Quick update - I had to take a break from like, life for a little while due to health issues and such. I'm recovered some and I'm hitting this to get it finished ASAP.
OK - updates to soul caster and noetic are complete, and some adjustments to sage too.
Been out of commission this week due to hurting my back. Able to sit at the computer again - will update the document soon with changes. Thank you for the continued interest!
Updated the main document - still haven't made any changes to Soul Caster because I'm still working out how I'm going to work with it.
Give it another looksee please and more feedback!
Anima saber could do negative energy damage... hmm... I worry it could be abused as an unlimited healing item for minions though....
As far akashic/animus.... maybe? >.> I'd need to dust off my copy of Akashic Mysteries and really really learn it through again and see what I come up with. Suggestions, of course, are always welcome.
Greetings and salutations to everyone - I yet live and apparently have even been writing some things. Let's see how this all turns out, shall we? Without further ado...
Chapter 1 will detail several new archetypes for mystic base class:
Chapter 2 will detail new feats for use with your mystic (or other animus using characters!). Chapters 3 will delve into advanced tactics, which include a new prestige class and magical items for use with mystics and other animus-users.
Please post all feedback here - I'm looking for balance of mechanics, issues or things that should be removed/added/replaced, wording issues, rules loopholes I've missed, and basic grammar of course. I feel pretty solid about most of this work, but I have some specific questioning on the abilities of the Shade Tamer archetype and the Soul Caster PrC.
Glad you're liking the new material and got the time to write back to us!
Anomalous Path benefits the Halo Knight directly and can benefit the Pathwalker psychic warrior as well, without use of feats, based on class features or maneuvers from Elemental Flux. Animus requires more bean counting for sure, but I think it adds some versatility for powers as well.
I like your suggestions to Hunger Path and I beefed it up a bit.
As another note, the Pain Sculptor is getting pulled back for further design work by Forrest to be released at a later time, but all the rest is going to stick around. We'll be sending this one to the printers, so to speak in the PDF world, pretty soon so consider this the 11th hour for any additional feedback!
One of my thursday night players is taking a level of psychic warrior (silhouette). So next week, unless he changes his mind before then, we will have some use-based feedback.
I look forward to seeing it!
Made some updates based on feedback to the Halo Knight and to the Reaver.
Halo Knight -
Cross posting from GitP because it was a great piece of feedback I'd love more opinions on.
Thank you so much for the feedback on animus use, ATalsen. I see where you're coming from, so in response to that - what this is partly in experiment as well while we have it in playtesting. If we can get some people testing it out to see how it pans out against a normal psiwarrior then we can see if it's too strong, too weak, or just too unwieldy or cumbersome for the class.
If it turns out that you're right, we will absolutely change our stance on the matter and reformat away from that direction. Animus was designed for use with the maneuver-chassis, and it works very well in that medium. I want to see if we can do more with that system and see if it can be used in other mediums successfully. Your feedback is well thought out and very helpful to that process!
The only point I would argue is that animus does clearly state when it activates, in the initiative cycle, so unless you're rolling initiative, you won't have animus to back you up without other abilities allowing it outside of combat. Right now that's intentionally limited because the intent is that this is a combat resource, but there are ways around that. Unlike a video game, a DM can simply say, "No." when the combat mode, as it were, is not available because combat isn't actually happening. Some DMs may be more lenient than others and be like, whatever man, you can generate animus while brushing your teeth as you attack the gum disease GINGIVITIS but I don't make the rules at those tables :smallbiggrin:
Again, just looking for playtesters to provide some feedback on that data. Sadly, I'm not in a game of my own at this time and I haven't had the ability to do some sims on it yet. I think getting sims done by outside parties and feedback from the actual players is more important than the fishbowl of my own game group and my own sims though.
Again, really thankful for the great feedback. Please keep it coming!
Made some updates to Halo Knight
Made some updates to Reaver
-Fixed wording on Reaver Insights
Hope that helps! Thanks for the feedback. Keep it coming!
If Psychic Halo is now a shield bonus instead of deflection, can the Halo Knight regain shield proficiency?
Fixing that, yeah.
On the Reaver's Pattern Dislocation insight, most things that use a DC of (10+1/2 class level) also add in the ability modifier (which I would assume is Wis in this case). Was this an oversight or intentional?
Unintentional. Good catch!
A few small wording tweaks with some things in Halo Knight, chiefly that the Psychic Halo is now deflection bonus to AC instead of Shield, Palisade Wall is clarified more and Empower Halo is clarified more.
Added in a new feat, Advanced Gladiator Path (yes, finally!).
Please let us know what you think!
Playtest document has been updated.
Halo Knight- Changes to several of the anima skills, tweaks with psychic halo and subsequent class features in regards to uses per day.
Reaver - Big changes, skill points increased, Reaver Insights added, stealth training folded in as a Reaver insight
These two are Forrest's babies so I'm only going to mark roughly what I know changed.
Pain Scultpor - Multiple rules fixes with regards to wording on pain sculpting, healing from such.
Silhouette - Some alterations to shadow attacks, wording fixes.
Advanced Path feats, a new psionic power (Mental Semblance).
Check it out!
We will be updating the playtest doc today with some changes to both Reaver and Halo Knight. Skylancer - I've addressed the thing about animus and PP being spent on the same power to basically say you augment with PP but if you're using metapsionics, you can spend animus on just the feat alone. That way it allows you to augment fully to your ML but still being able to swing the metapsionics with the animus expense.
As far as Halo Knight goes -
1- The wisdom bonus to AC thing is lifted directly from canny defense on the Duelist with modifications from Int and Dodge to Wis and Shield. I'll agree it's strange wording, but it fits a precedent with Kensai magus as well which references canny defense from duelist too.
3- I'll clarify that you cannot mix and match for base power points spent to manifest the power, only the metapsionic augmentation.
Hello and welcome everyone to the opening of the Psionics Augmented Playtest thread!
Forrestfire and myself (I swear guys, I'm not dead and/or fired, despite rumors) are going to be running and administrating this effort.
Here's a breakdown of the playtest document which can be found - HERE
Chapter 1 details four new archetypes available for the psychic warrior:
Additionally, three new psychic warrior paths are found in this section: the psychic scar of the Hungering path, the unpredictable Anomalous path which deals with the unstable force of animus, and the Outrider path, a mounted combatant riding their psionic power into battle.
Chapter 2 delves into new feats for your psychic warrior, giving new options for animus use for psychic characters as well as new tricks using previously established feats as a base.
Chapter 3 details several new items and powers available to psychic warriors and detail their usage.
Please check it out and leave us feedback, questions, comments, concerns, emotional outbursts, and/or funny noises.
Playtest document will remain open until the playtest has concluded and the product has been released - as always, thank you very much for your time and support!
Those are good questions and ones we are asking internally of ourselves for future physical releases. I can give you a resounding -maybe-
I know there are a few more Psionics Augmented releases that are being worked on currently and that there are more patreon releases being considered as well. Beyond that - time will tell. Wish I had a better answer for you, Andre.
In closing ... awesome work Jeremy & Chris. Can't wait for the next installment.
I'm a few days late to the party, but I did want to stop in and say thank you for the kind words (yourself and everyone talking about the book), and definitely looking forward to getting the next book out to you all soon. As Jeremy said, it's in layout right now and us developers are really itching to get it to you all soon.
So again, thank you! :)
Hey - just wanted to stop in and thank you all for your kindness and generosity! I am completely floored and overwhelmed and you all are saviors to me and my family. I can barely use my left arm beyond as a vague club-like instrument so this is more than I could have ever hoped for!
Seriously - faith in humanity restored.
You all are the best. Thank you.
Grovestrider pretty much answered how I would, VM mercenario. Exactly those reasons for the feats, and the archetype works with most of the original archetypes except the ones it doesn't make sense to. I'm find with allowing armor, because that can be fluffed, but the shield I was okay to leave be.
I understand Adam, but it is what it is. I don't want to see people retaining it - I'm having the same issue with a few things in PoW:E under similar issues.
Fixing wording for a lot of things to improve grammar flow.
Brutality Blade - added side bar about crystalline hilts, and cleaned up wording on the rage blade. Added Blade Geyser skill.
Psychic Armory - updated panoply drive's wording to match swirling panoply. Distill panoply wording updated.
Powers and Items-
Looking pretty much done to me. What do you think?
Did some basic edits to the document to clear up wording weirdness. Added the psychokinetic armor blade skill and tweaked Distill Panoply some. Changed some of the Primarch's abilities to be a bit more... potent? Added updated whitelists for enhancement stuff for soulknives and their archetypes. Added a blurb about war souls to the end of the prestige class section.
Psionic power descriptions are up!
And that... is that. Book is complete. I'm looking for balance concerns, obvious grammar/spelling issues, and other weirdness with the rules. If there are other submissions as far as blade skills, powers, or items (small stuff) then post em, but I'm calling this one finished! You guys are great for all the help you've provided so far, cannot thank you enough, and I hope this is something we can all be proud of!
Made some updates again. Some changes to battle telepath, new blade skill for deadly fist folks, updated language on psychic armory that made it not actually work (thank you ICN!) and planning out some more adjustments to battle telepath.
Needing new name suggestions for Battle Telepath and I'm down to rename Primarch too. I like the other two. =3
Thanks for the feedback, WabbitHuntr. I have no designs to make Ghost Step or Cleave space ineffective in combat because that would be contrary to the role of the soulknife but I see you do have merit in stating how overly effective the abilities are at present. Changes have been made.
Also thanks to you Adam B. 135, for the feedback on Primarch - fixed it.
Updated the doc file. Alterations to Cleave Space and Ghost Step, new blade skill Blade Rush Frenzy, makes fixes to Primarch not actually working and now it does actually work and a new PrC - the Battle Telepath. I hate the name of it. Help me with this.
Thanks for the feedback thus far! I'm moving on to psionic powers and items next and upkeeping the rest of course.
Sounds like a magnum opus when you finally get around to doing it! Quite the endeavor but dang, your world sounds like it must be a very rich place to adventure in with that many years of perfecting it from the ground up. I applaud you and your players for building such a rich world together and I also hope you get to play in it for many years to come!
Well I can speak for Dreamscarred Press in this situation and issue a hearty thank you for the kind words and your use of our psionics system. I can say as a designer seeing responses like this pretty much make it all worthwhile. I'll make sure that Andreas and Jeremy see this because this will make their day!
24 years!! OMG that's incredible! Your campaign setting sounds really involved, in-depth and very rich with the history and great memories - the very best kind of campaign setting. It's really neat to see how DSP's psionics and Paizo's new Occult Adventures rules fell together for you to reinforce your campaign setting's themes - what a crazy random happenstance! Love it when that sort of thing happens. Very cool!
Updated Primarch - check it out! Fixed a few things with it.
It's not dimension slide but at the same time this opens multiple cans of worms where I am damned if I do, damned if I don't because of how badly designed Dimension Door ended up being because of that "immediately ends your turn" nonsense attached to it.
See above and blow.
As written, Dimension Door makes the Dimensional Agility feat line necessary tax for someone who plans on Dimension Door-ing and actually doing something about it afterwards. Either Dimensional Agility is a feat tax to Ghost Step to do it without AoO or you have to take it for no reason at all to get the higher level feats. OR I give you the feat and then you're getting a two-fer with a blade skill. See? It's kind of... meh.
Skaldi the Tallest wrote:
Seems feasible. I'd say weapons for hands three and onward would have to be light weapon equivalents though.
Perhaps - I'll see if I can write that up.
In other news -
I've saved a copy of the previous Marvel. So if this flops I can restore it.
I've made some updates and changes to the Marvel to make it more soulknife centric since it was feeling far too psychic warrior-based. I'm not sure about opening the manifesting to other classes or not. I might - not 100% on that. I worry that psion would unbalance this class too much. The others less so. But I want to make sure it feels solidly soulknife-based and I need to maintain that as the primary interest.
I'd like to see a blade skill that allows for custom weapons, instead of just emulating existing ones.
Could you expand on that please? I'm curious.
Yeah, hole is patched. Thank you! That's a little embarrassing lol.
Adam B. 135 wrote:
How about 1/2 damage, 1/2 healing then?
Skaldi the Tallest wrote:
While I'm not opposed to that, I'm curious what races have multiple limbs that are considered non-super powered, viable PC races?
Made a bunch of additions to the document. Augmented Blades have special skills now, changed some of the normal blade skills (added some, removed tactile telekinesis as I am using this with the Marvel) and added some augmented features to existing Ultimate Psionics prestige classes. New traits too!
I'll look into modifying the cloak dancer style feats later this weekend, and hopefully have some more prestige classes. Once I've got the bulk of this work down, we'll see about the akashic piece (might just give it to Ssalarn to put in his works to keep it all together).
As a heads up - I'm cutting Voidblade Eliminator. This is due to creative difficulties, I'll be replacing it with the Marvel, and I'll feed more information on that as I go. I'd have more work done this week but I had finished Voidblade and had to scrap it and I had some PoW stuff I was doing. Busy busy! I'll have some stuff post today though!
Cross posting this from GitP because I feel it's a great question:
Gifted Blade War Souls are legal with this option, yes. Dark Tempests and Metaforges that qualified solo on Gifted Blade/War Soul combo alone would advance both (as this is these are the only classes that at this time that would work this way... I think. There's already a caveat for awakened blade).
Is this potent? You betcha. Potentially way too much? Yeah, it's got every potential to go that way... or it's potentially the equivalent of a class like mystic or warlord that gets a single path of 9th level maneuvers plus some pretty outstanding class features. That's why we're in play testing on it. I'll be playtesting this combination myself this weekend in my personal game, and I'd implore anyone who's willing to do some maths on this themselves share some results as to how this looks in actual play. We can theory craft all we want but I'd like some play test data on it.
Thank you for the great question!
And yes, five range increments is limit.
Updates to blade skills, updates to prestige class section as well. New PrC available, the Ashen Blade (was going to be Black Brother but that's kinda sexist). I'm caught up on the thread, so forgive me if I don't address you directly, my time is limited. I appreciate all of your feedback. If I didn't make a change to something, feel free to comment about it again but I've considered your response and either made the change or didn't for reasons that I felt fit the design paradigm.