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| ChubZ02-20-07, 01:47 AM | So I've got a problem. I'm totally new to powers, psionics etc. My group never player a psionic campaign. My DM adores psionics. We are playing Dark Sun so every creature has at least 1-2 psionic talents and the world supports psionic academies and many such creatures/characters. Those are the statements that determine my groups problem. We have 2 characters that have powers: Psychic Rogue - a multiclass character with bard so he'll have only something like 4-6 powers on his list total. Soulknife - custom remake that has full ml progression and 5 level off powers and halves psywars pp pool. It's made on basis of the old PRC but enhanced. My DM didn't have the time to pull out power list for the SK so I don't know any powers that would come in handy so any help here would be appreciated. Now on to the problem: How can you protect your self and secure your self against psionics? example: You win a fight and catch a wizard and start questioning him. you can imobilize his hands/mouth/take his materials pouch. And go about your thing. When you do the same with a psionic, what's their weakness? What can you do to stop him manifesting, except griping him and breaking his concentration with torture and so on? How can you protect your self against an psionic ambushes etc. A fair fight is a fair fight but in our paranoid mind we came up with a scenario that we shouldn't sleep because these dudes can read mind, teleport, see us, see the future and make us worthless just by thought and how can you even try to make them not think without rendering them retards or dead? DM told me that this question was far better covered in the old psionic system because the psionic of the group had the job or incapacitating the enemies psionic and then join the battle but in 3.5 this has been thrown out. This amounts to the final questions: -Are the 2 psionic charaters, be they only limited to a certain level of powers, going to be something that solves this problem? -What powers should the psy rogue take? -What powers protect against psionic attacks? -What would be a best non offensive, more defence/skirmish power list for SK. (limited to max level 5 from any list) Thanks for answering and if you need any info just write what you need and I'll get back to the boards shortly with the info requested. |
| Lokiyn02-20-07, 04:14 AM | I'm sorry i don't have the time to properly answer all your questions however i can answer a few quickly Power Restraints (http://www.d20srd.org/srd/psionic/items/universalItems.htm#psionicRestraints)The se devices reduce the maximum pp usage of its subject Crystal Anchor (http://www.d20srd.org/srd/psionic/items/universalItems.htm#crystalAnchor)Combine d with a dominate or charm effect can be used for a long term restraint Quintessence (http://www.d20srd.org/srd/psionic/powers/quintessence.htm)When gathered in Lumps of one pound or more they hinder manifestation doubleing the cost to manifest unless saved against Subversive Items (http://www.d20srd.org/srd/psionic/items/cursedItems.htm#subversive)Cheap items that are thus cursed aid in the above situations, in fact its wise to use cursed restraints if ou can get them. Vodare (http://tsuyoshikentsu.pbwiki.com/Lokiyn,%20Grand%20Alchemy%20List#Vodare) A drug from BoVD this item can render its subject catatonic if you feed it multiple doses Brain Mole (http://www.d20srd.org/srd/psionic/monsters/brainMole.htm)Brain moles kept and trained for the purpose can quickly drain an imprisoned character of psi points for the day. Grey Gluttons (http://www.d20srd.org/srd/psionic/monsters/grayGlutton.htm)These monsters can do the same I'll try and hit the other questions later, but for now this should help the "how to deal with captured or imprisioned psions." Note that most of your questions are not unique to psionics, Diviners and enchanters can do many of the same tricks as psions in addtion to the general wizard superiority. |
| ChubZ02-20-07, 07:07 AM | Note that most of your questions are not unique to psionics, Diviners and enchanters can do many of the same tricks as psions in addtion to the general wizard superiority. Yeah, but you can render them unable with normal means, most of the time that is(without metamagic tricks like silent/still spell). We practically had to torture our prisoner to brake concentration needed to manifest. So while we're torturing to stop it from manifesting we don't have time to ask questions or check the answers truthfulness. I saw a few cool items in your answer that should do the trick. thanks for the quick reply and I'm looking forward to the bigger one. Hope you can help me with the other stuff too. gg |
| RadicalTaoist02-20-07, 08:21 AM | Just to check: are you all running on psionics-magic transparency? |
| The_Ditto02-20-07, 11:23 AM | I recommend: Psychic Vampire Psychometabolism Level: Egoist 4, psychic warrior 4 Display: Mental Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 7 This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s power. If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack. If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power’s benefit. Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice). or Power Leech Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 4 Display: Visual; see text Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Any psionic creature Duration: Concentration, up to 1 round/level; see text Saving Throw: Will negates Power Resistance: Yes Power Points: 7 Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends. Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action. Power Leech being a bit more PP effective ... (but harder to affect them ... ) Hit them with a Touch of Idiocy spell first, or other means to trash their Wis and their save .. then start draining their PP .. Power Leech gives them back to you .. so at the same time, you can replenish your PP reserve ... (Use Bestow Power as well to distribute the PP to other's in the group ..) Even at 4th level - when a Psion first gets access to this power .. and assuming the target makes the save 50% of the time ... this power will still average out a net gain of PP for you ... so you can (theoretically) manifest it until the target is drained of PP. There ... no PP? No problem ... you are now dealing with a glorified (albeit psionic) commoner ... :tiphat: |
| Lycanthromancer02-20-07, 12:03 PM | Dimensional Anchor + Ropes + Blindfold + Earplugs, and the psion can neither target powers nor teleport away. Only Dimensional Anchor actually requires some sort of spellcasting or manifesting ability, and it's a rather low-level power. Of course, dealing enough subdual damage to keep the manifester unconscious (or Charming or Dominating him) would be better. Using the Aversion and Attraction powers could also do the trick, as could the monk's Quivering Palm ability. Antimagic or Null Psionics Fields could also pull this off. There are numerous ways to do this; the best is either unconsciousness or mental stat drain/damage to prevent him from manifesting, or draining his power points. |
| bholdr_mage02-20-07, 12:25 PM | There are numerous ways to do this; the best is either unconsciousness or mental stat drain/damage to prevent him from manifesting, or draining his power points. Yup, the sure fire way to defeat anything (to where it can't use special stuff against you) not undead or dream-like is to knock it out. Good 'ole saps and a -4 to most other weapons (I think there's a feat to make your attacks a choice on nonleathal for the waive of the -4...too...many...books) or even the merciful quality on a weapon can have psionic things seeing stars in no time. Also, unless they are manifesting defensively (which will happen most of the time) don't forget the AoO's you can use to bash the psion in the face. Like a mage, if you hit them hard enough, they won't be able to finish the power. Use con damaging poisons or spells. The spell poison is great here too. The point is, if you lower their con enough, their concentration checks will suffer...and chances are that psion would welcome a bash to the face over a 15% chance to manifest on the defensive ANY day. |
| Thomar_of_Uointer02-20-07, 12:36 PM | For a low-magic solution... If you blindfold a psion, he can't target you with powers. At low levels this is very effective, at higher levels you're just limiting his options. There is also a broad selection of antipsionic feats in the XPH. Though they don't work if you become a manifester, they let you do really neat things like damage anyone using a telepathy power against you. |
| bholdr_mage02-20-07, 01:17 PM | For a low-magic solution... If you blindfold a psion, he can't target you with powers. At low levels this is very effective, at higher levels you're just limiting his options. There is also a broad selection of antipsionic feats in the XPH. Though they don't work if you become a manifester, they let you do really neat things like damage anyone using a telepathy power against you. He can still do area powers that don't "target" such as psionic grease, swarm of crystals, energy burst, dispel psionics, etc, so that's why Lycanthromancer mentioned the ear plugs so he can't go off of "listen," and blast an area. And self powers such as psionic tounges, concealing amorpha (for escape), Levitate, body adjustment, and the like. Be real attentive with psychic warriors and self targeting powers, as most of their powers target their combat ability or their bodies. The anchor is important here. |
| Nephlite02-20-07, 01:25 PM | If your character wasnt psionic I'd use Anti-psionic feats found in XPH. BTW, isn't the Soulknife Prc turned base class (much stronger than the 3.5 soulknife base class) kinda strong since it has full manifester, up to 5 level powers? Most up to 5's have lower manifester: 1/2, -4 (like Paladins turn as 4 level lower but for manifesting), etc. |
| Lokiyn02-20-07, 04:24 PM | Lets look at these questions How can you protect your self and secure your self against psionics? A two part Question. How do I Secure a captured Psionic Character? How do I increase my defense against Psionics users? Can two characters with limited access to psionics solve the above? What powers should the psy rogue take? What powers protect against psionic attacks? What would be a best non offensive, more defense/skirmish power list for SK. (limited to max level 5 from any list) I believe these are the major questions. How do I Secure a captured Psionic Character?Covered How do I increase my defense against Psionics users?There are a few things you can do. Antipsionic Featsthe Expanded Psionics Handbook contains quite a few feats that enhance your defenses against psions. However if you are already psionic there are less options. Cloak Dance is a good bet allowing you to gain concealment with a move action. It’s fairly good in situations where your mobility is limited but you don’t have access to blur or concealing amorpha QuintessenceA pound of Quintessence (using the caster cost rules) is (7x40x16= 4,480 gp) so non psionic party members with quintessence items used in melee combat with a psionic character can put a serious damper on manifestation. What powers should the psy rogue take?I can’t say for certain since I’m not in the game and don’t know anyone’s play style, however taking the psychic rogues list and reducing it to the three powers of each level I would pick these from the list Bolt 1st Level Conceal Thoughts 1st Level Vigor 1st Level Body Equilibrium 2nd Level Knock, Psionic 2nd Level Wall Walker 2nd LevelBolt for enchanted ranged ammo, Conceal thoughts for boosts to bluff and saves versus mind reading spells, Vigor for hp, Body Equilibrium for balancing, Knock for obvious reasons, Wall Walker to keep attacking from odd angles. What powers protect against psionic attacks? There are a few powers that protect, however your best bet is going to be using the Lesser Globes of invulnerability magic gets access to, that will kill the majority of effects you might run into. Get an item of limited use or so and that should kill a lot of damaging and harmful effects. (a 1/day item runs you about 10,080 gp) In most cases however since it appears that you are low level manifesters at best its going to be difficult to put together a suite of defensive powers without a full manifester like a pure psion. However if you are thinking “psionic combat” then that was removed. What would be a best non offensive, more defense/skirmish power list for SK. (limited to max level 5 from any list) Any list? That’s quite the advantage, combine the Egoist List, with the Psywar list and you will be fairly set, toss in some nomad powers for mobility and you are set. (Personally if i went the Soulknife combination i would use something like this Level Base Fort Ref Will PP/ Powers Maximum Special Attack Save Save Save Day Known Power Bonus Known 1st 0 0 2 2 0* 1 1st Mind blade, Weapon Focus (mind blade), Wild Talent 2nd 1 0 3 3 1 2 1st Throw mind blade 3rd 2 1 3 3 2 3 1st 4th 3 1 4 4 4 3 1st +1 mind blade 5th 3 +1 +4 +4 6 4 2nd Free draw, shape mind blade 6th 4 +2 +5 +5 8 5 2nd Mind blade enhancement +1, Speed of Thought 7th 5 +2 +5 +5 10 6 2nd 8th 6 2 6 6 12 6 2nd +2 mind blade 9th 6 3 6 6 16 7 3rd Bladewind, Greater Weapon Focus (mind blade) 10th 7 3 7 7 20 8 3rd Mind blade enhancement +2 11th 8 3 7 7 24 9 3rd 12th 9 4 8 8 28 9 3rd +3 mind blade 13th 9 4 8 8 32 10 4th 14th 10 4 9 9 40 11 4th Mind blade enhancement +3 15th 11 5 9 9 48 12 4th 16th 12 5 10 10 56 12 4th +4 mind blade 17th 12 5 10 10 64 13 5th Multiple throw 18th 13 6 11 11 76 14 5th Mind blade enhancement +4 19th 14 6 11 11 88 15 5th 20th 15 6 12 12 100 15 5th +5 mind blade Delete Psychic Strike and its upgrades, replace it with the psychic rogues power progression, and give it acess to the Psychic warriors list. However thats just an off the top of my head look at it. I'd actually have to get some people to playtest the base soulknife and the above version together to see which winds up more balanced. |
| Mooncalf02-20-07, 04:26 PM | Power Resistance or Spell Resistance works wonders against any psionic (much to my annoyance, since I'm playing one). Mind Blank is excellent against all those nasty telepath tricks you mentioned, too. Incapacitating a psionic is trickier. You can: -Render him unconscious. (Inconvenient if you want to question him.) -Use a magic item of some kind to block his powers. (Dunno what, though.) -Drain off his PP. (Costly and time-wasting.) -Keep him in an antimagic/null psionics field. (Inconvenient.) Or you could... REDUCE HIS PRIMARY ATTRIBUTE! Yes, Billy, your average psion can only manifest powers of a certain level if his intelligence is at least 10 + powel level. No high attribute means no fancy powers for the Uri Geller wannabes. Watch as the drooling telepath forgets all his powers! Laugh as the Wilder fervently tries to adjust her makeup! It's all fun and games 'til someone loses a class feature. Now, to make sure my DM never reads this. |
| ChubZ02-20-07, 07:37 PM | Or you could... REDUCE HIS PRIMARY ATTRIBUTE! @Mooncalf: yeah but that might make him unable to give vital information Any list? That’s quite the advantage, combine the Egoist List, with the Psywar list and you will be fairly set, toss in some nomad powers for mobility and you are set. @Lokiyn: Yes, any list, and that is my problem... don't have any XP with psionic powers, lists or manifesting. I'm reading about it though. But my real issue here is this one: Making a power list that is self oriented but not offensive, more misc. like and balanced. Not min/maxing but making it standard. That table you made is just the same that I made up. Only the psychic strike is now considered a Soulknife's talent and is burning 1 powerpoint for every dice you wish to use. It's costly but fits the flavor. My DM and I wanted to make a conversion that makes SK stronger, we made it a little too strong IMO, but in Dark Sun world it fits fine. Thanks for rogue suggestion About that antipsionic feats, I was thinking like that but only without the feat part. When we prepare or choose powers, what are the best choices to be ready for psionic tricks? BTW, isn't the Soulknife Prc turned base class (much stronger than the 3.5 soulknife base class) kinda strong since it has full manifester, up to 5 level powers? Most up to 5's have lower manifester: 1/2, -4 (like Paladins turn as 4 level lower but for manifesting), etc. @Nephlite: I don't debate how much stronger it is. We made it fit the original prc as best as we could. Making it a formidable opponent but with limitations: powers targeting self no offensive powers (vampiric blade, bite, burst etc...) powers up to 5th level no mindblade manifestation while manifesting powers psychic strike wasting PP So while it gains the "almost" real psionic feeling and is finally considered psionic. It cannot use everything at once to his advantage. For that captured psi prisoner I think the best answer is to make a kit for questioning a psionic. And drain his stat, not to idiocy but to a peasant level. Last but not least, if you guys have ideas on that SK list, feel free to write it up. When I curve all the edges I'll break the class here for you to see the beast in full glory. Thanks for all the help |
| Vharuck02-20-07, 07:54 PM | The XPH also has many anti-psionic feats (granted, they're only available to non-psionic characters). Otherwise I'd say take Iron Will to help against most psionic powers. |
| Mooncalf02-20-07, 09:52 PM | @Mooncalf: yeah but that might make him unable to give vital information Too true, but don't you think he'd have to have his intelligence reduced pretty low to get that stupid? If you keep it at or just below 10, you're safe without too much stupidity. No need to turn him into a drolling vegetable. The average commoner's got 10 int, and some games, you can't get them to stop tell you things. Of course, since you can't see his points there's not much chance of knowing, so better safe than sorry. Don't want him smacking you with an augmented lvl 1 power. Of course, you could just mindprobe him. I'm fairly certain that should work regardless of how high his int is. Unless your DM rules that the staggering lack of cozy smarts have caused that needed tidbit of info he possessed to hibernate somewhere under his childhood memories or something. It's all fun and games until someone loses a class feature. |
| ChubZ02-21-07, 08:32 PM | Not wanting to start a new soulknife topic I'll use this thread to maybe get comments on this conversion of mine. I'll put full abilities description in sblocks and explanations of them flavor wise out. Note that i really don't think a class is unbalanced if it is best at something but still can do ther stuff too. With that said you are gonna see some overpowered stuff here but to every up there is a downside. Soulknife - a psionic fighter ------------------------------------------- Hit die: d10 Skill points: 4+int Level Base Fort Ref Will Attack Save Save Save Bonus 1st 0 0 2 2 2nd 1 0 3 3 3rd 2 1 3 3 4th 3 1 4 4 5th 3 1 4 4 6th 4 2 5 5 7th 5 2 5 5 8th 6 2 6 6 9th 6 3 6 6 10th 7 3 7 7 11th 8 3 7 7 12th 9 4 8 8 13th 9 4 8 8 14th 10 4 9 9 15th 11 5 9 9 16th 12 5 10 10 17th 12 5 10 10 18th 13 6 11 11 19th 14 6 11 11 20th 15 6 12 12 ------------------------------------------- Original Soulknife list: Autohypnosis* (Wis) Climb (Str) Concentration* (Con) Craft (Int) Hide (Dex) Jump (Str) Knowledge (psionics)* (Int) Listen (Wis) Move Silently (Dex) Profession (Wis) Spot (Wis) Tumble (Dex) Added skills: Bluff (Cha)** Knowledge (weapons) ------------------------------------------- Here is a list of all abilities that stayed unchanged and are as in the original soulknife: Weapon Focus (Mind Blade) A soulknife gains Weapon Focus (mind blade) as a bonus feat. Wild Talent A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.) Throw Mind Blade (Ex) A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). Free Draw (Su) At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however. Speed of Thought A soulknife gains Speed of Thought as a bonus feat at 6th level. Bladewind (Su) At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack. Greater Weapon Focus (Mind Blade) A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level. Knife to the Soul (Su) Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination. The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy. Multiple Throw (Ex) At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. ------------------------------------------- Now the rest of abilities have been modified as written below with explanations under the sblock :) Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect. Mindblade you wield isn't the same as a normal weapon wielded or made by a normal fighter/smithie. You can wield it in either hand without penalty as under influence of 3edition feat ambidexterity: 1st-10th level you apply only 1/2 of strenght if you use your off hand after level 10 no strenght penalty applied. You also gain 3 tactical feats for mindblade and only when using mindblade: 1st-6th level you apply these feats with light weapons only 7th-15th level you can apply these feats with meadium weapons too 15th-20th level you apply this to all weapons you can shape **Improved Feint - with using Dex on your bluff rolls, feinting comes to you as any natural attack with free draw and switching hands. It doesn't use up cha modifier because the feint is produced by the dexterity of your movement and your will. Improved Trip - People don't really know the potential your mindblade has when using any trip weapon form. Improved Sunder - The effect of adding weapons to your forms makes you know their weaknesses. And your mindblade hit's them with deadly accuracy. Psychic Strike (Su)* As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action. Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above. Every dice of Psychic Strike is a surge that takes a powerpoint from your pool. Shape Mind Blade (Su)* At 1st level soulknife has a mindblade equivalent of a short sword, but with Knowledge (weapons) check he can add 2 more shapes of the same damage dice as a shoprt sword. Every odd level after that he can add another 1 form to shape with the same check from his weapon proficiency list. Weapon in question has to be aproved by the DM. At 5th level you can reshape your mindblade as a move action. You can use this ability with Autohypnosis and have yourself automaticly call weapon form memory. If you do this with Free Draw ability thenyou shape your mind blade as a swift action. (If you further mention you switch hands The target must make a reflex save equal to 10+half of your base attack to avoid being flat footed) Checks are: DC 15 for medium and 20 for two handed and large weapons with a +5 to rolls if you wielded the weapon in question New Abilities: Customize (Ex) As you add more and more weapons to your list your mind changes them and improves upon generic form. 4th lvl - you gain +1 to damage +1 material (i.e. silver) 10th lvl - you gain +1 to damage +1 material 16th lvl - you gain +1 to hit +1 material 20th lvl - you know all the materials and can designate your weapon as such. (adamantine, silver, mithril) This works only when under Psionic Focus Intensify When you are psioncally focused you divide the negative specter of you emotions and thoughts and imbue your mindblade with it. This ability if chosen overrides Psionic weapon feat tree. You gain +1 size damage dice on any form and a +1 per step to your chacks for regaining Psionic Focus. This ability gets to +4 (Collossal) and in the end shows that your mindblade is no ordinary weapon bought on the market or used by a psionic, it's stronger from your devotion to it. This works only when under Psionic Focus comments on new abilities: Intensify overrides Psionic Weapon but gives a little more. This is set like this currently because I don't really know why anyone can enhance any weapon with extra dmg just as the soulknife can. This way Soulknife has a clear edge over any other psionic enhanced weapon. Customize is for imaginative abilities. With this baby you can customize your weapons to a great extent making them unique in shapes, functionality. comments on redone abilities: Shape Mindblade is done so it gives you something like 20 weapons you take from proficiency lists. You'll need them to work this guy to his full strength. Switching shapes to confuse, finding the right feint combinations. Using a more suitable weapon for a battle field and more secretive when going solo. You also need to burn some skill points in that Knowledge weapons to add them up. You need to plan and find a weapon you want to add to your list. Psychic strike is now considered a talent and burns power points. I see it as rage form surging for extra damage. Last but not least: Mindblade that gives free feats, no. Mindblade that gives full potential while you don't brake any rules, yes. I had to put that ambidexterity thing inside so people see what I mean, also bluff skill comes here in play with that feint stuff. You can now attack while feinting the enemy with a brief surge of a similar mindblade in your off hand, or maybe even switch hands. This has to be dextrous so I thought it would fit the skill ability change. As you read above, with many shapes you can do a tactical thing and control the battle field with reach weapons (note that intensify doesn't change reach) and sunder just seemed logical. If someone needs to study weapons to ad them to their list he would know their weakness best and take advantage of it. Also from this presumption customize was born. ------------------------------------------- Here is a table of what makes Soulknife a psionic now: Level PP/ Power Maximum level level known 1st 0* 1 1st 2nd 1 2 1st 3rd 2 3 1st 4th 4 3 1st 5th 6 4 2nd 6th 8 5 2nd 7th 10 6 2nd 8th 12 6 2nd 9th 16 7 3rd 10th 20 8 3rd 11th 24 9 3rd 12th 28 9 3rd 13th 32 10 4th 14th 40 11 4th 15th 48 12 4th 16th 56 12 4th 17th 64 13 5th 18th 76 14 5th 19th 88 15 5th 20th 100 15 5th ------------------------------------------- Final comment: I don't have any list formed yet, and I'll post backgrounds for a szch a character and a story behind creation but I think you catch my drift. This guy is a psionic fighter, with limited powers but hell of a weapon. I don't think this is over powered because a normal soulknife can kick his own ass with any normal weapon at first 3 levels, no need to compare and also i think this is beatable 1on1 so it's no biggy. However, i made this so I'm not objective. Any help, critique, comment be good or bad will be listened to, countered if possible and in the end incorporated into this version so long as it is useful and good. thanks |
| ChubZ02-22-07, 06:19 PM | reserved for bacground story, and few other thing ------------------------------------------------------------------------- But for now: Do you like this? Can you help make it better? Maybe this should be a prestige class? Does this class variation deserve another topic or can you respectfully help me here so when it's perfected it could be released(on a individual topic for fine tune)? -------------------------------------------------------------------------- thanks for the effort to anyone |
| ChubZ02-26-07, 03:38 AM | last :bump: |