I heard battles are won in the mind, but I didn't think about it this way.

Quote Originally Posted by Syg
Syg the Brutally Honest



NE Synad Savant 1 / Resolute Fighter 2 / Savant +1 / War Mind 6 / Vengeance Knight 10

Spoiler: Backstory
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Myenid the Ponderous, spiritual leader of War Minds For Cosmic Wholeness, swallowed.

The applicant before him had been doing so well. She'd performed admirably in the Test of Cleaving Limb From Body, which evaluated martial prowess and endurance. She'd aced the Test of Cleaving Lie From Truth, barely blinking before quickly identifying which of the examinators was speaking falsely.

And then it had been time for the Test of Cleaving Dark From Light, and he had asked her a single, simple question, a moral query of such stunning simplicity that he'd formulated a dozen adequate answers in the time he'd been silently sitting here.

Why is it foolish to seek vengeance against a man?

And she had... okay, rewind, think carefully about her exact words, maybe there was something in there, some kernel of actual spiritual understanding.

Well... the way I see it, if you wanna take vengeance against a guy, he must've really screwed you over, huh? So of course your first impulse is going to be to head over to his house and bash in his skull and throw his body up into a tree. But small-minded impulses like that are exactly what we should try to overcome!

Rather, ask yourself whether it was -really- just this guy. Didn't he have help? Were his friends supporting him, or will they obstruct your revenge if given the chance? Who sharpened his blade, who poured his drink, who pays for his work? Does he have a family to come home to, to support and embolden him? No man is an island! Are you really just going to kill this one guy and leave his entire support network untouched? Hell, one is probably gonna try and avenge -him- if you do that, and you'll be right back where you started!

Seeking vengeance against one man is foolish because -tons- of people were involved in whatever you're mad about, and they're all equally responsible and deserve your vengeance in equal measure! You gotta think about it structurally!


No. Nothing there, just pure, base, pointless spite, and not a single shred of understanding of how cartoonishly wrong it was. An easy fail, then. Myenid opened his mouth...

...and quickly closed it again. Wait a second, let's think about this. This woman would want to know why she'd failed, and he was going to assume that "because your moral superstructure is horrifying on a fundamental level" was not an answer she'd like. And you'd have to be pretty stupid to make an enemy of a proven swordsmaster right after she gave you a speech about killing anyone who remotely slights you. He was old, he was prepared to die for his ideals, but the monastery? Everyone else there? How many of them would perish, before that armor-clad monster would at last succumb?

With a conflicted, heavy heart, Myenid forced his mouth to open again and mumble that she'd passed, and was now a formal member of the school to the day she died.

The acolyte before him, face a stone mask up until that moment, broke into a wide smile, jumped to her feet, and ran off into the courtyard, armor and sheath clanking together as she ran her victory lap.

Myenid prayed that this'd all turn out well.


Spoiler: Ability scores
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ECL 1: 17str/12dex/13con/12int/14wis/8cha
All increases in strength for a final 22 strength.
Languages spoken: Common, Synad, Undercommon


Spoiler: Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Savant 1 +0 +0 +0 +2 Concentration +4 (4), Intimidate +4 (4), Knowledge (History) +2 (2), Knowledge (Psionics) +4 (4), Open Lock +1 (1), Ride +4 (4), Search +4 (4), Sense Motive +4 (4), Spellcraft +1 (1) Inquisitor Academic Lore, Skill Assistance (Ride) Trapfinding
2nd Fighter 1 +1 +2 +0 +2 Concentration 4, Intimidate +1 (5), Knowledge (History) 2, Knowledge (Psionics) 4, Open Lock 1, Ride +1 (5), Search +1cc (4.5), Sense Motive 4, Spellcraft 1 Weapon Focus (Longsword) Bonus Feat
3rd Fighter 2 +2 +3 +0 +2 Concentration 4, Intimidate +1 (6), Knowledge (History) 2, Knowledge (Psionics) 4, Open Lock 1, Ride +1 (6), Search +1cc (5), Sense Motive 4, Spellcraft 1 Favored in Guild (Religious) Resolute
4th Savant 2 +3 +3 +0 +3 Concentration 4, Intimidate +1 (7), Knowledge (History) 2, Knowledge (Psionics) +3 (7+1), Open Lock 1, Ride 6, Search +1 (6), Sense Motive +2 (6), Spellcraft 1 Primary Contact (Knowledge (Psionics)) Talent Lore
5th War Mind 1 +4 +5 +2 +3 Concentration +3 (7), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search 6, Sense Motive 6, Spellcraft 1 - Chain of Personal Superiority +2, Manifesting
6th War Mind 2 +5 +6 +3 +3 Autohypnosis +1 (1), Concentration +2 (9), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search 6, Sense Motive 6, Spellcraft 1 Heavy Armor Optimization Chain of Defensive Posture +2
7th War Mind 3 +6 +6 +3 +4 Autohypnosis +2 (3), Concentration +1 (10), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search 6, Sense Motive 6, Spellcraft 1 - Enduring Body DR 1/-
8th War Mind 4 +7 +7 +4 +4 Autohypnosis +2 (5), Concentration +1 (11), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search 6, Sense Motive 6, Spellcraft 1 - -
9th War Mind 5 +8 +7 +4 +4 Autohypnosis +2 (7), Concentration +1 (12), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search 6, Sense Motive 6, Spellcraft 1 Deflective Armor Sweeping Strike
10th War Mind 6 +9 +8 +5 +5 Autohypnosis +2 (9), Concentration +1 (13), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search 6, Sense Motive 6, Spellcraft 1 - Enduring Body DR 2/-
11th Vengeance Knight 1 +10 +10 +5 +5 Autohypnosis 9, Concentration 13, Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +3 (9), Sense Motive 6, Spellcraft 1 - Armor Training, Bringer of Vengeance +1
12th Vengeance Knight 2 +11 +11 +5 +5 Autohypnosis 9, Concentration +2 (15), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (10), Sense Motive 6, Spellcraft 1 Martial Study (Diamond Mind) (Moment of Perfect Mind), Improved Shield Bash Counterstrike +1, Improved Shield Bash
13th Vengeance Knight 3 +12 +11 +6 +6 Autohypnosis 9, Concentration +1 (16), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (11), Sense Motive +1 (7), Spellcraft 1 Shield Specialization (Heavy) Bonus Feat
14th Vengeance Knight 4 +13 +12 +6 +6 Autohypnosis 9, Concentration +1 (17), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (12), Sense Motive +1 (8), Spellcraft 1 - Arcane Backlash 1d6
15th Vengeance Knight 5 +14 +12 +6 +6 Autohypnosis 9, Concentration +1 (18), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (13), Sense Motive +1 (9), Spellcraft 1 Shield Ward Bringer of Vengeance +2
16th Vengeance Knight 6 +15 +13 +7 +7 Autohypnosis 9, Concentration +1 (19), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (14), Sense Motive +1 (10), Spellcraft 1 - Improved Armor Training
17th Vengeance Knight 7 +16 +13 +7 +7 Autohypnosis 9, Concentration +1 (20), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (15), Sense Motive +1 (11), Spellcraft 1 - Arcane Backlash 2d6
18th Vengeance Knight 8 +17 +14 +7 +7 Autohypnosis 9, Concentration +1 (21), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (16), Sense Motive +1 (12), Spellcraft 1 Shield Sling Counterstrike +2
19th Vengeance Knight 9 +18 +14 +8 +8 Autohypnosis 9, Concentration +1 (22), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (17), Sense Motive +1 (13), Spellcraft 1 Greater Heavy Armor Optimization Bonus Feat, Bringer of Vengeance +3
20th Vengeance Knight 10 +19 +15 +8 +8 Autohypnosis 9, Concentration +1 (23), Intimidate 7, Knowledge (History) 2, Knowledge (Psionics) 8, Open Lock 1, Ride 6, Search +1 (18), Sense Motive +1 (14), Spellcraft 1 - Arcane Backlash 3d6, Superior Armor Training


Spoiler: Psionics
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Power points:
ECL 1-4: 3
ECL 5: 3 + 2 + 1 = 6
ECL 6: 3 + 5 + 2 = 10
ECL 7: 3 + 9 + 3 = 15
ECL 8: 3 + 14 + 4 = 21
ECL 9: 3 + 20 + 5 = 28
ECL 10+: 3 + 28 + 6 = 37

Powers known by level:
5: Expansion
6: Call Item
8: Psionic Lion's Charge
10: Telekinetic Boomerang


Spoiler: Q&A
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Q: So, what is this?
A: A vengeance knight! A warrior who derives tons of benefits from wearing armor and using a shield, makes use of the vengeance knight's unique skill list, and shores up the class's obvious weaknesses in one synergistic package.

Q: What's up with those classes?
A: War Mind was picked because Sweeping Strike has a ton of synergy with vengeance knight. I really wanted to get 3rd-level powers, which required going Primary Contact to get an extra level of war mind in there, but the way that feat is read it doesn't permanently increase your skill cap so I had to figure out a way to take a feat at my 4th HD. Dragonborn was out for alignment reasons, Desert Wind Dodge didn't appeal, and marshal doesn't synergize particularly well with our build, so Savant was the obvious path to take. At that point, I still needed a class that got me weapon focus as a bonus feat, full BAB, and heavy armor proficiency, which pretty much forced me into fighter, especially when I realized I could take Resolute with my second level.

Q: That's cool, but do you think you maybe... forgot something? Something kind of big? Something that should really be in your build?
A: I haven't the slightest idea what you're talking about.

Q: Iron Will! It's a prerequisite for the SECRET INGREDIENT, and you didn't take it anywhere! And I'm asking this as part of an expository Q&A section you wrote, so clearly you didn't simply forget, but where is it?
A: Ohhh, that. We don't need it.

Q: You very much do.
A: That's not a question! And no, we don't, we're a synad. Synads get +2 to Will because of their Threefold Mind ability, so why would we bother taking a feat that does the exact same?

Q: Replicating the effect of a feat exactly does not automatically qualify you for anything that requires that feat.
A: Still not a question. Anyway, check Masters of the Wild, page 20, 'virtual feats' header.

Q: "If a character has a class feature or special ability that exactly duplicates the effects of a feat, then he or she can use that “virtual feat” as a prerequisite for other feats, as well as prestige classes, and so forth..." wait WHAT?
A: Pretty obscure, huh? Anyway, Threefold Mind (+2 to Will) exactly duplicates the effect of Iron Will (+2 to Will), and so we can use it to qualify for anything that requires Iron Will. Remember that next time you're building an incantatrix!

Q: Why not just use the Otyugh Hole?
A: If I ever submit a build where I use that cheesy garbage you can safely assume the old me is dead and this account is now being operated by some manner of perfidious inheritor.


Spoiler: Writeups
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Level 5
We can do a little bit of everything at this level. We've got solid melee accuracy and to-hit (Weapon Focus makes up for the one lost point of BAB), we already have some manifesting thanks to war mind early entry (and three racial PP to stretch it for longer), we can activate Chain of Personal Superiority to get a strength/constitution bonus 3/day, and we can roll with +16 to Sense Motive thanks to Inquisitor, making us the party interrogator and giving us a very clear role in social encounters. Academic Lore will fall off later, but currently it means we essentially have +3 to arbitrary knowledges (with another +2 from Synad if needed).

We have Trapfinding and Search, but no Disable Device. Fortunately, disabling traps is rarely as hard as finding them: just roll a barrel into the trigger, plug the arrow/spear exit holes with thick resin, improvise a bridge over a pit, or point out where the party caster should aim her Dispel. It's a little bit make-do, but should serve well enough.

Our Will save is very good compared to other martials. Being a Synad gives us +2, Favored in Guild adds +2 to resist compulsions that'd make us act against our faith, 1/day Synad can add another +2 after we find out we barely fail, and Resolute lets us reassign half our BAB to Will to get another +2 when absolutely needed.

The last feature worth explaining is Skill Assistance. I picked Ride because it's one of those skills where when someone needs it, everyone needs it, and sharing our ranks puts a lot of important checks in reach of untrained PCs. It's a bit awkward positioning-wise, but if four horses ride in a square formation, you can extend a bonus to three other riders. And hey, you don't want anyone in the party fumble that DC 5 guide-with-knees or stay-in-saddle check and waste a full turn of actions; now even the 6-dex dragonborn cleric is safe.

Level 10
War Mind has been finished! We pick up a ton of power points (if we'd gone straight psiwar, we would have about the same number at this point), another nice free-action 3/day boost, DR 2/-, and the powerful Sweeping Strike, which doubles our damage output if any foes are adjacent to others. War Mind levels boosted our lacking Reflex, and with Heavy Armor Optimization and Deflective Armor, we now get +9 AC out of full plate (before enhancement bonuses) which applies to our touch AC in full.

Our powers are pretty standard; Expansion because it's amazing, Psionic Lion's Charge to deal damage on turns we need to move (it's also a good candidate to dump a bunch of extra PP on), Call Item offers a ton of on-demand utility (I'd like a vial of trollbane, I'd like some masterwork lockpicks, I'd like a rowboat), and Telekinetic Boomerang to have a slightly better ranged backup option (don't worry, we'll put it to work soon enough).

Level 15
Sweeping Strike interacts hilariously with Bringer of Vengeance and Counterstrike. Because a sweeping strike is still a single attack and has a single attack (and presumably damage) roll, if we target two enemies, and either is our vengeance target or damaged us last turn, the relevant bonus essentially applies to both. If your target of vengeance is standing next to a guy who attacked you last turn, and you sweeping strike them, that's going to be +5 to hit and damage against both, rather than a portion of that against one.

Improved Shield Bash and Shield Specialization are bonus feats, and with them we take Shield Ward, so our Touch AC is now equal to our normal AC and we get a big bonus on checks to resist tripping/grappling/bull rushing/disarming/overrunning as well (especially if we find a magic shield). Tremble in fear, poor-BAB wizards!

Moment of Perfect Mind lets us keep advancing Concentration even as we head into a class that doesn't grant it, and more notably lets us auto-succeed a Will save once per encounter (1d20+19 should typically be enough, but you can always blow your psionic focus to take 15 if needed). Combined with Resolute, we should ideally never fail a Will save again... which gives Arcane Backlash lots of chances to trigger (our Fortitude was pretty good already, and needs no further boosts, and reflex saves rarely do worse than HP damage are almost never single-target anyway).

Level 20
Sweeping Strike is pretty cool, but it relies on foes clustering. What if they're all scattered over the battlefield? You could just Psionic Lion's Charge over to one, but maybe multiple enemies demand attention. In that case, manifest Telekinetic Boomerang and full attack by throwing your shield, to get four instances of damage / trip attempts and still end up with the shield back in your hand. If you've already manifested the power, this is a good option after shrugging off a spell with Resolute; +10 BAB and +1 dex isn't anything to write home about, but for ranged touch attacks it's more than sufficient, and tripping two foes while you get back on your feet (or tripping one and repositioning) is better than nothing. The shield has a pretty impressive 100 ft. range, too, so we can use it to foil escape attempts. And remember: if we trip a flying creature, it immediately crashes and takes a ton of damage; quite useful, as lots of flight-granting effects don't work for heavily armored characters, so we need some way to bring fliers down to our level.

Armor Training has been a bit underutilized so far, but now we have the third-tier benefit, it shines. The vengeance knight capstone reduces ACP by -5, and then (Greater) Heavy Armor Optimization reduces it by another 3. The ACP of a Masterwork suit of Mountain Plate is -8... so we fully negate it, which means we can wear this insanely powerful armor without actually needing proficiency and get +12 AC (which also applies to touch) out of it. Its speed reduction is even greater than that of full plate, but Armor Training helps with that little problem as well, and even lets us don the armor faster. And if we really need help getting across the battlefield, horses are cheap and dragging a bunch of horses with you is actually pretty historically accurate to knights.

Concentration is up to +24 (39 if we take 15), Search is now enough to find any simple trap even if we're hastily searching and roll a 1 (if we have the time to take 20, even the hardest traps should be trivial to locate), and Sense Motive is a respectable +26 if you make use of Inquisitor (+29 against your target). Those aren't common skills to see on a full BAB warrior, and it's only thanks to vengeance knight granting them in-class that we can use them so well. Remember to use Search to check captured foes for hidden weapons, too!

Where a normal warrior would fold to will-targeting effects, we shrug them off and hurt the caster in return. Where a normal warrior would collapse to a Maximized Shivering Touch, we parry it with our shield and keep fighting. And where combat ends and the fighter goes quiet, we start detecting traps, lies, and secret doors for the benefit of the party, while summoning up any random item someone might need. And all throughout it, we maintain the pure flavor of Vengeance Knight: a heavily-armored warrior who can't be bargained with, can't be reasoned with, and will let nothing stop her to reach her target and enact vengeance.


Spoiler: Sources
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Synad - Complete Psionic
Savant - Dragon Compendium
Resolute ACF - Complete Champion
War Mind - Expanded Psionics Handbook
Vengeance Knight - Champions of Ruin

Inquisitor - Expanded Psionics Handbook
Favored in Guild - Cityscape
Primary Contact - Cityscape
Heavy Armor Optimization - Races of Stone
Deflective Armor - Races of Stone
Martial Study - Tome of Battle
Shield Specialization - Player's Handbook II
Shield Ward - Player's Handbook II
Shield Sling - Player's Handbook II
Greater Heavy Armor Optimization - Races of Stone

Expansion - Expanded Psionics Handbook
Psionic Lion's Charge - Expanded Psionics Handbook
Call Item - online
Telekinetic Boomerang - Races of the Wild