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Switch to Forum Live View The Lurk Build Guide & Compendium
7 years ago  ::  Apr 17, 2006 - 3:49PM #1
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
3.5 Lurk Build Guide & Compendium

1: Introduction
2: The Lurk Skeleton
a: Skills
b: Abilities
3: Usefulness of the Lurk
4: Multi-classing
5: Lurk Class Abilities
a: Lurk Augments
b: Other abilities
6: Powers Section
7: Feats
8: Lurk Build Compendium


Introduction

Hello, and welcome to the Lurk Build Guide & Compendium. I would like to think that the Psychic Warrior's Build Guide & Compendium has been a boon to our community, and my work on such has been decent. I have decided to create a handbook for the new class known as the Lurk in Complete Psion. The Lurk is an excellent class, and I feel it has the most potential out of the 3 new "Core" classes presented. In this I will give a breakdown of how the Lurk functions, and exactly what it's capable of, as well as it's strengths and weaknesses.

The Lurk Skeleton

BAB: 2ndary
Fort: Worst
Reflex: Best
Will: Best
Hit Die: d6
Skills: 4+

Lurk's possess 2ndary BAB, a sure sign of combat support syndrome in many cases (barring buffers or intense multiclassing). They also possess low Fortitude and d6 Hit Die, meaning that they will probably avoid straight melee combat. The lurk does possess best Reflex and Will however, having two good saves, one of which is usually the bane of stealthy classes (Will).

Skills

The lurk possesses excellent skill selection, getting such goodies as Tumble and Use Psionic Device. However, they pretty much are forced into putting ranks into Psicraft, Concentration, and who wouldn't want good ranks in Autohypnosis? These skills pretty much are guaranteed to hog up skill spots, and they have plenty of other useful skills such as Spot/Listen, Hide/Move Silently, Bluff, etc etc. The lurk's skill selection is impressive, but he will most likely not be able to take anywhere near full advantage of it. Of course, power selection is supposed to help this out...

Also note, that while they can rogue it up a bit, they can not find traps or even get Search as a class skill.

Ability Scores

Ideally a lurk would want a good Constitution score, seeing as how they have low hp's, and poor Fortitude. Combine this with the fact that they need a healthy Constitution Score to help with Concentration checks, and will most likely be doing melee support, and Con becomes a clear prerogative. Lurk's would want a good Dexterity score to take advantage of many of their skill's, and make the most out of Evasion later. Lurk's would generally seem to lean towards finesse as far as fighting goes, or perhaps ranged (though this would require a feat investment for augment purposes). Intelligence powers your manifestations, and helps with skills. You only need a 16 for purposes of taking advantage of all your powers, so it is important, but not #1.

Usefulness of the Lurk

The lurk is a very useful class, being able to facilitate quite a few options (stealth, finesse combat), though I see it as more of a support class. It is at it's best when it is accompanied by an ally, though it can get by on it's own.

Multi-Classing

As always multi-classing with non-psionic classes is not recommended, but with the advent of Practiced Manifester, it is not as much of a deterrent as before. Swashbuckler3/LurkX seems to be an excellent choice as they synergize well with each other. Shadowmind would be an excellent choice as well to keep in line with more rogueish varieties.

Class Abilities

Manifestations

Lurk's gain powers on 6th level progression, just like Pyschic Warrior. They have a good selection, which will be detailed later on. Their selection is less melee oriented of course, and more utilitarian.

Lurk Augments

Lurk's possess a unique ability called the Lurk Augment. They receive a limited amount of these per day equal to their level + their Int Modifier. They gain these powers at particular levels. Some of them are excellent, and some are mediocre. Below is a quick detail of what is good, and what is probably not.

Add Sneak Attack: This is a good ability, and is augmentable further with extra pp's.

Unfocused Strike: This might have been good if the save DC wasn't using a weak formula.

Solid Strike: Eh. It feels like you need to put in too much for too little.

Stun Attack: See Unfocused Strike.

Ignore Concealment: This is a very useful ability in my book.

Mental Assault: This ability is just awesome. Definitely, definitely worth using.

Deceptive Strike: This is definitely useful. Just how useful I'm not totally sure yet since the ability is for one good only.

Reach Attack- I can figure out what this does (basically), but it isn't found anywhere in the Lurk's description for some reason...

Sneak Attack Undead: Situationally specific, but good at what it does.

Ghost Attack: Situational, but good.

Power Drain: Okay to good in my book. Yet to be fully determined.

Aligned Attack: Good.

Sneak Attack Contstruct: See Sneak Attack Undead.

Stygian Weapon: This is an excellent power. Especially with the power point augmentation.

Planar Attack: This is a decent ability as well.

Synaptic Attack: Again with the poor Save DC Formula...

Greater Power Drain: By the time you get this it's actually worthwhile.

Other

Psionic Sneak Attack: The stipulation of having focus is ...different, but sneak attack is sneak attack.

Initiative Boost: Higher Initiative is always good, especially when you have Sneak Attack.

Evasion: Evasion is always good.

Slippery Mind: This ability is excellent, especially considering the Good Will save.

Powers Section

A compilation of the powers that are beneficial to the Lurk.

1st Level Powers

Chameleon- +10 to Hide Checks, very useful if you're a stealth specialist.

Compression- Very useful if your a stealthy build as well. Bonus to ATK and AC are always nice as well.

Deaden Blow- This might be useful, especially if you can combine it with Sneak Attack. It's also possible to manifest this on an opponents weapon.

Dimensional Pocket- Useful for stashing things, or concealing weapons.

Far Hand- I could see this being useful, just not sure I would waste a slot on it.

Grease, Psionic- A nice utility power.

Mighty Spring- This just seems really interesting to me, thanks to my love of Battlejump.

Precognition, Defenive- Great if you're going for a very defensible build.

Precognition, Offesnive- Bonus to ATK never sucks, and the augment for this is not bad at all. Good to help keep your ATK on par with other melee units.

Prescience, Offensive- Not sure I would waste a slot on this, especially since you only gain 1 point of damage per augment.

Sensory Gloom- I can see this being more useful later when you get more pp's so you can affect it's save DC. I don't see the Lurk really pushing his INT above all else.

Skate- Since when has this power ever been bad?

2nd Level Powers

Animal Affinity- Useful as always until it outlives it's usefulness.

Body Equilibrium- Definitely worthwhile if you can spare the slot.

Detect Hostile Intent- I just love this power. I think it's more handy for a Lurk as opposed to PW.

Energy Adaptation, Specified- This power should really merit investigation, as you don't get Energy Adaptation as A power from the Lurk Power list.

Extend Reach- eh...maybe.

Psionic Knock- if you're into stealth infiltration this can come in handy as always.

Moment of Insight- I absolutely love this (new) power, as I hate cover/concealment.

Psionic Lock- possibly useful but doubtful I would spend the slot on it.

Psionic See Invisibility - This could be very useful depending.

Stygian Weapon- This power is awesome if combined with the Lurk Augment version. 2d4 Neg levels, no save. Definitely worthwhile as you can knock off a nice hunk of power from an opponent, and let you allies finish the job.

Psionic Tongues- If your into spying, this is definitely worth it.

Zone of Alertness- This is a great team power, but I doubt a lurk would make use of it very often given their predilection towards sneakiness.

3rd Level Powers

Concealing Amorpha, Greater- 50% miss chance never sucks.

Danger Sense- Your version of Uncanny Dodge, definitely worthwhile.

Darkvision, Psionic- Possibly worthwhile if you don't have Darkvision, but I would probably hold out for a darvision item.

Eradicate Invisibility- Good for helping your allies, but you already have access to See Invis...

Escape Detection- Helps to keep you out of sight from various powers/abilities. A good possible investment if your GM is fond of clairsentience/divination.

Touchsight- I adore this power. It's so close to Blindsight, and negates the need for LLV or DV in small areas. It is also useful for "seeing" through Fog and other various obscurements.

Ubiquitous Vision- Good, but I doubt it would see much use.

4th Level Powers

Death Urge- I can see this being used if you get your INT mod high, and is very flavorful for the class, but I doubt it would see very much usage.

Detect Remote Viewing- Being that lurk's like to stay out of sight, I could easily see any stealth oriented lurk using this ability.

Dimension Door, Psionic- Always useful.

Freedom of Movement, Psionic- This is a strong consideration, and one of the top powers for 4th level.

Mindwipe- See Death Urge.

Steadfast Illusion- I usually never take this power, but as a lurk I would greatly consider it.

Trace Teleport, Psionic- If you had teleport I would consider this, or have an ally if you're doing the whole bounty hunter thing, otherwise I would most likely avoid this power.

Wall of Ectoplasm- This is a great defensive power, and I would recommend it highly if you see a lot of spellcasting/manifesting action.

5th Level Powers

5th level powers are much better for the Lurk versus the PW, though there is still not many to choose from.

Adapt Body- always good. One of the only good 5th level powers for PW.

Power Resistance- A great power, and one I always recommend for Expanded Knowledge for the PW.

Psionic True Seeing- Another great power.

6th Level Powers

Aura Sight- I'm a bit on the jury about this. Essentially it's just Detect Alignment. I think that 6th level is a bit too high for this, but I can still see it being useful, especially given the description about the nature of Lurks.

Contingency, Psionic- Contingency is always awesome.

Dispelling Buffer- Perhaps the most important 6th level power for all the classes.

Mind Blank, Personal- This power is fantastic, especially in lieu of the lurk's natural stealthiness.

Retrieve- I don't know that I would take this, but it is handy nonetheless.

Temporal Acceleration- I wish PW could acquire this pre-epic/non-item. Lurk can't use it as well, but it is awesome and a top recommendation.

Feats

The usual feats are great as always, especially the new ones. If you had the room I would suggest Expanded Knowledge: Dimension Hop. Easy Flanking all the time as a Swift Action. Weapon Finesse seems pretty mandatory unless you go strength or ranged. Strength would require some pretty nice stat rolls though. Look into Lurk Master, which lets you access Lurk's as though you were higher level, and Lurk Augment, Extra as well. Both of these are good feats for the Lurk.

Lurk Build Compendium

Below are a few builds for the Lurk, both straight 20 level builds and mult-classed as well.

Spring Attack/Sneak Attack
Lurk 20
Human

1: Dodge
1: Mobility
3: Weapon Finesse
6: Spring Attack
9: Craven
12: Lurk Master
15: Darkstalker
18: Lurk Augment, Extra (Deadly Precision)

A simple straight 20 build. This builds makes use of the tried and true Spring Attack line. Interestingly I feel that lurk can take good advantage of Spring Attack because of it's augments. With the augments being swift actions (only one per round til later, when you can use two or even 3 at once), they synergize nicely with a single attack. This particular fellow than follows that line out, and makes use of Craven for good damage on his sneak attack (helps to kill the fact that your missing sneak attack dice when compared to others, though you can augment it with Lurk Augment: Sneak attack). Lurk Master is chosen at level 12 to help you get to Stygian Strike as early as possible. This can really help lend aid as a support unit on the field. Darkstalker comes in later for supreme stealth, and finally Extra Augments as you will be able to start spending 3 at once, and a little extra help never hurts. Alternatively I recommend Deadly Precision. While the Lurk does not gain many sneak attack dice normally, with his augment he can juice himself up to 14d6 for any one attack at 20th level. Being able to reroll those ones never sucks. A feat that I would like to use with this build is Elusive Target, also.

Springing Finesse Lurk
Swashbuckler 3/Fighter 1/ Lurk 16
Human

Swb1: Weapon Finesse (SWB)
1: Dodge
1: Mobility
Swb2-
Lurk1: Weapon Focus
Lurk2-
Ftr1: Spring Attack
Swb3(6): Lurk Augment, Extra
Lurk5(9): Elusive Target
12: Practiced Manifester
15: Lurk Master
18: Expanded Knowledge: Schism

Hit Die: 4d10+16d6= avg hp of 78 + Con Modx20
BAB: 16
Fort: 10
Refl: 11 (not including +1 from grace)
Will: 11
Powers Known: as 16th lvl Lurk.
Manifester Level: 20th lvl.

More of a combat build, this build gains good all around saves, decent hp's for combat styled Lurk, 6th lvl power access, 20 manifester levels, good ATK rating with hit and run status, and all the most important lurk features. Skills are decent (fighter level sucks though) gaining 78 at 20th level with no Int Mod added. Damage will be better than normal since you gain Insightful Strike from Swashbuckler at level 3, gaining your Int Mod to damage along with your strength. Able Learner could be a strong recommendation here at level one. Expanded Knowledge: Schism is for the late game. You even get to reap the benefits of it's shabby wording at the moment.

1: Dodge, Weapon Finesse (Swashbuckler)
1: Mobility
3: Psychic Meditation
5: Spring Attack (Fighter)
6: Psionic Weapon
9: Greater Psionic Weapon
12: Expanded Knowledge: Hustle (alt Lurk Augment Extra)
15: Lurk Augment, Extra (Alt Deep Impact)
18: Deep Impact (Alt Exp Know: Schism)

This build is similar to the above build, except it utilizes more of the hit and run philosophy. It takes advantage of this by using the Psionic Meditation feat to fully realize Psionic Weapon/Greater Psionic Weapon. You pick up Deep Impact at the end to make sure those augments are hitting. This build has less augments than a regular lurk, so Extra Augment will help pick some of your steam back up, and GPW is also there to help dish out damage and take pressure off the augments. Expanded Knowledge: Hustle is acquired so you can make the best use of GPW at any time you don't want take advantage of an Augment, since you can't use them both...of course if you take Expanded Knowledge schism later on instead you can manifest huslte and use an augment with GPW and recharge it.

Dual-Wielder

Ranger1/Swashbuckler3/Lurk16

1: Exotic Weapon Proficiency: Elven Thinblade , Two-Weapon Fighting
1: Oversized TWF, Weapon Finesse
3: Weapon Focus
6: Improved Buckler Defense
9: Improved TWF
12: Improved Critical
15: Power Critical
18: Greater TWF

Nothing fancy here, just a Dual Wielder who's emphasis is on landing critical hits. Build finishes with 16 BAB, and gets INT to DMG.


Better and bigger builds soon to follow, as soon as time permits!
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7 years ago  ::  Apr 17, 2006 - 3:51PM #2
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Reserved spot. (learned my lesson from the PWBG&C :P )
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7 years ago  ::  Apr 17, 2006 - 3:52PM #3
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Reserved again.
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7 years ago  ::  Apr 17, 2006 - 3:53PM #4
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Last one.
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7 years ago  ::  Apr 17, 2006 - 3:54PM #5
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Double post...
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7 years ago  ::  Apr 17, 2006 - 4:33PM #6
Todd
Date Joined: Aug 10, 2004
Posts: 330
I've been thinking about trying to run a Lurk 7 / Incarnate 3 / Soul Manifester 10 ... or some close variant of this.

Lurk has some nice skills & the psi powered sneak attack. Incarnate has trapfinding and huge skill boost. It seems like the perfect combo for a highly flavored alternate rogue.
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7 years ago  ::  Apr 17, 2006 - 4:36PM #7
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
I'm really looking forward to this. Your other build guide was an interesting read.

Where is the Incarnate from?
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7 years ago  ::  Apr 17, 2006 - 5:04PM #8
Tempest_Stormwind
Date Joined: Jun 20, 2004
Posts: 4,786

Mucknuggle]I'm really looking forward to this. Your other build guide was an interesting read.

Where is the Incarnate from?


Magic of Incarnum. Some people really like the class, others really dislike it. I'm relatively neutral on the Incarnate itself (though I'm swept away by its partner, the magical-beast themed Totemist). Thematically they're about shaping soul energy into tools, embodying an alignment. Mechanically they're quite flexible and can serve as a respectable skillmonkey and semiimpressive combatant if you know what you're doing (the class is really, really deceptive in how it appears, since it's weaknesses are all mitigated by hidden strengths).

As I mentioned on the CO thread, though, and more to the point here, if all you're interested in is Trapfinding (instead of actual Search ranks), you can get it with two feats by level 6 (Shape Soulmeld [Theft Gloves] and Open Least Chakra [Hands]). This will end up giving you a +2 bonus on many thief skills -- and if you have essentia from other sources (like Incarnate levels or other incarnum feats) you can pump this whenever you need to make a wrote:

I'm really looking forward to this. Your other build guide was an interesting read.

Where is the Incarnate from?[/quote]
Magic of Incarnum. Some people really like the class, others really dislike it. I'm relatively neutral on the Incarnate itself (though I'm swept away by its partner, the magical-beast themed Totemist). Thematically they're about shaping soul energy into tools, embodying an alignment. Mechanically they're quite flexible and can serve as a respectable skillmonkey and semiimpressive combatant if you know what you're doing (the class is really, really deceptive in how it appears, since it's weaknesses are all mitigated by hidden strengths).

As I mentioned on the CO thread, though, and more to the point here, if all you're interested in is Trapfinding (instead of actual Search ranks), you can get it with two feats by level 6 (Shape Soulmeld [Theft Gloves] and Open Least Chakra [Hands]). This will end up giving you a +2 bonus on many thief skills -- and if you have essentia from other sources (like Incarnate levels or other incarnum feats) you can pump this whenever you need to make a check.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series: Show
These are NOT all my creations! The lead authors are identified as follows:
[TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)


Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft
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7 years ago  ::  Apr 17, 2006 - 5:53PM #9
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
I'll have more material up tomorrow presumably. I'm not really an Incarnum/Eberron fan so I tend not to use a lot of their material, but I will include some in the future. I really like Darksun however... A lot of the old builds in my guide need to be updated. They were top of the line when I constructed them, but so much new material has come out, and I am admittedly lazy about updating them, hehe.
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7 years ago  ::  Apr 17, 2006 - 6:01PM #10
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906

WyvernSlayer]I'll have more material up tomorrow presumably. I'm not really an Incarnum/Eberron fan so I tend not to use a lot of their material, but I will include some in the future. I really like Darksun however... wrote:

I'll have more material up tomorrow presumably. I'm not really an Incarnum/Eberron fan so I tend not to use a lot of their material, but I will include some in the future. I really like Darksun however... A lot of the old builds in my guide need to be updated. They were top of the line when I constructed them, but so much new material has come out, and I am admittedly lazy about updating them, hehe.


Yay, updated builds.

Now if only somebody would make a Psychic Rogue guide or a psionic gish guide...

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