So Let's Talk Psionics...


Pathfinder First Edition General Discussion

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Removed some more posts. Let's leave the back and forth jabs and personal attacks out of the conversation, please.


I like psionics, I allow them in my campaigns, but I don't use them RAW. I have some problems with some powers, namely psychic reformation, schism, temporal acceleration, and some others. I mostly play 3.5, so energy powers are still a problem because of the "trololo I change energy type at whim" and "trololo rogue, roll Fortitude half instead of Reflex half". I also got allowed metapsionics to work with their rightful costs (empower is 4 pp, maximize is 6 pp, quicken is 8 pp and things like that) but they don't spend the psionic focus. Overchannel is also something I prefer not to allow.

Once I get those in check a little bit, I'm fine with psionics, mostly.

As for flavour, I've always liked X-men, especially Jean Grey and professor Xavier, so I can't help to like psionics. I occasionally treat psionics as Dragonlance mystics.

I replaced "power stones" with "psionic mantras" and got rid of most of the crystal stuff.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Anzyr wrote:
The point is that unless you don't unlike Sorcerer's in your games, you should be fine to use Psionics, since their optimization ceiling doesn't go above that. They are just a lot harder to mess up then a Sorcerer. I mean you can pick a bunch of useless spells on Sorcerer, but again that doesn't mean the Sorcerer is weak, just that weak options are weak.

I don't have a problem with Sorcerers, I really don't have a problem with Psionics. My only problem is that too me, psionics is pretty much redundant, unless you design your setting from the ground up to incorporate them into the history. For example, I could not imagine Arcanis or Eberron without psionics, even though they both have traditional magic. On the other hand, I see no reason to incorporate it as a standard part of the Golarion setting. There might be some outlying area where using he mechanics makes sense. and it would have to be a campaign using that area for me to allow general use of psionics if I was doing a Golarion AP.


kyrt-ryder wrote:
3.0 doesn't count either, D&D didn't 'figure out' d20 psionics until 3.5

I actually have the 3.0 Psionics Handbook and ya.. the mental combat stuff was a complete mess as was the different stat for casting per discipline... ya 3.0 had some real problems. 3.5 managed to just nail everything though, even managing to add the immediate action to the game and the excellence that is augmentation. Now admittedly, it did have the much maligned (with good reason) Soulknife, but Dreamscarred Press has managed to fix even that. Hell I actually want to roll up a Soulknife at some point, though its going to have to be after a Soulthief Vitalist, since I used to love playing a "Healer" Psion with Empathic Transfer and Vigor.


LazarX wrote:
Anzyr wrote:
The point is that unless you don't unlike Sorcerer's in your games, you should be fine to use Psionics, since their optimization ceiling doesn't go above that. They are just a lot harder to mess up then a Sorcerer. I mean you can pick a bunch of useless spells on Sorcerer, but again that doesn't mean the Sorcerer is weak, just that weak options are weak.
I don't have a problem with Sorcerers, I really don't have a problem with Psionics. My only problem is that too me, psionics is pretty much redundant, unless you design your setting from the ground up to incorporate them into the history. For example, I could not imagine Arcanis or Eberron without psionics, even though they both have traditional magic. On the other hand, I see no reason to incorporate it as a standard part of the Golarion setting. There might be some outlying area where using he mechanics makes sense. and it would have to be a campaign using that area for me to allow general use of psionics if I was doing a Golarion AP.

I see where you're going, for the most part I don't use many third party material for Adventure Paths, while with homebrew settings I go all out.

As far as redundancy, that was my main problem but after reading up on the OGC, they do fill in a number of holes when it comes to representing concepts mechanically so I'm leaning more towards buying it when I collect the extra money.


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The comparison of augmented psionic powers vs. higher-level arcane or divine spells is an interesting one to me. It seems fundamentally built in as a check on the greater variety a Psion can pull out on-demand, vs. preparation casters who have to just sit there stewing in frustration when a spell they know but didn't prepare would be perfect. Conversely, the spontaneous casters have the Psion's situational versatility, but run the risk of not knowing the right spell. I haven't looked at the actual mechanics yet (the book hasn't shipped yet, and I feel wonky about acquiring the PDF on a sketchy filesharing site just to preview what I've already dropped nearly $100 for), but I'm assuming that a Psion has a powers-known utility closer to preparation casters than spontaneous casters. My post is working on that assumption, so someone please (politely) correct me if I'm wrong.

The benefit of arcane and divine casters is built-in spell scaling. The Wizard at 10th level is still using the same 3rd level spell slot for Lightning Bolt that she was at 5th level, but the spell does more damage, presumably because her increased proficiency with spellcasting allows her to get more efficient use out of the magic put into the spell. The Psion has to spend more power points to get a lower-level psionic power to equal that, which means their resource usage is higher than the Wizard's, but in theory they have more power points to spend at that point anyway, and I'm assuming the math works out such that if they were to start augmenting lower-level psionic powers to the equivalent of a spell (say, if they were to augment a 1st level psionic power to equal the output of a 3rd level spell, or augment a 3rd level psionic power to equal the output of a 10th level Wizard casting that 3rd level spell), their overall output is approximately similar to another character of that level. They could, presumably, at 10th level, augment a 3rd level power to 10th level output levels and have as many manifestations as the Wizard, whose number of 3rd level spell slots is greater at 10th than it was at 5th.

Does the math not work out in this fashion?


It's fairly close. Psionicists have significantly less overall 'magic' available per day (if one were to convert a Wizard or Sorcerer's spells per day to PP) but the flexibility available makes it worthwhile.

Not quite sure what you mean by 'powers-known utility closer to preparation casters' though. If you mean in terms of how many powers they can acquire, not even close. In that regard they're pretty much in line with a Sorcerer.

All the details are there for the viewing at http://d20pfsrd.com though, so you can check things out for yourself legally without worrying about sketchy filesharing sites.


I love psionics and the main reason is the feel of the system. I like the flexibility of the "point system" and the use of psionic focus and feats to allow martials to occasionally shine. Further, in my opinion the psychic warrior is the best "fighter/mage" available in 3.5/pathfinder.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Mike Franke wrote:
Further, in my opinion the psychic warrior is the best "fighter/mage" available in 3.5/pathfinder.

You haven't really played a magus, have you?


LazarX wrote:
Mike Franke wrote:
Further, in my opinion the psychic warrior is the best "fighter/mage" available in 3.5/pathfinder.
You haven't really played a magus, have you?

As someone who played a Magus to 17th level, and who loves the class, I still prefer PWar.

Or Duskblade...


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My complaint with Magus is that it pigeonholes you into one tactic and one tactic only. Psychic Warrior however lets you do a lot of different builds and actually compliments those abilities. Want to shoot off some Arrows? Plenty of powers buff your damage and hit to help with that. Want to to get up close and personal while still full attacking? Psionic Lion's Charge has your back. Want to kill people with your Bear Hands? Claws of the Beast is so awesome you can be the King of Smack. Want to use some power you don't normally get access to (or multiple powers)? Expanded Knowledge lets you hack discipline list for sweet goodies. Oh and Dreamscarred gave it class features, which is really just icing on the cake.

Really it just does so much. Easily one of my top choices for best designed class of all time.


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One of the benefits of psionics vs magic when it comes to new players, if they don't have the 'perfect counter' for the situation, a psionic can almost always fall back on blasting, while a prepared caster won't and a Spontaneous caster is likely to only have a couple of elemental blasting spells (i.e. fireball).

This tends to make psionics appear 'op' to new players as the psionic is almost always going to have something decent he can do to contribute to a fight, while an unprepared Wizard or a badly designed Sorcerer won't.


everything that counters a wizard, counters a psion, and a psion just doesn't have the plot shattering potential a wizard, let alone a cleric, druid or even witch has.

yes, Psions can fall back on blasting better than most non-specialized blasters. but their blasts don't scale, and well, psion effects are often placed at a slightly higher level requirement than their arcane counterparts.

Psions have nothing Resembling Haste. the best 3rd level spell in the game. but if they did have a haste alike, it would probably be a 5th level power that most likely equires 6PP of augmentation to get the effect of a 3rd level spell, which equivalent to 5PP Versus 15PP


I think Umbriere may have hit on something that is really revealing about psionics, which I think we've all known for a while.

Psionics doesn't play well with others. I don't mean the systems don't mesh, I mean there aren't a lot of party or single target buffs. Where a really good 2nd level Wizard spell might be Create Pit or Glitterdust, which debuff the enemy and make them easier for the melee to kill, perform crowd control, etc.

A lot of psionics is direct damage or save or die/lose.

And because it has minimal out of combat utility, it saves its PP for combat when nova'ing is really noticeable. A wizard might "nova" out of combat, putting up a lot of daily buffs that make him and the party immune to stuff, but a Psion sorta showboats.

From what I understand, some new powers and classes have addressed this erstwhile failure of the psionics rules, but it's probably one reason why critical perceptions are so prevalent.


Glitterdust isn't save or lose? News to me.


I'm not so sure about that. Entangling Debris is a good battlefield control that lets the rest of the party win. Of course it depends on terrain so it is less versatile than Grease.


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Glitterdust is save or lose and it affects golems too. in fact, against most of the golem or construct entries, Glitterdust simply becomes "You Just Lost. unless you can fish a crit."

but Yeah, that was my point, a lot of Psionic Powers aren't very party friendly, they are mostly direct damage and save or lose.

there are like 2 healing oriented psionic powers, and unless you are a vitalist with wisdom and levels out the wazoo, your healing is inferior to a cleric's channel energy at the same level, and even then, it doesn't play nice with abilities that augment healing and the vitalist does a better job of mimicking a vampire, than they do, being a proper JRPG healer. think of Shadow Priests and Mistweaver monks in World or Warcraft, and you basically see what a vitalist is good at. forcefully draining health from enemies to heal allies.

but otherwise, Psionics isn't very party friendly, and when you happen to be a vitalist, you can build the wisdom to hold at 1st level, no more than 5 people plus yourself in the collective.


kyrt-ryder wrote:
Glitterdust isn't save or lose? News to me.

I guess I'm making a rhetorical distinction that's not generally agreed upon.

Glitterdust, Slow, etc. are save or suck. Depending on the level of play and circumstances, it could just be a disadvantage. They're heavy debuffs, but depending on the situation you can live through it. Just as a party that gets glitterdusted doesn't automatically TPK.

Save or Lose is like sleep ego whip or hold person.

And I'm not saying magic DOESN'T have those things, I'm saying psionics has less debuffs than just I WIN moves.


meatrace wrote:
kyrt-ryder wrote:
Glitterdust isn't save or lose? News to me.

I guess I'm making a rhetorical distinction that's not generally agreed upon.

Glitterdust, Slow, etc. are save or suck. Depending on the level of play and circumstances, it could just be a disadvantage. They're heavy debuffs, but depending on the situation you can live through it. Just as a party that gets glitterdusted doesn't automatically TPK.

Save or Lose is like sleep ego whip or hold person.

And I'm not saying magic DOESN'T have those things, I'm saying psionics has less debuffs than just I WIN moves.

a lot of the more irksome and hindering penalties, like Blindness or Staggered, are definitely conditions that if they last more than a round or 2, is plenty of time to invalidate their actions and leave them dead to full attacks. a lot of save or sucks, basically are, save or lose. especially arcane ones.


Umbriere Moonwhisper wrote:

everything that counters a wizard, counters a psion, and a psion just doesn't have the plot shattering potential a wizard, let alone a cleric, druid or even witch has.

yes, Psions can fall back on blasting better than most non-specialized blasters. but their blasts don't scale, and well, psion effects are often placed at a slightly higher level requirement than their arcane counterparts.

Psions have nothing Resembling Haste. the best 3rd level spell in the game. but if they did have a haste alike, it would probably be a 5th level power that most likely equires 6PP of augmentation to get the effect of a 3rd level spell, which equivalent to 5PP Versus 15PP

Psions do have a haste equivalent (Physical Acceleration) . . . but it is self-only. A Vitalist can manifest it on others, for +1 PP per extra target.


And what, pray tell, is the point of haste for a caster?
Extra movement? It is to laugh.


I dunno I just kinda use it on all my summons, seems to work out pretty well most of the time.


meatrace wrote:

And what, pray tell, is the point of haste for a caster?

Extra movement? It is to laugh.

a drastic damage boost to all your minions, a buff to your fly speed, and a massive buff to the pounce lanes of any pouncing monster you summon.

the issue with physical acceleration, is it doesn't do enough to compete with haste, and is primarily for psionic warriors.

it doesn't have the mass minion boosting powers haste does, and Psions, even shapers, can't produce anywhere near the minion volume of a wizard.


KahnyaGnorc wrote:
Umbriere Moonwhisper wrote:

everything that counters a wizard, counters a psion, and a psion just doesn't have the plot shattering potential a wizard, let alone a cleric, druid or even witch has.

yes, Psions can fall back on blasting better than most non-specialized blasters. but their blasts don't scale, and well, psion effects are often placed at a slightly higher level requirement than their arcane counterparts.

Psions have nothing Resembling Haste. the best 3rd level spell in the game. but if they did have a haste alike, it would probably be a 5th level power that most likely equires 6PP of augmentation to get the effect of a 3rd level spell, which equivalent to 5PP Versus 15PP

Psions do have a haste equivalent (Physical Acceleration) . . . but it is self-only. A Vitalist can manifest it on others, for +1 PP per extra target.

7PP +1PP per additional target, so in a 4 person party with a 1 combat pet, cohort or mount, a reasonable assumption for 4 player group. it costs as much as a 6th level spell or 11PP. while the wizard is getting his 3 companions, the pet, cohort or mount, himself, and up to 6 of his summoned monsters

plus he has more game changers, than the lowly vitalist whom does a better job of being a wannabe Jiang Shi.


Umbriere Moonwhisper wrote:

a drastic damage boost to all your minions, a buff to your fly speed, and a massive buff to the pounce lanes of any pouncing monster you summon.

the issue with physical acceleration, is it doesn't do enough to compete with haste, and is primarily for psionic warriors.

it doesn't have the mass minion boosting powers haste does, and Psions, even shapers, can't produce anywhere near the minion volume of a wizard.

By minions, do you mean teammates? lolz


Psionics does have a disadvantage in terms of aiding the party out; that's why I tend to view them as being more of a tank or blaster role. They can provide support in drawing heat off other people, such as the cleric or mage, but overall their main abilities are combat.

Though, sending astral constructs out to aid the fighter is a very viable tactic...


meatrace wrote:
Umbriere Moonwhisper wrote:

a drastic damage boost to all your minions, a buff to your fly speed, and a massive buff to the pounce lanes of any pouncing monster you summon.

the issue with physical acceleration, is it doesn't do enough to compete with haste, and is primarily for psionic warriors.

it doesn't have the mass minion boosting powers haste does, and Psions, even shapers, can't produce anywhere near the minion volume of a wizard.

By minions, do you mean teammates? lolz

i'm including the Wizard's Minions, which is a Mashup of 'Teamates' and Summons. yes, when you are a wizard, your teamates are little more than minions and all they do, is pull the trigger on the guy you just crippled with lotsa penalties.


Umbriere, I can see your point that a psionic character may be more singular in focus than an arcane caster. This isn't always a bad thing, however; without massive (and often unrealistic) optimizing, characters in 4th Edition rarely had any meaningful single capability. Everything was oriented towards the group; it was an MMO channeled into a tabletop RPG, but without an MMO's soloing capabilities.

3.5/Pathfinder provides PCs with the opportunity to shine on their own once in awhile. Some groups may not prefer that (which is fine), but for me at least, all of my RPG memories contain those awesome moments when I or someone else would say (for example), "Man, do you remember when the Knight of the Chalice lucked out and critted that gelugon? Thing was sheared in half, and the other gelugon just popped its eyes open in surprise and teleported out!"

Sure, it means you have to depend on players being willing to step back and let someone else have the spotlight as well (some players are good at this, some aren't), but in the end, everyone at the table got to have a lot of fun: the group advanced its goals, and every individual player had the opportunity to shine and be cool for a round or two.

Psions lacking the buffing capabilities of a Wizard (or other caster) aren't necessarily a hindrance. Sometimes a group is just oriented towards largely everyone buffing themselves in some fashion, with the occasional group spell tossed off as situationally appropriate (and potentially available, if you're dealing with preparation casters).

So sure, a Wizard may get a lot of use out of Haste and some Summon Monster spells, alongside the Druid's Summon Nature's Ally spells, etc.

Sometimes players don't think that way, or it isn't in keeping with the nature of how they've built their party. The assumption that having the ability to contribute to party buffs is the "only proper" way to play or build is a fallacy, I think.


LazarX wrote:
Mike Franke wrote:
Further, in my opinion the psychic warrior is the best "fighter/mage" available in 3.5/pathfinder.
You haven't really played a magus, have you?

I have played a magus and they are nice for what they do. In the Pathfinder system they are about as close as you can get. In comparison, however, the magus is a very limited spellcaster. I think part of this is due to the inherent flexibility of the point system vs the vancian system. The PW plays more like a martial cleric if you want to compare power levels.

Nothing "wrong" with the magus, just not as good in my opinion.


meatrace wrote:

And what, pray tell, is the point of haste for a caster?

Extra movement? It is to laugh.

mainly for an Egoist/Metamorph. It is pretty much worthless for all other Psions.

Physical Acceleration just proves the point on how Psions have weaker and/or more expensive stuff than wizards.


Lets look at Wizards and Psions based on what they contribue well at

Wizards are quite flexible, and can summon better creatures than a Psion, are better at buffing, debuffing and battlefield control, and are well, worse at Nova Blasting but better at Metamagic and cheap effects. their strength comes in their many roles, and a crowd control and buffer style wizard, when played right, is better than a blaster style wizard. with enough intelligence, they can use powerful save or sucks, or simply save or lose, and they can use more of their abilities than a psion can, because they still have all of their lower level slots, and a lot of those spells, are pretty darn powerful

Psions are like less flexibile sorcerers, the majority of their power list, is either toned down versions of wizard spells with a huge cost attached, or blasts that only get more expensive as they level up and blasting is impractical for the psion too. well, they have save or sucks on par with a wizard, but other than having blasts with flexible energy types, they aren't much better at blasting, because any metamagic they use, comes out of the PP they spend to augment their blasts. making their blasts weaker

essentially, Wizards when played right, are Sun Tzu, while Psions are essentially a crappier Orion. Psions are very similar to Warmages, with the exception there were Warmage builds that kicked the Psion's Bum at combat blasting while having more utility.


Umbriere Moonwhisper wrote:
Psions are very similar to Warmages, with the exception there were Warmage builds that kicked the Psion's Bum at combat blasting while having more utility.

This is outright wrong. Psion's are probably most maligned for damage (because its the most obvious thing to look at) but really, the psion class FAR outstrips the warmage. The best comparison for the psion really is the Sorcerer, who suffers from a little bit less flexibility (due to lack of augmentation) but has superior powers in general.

Note: this is all assuming that by 'warmage' you are referring to the 3.5 base class.


kyrt-ryder wrote:
Umbriere Moonwhisper wrote:
Psions are very similar to Warmages, with the exception there were Warmage builds that kicked the Psion's Bum at combat blasting while having more utility.

This is outright wrong. Psion's are probably most maligned for damage (because its the most obvious thing to look at) but really, the psion class FAR outstrips the warmage. The best comparison for the psion really is the Sorcerer, who suffers from a little bit less flexibility (due to lack of augmentation) but has superior powers in general.

Note: this is all assuming that by 'warmage' you are referring to the 3.5 base class.

Warmage was definitely a 3.5 class, and i must have been mistaking Rainbow Servant levels for Warmage levels. i mean the two were literally made to mesh together, i don't know anybody whom played a warmage whom neither had rainbow servant levels nor planned to acquire them, so i consider Rainbow Servant to be part of the core of the Warmage class in my headcanon.

when i think Warmage, i Think Warmage/Rainbow Servant

but 3.5 classes shouldn't clutter my thoughts

Edit; but i rate sorcerer as more powerful than Psion too, purely due to how Pathfinder Writes the Vancian system to work and how the sorcerer, is a spontaneous caster using the vancian system, which is a more powerful system than a psion using their highly restricted JRPG style power point system that doesn't even do much more than a limited version of a cheap imitation of a JRPG caster, and not very well.

but then, the only Psions i played with, have been blasters whom Run out of power points by the 2nd encounter of the day, while being venerable Elan's with Favored Class to power points and Absurd intellect. they were still inferior to a sorcerer when the sorcerer could do things besides blasting or save or sucks.

sorcerers could buff, battlefield control and debuff pretty well, and abuse metamagic much more easily.

yes, one of my gaming buddies played a Psion with an Intelligence of 26 at level 4. with the aging penalties halved, he still wasn't doing very well at level 16 with a 38 int either. he was Nova Blasting to hopefully deal signifficant damage, but he couldn't keep up with the sorcerer whom could haste the party and researched a 3rd level spell for giving the whole party pounce for a round per level with all the limitations of haste, which he called "Aspect of the Jaguar"


Umbriere Moonwhisper wrote:
kyrt-ryder wrote:
Umbriere Moonwhisper wrote:
Psions are very similar to Warmages, with the exception there were Warmage builds that kicked the Psion's Bum at combat blasting while having more utility.

This is outright wrong. Psion's are probably most maligned for damage (because its the most obvious thing to look at) but really, the psion class FAR outstrips the warmage. The best comparison for the psion really is the Sorcerer, who suffers from a little bit less flexibility (due to lack of augmentation) but has superior powers in general.

Note: this is all assuming that by 'warmage' you are referring to the 3.5 base class.

Warmage was definitely a 3.5 class, and i must have been mistaking Rainbow Servant levels for Warmage levels. i mean the two were literally made to mesh together, i don't know anybody whom played a warmage whom neither had rainbow servant levels nor planned to acquire them, so i consider Rainbow Servant to be part of the core of the Warmage class in my headcanon.

when i think Warmage, i Think Warmage/Rainbow Servant

but 3.5 classes shouldn't clutter my thoughts

Edit; but i rate sorcerer as more powerful than Psion too, purely due to how Pathfinder Writes the Vancian system to work and how the sorcerer, is a spontaneous caster using the vancian system, which is a more powerful system than a psion using their highly restricted JRPG style power point system that doesn't even do much more than a limited version of a cheap imitation of a JRPG caster, and not very well.

but then, the only Psions i played with, have been blasters whom Run out of power points by the 2nd encounter of the day, while being venerable Elan's with Favored Class to power points and Absurd intellect. they were still inferior to a sorcerer when the sorcerer could do things besides blasting or save or sucks.

sorcerers could buff, battlefield control and debuff pretty well, and abuse metamagic much more easily.

yes, one of my gaming buddies played a Psion with an Intelligence...

Especially with Paizo giving so many things to Sorcerers to increase their versatility, like Pages of Spell Knowledge.


Umbriere Moonwhisper wrote:


Warmage was definitely a 3.5 class, and i must have been mistaking Rainbow Servant levels for Warmage levels. i mean the two were literally made to mesh together, i don't know anybody whom played a warmage whom neither had rainbow servant levels nor planned to acquire them, so i consider Rainbow Servant to be part of the core of the Warmage class in my headcanon.

when i think Warmage, i Think Warmage/Rainbow Servant

Seriously? In every single campaign, there actually was a hidden jungle temples of the couatls AND it was trivially easy to find the hidden jungle temples of the couatls?


DrDeth wrote:
Umbriere Moonwhisper wrote:


Warmage was definitely a 3.5 class, and i must have been mistaking Rainbow Servant levels for Warmage levels. i mean the two were literally made to mesh together, i don't know anybody whom played a warmage whom neither had rainbow servant levels nor planned to acquire them, so i consider Rainbow Servant to be part of the core of the Warmage class in my headcanon.

when i think Warmage, i Think Warmage/Rainbow Servant

Seriously? In every single campaign, there actually was a hidden jungle temples of the couatls AND it was trivially easy to find the hidden jungle temples of the couatls?

the hidden jungle part was hand waved, you just had to have peaceful contact with a Coatl, which could be as simple as using planar binding, because the warmage player complained that the jungle thing was too setting specific

it didn't say peaceful contact with all coatls, just peaceful contact with A Coatl, and well, that could be as simple as paying an NPC wizard to bind a Coatl for a night of Tequila Binging.

just like the whole, "you must be an elf" was removed from arcane archer. there wasn't hidden jungle temples, just things were houseruled, and even then, a lot of the groups i am in, tend to travel the globe a lot, as well as a great deal of plane hopping, but alignment restrictions, race restrictions and setting restrictions were removed on most prestige classes, the jungle thing, was considered a setting restriction, it was changed to "Peaceful Encounter with A Coatl"

thing was, Coatls were pretty peaceful because most of them were drunk on Tequila, or at least the ones we often bound.

even then, it just takes a temple in a jungle in one country in a whole world, any character of 6th level or higher, could have found such a settlement at least once in their lives, nay, 4th level or higher.


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Yeah, my play experience is that of having weird roleplay prerequisites handwaived as a matter of course.


meatrace wrote:
Yeah, my play experience is that of having weird roleplay prerequisites handwaived as a matter of course.

same here, with the exception of non-setting-specific prerequisites that are easy to accomplish at the earliest level you meet the requirements, or are changed to such things

find the "hidden jungle temple of the Coatls" was turned into "have a peaceful encounter with at least, a Coatl and make a vow of service." which can be as simple as "paying a wizard to bind a coatl for you to enjoy a few hours of drunken hangout if you pay for the booze" at the very least.


meatrace wrote:
Yeah, my play experience is that of having weird roleplay prerequisites handwaived as a matter of course.

Or if they're not handwaved, the GM and player talk it over, and the GM includes a plot hook to fulfill those requirements around the time that the player want entry into the PrC.


Psion are not really overpowered. A caster Wilder are a bit on the strong side when they get working but are balanced by their unreliability. What is really "bugged" of the psionics are the "martial" style characters.

Wilder focused on self buffing gets to really absurds amount of CA, to hit and damage with very few risks. Soulknife have really obscene ability like using WIS for hit, damage and CA on top of having fullplate and doing 20 stat damage in one round. They can also have 15-20 x3 crit range. Psionic warriors get pounce at level 4 and lets not forget Vigor, witch is basically half an heal spell available at level 1 and precastable.


Try putting the Soulknife and Psychic Warrior to the Same Game test. Soulknife very well may perform better than a PF Monk or Fighter, but I suspect the Soulknife will still fail, while the Psychic Warrior will pass about 50/50.


Depends on level, Soulknife takes a little more to come online, but when it does is cheeserific.


Ugh, RP requirements for a prestige class... I had the hardest time getting into the pyrokineticist because of that. The druid was against fire for some reason (probably just being that guy) and would put out the fires I started. Tried to set a field on fire to get a hut in the middle of it when the druid wasn't around and the GM had me suffer from smoke inhalation when I tried to watch the thing burn.


Umbriere Moonwhisper wrote:
DrDeth wrote:
Umbriere Moonwhisper wrote:


Warmage was definitely a 3.5 class, and i must have been mistaking Rainbow Servant levels for Warmage levels. i mean the two were literally made to mesh together, i don't know anybody whom played a warmage whom neither had rainbow servant levels nor planned to acquire them, so i consider Rainbow Servant to be part of the core of the Warmage class in my headcanon.

when i think Warmage, i Think Warmage/Rainbow Servant

Seriously? In every single campaign, there actually was a hidden jungle temples of the couatls AND it was trivially easy to find the hidden jungle temples of the couatls?

the hidden jungle part was hand waved, you just had to have peaceful contact with a Coatl, which could be as simple as using planar binding, because the warmage player complained that the jungle thing was too setting specific

it didn't say peaceful contact with all coatls, just peaceful contact with A Coatl, and well, that could be as simple as paying an NPC wizard to bind a Coatl for a night of Tequila Binging.

just like the whole, "you must be an elf" was removed from arcane archer. there wasn't hidden jungle temples, just things were houseruled, and even then, a lot of the groups i am in, tend to travel the globe a lot, as well as a great deal of plane hopping, but alignment restrictions, race restrictions and setting restrictions were removed on most prestige classes, the jungle thing, was considered a setting restriction, it was changed to "Peaceful Encounter with A Coatl"

thing was, Coatls were pretty peaceful because most of them were drunk on Tequila, or at least the ones we often bound.

even then, it just takes a temple in a jungle in one country in a whole world, any character of 6th level or higher, could have found such a settlement at least once in their lives, nay, 4th level or higher.

And, see that's how things get out of hand. That PrC is very powerful, as you said a "must do", almost unbalancing, yet the DM simply handwaved "Must find the hidden jungle temples of the couatls." Note, that doesnt include calling one up on the phone. :-)


Excuse me, are you claiming that finding a hidden jungle temple was a balancing factor? I'm pretty sure PrCs with RP requirements aren't designed to be stronger than PrCs without RP requirements.


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Call Jimmy Johns and see where they delivered to Mr Couatl.


I'm not really sure that's how things get out of hand. If a PC wants to get into a PRC during a campaign, the DM preventing the narrative from doing so is pretty much a jerk. Honestly, Rainbow Servant is pretty meh, unless you happen to be one of three very specific base classes that know their entire spell lists. And even then its a a long haul through mediocrity until you get an entire spell list.


Dekalinder wrote:
Depends on level, Soulknife takes a little more to come online, but when it does is cheeserific.

Just to confirm... you do know that the same game test is comparing the class against the monsters, not against other classes right?


Anzyr wrote:
I'm not really sure that's how things get out of hand. If a PC wants to get into a PRC during a campaign, the DM preventing the narrative from doing so is pretty much a jerk. Honestly, Rainbow Servant is pretty meh, unless you happen to be one of three very specific base classes that know their entire spell lists. And even then its a a long haul through mediocrity until you get an entire spell list.

it's pretty Meh, unless you are a warmage whom literally took it to add the entire cleric list to your spells known, it's a less pronounced benefit for Beguilers and Dread Necromancers, however, all 3 of the base classes are tier 3 and lower, and will be at best, tier 2 at the end of the PRC, at a very high level. they won't get the boost till the campaign is over, but the 3 classes, especially warmages, tend to need it.

Aratok wrote:

Excuse me, are you claiming that finding a hidden jungle temple was a balancing factor? I'm pretty sure PrCs with RP requirements aren't designed to be stronger than PrCs without RP requirements.

the hidden jungle temple, isn't really a balancing factor, maybe, as the DM of that group said, "Must had Peaceful Contact with a Coatl and Swear an Oath of Service" is a much more fitting requirement than "Find a Hidden Jungle Temple that may require a great deal of Country Hopping"

expecting to have to accomplish an RP requirement that serves no purpose, is a bad idea and a poor attempt to balance a class that doesn't need it, such as the alignment restrictions on paladins or barbarians.

Dr.Deth wrote:

And, see that's how things get out of hand. That PrC is very powerful, as you said a "must do", almost unbalancing, yet the DM simply handwaved "Must find the hidden jungle temples of the couatls." Note, that doesnt include calling one up on the phone. :-)

i don't even consider the RP requirement of finding a hidden jungle temple to be a very Balancing class. there are only 3 classes that climb multiple tiers because of it, and it's the Warmage that needed the boost most

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