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Rub-Eta wrote:
1. Yes. It won't come into effect untill later. While the patron for a regular witch, rules wise, only grant patron spells, in flavour they also grant the hexes and all the other powers.

Right, but...let's compare it to the VMC cleric. A VMC cleric has to choose a deity (or a philosophy, or what have you), and it has a specific effect on the game. The VMC sorcerer has to choose a bloodline which fluff-wise grants mystic powers, and it has a specific effect on the game. The VMC witch has to chose a patron, but it has no effect on the game. It's like the VMC fighter choosing a favored weapon, but instead of granting a bonus to attack and damage, you're just selecting what weapon you're rather fond of.

2. It's actually 10+1+Int mod (1 is = 1/2 rounded to a minimum of 1). But it seems to be what you say. I don't think the hex is supposed to scale with your character level.

You're quite right. There's no way to edit posts on this forum, is there?

Remember, this is instead of multiclassing, which means that you don't need to break level progression in your primary class and still gain some scaling abilities from the VMC, unlike a regular multiclassing where you'd not gain it.

Right, but almost all the other VMC abilities scale enough to keep them at least vaguely useful. At level 14, nothing is failing a saving throw of 11+Int, whereas a VMC Druid might be able to use Wild Empathy effectively and a VMC paladin is still using lay on hands for 5d6 healing as a swift action.

Gisher wrote:
Novawurmson wrote:
The hexes a VMC witch chooses are "as a 1st level witch." A witch's save DCs are based on the witch's class level. Does this mean all VMC witches' hexes have a save DC of 10+Int until level 15, at which point one of them becomes 14+Int? Alternatively, is there supposed to be text that reads something like "The DC of the witch's hexes is equal to 10+1/2 the witch's character level+Int modifier"

I'm not clear what you mean by "all VMC witches' hexes have a save DC of 10+Int until level 15." You only get one hex before level 15.

At 7th level you get a single hex and you treat your effective witch level as 1 for this hex only. At 15th level your effective witch level becomes 8th for this hex only.

At 15th level you get a second hex that counts your effective witch level as 1. This never changes.

At 19th level you get a major hex for which you count as a 10th level witch. This also never changes.

And that is all. You don't get any other hexes and you can't take the Extra Hex feat.

Sorry if it wasn't clear - I wrote "witches' hexes," i.e. multiple witches. If there are 10 characters, all of them have all take VMC witch, and all of them are less than level 15, the saving throw DC for each of their respective hexes would be 11+each of their respective Intelligence modifiers.

Question 1:

A variant multiclass (VMC) witch selects a patron at 1st level. However, the only benefit a witch receives from selecting a patron is her "Patron Spells" class feature. However, as per the FAQ, "Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class." A VMC witch essentially chooses a patron for no reason whatsoever. Is this intentional?


Question 2:

The hexes a VMC witch chooses are "as a 1st level witch." A witch's save DCs are based on the witch's class level. Does this mean all VMC witches' hexes have a save DC of 10+Int until level 15, at which point one of them becomes 14+Int? Alternatively, is there supposed to be text that reads something like "The DC of the witch's hexes is equal to 10+1/2 the witch's character level+Int modifier"?

Hello, everybody! I'm pleased to introduce our newest archetype for the harbinger class, the bleak emissary.

The bleak emissary is a supremely mobile skirmisher, able to dart through combat while lashing out at those who would try to keep him from his macabre goals.

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Hello, everybody!

Divine warriors have been on the front lines of battle for some time, so we're rolling out some initiation love for them in the form of Warpaths. Warpaths let the holy (or unholy!) classes like clerics, inquisitors, and warpriests replace domains or blessings with a maneuver progression from a discipline of their choice.

Holy cow! When did this go up?

Well, about 4 hours ago, apparently. Hooray!

Hello, everybody!

With the harbinger moving forward towards pdf release, it’s high time to roll out the zealot’s two archetypes.

The awakened champion gives the zealot true manifesting to mold himself and his allies with, while the discordant crusader must decide righteousness and wickedness for himself each day as he masters the ways of the Black Seraph and the Silver Crane.

A few points to ponder:

-Do these archetypes feel like a good trade? Would you ever consider taking each of them? Would you ever consider not taking each of them?

-Both archetypes are (intentionally) a little light on fluff. Would you like to see more direction on how they could fit into a game world, or do you prefer having more room to define it yourself?

-For the awakened champion, do you see real reasons to play a zealot of the various missions? Are there any that stand out as objectively more powerful or less useful?

-For the discordant champion, do you have any concerns about the flavor or alignment implications?

Of course, all feedback and playtesting is useful and appreciated, but if you’re not sure what to say and can answer a question or two, that’d be swell.

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I can't stress updates enough. Take a look at Ultimate Psioncs. It's almost 2 years to the day since it was funded. The main book is done, and quite a few of the other rewards are done, but there was simply so much to do because the project received so much funding that there's still a good chunk left.

Am I upset? Nope. There's been 140 updates with playtesting for practically every step of the way, art previews, production updates, etc.

Well, shoot. I literally bought Pact Magic Unbound vol. 1 yesterday.

Still pretty excited and will most likely support the Kickstarter. New art, more spirits, no dead levels - sounds like a plan.

Hey! Zealot writer here. Feel free to ask or suggest anything. Zealot archetypes should be coming out soon, so stay tuned.

Also, Riven Hourglass has been posted for playtesting!

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master_marshmallow wrote:
Will this release be OGL like the Psionics one was? Will my players be able to access it on d20pfsrd?

To my knowledge, there are three main things that are slowing Path of War coming to the PFSRD:

1. The book isn't actually out yet! When you purchase the book, it's downloaded as 4 separate pdfs. The content is done, it just hasn't been printed yet (again, as far as I know).

2. The playtesting material is still all available on the DSP forums. Some of it was changed from the most recent beta versions (the Warder most of all, if memory serves), but they're all quite playable.

3. Generally, the people who actually put material up on the PFSRD are volunteers, not publishers. From what I remember of when Ultimate Psionics was put up on the PFSRD, the publisher sends a text version of the content they'd like to be posted to the PFSRD, and volunteers format and post that content using Google sites (often a slow process).

TL;DR: Once the book is released, it'll be posted to the PFSRD.

- - - - -

Of course, there's no reason to have to choose between the Harbinger and the Zealot - they'll both be in PoW2! They also have some interesting interactions, as the Zealot can curse people with some of his Eternal Guardian abilities to set up the Harbinger's Cursed Razor maneuvers.

Edit: Also, thank you Jade for explaining that the disciplines are at the end of the document, and sorry to everyone I confused with a dud link! It's been removed.

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It's been a long time coming, but we're proud to finally release the psionic initiator: The Zealot!

The zealot fights for a cause beyond himself, unifying the hearts and minds of his allies and sacrificing everything for his dreams to be realized. The zealot fights using two new disciplines: The imposing art of the Eternal Guardian and the psionic flow of the Sleeping Goddess (adapted with permission from The Demented One from the Giant in the Playground Forums).

Hello, everybody!

Two new disciplines - Eternal Guardian and Sleeping Goddess - are rapidly nearing completion (alpha completion, that is). Before their playtests are posted publicly, I'd like to steal a few people to look over them for feedback - finding typos, identifying unclear wording, etc. I'm hoping to pull 1-3 people from each forum (DSP, GitP, and Paizo).

Interested? Shoot me an email at novawurmson at live dot com with "Path of War" and your preferred forum in the subject line.

Hello, everybody!

I’ve been working on one of the base classes for PoW 2 - the Zealot, an initiator who combines absolute conviction, martial prowess, and psionic potential. Zealots expend power points to enhance their maneuvers and fuel the abilities that support their Missions. The Zealot is also the proud home of the much-revised Sleeping Goddess discipline, originally authored by The Demented One. Sleeping Goddess had a lot of transitions to go through - from 3.5 to Pathfinder, the tweaks to psionics in Psionics Unleashed, and the transition from Tome of Battle to Path of War - but at its core it still fuses psionic mastery with swordplay to shape the battlefield at a whim.

For those who are wondering about the basics, Zealot sports a full base attack bonus. Its initiation modifier is Charisma. But I can’t tell everything in a preview, now can I?

One of the simplest ways to explain the balance of Dualistic is by looking at its value at low levels and high levels.

Syonique on the DSP forums gives us an excellent breakdown of the cost of dualistic, showing that Dualistic is not worth the money until you hit +3 weapons. Another way of thinking of it would be that a +4 (+3 dualistic) weapon is cheaper than two +3 weapons. However, the dualistic weapon-user is always going to be +1 behind the two-handed weapon user. When the Fighter (or Warlord, or what have you) gets his +4 weapon, the dualistic TWF user has two +3 weapons at the same cost.

This balancing factor is most apparent at max level. The dualistic weapon user is trading the raw power of two +10 weapons for (essentially) two cost-efficient +9 weapons.

Think about if that +1 was just a flaming quality. That's +1d6 damage on hit, but a TWF thrives on multiple hits. With a +16 BAB and Greater TWF, that's 7 hits. With a haste-effect, that's 8 hits, or an average of 28 damage lost on a full attack. Some TWF players are willing to take that power hit for more flexibility in their item builds; players who value raw power will prefer shelling out the cost of an additional +10 weapon.

Just to repeat: There is a real cost of dualistic, and there is a real reason not to take it. You're trading flexibility in your item build for raw power.

These disciplines are going through some major revision right now. They'll be posted on the main Path of War thread when they're ready!

I'll make sure to say here when they're posted as well. Thanks for your interest!

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Hello! I'm Nova Wurmson, and I'm writing a few undead-themed disciplines for a future Dreamscarred Press Path of War product. Adreas has given the go ahead to move into playtesting, so I'm here to ask your help in making these the best that they can be.

The playtest document can be found here!

These four disciplines are meant to embody both the fighting styles of living creatures trying to emulate the undead as well as the fighting styles of undead themselves. The four disciplines and their themes are as follows:

Eternal Guardian - A loyal undead that defends allies with unshakeable oaths and sinister darkness.

Insidious Desire - A sinister undead that torments opponents with bleed effects and hemomancy before going in for the kill.

Hungering Mind - An evolving undead that spreads plague and starvation.

Vengeful Revenant - An unrelenting undead that will not be put to rest.

At this point, I'm looking for feedback in every area, including balance, themes, clarity, grammar, spelling, punctuation, and style. What discipline feels the least cohesive to you? What parts of each discipline would you like to see refined, and which parts of each would you like to see discarded? What are some maneuvers that feel "out of place" either by power, concept, or something else entirely?


What's the Path of War?
The original announcement sums it up best: It's a Pathfinder reintroduction and expansion of the martial initiator system first released in the Tome of Battle.

Where can I read more about the actual systems?
This thread has links to each class, including archetypes, organizations, and feats.

VM mercenario wrote:
Rising Zenith Strike, Ruby Zenith Strike, Descending Sunset Strike all have the same problem, in that they simply multiply the damage without any of the usual restrictions against multiplying precision damage or the extra damage from magical weapon properties. Is this intentional?

Those types of damage are never multiplied - not on using a brace weapon against a charge, not on a crit, never.

But it could be spelled out more clearly in the maneuver's description.

If you're considering backing the project, check out the playtesting forums and the SRD. Take a look at it, try it out in your games, and then find yourself awake at night thinking of all the amazing ways a Dread can screw with a party.

Can you ready a vital strike with a brace weapon to deal double damage vs. a charging opponent? That is, is bracing a weapon a separate action that requires a standard action on its own or passive bonus any time you ready an attack against a charge with a brace weapon (and thus activates if you ready a vital strike)? Thanks for the fun and informative thread, btw.

7 people marked this as FAQ candidate. Staff response: no reply required.

Brace - Vital Strike - Readying an Action

It is definitely clear that you can ready a vital strike; you can ready a standard action and vital strike is a standard action.

However, can you ready a vital strike with a brace weapon to deal double damage vs. a charging opponent? That is, is bracing a weapon a separate action that requires a standard action on its own or passive bonus any time you ready an attack against a charge with a brace weapon?

THANK YOU SO MUCH FOR POSTING THIS PAIZO. Dreamscarred Press made me fall in love with psionics, and the way they handled the beta testing of Psionics Expanded got me hooked on them as a company.

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I love hearing about gaming families. Both my parents played D&D back in the day, but we never played an RPG together (we played plenty of board games, though). I played Alternity with my brothers growing up, and I currently GM for my wife XD

Can't wait to have a gaming kid, though!

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Anger Management: A Pathfinder Guide to the Barbarian

I often just drop the original class name entirely, e.g. Mysterious Stranger 3

I'm running Rise of the Runelords right now, and my players are dead-set on attempting the Test of the Starstone as soon as they finish. Here's some ideas I'm considering as I design it:

1. Quite a few people attempt the test, and few return - but with level 15+ creatures, there's a decent chance that plenty of them won't be able to complete the test, but also won't be destroyed. What if there is a city within the test filled with heroes from across the ages who were unable to achieve godhood? This also serves as a testing ground for the heroes as there are plenty of agents stationed to prevent travelers from progressing further...

2. The gods themselves are unlikely to look kindly on adding new members to the pantheon and possibly altering the delicate balance of power; even for devout PCs, why wouldn't a god want their champion to be remembered as a servant of their cause instead of a competitor for attention and honor? Each PC will need to survive a confrontation (either RP or through a herald/avatar) with a deity who shares an alignment with them and a deity of the opposite alignment.

3. I agree that RP should be the most important aspect of the test; otherwise, any creature or NPC with the appropriate stats should be able to become a god; what makes a god is their dedication to their causes and ability to sway the hearts and minds of their followers.

I've got a similar "problem" in my campaign; enjoying these suggestions.

Does he have a good Perception? A Rogue (or Rogues) sneaking up on him could give him a fright.

Try to include things in combat that don't involve shooting things; climbing, jumping, keeping the ship going in the right direction, etc. "The ship is capsizing - it's almost on its side! Everyone moves 10 ft. to the left each turn until the ship is righted. If you don't succeed on a Acrobatics check to balance, you're flat-footed until the beginning of your next turn."

I think the "non-lethal" suggestion has already been done, but try having opponents the party inherently doesn't want to kill (privateers from a kingdom they don't want to start a war with, the captain has a bounty on his head that can only be cashed in if he's captured alive, etc.)

I like the "incorporeal monsters" suggestion. Ghost ship time!

The first books I'd look at would be the Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and the three Bestiaries. You can view the OGL portions of them all online for free at PRD. There's also the Pathfinder SRD which contains about everything OGL that Paizo has ever released, plus a lot of third-party PF-Compatible material which may or may not fit in with the needs of your group.

I would suggest perusing the Advanced Player's Guide material next, followed by Ultimate Combat and Ultimate Magic. If you're interested in third party material, Psionics Unleashed (available on the SRD) is my personal favorite.

In a 3.5 game I was in, a Druid cast Entangle and started picking off foes with her bow. Then one crit her with a longbow of their own, max damage. My Cleric with a penalty to Dex did not enjoy wading through Entangle and failing concentration checks to try to heal her.

I'm completely sold on the fluff, it's the crunch I'm having trouble working through. Most of the abilities seem RP-oriented with little to no application in a combat setting (and you don't really need much in the way of rules to RP - rules are for combat, in my experience).

What I'm asking is this:

1. Has anyone ever played a Godling for an extended campaign (at least levels 1-10)?

2. Did you have trouble contributing to the party, especially in combat?

3. What was the rest of the party composition like (number, classes, optimization level)?

4. Did you feel the class gave you real and meaningful decisions in how you played your character?

Depends on what you use it for. If you're using it to paralyze the players, I'd say go for it; death attacks below level 7 is a little mean for my tastes :D

What do you think about Aldern kidnapping someone close to the players (especially the character he's become obsessed with) and then taking that person's form when the players come to call?

Party: "Shalelu! Thank goodness we found you before the worst happened!"

Aldern (as Shalelu, tied in a chair): "It was horrible! But now that you've freed me, I've got to tell you: He's an undead! Quick, drink this potion of Hide from Undead and you'll be safe!"

::hands a bottle of poison to the party; Spellcraft or Craft (Alchemy) to correctly identify it::

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I'm running RotRL for a Pathfinder party right now as well :D My players just finished book 3, so hopefully I'll have some good insight.

I made Nualia an Antipaladin as well, but level 7, and she had backup. I think the biggest problem in RotRL is that the bosses tend to sit alone (at least for their first introduction to the PCs), making them easy targets if your party can deal good burst damage.

As far as Aldern is concerned, my party ended up exploring Foglove Manor while I had determined he was out killing people - leading to an interesting situation where the party knew who the killer was - a killer who had a magical mask that let him take the face of people he could see. The pressure got put on doubly when he started taking their forms to attempt to murder people they had connections with. Play him smart - a Rogue shouldn't charge into battle against alone and 5 people without backup. Have him wait until the party engages a family of farmers he's turned into ghouls, then have him spring out and sneak attack.

I left Ironbriar a Cleric. I got a lot more mileage out of him by having the mayor host a breakfast with a dozen or so important NPCs from Magnimar (town councilors, businessmen, a few judges, etc.) with the PCs present. Make sure he's got a few skinsaw cultists to back him up (and maybe a Faceless stalker or two). I also re-did a few of the cultists as Vivisectionist Alchemists to spice things up a little.

I left Xanesha mostly the same (just left off a few AC buffs so that she was hit-able). If you want to make things more interesting, give her a Lamia attendant to drawn some fire.

I left book 3 mostly the same, and the party burned through it; I wasn't that interested in most of book 3, and they didn't complain XD

I am so interested in this product o_o

*smacks forehead*

I should have refreshed before posting again. I caught that when checking the Perception check of something with Alertness, but not with Skill Focus. Well, cased closed XD

The Brachiosaurus also.

18 ranks, +1 from Wisdom, +3 from Class skill, +3 from Skill focus Perception = 25...but it's listed as 28.

Through a random series of coincidences, I found myself looking at the Gug's Perception modifier intently because it's the highest Perception of a CR 10 creature I can find. Supposedly, it has a Perception of +27, but I think it's wrong.

I'm assuming it has 15 ranks in Perception, a +3 from Wisdom, a +3 from Perception being a class skill, +3 from Skill Focus (Perception) = 24.

Is this an error or am I missing something?

On another forum I visit, Qinggong/Hungry Ghost is highly valued because it gives a way to replenish Ki along with good uses for Ki.

Increasing the Ki pool to start at 1st level and having it equal Monk level+Wis (instead of half monk level) would be a nice start - either that or start it at 4 and have it equal to Monk level -3 +Wis.

Does anyone else remember the 3.5 Factotum? What if Monks got Ki on a per-encounter basis instead of a per-day basis?

Alternatively, what if Monks had a better recharge mechanic - anything from whenever they perform a successful combat maneuver they recharge a point of Ki to meditating (a full-round action that provokes attacks of opportunity) to recharge a point of Ki?

Remember that at level 17, you'll have a +4 bonus to attack (and damage) rolls with weapons in your highest Weapon Training group; the penalty for non-proficiency is -4, so at that point Weapon Training and non-proficiency sort of cancel each other out XD

Though it would behoove a Fighter to take EWP with the weapons he uses frequently.

Oh, and a link for those interested.

So I asked it in the James Jacobs thread and got a response:


1) No... speed effects, whether they come from multiple speed weapons or multiple haste spells or any combination of the two, do not stack. You can only ever gain 1 additional attack from a haste effect in a round.

2) Same thing, no.

3) Melee and ranged weapons get the same mount of conductive effects.

So that settles that :D

Thank you everyone for your thoughts and comments!

Thank you! I had someone try to tell me otherwise about my three questions. Let's see if they ignore you :D

I had no idea such a thing existed. I'll try there, thank you!

1. If a creature dual-wields two Speed weapons, does the creature gain one additional attack total on a full attack, or one attack per weapon of speed on a full attack?

2. If a creature dual-wields two Conductive weapons, is the creature allowed to channel a supernatural ability once per round total, or once per Conductive weapon?

3. If a creature has ammunition with the above Conductive weapon property, can the creature channel the supernatural ability once per round total, or once per round per piece of ammunition used?

Well, the build in question uses pistols, so additional attacks add up a lot.

Thanks for the back-up about Speed.

What do you think the chances of an official response regarding Conductive are?

Bump. I'm pretty much 100% certain about my opinion on #1, but I really would like some input on #2 to make sure I'm being fair.

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Huh. That's a stickier issue than I thought. As a DM, my instict is to rule that Arcane Strike is not intended to be used with melee touch attacks and rays because neither is a "weapon," but I think I'm going to have to eat my own words. Check out these FAQ's on the Pathfinder SRD; it looks like for rays especially, it works:

"'Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?'

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

—Sean K Reynolds, 07/29/11"

"'Weapon Specialization (page 137): Can you take Weapon Specialization (ray) or Improved Critical (ray) as feats? How about Weapon Specialization (bomb) or Improved Critical (bomb)?'
All four of those are valid choices.

Note that Weapon Specialization (ray) only adds to hit point damage caused by a ray attack that would normally deal hit point damage; it doesn't increase ability score damage or drain (such as the Dexterity drain from polar ray), penalties to ability scores (such as from ray of enfeeblement) or drain, negative levels (such as from enervation), or other damage or penalties from rays.

—Sean K Reynolds, 10/22/10"

Not sure if this has been brought up yet...but has anyone discussed the Deadly Fist Archetype for the Soulknife in Psionics Expanded from Dreamscarred Press? Because it sounds almost exactly like the OP's suggestion.

1. "Reduce the Monk Unarmed Damage Dice to 1d6 or 1d8...It would mean that Spring Attack and Vital Strike could be potentially stacked. After all, 4d6 and 4d8 are MUCH less threatening than 8d10."
-Check. It's 1d6. Plus, they get Psychic Strike for some burst damage while skirmishing.

2. "Replace their increases in Monk Unarmed Strike Damage with a bonus to attack and damage with Monk Weapons and Unarmed Strike, and give Unarmed Strike unique weapon properties that allow it to remain a unique and interesting option to use…thus allowing a player to play an unarmed or armed monk and have great utility throughout and allow a greater number of options for the player."
-Check. They get the standard Soulknife weapon enhance progression to their unarmed strikes.

3. "It would also allow for Monk to have Full Base Attack Bonus."
-Check. The Soulknife is a full BAB class. There's a series of Blade skills (think Rogue talents or Rage powers) that replicate the TWF tree for DFSKs if you want to continue with the "Flurry of Blows" route.

4. "Base Monk attacks off something other than Strength, like Wisdom or Dexterity."
-Check. There's a Blade skill that allows you to swap Wisdom for Strength when maintaining psionic focus.

5. "The compromises must end."
-Kind of check. A basic Deadly Fist is going to be a primary melee combatant - no if's, and's, or but's. However, there is the Gifted Blade (stackable with Deadly Fist) that drops Psychic Strike for very limited manifesting, much of which can replace the hodge podge of class features lost (Slow Fall? Nah, Wall Walker).

It won't fulfill everyone's dreams (especially the inability to use Monk Archetypes and Ki-focused feats without some effort), but I think it's a great source for DMs who want to give their players an unarmed class that "works."

1. If a creature dual-wields two Speed weapons, does the creature gain one additional attack total on a full attack, or one attack per weapon of speed on a full attack?

2. If a creature dual-wields two Conductive weapons, is the creature allowed to channel a supernatural ability once per round total, or once per Conductive weapon?

3. If a creature has ammunition with the above Conductive weapon property, can the creature channel the supernatural ability once per round total, or once per round per piece of ammunition used?

My .02:
Personally, I believe the answers are: One additional attack per round, once a round, and once per round, but the question has been brought up, and I would like a more official source than "because I say so."

Going to be throwing a few Marksmen at my players tonight in our game session; rolling up the stats for them, the Marksman is hands-down the best-designed ranged class I've ever seen.

Any ideas about when the next two supplements are coming out? I'm particularly salivating for the Tactician.

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jeremy.smith wrote:

But psionic options for non-psionic classes are something we're working on. In no particular order: options for the fighter, summoner, alchemist, monk, sorcerer, barbarian, rogue.

Kthulhu wrote:
How many parts is this series scheduled to have before the compilation?


so we're roughly halfway.

The next release is Master the Battle, which has the Exemplar base class, even more options for the psychic warrior and soulknife, as well as a bunch of feats / powers / items.

The fifth release looks like it's going to be our Tactics release, which currently has the Tactician base class, a bunch of new powers, and likely some additional options for the core psionic classes.

The last release will be the stealth-oriented release, most of which has only been conceptualized and not written yet.

Oh, please, please give the Pathfinder treatment to the Psychic Rogue. The Fighter, Monk, and Barbarian could all use it, too.

At least 2 more base classes? This is turning out to be quite the awesome pre-order :D

jeremy.smith wrote:
Psionics Expanded: Unlimited Possibilities should be made available today. Anybody who purchased this work-in-progress subscription should get it added to their downloads automatically.

Hooray! Just downloaded it. Love the picture of the Aegis!