| Post/Author/DateTime | Post |
|---|---|
| FnordBear01-26-08, 07:18 AM | Hello! So I have been going through my psionic refferences lately and have a kernal of a camapign forming. Im going to do a homebrew setting and the primary game-mechanic that will be involved in the setting is magic, more specifcally the lack there of. In it's place I will have high psionics replacing magic in all respects. I am going to be allowing full access to psionic material in all WOTC published products and most material in the third party books Hyperconcious and Untapped Potential. That said I am asking advice on this point, what bases do I not have covered. Im pretty sure healing is well covered as is of course offencive magic and most pertinant divinations. Beyond that Im just looking to see if anyone can offer advice that has run this type of game before and if they can point out any pitfalls I may not be seeing. Of course all constructive comments and critisims are welcome :) Steampunk...Sixguns...Psionics...this should be an interesting game :) |
| jbsaff01-26-08, 11:36 AM | Don't forget some good stuff in Mind's Eye. Psychic Rogue is an interesting option, and the Sangehirn PrC can be combined with the Society Mind+Lend Health feat for a healing battery in the mid-game. I'm sure others have their favorites as well. |
| FnordBear01-26-08, 12:50 PM | Don't forget some good stuff in Mind's Eye. Psychic Rogue is an interesting option, and the Sangehirn PrC can be combined with the Society Mind+Lend Health feat for a healing battery in the mid-game. I'm sure others have their favorites as well. Thank you for reminding me of Minds Eye, that is indeed a good resource. The Psionic Rogue though...not knocking the class, it is a good solid one, I'm just "meh" on it. Given the choice between incorporating it or the Lurk in to my game I'll take the Lurk. In fact I'm in the habit of doing "Iconic" NPCs for my home brew settings, a gunslinging Lurk/Ebon Saint will be one of the iconic NPCs the group my hear storys about and possibly meet/interact with. |
| Bacris01-26-08, 01:00 PM | Keep in mind the psychic rogue and lurk fill two different niches - there's no reason you can't have both. |
| Nifft01-26-08, 01:47 PM | What non-Psionic base classes are you going to allow in? |
| jbsaff01-26-08, 01:55 PM | Keep in mind the psychic rogue and lurk fill two different niches - there's no reason you can't have both. Would the Morphean (from Dreamscarred Press) fit somewhere between those? I don't have Comp. Psionic for comparison. To the OP: Will you be dropping all spell-casting classes? Or going with psionic/non-spellcasting variants where possible (the ranger and paladin, perhaps)? |
| FnordBear01-26-08, 02:46 PM | In Re: to what classes Im allowing, this is a strait copy/paste from my campaign primer. Non-Psionic Classes Barbarian – This class must take an exotic weapon proficiency to use firearms without penalty. Fighter – This class is mechanically unchanged. Rogue – Replace use magic device with use psionic device. Knight – This class is mechanically unchanged. Scout – This class is mechanically unchanged. Swashbuckler – This class is mechanically unchanged. Psionic Classes Ardent – Power selection rules are changed. Ignore all mention of primary and secondary mantles. An ardent may freely pick his powers from his mantles. Divine Mind – Fluff change, ignore all mention of deities being the origin of powers. Divine Minds are much like ardents, their power derives from faith in concepts. Divine Minds, however, are more martially oriented. A Divine Mind may select any combination of mantles that fit its philosophical outlook. Erudite – This class adds one mechanic. At first level in this class you must choose to either be an educated manifester or a mystic tradition manifester. The educated manifester works as written. The Mystic Tradition manifester uses the variant class feature allowing arcane spells to be learned as psionic powers. And erudite may mitigate the XP cost for learning new powers by burning incense worth 5 times the xp cost to learn the power in gold peaces. During the burning of incense an Erudite must spend a number of days in fasting and meditation equal to one day per 100 gold pieces of incense burned. Factotum – Remove spellcasting. Spellcasting mechanic is used to manifest powers of level equal to normal spellcasting allotment. As there are no zero level powers manifesting ability is delayed until the level where first level powers come available. Powers manifested by a factotum cannot be augmented, these powers are considered to be manifested by a manifester with the minimum level needed to produce the power. At the level where zero level powers would normally be available, hidden talent is gained as a bonus feat. Lurk – This class is mechanically unchanged. Monk – Monks may multiclass freely. Monk is considered a psionic class thus allowing a monk to take psionic feats and gain psionic focus. Autohypnosis is added to the class skill list. Monks add all simple weapons to the profiency list. A monk may opt to loose profiency with all simple weapons to gain the use of any one light weapon and treat it as a special monk weapon. Ninja – This class is treated as a psionic class thus allowing a ninja to take psionic feats and gain psionic focus. Psion – This class is mechanically unchanged. Psionic Artificer – This class is a psionic variant of the artificer class. Use listed mechanics. Psychic Warrior – This class is mechanically unchanged. Soul Knife – As written the soul knife is a mechanically weak class. Add the following to a Soul Knife’s class skills, bluff, diplomacy, intimidate, gather information, and sense motive. Increase to full base attack bonus progression. Wilder – This class is mechanically unchanged. |
| Nifft01-26-08, 03:49 PM | I like your class selection, and your boosts for Monk & Ninja. Cheers, -- N |
| Izax1901-28-08, 12:53 AM | Kudos to you for running an all-psionic campaign. I always wanted to but could never get the player support for it. I wish I could offer some insights but I don't have much to share with this line of campaign. |
| Bacris01-28-08, 08:54 AM | Would the Morphean (from Dreamscarred Press) fit somewhere between those? I don't have Comp. Psionic for comparison. Yes, since the Morphean has Trapfinding, 6+Int skill ranks, and the right class skills (hide, move silently, search, disable device, tumble, etc). |
| The_Mess01-28-08, 12:45 PM | The only thing the Morphean lacks, rogue-wise, is Open Locks. |
| Lycanthromancer01-28-08, 08:53 PM | You could always help me playtest my powers revision. It's in mah sig. :D Also, use the ardent, dump the divine mind (if you're using the one from CPsi). Ugh. |
| PhaedrusXY01-29-08, 01:04 PM | The only thing you can't really do with psionics that magic can do is illusions, unless there are some psionic illusions in the 3rd party books you're using (I don't know much about them). |