Defensive swordsman options?

13k would eat up effectively all of it, but it is such a nice touch ac ;)

Also, for that cost and the major restrictions I think it makes sense to grant what it says, the AC of a 5th level monk. Under their listing the ac lists both the wisdom bonus and the +1 every 5 levels. A touch ac of 21, all the time, is bound to come in handy.

For the guy you posted though I think there are a couple of things off.

First, I assume you meant 13 points for the dex instead of 9 ;) not a big deal though hopefully. (I think 13 is right for a 17 stat)

Second, 17 pp/day? Shouldnt it be: 11 (base) + 6 (race) + (6*2)/2 = 23? That is the race that gives +1pp/level right?

Third, I think you should give up force screen and pick up thicken skin instead, along with getting a shield. Thicken skin has a much longer duration than force screen and with a real shield you will have the bonus all of the time, along with being able to get it much tougher pretty easily, much easier than having to spend a round putting it up often and spending a bunch of pp you dont have on it.

It will drop your max possible ac down for now, but your effective common ac will go up. Personally I dont think counting on having a few 1min/level duration powers going at the same time works for common very well ;)


Besides all of that though, why craft dorje? I could see craft universal or craft arms and armor. With the second you could put heartening on your shield, 5 temp hp as an immediate action 1/day for a pretty small cost. After enough days it will save you more hp than the dorje of body adjustment would.

Then again though, I never have been one much for items that eventually run out of charges.

Sounds like you have a decent startup for a character though!
 

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Oops, yeah, 13 pts for 17 Dex & 23 PP/day (11 Base +6 for Wis +6 for Race). I edit those corrections in shortly.

I haven't played a psionic character before but 23 PP doesn't sound like a lot so I picked Craft Dorje so he could count on having some powers (especially Body Adj for healing) available even after a hard day's adventuring exhausts his PPs.

Dunno how I missed Thicken Skin, that bonus will stack with the other bonuses very nicely. I think I'll go with the followiing powers for now though:

L1 - Call Weaponry (L2 slot), Force Screen, Inertial Armor, & Precognition Defensive.
L2 - Animal Affinity, & Body Adjustment.

I think that gives me a little more flexibility. Call Weaponry means he'll effectively never have to be unarmed & Animal Affinity will let me boost damage, HPs &/or Attack rolls & AC even further if it looks necessary.

Thickin Skin will definitely be on the list for the next level or two though.
 

If you get metaphysical weapon instead of call weaponry then, at your current level, make your weapon +2 for 7 hours. Not too shabby ;) When you have a manifestor level of 9 (at level 8 thanks to overchannel) you will be able to make it +3.

23 pp is definately not a lot. The problem is that psychic warrior doesnt have much (I personally feel that they need about 50% more at every level) but having a lower wisdom doesnt help.

Increasing wisdom later on and getting a torc of power preservation will help out greatly.

much later on you can even get a pick with mindfeeder on it as a backup weapon whenever you can cdg something. Massive pp boost, put up all of your long term buffs an extra time or two.

I didnt know how martial you wanted to go, wilder is also a viable option if you want to be a primary caster who uses the buffs to get his ac up incredibly high. I suggested psychic warrior because they have about as many bonus feats as the fighter plus having psychic powers that can really help flesh out whatever area you want to get into.

There are so many good second level powers for the psychic warrior it is so hard to choose. It would be so nice if animal affinity still had a good duration, with the psychic warriors limited pp pool it really takes good timing with it. If you can convince your dm to give it a good duration, even if it is only for the psychic warrior, that will make it golden.
 

why not go two weapons?

there are some major bonuses with two weapon fighting. Having a high dex is the key. Along with two wapons go with the Dodge and mobility feats. and of course combat expertise.

suggested two weapon fighting related feats
Two Weapon Fighting(of course)
Two weapon defense +1 ac, +2 on defensive
Improved Two Weapon Fighting
from Complete warrior
Improved Two weapon defense +2 ac, +4 on defensive
Improved Combat expertise
Greater Two weapon defense +3 ac, +6 defensive

Weapon Style feats are great too. Sword and Axe or whatever else offer cool attack options. And the best feat I may add to the mix is one of my favorites. Elusive Target!!! This tactical feat is really cool and is perfect for the character going for high dex and high ac. What i would focus on is, not really attacking, but having the enemy focus on you and miss all the time, allowing your allies to make attacks on them. This may not sound like fun but going head on with the Big Bad Guy with an AC close to 30 keeping him busy while the party peppers him with arrows is a nice touch. Remember that fighting defensively is a good thing when it comes to this. On top of that pick up some weapons of Defense and you are set! Keep a +2 or higher dagger of defense out with a long sword or rapier and you are ready to cause even high rolling dm's of your back.
 

100% agreement on the Wisdom issue Scion. All future Ability bonuses for gaining levels will definitely be going to Wisdom & I'll certainly be on the lookout for magic items boosting that. I don't think I'll go Metaphysical Weapon yet as that L6 that would will drain too many PPs to maintain good defense. Definitely be keeping it in mind though as he gains levels if his offense suffers a lot.

I like the defensive two weapon fighting feats Waterdhavian. I don't think I like it enough to drop any of the feats I've already selected, but I think the next few feats will definitely go that way. Working toward a Keen Rapier for offense with a Dagger Of Defense for, umm, defense, will develop his existing fighting style nicely. I don't have Complete Warrior yet but it looks like I'll have to pick it up sometime soon.

Lots of potential for this character if he survives into higher levels (Raise Dead likely going to be being scarce in Eberron).
 

I am not sure what you mean, call weaponry has a duration of 1min/level, whereas the metaphysical weapon has a duration of 1hour/level (with enough points put in).

So, you only have to cast the second once per day (most days) and it costs only 5pp ;)
7 more for +7 armor bonus for 7 hours brings it up to 12.

so, for the rest of the day, 11 pp to play with and as much gear value you as you like tossed into everything else.

Dont know, I just dislike what they did to call weaponry, it used to have a 1hour/level duration. 1 minute /level just doesnt seem useful.
 

I was thinking that at this stage in his career Call Weapon is an emergency power only. Not even used most days. For now he mostly uses his psionic powers just for defense.

Don't know what you mean by "7 more for +7 armor bonus" (gotta run to work so don't have much time to think about it at present).

I'll probably pick Metaphysical Weapon at L7 though, I missed the extended duration my first read through.
 

inertial armor at +7 costs 7 pp ;)

That makes your guys ac for 7 hours (most, if not all, of the effective day) 26. Not too shabby. (assuming a +1 shield)
 

wow, I was just thinking about what your ac will be. 26 + 4 (combat expertise) + 2 (fighting defensively) = 32. A 32 AC at level 6 effectively means no one hits you save on a 20, virtual crit immunity!
 

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