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Any advice for a first time Psychic Warrior?
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<blockquote data-quote="Zhure" data-source="post: 325802" data-attributes="member: 308"><p>- Skate is a PsyWar power but isn't listed in the power listing as such.</p><p></p><p>There is really only one branch of PsyWar's: Tanks. All the stuff about being nimble, or a melee guy or an archer (they make really good archers) is great, but the thing a PsyWar does better than any other class is take a beating.</p><p></p><p>A 10th level PsyWar 22 STR half-orc with Claws of the Vampire, Expansion, Animal Affinity to STR (Effective STR 32 on a good roll), Displacement, Improved Biofeedback and Inertial Barrier is:</p><p>- displaced for a 50% miss chance (and as he is concealed, is immune to sneak attack)</p><p>- When he finally does get hit, the Inertial Barrier acts like Stoneskin without a material component (plus hedges out gas attacks for 2d4 rounds).</p><p>- Any damage that leaks through or bypasses his Inertial Barrier gets converted to Subdual damage... the first 22 points of each attack. </p><p></p><p>Every Claws attack he makes does 1d8+11 damage, which heals him a like amount (Bruce Cordell said the original intent was for only the base 1d8 to heal the user), maybe more if he's specialized in unarmed attacks. Each 1d8 of healing will also heal him for 1d8 of subdual damage. With Ambi/TWF this can be up to 3 attacks per round at 10th level, for effectively 6d8 of healing per round (3d8 normal, 3d8 subdual). Heaven help you when this character gets Polymorph Self.</p><p></p><p>Assuming he can't hit, the PsyWar can probably use Fell Shot/Unavoidable Strike/Deep Impact (whichever type of PsyWar he is) to make a touch attack. The prerequisites for each of these feats can be used to add an additional 1d4 of non-elemental damage. If someone's that hard to hit then the extra 1d4 is probably important to deal against him.</p><p></p><p>The real bane of PsyWar's is Dispel Magic/Negate Psionics. A ring of counterspelling (maybe 2, heh, heh) is probably the best investment you can make until you get ahold of Ablating.</p><p></p><p>Vigilance is one of the best PsyWar powers. AFAIK, it's the only way to see through Deeper Darkness and the like, save for Blindsight.</p><p></p><p>Hope that helps,</p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 325802, member: 308"] - Skate is a PsyWar power but isn't listed in the power listing as such. There is really only one branch of PsyWar's: Tanks. All the stuff about being nimble, or a melee guy or an archer (they make really good archers) is great, but the thing a PsyWar does better than any other class is take a beating. A 10th level PsyWar 22 STR half-orc with Claws of the Vampire, Expansion, Animal Affinity to STR (Effective STR 32 on a good roll), Displacement, Improved Biofeedback and Inertial Barrier is: - displaced for a 50% miss chance (and as he is concealed, is immune to sneak attack) - When he finally does get hit, the Inertial Barrier acts like Stoneskin without a material component (plus hedges out gas attacks for 2d4 rounds). - Any damage that leaks through or bypasses his Inertial Barrier gets converted to Subdual damage... the first 22 points of each attack. Every Claws attack he makes does 1d8+11 damage, which heals him a like amount (Bruce Cordell said the original intent was for only the base 1d8 to heal the user), maybe more if he's specialized in unarmed attacks. Each 1d8 of healing will also heal him for 1d8 of subdual damage. With Ambi/TWF this can be up to 3 attacks per round at 10th level, for effectively 6d8 of healing per round (3d8 normal, 3d8 subdual). Heaven help you when this character gets Polymorph Self. Assuming he can't hit, the PsyWar can probably use Fell Shot/Unavoidable Strike/Deep Impact (whichever type of PsyWar he is) to make a touch attack. The prerequisites for each of these feats can be used to add an additional 1d4 of non-elemental damage. If someone's that hard to hit then the extra 1d4 is probably important to deal against him. The real bane of PsyWar's is Dispel Magic/Negate Psionics. A ring of counterspelling (maybe 2, heh, heh) is probably the best investment you can make until you get ahold of Ablating. Vigilance is one of the best PsyWar powers. AFAIK, it's the only way to see through Deeper Darkness and the like, save for Blindsight. Hope that helps, Greg [/QUOTE]
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Any advice for a first time Psychic Warrior?
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