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5 years ago ::
Jul 09, 2008 - 6:14AM
#11
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Date Joined:
Jul 20, 2006
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Finally, I don't like the limitation of trying to keep psionicist as this little niche specialist group. Metapsionics and Psychoportation really just fall in the area of utility powers to begin with, IMO, leaving psychometabilism, psychokinesis and telepathy. And Telepathy shoudl also just be utility powers. A few things:
1) The psion is not restricted to a single discipline. A nomad psion gets his dimension swap power as a build ability, but that's the only restriction--he can take any psion power, regardless of effect, just like an Infernal warlock can take Fey and Star powers.
2) Telepathy shouldn't be just utility powers; WotC has been saying that all of the attack charm/compulsion powers are being reserved for the psionic classes, so offensive mind-affecting powers (and pwoers dealing psychic damage) are all good telepathy powers.
3) By metapsionics I assume you mean metacreativity, as metapsionics were feats, not a discipline. And if you do mean metacreativity, then I'd point out that making stuff out of ectoplasm doesn't have to be a utility power; zones and other controller-ish stuff--like wall of ectoplasm or ectoplasmic shambler--would make good Shaper attack powers.
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5 years ago ::
Jul 09, 2008 - 7:49AM
#12
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Date Joined:
Jun 22, 2008
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Ravenspyre, minion and pet are not exactly the terms for the astral construct. I am currently working on the Astral Consruct right now, and it is sorta complicated to explain it.
Eldritch_Lord, good job explaining the main points behind my class.
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5 years ago ::
Jul 09, 2008 - 8:07AM
#13
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I don't think hated enemy fits the concept, neither the rules nor the fluff. It seems tacked-on, arbitrary. Also, it is way overpovered. All other striker +dmg powers allow you to target only your nearest enemy, or the one you directly engage. This one allows you to target anyone. And +1d6 dmg per level!? That is quite off the bat, you probably mean per tier. On a side note, the psychic weapon charging of 3.5 would give a great fluff for your striker damage. (was a feat that required you to spend your focus) Also, I'd make the discipline choice similar to the pact choice that warlocks get, i.e.: Define your second at-will power and give you a small benefit. The second at-wills should be equivalent in power, and should give you attack possibilities, they are your bread-and-butter in combat. You could define the discipline stronger by giving additional effects to powers based on your discipline. I can see the Nomad would make a great striker (I've been creating Duergar Elocator Monsters for my Campaign salvaging a lot from there), the egoist and shaper... I don't know. You probably need to define the roles better. Also, if you plan to use the psicrystal mechanics I made, that's ok (but I can't help feeling a small credit would have been fine  ) Think twice before giving your psicrystal hit points of its own, that can get things messy (both in tracking additional HP as well as in the HP total of the player, you're effectively adding 1/4 of his HP)
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5 years ago ::
Jul 09, 2008 - 8:14AM
#14
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More Ideas:
If you define your Striker Damage as psionically charging a weapon, you could use the following mechanic: Minor action anytime during your turn to charge, free action to spend (max 1/r).
You could make a multitude of feats/paragon features/powers that let you charge your weapon, for example, after killing an enemy or as result of a power.
With the same mechanic, or a parallel one, you could use the old Psionic Focus concept, to something similar as channel divinity.
You could give the psion the ability to use Psionic Focus, and each discipline a different use to it, that would give a good starting utility-type encounter power. (again smiliar to channel divinity). Dimension Swap would fit the bill. Again powers/feats/features could let you recharge your Focus.
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5 years ago ::
Jul 09, 2008 - 8:25AM
#15
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Date Joined:
Jul 20, 2006
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I like the psionic focus idea. Perhaps DC 20 Arcana check and a minor action to charge, to balance out being able to target anyone with it?
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5 years ago ::
Jul 09, 2008 - 8:54AM
#16
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I don't think the check is necessary. Seems like a 3e relic to me, also I'd punish the player for taking the (as striker much needed) action to deal its additional damage if the check fails.
You could add a "psionic gamble" to the extra damage (wilder, anyone?), by making a check or saving-throw-style roll for a random modifier to dmg *g*. Again, feat or paragon feature possibility.
The minor action should be enough, both ranger and warlock spend their minors on dealing additional damage, but their's stay.
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5 years ago ::
Jul 09, 2008 - 8:56AM
#17
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Another thought: adding diversity actually balances things.
If they can spend their psionic focus either on damage or a nifty effect, that'll make the players think twice about spending it, and how *g*
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5 years ago ::
Jul 09, 2008 - 1:00PM
#18
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Date Joined:
Jul 20, 2006
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The minor action should be enough, both ranger and warlock spend their minors on dealing additional damage, but their's stay. I didn't consider that. Good point; Arcana check not needed.
Another thought: adding diversity actually balances things.
If they can spend their psionic focus either on damage or a nifty effect, that'll make the players think twice about spending it, and how *g* Suggestions:
1) Usual Striker extra damage ability--call it psionic weapon, add d6s. 2) Change damage type--call it mind thrust, change weapon or power damage to all psychic damage. 3) Limited metapsionic capability--enlarge power might adds 2 squares to the range of the next power you use by the end of your next turn, empower power might let you reroll any damage dice that roll below half on your next power, etc.
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5 years ago ::
Jul 11, 2008 - 7:19AM
#19
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Date Joined:
Jun 22, 2008
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Those are good ideas. I'm thinking about perhaps replacing the Hated enemy class feature with Psionic Focus.
Also Angel_of_clumsiness, I've added a credits list to the bottom of the 1st post with all those whos ideas I've used, and those who contributed majorly on my thread to help compile all this.
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5 years ago ::
Jul 11, 2008 - 11:44AM
#20
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Great! And now, further onwards.... Psionic Focus: Powers with the psionic focus keyword need you to have Psionic Focus. Your Psionic Focus is spent after using the power. Psionic FocusPsion class feature You focus your mental energies to later release them. At-Will • x ; Minor Personal Effect: You gain Psionic Focus. You can keep your Psionic Focus for 5 x min, until you take a short rest, or until you spend it. You cannot have more than 1 Psionic Focus at any time. Psychic DischargePsion class feature You infuse your attack with your mental power. At-Will (Special) • x ; Free • Psionic Focus Personal Effect: Add 1 x d6 psychic damage to any damage roll you just made. This damage increases to 2d6 at 11th Lvl and to 3d6 at 21st. Special: You cannot use this power more than once per round. As for the 3 paths Shaper/Nomad/Egoist, I'd make them builds of the Psion. Psion base ability: Int, secondary ability according to build: Shaper: Wis Nomad: Dex Egoist: Str I'd make 4 powers for each lvl, each usable by all builds, but with benefits to the different builds. Egoist gets Int-based [W] attacks with Str secondary abilities, Shaper gets 1-turn summon effects with Wis-based effects, Nomad gets mobility bonuses (additional shifts etc.) based on Dex. It may be quite a lot to balance out, but you're trying to make a class that can incorporate 3 different classes. :D As to the themes of the powers: Shaper: Ranged attacker, conjures construct to gain effects (similar to artificer?), gives some bonuses to the party. Nomad: Melee/ranged attaker, mobility specialist, focus on teleportation effects Egoist: Melee attacker, reduces enemy stats, self-buffs through attacks. Each build should define your base at-will and a Psychic Focus option. Let's see... Standard Attack At-Will for all builds: -- Mind BlastPsion Attack 1 At-Will • x ; Standard • Implement, Psychic Ranged 1 x 0 Attack: Int vs. Ref Hit: 1 x d10 + Int Mod psychic damage Increase to 2 x d10+ Intelligence or Wisdom Modifier .at 21st level Special: This power counts as a ranged basic attack. ShaperCrystal ShardPsion (Shaper) Attack 1 You launch a crystal shard at your enemy that burrows into his flesh. At-Will • x ; Standard • Implement, Force Ranged 1 x 0 Attack: Int vs. Ref Hit: 1 x d6 + Int Mod, increase to 2d6 + Int Mod at 21st Lvl. Effect: At the end of your target's turn, deal an extra 1 x d6 + Int Mod damage to him unless he spent a move action to remove the shard. Momentary ConstructPsion (Shaper) class feature You create a hasty construct out of pure thought. At-Will • x ; Move • Psionic Focus, Conjuration Ranged 5 Target: One square Effect: Until the beginning of your next turn, you create a construct. It blocks movement for your enemies, blocks line of sight and line of effect as an ally would, and counts as ally for purposes of flanking. NomadTranslocation StrikePsion (Nomad) Attack 1 With a strike of your weapon, your enemy reapears someplace else. At-Will • x ; Standard • Weapon, Teleportation Melee weapon Target: 1 x creature Attack: Int vs. AC Hit: 1 x + Int mod damage. Increase to 2[W] + Int Mod at 21st Lvl. Effect: The target teleports 1 x square in a direction of your choice. If it ends its movement in an occupied square, the movement is cancelled. Dimension SwapPsion (Nomad) class feature After a mental message, you and an ally change places. At-Will • x ; Move • Psionic Focus, Teleportation Close Burst 1 x 0 Target: One ally Effect:You and your ally swap places, if your ally is willing. EgoistStrength of my EnemyPsion (Egoist) Attack 1 Your strike gives you your foe's strenght. At-Will • x ; Standard • Weapon Melee weapon Target: 1 x creature Attack: Int vs. AC Hit: 1 x + Int mod damage. Increase to 2[W] + Int Mod at 21st Lvl. Effect: Until the end of your next turn, your target suffers a -1 x penalty to damage rolls, and you gain a +1 bonus to damage rolls. Graft WeaponPsion (Egoist) class feature Your weapon merges with your hand. At-Will • x ; Move • Psionic Focus Personal Effect: Until the end of the encounter, you cannot be disarmed, and you gain a +1 x bonus to attack rolls.
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