| Post/Author/DateTime | Post |
|---|---|
| TrinityPower05-22-07, 12:19 PM | Would transferring "Gate" into a power be too much? Maybe make it a discipline-specific power? Dunno |
| Witch05-22-07, 12:23 PM | Why is there such a desire to have psionics and magic be the same? There is no need to duplicate broken spells into psionics. |
| Deekin05-22-07, 12:24 PM | If summon monster is to astral construct, then the power Astral Juggernaut from Untapped Potential is what you are looking for. |
| Tempest Stormwind05-22-07, 12:50 PM | If summon monster is to astral construct, then the power Astral Juggernaut from Untapped Potential is what you are looking for. In truth, astral juggernaut is to summon elemental monolith, not Gate. Both in terms of development, relative power, and strength. The juggernaut doesn't require concentration to be active, but at the same time it lacks any of the monoliths' special abilities. If it carries its master (effectively eating the master's actions in the same way concentration would, but without being able to be bypassed by feats), it gains access to new abilities similar to the monoliths', but possibly better (at the cost of the master's power points as well). Gate is a broken spell that should not be ported over -- and if it is ported over, it should solely be used for planar travel, not calling. |
| Ra-Tiel05-22-07, 01:11 PM | [...] Gate is a broken spell that should not be ported over -- and if it is ported over, it should solely be used for planar travel, not calling. That was my first guess, too. However, what about a calling effect of severly reduced strength? Perhaps you could call an astral construct with a special template applied to it, and some form of "cannibalizing" to power its abilities (read: it depletes HPs instead of PPs for "manifesting"). This would allow for some flexibility, but still limit the possible abuse by severly cutting back staying power and combat usefulness. Also, I don't think the thereby generated "virtual PPs" would be a problem, as the power would cost at least 17PPs with a heft XP cost attached. |
| Second05-22-07, 02:32 PM | I don't see a problem with making a 9th or 8th level Nomad power that functions similar to the traveling aspect of Gate. Maybe even let it open both ends of the gate on the same plane. Then call is something else other than "Gate, Psionic," like "Portal", "Wormhole", or "Spacial Window." |
| InkBlot05-22-07, 02:40 PM | That was my first guess, too. However, what about a calling effect of severly reduced strength? Perhaps you could call an astral construct with a special template applied to it, and some form of "cannibalizing" to power its abilities (read: it depletes HPs instead of PPs for "manifesting"). This would allow for some flexibility, but still limit the possible abuse by severly cutting back staying power and combat usefulness. Also, I don't think the thereby generated "virtual PPs" would be a problem, as the power would cost at least 17PPs with a heft XP cost attached. That could be an option, but what would the flavor behind it be? Gate should be psychoportation. Why is a psychoportation power creating a powerful metacreative effect (an astral construct)? Why is a psychoportation power psychometabolicaly cannibalizing your body to power it's metacreative effect? I would instead say that if you know an outsider, you can manifest the power so that the gate appears beside him or her. The outsider would get a will save. If the outsider passes the save, then the gate instead appears 5 to 500 miles (5d%) away from the outsider. You'll have to some sort of telepathic power if you want to control or coerce the outsider. Arcduct Psychoportation Level: Nomad 9 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: A planar interface between 5 and 20 feet in diameter Duration: Concentration (up to 1 round/level) Saving Throw: Will partial (harmless); see text Power Resistance: Yes; see text Power Points: 17 You manifest an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction. Because outsiders reverberate with the psychic vibrations of their home planes, making them natural beacons, you may open the arcduct near a particular individual outsider you know of, but see below. The arcduct itself appears as a circular hoop or disk from 5 to 20 feet in diameter (your choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side. An arcduct has a front and a back. Creatures moving through the arcduct from the front are transported to the other plane; creatures moving through it from the back are not. As a mode of planar travel, an arcduct functions much like psionic plane shift, except that the arcduct opens precisely at the point you desire. Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. An arcduct cannot be opened to another point on the same plane; the power works only for interplanar travel. You may hold the arcduct open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed. You may open the arcduct within 10 feet of any outsider whom you have had previous physical or mental contact with. The outsider may make a Will save and apply her power resistance to prevent the arduct from opening beside her. If the outsider makes her Will save, or you fail your manifester level check, the arcduct instead opens 5 to 500 miles (5d%) away from the outsider. |
| Ra-Tiel05-22-07, 05:23 PM | That could be an option, but what would the flavor behind it be? Well, that's of course a tough question. However, I still believe it could be solved. Gate should be psychoportation. Why is a psychoportation power creating a powerful metacreative effect (an astral construct)? Perhaps instead of my first suggestion (an actual pimped astral construct), you could call a far-realm entity (or part thereof) to your place and psionically controll it's physical manifestion. Why is a psychoportation power psychometabolicaly cannibalizing your body to power it's metacreative effect? [...] Oh, that's a misunderstanding. I should have been clearer, sorry. I meant for the called creature to use HPs instead of PPs, basically consuming it's very form on this plane to power its psionic abilities. In that way the entity would be weakened with every power it manifests, thus greatly limiting the possible abuse compared to gate (*cough*40hdbalor*cough*). |
| Infinitum05-22-07, 06:00 PM | I laugh whenever someone calls Gate a broken spell. :D |
| Witch05-22-07, 07:43 PM | I laugh whenever someone calls Gate a broken spell. :D We all have our odd senses of humour. |
| Celsun05-23-07, 07:15 AM | Here's what I use as a psionic "Gate" power. I don't think Gate should be both the ultimate travel spell and a powerful creature-feature spell, so my version is just for travel or utility. As it is, the ability to create a multiply-connected space between two points in the Multiverse is very powerful. Wormhole Psychoportation (Teleportation) Level: Nomad 9 Display: Visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft/2 levels) Target: See text Duration: 1 round/level Saving Throw: Reflex half (see text) Power Resistance: None Power Points: 17 You create an interdimensional connection between two points in the Multiverse. This link manifests as a shimmering, two-dimensional circular portal 15’ in diameter. One end of the portal appears in any orientation and at any point within range you desire, and the other end appears at any other point in the Multiverse you have previously visited in physical form. Environmental conditions do not translate through the portal, but creatures, objects, and forces can look or move through it freely. The portal has no depth, but it has a definite front and back: creatures looking or moving through the front of one end of the portal see or appear out of the back of the other end. When this power’s duration expires, any creature or object still spanning the portal takes 17d6 points of slashing damage, with a Reflex save for half damage. A creature that survives can choose to emerge from either end of the wormhole. A creature slain or an object destroyed by this damage is bisected. An object appears randomly on either end. Augment: For every 2 additional power points you spend, the portal’s diameter increases by 5 feet. In addition, the damage caused by a collapsing wormhole increases by 2d6. |
| Racinante05-23-07, 09:44 AM | Here's what I use as a psionic "Gate" power.... Wormhole ... Very nice. I like both the personally visited limitation and the damage due to a collapsing wormhole. |
| Tempest Stormwind05-23-07, 10:06 AM | Of course, since that lacks Gate's "must be vertical" clause, it ends up working like 2e Dimension Door -- set the "entrance" under a nearby creature, with the "exit" some distance above, facing down but otherwise directly over the entrance portal. |
| Racinante05-23-07, 10:30 AM | Of course, since that lacks Gate's "must be vertical" clause, it ends up working like 2e Dimension Door -- set the "entrance" under a nearby creature, with the "exit" some distance above, facing down but otherwise directly over the entrance portal. This seems like a common theme that I would never allow as a DM or player as long as that creature is in contact with the ground. Of course the power can have a clarification that would disallow you from placing the entrance or exit between two objects or creatures that are touching. |
| Magon05-23-07, 03:41 PM | Of course, since that lacks Gate's "must be vertical" clause, it ends up working like 2e Dimension Door -- set the "entrance" under a nearby creature, with the "exit" some distance above, facing down but otherwise directly over the entrance portal. is this a problem? |
| Ra-Tiel05-23-07, 04:36 PM | is this a problem? I'd say yes, but for another reason. Assuming the actual event horizon of the wormhole was two-dimensional, I can see discussions popping up about some "creative" ( :rolleyes: ) uses. Like, opening the wormhole with the horizon horizontally 4ft above the ground, and using telekinesis or some other means to throw somebody into the edge of the wormhole. To stop this cheese before it gets out of the package, I'd limit this power to open vertically aligned gates only. |
| Celsun05-23-07, 06:51 PM | I don't think the actual Gate spell mandates that a Gate be vertical. The SRD states that a Gate is "typically vertical and facing you." The Gate spell doesn't appear to mandate that a Gate be created in an empty square or squares, although that's something I assumed. There isn't any language preventing creatures from being "clipped" by an endpoint, either, as Ra-Tiel mentioned. You can't avoid clipping even with vertical gates, though (throw a 60' create at a vertical 20' gate...). |
| MnemonicSV05-23-07, 10:02 PM | I won't comment on details of this power, beyond the fact it must definitely be called Wormhole. Every one of my old 2E synapses demands such. :D Personally though, I'd much rather see a 3.5 Planar Transposition power. Now that had style. |