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Not a problem; glad you like the setup.
You have V.P.A as a choice as early as 2nd level. However with the class's current progression you don't select your first Psychic Mastery until 4th level- either V.P.A. needs to change or the class's progression has to.
Edit: Also, I have it set so you can edit the document yourself. Wasn't sure if you knew that or not.
While I will admit that is true regarding normal saves, I always liked the idea of Psychic Shield being a roll off against other psychic skills [pskills]; it seemed like a nice little extra barrier against mentle attacks. Still, let's include it as a mastery and see how others like it- can't hurt at all.
...can Bards do that? I feel like that's an oversight on my part.
Anyway, that was the formula I wanted to keep for the skill DCs, no worries. As for the using skills in place of others- doesn't that exist to some degree with the skills? I know at least Psychic Shielding could replace Will saves against compulsions and mind-effecting things; right, or am I remembering that wrong?
I think this idea is great and adds an element to make people want to play the Psychic for more than a level dip. Also encourages the Psychic to be a bit more liberal with their abilities without having to worry about weakening them in the field. That said 4+Con each level adds up quick and most strain is pretty minor or can be maintained after taking burn once. Alternative ideas:
-This excess strain pool gets 4+Con at level one, +2 more at each level beyond first.
-Get 4+Con at level one, again at 3rd level, and at each odd level after 3rd.
-Psychic's roll 1d6 each level, plus Con, to determine their excess strain pool.
Wow, glad to receive all the feedback! Honestly wasn't expecting this many responses right off the back:
1.) In regards to strain- I personally loved the concept and and the kineticist proves that taking strain/burn is viable way of balancing a class (at least in Paizo's eyes). That said let's get some opinions:
-Should the psychic skills use strain? Should it work exactly like the Kineticist's burn if so?
-If not are there other options to consider; power points, fatigue strain, ect.?
2.) Of the many things I was looking for help with I didn't expect any suggestions on the psychic skills themselves. In fact besides changing the wording on a few I planned to leave those as they mostly were. But Dudemeister's idea of making the powers skill unlocks has merit to it.
-Should the various psychic skills be condensed into six large groups? And if so should you gain more varied use from them with either feats, skill unlocks, or a mix of both?
Personally I like all the separated powers but I do think organizing them into new feats, like the six groups listed above is a great idea, so that you have no oddball powers that require their own feats: like mind-blade for example.
3.) The big question I have been facing is how to update the psychic class itself (and to a much lesser extent the prestige classes). While never getting to run the class myself, I heard it had some balance issues, primarily people having no reason to do anything else but dip one level into it to get all the psychic skills as class skills and thus avoid heavy feat costs.
-Should the psychic base class keep all of the psychic skills as class skills or have the gain them like everyone else (with more chances to get them, obviously)? And how many skill ranks should they earn each level, 6+Int? 8+Int?
-Besides psychic bonus feats, should the psychic gain other class features? Like psychic tricks or such?
-Finally, should there even be a psychic base class? Would it work better as a archetype or alternate to an existing class? And the prestige classes: should they be phased out, updated, made into archetypes for a base psychic class, or archetypes for other classes?
I have been searching for a Pathfinder update to the Psychic's Handbook released by Green Ronin, but have had little results. If anyone knows anywhere I can find a update to the book I would appreciate it.
Alternatively, if no updated rules already exist, would anybody care to help in making some? I don't think the project would be too much of an undertaking so I don't mind doing it myself; but I'd love to save the time and energy if a update already exists.
I once made a series of glue-themed spells for a wizard in a Magic: The Gathering themed Pathfinder game. The first one was basically a improved web spell for level two, but then I made variants; conductive glop- 4th level, -2 to saving throws from spells with the [electricity] descriptor, and cause an extra 1d6 per 2 levels/max at 5d6 when a struck by a spell with the [electricity] descriptor- for an example.
Steven "Troll" O'Neal wrote:
~Even better! Soon I shall have a trueform shark bloodrager named Bruce!~
The Real LG wrote:
I would prefer to see the arcana pool stay, but I really like this conversion. Maybe keep the spell point bonus to one every two level? You do not have the extra bonus from int added again so I would not see there being a problem with balance issues. Also, sorry for the late post.
One every three levels?
Little Red Goblin Games wrote:
I have the plague (aka a bad case of bronchitis). I failed my Fort save with a Nat. 1. I am sitting here with it open now and it has like all but 5 pages formatted. Also, we had some changes in Little Red's internal structure that I'll be talking about in a blog post at some point I'm sure that slowed things down.
Ah, well get better soon- we miss you. And your product.
Awesome! The first Alternate Paths PDF was a gem and one of my favorite books you over at Little Red put out (I think Gonzo might still take the cake however). Looking forward to Saturday all the more- my party is going to love this; I know because one is a playing rockstar and another has plans to get a tarasquiling thane cohort with Leadership.
Little Red Goblin Games wrote:
Great but it seems in my eagerness I will be buying this PDF twice.
Little Red Goblin Games wrote:
Thanks but now it is saying the book flat out isn't there. Any information on that?
I really should get around to supporting your Patreon- it's just that my situation means I never know how much cash I will have each week :( .
Anyway, happier conversation, the thane sounds awesome, can't wait to see it! I asked about it first because I can at least guess at what each other class does from its name. That said, the Tataued Warrior I am guessing gets tattoos, however I am none the wiser on how that works as part of the class. Explain, pretty please?
Could work but not as fun as making people keep track of both their character sheet and their personal sheet.
Goth Guru wrote:
I think the issue the OP was having though was with 'PC NPCs', not 'NPC NPCs'. Using Diplomacy as is seems fine when you are talking to John the Smith or Rorgar the King, but what happens when you meet Katmaster 4445? Your virtual character's stats won't matter as much then unless you plan to give a minor debuff to the other 'PC.'
If you are facing an issue with players using social skills on NPC PCs, if I understand your problem you ar facing, either-
A.) Make such characters unaffected with social skills and make players roleplay interaction.
B.) Have players keep two sheets, one their online character, the other themselves as rolled by their fellow players.
You know, and I don't know why, but I picture a fleshwarped catfolk turning into a feral, serpentine thing with saber-teeth.
Other ideas for fleshwarps:
Kobolds- Mini-linnorm monsters
Bugbears- ogre sized beasts with torsos that double as their mouths
Goblins- gibbering mouthers (or at least something like them)
Boggards- Bloated things that spew swarms of tadpole like leeches
Ratfolk- Furry xenomorphs
Ooze- no apparent change but now said ooze is intelligent and doesn't digest it's prey but transforms it into a fleshwarp itself loyal to its ooze master.
What I mean is that many of the NPCs have a special template of skills, attributes, spells, ect. that we can identify as a class. So if you jumped onto Nirn for a campaign you could still find your wizards, fighters, and rogues, ect.
Little Red Goblin Games wrote:
We have a HUGE martial book that has alternate rules and just shy of a dozen very off-the-wall creative martial classes coming out after our Non-Traditional Race book :-). It also includes more than a dozen plug-and-play alternate rules that spice up combat, particularly in the martial sense. It includes a fatigue system (though we are still hammering out the bugs on that one).
Still really looking forward to that book. I have my own stamina/fatigue system if you are looking for ideas/inspiration; I have been looking to get my foot in the developing door for awhile now.
I am not one to argue with a president but some of us can dream, Mr. Lincoln!
Personally I would really want one of two setting:
-Dragon Age, which I know is licensed under Green Ronin already and uses the great AGE system. Still, Thedas is a fairly rich world with a pretty big amount of things to cover for a standard-grim fantasy setting.
-Elder Scrolls; to this day I can't believe no one has tried to licence this amazing power house of a setting. Heck, it originally started out as a GUPRS game from a few of the developers at Bethesda, if here-say has any value. With a rich world at I think many people in the gaming world have gotten to experience in titles like Morrowind and Skyrim I seriously want to see this utilized in the Pathfinder system.
With both settings I can see alternate magic systems maybe needed to sell these titles (or at least with Dragon Age, with it's very specific means to be a mage) but I could cope. Likewise, the Elder Scrolls setting would probably want to have an option for three base classes (Thief, Warrior, and Mage) that act as general, customizable classes; not something I find necessary personally- the hero of each game tends to be a jack of all trades but the NPCs always seem to be pretty specific classes.
-In the game I am running right now actually my group met up with some of Pathfinder's iconics who were heading off to Sandpoint or whatever the start of Rise of the Runelords is. My players had a good laugh once they were talking to The Sorceress, not just an ordinary sorcerer.
-I like peddlers offering some recognizable items to players who pay special attention. In my last game I had one guy selling both the Lambent Configuration and the Bombernomicon. No one in my group could aford either item, so they of course stole them.
With Malwing on this one- I feel like o one tries to be creative with Martial characters anymore maybe save for Dreamscared's Path of War which rocks but I still dislike that the only thing we have for a swordsman to give him some 'omf'is by essentially giving him spells. A different/alternate system for manuvers would be very nice.
Aside from that-
I would always like to more thing's done for Radiance House's Pact Magic, like more spirits specifically, and, even though it just came out, more veils for the new Akashic classes, primarily the vizier. I love the concept of the class but a few others and myself have noticed its veil selection is, well, kinda not diverse; want to make a defensive, d6 for HP- low BAB class? No problem! Want to make that same class alright at crowd control? Kinda doable. Anything else, like damage or support? Not really a thing you can do at the moment which is a shame.
So number one on my list? Veils for the Akashic subsystem.
All the classes are super neat and unique, though my favorite so far has to be the demiurge, a supernatural-philosopher that creates short lived servants through thought that act like one shot eidolins.