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    Titan in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXXII

    You use that picture, and you don't mention piles of hay at all?

    Quote Originally Posted by Marg, Insane Skydiving Orc
    Marg, Comet of Sharn



    CG Female Orc Skilled City-Dweller Psychic Warrior 6/Elocater 10/Psion Uncarnate 3/Psychic Warrior +1

    It's not the fall that kills you, it's the one who's falling.

    Spoiler: Ability scores and languages
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    Before racial adjustments:

    STR: 14
    DEX: 14
    CON: 12
    INT: 14
    WIS: 16
    CHA: 8

    After racial adjustments:

    STR: 18
    DEX: 14
    CON: 12
    INT: 12
    WIS: 14
    CHA: 6

    Ability score increases respectively go into strength, strength, wisdom, wisdom and strength.

    Marg speaks common, goblin and orc. If the DM is lenient with languages, Syranian might be a more appropriate choice than goblin.


    Spoiler: Build Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Psychic Warrior 1 +0 +2 +0 +0 Balance +4, Concentration +4, Jump +4 Martial Study (Iron Heart) (Steel Wind), Expeditious DodgeB Manifesting
    2nd Psychic Warrior 2 +1 +3 +0 +0 Balance +5, Concentration +5, Jump +5 MobilityB -
    3rd Psychic Warrior 3 +2 +3 +1 +1 Balance +6, Concentration +6, Jump +6 Roofwalker -
    4th Psychic Warrior 4 +3 +4 +1 +1 Balance +7, Concentration +7, Jump +7 - -
    5th Psychic Warrior 5 +3 +4 +1 +1 Concentration +8, Tumble +2 Psionic SidestepB -
    6th Psychic Warrior 6 +4 +5 +2 +2 Concentration +9, Tumble +4 Spring Attack -
    7th Elocater 1 +4 +5 +4 +4 Concentration +10, Tumble +7, Use Psionic Device +3 Sidestep ChargeB Scorn Earth
    8th Elocater 2 +5 +5 +5 +5 Concentration +11, Tumble +10, Use Psionic Device +6 - Opportunistic Strike +2
    9th Elocater 3 +6/+1 +6 +5 +5 Concentration +12, Tumble +12, Use Psionic Device +10 Roof-Jumper Dimension Step
    10th Elocater 4 +7/+2 +6 +6 +6 Concentration +13, Knowledge (Psionics) +1, Psicraft +1, Tumble +13, Use Psionic Device +13 - Flanker
    11th Elocater 5 +7/+2 +6 +6 +6 Concentration +14, Knowledge (Psionics) +3, Psicraft +3, Tumble +14, Use Psionic Device +14 - Opportunistic Strike +4
    12th Elocater 6 +8/+3 +7 +7 +7 Concentration +15, Knowledge (Psionics) +5, Psicraft +5, Tumble +15, Use Psionic Device +15 Headlong Rush Transporter
    13th Elocater 7 +9/+4 +7 +7 +7 Concentration +16, Knowledge (Psionics) +7, Psicraft +7, Tumble +16, Use Psionic Device +16 - Capricious Step
    14th Elocater 8 +10/+5 +7 +8 +8 Concentration +17, Knowledge (Psionics) +9, Psicraft +9, Tumble +17, Use Psionic Device +17 - Opportunistic Strike +6
    15th Elocater 9 +10/+5 +8 +8 +8 Concentration +18, Knowledge (Psionics) +11, Psicraft +11, Tumble +18, Use Psionic Device +18 Psionic Body Dimension Spring Attack
    16th Elocater 10 +11/+6/+1 +8 +9 +9 Concentration +19, Knowledge (Psionics) +13, Psicraft +13, Tumble +19, Use Psionic Device +19 - Accelerated Action
    17th Psion Uncarnate 1 +11/+6/+1 +8 +9 +11 Concentration +20, Knowledge (Psionics) +14, Psicraft +14 - Incorporeal Touch, Uncarnate Armor
    18th Psion Uncarnate 2 +12/+7/+2 +8 +9 +12 Concentration +21, Knowledge (Psionics) +15, Psicraft +15 Accurate Jaunt Shed Body
    19th Psion Uncarnate 3 +12/+7/+2 +9 +10 +12 Concentration +22, Knowledge (Psionics) +16, Psicraft +16 - -
    20th Psychic Warrior 7 +13/+8/+3 +9 +10 +12 Concentration +23, Knowledge (Psionics) +17, Tumble +20 - -


    Spoiler: Psionics
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    Power Points:

    Level PP (including bonus PP)
    1 1
    2 3
    3 6
    4 9
    5 12
    6 17
    7 22
    8 22
    9 27
    10 32
    11 32
    12 37
    13 46
    14 46
    15 55
    16 70
    17 70
    18 86
    19 91
    20 104

    Powers Known:
    The level each power is gained is given in parentheses.

    1st-level: Bite of the Wolf (3), Expansion (2), Vigor (1)
    2nd-level: Animal Affinity (6), Hustle (5), Psionic Lion's Charge (4), Sustenance (10)
    3rd-level: Evade Burst (7) Greater Concealing Amorpha (9), Psionic Teleport (12), Psionic Plane Shift (12)
    4th-level: Energy Adaptation (19) Psionic Dimension Door (12), Psionic Freedom of Movement (13), Steadfast Perception (15)
    5th-level: Adapt Body (18) Oak Body (16)
    6th-level: Personal Mind Blank (20)


    Spoiler: Story
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    Spoiler: Psychic with a Polearm (3)
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    "Rorl the Sneaky." Marg spoke as she entered the tavern. Half a dozen people, all from Sharn's criminal underbelly, turned to look at her. Some moved their hands to their weapons.

    "Three days ago, you killed a merchant behind the Brass Pauldron. You stole his money and left his body to rot. I am here to put an end to your crimes."

    The halfling she was addressing drew a knife, but Marg was faster. She charged across the room, swung her glaive, and watched Rorl's body slump back in the chair.

    The two humans seated with Rarl drew swords and stabbed Marg, but their weapons drew no blood. The orc stepped back and span her weapon in a wide arc, spilling both thugs' guts.

    The orc turned around and saw the remaining patrons rise and draw weapons. Unfazed, she dashed forward, dodging swords and knives. With one last leap, Marg reached the door, and ran out.

    Justice had been served.


    Spoiler: Mind the Gap (7)
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    Marg nervously looked down. She'd been in a tight spot before, but this was something else. All out of psychic ability, wounded, exhausted, and cornered atop one of the city's higher towers... this wasn't good. The orc briefly considered jumping for a lower tower, but decided against it. The gap was too big: she'd never make it.

    The ogre charged again, and Marg feebly tried to raise her weapon. It was useless: the Daask enforcer smashed the polearm aside and slammed into Marg, who found herself forced over the edge.


    Marg fell.

    Falling in itself she liked to compare to dreamlily usage. While you're doing it, it's great and you feel great, but stopping always meant pain.

    Air rushed past her faster and faster, and Marg closed her eyes: no point in trying to break her fall: she was falling hundreds of feet.

    Suddenly, the rushing air stopped. Marg cautiously opened one eye, wondering why Dollurh sounded like a busy Sharn road.

    To her surprise, Marg found herself looking down at the pavement, suspended in the air a single foot above it. Carefully, she reached down, confirming that this was, indeed, real.

    High above her, one very confused ogre watched his target get up and walk away.


    Spoiler: What goes up... (10)
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    Marg, her movements psionically aided, barely dodged the gnoll's strike. The hyena-headed criminal cackled wildly and redoubled her assault.

    Marg was worried. This assassin was stronger than she was, but she couldn't let it get past her either. If that happened, the Lord Mayor's life was forfeit.

    As another blow from the spiked chain pierced her defenses, a plan began to hatch in Marg's mind. It was crazy, it was risky, but if it worked...

    Marg focused her psionic powers outward and moved herself to a balcony about four hundred feet up. The orc stared down at the street beneath her, took a deep breath, and jumped down.

    As she fell, the orc used any loose brick, any balcony, any roughness in the tower walls to force herself down the street while maintaining her momentum.

    Beneath her, the assassin became visible, running along the street. Marg readied her weapon.

    When she was only a few dozen feet away from her target, the assassin looked up. She desperately tried to swing her weapon at the orc, but the latter twisted to the side and avoided the strike.

    With the force of a four hundred-feet fall behind her attack, Marg swung her glaive twice. The first attack bisected the gnoll, the second took her head off. Marg watched the gnoll's corpse fall to the ground, then lightly touched down.

    When one had saved the stability of the continent's biggest city, there are many emotions one might feel. Joy, pride, perhaps surprise, but Marg felt none of these.

    Instead, she was amused. Free-falling hundreds of feet? Turns out it was fun.


    Spoiler: Angeling for a job (15)
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    "Only rarely do we receive visitors here." Raphael spoke.

    "I know that." Marg replied.

    "Even rarer is it when one comes here to aid our causes."

    "Don't tell me you don't have problems. Sure, there's these brilliant floating cities, but you have your outcasts too, right?"

    "Those." Raphael spoke, his face darkening. "I would like to apologize on behalf of my kin for them. Your city - they tend to end up there. A large number of us opposes the banishments, but the solars refuse to kill angels, even former angels."

    "I know. So how about we team up? You tell me when the big shiny guys kick another outcast into Sharn, and I make sure they don't harm anyone."

    "As long as you don't refer to my masters as 'big shiny guys', I must agree."

    "Great! See you, then."

    Raphael spread his wings, slowing his fall. Marg continued her descent through Syrania's bright sky, happily whistling as she did so.

    For a moment, the angel marveled at the humanoid races. No matter how noble, kind or powerful they got... each of them seemed to be insane in its own particular way.


    Spoiler: Die idol die (20)
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    Marg was falling through the endless air layers of Syrania, as she did often, when Raphael appeared next to her.

    "There's been an incident."

    Marg turned towards him, slightly irked at having an entertaining falling session interrupted.

    "Mitharel the Warder was cast out for heresy and, by chance or design appeared within Sharn's temple district. He immediately seized control of Olladra's main temple and took its occupants hostage."

    "How are the guards doing?"

    "Mitharel threatened to kill his hostages if they tried anything. To demonstrate, he caused two of them to fall to his death."

    "He threw them down?"

    "No, they freely jumped. The hostages have already fallen under his sway.

    You should also know that Mitharel is a master of magical protections. The temple and at least three floors above and below it are warded against teleportation, and several magical alarms have been set up in and around it. Flight, including levitation, is impeded by the idol's aura. Approaching without getting noticed is impossible."


    "Not for me. Where's the temple again?"

    "Tower of Growth, sixty-ninth floor from the top. The idol is at the tower's center."

    "I'm on it: see you soon."


    Marg's Plane Shift put her a few miles above the Barren Sea, with Sharn's towers barely visible on the horizon. For a few seconds the orc fell, then she disappeared again.

    Marg gazed down at Sharn's spires, quickly finding her target. Another jump through spacetime, and she was right above the tower.

    3812 feet

    Marg focused her psionic energy inwards, and her body became more dextrous. She quickly did a barrel roll, then continued her fall.

    2564 feet

    Marg drew her weapon, stared at it, then put it away again.

    2045 feet

    Time slowed down around Marg as she reassessed the situation. Falling, tower, idol, victory: it all checked out.

    1242 feet

    Marg watched the approaching roof with an expression of slight boredom.

    832 feet

    Marg expended a small amount of psionic energy to dodge a skysled, teleporting right past it. Its driver never noticed her.

    219 feet

    Marg noted an interesting cloud in the sky above her, then turned back to the towers.

    17 feet

    Marg and her equipment suddenly turned translucent. She reached the tower's roof, but instead of crashing through or stopping her fall she kept falling, moving through ceiling after ceiling. Flashes of studies, offices and dining rooms passed by, the chamber's occupants unaware of the orc.

    As she fell, Marg counted the floors. Sixty-five, sixty-six, sixty-seven...

    At the sixty-eight floor, Marg drew back her hand.

    Falling through the ceiling of the sixty-ninth floor, Marg thrust it forward. The radiant idol, seated in the exact spot Raphael had said he'd be, blinked in surprise as a see-through orc fell through his ceiling and tapped him on the forehead.

    Then he died.



    Marg looked at the splattered ex-angel, literally torn apart by the force she'd hit him with. If she tried, she could just make out what had once been his left foot, now a shapeless smear with a few pulverized bones in it. Around her, confused people were waking up from the idol's enchantments.

    Marg disappeared. Sure, she'd saved the temple and all within, she'd served the cause of good, she'd slain a megalomaniac angel...

    But she also wanted to be very far away when that mess had to be cleaned up.


    Spoiler: Level Breakdown
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    Spoiler: Level 1-5
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    Marg begins play as a typical psychic warrior. Expeditious Dodge is useful when charging, Steel Wind will kill many a mook. The temporary HP Vigor grants are good to have at the dangerous low levels.

    At level 2, Expansion is added to Marg's repertoire, which is awesome because Expansion. Mobility increases, well, mobility, especially the kind you need when charging a foe behind enemy lines.

    Level 3 brings Bite of the Wolf, and with it an extra attack. Roofwalker is useful should Marg encounter uneven or slippery terrain, but it's yet to reach its full potential.

    From level 4 on, Marg can make full attacks on a charge, saving this build from a barbarian dip (and all associated elegance/originality penalties).

    This section ends with Hustle (MOAR mobility) and Psionic Sidestep (same).


    Spoiler: Level 6-10
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    Level 6 gives Spring Attack, which is decent on a character that hasn't yet gained a second attack. Even so, I doubt it'll see much use.

    Elocater entry is at level 7: not as soon as possible but not too late either. Scorn Earth already has use in making Master of the Roof trigger more often, and Sidestep Charge is useful should Marg lose initiative. Evade Burst helps evading bursts.

    Opportunistic Strike is about the only thing at level 8. It's useful if Marg is in a team, I guess.

    After the blandless of 8, level 9 comes along, and it's GLORIOUS. Why? Just look at Roof-Jumper's exact text.

    Death from Above: [...] You must drop at least 20 feet. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage.[...]
    That's right: DfA has no damage cap and counts as a charge. If you can't see the abuse potential here, I suggest a pair of glasses.

    At the same level, Marg gets Dimension Step, which can place her hundreds of feet in the air. By jumping down from these heights, she can gain a ton of bonus dice (see further down for exact damage). After the attack, turn Scorn Earth back on and enjoy a safe landing. Right now the combo is only possible once per day, but that's about to change.

    Finally, there's Greater Concealing Amorpha, a wonderful power that provides a huge miss chance. I recommend putting it up while airborne: no sense in wasting the rounds spent falling.

    Level 10 brings Flanker, which is marginally useful. The flanking square can be designated at any time during Marg's turn, so she can do it while right above a foe to get the bonus on attack rolls as long as an ally is anywhere next to said enemy.


    Spoiler: Level 11-15
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    A bigger Opportunistic Strike at level 11: not much else to say here.

    Level 12 is what I might call the build's sweet spot. Plane Shift, Teleport and Dimension Door are gained, thereby greatly increasing Marg's teleport capacity. She can now easily 'port up once per encounter.

    Furthermore, Headlong Rush doubles (!) Marg's already huge damage output. With the orc attacking from above, she'll probably only be getting an AoO from her target, which can easily be avoided (remember those early feats?).

    Capricious Step (gained at level 13) gets quite interesting if it can be used to move upwards. By taking two 5-ft. steps upwards after one of her charging falls, Marg can put herself out of reach of most creatures, thereby securing a safe Teleport up next turn.

    Level 14: Explain to me what's so good about Opportunistic Attack that its levels don't advance manifesting? Not that +6 damage matters when your regular outputs are best described in scientific notation.

    Level 15 gives Dimension Spring Attack: an apparently useless power with a niche use. If falling puts you 60 feet above an enemy, you can teleport down, deliver a (Roof Jumper-empowered) blow, and teleport right back, keeping your momentum all the while. It'll obviously require some timing, but nothing that can't be done.


    Spoiler: Level 16-20
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    Accelerated Action provides more screwing with the action economy, no objections here. It can be used to teleport up again after attacking (potentially maintaining momentum), an extra attack, or simply a bigger chance to hit.

    At level 17, Psion Uncarnate is entered. Incorporeal Touch provides us with a wonderful weapon against heavily armored opponents: it works fine with Roof Jumper, so the low base damage doesn't matter.

    The class gets even better at level 18, when it can be used to fall right through buildings. Up to now, Marg had been dependent on well-timed teleports and move-action Psionic Dimension Doors to hit foes beneath cover. In addition, Accurate Jaunt increases the chance of Marg's Teleports going well.

    At level 19, Marg can take some of her equipment with her when going incorporeal. It's mostly useful for not becoming a naked, blood-covered orc lady every time you use Shed Body to kill something.

    The build's capstone is the powerful Personal Mind Blank, which is very useful for any character. I shouldn't have to explain why.


    Spoiler: Numbers!
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    That talk of falling great distances and dealing Nd6 extra damage on all attacks is nice, but how much damage will Marg really be doing?

    Spoiler: Rule assumptions
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    I will be using the DMG II rules for falling (page 47), which dictate that a character falls 670 feet in the first round, and 1150 every round thereafter.

    I'm also assuming falling doesn't take place at any fixed place during one's turn, but can be built around as desired.


    From ECL 12 on, Marg can reliably teleport up thousands of feet with Psionic Teleport. Assuming she places herself at a height of 1820 feet, she can just make it to ground level after falling two rounds.

    The turn breakdown would look something like this:

    Turn 1:
    Standard action: Psionic Teleport.
    Move action: Hop down.
    No action: fall 670 feet.

    Turn 2:
    No action: fall 1149 feet.
    (Swift action: Psionic Lion's Charge)
    (Free action: designate Flanker square)
    Full-round action: Attack
    Free action: Activate Scorn Earth.

    Marg will be dealing about 1d10 (glaive) + 7 (strength) + 181d6 (Roof-Jumper) damage per attack, multiplied by two through the magic of Headlong Rush. This averages out to 1292 damage per attack: more than enough to kill Great Wyrm Gold Dragons, Abominations, or the Tarrasque.

    Of course, should Marg add Psionic Lion's Charge, one (plus another if Bite of the Wolf is up) more attack is added. This increases the chances of hitting a single strong foe, or can be used to kill multiple foes at once. It'll also push the damage high enough to make Devastation vermin killable.

    This two-round combo takes 5 PP normally, 8 with PLC added, and 9 if you also want Bite of the Wolf. In all cases, Marg can do it at least four times a day: once an encounter.

    All this only becomes more reliable, more frequent and more powerful at higher levels.


    A final note: as you can see Marg's weapon is largely irrelevant. I gave her a glaive to make it easier to hit multiple foes with a single full attack, but any weapon will work, really. Even an unarmed strike would work fine: Marg is provoking AoO's when attacking anyway!


    Spoiler: Categories
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    Originality.
    It's a charger that's not a water orc and is not using Spirit Lion Totem, need I say more?

    Seriously, I doubt someone expected weaponized falling, psionic orcs, or psion uncarnates.

    Elegance.
    The closest thing to a dip are the 3 levels in Psion Uncarnate. No multiclass penalties are incurred, and the build is consistent and logical.

    Power.
    Marg is very good at one thing (turning people into piles of crushed meat), and decent at several other things. Psionic Teleport/Plane Shift for 5 PP combined with Accurate Jaunt make her the party cab, and Shed Body has surprisingly useful applications for scouting.

    UoSI:

    The entry feats for Elocater are used to qualify for Psionic Sidestep, Roof Walker, and Roof-Jumper. They also have use in avoiding AoO's, which Marg and her Headlong Rushing habits will provoke often.

    Elocater's class skills are used to enter Psion Uncarnate, and its class features have already been outlined before.


    Spoiler: Sources
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    Psychic Warrior - EPH
    Elocater - EPH
    Psion Uncarnate - EPH

    Martial Study - ToB
    Expeditious Dodge - RotW
    Roofwalker - City
    Psionic Sidestep - Web
    Roof-Jumper - City
    Headlong Rush - RoF
    Accurate Jaunt - UA

    Spoiler: Original
    Show
    Quote Originally Posted by Marg, Insane Skydiving Orc
    Marg, Comet of Sharn



    CG Female Orc Skilled City-Dweller Psychic Warrior 6/Elocater 10/Psion Uncarnate 3/Psychic Warrior +1

    It's not the fall that kills you, it's the one who's falling.

    Spoiler: Ability scores and languages
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    Before racial adjustments:

    STR: 14
    DEX: 14
    CON: 12
    INT: 14
    WIS: 16
    CHA: 8

    After racial adjustments:

    STR: 18
    DEX: 14
    CON: 12
    INT: 12
    WIS: 14
    CHA: 6

    Ability score increases respectively go into strength, strength, wisdom, wisdom and strength.

    Marg speaks common, goblin and orc.


    Spoiler: Build Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Psychic Warrior 1 +0 +2 +0 +0 Balance +4, Concentration +4, Jump +4 Martial Study (Iron Heart) (Steel Wind), Expeditious DodgeB Manifesting
    2nd Psychic Warrior 2 +1 +3 +0 +0 Balance +5, Concentration +5, Jump +5 MobilityB -
    3rd Psychic Warrior 3 +2 +3 +1 +1 Balance +6, Concentration +6, Jump +6 Roofwalker -
    4th Psychic Warrior 4 +3 +4 +1 +1 Balance +7, Concentration +7, Jump +7 - -
    5th Psychic Warrior 5 +3 +4 +1 +1 Concentration +8, Tumble +2 Psionic SidestepB -
    6th Psychic Warrior 6 +4 +5 +2 +2 Concentration +9, Tumble +4 Spring Attack -
    7th Elocater 1 +4 +5 +4 +4 Concentration +10, Tumble +7, Use Psionic Device +3 Sidestep ChargeB Scorn Earth
    8th Elocater 2 +5 +5 +5 +5 Concentration +11, Tumble +10, Use Psionic Device +6 - Opportunistic Strike +2
    9th Elocater 3 +6/+1 +6 +5 +5 Concentration +12, Tumble +12, Use Psionic Device +10 Roof-Jumper Dimension Step
    10th Elocater 4 +7/+2 +6 +6 +6 Concentration +13, Knowledge (Psionics) +1, Psicraft +1, Tumble +13, Use Psionic Device +13 - Flanker
    11th Elocater 5 +7/+2 +6 +6 +6 Concentration +14, Knowledge (Psionics) +3, Psicraft +3, Tumble +14, Use Psionic Device +14 - Opportunistic Strike +4
    12th Elocater 6 +8/+3 +7 +7 +7 Concentration +15, Knowledge (Psionics) +5, Psicraft +5, Tumble +15, Use Psionic Device +15 Headlong Rush Transporter
    13th Elocater 7 +9/+4 +7 +7 +7 Concentration +16, Knowledge (Psionics) +7, Psicraft +7, Tumble +16, Use Psionic Device +16 - Capricious Step
    14th Elocater 8 +10/+5 +7 +8 +8 Concentration +17, Knowledge (Psionics) +9, Psicraft +9, Tumble +17, Use Psionic Device +17 - Opportunistic Strike +6
    15th Elocater 9 +10/+5 +8 +8 +8 Concentration +18, Knowledge (Psionics) +11, Psicraft +11, Tumble +18, Use Psionic Device +18 Psionic Body Dimension Spring Attack
    16th Elocater 10 +11/+6/+1 +8 +9 +9 Concentration +19, Knowledge (Psionics) +13, Psicraft +13, Tumble +19, Use Psionic Device +19 - Accelerated Action
    17th Psion Uncarnate 1 +11/+6/+1 +8 +9 +11 Concentration +20, Knowledge (Psionics) +14, Psicraft +14 - Incorporeal Touch, Uncarnate Armor
    18th Psion Uncarnate 2 +12/+7/+2 +8 +9 +12 Concentration +21, Knowledge (Psionics) +15, Psicraft +15 Accurate Jaunt Shed Body
    19th Psion Uncarnate 3 +12/+7/+2 +9 +10 +12 Concentration +22, Knowledge (Psionics) +16, Psicraft +16 - -
    20th Psychic Warrior 7 +13/+8/+3 +9 +10 +12 Concentration +23, Knowledge (Psionics) +17, Tumble +20 - -


    Spoiler: Psionics
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    Power Points:

    Level PP (including bonus PP)
    1 1
    2 3
    3 6
    4 9
    5 12
    6 17
    7 22
    8 22
    9 27
    10 32
    11 32
    12 37
    13 46
    14 46
    15 55
    16 70
    17 70
    18 86
    19 91
    20 104

    Powers Known:
    The level each power is gained is given in parentheses.

    1st-level: Bite of the Wolf (3), Expansion (2), Vigor (1)
    2nd-level: Animal Affinity (6), Hustle (5), Psionic Lion's Charge (4), Sustenance (10)
    3rd-level: Evade Burst (7) Greater Concealing Amorpha (9), Psionic Teleport (12), Psionic Plane Shift (12)
    4th-level: Energy Adaptation (19) Psionic Dimension Door (12), Psionic Freedom of Movement (13), Steadfast Perception (15)
    5th-level: Adapt Body (18) Oak Body (16)
    6th-level: Personal Mind Blank (20)


    Spoiler: Story
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    Spoiler: Psychic with a Greatsword (3)
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    "Rorl the Sneaky." Marg spoke as she entered the tavern. Half a dozen people, all from Sharn's criminal underbelly, turned to look at her. Some moved their hands to their weapons.

    "Three days ago, you killed a merchant behind the Brass Pauldron. You stole his money and left his body to rot. I am here to put an end to your crimes."

    The halfling she was addressing drew a knife, but Marg was faster. She charged across the room, swung her sword, and watched Rorl's body slump back in the chair.

    The two humans seated with Rarl drew swords and stabbed Marg, but their weapons drew no blood. The orc stepped back and span her weapon in a wide arc, spilling both thugs' guts.

    The orc turned around and saw the remaining patrons rise and draw weapons. Unfazed, she dashed forward, dodging swords and knives. With one last leap, Marg reached the door, and ran out.

    Justice had been served.


    Spoiler: Mind the Gap (7)
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    Marg nervously looked down. She'd been in a tight spot before, but this was something else. All out of psychic ability, wounded, exhausted, and cornered atop one of Sharn's higher towers... this wasn't good. The orc briefly considered jumping for a lower tower, but decided against it. The gap was too big: she'd never make it.

    The ogre charged again, and Marg feebly tried to raise her weapon. It was useless: the Daask enforcer smashed the sword aside and slammed into Marg, who found herself forced over the edge.


    Marg fell.

    Falling in itself she liked to compare to dreamlily usage. While you're doing it, it's great and you feel great, but stopping always meant pain.

    Air rushed past her faster and faster, and Marg closed her eyes: no point in trying to break her fall: she was falling hundreds of feet.

    Suddenly, the rushing air stopped. Marg cautiously opened one eye, wondering why Dollurh sounded like a busy Sharn road.

    To her surprise, Marg found herself looking down at the pavement, suspended in the air a single foot above it. Carefully, she reached down, confirming that this was, indeed, real.

    High above her, one very confused ogre watched his target get up and walk away.


    Spoiler: What goes up... (10)
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    Marg, her movements psionically aided, barely dodged the gnoll's strike. The hyena-headed criminal cackled wildly and redoubled her assault.

    Marg was worried. This assassin was stronger than she was, but she couldn't let it get past her either. If that happened, the Lord Mayor's life was forfeit.

    As another blow from the spiked chain pierced her defenses, a plan began to hatch in Marg's mind. It was crazy, it was risky, but if it worked...

    Marg focused her psionic powers outward and moved herself about four hundred feet up. The towers still stood tall, but the street was just a tiny line beneath. The orc took a deep breath and ceased levitating.

    As she fell, the orc used any loose brick, any balcony, any roughness in the tower walls to force herself forward while maintaining her momentum. At the same time, she psionically enhanced her body, strengthening her muscles.

    Further and further down she went, moving along the wall as she did. Beneath her, the assassin became visible, running along the street. Marg readied her weapon.

    When she was only a few dozen feet away from her target, the assassin looked up. Perhaps she'd heard Marg: it didn't matter. The assassin desperately tried to swing her weapon at the orc, but she twisted to the side and avoided the strike.

    With the force of a four hundred-feet fall behind her attack, Marg swung her sword twice. The first attack bisected the gnoll, the second took her head off. Marg watched the gnoll's corpse fall to the ground, then lightly touched down.

    When one had saved the stability of the continent's biggest city, there are many emotions one might feel. Joy, pride, perhaps surprise, but Marg felt none of these.

    Instead, she was amused. Free-falling hundreds of feet? Turns out it was fun.


    Spoiler: Angeling for a job (15)
    Show
    "Only rarely do we receive visitors here." Raphael spoke.

    "I know that." Marg replied.

    "Even rarer is it when one comes here to aid our causes."

    "Don't tell me you don't have problems. Sure, there's these brilliant floating cities, but you have your outcasts too, right?"

    "Those." Raphael spoke, his face darkening. "I would like to apologize on behalf of my kin for them. Your city - they tend to end up there. A large number of us opposes the banishments, but the solars refuse to kill angels, even former angels."

    "I know. So how about we team up? You tell me when the big shiny guys kick another outcast into Sharn, and I make sure they don't harm anyone."

    "As long as you don't refer to my masters as 'big shiny guys', I must agree."

    "Great! See you, then."

    Raphael spread his wings, slowing his fall. Marg continued her descent through Syrania's bright sky, happily whistling as she did so.

    For a moment, the angel marveled at the humanoid races. No matter how noble, kind or powerful they got... each of them seemed to be insane in its own particular way.


    Spoiler: Die idol die (20)
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    Marg was falling through the endless air layers of Syrania, as she did often, when Raphael appeared next to her.

    "There's been an incident."

    Marg turned towards him, slightly irked at having an entertaining falling session interrupted.

    "Mitharel the Warder was cast out for heresy and, by chance or design appeared within Sharn's temple district. He immediately seized control of Olladra's main temple and took its occupants hostage."

    "How are the guards doing?"

    "Mitharel threatened to kill his hostages if they tried anything. To demonstrate, he caused two of them to fall to his death."

    "He threw them down?"

    "No, they freely jumped. The hostages have already fallen under his sway.

    You should also know that Mitharel is a master of magical protections. The temple and at least three floors above and below it are warded against teleportation, and several magical alarms have been set up in and around it. Flight, including levitation, is impeded by the idol's aura. Approaching without getting noticed is impossible."


    "Not for me. Where's the temple again?"

    "Tower of Growth, sixty-ninth floor from the top. The idol is at the tower's center."

    "I'm on it: see you soon."


    Marg's Plane Shift put her a few miles above the Barren Sea, with Sharn's towers barely visible on the horizon. For a few seconds the orc fell, then she disappeared again.

    Marg gazed down at Sharn's spires, quickly finding her target. Another jump through spacetime, and she was right above the tower.

    3812 feet

    Marg focused her psionic energy inwards, and her body became more dextrous. She quickly did a barrel roll, then continued her fall.

    3194 feet

    Marg strengthened herself with psychic energy.

    2564 feet

    Marg drew her sword, stared at it, then put it away again.

    2045 feet

    Time slowed down around Marg as she reassessed the situation. Falling, tower, idol, victory: it all checked out.

    1732 feet

    Marg cloaked herself in an ectoplasmic film nearly the same color as the sky above her. Even if that guy had set sentries, they'd be unable to see her.

    1242 feet

    Marg watched the approaching roof with an expression of slight boredom.

    832 feet

    Marg expended a small amount of psionic energy to dodge a skysled, teleporting right past it. Its driver never noticed her.

    219 feet

    Marg noted an interesting cloud in the sky above her, then turned back to the towers.

    17 feet

    Marg and her equipment suddenly turned translucent. She reached the tower's roof, but instead of crashing through or stopping her fall she kept falling, moving through ceiling after ceiling. Flashes of studies, offices and dining rooms passed by, the chamber's occupants unaware of the orc.

    As she fell, Marg counted the floors. Sixty-five, sixty-six, sixty-seven...

    At the sixty-eight floor, Marg drew back her hand.

    Falling through the ceiling of the sixty-ninth floor, Marg thrust it forward. The radiant idol, seated in the exact spot Raphael had said he'd be, blinked in surprise as a see-through orc fell through his ceiling and tapped him on the forehead.

    Then he died.



    Marg looked at the splattered ex-angel, literally torn apart by the force she'd hit him with. If she tried, she could just make out what had once been his left foot, now a shapeless smear with a few pulverized bones in it. Around her, confused people were waking up from the idol's enchantments.

    Marg disappeared. Sure, she'd saved the temple and all within, she'd served the cause of good, she'd slain a megalomaniac angel...

    But she also wanted to be very far away when that mess had to be cleaned up.


    Spoiler: Level Breakdown
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    Spoiler: Level 1-5
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    Marg begins play as a typical psychic warrior. Expeditious Dodge is useful when charging, Steel Wind will kill many a mook. The temporary HP Vigor grants are good to have at the dangerous low levels.

    At level 2, Expansion is added to Marg's repertoire, which is awesome because Expansion. Mobility increases, well, mobility, especially the kind you need when charging a foe behind enemy lines.

    Level 3 brings Bite of the Wolf, and with it an extra attack. Roofwalker is useful should Marg encounter uneven or slippery terrain, but it's yet to reach its full potential.

    From level 4 on, Marg can make full attacks on a charge, saving this build from a barbarian dip (and all associated elegance/originality penalties).

    This section ends with Hustle (MOAR mobility) and Psionic Sidestep (same).


    Spoiler: Level 6-10
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    Level 6 gives Spring Attack, which is decent on a character that hasn't yet gained a second attack. Even so, I doubt it'll see much use.

    Elocater entry is at level 7: not as soon as possible but not too late either. Scorn Earth already has use in making Master of the Roof trigger more often, and Sidestep Charge is useful should Marg lose initiative. Evade Burst helps evading bursts.

    Opportunistic Strike is about the only thing at level 8. It's useful if Marg is in a team, I guess.

    After the blandless of 8, level 9 comes along, and it's GLORIOUS. Why? Just look at Roof-Jumper's exact text.

    Death from Above: You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage. You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall (such as the monk's slow fall ability, or the feather fall spell) while attacking in this manner.
    That's right: DfA has no damage cap and counts as a charge. If you can't see the abuse potential here, I suggest a pair of glasses.

    At the same level, Marg gets Dimension Step, which can place her hundreds of feet in the air. By jumping down (accomplished by switching off Scorn Earth mid-jump), she can gain a ton of bonus dice (with a boosted two-round charge doing over 600 damage). After the attack, turn Scorn Earth back on and enjoy a safe landing. Right now the combo is only possible once per day, but that's about to change.

    Finally, there's Greater Concealing Amorpha, a wonderful power that provides a huge miss chance. I recommend putting it up while airborne: no sense in wasting the rounds spent falling.

    Level 10 brings Flanker, which is marginally useful. The flanking square can be designated at any time during Marg's turn, so she can do it while right above a foe to get the bonus on attack rolls as long as an ally is anywhere next to said enemy.

    Sustenance is a simple way to cut down on food costs. It'll also be useful for Marg later.


    Spoiler: Level 11-15
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    A bigger Opportunistic Strike at level 11: not much else to say here.

    Level 12 is what I might call the build's sweet spot. Plane Shift, Teleport and Dimension Door are gained, thereby greatly increasing Marg's teleport capacity. She can now easily 'port up once per encounter.

    Furthermore, Headlong Rush doubles (!) Marg's already huge damage output. The opportunity attacks it provokes aren't that bad: remember what the orc spent her early feats on?

    Capricious Step (gained at level 13) gets quite interesting if it can be used to move upwards. By taking two 5-ft. steps upwards after one of her charging falls, Marg can put herself out of reach of most creatures, thereby securing a safe Teleport up next turn.

    Level 14: explain to me what's so good about Opportunistic Attack that its levels don't advance manifesting? Not that +6 damage matters when your regular outputs are best described in scientific notation.

    Level 15 gives Dimension Spring Attack: an apparently useless power with a niche use. If falling puts you 60 feet above an enemy, you can teleport down, deliver a (Roof Jumper-empowered) blow, and teleport right back, keeping your momentum all the while. It'll obviously require some timing, but nothing that can't be done.


    Spoiler: Level 16-20
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    Accelerated Action provides more screwing with the action economy, no objections here. It can be used to teleport up again after full attacking (potentially maintaining momentum), an extra attack, or simply a bigger chance to hit.

    At level 17, Psion Uncarnate is entered. Incorporeal Touch provides us with a wonderful weapon against heavily armored opponents: it works fine with Roof Jumper, so the low base damage doesn't matter.

    Psion Uncarnate gets even better at level 18, when it can be used to fall right through buildings. Up to now, Marg had been dependent on well-timed teleports and move-action Psionic Dimension Doors to hit foes beneath cover. In addition, Accurate Jaunt increases the chance of Marg's teleports going well.

    At level 19, Marg can take some of her equipment with her when going incorporeal. It's mostly useful for not becoming a naked, blood-covered orc lady every time you use Shed Body to kill something.

    The build's capstone is the powerful Personal Mind Blank, which is very useful for any character.


    Spoiler: Sources
    Show
    Psychic Warrior - EPH
    Elocater - EPH
    Psion Uncarnate - EPH

    Martial Study - ToB
    Expeditious Dodge - RotW
    Roofwalker - City
    Psionic Sidestep - Web
    Roof-Jumper - City
    Headlong Rush - RoF
    Accurate Jaunt - UA
    (I have two copies of this in my inbox - let me know if there's actually a difference and I pasted the wrong one)
    Last edited by Heliomance; 2016-12-02 at 08:01 AM.
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