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I like the thought of it; you mean as a Psychic Mastery, correct?
Also, any thoughts on how to best handle awakening more uses with psychic talents.
All righty, it has been awhile but a few things:
1.) The Psychic has been updated so it actually has a capstone now, gets Wild Talent at first level, and some wording has been updated. Specifically I am working on updating the actual Psychic Skill feats and I have decided to actually name them directly after the seven disciplines of psionic powers, as given to us by the brilliant Dreamscarred Press. This I credit as Dudemeister's idea as it I feel it's what he had in mind. I'm sure he can confirm for us at any rate.
Either way, this means we have two new psychic skills to stat up: Metacreativity- creating solid, mental constructs- and Athanatism- manipulating the dead with psychic powers.
So with those two we have:
-Psychokinesis, Psychoportation, Metacreativity [Int]
-Clairvoyance, Psychometabolism [Wis]
-Telepathy, Athanatism [Cha]
This setup seem okay with everyone?
2.) So part of the delay is that I have been trying out this update first hand in playtest. In one I am GMing while a player roles a straight Psychic (level 7, Psychokinesis and Psychportation) ) and then I am playing in a Skulls and Shackles game with a Tactician (level 5, Psychokinesis and Telepathy [with feats]).
Both of us are enjoying the rules but we are both finding it like we are not getting the most out of our feats as they are. Despite the Psychic getting a new use of their ability every three levels, and me getting mine through the Skill Unlock feat (Telepathy), we both don't get to commit to encounters with our psychic skills. For me it isn't that terrible as I still have class features to fall back on. However my player's class features are, essentially, these psychic skills and it seems wrong he impacts so little. So I have two solutions to propose to fix this:
A.) Psychic skills can have further abilities bought like the skill tricks from 3.5, with skill ranks and the purchase value being equal to half of your current abilities with a skill rounded up.
Example: You have the Telepathy Skill feat and can use Sense Minds and Illusion with it. This gives you 2 abilities with Telepathy and now you want to be able to use Dreamwalk. Having just leveled you have 7 skill points to distribute but you can opt to spend one of those ranks, not distribute it, and unlock a further ability with Telepathy, Dreamwalk in this example.
B.) Every two ranks in a psychic skill rank grants you another ability of said skill.
Thoughts, ideas, or solutions?
So, getting caught up with all the talk of ships and mecha- what can we see in the way of character options?
Archetypes and the like for characters: any plans for a space exploring ranger archetype? Stuff like that?
New equipment and gear for players? Any examples to share?
And finally rules and templates for aliens and other space-born threats?
Sorry if I overlooked your reasoning behind this as I've only glanced at the classes but: Why is the Steamwarrior Charisma based when almost everything about the class points to them being Intelligence based? I mean the class is set up as a almost dark age Tony Stark but instead of using his Int to invent his armor and operate it I guess he just sort of... I imagine use his natural Cha to convince others to build the suit for him. It just seems like a weird design choice is all.
Hmm, let me think of some ideas while you guys are taking suggestions:
- First of all, a African supplement would rock; I feel like your Heroes of the West line already covers America based adventures decently, but the Dark Continent rarely get any love. A real shame, as it has a lot of potential. Of course only take a stab at it if you feel like you could do it justice but remember this: your only real competition at this time would be the Southlands. Just saying.
- A Heroes of the Stars would be neat from you guys; I know Necropunk is your team's baby, but I think a book with some setting neutral, space faring player options would be neat. I could see a 'Rocketeer' archetype for the Cavalier replacing his mount for a jet pack, a Astronaut ranger alternate class, and rules for some pre-made rockets and spaceships.
- A long while ago you guys made a book with rouge options and said you were looking for more class suggestions to give a nice set of tools. Well I'd love to see you guys do something for mad science and make a similar books for Alchemists- new discoveries, archetypes, extracts, and of course BOMBS!
- I have always had an idea to change the sorcerer a bit but never felt like I was up to the challenge of the project in mind. See, while I like sorcerers, I think a archetype that replaces spellcasting could be done. The idea is every bloodline gives lists of supernatural options and spell-like abilities, kinda like the warlock of old. Like for instance a Verdant bloodline would have a bunch of bloodline gifts around shooting thorns, spores, and growing fines. I just figured it would be neat to have a mutant base class.
- Gonzo 3 and a Racial Guide Number 5 of course, hehe! I even have a class to offer this time around to Gonzo 3 and I think a race book centered around races made of others that have been altered would be cool- like a race of creatures born from plague carriers or another race that is born from those subjugated to a certain spell. Think vampires and Dreamscared's Elans.
- A book of archetypes and options for Little Red Goblin classes. In hindsight this should be the first one I listed for just how amazing it'd be to have.
That's all I got for now.
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.