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PSI MONK BUILD ULTIMAX: ULTIMATE PSYCHIC PUNCH

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Jul 27th, 2019
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  1. Skills:
  2.  
  3. Throwing 160
  4. Melee 160
  5.  
  6. Dodge 160
  7. Evasion 160
  8.  
  9. Hacking 111
  10. Lockpicking 52
  11. Pickpocketing 55
  12. Traps 100
  13.  
  14. Mechanics 9
  15. Chemistry 82
  16. Biology 36
  17.  
  18. Psychokinesis 160
  19. Temporal Manipulation 35
  20.  
  21.  
  22. STR 3
  23. DEX 10 (+8)
  24. AGI 7
  25. CON 6
  26. PER 3
  27. WIL 5
  28. INT 6
  29.  
  30. Psi Empathy
  31.  
  32. 1: Sprint
  33. 1: Nimble
  34. 2: Fast Metabolism
  35. 4: Quick Tinkering
  36. 6: Expose Weakness
  37. 8: Lightning Punches
  38. 10: Fancy Footwork
  39. 12: Evasive Maneuvers
  40. 14: Escape Artist
  41. 16: Fatal Throw
  42. 18: Premeditation
  43. 20: Ripper
  44. 22: Combo
  45. 24: Improved Unarmed Combat
  46. 26: Expert Throwing
  47. 28: Increased Dexterity
  48. 30: Expert Unarmed Combat
  49.  
  50.  
  51. Skills leveling:
  52.  
  53. Level 1-6: (1-40)
  54.  
  55. Melee/Dodge/Evasion/Hacking/Lockpicking/Pickpocketing/Traps/Psychokinesis
  56.  
  57. Level 7-8 (50)
  58.  
  59. Melee/Evasion/Hacking/Lockpicking/Pickpocketing/Traps/Psychokinesis/Biology
  60.  
  61. Level 9 (55)
  62.  
  63. Melee/Evasion/Hacking/Lockpicking 2/Pickpocketing/Traps/Psychokinesis/Biology 8
  64.  
  65. Level 10 (60) - Psi Booster crafting available
  66.  
  67. Melee/Evasion/Hacking/Traps/Psychokinesis/Biology 15
  68.  
  69. Level 11 (65) - Adrenaline Shot/Morphine Shot crafting available
  70.  
  71. Throwing 12/Melee/Evasion/Hacking/Traps/Psychokinesis/Biology 3
  72.  
  73. Level 12-16 (70-90)
  74.  
  75. Throwing 15/Melee/Evasion/Hacking/Traps/Psychokinesis
  76.  
  77. Level 17 (95)
  78.  
  79. Throwing 8/Melee/Evasion/Hacking/Traps/Psychokinesis/Temporal Manipulation 7
  80.  
  81. Level 18 (100)
  82.  
  83. Throwing/Melee/Evasion/Hacking/Traps/Psychokinesis/Temporal Manipulation 10
  84.  
  85. Level 19 (105)
  86.  
  87. Throwing/Melee/Evasion/Hacking/Psychokinesis/Temporal Manipulation 15
  88.  
  89. Level 20 (110) - Limited Temporal Increment available
  90.  
  91. Throwing/Melee/Evasion/Hacking/Psychokinesis/Temporal Manipulation 3/Chemistry 12
  92.  
  93. Level 21 (115)
  94.  
  95. Throwing/Melee/Evasion/Hacking 1/Psychokinesis/Chemistry 10/Mechanics 9
  96.  
  97. Level 22-24 (120-130) - Frag Grenade 5 crafting available at 24 with Chemistry workbench bonus.
  98.  
  99. Throwing/Melee/Evasion/Psychokinesis/Chemistry 20
  100.  
  101. Level 25-30 (135-160)
  102.  
  103. Throwing/Melee/Evasion/Psychokinesis/Dodge 20
  104.  
  105.  
  106. Build was made with an assumption that Hacking/Lockpick/Pickpocket skill checks are:
  107.  
  108. 130 for Hacking (without Huxkey)
  109. 115 for Lockpicking (130 with Huxkey)
  110. ~110 for Pickpocket
  111.  
  112. If those end up higher because of Expedition, put points from Dodge into a necessary skill. Don't forget to save before levelups.
  113.  
  114.  
  115. Specializations:
  116.  
  117. Expose Weakness - 1x Duration
  118. Fatal Throw - 3x Action Points
  119. Evasive Maneuvers - 2x Evasion Gained
  120. Fancy Footwork - 4x Movement Points
  121. Premeditation - 2x Cooldown Reduction
  122. Quick Tinkering - 2x Cooldown Reduction
  123. Escape Artist - 1x Escape Artist
  124.  
  125.  
  126. <Why is there no Persuasion?
  127. >No space. Replace all Hacking points with it if you want to.
  128. <Quick Tinkering?
  129. >0 AP Bear Traps on a cooldown, immobilizes for 2 turns.
  130. <Expose Weakness?
  131. >You need a way to reduce Mechanical Resistance/Threshold to not get fucked by heavy armor.
  132. <Evasive Maneuvers?
  133. >Dying less under gunfire and surviving enemy grenades is good.
  134. <Fatal Throw?
  135. >Extra 27 AP on throwing knife kills once per turn. Throwing knives are light weapons with no cooldown, damage scales with Throwing and AP cost with Dexterity.
  136. <Ripper?
  137. >Insurance against low rolls and tanky enemies for Fatal Throw.
  138. <Premeditation?
  139. >0 AP Implosion on a cooldown. Best with a decoy.
  140. <Escape Artist?
  141. >So you don't die against Throwing Nets and toxic dogs.
  142. <Limited Temporal Increment but no Future Orientation?
  143. >4 AP is one melee hit and there's a lot of better feats to take.
  144. <No Psycho-temporal Contraction/Stasis?
  145. >Former costs a fuckton of PSI and latter can fail to land on enemies/severely fuck up positioning. Having more skill points is better.
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