VampByDay's Psychic Class Guide


Advice

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>
Scarab Sages

1 person marked this as a favorite.
Saedar wrote:
The "Class Feats" hyperlink in your TOC is linking out to your Thaum guide.

Fixed, thanks

Scarab Sages

Any more suggestions?


1 person marked this as a favorite.

I think you're wrong about Cranial Detonation. I don't see anything in the text that makes it only damage enemies. Friendly Fire is a very real problem for that feat.


Ranger is probably a decent multiclass archetype for an Infinite Eye Psychic. 14 Dexterity as a prerequisite for Ranger Dedication is pretty doable, Hunt Prey gives you a circumstance bonus to seek your Prey which combos nicely with Omnidirectional Scan (at least, if you're using that Cantrip to Seek for a hidden or undetected enemy to point it out to your allies), and they can also use the Master Spotter feat to boost their Perception up to Master proficiency which works nicely with Foresee the Path and just initiative in general.


For your color ratings, you should include a number of stars next to the colored word. Like this:

Blue Option (****)
Red Option (*)

This is helpful for our colorblind or seeing-impaired friends trying to read the guide.

I would also suggest bolding any word that is colored. It helps it pop while writing the guide.

Scarab Sages

Kelseus wrote:

For your color ratings, you should include a number of stars next to the colored word. Like this:

Blue Option (****)
Red Option (*)

This is helpful for our colorblind or seeing-impaired friends trying to read the guide.

I would also suggest bolding any word that is colored. It helps it pop while writing the guide.

Yeah, I thought about that, but I also really enjoy in-between rankings (like yellow/green) and I’m unsure how to do that with stars. I also reserve holding for feats/spells that are new to the book, but I need to be more consistent with implementing that.

@Blave: Huh, it DOES damage friends, but it only kills/head explodes enemies. I’ll fix that.


VampByDay wrote:
Kelseus wrote:

For your color ratings, you should include a number of stars next to the colored word. Like this:

Blue Option (****)
Red Option (*)

This is helpful for our colorblind or seeing-impaired friends trying to read the guide.

I would also suggest bolding any word that is colored. It helps it pop while writing the guide.

Yeah, I thought about that, but I also really enjoy in-between rankings (like yellow/green) and I’m unsure how to do that with stars. I also reserve holding for feats/spells that are new to the book, but I need to be more consistent with implementing that.

@Blave: Huh, it DOES damage friends, but it only kills/head explodes enemies. I’ll fix that.

Maybe after each mixed-color ranking, you could include a mixed-Star ranking? Like after a half-orange half-green option, you include (**/***).


Ventnor wrote:
Maybe after each mixed-color ranking, you could include a mixed-Star ranking? Like after a half-orange half-green option, you include (**/***).

Exactly this.

I can tell you, as someone who wrote extremely long P1 guides that it will take you a long time to add in all the ***, but it's something we should do to make our content accessible to all Pathfinder players.

Scarab Sages

played a couple sessions with my take on the tengu 'master of all elements psychic.' First spell I cast ever was amped mage hand to push a fire mephit underwater AFTER it had just gotten back onto the dock after the ranger bull rushed it over. HAHA!

Works good so far.

Scarab Sages

1 person marked this as a favorite.

Created another build in the guide: the Iruxi Swampcaller!


So I've been debating conscious minds for a bit, and if I'm doing my math right Tangible Dream's main drawback (the melee range of Imaginary Weapon) is easily fixed at level 2 with Warp Space.

You lose the hit two enemies and +2d8 amp heighten (which, admittedly, is significant damage), but in exchange you get to have it measure range from any space within 30 feet. Which makes it effectively a 35' range spell (as it can hit once space further out than its origin still) and it ignores cover (sometimes relevant, and a major upside of Phase Bolt).

I had to actually run the numbers though on that loss of damage... but it's not that bad. Baseline, this is the most damaging of the level 1 cantrips amped, followed by Telekinetic Projectile and Produce Flame. But... 1d8/spell level + spell mod is enough to take 3rd/4th place until level 9 (it beats Ray of Frost until 9 and Produce Flame until 5), but you can take one of the stronger ones at 6 anyways.

Quick numbers (spell level 1 and amount gained each spell level past that):
Normal IW: 8.5+9/level
Warp IW: 8.5+4.5/level
Phase Bolt: 6.5+5/level
TKP: 7.5+7/level
Ray of Frost: 5.5+5.5/level
Produce Flame: 6.5+6.5/level (because of the splash)
Melee Produce Flame: 7.5+7.5/level (for completeness, but this loses easily to normal IW anyways)

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / VampByDay's Psychic Class Guide All Messageboards

Want to post a reply? Sign in.