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Need advice on making a Psionic Warrior
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1973139" data-attributes="member: 12332"><p>Well, XPH is pretty strong. We are playing a Psionic game with no other sources of magic. No arcane, no divine. Alot of magic items remain changed to equal-value Psionic items to keep balance in check as far as items go, but other than that ...</p><p></p><p>It would be horribly broken trying to play a regular game. Psionic characters would regularly outperform non-psionic characters up and down the board. I know alot of people would argue, but I've seen broken on both sides and psionics is a touch more-so ... and most of that without really trying.</p><p></p><p>I play the only non-psionic character in the game, a full-progression Monk with "Psionic Hole" as the only XPH feat he has, making him more resistant to psionics. So far it's worked out quite nicely. Surprisingly nicely. If I'm ever caught out in the open I get ripped to pieces by all those psionic attack powers ... two lower level psychic warriors hit me with Deepcrystal Psionic Weaponed Dissolving Weaponed longswords and nearly took me out the first round of combat. Something like 8d6+1d8+3 x2. My monk's claim to fame is speed (monk speed plus Boots of Striding and Springing) and grappling. Grappling messes with the "caster" psions and the "fighter" psions get stuck with a 50% miss or dropping weapons to enter a grapple with a grappler-build. Waiting for Gloves of Titan's Grip. Mmmmm.</p><p></p><p>My thoughts on a broken psionic fighter-type would be: Go with a Small race of some sort. Get Psychic Weapon. Get a Deepcrystal weapon. Take two levels of regular fighter for a feat injection. Pick up Ride, Mounted Combat, Ride-By-Attack, and Spirited Charge. Then just go crazy with the various damage and defense combinations. Deepcrystal weapon (+2d6), Psionic Weapon (+2d6), Spirited charge with a small lance (3d6) and if you can get a Power Storing weapon later you can toss an Energy Bolt or such into it for some extra dice. You can only do the big one once, but Deepcrystal and Spirited Charge work every time and with the extra movement of having a mount that can double move you through a charge you can often take the time to refocus (with your unused move action, with the feat that lets you do it as a move action) and/or pump another power into the thing.</p><p></p><p>I've threatened my DM with that one if my monk ever falls in combat. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1973139, member: 12332"] Well, XPH is pretty strong. We are playing a Psionic game with no other sources of magic. No arcane, no divine. Alot of magic items remain changed to equal-value Psionic items to keep balance in check as far as items go, but other than that ... It would be horribly broken trying to play a regular game. Psionic characters would regularly outperform non-psionic characters up and down the board. I know alot of people would argue, but I've seen broken on both sides and psionics is a touch more-so ... and most of that without really trying. I play the only non-psionic character in the game, a full-progression Monk with "Psionic Hole" as the only XPH feat he has, making him more resistant to psionics. So far it's worked out quite nicely. Surprisingly nicely. If I'm ever caught out in the open I get ripped to pieces by all those psionic attack powers ... two lower level psychic warriors hit me with Deepcrystal Psionic Weaponed Dissolving Weaponed longswords and nearly took me out the first round of combat. Something like 8d6+1d8+3 x2. My monk's claim to fame is speed (monk speed plus Boots of Striding and Springing) and grappling. Grappling messes with the "caster" psions and the "fighter" psions get stuck with a 50% miss or dropping weapons to enter a grapple with a grappler-build. Waiting for Gloves of Titan's Grip. Mmmmm. My thoughts on a broken psionic fighter-type would be: Go with a Small race of some sort. Get Psychic Weapon. Get a Deepcrystal weapon. Take two levels of regular fighter for a feat injection. Pick up Ride, Mounted Combat, Ride-By-Attack, and Spirited Charge. Then just go crazy with the various damage and defense combinations. Deepcrystal weapon (+2d6), Psionic Weapon (+2d6), Spirited charge with a small lance (3d6) and if you can get a Power Storing weapon later you can toss an Energy Bolt or such into it for some extra dice. You can only do the big one once, but Deepcrystal and Spirited Charge work every time and with the extra movement of having a mount that can double move you through a charge you can often take the time to refocus (with your unused move action, with the feat that lets you do it as a move action) and/or pump another power into the thing. I've threatened my DM with that one if my monk ever falls in combat. --fje [/QUOTE]
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