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psychic warrior - the killing machine
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<blockquote data-quote="Naar" data-source="post: 940693" data-attributes="member: 10487"><p>Feral Half-Ogre Psychic Warrior 12</p><p></p><p>Large Humanoid</p><p></p><p>Initiative: +1 (Dex)</p><p></p><p>Speed: 30ft. (30ft. base, +10ft. template, -10ft. for heavy armour)</p><p></p><p>AC: 30 (+1 Dex, +1 deflection, +13 armour, +6 natural, -1 size)</p><p></p><p>Attacks: +3 <em>wrathful healing</em> Huge spiked chain +23/+18 or 2 claws +19/+19</p><p></p><p>Damage: +3 <em>wrathful healing</em> Huge spiked chain 2d6+20+healing or Claw 2d6+10</p><p></p><p>Face/Reach: 5ft. by 5ft./10ft. (20ft. with spiked chain)</p><p></p><p>Special Attacks: Improved Grab</p><p></p><p>Special qualities: Darkvision 60ft., Fast Healing 2, Giant Blood</p><p></p><p>Saves: Fort +18, Ref +11, Will +12</p><p></p><p>Abilities:</p><p>Str 31+(1d4+1) (18 base, +6 racial, +4 template, +3 level)</p><p>Dex 13+(1d4+1) (17 base, -2 racial, -2 template)</p><p>Con 18+(1d4+1) (14 base, +2 racial, +2 template)</p><p>Int 8+(1d4+1) (14 base, -2 racial, -4 template)</p><p>Wis 15+(1d4+1) (13 base, +2 template)</p><p>Cha 9+(1d4+1) (11 base, -2 racial)</p><p></p><p>Languages: Giant, Common</p><p> </p><p>Feats: </p><p>1: EWP: Spiked Chain, Inner Strength (B)</p><p>2: Weapon Focus (spiked chain) (B)</p><p>3: Talented</p><p>5: Combat Reflexes (B)</p><p>6: Trigger Power (Animal Affinity), Weapon Specialization (spiked chain) (B)</p><p>8: Stand Still (B)</p><p>9: Power Attack</p><p>11: Psionic Weapon</p><p>12: Deep Impact</p><p></p><p>Powers known:</p><p>0th: <em>Burst</em>, <em>catfall</em>, <em>valour</em>.</p><p>1st: <em>Combat precognition</em>, <em>skate</em>, <em>vigour</em>.</p><p>2nd: <em>Animal affinity</em>, <em>expansion</em>, <em>reach</em>.</p><p>3rd: <em>Claws of the vampire</em>, <em>displacement</em>, <em>improved biofeedback</em>.</p><p>4th: <em>Inertial barrier</em>, <em>psychofeedback</em>.</p><p></p><p>Power points/day: 48</p><p></p><p>Items:</p><p>+3 <em>wrathful healing</em> Huge spiked chain</p><p>+5 full plate mail</p><p>+5 <em>cloak of resistance</em></p><p><em>Dusty rose prism ioun stone</em></p><p><em>Pale green prism ioun stone</em></p><p><em>Slippers of spider climbing</em></p><p></p><p>Notes: The +(1d4+1) in the abilities is to represent the effect of Triggered <em>animal affinities</em>. Initially, you have +10 on a DC 15 check; boosting your Str first will make the other checks easier. </p><p></p><p>Since <em>improved biofeedback</em> lasts for 12 hours, you should be able to keep it running all day. Thus, every time you're injured, you will take at least 20 hp as subdual damage. Every time you land a blow (and you can use Deep Impact if you really need to land a hit), you heal half the damage done. When you heal regular damage via a spell or power, you heal an equal amount of subdual damage, thus effectively doubling the usefulness of the healing for you. If you really need a lot of healing <strong>right now</strong>, you can use <em>psychofeedback</em> to hike up the amount of damage you do. The fast healing will also help keep you topped up. <em>Displacement</em> and <em>inertial barrier</em> increase your survivability some more.</p><p></p><p>With 20ft. reach from the Huge Spiked Chain (+5ft. from <em>reach</em> if you feel so inclined), you can control the battlefield easily, using Combat Reflexes and Stand Still to stop people from closing. Plus, using <em>skate</em> and <em>burst</em>, you can move at a speed of 55ft. if you need to run away.</p></blockquote><p></p>
[QUOTE="Naar, post: 940693, member: 10487"] Feral Half-Ogre Psychic Warrior 12 Large Humanoid Initiative: +1 (Dex) Speed: 30ft. (30ft. base, +10ft. template, -10ft. for heavy armour) AC: 30 (+1 Dex, +1 deflection, +13 armour, +6 natural, -1 size) Attacks: +3 [i]wrathful healing[/i] Huge spiked chain +23/+18 or 2 claws +19/+19 Damage: +3 [i]wrathful healing[/i] Huge spiked chain 2d6+20+healing or Claw 2d6+10 Face/Reach: 5ft. by 5ft./10ft. (20ft. with spiked chain) Special Attacks: Improved Grab Special qualities: Darkvision 60ft., Fast Healing 2, Giant Blood Saves: Fort +18, Ref +11, Will +12 Abilities: Str 31+(1d4+1) (18 base, +6 racial, +4 template, +3 level) Dex 13+(1d4+1) (17 base, -2 racial, -2 template) Con 18+(1d4+1) (14 base, +2 racial, +2 template) Int 8+(1d4+1) (14 base, -2 racial, -4 template) Wis 15+(1d4+1) (13 base, +2 template) Cha 9+(1d4+1) (11 base, -2 racial) Languages: Giant, Common Feats: 1: EWP: Spiked Chain, Inner Strength (B) 2: Weapon Focus (spiked chain) (B) 3: Talented 5: Combat Reflexes (B) 6: Trigger Power (Animal Affinity), Weapon Specialization (spiked chain) (B) 8: Stand Still (B) 9: Power Attack 11: Psionic Weapon 12: Deep Impact Powers known: 0th: [i]Burst[/i], [i]catfall[/i], [i]valour[/i]. 1st: [i]Combat precognition[/i], [i]skate[/i], [i]vigour[/i]. 2nd: [i]Animal affinity[/i], [i]expansion[/i], [i]reach[/i]. 3rd: [i]Claws of the vampire[/i], [i]displacement[/i], [i]improved biofeedback[/i]. 4th: [i]Inertial barrier[/i], [i]psychofeedback[/i]. Power points/day: 48 Items: +3 [i]wrathful healing[/i] Huge spiked chain +5 full plate mail +5 [i]cloak of resistance[/i] [i]Dusty rose prism ioun stone[/i] [i]Pale green prism ioun stone[/i] [i]Slippers of spider climbing[/i] Notes: The +(1d4+1) in the abilities is to represent the effect of Triggered [i]animal affinities[/i]. Initially, you have +10 on a DC 15 check; boosting your Str first will make the other checks easier. Since [i]improved biofeedback[/i] lasts for 12 hours, you should be able to keep it running all day. Thus, every time you're injured, you will take at least 20 hp as subdual damage. Every time you land a blow (and you can use Deep Impact if you really need to land a hit), you heal half the damage done. When you heal regular damage via a spell or power, you heal an equal amount of subdual damage, thus effectively doubling the usefulness of the healing for you. If you really need a lot of healing [b]right now[/b], you can use [i]psychofeedback[/i] to hike up the amount of damage you do. The fast healing will also help keep you topped up. [i]Displacement[/i] and [i]inertial barrier[/i] increase your survivability some more. With 20ft. reach from the Huge Spiked Chain (+5ft. from [i]reach[/i] if you feel so inclined), you can control the battlefield easily, using Combat Reflexes and Stand Still to stop people from closing. Plus, using [i]skate[/i] and [i]burst[/i], you can move at a speed of 55ft. if you need to run away. [/QUOTE]
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