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D&D 3E
Looking for feedback 
17th-Sep-2004 11:15 pm
Wedding
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

Stats:
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

Feats:
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?
Comments 
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).
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