Have you ever used Psionics in your games?


Pathfinder First Edition General Discussion

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Ssalarn wrote:
Zhayne wrote:
Anybody could acquire the ability to use Rituals with a feat. So, yeah, fighter who used a feat for Ritual Casting.
And carries around an artifact level sword.

And still be the most powerful sorcerer in the world for generations.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I'm not going to debate what I see as an aesthetics question. Everyone is going to have a different aesthetic sense, we all see different things from works of art and that's okay... it's better than okay. The planet would be a much more boring place if aesthetics were reduced to quantitative logic.


Damn. I was hoping my theory would play out and this thread would blow up with examples of awesome psionics. :(

Paizo Employee Design Manager

Tels wrote:
Damn. I was hoping my theory would play out and this thread would blow up with examples of awesome psionics. :(

Back in 3.5, my fiancee's very first character was a Lurk, a kind of psionic rogue class. She loved it because she was super mobile with a highly adaptable "sneak attack" that could be used for different effects. She also loved it because she was so good at detecting and avoiding traps. The thing she wasn't good at? Disarming them. She'd run sideways across walls, backflip over scything blades, and leave a neat little trail of chalk marks denoting what the party needed to do to bypass a trap. Needless to say, the dwarven fighter was less than amused to come to a section of hallway with a note scribbled on the wall reading "Do not step on floor for next 15 feet".


Tels wrote:
Damn. I was hoping my theory would play out and this thread would blow up with examples of awesome psionics. :(

It's still too new. I could tell you about the Level 9 Psion (Nomad)/Elocator who could walk on air, Fold Space in and out of battle, wrap Energy Wall around the bad guys, and used his psicrystal to telepathically communicate with his teammates as he 'ported in and out of the fight. Or about the Level 14 Psion (Shaper) here on the Pazio boards in Agartha who changed an entire room's floor to silver to stop some rampaging werewolves (fellow students), only to lose his (self-imposed) stability roll and end up not just giving the lycanthropes a "hotfoot", but when the silver exploded and atomized they were all basically breathing in pure silver dust for several rounds. (Oh yeah, hauled in before the Headmaster on that one.) Or about the Psion (Shaper) that I copied right out of Fred Saberhagen's Stonecutter story with the stone artist, able to make astral constructs that looked as good as people.

You're going to need a few more years of roleplayers using psionic characters to get "the good stuff" in stories, and it wouldn't hurt for a few fanfic or real authors to pick up Dreamscarred and write some novels.


Same person just retrained and re-WBL

Level 10 Fighter

Level 11 Aegis

I'm feeling loads better about the char. I would still put him under a battle druid.


ANYtime you re-WBL you get a better character! Every Adventure Path out there is miserly compared to the Core/Gamemaster Guide.


jhpace1 wrote:
ANYtime you re-WBL you get a better character! Every Adventure Path out there is miserly compared to the Core/Gamemaster Guide.

That's actually not true. James Jacobs says they put in betweeon +50% to +100% more treasure in adventure paths (depending on the story) because not every group will find every item. However, this is WBL for 4 characters, so if you have 5 or more players and the GM doesn't adjust the treasure, they certainly will seem to be pretty miserly.

Psionics have actually been around for a while now, and many people play with heavy psionics in their games. I wasn't expecting epic campaign spotlight stories, just cool things people have done in the game.

Paizo Employee Design Manager

jhpace1 wrote:
ANYtime you re-WBL you get a better character! Every Adventure Path out there is miserly compared to the Core/Gamemaster Guide.

It seems more like the wealth comes in waves instead of a steady stream of income. And it's balanced for 4 people, so if your GM doesn't remember to make adjustments for 5+ player groups you'll get hosed. There was a study done by a poster a while back and I believe he actually found that most AP's were slightly above WBL, but that you'd often findsituations where you were realy short at level 3 (for example) and then got your level 3 and 4 WBL all at once.

**EDIT**
Ninja'd by Tels.


Tels wrote:
jhpace1 wrote:
ANYtime you re-WBL you get a better character! Every Adventure Path out there is miserly compared to the Core/Gamemaster Guide.
That's actually not true. James Jacobs says they put in betweeon +50% to +100% more treasure in adventure paths (depending on the story) because not every group will find every item. However, this is WBL for 4 characters, so if you have 5 or more players and the GM doesn't adjust the treasure, they certainly will seem to be pretty miserly.

OTOH, assuming the GM isn't also boosting the opposition, the drop in WBL (and xp) will tend to compensate for the extra PC.

Each PC will be below WBL and thus weaker, but the group as a whole will still be tougher.


Be that as it may, there's a reason I'm thinking heavily of doing a Soulknife for the next book of RotRL.

Paizo Employee Design Manager

Zhayne wrote:
Be that as it may, there's a reason I'm thinking heavily of doing a Soulknife for the next book of RotRL.

Is it because he provides his own scaling magic weapon, making it easier to sustain your WBL? Because I did the exact same thing for our Wrath of the Righteous campaign with 6 players and a rusty GM.


Actually certain characters function better under WBL than others. Clerics, Paladins, Barbarians, and Inquisitors are notable for this. Wizards, Sorcerors, Oracles, and alchemists to a lesser extent.


Ssalarn wrote:
Zhayne wrote:
Be that as it may, there's a reason I'm thinking heavily of doing a Soulknife for the next book of RotRL.
Is it because he provides his own scaling magic weapon, making it easier to sustain your WBL? Because I did the exact same thing for our Wrath of the Righteous campaign with 6 players and a rusty GM.

Pretty much. Plus, my life has take some significant hits, so I want to play a character that just beats the hell out of things, and the Soulknife (Deadly Fist) looks like the best one available.


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Tels wrote:
Ashiel wrote:
Kryzbyn wrote:
Ashiel wrote:
Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Here's a preview of some of the power-combos, as I just finished writing the create healthstone power.

** spoiler omitted **...

Sweet! :)

I'll quit bugging you about it for a while ;)

No worries. Keeps me motivated / reminded.

*Bug*

...

*Nag*

...

*Whine*

...

*Complain*

...

Am I helping?

You tell me. :)

More Warlock Powers, Due To Tels Stimulus!:
Curse of Weakness
Discipline psychometabolism [affliction, curse]
Level warlock 2
MANIFESTING
Display auditory, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / 2 levels)
Target 1 creature
Duration 1 minute / level
Saving Throw Will partial (see text); Power Resistance Yes
Power Points 3

The caster places a weakening curse on the target, causing their strength to wane. The target suffers a -4 penalty on all melee attack rolls, damage rolls, and Strength-based checks. A successful Will save halves the penalty (so -4 becomes -2).

The manifester can have only one curse of agony, curse of weakness, curse of exhaustion, curse of the elements, or curse of tongues power active at one time on an individual target. Manifesting the same power on the target extends the duration of the active power by the duration of the new manifesting. Manifesting a different curse power from this list on the target immediately ends all other curses on this list.

Augment
For every 2 power points spent, the penalty increases increases by -1 and the saving throw DC increases by +1.

Drain Life
Discipline psychometabolism (healing) [affliction]
Level warlock 2
MANIFESTING
Display audible, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / 2 levels)
Target 1 creature
Duration concentration
Saving Throw Fortitude partial (see text); Power Resistance Yes
Power Points 3

You create a link between yourself and your target and begin to draw forth their energies and empowering yourself with them, causing your wounds to heal.

Each round, the target suffers two points of damage and you heal hit points equal to the damage dealt. Each round the target may make a Fortitude save to halve the damage taken.

You cannot target yourself with this power.

Augment
You may augment this power in one or more of the following ways.

1. For every 2 additional power points you spend, increase the damage dealt each round by 1.
2. For every 4 additional power points you spend, you may choose an additional target for this power.

In addition, for every 2 power points spent, increase this powers saving throw DC by +1.

Drain Mana
Discipline psychometabolism [affliction]
Level warlock 2
MANIFESTING
Display audible, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / 2 levels)
Target 1 creature
Duration concentration
Saving Throw Will partial (see text); Power Resistance Yes
Power Points 3

You create a metaphysical link between yourself and another, and begin draining away their magical and psionic energies, which you can then use to manifest your own powers.

Each round, if the target has a power point pool it loses 1 power point and you gain 1 power point. If the target has spells available to cast, the target loses 1 prepared spell (for prepared casters) or one spell slot (for spontaneous casters), starting with the lowest level that it can cast (not counting 0 level spells), and you gain 1 PP plus 2 additional PP per spell level above 1st (1 PP for 1st, 3 PP for 2nd, etc). In the case of prepared casters, the target decides which spell it wishes to lose. If the target has any combination of a power point pool, prepared spells, and/or spells available to cast, the target chooses which is drained first. If the target has no power points or spells remaining, this power does nothing. This power cannot raise your PP above your normal maximum.

This power may also drain psi-like abilities and spell-like abilities, but only those with some daily limit (not at-will or constant). As with power points and spells, the lowest equivalent power level or spell level is absorbed first. A psi-like ability or spell-like ability drained this way grants a number of PP equal to a spell of the same level.

Each round, the target may make a Will save to avoid losing any power points, spells, psi-like abilities, or spell-like abilities, and thus deny you gaining power points this round.

You cannot target yourself with this power.

Augment
This power can be augmented in one or more of the following ways.

1. For every 2 power points spent, you may drain 2 additional power points, or begin draining spells one level higher than their lowest level spell (so +2 PP begins with 2nd level spells, +4 PP begins with 3rd level spells, etc), or drain one psi-like ability or spell-like ability one level higher than their lowest level psi-like or spell-like ability (so +2 PP begins with 2nd level abilities, +4 PP begins with 3rd level abilities, etc).
2. For every 4 additional power points spent, you may choose an additional target for this power.

In addition, for every 2 power points spent, increase this powers the saving throw DC by +1.

Drain life probably seems somewhat weak initially, but a number of these powers will actually end up being better because of the in-class talent system that hasn't been added to the class yet (but I do have prototype concepts for each), and the ability to augment it to affect multiple targets means you could potentially begin siphoning a pretty solid amount of Hp from multiple foes as long as your allies can keep your concentration from being interrupted (plus the class will have some talents that improve the amount of healing you gain from (healing) spells and powers when certain conditions are met, and you can expect some talents that improve range and even potency if certain conditions are met; such as a talent that increases the potency of your Drain spells for every affliction spell you have active on the target already, and the ability to swift action curse, which will mean running into a fight and spreading corruption + curse of agony and then following up with Life Drain to begin causing continuous damage while restoring your HP, or if you're fighting lots of fiends or spellcasters, begin devouring their magics to replenish yours).

A number of these powers have a duration of Concentration because I want them to consume your actions while you're using them (further emphasizing that this class is about throwing DoTs onto an enemy and then seeking safety to continue draining them into the ground, if affliction is your thing), and because it makes the warlock a tactical target (since powers with a Concentration duration require Concentration checks to avoid being interrupted) which provides you, the Warlock, with incentive to coordinate with your allies and use your summoned minion for interference/crowd control (even if it's as minor as using your Imp for soft cover at low levels).

Odraude wrote:
I wonder if Ashiel-senpai will notice me...

A wild Odraude appeared! :D

Paizo Employee Design Manager

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Zhayne wrote:
Ssalarn wrote:
Zhayne wrote:
Be that as it may, there's a reason I'm thinking heavily of doing a Soulknife for the next book of RotRL.
Is it because he provides his own scaling magic weapon, making it easier to sustain your WBL? Because I did the exact same thing for our Wrath of the Righteous campaign with 6 players and a rusty GM.
Pretty much. Plus, my life has take some significant hits, so I want to play a character that just beats the hell out of things, and the Soulknife (Deadly Fist) looks like the best one available.

Deadly Fist is the one that charges your hands and gives you hadokens in place of Throw Mindblade, right?


jhpace1 wrote:
ANYtime you re-WBL you get a better character! Every Adventure Path out there is miserly compared to the Core/Gamemaster Guide.

I'm pretty sure the fighter is over WBL. The Aegis is at WBL.

The offensive and defensive(AC) power is not the big thing. For that, the two are about the same, the aegis probably has lower AC than the Fighter would.

The big issue is the customization points. I have ways to counter spells. I can fly, burrow, energy immunity, blind-sight, move REALLY fast, stalwart, powerful vital strike to make move+attack closer to the full attack, push, pull, reach, ect.

Not all at once, but the suit is customizable. 4+int skill and a reason to pump int gives me enough skill points + suit abilities to have "narrative power" too (not that my fighter wasn't holding his own in that regard).

The aegis also gets actual class features for item crafting and UMD, which is what a lot of people try to make the fighter do to balance him out.

The only downside is that you really have to start relying on Harness stone abilities at high levels to keep your to-hit on par with a fighter or smiting paladin. If you don't do that your offense gets closer to the monk. Which is not a bad thing. Probably cuts down on rocket tag.


Ashiel wrote:

Drain life probably seems somewhat weak initially, but a number of these powers will actually end up being better because of the in-class talent system that hasn't been added to the class yet (but I do have prototype concepts for each), and the ability to augment it to affect multiple targets means you could potentially begin siphoning a pretty solid amount of Hp from multiple foes as long as your allies can keep your concentration from being interrupted (plus the class will have some talents that improve the amount of healing you gain from (healing) spells and powers when certain conditions are met, and you can expect some talents that improve range and even potency if certain conditions are met; such as a talent that increases the potency of your Drain spells for every affliction spell you have active on the target already, and the ability to swift action curse, which will mean running into a fight and spreading corruption + curse of agony and then following up with Life Drain to begin causing continuous damage while restoring your HP, or if you're fighting lots of fiends or spellcasters, begin devouring their magics to replenish yours).

A number of these powers have a duration of Concentration because I want them to consume your actions while you're using them (further emphasizing that this class is about throwing DoTs onto an enemy and then seeking safety to continue draining them into the ground, if affliction is your thing), and because it makes the warlock a tactical target (since powers with a Concentration duration require Concentration checks to avoid being interrupted) which provides you, the Warlock, with incentive to coordinate with your allies and use your summoned minion for interference/crowd control (even if it's as minor as using your Imp for soft cover at low levels).

Oh, and fear effects. And of course, there will be a nice set of talents for blasting the snot out of your enemies with fire and shadow damage (and CHAOS, woot!), and some stuff to let you do cool stuff with your pets (making them more formidable, and granting them cool party-support options and stuff).

Paizo Employee Design Manager

You should do the WoW warlock as a Dread archetype/alternate class, Ashiel. Or just give him a tree that grants Terrors to cover the fear-based abilities.


Ssalarn wrote:
You should do the WoW warlock as a Dread archetype/alternate class, Ashiel. Or just give him a tree that grants Terrors to cover the fear-based abilities.

Too much difference between it and a dread, but they will share a lot of the same sorts of powers. I'm pretty much just giving them new options for existing powers where applicable. For example, there are already plenty of powers that allow you to inflict fear effects so the class will just have those powers on its class list and some talents to support those (no need to re-invent the wheel :P).

Also, another thing for warlocks I just wrote up.

Life Tap:
Life Tap
Discipline psychometabolism
Level warlock 1
MANIFESTING
Display audible, visual
Manifesting Time 1 standard action
EFFECT
Range personal
Target you
Duration instantaneous (see text)
Power Points Special (see text)

You convert your own life force into energy to manifest your powers. You reduce your current hit points by 3, and regain 1 power point. You cannot exceed your normal maximum number of power points using this power. Power points gained this way vanish after 1 minute (10 rounds) if not used. This power does not deal damage to you, it directly reduces your current hit points, ignores temporary hit points, and cannot be reduced by damage reduction or energy resistances.

Augment
For every 3 additional hit points you reduce your current hit points by, you gain an additional 1 power point. You can never reduce your hit points by more than three times your manifester level with this power in a single manifesting.

This basically functions similar to a natural healing in reverse, mixed with Overchannel/Body Fuel. I limited the duration of the power points to 10 rounds at most however since it's really not that difficult to get unlimited to near unlimited healing in Pathfinder, and as a result I didn't want that to open up infinite power points (though you could probably continue to adventure at 0 PP if you had a good healer and didn't mind wasting some actions, but it's not advisable in most cases). It'll have some in-class support options, and I'll probably make some Glyph magic items, which will allow you to attach kicker effects onto at well (such as when you use life tap, increasing the damage of your abilities in addition to providing PP).


I'm also considering dropping their power progression down to 6th level powers and tightening their PP to be more like psychic warriors, which will basically force you to play a mini-game of using your various abilities (IE - life tap, drain life, drain mana, etc) and "eating" downed enemies after combats to sustain your longevity. It's just an idea that I'm toying with at the moment. That would indeed make them more dread-like, and a very odd sort of caster to boot (a d6, 3/4 caster).


Marcus Robert Hosler wrote:
The aegis also gets actual class features for item crafting and UMD, which is what a lot of people try to make the fighter do to balance him out.

Something that can violate the miserly party donations of the average dungeon or ruin (in a viciously tentacular fashion) is their very first level ability; Astral Repair. Oh look that broken glass/painting/cup/jewel/statue/sculpture/PIECEOFGEAR isn't worthless and broken anymore. It's brand new. Be aware this may only work once or twice before things are suddenly all dust or barren rooms everywhere everytime however.

Quote:
The only downside is that you really have to start relying on Harness stone abilities at high levels to keep your to-hit on par with a fighter or smiting paladin. If you don't do that your offense gets closer to the monk. Which is not a bad thing. Probably cuts down on rocket tag

You can also make violently vicious use of firearms to make up for the to-hit lack.

Firearms that are bigger than they should.
Firearms that are bigger than they should be and are augmented by your suit to yet another size for damage.
Firearms that are bigger than they should be and are augmented by your suit to yet another size for change that you built out of deep-crystal.


Jamie Charlan wrote:
Marcus Robert Hosler wrote:
The aegis also gets actual class features for item crafting and UMD, which is what a lot of people try to make the fighter do to balance him out.

Something that can violate the miserly party donations of the average dungeon or ruin (in a viciously tentacular fashion) is their very first level ability; Astral Repair. Oh look that broken glass/painting/cup/jewel/statue/sculpture/PIECEOFGEAR isn't worthless and broken anymore. It's brand new. Be aware this may only work once or twice before things are suddenly all dust or barren rooms everywhere everytime however.

Quote:
The only downside is that you really have to start relying on Harness stone abilities at high levels to keep your to-hit on par with a fighter or smiting paladin. If you don't do that your offense gets closer to the monk. Which is not a bad thing. Probably cuts down on rocket tag

You can also make violently vicious use of firearms to make up for the to-hit lack.

Firearms that are bigger than they should.
Firearms that are bigger than they should be and are augmented by your suit to yet another size for damage.
Firearms that are bigger than they should be and are augmented by your suit to yet another size for change that you built out of deep-crystal.

Astral Repair is a fun flavorful ability. It's only a little stronger than mending though.

Unless I am mistaken, Firearms are a bit feat intensive. I'm feat starved as it is though. Berserk Gutz Vital Strikes with my effectively huge sword is very satisfying. I'll just cobble some buffs together via power stones.


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Jamie Charlan wrote:
Marcus Robert Hosler wrote:
The aegis also gets actual class features for item crafting and UMD, which is what a lot of people try to make the fighter do to balance him out.
Something that can violate the miserly party donations of the average dungeon or ruin (in a viciously tentacular fashion) is their very first level ability; Astral Repair. Oh look that broken glass/painting/cup/jewel/statue/sculpture/PIECEOFGEAR isn't worthless and broken anymore. It's brand new. Be aware this may only work once or twice before things are suddenly all dust or barren rooms everywhere everytime however.

You know what else repairs items? A cantrip called mending. Plus, broken items aren't worthless, they just sell for 75% of their value.


It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.


Aratrok wrote:
You know what else repairs items? A cantrip called mending. Plus, broken items aren't worthless, they just sell for 75% of their value.

The difference is that mending takes 10 minutes, and astral repair takes a standard action for 2HP.


Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.


Ashiel wrote:
Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.

I always felt that style of mechanic didn't really work in a party game like Pathfinder, since you'll have a cleric that can heal all of that for you.


Jamie Charlan wrote:
Aratrok wrote:
You know what else repairs items? A cantrip called mending. Plus, broken items aren't worthless, they just sell for 75% of their value.
The difference is that mending takes 10 minutes, and astral repair takes a standard action for 2HP.

I kind of fail to see how that even matters given that you're probably doing it in your downtime anyway. I mean, I seriously doubt you're going to stop to loot the tattered tapestries in the middle of combat. >_>


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Odraude wrote:
Ashiel wrote:
Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.

I always felt that style of mechanic didn't really work in a party game like Pathfinder, since you'll have a cleric that can heal all of that for you.

Well the funny thing is that they took that into consideration. In the case of Overchannel you eat some damage to get a small bump in manifester level (kind of like caster level) which could be used to bump your powers up a little more, or get a +5-15% chance to pierce spell resistance, but it's not something you're going to do heavily.

Meanwhile, Body Fuel causes ability burn, which is a type of ability damage that was introduced with psionics. It only heals naturally, not by any magical means is it possible to repair the ability damage. As a result, you can't just nuke your stats down to 1s and then let your cleric cast restoration on you and make it all better, it means you're going to have to heal it on your own. There's a feat that doubles your natural healing rate, which is most useful for this very reason.


Ashiel wrote:
Jamie Charlan wrote:
Aratrok wrote:
You know what else repairs items? A cantrip called mending. Plus, broken items aren't worthless, they just sell for 75% of their value.
The difference is that mending takes 10 minutes, and astral repair takes a standard action for 2HP.
I kind of fail to see how that even matters given that you're probably doing it in your downtime anyway. I mean, I seriously doubt you're going to stop to loot the tattered tapestries in the middle of combat. >_>

Well the advantage I see is that stopping mid dungeon to cast mending over and over again would start running out even the 10 minute/level buffs.

Astral repair is something you could cast while the *rogue* is disabling a trap.


Ashiel wrote:
Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.

This doesn't alter what I said at all. The spending of points isn't fatigue. Just because DSP has a couple things you can do optionally to improve your power at the expense of your body doesn't somehow equate to points suddenly equaling fatigue does it?


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You don't stop in the middle of an adventure and repair all of the stuff you got to sell. You do it on the way home, or during your downtime. You wouldn't want to waste time doing that as an Aegis any more than someone with cantrips.


Aranna wrote:
Ashiel wrote:
Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.

This doesn't alter what I said at all. The spending of points isn't fatigue. Just because DSP has a couple things you can do optionally to improve your power at the expense of your body doesn't somehow equate to points suddenly equaling fatigue does it?

In the PF universe swinging a sword is effortless. You can swing your sword for a longer period of time than you could serve beer at a bar (only 8 hours a day).

I think the fatigue casting still applies. But that is mainly because of how PF views swinging a sword. As they run out of points they get to a point they can't cast more effective spells. It doesn't matter that sword swinging in unaffected.


Aratrok wrote:
You don't stop in the middle of an adventure and repair all of the stuff you got to sell. You do it on the way home, or during your downtime. You wouldn't want to waste time doing that as an Aegis any more than someone with cantrips.

I'm thinking of when you try to pick up an item but in crumbles at your touch. Or you want to read a really old book, or the item is in too many pieces to easily grab.


Aratrok wrote:
You don't stop in the middle of an adventure and repair all of the stuff you got to sell. You do it on the way home, or during your downtime. You wouldn't want to waste time doing that as an Aegis any more than someone with cantrips.

None of which changes the point that it's a obnoxious and probably pointless use of an ability. It's "Hah! The GM thought he was giving us balanced loot, but I get to sell all this junk for more!!!"

Which either escalates into a passive agressive GM/player war, which is never a good idea or just leads to the GM figuring that in to his estimates of how much loot to give.
Yay! You've accomplished so much.


thejeff wrote:
Aratrok wrote:
You don't stop in the middle of an adventure and repair all of the stuff you got to sell. You do it on the way home, or during your downtime. You wouldn't want to waste time doing that as an Aegis any more than someone with cantrips.

None of which changes the point that it's a obnoxious and probably pointless use of an ability. It's "Hah! The GM thought he was giving us balanced loot, but I get to sell all this junk for more!!!"

Which either escalates into a passive agressive GM/player war, which is never a good idea or just leads to the GM figuring that in to his estimates of how much loot to give.
Yay! You've accomplished so much.

It strikes me as a flavor ability. It sparks no more a passive GM player war than 99.9999999% of what casters do, which being concerned about that as a martial is nice.


Ashiel wrote:
]I kind of fail to see how that even matters given that you're probably doing it in your downtime anyway. I mean, I seriously doubt you're going to stop to loot the tattered tapestries in the middle of combat. >_>

In combat no. But a standard action just comes out to picking up the item a little more slowly.

Ten minutes per item will quickly have the party saying "screw this", or the caster going "Screw that", because it's actually a significant time investment if the item in question is an entire laundromat's pile of once-expensive-but-now-goblin-suited socks (true story).


I've used psionics mixed into regular before - I find it works well in general. I do use the Magic/Psionics transparency set to Medium-High (Dispel Magic works on psionics, just at a penalty, etc.) Baddies and PCs alike can pick up some interesting new tricks.

Ashiel wrote:
A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.

I think it's the exception that proves your rule, but check out "Wages of Xin" in Wayfinder #5 for exactly that.

Marcus: Sounds like a cool use of the ability.


Pathfinder Rulebook Subscriber

Rock on Ashiel.
<Palpatine> Soon the Warlock will be complete. </Palpatine>


Ssalarn wrote:
Zhayne wrote:
Ssalarn wrote:
Zhayne wrote:
Be that as it may, there's a reason I'm thinking heavily of doing a Soulknife for the next book of RotRL.
Is it because he provides his own scaling magic weapon, making it easier to sustain your WBL? Because I did the exact same thing for our Wrath of the Righteous campaign with 6 players and a rusty GM.
Pretty much. Plus, my life has take some significant hits, so I want to play a character that just beats the hell out of things, and the Soulknife (Deadly Fist) looks like the best one available.
Deadly Fist is the one that charges your hands and gives you hadokens in place of Throw Mindblade, right?

Basically, yeah.

Paizo Employee Design Manager

Zhayne wrote:
Ssalarn wrote:
Zhayne wrote:
Ssalarn wrote:
Zhayne wrote:
Be that as it may, there's a reason I'm thinking heavily of doing a Soulknife for the next book of RotRL.
Is it because he provides his own scaling magic weapon, making it easier to sustain your WBL? Because I did the exact same thing for our Wrath of the Righteous campaign with 6 players and a rusty GM.
Pretty much. Plus, my life has take some significant hits, so I want to play a character that just beats the hell out of things, and the Soulknife (Deadly Fist) looks like the best one available.
Deadly Fist is the one that charges your hands and gives you hadokens in place of Throw Mindblade, right?
Basically, yeah.

I was seriously considering going that route with my current Soulknife, but since we're playing WotR and I'm the only LG character, I wanted to leave the option open to TWF with a longsword or bastard sword and mindblade since I figure odds are good that there's probably going to be a lot of dying paladins looking to bequeath their blades on some worthy ally. And TWF with blade and fist just feels weird to me. I get that it's like, mechanically identical unless you multiclass monk, but I just have trouble reconciling the mental image with what I want from the character.

Completely unrelated-

When we played Skulls and Shackles, one of the guys in our group decided to run a Vitalist. He was amazing! Great healing, with rapid recovery from the ability damage caused by rats and deprivation. The one thing he forgot to do? Put any skill points into the relevant adventure skills, like Acrobatics, Climb, Profession (Sailor), or Swim. He drowned during our first ship to ship combat after falling off a rope while trying to swing across to the other ship and then failing all of his Swim checks.


Kryzbyn wrote:

Rock on Ashiel.

<Palpatine> Soon the Warlock will be complete. </Palpatine>

See, pestering gets you everywhere. :D

Latest 'Lock Revision. I've started adding comments to detail what's been changing from revision to revision. Now drink! Drink the QQ. >:D


Pathfinder Rulebook Subscriber

It's really shaping up! Good work :)

<pester, pester>


Ashiel wrote:
Latest 'Lock Revision.

Forgive me if this has already been addressed, but what's with the missing "l" in "Fell"? Is it like when people add a "k" to "magic" or something?

Paizo Employee Design Manager

Kirth Gersen wrote:
Ashiel wrote:
Latest 'Lock Revision.
Forgive me if this has already been addressed, but what's with the missing "l" in "Fell"? Is it like when people add a "k" to "magic" or something?

It's pretty much exactly like that. WoW's been spelling it that way forever now.

Dark Archive

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LazarX wrote:
Elric doesn't spam spells psionic style, in fact he rarely casts at all, but when he does it's a long drawn out ritual full of extremely precise intonation and incantation, and only done once. you don't get much more Vancian than that.

Sounds nothing like Vancian. Sounds more like Incantations, IMO.

I believe one of the later Amber series had some Vancian type magic, where the character would prepare must of a spell and then sort of 'tie it off' and 'leave it hanging' to complete with a single word or gesture later. *That* was super-Vancian, IMO.

The only reason Elric's spells were only cast once (and he rarely cast more than one or two spells in an entire book's worth of adventure anyway) was that every time he summoned something, they told him, 'Lose my number, I only answered this because one of your ancestors bound me to do so and you're wearing his ring, but you aren't worth my time.'


Ssalarn wrote:
WoW's been spelling it that way forever now.

That explains why I had no idea...


Blizzard probably were inspired by the latin and descendant languages spelling of the word.


Marcus Robert Hosler wrote:
The only downside is that you really have to start relying on Harness stone abilities at high levels to keep your to-hit on par with a fighter or smiting paladin.

A 4 level dip into fighter (weapon master) would've helped a whole lot. You would get an extra +3 with the great sword if you bought Gloves of Dueling. You would be have 3 bonus feats. One would make up for the needing to take the Student of the Astral Suit feat so your astral suit customizations to continue to increase during the dip. You can also take offensive customizations like Improved Damage.

You would lose 2 uses of reconfigure and one of augment suit. The feats could help regain some flexibility if not used for pure damage like weapon specialization. You also lose a point of damage reduction.

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