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Changelog 7/3/17
-Fixed mystic bangle to have full enhancement progression ability from +1 to +10
-Redid the Paraelemental Elemental Animus class feature in the Force Mystic because there are 4 elements, not 5, and I apparently can't count. Changed up the progression and clarified how they change active elements and reduced costs as they level as they are more specialized in elemental energies than other mystics.

-----

Not sure if anyone here is still keeping up with the project, but if you do have any additional feedback, please hit me with it. Thanks!

-X


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.

Changelog
-The nerfs made to Ancient Wisdom in the sage archetype make it largely a stat swap which is equivalent to half a feat, so... kind of a throw away. Lump into the price paid for animus infusion if you will. It's free at 1st level, to signify you actually getting something for your entry free to start with as well (yes I know it makes it more attractive to mystic dips but it's not THAT big of a bonus unless I'm way off base). You can now have your punchy wiseman mystic. You're welcome. :)
-Redid pretty much everything in Noetic, so you may want to give it a thorough re-read.
-Soul Caster - Claim Spell is gone, replaced with recast spell and spell analysis. Moved font of animus to 2nd level and shifted bonus feat at 7th level to 8th level.

-X


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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!

EDIT: Updated.
Changelog 6/17/17
-Fixed wording in force mystic proficiencies to make them able to use their own arcane missiles.
-Fixed the order of paragraphs in force mystic's missile augments.
-Fixed wording in forced attunement so it actually works as intended.
-Fixed wording (I hope) in Shade Tamer's unnatural aura.
-Changed up Deathly Garden to be more maneuver based.
-Fixed typo in Two Wand Mojo
-Reduced cost on Spellcannon to be more reasonable and changed it to require Scribe Scroll instead of Craft Wondrous Item.
-Updating wording in soul caster's maneuver sections to jive with recent errata.
-Soul Caster gets a modified claim spell at 2nd level, and gets Font of Animus at 3rd level.
-still haven't figured out how to fix Claim Spell. Working on it.

-X


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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.

Changelog
-Fixed wording in glyph casting for soul caster.
-Anima saber is a one handed martial melee weapon. If you aren't proficient with all martial, you're not proficient with it. You'd have to take Martial Weapon Proficiency (anima saber).
-bonus damage from maneuvers that does specifically list a type inflicts the same type of damage as the anima saber. Damage that specifies its type or changes the damage type of the attack supersedes the energy damage of the saber.
-anima saber enhancement bonus rules tweaked and removed craft wondrous item from needed feats to craft.
-changed elemental soul to add an additional 1d6 for that chosen element.
-fixed animus surge on the table

-X


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Document updated!

Changelog 6/8/17
-Made typo fixes throughout the document - thanks for the catches on those guys.
-Fixed wording on Force Mystic arcane missiles to be light weapons
-Fixed wording on Force Mystic paraelemental animus to be more clear for how long its useful for - until next turn.
-Fixed wording on Force Mystic forced attunement - clarified what earth and air type vulnerabilities include.
-Changed initiator attribute on Noetic to Charisma.
-No changes to Sage as of yet.
-Clarified that Ways of the Undying allows undead to receive morale bonuses.
-Attemped to clarify by way of examples for Unsettling aura.
-Specified how the damage is worked in sacrificing hit points for animus for fueling dark arts.
-Moved command undead ability to initial Dark Arts suite and specified how many undead they can command.
-Clarified in Dark Arts what happens if you raise too many undead and how they initially are under your control - reminder - Black Banner doubles this.
-clarified WHY you get Craft Wondrous Item and hopefully cleared up potential pitfalls for Necrotic Transcendance and the creation of the puzzle box phylactery.
-Reduced potency on Wandslinger's Edge to +1/6 caster levels of the wand.
-Feats - fixed Animus Surge's type in the chart.
-Elemental Soul increases arcane missile damage.
-Cleaned up wording for Psi-Animus assault.
-Increase to Soul Caster HD and BAB to d8 and 3/4 BAB respectively.
-Fixed typo in Glyph Casting
-Reduced cost of Claim Spell.
-Added Improved Claim Spell - check it out.
-Reduced cost of anima saber and it now comes as just a standard item that can be enchanted like a normal weapon. Defined its weapon group and weapon type, critical range, material and hardness/hit points. Changed the gem to deep crystal. Defined what happens with shade tamers using it with negative energy.
-fixed some wordings in Spell Bullets for targeting.

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Give it another looksee please and more feedback!

-X


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.

-X


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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...

Introduction
Welcome to Divergent Paths: Mystic! Within these pages we will discuss the Mystic base class and many new options that are available to it. You can find the playtest document right here.

Chapter 1 will detail several new archetypes for mystic base class:


  • The Force Mystic - a type of mystic who has embraced their animus and wields its elemental power more fluidly at the cost of some of their weapon training.
  • The Noetic - a mystic whose animus is derived from psionic potential, rather than arcane energies.
  • The Sage - a mystic who has learned how to tap into a primal, subconscious collective within his animus.
  • The Shade Tamer - a mystic whose animus is tainted with the essence of death and learns to use this animus to control the dead.
  • The Wandslinger - a mystic who specializes in using wands with his martial maneuvers.

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.

-X


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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!

-X


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Bumping the thread to see if anyone else has any input on the archetypes, etc within this document.

-X


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Air0r wrote:
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!

Also...

Made some updates based on feedback to the Halo Knight and to the Reaver.

Halo Knight -
Made some alterations to some of the Anima Skills, adjusted a few things and added a new one to aid in buffing one's self.

Reaver -
Some more significant changes to its mechanics. Killer's Target is now Killer's Claim and uses the Claim mechanics introduced by the Harbinger (also works with Claim feats!). Changed several of the insights as well. Clarified some data on the capstone and killer's instinct.

-X


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Cross posting from GitP because it was a great piece of feedback I'd love more opinions on.

ATalsen wrote:

I can totally get behind the idea of consolidating and/or re-using ‘pool types’ instead of just inventing more like Paizo does; I think that’s a great idea.

BUT… I think maybe Animus has an inherent design that makes it less suitable for general use: its only available in combat. And I don’t *think* DSP will be opening it up for non-combat availability.

So the issue I see is linked to why I like Animus in PoW: Animus boosts Electable Flux attacks, which are pretty much an ‘only useful in combat’ set of maneuvers. And since the maneuvers are only needed in combat, and Animus is only available in combat, there is agreement. But it looks like DSP is heading down the path of expanding to things that would be useful *outside* of combat, but not *available* outside combat (such as spending Animus in place of power points). Since combat being treated differently than ‘non-combat’ is an obviously-artificial game creation where the borders between combat and non-combat encounters are ill-defined and flexible, and the temptation becomes wanting to ‘enter combat’ in order to gain access to those combat abilities for use in otherwise non-combat scenes.

I’ve played video games where you can voluntarily enter combat mode, and I kind of see things that way here; as long as there is no temptation to enter combat mode when there’s no opponents, the system works fine, but when you get some sort of bonus in combat mode that you don’t normally and that bonus is useful outside combat, why would you not enter combat, if you can? And that seems like a headache for the DM to either allow OR disallow.

If DSP does find some way to allow Animus use outside combat, then I’d be happier about it, but I’m thinking that probably not the direction that its intended to go.

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!

-X


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Made some updates to Halo Knight
-They now get psychic warrior standard weapon and armor proficiency.
-fixed some wording mistakes.
-Psychic Halo is a force effect.
-removed the reliance on metapsionics to focus more on the fighting in this class, combat feats are restored to bonus feat list.
-Updated all of the halo skills.
--Anima Flare is clarified a bit more on how it works.
--Animus Empowerment adds a ghost touch effect
--Empowered halation does a 20 point increase on energy resistance with a level req of 9th.
-Animus manifestation reflects change in focus, you may now mix and match animus with power points but you treat animus as power points to determine your manifester limits per round.
-Improved Halo now does 20 energy resist to your active energy type.
-Animus overchannel died.
-Blazing Halation starts at 12th now 1/day, getting additional uses at 15 and 18. Clarified damage type.

Made some updates to Reaver

-Fixed wording on Reaver Insights
--Psionic Scent is now Psionic Senses, improved its function. It works when you have a Killer's Target. Considering stealing some wording from Harbi Claiming to make this work better on the Killer's Target front. Feedback on that would be appreciated!
--Fixed wording on Pattern Dislocate for saving throw.
--Cleared up wording on Trapbreaker and on Stealth Training.

Hope that helps! Thanks for the feedback. Keep it coming!

-X


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Redblade8 wrote:
If Psychic Halo is now a shield bonus instead of deflection, can the Halo Knight regain shield proficiency?

Fixing that, yeah.

Redblade8 wrote:
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!

-X


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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!

-X


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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!

-X


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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.

-X


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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.

-X


Stupid copy pasta. Thanks guys :D

-X


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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:


  • The Halo Knight—This psychic warrior has found his psychic essence bound up with the unstable forces of animus, allowing him to use its fluctuating flows to aid in battle.
  • The Pain Sculptor—A warrior whose body is in constant overdrive, healing her back from the brink of death.
  • The Reaver—A stealthy, deadly warrior who has learned how to hone his killing instinct to destroy the pattern of a chosen individual.
  • The Silhouette—A warrior who, in his quest for martial perfection, created the perfect sparring partner: himself.

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!


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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.

-X


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Derron42 wrote:
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! :)

-X


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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.

-X


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.

-X


No, it's [Good] in the same way that casting the spell holy word is a good act. Using Silver Crane is essentially performing a good aligned action. Attacks that carry sacred damage on it, however, do bypass DR/Good.

Also - that's funny. Appropriate and funny.

-X


Editing updates:

Fixing wording for a lot of things to improve grammar flow.

Archetypes-
Augmented Blade - Added Improved Psicrystal Augment blade skill and clarified the crystal warrior/augmented blade sidebar some more.

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.

Feats-
Brutal Surge is more open to other manifesting classes
Mind Sniper simply treats mind blades as a favored weapons instead of being so specific.

Traits-
Cleaned up wording on several of the traits that grant 0th level talents.

Prestige Classes-
Mostly just some wording clean ups in the core psionic prestige class sections. From what I saw, the wording in the other prestige classes looked tight and I didn't catch any errors.

Powers and Items-
Altered price of skin of the blade to make it more costly vs how good it is.

Whitelists-
Added cyclonic to the whitelist

---

Looking pretty much done to me. What do you think?

-X


All caught up on fixes from the thread(s). New wording on brutal surge feat, some rules tweaks with some of the traits, new augmented blade blade skill, and some wording changes on swirling panoply. Added cyclonic to the weapon list at the bottom.

-X


Malwing, thank you for articulating that. Seriously.

-X


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.

-X


OmNomNid wrote:
Akashic Blade not going through then?

Combination of the book being bigger than intended so there wasn't room for all I wanted to do, and not getting a satisfactory start on it. If there is more Akashic stuff down the line I might write it up for it but not this time.

-X


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!

-X


Updated the doc for stuff with some blade skills and some wording clean ups. Posted power list for new powers (working on these, quite tedious and busy at work today but should get these done soon) as well as a few psionic items.

Enjoy!

-X


Changed the level 17 ability for Gunsmoke Mystic and the 7th level Elemental Flux maneuver Cascade of Elemental Wrath.

Pax,
-X


Updates to battle telepath Strategos based on your feedback. Re-arranged a few class features, added some new collective skills, etc.

-X


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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

-X


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.

-X


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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!

-X


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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!

-Chris Bennett
Dreamscarred Press Staff


As a random toss out to stir some interests - what sort of feats or ideas for feats would you like to see that could use the Wild Talent/Psionic Talent feat as a basis for existing?

-X


Updated Primarch - check it out! Fixed a few things with it.

-X

Next up...

WabbitHuntr wrote:

Will the Ghost Step blade skill be affected by AOOs?

Will it be handled like the power Dimension Slide?

Dimension Slide:" Movement caused by the use of dimension slide does not provoke attacks of opportunity."

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.

Quote:

Can the user of Ghost Step take his normal actions after Ghost Stepping? ie..swift action Ghost Step and then Full Attack

I ask the previous question because the Cleave Space blade skill specifically states that "Unlike fold space, the manifestation of this ability does not end her turn." I understand that verbiage is there to differentiate Cleave Space from the power Fold Space, but Ghost Step does not address this. And it may be a good idea to clarify whether further actions are available after using Ghost step.

See above and blow.

Quote:

Cleave Space allows the user to act normally after use and it appears that Ghost Step does as well.

If so, these Blade Skills should count as Dimensional Agility for the purpose of taking further feats in the Dimensional Agility feat tree.

As written, these Blade Skills already give the Dimensional Agility feats ability to act normally after using a dimension door effect. Making the character take the Dimensional Agility feat will not provide them with any benefit from taking the feat and therefore will simply be a feat tax to access the rest of the DA feat tree.

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.

-X


New PrC up, the Primarch. Not hot on the name, personally. But check it out, let me know what you think of it. Name suggestions are appreciate as well. Turned out a bit different than I intended but hey, that's how it works!

-X


Skaldi the Tallest wrote:
ErrantX wrote:
Skaldi the Tallest wrote:

Chris,

Thoughts on something to allow a multi-armed soulknife the ability to manifest more than 2 blades? Either a blade skill or a feat?

While I'm not opposed to that, I'm curious what races have multiple limbs that are considered non-super powered, viable PC races?

-X

A human with 5 levels of Aegis/ levels in metaforge? Starting at level 5 a character can have three functional arms from their astral suit and a level 5 equivalent mindblade.

The Metafoge is what originally made me wish that a soulknife could split their weapons more than once.

Seems feasible. I'd say weapons for hands three and onward would have to be light weapon equivalents though.

-X


Quintain wrote:
Quote:


Could you expand on that please? I'm curious.

Well, one of the cool things about a mind blade is that it is formed from the mental energies of the soulknife.

So what is preventing the soulknife from "just making stuff up".

Emulate weapon makes the mind blade a known weapon type with known mechanics.

Why wouldn't a soulknife have the imagination to mix and match?

Example: a two-bladed sword is essentially two longswords attached at the hilt. The longsword is a one handed melee weapon. So why couldn't the soulknife transform and use the mechanics of a different one-handed melee weapon as each blade of his two bladed sword?

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.

-X


Quintain wrote:
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.

Aratrok wrote:

The Psionic Training blade skill lets you select a psionic feat. You can select Extra Blade Skill, which is a psionic Feat. Which you can use to select Psionic Training, etc, until you have an effectively unlimited number of instances of Extra Blade Skill (because you can select both the feat and the blade skill as many times as you want).

This would normally be goofy and not harmless, but with Psionic Body this little hole means infinite hitpoints. :p

Yeah, hole is patched. Thank you! That's a little embarrassing lol.

Adam B. 135 wrote:

I really like the new Augmented Blade skills. I am also a fan of the new normal blade skills, especially Vampiric Blade.

As for Vampiric Blade, I think it might need some limiting text to keep someone from taking Swift Imbuement, Powerful Strikes, and Dual Imbue to become an unstoppable regenerating War Hulk. My suggestion would be limiting it to Psychic Strike dice gained from levels, not from Powerful Strike.

How about 1/2 damage, 1/2 healing then?

Skaldi the Tallest wrote:

Chris,

Thoughts on something to allow a multi-armed soulknife the ability to manifest more than 2 blades? Either a blade skill or a feat?

While I'm not opposed to that, I'm curious what races have multiple limbs that are considered non-super powered, viable PC races?

-X


Posted the Marvel prestige class. Have at it.

I have some potency/balance concerns for the class, so please take a fine toothed comb to it.

-X


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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).

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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!

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Cross posting this from GitP because I feel it's a great question:

Nyaa;19636933 wrote:

I'm trying to wrap my head around "Soulknives, High Psionics Campaigns, and You" and "High Psionics Campaign Options" sidebars. Do they make gifted blade warsoul legal? Would Dark Tempest and Metaforge advance enhanced mind blade, manifesting and initiating simultaneously?

Are Throw Mind Blade and Psychokinetic Throw thrown weapons with maximum range of five range increments?

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.

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Here4daFreeSwag wrote:
Some of the stuff in here might be useful for a play-by-post that I know of.

Sounds cool, what sort of stuff are you thinking of using if you don't mind me asking?

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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.

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I'm leaning against recording ammo - it sounds cool and works thematically, but it's keeping track of three to four different ammo types. That's annoying.

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