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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 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
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