
Xenocrat |
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Each Conscious Mind gets a unique surface psi cantrip, and each can acquire one and onely one from a different Conscious Mind with the 6th level feat Parallel Breakthrough. Using these, with an amp, is probably going to be a major part of your combat routine throughout your career, so knowing which you want as part of your whole Conscious Mind package and which extra one you may want to spend a feat on is important.
Let's discuss/compare.
Distant Grasp provides you with the Telekinetic Rend cantrip. This is a an AOE with modest damage, and you also have an amped Telekinetic Projectile cantrip for slightly higher single target damage. In fact, this Conscious Mind has both of the significant damaging options (LMAO, Daze) until Silent Whisper has a choice to purchase one with an 8th level feat. I don't love Telekinetic Rend, but it seems like a good pickup with Parallel Breakthrough if you're one of the others and want some physical damage.
Infinite Eye is fairly terrible as a Conscious Mind (you are unlikely to ever use Detect Magic and Guidance amps), but the unique Mental Scan has an excellent amp effect and party boost. For one action you can Seek in a 30' cone, pick a target, and automatically, no check required, know the highest and lowest saves (something that those crit succeeding on a Recall Knowledge usually have to bet their GM to give them half of!). But wait, that's not all! Everyone in your party gets a +1 circumstance (not status!) bonus to attacks and damage against it. There's also an aid reaction option to boost one ally's attack by +2, but it's unclear exactly how you do this aid. A spell attack roll? Good luck, it might happen. Overall excellent, and definitely something I could see using multiple times in a combat to help focus spells and attacks on tough targets. I'd take this as a Parallel Breakthrough from either of the other Conscious Minds.
Silent Whisper has the strongest overall package (good bonus spells, great Message single action cantrip amp effect, and situationally useful Daze amp for some party builds), and Nudge Intent is a decent but somewhat fiddly unique cantrip. Tell a target to either cast a spell, strike, or use a skill action, and if they choose not to do it (potentially wasting an action or doing something suboptimal) they basically suffer from Fear with an amp rider of stunned 1 on a fail or crit fail. Pretty great debuff and potential action denial/limitation (few spellcasters want to make a strike, and few anythings want to take a skill action in combat).
I honestly feel that all three of these are pretty useful and defensible. Telekinetic Rend is probably the weakest, but if you have a bunch of scrubs you need to deal out consistent chip damage to without blowing spell slots it has its place, and not everything is a single tough foe to be debuffed and let your allies do all the work.
It is weird, though, that two of the three conscious minds have no real 1st level boosted damage cantrip (again, I don't take amped Daze seriously as a common option), so I imagine Telekinetic Rend does get taken more than I expect.

Candlejake |
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I agree that silent whisper seems like the strongest option. Message is honestly the only one that really wowed me from all the cantrip options.
Telekinetic Rend is pretty terrible. Unamped it is much worse than scattering spree, with a similar chance to hit two targets and much worse than EA. Even Amped it is only slightly better than EA and falls behind heavily every 2 levels, if you consider hitting 2 targets, since imo 3 will be rare.
So, with amp at level 1 its 7 (2-12) vs EA's 6.5 (5-8). Level 3 the damage doesn't change, but EA increased by 2.5. Level 5 is 14 (4-24) vs EA's 11.5 (7-16). - someone o reddit did the math.
Honestly, considering these cantrips are the main thing that costs Psychic a spellslot per level, 2 if you compare to the sorcerer, it should be a lot better. Honestly you could probably change the amped version to the unamped version and make the amped one even stronger.
Considering the bard has 3 spellslots per level and inspire courage is probably better than everything the psychic gets.
I dont mind the less spellslots with amped cantrips, i actually really like the concept. Just needs to be buffed is all.

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A spell attack roll to aid wouldn't be the most terrible thing in the world - by level 8 you'd have +16 (+8 level, +4 expert, +4 stat) to aid, which would be 85% to give the +2 to your whole team. Eventually it would scale to giving +4 to one ally 95% of the time and +2 to the rest. Worse than One For All at helping a single ally, but much better at helping the whole team.
Now if it used your normal attack roll, that would indeed be pretty awful.

graystone |
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Telekinetic Rend is pretty terrible. Unamped it is much worse than scattering spree, with a similar chance to hit two targets and much worse than EA. Even Amped it is only slightly better than EA and falls behind heavily every 2 levels, if you consider hitting 2 targets, since imo 3 will be rare.
What is interesting to me is that the amped version gives you 2x 5' bursts that do not have to be near each other [unlike scattering spree which is 2 single squares that are adjacent]. This at least give you a better chance to get multiple creatures in the attacks. Add to that that it does 2 types of damage to hit weaknesses and it seems ok.
The base cantrip also seem ok as it's the only cantrip that hits in a burst [9 squares]. It's not as good as electric arc most times but it's a different save [fort] and the other fort cantrips are at most 5' in range and single target.

Candlejake |
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The base cantrip also seem ok as it's the only cantrip that hits in a burst [9 squares]. It's not as good as electric arc most times but it's a different save [fort] and the other fort cantrips are at most 5' in range and single target.
Wait, 9 squares? As far as i know a burst is centered on a corner, so its 4 squares. 9 squares would be an emanation.
https://2e.aonprd.com/Images/Rules/Rules354.png
I agree with you that it should count spellcasting mod to damage but that honestly might not even be enough

Xenocrat |

A spell attack roll to aid wouldn't be the most terrible thing in the world - by level 8 you'd have +16 (+8 level, +4 expert, +4 stat) to aid, which would be 85% to give the +2 to your whole team. Eventually it would scale to giving +4 to one ally 95% of the time and +2 to the rest. Worse than One For All at helping a single ally, but much better at helping the whole team.
Now if it used your normal attack roll, that would indeed be pretty awful.
I think the aid bonus is just to one ally, not your whole party.

Dubious Scholar |
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rayous brightblade wrote:guidance is good, but i wish the amp overrode the 1 hour cooldown between usesThis, this, this.
If we're making guidance part of the Infinite Eye, I want the amp to remove the once per hour restriction.
In all honesty I think it might be able to remove the restriction as part of the base benefit, and have the amp do something else.
A single target +1 once that costs an action each turn to reset is still balanced. It's more versatile than Inspire Courage, sure, but it's a single roll only, and only to the one person. It's basically just 1e Guidance at that point.

Subutai1 |
Can someone explain Nudge Intent to me, as I see no practical use for it whatsoever? There is no reason for an enemy to decide against just taking the suggested action, since said action can be performed at any time during the turn and you cannot select an action the enemy cannot make. So he just takes the action whenever with no downside whatsoever, resulting in wasted actions and possibly a wasted Amp.
Has someone a practical example for me in which this cantrip is ever useful?

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Can someone explain Nudge Intent to me, as I see no practical use for it whatsoever? There is no reason for an enemy to decide against just taking the suggested action, since said action can be performed at any time during the turn and you cannot select an action the enemy cannot make. So he just takes the action whenever with no downside whatsoever, resulting in wasted actions and possibly a wasted Amp.
Has someone a practical example for me in which this cantrip is ever useful?
Making a caster with only melee attacks take Strike for example could mean that they need to Stride+Strike or eat the penalty.
IMO the bigger problem is that it triggers on their turn, which means frighten penalties will immediately go down at the end of turn (your team can’t capitalise on them), so in all cases its a worse Fear 1 which is already not an amazing spell merely passable.
The stunned 1 can be nice, but again because it triggers on their turn its not denying reactions - just a single action.

Frozencaveman |
Can someone explain Nudge Intent to me, as I see no practical use for it whatsoever? There is no reason for an enemy to decide against just taking the suggested action, since said action can be performed at any time during the turn and you cannot select an action the enemy cannot make. So he just takes the action whenever with no downside whatsoever, resulting in wasted actions and possibly a wasted Amp.
Has someone a practical example for me in which this cantrip is ever useful?
Otherwise, at the beginning of their next turn, the target must either choose to do their best to perform your chosen action that turn or attempt a Will save.
I've seen this mentioned a lot but in the spell it says it's in the beginning, i think it's not strictly the first action because, say you cast this on a wizard to do a strike, that wizard is probably at a distance with no weapon out. If it chooses to take the action to avoid the penalty, they need to first take an action to either draw a ranged weapon or move up to strike. Either way, if it does anything that doesn't contribute to the action stated then they need to make the save. At least this is how I read it.
Is it weak? Maybe, a once per combat spell that only causes frightened or stunned with both amp and a fail can probably be a lot stronger seeing as you can't spam it, but I don't see an argument for say, moving away and then casting, etc.

Verdyn |
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Can someone explain Nudge Intent to me, as I see no practical use for it whatsoever? There is no reason for an enemy to decide against just taking the suggested action, since said action can be performed at any time during the turn and you cannot select an action the enemy cannot make. So he just takes the action whenever with no downside whatsoever, resulting in wasted actions and possibly a wasted Amp.
Has someone a practical example for me in which this cantrip is ever useful?
It's a terrible version of Command that gives the enemy the choice to take whichever option is least bad for them. It's not lost on cast like Command is, but the 1 minute per foe lockout and the lack of many great targets in most fights make it unlikely you'd want to cast it more than once or twice per day anyway.

Frozencaveman |
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Subutai1 wrote:It's a terrible version of Command that gives the enemy the choice to take whichever option is least bad for them. It's not lost on cast like Command is, but the 1 minute per foe lockout and the lack of many great targets in most fights make it unlikely you'd want to cast it more than once or twice per day anyway.Can someone explain Nudge Intent to me, as I see no practical use for it whatsoever? There is no reason for an enemy to decide against just taking the suggested action, since said action can be performed at any time during the turn and you cannot select an action the enemy cannot make. So he just takes the action whenever with no downside whatsoever, resulting in wasted actions and possibly a wasted Amp.
Has someone a practical example for me in which this cantrip is ever useful?
I would definitely make the penalties less attractive, like start the frightened at 2 on a success, frightened 3 on fail, and add stunned 1 on a crit fail as the baseline.
Amped it should add stunned 1 on fail, and stunned 1 round on crit fail. The only way to get it to actually not be so easy to ignore is to make it a heavy debuff

Subutai1 |
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Subutai1 wrote:Can someone explain Nudge Intent to me, as I see no practical use for it whatsoever? There is no reason for an enemy to decide against just taking the suggested action, since said action can be performed at any time during the turn and you cannot select an action the enemy cannot make. So he just takes the action whenever with no downside whatsoever, resulting in wasted actions and possibly a wasted Amp.
Has someone a practical example for me in which this cantrip is ever useful?
Making a caster with only melee attacks take Strike for example could mean that they need to Stride+Strike or eat the penalty.
IMO the bigger problem is that it triggers on their turn, which means frighten penalties will immediately go down at the end of turn (your team can’t capitalise on them), so in all cases its a worse Fear 1 which is already not an amazing spell merely passable.
The stunned 1 can be nice, but again because it triggers on their turn its not denying reactions - just a single action.
So that is the best case scenario? In which case the caster, which most likely has Will as his highest save eat the saving throw to ignore the only useful suggestion you could give with that spell. For a unique cantrip it is indeed uniquely crap.

graystone |

Making a caster with only melee attacks take Strike for example could mean that they need to Stride+Strike or eat the penalty.
More likely they throw an improvised weapon as a third action or waste an action Striking an empty square to see if there is an invisible foe there. The only time I'd expect a Stride+Strike would be something like an animal/beast.

Subutai1 |
Exocist wrote:Making a caster with only melee attacks take Strike for example could mean that they need to Stride+Strike or eat the penalty.More likely they throw an improvised weapon as a third action or waste an action Striking an empty square to see if there is an invisible foe there. The only time I'd expect a Stride+Strike would be something like an animal/beast.
RAW, you cannot strike thin air or even an object, see: https://2e.aonprd.com/Actions.aspx?ID=89
So he would still need to either strike an ally, stride and strike or pick up a pebble and throw it. But as mentioned, since he is a caster, he just eats the Will save and shrugs off the Frightened 1 like nothing happened.

graystone |
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graystone wrote:Exocist wrote:Making a caster with only melee attacks take Strike for example could mean that they need to Stride+Strike or eat the penalty.More likely they throw an improvised weapon as a third action or waste an action Striking an empty square to see if there is an invisible foe there. The only time I'd expect a Stride+Strike would be something like an animal/beast.RAW, you cannot strike thin air or even an object, see: https://2e.aonprd.com/Actions.aspx?ID=89
So he would still need to either strike an ally, stride and strike or pick up a pebble and throw it. But as mentioned, since he is a caster, he just eats the Will save and shrugs off the Frightened 1 like nothing happened.
Undetected: "A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack." So, YES you can attack a square and attack what might be an undetected creature or might be thin air.

rayous brightblade |
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So, for nudge intent, looking over the rules it seems that the amp stunned doesn't even affect them on the turn they get it. "Each time you regain actions (such as at the start of your turn), reduce your stunned value by the number of actions you lost". So the stunned would go for the turn after they disobeyed you. It would stop them from using reactions until then though. Not sure this is what they wanted.

Subutai1 |
Undetected: "A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack." So, YES you can attack a square and attack what might be an undetected creature or might be thin air.
That's Olympics levels of rules stretching. Who or what exactly is undetected that you are looking for with those strikes, if no-one even hides?

graystone |
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That's Olympics levels of rules stretching. Who or what exactly is undetected that you are looking for with those strikes, if no-one even hides?
You stated you can't attack "thin air" [squares]: I proved you can, no stretching needed. It doesn't matter if there is a creature or not: all that matters is that there COULD be one. It'd be no different than hearing ghost sounds in a square next to you and you taking a swing: the fact that there is no creature is meaningless. Nudge intent JUST requires an action, A Strike, not that the action is likely to be effective. What if the person using nudge intent is invisible [heightened 4th]? The target isn't allowed to attempt to strike back by swinging at squares?