Author Topic: [3.5] The Psychic Warrior Handbook  (Read 60613 times)

Offline zugschef

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[3.5] The Psychic Warrior Handbook
« on: November 23, 2011, 08:25:24 AM »
The Psychic Warrior Handbook
(A Guide to Psychological Warfare)




Contents
(click to show/hide)


I. Introduction:
(Psychological Warfare, the Modern Art of War)


Beware of the sophisticated warrior with the mind powers and the big stick!

"If you want to master the art of psychological warfare, your first lesson will be outsmarting the enemy with a surprise hit with a really big stick you just happen to shoulder. Nothing will destroy the enemy's morals more than a square hit in the face."
-- Excerpt from the Manuscripts of the late Magnumopus, a Grandchampion of Psychological Warfare


The psychic warrior is a very cool class in terms of flavor. Mechanically speaking, it's kind of boring however: Its only class feature beside its manifesting ability, are its bonus feats. Fortunately the psychic warrior really has a very good powerlist with powers other manifesters cry for. This class is able to do its job and it does it really well -- actually I doubt anyone does it better. You won't create your own demi-plane, but why bother when you can take on anybody face to face?

This guide shall help you with building your character (there are a lot of different fighting styles and options) and provide a quick reference for veterans. Especially the commented power selection should prove helpful. Essentially, this means that you'll find information useful for practical and theoretical optimization in this handbook, but it makes no claim to be exhaustive.

If you come across a term or an abbreviation you don't know, please check out this thread for an answer: Common Acronyms, Abbreviations, and Terms.

Acknowledgements: Special thanks to dobu, who has supported me with critical feedback and helpful ideas throughout the development of this handbook.

Rating: Perfect, Good, Okay, Bad.
(highly subjective, of course)

Sources

Offline zugschef

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Re: [3.5] The Psychic Warrior Handbook
« Reply #1 on: November 23, 2011, 08:25:43 AM »
II. At the Crossroads: The Hard Facts about the Psychic Warrior
(Psychological Warfare in a Nutshell)



"Know that not all of you who seek this knowledge, were born with the cold mind of the psychological warrior."
-- Magnumopus (verbally transmitted)


No class in DnD is made for everybody, and what makes one player go wild, may leave others cold. Try to decide your take on the psychic warrior along the following guidelines and facts.

  • Why You should play a Psychic Warrior
    Because you want to be a tough guy who has the mind power(s) to help her/him in combat.

    A psychic warrior's powers make her/him flexible and to some extent useful in non-combat situations. Another side-effect of the manifesting ability is that the psychic warrior is extremely self-sufficient and does not rely on his spell-casting buddies to buff her/him up in order to be effective in his job.

    You can create builds with very good defenses, and with the right selection of powers and feats, you are more than capable of being a real tank. If you don't want to be in melee, there are unique ranged options open for psychic warriors. And as a sidenote, with their powers, psychic warriors are pretty good for emulating super heroes.

    => You play this class, because you love self-buffing and hitting things.

  • Why You shouldn't play a Psychic Warrior
    Because you want to be able to alter the world and use your powers directly on your foes.

    You cannot accomplish these feats. You are always a (cumulative) step behind in highest power level and you won't be able to focus on your manifesting ability (wisdom) like a psion, wilder or ardent can. If you want to be viable in hand-to-hand combat but really hate the idea of losing so much manifesting power, play an ardent.

    Besides, you cannot fill the role of the skillful, secondary martial character. You lack the skillpoints, class skills and class features for this job and will always fill the iconic role of the martial character.


A Quick Spotlight on the Frame

In order to finalize the exposure of the dirty truth about the psychic warrior, we are going to examine the class' core features:

  • The Good
    Good Fortitude Save -- A high fortitude save is extremely important for warrior types.
    Bonus Feats -- You get to select bonus feats from two great lists: Fighter bonus feats and psionic feats. It's a very boring "class feature", however.
    Manifesting -- This is what makes you unique. Psychic warriors get powers from a surprisingly diversified and highly exclusive list. The problem is that you will be behind in power level and are very short on fuel (i.e. powerpoints). As a result, you cannot afford to lose manifester levels (there are of course exceptions). Thus remember: Manifesting is your most important ability!

  • The Bad
    Medium Base Attack Bonus -- You are a class which will, no matter what, rely on attack rolls. Fortunately, your powers help you out in terms of total attack bonus, but it really hurts that you normally won't get a fourth attack.
    D8 Hit Die -- This means that you should aim for a score of 14 in constitution to have enough hit points for the front line.
    Skill List -- Your only real bright spot is autohypnosis. If possible, swap ride for tumble via skilled city dweller and you get another one, but even then you will be stuck with these two and concentration.

  • The Ugly
    Bad Reflex and Will Saves -- Since you will typically ignore dexterity, your reflex save will be extremely low in most cases. At least your will save profits from your wisdom score which you will need for manifesting. But as a compensation, you can select powers to boost your saves.
    2 Skillpoints/Level -- One of your skillpoints is locked up in concentration and typically you won't have a high intelligence score.
    No Unique Class Features -- This is really disappointing and one of the reasons (base attack bonus being the other) why people sacrifice a level of manifesting and a feat slot for the slayer and/or the sanctified mind prestige classes.

Offline zugschef

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Re: [3.5] The Psychic Warrior Handbook
« Reply #2 on: November 23, 2011, 08:25:58 AM »
III. The Psychic Warrior's Party-Role
(Psychological Warfare has several subgroups, e.g. the vanguard, the rearguard)



"The vanguard went to help the rear, and i stayed at the front back here, because after all psychological warfare..."
-- Magnumopus (confirmed citation)


You have shown enough interest in this class to read on, thus the point has come to shape the mold for your character.

First off, you must know that psychic warriors can only fill a very specific field of roles in a party. This overview shall help you with finding your way through the countless options this game offers by now, and creating a character concept which fits your style and taste and also works.


What you should look for...

  • Specialize not Generalize: DnD is a team game and features various encounters, puzzles and situations. While there are classes who potentially can do it all, it is not wise to actually try to. First, you will never be as good in a specific task as if you had narrowed your field of competences, and second, you may interfere with your teammates. Your feats and powers (and eventually your teammates and you) will complement each other way better and lead to a more satisfying result this way.

  • Don't be a One Trick Pony: This may seem to stand in contradiction to the previous point, but while you should specialize in a certain field, you should not solely focus on a single solution to the obstacles it poses. The circumstances won't always be the same and you may find yourself out of position if you are not flexible in your ways of dealing with them. Additionally, it's extremely boring for you and your friends. Thus, find a style and a field of competences for your character and then build around that by selecting corresponding but still differentiated feats and powers.

  • Powers are your Tools for the Job: Use them! Use your powers to get the job done, since that is the whole point in being a psychic warrior and not a fighter. While you should not waste them, you really don't want to be too tight with your powerpoints. It will ruin your fun. It's better to once in a while get into a situation where you have run out of power points, than always ending the adventuring day with your tank half full, because this means that you either make your party's life harder than necessary or that you lose out on a lot of fun or both. And of course, along with this comes the need to select powers which you will need. Chapter IX. Powers has more information on this.


Combat Roles

Normally you will fill the role of the melee guy. This means you are responsible for dishing out damage and taking it. You can of course build a more skillful character but the best psychic warrior powers are made for a straight-forward approach. Psychic warriors make excellent archers, however.

You might be irritated by the medium base attack bonus and their rather weak hit die, but with all their powers, psychic warriors really don't care that much. They can get temporary hit points and are one of the few classes who really have a meaningful way of in-combat healing, and if you want a fourth attack, take the slayer or sanctified mind prestige classes.

Anyway, the following routes are the most common for a psychic warrior:

  • Melee
    (click to show/hide)

  • Ranged
    (click to show/hide)

Remember that these roles are not meant to be limiting but helpful. They shall support you to do your job. You still can customize your approach by thinking outside the box and a creative use of powers.


Comparisons

There are other classes which compete for the same niche as the psychic warrior. The following comparisons shall spotlight the differences:

  • Vs. the Duskblade
    (click to show/hide)

  • Vs. the Hexblade
    (click to show/hide)

  • Vs. the Tome of Battle Classes
    (click to show/hide)

Offline zugschef

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Re: [3.5] The Psychic Warrior Handbook
« Reply #3 on: November 23, 2011, 08:26:10 AM »
IV. Abilities
(The Required Basic Qualities for Psychological Warfare)


The Joker: The greatest master in the Art to ever walk the realms of imagination.

"I've chosen you for this mission, Magnumopus, because you have all the necessary qualities for participating in psychological warfare..."
-- Convolvulus, Mentor of the young Magnumopus


Strength -- Most builds need this. It's your main source for attack bonus and damage. Typically, your highest priority.
Dexterity -- If you rely on the expansion power, you can live with a 10 in dexterity since you get a -2 dex-penalty for every size increase anyway. If you rely on two-weapon fighting or combat reflexes, you need it, however. But be aware that this really doesn't mesh well with expansion, one of the best powers in the game.
Constitution -- Every character needs this and melees need it even more. You already have a rather small hit die for a combat class, therefore put at least a 12 in there, better aim for 14 or higher. And don't forget: It pushes your fortitude save, too.
Intelligence -- Unless you really need the skillpoints, you can leave intelligence at a score of 10. Remember that combat expertise and its follow-ups (improved trip) demand a score of 13 here, however.
Wisdom -- You need at least a score of 11 to manifest powers at all and a score of 16 to manifest your highest level powers. It gives you more power points, too -- something psychic warriors are starving for. And don't neglect your will save. Put at least a 12 in there.
Charisma -- You don't even have a single class skill keyed off charisma. Dump this.

=> STR>WIS>=CON>DEX=INT>CHA

Elite Array: 15 STR, 10 DEX, 14 CON, 12 INT, 13 WIS, 8 CHA
28-Point-Buy: 16 STR, 10 DEX, 14 CON, 12 INT, 14 WIS, 8 CHA
32-Point-Buy: 16 STR, 10 DEX, 14 CON, 12 INT, 16 WIS, 8 CHA

This is for the standard melee route. Dexterity based characters suffer more mad. Generally you would interchange strength and dexterity, but remember that your strength score is needed for damage. If you are ranged, you either rely on dexterity or wisdom (zen archery) for hitting. This distribution does not include any prerequisites from feats, such as combat expertise or combat reflexes.

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Re: [3.5] The Psychic Warrior Handbook
« Reply #4 on: November 23, 2011, 08:26:22 AM »
V. Races
(The Naturally Gifted in the Art of Psychological Warfare)


The half-giant lady posing here, is not only bad-ass on a figurative level...

When it comes to races, it's similar to all other aspects of the process of building a DnD character: Coolness trumps it all. All the while you should keep a few clues in mind, when you make your choice.

  • Ability Score Adjustments: Try to avoid races with a penalty to constitution or wisdom, but look for boosts in these two and your main combat ability (strength or dexterity).

  • Level Adjustment and Racial Hit Dice: If you can buy your level adjustment off, nothing stops you from using a race with a level adjustment (just don't get higher than +2), if you can't the race must compare to a whole level of manifesting and more. Racial hit dice are generally horrible (unless they are dragon or outsider HD) and should be avoided like the plague.

  • Powerpoints: Races with bonus powerpoints help a lot in the early levels. Otherwise look for a decent wisdom score.

Psionic
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Core
(click to show/hide)

Other
(click to show/hide)

Templates
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Re: [3.5] The Psychic Warrior Handbook
« Reply #5 on: November 23, 2011, 08:26:34 AM »
VI. Alternate Class Features
(Improving Your Chances of Succeding in the Art)


This cat is the Pai Mei of Psychological Warfare.

The fact that the psychic warrior has no real class features, obviously leaves this die hard fella unimpressed. In case you wonder why: the mantled warrior and soulbound weapon substitution levels are so special, they actually give you class features.

Mantled Warrioronline -- Great ACF! Typically you'd choose the freedom mantle for 10 feet movement speed and access to dimension hop and psionic fly, but the time and natural world mantles are very good as well, you'll probably feel dirty abusing their powers (anticipatory strike, metamorphosis) though. The magic mantle, by the way, says "In addition, you always treat magic and psionics as identical", which at least RAW means that you can qualify for prestige classes like arcane archer, which require the ability to cast spells of a certain level. You might also argue that a prestige class' increase in caster level should now also work for your manifester level, which makes eldritch knight a viable prestige class option.
Skilled City Dwelleronline -- Lets you change ride for tumble. For the great majority of builds, this is a no-brainer.
Soulbound Weapononline -- Solid ACF which potentially saves you a lot of gold. The ability to enchant your weapon on the fly can be extremely helpful because it means that you'll always have the right tool, or in this case weapon, for the job at hand. The only cost involved is that you have to select the call weaponry power and gain weapon focus as your second level bonus feat and cannot choose it freely. As written, you cannot take this _and_ the mantled warrior ACF, but a reasonable DM should allow you to change the substitution to the first level or some similar work-around.


A Class Feature Disguised as a Feat: The Psicrystal

The psicrystal is not something reserved only for psions, every psionic class can get the psicrystal affinity feat. It is very similar to a familiar which basically was changed to a feat with the release of the complete arcane splatbook. I have listed it under alternate class features, because it scales with your level and really looks more like a class feature than a traditional feat. (To see why it's double-colored read the entry about feats.)

  • Psicrystal Creation and Destruction
    (click to show/hide)

  • Psicrystal BAB
    (click to show/hide)

  • Psicrystal Feats
    (click to show/hide)

You may have noticed that I have rated this as blue and orange, that's because there are typically two ways of using this feat: As part of the share pain+vigor-combo or without this combo.

  • Used as Part of the Combo: The combo builds upon the use of vigor via a psycrystal's share powers ability and the share pain power (from expanded knowledge which means that you will get it at level 7 at the earliest) which you manifest on your psicrystal. You take only half damage (your psicrystal takes the other) and this half is absorbed by your temporary hit points. As you can see, the benefit of vigor is effectively doubled. Share pain costs 3 powerpoints and vigor costs at least 1 powerpoint, and you need to remanifest vigor every time your temporary hit points are threatened to run out, because your psicrystal cannot be healed, only repaired (and the chances are very high that no one in your party can). Thus, you can only rely on this combo and still use other powers with a certain amount of powerpoints which you will reach with about level 10.

  • Used without the Combo: You can, of course, use a psicrystal without this combo and just see it as a neat gimmick. You get alertness and a benefit derived from the psicrystal's personality (nimble, observant and resolved are very good), after all. And to a certain extent, as soon as it has the ability to fly, you can use it as a scout (with all its construct immunities and flight it is protected from traps well enough). Another handy approach is to use it as a mindlink if your party has to split up. You can give the crystal to the party-scout and share the information instantly. If you also take the psicrystal containment feat, you can use two feats or powers which expend your focus in one round, deep impact and greater psionic weapon for instance.
    Remember that your psicrystal gains feats from its hit dice (look above). If your DM disagrees with this the psicrystal becomes much less useful. That's why it's colored blue _and_ orange.

For more information about psicrystals (which feats to select for your psicrystal, for example) check out the Mount Handbook by Prime32.

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Re: [3.5] The Psychic Warrior Handbook
« Reply #6 on: November 23, 2011, 08:26:46 AM »
VII. Skills
(Mastery in the Art of Psychological Warfare requires a lot of Skill, but Not Necessarily a lot of Skills)


True, this crazy look intimidates nobody, but when you've seen what he did to the fat guy you sure as hell are intimidated!

"Sure I jack a few fools, I bring 'em the pain, but sometimes it's about intimidation, you know. It's mind games."
-- Terry Tate, Office Linebacker and Disciple of the Art of Psychological Warfare


Strangely enough, you don't have intimidate as a class skill, but the art of psychological warfare is not about appearance, it's about the evidence of your actions. You are not meant to be a skillmonkey, rather the opposite. And while it makes sense to get at least 3 skillpoints per level for your best skills, don't make your life harder, by making sacrifices in other areas, and try to forcefully change that.

To continue with the example, in effect, don't try to intimidate someone with verbal threats, you are much smarter than that: Use your mindpowers for a bigger stick!

Autohypnosis -- Great skill with many uses.
Climb -- You've got teleport powers and so on, don't waste points here.
Concentration -- Put at least 5 ranks in there for autohypnosis synergy, better put as many in there as you need to beat a DC 20 concentration check regularly for regaining your psionic focus. And don't forget that you need this to manifest your powers defensively. Maybe it's best to try to max it.
Craft -- Maybe a few ranks in poisonmaking (or basket weaving). But this skill is keyed off intelligence, so might be better off with profession.
Jump -- Only for charging builds, all others should skip this.
Knowledge (psionics) -- Put one rank in there in order to make trained checks.
Profession -- Since it's keyed off wisdom, it makes a lot more sense than craft; just use professions like poisoner.
Ride -- Swap this for tumble, unless you really want to play a mounted warrior.
Search -- If you plan on taking levels in the slayer prestige class and make use of the track feat, you can put 5 ranks in there for a synergy bonus on survival checks, otherwise ignore it.
Swim -- Too situational for most campaigns, skip this too. If you need it, there are powers and spells which help you out.
Tumble -- Get this by swapping out ride via skilled city dweller. Great skill. Combine this with hustle for great effect, as you can change your position without provoking attacks of opportunity and still full attack afterwards.

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Re: [3.5] The Psychic Warrior Handbook
« Reply #7 on: November 23, 2011, 08:26:58 AM »
VIII. Feats
(Or the Old School Martial Arts)


Sometimes you just have to return to old school martial arts.

"Idiot! Owing to the failure of the back, to back us up, the order of march has been turned back to front! Now get back to the front!!"
-- Platypus, a traditionally minded Warlord


Psychological warfare is pointless without the necessary training in traditional combat. Feats will define your combat style. As mentioned in chapter III under combat roles, you must make the choice on which style you want to focus. To make it easier to distinguish which style demands which ability scores and feats, I have categorized them. Before I go into detail, there are some aspects to watch out for:

  • Don't get MAD: Yes, you can (nearly) end up like a paladin if you don't plan your feat-selection. Combat expertise needs 13 intelligence, combat reflexes and two-weapon fighting demand a high dexterity score, and without a clever solution you will always need strength for damage (and for some feats, of course).

  • Make Clever Use of Prerequisites: Some feats, as well as some prestige classes, demand the selection of rather sub-par feats as prerequisites. If somehow possible, try to build upon that and select feats with the same lame prerequisites, this will lower the overall price. Feats that fit this description are dodge, iron will and weapon focus.

  • Remember Your Powers: With all the feat-trees and combat options, you can very easily end up with no feat slots open to enhance your manifesting ability. You should really think twice about, if that's worth it for you.


Dexterity-Based Route
(click to show/hide)

Strength-Based Route
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Ranged Route
(click to show/hide)

Shields
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Natural and Unarmed Attacks
(click to show/hide)

Psionic
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Miscellaneous
(click to show/hide)
« Last Edit: April 25, 2013, 10:21:28 AM by zugschef »

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Re: [3.5] The Psychic Warrior Handbook
« Reply #8 on: November 23, 2011, 08:27:10 AM »
IX. Powers
(Also Known as the Good Stuff)


Hallucinating and seeing strange creatures is a common side effect of good stuff.

"Duh! This psychological warfare is good stuff."
-- Magnumopus


Let's get to the "good stuff", now: Your mind powers. They are the foundation of psychological warfare and selecting them can be more difficult than selecting feats. But there are a few guidelines which help in this respect:

  • The Coolness: DnD is a game and as such it is supposed to be fun and no competition about the size of special sexual organs. Pick powers which you think make you look cool, let you be and act cool. If you like it hot, nothing stops you from looking hot, and picking up hot powers either.

  • No Overlappings: It's important to _not_ pick powers with overlapping or very similar (but not complementary) effects and powers which scale badly (powers with saving throws, for instance). Since you lack the possibility to replace powers later on, you will otherwise end up with a bunch of idle powers, eventually.
    As an example: If you do not have any charging feats, do not take psionic lion's charge and hustle. Just take hustle.

  • Cover Your Bases: Further, try to cover your bases. Unlike with spellcasters, your bases are not categorized in battlefield control, de-buffing and so on, but in various kinds of buffs. Save for some exceptions (like hostile empathic transfer), you won't use de-buffs or direct attack powers, because your saving throw DC will be low. Your buffs provide the needed effects:
    • Attack Buffs (reach/size, AB,...)
    • Damage Boni (type,...)
    • Defense and Survivability (AC, saves, temporary hit points, healing,...)
    • Movement (speed, flying, teleport,...)
    • Utility Buffs (resistances, perception,...)

  • On getting Powers from other Lists: There are four ways to get powers which do not appear on the psychic warrior list:
    • Expanded Knowledge: You can either take this feat and select any power one level below your highest capability or use
    • Independent Research: There is a paragraph dedicated to this in the SRD.
    • Mantled Warrior: Finally, this ACF lets you select the powers associated with your chosen mantle. See Chapter VI. Alternate Class Features for further information.
    • Psychic Chirurgery: If you find a high-level telepath willing to do this, it is a very nice option to expand your powers known list beyond its normal limit. It costs XP and/or gold, but some powers are definitely worth it. By the way, if the telepath has the feat Supernatural Transformation from Savage Species linked to this power, there are no costs involved.

  • The Trap: There is a trap involved with buffing, which you should be aware of. Combat in DnD tends to be quite short and you won't have the time to buff up for several rounds. Use feats (linked power) and powers manifested as swift or immediate actions, or powers which give you more actions (schism, temporal acceleration) or let you act earlier (anticipatory strike), to do it faster and try to engage as early as possible. Moreover, that is why a power's duration really matters... a lot.

That said, pick powers which you like and fit your style, and perhaps most importantly:
Don't forget to pick powers which you will actually need and use.

1st Level
(click to show/hide)

2nd Level
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3rd Level
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4th Level
(click to show/hide)

5th Level
(click to show/hide)

6th Level
(click to show/hide)

Powers from other Lists
(click to show/hide)

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Re: [3.5] The Psychic Warrior Handbook
« Reply #9 on: November 23, 2011, 08:27:24 AM »
X. Multiclassing
(Variation is Key to Mastery in the Art)


Using a big _pointy_ stick instead, can lead to unexpected results.

"I see that mixing with us has made you a cunning strategist."
-- Platypus to Convolvulus on his newly gained warmongering skills


Multiclassing can be great to gain some class features, more BAB and better saves, but there are a few issues you have to consider when doing it:

  • Watch Your Manifester Level: First and foremost, you should never lose manifester levels without a very good reason. Unfortunately, there are no multiclassing options available which do not cost manifester levels. The practiced manifester feat is great for compensating a loss of manifester levels and is obligatory if you lose more than one. In any case, it has to be really worth it to lose manifester levels: Gaining a fourth attack or great class features, for example. But no matter what, no class is worth it to lose access to 6th level powers.

  • XP-Penalty: Another issue with multiclassing is the wretched favored class rule which results in an XP-penalty. Any race which doesn't have any or psychic warrior as a favored class, will cause this problem with other base classes. Of course, this is no problem if you stick to prestige classes.

  • Feats: Do not invest too many feats in prerequisites, or you may have trouble to complete your concept. The psychic warrior has all these bonus feats for a reason.

  • Skills: Typically you won't have more than 2-4 skillpoints per level. This may make it difficult to qualify for prestige classes. It is a good idea to pick up more skillpoints and nice class skills via multiclassing, however.


Base Classes

  • Monk
    (click to show/hide)

  • Tome of Battle Classes
    (click to show/hide)


Prestige Classes

  • Psychic Weapon Master
    (click to show/hide)

  • Sanctified Mind
    (click to show/hide)

  • Slayer
    (click to show/hide)

  • Warshaper
    (click to show/hide)


The Psychic Warrior as a Dip

  • Meldshapers
    (click to show/hide)

  • Swift Hunter
    (click to show/hide)

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Re: [3.5] The Psychic Warrior Handbook
« Reply #10 on: November 23, 2011, 08:27:43 AM »
XI. Items
(The Bigger the Stick, the Better the Result)



"Oof! I was afraid it was obsolete!"
-- Magnumopus to his big deep brown crystal stick


Even a master of the psychological warfare relies on tools for his trade. Here you'll find information specifically for your psychic warrior. For an overview of the best items in the game, visit Bunko's Bargain Basement.

Armor and Weapons
(click to show/hide)

Psionic Items
(click to show/hide)

Miscellaneous
(click to show/hide)

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Re: [3.5] The Psychic Warrior Handbook
« Reply #11 on: November 23, 2011, 08:28:47 AM »
XII. Builds
(The Fully Trained Disciples of the Art of Psychological Warfare)


Magnumopus, Grandchampion of Psychological Warfare

"Duh! I'm telling them about psychological warfare."
-- Magnumopus


The builds presented here follow the model of the combat roles presented in chapter III. As such, they are categorized in the same mold. Take these as examples and not as dogmas.

"Yo dowg. We herd u liek smacks. So we put a smack in your smack, so you can smack while you smack!" (dobu)
First off, I'd like to introduce the "King of Smack". It truly was a revelation in the early days of 3.5 psionics. The point of it is to use the claws of the beast power and optimize it. To pull this off, you need to qualify for rapidstrike, which you do as an elan, a synad or a dragonwrought kobold. If you need more info just visit the build's thread linked above.

Basic
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Charging
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Grappling
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Masochistic Style
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Ranged
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Sword & Board
(click to show/hide)

Two-Weapon Fighting Style
(click to show/hide)

Tripping
(click to show/hide)

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Re: [3.5] The Psychic Warrior Handbook
« Reply #12 on: November 23, 2011, 08:28:59 AM »
XIII. To Do List and Update History
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Offline zugschef

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Re: [3.5] The Psychic Warrior Handbook
« Reply #13 on: November 23, 2011, 08:29:19 AM »
reserve post #1

Offline zugschef

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Re: [3.5] The Psychic Warrior Handbook
« Reply #14 on: November 23, 2011, 08:29:28 AM »
reserve post #2

Offline nijineko

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Re: [3.5] The Psychic Warrior Handbook
« Reply #15 on: November 23, 2011, 08:57:26 PM »
Thank you for porting this over!

Offline zugschef

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Re: [3.5] The Psychic Warrior Handbook
« Reply #16 on: November 23, 2011, 10:16:37 PM »
Thank you for porting this over!
no problem. :)
wouldn't want my work to get lost. i've invested way too much time in it. ;-)

Offline Sinfire Titan

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Re: [3.5] The Psychic Warrior Handbook
« Reply #17 on: December 09, 2011, 12:14:27 AM »
Attention Handbook Writers! If you wish to openly discuss your handbook in an easily-accessible location, please start a thread in this section (Do not do so in the Handbooks section), and then reply to this thread. Doing so is not required, but handbooks exist for the purpose of compiling useful information regarding the 3.X system. Such handbooks would do well to have a discussion thread.
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