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| Ralp07-19-07, 05:45 PM | One of my players is playing a Psionic Artificer, as described in Magic of Eberron. (That book just presents a short section on converting the Artificer's item creation feats to the psionic counterparts.) My campaign is not set in Eberron, and I don't use action points. But, the player has requested a way to accelerate his infusions in a pinch. This seems like a reasonable request to me, and I'm exploring solutions besides just giving everyone action points. The idea I'm working with now goes beyond that goal though: I'm trying to change the psionic artificer to a proper manifester, with power point progression and augmentable powers instead of infusions. (I'm aware of the design pattern known as "The Psionic X", and I understand why it's bad design. Since I'm trying to keep the capabilities of this revised class as close to the capabilities of the original as possible, I'm guilty of this to some extent.) Anyway here are some of my goals: Most importantly, try to ensure that the psionic artificer's capabilities at any given level are very close to what a regular artificer can do with her infusions. I favor decreased daily capacity in exchange for increased flexibility (indeed, this seems to be the very philosophy of power points). Convert all the artificer infusions to psionic powers. This isn't as bad as it sounds, since there's not a lot of infusions, and many sets of similar infusions can combine together into a single augmentable power. I'd like to give the psionic artificer all powers known at the level that an artificer would gain that level of infusions. This means I don't have to worry about making one power much more appealing than the others. (e.g. Weapon Augmentation) Give the psionic artificer a power point progression instead of infusions per day. I think the Psychic Warrior's progression is most appropriate (or even better, the Lurk's, which only differs at levels 1 and 2), but see below. Add augments to some of the infusions with 1 minute casting time, to allow them to be manifested as a full round action. Add other cool augments where it makes sense to do so. I like augments! Here are some problems: Some infusions require costly material components. Psionic powers, as a general rule, don't use components. Keeping the component requirements during play-testing isn't a big deal, but if possible I'd prefer to remove them for purity's sake (in a balanced way). Expanded Knowledge. I don't have a problem with an artificer burning feats to add Psion powers to his list. A psion picking up Weapon Augmentation as a level 1 power is a little more worrisome. I'm content to ignore these problems entirely for now though. (No, I don't have any Erudites in my game either!) Unfortunately I can't post the unmodifed artificer infusions in this thread for easy comparison, since they're not OGL content. :embarrass Hopefully not problems: After level 5, the artificer gets a higher level of infusions only every 3 levels, so in some cases to remain in line with the original artificer, "the next level" of effect should require a 3 power point augment, instead of 2 (as with most powers). I haven't run any numbers yet but my gut feeling so far is that this would eat up power points a lot faster than the psywar power point reserve progresses, so in most cases I'm not relying on the manifester level cap to strictly restrict higher level effects. Power stones made by this class are just power stones; they don't suffer from the weird non-arcane-non-divine artificer scroll problem. If you don't know what this is, never mind. ;) I'd appreciate any comments or assistance on balancing the powers individually, or the class as a whole. Also I welcome any suggestions on the problems I list above, or other problems I may have missed. Thanks! |
| Ralp07-19-07, 05:47 PM | Some of the more interesting powers I've converted so far. Weapon Augmentation below shows my working idea for the "accelerated infusion" augment. In general, a 1 minute manifesting time can be reduced to a full round action for 4 extra power points and the expense of your psionic focus, but the duration of the power is significantly reduced. (10 minutes per level to 1 round per level.) Inflict Damage Psychoportation (Teleportation) Level: Artificer 1 Display: Material and mental Manifesting time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power points: 1 Your touch deals 1d8 points of damage +1 damage per level. Augment: For every 2 additional power points you spend, this power inflicts an additional 1d8 points of damage, up to a maximum of 5d8. (This power replaces the infusion series Inflict Light Damage, Inflict Moderate Damage, Inflict Serious Damage, and Inflict Critical Damage. Note that this power is slightly better than the infusions, but not nearly as good as an augmented Dissipating Touch (http://www.d20srd.org/srd/psionic/powers/dissipatingTouch.htm).) Magic Weapon (Artificer 1) Greater Magic Weapon (Artificer 3) These infusions are removed. Instead, substitute Metaphysical Weapon (http://www.d20srd.org/srd/psionic/powers/metaphysicalWeapon.htm). Resistance Item Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting time: 1 round Range: Touch Target: Item touched Duration: 10 min/level Power points: 1 The touched item grants its wearer a +1 resistance bonus on saving throws for the duration. Augment: For every 3 additional power points you spend, the resistance bonus increases by 1, up to a maximum bonus of +5. Metapsionic Item Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting time: 1 round Range: Touch Target: Psionic item touched Duration: 1 round/level or until discharged Power points: 1 When you manifest this power, choose a metapsionic feat that you know with an adjustment of up to 1 power point. The benefits of this metapsionic feat now apply to the target power completion item (i.e., a power stone). This item functions with the feat applied for others as well as the manifester until discharged. Augment: For every additional power point you spend, the maximum adjustment of the applied metapsionic feat increases by 1. In addition, if you spend 4 additional power points, you can manifest this power on a power trigger item instead (such as a Psicrown or Dorje). When manifested in this way, this power does not discharge unless all charges or power points are exhausted from the item. (This power replaces the infusions Metamagic Scroll and Metamagic Item.) Weapon Augmentation Psychometabolism Level: Artificer 1 Display: Auditory and material Manifesting time: 1 minute Range: Touch Target: Weapon or projectiles touched Duration: 10 min./level Power points: 1 The touched manufactured weapon gains a single psionic enhancement equal to +1 or up to 10,000 gp for the power's duration. Only the manifester can gain the benefit of this enhancement. Alternatively, this power can be targeted on one of your natural weapons, but only if you are a construct. A group of up to 50 projectiles (such as a set of arrows) can also be enhanced by a single use of this power, though each projectile loses the enhancement when fired once (Shuriken are treated as projectiles). Special: For the purposes of this power, Bane is considered a +2 enhancement. Augment: You can augment this power in one or both of the following ways. 1. You can manifest this power as a full round action by spending 4 additional power points and expending your psionic focus, but the duration reduces to 1 round/level. 2. If you spend 2 additional power points, anyone wielding the effected weapon can benefit from the enhancement. In addition, you may spend power points to increase the enhancement granted according to the following table: Additional Power points Maximum enhancement - +1 or 10,000 gp 4 +2 or 25,000 gp 6 +3 or 70,000 gp 9 +4 or 120,000 gp 12 +5 or 200,000 gp (This power replaces several artificer infusions, including Personal Weapon Augmentation, Lesser Weapon Augmentation, Natural Weapon Augmentation, etc.) |
| Ralp07-19-07, 05:48 PM | Reserved, just in case. |
| angellis_ater07-20-07, 04:47 AM | Considering how many power points you get in an Eberron game, I'd say giving a Psionic Artificer an extra metapsionic feat called "Swift Infusion" wouldn't be too dramatic - allow the feat to work like this: Expend focus, pay the same amount that the base Infusion costs again. This additional cost is NOT restrained by manifester level. This means that a level 1 character can use it on his level 1 infusions. It will cost him (twice what the power costs normally) and require him to expend his psionic focus - so costly, but still easy to do. Wording might need to be cleaned up ofcourse. Overall I think that you can go with a higher PP assignment (perhaps even psion level?) and simply use the 3pp=1 augment idea you had from the very beginning. Then just PnP (playtest and polish). I'd also suggest that you make Metapsionic Item go of a scale of 2, because at this point there are NO metapsionic feats (that I know off) except linked power which could cost 1pp. 0pp or 2pp, sure, but not 1 - and increasing it by only one is also too weak. |
| Ralp07-20-07, 04:31 PM | Thanks for the feedback! Overall I think that you can go with a higher PP assignment (perhaps even psion level?) and simply use the 3pp=1 augment idea you had from the very beginning. Then just PnP (playtest and polish). That's something I considered, but I'm really reluctant to grant big piles of power points. Psychic Warrior or Lurk progression seems about right, since some of the first level infusions are pretty powerful and they last a long time. (Perhaps they should even just be higher level psionic powers, but I don't want to make that sort of adjustment). Consider that a regular artificer only ever gets four daily first level infusions (plus bonuses from Int). With a Psion-sized power point reserve you could easily afford to manifest a dozen or so level 1 effects before each daily encounter as early as level 6 or 7. I'd also suggest that you make Metapsionic Item go of a scale of 2, because at this point there are NO metapsionic feats (that I know off) except linked power which could cost 1pp. 0pp or 2pp, sure, but not 1 - and increasing it by only one is also too weak. Yeah, this is sort of ugly I know. I changed how this power works compared to the infusions it's based on, but I designed it that way so the simple rule would be "just spend power points equal to the metapsionic feat's adjustment". The augment makes this work out, but since metapsionic adjustments generally all have even pp costs, and powers have odd pp costs, it is sort of useless unaugmented. I'll discuss it with the player; I might change it to 2pp unaugmented (+1 per 1pp augment). Considering how many power points you get in an Eberron game, I'd say giving a Psionic Artificer an extra metapsionic feat called "Swift Infusion" wouldn't be too dramatic - allow the feat to work like this: Expend focus, pay the same amount that the base Infusion costs again. This additional cost is NOT restrained by manifester level. This means that a level 1 character can use it on his level 1 infusions. This sounds like a workable solution. I wasn't really thinking of low level psionic artificers since the character in question is level 10, and I didn't mean to lock low level manifesters out of the "accelerated infusion" ability. The more I think about it, the better I like the psionic focus expenditure as the key mechanism to accelerated infusions. Instead of separate augments, maybe in general I can just use something like this: Accelerate Power [Metapsionic] You can manifest powers more quickly than normal. Benefit To use this feat, you must expend your psionic focus. As a full round action, you can manifest any power you know with a manifesting time of 1 minute or less, and a duration measured in minutes or minutes/level. An accelerated power has its duration reduced to 1 round for every 10 minutes the power would normally have lasted. This feat cannot be applied to a power which would normally have a duration of less than 10 minutes. Using this feat does not increase the power point cost of the power. I think I'll grant this as a bonus feat to the class at level 1. To use this more often than once every two rounds, a character would need to burn feats on EK:Hustle and Psionic Meditation; or Psicrystal Affinity and Containment. That's fine with me! Furthermore, if the player doesn't like my rewrites of the infusions as psionic powers, this is a simple solution to the original problem of how to emulate using an infusion with an action point. (Though I'd have to grant Wild Talent as a bonus feat since otherwise he wouldn't be able to hold a focus in the first place. I don't have a problem with that.) |