Larur Feldin

Nabuchadnezzar's page

2 posts. Alias of Krinn.


RSS


I'm still working on it.
Eventually, I made some changes to how the Psion works.

- All mental spells are spell-like abilities (no material, verbal or somatic components). Expensive components are still there.
- There are fewer mental spells than there are spells. Summoning is out, most necromantic spells are out, alignment based spells are also out. Some mental spells are unique, like Mind Thurst, which is basically a single target mind-affecting "magic missile" that deals 1d10s instead of 1d4+1s and will negates.
- Psions get ki points (just like monks and ninjas) equal to their level plus their INT modifier, and thus get the most ki of all. They can use ki points to fuel some supernatural abilities based off their discipline. Most of these abilities come from 3.5 discipline specific powers. For example, a 3rd level Shaper could spend 1 ki point to "summon" an Astral Construct for 1 minute/level which behaves like the Eidolon of a 2nd-level Summoner and can become more powerful the more ki points you spend, up to a 20th level Eidolon at 20th level with 10 ki points spent.
- Psychic Warriors use the Magus as a template to work with, with ki points based off Wisdom instead of arcane pool and can use a unique full-round maneuver that lets them cast a mental spell that only affects themselves as part of their move action, if they use that move action to actually move up to their speed, and make a single attack as a standard action either before or after the move action that allowed them to cast their spell. This substitutes spellstrike and spell combat.
- Soulknives also use ki points based off Wisdom which they use to do their stunts, and have rage-like uses of their mindblades. They are very mobile, have full BAB and are actually a blend of ninja and barbarian

I'm currently working on the Psion's spell list.


Hi all!
I'd like to build the psionic classes based on Sorcerer (for Psion), Bard (for Psychic Warrior) and Barbarian (for Soulknife). The Wilder is all about Wild Surge, and in Pathfinder even the Sorcerer doesn't get a similar ability, so I won't touch them, at least for now.
I share James Jacobs's views on the matter and I love psionics, so I'd rather build my own conversion while waiting for an official Paizo take on psychic magic.
What I will build here will be available for the community and hopefully will see the light of day, so any input and help is appreciated.
I'm aware of Dreamscarred Press material, and I think they did a good job converting the 3.5 classes, but "Nova" is still in the game, "Schism" is still in the game, and it's still a completely different ruleset.

- No more power points, vancian spontaneous casting instead.
- No more Psionic Focus, metamagic follows usual rules for spontaneous casters
- No augmentation, autoscaling with level makes up for the need of it.
- Psychic spells are much like spell-like abilities, they don't need material, verbal or somatic components. This is a net advantage over arcane and divine spells. Many psychic spells are the same of arcane/divine spells, but to offset this advantage I'd keep them self-only if they could be cast on allies (like mage armor), or single target if the spell would require multiple ones (like slow), or raise the spell level (like fireball). Modifications on spells will have to follow a case-by-case basis but I don't intend to rewrite how they work: it should be clear that whenever a Psion knows a targeted spell that buffs an ally, it's a personal spell instead, and whenever he knows a targeted spell that affects more than one enemy, it's a single target spell instead.
I'm reading this page to offset the effectively free still and silent metamagics: http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/designingSpells.html
There might be some new metamagic feats that allow psychic spells to function just like their arcane/divine counterparts, but as Sorcerers don't get to autostill and autosilence their spells, Psions won't get to affect allies with buff spells or more than one enemy at a time with targeted spells

There are 6 classic psionic disciplines: Metacreativity (repair and creation effects), Telepathy (charms, compulsions, raw mental attacks), Psychoportation (travel through time and space), Psychometabolism (body enhancements, healing), Clairsentience (scrying, divinations, fate manipulation), Psychokinesis (telekinesis and energy manipulation).
They behave much like magic schools and I'd love to see one type of Specialist Psions per discipline. "Bloodline spells" are a step into the right direction, but I'd like to see a clear focus over one discipline instead of, say, a Seer who only takes the bonus Clairsentience spells and chooses all his "normal" spells off Psychokinesis.

To offset this, I'd like to give bonuses for using spells of their, "Bloodline Arcana" and "Bloodline Powers" set a precedent.

To get things started, here is how I would like to see the Psion class:
Hit Dice: d6
BAB: Low
Good Save: Will
Spells per Day: As Sorcerer but INT based casting.
"Discipline Ability" as "Bloodline Arcana":
- Telepathy: Whenever you cast a Telepathy spell, increase the spell's DC by +1.
- Psychokinesis: Whenever you cast a Psychokinesis spell with the Electric, Fire, Cold or Force (choose one at character creation) descriptor, that spell deals +1 point of damage per die rolled.
- Clairsentience: Whenever you cast a Clairsentience spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws.
- Psychometabolism: Whenever you cast a Psychometabolism spell, you gain temporary hit points equal to the spell's level for 1 round
- Psychoportation: Whenever you cast a Psychoportation spell, you gain a miss chance equal to the spell's level times 5% for 1 round that works like the Blur spell.
- Metacreativity: Your magic of creation and changing is hard to unravel. The DC to dispel Metacreativity spells that you cast is increased by +4.
"Discipline Power" as "Bloodline Power", will have to think about these but they'll be something in line with existing Bloodline Powers.
"Discipline Spell" as "Bloodline Spell", all spells will be of the chosen discipline of course.
"Discipline Feats" as "Bloodline Feats" with the same principle.

Here is also a rough draft of the Soulknife class, based off the Barbarian:
Hit Dice: d10
BAB: High
Good Save: Reflex and Will
Soulblade rounds per day: As Barbarian Rage, the blade starts as +1, then +2 at 5th, +3 at 9th, +4 at 13th and +5 at 17th.
Blade Powers: As Rage Powers
Psychic Strike: As Trapsense bonus times d6, move action to charge, works on anything with an INT score.
Blade Abilities (like flaming or ghost touch): As Damage Reduction
Level 11 is a dead level (no Greater Rage), but this is also a good level to grant a Knife to the Soul ability.

Any input or help for this work will be highly appreciated.