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MrCharisma wrote:
Nope L20 Marksman (Psionic Class; Dreamscarred Press) with the Sniper Style [https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/classes/marksman/marksman-combat-styles/] increases the base damage of the weapon when using Augmented Shot ability, in this case 1d10 becomes 4d10 and Greater Vital Strike multiplies BASE damage by 4 Now personally, I think it should be a d8 class (ie, "support") what with its limited weapon and armor proficiencies and desire to avoid a stand up fight; with maybe a slight increase to its power points so it maxes at around 80 power points at L20 ![]()
BossPaeGan wrote:
I missed some math :( L20 Regular Hit, 1 bolt: 4d10 (Crossbow) + 4d6 (Expended Psionic Focus: Improved Psionic Shot) + +16d10 (Greater Vital Strike) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = 44-269 Dmg I keep thinking Vital Strike, et al, only apply on Critical Hits For a special material weapon: Deep Crystal Heavy Crossbow - for 2 power points, add +2d6 Dmg for 1 minute or until used L20 Dmg Totals: Reg 46-284//Crit 60-385 ![]()
Bit of Thread Necromancy (that may or not be read) on the off chance that OP is interested in a Psionic Heavy Crossbow Build: Human Marksman [Dreamscarred Press, Psionic Class]
Marksman Relevant Abilities:
Sniper Style Relevant Abilities:
Just going to throw up the L20 totals that only take into account the expending of Psionic Focus, twice (both Free Action); No Enlarged Wielder, No Enlarged Weapons, No Magic Weapon, No Spells, No Psionic Powers:
Hopefully I didnt miss any math:
A few suggested Properties:
Psionic Properties [Ultimate Psionics]
Not going to include Psionic Powers, but Im sure there are ways a few of them can boost ranged weapon damage as well ![]()
How many means, official and 'as close to official as likely to get', are there for a character to lose Psionic Focus? On page 27 of the Ultimate Psionics book, the Psionic Focus entry, it states that,
Now, I am of the mind that once a character has Psionic Focus, he/she has and maintains it until it is used or character looses unconsciousness. However, another declares that the character looses it from additional methods, namely; Being Dominated, Taking a Critical Hit, Taking Damage Exceeding 1/2 Character HPs, Failing Concentration Check Due To Failed Concentration While Manifesting Of the new and alleged potentials, I can logically understand one as having a possible effect on Psionic Focus - Being Dominated, as it alters, to some degree, a character's mental state, though should definitely allow a Concentration Check in order to retain Psionic Focus. So in a nutshell after all that, the basic question is as mentioned at the beginning: What are the means/ways that a character can loose his/her Psionic Focus? ![]()
While looking at the Reaver Archetype for the Psychic Warrior, and the class features of the Psychic Warrior, I noticed something: The Reaver replaces Warrior's Path with Killer's Claim, which effectively prevents a Reaver from gaining all benefits of a Warrior's Path. Most 'sub'-features of a Warrior's Path are replaced by other abilities. However, the 6th level PsyWar feature Martial Power is not replaced. Martial Power allows the following:
Without a Warrior's Path and its Path Powers, the Martial Power feature is essentially unusable by a Reaver. My question is thus: What does the Reaver receive, if anything, in place of Martial Power? ![]()
I am setting up a Soulknife (Soulbolt)/Marksman [Sniper Style] character. I've spent sometime already searching various forums and either I haven't phrased my query the right way, or I haven't delved far enough into my results I am curious if the following methods of range modification stack?
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Psionics Augmented Compilation 2 lists a variety of new psicrystals when a character takes the Superior Psicrystal feat. Do the special abilities from the various tables of the new types stack with the abilities of a basic psicrystal? For example:
Now were the character to choose the psicrystal weapon aspect, would the following be in addition to the above, or would they replace?
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A Soulknife receives the feat Wild Talent feat at 1st level as it "provides the psionic power needed to manifest a Soulknife's mindblade" Now, the Wild Talent feat states that should a character with the Wild Talent feat gain levels in a manifesting class, he exchanges it for the Psionic Talent feat. Using the optional "high psionics" rule from Psionics Augmented Compilation 2, page 28, which suggests allowing all Soulknives access to power manifesting as per the Gifted Blade Archetype. My question is: Would Soulknives under the "high psionics" rule still start with the Wild Talent feat at level 1, and then exchange it for the Psionic Talent feat at 3rd level when he gains actual manifestation ability? ![]()
According the DSP's Psionics Augmented Compilation 2 (page 22), the Augmented Blade Soulknife Archetype gains the Blade Skill/Feat of Psicrystal Affinity, and the Class Feature of Psicrystal Augment. Combined, they allow the Augmented to accomplish following: "the augmented blade learns how to attach her psicrystal to a weapon and
I'm curious, were an Augmented Blade to taken the Superior Psicrystal feat [Psionics Augmented: Psicrystals Expanded, page 11], and select the Psicyrstal Weapon aspect, which states the following on page 8: "A psicrystal weapon can either grow into any kind of melee weapon, albeit of a crystalline nature, or be bonded to an existing weapon, covering it with crystals." My question is - Would an Augmented Blade still be able to bond his psicrystal to another weapon as per the Psicrystal Augment feature, remove it should he have to surrender his weapons for one reason or another, stash his psicrystal on his person, then reform/resize it into a "pure" Psicrystal Weapon at a more opportunistic time? ![]()
As stated the Scale and Skin feat improves a character's natural AC when subjected to a spell or spell-like ability: "When you are changed by magic, your skin also toughens.
I am curious if the aforementioned bonus would come into play were the character wearing/using a wondrous item that essentially replicates a spell or spell-like ability of the transmutation school or possesses a transmutation aura - Eyes of the Owl or Boots of Friendly Terrain for example, since both require a transmutation spell in their creation (Beast Shape 1 for Eyes of the Owl and Pass Without Trace for the Boots)? ![]()
Pathfinder Design Team wrote:
I like this much better than originally written, HOWEVER, and Im surprised it hadn't been mentioned already, a Sniper doesn't get a "sneak attack" until 3rd level, which makes getting this Ability at 2nd level pretty much worthless for a time. Perhaps allowing the Level Damage Bonus to apply to ALL attacks within a ranged weapon's first range increment, whether sneak attack or other, and once 3rd level is attained, allowing a ranged sneak attack within a weapon's first range increment with the damage bonus as stated. ![]()
I'm debating multi-classing my current character into the new Slayer Class, and since he's a ranged weapon specialist (crossbow), the Sniper Archetype has some appeal, however looking thru the adjustments made to the base class, specifically the Deadly Range Talent/"Class Ability", a problem formed... As written the Talent is thus: Deadly Range (Ex): A slayer with this talent increases the range at which he can deal sneak attack damage by 10 feet. A slayer can select this talent more than once; its effects stack. A slayer must be at least 4th level before selecting this talent. While the Class Ability states the following: At 2nd level, a sniper increases the range at which he can apply his sneak attack damage by 10 feet. Whenever the sniper is able to select a new slayer talent, he can instead choose to increase this range by an additional 5 feet. Now while the initial range increase is identical, the enhancement for choosing the same skill twice in halved for the sniper. Seems all well and good when taking into consideration that the actual talent cannot be chosen until 4th level. However, IF a Slayer chooses the talent twice his range is increased by 20' total at level 6, while the Sniper only gets a 15' enhancement at level 4, and 20' at level 6, which effectively costs him 3 "talents", for as a Class Skill it replaces the Talent gained at 2nd level. Why would a "Class Ability" be essentially weaker/less advantageous than a "Talent"? Most Class Abilities improve automatically every so many levels (qv. Studied Target Class Ability), why is the Sniper's Deadly Range Class Ability an apparent exception to this guideline? ![]()
Got my first Issue of my subscribtion Friday, and I must admit I am impressed. It is most definitely a worthy successor to Dragon Magazine. I hope someday it's able to go Monthly. Now I just have to figure out how to get my pdf download and wait for the dice to arrive as well, as one of the options for subscribing was "Print + PDF + 7 Dice" for $36....well needless to say I went for that one. |