mindwarper10
2013-10-12, 12:40 PM
I've seen a handful (one or two actually) of threads in a couple of forums (they all just kinda died off) but I was working on a psychic warrior character built for archery, well I got to thinking, call weapon: composite longbow...yeah that sounds pretty good to me.
but what about the strength? I mean at level one I can only buy a +0 str composite longbow (rolled up 130gp, that is 5gp higher than the preset start.) I mean theoretically it makes sense for you to go off of whatever strength score you want, because it's nothing special for a comp. longbow, it's not adding +1 flaming or anything....it's just a different base for a bow. Now in the end I know it's the gm's decision...but I was just making this character for fun, and as a GM I would totally allow the str bonus (within reason, I think I would house rule a pp cost for anything over +2str, nothing big maybe just +1pp per str or something...haven't really had to think about it, but at first glance I just imagine a 20str (+5) psywar summoning a +5clb for 23pp, that's 1pp for call, 20pp for +5, overchannel metapower quicken power, metapower quicken power and talented since it's a level 1 power meaning no damage from overchannel since it's below level 4, that's 5feats used of course and a level 20 character.
then maybe either full attack or use 23pp for 14d6 acid damage on next attack with dissolving weapon using talented and overchannel again. I'm there are better powers for a psych warrior, but at a glance dissolving weapon was the only damage one I saw. I've never made a psywar before, but have made psionics (my fav little psionic character was a Halfling ardent, who ran up a wall and 3hit ko'd the boss at level 5 or 6 didn't want to fight the horde of zombies...so I let the other two deal with them...didn't actually mean to munchkin him...but he so outdid the werewolf fighter and gestalt something or other...yeah the dm was fairly lenient. I had actually built that character to be a support psychic...not a boss destroyer... I felt bad because it made psionics look op when they are sooo not. (especially since I was the most useless character against the friggin flesh golem we fought...+1 crossbow dealt 1dmg lol...stupid mindless creatures....)
anyways kinda got off topic like I do...
I was just wondering other peoples thoughts on the call composite longbow.
The character is a 32pb xeph with 14str (from 16)
dex 16 (from 14)
con 10
int 10
wis 15 (up to 16 at level4)
cha 8 (because screw cha)
im not planning on this guy leaving the psychic warrior class for anything other than the 4 levels of fighter. (which is one extra feat and one extra bab, by level 20 I do end up with level 6 powers, but I don't believe I plan on taking anything above level 4...also I might remove the 4 fighter, I mostly did it for the weapon specialization. There are a lot of ways to go, but I really don't need shot on the run with this build, so I just picked up practiced psionics for my level 2 feat, instead of going for dodge and mobility and shot on the run...essentially this guy by level 20 is going to use his psionics to run to the top of the ceiling, become a mounted turret that can steal life from enemies and trade life between himself and allies all through psionics and bow shots no feats required for running up the wall. And with quicken power, overchannel and talented, especially since he only has 2level4 psionic powers and one level5, he can really be a life turret, if need be he can teleport away, boost his own life, avoid damage altogether, and can shoot around corners without seeing his target, and avoid barriers or make touch attack ranged attacks...at low levels he isn't amazing, but each level sees a fairly decent jump in power, even with the fighter levels.)
I am also rather unsure of how I should spend my level 16 and 20 stat points... I'm going 4wis, 8dex, 12dex for a total of 16 wis and 20dex. I was thinking maybe in str for a comp str3 longbow? also I wasn't going for op, just really useful without being broken.
either way mostly want the focus on call weapon: comp longbow.
the desc. for call weaponry is as follows;
you call a weapon "from thin air" into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don't have to see or know of a weapon to call it--in fact, you can't call a specific weapon; you just specify the kind (longsword, shortbow, warhammer, or some other). If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you call for 2 or more consecutive rounds, it automatically returns to wherever it originated. Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome. Augment: for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1. For example, if you spend 13 power points, you call a weapon with a +3 enhancement bonus on attack rolls and damage rolls.
er wow....sorry I get carried away sometimes, apologize for the long post and irrelevant information...
but what about the strength? I mean at level one I can only buy a +0 str composite longbow (rolled up 130gp, that is 5gp higher than the preset start.) I mean theoretically it makes sense for you to go off of whatever strength score you want, because it's nothing special for a comp. longbow, it's not adding +1 flaming or anything....it's just a different base for a bow. Now in the end I know it's the gm's decision...but I was just making this character for fun, and as a GM I would totally allow the str bonus (within reason, I think I would house rule a pp cost for anything over +2str, nothing big maybe just +1pp per str or something...haven't really had to think about it, but at first glance I just imagine a 20str (+5) psywar summoning a +5clb for 23pp, that's 1pp for call, 20pp for +5, overchannel metapower quicken power, metapower quicken power and talented since it's a level 1 power meaning no damage from overchannel since it's below level 4, that's 5feats used of course and a level 20 character.
then maybe either full attack or use 23pp for 14d6 acid damage on next attack with dissolving weapon using talented and overchannel again. I'm there are better powers for a psych warrior, but at a glance dissolving weapon was the only damage one I saw. I've never made a psywar before, but have made psionics (my fav little psionic character was a Halfling ardent, who ran up a wall and 3hit ko'd the boss at level 5 or 6 didn't want to fight the horde of zombies...so I let the other two deal with them...didn't actually mean to munchkin him...but he so outdid the werewolf fighter and gestalt something or other...yeah the dm was fairly lenient. I had actually built that character to be a support psychic...not a boss destroyer... I felt bad because it made psionics look op when they are sooo not. (especially since I was the most useless character against the friggin flesh golem we fought...+1 crossbow dealt 1dmg lol...stupid mindless creatures....)
anyways kinda got off topic like I do...
I was just wondering other peoples thoughts on the call composite longbow.
The character is a 32pb xeph with 14str (from 16)
dex 16 (from 14)
con 10
int 10
wis 15 (up to 16 at level4)
cha 8 (because screw cha)
im not planning on this guy leaving the psychic warrior class for anything other than the 4 levels of fighter. (which is one extra feat and one extra bab, by level 20 I do end up with level 6 powers, but I don't believe I plan on taking anything above level 4...also I might remove the 4 fighter, I mostly did it for the weapon specialization. There are a lot of ways to go, but I really don't need shot on the run with this build, so I just picked up practiced psionics for my level 2 feat, instead of going for dodge and mobility and shot on the run...essentially this guy by level 20 is going to use his psionics to run to the top of the ceiling, become a mounted turret that can steal life from enemies and trade life between himself and allies all through psionics and bow shots no feats required for running up the wall. And with quicken power, overchannel and talented, especially since he only has 2level4 psionic powers and one level5, he can really be a life turret, if need be he can teleport away, boost his own life, avoid damage altogether, and can shoot around corners without seeing his target, and avoid barriers or make touch attack ranged attacks...at low levels he isn't amazing, but each level sees a fairly decent jump in power, even with the fighter levels.)
I am also rather unsure of how I should spend my level 16 and 20 stat points... I'm going 4wis, 8dex, 12dex for a total of 16 wis and 20dex. I was thinking maybe in str for a comp str3 longbow? also I wasn't going for op, just really useful without being broken.
either way mostly want the focus on call weapon: comp longbow.
the desc. for call weaponry is as follows;
you call a weapon "from thin air" into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don't have to see or know of a weapon to call it--in fact, you can't call a specific weapon; you just specify the kind (longsword, shortbow, warhammer, or some other). If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you call for 2 or more consecutive rounds, it automatically returns to wherever it originated. Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome. Augment: for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1. For example, if you spend 13 power points, you call a weapon with a +3 enhancement bonus on attack rolls and damage rolls.
er wow....sorry I get carried away sometimes, apologize for the long post and irrelevant information...