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| WyvernSlayer04-17-06, 06:49 PM | 3.5 Lurk Build Guide & Compendium 1: Introduction 2: The Lurk Skeleton a: Skills b: Abilities 3: Usefulness of the Lurk 4: Multi-classing 5: Lurk Class Abilities a: Lurk Augments b: Other abilities 6: Powers Section 7: Feats 8: Lurk Build Compendium Introduction Hello, and welcome to the Lurk Build Guide & Compendium. I would like to think that the Psychic Warrior's Build Guide & Compendium has been a boon to our community, and my work on such has been decent. I have decided to create a handbook for the new class known as the Lurk in Complete Psion. The Lurk is an excellent class, and I feel it has the most potential out of the 3 new "Core" classes presented. In this I will give a breakdown of how the Lurk functions, and exactly what it's capable of, as well as it's strengths and weaknesses. The Lurk Skeleton BAB: 2ndary Fort: Worst Reflex: Best Will: Best Hit Die: d6 Skills: 4+ Lurk's possess 2ndary BAB, a sure sign of combat support syndrome in many cases (barring buffers or intense multiclassing). They also possess low Fortitude and d6 Hit Die, meaning that they will probably avoid straight melee combat. The lurk does possess best Reflex and Will however, having two good saves, one of which is usually the bane of stealthy classes (Will). Skills The lurk possesses excellent skill selection, getting such goodies as Tumble and Use Psionic Device. However, they pretty much are forced into putting ranks into Psicraft, Concentration, and who wouldn't want good ranks in Autohypnosis? These skills pretty much are guaranteed to hog up skill spots, and they have plenty of other useful skills such as Spot/Listen, Hide/Move Silently, Bluff, etc etc. The lurk's skill selection is impressive, but he will most likely not be able to take anywhere near full advantage of it. Of course, power selection is supposed to help this out... Also note, that while they can rogue it up a bit, they can not find traps or even get Search as a class skill. Ability Scores Ideally a lurk would want a good Constitution score, seeing as how they have low hp's, and poor Fortitude. Combine this with the fact that they need a healthy Constitution Score to help with Concentration checks, and will most likely be doing melee support, and Con becomes a clear prerogative. Lurk's would want a good Dexterity score to take advantage of many of their skill's, and make the most out of Evasion later. Lurk's would generally seem to lean towards finesse as far as fighting goes, or perhaps ranged (though this would require a feat investment for augment purposes). Intelligence powers your manifestations, and helps with skills. You only need a 16 for purposes of taking advantage of all your powers, so it is important, but not #1. Usefulness of the Lurk The lurk is a very useful class, being able to facilitate quite a few options (stealth, finesse combat), though I see it as more of a support class. It is at it's best when it is accompanied by an ally, though it can get by on it's own. Multi-Classing As always multi-classing with non-psionic classes is not recommended, but with the advent of Practiced Manifester, it is not as much of a deterrent as before. Swashbuckler3/LurkX seems to be an excellent choice as they synergize well with each other. Shadowmind would be an excellent choice as well to keep in line with more rogueish varieties. Class Abilities Manifestations Lurk's gain powers on 6th level progression, just like Pyschic Warrior. They have a good selection, which will be detailed later on. Their selection is less melee oriented of course, and more utilitarian. Lurk Augments Lurk's possess a unique ability called the Lurk Augment. They receive a limited amount of these per day equal to their level + their Int Modifier. They gain these powers at particular levels. Some of them are excellent, and some are mediocre. Below is a quick detail of what is good, and what is probably not. Add Sneak Attack: This is a good ability, and is augmentable further with extra pp's. Unfocused Strike: This might have been good if the save DC wasn't using a weak formula. Solid Strike: Eh. It feels like you need to put in too much for too little. Stun Attack: See Unfocused Strike. Ignore Concealment: This is a very useful ability in my book. Mental Assault: This ability is just awesome. Definitely, definitely worth using. Deceptive Strike: This is definitely useful. Just how useful I'm not totally sure yet since the ability is for one good only. Reach Attack- I can figure out what this does (basically), but it isn't found anywhere in the Lurk's description for some reason... :confused: Sneak Attack Undead: Situationally specific, but good at what it does. Ghost Attack: Situational, but good. Power Drain: Okay to good in my book. Yet to be fully determined. Aligned Attack: Good. Sneak Attack Contstruct: See Sneak Attack Undead. Stygian Weapon: This is an excellent power. Especially with the power point augmentation. Planar Attack: This is a decent ability as well. Synaptic Attack: Again with the poor Save DC Formula... Greater Power Drain: By the time you get this it's actually worthwhile. Other Psionic Sneak Attack: The stipulation of having focus is ...different, but sneak attack is sneak attack. Initiative Boost: Higher Initiative is always good, especially when you have Sneak Attack. Evasion: Evasion is always good. Slippery Mind: This ability is excellent, especially considering the Good Will save. Powers Section A compilation of the powers that are beneficial to the Lurk. 1st Level Powers Chameleon- +10 to Hide Checks, very useful if you're a stealth specialist. Compression- Very useful if your a stealthy build as well. Bonus to ATK and AC are always nice as well. Deaden Blow- This might be useful, especially if you can combine it with Sneak Attack. It's also possible to manifest this on an opponents weapon. Dimensional Pocket- Useful for stashing things, or concealing weapons. Far Hand- I could see this being useful, just not sure I would waste a slot on it. Grease, Psionic- A nice utility power. Mighty Spring- This just seems really interesting to me, thanks to my love of Battlejump. Precognition, Defenive- Great if you're going for a very defensible build. Precognition, Offesnive- Bonus to ATK never sucks, and the augment for this is not bad at all. Good to help keep your ATK on par with other melee units. Prescience, Offensive- Not sure I would waste a slot on this, especially since you only gain 1 point of damage per augment. Sensory Gloom- I can see this being more useful later when you get more pp's so you can affect it's save DC. I don't see the Lurk really pushing his INT above all else. Skate- Since when has this power ever been bad? 2nd Level Powers Animal Affinity- Useful as always until it outlives it's usefulness. Body Equilibrium- Definitely worthwhile if you can spare the slot. Detect Hostile Intent- I just love this power. I think it's more handy for a Lurk as opposed to PW. Energy Adaptation, Specified- This power should really merit investigation, as you don't get Energy Adaptation as A power from the Lurk Power list. Extend Reach- eh...maybe. Psionic Knock- if you're into stealth infiltration this can come in handy as always. Moment of Insight- I absolutely love this (new) power, as I hate cover/concealment. Psionic Lock- possibly useful but doubtful I would spend the slot on it. Psionic See Invisibility - This could be very useful depending. Stygian Weapon- This power is awesome if combined with the Lurk Augment version. 2d4 Neg levels, no save. Definitely worthwhile as you can knock off a nice hunk of power from an opponent, and let you allies finish the job. Psionic Tongues- If your into spying, this is definitely worth it. Zone of Alertness- This is a great team power, but I doubt a lurk would make use of it very often given their predilection towards sneakiness. 3rd Level Powers Concealing Amorpha, Greater- 50% miss chance never sucks. Danger Sense- Your version of Uncanny Dodge, definitely worthwhile. Darkvision, Psionic- Possibly worthwhile if you don't have Darkvision, but I would probably hold out for a darvision item. Eradicate Invisibility- Good for helping your allies, but you already have access to See Invis... Escape Detection- Helps to keep you out of sight from various powers/abilities. A good possible investment if your GM is fond of clairsentience/divination. Touchsight- I adore this power. It's so close to Blindsight, and negates the need for LLV or DV in small areas. It is also useful for "seeing" through Fog and other various obscurements. Ubiquitous Vision- Good, but I doubt it would see much use. 4th Level Powers Death Urge- I can see this being used if you get your INT mod high, and is very flavorful for the class, but I doubt it would see very much usage. Detect Remote Viewing- Being that lurk's like to stay out of sight, I could easily see any stealth oriented lurk using this ability. Dimension Door, Psionic- Always useful. Freedom of Movement, Psionic- This is a strong consideration, and one of the top powers for 4th level. Mindwipe- See Death Urge. Steadfast Illusion- I usually never take this power, but as a lurk I would greatly consider it. Trace Teleport, Psionic- If you had teleport I would consider this, or have an ally if you're doing the whole bounty hunter thing, otherwise I would most likely avoid this power. Wall of Ectoplasm- This is a great defensive power, and I would recommend it highly if you see a lot of spellcasting/manifesting action. 5th Level Powers 5th level powers are much better for the Lurk versus the PW, though there is still not many to choose from. Adapt Body- always good. One of the only good 5th level powers for PW. Power Resistance- A great power, and one I always recommend for Expanded Knowledge for the PW. Psionic True Seeing- Another great power. 6th Level Powers Aura Sight- I'm a bit on the jury about this. Essentially it's just Detect Alignment. I think that 6th level is a bit too high for this, but I can still see it being useful, especially given the description about the nature of Lurks. Contingency, Psionic- Contingency is always awesome. Dispelling Buffer- Perhaps the most important 6th level power for all the classes. Mind Blank, Personal- This power is fantastic, especially in lieu of the lurk's natural stealthiness. Retrieve- I don't know that I would take this, but it is handy nonetheless. Temporal Acceleration- I wish PW could acquire this pre-epic/non-item. Lurk can't use it as well, but it is awesome and a top recommendation. Feats The usual feats are great as always, especially the new ones. If you had the room I would suggest Expanded Knowledge: Dimension Hop. Easy Flanking all the time as a Swift Action. Weapon Finesse seems pretty mandatory unless you go strength or ranged. Strength would require some pretty nice stat rolls though. Look into Lurk Master, which lets you access Lurk's as though you were higher level, and Lurk Augment, Extra as well. Both of these are good feats for the Lurk. Lurk Build Compendium Below are a few builds for the Lurk, both straight 20 level builds and mult-classed as well. Spring Attack/Sneak Attack Lurk 20 Human 1: Dodge 1: Mobility 3: Weapon Finesse 6: Spring Attack 9: Craven 12: Lurk Master 15: Darkstalker 18: Lurk Augment, Extra (Deadly Precision) A simple straight 20 build. This builds makes use of the tried and true Spring Attack line. Interestingly I feel that lurk can take good advantage of Spring Attack because of it's augments. With the augments being swift actions (only one per round til later, when you can use two or even 3 at once), they synergize nicely with a single attack. This particular fellow than follows that line out, and makes use of Craven for good damage on his sneak attack (helps to kill the fact that your missing sneak attack dice when compared to others, though you can augment it with Lurk Augment: Sneak attack). Lurk Master is chosen at level 12 to help you get to Stygian Strike as early as possible. This can really help lend aid as a support unit on the field. Darkstalker comes in later for supreme stealth, and finally Extra Augments as you will be able to start spending 3 at once, and a little extra help never hurts. Alternatively I recommend Deadly Precision. While the Lurk does not gain many sneak attack dice normally, with his augment he can juice himself up to 14d6 for any one attack at 20th level. Being able to reroll those ones never sucks. A feat that I would like to use with this build is Elusive Target, also. Springing Finesse Lurk Swashbuckler 3/Fighter 1/ Lurk 16 Human Swb1: Weapon Finesse (SWB) 1: Dodge 1: Mobility Swb2- Lurk1: Weapon Focus Lurk2- Ftr1: Spring Attack Swb3(6): Lurk Augment, Extra Lurk5(9): Elusive Target 12: Practiced Manifester 15: Lurk Master 18: Expanded Knowledge: Schism Hit Die: 4d10+16d6= avg hp of 78 + Con Modx20 BAB: 16 Fort: 10 Refl: 11 (not including +1 from grace) Will: 11 Powers Known: as 16th lvl Lurk. Manifester Level: 20th lvl. More of a combat build, this build gains good all around saves, decent hp's for combat styled Lurk, 6th lvl power access, 20 manifester levels, good ATK rating with hit and run status, and all the most important lurk features. Skills are decent (fighter level sucks though) gaining 78 at 20th level with no Int Mod added. Damage will be better than normal since you gain Insightful Strike from Swashbuckler at level 3, gaining your Int Mod to damage along with your strength. Able Learner could be a strong recommendation here at level one. Expanded Knowledge: Schism is for the late game. You even get to reap the benefits of it's shabby wording at the moment. 1: Dodge, Weapon Finesse (Swashbuckler) 1: Mobility 3: Psychic Meditation 5: Spring Attack (Fighter) 6: Psionic Weapon 9: Greater Psionic Weapon 12: Expanded Knowledge: Hustle (alt Lurk Augment Extra) 15: Lurk Augment, Extra (Alt Deep Impact) 18: Deep Impact (Alt Exp Know: Schism) This build is similar to the above build, except it utilizes more of the hit and run philosophy. It takes advantage of this by using the Psionic Meditation feat to fully realize Psionic Weapon/Greater Psionic Weapon. You pick up Deep Impact at the end to make sure those augments are hitting. This build has less augments than a regular lurk, so Extra Augment will help pick some of your steam back up, and GPW is also there to help dish out damage and take pressure off the augments. Expanded Knowledge: Hustle is acquired so you can make the best use of GPW at any time you don't want take advantage of an Augment, since you can't use them both...of course if you take Expanded Knowledge schism later on instead you can manifest huslte and use an augment with GPW and recharge it. Dual-Wielder Ranger1/Swashbuckler3/Lurk16 1: Exotic Weapon Proficiency: Elven Thinblade , Two-Weapon Fighting 1: Oversized TWF, Weapon Finesse 3: Weapon Focus 6: Improved Buckler Defense 9: Improved TWF 12: Improved Critical 15: Power Critical 18: Greater TWF Nothing fancy here, just a Dual Wielder who's emphasis is on landing critical hits. Build finishes with 16 BAB, and gets INT to DMG. Better and bigger builds soon to follow, as soon as time permits! |
| WyvernSlayer04-17-06, 06:51 PM | Reserved spot. (learned my lesson from the PWBG&C :P ) |
| WyvernSlayer04-17-06, 06:52 PM | Reserved again. |
| WyvernSlayer04-17-06, 06:53 PM | Last one. :rolleyes: |
| WyvernSlayer04-17-06, 06:54 PM | Double post... :eek: |
| Todd04-17-06, 07:33 PM | I've been thinking about trying to run a Lurk 7 / Incarnate 3 / Soul Manifester 10 ... or some close variant of this. Lurk has some nice skills & the psi powered sneak attack. Incarnate has trapfinding and huge skill boost. It seems like the perfect combo for a highly flavored alternate rogue. |
| Mucknuggle04-17-06, 07:36 PM | I'm really looking forward to this. Your other build guide was an interesting read. Where is the Incarnate from? |
| Tempest Stormwind04-17-06, 08:04 PM | I'm really looking forward to this. Your other build guide was an interesting read. Where is the Incarnate from? Magic of Incarnum. Some people really like the class, others really dislike it. I'm relatively neutral on the Incarnate itself (though I'm swept away by its partner, the magical-beast themed Totemist). Thematically they're about shaping soul energy into tools, embodying an alignment. Mechanically they're quite flexible and can serve as a respectable skillmonkey and semiimpressive combatant if you know what you're doing (the class is really, really deceptive in how it appears, since it's weaknesses are all mitigated by hidden strengths). As I mentioned on the CO thread, though, and more to the point here, if all you're interested in is Trapfinding (instead of actual Search ranks), you can get it with two feats by level 6 (Shape Soulmeld [Theft Gloves] and Open Least Chakra [Hands]). This will end up giving you a +2 bonus on many thief skills -- and if you have essentia from other sources (like Incarnate levels or other incarnum feats) you can pump this whenever you need to make a check. |
| WyvernSlayer04-17-06, 08:53 PM | I'll have more material up tomorrow presumably. I'm not really an Incarnum/Eberron fan so I tend not to use a lot of their material, but I will include some in the future. I really like Darksun however... ;) A lot of the old builds in my guide need to be updated. They were top of the line when I constructed them, but so much new material has come out, and I am admittedly lazy about updating them, hehe. |
| Mucknuggle04-17-06, 09:01 PM | I'll have more material up tomorrow presumably. I'm not really an Incarnum/Eberron fan so I tend not to use a lot of their material, but I will include some in the future. I really like Darksun however... ;) A lot of the old builds in my guide need to be updated. They were top of the line when I constructed them, but so much new material has come out, and I am admittedly lazy about updating them, hehe. Yay, updated builds. Now if only somebody would make a Psychic Rogue guide or a psionic gish guide... |
| Nephlite04-17-06, 09:23 PM | I think that at low levels Solid Strike is better than Sneak Attack: at level 1, since no deny dex or flanking requirement (assuming get that Lurk feat that makes you counts as 2 levels higher for abilities). |
| Tempest Stormwind04-17-06, 11:25 PM | Yay, updated builds. Now if only somebody would make a Psychic Rogue guide or a psionic gish guide... Tleilaxu Ghola's put together a thread that comes close to a psigish guide on the Op Challenge forum, right here (http://boards1.wizards.com/showthread.php?t=593654). On a side note, am I the only one who sees serious potential for an ARCHER psigish? |
| Mucknuggle04-18-06, 01:37 AM | On a side note, am I the only one who sees serious potential for an ARCHER psigish? Why don't you post what you had in mind? |
| Todd04-18-06, 06:01 AM | On a side note, am I the only one who sees serious potential for an ARCHER psigish? No ... I very nearly ran a Ranger 2 / PsyRogue a while back. It seemed a natural fit. Options are bigger than ever now too. |
| Willie the Duck04-18-06, 12:11 PM | Is it just me, or are the save DCs vs. a lurk's powers (all 10+ lurk's int modifier) woefully low compared to similar abilities (monk's stun, for instance)? Seems like alot of those augments are fairly useless. |
| WyvernSlayer04-18-06, 11:05 PM | Added the powers breakdown section and a few builds. I think the save DC is quite low, yes, even though you can augment it with pp's. You just don't get many pp's as a lurk though...you could always take Ability focus for stun maybe, or stygian strike (maybe). |
| Sithobi104-18-06, 11:20 PM | It appears that you could take Ability Focus(Lurk Augment), since it's all one class ability. |
| RLRapp04-19-06, 04:37 PM | Deceptive strike is definitely a great augment for one simple reason, Sneak attack is activated by 2 different conditions: target is flanked or target is denied Dex bonus to AC. And what does Deceptive strike do? Also a multi-class build you should look at is Lurk/Assassin. Both run their main abilities off of Int (DC of Death Attacks & augments, Bonus PP and Spells per day). |
| FabulousRex04-19-06, 04:46 PM | Now here's the $64,000 question: does a Lurk fit well with the Elocator? I'm running a PsyRogue6/Elocator4 in another campaign, and was wondering if switching to the new Lurk might be better (the DM allows for re-adjustments when new material is released). The PsyRogue is OK, it just seems kinda 'bland' ATM. The Elocator is really where it's at more than anything, so the real question becomes wether Lurk10 or PsyRogue10 would be better for a supremely mobile combatant. |
| Zemyla04-19-06, 05:05 PM | The save DCs for the lurk's augments are way too low, and I believe they'll be fixed in errata to 10 + 1/2 lurk's level + Int modifier (though this may get too high with augments), or 10 + 1/2 minimum lurk level to acquire the augment + Int modifier. |
| WyvernSlayer04-19-06, 09:31 PM | Combat Wise I would say Lurk is > than Psi-Rogue, though Psi-Rogue with Expanded Knowledge: Dimension Hop can prove to be very interesting. |
| Hariman04-19-06, 10:00 PM | Combat Wise I would say Lurk is > than Psi-Rogue, though Psi-Rogue with Expanded Knowledge: Dimension Hop can prove to be very interesting. That's debateable. Psyrogue does have better SA overall, so a TWF build on a Psyrogue would win in a direct damage competition. Psyrogues can also find traps AND they gain rogue abilities. But a Lurk dows better in a single hit competition, so ultimately the choice is between a rogue with psionics or a melee support character with psionics. Either way, you get a cool character. And both classes have different roles in the party, so a direct comparison comes down to the build used. I like em both. I'd like to play a Psyrogue with a Lurk Cohort (Or Vice Versa). That would be a psionic stealth slice of heaven. Has Anyone considered a Charger build? Or a Feinting Build? |
| sir_dwar04-19-06, 10:19 PM | Hey, anyone done a divine mind, ardent, eurdite, or psion build guide yet? Seen the wilder and soulknife ones, and I think I'll check out the psywar now... All pretty good... |
| WyvernSlayer04-19-06, 10:23 PM | I'm not too big on relying on Sneak Attack. PsiRg def has the better of the two there though. I definitely feel for combat overall the Lurk has the better of the two. The augments really push it over the edge for me, especially considering that PsiRg doesn't get full Manifester Progression. I love them both, but PsiRg is better at being a rogue, and Lurk at Combat in my eyes. My old PsiRg was a great play, but now with Lurk available...mwhahaha. Has Anyone considered a Charger build? Or a Feinting Build? I have, though I think the charge build would be better suited towards PW. |
| Hariman04-20-06, 12:09 AM | I'm not too big on relying on Sneak Attack. PsiRg def has the better of the two there though. I definitely feel for combat overall the Lurk has the better of the two. The augments really push it over the edge for me, especially considering that PsiRg doesn't get full Manifester Progression. I love them both, but PsiRg is better at being a rogue, and Lurk at Combat in my eyes. My old PsiRg was a great play, but now with Lurk available...mwhahaha. Fair enough. The big advantage the Psyrogue has is that their sneak attack doesn't require Psionic Focus. But the Lurk Augments are a Kick Ass class ability. No doubt about that. As I've said before, I'd gladly play either of them. I have, though I think the charge build would be better suited towards PW. True. A Ride By or a Fly By build would better suit a Lurk, to keep out of full attack range. But the Lurk does get all Martial Weapons, so a 10ft reach weapon would protect from enemies that don't have reach. |
| smrtgmp04-20-06, 01:12 AM | On a side note, am I the only one who sees serious potential for an ARCHER psigish?Coimbining the ardent with the soulbow? If thats what you're thinking of, I've been pondering it as well. I suppose it would probably be better from an optimization standpoint not to lose the MLs, but that wisdom bonus sure gets a lot of milage, especially when combined with zen archery. And since practiced manifestor is so good for an ardent, those lost MLs dont hurt quite as bad as they might for another class. For the most part, I like the lurk build guide. My only real point of contention is that I would probably place my highest score into int, especially if I was going to be picking up levels of swashbuckler. But then again, I like high int characters. The lurk could also synergyse well with the psychic assassin. I was also thinking it could be fun to play a lurk with a few choice illithid heritage feats, namely the ones that give you powers and the one that boosts your ML and DC of compulsion powers. I would probably pick up death urge as well. I think that would make for an interesting assassin-like character. |
| Kaiberon05-05-06, 03:58 PM | wow, totally forgot about Dire Stun/ Stunning Blow augment plus Illithid brain sucking, double good since around level 10 you can reduce their int so much with Mental assault... |
| Arco Versipellis05-06-06, 09:23 AM | If a character was gestalt (lurk and rouge), would that character get both types of sneak attacks or only the regular sneak attack? |
| WyvernSlayer05-06-06, 11:34 AM | Lurk with a touch of rouge...maybe if the Charisma were high enough.... :P Both. |
| GavinMagius05-16-06, 04:39 PM | If a character was gestalt (lurk and rouge), would that character get both types of sneak attacks or only the regular sneak attack? Yes they would stack Rogue12/Lurk8 = 8d6 SA |
| RLRapp05-22-06, 09:59 PM | Here's a build for a Lurk/Assassin Class Feat Lrk1 Lurk Master Complete Psionic Lrk2 Lrk3 Combat Expertise Lrk4 Lrk5 Ass1 Ability Focus (Death Attack) Monster Manual Ass2 Ass3 Lrk6 Deft Strike Complete Adventurer Ass4 Lrk7 Ass5 Focused Skill User (hide, move silently, spot) Complete Psionics Lrk8 Ass6 Lrk9 Quick Reconoiter Complete Adventurer Ass7 Lrk10 Ass8 Practiced Manifester Complete Psionics Lrk11 Lrk12 Thats the full 20 lvls. This combination gives you access to 4th lvl assassin spells, 4th lvl lurk power, all but the last 3 lurk augments, Evasion, Improved Uncanny Dodge, the assassin's death attack, Hide in Plain Sight, +3d6 psionic sneak attack, and +4d6 standard sneak attack. The nastiest combo for this build is the use ofyour Deft Strike Feat, Deceptive Strike augment, and the Death Attack. The loss of both dexterity and armor bonuses to AC almost guarantees a hit with the death attack. The combination of both assassin spells and lurk powers gives this build incredible choices and flexibility. You will eventually gain access to spells like Greater Invisibility, Deeper Darkness, and Nondetection, and powers like Deathurge and Mindwipe. The feats at Lvls 12, 15 and 18 are not really neccessary for this build and can be substituted easily with similar feats such as Improved Initiative, Practiced Caster, and Psicrystal Affinity for a Sneaky or Observant crystal. |
| RadicalTaoist05-22-06, 10:47 PM | Look for the Psychic Assassin from the Mind's Eye. Anyways, DH should put the Hyuuga Neji Lurk build on this thread. Dissipating Touch abuse is fun. |
| RLRapp05-22-06, 11:27 PM | Actually, I prefer the standard assassin to the psychic for this build. The main difference is assassin spells versus 4 additional manifester levels. The standard will know 4 1st, 4 2nd, 4 3rd, and 3 4th lvl spell, vs psychic which learns an additional 3 5th and 1 sth level powers. There are also some spells on the assassin list which are simply not duplicatable by psionics, such as Greater Invisibility and True Strike. Still this is largely a matter of taste and either will work well. The main advantage of the psychic assassin is the selectable special abilities, which range from eh to pretty good. |
| carnivore05-23-06, 03:45 PM | great guide :D |
| Satori06-05-06, 10:04 AM | Am I the only one that was disappointed with the Lurk Powers List? No Inertial Armor? No Force Shield? No Deflection Field? No Expansion? The Psionic "Gish" classes are pretty well-known for being excellent dip classes. The fact that Lurk uses Int as the power stat makes it even more appealing for roguish characters looking for some psionic dippage...yet some of the most critical powers seem to be missing. As an aside, could anyone fill me in as to where the Psionic Rogue is? |
| Thramzorean06-05-06, 11:52 AM | Heh, next character I play will definitely be a Kalashtar lurk in some respect. A lurk can really use those extra power points ;) A spring attack xeph would be good, a ranged build based on a compressed whisper gnome has it's place though that's good for the psirogue as well. Actually one build I'm looking very carefully at (and I agree the Incarnate add-in is great) is 2 levels of ardent. This gets you a bunch of useful abilities and ppts and character flavor. A lurk with the destruction mantle doesn't need open locks :D |
| Thramzorean06-05-06, 11:55 AM | As an aside, could anyone fill me in as to where the Psionic Rogue is? In the Mind's Eye here (http://www.wizards.com/default.asp?x=dnd/psm/20040723a) |
| DisposableHero_07-07-06, 09:56 AM | Boy it took a long time to find this thread (Blast you Wyvern for using The Lurk BG&C instead of Lurk BG&C, I was stuck looking in the Ls :D) Anyway, I'm a big fan of the Lurk, and I have a couple of builds to put up, the first, as RT suggested comes from my Naruto Builds thread: Lurk Version Hyuuga Neji - Human Lurk* 20 * - Complete Psionic Feats: Linked Power (1)*, Psicrystal Affinity (Human), Psicrystal Containment (Flaw), Delay Power (3), Expanded Knowledge (Dissipating Touch) (6), Psionic Meditaton (9), Twin Power (12), Expanded Knowledge (Synchronicity) (15), Metapower (Twin Power/Dissipating Touch)* (18) * - Complete Psionic Flaws: Shaky - Neji is a close combat specialist, as such his ranged attacks suffer slightly due to a lack of training. Powers: 1st - Synchronicity*, Dissipating Touch, Mighty Spring*, Skate 2nd - Body Equilibrium, Evade Attack*, Hustle 3rd - Danger Sense, Evade Burst, Mental Barrier, Touchsight, Ubiquitous Vision 5th - True Seeing 6th - Contingency * - Complete Psionic (Synchronicity can also be found in Races of Destiny) Neji's Signature Abilities: Jyuuken Taijutsu – Gentle Fist Martial Arts: Neji uses a form of hand to hand combat that damages the internal organs of his foes by projecting chakra from his hands into his opponent. This ability is approximated by Dissipating Touch. In addition, Neji's mastery of Jyuuken is such that he can manipulate the flow of his opponents chakra to induce a number of effects including paralysis (using the lurk augment Stunning Attack), chakra drain (Lurk Augment: Drain Power, or Greater Drain Power), disabling the foes ability to mold chakra (Mental Assault on a casting stat or Synaptic Disconnect) Byakugan – White Eyes: Neji’s bloodline limit as a member of the Hyuuga clan is the all seeing Byakugan, an eye technique that allows Neji basically unlimited power of perception. In the series Neji has used this ability to see in a 360 degree arc, determine the whereabouts of invisible and concealed opponents, detect illusions, determine chakra flow in his opponents, and see for miles in all directions. This ability is approximated by Touchsight, Ubiquitous Vision, and Psionic True Seeing Hakkeshou Kaiten – Heaven Spin: Neji’s primary defensive technique, he spins like a top and releases chakra around him, using it to parry incoming attacks. The ability is approximated by Mental Barrier. Jyuukenhou Hakke Ryokojuu Yonshou – Divination Field 64 strikes: Neji’s penultimate offensive technique, he accelerates his Jyuuken attacks, beginning with 2 strikes, and doubling each time until reaching 64 strikes. This is emulated under the assumption that each d6 of damage dealt by dissipating touch in this attack form represents one strike. The following round by round secquence is used to perform this attack (thanks to RT for coming up with most of this sequence): Round 1 - "Jyuukenpou: Hakke Rokujyuu Yonshou!" Swift: Manifest a delayed hustle (for round 4) : 5 pp, 1/2 focus Move: Refocus, 2/2 focus Standard: Feint in combat Round 2 - "2 strikes! 4 strikes! 8 strikes!" 5 pp spent so far Swift action - Lurk Augment: Stunning Attack, Greater Power Drain Standard: Manifest 10 pp DT (10d6+4d6 SA = 14d6 [2 + 4 + 8]): 10 pp (GPD provides an average of 49 pp for use next round) Round 3 - "16 strikes!" 15 pp spent so far (49 power points for use this round) Swift action - Lurk Augment: Stunning Attack, Greater Power Drain Standard: Manifest 12 pp DT (16d6 total) linked to a synchronicity : 13 pp (GPD provides an average of 56 pp for next round), 1/2 focus Move: Refocus, 2/2 focus Round 4 - "32 strikes!" 28/15 pp spent so far (56 power points for use this round) Swift action - Lurk Augment: Stunning Attack, Greater Power Drain Linked Synchronicity: manifest 12 pp DT (16d6 damage) linked to a Synchronicity : 13 pp, 1/2 focus (GPD provides an average of 56 pp for next round) Standard: Manifest 12 pp DT (16d6 damage) linked to a Synchronicity 13 pp, 0/2 focus Delayed Hustle from round 1: Refocus, 1/2 focus Move: Refocus, 2/2 focus Round 5 - "64 strikes!" 54/15 pp spent so far (56 pp to use this round) (ending version) Linked Synchronicity 1: manifest twinned 8 pp DT (24d6 total) : 12 pp, 1/2 focus Linked Synchronicity 2: manifest twinned 8 pp DT (24d6 total) : 12 pp, 0/2 focus Standard: Manifest 12 pp DT (16d6 total) : 12 pp For entire routine, only up to 64 strikes, the cost is 90 pp however 75 points of that are provided for by greater power drain assuming the opponent has sufficient power points to be drained. This process also causes the enemy to lose 161 power points. For the 128-strike routine, follow the above for rounds 1 to 4. Round 5 - "64 strikes!" 54/15 pp spent so far Swift action - Lurk Augment: Stunning Attack and Greater Power Drain Linked Synchronicity 1: manifest twinned 12 pp DT (32d6 total) : 16 pp, 1/2 focus (56 average pp provided for next round) Move: refocus, 2/2 focus Linked Synchronicity 2: manifest 12 pp DT (16d6 total) linked to a synchronicity : 13 pp, 1/2 focus Manifest 12 pp DT (16d6 total) linked to a synchronicity: 13 pp, 0/2 focus Free: trigger contingent twinned hustle linked to a synchronicity, 2/2 focus Round 6 - "Hakke Hyaku Nijuuhashou!" 96/15 pp spent so far (56 pp average provided for this round) Linked Synchronicity 1: manifest twinned 16 pp DT (16d6+4d6 SA= 20d6, x2=40d6) : 20 pp, 1/2 focus Linked Synchronicity 2: manifest twinned 16 pp DT (40d6) : 20 pp, 0/2 focus Move: refocus, 1/2 focus Linked Synchronicity 3: manifest twinned 16 pp DT (40d6) : 20 pp, 0/2 focus Standard: manifest 4 pp DT (4d6 + 4d6 SA = 8d6) : 4 pp Total power point expenditure against a non-psionic foe: 160 power points (Neji would require 18 intelligence to have this many power points in a day) Minimum Potential Power Point Expenditure against a powerful psionic foe: 15 power points This attack routine causes a total of 254d6 points of damage over 6 rounds and eliminates on average 217 power points from the opponent (minimum 62, maximum 372).Note: I can't take all the credit for this, RT worked out the linked power routine at the end when I was just going in circles on it. The following is another build I've been toying with, a psionic psion hunter: Build: Synad Lurk 14/Sanctified Mind 6 lvl Class Feats/Class Features 1 Lurk1 Lurk Master, Additional Sneak Attack, Unfocusing Strike, Solid Strike, Stunning Attack 2 Lurk2 Psionic Sneak Attack +1d6 3 Lurk3 Iron Will, Ignore Concealment, Mental Assault 4 Lurk4 5 Lurk5 6 Lurk6 Psicrystal Affinity (Single Minded), Initiative Boost, Deceptive Strike, Reach Attack, Sneak Attack Undead 7 Lurk7 Psionic Sneak Attack +2d6 8 Lurk8 9 Lurk9 Psicrystal Containment, Evasion, Ghost Touch, Power Drain, Aligned Attack 10 Sanctified Mind1 Partition Mind 11 Sanctified Mind2 Cleansing Strike 12 Sanctified Mind3 Psionic Meditation, Distrupting Blow 1/day 13 Sanctified Mind4 Hard to Hold 14 Sanctified Mind5 Disrupting Blow 2/day 15 Sanctified Mind6 Expanded Knowledge (Psychic Vampire), Power Resistance 16 Lurk10 Lurk Augment (Two At Once) 17 Lurk11 18 Lurk12 Enhanced Synad Multitask, Psionic Sneak Attack +3d6, Sneak Attack Constructs, Stygian Weapon 19 Lurk13 20 Lurk14Power Selection lvl Power 1 Chameleon 2 Defensive Precognition 3 Offensive Precognition 4 Animal Affinity 5 See Invisibility 6 Knock 7 Evade Burst 8 Touchsight 9 Escape Detection 10 ---- 11 Dimension Door 12 Freedom of Movement 13 Greater Concealing Amorpha 14 Catapsi 15 Psychic Vampire, True Seeing 16 Mindwipe 17 Personal Mind Blank 18 Temporal Acceleration 19 Dispelling Buffer 20 Contingency The Payoff: As I said above, this is a psion hunter if ever their was one, designed to cripple his prey in a single debilitating attack: A multitasked quadruple lurk augment (2 swift actions 2 augments per action - Power Drain/Mental Assault and Power Drain/Additional Sneak Attack) psychic vampire delivered with a cleansing unarmed strike, doing the following: 1d3 +6d6 (cleansing strike) +3d6 (psionic sneak attack) +9d6 (additional sneak attack) + str in subdual damage (an average of 65 + str subdual damage) (1/2)(1d3 +6d6 +3d6 +9d6 + str) * 2 + 38 power points drained (average of 103 + str) 10 points of int, wis, or cha damage. The hunter will also get 1d3+18d6+str temporary power points to use next round on a similar attack, and has significant psion defenses (all three saves high, mind blank, evasion, power resistance and resistances to paralytic effects from sanctified mind) |
| LordArchaon12-25-06, 09:09 PM | I just wanted to say it here too... Lurk Augment, Ranged may be used to augment a Warlock's ELDRITCH BLASTS (not that useful, but it's impressive!), as well as psionic rays... I am pretty sure about this. |
| journeyman77712-26-06, 02:04 AM | Lurk Version Hyuuga Neji - Human Lurk* 20 Interesting, I don't suppose you could help me put together Shikamaru? (It's a Naruto campaign and this is my first psionic character.) |
| Nexis12-26-06, 04:13 AM | Done (http://boards1.wizards.com/showpost.php?p=8509256&postcount=51) |
| journeyman77712-27-06, 12:37 AM | :D :) :confused: :( Um...wow that was fast. Great job, I think. Bear with me a little further if you will. I do have a few small problems with that build. If I'm reading it right, he won't have kage mane no jutsu (shadow imitation technique) until lv 17. I'm playing the character up from lv 3, so having access to sig moves a bit sooner than that is fairly necessary (If it helps, the DM has ok'ed me taking powers off other lists without needing expanded knowledge. I can even convert spells into powers if needed). Also, I'm not familiar with the psi rogue (something from the Mind's Eye section I assume?) and my DM is unlikely to let me use online material. So, how close can you get with a Lurk? |
| Talkkno12-27-06, 01:31 PM | If I were you, i would just play a psion(Kientist) because its much more playable, just think hes way too friggen lazy to medaite to add new powers as such, well untill recently anyways.XD |
| journeyman77712-27-06, 09:16 PM | Why kinetisist? Are there powers on their list that would make this playable sooner than the suggested build? Please tell me you aren't just suggesting it cause it's easier to play than a lurk. I don't care about difficult. I don't care if it's "gimped". Shikamaru consistantly handles more powerful opponents by virtue of being smarter. If I can't do that as well, I shouldn't be playing him. |
| Talkkno12-28-06, 03:31 PM | Control object and Control body are both on the Kineticist power list. Control object can also be used for the more recently used Kage mane shuriken no justu also... You could grab control object at level 1 and control body at level 7 and you could easily E.K Burrowing bonds at level 9. |
| journeyman77712-28-06, 09:32 PM | Now we're talking! The DM is giving me EK for free on any of Shika's sig moves, so those will come in handy regardless. |
| Lyric12-30-06, 05:26 PM | Anyone thought of a Lurk / Soulknife combo? I'm toying with a Lurk / Soulknife / Kensai / Soulbow / Order of the Bow Initiate, Gestault Epic combo.. (Lurk and Soulknife being the primary classes) Anyone have any thoughts on that? I'm thinking the Lurk abilities might mix well with the Soulknife ones. (like the Soulknife Psichic Strike and Lurk augmented Sneak Attack) Thoughts? |
| RadicalTaoist12-30-06, 08:21 PM | I'm wondering what parts of the ToB are best for lurks... |
| LordArchaon12-30-06, 08:39 PM | Anyone thought of a Lurk / Soulknife combo? I'm toying with a Lurk / Soulknife / Kensai / Soulbow / Order of the Bow Initiate, Gestault Epic combo.. (Lurk and Soulknife being the primary classes) Anyone have any thoughts on that? I'm thinking the Lurk abilities might mix well with the Soulknife ones. (like the Soulknife Psichic Strike and Lurk augmented Sneak Attack) Thoughts? Of course the abilities mix well, but that's thanks to the gestalt system! You're talking of a character whose power is doubled. If you don't allow gestalt, a Lurk+Soulknife combo is nearly unplayable because both classes need the chracter to spend a lot of levels into them to get powerful. |
| Lyric12-30-06, 09:35 PM | I hear gestault is good when you have 3 or fewer players in the group, that's likely to be the games I'd be in most of the time, though if not, I'd play a single classed wizard... well... that's not 'entirely' accurate... he'd be a wizard up to level 5... and take various PrC's till level 62.. :evillaugh :) What can I say? ;) But anyways, back to the Lurker, what PrC enhances his sneaky nature and occasional combat bonuses the best? I wasn't too impressed by the Ebon Saint.. But maybe I should take a closer look?? I'm a fan of characters with 'inherant' power... in other words, take away their equipment, take away their resources, and they are still a power purely by themselves... to a degree sorcerors are like that (ignoring material components) and soulblades are definitely like that, as are monks. I see many of the Lurker's abilities to be very inate in nature. :) I like them. :) |
| LordArchaon01-01-07, 06:24 PM | I hear gestault is good when you have 3 or fewer players in the group, that's likely to be the games I'd be in most of the time, though if not, I'd play a single classed wizard... well... that's not 'entirely' accurate... he'd be a wizard up to level 5... and take various PrC's till level 62.. :evillaugh :) What can I say? ;) But anyways, back to the Lurker, what PrC enhances his sneaky nature and occasional combat bonuses the best? I wasn't too impressed by the Ebon Saint.. But maybe I should take a closer look?? I'm a fan of characters with 'inherant' power... in other words, take away their equipment, take away their resources, and they are still a power purely by themselves... to a degree sorcerors are like that (ignoring material components) and soulblades are definitely like that, as are monks. I see many of the Lurker's abilities to be very inate in nature. :) I like them. :) The Ebon Saint gives you new abilities and gets along very well with the Lurk, but they made it to be available for other classes as well and the result is that its levels don't stack with Lurk levels for the purpose of getting new Lurk Augments. Lyric, I like the same type of characters! I think we are following a new "fashion" in this, however... Speaking of the Lurk again, it's sad to say it, but the Fighter class is the only one that lets you buy the necessary lurk augment feats without too much sacrifice. Warblade from Tome of Battle is also a good choice, not only for the feats, but also for maneuvers usable at will and Int-based goodies (BIG goodies). Scout is also VERY good. In all cases, Lurk must be your primary class. Leave only 5-6 levels (during your 20 levels) to other classes or you will not have access to the best Lurk Augments. P.S.: If you take the "inherently powerful" concept to the extreme, try to make a Warlock-Lurk... It's simply WONDERFUL: with the Lurk Augment, Ranged feat you can apply augments to the Eldritch Blast. And many Warlock's invocations give you effects for which you would normally learn and use psionic powers, so a Warlock-Lurk would normally have better psionic powers than a plain Lurk. One thing: don't think the result will be a strong character! It's all about flavour and fun. |
| Lyric01-03-07, 02:56 AM | Here is a wizard I mentioned before, I designed him a long while back and he may be in need of an update with more recent materials, I didn't have many sourcebooks to go from. The cool part though, was that he used pretty much all my favorite arcane PrC's and he never fell behind in spellcasting ability. :) http://community.livejournal.com/the_commentary/2006/06/02/ As for another character I built up once, it was a guestault combo with a Soulknife / Psion... he eventually became an illumine soul and soulbow, plus enough warmind to gain 4 attacks/rnd, and his psion side learned to be an Uncarnate.. so.. imagine if you can, the buffs from his psion side mixing with his soulknife side, and the inherant defensive abilities of his uncarnate side mixing with his soulknife class :) Oh yeah, he whooped. Eventually, he would use the Anti-Psionic shell to defend against most powers and still gain the full use of his soulknife. (All while flying and being noncorporeal. how fun is that!) As for the Warlock/Lurk combo, I'll look into that. :) Typically I don't play classes that have a touch of evil or demonic stuff, mostly because in fantasy, the good guys win anyways :P Right now, my fascination with the Guestault Lurk/Soulknife is due to the flexability of the class features. And how well they overlap or stack. Like the Lurk Sneak Attack with his Augmented Sneak Attack, and the Psychic Strike of the Soulknife. :) just a simple 20/20 would grant the Soulknife (pretending the long sword is used) 1d8 (long sword) + 5d8 (psychic strike) + 4d6 (Lurk Sneak Attack) + 11d6 (Lurk Augmented Sneak Attack) + 4d6 (Greater Psionic Weapon Feat) + Str bonus That's a total of 6d8 + 19d6 + Str. And if the attack misses? Well, it's possible to maneuver around for another sneak attack, and so on, basically much of the above is duplicateable round to round. :) Now, if two short swords are used, that's 1d6 + psychic strike on both, but sneak attack on only one. :) Still.. if both hit.. and if (in the rare case a psicrystal with psicrystal containment is used to hold an extra psionic focus) 2d6 (two short swords) + 10d8 (dual psychic Strike) + 4d6 (Lurk Sneak Attack) + 11d6 (Lurk Augmented Sneak Attack) + 8d6 (Greater Psionic Weapon Feat) + 1d6 (two weapon rend) + Str Bonus That would then be 26d6 + 10d8 + Str * 1.5 **************************************** *** Let's see, we could bump this up with a few feats then.. 1 Psicrystal Affinity 3 Psicrystal Containment 6 Two Weapon Fighting 9 Mind Cleave 12 Mind Strike, Focused 15 Two-Weapon Rend 18 Mind Empowerment That would grant... (with selecting a few of my favorite weapon enhancements from the Soulknife Mindblade enhancement list) **** +1 vicious = + 2d6 disruptive dmg / weapon +1 Psychokinetic = +1d4 kinetic dmg / weapon +2 Collision = +5 dmg / weapon **** And a Lurk psionic power augmented to the max.. **** Prescience, Offensive = +8 to dmg (19 power points) **** 2d6 (dual short swords) + 10d8 (dual psychic Strike) + 4d6 (Lurk Sneak Attack) + 11d6 (Lurk Augmented Sneak Attack, 20 power points used) + 8d6 (dual Greater Psionic Weapon Feat) + 1d8 (Mind Strike, Focused Feat) + 1d8 (Mind Empowerment Feat) + 1d6 + 1.5 Str (Two-weapon Rend Feat) + 4d6 (dual vicious) + 2d4 (dual Psychokinetic) + 8 (dual weapon enhancement bonus dmg) + 10 (dual collision dmg) + 16 (dual Prescience, Offensive) + Str Bonus * 1.5 (from two weapon style) **************************************** *** That comes to 30d6 + 12d8 + 2d4 + 34 + (Str Bonus * 1.5) x 2 Minimum damage is 78 before Str when rolling all ones. :) Max damage would be.. 180 + 96 + 8 + 34 + (Str * 1.5) x 2 or 318 + (Str * 1.5) x 2 Not bad :) and of course, he would likely have two other strikes that round, provided they hit.. Again, this is when his apponent doesn't have certain defenses.. Now, of course, this build was made to do a lot of physical damage, but the fun part is, there are a lot of alterations that can be done, day to day, to make the character more effective in other ways. :) And just think, that used one Lurk Augment, and One Psionic power. :) Just think what could be done when taking Illumine Soul, Soulbow, and Order of the Bow Initiate into Epic Levels? :) The Order of the Bow Initiate would grant another +5d8 when using the Mind Arrows. I'd allow the Psychic Strike to effect the Mind Arrow as well. (Though only one at a time) And the Illumine Soul adds another +2d8 to the Psychic Strike as well as making it effective vs undead. :) There are many good things to this. :D I'm still getting used to the Lurk, so there may have been Augments I could have stacked on top that I forgot about for use with specific enemies.. recomendations? **** Maybe adding Solid Strike "OR" Planar Attack Augments? (Removing the sneak attack augment) + 22 dmg (Solid Strike, 20 power points) totals: 19d6 + 12d8 + 2d4 + 56 + (Str Bonus * 1.5) x 2 min: 89 / max: 274 before strength + 22d6 dmg (Planar Attack, vs good or evil creatures, 20 power points) totals: 41d6 + 12d8 + 2d4 + 34 + (Str Bonus * 1.5) x 2 min: 89 / max: 384 before strength I think Greater Power Drain (and or) Ignore Concealment to increase the chance of hitting. Deceptive Strike would be good also, to replenish lost power points. Anyways, just thoughts. [Edit] Oops, I think the lurk augments are restricted to your level in power points split between all augments.. dang it :P ruined such a good thing. oh well, I guess that makes a few adjustments.. I've altered the above to show that.. |
| DisposableHero_01-05-07, 12:14 PM | The Lurk/Psion Tag Team Domination Gank: A man shoulders roughly past you in the crowd on his way to some unseen destination, you don't feel well today, in fact you head is pounding and you can't quite stop to think of why Requirements: Lurk Side: Lurk Augment: Mental Assault, Link Power, Expanded Knowledge (Metaphysical Weapon), Stygian Weapon, Improved Unarmed Strike Psion Side: Primal Fear, Dominate or other suitably crippling Will Save or be Screwed power, not required but suggested is psionic endowment, greater psionic endowment, and possibly EK (animal affinity) or other Intelligence Enhancement Buff/Item. Proceedure: Lurk Manifests Metaphysical Weapon targeting his unarmed strikes and links Stygian Weapon. He then approaches his target. The Psion gets fully focused and delays until the confront. Lurk shoulders into target inconspicuously Lurk Augmenting the stygian unarmed strike with Mental Assault (Wisdom) at full power augment. Psion follows with Primal Fear + Gank Power. Presto, one unsuspecting ganked baddie (or Player Character :devil: ). For real surprise value replace dominate with Implanted Suggestion. Maximizing the Stygian Weapon, Greater Endowing both the primal fear and the Gank power, linking the Gank power to a targeted dispel psionics to suppress magical/psionic item save bonuses the round before, or hedging your bets on the whole thing with Forced Dream are all ways to make this combination even more effective. This message brought to you by the Psionic Society for Implanting Operative Non-tracable Sleepers or PSIONS |
| Lyric01-05-07, 08:19 PM | I think i went overboard a few posts back when I listed a bazillion classes to gestault :) sorry about that. But I do think a Lurk / Soulknife is a fun combo. Personally, I think every soulknife should take the 5 levels available in Illumine Soul, all they'd miss by level 20 is the mutli-throw SK ability. No big loss their. I've heard people don't like the final level of IS, well, sure you can zap a few positive energy rays each day, but.. the level 5 power of a radius effect, while doing the same damage... can be done as many times and as often as a character can psionically focus. :) Oversight? Maybe. Totally exploitable? Definitely. :P Oh, another fun combo using the Soulknife/Lurk guestault Combo, Knife to the Soul & Lurk Augment (Mental Assault). Level 20 character: 5 from Psychic Strike (int Damaging) 1+ from Mind Strike, Focused (per time feat is taken) 12 from Lurk Augment ( 20 power points) total int damage done, 17+ potentially much much more... upside? As long as the target is struck, he gets no save, much easier than Synaptic Disconect.. I don't know many 20th level Wizards who can easily shake off 18 or more points vanishing from their int score.. I don't know what anyone else uses to buff up their wizards on a typical basis, but I figure a base 18 (rolled) + 5 (from level) + 5 from wishes (inherant) + 6 from an item (enhancement) that gives a regilar wizard a (18 + 5 + 5 + 6) = 34 int at level 20.. 34 - 18 still leaves 16 right?? Oh, wait, did we forget that a soulknife can have two Psychic Strikes charged at once with two short sword style blades manifested? Some DM's might allow for a lurk of higher level and multiple augments a round to apply them to different attacks.. it's potentially reasonable.. skipping that we'd still drop mr 34 int down to an 11, if we were, on the other hand, able to include it, he'd now have a -1 int. Gee, anyone wanna roll up a sorceror now? :) Even if not, that 20th level wizard just went from casting his meteor swarm spell to casting magic missile... fun times. :) But that does bring up a question then, should a lurk's Augment's be allowed to be divied up between mutliple attacks in the same round if he has them? or multiple weapons? Another question, can he select the same augment more than once? Like the Solid Strike stacking with itself? Doesn't seem quite right, but if it were applied to two weapons, it would seem ok for some reason.. thoughts? |
| Thramzorean01-06-07, 11:33 AM | But that does bring up a question then, should a lurk's Augment's be allowed to be divied up between mutliple attacks in the same round if he has them? or multiple weapons? Another question, can he select the same augment more than once? Like the Solid Strike stacking with itself? Doesn't seem quite right, but if it were applied to two weapons, it would seem ok for some reason.. thoughts? The first question is clearly laid out - unless you've got someway of getting multiple swift actions in a round you're limited to a single attack. The second is not so clear but I guess that you can stack it, if it wasn't stackable it would have been very simply clarified by including 'different' augments in the rules. There is a total limit on the multi-augment of the manifesterlevel power points spent, so you get advantages by doing it but nothing that is not (or should not:) ) balanced by the augment base ability balance. Stackable augments would then make sense of the low DCs. The only ability that might be over the top with this is stacking stygian weapon but if you're doing 3 of these you're 18th level and ought to have something nasty up your sleeve. |
| UCsimplyme01-08-07, 08:38 PM | The best Lurk Multiclass is Lurk 14/Santified Mind 6 Bab +16 19th level manifesting abilities Additional Flavor with Antipsionic strikes, Power resistance, and Partitioned Mind |
| Lyric01-09-07, 12:33 AM | The best Lurk Multiclass is Lurk 14/Santified Mind 6 Bab +16 19th level manifesting abilities Additional Flavor with Antipsionic strikes, Power resistance, and Partitioned Mind where is sanctified mind located?? |
| Talkkno01-10-07, 12:34 AM | Santified Mind is found in the Lords of Maddness. |
| Lyric01-10-07, 12:10 PM | Does anyone know of any PrC's that synergize well with the Lurk? |
| UCsimplyme01-10-07, 02:40 PM | Sanctified Mind from Lords of Madness |
| RainemakerNyc01-13-07, 05:33 PM | This thread is too short! I check it often and :weep: Why aren't there more Ranged Lurk builds? Has anything been done with Ranger-Lurks or Ranger-Lurk/Slayer? I also haven't heard much regarding lurks with spiked chain which seems like a natural fit to me... |
| Lyric01-14-07, 07:48 PM | Sanctified Mind from Lords of Madness Thanks :) now that I've read it, the sanctified mind works well with everything! :D what a class! |
| Lyric01-14-07, 07:49 PM | This thread is too short! I check it often and :weep: Why aren't there more Ranged Lurk builds? Has anything been done with Ranger-Lurks or Ranger-Lurk/Slayer? I also haven't heard much regarding lurks with spiked chain which seems like a natural fit to me... I'm a little hazy on certain things, I know this is probably a lame question, but how exactly does the spiked chain work in combat? What makes it so cool? (This question is braught to you by ignorance, not arrogance :) ) |
| Tempest Stormwind01-14-07, 08:34 PM | I'm a little hazy on certain things, I know this is probably a lame question, but how exactly does the spiked chain work in combat? What makes it so cool? (This question is braught to you by ignorance, not arrogance :) ) 1) Threatens all squares within 10'. (This is the big one. Most normal weapons only threaten those within 5', and most reach weapons only threaten 10' away but not 5'.) 2) Can trip (HUGE!) and disarm (icing). (Good Combat Expertise feat-tree synergy) 3) Is a two-handed weapon (good Power Attack synergy) 4) Finessable (Weapon Finesse synergy.) All of those add up to a stellar weapon design. ESPECIALLY if you factor in the AoO rules -- LEAVING a threatened square triggers an AoO. In your case, you threaten 10' away, so you can make an AoO if anyone approaches you. This will more than likely be a trip attack to keep them down. If you fail, you can still full attack without doing a 5' step, since you threaten adjacent squares. Basically, it's the battlefield controller's dream come true. There's a blunt chain version (sometimes called by the oriental name of "manriki-gusari", if I recall correctly) that is essentially identical but does 1d6 Bludgeoning damage... and can, as a free action once per round, switch between reach combat and two-weapon combat. This is a battlefield controller's wet dream come true. |
| Lyric01-14-07, 09:58 PM | Wow, that's pretty cool :) does it handle up close without any issues? Now I'm intrigued in how this might mesh with the lurk :). I'll bet a silenced version of the weapon is lots of fun.. I know this sounds cheesy, but, could you pull an indiana jones and latch onto things and swing? Can you think of any lurk psionic powers that work well with a reach weapon like that? |
| RainemakerNyc01-20-07, 10:38 AM | Wow, that's pretty cool :) does it handle up close without any issues? Now I'm intrigued in how this might mesh with the lurk :). I'll bet a silenced version of the weapon is lots of fun.. I know this sounds cheesy, but, could you pull an indiana jones and latch onto things and swing? Can you think of any lurk psionic powers that work well with a reach weapon like that? Spiked chain works fine upclose ('5) to reach (10'). For flavor purposes, I make mine a "Meteor Hammer" (only change is that it does bludgeoning damage). It works fine with Lurk Augment. I also like using Dimension Hop as a swift action to get 10' away. Then use my AoO to DISARM as they come into the area I threaten. (+4 for being a 2 handed weapon, +2 for being a spiked chain). Its much more effective for a Lurk who probably doesnt have a large strength score. If you can, make it Collision... and use additional sneak attack. Flank from 10 ft away and let go. Its all about being able to get those AoOs and protect yourself from the enemy's full attacks. feel free to add some tactics for LURK, though. Thats what this thread is about! |
| ruff012603-07-07, 04:11 PM | I heard a few things about gestalt earlier and I am currently playing a xeph lurk/warblade no prc's available but it has been consistently our damaging and surviving everything (btw-I got dimensional hop house ruled into my power set also :).) int sinergy rules. |
| ruff012603-07-07, 04:11 PM | sorry double posr, wouldn't be nice if we could erase these? |
| awaken_D_M_golem05-12-07, 04:23 PM | What I'm hoping for in the next Mind's Eye : Reach Attack - clarification , duh Lurk Augment Saves - ala Zemyla's second option listed above here ---> linky Slippery Mind - options ala the mid level Rogue stuff, perhaps the exact same 13th Level is the weakest of the entire class - Something Here would be very good. 19th Level perhaps should be upgraded too; this to reduce the need to multiclass. Waiting "Breathlessly". |
| AdventChild06-15-07, 04:09 AM | bump |
| Scottbert11-05-07, 09:54 AM | Dual-Wielder Ranger1/Swashbuckler3/Lurk16 What's the ranger level for...? |
| carnivore11-05-07, 02:45 PM | What's the ranger level for...? Ranger gives great Skills @ 1st lvl .... and much more if you use Substitution levels :D |
| rilem12-03-07, 01:51 PM | I'd second ranger for the trapfinding dungeonscape variant -- taking Able Learner or buying Search cross-class with your High Int. will help you act as a scout and justify your existence somewhat. I'm very cool on the lurk, as is -- the lack of rogue-ish skills and only 4 skill points hurt them from the skillmonkey mindset, and they're not really potent enough for anything else. (Yes, I know about the variant lurks found in the mind's eye article. (http://www.wizards.com/default.asp?x=dnd/psm/20070629a) I'm not too keen on sacrificing legitimately useful Augments for, oh, boy, Trap Sense, when most Rogues these days dump Trap Sense to sneak attack undead and constructs for free, while the Lurk has to pay for them.) And then there's the Augment DC issue -- has that been fixed ever? I'd like to see a diary or something on how to manage power points, given that they have to use them for both Powers and their key Class Feature (unlike the psywar, which has the same # of power points but only needs to spend them in one place). Elocater seems a no-brainer, as Lurks are really encouraged to be one-hit-per-round folks. Maybe: Trapfinding Ranger1/Lurk12/Elocator7 BAB 15, Saves 8/15/13, 17th level manifester Sneak 3d6, 14th level augments, Two augments at once Feats: Able Learner, Dodge, Mobility, Spring Attack, Craven, Lurk Master, Elusive Target, Expanded Knowledge (something neat). Maybe swap out able learner to fit in Staggering Strike, Dark Stalker or Extra Lurk Augment. Sample progression: Rgr1: Dodge, Mobility 3 (lrk2): Craven 6: Spring attack 9: Lurk Master 12: Staggering Strike 15: Elusive Target 18: Expanded Knowledge Powers: 1 Chameleon- Precognition, Offesnive Grease, Psionic 2 Detect Hostile Intent Animal Affinity Psionic Tongues Stygian Weapon 3 Teleport (bonus) Plane Shift (bonus) Danger Sense Touchsight 4 Freedom of Movement, Psionic Trace Teleport, Psionic Wall of Ectoplasm 5 Psionic True Seeing Power Resistance Adapt Body 6 Temporal Acceleration Contingency |
| rilem12-04-07, 04:23 PM | Seems like one of the big irritations of the lurk is paying for that really super –upgraded Lurk Augment, and then missing on your hit. Solution: Don't miss. Touch attacks help a lot -- and while Deep Impact is a possibility, I'm not wild about the three-feat investment (four with hustle, which lurks really don't have the PP to spare on, anyway) and the lack of mobility. We need something that's a swift-action or always on. Brilliant Energy Weapons are good, but expensive. Somebody mentioned Warblade earlier, and though that was for a Gestalt game it works pretty well in regular rules, too. Tome of Battle maneuvers mix well with Lurk Augments as they, too, are built around a one-attack-per-round mindset, and you usually have a swift action (unless you’re recovering maneuvers or changing a stance) to charge your augment with. Warblade also has some nice Int. synergy, and Diamond Mind, in particular, has maneuvers that work well with the Lurk — touch attacks with Emerald Razor, Mind Strike + Mental Assault, Blowing Focus to gain +15 on Concentration checks, etc. Grab some Shadow Hand maneuvers with feats to get Dex to Damage and more sneak attack. And four levels of D12 Hit Die practically upgrades a 20-level build to a d8, on average hit points. I’m not sure whether lurk master is needed here; EWP (Spiked Chain) might be better, as it’s a shadow hand weapon. Lurk16/Warblade4 BAB 16 Saves 9/11/11 (plus Int. to Reflex) Sneak +3d6 (+5d6 in stance) 6th level powers, 16th level manifester 5 manuevers, 2 stances (+1 feat), 12th level initiator Feats: 1.Lurk Master, Psionic Meditation 3. Weapon Finesse 6. Martial Study (Cloak of Deception) 9. Martial Stance (Assassin’s Stance) 12. Shadow Blade 15. Staggering Strike 18. Expanded Knowledge (metamorphosis) Maneuvers 1. Sapphire Nightmare Blade, Moment of Perfect Mind 2. Emerald Razor 3. Bonecrusher 4. Mind Strike 5. Hearing the Air Stances Stance of Clarity Hearing the Air Assassin’s Stance |
| Bukowski12-05-07, 03:52 PM | If you're going Lurk/Warblade hybrid and want to get more mileage out of your Int, taking 7 levels of warblade to get Int as bonus damage whenever flanking or vs. flat-footed can be very useful. Taking 8 warblade levels by lvl 18 lets you net a 7th-level maneuver with the martial study feat (easily recoverable as a warblade). This route, of course, cuts down on your manifester level and powers known which many people try to avoid. I've had a lot of success, however, with lurks whose powers focus mostly on situational benefits and minimize dependence on buffs. This strategy frees up PSPs which you'll want to boost your lurk augments... and if you make a diminished manifester-level hybrid lurk, you'll want to be as efficient as possible with your reduced PSPs. Here's a weird little example of some of these principles in practice. It may not be the most powerful Lurk possible, but it shows how you can make a viable Int-focused lurk. I took inspiration for this from a few different sources... I've always been amused by the blade bravo'ing "other killer gnome" from the CO boards, and fused that interest with the concept of an Int-focused hybrid lurk. Blue Lurk 9/Warblade 8/Swashbuckler 3 suggested stats with 32-pt buy: S-10, D-16, C-14, I-18, W-10, CH-6 Lvl: Benefits: 1 swash 1 feats-martial study(shadow blade technique), wpn finesse(B) 2 lurk 1 lurk augment 3 lurk 2 feat-practiced manifester. psi sneak atk +1d6 3.5 buy off +1 LA 4 swash 2 +1 Int. grace +1 5 warbld 1 battle clarity, wpn aptitude 6 warbld 2 feat-close-quarters fighting or lurk master*. uncanny dodge 7 swash 3 insightful strike 8 warbld 3 +1 Int. battle ardor 9 lurk 3 feat-underfoot combat 10 warbld 4 11 lurk 4 12 lurk 5 +1 Int. feat-confound the big folk 13 warbld 5 feat-combat reflexes(B) 14 lurk 6 initiative boost 15 warbld 6 feat-martial stance(assassin's stance). improved uncanny dodge 16 warbld 7 +1 Int. battle cunning 17 lurk 7 psionic sneak atk +2d6 18 warbld 8 feat-martial study(death in the dark) 19 lurk 8 20 lurk 9 evasion * (Depending on your style of play. Lurk master will give you the 11th lvl lurk augments, but grapple protection for small characters is a necessity for my gaming group. If you think you have it sufficiently covered through skill tricks, items or teammates, go for the better augments.) HP: 9d6+2d10+8d12+50 (145 avg) BAB: +17 Init: +9 Saves: Fort +14 Ref +12 (+1 competence in light armor, +6 insight when not flat-footed) Will +9 13th-level manifester, 63 PSPs Powers, suggested: 2 - mighty spring 3 - psionic grease 9 - compression 11 - detect hostile intent 12 - psionic see invisibility 14 - body equilibrium 17 - greater concealing amorpha 19 - escape detection 20 - mental barrier 14th-level warblade initiator, 4 maneuvers readied (plus shadow blade technique 1/encounter for improved hit chance) Stances: 5 - blood in the water (TC 1) 10 - absolute steel (IH 3) 15 - assassin's stance (SH 3) Maneuvers (those known at lvl 20 are bolded): 5 - emerald razor (DM 2) moment of perfect mind (DM 1) wall of blades (IH 2) 6 - claw at the moon (TC 2) 8 - insightful strike (DM 3) 10 - soaring raptor strike (TC 3, lose claw at the moon) 13 - dancing mongoose (TC 5) 15 - iron heart focus (IH 5, lose insightful strike) 16 - greater insightful strike (DM 6) 18 - death in the dark (SH 7) swooping dragon strike (TC 7, lose soaring raptor strike) sneak attack: +4d6 in assassin's stance lurk augments: 15/day +6 melee damage with finessed weapons, +12 when flanking or vs. flat-footed +6 insight bonus to confirm crits Can move through the squares of any opponent 2+ sizes larger without provoking AoO and treats that target as flat-footed on subsequent rounds, enabling sneak attacks and +15d6 from death in the dark (albeit at a base DC 17 save... if this doesn't seem worth the feat, swap out for a different martial study or other feat of preference. Adaptive Style isn't usually great for a warblade, but with 4 of 8 known maneuvers readied, it may be useful to have a 1-round retool in unexpected encounters. Then again, your mid-range lurk abilities should cover most deficits... but I digress). High jump check allows him to deal substantial damage/stun on first round with swooping dragon strike as he moves into position. Concentration check of +25 at lvl 20 allows a greater insightful strike to deal 52-90 damage in a non-sneak attack situation, 80 dmg if psionic focus is expended to "take 15" on the Conc check. I know a lot of people who ignore/have relaxed favored class rules, but be warned that this build starts sucking a -20% xp penalty once it reaches lvl 12 by core rules. If the buying off of LA is also disallowed, then even the kitsch factor of being a 40+ speed compressed Blue leaping 15' in the air to deliver lots of d6's wears off. |
| rilem12-05-07, 04:48 PM | Here's another touch-attack specialist. Still need suggestions on a couple feats. Lurk16/Pyrokineticist3/Lasher1 BAB +15 Saves 8/15/11 6th level powers, 16th level manifester Sneak +3d6 (+4d6 with flame lash) Feats: 1. EWP (Whip), WF (Whip) 3. Lurk Augment-Ranged 6. Power Attack 9. Lurk Master 12. Expanded Knowledge (Dimension Hop) 15. Staggering Strike 18. Expanded Knowledge (metamorphosis) |
| awaken_D_M_golem12-06-07, 05:18 PM | Rilem post #73 - I think Grease is a really good idea, especially with the 1st level Elocator ability and Sneak Attack. Stygian Weapon is unnecessary at Lurk 12th level, because it gets it on the Lurk Augment list. I guess it's useful before, and certainly psyref-able after. The power point recharge available to a Lurk 9, is for me, the best ability it gets. 1/2 Damage IN = Swift + Standard + Schism + Practised Manifester + Diamond Dragon 2 class ability OUT If psi/magic transparency extends to the "spell" points of spells = power points of powers, then smash. Lurk 12 is prolly all the original class can get mileage out of. Lurk True Thief - looses the recharge, but gets Take 10, and the Assassin like thingy. With Lurk Master making the last two levels unnecessary, I'd take DivineMind 1 to get it's real cheap recharge, and the generic upgrades, and a few higher level powers to UPD something interesting. Lurk 18 / Divine Mind 1 / Anything 1. Lurk Tracker - at 15th level gets Metafaculty as a Psi-like. Wow. Take Expanded Knowledge (Remote View), Ranged Lurk, and "tag" things across the planes. Take Ebon Saint 5 and Metamorphic Transfer, for more craziness. I know you; I am you. |
| rilem12-06-07, 06:13 PM | Rilem post #73 - I think Grease is a really good idea, especially with the 1st level Elocator ability and Sneak Attack. Stygian Weapon is unnecessary at Lurk 12th level, because it gets it on the Lurk Augment list. I guess it's useful before, and certainly psyref-able after. Grease, totally. On Stygian Weapon, I included it b/c I liked WyvernSlayer's idea of combining it with the augment for greater damage. Would they not stack? The power point recharge available to a Lurk 9, is for me, the best ability it gets. I thought so too, at first. But if you don't find enough Psionic foes you're limited (unless your DM oks that transparency thing, which would be awesome). Lurk Tracker - at 15th level gets Metafaculty as a Psi-like. Wow. Take Expanded Knowledge (Remote View), Ranged Lurk, and "tag" things across the planes. Take Ebon Saint 5 and Metamorphic Transfer, for more craziness. I know you; I am you. That is pretty cool. |
| rilem12-07-07, 12:27 PM | What I'm hoping for in the next Mind's Eye : Reach Attack - clarification , duh Just for completeness: The FAQ now has updated this -- and not in the Lurk's favor. Q: The list of lurk augments (Complete Psionic, page 15) includes “Reach Attack,” but no definition of that augment exists. What does it do? A: No such augment exists. Ignore the reference on the list. The FAQ also notes that Lurks can't use their 1st level Augment (Additional Sneak Attack) until 2nd Level. That certainly makes Solid Strike useful at 1st level — but only in the way that a boat paddle is useful because somebody stole your motor, sail and oars. |
| rilem12-07-07, 01:23 PM | Blue Lurk 9/Warblade 8/Swashbuckler 3 suggested stats with 32-pt buy: S-10, D-16, C-14, I-18, W-10, CH-6 OK, I like this, except: Lurk9? You miss out on the Two Augments-at-Once ability, which you'll want since you're conserving your PP. Plus, Warblade 8 really doesn't get you anything. Lurk10/Swash3/Warblade7 also gets sixth level maneuvers. And yes, that XP penalty stinks — for ANY race, as I don't know any race that gets swashbuckler as favored class. As a result I'd dump Swashbuckler outright -- Insightful Strike only works with critable creatures anyway. Something like Lurk10/Warblade9/TacticalSoldier1 (for flanker) or Lurk12/Warblade8, or the street-legal Blue Lurk10/Warblade9. EDIT: Oh, you need IL 18 by level 18. I get the Warblade8 bit now. I'd still dump Swash3 (XP penalties are always bad) and do a straight Lurk/Warblade mix. |
| Bukowski12-07-07, 03:37 PM | OK, I like this, except: Lurk9? You miss out on the Two Augments-at-Once ability, which you'll want since you're conserving your PP. Plus, Warblade 8 really doesn't get you anything. Lurk10/Swash3/Warblade7 also gets sixth level maneuvers. Two augments at once is certainly very useful, but I'm a little confused on how that would conserve PP; it allows you to spend 2 uses of lurk augment at once but you wouldn't be spending any less PP on sneak attack or other augments. The wbl 8 was to get 7th-level maneuvers by lvl 18 to pick up death in the dark, and to be able to swap out a maneuver for swooping dragon strike. And yes, that XP penalty stinks — for ANY race, as I don't know any race that gets swashbuckler as favored class. As a result I'd dump Swashbuckler outright -- Insightful Strike only works with critable creatures anyway. Something like Lurk10/Warblade9/TacticalSoldier1 (for flanker) or Lurk12/Warblade8, or the street-legal Blue Lurk10/Warblade9. Yeah, I was really trying to squeeze that bonus finesse feat and 2x Int mod to flat-footed damage in ;) but the swashbuckler is certainly dumpable. I've been playing in settings that ignore xp penalties and favored classes, so it tends to affect my build strategy. The "street-legal" version of this would work best in most cases, but if you're not able to buy off the +1 LA then going a small +0 LA race (preferably something with 30 ft. base speed) and gaining an extra level will probably outperform the Blue's +2 Int bonus. If I get some free time in the near future, I'll edit a street-legal version into one of these posts. |
| rilem12-07-07, 03:50 PM | Two augments at once is certainly very useful, but I'm a little confused on how that would conserve PP; it allows you to spend 2 uses of lurk augment at once but you wouldn't be spending any less PP on sneak attack or other augments. The wbl 8 was to get 7th-level maneuvers by lvl 18 to pick up death in the dark, and to be able to swap out a maneuver for swooping dragon strike. Yeah, I figured the Warblade8 thing out about 2 seconds before you posted. My point about "conserving" PPs was that you were building the PC for situational powers to as to conserve points for Augments, meaning that you really liked the augment idea, and since you were conserving points for this tactic why not make the most of it? Poor word choice on my part. The "street-legal" version of this would work best in most cases, but if you're not able to buy off the +1 LA then going a small +0 LA race (preferably something with 30 ft. base speed) and gaining an extra level will probably outperform the Blue's +2 Int bonus. Read: Whisper Gnome. (http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3) EDIT: Kenku would also be good, with 30 moves, flanking bonuses and sneaky stuff. Chitine and Pixie both are small, fast and have Int. bonuses, but both are ECL4. |
| Bukowski12-07-07, 05:04 PM | Read: Whisper Gnome. (http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3) Yep, but those things irk me to no end so I refuse to mention them by name. ;) EDIT: Kenku would also be good, with 30 moves, flanking bonuses and sneaky stuff. Chitine and Pixie both are small, fast and have Int. bonuses, but both are ECL4. Or find a kind DM who'll let you play a Blue as a +0 LA race, as they should be... |
| rilem12-07-07, 05:08 PM | True; for Whisper Gnomes to be LA+0 and Blues LA+1, there's clearly no justice in that. |
| Wyvernslayer_PW12-17-07, 06:49 PM | Hi all, this is Wyvernslayer. I missed the GLeemax transfiguration and had to pick this name until I can figure out (or someone tells me lol), how to get back to my old name. I will be on Hiatus for quite some time unitl 4e stuff starts hitting the shelves. As always I hope my threads have served to help the community, and feel free to direct any questions towards me if you have any. Here's to hoping 4e continues the trend of improvement that psionics is always undergoing! Slayer. |
| awaken_D_M_golem05-01-08, 06:52 PM | Lurk 7 / Uncanny Trickster 2 / Legacy Champion 2 / Bloodline 3 and Lurk Master feat gets you to level 20 in the Lurk Augments and allows 6 levels of other stuff. Psychic_Robot (iirc) noticed the wording on the Ranged Lurk feat, allowed that stuff on the Mind's Eye variants. Weak sauce. And it looks like the Lurk is done. |
| awaken_D_M_golem08-13-08, 08:10 PM | bump |