Psychic Warriors Great? [Archive] - Wizards Community

Post/Author/DateTimePost
AAB

09-14-07, 02:36 PM
Hey, all. I'm not new to the boards; I've heard talk about how the Psychic Warrior is one of the best-balanced classes in the game. This thread is me asking:
"How do PWs keep up with full-BAB classes?"
I understand that they get psionic powers and those may make up for it, but never having played one I don't quite understand how.
Deekin

09-14-07, 02:39 PM
The same way the cleric does. Buffs to high heaven.
Sickseelah

09-14-07, 02:48 PM
Buffs, they do a great deal to improve the fighting capability of a Psychic warrior that makes them a great deal stronger than fighters. These are some suggestions on powers you may want to take if ur looking to be a fighter.

Level 1 Powers:
- Expansion: one size category larger
- Inertia armor: +4 AC
- Precognitive offense: +1 to hit
- Bite of the wolf: Additional attack 1d8
- Vigor: +5 temporary Hp
- Stomp: 1d4 dmg and prone on success in 20ft range
- Biofeedback: Damage Reduction 2

Level 2 Powers:
- Animal Affinity: +4 Strength or Con
- Painful Strike: +1d6 dmg to unarmed strikes
- Psionic Lion’s Charge: You can make a full attack after charge
- Strength of My Enemy: Each hit drains 1 strength and transfers to you
- Hustle: Gain a move action using a swift action

Level 3 Powers:
- Vampiric Blade: You heal half your base weapon damage
- Emphatic Feedback: When you are hit in melee, attacker receives 5 damage or damage dealt, whichever is lowest

Level 4 Powers:
- Truevenom: On next successful attack deals 1d8 on dmg +1d8, 1 min later
- Weapon of Energy: +1d6 energy dmg, +1d10 dmg on critical

Level 5 Powers:
- Psychofeedback: Increase and decrease stats however you wish

Level 6 Powers:
- Form of Doom: +4 attacks at -5, doing 2d8 dmg, fear and etc
- Dispelling buffer: Immunity to the first dispelling attempt
- Breath of the Black Dragon: 11d6 acid damage, aug 1pp for 1d6 more
InkBlot

09-14-07, 02:56 PM
It's all in the powers.

Take as an example the power offensive precognition.

At 1st level, it grants the Psychic Warrior a +1 to hit. Now the Psychic Warrior has the same attack bonus as a Fighter.

At 4th level, it grants the Psychic Warrior a +2 to hit. Now the Psychic Warrior has a better attack bonus than the Fighter's. A level later, at 5th, it evens out again.

At 13th level, it grants the Psychic Warrior a +4 to hit. Now the Psychic Warrior has an attack bonus equal to the Fighter's.

That's just one first level power, and 13 power points. The 13th level Psychic Warrior knows thirteen powers of up to fifth level, and has at least 64 power points.

The Psychic Warrior's powers more than make up for the lack of a full base attack bonus. A full base attack bonus merely makes you slightly more likely to hit, and gives you more attacks on a full attack. A Psychic Warrior can make a full attack on a charge, drain your strength to boost his own while making a full attack, become as large as an elephant, teleport, and so much more.
Fireclave

09-14-07, 03:21 PM
Not only can the psywar buff to meet and exceed the attack bonus of full Bab classes, the psywar is also an extremely versitile class as well. The psywar can heal, buff to attack, buff to defend, buff to become a trip machine, buff to become a grapple-o-matic, teleport, cause ability damage, and blast if he so inclines. And that's just with the powers on the psywar list. With expanded knowledge, he can also, fly, dispell, scry, read minds, "summon" (read: astral construct), get effective blindsense, polymorph, and a truck load of other nifty tricks. Not many full bab classes can boast access to that many options. It's basically it's own PRC.
WyvernSlayer

09-14-07, 03:24 PM
Check out the Handbook in my sig ;)
Salick

09-14-07, 04:03 PM
Also you might want to look up the feats Deep Impact and Fell Shot. Touch attacks do wonders to even you out with full BAB classes.
AAB

09-14-07, 04:10 PM
Yeah, I remember Deep Impact from 3e. It's tough getting into this whole "psionic focus" mindset.
CrimsonDeath

09-14-07, 05:20 PM
Yeah, I remember Deep Impact from 3e. It's tough getting into this whole "psionic focus" mindset.

Yeah, it takes a DC 20 Concentration check.
AAB

09-14-07, 05:56 PM
Yeah, it takes a DC 20 Concentration check.

Which kinda sucks, since my character is working with an Intelligence of 6. Guess I pretty much have to take Concentration over Autohypnosis.
AntiDjinn

09-14-07, 06:04 PM
I am currently playing a psychic warrior in a party with a fighter so I can tell you exactly how they stack-up. The fighter is level 7, he hits more often than my character does, and is farther along in his feat trees. My psychic warrior is level 6 (+1 LA for being half-giant) reaches the fight sooner (Skate), can shrug off some combat damage (Biofeedback), can sometimes hit what the fighter misses (Deep Impact) and has scouting options (psicrystal) that the fighter lacks.

There is definitely some lag at lower levels; the fighter simply outclassed my character in most respects from levels 2-5, but now we are neck and neck overall. If I have my buffs up I can out-perform the fighter for a round or two, if not, then I fight as well as a cleric or monk.

As far as getting buffs in place, the limiting factor so far has not been power points, but time. Ideally, I have a few rounds notice that a fight is going to start so I have time to manifest Biofeedback, Skate, Metaphysical Weapon, etc. More commonly, I wind up spending the first round or two of a fight not being particularly useful as I activate my buffs, or have to fight without them.

The +1 racial LA did make comparing the two classes a little difficult, since I perform 1 level behind the fighter anyway. With Powerful Build I started off with a medium two-handed sword which I was able to wield one-handed. It took 4 character levels before I was able to obtain a weapon that let me really take advantage of the ability: A large adamantium greatsword. If I have buffs up and put everything into damage with that sword then with one swing I can do: 3d6 (base) +6 (1.5 X Str mod) +2 (metaphysical weapon) this portion ignores the hardness of objects, +2d6 (Psonic Weapon) +4d6 acid (Dissolving Weapon) for a total of 9d6 +8.
InkBlot

09-14-07, 06:07 PM
Which kinda sucks, since my character is working with an Intelligence of 6. Guess I pretty much have to take Concentration over Autohypnosis.
Concentration isn't a must for psywars.

Powers: Swift and immediate action powers never provoke attacks of opportunity. And if it isn't swift or immediate, than it's a buff that you'd be manifesting before getting in the enemy's face. There's also always the five-foot-step to get you out of a threatened area.

Focus: Outside of combat, he can just take 20 on his concentration check. That will limit him to using it once per encounter, essentially, but is that so bad? You wouldn't want to take a full round action standing around and provoking attacks of opportunity in the middle of a fight anyway.

Skills: Open Minded can give you a +5 to Concentration, if you dump all the skill points from it into that skill. Skill Focus (Concentration) is of course nice. It's a Con based skill (the only one as a matter of fact), and a high Con is nice for you anyway as a warrior (hit points!). So 16 Con, 5 skill points, Skill Focus, that's +11. Not bad.
Fireclave

09-14-07, 06:29 PM
Which kinda sucks, since my character is working with an Intelligence of 6. Guess I pretty much have to take Concentration over Autohypnosis.
Concentration isn't a must for psywars.
Inkblot is correct. You don't even need to be able to psionicly focus yourself to be a great psywar. You just won't be able rely on feats that require you to expend your psionic focus without investing in a Third Eye of Concentrate (+10 to concentrate, 10K) or some of the feats Inkblot already mentioned.

But there are also some great feats that simply require you to be focused and don't expend your focus for using them. Speed of Thought, Psionic Dodge, Ghost Attack and Up The Walls are always in effect as long as you remain focused. Just focus yourself in the morning and enjoy the benefits all day long.
CrimsonDeath

09-14-07, 09:25 PM
Skills: Open Minded can give you a +5 to Concentration, if you dump all the skill points from it into that skill. Skill Focus (Concentration) is of course nice. It's a Con based skill (the only one as a matter of fact), and a high Con is nice for you anyway as a warrior (hit points!). So 16 Con, 5 skill points, Skill Focus, that's +11. Not bad.

Personally, I'd take Psicrystal Affinity (Single-Minded) before Skill Focus (Concentration). It offers the exact same bonus on Concentration checks and fulfills the prerequisite for Psicrystal Containment at the same time. (This will let you carry around a second psionic focus.)

Alternatively, you might consider taking feats like Speed of Thought or Up the Walls that operate as long as you maintain focus, and simply never expend your focus so that they're effectively always on.

Or you could just go around unfocused.
The Italian

09-15-07, 01:21 AM
In my experience playing D&D, the PW is by far the most versatile frontline guy on the map. Like everyone else has mentioned, between the powers and feats(which they also get in abundance) you can pretty much do as you please. I usually like to play my PW focused with Speed of thought and Up the walls always on, with a set of Boots of Skating and you are moving at 50 ft base, combine that with Hustle and you can move 50 feet, and then charge for another 100 feet while able to deliver any desired blow on an enemy(Deep impact, power attack with dissolving weapon and deep crystal just to name one). It's a class that you can almost make it whatever idea floats your boat, and since its intro, I have taken one to epic levels and 2 in different directions. It's my favorite class since I started D&D 24 years ago
:cool:
Northwest

09-16-07, 11:01 AM
I joined a group already in play so I started at 6th and am almost at 7th now. It has been really fun so far. I have made a bit of a glass cannon though. I can dish out some nice damage, but don't have the hit points to hang around long w/o some healing.
Fireclave

09-16-07, 12:32 PM
I joined a group already in play so I started at 6th and am almost at 7th now. It has been really fun so far. I have made a bit of a glass cannon though. I can dish out some nice damage, but don't have the hit points to hang around long w/o some healing.
Consider taking Vigor (http://www.d20srd.org/srd/psionic/powers/vigor.htm) or Hostile Empathic Transfer (http://www.d20srd.org/srd/psionic/powers/empathicTransferHostile.htm).
GuardianLurker

09-16-07, 08:47 PM
Well, all you need to know is that the basic design philosophy behind the PsyWar is so successful, that for 4e, they filed the serial numbers off and called it a "swordmage".

<cue teeth gnashing>
TheKeyofE

09-16-07, 09:00 PM
Well, all you need to know is that the basic design philosophy behind the PsyWar is so successful, that for 4e, they filed the serial numbers off and called it a "swordmage".

<cue teeth gnashing>

Psychic Warrior kills Duskblade and takes his stuff, or other way around?
CrimsonDeath

09-17-07, 04:04 AM
Psychic Warrior kills Duskblade and takes his stuff, or other way around?
Depends on who wins initiative, really.
InkBlot

09-17-07, 12:05 PM
I joined a group already in play so I started at 6th and am almost at 7th now. It has been really fun so far. I have made a bit of a glass cannon though. I can dish out some nice damage, but don't have the hit points to hang around long w/o some healing.
Look at claws of the vampire and vampiric weapon.
Salick

09-17-07, 01:12 PM
Also their is the sweetness of psycrystal affinity + expanded knowledge (share pain) + vigor. Never worry about HP again.
GuardianLurker

09-17-07, 10:01 PM
Psychic Warrior kills Duskblade and takes his stuff, or other way around?

Well, since 4e won't have psionics right out of the gate, and the swordmage is explicitly described as "arcane", I'm afraid it's the other way around. In particular, it sounds like they added a lot more flexibility in the buffs from the Duskblade.
Kaltash

09-22-07, 02:56 PM
The flexibility of Psychic Warriors is the key to their success, and IMO choosing the right combination of feats. The damage capability I think evens out the lower BAB even if you don't hit as frequently as other frontline melee combatants you will be dealing consistently higher damage (and then there is always Deep iImpact to pass the front liners in terms of hitting those fully plated bad guys.

As to hit points, if you are sticking with primarily Psionic feats then Psionic Body goes a long way to helping out compensate for d8 HPs.

Where they come into their own however is mobility - augmenting Inertial Armour allows for a good AC taht can always be supplemented with Force Screen as needed. And never appear obviously heavy armoured, which is superlative when infiltrating diplomatic and social gatherings!

Call Weapon - as you name the material then you almost always have an answer to many DRs.

PWs are extremely versatile combatants and less prone to be one trick ponies than many other front line combatants.
InkBlot

09-22-07, 03:20 PM
Call Weapon - as you name the material then you almost always have an answer to many DRs.

That doesn't work. "The weapon is made of ordinary materials as appropriate for its kind." Special materials are not ordinary materials.
Lycanthromancer

09-23-07, 09:32 PM
Adamantine is a normal material for an adamantine dagger. :P
Scion of Coldshard

09-23-07, 09:46 PM
In my experience the psychic warrior is a good class but it needs more pp in order to do what it is supposed to do.

I suppose that it could be given full BAB instead, but I prefer to increase the pp ;) I dont like the 2 skill points either, but then I dont like that for anyone.