Some new psychic warrior powers

SteelDraco

First Post
I wrote these up for an upcoming Planescape game in which I'll be playing a githzerai monk/psychic warrior. I think they're reasonably well-balanced, but I'd like opinions on 'em.

Energized Strike
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 1

You are your own weapon. *Know* that you need nothing else - all that you need is inside you. Let your will be manifest upon the world, and there is nothing that you cannot overcome.

You empower your unarmed attacks with psionic energy, allowing you to bypass the damage resistance of some creatures. For the duration of this power, your unarmed strikes bypass DR as if they had an enhancement bonus equal to one-third your manifester level, rounded down.

While this power lasts, your body crackles with psionic energy, and there is a brief flash of light and sound whenever you strike something with an unarmed attack.

Leap
Psychoportation (Dex)
Level: Psion 0/Psychic Warrior 0
Display: Vi
Manifestation Time: Free action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

*Know* that no one makes it the first time. You are not expected to. *Know* that you will learn.

For a brief instant, you can leap incredible distances. You gain a +10 bonus on a single Jump check, and the maximum distance is not limited. Manifesting this power is a free action, like manifesting a quickened power.

Lessons of Dal'rek
Clarisentience (Wisdom)
Level: Psion 3/Psychic Warrior 3
Display: Vi, Au, Me
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 5

Focus on the now. Close your mind to all thought, all distraction. *Know* the moment, and let it flow through you. You will* know* the time to strike, will *know* when you must move and when you must stay still. Do not trust your mind, for it is easily deceived. Trust only your *will*, for it is unshakeable.

You enter a state of hyper-awareness, increasing your combat ability and reflexes to a great degree. You move languidly, but without any wasted effort, as if you knew at all times exactly what to do, how to defeat your opponent in the most efficient way possible. For the duration of this power, you gain a +2 insight bonus to AC, a +2 insight bonus on all Reflex saves, and a +1 insight bonus to your critical threat range. This threat range increase is not multiplied, but added on after the total threat range is calculated. For example, a character wielding a keen rapier (threat range 15-20) with the Improved Critical feat (increasing his threat range to 12-20) would have a total threat range of 11-20 while using this power.

Thoughts? Comments? Suggestions?
 
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Originally posted by SteelDraco
Energized Strike

For the duration of this power, your unarmed strikes bypass DR as if they had an enhancement bonus equal to one-third your manifester level, rounded down.


First of all, you should explicitly cap it at +5 so that it doesn't stray into Epic territory.
It's too much. Once you get to a decent level (say, 15), your fists bypass DR as if they had a +5 enhancement; you're having a level 1 spell be far stronger than a Monk's class ability. Okay, Ki Strike is too weak, but that's not the point.
One note is that psychic powers rarely scale like this. Look at the "Metaphysical Body" line of powers (Mind's Eye) to see a similar chain. +1 Enhancement for a level 1 power, +3 for a level 3, +5 for a level 5. So if you want to make a level 2 power that says "fists bypass DR as if a +4 weapon", that might work, but it shouldn't be a level 1 power, and it shouldn't scale up so high. Reason I gave it a +4 is so that it doesn't neutralize Inertial Barrier/Stoneskin.

Leap

You gain a +10 bonus on a single Jump check, and the maximum distance is not limited. Manifesting this power is a free action, like manifesting a quickened power.


Not bad. It's a slightly higher bonus than you usually see for a 1-skill Talent (see also: Webbing), but for a very low-use skill. The fact that it's quickened is offset by the fact that you only get the bonus on one skill check. So, overall, I'd say it's fine.

Lessons of Dal'rek
Clarisentience (Wisdom)
Level: Psion 3/Psychic Warrior 3
For the duration of this power, you gain a +2 insight bonus to AC, a +2 insight bonus on all Reflex saves, and a +1 insight bonus to your critical threat range. This threat range increase is not multiplied, but added on after the total threat range is calculated.


The minor increase in critical range helps the axe-n-pick crew more than the swordsmen; not that this is a terrible thing, of course. For a sword, the critical boost adds 5% to average damage, for an axe it's 10%. Given the average damage per hit most weapons do, we can call this a 1-point increase (maybe 2 for an axe). It's self-only and short duration. It requires a 13 WIS, which is a stat Psychic Warriors and non-Seer Psions don't have as a high priority. (Not that they never do; Vigilance is a great power, after all).

At first glance, I'd say its balance is just fine. In fact, it might be a bit weak as written, but you're safer leaving it as is. The only real flaw, from my point of view, is that the selection of 3rd-level Psychic Warrior powers kinda sucks, and you're thinking of introducing a power they'd actually want to use. I mean, I once asked a few people who played Psychic Warriors, "If a self-only Invisibilty was a Psychic Warrior power at 3rd level, would you take it?". Answer was pretty much a unanimous "yes!".
 


Spatzimaus said:
First of all, you should explicitly cap it at +5 so that it doesn't stray into Epic territory.
It's too much. Once you get to a decent level (say, 15), your fists bypass DR as if they had a +5 enhancement; you're having a level 1 spell be far stronger than a Monk's class ability. Okay, Ki Strike is too weak, but that's not the point.
One note is that psychic powers rarely scale like this. Look at the "Metaphysical Body" line of powers (Mind's Eye) to see a similar chain. +1 Enhancement for a level 1 power, +3 for a level 3, +5 for a level 5. So if you want to make a level 2 power that says "fists bypass DR as if a +4 weapon", that might work, but it shouldn't be a level 1 power, and it shouldn't scale up so high. Reason I gave it a +4 is so that it doesn't neutralize Inertial Barrier/Stoneskin.
Good points, all. I'm starting to think that +1 per four manifester levels, capped at +4, would work better. Yes, this scales more than most psionic powers, and that's an element of concern. I think I might prefer your 2nd level version, actually. Hmmm.

At first glance, I'd say its balance is just fine. In fact, it might be a bit weak as written, but you're safer leaving it as is. The only real flaw, from my point of view, is that the selection of 3rd-level Psychic Warrior powers kinda sucks, and you're thinking of introducing a power they'd actually want to use. I mean, I once asked a few people who played Psychic Warriors, "If a self-only Invisibilty was a Psychic Warrior power at 3rd level, would you take it?". Answer was pretty much a unanimous "yes!".
I'm not sure I'd call that a flaw in the power, though. I'd say it was a flaw in the power list. You're right - under the core psi rules, I'd really only take three of the 3rd level powers for most psychic warrior characters. That's a pretty miserable percentage for powers they're getting at 7th level minimum.

This may be a bit underpowered, but if it is, it's a small amount. The bonuses aren't ones you get from many different things, so they're almost always going to stack with everything you've got going. +1 to your threat range is nothing to sneeze at.

For a while, I was contemplating having this power just give a +2 bonus to your threat range, but I decided that was overpowered. How would you respond to that as a power?

I think that Lessons of Dal'rak should last 1 round per caster level - It's at least on par with Haste, which only lasts one round per caster level.
How do you figure? Haste gives you +4 AC and an extra partial action each round. I'd rather have a +4 AC than a +2 to AC and +2 to Reflex saves, and an extra partial action (usually another attack for a PsW or a power manifestation for a psion) is way better than a +1 bonus to your threat range.
 

Re: Re: Some new psychic warrior powers

Originally posted by SteelDraco
You're right - under the core psi rules, I'd really only take three of the 3rd level powers for most psychic warrior characters.

Improved Biofeedback, Displacement, Claws of the Vampire. MAYBE Ubiquitous Vision, but unless you're willing to raise WIS to 13 that one will be out of the question. Yes, it's a flaw in the class more than a flaw in the power, but I've heard the argument that one of the few things that keeps Psychic Warriors from totally overpowering other hybrid classes is their shortage of useful powers. Silly argument, since the addition of splatbooks or custom spells tends to remove this sort of limitation.

The bonuses aren't ones you get from many different things, so they're almost always going to stack with everything you've got going. +1 to your threat range is nothing to sneeze at.

They're insight bonuses. While most classes don't have access to spells that provide this sort of bonus, psionic classes do. Combat Precognition is a staple of 1st-level powers, and it lasts all day by the time you get to high level.

+1 to threat range ISN'T a big deal. It's important if you've got an effect like Vorpal or Burst weapons, where all that matters is getting a crit. But, if your weapon crits on a 15-20/x2, then it's doing 130% of listed damage, and adding one to threat range only bumps this up to 135%. That's an increase of about 4% to your average damage. It just isn't much; adding 1 to the weapon's base damage would be more effective in average damage/sec.
It becomes far more significant for weapons with a x3 or x4 multiplier, but it's not going to double your damage output or anything.

EDIT: Forgot to add, there are plenty of creatures out there immune to crits. Constructs, elementals, undead, oozes... against any of these things, changing the threat range is useless. So, there are a lot of situations where a +1 to damage would be far better than +1 to threat range.

For a while, I was contemplating having this power just give a +2 bonus to your threat range, but I decided that was overpowered. How would you respond to that as a power?

I'd name it "Keen Edge". If you want to make a psionic version of that spell, go for it, but make sure it doesn't stack with the arcane spell. In general I'd shy away from powers that provide similar bonuses to arcane spells AND stack with them. You eventually would reach a point where, through a combination of spells, powers, PrC abilities, and weapon enchantments, you have something like a 5-20 threat range with a x4 multiplier. These sorts of abilities become more powerful as you introduce more of them to the world, since they're multiplicative.


Anabstercorian: Not a chance. Haste blows this power (and every other spell from levels 1-4) out of the water easily. Even the new 3.5E Haste will be superior to this spell AND will affect multiple targets, while this is self-only.
 
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I have a small issue with Energised Strike, it just seams too powerful. You may consider taking Lesser Metaphysical Body, from the mind's eye (grants all your unarmed attacks a +1 enhancement bonus, works like lesser metaphysical weapon, only with all unarmed attacks) instead. That's more balanced, in my opinion.

I like leap, but I think there are too many bonuses workong togeather here, for a talent. You get
a)Free manifistation. This is a great benifit, though balanced because it only affects one jump.
b) +10 to jump. Also great.
c) Distance not limited by height. Also great, though not too important with the existance of the mental leap feat.

I'd lable the bonus as a compentence bonus, and reduce it to +4 or +6.

Lessons of Dal'rek looks fine to me. For one thing, it's one more buffing power you need to spend a round on using before a fight, with the short duration. This is big, as the psy warrior can have a lot of powers they need to buff with. Also, the 3rd level powers do not suck... Improved Biofeedback and Displacement are staples. Prowess and Danger sense are about the most limited (Prowess because using it will provoke an AoO) on the list, which are still usefull for someone who would want to use them. And given that Psionics offers a number of insight bonuses (this won't stack with shield of prudence, for instance) it should work fine IMHO.

Likewise, as githzeri have a +2 or +4 bonus to wis if memory serves, and anyone wanting to make a unarmed psy-warrior (particuarly a githzeri) would be a fool not to take a level or two of monk and get a 16+ wis. Not only does this fit with githzeri culture, but it also has a few great synergy bonuses (Wis bonus to AC, Evasion, 1d6 unarmed damage and possily a higher base speed).
 

Destil said:
I have a small issue with Energised Strike, it just seams too powerful. You may consider taking Lesser Metaphysical Body, from the mind's eye (grants all your unarmed attacks a +1 enhancement bonus, works like lesser metaphysical weapon, only with all unarmed attacks) instead. That's more balanced, in my opinion.
I considered that. The basic reason I wrote this power up was so that I could emulate the ki strike ability of a monk. The way I picture githzerai monks as working, they don't actually have many levels in monk - they're mostly psychic warriors. Thus, I was thinking of ways to emulate monk abilities with psionics. I was considering taking LMB, but I don't really need to deal extra damage, just bypass DR. What would you think of a 1st level power that was fixed at bypassing DR like a +2 weapon?

I like leap, but I think there are too many bonuses workong togeather here, for a talent. You get
a)Free manifistation. This is a great benifit, though balanced because it only affects one jump.
b) +10 to jump. Also great.
c) Distance not limited by height. Also great, though not too important with the existance of the mental leap feat.

I'd lable the bonus as a compentence bonus, and reduce it to +4 or +6.
My comparison here was to the wizard's Jump spell, since psions get nothing similar. Leap is for just one check, and provides only one-third the bonus. I thought about putting in some wordage to the effect of 'all you can do in this round is move', but decided against it.

Lessons of Dal'rek looks fine to me. For one thing, it's one more buffing power you need to spend a round on using before a fight, with the short duration. This is big, as the psy warrior can have a lot of powers they need to buff with.
Very true. A dependance on buffing powers is a problem for psychic warriors. I'm glad - otherwise, the class would be even more powerful than it is now.

Also, the 3rd level powers do not suck... Improved Biofeedback and Displacement are staples. Prowess and Danger sense are about the most limited (Prowess because using it will provoke an AoO) on the list, which are still usefull for someone who would want to use them.
I'm not too enamored of the Biofeedback line. All it really does is improve the effectiveness of magical healing - it still takes just the same amount of damage to knock you down. Even if you don't die directly from the damage, you'll still be helpless, which is often just as good if there are still enemies about who can coup de grace you.

Displacement, yeah. Great power. Claws of the Vampire? Broken as all get-out by the rules, and still very good with Bruce Cordell's nerf limiting it to the straight die of healing. Bite of the Tiger is nice - more attacks are always fun. But the rest? Eh. Prowess would be decent as a 2nd level power and fun as a psionic feat with prereqs that make it available at about 6th level. As a 3rd level power that provokes an AoO, it's just not worth it. Danger Sense and Ubiquitous Vision are too specific to be useful. A bonus against traps isn't going to come up much at all for a psychic warrior, and Ubq Vision is only useful if you're fighting rogues - otherwise, it's +2 AC in a limited situation, as well as small bonus to two skill checks. Not very impressive for something that is theoretically on par with fireball. fly, and blink.

Likewise, as githzeri have a +2 or +4 bonus to wis if memory serves, and anyone wanting to make a unarmed psy-warrior (particuarly a githzeri) would be a fool not to take a level or two of monk and get a 16+ wis. Not only does this fit with githzeri culture, but it also has a few great synergy bonuses (Wis bonus to AC, Evasion, 1d6 unarmed damage and possily a higher base speed).
That's the plan. We're starting at 10th level - I'll be a Monk1/PsyWar7 with the githzerai racial ECL of +2.
 

SteelDraco said:
I'm not too enamored of the Biofeedback line. All it really does is improve the effectiveness of magical healing - it still takes just the same amount of damage to knock you down. Even if you don't die directly from the damage, you'll still be helpless, which is often just as good if there are still enemies about who can coup de grace you.

Displacement, yeah. Great power. Claws of the Vampire? Broken as all get-out by the rules, and still very good with Bruce Cordell's nerf limiting it to the straight die of healing.
Note the synergy between (Improved) Biofeedback and Claws of the Vampire. CotW would also heal an equal amount of subdual damage, just like healing spells.
 

Destil said:
Also, the 3rd level powers do not suck... Improved Biofeedback and Displacement are staples.

That's not the same thing. Psychic Warriors get to pick three 3rd-level powers, from a short list of 8. Practically every single PW I've ever seen takes Claws of the Vampire, Displacement, and Improved Biofeedback. If you allow Mind's Eye, then Metaphysical Body can go on this short list for the Monk-style PWs. But that's just about it!
Ubiquitous Vision? Can be useful, but in general not woth 5pp unless you KNOW you're fighting rogues. With the various speed-related Psionic Feats, it's easy to avoid being consistently flanked.
Prowess? I practically always take Combat Reflexes anyway, and it still doesn't get around the 1/target limitation.
Danger Sense? Meh. Way too limited to take, when you could get a more useful power like Displacement instead.
Bite of the Tiger? Only if you didn't take Claws of the Vampire.
Metaphysical Weapon? Only if you don't have a GMW caster in the party, AND it's one of only three Metacreativity (INT) powers on the entire list (the other two being Minor Creation (1) and Ectoplasmic Armor (5)), so most PWs won't bother raising INT enough to take this one.

End result: the same 3 powers picked each time, with MAYBE one substitution depending on the individual character. Like you said, Improved Biofeedback and Displacement are staples, which makes it really unlikely you'd choose anything else.
 

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