Scott Wilhelm |
Okay, let's try this gestalt thing.
Half Elf, Arcane Training
1Brawler/White Haired Witch1Gestalt: Unarmed 1d6, Martial Flexibility, Martial Cunning, Martial Training, Improved Grapple, White Hair, HDd10, Skill Points 4, Witch Spells Lvs 0,1, Familiar (King Crab?), Fort/Will/Reflex+2 (good) BAB+1
Actually, a nice start, this character is a decent Grappler now.
2B/H1, 1Druid/Warpriest Gestalt1: Nature’s Bond, Nature Sense, Wild Empathy, Level 0,1 Druid and Warpriest Spells, Sacred Weapon 1d6, Weapon focus Unarmed Strikes, Lesser Blessing of Destruction
3B/H1, D/W2: Power Attack, Woodland Stride, Fervor 1d6, BAB+2
4B/H1, D/W3: Level 2 Druid Spells, Trackless Step, Martial Versatility Weapon Focus, BAB+3
5B1D/W4: Natural Spell (or Wild Speech), Wildshape, Resist Nature’s Lure, Channel Energy, Sacred Weapon +1, Destruction +2, Level 2 Cleric Spells, BAB+4
Now this Druid/Warpriest can apply Weapon Focus, and therefore Sacred Weapon Damage to any Weapon in the Same Weapon Group as Unarmed Strikes, so that includes any Natural Attacks in any Animal Form, also Armor Spikes: Unarmed Strikes are in both the Natural and Close weapon groups. Both Brawler and Warpriest levels count as Fighter Levels for the purpose of qualifying for Feats. Warpriest only for those Bonus Feats, but that is the slot being filled, here.
6B/H1D/W5: Sacred Weapon 1d8, Fervor 2d6, Large or Tiny Animals, Level 3 Druid Spells
I was going to have the character use a Wand of Strong Jaw, but this character can cast it. Also, I was going to have this character take the Shaping Focus Feat because he was only going to take 4 levels in Druid, but this character is going to keep rising as a Druid and therefore doesn't need it.
7B/H1D/W6: Large or Tiny Animals, Weapon Versatility, Craft Wondrous Item or Craft Magic Arms and Armor, Destruction +3, BAB+5
I’m thinking what the Druidzilla wants is an Amulet that combines an Amulet of Mighty Fists with an Amulet of Natural Armor. She should make it give her Natural Attacks the Metalline Enchantment from 3.5: turning her Natural Atacks into steel, Adamantine, Cold Iron, or Alchemal Silver. She also should see about giving it the Shatterspike’s ability to grant the +3 Attack and Damage to Sundering attempts when used by someone with Improved Sunder. A Shatterspike is otherwise a +1 Long Sword that costs 4315gp. A Masterwork Longsword costs 315gp. The +1 Enhancement Bonus costs 2000gp, so I reckon the +3 part costs 2000gp. Ask the GM if this will be legal. I similarly describe the ‘of the Titans enchantment further up.
Another option would be the Ancestral Relic Feat that gives the character a magic item with a gp value that increases per level as the character invests more money into it. The phrasing of that Feat should allow the character more leeway in customizing a magic item. There’s a problem with this Feat: it’s an Exalted Feat. It requires a Good Alignment, and the OP wants a Chaotic Neutral character.
Another item this character will want is Spiked Rhino Hide Armor with either the Wild Enchantment (ideal, but expensive) or in the form of Barding to fit the favorite Animal: I like the Allosaurus. An Allosaurus has Pounce, Grab, and Rake, and Rhino Hide Armor gives you all attacks made on a charge. And this character gets a Bite, Gore, Hair, 2 Claws, and a Rake, and all of them get free Grapples with Armor Spike Damage. Although the wording is “any successful charge attack.” When you are talking about a Charge with Pounce, is that 1 Attack, or is it several?
Also, she should get a Helm of the Mammoth Lord (better) or an Animal Mask (cheaper) for a Gore Attack.
8B/H1, D/W7: Level 4 Druid Spells, Sacred Armor +1, Level 3 Cleric Spells, BAB+6
9B/H1, D/W8: Huge or Diminutive Animals, Fervor 3d6, Sacred Weapon +2, Destruction +4, Hamatula Strike, BAB+7
10B/H1, D/W9: Improved Sunder (Pathfinder), Venom Immunity, Level 5 Druid Spells
11B/H1, D/W10: Sacred Weapon 1d10, Wild Shape 4/day, Major Blessing of Destruction, Sacred Armor +2, Level 4 Cleric Spells, Greater Sunder, Destruction +5BAB+8
The idea here is that we have multiple attacks that do high Damage. The Base Damage of 1d10 is for a Size Medium Warpriest. For a Warpriest that is Size Huge under the influence of Strong Jaw, that’s 4 Size increases, that makes the base Damage go up to 6d8 per Attack. Each one of those attacks also trigger free Grapples that do Armor Spike Damage, and the base Damage for that is 3d8. So that’s like 10 Attacks/round. The Rhino Hide Armor might add 20d6 Damage to that on a Charge, depending on the ruling of his GM. With an Amulet of Mighty Fists that makes her Attacks Adamantine—bypassing the first 20 points of objects’ hardness--and do triple Damage against inanimate objects combined with Greater Sunder making the residual damage go to the opponent, she will be the very embodiment of the destruction of civilization. 135d8 + 60d6 Damage on a charge! And that’s just Base Damage. I don’t know what this character’s Strength Mod will be, but Fervor will let her cast Bull Strength on herself as a Swift Action and the Size Bonus to Strength for turning into a Huge Animal is +6, so it’s +5 Damage/Attack Already.
12B/H1, D/W10, Barbarian/Fighter1: Rage, Fast Movement, Combat Brute
But what is injury without insult? With Fervor, this character can cast spells on herself as a Swift Action including Lesser Restoration, with removes Fatigue such as coming down from a Barbarian Rage. She also can cast spells on herself like Bull Strength which stacks with Rage Strength and with the Stength Increase from Wild Shaping. So that’s +14 Strength.
Combat Brute makes it so that every time this character Sunders an opponent’s Weapon or Shield, she gets a fee Attack.
13B/H1, D/W10, Ba/F2: Lesser Fiend Totem or Powerful Stance, Combat Expertise, Improved Trip 3.5)
Lesser Fiend Totem gives a Gore Attack, but maybe you are fine with your Animal Mask or Helm of the Mammoth Lord and don’t feel like selling it, so Powerful stance is for a +1 on all your many, many Attacks.
14B/H2, D/W10, Ba/F2: Constrict, Knockdown (3.0)
Whenever you hit someone and do more than 10 points of Damage, you get a Free Trip. The 3.5 Improved Trip gives you a Free Attack as they go down.
1511B/H2, D/W11, Ba/F2: Fervor 4d6, Level 6 Druid Spells
16B/H1, D/W12, Ba/F2: Combat Reflexes, Greater Trip, Wild Shape, Sacred Weapon +3, Destruction+6
17B/H2, D/W13, Ba/F2: Greater Trip, Level 6 Druid Spells, Sacred Armor +3, Level 5 Cleric Spells, 1000 Faces
18B/H2, D/W14, Ba/F2: Fervor 5d6, Wildshape 6/day, Destruction +7
19BH2, D/W15, Ba/F2: Vicious Stomp, Greater Grapple, Sacred Weapon 2d6, Level 8 Druid Spells, Timeless Body
Some Feats I didn’t fit in:
Weapon Focus Grapple
Fury's Fall
Deadly Concussion
Improved Bull Rush
Knockback
Shock Trooper
VoodistMonk |
1 person marked this as a favorite. |
Holy $#!+, I don't know anything about how Psychic Warriors/Vitalists actually work... Ryze, that was all completely gibberish to me, but I copied it to my notes to study later.
Scott, your builds are already so colorful, and your gestalt does not disappoint. That freaking monster would take 6 minutes to itself, every turn. Amazing, but gross to even think about playing, or worse, playing with.
I still like my Blade Adept Arcanist/Ankou Shadow Slayer, though... Sentient Split-Blade Sword, Studied Target, Spellstrike, Dimensional Slide/Savant, Sneak Attack for self-flanking, heavy armor (Celestrial Plate to go with the sword), Assassinate, full BAB, all good saves, 9th level casting, 6+Int skills per level... Fast GetAway Rogue Talent and a Decoy Ring for even MORE duplicates/shadows running around... it's literally as hilarious as it is effective/practical. Definitely not broken by any standards, but it is straight and easy to play... offers a lot on and off the battlefield...
Risas |
Sysryke wrote:No big. Not sure what the harsh was, but we all have those moments. Thanks for the clarification and link. My group plays a lot of gestalt, but that must have been a house rule or misread that the original guys who into'd it to us passed along. Aside from saving a couple of feats invested, I wonder how much more powerful this makes certain combos.I assumed as much (that it was a houserule that you either never knew was a houserule or had forgotten), but the way I originally phrased it could have been read as saying you were being deliberately deceptive. Which was very much not the intention, hence the edit. Anyway, it does bring up a good point: The way gestalt is presented is very much in a "guidelines for the GM" style, rather than tightly written rules, so it does invite houserules, or at least clarifications.
@OP, does your GM have a list of houserules/clarification for their particular vision of gestalt? That would be a useful thing to know about when advising you. For reference, this is what our group uses when doing gestalt:
** spoiler omitted **...
staring level 1 campain progresses untill we die or level 20 big bossfight and ending
Ryze Kuja |
Holy $#!+, I don't know anything about how Psychic Warriors/Vitalists actually work... Ryze, that was all completely gibberish to me, but I copied it to my notes to study later.
I've personally played as a PsyWar to lvl 16 and a Wilder to level 11. I've never played a Vitalist personally, but I GM'ed a game to level 13 that had a Soulthief Vitalist as a PC, and it's easily the most broken class in the game because of how their level 1 Medic Powers and Collective Healing work. You can literally spend 1 pp on a healing power, put it out through your collective with Medic Powers, and then Triage heal the entire group as you see fit.
So let's say we're a level 10 party. For number's sake, we're going to say our Vitalist has a 7 modifier with Wisdom score of 24, so there can be the Vitalist + 7 members in the Collective (total of 8 between the Vitalist, PC's, and NPC's), and also for number's sake, each of the 8 members of the collective has smattering of various HPs between 40 and 80 HP. Our Vitalist has 88pp from class at lvl 10 and an additional 35pp from having a high Wis score, so assuming no pp-boosting feats, traits, or gear, the Vitalist has 123pp.
Assuming no modifiers to ML from traits, feats, or gear, the Vitalist has an ML of 10, so he can augment Vigor to a max of 10pp, providing 50 Temp HP to each of the 8 members (AND the Vitalist's Psicrystal if he has one, via Share Powers) of the collective prior to combat, or in round 1 of combat.
So, prior to combat, the Vitalist manifests Vigor for 10pp for 1min/lvl so 10mins, and then manifests Share Pain on his Psicrystal, so that's:
Vitalist: 60 HP + 50 Temp HP
(Share Pain on Psicrystal: split all dmg 50/50)
Vitalist's Psicrystal: 30 HP + 50 Temp HP
PC2: 80 HP + 50 Temp HP
PC3: 55 HP + 50 Temp HP
PC4: 45 HP + 50 Temp HP
PC5: 70 HP + 50 Temp HP
NPC1: 40 HP + 50 Temp HP
NPC2: 40 HP + 50 Temp HP
NPC3: 40 HP + 50 Temp HP
This is 450 Temp HP for 10pp. The Vitalist has 113pp left.
=================== Round 1 ======================
In round 1, Enemy1, Enemy2, and Enemy3 go first in Initiative, and cause a metric buttload of damage via an unfortunate string of criticals to PC2 and PC3, causing 125 total damage to PC2 and 55 damage to PC3. This reduces PC2's Temp HP to 0, and reduces his actual HP to 5, this also reduces PC3's Temp HP to 0, and reduces his actual HP to 50.
Vitalist: 60 HP + 50 Temp HP
Vitalist's Psicrystal: 30 HP + 50 Temp HP
PC2: 5 HP (-75 HP missing)
PC3: 50 HP (-5 HP missing)
PC4: 45 HP + 50 Temp HP
PC5: 70 HP + 50 Temp HP
NPC1: 40 HP + 50 Temp HP
NPC2: 40 HP + 50 Temp HP
NPC3: 40 HP + 50 Temp HP
Later in round 1, the Vitalist's turn happens. He uses a Swift Action to use his Class ability Health Sense, and determines that PC2 is missing 75 hp and PC3 is missing 5 HP. So as a Standard Action, he decides to use his level 1 power Natural Healing and use Medic Powers to manifest it throughout his Collective. That's 3 HP x 8 members per 1 PP, but he decides to augment it to 3 pp. So that's now 9 HP x 8 members. He manifests his power, and as a free action, he uses Collective Healing to distribute the 72 HP as he sees fit, giving 5 HP to PC3, bringing him back to his max of 55 HP, and giving the other 67 HP to PC2, bringing his HP to 72 HP.
Vitalist: 60 HP + 50 Temp HP
Vitalist's Psicrystal: 30 HP + 50 Temp HP
PC2: 72 HP (-8 HP missing)
PC3: 55 HP
PC4: 45 HP + 50 Temp HP
PC5: 70 HP + 50 Temp HP
NPC1: 40 HP + 50 Temp HP
NPC2: 40 HP + 50 Temp HP
NPC3: 40 HP + 50 Temp HP
End of Round 1: The Vitalist healed 72pp for 3pp. The Vitalist has 110pp left.
=================== Round 2 ======================
In Round 2, Enemy1, Enemy2, and Enemy3 go first and cause 70 damage to PC2, 50 damage to PC3, and 60 damage to PC4.
Vitalist: 60 HP + 50 Temp HP
Vitalist's Psicrystal: 30 HP + 50 Temp HP
PC2: 2 HP (-78 HP missing)
PC3: 5 HP (-50 HP missing)
PC4: 35 HP (-10 HP missing)
PC5: 70 HP + 50 Temp HP
NPC1: 40 HP + 50 Temp HP
NPC2: 40 HP + 50 Temp HP
NPC3: 40 HP + 50 Temp HP
Later in round 2, the Vitalist's turn happens. He uses a Swift Action to use his Class ability Health Sense, and determines that PC2 is missing 78 hp and PC3 is missing 50 HP, and PC4 is missing 10 HP. So as a Standard Action, he decides to use his level 1 power Natural Healing and use Medic Powers to manifest it throughout his Collective. That's 3 HP x 8 members per 1 PP, but he decides to augment it to 5 pp. So that's now 15 HP x 8 members. He manifests his power, and as a free action, he uses Collective Healing to distribute the 120 HP as he sees fit, giving 50 HP to PC3, bringing him back to his max of 55 HP, and giving 60 HP to PC2, bringing his HP to 62 HP, and 10 HP to PC4, bringing him back to his max of 45 HP.
Vitalist: 60 HP + 50 Temp HP
Vitalist's Psicrystal: 30 HP + 50 Temp HP
PC2: 62 HP (-18 HP missing)
PC3: 55 HP
PC4: 45 HP
PC5: 70 HP + 50 Temp HP
NPC1: 40 HP + 50 Temp HP
NPC2: 40 HP + 50 Temp HP
NPC3: 40 HP + 50 Temp HP
End of Round 2: The Vitalist healed 120pp for 5pp. The Vitalist has 105pp left.
=================== Round 3 ======================
In Round 3, Enemy1, Enemy2, and Enemy3 go first and decide turn their attention to go after some more squishy targets, and cause 60 damage to NPC1, 75 damage to NPC2, and 80 damage to NPC3. They also attack the Vitalist and cause 92 damage. The 92 damage to the Vitalist is split 50/50 with the Psicrystal, and reduces both of their Temp HP by 46.
Vitalist: 60 HP + 4 Temp HP
Vitalist's Psicrystal: 30 HP + 4 Temp HP
PC2: 62 HP (-18 HP missing)
PC3: 55 HP
PC4: 45 HP
PC5: 70 HP + 50 Temp HP
NPC1: 30 HP (-10 HP missing)
NPC2: 15 HP (-25 HP missing)
NPC3: 10 HP (-30 HP missing)
Later in round 3, the Vitalist's turn happens. He uses a Swift Action to use his Class ability Health Sense, and determines that PC2 is missing 18 hp and NPC1 is missing 10 HP, and NPC2 is missing 25 HP, and NPC3 is missing 30 HP. But rather than heal everyone, he decides to reapply Vigor again. So as a Standard Action, he decides to manifest Vigor and augment it to 10pp, providing 50 Temp HP to everyone in his collective including his Psicrystal.
Vitalist: 60 HP + 50 Temp HP
Vitalist's Psicrystal: 30 HP + 50 Temp HP
PC2: 62 HP (-18 HP missing) + 50 Temp HP
PC3: 55 HP + 50 Temp HP
PC4: 45 HP + 50 Temp HP
PC5: 70 HP + 50 Temp HP
NPC1: 30 HP (-10 HP missing) + 50 Temp HP
NPC2: 15 HP (-25 HP missing) + 50 Temp HP
NPC3: 10 HP (-30 HP missing) + 50 Temp HP
End of Round 3: The Vitalist reapplied 450 Temp HP for 10pp. The Vitalist has 95pp left.
At the end of Round 3, all enemies die or flee. Combat is over.
=================== After Combat ======================
The Vitalist uses his level 1 power Natural Healing and use Medic Powers to manifest it throughout his Collective. That's 3 HP x 8 members per 1 PP, but he decides to augment it to 3 pp. So that's now 9 HP x 8 members. He uses Collective Healing to distribute the 72 HP as he sees fit to heal PC2 and the three NPC's.
Total: The Vitalist provided 900 Temp HP for 20pp and healed 264 HP for 11pp. The Vitalist has 92pp left.
======================================================
Vitalists literally make your group unkillable via HP loss, at least until they're out of PP. There's no CR10 encounter that can put out the kind of damage in this above example, this is more like a CR18 +/- 2CRish encounter. And this was without any fancy gear, traits, or feats helping out. Just baseline Vitalist using level 1 powers of Vigor and Natural Healing. Imagine what it's like when they start using Hostile Empathic Transfer and Soulthief Xfer Wounds/Steal Health + Hammer as a Touch attack with Intuitive Fighting feat (+Wis to hit).
A lvl 10 Soulthief Vitalist deals 4d6+10 damage and heals himself for the same with Xfer Wounds, and will probably have a 5d8 x2 charges Hammer on himself when he does it. So that's ~24 dmg and ~24 healing as Triage Heals per round from Xfer Wounds, plus an additional ~22.5 dmg from Hammer. And he will hit almost every time except for a d20 of 3 or less, because BAB +5 Wis +7 (Intuitive Fighting) = +12 to hit Touch AC will hit just about everything less a high dex Rogue or something.
Absolutely broken redonk.
Scott Wilhelm |
Let's try my Fighter/Psychic Warrior Gestalt Build with Shikigami Style
Meet Gallagher: Fighter/Psychic Warrior Gestalt with 3.5, 3.0, and 3rd Party: super broken!
Half Orc, Shaman’s Apprentice, Sacred Tattoos, Fortune's Favored (Faith Trait) Surprise Weapon +2 with Improvised Weapons (Combat Trait), Giant-Blooded (1/2 Penalty for wielding oversized weapons) (Campaign Trait), Anxious Drawback (-2 Diplomacy, and you are presumed to be talking very softly.
+2 on all saves from Sacred Tattoos+Fortune’s Favored. This character can sleep in Medium Armor or Heavy Armor with the Slumbering Modification.
1Fighter/Psychic Warrior Gestalt1: Titan Fighter, Giant Weapon Wielder, Catch off Guard, Shikigami Style, Base Damage 4d6, PSPs 1 (Ability), Interceptor Path Power Expansion (Base Damage 6d6), Empty Mind, BAB+1
This character wields a large Sledge Hammer, an Improvised Weapon that does 2d6 Damage like an Earthbreaker at Size Medium, 3d6 at Size Large. The penalty for wielding a Size Large Weapon is -4, but Giant Blood reduces that to -2, and Surprise Weapon gives a +2 for wielding Improvised Weapons, so the bonuses and penalties cancel out. Interceptor Path gives this character Expansion, which is the Psionic Enlarge Person, allowing him to grow a Size as a Standard Action, and Shikigami Style Grants a 1 spot Vitual Size Increase, so this Hammer inflicts 6d6 Damage at Level 1! Expansion is his Path Power, so he can expand his Psionic Focus instead of spending points to activate it.
Empty Mind grants +2 Will Saves as an Immediate Action
2F/P2: Bravery+1, Shikigami Mimicry, Power Attack, PSPs2, Inevitable Strike, BAB+2
Base Damage 8d6, Inevitable Strike is like True Strike, except you can also use it as a Swift Action to give yourself a +5 in addition to using it as a Standard Action to give yourself a +20
3F/P3: Incredible Heft(-3 instead of -4 on oversize Improvised weapons), Expanded Path (Trance: +1 Attack and Damage when attacking opponents that Threaten Allies while maintaining Focus)&Maneuver, Cleave, PSPs4+, Force Screen, BAB+3
4F/P4: Great Cleave, +2 on a Skill, PSPs 6+, Sidestep (negate 1 melee Immediate Action), Power Attack is now -2/+6, BAB+4
5F/P5: Unstoppable Momentum+1, Shikigami Manipulation, Mighty Frame, Thought Shield (PR13. Usually, PR = SR, and things like Detect Magic also Detects Psionics, but check with the GM), PSPs8+, BAB+5
Mighty Frame gives the character the Powerful Build Trait like Half Giants have, so this character may switch to a Huge Sledge Hammer, and Expansion and the Shikigami Feats grant 4 Size Increases, 1 actual, the others Virtual, so the Base Damage is now 16d6. This quite straight forward. He has a Hammer. Every Problem is a nail. Multiple Nails? Great Cleave. He should get himself a Size Huge Adamantine Sledge Hammer.
6F/P6: Bravery +2, PSPs 12+, Vital Strike, Martial Power, Biofeedback (DR2/-), BAB+6
7F/P7: Incredible Heft -2, Furious Focus, Path Skill +2, Powers
8F/P8: Improved Sunder, Greater Sunder, Level 3 Powers, Power Attack -3/+9
9F/P9: Unstoppable Momentum +2, Ancestral Relic (18,000gp), Powers, secondary path
There is a problem with Ancestral Relic. Recall it’s from the Book of Exalted Deeds, so you have to be Good to use it, and the OP wants to be Chaotic Neutral. But this is where Gallagher gets to start investing in his Hammer and customize it. I’m thinking make the Hammer into a Traveller’s Anytool, and also give it the ‘of the Titans dweomer so it does triple Damage vs. inanimate objects. See if you can get the Shatterspike dweomer on it, too, so you will get an addition +3 Attack and Damage when trying to Sunder. This Feat lets you sacrifice treasure to your item and directly enhance it on a 1:1 basis, so it creates an economy for your party.
By this time, this character can augment his Expansion and grow 2 sizes instead of 1, So this character inflicts 40d6 on a Vital Strike (+9 with Power Attack), or 20d6 with a Great Cleave. I don’t know if you can Vital Strike with a Sunder, but your Sunder will Do Triple Damage and bypass the first 20 points of the Hardness with your Adamantine Sledge Hammer of he Titans, doing either 60d6 or 120d6, depending on whether you can Sunder with Vital Strike, and the residual Damage goes to your opponent(s).
10: Bravery +3, Path Skill, Powers Level 4, Combat Brute, Ancestral Relic limit: 24,500, BAB+10
If Gallagher destroys your Weapon or Shield, he gets a Free Attack.
11: Incredible Heft -1, Improved Vital Strike, Improved Sunder 3.0, Secondary Path, BAB+11
The 3.0 version of Improved Sunder makes it so you do double damage when Sundering an opponent’s weapon. Damage Multipliers partially stack: Triple Damage becomes Quadruple Damage.
12: Deadly Concussion, Devastating Strike, Power Attack -4/+12, Powers, Twisting Path
Devastating Strike only grants +6 Damage maximum, but that’s pretty good. Deadly Concussion is a 3.5 Feat that makes it so if you destroy an opponent’s Armor or Shield in 1 hit with a Blunt Weapon, you inflict the same amount of damage on the wearer. This of course would stack with the quadruple damage inflicted on an opponent’s Shield that passes through the wielder, so if you are foolish enough to use a Shield when fighting Gallagher, he’ll be inflicting Octuple Damage!
So at level 12, his Base Damage is 20d6 with Cleave. Making his Vital Strike 60d6+18. His Power Attack is +12, and he has Furious Focus so he has no reason not to use it when Vital Striking. When Sundering, he does Triple Damage, making his base damage 60d6 or 180d6 +54, if he’s allowed to Vital Strike with Sunder, and the residual Damage passes to the wielder, and if he destroys a Weapon or Shield, he gets a Free Action Attack. If he is Sundering a Weapon, he gets quadruple Damage. If he is sunders a Shield or armor in 1 hit, and a Shield is also a weapon, the wearer takes again as much damage. So let’s say he’s fighting someone with a weapon, a shield, and armor. He Sunders the Shield first for 60d6+18, quadrupled due to ‘of the Titans and 3.0 Improved Sunder, so 912 points of Damage on his Shield. If the Shield doesn’t have that many hit points, the wearer also takes 912 points of Damage and the leftover Damage from destroying the shield goes to the wielder. He gets a Free Action attack on his opponent’s longsword. Since this is a Free Action Attack, it does not benefit from Vital Strike and only does 20d6 for 70 points of damage, but it is quadrupled, so 280 points of Damage. This is a big if, but if that destroys the sword, the residual Damage goes to the wielder, and he gets another Free Action Attack, so he attempts to Sunder his opponent’s Armor again as a free action for just 20d6 for 70 points of Damage, but this time it’s tripled, and if he destroys that, too, the wearer takes that damage and the residual Damage for 420 points of Damage. So that’s an average of 1,612 points of Damage, assuming they all hit. Orcus only has 742 hp. This character’s DPR is greater than it needs to be.
Ryze Kuja |
Scott, that's a pretty stellar build. You need to address your Psionic Focus economy though. PsyWars spend their Psi Focus on a thousand things, and they still need to have a Psi Focus maintained for their Trance boni. So having two Foci is almost required, either Psicrystal Containment or Deep Focus will give you a 2nd Focus. Also, Psionic Meditation reduces regaining Psi Focus from a Full Round to a Move Action, and that's an absolute must-have because PsyWars will make massive use of Hustle to gain an extra Move Action --> Regain PsiFocus. You don't want to be spending Full Rounds regaining that. You should also consider a 3rd PsiFocus via Warrior's Focus in Psionics Augmented: Psychic Warrior II so you can spend your two Foci on Maneuvers and MetaPsionics while having a 3rd Foci active for maintaining your Trance.
Also, with how high you've gotten your Vital Strike, I would recommend going maximum Wisdom so that you can land Brutalize Wounds on enemies. It's basically Maximize Spell but for Weapon Damage, and it's Will Save for partial.
Psychic Warriors can pick up their first 6th lvl power at lvl 16. With Brutalize Wounds and 60d6+18 Vital Strike, it would become 360+60+18 damage on failed save, and 60d6+60+18 on a save.
You need a high Wis score and the Endowed Mind feat at a minimum, and for extra umph you can add Power Penetration, Greater Power Pen, Persistent Power, & Power Perfection to make sure it lands.
Scott Wilhelm |
So having two Foci is almost required, either Psicrystal Containment or Deep Focus will give you a 2nd Focus. Also, Psionic Meditation reduces regaining Psi Focus from a Full Round to a Move Action,
Yup.
Like I was saying, this character's DPR is higher than it needs to be. He can sacrifice 1 or 2 of those Feats and take Psionic Meditation instead.
Also, Psionic Meditation reduces regaining Psi Focus from a Full Round to a Move Action, and that's an absolute must-have because PsyWars will make massive use of Hustle to gain an extra Move Action --> Regain PsiFocus.
I hadn't quite put those pieces together in my head!
Also, with how high you've gotten your Vital Strike, I would recommend going maximum Wisdom so that you can land Brutalize Wounds on enemies. It's basically Maximize Spell but for Weapon Damage, and it's Will Save for partial.
Psychic Warriors can pick up their first 6th lvl power at lvl 16.
I haven't even developed the build to level 16. Brutalize Wounds looks awesome. I like high Wisdom, anyway. You don't want this character failing his Will Saves!
Ryze Kuja |
Ryze Kuja wrote:So having two Foci is almost required, either Psicrystal Containment or Deep Focus will give you a 2nd Focus. Also, Psionic Meditation reduces regaining Psi Focus from a Full Round to a Move Action,Yup.
Like I was saying, this character's DPR is higher than it needs to be. He can sacrifice 1 or 2 of those Feats and take Psionic Meditation instead.
Ryze Kuja wrote:Also, Psionic Meditation reduces regaining Psi Focus from a Full Round to a Move Action, and that's an absolute must-have because PsyWars will make massive use of Hustle to gain an extra Move Action --> Regain PsiFocus.I hadn't quite put those pieces together in my head!
Ryze Kuja wrote:I haven't even developed the build to level 16. Brutalize Wounds looks awesome. I like high Wisdom, anyway. You don't want this character failing his Will Saves!Also, with how high you've gotten your Vital Strike, I would recommend going maximum Wisdom so that you can land Brutalize Wounds on enemies. It's basically Maximize Spell but for Weapon Damage, and it's Will Save for partial.
Psychic Warriors can pick up their first 6th lvl power at lvl 16.
If you take the Survivor Path, you get Mettle and Imp Mettle, which is kinda like Improved Evasion except for Fort/Will Saves. You can expend your Foci to give yourself Mettle/ImpMettle when you need it. You can also shore up all your Saves with augmented Fortify and Defensive Precog (these are Resistance & Insight boni).
And your DPR is absolutely insane vs. enemies that can be sundered, but against those that cannot be sundered, like Dragons, Oozes, or anyone not using weapons/armor, you can use Brutalize Wounds + Vital Strike.