So I'm currently playing a Psi Warrior Fighter at level 3. The character is built with flavor trumping mechanics, but is still mechanically viable and a good dps.
He is dex based, using smaller daggers and the thrown weapon fighting style. He basically uses daggers as "ammunition" and wears a belt with about 15 of them all around (imagine kinda forming a "skirt" of daggers)
I've been thinking recently of throwing in some rogue (Soulknife). It fits thematically really well, they're both psychic, daggers and rogues are bffs, my character is already a bit quiet and sneaky, and MOST importantly, Soul Knife gives me the cool psychic blades that overcome my weakness of "What if monster has nonmagical BPS resistance?" and ammunition.
The trade off is, the Psi Warrior has some cool stuff i also want lol. I like the Psi jump thing and the level 15 bulwark thing. as well as the multi-extra attack / ASI's
Here's my current plan (subject to change): Get to 6 fighter for the 2 ASI's so that I can get dex to 20 (currently 16) then go 3 rogue. THEN.......???? idk lol
Consider this as well: The typical "most games don't make it past level such-n-such" doesn't really apply to my group. Most games we've played have gone to AT LEAST 17 over the past years
You haven't really asked a question that anyone can help you with as the main question is "what do you think?" but...
What do we think about... what? It sounds like you already enjoy playing your character.
You've identified:
Preferring flavour over effectiveness (throwing daggers is just outright less effective than using a longbow for a dex based fighter, so the assumption has to be you're not interested in 'the most powerful' build)
You are a player with experience playing multiple high level characters so you know how the game works
For us to give help, I think you need to outline your question more clearly. If you aren't aiming at upping effectiveness in combat (which taking levels in rogue won't achieve compared to sticking with pure fighter) then what's the question?
Alright how's this: 1. If I multiclass, would should be my level progression through level 20? While I prioritize narrative, I also enjoy being effective in combat.
or
2. Mechanically, what would convince me to NOT multiclass?
There's no reason not to multiclass, but the main benefit of multiclassing into Soulknife Rogue is that you get Cunning Action, which is great for mobility, but not necessary that important for a Fighter. Using the actual Soul Knife is little different to making an attack with a dagger other than that it deals an average 3.5 damage rather than 2.5 (which doesn't apply to all your attacks), and Sneak Attack for 3.5 (1d6) damage per turn in certain circumstances. Is it worth losing Fighter traits for that? By taking 3 levels in Rogue, you'll be delaying a fair amount of ASIs, and most importantly your 3rd Extra Attack won't arrive until level 14, and you won't get the last until level 20. That's one heck of a lot of attacks to miss out on in exchange for a few small points of damage.
By taking the Rogue levels for this style of play, over the course of a campaign you'll hugely reduce your overall damage output because through levels 11, 12, 13, 17, 18 and 19 you are missing a whole attack every turn in exchange for +1 damage on some dagger attacks and the odd sneak attack.
I think you're right to be concerned about hitting creatures with resistance to normal b/p/s because of your choice of build. Most DMs will give out a magical weapon of the type a player wants at some point, but I don't know how you'd do that with a bunch of daggers without providing a belt of magical daggers, or a dagger that keeps teleporting back to your hand after you attack. But if you do get a magical set of daggers, then are you going to use your Soul Knife anymore? Probably not, and then there was no point in taking it.
So mechanically, I'd say don't multiclass unless you really just want to for flavour. Going pure fighter will be much more effective.
To max your DPS, take the Alert feat. If you take 4 turns and a monster only takes 3 before you kill it, then you got a whole extra turn - the biggest DPS increase you can get in the game. You can also flavour it to reflect your heightened psionic awareness.
You could see if your DM will give you a bracer of flying daggers to deal with the magic issue. Though it only allows for 2 attacks per action so you’d lose out on some of your extra fighter attacks.
There is a reason not ot multiclass, it means you will get all your fighter abilities later (and possibly not at all for the high level ailities). If you take 3 levels of rogue you have to decide at each character level whether you would prefer Rogue 3 or the 3 levels of fighter you would have instead if you were a single class.
Regarding dealing with creatures resistant / immune to non magical BPS damage I would see if your DM would be willing for your character to find a Blink Back Belt even if it isn't an official magic item, then you would just need one magic dagger you can throw multiple times per turn.
SInce you're going flavor over mechanics, and wanting to keep mechanics viable, at least, I think you can multi, for the RP aspect and remain viable as well. MY plan would delay your 3rd attack all the way to 16 and eliminate your 4th entirely.
Fighter to 6, as you mentioned for the ASI's. Rogue to 5 for Uncanny Dodge, a once-per round, Reaction cost, halving of damage. Handy, to say the least. Also gets you to 3d6 for your Sneak Attack dice. Fighter forevermore. More HP per level and start getting the class perks you wanted.
IMO, the Sneak Attack damage should balance the delayed third attack, the early Fighter levels will give a good amount of HP and you can look for a nice magic Rapier to wear and grab if things get tight and/or your enemies are immune to non-magical attacks. I think it fits well thematically and mechanically, my only real DISlike is that 5th level in Rogue delaying another ASI lol. I think the tradeoff, for a once per round halving of damage is worth it.
Your character, we're just offering a few different perspectives.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
For me it would hinge on whether or not you can solve the thrown weapon issues with magic weapons. I'd ask for the ability to infuse your daggers with psionic magicalness or to get a returning dagger. Neither would be stronger than an uncommon item.
SInce you're going flavor over mechanics, and wanting to keep mechanics viable, at least, I think you can multi, for the RP aspect and remain viable as well. MY plan would delay your 3rd attack all the way to 16 and eliminate your 4th entirely.
Fighter to 6, as you mentioned for the ASI's. Rogue to 5 for Uncanny Dodge, a once-per round, Reaction cost, halving of damage. Handy, to say the least. Also gets you to 3d6 for your Sneak Attack dice. Fighter forevermore. More HP per level and start getting the class perks you wanted.
IMO, the Sneak Attack damage should balance the delayed third attack, the early Fighter levels will give a good amount of HP and you can look for a nice magic Rapier to wear and grab if things get tight and/or your enemies are immune to non-magical attacks. I think it fits well thematically and mechanically, my only real DISlike is that 5th level in Rogue delaying another ASI lol. I think the tradeoff, for a once per round halving of damage is worth it.
Your character, we're just offering a few different perspectives.
I have been considering a similar MC build for a Psi Warrior and came to similar conclusions. An alternative is Psi Warrior to 6, Soul Knife to 5, Psi Warrior to 11, then Soul Knife to 9. You’ll have 3 attacks at level 16 with a 3d6 sneak attack. At level 20, you’ll have 4 attacks with Evasion and Soul Blades as a sort of capstone ability.
That misses out on the Bulwark of Force for Psi Warrior, which is pretty good cover for the whole party, along with the Soul Knife’s invisibility power. That’s the trade off for getting moderate dice size for both subclasses and getting Evasion (albeit pretty late).
There is a reason not ot multiclass, it means you will get all your fighter abilities later (and possibly not at all for the high level ailities). If you take 3 levels of rogue you have to decide at each character level whether you would prefer Rogue 3 or the 3 levels of fighter you would have instead if you were a single class.
Regarding dealing with creatures resistant / immune to non magical BPS damage I would see if your DM would be willing for your character to find a Blink Back Belt even if it isn't an official magic item, then you would just need one magic dagger you can throw multiple times per turn.
You quoted the first line of my post, then ignored the entirety of the rest of the post in which I showed, in much more detail than you did, the very thing you then went on to say in your post, also ignoring that the OP said that they build for flavour rather than combat effectiveness.
Alright how's this: 1. If I multiclass, would should be my level progression through level 20? While I prioritize narrative, I also enjoy being effective in combat.
or
2. Mechanically, what would convince me to NOT multiclass?
2. If you're only level three, you might find yourself falling behind your teammates if you multiclass right now. I always think the best time to multiclass is after level 5, considering that's when most single classes really start to come online. As a fighter, I wouldn't really consider multiclassing at least till after I got multiattack, because nothing is worse than having to wait 1-2 extra levels while everyone else is getting two attacks in, casting 3rd level spells, using stunning strikes, all those good level 5 things.
has there been any confirmation that extra attack works with psychic blades? RAW it reads that you make one attack and the blade vanishes, then the only second attack is the Bonus Action attack with a second blade.
If the DM wants they can allow a blade to appear for as many extra attacks you have, as part of the attack action, but the way it is written, it doesn’t sound like it.
has there been any confirmation that extra attack works with psychic blades? RAW it reads that you make one attack and the blade vanishes, then the only second attack is the Bonus Action attack with a second blade.
If the DM wants they can allow a blade to appear for as many extra attacks you have, as part of the attack action, but the way it is written, it doesn’t sound like it.
It says " Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade" It doesn't really specify ONE attack, and extra attack says when you take the attack action you make 2 instead of one. I guess I can SEE how a rather persnickity DM can stretch it around to not allow it. But that would definitely cause some push back I'd imagine lol
has there been any confirmation that extra attack works with psychic blades? RAW it reads that you make one attack and the blade vanishes, then the only second attack is the Bonus Action attack with a second blade.
If the DM wants they can allow a blade to appear for as many extra attacks you have, as part of the attack action, but the way it is written, it doesn’t sound like it.
It says " Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade" It doesn't really specify ONE attack, and extra attack says when you take the attack action you make 2 instead of one. I guess I can SEE how a rather persnickity DM can stretch it around to not allow it. But that would definitely cause some push back I'd imagine lol
I don't think it's particularly persnickety considering the following: "The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage."
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
has there been any confirmation that extra attack works with psychic blades? RAW it reads that you make one attack and the blade vanishes, then the only second attack is the Bonus Action attack with a second blade.
If the DM wants they can allow a blade to appear for as many extra attacks you have, as part of the attack action, but the way it is written, it doesn’t sound like it.
It says " Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade" It doesn't really specify ONE attack, and extra attack says when you take the attack action you make 2 instead of one. I guess I can SEE how a rather persnickity DM can stretch it around to not allow it. But that would definitely cause some push back I'd imagine lol
I don't think it's particularly persnickety considering the following: "The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage."
Yep. This is the part that I was concerned about. And could be dependent on how a DM wants to interpret it. One was is you make one attack and it vanishes and you’re done. Another is a blade appears for each attack for the attack action, it doesn’t exactly specify only one attack. And yet another is, it vanishes immediately after it hits or misses (with the completion of the attack action edit: no matter how many attacks are in that action).
So ask your DM to see if there is anything to worry about.
Personally I read it as one and done. But would probably allow extra attack to work with it anyway just for RAF.
People sometimes think of multi-classing as too much of a power gaming thing. But honestly a lot of this is stuff your character would think long and hard on. Your characters know what they do is dangerous. They are not stupid - if taking a level or two will save their life, they will take it.
The closest thing to a class choice in the real world is Postgrad University choice. Do you get a medical degree, a law degree, or a business degree? Ask yourself who goes to both types of schools? While it is very very rare to graduate from two of these Post-grad programs (i.e. try for 10 levels of Lawyer and 10 levels of Doctor), a lot of people take some post grad classes in another field. Doctors and lawyers that want to start their own practices may take business classes. Lawyers that do medical malpractice often get a good grounding in medicine. Business people often learn a bit about law to avoid penalties. In other words, while they focus on one class, they take one or two levels of another.
Back to the original question - should you take a level of Psi Rogue. I would say that it really doesn't matter about Level 6 Fighter/3 Rogue if you die before getting to level 9. Each level of Rogue should be at least COMPARABLE to another level of Fighter before you take it. Yes, this sounds like power gaming, because it is. Just like the Lawyer mentioned above taking some business classes is Power 'working', you are power gaming.
The Psi Leap is ok, but not fantastic. But the Thrust is a huge upgrade to your strike, making it much more powerful. In addition, at 8th you get another feat, and at 9 you get indomitible, both good stuff again.
To make it worthwhile to give up the 7th level of Psi Warrior you need to value both the Sneak attack, the extra skill, AND the Expertise. If you are not excited about the skill stuff, then Rogue is not a good choice for you. That only brings you to 6 fighter/ 1 rogue.
The the question becomes do you want a 2nd level of Rogue. For that you need to value Cunning Action. Again, compare with Telekinetic Thrust. If you never intend to Dash, Disengage, Hide, or Aim, then you should never take level 2 of Rogue. If on the other hand you routinely wish you could Dash, Disengange, Hide or Aim as a Bonus Action, then Rogue 2 becomes worthwhile.
ONLY THEN do you consider if taking a third level of Rogue in order to get the psychic blades.
For me, to make this worthwhile, the likely question is going to be 1) Do you want expertise in a skill? then 2) Are you using your Bonus Action a lot. The most likely BA you will want is Dash or Aim. Dash lets you get into battle quickly if you are a melee guy and Aim gives you Advantage if you do not move that turn, allowing sneak attack.
People sometimes think of multi-classing as too much of a power gaming thing. But honestly a lot of this is stuff your character would think long and hard on. Your characters know what they do is dangerous. They are not stupid - if taking a level or two will save their life, they will take it.
The closest thing to a class choice in the real world is Postgrad University choice. Do you get a medical degree, a law degree, or a business degree? Ask yourself who goes to both types of schools? While it is very very rare to graduate from two of these Post-grad programs (i.e. try for 10 levels of Lawyer and 10 levels of Doctor), a lot of people take some post grad classes in another field. Doctors and lawyers that want to start their own practices may take business classes. Lawyers that do medical malpractice often get a good grounding in medicine. Business people often learn a bit about law to avoid penalties. In other words, while they focus on one class, they take one or two levels of another.
Back to the original question - should you take a level of Psi Rogue. I would say that it really doesn't matter about Level 6 Fighter/3 Rogue if you die before getting to level 9. Each level of Rogue should be at least COMPARABLE to another level of Fighter before you take it. Yes, this sounds like power gaming, because it is. Just like the Lawyer mentioned above taking some business classes is Power 'working', you are power gaming.
The Psi Leap is ok, but not fantastic. But the Thrust is a huge upgrade to your strike, making it much more powerful. In addition, at 8th you get another feat, and at 9 you get indomitible, both good stuff again.
To make it worthwhile to give up the 7th level of Psi Warrior you need to value both the Sneak attack, the extra skill, AND the Expertise. If you are not excited about the skill stuff, then Rogue is not a good choice for you. That only brings you to 6 fighter/ 1 rogue.
The the question becomes do you want a 2nd level of Rogue. For that you need to value Cunning Action. Again, compare with Telekinetic Thrust. If you never intend to Dash, Disengage, Hide, or Aim, then you should never take level 2 of Rogue. If on the other hand you routinely wish you could Dash, Disengange, Hide or Aim as a Bonus Action, then Rogue 2 becomes worthwhile.
ONLY THEN do you consider if taking a third level of Rogue in order to get the psychic blades.
For me, to make this worthwhile, the likely question is going to be 1) Do you want expertise in a skill? then 2) Are you using your Bonus Action a lot. The most likely BA you will want is Dash or Aim. Dash lets you get into battle quickly if you are a melee guy and Aim gives you Advantage if you do not move that turn, allowing sneak attack.
All very good points and I think it helped me make a decision.
1. I LOOOOVE being a skill monkey so expertise is ALWAYS appealing to me.
2. I have notoriously bad to-hit rolls with this character so bonus action aim from cunning action would be pretty dope
3. Telekinetic thrust knocks things prone which, while great for others in the party, isn't the greatest for me as I am ranged
So each level of rogue after Fighter 6 has me just as excited for the features as if I would have continued fighter. So I'll prolly end up doing it.
Plus my character is all about figuring out his psychic abilities. he started with the telekinetic feat, then gained the psi warriors smite-like thing to enhance his throwing, so it would be cool if the next step was to lay into the psychic and avoid weapons entirely, using the psychic blades
It seems like you got this pretty well figured out, but just in case you're still questioning this from a mechanical strength perspective, don't.
The people saying going straight fighter is better for dpr are missing a crucial piece of context: your build doesn't have a regular use for its bonus action yet. Fighter 11 may get you 3 attacks a turn, but it still isn't using its bonus action regularly, and definitely not to attack. Psi Warrior 6/ Soulknife 3 is making 3 attacks a round 2 levels earlier, and has sneak attack as another source of damage too. Sure, your action surge turn is a bit worse, but in return, every other turn you take is better.
So not only are you fleshing out your character with expertise and excellent mobility options thanks to expertise and cunning action, but you aren't lagging behind when it comes to damage.
I would stick to that 6 level psi warrior base and never touch it again. Keep going Soulknife. Evasion is incredible and Homing Strikes will be a nice dpr boost if you get that high. Consider taking Fighting Initiate: Dueling at Rogue level 4, as it will also apply to each of your psychic blades. Making your attacks deal 1d6 (or 1d4) + 9 is quite nice.
So I'm currently playing a Psi Warrior Fighter at level 3. The character is built with flavor trumping mechanics, but is still mechanically viable and a good dps.
He is dex based, using smaller daggers and the thrown weapon fighting style. He basically uses daggers as "ammunition" and wears a belt with about 15 of them all around (imagine kinda forming a "skirt" of daggers)
I've been thinking recently of throwing in some rogue (Soulknife). It fits thematically really well, they're both psychic, daggers and rogues are bffs, my character is already a bit quiet and sneaky, and MOST importantly, Soul Knife gives me the cool psychic blades that overcome my weakness of "What if monster has nonmagical BPS resistance?" and ammunition.
The trade off is, the Psi Warrior has some cool stuff i also want lol. I like the Psi jump thing and the level 15 bulwark thing. as well as the multi-extra attack / ASI's
Here's my current plan (subject to change): Get to 6 fighter for the 2 ASI's so that I can get dex to 20 (currently 16) then go 3 rogue. THEN.......???? idk lol
Consider this as well: The typical "most games don't make it past level such-n-such" doesn't really apply to my group. Most games we've played have gone to AT LEAST 17 over the past years
What y'all think :D?
You haven't really asked a question that anyone can help you with as the main question is "what do you think?" but...
What do we think about... what? It sounds like you already enjoy playing your character.
You've identified:
For us to give help, I think you need to outline your question more clearly. If you aren't aiming at upping effectiveness in combat (which taking levels in rogue won't achieve compared to sticking with pure fighter) then what's the question?
I guess you're right lol
Alright how's this:
1. If I multiclass, would should be my level progression through level 20? While I prioritize narrative, I also enjoy being effective in combat.
or
2. Mechanically, what would convince me to NOT multiclass?
There's no reason not to multiclass, but the main benefit of multiclassing into Soulknife Rogue is that you get Cunning Action, which is great for mobility, but not necessary that important for a Fighter. Using the actual Soul Knife is little different to making an attack with a dagger other than that it deals an average 3.5 damage rather than 2.5 (which doesn't apply to all your attacks), and Sneak Attack for 3.5 (1d6) damage per turn in certain circumstances. Is it worth losing Fighter traits for that? By taking 3 levels in Rogue, you'll be delaying a fair amount of ASIs, and most importantly your 3rd Extra Attack won't arrive until level 14, and you won't get the last until level 20. That's one heck of a lot of attacks to miss out on in exchange for a few small points of damage.
By taking the Rogue levels for this style of play, over the course of a campaign you'll hugely reduce your overall damage output because through levels 11, 12, 13, 17, 18 and 19 you are missing a whole attack every turn in exchange for +1 damage on some dagger attacks and the odd sneak attack.
I think you're right to be concerned about hitting creatures with resistance to normal b/p/s because of your choice of build. Most DMs will give out a magical weapon of the type a player wants at some point, but I don't know how you'd do that with a bunch of daggers without providing a belt of magical daggers, or a dagger that keeps teleporting back to your hand after you attack. But if you do get a magical set of daggers, then are you going to use your Soul Knife anymore? Probably not, and then there was no point in taking it.
So mechanically, I'd say don't multiclass unless you really just want to for flavour. Going pure fighter will be much more effective.
To max your DPS, take the Alert feat. If you take 4 turns and a monster only takes 3 before you kill it, then you got a whole extra turn - the biggest DPS increase you can get in the game. You can also flavour it to reflect your heightened psionic awareness.
You could see if your DM will give you a bracer of flying daggers to deal with the magic issue. Though it only allows for 2 attacks per action so you’d lose out on some of your extra fighter attacks.
There is a reason not ot multiclass, it means you will get all your fighter abilities later (and possibly not at all for the high level ailities). If you take 3 levels of rogue you have to decide at each character level whether you would prefer Rogue 3 or the 3 levels of fighter you would have instead if you were a single class.
Regarding dealing with creatures resistant / immune to non magical BPS damage I would see if your DM would be willing for your character to find a Blink Back Belt even if it isn't an official magic item, then you would just need one magic dagger you can throw multiple times per turn.
SInce you're going flavor over mechanics, and wanting to keep mechanics viable, at least, I think you can multi, for the RP aspect and remain viable as well. MY plan would delay your 3rd attack all the way to 16 and eliminate your 4th entirely.
Fighter to 6, as you mentioned for the ASI's.
Rogue to 5 for Uncanny Dodge, a once-per round, Reaction cost, halving of damage. Handy, to say the least. Also gets you to 3d6 for your Sneak Attack dice.
Fighter forevermore. More HP per level and start getting the class perks you wanted.
IMO, the Sneak Attack damage should balance the delayed third attack, the early Fighter levels will give a good amount of HP and you can look for a nice magic Rapier to wear and grab if things get tight and/or your enemies are immune to non-magical attacks. I think it fits well thematically and mechanically, my only real DISlike is that 5th level in Rogue delaying another ASI lol. I think the tradeoff, for a once per round halving of damage is worth it.
Your character, we're just offering a few different perspectives.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
For me it would hinge on whether or not you can solve the thrown weapon issues with magic weapons. I'd ask for the ability to infuse your daggers with psionic magicalness or to get a returning dagger. Neither would be stronger than an uncommon item.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I have been considering a similar MC build for a Psi Warrior and came to similar conclusions. An alternative is Psi Warrior to 6, Soul Knife to 5, Psi Warrior to 11, then Soul Knife to 9. You’ll have 3 attacks at level 16 with a 3d6 sneak attack. At level 20, you’ll have 4 attacks with Evasion and Soul Blades as a sort of capstone ability.
That misses out on the Bulwark of Force for Psi Warrior, which is pretty good cover for the whole party, along with the Soul Knife’s invisibility power. That’s the trade off for getting moderate dice size for both subclasses and getting Evasion (albeit pretty late).
You quoted the first line of my post, then ignored the entirety of the rest of the post in which I showed, in much more detail than you did, the very thing you then went on to say in your post, also ignoring that the OP said that they build for flavour rather than combat effectiveness.
2. If you're only level three, you might find yourself falling behind your teammates if you multiclass right now. I always think the best time to multiclass is after level 5, considering that's when most single classes really start to come online. As a fighter, I wouldn't really consider multiclassing at least till after I got multiattack, because nothing is worse than having to wait 1-2 extra levels while everyone else is getting two attacks in, casting 3rd level spells, using stunning strikes, all those good level 5 things.
has there been any confirmation that extra attack works with psychic blades? RAW it reads that you make one attack and the blade vanishes, then the only second attack is the Bonus Action attack with a second blade.
If the DM wants they can allow a blade to appear for as many extra attacks you have, as part of the attack action, but the way it is written, it doesn’t sound like it.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
It says " Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade" It doesn't really specify ONE attack, and extra attack says when you take the attack action you make 2 instead of one. I guess I can SEE how a rather persnickity DM can stretch it around to not allow it. But that would definitely cause some push back I'd imagine lol
I don't think it's particularly persnickety considering the following: "The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage."
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Yep. This is the part that I was concerned about. And could be dependent on how a DM wants to interpret it. One was is you make one attack and it vanishes and you’re done. Another is a blade appears for each attack for the attack action, it doesn’t exactly specify only one attack. And yet another is, it vanishes immediately after it hits or misses (with the completion of the attack action edit: no matter how many attacks are in that action).
So ask your DM to see if there is anything to worry about.
Personally I read it as one and done. But would probably allow extra attack to work with it anyway just for RAF.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
People sometimes think of multi-classing as too much of a power gaming thing. But honestly a lot of this is stuff your character would think long and hard on. Your characters know what they do is dangerous. They are not stupid - if taking a level or two will save their life, they will take it.
The closest thing to a class choice in the real world is Postgrad University choice. Do you get a medical degree, a law degree, or a business degree? Ask yourself who goes to both types of schools? While it is very very rare to graduate from two of these Post-grad programs (i.e. try for 10 levels of Lawyer and 10 levels of Doctor), a lot of people take some post grad classes in another field. Doctors and lawyers that want to start their own practices may take business classes. Lawyers that do medical malpractice often get a good grounding in medicine. Business people often learn a bit about law to avoid penalties. In other words, while they focus on one class, they take one or two levels of another.
Back to the original question - should you take a level of Psi Rogue. I would say that it really doesn't matter about Level 6 Fighter/3 Rogue if you die before getting to level 9. Each level of Rogue should be at least COMPARABLE to another level of Fighter before you take it. Yes, this sounds like power gaming, because it is. Just like the Lawyer mentioned above taking some business classes is Power 'working', you are power gaming.
The Psi Leap is ok, but not fantastic. But the Thrust is a huge upgrade to your strike, making it much more powerful. In addition, at 8th you get another feat, and at 9 you get indomitible, both good stuff again.
To make it worthwhile to give up the 7th level of Psi Warrior you need to value both the Sneak attack, the extra skill, AND the Expertise. If you are not excited about the skill stuff, then Rogue is not a good choice for you. That only brings you to 6 fighter/ 1 rogue.
The the question becomes do you want a 2nd level of Rogue. For that you need to value Cunning Action. Again, compare with Telekinetic Thrust. If you never intend to Dash, Disengage, Hide, or Aim, then you should never take level 2 of Rogue. If on the other hand you routinely wish you could Dash, Disengange, Hide or Aim as a Bonus Action, then Rogue 2 becomes worthwhile.
ONLY THEN do you consider if taking a third level of Rogue in order to get the psychic blades.
For me, to make this worthwhile, the likely question is going to be 1) Do you want expertise in a skill? then 2) Are you using your Bonus Action a lot. The most likely BA you will want is Dash or Aim. Dash lets you get into battle quickly if you are a melee guy and Aim gives you Advantage if you do not move that turn, allowing sneak attack.
All very good points and I think it helped me make a decision.
1. I LOOOOVE being a skill monkey so expertise is ALWAYS appealing to me.
2. I have notoriously bad to-hit rolls with this character so bonus action aim from cunning action would be pretty dope
3. Telekinetic thrust knocks things prone which, while great for others in the party, isn't the greatest for me as I am ranged
So each level of rogue after Fighter 6 has me just as excited for the features as if I would have continued fighter. So I'll prolly end up doing it.
Plus my character is all about figuring out his psychic abilities. he started with the telekinetic feat, then gained the psi warriors smite-like thing to enhance his throwing, so it would be cool if the next step was to lay into the psychic and avoid weapons entirely, using the psychic blades
It seems like you got this pretty well figured out, but just in case you're still questioning this from a mechanical strength perspective, don't.
The people saying going straight fighter is better for dpr are missing a crucial piece of context: your build doesn't have a regular use for its bonus action yet. Fighter 11 may get you 3 attacks a turn, but it still isn't using its bonus action regularly, and definitely not to attack. Psi Warrior 6/ Soulknife 3 is making 3 attacks a round 2 levels earlier, and has sneak attack as another source of damage too. Sure, your action surge turn is a bit worse, but in return, every other turn you take is better.
So not only are you fleshing out your character with expertise and excellent mobility options thanks to expertise and cunning action, but you aren't lagging behind when it comes to damage.
I would stick to that 6 level psi warrior base and never touch it again. Keep going Soulknife. Evasion is incredible and Homing Strikes will be a nice dpr boost if you get that high. Consider taking Fighting Initiate: Dueling at Rogue level 4, as it will also apply to each of your psychic blades. Making your attacks deal 1d6 (or 1d4) + 9 is quite nice.