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My bad

I misread, misunderstood and miscalculated the Greater Vital Strike

You are correct with the 4d10 (crossbow) + 12d10 (gvs)

Im kinda glad I havent gotten that character to the appropriate level to utilize my math errors

though still, the damage is kinda intimidating as its all without magical weapons/missles


MrCharisma wrote:
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've just skimmed these so forgive me if I've missed something, but shouldn't Greater Vital Strike be +12d10? (The 16d10 includes the 4d10 from the base weapon, which you've already counted.)

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:

Hopefully I didnt miss any math:

L20 Regular Hit, 1 Bolt: 4d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = [28-109 Dmg]
L20 Critical Hit, 1 Bolt: 12d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 2d6 (Bleed) + 16d10 (Greater Vital Strike) + 5d6 Dmg (Master Technique) + 13 + -4 to 1 select ability [CON] = [58-373]

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]
Sniper Style
Full BAB; d10 HP
Feats:
Human Bonus Feat: Weapon Focus (Crossbow; 1d10 Dmg)
L1 Character: Quick Draw
Marksman: Point Blank Shot [Free]
L3 Character: Precise Shot
L5 Character: Psionic Shot [Ultimate Psioncs] (+2 Ranged Dmg when Psionic Focused; expend Psionic Focus for +2d6 Dmg)
Marksman: Deadly Aim (Dex mod to Dmg)
L7 Character: Improved Psionic Shot [Ultimate Psionics] (+4 Ranged Dmg when Psionic Focused; expend Psionic Focus for +4d6 Dmg]
L8 Marksman: Rapid Shot
L9 Character: Psionic Body [+2HP per Psionic Feat, including this one: +10HP at L20]
L11 Character: Psionic Meditation [Ultimate Psionics] (regain Psionic Focus as Move Action)
Marksman: Vital Strike
L13 Character: Deep Focus (gain 2nd Psionic Focus)
L14 Marksman: Improved Vital Strike
L15 Character: Improved Critical
L17 Character: Bleeding Critical
Marksman: Greater Vital Strike
L19 Character: Persistent Focus [Ultimate Psionics] (treat as always being focused for single ability [Style Mantra])
L20 Marksman: Crossbow Mastery

Marksman Relevant Abilities:
L1 Favored Weapon: Crossbows (+1 to hit, +1/4 levels)
L13 Defensive Shot (No longer provokes AoO)
L19 Ranged Specialist (Critical Multiplier increased by 1; x2 becomes x3)

Sniper Style Relevant Abilities:
L2 Style Technique: Expend Psionic Focus (Wis mod to Dmg - cannot be used as part of full attack)
L3 Style Mantra: Maintain Psionic Focus (+2 Dmg, +1/4 levels)
L4 Second Focus: Expend Psionic Focus to reroll missed ranged attack (3 + Wis mod use/day)
L8 Augmented Shot: Increase BASE Dmg die by 1 die; ie, 1d10 becomes 2d10; Increase to 3d10 at L12, and 4d10 at L16 [this is BASE Dmg and is multiplied on Critical Hit]
L16 Critical Master: Critical Threat range doubled, Wis mod to confirm Critical Hits; doesn't stack with Improved Critical/Keen, instead increase Threat by 1
L20 Master Technique: Through The Eye Of The Needle: Standard Action; Single Attack; +5d6 w/ successful attack; Target allowed save [DC20 + Marksman Wis Mod] or suffer an effect (2 listed effect: -4 attack/dmg and Wis mod Dmg to 1 ability score); Successful save negates effect but NOT Dmg

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:
BAB: +26/+21/+16/+11
Hvy Crossbow Base Dmg: 1d10
(Hvy Crossbow Adjusted Critical: 16-20/x3)
DEX 17 (for arguments sake): +3 Dmg [Deadly Aim]
WIS 17 (for arguments sake): +3 Dmg [Expend Standard Psionic Focus] [Style Technique]
Style Mantra [w/ Persistent Focus]: +7 Dmg
Improved Psionic Shot [Expend Deep Focus Psionic Focus]: Dmg +4d6
Bleeding Critical: +2d6 Dmg Bleed
Augmented Shot: Crossbow Base Dmg 4d10
(Successful Critical Hit: 12d10 Dmg)
Greater Vital Strike: +16d10 Dmg
Master Technique: +5d6 Dmg

Hopefully I didnt miss any math:
L20 Regular Hit, 1 Bolt: 4d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = [28-109 Dmg]
L20 Critical Hit, 1 Bolt: 12d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 2d6 (Bleed) + 16d10 (Greater Vital Strike) + 5d6 Dmg (Master Technique) + 13 + -4 to 1 select ability [CON] = [58-373]

A few suggested Properties:
Magic Properties:
Distance +1 (x2 range category; if youre gonna damage your target, you may as well do it from even further away)
Heart-Piercing +5 [Weapon Master Handbook] (instant kill ala Vorpal; though this would be the only property of a +5 weapon)

Psionic Properties [Ultimate Psionics]
Collision +2 (+5 Dmg)
Linked Striking +2 (1st attack, no adjustment; if 1st attack hits, increase combat bonus for all subsequent attacks by +2 [hit/dmg] and +2d6 Dmg)

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,
"When you are psionically focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat — many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in cases such as elans or elves).
You may still gain psionic focus even if you have depleted all of your power points.
Expending your psionic focus to power a feat, class feature, or any other ability only powers a single effect. You cannot gain the benefit of multiple abilities that require expending focus by expending your psionic focus once; each effect requires its own instance of expending psionic focus."

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:
"At 6th level, if the psychic warrior makes an attack (but not a ranged touch attack), he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target. You gain the benefits of the power on the attack made, even if the power is what grants the weapon to make the attack. You may only activate a path power in this fashion once per round."

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?
*Empowered Shot (Psionic Feat)
*Enhanced Range (Blade Skill)
*Distance (Magical Weapon Property)


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:
A standard psicrystal of a 7th level manifest possesses the following
*Natural Armor Adjustment: +3
*Intelligence Adjustment: +3
*Special: Alertness, improved evasion, personality, self propulsion, share powers, sighted, telepathic link, deliver touch powers, and telepathic speech

Now were the character to choose the psicrystal weapon aspect, would the following be in addition to the above, or would they replace?
*Hardness: +3
*Special: Alertness, weapon bond, telepathic link, deliver touch powers, material mastery, and deep crystal


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
cause it to bond to the item as a move action (reclaiming the psicrystal is a free action). Some weapons become covered in a thin sheen of crystal, for other augmented blades the entire weapon becomes psychic energy - the result is the same regardless of the cosmetic appearance.
Once bonded, this psicrystal augmentation allows for the bonded weapon to be used with blade skills and is treated as a masterwork item when augmented."

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.
Prerequisite: Con 13.
Benefit: Whenever a transmutation spell or spell-like ability affects you, your natural armor bonus increases by 1. If you have no natural armor bonus to Armor Class, treat your natural armor bonus as 0 for the purposes of this feat. The bonus to your natural armor bonus increases by 2 if the caster level of the effect is 10th or higher."

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:

Tentative Errata wrote:

Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”

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.


thank you


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?


Could really care less about Epic Classes as I have yet to play a character to such levels...hell, I dont get much use out of the Prestige Classes, so those arent a big deal for me either

My primary interest is in Psionics, so as long as those get some form of Pathfinder treatment I'll be happy


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.