Dreamscarred Press wants YOU to develop Psionics for Pathfinder RPG


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Liberty's Edge

for psiquic lovers I think you might like this image


First of all I want to tell you all that your responses have been read, mulled over multiple times and are forming the basics for our new venture.

One of the ideas, first formulated on the DSP.com boards, but brought to a head because of the discussions on all three boards, is that we will most likely do a twofold "mindblade" solution.

First, we will retain the Soulknife and expand his repertoire a little, most likely introducing Knife to the Soul at a lower level with less of an effect and letting it scale, as well as give the class a few bonuses to make it a functional skirmisher (ie move in, strike, get out).

Second of all, the Psychic Warrior will probably get access to a variant of the Mindblade feats from our Mind Unveiled series. However, these feats will no longer convey any enhancement bonuses (those are the purview of the Soulknife), instead only handing out the ability to form a Mindblade and giving options to how one can use it. These feats will also be available to the Soulknife to expand how IT can use its mindblade, most probably through a small number of bonus feats.

That way, if one wants to build a simple, no-nonsense psionic "skirmisher" one can easily pick up the Soulknife and be happy with it. It is easy to understand, easy to game with and easy to use in-game. If one on the other hand wants an awesome melee combatant with weird psionic powers, inertial armor and force blows that happens to also be able to manifest a blade of psionic energy - voila, the Psychic Warrior who takes "Form Mindblade" as his first feat.

Any more ideas and suggestions? Someone mentioned White Wolf and Trinity - many powers in our latest Mind Unveiled book has been inspired by how Trinity handled its psionic powers. :)

Dark Archive

Stormhierta wrote:
That way, if one wants to build a simple, no-nonsense psionic "skirmisher" one can easily pick up the Soulknife and be happy with it. It is easy to understand, easy to game with and easy to use in-game. If one on the other hand wants an awesome melee combatant with weird psionic powers, inertial armor and force blows that happens to also be able to manifest a blade of psionic energy - voila, the Psychic Warrior who takes "Form Mindblade" as his first feat.

This is probably the idea solution. I love the flavor of the Soulknife, and that I don't have to actually use most of the psionics rules to be one (just need 1 pp to manifest it in the first place).

But I do get that others would love the idea of a mindblade-using Psychic Warrior, and this allows both camps to be happy.

Grand Lodge

Stormhierta wrote:

First of all I want to tell you all that your responses have been read, mulled over multiple times and are forming the basics for our new venture.

One of the ideas, first formulated on the DSP.com boards, but brought to a head because of the discussions on all three boards, is that we will most likely do a twofold "mindblade" solution.

First, we will retain the Soulknife and expand his repertoire a little, most likely introducing Knife to the Soul at a lower level with less of an effect and letting it scale, as well as give the class a few bonuses to make it a functional skirmisher (ie move in, strike, get out).

Second of all, the Psychic Warrior will probably get access to a variant of the Mindblade feats from our Mind Unveiled series. However, these feats will no longer convey any enhancement bonuses (those are the purview of the Soulknife), instead only handing out the ability to form a Mindblade and giving options to how one can use it. These feats will also be available to the Soulknife to expand how IT can use its mindblade, most probably through a small number of bonus feats.

That way, if one wants to build a simple, no-nonsense psionic "skirmisher" one can easily pick up the Soulknife and be happy with it. It is easy to understand, easy to game with and easy to use in-game. If one on the other hand wants an awesome melee combatant with weird psionic powers, inertial armor and force blows that happens to also be able to manifest a blade of psionic energy - voila, the Psychic Warrior who takes "Form Mindblade" as his first feat.

Any more ideas and suggestions? Someone mentioned White Wolf and Trinity - many powers in our latest Mind Unveiled book has been inspired by how Trinity handled its psionic powers. :)

I like how this is going so far! I am looking forward to a balancing and updating of the XPH rules that will mesh with Pathfinder RPG.

I think anyone trying to reinvent the psionics wheel is going to have to make the XPH look like a lopsided square! Seriously, a beam is going to have to shine down from the ceiling and bathe the rules book in glorious light while the the gods chant 'this is as it should be' for that wheel to get any traction.

I'd like the Soulknife to receive limited number of powers like the Lurk but with power list that strictly limits what they can use. That list should mostly be telepathic powers and other effects that the Soulknife can charge his mindblade with and maybe a few buffs or debuffers. If you keep the selection of powers limited to mental stuff and stay away from powers that affect the body or combat ability then you won't step on the Psychic Warrior's toes and you'll be playing into the Soulknife's strengths. I always saw the Soulknife as the one to get up close to the enemy, fry their brains and then get out before any of the enemy's allies realized their boss was twitchin' on the floor with massive cerebral hemorrhaging. I know you can do that with Knife to the Soul but not the way you could Embed Power/Attack from the original Soulknife PrC.

SM


Conceptually, right now, we are looking at giving the Soulknife class access to Mindblade feats to expand its options, as well as giving it a few more ways to personalize and use its mindblade.

Now, since the Soulknife has been given so much attention I was considering throwing a few of our ideas for the OTHER classes out there.

Conceptually, we're most probably going to be giving the Psion six different Devotions which will follow a middle path between Wizard Schools and Sorceror Bloodlines. For example, the Egoist (Psychometabolism) will most likely get additional hit points and (in discussion) natural armor over time.

The Telepath will be able to Mindlink to more and more of its allies for the entire day, while the Seer has flashes of the future and gets rerolls over time (first skill checks, then ability checks, attack rolls, damage rolls and even manifester checks).

Share YOUR ideas!


Logically, Nomads would speed up, with increases in speed and perhaps an actual haste-like effect at higher levels. Kineticists would probably get either a favored energy type that has higher DCs and/or damage potential (thus helping to placate those who think psionics should be stuck with energy type specific powers) or perhaps some energy resistance. Perhaps both.

My big sticking point is what to do about Shapers. The iconic Shaper power is obviously Astral Construct (and do not take the advice that it needs to be broken back out into 9 distinct powers), but I'm not really sure what the devotion as a whole should get that's flavorful and not just "better astral constructs."

The Exchange

Disciple of Sakura wrote:
Logically, Nomads would speed up, with increases in speed and perhaps an actual haste-like effect at higher levels.

I've always thought that the nomad should be more about teleportation effects and different modes of movement than pure speed. (Though I guess that can blur into some of the elocater abilities.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Nomads could also go for a displacement effect granting a very small (say 5% miss chance that scales slowly) in place of some of the speeds. Or something like the Travel Domain power.

For shapers, I'd suggest either something like the repairing touch that the Artifice domain gets or ability to manifest ectoplasmic armour or weapons, say +1 AC or d4 weapon. These could scale up but it would always be an either or ability, except possibly at 20th level.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I like the displacement trick for nomads, makes me think of the flash's trick of vibrating to make people miss, maybe scale it up to blink?

Shaper, hmm, well there's the trinket talent from the old Psihb, maybe scale it up trinket >> tools >> weapons >> masterwork tools/Alchemical items >> masterwork weapons >> permanent creation? I just get the image of the swashbuckler saying "If only we had a holocaust cloak!" and the Artificer reaches into his bag...


I'm sure you're familiar with the Mind's Eye article that provided additional discipline specific options, like Favored Construct or Telepathy or what-not. Any chance of stealing them? Or at least borrowing ideas from them. I found the portable hole-esque ability of the Nomad to be an interesting one.


Allowing a Shaper to "practically" be the "psionic Artificer" is an awesome idea and most probably the path we will take. We are considering giving the Shaper free Item Creation feats as he progresses too.

The Nomad "blink trick" is something we've picked up and are working on integrating into the class builds right now.


Oh, Item Creation feats. I'd love it if there weren't separate ICFs for psionics over arcane and divine - if a priest/wizard can make magic swords using both and one feat, it seems to me that psionics should do the same. I don't think it'd really harm anything to make that change, since, unlike metamagic vs metapsionic feats, item creation feats for psionics don't work differently, except occasionally in the end product (ie tattoos instead of potions).


I don't know if any one agrees with me, but I'd like to see a psionic Sorcerer variant.


As I've been reading this thread, a question has come to mind. How much of the EXPH is open game content? After looking at the EXPH, I'm afraid to say none of it is.

I don't mean to be a party pooper, but how do you plan on working around this?


Chaotic_Blues wrote:

As I've been reading this thread, a question has come to mind. How much of the EXPH is open game content? After looking at the EXPH, I'm afraid to say none of it is.

I don't mean to be a party pooper, but how do you plan on working around this?

Maybe I'm missing something, but basically all of the XPH is contained in the SRD, which I thought was the obvious way to tell if something was OGL or not. There might be a monster or two that are closed, like the M-Fers but that's about it.


Chaotic_Blues wrote:

As I've been reading this thread, a question has come to mind. How much of the EXPH is open game content? After looking at the EXPH, I'm afraid to say none of it is.

I don't mean to be a party pooper, but how do you plan on working around this?

Anything in the SRD is open content


Exactly. The XPH is open content, which is why Paizo can use Intellect Devourers or Neothelids in APs and Golarion. Certain portions are still intellectual property (the Gith races and Thri-Kreen, I believe), but the vast majority of the book is open game content, which is why there have been third party publications that use it (such as most of DSP's products).

Liberty's Edge

Having played psionics for ages now its kind of hard to believe that its being worked on again. Makes me very excited on what DSP will come up with.

I'm especially excited to see what the psion's of each discipline get. As I always thought there should be something more than just different spell lists to separate them. Kintetisists throwing chairs around the room and shapers having nearly permanent constructs were two of my ideas. (Can you say Kinetic Grapple?)

I like the idea of watching psionics in PF evolve...

I don't like a few things though.

1: The concept that a psion is a "mutant" or an "Abberation" or even a "Freak"

No.no.no.no.no! This is not the case. Psions are masters of a hidden secret, the power of the mind. Not some mutation or freak that has his powers solely by birth. Psion's hold the key to a power that is achievable by any sentient creature. I've always thought that psionics wasn't something that was tied so much to your intelligence, wisdom or charisma scores as much as it was tied to your will save. As it is sheer force of will that allows the psion to do what he does. As such I have always played and DMed with the understanding that any class with a good will save promotes the possibility of leading that person into psionics. Especially classes that focus on mental prowess like Wizard and even Monk. This means that the number of possible psionic talents in any given world VASTLY increases. Making psionics more common but still difficult to master.

What I would like to see in Pathfinder is a departure from the idea that Psionics are "Weird, unusual, and random" towards psion's being seen as Rare, but accepted people. What king wouldn't want a telepath standing at the door to his throne room screening people sent to see him? What military wouldn't want a shaper or kinetisist around to keep the opponent guessing?

2: The loss of psionic focus.

I liked the idea of the psionic focus. It put a stepping stone in front of the psion to keep him from throwing off metapsionic powers at will. I hope it will find a new home under autohypnosis or psicraft...

3: Elemental powers. While being able to throw out different kinds of energy at will is nice. I will agree that its a bit over the top. I would say ALLOW the kinetisist to throw energy at will but limit the other power using classes to one chosen energy type, selected when they first gain a power with "Energy" in the name. They can still use other energy types... but they take a hit to the number of dice if they're not using their chosen energy type.


I'm sorry, I need to ask.

This has been moved to Licensed Products. Does this mean this is in official partnership with Paizo? I know they had not really wanted to tackle Psionics. Is this going to be done in partnership with Paizo and it will be the official Pathfinder Psionics book?

I just don't want to get into two different ones if there's going to be a Dreamscarred Press version and a Paizo version.


mdt wrote:

I'm sorry, I need to ask.

This has been moved to Licensed Products. Does this mean this is in official partnership with Paizo? I know they had not really wanted to tackle Psionics. Is this going to be done in partnership with Paizo and it will be the official Pathfinder Psionics book?

I just don't want to get into two different ones if there's going to be a Dreamscarred Press version and a Paizo version.

Licensed means that we will be using the Pathfinder Compatibility License. We offered Paizo an open hand for doing the Psionics Handbook, but I'm not sure they want to give that out to another company. Howver, should anyone at Paizo change their mind, know that Dreamscarred Press still has its door open!

However, as has been stated in this thread, there will be no psionics book in 2010, and most probably not in 2011 either. So that means roughly 2 years without a Psionics Handbook IF they choose to make that book in 2012.

Our goal is to release the PDF early 2010 and be available in print Q1 2010.

Disciple of Sakura wrote:
Oh, Item Creation feats. I'd love it if there weren't separate ICFs for psionics over arcane and divine - if a priest/wizard can make magic swords using both and one feat, it seems to me that psionics should do the same.

We will most likely fold the old "psionic item creation feats" into the normal ones, perhaps adding one general item creation feat for Tattoos (since magical tattoos are also plausible, if not actually more probable).

Eradarus wrote:
I'm especially excited to see what the psion's of each discipline get. As I always thought there should be something more than just different spell lists to separate them. Kintetisists throwing chairs around the room and shapers having nearly permanent constructs were two of my ideas. (Can you say Kinetic Grapple?)

Right now, based on feedback from the fans, our suggestions are something as follows:

Kineticist: An at-will power that lets him pick up things and throw them while retaining psionic focus. Also the ONLY one with the ability to pick his energy type for the Energy powers. The rest of the psions will get to pick one energy type and have to use feats to gain access to more variables.

Telepath: An at-will telepathy power that can cause damage to enemies or communicate with allies, as long as they retain psionic focus. Will also gain a bonus on using specific powers.

Shaper: A permanent, service construct, not unlike an animal companion, and the at-will ability to rain acidic ectoplasm on enemies, while retaining psionic focus.

Egoist: More hit points than the average psion and the ability to have vicious claws as long as they retain psionic focus.

Seer: The ability to re-roll certain dice rolls. An at-will ability that allows them to force an enemy to re-roll an attack against them, as long as they maintain psionic focus.

Nomad: The ability to teleport instead of taking 5-foot steps, and a constant shift in reality (giving effective concealment) while retaining psionic focus.

Note that these are ideas that are being tested right now, so we're not 100% sure how we will continue. Next friday we will finish the "open design" phase, take your input and create a BETA ruleset which we will then release for you guys to test and work with. In this we want to follow how Paizo did their work, so that you can give us more feedback and tell us what works, and what doesn't!


I look forward to play testing the Beta.


I will be more than happy to assist

Liberty's Edge

Indeed. The playtest will be most enjoyable.


I am looking forward to this too.

Something I saw on EN World was the idea of an active pool as the author stated, and I really liked the idea for adjusting the entire nova issue. If you were to put this in as an alternate, or even the main limiter for psionics (it could easily be removed by those who didn't like it), I would love to see it. At least look at whether it would be something that could be done.

Look at it this way. You limit them to half their present pool, so it scales down, meaning lower and lower costs as you use up your PPs, in much the same way spells of higher level run out and the magic-user has to rely on lower level spells.

Now this is just a first glance idea, and doesn't take into account the entire auto-scale of magic vs pp usage of psionics, but it could be a viable starting point to work from.

Anyways just an idea, that granted someone else came up with first, but it didn't get any recognition, and I felt it did have some merit.


I don't know if it's been mentioned yet, but...

How about a reserve pool? This would make it MUCH different from vancian magic, and even different from spell points.

Reserve Pool :
The reserve Pool is based on Class Level and Class Attribute. Different classes would have different reserve pool points per level to represent how powerful or weak they are psychicly. A continuous power takes up a number of points from the pool based on it's power level (those that scale can take variable points). The maximum points a scaled power can have is based on level. Instantaneous powers can only be manifested if there is sufficient unallocated pool points to use that power.

Example :

Elementalist Class (made up for example) gets 1 pool point per level, and adds their WIS modifier to this total. So let's assume 4 pool points at first level.

The Elementalist can invoke Resistance (element) 5 for 1 pt, 10 for 2 pts, 15 for 3 pts, and 20 for 4 pts. The maximum level (5/10/15/20) is based on level (1-5 = 5, 6-10 = 10, 7-15 = 15, 16+ = 20).

The Elementalist can invoke Energy Ray (element) for 1 pt per D6 of damage it does (ranged touch attack). The maximum dice that can be invoked is Level/2 (minimum 1d6).

The Elementalist can invoke Boost Stat for a varied amount of points (based on his element type). Air can boost Dex, Acid can boost Int, Earth can boost Con, Fire can boost Str, Cold can boost Wis, and Electricity can boost Cha. The maxium boost is based on level (1-5 = +2 (1pt), 6-10 = +4 (2pts), 11-15 = +6 (3pts), 16+ = +8 (4pts)).

The Elementalist can invoke Weapon Empower to add elemental damage to a nonmagical melee or ranged weapon. Doing so costs a number of points based on power level (1-5 = +1d6 Dmg (1 pt), 6-10 = +2d6 Dmg (2 pts), 11-15 = +3d6 Dmg (3 pts), 16+ = +4d6 Dmg (4 pts)).

So, our 1st level elementalist (fire) can put up Resistence (Fire) 5, Boost Stat (Str) +2, and Weapon Empower (Fire +1d6) for 3 pts. This leaves him 1 pt free to invoke Energy Ray (Fire) as an at-will ranged touch attack (provokes AoO, etc).

He has less damage potential than a sorcerer or wizard, but he also doesn't worry about how much he can do per day, it's just what he can keep going at the same time. Most powers should be self only (buffs, etc). Only damaging powers, telekenisis, telepathy, and other such 'active/attack' powers should be usable on others (no enlarging others, only yourself).

Summoned constructs would act like animal companions, they would stay around at all times unless killed (if killed, the psionic character 'loses' the points in that construct from their pool until they have rested for 8 hours).

To reset a pool (which would be the only way to get rid of a construct) requires the psionic to release his focus. This resets his pool to unallocated. Losing focus for any reason does the same thing.

This makes the psionic much more a tactical class. And they don't have to worry as much about 'ammo' like a mage, but they don't crank out the same power either. Go for lower power but high flexibility and constant usage.

Dark Archive

Stormhierta wrote:
Telepath: An at-will telepathy power that can cause damage to enemies or communicate with allies, as long as they retain psionic focus. Will also gain a bonus on using specific powers.

In lieu of causing damage, a mental blast would probably be more appropriately modelled by having it Daze the target, and, at higher levels, progress to Stun. The duration could start at 1 round, and increase based on the level of the user.

The telepath would be less about physically damaging people and more about locking them down while his allies deal with them (at least with his basic free power).


Set wrote:
Stormhierta wrote:
Telepath: An at-will telepathy power that can cause damage to enemies or communicate with allies, as long as they retain psionic focus. Will also gain a bonus on using specific powers.

In lieu of causing damage, a mental blast would probably be more appropriately modelled by having it Daze the target, and, at higher levels, progress to Stun. The duration could start at 1 round, and increase based on the level of the user.

The telepath would be less about physically damaging people and more about locking them down while his allies deal with them (at least with his basic free power).

This assumes your telepath has to have an active 'attack' mode. There's no reason they have to have such an ability. All depends honestly.


One thing I was thinking of today was the movie Push. The kineticists in the movie do things like redirect bullets and basically make themselves punch harder through kinetic manipulation. I particularly like the idea of using kineticism to make yourself punch someone harder. It'd make a good power for a PsyWar, if nothing else.


Set wrote:
Stormhierta wrote:
Telepath: An at-will telepathy power that can cause damage to enemies or communicate with allies, as long as they retain psionic focus. Will also gain a bonus on using specific powers.

In lieu of causing damage, a mental blast would probably be more appropriately modelled by having it Daze the target, and, at higher levels, progress to Stun. The duration could start at 1 round, and increase based on the level of the user.

The telepath would be less about physically damaging people and more about locking them down while his allies deal with them (at least with his basic free power).

I'm with Set on this. Damage as far as telepathic powers go should be restricted to status changes, and also Ability damage, mostly to the mental Abilities. No physical damage; although non-lethal damage is a distinct possibility.

As far as a basic power is concerned, you could make it a 'sending/receiving' power, for telepathic talking. Most, if not all other telepathic powers would be based off of that so it would be needed. The initial power could give insight bonuses to AC, saves, initiative, or whatever, but would only be effective against active minds, ie Int > 2.

Liberty's Edge

I don't agree with that. Telepath's should still be able to harm people. I mean an Enchanter can still throw fireballs right?

Look at it this way. You can wear armor. You can toughen your body... you can't armor your mind or toughen it. Its the weakest point of attack for any sentient creature, why wouldn't a telepath shred someone's mind?


Eradarus wrote:

I don't agree with that. Telepath's should still be able to harm people. I mean an Enchanter can still throw fireballs right?

Look at it this way. You can wear armor. You can toughen your body... you can't armor your mind or toughen it. Its the weakest point of attack for any sentient creature, why wouldn't a telepath shred someone's mind?

Perhaps I was not specific enough in my statement. My apologies. I am not talking about damage in general, but powers that are based on Telepathy should not do any physical damage, or if they do, there better be a darn good reason. Enchanters may be able to do spells that do damage, but they have to go outside their school to do it; in that same vein, Telepaths should go to powers outside of Telepathy to do that.

As far as shredding someone's mind is concerned, I think placing a fear effect on someone, or confusing the enemy, or doing 1d6 Wis damage to a monk or Cleric, would be effective (and thematic) for Telepathic powers. Other damaging effects could be covered by other power disciplines. Honestly it's not much of a problem as there are not that many telepath powers that do direct damage (ie Mind Thrust) but a bit of revision could not hurt, for theme purposes if nothing else.


I want to update the OGL Psionics and call it "Alternative Point-Buy Magic System"

Then I want someone to make a Psionics system.

Liberty's Edge

fopalup wrote:
Eradarus wrote:

I don't agree with that. Telepath's should still be able to harm people. I mean an Enchanter can still throw fireballs right?

Look at it this way. You can wear armor. You can toughen your body... you can't armor your mind or toughen it. Its the weakest point of attack for any sentient creature, why wouldn't a telepath shred someone's mind?

Perhaps I was not specific enough in my statement. My apologies. I am not talking about damage in general, but powers that are based on Telepathy should not do any physical damage, or if they do, there better be a darn good reason. Enchanters may be able to do spells that do damage, but they have to go outside their school to do it; in that same vein, Telepaths should go to powers outside of Telepathy to do that.

As far as shredding someone's mind is concerned, I think placing a fear effect on someone, or confusing the enemy, or doing 1d6 Wis damage to a monk or Cleric, would be effective (and thematic) for Telepathic powers. Other damaging effects could be covered by other power disciplines. Honestly it's not much of a problem as there are not that many telepath powers that do direct damage (ie Mind Thrust) but a bit of revision could not hurt, for theme purposes if nothing else.

That. I agree with. Makes 100% sense to me. Shredding someone's mind should cause no more physical damage than a nose/ear/eye bleed.

Although those three only in extreme cases.


Okay, off the bat I'll admit that I only skimmed most of the posts here. Sorry if I repeat anything.

I gotta say I've always loved Psionics and my DMs have always hated them. Many people get the feeling that they are overpowered and they truly can be. I think first and foremost you need to look at each ability, feat, and power to judge it's power balance. I'll try to recall the various points that I've noticed first-hand which might be over the top.

Energy type at will - already covered in this thread.

No Armor Power Failure - Needs to be kept in mind in the overall scheme of the power balance. I don't mind this per se, but a psion can wear full plate if he feels like it. Even non-proficient, they only take ACP to attack rolls and Str/Dex skills. I imagine the Psion who is going this route doesn't mind or has figured a way to compensate.

Power Points - A sensitive area, but the ramp up might be too high at current. This is probably more of an issue with the limitations of arcane classes than the psion being too good, but I won't go on that tangent.

Augmentation - I love augmentation, it's very handy, but in some cases it can be questionable. Any time you can bump a power's DC with power points it makes the power infintely more useful. Good example is the majority of the "energy [blank]" powers. Let's look at energy burst vs. fireball, shall we? Level 10, Int 16, Wiz: 10d6 DC 16. Psion: 10d6+10 DC 18. It's not the psion's role to put wizards to shame imo.
[Edit:I see PF changed Dispel, so the example only applied to 3.5]

Elans - Can spend 1 pp as an imm. action to get +4 racial (read stackable) bonus to saves for one round. Can reduce incoming damage at a rate of 2dmg/1pp as an immediate action as well, with no cap. For a -2 Cha penalty, it's a pretty good deal (too good?).

Other "problem" powers.
Crystal shard; let's break it down. Close range, the shortest "ranged" distance a power can have, but it's still ranged. Ranged touch attack, which means a high likelihood of hitting (even with the pathetic AB) especially on big, strong, armored, but not agile foes. This is particularly true later on as touch AC doesn't typically scale very high on tough CRs. (Great wyrm black dragon, CR 22, Touch AC 6) Power Resistance, negatory. Damage type, piercing? This might be a point of debate but this would traditionally fall under the "spell" or magic category and not be subject to any DR.

Precognition, Offensive. Adds an insight (read stackable) bonus to attacks for minutes per level. Looking purely at this power plus base AB, a psion can get a slightly better AB progression than a cleric.

Precognition, Defensive. Same bonus type, same progression, but on AC and saves.

Body Adjustment. Self heal. Sure it's a bit of a gamble, but it's easier and cheaper than drinking a potion. Not being able to heal others with it is sort of a benefit to me =P. Even making it d10 would reign this one in a little.
Cure VS BA: (level:min-max:avgs)
1: 2-9/1-12 : 5.5/6.5
2: 3-10/1-12 : 6.5/6.5
3: 5-19/2-24 : 11/13
4: 6-20/2-24 : 12/13
5: 8-29/3-36 : 18.5/19.5

That's what comes to mind at the moment, this is not comprehensive by any means. Just make sure my potential DMs won't dismiss the idea of psionics outright because it's "too good."

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Xanthum, no problem, since most of these have been around a while.

Energy Type at will. Heaven forbit they get one niche. (See scaling, below)

No Armor Power failure. Wow, if only there was a spell casting class w/o ASF, maybe three...

Power Points: As one who's played extensively, definately no. Even budgeting you can run out your 'clip'.

Augmentation: it's free heighten when it applies. Wizard burns a 3rd level slot at 10th level, he gets 10d6, save DC 13 + int (min 14)

Psion spends 5 power points (effectively a 3rd level spell) gets 5d6+5 save DC 13 + int. Psion has to burn effectively a 5th level spell slot to get that 10th level wizard's 3rd level spell.

If your Elan is burning his swift actions to get damage reduction from one attack a round you're doing it wrong.

If you're worried about crystal shard. then you'd better ban acid splash, acid arrow, and all the other acid spells.

Precognition Offensive/Defensive. HOw often are you going to manifest this fully augmented? A 4th level psion has 17+ int mod power points. IF you're going to take an action every battle to manifest it at full power, that's 16 power points for 4 battles. Good luck doing anything else besides 1d6+1 energy rays.

Body Adjustment.

lets try an honest comparison, neh?

Psi-war 2/Psion 3

4th level: Cleric casts cure moderate (clr 2) vs Psi-war manifesting body adjustment (psiwar 2)
2d8+4 (13) vs d12 (6.5)

5th level: Cleric casts cure moderate (clr 3) vs Psiwar augmenting Body adjustment vs psion manifesting body adjustment.

3d8+5 (18.5) vs 2d12 (13) vs 1d12 (6.5)

Plus the cleric can heal others and damage undead with it.

Psionics have some issues, they were addressed in UTP. But they don't have the issues you give.


I had an archmage that could switch types out at will, but he had to get a PrC that didn't start until level 13/14. Building it straight into the powers with no cost might be pushing it. I like some of the ideas around picking a type and maybe getting alternates through feats or over time as a bonus in the class or kineticist line.

The casters I believe you are referring aren't "full" casters. Like the warmage; they have fairly poor spell selection.

I will admit I haven't been given the chance to play a psionic class extensively. The few times I've had one in a game either the game went south or I was kindly asked to pick a new class. In my limited experience, it seemed that a psion has much more staying power than a wizard. Sure, a wizard might have spells left, but they aren't the spells he wants. Even with the sorcerer, it's a bit closer on burnout, but feels like the psion selection is much wider.

True, it is similar to a heighten in that instance, but even so. Take a wizard's 5th level heightened Fireball. Now the costs are roughly equal right? The DCs are now even, but the psion's "fireball" still does more damage.

The Elan abilities are more panic button than anything else, but they are fairly nice panic buttons. It doesn't take very long before you can put your +4 on every time you need to make a saving throw without missing the 1pp per save too much.

At the very least, acid is a resistable type of damage. Steps were taken to "nerf" the damage of the rarely resisted Sonic type in 3.5.

The Precog power is more of a specific use type thing. You wouldn't throw it on for no reason all the time and not necessarily at full power. One of my favorite combos is Precog, Off. plus Telekinetic Thrust.

Yeah, the Body Adjustment chart was off, I'll cede that one.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I was actually referring to the cleric and druid (and bard) the point being that they don't have ASF either. (and actually get armour proficiencies).

Looking back at my post, it might come across as more mean than I intended, so I'll lay off posting without getting a full night's sleep.


I like having to augment your powers separately. It shows which powers you value and which you can afford to power-up for a specific occasion. Other casters don't have that distinction and are a lot more powerful for it.


Arakhor wrote:
I like having to augment your powers separately. It shows which powers you value and which you can afford to power-up for a specific occasion. Other casters don't have that distinction and are a lot more powerful for it.

Yeah, I think augmenting and power point management is what Psionics is all about.

Grand Lodge

Stormhierta wrote:


We will most likely fold the old "psionic item creation feats" into the normal ones, perhaps adding one general item creation feat for Tattoos (since magical tattoos are also plausible, if not actually more probable).

Right now, based on feedback from the fans, our suggestions are something as follows:

Kineticist: An at-will power that lets him pick up things and throw them while retaining psionic focus. Also the ONLY one with the ability to pick his energy type for the Energy powers. The rest of the psions will get to pick one energy type and have to use feats to gain access to more variables.

Telepath: An at-will telepathy power that can cause damage to enemies or communicate with allies, as long as they retain psionic focus. Will also gain a bonus on using specific powers.

Shaper: A permanent, service construct, not unlike an animal companion, and the at-will ability to rain acidic ectoplasm on enemies, while retaining psionic focus.

Egoist: More hit points than the average psion and the ability to have vicious claws as long as they retain psionic focus.

Seer: The ability to re-roll certain dice rolls. An at-will ability that allows them to force an enemy to re-roll an attack against them, as long as they maintain psionic focus.

Nomad: The ability to teleport instead of taking 5-foot steps, and a constant shift in reality (giving effective concealment) while retaining psionic focus.

I really like what I'm seeing so far! I've already used combined item creation feats before just to cut down on the amount of feats that basically do the same thing. I think there are a bunch of other feats that could apply to magic-tossers and psions equally if they were reworded properly. That campaign was several years ago and I don't know if I still have my notes for them. :-/

I do have a request:
Can we have a class that is a generalist psionicist? I don't like being forced to specialize if I don't want to. I think the Erudite would be an excellent base for a generalist psionics-user; just get rid of the silly name and call it a Psion.

SM


StarMartyr365 wrote:


I do have a request:
Can we have a class that is a generalist psionicist? I don't like being forced to specialize if I don't want to. I think the Erudite would be an excellent base for a...

I played a game recently with the Elven Wizard racial replacement Generalist Wizard and the Universal School from Pathfinder Beta and I was very happy with the results. Something for a generalist Psion, would be great.

Kineticist, always my favorite and sounds like he still will be. You probably already had this in mind, but the telekinesis ability should probably grow in strength over time. It should probably never be quite as good as Telekinetic thrust as it's a freebie.

As for the Seer at-will re-roll ability, I think you need to look at some serious limitations to this and be careful how you implement. This can be both very powerful and also tedious for a DM to reroll things constantly. They should probably have some limited way to read another person's future allowing them to re-roll something as well. I think this one will be taking tips from the Fatespinner PrC.


I only have one request

make it work and feel diffrent...

maybe make it skill based?

Use emotions more?

And one thing, watch Akira a few times before working on psioncs ::winks::


We use psionics (A LOT) in our many home campaigns and are very pleased with hoiw it works at present. We use all of Dreamscarred press' products as well and are all very impressed with the content. Having discussed this thread at our session last night the one thing we all agreed on was please don't start from scratch. The whole concept of Pathfinder being backwards compatible with 3.5 is what has strengthened its appeal. If you introduce a completely different psionics system, there is very little incentive for current psionics fans to buy it. We have everything 3.5 psionic already so why would we buy another system when a couple of simple houserules re skills etc and everything we have works fine?

In short, adapt and enhance is fine, rebuild not so much.

Hope this helps

Andrew

Scarab Sages

Apologies if this has been answered and I missed it; didn't see anything looking through...

Does Dreamscarred have a "Psionics Reference Document" (or an alpha/beta PDF or anything along those lines) for the psionics revamp? I'd be interested in seeing the current state of the revisions.


Arazyr wrote:

Apologies if this has been answered and I missed it; didn't see anything looking through...

Does Dreamscarred have a "Psionics Reference Document" (or an alpha/beta PDF or anything along those lines) for the psionics revamp? I'd be interested in seeing the current state of the revisions.

I don't recall something exactly like that, but this site has quite a bit of the OGL content Dreamscarred Press has produced. While it doesn't include the things for a complete PRPG conversion, there are a few variant Dreamscarred Press version classes like the Wilder and Soulknife that could likely be the base of the PRPG versions.

Scarab Sages

Blazej wrote:


I don't recall something exactly like that, but this site has quite a bit of the OGL content Dreamscarred Press has produced. While it doesn't include the things for a complete PRPG conversion, there are a few variant Dreamscarred Press version classes like the Wilder and Soulknife that could likely be the base of the PRPG versions.

I've seen that, and have been meaning to take a look through it. I was really hoping their conversion materials were available for perusal, along the lines of PFRPG's Alpha and Beta releases.

To DSP people: If there isn't anything like this now, I'd like to request/recommend one. 8^)


Stormhierta wrote:
Egoist: More hit points than the average psion and the ability to have vicious claws as long as they retain psionic focus.

How about instead increasing hit dice add an ability similar to that of the barbarian (but with temporary hit points, damage resistance, fast healing, extra attacks) with "rage" powers (like darkvision, scent, tremorsense, resistances/immunities etc.), and adding some montrous powers, like growing an extra pair of limbs (or arms, tentacles, wings) and doing more damage as he gains levels (as the monk) with his hands (let claws change damage to slashing and maybe add a bone extrusion (like wolverines) change damage to piercing)).


Hi! First of all, sorry for not being here for a while, we've been knee-deep in discussions and brainstorming. We've defined the major changes we want to do and I'll summarize them here, but before we do that, allow me to state some of our intentions.

A. We have now finished the "Open Design" phase of the project and we will move into producing the "Open Playtest Alpha" material.

B. The Alpha material will be roughs, without any layout or images used. They will be posted at our website (and we will make posts here whenever this happens) free for download and perusal. We will then collect people's opinions.

C. After having done the Open Playtest, we will move into "Beta" stage. This will be our preliminary release, the "as we see them being finalized" design. This will be one collected PDF available, free for all, to download. Comments will be appreciated, but, as Paizo did, we will focus on certain areas so as to get the most out of the playtesting phase.

D. While "taking in" the reports from playtesters we finalize the Psionics Handbook and release it. It will first be released as a PDF with all the shebang (we are aiming at an early 2010 release, Q1 if possible).

E. Once we finalize the PDF and release it, we will put the book into Print, either via Print-on-Demand (and thus via Amazon) or into Distribution.

MAJOR CONCEPTS

The Psion

* We are adding a Generalist Psion, who instead of access to special power lists gets abilities that allows them to "weave" powers together.

* Each Devotion will get special abilities, akin to what Wizards/Sorcerors have in PFRPG. These will include in-combat abilities, but also out-of-combat abilities. Most will be tied to Psionic Focus

The Wilder

* There will be three builds of Wilder - the standard, a more "leader" kind of Wilder and a more martially inclined Wilder.

* Enervation will always be the same chance, regardless of what level of Wild Surge you use. Some feats will be able to lower this too.

* Wilders can "push themselves" even further than Psions, thus manifesting ONLY with their Wild Surge, but with an associated negative effect dependant on their build.

The Psychic Warrior

* There will be two major builds and a "general" one. The bestial warrior and the devoted warrior. The bestial warrior focuses on the shapechanging effects of the Psychic Warrior and turning into a freakish meld of beast-traits, while the devoted warrior focuses on "calling" weapons, armor and other such "tactical" manifesting.

The Soulknife

* We are imagining three builds for this class - based primarily on "weaponry" choice. Two weapons, weapon+shield or two-handed weapon.

* At different levels, the Soulknife can either dedicate himself to a single path or spread out and pick up a little from each of these three paths.

In General

* We will be adding more feats to increase variety, including Mindblade ones.

* We will rebalance some of the old feats to make them viable.

* We will add Autohypnosis as a skill and make Psionic Focus a part of this skill in general.

* We will retain the old system of power levels, power points, augmentations, "the metacap" and so on. You will be able to use almost any and every book with our system.

Questions?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Stormhierta wrote:

<major snippage>

Questions?

Yeah, when can we get it? ;-)

Scarab Sages

Stormhierta wrote:
...lots...

Awesome! (And timely. 8^)

Any estimates on timing? (Just curious...)

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