Everyone seems to be saying about the same things. 1. More reason to pump con highest
I have some potential suggestions that may work. I'll try to be clear and go subject by subject. Blasts
Gather
Burn
Substance and shape infusions
Utility
Critical
Saves
Focus
Feats
Skills
Auras
Reaction
Idk a few thoughts. Would love to discuss.
So the design for psychic seems to be in sustainability and versatility. It gets multiple focus points and after a bit it gets free focus points to amp things. To me this seems like a spiritual successor to Psion. To me a psychic should be the masters of versatility with little choices. They should be able to sustain for long periods. They should be good at mind and telekinetic combat. So this current design bothers me. Im not taking a look at the proficiencies and such. What I'm looking at are class features. I agree with what everyone is saying by in all. So here's a few ideas that I think follow Thier approach while satisfying my vision. Devs if this gets traction please take heed. Note I'm not great at balance. I'll give my general ideas. To start you are given 2 choices. Conscious and unconcious mind. You are given a psyche and multiple focus points easily recoverable Let's start with unconcious mind. This gives stat a benifit (that I can't tell is a benifit) and a drawback. I'm good with drawback and the stat u use. Sure keep them. I'm even ok with the (kinda) benifit. What I'm not ok with is that it's barely a benifit (if at all) so let's add some stuff. First we add it's own special psyche (which are more like barb rages now) a single unique cantrips with unique amps (something combat related explore and utility) you also gain a focus point and power. It gives you a general use amp and spells. Seems like a lot I know but please bare with me. Now conscious mind. This is more like your school of magic. This also gives many of the same things as above but remove the barely a benifit and choosing your stat. So what we are left with is a psych a special cantrip a general use amp and fp and power and spells Ok now to cover the psyche amps and such. Psyche- more like mental rages. Remove the requirements to meet. Keep a drawback but make it do something passively and actively (maybe another type of amp) Amps- let them be used every round but like only one. Let them be applied to spells with a possible cost (like a fp). Keep the same number of spells but say you can pick 2 signature spells per level. Maybe allow you to recover a spell slot with a focus point over 10min or something idk but like I said earlier it's about sustainability and versitility. With these options you really are constantly making choices on your turn. Do I accept a drawback? What do I amp? Should I use a focus point? At least that's how I see it.
That is basically what amp is right? I know that it's better then a metamagic cause no action cost and I also know that the psychic gets more use of fp then any other class (sofar) but it seems a bit off in power for fp and just about as strong as a metamagic in general. Please let me know if I'm wrong about that. It's almost like since you can have so many that they don't do that much but then they lowered the amount of spells that they get to almost non existance. If I'm wrong let me know but why not let every spell they get be a signature spell and maybe get some general boost for using any slot just to make Thier spells feel worth doing then saving and not make Thier cantrips feel like the only thing going for them. Also... What's the deal with the potential penalties when your hot with a status effect? What does that balance? Idk it feels mostly right but dam.
Tavaro Evanis wrote: I really like the concept of a rune interacting with magical abilities. I would employ this cantrip. Overall, I think cantrips would get a huge buff simply by making them 1 action + flourish. Cantrips are thematically supposed to be lesser magic, or essentially "tricks". I feel your right on them being magical tricks and all tho I think I disagree on them taking less actions even with flourish trait. Many current class specific cantrips are single action and many are barely worth taking even that action. Either they would have to get buffed to the improved cantrip level or the normal cantrips would have to be debuffed to class cantrip levels. The idea tho is solid even if I can't make any observations in balance. There definitely needs to be an accuracy boost for spell attacks and heck even saves
Sorry Bout formatting. Did this a while ago and lost some files so had to redo and I think the redo is better. Let me know what you think. The goal was to allow more versatility in grapples and enabling grappling to be performed easier without eating up most of a turn and allow 2+ enemies to be grappled more easily. Grappler
Grappler dedication lvl 2
Critical success: you may move 15ft with opponent
As your proficiency in athletics rise so too does the distance you can move on a successful grapple check. You may not move more than your speed. Expert +5ft
Body block lvl 4 1action
Critical success: the opponent is flat-footed
Meat shield lvl 6 1 reaction
Critical success: no damage and no resistance
King of the hill level 10 1 reaction
Improved whirling throw level 12
Submission level 14 1 actions
Critical success: the opponent gains a condition 2 of your choice either enfeebled sickened clumsy or stupified
King of the mountain lvl 16
General feats Savage stance lvl 8
When you are in a stance that only allows a single type of unarmed attack you may make any unarmed attack you have available. Barbarian feat
Crit success: double damage and pulled 10ft closer
Monk feats
Alligator death roll level 6 2 actions
Strong grip lvl 4
Idk how popular this idea will be but here it goes. Before I get into the idea in detail let me put in a few ideas from previous classes for comparison.
The oracle has a feature that is always on which is a curse. The curse comes with some advantages and disadvantages. The advantages and disadvantages become worse that you can toggle on and off. They mainly use focus spells and 10 min refocus to do that. Barbarian has an on and off mechanic with rage. It has advantages and disadvantages. Various stances are either on or off. Spells themselves are on or off. My idea is like this. Your innovation is either stable or unstable. When you are stable things work perfectly. When unstable using actions with the unstable quality will have a diffrent effect with advantage and disadvantage.This could even be in stages I suppose and just like every condition it will be numerically tracked (unstable 1 unstable 2 unstable 3). Regardless of what you do it still has an effect. The next part may sound disagreeable but hear me out. The inventor should have an action that reduces or removes the condition and when he uses it it should have a benifit besides just reducing or removing it (like with the companion could get temp hp). Make him feel rewarded somewhat. You could keep a check to get things to work if you want but this would be to see the severity of the malfunction not nessarily to avoid the malfunction. Each feat would have thier own malfunctions and such. If using the unstable increasing condition this might be how you determine the level of the condition or to determine the flat dice roll. Whatever the case the end result should be that they still get to take an action that may be detrimental to them as well. The effects of feats should probably be toned up or down to reflect this change. I also believe that intelligence should play a bigger factor in the class like maybe (I know this won't go over well) as how they determine thier acceracy for innovation attacks and feats. This kinda feels like they would have already seen what's coming through calculations tho maybe not the power to really follow through (they skip all exercise if they can lol). I also think the idea behind inventor kinda reflect a sort of wild magic sorta or wilder (psionics). Maybe int could add to flat check (you thought it through real good). Reasoning.
I also feel that this is closer to the design philosophy that came before with the rest of the classes. I say look at the oracle as possibly closest resemblance tho others may apply as well. You are either under a condition or your not wether self inflicted or otherwise. Closing
Trying to get my dm to approve and so far this is what he approved of. I'll get a link for my first attempt later.btw does anyone have any feats designed with grapples in mind. Body block 1 action
You manuver an enemy in your grasp into oncoming damage. Make an athletics check against an opponent you have grabbed vs fort dc. If successful you gain the benifit and drawbacks of raising a tower shield if same size as you a regular shield if smaller. This is treated as maintaining a grapple. 1 action
Meat shield
Critical success: the creature takes your level in damage (not to exceed the original damage dealt by the triggering effect) and you reduce the damage the same amount
Drag skill feat 5th
Drag 1 action
You drag your foe with you as you move. Attempt a athletics check against an opponent you have grabbed fort DC. Critical Success Your foe dragged with you. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement).
Not sure of levels but body block and meat shield would be on classes that already support grappling already This is first try link https://paizo.com/threads/rzs43814?Grapple-feats
Did not expect such an enthusiastic response. Thank you. I don't know how to format them properly in either website so thank you again. Gonna wait for a few more responses before I edit but seems like they are someplace between level four and ten so far. Personally I think drag should be a skill feat since it adds a new use of athletics more or less. Id like these to be compatible with furious grab and crushing grab but not sure how the power level would be effected or if it's even possible. What do people think of a scaling effect based on skill rank in athletics to gradually increase the effects? I'd like these not to lose usefulness as you gain levels. Some background on why I made these. First I love grapplers and grappling has lost alot of power over the editions so kinda wanna bring some of the power back. Second I'm currently in a game that is using the dual class variant in which I'm using animal barbarian/monk and of course a grapple specialist |