Todd Roybark
Hero
A friend started up an Eberron game, and I received the go ahead to play a Psi Knight fighter subclass from the Unearthed Arcana article. The campaign started at 3rd level. I am playing a variant human Fighter Psi Knight. For my bonus feat I chose Wild Talent (Strength).
It was really, quite fun to play.
Psi Enhanced Strength brought quite a bit of excitement to Athletics and Grapple checks. A timely +5 to a Grapple check is a pleasant occurrence indeed, (well not for the monster
).
Psi Enhanced Dex is the more optimal route, as now the Psi Talent die applies to Initiative, Stealth, and other Dex ability checks.
Psi Guided Strike is awesome to use, basically, in my case, any attack using Strength as the ability score gained the benefit of the Great Weapon Fighting ability, one time per round.
Combine the above with the Psi Knight powers of Protective Field and Telekinetic Strike, and I have to say, I was rolling that Psi Talent Die as much as I could. This turned out to be multiple times each round, as the opponent was way out of our 3rd level League.
The Psi Talent die was a fun and engaging mechanic to use. I rolled the maximum result twice during the game and shrank my Psi Talent die down to a d4 twice. I have never been so disappointed to roll sixes and never more happy to roll ones in a D&D game.
It felt more like a good D&D modeling of the Star Wars Force, to be honest. When the Force is with you and you add +4 to an Athletics check, +5 to damage, changed a 1 you rolled for damage to a 5 instead, and also subtracted -5 from the damage a party mate took...all in one round...you feel powerful.
The 3e Psychic Warrior always felt a little too Fighter/Magic User to me. It was a Nova class. Impressive when self buffing at low levels, that turned into desperation at higher levels, because the 3/4 BAB made them weak fighters, and the buffing was needed for parity.
It was nice to leave power points behind, and just have Psionics that made a Psionic Warrior better at being a warrior.
It was really, quite fun to play.
Psi Enhanced Strength brought quite a bit of excitement to Athletics and Grapple checks. A timely +5 to a Grapple check is a pleasant occurrence indeed, (well not for the monster

Psi Enhanced Dex is the more optimal route, as now the Psi Talent die applies to Initiative, Stealth, and other Dex ability checks.
Psi Guided Strike is awesome to use, basically, in my case, any attack using Strength as the ability score gained the benefit of the Great Weapon Fighting ability, one time per round.
Combine the above with the Psi Knight powers of Protective Field and Telekinetic Strike, and I have to say, I was rolling that Psi Talent Die as much as I could. This turned out to be multiple times each round, as the opponent was way out of our 3rd level League.
The Psi Talent die was a fun and engaging mechanic to use. I rolled the maximum result twice during the game and shrank my Psi Talent die down to a d4 twice. I have never been so disappointed to roll sixes and never more happy to roll ones in a D&D game.
It felt more like a good D&D modeling of the Star Wars Force, to be honest. When the Force is with you and you add +4 to an Athletics check, +5 to damage, changed a 1 you rolled for damage to a 5 instead, and also subtracted -5 from the damage a party mate took...all in one round...you feel powerful.
The 3e Psychic Warrior always felt a little too Fighter/Magic User to me. It was a Nova class. Impressive when self buffing at low levels, that turned into desperation at higher levels, because the 3/4 BAB made them weak fighters, and the buffing was needed for parity.
It was nice to leave power points behind, and just have Psionics that made a Psionic Warrior better at being a warrior.
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