Irk
2014-08-14, 05:39 PM
One of the most well-known tricks from Magic of Incarnum is the Psycarnum Infusion on Midnight Metamagic, Azure Talent, or any other similar Incarnum feat. The trick was discovered by DisposableHero_ on the Wizards site, and is detailed here (http://brilliantgameologists.com/boards/index.php?PHPSESSID=6kdm43oiegvpubg22aav80upu6&topic=6349.0). The format of this is a little bit inspired by Tempest_Stormwind's group (big fan of there stuff), but I've been thinking about putting this out here for a while now.
I want to examine the interaction between Psycarnum Infusion and Sapphire Smite. The trouble with the smite ability is that it is only available a certain number of times per day, so it is not really all that usable. Sapphire Smite allows us to boost the damage [marginally], but more importantly, grants us an extra smite attack per point of essentia invested. Couple that with Improved Essentia Capacity, Psycarnum Infusion, and Psionic Mediation, and the Paladin's smite suddenly becomes pretty pretty viable as a regular combat tool. However, if we toss in Awesome Smite and Improved, Trip, we're suddenly making two smite attack per turn on top of a trip. Putting it all together:
Assuming 28 point buy go 10/10/16/18/14/8
Azurin Paladin 6/Psychic Warrior 3
Flaws: Shaky, City Slicker
Trip-Smite technique is already online, and you can begin maxing out CON and WIS for concentration and attack bonus. You have +1 damage and an extra smite attack, so it's more of a finishing move, but is fairly decent.
Well, Smite recharge is now here, though it takes a full-round action to do so. Concentration should be 5+3+2 (tool) for +10, so You're only making it 50% of the time, but I never really understood how people expected to get Psionic Focus online so early anyway, so this should be fine.
As our first power, I'm going to go with Expansion for the bonus on trip attacks
You are now fairly WIS-SAD, getting it to saves and Damage. Not much else to report.
Well, we can now activate the Smite-Recharge in combat. It is also worth noting that since the bonus on smite damage is untyped, every time we activate a Psyphire Smite (I'll work on the name Saphcarnum? Psysmite?), the damage on a smite increases by 1. So first smite is +1, second is +2, so on.
I suppose I would suggest Force Screen for the shield bonus, but really anything would be fine.
Not much to report, Concentration up to +16 with a +5 item, so that's more reliable. Weapon should be aiming towards collision or Manifester, I think. Oh, and YAY, Divine Health.
Smite recharge is doubly effective now! Maybe grab Offensive Precognition for Power Attack, but again, not much to report, though the main combo piece is VERY close.
If you were a Mystic Fire Knight, now would provide you with a Bonus Spell and Improved Spellcasting, instead of turn undead, which isn't that great unless you go for Divine Soultouch.
Another Smite attack, not that we care.
Aw yeah. Now, every turn is a Smite, Trip with Expansion (Augmented), then another smite before recharging as a move action with a +20, so no chance of failure. Damage increases every turn, and since the only piece of equipment thus far has been a 2500 GP skill item, you've got plenty of cash. Let' see where this goes.
Level 9 saves of +11/+6/+10, BaB of +8, average HP of 73, and some pretty strong Trip-Smite synergy. Maybe a +1 Collision Scythe would be appropriate, on a smite dealing 2d4+12 before Power Attack + Offensive Precognition. Also grab a +4 STR item, if possible, that'll add 3 damage and increase to-hit. Alternatively, you could try to sneak in intuitive attack to increase SADness. Every turn you can do a Smite-Trip-Smite combo, recharge then move and do it again the next turn, and recharge on the turn after, thanks to getting 2 smites/recharge. I think it's a pretty solid Paladin based around a combination I've never really seen. A ring of Sapphire Nightmare blade would really top of the build, considering the Possibility for a power attack of -10, dealing 2d4+1d6+32 * 2 as well as a trip. That way we have a Psycarnum Sapphire Sapphire Infusion Nightmare Smite Blade attack. Take it Five-Shadow Creeping Ice Enervating Strike!
It's not that best one could do in 9 levels, but I think it falls within acceptable PO, and still has access to standard Paladin ACFs like Mystic Fire Knight for better spellcasting, which could really help out. The core mechanic is the rechargable smite machine with Psionic Meditation + Psycarnum Infusion + Sapphire Smite, Sapphire Nightmare Blade + Awesome Smite + Power Attack being a sort of add-on.
As Fax points out, there are numerous ways to broaden your smiting opportunities, such as Elemental Smite for elemental damage against anyone, Knight of the Raven for undead, Topaz Guardian for aberrations, and Vigilante for anyone who commits a crime. Think about that last one. A Cleric with the destruction Domain could be another option.
Keld brings up Smite Infidel for those not in your religion, the smiting enhancement in MIC for even MORE smiting uses, and the Charging Smite ACF from the PHB II, which could make this into a decent ubercharger with Rhino's Rush.
Kuul also suggests Shadowbane Inquisitor's Smite, which lets you smite anyone that you determine to be corrupt, so that's also pretty great.
Thoughts?
I want to examine the interaction between Psycarnum Infusion and Sapphire Smite. The trouble with the smite ability is that it is only available a certain number of times per day, so it is not really all that usable. Sapphire Smite allows us to boost the damage [marginally], but more importantly, grants us an extra smite attack per point of essentia invested. Couple that with Improved Essentia Capacity, Psycarnum Infusion, and Psionic Mediation, and the Paladin's smite suddenly becomes pretty pretty viable as a regular combat tool. However, if we toss in Awesome Smite and Improved, Trip, we're suddenly making two smite attack per turn on top of a trip. Putting it all together:
Assuming 28 point buy go 10/10/16/18/14/8
Azurin Paladin 6/Psychic Warrior 3
Flaws: Shaky, City Slicker
Trip-Smite technique is already online, and you can begin maxing out CON and WIS for concentration and attack bonus. You have +1 damage and an extra smite attack, so it's more of a finishing move, but is fairly decent.
Well, Smite recharge is now here, though it takes a full-round action to do so. Concentration should be 5+3+2 (tool) for +10, so You're only making it 50% of the time, but I never really understood how people expected to get Psionic Focus online so early anyway, so this should be fine.
As our first power, I'm going to go with Expansion for the bonus on trip attacks
You are now fairly WIS-SAD, getting it to saves and Damage. Not much else to report.
Well, we can now activate the Smite-Recharge in combat. It is also worth noting that since the bonus on smite damage is untyped, every time we activate a Psyphire Smite (I'll work on the name Saphcarnum? Psysmite?), the damage on a smite increases by 1. So first smite is +1, second is +2, so on.
I suppose I would suggest Force Screen for the shield bonus, but really anything would be fine.
Not much to report, Concentration up to +16 with a +5 item, so that's more reliable. Weapon should be aiming towards collision or Manifester, I think. Oh, and YAY, Divine Health.
Smite recharge is doubly effective now! Maybe grab Offensive Precognition for Power Attack, but again, not much to report, though the main combo piece is VERY close.
If you were a Mystic Fire Knight, now would provide you with a Bonus Spell and Improved Spellcasting, instead of turn undead, which isn't that great unless you go for Divine Soultouch.
Another Smite attack, not that we care.
Aw yeah. Now, every turn is a Smite, Trip with Expansion (Augmented), then another smite before recharging as a move action with a +20, so no chance of failure. Damage increases every turn, and since the only piece of equipment thus far has been a 2500 GP skill item, you've got plenty of cash. Let' see where this goes.
Level 9 saves of +11/+6/+10, BaB of +8, average HP of 73, and some pretty strong Trip-Smite synergy. Maybe a +1 Collision Scythe would be appropriate, on a smite dealing 2d4+12 before Power Attack + Offensive Precognition. Also grab a +4 STR item, if possible, that'll add 3 damage and increase to-hit. Alternatively, you could try to sneak in intuitive attack to increase SADness. Every turn you can do a Smite-Trip-Smite combo, recharge then move and do it again the next turn, and recharge on the turn after, thanks to getting 2 smites/recharge. I think it's a pretty solid Paladin based around a combination I've never really seen. A ring of Sapphire Nightmare blade would really top of the build, considering the Possibility for a power attack of -10, dealing 2d4+1d6+32 * 2 as well as a trip. That way we have a Psycarnum Sapphire Sapphire Infusion Nightmare Smite Blade attack. Take it Five-Shadow Creeping Ice Enervating Strike!
It's not that best one could do in 9 levels, but I think it falls within acceptable PO, and still has access to standard Paladin ACFs like Mystic Fire Knight for better spellcasting, which could really help out. The core mechanic is the rechargable smite machine with Psionic Meditation + Psycarnum Infusion + Sapphire Smite, Sapphire Nightmare Blade + Awesome Smite + Power Attack being a sort of add-on.
As Fax points out, there are numerous ways to broaden your smiting opportunities, such as Elemental Smite for elemental damage against anyone, Knight of the Raven for undead, Topaz Guardian for aberrations, and Vigilante for anyone who commits a crime. Think about that last one. A Cleric with the destruction Domain could be another option.
Keld brings up Smite Infidel for those not in your religion, the smiting enhancement in MIC for even MORE smiting uses, and the Charging Smite ACF from the PHB II, which could make this into a decent ubercharger with Rhino's Rush.
Kuul also suggests Shadowbane Inquisitor's Smite, which lets you smite anyone that you determine to be corrupt, so that's also pretty great.
Thoughts?