Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Sultans of Smack
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jeremy" data-source="post: 150507" data-attributes="member: 4036"><p><strong>The Energizer Bunny</strong></p><p>Originally posted by Jeremy</p><p></p><p>Psychic Warrior Strat</p><p></p><p>16th Lvl Human Psychic Warrior</p><p></p><p>16 hr duration powers in effect in order--</p><p></p><p>Polymorph Self: Fire Giant</p><p>Shield of Prudence: +6 insight bonus to AC</p><p>Ectoplasmic Armor: +10 armor bonus to AC</p><p>Claws of the Vampire: Heal damage equivalent to damage dealt</p><p>Improved Biofeedback: Take (2x STR mod) of damage done to you as subdual damage</p><p>Animal Affinity: Further boost new form's natural STR and CON by 1d4+1 each (2 manifestations)</p><p></p><p>3 hour duration powers to have up at all times in known dangerous places--</p><p></p><p>Inertial Barrier: Damage Reduction 10/+5</p><p></p><p>Magical/Psionic Pertinent Equipment</p><p></p><p>Belt of Giant Strength +6 (put on after polymorphing and after animal affinity [As clarified by the Sage, animal affinity is not an Enhancement bonus so it stacks])</p><p>Boots of Speed (for extra attacks and the ability to close the distance and still full attack)</p><p>Cloak of Displacement (Useful, see below)</p><p>Vest of Resistance +5 (To help you avoid getting charmed and start smashing your allies)</p><p></p><p>And a lot of other stuff you can pick and choose at with the money left over.</p><p></p><p>Feats: </p><p></p><p>Improved Unarmed Strike</p><p>Improved Grapple (Optional, OA): Allows you to hit an opponent, cause damage, then initiate a grapple as a free action provoking no AofO</p><p>Earth's Embrace (Optional, OA): Should you successfully pin your opponent while grappling, you can cause critical unarmed damage automatically (however, you must hold yourself immobile as well to do this)</p><p>Power Attack, Expertise, Improved Trip</p><p>Knockdown: Every time you cause 10 points of damage (so every time you cause damage in this instance), you force an opposed strength check or your opponent is knocked prone, giving you a +4 on subsequent attacks and requiring him to stand up next round.</p><p></p><p>And there are many more feats such as the psionic fist/unavoidable strike chain in the Psionics Handbook that allows a normal attack to be resolved as if it were a touch attack by spending 5 power points per attack. I'll get to why that is good in a second.</p><p></p><p>So this character with around 40 STR (Fire Giant Strength + 1d4+1 animal affinity + 6 belt) for most of the day ((possibly up to 47 if he rolls max and takes a moment to use Expansion [which grows him to 100% bigger, 8x heavier, and +5 enlargement bonus to strength], and lets not start on fortified [result times 1.25 like empower, metapsionic] or overpowered [result times 2 like double empower, metapsionic] animal affinities)), has a couple of things going for him. First off, he's got 32 AC [fire giant natural, -size, -dex, +psionic powers in effect listed above that have hr/lvl durations]--and no matter what AC you hit you've got a 50% chance you missed anyways because of the cloak. Second he's got Damage Reduction 10/+5 [from inertial barrier], so figure most of the time he'll be taking 10 damage off every blow that does land on him. After that, 30-36 more points will be subdual damage due to his biofeedback [twice his strength modification of +15 to +18 due to improved biofeedback]. So a lot of damage to him is going to be superficial at best even if it does hit him. And then the kicker, with those claws healing him as he attacks he heals normal damage and subdual damage with every attack. Add to that his grapple modification of +31 to +34 and you've got one serious unarmed fighter... Grab someone, pin them, and tear them into little pieces with your vampiric claws. Mages hate you, Fighters can't use their big weapons, etc.</p><p></p><p>With improved grapple that part is even easier, and with auto-crits in earth's embrace that's deadly. Additionally you can take the unavoidable blow chain to make your attacks work as touch attacks and negate armor bonuses and natural armor and power attack your entire base attack into your blows. And your opposed strength checks every time you do 10 points (snicker) or more of damage to use the Knockdown feat are going to be pretty much unmatched by anything short of a Titan. So tack on another +4 to your attacks that you can use for power attack.</p><p></p><p>And all the while you are regenerating at the tremendous rate you are doing damage, this alone might keep you going until Elminster moves to DarkSun, but to make matters worse, you have uncharted damage reduction abilities. Truly a juggernaut.</p><p></p><p>Hope you enjoyed reading this as much as I did writing it. Cheers!</p><p></p><p>Jeremy</p><p>Secretary of Smack</p><p>(and closet contributor)</p></blockquote><p></p>
[QUOTE="Jeremy, post: 150507, member: 4036"] [b]The Energizer Bunny[/b] Originally posted by Jeremy Psychic Warrior Strat 16th Lvl Human Psychic Warrior 16 hr duration powers in effect in order-- Polymorph Self: Fire Giant Shield of Prudence: +6 insight bonus to AC Ectoplasmic Armor: +10 armor bonus to AC Claws of the Vampire: Heal damage equivalent to damage dealt Improved Biofeedback: Take (2x STR mod) of damage done to you as subdual damage Animal Affinity: Further boost new form's natural STR and CON by 1d4+1 each (2 manifestations) 3 hour duration powers to have up at all times in known dangerous places-- Inertial Barrier: Damage Reduction 10/+5 Magical/Psionic Pertinent Equipment Belt of Giant Strength +6 (put on after polymorphing and after animal affinity [As clarified by the Sage, animal affinity is not an Enhancement bonus so it stacks]) Boots of Speed (for extra attacks and the ability to close the distance and still full attack) Cloak of Displacement (Useful, see below) Vest of Resistance +5 (To help you avoid getting charmed and start smashing your allies) And a lot of other stuff you can pick and choose at with the money left over. Feats: Improved Unarmed Strike Improved Grapple (Optional, OA): Allows you to hit an opponent, cause damage, then initiate a grapple as a free action provoking no AofO Earth's Embrace (Optional, OA): Should you successfully pin your opponent while grappling, you can cause critical unarmed damage automatically (however, you must hold yourself immobile as well to do this) Power Attack, Expertise, Improved Trip Knockdown: Every time you cause 10 points of damage (so every time you cause damage in this instance), you force an opposed strength check or your opponent is knocked prone, giving you a +4 on subsequent attacks and requiring him to stand up next round. And there are many more feats such as the psionic fist/unavoidable strike chain in the Psionics Handbook that allows a normal attack to be resolved as if it were a touch attack by spending 5 power points per attack. I'll get to why that is good in a second. So this character with around 40 STR (Fire Giant Strength + 1d4+1 animal affinity + 6 belt) for most of the day ((possibly up to 47 if he rolls max and takes a moment to use Expansion [which grows him to 100% bigger, 8x heavier, and +5 enlargement bonus to strength], and lets not start on fortified [result times 1.25 like empower, metapsionic] or overpowered [result times 2 like double empower, metapsionic] animal affinities)), has a couple of things going for him. First off, he's got 32 AC [fire giant natural, -size, -dex, +psionic powers in effect listed above that have hr/lvl durations]--and no matter what AC you hit you've got a 50% chance you missed anyways because of the cloak. Second he's got Damage Reduction 10/+5 [from inertial barrier], so figure most of the time he'll be taking 10 damage off every blow that does land on him. After that, 30-36 more points will be subdual damage due to his biofeedback [twice his strength modification of +15 to +18 due to improved biofeedback]. So a lot of damage to him is going to be superficial at best even if it does hit him. And then the kicker, with those claws healing him as he attacks he heals normal damage and subdual damage with every attack. Add to that his grapple modification of +31 to +34 and you've got one serious unarmed fighter... Grab someone, pin them, and tear them into little pieces with your vampiric claws. Mages hate you, Fighters can't use their big weapons, etc. With improved grapple that part is even easier, and with auto-crits in earth's embrace that's deadly. Additionally you can take the unavoidable blow chain to make your attacks work as touch attacks and negate armor bonuses and natural armor and power attack your entire base attack into your blows. And your opposed strength checks every time you do 10 points (snicker) or more of damage to use the Knockdown feat are going to be pretty much unmatched by anything short of a Titan. So tack on another +4 to your attacks that you can use for power attack. And all the while you are regenerating at the tremendous rate you are doing damage, this alone might keep you going until Elminster moves to DarkSun, but to make matters worse, you have uncharted damage reduction abilities. Truly a juggernaut. Hope you enjoyed reading this as much as I did writing it. Cheers! Jeremy Secretary of Smack (and closet contributor) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sultans of Smack
Top