And, that said, the last thing we want to do is run SSalarn ragged. He knows he has my blessing to focus on the important things - his life, family and future.
Writing is fabulous, great and fun - but it is also a bonus, not the "core". So he gets as much time as he needs. My input will be when it is "good enough" - because that is just as hard to see once you start down the road of an open playtest.
Not unlike our Path of War project, Magic of Incarna takes a look at a familiar system from the old Dungeons & Dragons, Incarnum, and re-envisions it for Pathfinder. Drawing on primal magic, the veilweavers learn to shape and form their Essence into powerful veils, granting them sublime control and magical power.
Headed by the talented Michael Sayre, known as Ssalarn on many forums, we are extremely happy and proud to start the first Open Playtest of the Incarna rules.
Note that the playtest document can (and most certainly will) be updated as playtesting progresses. We would love it if you guys took a look at the rules, gave it a once over and helped us create balanced and interesting choices and options for Pathfinder players all over.
Thanks in advance!
It really is great to have you here helping out, Stormhierta.
I think it is important to clear up a misunderstanding that has come about because something I wrote might have been unclear. I hope my answers have been helpful not only to the OP but to others looking for the same answers in the future.
La'Vantis Tuen wrote:
Thankyou! Comments like these and knowing that what we made is being used and played all over the world, is what makes writing it so satisfying!
I owe alot to my partner, Jeremy Smith, who does some of the heaviest lifting in mechanics for Dreamscarred Press.
We're happy you like it!
- Andreas Rönnqvist
We made our rules freely available at D20PFSRD.com (so there isn't even a need to buy a book/PDF, even though we highly appreciate the support). Look at how many of those powers are augmentable before making assumptions that all powers are augmentable, or increase their save DCs. Look at how many of those are restricted to a certain subclass.
We did a 18 month open playtest. Stuff was so thoroughly playtested it sometimes made me weep from how everything was tested again and again. Our playtesting is still openly available at our forums. Feel free to peruse this tome of information. That way, you can determine if you feel our playtesting and balancing fits your view of how things should be.
And should you find a problematic combination, strange rule or unclear passage, please take it to our forums. HUNDREDS of people have done so before and we have taken apart the problem, polished it and put the rules back together in a better way. If its broken, we'll fix it.
If you have specific questions, feel welcome over to our forums at www.dreamscarredpress.com - otherwise I think I can answer most.
The Manifester Level Cap and Transparency are, as said before, the main things to be aware of. Psionic focus and Energy powers can use some reading up on incase your player will be using alot of those.
La'Vantis Tuen wrote:
You are quite welcome. :)
I can't argue with an individual perception and anything I personally bring to the table is just anecdotal evidence.
That said, please take a second to look over the Discipline-specific powers. It will allow you to appreciate that even with some flexibility, a Psion cannot do even the most basic of versatile things a Wizard can.
No basic Psion can both summon Astral Construct, Dominate people (or even Charm them) and Fly. They can't teleport and shapeshift. They can't even cast a fireball or cone of cold (Energy Ball or Energy Cone) while Scrying.
For everyone except Kineticists (the energy-specialists) or Wilders (who already suffer from only ever knowing 11 powers throughout their career), changing your active energy type means expending your psionic focus and reacquiring it, which costs actions and provokes attacks of opportunity.
So if you build that Psion with mostly energy powers that are equivalent to 50+ powers, you're not teleporting, flying, dominating, charming, scrying or shapeshifting. Yourself, or others. That is one of the biggest costs to the perceived flexibility of energy powers.
If you have any other questions about the system, we are all willing to help!
The name's Andreas Rönnqvist and I'm one of the two authors of Psionics Unleashed and co-owner of Dreamscarred Press.
Since I see some form of confusion here on some of the rules, lets go through them.
1. If we are, somehow, unclear that the cost for augmenting a power is part of the cost of manifesting a power, allow me to make that perfectly clear: The cost of a power, which is limited by manifester levels, is the total cost (base cost + augmentation cost). Can't get any more clear than that. We will take the feedback towards clarifying this in future printings of Psionics Unleashed and Ultimate Psionics.
2. Questions were raised about the power of the Dread class. Unlike many other classes that can do their "thing" regardless, the Dread depends and works with fear-effects. Since immunity to fear comes online pretty early, it would shut down the class. Based on Paizo's design of the Antipaladin, we gave the Dread the ability to ignore immunity to fear.
2b. In case this was also somehow not clear, explicitly ignoring immunity to fear does not add the ability to ignore other immunities (such as mind-affecting immunities or being mindless). So, as clearly as possible - ignoring "Immunity to Fear" only allows the Dread to ignore that specific ability, no others.
3. Remember that spending X power points is the equivalent of casting an X/2 spell level spell. So if you spend 14 power points augmenting a 1st level power, it is equivalent to a 7th level spell. And should be compared to that.
4. While the number of spell SLOTS available to a Wizard is equal to the number of powers a Psion knows, there is a difference. On day 1, the Wizard can prepare 36 spells, just like the Psion. On day 2, the Wizard can completely change his focus and prepare 36 different spells from day 1, while the Psion still knows the exact same ones. Know you are going to face Undead, prepare the right spells, but be stuck with the same powers.
Were there any more SPECIFIC questions about Psionics? I'd love to help! Also, we recommend getting the book itself to get a complete understanding of how to play the game using psionics. An SRD is a good resource for rules, but just like reading the Core book makes it easier, so does Psionics Unleashed make it easier.
If you want to discuss this with more people well versed in Psionics, we can also recommend our forums at www.dreamscarredpress.com to get more views on a question.
BTW, the Fear Made Flesh archetype is best compared to an Alchemist with Feral Mutagen. :)
YuenglingDragon - see all that wonderful fluff, it's in the organisations chapter now. Which means all classes can utilize it. Just like now, all concepts can use the mechanical archetypes to portray what they want, without associated fluff. :)
So, I've got a problem with the entire concept of the Shoanti going to war against Korvosa. Correct me if I am wrong, the Shoanti are situated in the Cinderlands, north of the river that goes through Kaer Maga. For players in the CotCT, going TO the Cinderlands requires passage through Kaer Maga. A perilious journey if anything.
So, looking at a map, the Shoanti are either going to follow the river to Kaer Maga, take their thousands of warriors and horses down through that city (somehow) and then journey from Kaer Maga to Korvosa, passing atleast two major rivers on their way. Or, they ride through the Mindspin Mountains, passing over a major river without any known bridges to do that, somehow with a mounted army, and descend on Korvosa through that way. This without anyone taking notice, or putting a stop to their military movement.
Even the slightest bit of realism tells me this is a hard thing to do, requiring meticulous planning, scouting, preparing the roads and first and foremost - logistics, something which the Shoanti do not seem to have. Ofcourse, anything can be solved with "magic" - but besides that, how do the Shoanti get an army to Korvosa, in a functioning manner?
Sidequestion: By all accounts, the Shoanti know or atleast suspect Kazavon is waking, how do they intend to get the sword from Scarwall before attacking Korvosa?
We honor those who are worthy of honoring - which is all of you guys who help out! We're thankful for having such awesome fans willing to partake in this playtest. :)
Seems at this point, you may as well make Ssalarn the co-designer. He's been pretty helpful.
One thing we ALWAYS do, is have everyone who feels they contributed anything in the alpha/beta stages, send over their names and we include them in the book with a specific thankyou for helping with design and playtesting.
Because you guys deserve to be in there, every one of you.
This is my slightly optimized build for a Barbarian (or actually, it's a friends that he used in our game, downgraded from level 11 to how it looked at lvl 9). He seems to provide fairly well for around 50+ damage output every round (for around 20 rounds per day).
Lvl 9 Barbarian
15 pt build.
Str 22 (Base 16, Human 2, Level 2, Enh 2)
HP: 73 (DR1/-)
Base attack: +9
Base Attack: +16/+11 (2d8+11) avg 20 per attack
1: EWP: Bastard Sword
Interesting pieces of equipment:
Mithril Full-plate +2 (AC+11)
Average CR9 monster AC: 23
Now, that said, at level 10 his damage goes ballistic with Beast Totem. Also, he is fairly competent attacking with just his Claws+Bite (his fluff is actually that he is a werewolf, and raging is him transforming).
Regarding the per encounter question and that such a thing does not exist in Pathfinder...
Inquisitor Judgement. Sure, it uses the word "until the end of the combat" but that is as wide and open as "per encounter".
Now, that said - this book is meant to be an extension of the Tome of Battle, and while we might explain a bit more what should define an "encounter", we'll probably not deviate from that mechanic.
First of all, just like Psionics would never depart from a power point system (atleast not with us), the Path of War will not depart from the "per encounter" mechanic. This is for a number of reasons, but let me start with the basics.
When we wrote Psionics Unleashed, it was meant to allow people to convert their existing characters into Pathfinder as well as to take the chance to smooth out any small problems that existed and rejig internal balancing problems. Path of War is meant to allow people to convert their existing Tome of Battle characters into a system that works the same way, and take the chance to smooth out some problems.
Now, the big difference is that Psionics was almost 100% OGL and Tome of Battle wasn't. So that means no Warblades, Crusaders or Swordsages (atleast not fitting the same niche) or the exact same Disciplines. For those with ToB, this is a net win (keep the ToB classes and Disciplines, add scores more!) and for us this allows us to rethink how the classes were made. Yet, the one thing that does remain, is the system underneath.
For all of you who have a problem with immersion, have you ever trained in martial arts? Because when I was young I did ALOT of Karate, and "Kata" or "maneuvers combining individual punches, kicks and throws" were essential to that. Each Kata that we trained on for hours, allowed us certain options. From Kata 1, you could go into Kata 2 or 3, both of which allowed you to either circle back to 1 or either 4 or 5 (depending on which Kata and your momentum). I hear the same thing coming from practitioners of escrima, wing tsun and taekwando. Each set of moves puts you into position for something else, which very rarely is "the same thing again".
With that said, all feedback and all ideas are taken into account. We might not rejig the entire system to use "Focus/Stamina" or cooldowns, but that doesn't preclude that we create an archetype or something else where your ideas fit in.
We intend to playtest this and if it works to our satisfaction, keeps the balance and makes things more interesting, then yes definately.
We are proud to present a new line of products, called the Path of War, introducing martial classes and disciplines once popularized by the Tome of Battle: Book of Nine Swords.
The Path of War will take our dedication to balance and functionality that has graced Psionics Unleashed, Psionics Expanded and Ultimate Psionics and apply that to one of the most loved and controversial systems from the Dungeons & Dragons-era.
Chris Bennett has been brought in as Lead Designer for this ambitious project which will go into Alpha Playtesting as soon as possible. We believe in the spirit Paizo set fort when it playtested the Pathfinder Rules and we followed in their footsteps with everything we have produced since.
We look forward to your thoughts and ideas and hope that the Path of War will introduce you to new and interesting mechanics for your Pathfinder game. Naturally, there will be some new psionic material in these releases as we strive towards material that supports eachother.
Read more about it here at our forums