At the moment i am playing a DEX-based Psi Warrior Simic in a 4 Player Campaign, we rolled our stats and at the moment she got:
11 STR | 20 DEX | 18 CON | 16 INT | 12 WIS | 10 CHA
I rolled very good for her and i am happy with the stats. At the moment we are LV 7 and i am not really sure what to do with the improvement on LV8, here are my thought:
2 Point in INT to make strikes better, higher Safe DC and more AC (she has a homebrew feat that her AC = 10 + DEX + INT for the jedi vibe)
Lucky Feat (very good utility to reroll safes were she isnt good and stuff like that)
Skilled (Proficiency in Slight of Hand, Stealth, Persuasion)
It has to be said that we are a zero CHA group and she is a little bit the talker of the group, also maybe she is dual calssing into Rogue at some point, so SKILLED would be there to make her a good in these ways.
Also we are facing black Dragon in the near future, we dont know wich kind of at the moment, but i guess it will be an adult one. os lucky would be very usefull in this fight, considering we do it at LV 8 where she doesnt got her "indomitable".
Wirh rogue i would get one additional skill, which probably would be stealth, considerd i would take skilled, i would porbably get deception with rogue und the mentioned 3 with skilled.
i am not sure about the weapon feats, i use a sun blade and a finesse quarterstuff that can extend up to 30 ft. so i use different types of dmg.
I am not the main tank, we have also a barbarien, so i am a little bit of an off Tank, but moat of rhe time i am just there to so dmg, free someone out of grapples, giving healing potions, considered we dont have a healer.
Boosting Int isn't a bad idea, even though Telekinetic Thrust is the only ability that relies on your Int(which I think is a failing of the subclass, to be honest). But even with your current Int score, a dip into some Wizard magic might be fun, either with multiclassing or the Magic Initiate feat. The Telekinetic/Telepathic feats could be fun too.
Protective field, Psionic strike, telekinetic thrust, bulwark of force, and telekinetic master all rely to some degree on your intelligence modifier. That being said, a +1 bonus to some of these features may not have nearly the same impact on your characters effectiveness as some feats might. Maxed dexterity and a +3 intelligence modifier are already pretty amazing.
damage wise piercer would have a higher impact on your damage than increasing your intelligence would. Though dexterity is already maxed, it would even out your strength, make you a bit more athletic, increase carry capacity, and shore up strength checks and saves you’ll be subjected to by various creatures eventually. The damage would work while two weapon fighting with shorts swords, dueling with rapier, or making use of a longbow.
resilient wisdom will help keep your mind your own, preserving your indomitable uses and your psi die when using the guarded mind feature. Every die you save by not using it on guarded mind is another Psionic Strike/telekinetic Thrust you can use on your foes or reduce damage to yourself or an ally.
If you max out your Constitution you can make use of the tough feat and become that much more ridiculous hitpoint wise.
Remember that protective fields trigger basically works against all instances of damage within 30ft and sight. Traps, attacks, fall damage... it may not reduce a lot of damage at once, but it can reduce a little damage often. Might even help an ally caught in a breath weapon maintain concentration by reducing the damage and the subsequent concentration save DC.
I really love the concept of the telekinetic feat on a psi warrior. It greatly improves your utility (invisible mage hand ftw) and gives you something to do with your bonus action every single turn by shoving people around. And well, it also just really fits the theme.
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Hello! :)
At the moment i am playing a DEX-based Psi Warrior Simic in a 4 Player Campaign, we rolled our stats and at the moment she got:
11 STR | 20 DEX | 18 CON | 16 INT | 12 WIS | 10 CHA
I rolled very good for her and i am happy with the stats. At the moment we are LV 7 and i am not really sure what to do with the improvement on LV8, here are my thought:
2 Point in INT to make strikes better, higher Safe DC and more AC (she has a homebrew feat that her AC = 10 + DEX + INT for the jedi vibe)
Lucky Feat (very good utility to reroll safes were she isnt good and stuff like that)
Skilled (Proficiency in Slight of Hand, Stealth, Persuasion)
It has to be said that we are a zero CHA group and she is a little bit the talker of the group, also maybe she is dual calssing into Rogue at some point, so SKILLED would be there to make her a good in these ways.
Also we are facing black Dragon in the near future, we dont know wich kind of at the moment, but i guess it will be an adult one. os lucky would be very usefull in this fight, considering we do it at LV 8 where she doesnt got her "indomitable".
What are your thoughts on that one?
Thx for helping :)
If you’re going to dip into rogue, those skills would be pretty redundant, wouldn’t they?
With those ability scores, I’d look at feats. Lucky is a fun one, you’re right. The weapons type feats — slasher, piercer, crusher can be great.
Whats you’re role in the party? Are you tanking where sentinel could be useful? Is there anything else you’re looking at?
Wirh rogue i would get one additional skill, which probably would be stealth, considerd i would take skilled, i would porbably get deception with rogue und the mentioned 3 with skilled.
i am not sure about the weapon feats, i use a sun blade and a finesse quarterstuff that can extend up to 30 ft. so i use different types of dmg.
I am not the main tank, we have also a barbarien, so i am a little bit of an off Tank, but moat of rhe time i am just there to so dmg, free someone out of grapples, giving healing potions, considered we dont have a healer.
If you have any orher suggestions i am open :)
Boosting Int isn't a bad idea, even though Telekinetic Thrust is the only ability that relies on your Int(which I think is a failing of the subclass, to be honest). But even with your current Int score, a dip into some Wizard magic might be fun, either with multiclassing or the Magic Initiate feat. The Telekinetic/Telepathic feats could be fun too.
Protective field, Psionic strike, telekinetic thrust, bulwark of force, and telekinetic master all rely to some degree on your intelligence modifier. That being said, a +1 bonus to some of these features may not have nearly the same impact on your characters effectiveness as some feats might. Maxed dexterity and a +3 intelligence modifier are already pretty amazing.
damage wise piercer would have a higher impact on your damage than increasing your intelligence would. Though dexterity is already maxed, it would even out your strength, make you a bit more athletic, increase carry capacity, and shore up strength checks and saves you’ll be subjected to by various creatures eventually. The damage would work while two weapon fighting with shorts swords, dueling with rapier, or making use of a longbow.
resilient wisdom will help keep your mind your own, preserving your indomitable uses and your psi die when using the guarded mind feature. Every die you save by not using it on guarded mind is another Psionic Strike/telekinetic Thrust you can use on your foes or reduce damage to yourself or an ally.
If you max out your Constitution you can make use of the tough feat and become that much more ridiculous hitpoint wise.
Remember that protective fields trigger basically works against all instances of damage within 30ft and sight. Traps, attacks, fall damage... it may not reduce a lot of damage at once, but it can reduce a little damage often. Might even help an ally caught in a breath weapon maintain concentration by reducing the damage and the subsequent concentration save DC.
I really love the concept of the telekinetic feat on a psi warrior. It greatly improves your utility (invisible mage hand ftw) and gives you something to do with your bonus action every single turn by shoving people around. And well, it also just really fits the theme.