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cartmanbeck wrote:


"Cold: Elemental Immunity (4 pts, outsider, monstrous), Elemental Vulnerability (-2 outsider, advanced)
Fire: Elemental Immunity (4 pts, outsider, monstrous), Elemental Vulnerability (-2 outsider, advanced) "

These two seem unfair to your players, since Ifrits are native outsiders with the fire subtype but don't have fire immunity, so why should they have to pay for it? Same thing with elemental vulnerablity.

Ifrits do no have the fire subtype, they are only outsider (native) creatures with elemental resistance and elemental affinity.


For our groups we will work with the following rules:

If you want your character to be considered a specific subtype, then you must take and pay for all the abilities associated with the subtype. For humanoids, this is usually limited to low-light vision or darkvision.

If the abilities are not available through the race builder, then you cannot be of that subtype.

You do not have to take the weaknesses of the subtype unless you choose to do so (like the half-orc).

Given that, these are really the only current viable subtypes:

Subtype: Abilities granted
---------------------------
Catfolk: none
Dark Folk: none
Dwarf: darkvision 60', 2 pts
Elf: low-light vision, 1 pt
Giant low-light vision, 1 pt; Skill Trainig - Intimidate and Perception, 1 pt
Gnome: low-light vision, 1 pt
Goblin: Skill Trainig - Stealth, 1 pt, Goblin racial language
Halfling: none
Human: none
Orc: darkvision 60', 2 pts; Light sensitivy, -1 pt
Ratfolk: none
Reptilian: none
Sasquatch: none
Venara: none
Vishkanya: none

Cold: Elemental Immunity (4 pts, outsider, monstrous), Elemental Vulnerability (-2 outsider, advanced)
Fire: Elemental Immunity (4 pts, outsider, monstrous), Elemental Vulnerability (-2 outsider, advanced)
Air: Flight (4 pts, advanced), Skill Training (Fly, 1 pt)
Aquatic/Water: Swim (2 pts), Skill Training (Swim, 1 pt)
Earth: none

The Outsider subtypes (Aeon, Agathion, Angel, Archon, Asura, Azata, Daemon, Demodand, Demon, Devil, Div, etc.) grant abilities that are not part of the race builder.

The alignment subtypes (lawful, chaotic, good, evil) cannot truly be built in the race builder since you can't add a way to bypass DR (unless I missed it).

The Behemoth, Clockwork, Leshy, Nightshade, Rakshasa, Shapechanger, Swarm, and Incorporeal subtypes likewise grant abilities not part of the race builder.


A new update will be coming out soon. We are close to having a final edit on the book and artwork is rolling in nicely.

We found a tattoo artist in NY that is bringing several of our visions to life. You will be able to purchase the art directly from her for inking or framing. More information to come later.


DancingStar wrote:

Hi,

I'm really enjoying this supplement. However, I do have a minor question. "Ki Sacrifice"is not defined in the book. If I cast a spell that has "Ki Sacrifice," do I get the Ki points back the next day, or are they gone forever?

Example: Mind Switch, True requires the caster to sacrifice all his/her Ki Pool (at least 10 points). Will these ki points come back when the Ki Pool refreshes or are they gone?

Thanks!

Oops, we missed that. We removed the Ki Sacrifice mechanic since it was a little too messy to use. Originally, sacrificed Ki was only regained by gaining experience (similar to the SRD). We've switched to spending Ki or consuming the powered food. This kept it more in line with the core rules (money drain vs. xp drain).

I am glad to hear you are enjoying it. We're going through a full edit finally to clean up all the little things (spells missing from discipline lists, verb usage, etc.). The magic item section is getting an overhaul to clean up a lot (especially the tables) and we still needs to go over those prestige classes more.


I received an email the other day so thought I would answer the question here as well.

The plain version of Psionics Transcended: The Power of Ki (no artwork) will always be free and will continually be updated.

We will only produce a full color printed book if there is enough demand for one and will enable self-printing through another service.


I wanted to say thank you to all the new people who downloaded our book yesterday. We look forward to hearing your feedback on any playtesting you do.

I should be pushing an update next week to clean up the magic items and add in a few universal creature templates to round out the core psionic rules.

Our artists have now finished up other obligations and are diligently working on getting the book illustrated. We think the print copy will be $29.99 if we stick with hardcover. What kind of print run do you want?


Thank you for mentioning our product and all the other great 3PPs for Pathfinder! You are the most awesome!


We just released our playtest-ready core rules for flexible slot-based and ki-powered psionics. This resource is meant to work hand-in-hand with the core <i>Pathfinder Roleplaying Game</i>.

Creatures and Races from the SRD are not included in this resource. Those will be covered in the <i>Guide to Fermia</i> campaign setting currently in development.

This resource represents a set of rules that should work seamlessly with all existing <i>Pathfinder Roleplaying Game</i> materials. Every effort has been made to utilize existing rules and game mechanics where possible.

As presented, psionics is primal elven magic that has been hidden for centuries. Contact with ancestors of those ancient societies has been made, bringing psionics back into the world.

We hope you enjoy this open resource for your roleplaying sessions.


We just pushed the update with the book split, cleaned up rules, and a bit more lore.

The first book, <i>The Power of Ki</i> is ready for full playtesting. We need to clean up the magic items section (making some overhauls), so ignore some of those random tables and some of the item creation rules.

Most of the focus is now shifting to <i>The Guide to Fermia</i> and fleshing out that world. I'm still waiting on artwork.


edduardco wrote:
Dabbler wrote:
edduardco wrote:

actually I can think a better way for Paizo to do a better Psionics system

I really don't like the way that DS convert the the XP cost from 3.5 because Psionics no need any kind of material components, I think would be much better something like this

100 xp = 1d6 of backlash with similar rules like presented in ELH as mitigating factor for epic spells

Actually I think that was mooted in the development stage, problem is there are psionic powers that can restore ability damage easily enough that it wouldn't be a handicap beyond costing extra PP.

backlash damage affect hit points, and is a handicap because you will start dying quickly, your reserves of HP and PP burn more faster than anyone other class so you need to be careful with wath you manifest, is equivalent to xp according to the rules of ELH. I think is more thematic for psionics, like when someone use a powerful power and start feeling head pain and bleed nose

In our psionics system we're using power foods: manna and ambrosia to replace XP or gp cost (250gp and 2,500gp respectively). The simple rule allows for the food to be purchased (in larger cities); however, the preferred rule is for it to be a treasure reward that cannot be purchased.

Our core psionic rules use a flexible vancian system. Ki, conversion, and recharge abilities allow for the same or greater power as legacy power points. We also have spell/power point and magic type systems as variant rules.

A full playtest version of our core psionic rules will be put up some time this weekend (we're a week behind due to life/balance issues), but a WIP edition is online (contains both the older core rules and the campaign setting).

Ideally, we would like to see Paizo look at our alternatives as a way to satisfy their stance on psionics (no power points, balanced power, etc.).


The NPC wrote:
OutsideNormal wrote:

There will be an update later today. We are finally breaking the two resources apart. Book 1 will be the core psionics rules for use with Pathfinder. No new races or creatures, just how to merge psionics into your campaign.

The secnod book will be The Guide to Fermia. All the new races, lore, deities, and creatures will be covered there. The resource will be useable stand alone, with our psionics rules, or with legacy rules (power points).

Book 1 is in a true platters-ready state.

I like that idead. Legacy Rules will be a optional variant I take it?

Yes. We have two optional rules were are putting in for testing. The first one is that psionic, arcane, and magic are all different. This is instead of psionic being the only different one. The second rule will be a power point system suitable for all classes that is backwards compatible with the SRD for psionics.

It looks like I won't get the release out today, had to make a trip to the ER. My son decided it would be fun to roll down the steps. He failed his acrobatics check.


There will be an update later today. We are finally breaking the two resources apart. Book 1 will be the core psionics rules for use with Pathfinder. No new races or creatures, just how to merge psionics into your campaign.

The secnod book will be The Guide to Fermia. All the new races, lore, deities, and creatures will be covered there. The resource will be useable stand alone, with our psionics rules, or with legacy rules (power points).

Book 1 is in a true platters-ready state.


Awesome news. We've had a great time getting our datasets ready. You guys rock!


Dapifer wrote:
OutsideNormal wrote:
Dapifer wrote:

Playtested the Psion(Seer) as presented in the latest update, (CON/CHA)

The player is feeling confident and is very much liking the Seer, up to level 4 now, she's liking it very much as a player and as a GM I haven't encountered problems with it thus far.

If she has any ideas to make it "feel" right let me know. I will be working on lore for each discipline next week, detailing how they fit into a Primal campaign and tribal society. I am always open to suggestions.

Well, she's playing a varisian Psion, she wanted to be a wandering fortune teller, that's why she picked Seer, she feels it helps with her concept, at first using more skill in Bluff and her charms to con folks into paying her gold for a card reading, but as her powers develop she will become more and more a true reader of the future.

So actually the discipline already feels right for her, in fact she was very happy when I presented the option of using the Psion instead of the Sorcerer she had in mind, because the Seer fits her concept a lot more than what the vanilla Sorcerer would, she was very glad and willing to help me test the waters with the class, so all was good with our table.

WOOHOO Awesome news!


seekerofshadowlight wrote:
wraithstrike wrote:


Between those who would nerdrage at the idea that "sci-fi" as they see it has entered their system, and the others that see anything not using PP as an abomination it is hard to do. We have been done this road enough times to know Vanican won't satisfy the masses.

I was hoping Words of Power would be a compromise, and I thought it was an early playtest, but I don't like the way they work, and they don't seem to be popular.

Yeah we have, but the fact remains that it will have to use core spells and it can't be the 3.5 system, if they want it supported.

I kinda do like WoP, but it needs some work. It still feels over complex to me, but I have not gotten to use it much to give it a good test run.

I do like the idea of having "Ki points" and "sets "of spell SLA's at set levels. That might be a fun way to go that is both different and works easily with the current system.

When I heard words of power was coming, I stopped working on our psionics book completely. I thought maybe it would be perfect. It has some feel, but I agree it is overly complicated.

My hope is that I can get enough people behind our project to get Paizo to take a serious look at alternatives for psionics. I've never been happy with any of the prior versions. The one we're making isn't perfect, but we're having fun doing it and we're always looking for input and critique. Maybe if we get it just right, a balanced compromise, we can convince Paizo to give psionics the Paizo treatment.


I want to say thank you for the encouraging and critical emails I have received. You are helping bring focus to this project and make the game better for everyone involved. Whether you post here, send email, or comment on the other forums, we review all your suggestions.

You are a great community. Thank you.


Cheapy wrote:
Any other musings on the subject?

Our first playtest is running through tactical scenarios and setting up random encounters to see how they fit. We do a lot of dueling between classes and parties.

Then I hand things over to the optimizer twins. They break everything in RAW form. Some abilities we leave in because it's situational, some we tweak, others we remove completely.

The rest of playtest is being done by the several hundreds of you that enjoy tinkering with works in progress.

We want to know what works, what doesn't. At the rate we're going, we might be testing and tinkering for another 6 months. But it gives us time to work out all the kinks.

I just hope we can strike that sweet spot between fun and balance and still adhere to the Pathfinder vision.


Dapifer wrote:

Playtested the Psion(Seer) as presented in the latest update, (CON/CHA)

The player is feeling confident and is very much liking the Seer, up to level 4 now, she's liking it very much as a player and as a GM I haven't encountered problems with it thus far.

If she has any ideas to make it "feel" right let me know. I will be working on lore for each discipline next week, detailing how they fit into a Primal campaign and tribal society. I am always open to suggestions.


Dapifer wrote:

Playtested the Psion(Seer) as presented in the latest update, (CON/CHA)

The player is feeling confident and is very much liking the Seer, up to level 4 now, she's liking it very much as a player and as a GM I haven't encountered problems with it thus far.

I really want to take the Psyker for a spin, my first 3.0 character was a Psychic Warrior so the Psyker is looking really sexy for me, sadly I only run a regular game as a GM so I won't have to opportunity to play one from level 1, but I am working on an NPC being a Psyker just to test the waters of what it can do at level 7 or so.

Regarding the Elan: I liked the word "Caste" better than "Clan", but I am enjoying more the Clans as presented than the older Castes, the extended background they offer is very much welcomed and I agree with the decision of making them lore options, and then creating the Racial Traits specifically to give mechanical advantages.

Overall it's looking very good, but a little edition nitpick, the Anjnari racial description regarding speed reads "Elans have base speed of 30 ft." instead of Anjnari, you probably spotted that already but I figured it couldn't hurt to mention it just in case.

Thank you! I'm hoping the power level change will help the seer out some, she's definitely more of a roleplay/defensive choice than an offensive choice.

Thanks for catching the Elan thing, lots of cut and pasting from different sources as we pull stuff out of draft. We're going to push out an update today finally. Take a look and let us know what you think.


The NPC wrote:

Is the psion keeping the medium armor proficiency?

Also, I wouldn't mind being mentioned as a contributor :) Should I give my named by post or send it to you?

Send me an email please. editor@outsidenormal.com That way you don't have to reveal it in an open forum. This is when I wish we had a PM feature here. :)

And yes, they will keep medium. I see the psion as being a cleric/sorcerer hybrid in a way.


Still working on the update. Spells are converted and abilities are getting a once-over.

Putting finishing touches on the Kinetic Archer (gunsmith archetype), Soul Singer (bard archetype), Peacemaker (paladin archetype), Spirit Shaman (druid archetype), and a few other things.

Started adding equipment and weapons.

Reduced the spells per day of the psion to more closely match SRD.

Got a draft of the lore for the Drakons. Looking very nice. Thanks Cookie.

Interviewed a few more artists.

Ate lots of hamburgers.


Talonhawke wrote:
Awesome I love what i am seeing thus far keep up the good work.

Jeff had a massive brain storm/fart and is late in getting the update out. We completely revised how all the energy based spells work and how damage is calculated.

Power level will be either your caster level or the number of points in your Ki pool, whichever is lower. Psionic spell damage will be based on power level instead of caster level (with mins/maxes without spending Ki.

There will be a 0 level spell for either each energy type, or groups of energy types that you must cast to attune yourself to an energy. The energy based spells create damage based on that energy affinity.

Allows for some balancing that you need to spend a round to switch damage types, but can have utility spells that work for all energy. Added more energy types and effects as well.

Boosts to power level will also come from feats, abilities, and augmentation.

Added all the Ki food and added abilities to making it at 1/2 cost (for those that like crafting - I'm not one myself).

He's burning the midnight oil instead of playing Rift with me, so back to my raid.


Talonhawke wrote:

Very nice i like this.

Also i asked this in another thread i believe but anyplans for a Soulknife type character? Possible as maybe a monk alternate class?

We did put together a class that combines the soul knife and psychic warrior. It's called the Psyker and is an alternate class for the bard.

It still needs some tweaking and balancing. It's kind of rogue-like but since it's a caster, it almost had to be an alternate of the bard.

It's the one I most want to play right now.

We also merged the Wilder into the Psion class as a 7th discipline (undisciplined) choice.


Talonhawke wrote:
OutsideNormal wrote:

Jeff's making a change to the damaging spells. As written, they just are too underpowered now or cost too much.

Mind Thrust
Before
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d6 points of damage to it.

Augmentation, Ki cost, Multiple
Increase the damage dealt by 1d6, 2, Yes
Increase the damage dealt by 1d6 (Telepath), 1, Yes

After
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it for every point in your Ki pool (max 1/2 caster level).

Augmentation, Ki cost, Multiple
Increase the damage dealt by 1d10 (Telepath), 1, Max 5

Thoughts? This helps it line up better with the Neothelid's Mind Thrust ability from the bestiary.

I love the Manna and Ambrosia Idea. A question though can the drain/neg level also be healed from restorartion?

Absolutely. You can choose to burn a spell or money to heal up. Almost have all the spells converted for Saturdays upload. It's looking really nice. Making conversIon cost Ki now but still keeping the idea of fluid spell levels. i

Also having spells function better the more ki one has left plus being able to spend it seems great that way a player has to decide wether to hold on to his ki or use it for more slots as the day goes on.


Jeff's making a change to the damaging spells. As written, they just are too underpowered now or cost too much.

Mind Thrust
Before
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d6 points of damage to it.

Augmentation, Ki cost, Multiple
Increase the damage dealt by 1d6, 2, Yes
Increase the damage dealt by 1d6 (Telepath), 1, Yes

After
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it for every point in your Ki pool (max 1/2 caster level).

Augmentation, Ki cost, Multiple
Increase the damage dealt by 1d10 (Telepath), 1, Max 5

Thoughts? This helps it line up better with the Neothelid's Mind Thrust ability from the bestiary.


One more thing, Talonhawke and The NPC, if you want me to include you as a contributor in the book please let me know. You can send me mail at editor@outsidenormal.com.

I can list you as your forum name or by your real name, your choice.


Idea Time
We're working off the food idea in combination with some Con or Negative level drains. Based on your feedback.

Limited Wish requires 1,500 gp of materials where Bend Reality (psionic version of the spell) was 300 xp.

Wish requires 25,000 gp of materials and Reality Revision costs 5,000 xp.

All other spells have the same conversion 1/5 the gp cost paid in xp.

So here's the plan ...

Bend Reality will drain 3 con and Reality Revision will drain 5 levels.

Con drain can be restored by consuming Manna, each serving restored 1 Con and costs 500 gp. It takes 1 minute to consume each serving.

Negative level drain can be restored by consuming Ambrosia. each serving will restore one negative level. Ambrosia will cost 5,000 gp per serving. It takes 10 minutes to consume each serving.

This will keep the money drain the same and provide a food source that can be used for any traditional Con or Negative level drain. Not many of the spells have this requirement, but I think it adds some nice flavor (pun intended) to the game.

And, if you have other magic, the downtime can be reduced.

Any other ideas for this?


Talonhawke wrote:
You might consider using the rules for negative levels since they no longer become actual level loss and while yes at higher levels greater restoration can easily fix it it still has enough of a cost to keep this from being too breakable imho.

That's a possibility too, especially for some of those higher spells.

And it's better than Jeff's idea to have to psion drink 25,000 gp of wine in preparatIon. I love a good wine, but that's too much.


The NPC wrote:
What about the Genesis spell? I thought it said you sacrifice two ki points. I might have mistook that for a permanent reduction due to the change in language. If that was so then I am sorry.

Gotcha. We put the Ki sacrifice part in to replace the XP cost from SRD and gp from core. You gain the Ki back with XP, but it is clumsy.

We've been debating a change to that for a long time. The general idea is that you're pulling a huge amount of power from your body for those spells. With arcane and divine you can consume materials, with psionics it's just your body,

We are leaning towards replacing with fatigue, exhaustion, ability drain, and other conditions instead.

We did think of sacrificing rare gems or crystals (same money drain) but are trying to keep the magic component-free.


Moving the discussion here instead of thread jacking the other.

For damaging psionic spells, would you rather have them scale like arcane spells (1d6/level max xd6) or have a set base and spend Ki to augment them?

My original plan was to have a set base and require augmentation to help balance the class better, but want input. I have been on that fence about that for many years.

Or do you have a better/alternate idea?

I would love to hear it (and make sure you get proper credit in the book, like we did for Dapifer).


The NPC wrote:
Why do some of your prestige classes have d4 hitdice and why do some spells require you to permanently burn Ki? That seems counter intuitive to Pathfinder.

Good point on the prestige classes. They need a full overhaul (and honestly, I don't really like any of them). Right now the stats are still SRD with conversions to Ki instead of Power.

You don't have to permanently burn Ki, you only spend Ki if you want to make a spell more powerful that its base. It was a tradeoff to allow for the increased flexibility and discipline abilities for the class and to make the psionic spells just a little different, but not a lot.

We met in the middle between the Pathfinder sorcerer and the SRD psion.

We did do a conversion where the psionic spells were fully converted to sorcerer spells (damage progression and caps, energy spells converted to separate spells) and we added 6 new bloodlines (one for each discipline). But it no longer felt like psionics, just more arcane magic. The only real difference was the lack of components. We may have gone to far back the other way again.

EDIT: Moved the question and discussion back to the proper forum


seekerofshadowlight wrote:

+1' to Blazej. I am very pro-psionics, but I do not care for the point system at all. I agree with James, I would like something that works with the core rules that is not a whole new casting system. Most the iconic psionic powers are in the game as spells.

EXACTLY! This is what started us on the road to writing our version of psionics over a decade ago. We've changed a lot of the psionic powers to match the existing spells. All the powers were converted to spells (included adding a spell school) and moved the discipline to the descriptor.

The only real thing we tried to do was make them feel a little different (the whole lure of psionics). Using Ki helped meet that need and by forcing spellcasters to rely on both Con (power source) and Wis/Cha (power use) seemed to balance it out a little.

I see psionic magic as being body powered (not mind powered); hence the focus on Ki. Divine spells are deity powered and arcane spells are materially powered. All require a solid wisdom, intelligence or charisma to utilize that power.

It's not perfect by any means, but we are having a blast writing it and hope someone else gets enjoyment out of our work.

I read this forum everyday looking for what people generally loved or hated about 3.5 psionics and hope I can find a middle ground.

Mathmatically, the psion we designed can cast a few more spells per day than the 3.5 psion because of the Conversion ability (fluid spell slots). Their ability to "nova" is somewhat curtailed (more to come I think).

For example, the Energy Ball spell can be one of 4 energy types, it is level 4, and has a base of 7d6 points of damage. A psion must spend 2 Ki points (max points = 1/2 psion level) to increase that damage by 1d6 (a Kineticist only spends 1 Ki point per d6). The next revision may have a cap of +5d6.

Most spell damage does not scale with level, only by spending points or using higher level spells. It seems to balance out. Sometimes a psion can out damage a sorcerer, but they can't do it all the time. The psion is just much more flexible (multi-utility spells, power consolidation, etc.).

We also are trying to build a science behind psionics. It's being derived from a primal source of power, not a future source. The elves of our world enjoyed a full psychic connection to their creator until they broke it. Psionics is the remnants of that connection.

I know that I can't please both sides and am really changing a lot from the SRD (some may say I bastardized it). My goal is to help some of you find a psionics system that is easy to use and fun to roleplay.

TL;DR: I feel you pain and am trying to help. Some will love it, others will hate it.


Kais86 wrote:
I will admit, the other players in my group have done their level best to get dead though, our Cavalier managed to get himself put to negative HP last session.

Must be a Cavalier thing. Ours did the same thing last Friday.

We're currently playing strict PFS rules through a Carrion Crown campaign right now. Hoping to try some of those out afterwards.


For those of you that are "pro psionic" but not "pro power point" please take the time to look at the spell slot based version we have been working on.

I am one of those people and finally decided to write it myself. It's been a long haul and we have added some lore and fun stuff to it.

Basically, we wrote up a ki powered slot-based psionic system. We're still balancing and rewriting stuff, but have been getting some positive feedback.

A bulk of the work left to be done (outside of more balancing) involves completing the lore for introducing psionics and fleshing out archetypes for each class. Oh, and a full front-to-back edit. I can't spell to save my life (unless I roll a 20).


Kinetic Archer (Gunslinger Archetype) [DRAFT]
The kinetic archer uses a specially designed crystal and silver firearm that uses the soul vibrations of its owner to power projectiles at high velocity.

Kinetic Firearms: Kinetic firearms are similar to early firearms (see the Pathfinder Roleplaying Game Ultimate Combat sourcebook) in that they are somewhat slow and prone to malfunction.

The kinetic firearms are charged by the owner by attaining Ki focus. The weapon is fired by expending that Ki focus and allowing those psychokinetic vibrations to throw a projectile at high velocity. It doesn't take long to actually load the weapon, the time is spent charging the weapon by gaining Ki focus.

The technology to make Kinetic Firearms was brought to Fermia by the Anjnari. The kinetic archer cannot use traditional firearms, only kinetic firearms.

Kinetic Ammunition: Kinetic Firearms require a specially crafted crystal arrowhead. The arrowhead picks up the psionic vibrations of the weapon and carries the charge forward.

Kinetic Weaponsmith: At 1st level, a kinetic archer gains one of the following firearms of her choice: kinetic blaster, kinetic rifle, or kinetic pistol. All kinetic firearms must be tuned to their owner's vibrations. As such, they are useless to other gunslingers. A kinetic firearm can only be sold for scrap (4d10 gp). The kinetic archer also gains Kinetic Weaponsmithing as a bonus feat.

Ki Pool (Su): At first level, a kinetic archer gains a pool of Ki points, a supernatural energy harvested by meditation and used to power her kinetic weapons. The number of points in a kinetic archer's Ki Pool is equal to 1/2 her kinetic archer level + her Charisma modifier.

The Ki Pool replenishes each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the kinetic archer possesses levels in another class that grants a Ki pool, kinetic archer levels stack with the levels of that class to determine the total number of Ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score is used is made when the second class ability is gained, and once made, the choice is set. The kinetic archer can now use Ki points from this pool to power the abilities of every class she possesses that grants a pool.

This replaces the grit ability of the gunslinger.

Deeds: Instead of grit, the kinetic archer uses Ki point to pay for deeds.

Charged Ammo: At 4th level the kinetic archer gains the ability to charge ammo in the kinetic weapon by spending 1 Ki point. The ammo can have one of the following types of energy charges:

  • Cold: A charge of this energy type deals +1 point of damage per die.
  • Electricity: A charge of this energy type provides a +1 bonus to hit per die.
  • Fire: A charge of this energy type deals +1 point of damage per die.
  • Force: A charge of this type deals full damage to incorporeal creatures.
  • Sonic: A charge of this energy type deals –1 point of damage per die and ignores an object’s hardness.

At 8th level and every 4 levels after the damage is increased by 1d6.

This replaces the 4th, 8th, 12th, 16th, and 20th level bonus feats.


Dapifer wrote:


Just as well, an argument could be made about WIS being the "mental" stat, associated with Will save and willpower in general as well as mental stability, but CHA is also mentioned as the force of personality someone has, is already supported as a valid source for Ki Pool as seen with the Ninja, as I mentioned earlier, the Sorcerer draws the power to cast her spells from within, innate power running through all her body with CHA as source.

Take a look at our current update. I reincorporated your ideas back into the book.

"Talonhawke wrote:


P.S. will there be take on the SoulKnife/Bow in your book?

Take a look at the Psyker class. We've incorporated some changes to allow weapon creation based on proficiency and levels. We did dial back Psychic Strike some; it only affect humanoids unless you spend Ki and you must expend you Ki focus to use it.


We have cleaned up some of the grammar and fine-tuned some of the abilities. Some things to notice:


  • More balancing of classes, including the psyker replacement of the soulknife, soulbow, and psychic warrior.
  • Expanded slot-bases psionics abilities (use conversion to move slots around).
  • Introducing Primal Campaigns suited for tribal or primitive roleplaying.
  • Psionics are now primarily charisma and constitution based. We went through many different variations of this and came back to our original idea (thanks to input from the Paizo community).
  • Updated lore leading up to the reveal of the elan race and their role in human history.
  • Alternate races (Anjnari, Amchitka, Golthari, Elans, Helians, and Wee Folk) that are meant to replace core races in primal campaigns.
  • Added a list of some of the creatures to expect when everything is completed including the non-magical nullifier dragon.
  • Added a preview of the Ectoplasmic Death creature.
  • New archetypes: the suppressor, blood witch, and runecaster.

Available here on Paizo.com


Dapifer wrote:


ust as well, an argument could be made about WIS being the "mental" stat, associated with Will save and willpower in general as well as mental stability, but CHA is also mentioned as the force of personality someone has, is already supported as a valid source for Ki Pool as seen with the Ninja, as I mentioned earlier, the Sorcerer draws the power to cast her spells from within, innate power running through all her body with CHA as source. But personally, the strongest argument I see is that it works nicely with the magic trifecta mentioned at the beginning of the book:

INT = Physical

WIS = Spiritual

CHA = Mental

Having said that, I don't see anything wrong with CON/WIS combo instead, but in my opinion CON/CHA fits better.

When we push the update this weekend, I think you'll see the change. We went back CHA instead of WIS. Thank you for helping with that. If you would like, I would also like to list you as a contributor on the front page. Let me know at editor@outsidenormal how you would like that displayed.


Dapifer wrote:

I read the lore of the Elan race is getting overhauled. For what is worth, I really liked what you got so far, everything comes together nicely IMHO.

I like the caste system, but the Lion as of this moment appears to be superior in every way to the rest, but I see some thematic sense behind the different castes and I like where my imagination goes when I think about it.

The Elan as written was from a campaign I ran. The elan were "watchers" and the draeffen were replacing high ranking or respected members of society. The draeffen were trying to instigate a full scale war between Cheliax and Andoran.

I got to say "You are part of the rebel alliance and traitor, take her away!" and "NO! Andoran is a peaceful nation," etc quite a bit.

Matt is streamlining the Elan clans (instead of castes - to keep with the whole tribal world theme) and adding some really interesting twists (elan are a delicacy in some places ...).

The Raven Clan: These Elan are the chroniclers of the world. They inspect the outside world and can be found ranging far from home. They make excellent inquisitors and their curiosity is unseemly to most other Elans.

The Hawk Clan: These are the main warriors within the Elan. They drill themselves mercilessly with their weapon of choice, and their psionic talent. This group tends to be the more stubborn of the clans.

The Peregrine Clan: Like the bird they are named after, these members tend to be the outriders of the Society. They are fleet of foot and purpose. They channel their power into their ability to range far distances quickly. This group tends to be the more hedonistic of the clans.

The Peacock Clan: These tend to be the diplomats and ambassadors to the other kingdoms. They have a way with words, their touch and obviously their look.

The Kingfisher Clan: The members of this clan seem to be the most gifted with psionic power. Everything in their daily lives they manipulate with their psionic power. From talking to eating they use their power. This has made them extremely strong mentally but fairly weak and sickly physically.

Some of the abilities and ideas from the caste system will be converted to a prestige class (Council Elder) in the Campaign Setting: The Lion, The Cardinal, etc since their powers were a little to much for a racial trait.


And since you've all been good to me today. Here's a sneak peek at the Runecaster Wizard Archetype:

Runecaster (Wizard Archetype) 2nd DRAFT

Wild Talent: The Runecaster gains the Wild Talent feat. This replaces the Scribe Scroll ability.

Runes: The Runecaster decorates her body with small runic symbols to store her spells instead of scribing them into a spell book. She scribes each rune permanently into her skin with a specially prepared ink (materials costs are identical to inscribing spellbooks). The runes are unique to the caster but can be copied just as if copying spells to or from a spell book. The rune are considered arcane writings that must be deciphered just as if reading another spell book. Runecaster may use a spellbook to make copies of their spells, but cannot prepare spells from it.

Acid and fire damage has a chance to destroy runes. For each die of acid or fire damage a Runecaster takes, there is a 1% chance that a rune will be destroyed. Determine the spell randomly.

This replaces the spell book requirement.

Rune Preparation: When she prepares her spells, the rune becomes active and changes color slightly. A rune that is prepared multiple times will change colors more dramatically. The colors and shadings of the rune are unique personalities for each Runecaster. The runecaster spends 1 hour in meditation to prepare the spells instead of 1 hour studying. This hour of meditation does not restore Ki, additional time must be spent to recover any Ki points.

Rune Activation: If the Runecaster has the Eschew Materials feat, she may psionically cast any spell with material components of 1gp or less. The rune is activated telepathically to cast the spell providing all the details for targeting and effect. This allows the wizard to cast some spells without the need to speak or gesture, but it does not alter requirements for concentration. All cantrips can be continually activated from the prepared runes.

For spells with somatic components that don't qualify for telepathic activation, the runecaster must touch the rune to activate it and throw it or touch it to the target. The rune appears in the hand of the caster as a glowing copy and expands to cover the target. The rune can be touched through armor and clothing, only the general area of the body where the rune resides needs to be touched. The runecaster may hold the rune just as if holding a spell charge. The rune will travel to the target guided by the same magic that guides other spells (that is, if a spell does not require a ranged touch attack neither does the rune).

For spells with verbal components that don't qualify for telepathic activation, an incantation must still be uttered to activate the rune.

Metamagic Runes: Beginning at 4th level, the runecaster may spend Ki points to pay for metamagic spell level adjustments. Each Ki point spent this way pays for 1 level of metamagic adjustment. The Ki points must be spent when preparing the rune are deducted from the Ki pool while the rune is active. Ki spent this way cannot be regained while the rune is still prepared.

At 4th level, and every 4 levels after, the wizard can spend 1 Ki point per spell. For example, a 4th level wizard can Enlarge a spell (increases the spell level by 1) by spending 1 Ki point instead of increasing the spell level; however, the wizard must be 8th level to spend 2 Ki points to Empower a spell. The level cost for the metamagic feat does not need to be paid entirely by the same source. A 2nd level spell can be increased to 3rd level and then enlarged by spending 1 Ki point.

This replaces the Arcane Bond ability.

Spell AugmentationIf the Runecaster has the ability to augment arcane spells, she may still pay for the augmentation from her Ki pool when the rune is activated.


Dapifer wrote:

I see, you have a really thorough reasoning, and I understand now were you are coming from in terms of using CON, personally, I like CON and CHA better than CON and WIS; but that's my personal opinion.

I just think that as a Sorcerer Alt class, it should use CHA, but I can see why WIS would fit with the concept.

As I said earlier, I am really liking the feeling of the class, and I would still play it if it ends up CON/WIS instead of CON/CHA.

You have a very valid point and what might change it for the better. Using CHA instead of WIS fixes another balance issue.

We had an issue with saves. The original plan was making Reflex the "good" save and the other two the "bad" save. With focusing on CON and WIS, the psion really ends up with 3 good saves. The argument was made that Will was the "good" save for Sorcerers, so we stuck with that for Psions. Switching from WIS to CHA would make them both align better.

I'll have to see how the discipline abilities stack up with the change.


Dapifer wrote:
I am really liking the Psion, my only beef if need both CON and WIS for Spellcasting instead of just one stat, I like CHA better for them, and I know the Ki Pool works with WIS, but the Ninja uses CHA instead so there's precedent.

The short answer (TL;DR): It was an effort to balance the psion with other classes, provide a unique feel for the class, and try to add a little science.

Now, the long answer.

We've gone back and forth on this quite a bit. The CON requirement comes from the idea that Ki is powered by the body as well as the mind.
We see the psion as being not only a caster but using their whole body as the power source (must like a cleric draws power from a deity).

We originally thought about using INT or CHA for the spells and using WIS or CHA for the Ki Pool, but that seemed too mind focused. Some literature on Ki and psionic power references strength as the source of energy. Strength just seemed to offer too much non-caster benefit to be a focus stat. This lead us to using CON.

The benefit of requiring CON and WIS is that the psion will have good fortitude and will saves. But the trade off is in mental power. The psion will lose some ground with personal interaction and skills. One pass had the psion using CON and CHA (which I am liking more since it balances the saves better).

When we originally started writing, we hoped the Ninja would be based on Wisdom for consistency. But they went with CHA (maybe to balance out the saves and match up with the rogue class).

It is not set in stone that we will require a physical trait for psionic spell casting, but we really liked the feel of it. There is also a witch archetype we are working on that uses blood/hoodoo magic. She needs high CON.

We do know it's a debatable point and still open to discussion. We want to hear more of your thoughts on this. Are you for or against using a physical stat for a psionic caster requirement?


Talonhawke wrote:


P.S. will there be take on the SoulKnife/Bow in your book?

The Psyker is being set up to be a combination of the SoulKnife and the psychic warrior. We're still trying to balance it a little more.

We didn't want to add too many classes and tried to just make alternate classes of the Sorcerer and Bard. Everything else we wanted to do through archetypes.

The type of weapon that the psyker can summon is restricted by proficiency and weight as levels progress. Weapons with special properties (trip, disarm, etc.) can be summoned but reduce the mindblade enhancement. Ranged weapons can be summoned but ammunition has a cost (1 Ki point per 20 arrows for example - maybe still in debate).

The psychic warrior (maybe with a different name) will be an archetype of the Psyker. She gives up the mindblade and associated features for traditional bonus feats. She also gets insight bonuses in place of mindblade enhancements.

If 3rd party products were ever PFS certified, we know the psyker would never really fit in. The archetype for it, however, would be a better match.

Thank you for your comments, we truly hope you find enjoyment in our products.


Marc Radle wrote:
Well it certainly sounds intersting!

Thank you. We posted a sneak peek at the Anjnari on our product page.

Also, we are taking art submissions. If interested in the submission process and compensation agreements please contact me at editor@outsidenormal.com. My nieces are making good progress, but college is slowing them down a bit.


We will be releasing two books in the next month. The first book, as outlined already, is the Power of Ki: Psionic Roleplaying.

The second book will be a campaign setting for Fermia. The campaign setting with drawn on psionics somewhat, but will also work without them.

Meet the Golthari, Wee Folk, and the rest of the denizens of Fermia. Some of the material from the campaign setting is already combined with the beta version linked above.

We hope you enjoy it.

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