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psychic warrior - the killing machine
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<blockquote data-quote="Zhure" data-source="post: 939799" data-attributes="member: 308"><p>Race: Dwarf</p><p>4'5"; 192 lbs; Age 50</p><p>Psychic Warrior: 14</p><p></p><p>20 STR +5</p><p>14 DEX +2</p><p>20 CON +5</p><p>14 INT +2</p><p>13 WIS +1</p><p>9 CHA -1</p><p>(Con at 4th level, STR at 8th and 12th)</p><p></p><p>Initiative: +2 Dex</p><p>Armor Class: 32 (12 touch); 20% concealment</p><p>10 + 2 Dex + 7 shield + 13 armor </p><p></p><p>Saves:</p><p>Fortitude: +14 = (+9 base + 5 Con)</p><p>Reflex: +6 = (+4 base + 2 Dex)</p><p>Will: +5 = (+4 base +1 Wis)</p><p> -- +2 racial vs poison</p><p> -- +2 racial vs spells and spell-like</p><p></p><p>Proficiencies:</p><p>Armor: Light, Medium, Heavy, Shield</p><p>Weapons: All Simple, All Martial</p><p>Languages: Common, Dwarf, Gith, Giant</p><p></p><p>Skills4x17=68:</p><p>Autohypnosis (2 ranks, +1 Wis)</p><p>Balance (5 ranks, +2 Dex)</p><p>Climb (1 ranks, +5 Str)</p><p>Concentration (17 ranks, +5 Con)</p><p>Jump (5 ranks, +5 Str)</p><p>Stabilize Self (5 ranks, +5 Str)</p><p>Swim (15 ranks, +5 Str)</p><p>Tumble (1 Ranks, +2 Dex)</p><p>Use Psionic Device (17 ranks, -1 Cha)</p><p></p><p>Feats:</p><p>1st- Power Attack</p><p>Psywar 1- Cleave</p><p>Psywar 2- Weapon Focus: Unarmed</p><p>3rd- Speed of Thought</p><p>Psywar 5- Extend Power</p><p>6th- Psionic Charge</p><p>Psywar bonus spec- Unarmed</p><p>Psywar 8- Psionic Fist</p><p>9th- Power Touch</p><p>Psywar 11- Persistent Power</p><p>12th- Unavoidable Strike</p><p>Psywar 14- Improved Critical: Unarmed</p><p></p><p>Power Points: 65</p><p></p><p>Powers (16 free talents per day):</p><p>3 0th (1 pp) Burst, Float, Talons</p><p>3 1st- (1 pp) Vigor, Call Weaponry, Lesser Metaphysical Weapon</p><p>3 2nd- (3 pp) Expansion, Vigilance, Animal Affinity</p><p>3 3rd- (5 pp) Metaphysical Weapon, Improved Biofeedback, Claws of the Vampire</p><p>3 4th- (7 PP) Inertial Barrier, Graft Weaponry, Immovability</p><p>1 5th- (9 PP) Suspend Life</p><p></p><p>Attack/Defense Modes:</p><p>Mind Thrust, Ego Whip, Id Insinuation, Empty Mind, Thought Shield, Mental Barrier, Psychic Crush, Mind Blast</p><p></p><p>Special Abilites:</p><p>Darkvision</p><p>Stonecunning (+2 vs stonework)</p><p>+1 racial bonus on attacks against orcs and goblinoids</p><p>+4 dodge bonus vs giants</p><p>+2 racial bonus on Appraise and Craft related to stone and metal</p><p></p><p>HIT POINTS: 8+13d8+70 =130</p><p></p><p>(BAB = +10/+5):</p><p></p><p>key Equipment:</p><p>72,305 gp +5 Spiked Guantlets, Impact</p><p>25,170 gp +5 Large steel shield</p><p>26,650 gp +5 Full plate</p><p>25,000 gp Cloak of Displacement, Minor</p><p></p><p>149,125/150,000 spent</p><p></p><p>Manifest Graft Weapon on spiked guantlets. Duration permanent.</p><p></p><p>Right before combat, manifest: Vigor (1 PP. 14 minutes), Inertial Barrier, Extended (9 PP- 280 minutes). Extended Cotv (7 pp, 28 hours), Extended Improved Biofeedback (7 PP, 24 hours) and Persistent Expansion (11 PP, 24 hours), Extended Animal Affinity: Str (7 PP, 28 hours, 2-5 STR, assumed below average of +3). All other powers are just supplementary. 42 PP spent. STR goes to 28.</p><p></p><p>Attack bonus = +10/+5 base, +1 graft weapon, +5 enhancement, +1 weapon focus, +9 Str = +26/+21</p><p>Damage = 1d8+1 graft weapon, +5 enhancement, +2 weapon specialization, +9 Str, +2 impact = 1d8+19</p><p></p><p>Defenses: Inertial Barrier grants 140 points of DR 10/+5, plus some minor benefits against gas attacks. If it's dispelled, Immoveablity is almost as good and last a whole lot longer, but denies all movement.</p><p></p><p>The first 18 points of damage go to the temporary hit points from Vigor. </p><p>Improved Biofeedback will convert the first 18 points per hit into subdual damage.</p><p></p><p>Each strike from the CotV will heal 1d8 (or more, depending on interpretation) to both subdual and actual damage.</p><p></p><p>The minor cloak of concealment will negate sneak attacks and cause a 20% miss chance.</p><p></p><p>Against ranged foes, use Call Weaponry and carry a quiver of normal arrows that Greater Magic Weapon can used on.</p><p></p><p>Suggestions: Use an encoded stone for the graft weapon, or a dorje. The 4th level slot can be swapped for Polymorph Self, and take a combat form like a hill giant to boost STR even more. Take the TWF feat chain to get additional attacks in lieu of Psionic Charge and Speed of Thought.</p><p></p><p>The 6th level power could be Ethereal Jaunt, for emergency escapes, or Ablating, but it's a very expensive cost-to-effect ratio.</p><p></p><p>Save cash and invest in the +2 Suppressing effect for the guantlets to automatically cast a negate psionics on anyone you attack, or get body feeder.</p><p></p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 939799, member: 308"] Race: Dwarf 4'5"; 192 lbs; Age 50 Psychic Warrior: 14 20 STR +5 14 DEX +2 20 CON +5 14 INT +2 13 WIS +1 9 CHA -1 (Con at 4th level, STR at 8th and 12th) Initiative: +2 Dex Armor Class: 32 (12 touch); 20% concealment 10 + 2 Dex + 7 shield + 13 armor Saves: Fortitude: +14 = (+9 base + 5 Con) Reflex: +6 = (+4 base + 2 Dex) Will: +5 = (+4 base +1 Wis) -- +2 racial vs poison -- +2 racial vs spells and spell-like Proficiencies: Armor: Light, Medium, Heavy, Shield Weapons: All Simple, All Martial Languages: Common, Dwarf, Gith, Giant Skills4x17=68: Autohypnosis (2 ranks, +1 Wis) Balance (5 ranks, +2 Dex) Climb (1 ranks, +5 Str) Concentration (17 ranks, +5 Con) Jump (5 ranks, +5 Str) Stabilize Self (5 ranks, +5 Str) Swim (15 ranks, +5 Str) Tumble (1 Ranks, +2 Dex) Use Psionic Device (17 ranks, -1 Cha) Feats: 1st- Power Attack Psywar 1- Cleave Psywar 2- Weapon Focus: Unarmed 3rd- Speed of Thought Psywar 5- Extend Power 6th- Psionic Charge Psywar bonus spec- Unarmed Psywar 8- Psionic Fist 9th- Power Touch Psywar 11- Persistent Power 12th- Unavoidable Strike Psywar 14- Improved Critical: Unarmed Power Points: 65 Powers (16 free talents per day): 3 0th (1 pp) Burst, Float, Talons 3 1st- (1 pp) Vigor, Call Weaponry, Lesser Metaphysical Weapon 3 2nd- (3 pp) Expansion, Vigilance, Animal Affinity 3 3rd- (5 pp) Metaphysical Weapon, Improved Biofeedback, Claws of the Vampire 3 4th- (7 PP) Inertial Barrier, Graft Weaponry, Immovability 1 5th- (9 PP) Suspend Life Attack/Defense Modes: Mind Thrust, Ego Whip, Id Insinuation, Empty Mind, Thought Shield, Mental Barrier, Psychic Crush, Mind Blast Special Abilites: Darkvision Stonecunning (+2 vs stonework) +1 racial bonus on attacks against orcs and goblinoids +4 dodge bonus vs giants +2 racial bonus on Appraise and Craft related to stone and metal HIT POINTS: 8+13d8+70 =130 (BAB = +10/+5): key Equipment: 72,305 gp +5 Spiked Guantlets, Impact 25,170 gp +5 Large steel shield 26,650 gp +5 Full plate 25,000 gp Cloak of Displacement, Minor 149,125/150,000 spent Manifest Graft Weapon on spiked guantlets. Duration permanent. Right before combat, manifest: Vigor (1 PP. 14 minutes), Inertial Barrier, Extended (9 PP- 280 minutes). Extended Cotv (7 pp, 28 hours), Extended Improved Biofeedback (7 PP, 24 hours) and Persistent Expansion (11 PP, 24 hours), Extended Animal Affinity: Str (7 PP, 28 hours, 2-5 STR, assumed below average of +3). All other powers are just supplementary. 42 PP spent. STR goes to 28. Attack bonus = +10/+5 base, +1 graft weapon, +5 enhancement, +1 weapon focus, +9 Str = +26/+21 Damage = 1d8+1 graft weapon, +5 enhancement, +2 weapon specialization, +9 Str, +2 impact = 1d8+19 Defenses: Inertial Barrier grants 140 points of DR 10/+5, plus some minor benefits against gas attacks. If it's dispelled, Immoveablity is almost as good and last a whole lot longer, but denies all movement. The first 18 points of damage go to the temporary hit points from Vigor. Improved Biofeedback will convert the first 18 points per hit into subdual damage. Each strike from the CotV will heal 1d8 (or more, depending on interpretation) to both subdual and actual damage. The minor cloak of concealment will negate sneak attacks and cause a 20% miss chance. Against ranged foes, use Call Weaponry and carry a quiver of normal arrows that Greater Magic Weapon can used on. Suggestions: Use an encoded stone for the graft weapon, or a dorje. The 4th level slot can be swapped for Polymorph Self, and take a combat form like a hill giant to boost STR even more. Take the TWF feat chain to get additional attacks in lieu of Psionic Charge and Speed of Thought. The 6th level power could be Ethereal Jaunt, for emergency escapes, or Ablating, but it's a very expensive cost-to-effect ratio. Save cash and invest in the +2 Suppressing effect for the guantlets to automatically cast a negate psionics on anyone you attack, or get body feeder. Greg [/QUOTE]
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