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D&D 3E
Looking for feedback 
17th-Sep-2004 11:15 pm
I've been playing around with the expanded psionics handbook a while now (since about a week after it was released) and am working on a new character. Since I previously played a Psion (Kineticist), this time I decided to try out a Psychic Warrior.

The build I've brewed up is based off the concept of keeping enemies from moving / approaching / threatening allies by combining a reach weapon (spiked chain) with the Expansion power to give a huge threatened area, combat reflexes to allow more attacks of opportunity, and Stand Still to stop opponents BEFORE they move. I'm trying to get feedback on how this build looks. It combines the above ideas with the Psychic Weapons Master prestige class from the Mind's Eye at the WotC website. Thoughts / suggestions?

Human Psychic Warrior
Neutral Good w/ Lawful Tendencies

STR 16
DEX 16
CON 16
INT 12
WIS 18
CHA 12

UA Flaws - 2 max, each grants a bonus feat
Shaky - -2 to attack with all ranged attacks
Murky-Eyed - Any time an opponent has concealment, roll miss chance twice.

UA Traits - 2 max, gives a bonus at the cost of a negative
Aggressive - +2 Init / -1 AC
Possibly Saddleborn - +1 Ride / -1 Handle Animals

Regional: Bullheaded
Human bonus: Brawny
1st level: Stand Still
1st Flaw: Dodge
2nd Flaw: Combat Reflexes
1st level Psychic Warrior: Undecided, either Mobility or Psionic Weapon

UA Weapon Feats (lose all simple / martial, gain the specifed, psychic warrior gets basic + 4 other)
Basic (Club, Quarterstaff, Dagger)
Flails and Chains (Light & Heavy Flail)
Heavy Blades (Longsword, Greatsword, Bastard Sword (2hnd only), Falchion, Scimitar)
Bows (Short, Long, Composite Short, Composite Long)
Undecided last

2nd level Psychic Warrior - Bonus Feat: Exotic Weapon Group Feat
3rd level Psychic Warrior - Normal Feat: Weapon Focus (Spiked Chain)
4th level Psychic Warrior / 5th level Psychic Warrior - Bonus Feat: Psionic Dodge - Stat Increase: DEX
6th level Psychic Warrior - Normal feat: Mobility
7th level Psychic Warrior / 8th level Psychic Warrior - Bonus feat: Power Attack - Stat Increase: DEX
9th-18th level Psychic Weapon Master (Spiked Chain)

The new campaign I'll be in is going to be a lower-level campaign, so I doubt this char will break 12th-15th level. 9th level I'm thinking take Weapon Finesse to take more advantage of the DEX increase and then at 12th take Improved Critical (Spiked Chain)

Any thoughts?
18th-Sep-2004 12:34 am (UTC)
Honestly my reccomendations is a back story, and also not using builds. They are a load of shit. yes you'll have the best character with the most distributed points. Good for you, you win D&D!

Sorry dude, I don't buy it. When i read this all i can think is. Are you serious? This is the biggest load of min/maxing bullshit I've read in a while. the only part you left out is the "My character can take on any other of equal level".

if that floats your boat, well its a game and your more then welcome to it. But a bunch of stats and abilities don't make up a character. Flaws aren't there to give you extra feats nor are the "traits" of UA. Its twinked out BS like thus that makes me shudder, and what makes many older and great storytellers laugh when anyone mentions Dungeons and Dragons.
18th-Sep-2004 05:20 am (UTC)
Uh, actually I already have the entire 10 page char background done up before I started on stats / abilities. I'm not following a build, this is something I created.

And I'm not trying to "win" D&D, but the first char I played, I was so horribly clueless about mechanics, half his feats ended up conflicting with things or became useless down the line.
18th-Sep-2004 05:48 am (UTC)
Prestige classes seem to necesitate planning in advance as well.
18th-Sep-2004 05:53 am (UTC)
Psychic Weapons Master requires:
Dodge, Mobility, Weapon Focus, Power Attack, Psionic Weapon, and Psionic Dodge, so yeah, I had to plan ahead for that and this sort of spawned off.

Considering the PrC fits really well with the RP concept (increases his Combat Reflexes / Weapon Focus / melee ability), and I have backstory as to why he likes crystal, it seemed to work pretty well.
18th-Sep-2004 05:49 am (UTC)
What's to say a compromise can't be reached?

Sure, my seventh level druid can make three attacks in a round at 1d8+30 (15-20/x2), but that doesn't mean he doesn't have a backstory that I managed to tie in with my other character (who bit the dust last session in a little bit of DM stupidity).

I'm sure I'm not the only person who's done concept->character and character->concept and had them both turn out to be stellar.
18th-Sep-2004 05:53 am (UTC)
Oh, and in the same vein, don't play an enchantress. They're just... :/

When you spend most of the time casting /charm person/ on the PCs to keep them from doing stupid things since the monsters are immune to your spell loadout... :P
18th-Sep-2004 05:58 am (UTC)
hahaha, thanks for the warning.

I'm a huge, huge fan of the psionics concept as opposed to wizards / sorcerors, that I'd have to use a variant to give spell points instead if I wanted to play any sort of arcane caster, so I should be safe :)

My old psion, who was made using the 3.0 rules at first and migrated to 3.5, sucked so bad at a few spots that he had to pick up levels of Psychic Warrior so that he could use a bow since his powers tended to suck. Now in 3.5, I'm wishing i hadn't done that since a kineticist with the energy powers has no need for physical weapons except when he's burned through his huge 250+ point pp pool.

Now there's a nice alliteration for ya.
18th-Sep-2004 06:08 am (UTC) - Psionics :~
I've never cared for psionics.

Started with second edition when they struck my as having balance issues.

Some of the stuff I could dream up in 3.0 was brutal as well, and I wasn't really familiar with the book. A friend of mine was, and I can only imagine the horrors he delved up.

The 3.5 stuff seemed pretty balanced to me, but I had my doubts... and then we let one of the powergamers have his way with it... yeesh, that was a scary session. Fortunately his decision to directly engage an enemy assassin stunted his growth and brought on a policy of "I'm screening every character from now on to make sure there's nothing stupid going on" from the GM (who would generally just ask for a summary of abilities and a breakdown before that).
18th-Sep-2004 01:19 am (UTC)
Just a couple of things spring to mind; what stat method did you use, is it the same one the rest of the group are using? is the rest of the group using the same UA style weapon proficiencies?
You might want to check with your GM how they are applying "Shaky" there's a good case for applying it to anything with a reach above the standard 5 ft.
Where is the brawny feat from, what does it do, I've not seen it before; the same for "Stand Still".

As long as all that stuff fits with your campaign, it looks ok.

What's happened in his background to make him so focused on stopping people getting past him? It's got potential to be quite interesting.
18th-Sep-2004 05:25 am (UTC)
His background is pretty complicated, but basically it has to do with being a lieutenant in a city militia and losing his men combined with the death of his father and the disappearance of his mother when he was ~15, along with almost having been murdered when he was 17. The parents part was to give a convincing reason as why he wanted to make his way to Melvaunt, where the campaign is starting, and combined with I don't like characters created that don't know who their parents are so they might be royal or some such, or children of rape, etc etc. My previous char, Jaecyn, lived with his parents until the start of the current campaign, and they're still alive and healthy. The new campaign is going to be dark and depressing, so it all seemed to fit together nicely.

Brawny is from... I forget which book, I'll have to go look it up, I found it in the Book of Feats. It gives DR 2/-.
Stand Still is from the Expanded Psionics Handbook and allows you to change out your AoO to stop an opponent in their tracks instead of doing damage.
18th-Sep-2004 05:28 am (UTC)
Sorry, and I forgot about the stats:

Rolled em up, 4d6 drop the lowest. Was real lucky, my last char had some crappy scores.
18th-Sep-2004 06:19 am (UTC) - Lucky? Putting it mildly
There is 0.3% chance that a non-halforc character will have a set of modifiers totalling +15 or more

If you roll up a new character every session, you will have a 50% chance of having rolled stats as good as this in 173 sessions.
18th-Sep-2004 05:35 am (UTC)
Last reply, promise (I just woke up)
Shaky from UA specifically states "ranged attack rolls"
Reach weapons still qualify as "melee attack rolls" so they don't blend.
18th-Sep-2004 05:56 am (UTC)
I think he may have been suggesting that you check with your GM to make sure they aren't running a variant on it as a house rule.
18th-Sep-2004 05:59 am (UTC)
Already had to discuss it with the GM because I'm using UA variants. Aggressive fits this character to a T - he's not hot-headed, per se, but he does want to end the fight as quickly as possible to keep his friends safe.

All of this has been approved by the DM, but I wanted to see what actual players thought on if the concept / build structure was worthwhile.
18th-Sep-2004 06:10 am (UTC)
Seems to be a feasible build, survivability wise :)

Got a combat stat breakdown for me to take a peek at? :P

19th-Sep-2004 03:02 pm (UTC)
Starting off, since I'm beginning gameplay with him at 1st level, he's pretty low-key:
BAB +0
Melee +3 / Ranged +1 (3 dex / -2 Shaky)
AC 18 (+4 Chain shirt / +2 large wooden shield / +3 DEX / -1 Aggressive) / AC 19 vs one opponent (Dodge)
Reach is only 5' until he expands, which only lasts 1 round and then is 10'
Init +5 (3 dex, 2 aggresive)
HP 11 (d8 + 3 CON)
REF +3
PPs 2
1st level power Expansion
18th-Sep-2004 09:59 am (UTC)
Power builds are the bane of DM's. And unless you play with people who do the same, you are going to just piss off your friends. It's just not fun to obliterate everything always.
19th-Sep-2004 01:06 pm (UTC)
UA flaws are cheesy.
19th-Sep-2004 02:51 pm (UTC)
I suppose I should have clarified that I was looking for CONSTRUCTIVE comments. Silly me, I should have known better with the mentality of most online personalities.

Re: if it's overpowered, damage-wise, he's not extremely great and he's not built to be as such. It's not until the teens that his actual damage output grows to a good range, and I doubt the campaign will reach those levels anyway. He's built to control the battlefield by not allowing opponents to close / retreat.

I guess specifically stating "I'm trying to get feedback on how this build looks" leaves too much room for interpretation so that comments like "I hate power gaming, so I'm just going to be a dick" somehow seem like the kind of feedback I was looking for.

Thank you to the posters who actually had CONSTRUCTIVE things to say. As for the rest, maybe it's a cliche, but my mom always told me if you don't have anything nice to say, don't say anything at all. Almost as cheesy as UA flaws, but not quite.
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