Keep in mind, these are only his favored forms for scouting and attack. He has the option to turn into anything with 11 hit dice or below that isn't outsider, undead, elemental, or construct (though his psicrystal can access the construct forms, if he wants it to). His psicrystal can access any form he can, whenever he goes transformer on someone.
Alright. This psychic warrior build has both metamorphosis His equipment and power research:
[spoiler]Note that psychic reformation was utilized with various psionic powers, as well as the Craft Psionic Arms and Armor and Craft Universal Items feats (both from the XPH), and Extraordinary Artisan and Legendary Artisan feats (both from the Eberron Campaign Setting, which reduce the base cost by 25% for the purposes of gp and xp costs when creating items). Magic Item Compendium rules for item property stacking is in full force (ie, no 50% markup for common item qualities).
List of equipment:
1 psychoactive skin of proteus (crafted), 1 deep crystal +1 elvencraft bow of the wintermoon/+1 quarterstaff of suppression (partially crafted), 20 +1 manifester arrows (crafted), periapt of Wis +6/Con +6/mighty fists +1 (crafted), goggles of night [crafted], ring of sustenance [crafted], 4 psionic tattoos: bite of the wolf (crafted, ML 1), 4 psionic tattoos: chameleon (crafted, ML 1), 2 psionic tattoos: expansion (crafted, ML 1), 50 mundane arrows, 20 adamantine arrows, 50 cold iron arrows, 50 alchemical silver arrows, 135.25 gp in mundane equipment (a blanket, a backpack, etc)
Equipment Breakdown: bite of the wolf (200 gp, crafted, ML 1): 37.5 gp, 3 xp
-4 psionic tattoos, chameleon (200 gp, crafted, ML 1): 37.5 gp, 3 xp
-2 psionic tattoos, expansion (100 gp, crafted, ML 1): 18.75 gp, 2 xp
-50 mundane arrows (not crafted): 2.5 gp
-20 adamantine arrows (not crafted): 1,202.5 gp
-50 cold iron arrows (not crafted): 5 gp
-50 alchemical silver arrows (not crafted): 102.5 gp
-Mundane gear: 135.25 gp
Power research
Psychic reformation: 800 xp
Schism: 800 xp
Metamorphosis: 800 xp
Ectoplasmic cocoon: 600 xp
1,100 xp spent on two manifestations of psychic reformation (50 xp per level as a total character rebuild to account for powers and feats for item creation).
For a total of 88,000 gp and 10,759/12,000 xp spent
The market value of all of his equipment is 227,656.25 gp
[/spoiler]
His feat, and skill rank, and powers allocation:
[spoiler]Feats: (In order) 1. Able Learner, Darkstalker, Improved Initiative. 2. Link Power. 3. Psionic Meditation. 5. Zen Archery. 6. Psicrystal Affinity (Nimble). 8. Expanded Knowledge (share pain). 9. Metamorphic Transfer. 10. Expanded Knowledge (telekinetic thrust).
Mental Skills: Autohypnosis +21 (11 ranks+2 synergy+8 Wis), Knowledge (Psionics) +12 (7 ranks+2 synergy+3 Int), Knowledge (History) +10 (7 ranks+3 Int), Listen +17 (7 ranks+2 psicrystal+8 Wis), Psicraft +12 (7 ranks+2 synergy+3 Int), Sense Motive +11 (3 ranks+8 Wis), Spot +17 (7 ranks+2 psicrystal+8 Wis)
Physical Skills: Concentration +? (7 ranks + ? Con), Hide +? (7 ranks + ? Dex), Move Silently +? (7 ranks + ? Dex)
Psionic Powers: (power points: 79) 1. claws of the beast, hammer, inertial armor, offensive precognition. 2. strength of my enemy, hustle, **share pain. 3. greater concealing amorpha, claws of the vampire, *ectoplasmic cocoon, **telekinetic thrust. 4. *metamorphosis, *schism.
*Researched
**Expanded Knowledge
[/spoiler]
His (unbuffed) psicrystal:
[spoiler]Psicrystal 11 (nimble)
Diminutive construct
Original hit points: Initiative: Speed: 30 ft/climb 20 ft, fly 50 ft (poor)
Armor Class: 30 (10+3 Dex+8 inertial armor +4 size+5 natural armor), touch 18, flat-footed 27
Attack bonus/Grapple: +12/-9
Attack: Claw +7 melee (1d6-5)
Full Attack: 2 claws +7 melee (1d6-5)
Space/Reach: 1 ft/0 ft
Special Attacks: --
Special Qualities: Construct traits, hardness 8, psicrystal special abilities (Alertness, improved evasion, personality (nimble), self-propulsion, share powers, sighted, telepathic link (1 mile), deliver touch powers, telepathic speech, flight, power resistance 26)
Saving throws: Abilities: Str 1 Dex 17 (15+2 HD) Con -- Int 11 Wis 10 Cha 10
Racial Skill Bonuses: +8 Climb (uses Dex instead of Str, and can take 10)
Feats: Darkstalker, Lifesense, Improved Natural Attack (bite), Flyby Attack
Mental Skills: Autohypnosis +13 (11 ranks+2 synergy), Knowledge (Psionics) +9 (7 ranks+2 synergy), Knowledge (History) +7 (7 ranks), Listen +7 (7 ranks), Psicraft +9 (7 ranks+2 synergy), Sense Motive +3 (3 ranks), Search +4 (4 ranks), Spot +7 (7 ranks)
Physical Skills: Climb +11 (+3 Dex, +8 race), Concentration +7 (7 ranks), Hide +21 (7 ranks+2 Dex+12 size), Move Silently +9 (7 ranks+2 Dex)[/spoiler]
His unmetamorphosis
[spoiler]Human psychic warrior 11 (psywar 12 before crafting)
Medium humanoid (human)
Average hit points: 53+Con=108 (216 with share pain)
Power points: 79
Initiative: +5
Speed: 30 ft
Armor Class: 17 (10+8 inertial armor -1 Dex), touch 9, flat-footed 17
Attack/Grapple: +8/+7
Attack: Deep crystal +1 elvencraft suppression quarterstaff +8 melee (1d6+2d6-1) or claw +8 (3d6) or deep crystal +1 elvencraft bow of the wintermoon +17 ranged (1d8+2d6-1)
Full Attack: Deep crystal +1 elvencraft suppression quarterstaff +8/+3 melee (1d6+2d6-1); or deep crystal +1 elvencraft bow of the wintermoon +17/+12 ranged (1d8+2d6-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Psionics
Special Qualities: --
Saving throws: Fort +16 Ref +6 Will +15
Abilities: (32 point buy) Str 8 Dex 8 Con 20 (14+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: --
Racial Bonus Feats: --
Physical Skills: Concentration +12 (7 ranks+5 Con), Hide +6 (7 ranks-1 Dex), Move Silently +6 (7 ranks-1 Dex)[/spoiler]
His favored melee attack form:
[spoiler]11-headed hydra psychic warrior 11
Huge magical beast
Average hit points: 141 (282 with share pain)
Initiative: +7
Speed: 20 ft, swim 20 ft
Armor Class: 29 (10+8 inertial armor -2 size+1 Dex+12 natural), touch 9, flat-footed 28
Base Attack/Grapple: +8/+22
Attack: 11 bites +13 melee (1d10+7)
Full Attack: 11 bites +13 melee (1d10+7) and 2 claws of the beast +8 melee (4d8+4)
Space/Reach: 15 ft/10 ft
Special Attacks: Psionics
Special Qualities: --
Saving throws: Fort +19 Ref +8 Will +15
Abilities: Str 23 Dex 12 Con 26 (20+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: Listen +2, Spot +2, Swim +8
Racial Bonus Feats: Combat Reflexes
Physical Skills: Concentration +15 (7 ranks+8 Con), Hide +0 (7 ranks+1 Dex-8 Size), Move Silently +8 (7 ranks+1 Dex)[/spoiler]
His favored sneaky forms:
[spoiler]Pixie psychic warrior 11
Small fey
Average hit points: 86 (172 with share pain)
Initiative: +10
Speed: 20 ft, fly 60 ft (good)
Armor Class: 24 (10+8 inertial armor +1 size+4 Dex+1 natural), touch 15, flat-footed 20
Base Attack/Grapple: +9/+3
Attack: Deep crystal +1 elvencraft suppression quarterstaff +8 melee (1d6+2d6-2) or claw +8 (2d6-1) or deep crystal +1 elvencraft bow of the wintermoon +17 ranged (1d8+2d6-2)
Full Attack: Deep crystal +1 elvencraft suppression quarterstaff +5/+0 melee (1d6+2d6-2); or deep crystal +1 elvencraft bow of the wintermoon +15/+10 ranged (1d8+2d6-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Psionics
Special Qualities: Greater invisibility
Saving throws: Fort +10 Ref +7 Will +15
Abilities: Str 7 Dex 18 Con 17 (11+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: +2 Listen, +2 Search, +2 Spot
Racial Bonus Feats: Dodge
Physical Skills: Concentration +10 (7 ranks+3 Con), Hide +15 (7 ranks+4 Dex+4 size), Move Silently +11 (7 ranks+4 Dex)
Shimmerling psychic warrior 11
(See the shimmerling swarm in the MMIII)
Fine fey
Average hit points: 86 (172 with share pain)
Initiative: +12
Speed: 5 ft, fly 50 ft (perfect)
Armor Class: 32 (10+6 Dex+8 inertial armor +8 size), touch 24, flat-footed 26
Attack bonus/Grapple: +16/-13 grapple
Attack: Claw (claws of the beast) +12 melee (2)
Full Attack: 2 claws of the beast +12 melee (2)
Space/Reach: 1/2 ft/0 ft
Special Attacks: Psionics
Special Qualities: --
Saving throws: Fort +10 Ref +9 Will +15
Abilities: Str 1 Dex 22 Con 17 (11+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: --
Racial Bonus Feats: --
Physical Skills: Concentration +10 (7 ranks+3 Con), Hide +29 (7 ranks+6 Dex+16 size), Move Silently +13 (7 ranks+6 Dex)[/spoiler]
His favored ranged/skirmish attack form:
[spoiler]Manticore psychic warrior 11
Large magical beast
Average hit points: 130 (260 with share pain)
Initiative: +8
Speed: 30 ft, fly 50 ft (clumsy)
Armor Class: 25 (10+2 Dex+8 inertial armor +6 natural-1 size), touch 11, flat-footed 23
Attack bonus/Grapple: +7/+17
Attack: Claw +14 melee (2d4+6) or claw (claws of the beast) +14 melee (4d6+6) or 6 spikes +16 ranged (1d8+2/19-20)
Full Attack: 2 claws +14 (2d4+6) or 2 claws of the beast +14 melee (4d6+6) and bite +8 melee (1d8+3) or 6 spikes +16 ranged (1d8+2/19-20)
Space/Reach: 10 ft/5 ft
Special Attacks: Psionics, spikes
Special Qualities: --
Saving throws: Fort +14 Ref +5 Will +15
Abilities: Str 20 Dex 15 Con 25 (19+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: +4 Spot
Racial Bonus Feats: Track
Physical Skills: Concentration +14 (7 ranks+7 Con), Hide +5 (7 ranks+2 Dex-4 size), Move Silently +9 (7 ranks+2 Dex)[/spoiler]
His favored form for dealing with magic, magic items, and mages:
[spoiler]Beholder psychic warrior 11
Large aberration
Average hit points: 130 (260 with share pain)
Initiative: +8
Speed: 5 ft, fly 20 ft (good)
Armor Class: 34 (10+2 Dex+8 inertial armor -1 size+15 natural armor), touch 11, flat-footed 32
Attack bonus/Grapple: +8/+12
Attack: Bite +3 melee (2d4+1) or claw (claws of the beast) +8 melee (4d6+1)
Full Attack: 2 claws of the beast +8 melee (4d6+1) and Bite +3 melee (2d4+1)
Space/Reach: 10 ft/5 ft
Special Attacks: Psionics
Special Qualities: Eye rays, antimagic cone
Saving throws: Fort +14 Ref +5 Will +15
Abilities: Str 10 Dex 14 Con 24 (18+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: +4 Spot, +4 Search
Racial Bonus Feats: Alertness
Physical Skills: Concentration +14 (7 ranks+7 Con), Hide +5 (7 ranks+2 Dex-4 size), Move Silently +9 (7 ranks+2 Dex)
[/spoiler]
His favored form for crowd control
[spoiler]Cloaker psychic warrior 11
Large aberration
Average hit points: 119 (238 with share pain)
Initiative: +9
Speed: 10 ft, fly 40 ft (average)
Armor Class: 27 (10+3 Dex+8 inertial armor -1 size+7 natural armor), touch 12, flat-footed 24
Attack bonus/Grapple: +7/+17
Attack: Tail slap +13 melee (1d6+6) or claw (claws of the beast) +13 melee (4d6+6)
Full Attack: Tail slap +13 melee (1d6+6) and 2 claws of the beast +8 melee (4d6+3) and bite +8 melee (1d4+3)
Space/Reach: 10 ft/10 ft (5 ft with bite)
Special Attacks: Psionics, moan, engulf
Special Qualities: --
Saving throws: Fort +13 Ref +6 Will +15
Abilities: Str 21 Dex 16 Con 23 (17+6 amulet) Int 16 Wis 26 (18+2 HD+6 periapt) Cha 8
Racial Skill Bonuses: --
Racial Bonus Feats: --
Physical Skills: Concentration +15 (7 ranks+6 Con), Hide +9 (7 ranks+3 Dex-1 size), Move Silently +10 (7 ranks+3 Dex)[/spoiler]
Pre-Battle Prep:
[spoiler]He keeps a fully-augmented inertial armor and claws of the beast up at all times, and uses his arrows of manifesting to fuel manifestations of share pain greater invisibility metamorphosis at ML 11 on his powers known list), appropriate to the encounter (to grapple, trip, disarm, suppress spellcasters, bull-rush, debuff, or use his save-or-immobilize ectoplasmic coccon hammer + schism , and he uses his actions to move and attack, while his schism buffs him and his psicrystal, changing his tactics and his form as the situation warrants.[/spoiler]
Melee claws of the vampire, greater concealing amorpha, and strength of my enemy healing, protecting, and strengthening him). If the target is heavily buffed, he can use a troll or treant form to attack using his suppression quarterstaff/composite longbow (buffed with strength of my enemy , of course). He can deal a considerable amount of damage (see +13d8 damage with hydra attacks, claws of the beast, and hammerhammer , he can use Strength-draining touch attacks as a roper (or by using strength of my enemy), or he can use offensive precognition to increase his attack bonus (or all three). In weapon-wielding forms, he can enter melee and dispel psionics Hustle grants him the benefits of Spring Attack, as well, allowing him to gain extra attacks of opportunity from his reach (and he can trip smaller opponents that provoke by charging him, preventing any damage at all in a lot of cases).[/spoiler]
Ranged
[spoiler]His high Wisdom and Zen Archery feat means he always has a high ranged attack bonus, even when in low Dex forms. He can use metamorphosis strength of my enemy hustle Resisting melee tricks (tripping, attacks of opportunity, being disarmed, etc) greater concealing amorpha Battlefield control
[spoiler]He can cover large swathes of the battlefield with reach (and his psicrystal, which doubles his coverage), can trip and perform other maneuvers without provoking attacks of opportunity (see above), and can use metamorphosis forms that have exactly the ability he needs, when he needs them. He can also make opponents useless with ectoplasmic cocoon , and his psicrystal alone he can use for tons of other purposes (such as flanking, etc). He can also move enemies about with telekinetic thrust and has lots of supernatural abilities he can call on up to 3 times per day.[/spoiler]
Traps metamorphosis Protecting more fragile party members and wards under your protection Endurance
[spoiler]He can heal himself using claws of the vampire, as well as his skin of proteus and manifestations of metamorphosis . He has his own power points, as well as 100 pp from his 20 +1 manifester arrows (which he uses to keep share pain metamorphosis himself into a Diminutive object, such as an adamantine ring, and have his psicrystal carry him while he rests.[/spoiler]
Stealth greater invisibility chameleon he made.[/spoiler]
Assassinations
[spoiler]Given all of his stealth abilities and his combat ability, he can sneak in, kill whomever he needs to, and sneak out. He can also abduct people using ectoplasmic cocoon, then swallowing them as a Large/Huge/Etc creature, then breaking out before fleeing. Lots of options here.[/spoiler]
Ambush Dealing with hostile magic users (both caster-killer and otherwise)
[spoiler]With his ability to ambush, and his ability to grapple and gain attacks of opportunity with reach, as well as his ability to turn into a beholder and use its antimagic cone while using telekinetic thrust to hurl extremely heavy objects, and his ability to dispel charm person Fliers ectoplasmic cocooning them and making them fall, where he traps them in an adamantine cage made from his psicrystal. Definitely not a problem.[/spoiler]
Groundbound maneuverability
[spoiler]He can get various forms of movement (including burrowing) and high amounts of speed with his varied forms, he can snipe from hiding, he has hustle teleport Extremely hostile/rough terrain (such as fighting on a cliff-side, or in a volcano, or on other planes) Cramped spaces (ie, in dungeons designed around Small creatures)
[spoiler]He can deal with small spaces easily enough. There are plenty of small creatures he can emulate, and he can turn into larger creatures and squeeze in, if necessary. He can also turn into a pudding and ooze around, or any number of other solutions to this problem.[/spoiler]
Antimagic fields
[spoiler]This is a bit of a toughie, though he can deal with it if need be. If the antimagic antimagic field telekinetic thrust to hurl large heavy objects to attack the caster (which, given the caster has neutered himself, makes this easy). This is one of his bigger weaknesses, but he can deal with it.[/spoiler]
Invisibility invisible creatures, so he merely turns it into something with hands, gives it his suppressing quarterstaff/bow, and has it dispel Mind-control (dominate monster/charm monster/suggestion, etc)
[spoiler]A high Will save (due to a high Wisdom) and variable type renders it difficult for a lot of abilities to work. If all else fails, he can use metamorphosis charmed, Huge and Gargantuan-sized creatures (ie, super-high Str, lots of Con, very difficult to use standard feat-based maneuvers on)
[spoiler]He can stand toe-to-toe (as opposed to head-to-toe) with massive creatures, and meet them on their own turf. He can also Hide-n-Snipe their hit points away, and can whittle their Strength down to manageable numbers rather quickly (see: roper form and strength of my enemy). [/spoiler]
Creatures with super-high AC (can only hit on a Nat 20) and tons of hit points
[spoiler]13 touch attacks using hydra form, claws of the beast, and hammer, as well as rendering it helpless via touch-attack strength of my enemy. He can also render them flat-footed using Hide (or invisibility), and can use ectoplasmic cocoon via touch attack to render them inert. He can also debuff AC boosters using his suppressing quarterstaff/bow on a lucky hit or two. If all else fails, he can turn into something with a higher Strength or use his Wisdom score on ranged attacks to boost his numbers.[/spoiler]
Very large groups of low-level mooks
[spoiler]13 attacks per round with a hydra and claws of the beast (and a three attacks of opportunity + reach + trip), and the ability to turn into a creature with AoE crush or tail-sweep attacks, makes this fairly easy. He can also gain bite of the wolf (from his self-crafted tattoos) to add an additional attack to take them out. He can also grab improved invisibility hold monster at will.[/spoiler]
Swarms
[spoiler]He has access to forms with AoE attacks (crushes, tail-sweeps, etc), as well as breath weapons (both Su and Ex), making this a fairly easy thing to deal with.[/spoiler]
Creatures with very high DR
[spoiler]He has multiple arrows of differing substances, can assume subtypes (such as good, evil, law, and chaos), has plenty of magic to back him up, has piercing, slashing, and bludgeoning weapons, and his natural attacks count as magic weapons due to his amulet of mighty fists. He can also use ectoplasmic cocoon to make enemies inert if necessary, and has access to breath weapons (both Su and Ex) that make DR obsolete. If need be, he can simply assume a form with massive damage bonuses and deal enough damage to make the DR relatively inconsequential. He can deal with most forms of DR easily enough, no problem.[/spoiler]
Creatures with very high saves ectoplasmic cocoon .[/spoiler]
Creatures with very high spell resistance
[spoiler]Very little that he does involves SR (just ectoplasmic cocoon, Social situations