously mentioned powers for big damage and whatnot.

Look up other trip designs for ideas or get back to me if you want more help or have a different idea in mind for your character (in case you don't like battlefield control).

If you're uncomfortable playing a half-giant or goliath we can try more conventional builds as well. Hope this helps.



WyvernSlayer04-12-06, 04:00 PM
In my experience it's generally not a good idea to mix PW with other classes that require lots of caster/manifester levels seperate from your own. The trouble with Cleric is that it's very demanding with caster levels, and only offers you more and more as you progress. In fact, despite my great love for the PW, I personally feel the Cleric is of course just more powerful. Take into account that the Cleric is an awesome buff machine with built in healing, and access to 9th level spells.... my solid advice is to just pick one class and stick with it. Both are great at combat and buffs, and depending on how you set yourselves up, the PW can at least take care of himself damage wise. Just post on up and I'll be glad to help. :)

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WyvernSlayer04-12-06, 04:07 PM
For Gestalt, I honestly would suggest taking Fighter/Egoist for melee fun and buff's galore. In fact, if you're DM allowed you to use the Kensei variant of fighter (from long ago in one of the old 3.5 update Dragon magazines), I would definitely suggest taking that. It loses out the first level feat, but gets +1 to attack and damage with your Chosen Weapon at level 1 and every 5th level thereafter starting at level 5. It also has Balance, Jump, and Tumble as class skills instead of the usual fighters. Using Fighter Egoist you'll only suffer poor reflex, get 9th level manifestations, and a decent skill set (you'll want an alright Int for the demand on Concentration and Psicraft, as well as Autohypnosis and Tumble). You'll also still get a very nice lump sum of Bonus feats from both Fighter and Psion as well.

Let me know what race, level, starting gold, and classes you want to take and I'm sure we'll be glad to help you out!


Here's a few new builds using material from Complete Psionic. A few more builds are pending, but these are designed to showoff the new races and racial feats.

Xeph Archer

PW20

1: Point Blank Shot
1: Rapid Shot
2: Xeph Celerity
3: Weapon Focus
5: Psychic Meditation
6: Psychic Shot
8: Many Shot
9: Improved Rapid Shot
11: Greater Psionic Shot
12: Xeph Extra Burst
14: Expanded Knowledge: Schism
15: Linked Power (for use with Schism mostly)
17: Fell Shot
18: Precise Shot
20: Improved Precise Shot

This is an archer build, designed to showcase the Xeph's (newfound) strength thanks to Xeph Celerity and Extra Burst. Assuming an 18 for a starting stat, you begin play with a 20 Dexterity score. Add +1 for Point Blank Shot, and another +1 for Offensive Prescience, and you start off with a +7 ATK. Standard build, you get Rapid Shot for two attacks at +5. At level 2 however you pick up Xeph Celerity. This gives you an extra attack for 3 rounds a day, at your highest attack bonus. Level 2 Character with 3 attacks per round? Not too shabby. Factor in +1 BAB, MW bow (hopefully), and you are attacking at +9 (+7 for all 3 attacks if you use celerity). You only pick up more steam as you get to level 3 and acquire (yet again) another BAB, and the feat Weapon Focus (+11, and +9 for all 3 attacks if you use celerity!). The build continues to gradually pick up more attacks as fast as it can through natural feat, while enhancing your damage with the various Psionic Shot line. Improved Rapid shot is gained at level 9, netting you 3 attacks all at your highest base with celerity, and your followup attack for having a high BAB bonus. Greater Psionic shot is grabbed, and than you nail Extra Burst at level 12, in case you need (most likely), more bursts to do combat at. Figure on having haste from a caster or magical item, and your pounding out another attack at no penalty (+1 on all attacks from haste actually!). Schism follows suit at 14 for more actions per turn mayhem, and Link power follows it for more "action free" buffing. Ideally you will manifest Schism first, linking it up to another power. Next turn you get the "free" power, your schism action, and your regular alotment. Factor in Celerity if your arching that round and you have actions crawling all over the place. The line finishes off with Precise Shot to nail Improved Precise Shot to avoid pesky concealment/cover issues that often erupt in gameplay. Feel free to sub out those last two feats for more powerful things as needed, as they were put there mostly for flavor though they have good uses.

Xeph Dual Wielder

PW 20

1: Two-Weapon Fighting
1: Xeph Celerity
2: Weapon Finesse
3: Weapon Focus
5: Expanded Knowledge: Dimension Hop
6: Extra Burst
8: Improved Two-Weapon Fighting
9: Psychic Meditation
11: Link Power
12: Improved Critical
14: Expanded Knowledge: Schism
15: Greater Two-Weapon Fighting
17: Power Critical
18: Expanded Knowledge: Second Chance
20: Extra Burst or Expanded Knowledge: Your choice (I recommend Power Resistance here, or fly, or ...well...just about anything. :P )

I'm not fond of TWF builds, but they at least pack style. This is another build designed to take advantage of Celerity, this time with a Dex oriented Dual Wielder. You start the game off with the potential to make 3 attacks a round (for 3 rounds at least). If you are lucky to start with the 20 modified Dexterity, and Off Prescience active, you can pound out 3 attacks at +4. Consider the average AC at level one is around 13-14 and you have a 50% chance to hit any average foe (approximately). Like the archery build this build just keeps grabbing whatever it can along the way to nail those extra attacks and actions, as well as Weapon Focus to help you hit. Expanded Knowledge: Dimension Hop is extraordinary in this build, allowing you to possibly make short teleports around the field and get a Full Attack, even possibly setting up Flanking and whatnot. Improved Critical and Power Critical are there to take advantage of all those attacks your getting by increasing your threat range, and helping to secure those hits. Standard recommendation of Exp K: Schism and Link Power of course for fast flying actions, and Exp K: Second Chance for another shot at just about anything. Not a bad build and very flavorful. For gravy and more style nail out Exotic Weapon Proficiency: Elven Lightblade for the added 18-20 Crit range, just push some of the feats around a bit.

Synod Buff-Machine

1: Earth Sense
1: Psicrystal Affinity ( I suggest the +3 Concentration one first, or Resolve 2nd).
2: Earth Power
3: Link Power
5: Psionic Meditation
6: Metapower: Vigor (Meta to Link Power for this and all other Metapower selections)
8: Psicrystal Containment
9: Metapower: Hustle
11: Enhanced Multi-task
12: Metapower: Dimenstion Slide
14: Expanded Knowledge: Schism
15: Metapower: Schism
17: Overchannel
18: Talented
20: Expanded Knowledge: Second Chance or Power Resistance

The Synads are an awesome race. Especially for Psychic Warrior (and Divine Mind). They get +2 Will, helping out with a problem for many melee builds, Darkvision (never crippled w/o light), 3 Starting PP, which for PW's this is awesome (who start out with only bonus PP's if you're human), the once a day +2 bonus to any attack, save, or initiative roll 1/x day for clutch, and finally Multitask. Synad's multitask ability is excellent for martial manifesters, allowing them to once a day perform any purely mental task as a swift action (like manifesting!). The stipulation here is that they must not manifest with any of their other actions! This may not be great for psions, but is awesome for PW's, who often want to buff and attack in the same round. This helps save on buff time, enabling the PW to at least get one buff up right away in clutch, and engage the enemy all at the same time. This has more advantages however. Our Synad buffer here can make full use of Link Power in conjunction with this ability, enabling him to fire up any one buff immediately, and get the "free" manifestation next round. Another buff that doesn't consume any time at all action wise. This leaves you free to take advantage of any and all your actions for that round, while still being proactive as you buff yourself up. Of course, it is not always necessary, or advantageous to, or even possible, to use multi-task all the time. This build makes sure that you generate as many actions as you should be able to via Link Power, and Metapower (linking to Link Power of course). This helps reduce the cost of whatever you set for link (which will be catalystic to the next rounds "free" power). The build also makes use of Earth Power, and (I hate suggesting items, but this is a must), the Torque of Power Preservation, for reduced manifestation costs. With Metapower reducing the added metacost down to 0, and EP and TPP chipping down those PP cost, you can hammer out powers for insanely cheap manifesting costs (-4). The build utilizes what may be the most commonly manifested powers for a PW with this setup.

Vigor was selected for staying power, the fact that later you get the first 20 THP's for free, and the free buff of course from LP.

Hustle was selected because it is swift action that net's you a move action. This is useful because you can manifest hustle for free, getting the "free" buff for next round, and use the extra move to recharge the Psionic Focus you just blew, or for manifesting something else....like Dimension Slide.

Dimension Slide will come out as a move action for 5 pp's, netting you the "free" buff if you pay for it. This is more and more useful as time goes by. Assuming enough pp's you can manifest Hustle, pay for a buff, than manifest Dimension slide via hustle, netting another buff, all while maintaing your regular move and standard for the round. This brings us to...

[I]Schism[I]...what can't you do with Schism nowadays. It's a free action every round, and now it costs even less to manifest thanks to Metapower, while helping you set up for another "free" buff next round. The next round will be chalk full of actions as you get your regular allotment, and the Schism plus Linked power. At high levels It is possible to push out a Hustle to net a power and grab Dimension Slide (+ Linked power), than use your standard to drop Schism +a Linked Power. Thanks to Psychic Meditation, and your remaining move action you can charge up a Psionic Focus to hit that schism with Linked Power. Since these are all seperate manifestations you don't even have to worry about breaking your manifester cap, just spending lots of pp's. Thanks to Metapower and EP and TPP you will definitely catch a break here.

I included Overchannel and Talented late in the build, because they will push you up to +20 manifestations for some powers that you may want as high as you can get (such as Vigor, or if you want a hefty vigor with a link). Expanded Knowledge Second Chance or Power Resistance are there to help maintain defensible buffs.

This build doesn't look like it does melee, but with actions crawling all over it, multi-buffing, and power point saving things helping it out it should be able to keep up with just about any melee design. Just watch out for Antimagic/Null Psionics....heheh.

More builds to follow, hope these will help some people out!
carnivore

01-22-07, 04:26 PM
WyvernSlayer04-15-06, 10:44 PM
Elan Solid Tank

1: Focused Shield
1: Combat Manifestation
2: Shielded Manifesting
3: Psychic Meditation
5: Invest Armor
6: Heavy Armor Optimization
8: Exotic Armor Proficiency- Battleplate
9: Exotic Shield Proficiency
11: Greater Heavy Armor Optimization
12: Combat Expertise
14: Elan Resilience
15: Deflective Armor
17: Expanded Knowledge: Power Resistance
18: Elan Resistance
20: Parry Shield.

An Elan build, this design utilizes the 3 Worthwile Elan feats in a build designed to go toe to toe with any bruiser for lengthy periods. Armor Op line combined with Exotic Armor Proficiency Battleplate and Focused Shield with Extreme Shield help you to take advantage of a higher AC. Elan Resilience and Resistance Help to make sure you make those saves and can negate important damage when the time comes. Deflective Armor and Parry Shield (from Lords of Madness), ensure that your touch AC is almost as high as your regular AC. Nothing outrageous here, just a solid tank build.

Elan Focus Powerhouse

PW 11/PWM8/PW1
1: Psicrsystal Affinity (Resolve)
1: Psionic Weapon
2: Weapon Focus
3: Psychic Meditation
5: Dodge
6: Psicrystal Containment
8: Power Attack
9: Psionic Dodge
11: Mobility
12: Greater Psionic Weapon
15: Elan Retainment
18: Deep Impact

Just an build to grab as many foci as possible. PWM grants a storage in it's weapon at level 5 just like Psicrystal Containment. If you're patient and willing to forgo Psicrystal line you can grab other things earlier, such as wounding strike.

Ftr1/PW8/PWM5/PW6

1: Dodge
1: Weapon Focus
2: Psionic Dodge
3: Psychic Meditation
3: Psychic Weapon
6: Mobility
6(PW5): Power Attack
9(PWM3): Elan Retainment
12(PW6): Wounding Attack
14 (PW8): Deep Impact
15: Greater Psionic Weapon
17 (PW11): Practiced Manifester
18: Psicrystal Affinity
20: Psicrystal Containment

Another build utilizing the focus element of Elans, this build also taps into PWM for it's Focus storing capacity, as well as it's martial prowess. I strongly suggest looking into Cleave if you are not wanting for Practiced Manifester or willing to invest in Psicrystal line. Once high enough in PWM, adjust your weapon to the wounding property. Having access to Wounding Strike will give you the potential to dole out a nice hunk of Con damage. Below is an alternate setup.

1: Dodge Ftr1: Weapon Focus
PW1: Psi Dodge
3: Psychic Meditation PW2: Psychic Weapon
6: Mobility PW5: Power Attack
9: Psicrystal Containiment PW8: Psicrystal Affinity
12: Wounding Attack
15: Elan Retainment

PW11: Deep Impact
18: Practiced Manifester

PW14: Greater Psionic Weapon

Another build I like involves using the Jhovar (18-20 Crit range, x2 and 2d6). You can make room for Cleave and Instinctive Consummator.

Xeph Dual Wielder, Exotic

PW11/EWM1/PW9

1: Two-Weapon Fighting
1: Xeph Celerity
2: Weapon Finesse
3: Exotic Weapon Proficiency: Elven Lightblade
5: Expanded Knowledge: Dimension Hop
6: Extra Burst
8: Improved Two-Weapon Fighting
9: Weapon Focus: Elven Lightblade
11: Improved Critical: Elven Lightblade
EWM1: (Twin Exotic Weapon Fighting Stunt) 12: Power Critical
15: Psychic Meditation (PW14): Expanded Knowledge: Schism
18: Greater Two-Weapon Fighting (PW17): Link Power

Another Take on the Xeph TWF, this one uses Elven Lightblades, attacking only at -1's thanks to EWM, with a crit range of 15-20. Power Critical helps insure you land those crits.

Just some more sample builds, I'll have a few more coming, as well as a breakdown of the Lurk soon.
-Slayer.


WyvernSlayer04-19-06, 11:00 PM
If you're going for crit you may want to go all the way. A build utilizing PWM I cobbled up was built out of a maenad Jhovar wielder. The Jhovar is an exotic "greatsword" with a 18-20/x2 Critical Threat Range. If you're insistent on sword&board with scimitar just post up if you don't like this idea.

Power Hitting Critical Threat Master

PW11/PWM8/PWM1

Maenad

1: Power Attack
1: Cleave
2: Exotic Weapon Proficiency: Jhovar
3: Weapon Focus: Jhovar
5: Psychic Meditation
6: Psionic Weapon
8: Dodge
9: Psionic Dodge
11: Mobility
12: Instinctive Consummator
15: Deep Impact
18: Practiced Manifester/Greater Psionic Weapon/ or Wounding Strike.

This build starts off with an 18-20 crit range, which will have to hold you over until you get a keen weapon, extending to 15-20. At level 12 you can take PWM. The final stroke doesn't come until level 18 when you're crit range goes up to 13-20, but you get increased multiplier and all other sorts of goodies from PWM. Instinctive Consummator was chosen over Power Critical, since this is a single weapon build, and makes use of the fact that you must choose Psionic Weapon (sort of forcing you to take Psionic Meditation to use it even reasonably well). You get the benefit of this feat at level 12, and it allows you to automatically confirm a critical hit by expending your Psionic Focus. This is really handy if you land an attack with Critical Mutliplier active. Deep Impact is in the build for later to get easier hits with Power attack (and hopefully a crit when possible), and finishes off with one of the suggested 18th level feats. I really like Wounding Strike, as you can choose Wounding as one of your weapons PWM abilities. This is awesome because you will deal big damage andConstitution Damage. I also suggest the Collision ability. Remember that your weapon is able to hold an extra Psionic Focus for you, so it stands to reason that you can confirm any critical threat up to twice in the same round. This could go higher as you can regain PF with a manifestation of Hustle after your attacks are over in case you land an Attack of Oppurtunity or something like that.

I generally don't like to suggest powers as they should often be picked based upon the type of game you are playing in. Stick with tried and true powers for big damage builds like Expansion, and Offensive Prescience for better ATK, especially in the early levels. Force Screen is probably an excellent suggestion for this build, as it will help "cover" you by granting you a shield bonus to ac versus half of the field.

If this doesn't fit your needs just post back up. ;)
carnivore

01-22-07, 04:27 PM
PsyWarrior Grappler

Race: Choose either Human (with Jotunbrud feat), Goliath, or Half-Giant.

I generally prefer Humans over the other two, but powerful build is hard to resist.
Also, Half-Giant at least nets you 2 pp.

PW20 (straight pw build)

1: Jotunbrud (+4 grapple)
1: Improved Unarmed Strike
1: Improved Grapple (+4 Grapple)
2: Link Power (Link Expansion to Grip of Iron, as Grip of Iron cannot be manifested as a swift action via augmentation. This also let's you manifest Grip next round for "free" without provoking AoO's).
3: Metapower: Expansion to Link Power (this allows you to nail that one minute per level w/o paying extra pp's for it).
5: Psychic Meditation (You need this to make best use of of Link Power and Overchannel. If you have Vigor up, the damage won't be much of a bother).
6: Overchannel (for getting more bang for your buck of course)
8: Talented
9: Combat Manifestation (Contrary to popular opinion, you will not get as many rounds as you need to buff before attempting a grapple, so this will help you manifest while inside a grapple. You will probably be wanting to manifest powers often inside of a grapple as you progress higher in level).
11: Clever Wrestling (+2 if large, and +2 for each size Category up, as long as oppt is large size or bigger).
12: Close Quarters Fighting (things that are large tend to grapple).
14: Expanded Knowledge: Metamorphosis (firebolg firebolg)
15: Expanded Knowledge: Schism (This will enable you to manifest any buffs you need albeit at the lower manifester level. It proves itself in combat however at this level quite easily since Expansion, Grip of Iron, Bite of the Wolf, and Strength of My Enemy are low level powers).

Feats were only included up to 15 as you net the majority of pretty much everything you would want by this level. The build is pretty self-explanatory thanks to inclusive notes. For powers you should take Expansion, Grip of Iron, Bite of the Wolf (Vigor if you forgo one of the powers listed, or push one back to learning it at a 2nd level slot) Energy Emanation (free damage while even Attempting a grapple , Animal Affinity (for low levels), & Strength of my enemy. Psionic Freedom of Movement ensures you never get grappled (and is your bane as well). I will go out of my way here and say that (ironically), the 5th level power Psychofeedback could actually be useful here. Rage of the Remorhaz could be exceptional as well. Powers should be regulation after that. For Gear I only suggest Gloves of Titan's Grip (+8 to grapple).

You can also try this build, which is more complicated, but more flexible.

Psionic Monk Grappler build

Monk2/PW12/Sanctified Mind6

Race: Half-Giant (for Powerful Build and Naturally Psionic-2pp's, and +2 STR & CON)

Feat 1: Earth Sense (Open the way for Earth Power)
Monk1: Improved Unarmed Strike, Improved Grapple
Monk2: Combat Reflexes (This is handy since you will often be large sized)
Feat 3: Practiced Manifester (You need to catch up!)
PW1(3): Earth Power (Saves on PP's and benefits you greatly once you start using augments, and let's you make the most of those precious few pp's you get in the early levels. This helps take pressure of you too since you are mult-classed. Torc of Power Preservation later on helps out tremendously in the later game as well).
PW2(4): Close-Quarters Fighting
Feat6: Overchannel (Get that manifester cap higher!)
PW5(7): Psionic Meditation (self-explanatory)
Feat9: Talented (Ditto)
PW8(10): Link Power
Feat12: Iron Will
PW11(13): Metapower
Feat15: Expanded Knowledge: Schism
Feat18: Expanded Knowledge: Metamorphosis

This build is just another approach that can be done. You finish with 16 BAB, 16 Fort, 9 Reflex, and 12 Will. You still have 20 d8 HD + Con Mod as well, and have access to two 6th level powers, while manifesting at 20th level without Overchannel. An alternate form of this build can be done using Slayer as well. Try Monk1/Rgr1/PW12/Slayer6 . This doesn't net saves as good as the other design, but does give you an extra feat at level 12 since you don't need Iron Will


Link to Psychic Warrior Grapple Build:
Crazy Strong Psywar Grappling (http://boards1.wizards.com/showthread.php?t=461009)...by RadicalTaoist
carnivore

01-22-07, 04:28 PM
Powers

3.5 XPH

Powers Section

Here I will cover (once again) all the powers that are of use to the PW.

1st Level Powers

Offensive

Bite of the Wolf- Still good for 1d8 of bite lovin damage.

Claws of the Beast: 1d4 of claw dmg, albeit for two attacks at lower levels. You can augment it by paying additional power points...Dur 1hr/lvl.

Dissipating Touch: 1d6 for 1pp, and you can pay an additional point (unlimited) for an additional 1d6...

Expansion: Very good as always, there's nothing wrong with being Large! It now also comes with augmentation!

Grip of Iron: +4 to Grapple! and it can be augmented!

Hammer: 1d8 touch attack that lasts for one round...even with augmentation this does not get my thumbs up.

Metaphysical Claw: You are only able to manifest this power on another various claw power, or natural claw weapon. Augmentable. 1min/ lvl

Metaphysical Weapon: Still good, and of course augmentable. 1 min/lvl

Precognitive Offense: +1 on attack rolls and augmentable for Swift and higher Atk. 3pps for Atk, 6 for swift. Excellent.

Prescienct Offense: +2 to dmg, and augmentable for more Dmg and Swift, for 3 & 6 pp's respectively. Okay.

Defensive Powers

Biofeedback- This former god power is now relegated to DR 2/-
You can augment it by 1/- for every 3pp you spend in addition. 1 min/lvl.

Catfall- Catfall still rocks, even if you have to pay 1pp for it. It is now augmentable also by paying one PP per 10'. Immediate action.

Empty mind- +2 on will saves til next action. Immediate action. Mediocre.

Force Screen: the Shield of Psionics! 1/min lvl Augmentable by 1 for 4 pp's.

Inertial Armor- The mage armor of Psionics, Augmentable by 1 for 2 pp's. 1/hr lvl Very Good.

Precognitive Defense- +1 insight to ac and saves! Augmentable by 1 for 3 pp's, Swift for 6.

Thicken Skin: +1 enhancement bonust to AC for 10 min/lvl. Augmentable by 1 for 3 pp's, Swift for 6.

Vigor: +5 temporary HP, Augmentable by 5 for 1pp. 1min/lvl. Excellent.

Utility

Burst: move +10' for 1 round, swift action...eh

Call Weaponry: This old power got a neat twist, now you can still call a weapon, but if you Augment by 4 it gains and enhancement bonus by 1.

Compression: It has it's uses if you need to shrink for some reason.

Detect Psionics: Do we need to cover this?

Elfsight: Useful if you like low-light vision.

Skate: A staple power for movement based builds now. +15' movement never sucks.

Stomp: This can be very useful at low-levels.

2nd Level Powers

Offensive

Dissolving Touch- 4d6 acid, augmentable b 1d6 for every 2 pp's spent. Useful if you need acid dmg, otherwise dissipating touch is better in the long run.

Dissolving Weapon- See above.

Painful Strike: 1d6 subdual on top of your normal natural weapon. Augmentable by 6 for Swift.

Psionic Lions Charge- Charge and than full attack...augmentable by 1pp to gain an extra dmg on each attack afterwards...Excellent.

Strength of my Enemy- This is actually really good in boss battles or battles with powerful melee foes, it does 1 str dmg per hit and adds it to your own (cap is @ +8). If you hit multiple targets, the str is tracked seperately and you gain the highest. Augmentable by 3 pp's to max the cap by 2, 6 for swift.

Defensive

Body Adjustment- Heal 1d12 of dmg, augmentable by 2pp's to heal an additional 1d12. Not bad.

Body Purification- Heals 2 ability points, but not against ability drain..augmentable by 1ppt to heal 1abpt. Pretty Good.

Concealing Amorpha- 20% miss chance. 1 min/lvl. Ok.

Energy Adaptation, specified- Specific elemental resist 10, later increasing to 20 @ 9th lvl, and 30 @ 13th lvl. Augment by 4 to Immediate. 10/min lvl. Good.

Sustenance- Go 24 hours w/o food and drink. This is just cool.

Thought Shield- you gain PR 13 against mind-affecting. Augment by 1 to increase by one. Lasts one round, eh.

Utility

Animal Affinity- This former god is still pretty darn good considering it's flexibility. +4 to any stat (enhancement bonus) Lasts 1/min lvl.

Darkvision- it's there if you need it. 1/hr lvl.

Detect Hostile Intent- This is actually very good in my book. 30 radius centered on you let's you become aware of anyone with hostile intent towards you. You also cannot be caught flat-footed or surprised by anyone that is susceptible to mind-affecting powers. You also gain the ability to make sense motive checks on anyone w/i 30 ' of you. Lasts 10 min/lvl.

Hustle- You abolutely have to take this power in my book. It grants you an extra move action as a swift action.

Levitate- useful

Prowess- Gain another atk of opportunity. This is okay depending on your build.

Psionic Scent- I am a big fan Scent.

Wall Walker- Very useful.

3rd Level Powers

Offensive

Claws of the Vampire- This is a power that got hit hard, it now heals only half the base damage dealt. It is still useful with the other claw powers thanks to augmentation. 1/rnd lvl.

DuoDimensional Claw- Keen Claw 10/min lvl

Empathic Feedback- Your attacker takes 5 points of Empathic dmg or whichever is less of whatever they deal to you.. Augmentable by 1 for 1pp. 10 min/ lvl Excellent.

Empathic Transfer, Hostile- Errata has housed this power. The new version is in Complete Psionic.

Graft Weapon- Still the same

Keen Edge- Makes a weapon keen.

Vampiric Blade- See Claws of the Vampire.

Defensive

Greater Concealing Amorpha- 50% concealment. 1/rnd lvl Woot.

Danger Sense- +4 to saves vs. traps. Dungeon Crawl...but that's about it.

Evade Burst- Evasion as an immediate action- good for the Dungeon Crawl...

Mental Barrier: Gain +4 deflection to AC as a an immediate action. Augmentable by 4 to increase the bonus by one, or by 1 to increase duration by 1/rnd. Lasts 1 rnd. Pretty nifty I guess.

Utility

Dimension Slide- Dimension Door with weight limit of 20 lbs. Augment by 4 to do as a move equivalent. Very Good.

Ectoplasmic Form- basically gaseous form, seems out of flavor.

Escape Detection- useful as a utililty power, build depending. lasts 1hr/ lvl.

Ubiquitous Vision- 360 degree vision, prevents you from being flanked, but makes you more susceptible to gaze attacks, you also gain +4 enhancement to spot and search. 10 min/lvl ..not bad.

4th Level Powers

Offensive

Claw of Energy- useful at times.

TrueVenom- 1d8 con dmg with 2ndary save- just toss it on your claw and your good to go...last 1min/lvl or until discharged.

TrueVenom Weapon- This has potential. 1min/lvl.

Weapon of Energy- Gain an elemental burst on your weapon. lasts 1 rnd/lvl. There's some potential here.

Defensive

Energy Adaptation- You gain elemental resistance 10, than 20 @ 9th and 30 @ 13th. Augment by 4 to manifest Immediately. Excellent.

Inertial barrier- Gain DR 5/-. It also absorbs 1/2 dmg from falling. Ok. 10 min/ lvl

Steadfast Perception- You become immune to illusions (figments and glamers only) and gain +6 enhancement on search & spot checks. This is more of a utility spell but I put it here instead.

Utility

Dimenesion Door, Psionic- It's Dimension door, with an augment of 4 to do as a move equivalent!

Psionic Freedom of Movement- It's freedom of movement. Lasts 10 min/ lvl. Good as always.

5th Level Powers

Offensive

PsychoFeedback- A bit more balanced than before in my opinion, this power is still very good. You now sack a nonphysical stat (int, wis, cha) to bump up a physical one by whatever amount you sac. The only downside is ability Burn, which can only be healed naturally. Read up on this one more for a better explanation. 1 rnd/lvl

Def

Adapt Body- Automatically adapt to hostile terrain. Not bad. Lasts 1/hr lvl.

Catapsi- You make all other Psionics cost 4 more pp's than usual, with manifester level caps still in effect. It has a 30' radius, and Augmentation of 4pp's to increase radius by 5'. Will negates though...

Oak Body- This power is too lengthy and not that great.

6th Level Powers

Offensive

Breath of the Black Dragon- 11d6 acid dmg, augment by 1pp to gain 1d6 dmg. This is just good.

Form of Doom- Okay, DR 5/-, Natural Armor 5, +4 Enhancement to Str, +10 movement (land), and +10 Climb& Jump. You also gain Frightful Presence DC 16+cha mod, and 4 tentacles that you can attack with at -5 penalties during Full attack. If you FA with the Tentacles only they do 2d8 + 1.5 str bonus on each strike. This is just really cool in my opinion, as well as just plain old good.

Defensive

Dispelling Buffer- The new version of Ablating, it's still a mandatory on my list. It adds +5 to the DC of all dispel checks against it, but is checked last against targeted dispel, and is checked according to it's level for area dispel.

Mind Blank, Personal- This is just too good to not have, nuf said.

Utility

Suspend Life- eh. It has it's uses.

Feats

Expanded Knowledge

One of the only feats I will be covering here because of it's obvious brokenness. This feat allows you to select any power up to a level you could manifest, and add it to your power list. This means for Psychic Warrior you can access some nice powers you would not normally otherwise have.

These are powers that should receive heavy consideration, and some are almost mandatory.

Entangling ectoplasm- no save, no PR, just a touch attack to entangle a foe. Too good.

Energy Push- Useful for the PW.

Timehop- it's list of uses go on and on, just use your imagination.

Schism- The power to pick, and you will find it in almost all my builds, you may manifest another power every round w/o provoking attacks of oppurtunity. Only downside is the lessened manifester level (6 less).

Fabricate- This is very, very useful.

Metamorphosis- This is just broken. Old school players will marvel at the return of polymorph self once again.

Fly- When is being able to fly not useful?

Psionic Meditation- You are somewhat forced to take this feat. Enjoy.

Overchannel & Talented- depending on build these are awesome.

Complete Psionic:

Noteworthy new powers

There have been a few new additions to the PW list, I'll list those that are worthwhile.

First Level Powers

Adrenaline Boost- Swift power, pretty neat, duration is terrible.

Call Armor- This is very useful.

Deaden Blow- lets you do nonlethal...I'd rather take the penalty though.

Extend Range- Very cool for hitting targets from miles away.

Inspire Mount- Very Case specific, but good at what it does.

Mighty Spring- This one gets my attention thanks to my love of Battlejump and Leap Attack.

2nd Level Powers

Damp Power- This knocks down all numeric variables form spells, powers, and effects to 1...it is a bit more limiting than it sounds, but it's a very good power in my book. You can even augment it to affect allies.

Energy Emanation- I like the idea of my enemies taking damage because they are even near me. Throw in psionics love of varied effects based on energy type and you have a decent power.

Extend Reach- It's back, it's weaker, but it is still a solid power. I should like to throw this on a use activated item.

Moment of Insight- Vanilla? It has it's uses. Eh.

Perfect Archery- An absolute must have for any archer, it prevents AoO for firing a ranged weapon. Excellent Excellent.

Stygian Erasure- I hate negative levels. If you're in a campaign that features undead and negative energy you can't go wrong with this one.

3rd Level Powers

Empathic Transfer, Hostile has been modified. It's weaker now in every respect, and it still does not have an increasing save DC. Why? The only thing I like about it is being able to select my targets at an earlier level and avoiding friendly fire. Disappointing overall though.

Stygian Bane- Case specific again, but worth it in an undead setting.

Telekinetic Boomerang- From Races of Stone (or Wild) I believe, I just love this power, awesome for throwing your best weapon over and over again.

4th Level Powers

Dimension Door, Psionic- This received even more options. Better than ever.

Planar Apotheosis- I like the flavor and feel of this, especially since it seems to combine a few different powers/abilities into one neat package. Not overly strong, but strong enough, as well as good flavor.

Psychokinetic Weapon- At first I thought this would be a terrible power, but it is actually quite good. I doubt I would take it early on, since there are many other better 4th level powers, but maybe later on, when I get to the 5th level stuff...

Stygian Disruption- The whole stygian line is good for one thing, but they are ever so good at it.

5th Level Powers

5th level powers still suck overall. I almost always end up taking other, weaker powers that are much more useful.

Empower Weapon- I would definitely put this on a weapon via craft, and it's a good "for later use" ability on a boring day in the life of an adventurer. It's okay.

Perfect Riposte- From Races of Stone, I absolutely love this power, especially for tanking or other high AC builds. Free attacks are never bad.

Stomp, Greater- A great tactical move but...PW really never has that high of a save DC, or an overabundance of pp's...

6th Level Powers

Inconstant Location- This lets you teleport anywhere you can see as a swift action at the beginning of each of your turns (optional). It doesn't provoke AoO's, and you can move anywhere you could normally move, and carry your max load all at the same time. This is just ...awesomely neat.

Mind over Energy- Immunity to one energy type...pretty good though Energy Adaptation usually covers this angle very well, and with a lot more versatility.

Rage of the Remorhaz- Fire only, but it does much more than energy emanation, but functions only when you get hit (touched).

Final Prognosis

I feel the PW has only been improved decently by the addition of Complete Psionic. However, there is pretty much a severe lack of PRC options for him still.
carnivore

01-22-07, 04:29 PM
saved 10
carnivore

01-22-07, 04:30 PM
saved 11
carnivore

01-22-07, 04:30 PM
saved 12
carnivore

01-22-07, 04:31 PM
saved 13
carnivore

01-22-07, 04:31 PM
saved 14
carnivore

01-22-07, 04:32 PM
saved 15
carnivore

01-22-07, 04:33 PM
saved 16
Rageheart

01-22-07, 05:25 PM
Whoo hoo! Go Carnivore!

(Request: in the above Q & A session would you colorcode, or somehow differentiate between the Q and the A. Thanx!)
carnivore

01-23-07, 03:37 PM
yes .i will...and will try to include some links as well

:D
awaken_D_M_golem

01-23-07, 06:12 PM
Hey carnivore :

Great Job. Tsuul posted some more stuff over on my thread , but yours is more *handy*.
If you need that stuff , here's the linky.

Tsuul and carnivore :cool: - rock !!!
carnivore

01-24-07, 03:53 PM
you are welcome....but i was just following Tsuuls lead...i didnt want all of WyvernSlayers work to go to waste or be lost

:D
DisposableHero_

01-25-07, 12:18 PM
Knowing how much attention it takes to maintain a good looking, useful, resource thread and what a shame it would have been to have lost all this work, I want to say a big thanks to carnivore :D

You rock man.
carnivore

01-25-07, 03:58 PM
you are very welcome..........i just hope i can get it in order..so it will be more useful(even though Psiwarriors are not my favorite Class....Psions Rock;) ...)

if anyone would like to contribute or help make adjustments...post away

your help will be greatly appreciated

:D
Striker5

01-25-07, 08:03 PM
Quote:
Originally Posted by The_Ditto View Post
Psionic Two-Weapon Fighting [Psionic]
PreReqs: Dex 13, Two-Weapon Fighting
Benefit: When fighting with two weapons, as long as you are psionically focused, you gain a +2 bonus to both primary and off-hand attacks. This bonus only offsets the penalties incurred for two-weapon fighting (ie if you are fighting with a light weapon in the off-hand, you can ignore the -2 penalties, as this bonus offsets it).

Normal: You incur penalties while fighting with two-weapons, based on weapon size.
Thanks The_Ditto! I'll let you know what my DM thinks of the feat idea!

Carnivore: I posted this on another thread, but would you be willing to take a look at this? You are well versed in Psychic Warriors!

I'm looking for feedback on a Psychic Warrior/War Mind character build. I'm focusing on a wham bam brut who can dish out dmg fast with dual bastard swords. I have limited access to books core rules and Exp Psi Handbook and complete Psionic but would like any feedback on the following:

Ability Scores:
Str: 18
Wis:13
Dex: 16
Int:12
Con: 10
Cha:10

I figured Int should trump Con due to the War Mind studious side...

Ability Progression +1 Dex at 4th, +1 Wis at 8th, +1 Dex at 12th

Feats:
1st: TWF, OSTWF, exotic weapon bastard sword
2nd: Psionic TWF (see above-thanks the_ditto!)
3rd: Wea Focus (bastard sword)
5th: Power Attack
6th: Cleave -----first level of War Mind
9th: I TWF
12th: Improved Critical or Great Cleave (any suggestions?)
15th: GTWF

By 15th level with magic items aside, etc attack bonus with both weapons will be +18/+13/+8 and +18/+13/+8... not too bad considering all the benefits of War Mind's sweeping strike, essentially 6 attacks against any two enemies in front of me and their insight bonuses that would stack with most other items, powers, etc.

I am also looking for ideas on power choices:
so far I have...
1st level choice: Vigor (hit points!!!)
2nd level: force screen (defense!!)
3rd: Precog offensive (to hit bonus always helps, more for power attack!)
4th: Psionic Lion's Charge (I like the added damage possibility plus bringing the pain fast)
5th: Power Weapon (overcomes most DR but could be a problem with SR)
6th: Damp Power (good to have quick defense against anything empowered/maximized)
7th: Wall Walker (will buy fly potions as necessary=mobility)
9th: Pre Sci Offensive (more damage)

Some of all this may seem min maxing but in some ways 3.5 encourages it! Any feedback would be appreciated!

Thanks,

Striker5
WyvernSlayer

01-25-07, 09:29 PM
Haven't been on in a while, thanks for saving my work! I have it (the main body) backed up and ready to go though. I've been slowly working on a more updated Build Compendium for a bit more serious builds. When it's done I'll post it up. Thanks to all for reading my work and I hope it's helped you all out.

-Slayer.
carnivore

01-26-07, 11:04 AM
Welcome Back WyvernSlayer

:cheer: :cheer: :cheer: :cheer:


i hope you can Start a new thread...with all of your updates......otherwise it will mean a lot of work for me:weep:

Striker5....i will get back to you ....but have to get to a different computer first

:D
carnivore

01-26-07, 12:29 PM
Psionic Two-Weapon Fighting [Psionic]
PreReqs: Dex 13, Two-Weapon Fighting
Benefit: When fighting with two weapons, as long as you are psionically focused, you gain a +2 bonus to both primary and off-hand attacks. This bonus only offsets the penalties incurred for two-weapon fighting (ie if you are fighting with a light weapon in the off-hand, you can ignore the -2 penalties, as this bonus offsets it).

Normal: You incur penalties while fighting with two-weapons, based on weapon size.


I'm looking for feedback on a Psychic Warrior/War Mind character build. I'm focusing on a wham bam brut who can dish out dmg fast with dual bastard swords. I have limited access to books core rules and Exp Psi Handbook and complete Psionic but would like any feedback on the following:

Ability Scores:
Str: 18
Wis:13
Dex: 16
Int:12
Con: 10
Cha:10

I figured Int should trump Con due to the War Mind studious side...

Ability Progression +1 Dex at 4th, +1 Wis at 8th, +1 Dex at 12th


if this is a point buy....then it is a 39 point buy....otherwise these scores must have been rolled...

still with 18,16,13,12,10,10......try this

13 Str
12 Con
16 Dex
10 Int
18 Wis
10 Cha

thus you get the most of your Psionic side......you also need to have a higher Con score....Int and Cha are dump stats for both the Warmind and PW

all ability boosts would have to go to DEX..as greater 2 weapon fighting requires Dex 19



Feats:
1st: TWF, OSTWF, exotic weapon bastard sword
2nd: Psionic TWF (see above-thanks the_ditto!)
3rd: Wea Focus (bastard sword)
5th: Power Attack
6th: Cleave -----first level of War Mind
9th: I TWF
12th: Improved Critical or Great Cleave (any suggestions?)
15th: GTWF

By 15th level with magic items aside, etc attack bonus with both weapons will be +18/+13/+8 and +18/+13/+8... not too bad considering all the benefits of War Mind's sweeping strike, essentially 6 attacks against any two enemies in front of me and their insight bonuses that would stack with most other items, powers, etc.


ok....if you want to go the 2 weapon fighting route...fine...try this:

Exotic Weapon,and Weapon focus require BAB +1...IIRC, so does OSTWF

1st lvl....TWF,Psionic TWF,Psionic Weapon
2nd lvl....Exotic Weapon(bastard Sword)
3rd lvl.....Extend Power........will be more helpful than WF(bastard swd)
5th lvl....OSTWF
6th lvl....Weapon Finnesse...a must for a Dex fighter
9th lvl....ITWF
12th lvl..GTWF
15th lvl.. Practiced Manifester(Warmind) or Psionic Meditation.....to refocus for Psi weapon

now you are a Dex based fighter...but the Number of attacks and Psionic weapon allow you to do a lot....an alternative to this might be :

9th lvl....Combat Reflexes
12th lvl..Robilars Gambit...PHBII...you get an AoO each time someone swings at you, even if they dont hit
15th lvl..Psionic Meditation



I am also looking for ideas on power choices:
so far I have...
1st level choice: Vigor (hit points!!!)
2nd level: force screen (defense!!)
3rd: Precog offensive (to hit bonus always helps, more for power attack!)
4th: Psionic Lion's Charge (I like the added damage possibility plus bringing the pain fast)
5th: Power Weapon (overcomes most DR but could be a problem with SR)
6th: Damp Power (good to have quick defense against anything empowered/maximized)
7th: Wall Walker (will buy fly potions as necessary=mobility)
9th: Pre Sci Offensive (more damage)


this assumes...PW 5/ Warmind 10...also..you only get Bonus PP from Warmind..but can extend some powers for 28 hours


1st PW
Vigor
Bite of Wolf.....2d8,extra attack@-5,5minute duration, cost only 1 PP
Precog Offensive

2nd PW
Disolving Weapon..4d6 for 3PP

1st Warmind
Expansion
Prevenom Weapon
Skate......+15 speed for 10 minutes , cost 1PP

2nd Warmind
Detect Hostile Intent
Strength of my Enemy......long duration, extra Str damage to foes..and buff youself as you fight

3rd Warmind
Vampiric Blade.......heals you as you hurt them
Dimension Slide.....combat Teleport

4th Warmind
PsychoKinetic Weapon
Freedom of Movement

5th Warmind
Adapt body..or Oak Body


thus you have some Long term buffs...and some nice combat buffs


:D
Striker5

01-30-07, 05:53 PM
Thanks for the detailed response! Sorry it took so long to get back...

I like the dex fighting route but I would have to use a weapon such as a rapier in both hands to stick with the weapon finesse prereqs. I can probably live with the Wis 18 score. More power points is always a plus, especially when you are a psionic character and for saves against powers and will saves.
Is there a feat that allows wis bonus on attacks? I think there was something in the "good" book as I recall, with vow of poverty, etc. called intuitive strike but I think it is only a sacred vow? feat. I like some of the power choices, some I had forgotten about such as Strength of my Enemy and Detect Hostile Intent. Expansion is always good but not for a two weapon fighter or dex fighter due to loss in dex with size increases. If you lower dex, may not be able to take advantage of feats you have, greater twf, etc. Dissolving weapon isn't to bad because not too many monsters are immune or have acid resistance.

Thanks carnivore! I'll have to review the suggestions further with my own and see what will work with the character concept in mind. Your suggestions have been very useful.

Striker5
carnivore

01-31-07, 01:28 PM
opps...forgot you wanted to use 2 Bastard Swords.....still with this build, you will still get a lot of attacks that target 2 squares...you could Substitute Elven Court Blades(Races of the Wild)(Weapon Finnesseable)...both need Exotic Weapon Proficency(Elven Courtblade)...instead of Bastard sword


and also forgot.....substitute Compression for Expansion...gives you higher dex, better AC, size bonus to hit


Intuitive Attack from BoED....gives Wisdom instead of Str to Attack with Light weapons or Natural Weapons.......seeing as how you want Dex to be as high as possible...it would be better to focus on Dex

:D
Satori

02-08-07, 10:42 PM
Just a quick question...

For your standard "PW Melee Tank/Damage Dealer", where would you place Wisdom in the ranking scheme of stats?

I personally am stuck between Con>Str>Wis

and

Con>Wis>Str
RLRapp

02-08-07, 11:05 PM
Here is a build I came up with for the Psychic Warrior that is simple, yet powerful.

I call it the Psychic Power Warrior. Simply take the Psionic Talent feat at every feat choice. This more than doubles your basic power points (+135 PP at 20th lvl). Maximum augment all your powers, use powers almost at will. A human can gain an additional 17 PP with their extra feat, further enhancing this build. You can also replace a single Psionic Talent with Psionic Body, losing 16 PP to gain 30 HP.
carnivore

02-09-07, 10:33 AM
Just a quick question...

For your standard "PW Melee Tank/Damage Dealer", where would you place Wisdom in the ranking scheme of stats?

I personally am stuck between Con>Str>Wis

and

Con>Wis>Str
im not sure which build you mean.....so try this:

for Tanking.....you need to be able to keep enemies away from your parties Spell casters/Manifesters(so you need to take or avoid a lot of damage,and control the battlefield)

for Damage Dealing...you need to do exactly that.."Deal a Lot of Damage"

Con helps you to stay alive and able to continue doing your job
Str affects your damage directly
Wisdom affects your Psionic side....which in the long run affects both areas that the other stats cover


try this:

depending on the Stats:

32 point buy:

14 Str
14 Dex
14 Con
10 Int
16 Wis
10 Cha

this will give you:
+2 Melee Attack and Damage
+2 Initiative,AC,Ranged Attack,Ref saves
+2 HP/Lvl,Fort saves
+3 Wis Saves,bonus PP.......which the PW needs badly

Strength can be increased easily with the power "Strength of My Enemy": which also gives penalties to your enemies or "Animal Affinity"...or even "Expansion"

accuracy and damage can be increased with:
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.augmentable
Prescience, Offensive: Gain +2 insight bonus on your damage rolls. augmentable

also feats such as Power Attack can Boost damage output even better......so i would suggest that you :make sure you can hit enemies with powers that help you to do this:(Precognition,offensive...and Str of my enemy)....and use feats to boost damage output


your base attributes will not matter that much as you get to higher levels......try to keep them relatively balanced....but get the most from stat boosting items(Tomes,stat incresing items:belt of Strength,etc..)

Here is a build I came up with for the Psychic Warrior that is simple, yet powerful.

I call it the Psychic Power Warrior. Simply take the Psionic Talent feat at every feat choice. This more than doubles your basic power points (+135 PP at 20th lvl). Maximum augment all your powers, use powers almost at will. A human can gain an additional 17 PP with their extra feat, further enhancing this build. You can also replace a single Psionic Talent with Psionic Body, losing 16 PP to gain 30 HP.
true it will do a lot to boost PP....but Meta Psionic Feats can make you more efficient in spending them....so you may want to try something like this:

Kalashtar.............this race gets +1 bonus PP / character level

Psychic Warrior 20
then do this:

Feats:
Psionic Body...............get +2hit points/Psionic feat
Extend Power.............get the most from your Buffs(long Duration), and +2 hp
Psionic Talent x7........get +35PP, and +14hp
6 additional psionic feats........give +12hp ,and boost your other abilites greatly...exa:

for a Claw(claws of the beast) fighter type:
Psionic Fist
Greater Psionic Fist
Unavoidable Strike
Psicrystal Affinity
Psicrystal Containment
Psionic Meditation

result.......:

+30 HP
+55 PP(+35 feats and +20 Racial)
extend duration buffs
better combat abilities
2 foci
regain focus as Move action

:D
hovnarr

02-09-07, 10:47 AM
Psionic Fist
Greater Psionic Fist
Unavoidable Strike
Psicrystal Affinity
Psicrystal Containment
Psionic Meditation

I like the build otherwise but I'd take power attack over greater psionic fist, since it has better synergy with unavoidable strike. This also saves you the need for containment and psicrystal affinity, which means you can go EK: Metamorphosis + Metamorphic Transfer, granting you even more PP conservation (metamorphosis is only 7 pp, and transfer gives you nifty effects essentially for "free"). If your DM allows research, consider not spending a feat for metamorphosis.
carnivore

02-09-07, 02:48 PM
very true.... i was just trying to get the most from his "Psionic" feats...

but as you said.....this:
Power Attack
Psionic Body...............get +2hit points/Psionic feat
Extend Power.............get the most from your Buffs(long Duration), and +2 hp
Psionic Talent x6........get +27PP, and +12hp
Psionic Fist
Unavoidable Strike
Psicrystal Affinity
Psionic Meditation
EK: Metamorphosis
Metamorphic Transfer

is far better

:D
HatofZarek

03-22-07, 09:39 PM
I came up with a build I think could be fun.
Human psychic warrior 10/Psychic weapon master 10
1Exotic weapon prof.: Sharrash, Talenta
(reach, +2 trip, 1d10 19-20/x4 see ECS)
PW1Dodge
PW1Power Attack
PW2Mobility
PW3Weapon Focus: Sharrash, Talenta
PW5Psionic Dodge
PW6Combat Reflexes
PW8Psionic Weapon
PW9Improved Critical: Sharrash, Talenta
PWM12Psionic Meditation or Spring Attack
PWM15Instinctive Consumater or Combat Expertise
PWM18 Stand Still Or whirlwind

this leads to crazy crits. you can aslo get the extra bonuses from having the feats you would get from PWM so you have a nice crit threat range of 15-20.
WyvernSlayer

03-27-07, 10:07 AM
I have some bad news, my other harddrive that had all my work on it for my new guide has fried :eek: :weep: , so now I'll have to redo everything. I will try to get some marginal builds up over the next month, dangit.:(
PhaedrusXY

03-27-07, 11:36 AM
TA DA! (THE ARISTOCRATS!) (http://boards1.wizards.com/wotc_archive/index.php/t-53738)

I think the mods can move it back to the main boards, if you ask nicely.
JulesCARV

03-27-07, 12:44 PM
So... anyone have thoughts on tashalatora builds? I'd contribute, but I don't actually have Secrets of Sarlona.
carnivore

03-27-07, 03:00 PM
for getting the most from the feat tashalatora .... you need this:

since it Progresses the Following:

Flurry........ which Maxes out at 11th
AC..................... the Break points: 15th +3, 20th +4
Unarmed Damage.. 12th=2d6, 16th=2d8, 20th=2d10

but it requires the Feat: Monastic Training(Psionic Class or PrC)....so you have to spend 2 feats to get the benifit from it FOR EACH CLASS, thus it is ideal to use it with a 10 level PrC that Gives Full BAB progression.

the easy way is:

Human
Monk 2/ Psychic Warrior 4/ Slayer 10/ Sanctified mind 4

with a Monks Belt(gives +5 levels to AC, Unarmed Damage)

Feats:
Imp Unarmed Strike(monk 1st)
Monastic Training(slayer)(Monk 1st)
Track(Human)
Irow Will
Combat Reflexes(monk 2nd)
Superior Unarmed Strike...3rd
tashalatora(PW 1st)
feat(PW 2nd................)
Improved Natural Attack....6th
Practiced Manifester.........9th
Feat..........................12th
Robilars Gambit..............15th
Feat..........................18th


now you get:
BAB +18
16th Lvl Manifester(20th with PM)

without spending a single Power Point you also Get:

Greater Flurry.......doing 4d6 each
AC = Wis Bonus + 3 Monk
lots of AoOs;)

:D
Suldarr'essalar

03-27-07, 04:58 PM
Since it hasn't been posted before: using the replacement for 2nd level feat (February Mind's Eye) you can choose natural world mantle, and gain metamorphosis at 10th level (some builds include expanded knowledge (metamorphosis)). Also a nice substitution is taking conflict mantle instead of the 2nd level feat. You gain a free weapon focus and access to the mantle (and also access to tap mantle feat).
PhaedrusXY

03-27-07, 05:13 PM
Ok... I guess I should have actually stated what the link in my earlier post was... The old Psiwarrior Build Guide is now available again, in the Archive. Or... had everyone else already noticed that? I thought I made a discovery. :P
carnivore

03-28-07, 11:09 AM
thanks for pointing that out PhaedrusXY....but the redirect has been up since
03-08-07, 10:31 PM.....according to WotCMel

:D
carnivore

03-28-07, 11:16 AM
Link to Mindseye article:"Expanded Classes, Part One
Psychic Warrior, Soulknife, Wilder"
http://www.wizards.com/default.asp?x=dnd/psm/20070214a

Since it hasn't been posted before: using the replacement for 2nd level feat (February Mind's Eye) you can choose natural world mantle, and gain metamorphosis at 10th level (some builds include expanded knowledge (metamorphosis)). Also a nice substitution is taking conflict mantle instead of the 2nd level feat. You gain a free weapon focus and access to the mantle (and also access to tap mantle feat).

Mantled Warrior

You have unlocked access to a single psionic mantle.
Level: 2nd, and see below.
Replaces: You lose your bonus feat at 2nd level.
Benefit: You must choose a mantle by 2nd level. In place of your 2nd-level feat, you gain your chosen mantle's granted ability. You also have access to the powers in your chosen mantle, but are not required to take any of them.

this is great.....because you lose no feats by doing this:

PW 1...... Feat
PW 2...... Mantled Warrior
PW 3...... Tap Mantle(Conflict).....get Weapon Focus(xxxxxxx), and list of more powers to choose from


nice catch Suldarr'essalar


:D
JulesCARV

03-28-07, 11:29 AM
What are your thoughts on the psychic warrior 20 with monastic training (psychic warrior) and tashalatora? Is that just cheesy and exploitative?
carnivore

03-28-07, 11:36 AM
it is not really that cheesy as it focus solely on one aspect of the Game(Physical Melee Combat :Unarmed)...notice:

Monk 1/ PW 19
with monastic training (psychic warrior) and tashalatora

gain some of the best features of Monk 20:

AC
Flurry
Unarmed damge


but you are at BAB +14.......still it actually makes the Monk OBSOLETE..even more so when you use Full BAB PrCs


you can take Monastic Training(PW) and Tashalatora with PW 20.....but it can only Progress something that you have...if you dont Have the Flurry ability...it will not progress it

especially if you used the example i gave:
Human
Monk 2/ Psychic Warrior 4/ Slayer 10/ Sanctified mind 4

with a Monks Belt(gives +5 levels to AC, Unarmed Damage)

Feats:
Imp Unarmed Strike(monk 1st)
Monastic Training(slayer)(Monk 1st)
Track(Human)
Irow Will
Combat Reflexes(monk 2nd)
Superior Unarmed Strike...3rd
tashalatora(PW 1st)
feat(PW 2nd................)
Improved Natural Attack....6th
Practiced Manifester.........9th
Feat..........................12th
Robilars Gambit..............15th
Feat..........................18th


now you get:
BAB +18
16th Lvl Manifester(20th with PM)

without spending a single Power Point you also Get:

Greater Flurry.......doing 4d6 each
AC = Wis Bonus + 3 Monk
lots of AoOs

:D
HatofZarek

04-02-07, 02:50 PM
Link to Mindseye article:"Expanded Classes, Part One
Psychic Warrior, Soulknife, Wilder"
http://www.wizards.com/default.asp?x=dnd/psm/20070214a




this is great.....because you lose no feats by doing this:

PW 1...... Feat
PW 2...... Mantled Warrior
PW 3...... Tap Mantle(Conflict).....get Weapon Focus(xxxxxxx), and list of more powers to choose from


nice catch Suldarr'essalar


:D

Problem there. Tap mantel only gvies you access to the powers on teh list for that mantle. you tehn have to take Don Mantle (which still requires you to take Tap Mantle) thus making you take two feats.
Suldarr'essalar

04-02-07, 04:50 PM
Problem there. Tap mantel only gvies you access to the powers on teh list for that mantle. you tehn have to take Don Mantle (which still requires you to take Tap Mantle) thus making you take two feats.
Psychic warrior gains both instead if a second level feat (check the link in message you've quoted). And you may also take tap mantle feat to get some interesting powers (metamorphosis for example).
carnivore

04-03-07, 02:35 PM
Suldarr'essalar is correct......i miss posted...it should be:

PW 1...... Feat
PW 2...... Mantled Warrior(Conflict Mantle)).....get Weapon Focus(xxxxxxx), and list of more powers to choose from
PW 3...... Tap Mantle(Natural World) and list of more powers to choose from

but something to remember....Psychic Warriors only get 6th lvl powers max...so consider that when choosing Mantles......some nice ones:

Creation......get to choose Astral Construct,Minor creation,Fabricate
Freedom......"...."..."........Fly,Teleport

Time, Good, Force ...also give access to many good powers

:D
Suldarr'essalar

04-03-07, 03:43 PM
But wait, there's more. Even though you can manifest powers only from max 6th level, powers from higher level are on your power list. And that means you may use dorjes containing those powers even though you cannot manifest them normally.
Such poowers include spirit of war, or bend reality :D
Pretty awesome.
carnivore

04-04-07, 11:53 AM
excellent point....again, Good catch

:D
HatofZarek

04-09-07, 12:45 PM
Mental Power looks useful for its garnetd ability. your wisdom score is considered 2 points higher for purpose of bonus PP.
carnivore

05-02-07, 09:26 PM
:bump:


:D
awaken_D_M_golem

05-03-07, 05:12 PM
Since it hasn't been posted before: using the replacement for 2nd level feat (February Mind's Eye) you can choose natural world mantle, and gain metamorphosis at 10th level (some builds include expanded knowledge (metamorphosis)). Also a nice substitution is taking conflict mantle instead of the 2nd level feat. You gain a free weapon focus and access to the mantle (and also access to tap mantle feat).

Oooh, I know, I know ... PHB2 class ability retraining, ftw !!

At 10th level, retrain that 2nd level class feature : Bonus feat, for Natural World Mantle.
At 9th level, get a psicrystal, either directly or via retraining.
Carnival barker says : Ride the "Ferris Wheel".
JulesCARV

05-03-07, 06:50 PM
I'm wondering if there could be a little bit more guidance on power selection.

I'm thinking this for a psychic warrior who loses four manifesting levels to eight levels of psychic weapon master.

1st: Vigor, Expansion, Synesthete
2nd: Hustle, Dissolving Weapon, Psionic Lion's Charge, Empathic Transfer, Psionic Darkvision
3rd: Hostile Empathic Transfer, Ectoplasmic Form, Dimension Slide
4th: Psionic Dimension Door, Energy Adaptation, Inertial Barrier
5th: Adapt Body
6th: Dispelling Buffer. That, or Form of Doom. Not sure.
carnivore

05-06-07, 03:57 PM
I'm wondering if there could be a little bit more guidance on power selection.

I'm thinking this for a psychic warrior who loses four manifesting levels to eight levels of psychic weapon master.

1st: Vigor, Expansion, Synesthete
2nd: Hustle, Dissolving Weapon, Psionic Lion's Charge, Empathic Transfer, Psionic Darkvision
3rd: Hostile Empathic Transfer, Ectoplasmic Form, Dimension Slide
4th: Psionic Dimension Door, Energy Adaptation, Inertial Barrier
5th: Adapt Body
6th: Dispelling Buffer. That, or Form of Doom. Not sure.

ok...i am assuming this:

PW 12/ PWM 8

thus:

PP= 79+ bonus(with 30 Wis @ 16th lvl = 80 PP)
Powers Known= 16, 1@6th, 3@5th, 3@4th, 3@3rd, 3@2nd, 3@1st
5 bonus Feats from PW

but since you are using a PWM.....you are locked into a specific weapon...in that case try this:

assume 39 PP for Daily Buffs and 40 PP per encounter(3 /day)

Powers:
1st lvl
Vigor
Expansion
Precognition, offensive

2nd lvl
Psi Lion Charge
Strength of my enemy
Dimension Swap

3rd lvl
Vampiric Blade:
Danger Sense
Dimension Slide

4th lvl
Steadfast Perception:
Weapon of Energy:
Dimension Door

5th lvl
Adapt Body
Oak Body
Anticipatory Strike

6th lvl
Form of Doom


:D
carnivore

07-14-07, 02:46 PM
just a quick note ..... just added a great Sample Build by Soahc, that is a great example of how to make a PW...take a look on the first page

:D