My Revision of the Powers for the XPHB [Archive] - Wizards Community

Post/Author/DateTimePost
Lycanthromancer

04-03-07, 12:57 PM
As Bacris already knows, I'm working to revise the powers of the XPHB, adding additional augments (and negative augments), adding clarifications, and rebuilding certain wonky powers from scratch (see Control Object and Metamorphosis). I'm also going to see about turning various low-level powers into usable 0-level Talents and combining certain similar powers into augmentable progressions (like what was done with Charm Person, Charm Monster, and so on).

I'm then going to *try* to release it under Dreamscarred Press as a supplement.

I'm open to new suggestions and ideas on specific powers that need work, so feel free to toss some complaints at me. I'm about halfway done at the moment (though the base power for Metamorphosis is finished, it needs considerable auxiliary work to make it...erm...work). It's a big project, that already has several dozen pages finished.

So, suggestions? Complaints? Need for published errata or clarification, and so on?
InkBlot

04-03-07, 04:26 PM
I'm then going to *try* to release it under Dreamscarred Press as a supplement.
Is this going to be a free web enhancement, or a PDF/book that we'll have to pay for? If it's something you're going to be charging money for then you probably shouldn't be asking for help on WotC's forums.
munin

04-03-07, 10:09 PM
So, suggestions? Complaints? Need for published errata or clarification, and so on?

Some of these you've probably thought of...


extra damage of bite of the wolf should not depend on psychic warrior level, but be an augment like claws of the beast, and the extra damage should just be extra dice, not extra 1d8 (since it should depend on size)
make mass cloud mind an augment of cloud mind
reword compression and expansion so the size bonuses are correct if you start from Tiny(-) or Huge(+), respectively.
clarify the augmentation of dispel psionics
make mass ectoplasmic cocoon an augment of ectoplasmic cocoon
apply the CP nerfs/erratas to energy missile and energy stun
make greater psionic fabricate an augment of psionic fabricate
list exactly which planar traits you can set with genesis
metaconcert... whew
power resistance grants PR 21. Augment to increase (1 for 1)
augmenting psionic blast increases DC
make psionic greater teleport an augment of psionic teleport


If it's something you're going to be charging money for then you probably shouldn't be asking for help on WotC's forums.

I don't see anything in the Terms of Use about not talking about non-Wizards commercial products. Is that somewhere else? Or just common courtesy I don't get? : )
JulesCARV

04-03-07, 10:18 PM
I'd say make the ability to speak with animals and plants augments of psionic tongues. :) I'd suggest speak with dead too, but that seems to have been handled by Complete Psionic.
Tempest Stormwind

04-03-07, 10:25 PM
There's a pretty darn good rerwrite of Metaconcert available in Untapped Potential. Not only does it hold true on its own, it synergizes with the society mind -- and as such, is available for free (http://dreamscarredpress.com/main/index.php?page=shop.product_details&category_id=1&flypage=shop.flypage&product_id=7&option=com_virtuemart&Itemid=29) with the society mind download.
Psikerlord

04-03-07, 11:15 PM
I think telekinetic thrust, if used to throw someone up against a wall or similar hard surface, should do damage equal to falling the same distance, rather than a flat d6.

Also, I think telekinetic force should affect creatures and objects, not just objects.
Bacris

04-03-07, 11:23 PM
I don't see anything in the Terms of Use about not talking about non-Wizards commercial products. Is that somewhere else? Or just common courtesy I don't get? : )

Can't promote a commercial business. :) However, I don't know that Ly's post would qualify as promoting...
NoldorForce

04-03-07, 11:47 PM
I agree with most of what munin has said. I don't believe that the change to Power Resistance is warranted, however, considering that Spell Resistance is uncapped with no higher-level versions. Why should a psion have to pay higher and higher amounts for PR when the wizard has a single price on unlimited-scaling SR for the rest of his indefinite casting career? (If Spell Resistance did have a cap, this would be understandable.)
JulesCARV

04-04-07, 12:15 AM
I agree with most of what munin has said. I don't believe that the change to Power Resistance is warranted, however, considering that Spell Resistance is uncapped with no higher-level versions. Why should a psion have to pay higher and higher amounts for PR when the wizard has a single price on unlimited-scaling SR for the rest of his indefinite casting career? (If Spell Resistance did have a cap, this would be understandable.)

I think you mean clerics. ;)
Thot

04-04-07, 08:10 AM
I can only applaude that someone undertook such a required job. :bow:
Indeed, my two main griefs toward the existing XPH system are the lack of Talents (or 0th level powers), and the lack of consistency in the augment system.
So, my two cents so far :

Change the list of some powers (Time Hop in Nomad, for example)
Mass version should be augments, always (which means you may have to change some lists)
Greater version should be augments, always
Merge some powers (and add an augment) :
1) Clairtangent Hand as an augment of Clairvoyant Sense
2) Energy Adaptation as an augment of EA:Specified
3) Many of the Energy Ball / Ray / Bolt / ... should be some augments of base powers (maybe one for AoE, one for lone targets, ...)
4) Mind Switch, True as an augment of Mind Switch
5) Add some augment to some Save-or-Die. They become near useless after a point.
6) Make Minor / Major / True creation as augments of a base power


An important side-note : this will straighten the power system. This is good. Yet, it may break the psion. As far as I understand it, the psion will gain a greater flexibility with his powers than he currently enjoys. If he keeps the same number of known powers, though, this would result in a net gain of overall power. So, you may want to advise reducing the number of known powers if someone uses your variant powers.
kyeudo

04-04-07, 10:07 AM
Making psions stronger is not too much of a problem, considering the power creep of arcane and divine magic. Every time a new book comes out they get stronger. We only get stronger psionics when they release a new Eberron book, if we're lucky.
Ilikan Holyaxe

04-04-07, 07:14 PM
If you do change Mass and Greater versions to be augments, perhaps in the ones that restrict it to a specific discipline, include the phrase "for a (insert nomad, telepath, egoist, etc here)....." if you do not want to muck with that balance too much.
Lycanthromancer

04-05-07, 12:06 PM
Yeah, I'm taking many of the powers and giving them devotion (see 'discipline')-specific augmentations, such as:

Skate: This power gains the following:
Augment: [Nomad and Psychic Warrior Only] If you spend 4 additional power points, you can use the benefits of this power while prone, or otherwise unable to move normally. This means that you have a movement speed of 15 ft while lying down, sitting, kneeling, doing handstands, and so on.

If you want the augmentations and you aren't a nomad or psychic warrior, you can use Expanded Knowledge or Psychic Chirurgery to manifest the power as if you were. I'm also making a few devotion-specific powers (such as Psionic Fly) general powers, but putting them into the devotion lists at a much lower level. I'm also giving devotion-powers augments that you can use if you're a different kind of psion (though this is rare). I've got some nice stuff made up already (and the list is getting upwards of almost 50 pages, thus far), so I hope y'all like what I've come up with. :D
Lycanthromancer

04-05-07, 12:43 PM
I agree with most of what munin has said. I don't believe that the change to Power Resistance is warranted, however, considering that Spell Resistance is uncapped with no higher-level versions. Why should a psion have to pay higher and higher amounts for PR when the wizard has a single price on unlimited-scaling SR for the rest of his indefinite casting career? (If Spell Resistance did have a cap, this would be understandable.)Would doing this in a similar way to the way Dispel Psionics *should* be written work? Say, change it to the following:

You gain PR equal to 10 + your manifester level (maximum +15).
Augment: For every additional power point you spend, the manifester level cap increases by 3.

?
NoldorForce

04-05-07, 02:06 PM
Perhaps, but with the PR equal to 12 + ML (maximum +15 without augmentation), since that's the base value of Spell Resistance.
munin

04-05-07, 02:56 PM
To me, the psionic way to do things is that range and duration scale freely with manifester level, everything else scales with power points. In addition to power resistance I mentioned above (and my intent here is not trying to make it equivalent to wizard spells in power or function), I would do the following:

create sound creates as much noise as four normal humans. For every additional power point you spend, the amount of noise increases by "four normal humans".

detect psionics, add augment to avoid being dazed by an overwhelming aura (I mean, seriously, if you're a 22nd-level character, you can be overwhelmed by a 21st-level aura?)

dismiss ectoplasm, you roll 1d20 +7. For every additional power point you spend, your bonus increases by 1, no maximum.

dispel psionics, you roll 1d20 + 5. For every additional power point you spend, your bonus increases by 1, no maximum.

ectoplasmic shambler: enveloped creatures take 4 damage. For every 2 additional power points you spend, the damage taken by enveloped creatures increases by 1.

empathic transfer transfers only 1 point of ability damage. For every additional power point you spend, you can transfer an additional point of ability damage.

energy adaptation (2nd level power replaces specified...) grants energy resistance 10 against one energy type. You can augment this power in one or both of the following ways: 1) For every additional power point you spend, you can choose an additional energy type to resist. 2) For every additional power point you spend, the energy resistance granted increases by 2. (this works out pretty well -- they fact that energy resistance can get indefinitely high is countered by the fact that energy immunity becomes available as a 7th level power from CP).

energy current rays do a maximum of 39 damage. For every additional power point you spend, the damage maximum increases by 3.

escape detection has a DC of 18. For every additional power point you spend, the DC increases by 1, no maximum.

incarnate only allows you to make 1st-level powers permanent. You have to spend additional power points to make higher level powers permanent.

metamorphosis allows you to assume the form of a creature with not more than 7 HD. For every additional power point you spend, the HD limit increases by 1.

etc.

One consequence of trying to make higher levels of powers into augmentations of lower level powers, is that it can be difficult to flesh out the higher level power lists. You really have to think hard to come up with higher level powers which can't be augmentations of lower level powers.
NoldorForce

04-05-07, 05:57 PM
The problem with forcing this on everything is that (as with Spell Resistance above) the regular Vancian method of doing things scales at a faster rate than the spell level would suggest (as with Dispel Magic) or has a single spell with unlimited scaling (as with Spell Resistance, Nondetection, etc.). Not everything needs that hefty of an investment in power points to get an effect that just helps you to keep up.

For some things, a two- or three-point increase on the cap for each PP expended (as is implied with Dispel Psionics and will likely be done with Power Resistance) is appropriate. You still have to pay for what you get, but not so much so that your Vancian counterpart cackles maniacally at the fact that your investment was double his.

Some other things, particularly the stuff that isn't as potent as regular direct damage in single uses or based on Vancian stuff for which only one unlimited-scaling effect exists, just doesn't need to have certain extra costs at all. Just because psionics got the long end of the stick in some areas doesn't mean it needs pulling back, especially considering the many ways in which Vancian casting got a better deal. (See Lycanthromancer's core 20th-level wizard.)
Grimmsfeld

04-07-07, 01:06 AM
Skate: This power gains the following:
Augment: [Nomad and Psychic Warrior Only] If you spend 4 additional power points, you can use the benefits of this power while prone, or otherwise unable to move normally. This means that you have a movement speed of 15 ft while lying down, sitting, kneeling, doing handstands, and so on. SEPTUPLE HEAD SPIN!!! That's awesome...just a quick question on how this'd work. If a character learns such a power as a psychic warrior, such as the manifesting ability provided by a fist of zouken or a warmind, fo they gain those "devoted" augments?
Celsun

04-07-07, 07:22 AM
As Bacris already knows, I'm working to revise the powers of the XPHB, adding additional augments (and negative augments), adding clarifications, and rebuilding certain wonky powers from scratch (see Control Object and Metamorphosis). I'm also going to see about turning various low-level powers into usable 0-level Talents and combining certain similar powers into augmentable progressions (like what was done with Charm Person, Charm Monster, and so on).

I completed similar work for my all-psionics campaign a while back. I started working on the psionics system shortly after I read CPsi; I decided I could generate psionic material at least as interesting and balanced as that in CPsi. That book inspired me. :D

I adjusted many powers so that they are touch range instead of personal, such as fly, true seeing, concealing amorpha, etc. I wanted psionic characters to function as party arcanists. The XPH really isn't clear on why some powers are touch and some are personal; power resistance is touch, for example, but freedom of movement is not (?). That doesn't make much sense. This does mean that a party psion can slap freedom of movement on everyone before a tough encounter, but it'll cost him dearly in power points.

I added a flat 2pp:1DC scaling rule to all powers. If you spend 17pp on psionic grease, it picks up the save DC of a 9th level power, period.

I flattened every power in the XPH: fly, teleport, creation, concealing amorpha, ectoplasmic cocoon, revivify, energy adaptation, mindlink (correspond...), missive, fabrciate, share pain, sense link, etc.--basically anything with a higher-level version. This actually resulted in characters that are less powerful than XPH counterparts. Characters in my campaign tend to take a few more EKs now, since they can't pick up fly or teleport through the "back door" so to speak.

I removed and added powers to some class lists. The psywar lost ectoplasmic form and metaconcert (why in the nine hells does he have metaconcert?), but he picked up power resistance. The nomad picked up time hop.

I wrote a talent system (see my sig).

There's a lack of high-level powers in the XPH, especially after I flattened a lot of the powers. To remedy this, I wrote a few from scratch. Others I converted over from arcane. Egoists have thoughtform (ghostform). Seers have cosmic awareness (Dark Sun) and subjective reality. Shapers have dark matter (sphere of ultimate destruction), ectoplasmic flood (obedient avalanche), telepaths have whelming burst, mindstorm (wail of the banshee), nomads have wormhole (gate without the summoning features), etc.

I fixed every disappointing power in the XPH: ultrablast, crisis of life, cloud mind, eradicate invisibility, etc. Basically anything on the short end of Haldrik's "What is the Most Powerful Psionic Power" thread.
ArcTan

04-07-07, 02:53 PM
Is this going to be a free web enhancement, or a PDF/book that we'll have to pay for? If it's something you're going to be charging money for then you probably shouldn't be asking for help on WotC's forums.

Why not? The material he's working with is OGL. This is exactly the kind of thing WotC wanted to encourage when they created the OGL.
Lycanthromancer

04-07-07, 03:21 PM
Oh, and I have to say that my Talent system is very similar to yours, Celsun. Manifest a minor power by expending your focus or spending 1 pp (which turns it into the equivalent of a 1st level power), except you gain a certain number of Talent points (5 + Int mod), and each Talent is worth 1-5 Talent points (stronger Talents = more Talent points, with 5 being nearly a 1st level power). That way, you can get lots of weak powers, or some fairly strong ones. That, and there's a feat you can take that gives you 5 Talent points to distribute amongst up to 5 Talents, thereby buying more useful powers.

Mind if I co-opt some of your Talents?
Lycanthromancer

04-07-07, 03:48 PM
Oh, and Metamorphosis is done! Gotta love taking a broken 4th-level power and turning it into a balanced 1st-level one. :D
Scion of Coldshard

04-07-07, 03:51 PM
Are you going to make any comments in the suppliment about any interaction between expanded knowledge and those special augmentations? Perhaps something like, 'whenever you pick a power with that feat you choose which class/subclass you manifest it as for the purpose of special augmentations and other effects'. I could see an arguement either way though.

You could also have a special augmentation for only specific classes for specific powers that is something like, '[nomad only] -2 pp augmentation, no other effect, may only be selected once per manifestation' or something similar.

Many, many powers could be compressed down to a single base power with a whole range of augmentations. The classes would have to be rewritten a little, but I think it would be workable.


I would also put forward that having a base static number for psionics with everything that would normally be scaling for a caster needing augmentation is perfectly fine, but only if that augmentation has something going for it that is 'better' than the autoscaling.

As an example, lets look at power resistance and spell resistance.

Spell Resistance
Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains spell resistance equal to 12 + your caster level.


Power Resistance
Clairsentience
Level: Psion/wilder 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
The creature gains power resistance equal to 12 + your manifester level.


And here is my suggestions for power resistance:
[quote=Scion]Power Resistance
Clairsentience
Level: Psion/wilder 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
The creature gains power resistance 12 + manifester level (max 21).
Augmentation:
1. If you spend 6 extra pp this power is manifested as a swift action
2. If you spend 2 less pp this power is manifested at half of your manifester level (if this would put your manifester level below 9 then you may not choose this option)
3. For every 1 extra pp you spend this powers duration increases by 1 minute.
4. [seer only] If you spend 2 extra pp you are aware of any power that effects the creature. You know the name of the name of the power, whether or not the power resistance negated it (but not if the saving through was successful or not), and by what amount the power resistance check (if any) was passed or failed by (and which).
For every 2 pp you spend above 9 (from any combination of 1-4) for this power the maximum power resistance increases by 3.
For every 3 pp you spend above 9 (from any combination of 1-4) for this power your effective manifester level increases by 1 (this bonus does not stack with wild surge or overchannel).


It is complicated I know, I just like playing around with augmentations ;)
I would actually make it a lot simpler and more fun with a few other changes, but that is getting into massive overhaul territory.
Kanachi

04-07-07, 04:01 PM
I had heard you were doing this and I have to confess I’m quite excited by the idea. If you need any help I would love to assist (though I’m sure you have everything under control. Anyway, of the powers I am currently using the following augments spring to mind. I'm just firing a lot these out there as "these would make psionics more versatile/different" ideas more than anything else. See what you think, I may add more later :)

Chameleon – gain an additional +5 bonus to hide checks per use.

Control light – the ability to expend the power as an instant action which can, at 1 augment dazzel, at 2 augments daze and finally at 3 blind a single target.

Control object (1) – controlled object gains a +1 enchantment bonus per augment (to a max of +3) as though it were a magic weapon.
Control object (2) – +25lbs per use to objects maximum weight.

Control Sound (1) – something that adds an additional +2 bonus per augment to the circumstance bonuses provided.
Control Sound (2) – an augment that lets the power deal sonic damage to a specified target.

Crystal shard – A 1 point augment that allows you to apply +1d4 damage of a selected energy type to the attack. The target would gain a both a reflex save (for half) and use of any power resistance they have against this additional damage (but only the additional damage).

Energy adaptation, specified (1) – An augment that allows you to split your damage resistance in half with an additional energy type (rounded down). It should be able to be used numerous times, each of which divides the resistance among the amount of chosen energy types.

Energy adaptation, specified (2) – An augment that allows you to add a +5 bonus to damage resistance against a selected energy type (see the above augment idea). No single energy type may have its resistance increased to a level where it is in excess of your manifester level maximum (so at manifester level 13+ you could not use this augment to increase a single resistance type above 30).

Force screen - An augment that increases the time the power lasts for to 1 hour/3 levels.

Object Reading – I would like to see this power totally rewritten, it feels far to scientific “Bob owned this watch before Peter who was a Halfling… male… aged 34… with a chaotic evil alignment… Bob gave it to him after storing it up his ass for five and a half years” It should instead be something that feels a lot more dream like, similar to sensitivity to psychic impressions. In short make it more like having a vision than finding a till receipt.

Plane shift, psionic – An augment that allows it to work on non-willing targets

Precognition offensive/defensive – An augment that increases the time the power lasts for to 1 hour/3 levels.

Prescience, offensive - An augment that increases the time the power lasts for to 1 hour/3 levels.

Sensitivity to Psychic Impressions – An augment that adds +100 years to the maximum number of years “felt”.

Skate (1) - An augment that allows it to work on non-willing targets
Skate (2) - +50 lbs per use to objects maximum weight.
Skate (3) – additional +5 land speed bonus to a total max of +30

Teleport, Psionic – An augment that allows it to work on non-willing targets

Vigor – an augment that allows you to use the power on a target other than yourself by touching them. I would probably include the word “willing” in this statement as well, though it may be interesting to exclude it (opening the door for it to be used against undead targets).
JhyarelleNightwind

04-07-07, 06:24 PM
I would like an augment on the Lv1 Power Bolt to be able to make shurikens and darts or other thrown weapon that could be used as ammunition. So the user can manifest and throw and not have to nock an arrow to a bow/X-bow or load and swing a rock on a sling.
Celsun

04-08-07, 07:59 AM
Is it difficult to balance talents when you've set up, essentially, 5 levels of them?
Celsun

04-08-07, 07:59 AM
(double post)
Rageheart

04-09-07, 10:14 AM
Please address what happens if an Elocator manitests Skate.. (Scorn Earth interaction)
Exner

04-09-07, 12:47 PM
can't wait for the book to come out, the merging of powers and creation of better augementations is a great start. I am playing a kineticist right now so I have a couple of wishes regarding some specific powers.

Things I would like to see:

1. merging of the energy based powers (energy ball, cone, ray, push, etc) into a single power with augments. maybe make it start as ray based and call it "Energy Projection" or "Energy Control" with the following augments +2 to change it into an energy missile, +4 to change it into an energy cone, +6 into an energy ball, +x for stun, +x for push, etc. Every additional PP spent as an augment raises its damage by +1d6 and its DC by +.5. Give kineticists a bonus augment, maybe a new energy type (kinetic/force).

2. merge control object/body and make it scalable. make the BAB based on your manifester level rather than your own BAB.

3. merge the telekinetic powers into "Telekinesis" with augments to grapple, trip, bull rush, thrust, etc. Clarify or provide an augment regarding the size of the telekinetic force when grappling, etc.

4. inertial barrior with augments to increase DR or size or on friendly target

5. the option of extending time on a lot of some powers to that of intertial armor

6. merge expansion/compression into Size Control

7. merge precognition (offensive/defensive) into one with augements
Lycanthromancer

04-09-07, 06:00 PM
A lot of good food for thought. I'll be keeping some of that in mind, certainly.

As for kineticists, I'm working on making several powers (and altering existing ones) to make a kineticist much more than just "the psionic blaster". I've revamped Control Object into a 1st level power called Animate Object, which is for the kineticist what Astral Construct is for the shaper, and relegated Control Object to a Talent. You can animate and control up to 1 HD of objects (see the entry in the Monster Manual) as long as you concentrate on the power and 1 round / level afterwards. These objects can fight for you, and can also use some of your ranks for skill checks, but only so long as you're concentrating on them. You can augment to double the HD of the constructs you control (1, 2, 4, 8, etc), and you can toss in a few additional augments (such as allowing your objects both the Up the Walls feat and the Scorn Earth ability while you're concentrating). You can also animate construct swarms. Very nice power. :D

I've also taken Fiery Discorporation and turned it into Energy Discorporation, which allows you to take any AoE power, spell, or other effect, and dissipate 5' cubes of it so that you can merge with it and become bodiless for 1 round/level. You become incorporeal, but you can't be targeted by ANYTHING but Dispel Psionics (though you also can't manifest or see much other than vague, shadowy shapes). When you reincorporate your body, you can do so in a blast of energy that damages creatures in a 5' radius with the energy type you used to discorporate. This has lots of very intriguing applications...

Anyway, it's going quite well thus far, so thanks for your support, guys.
Lycanthromancer

04-16-07, 09:55 PM
Alrighty. I've folded most of the energy powers together (Energy Adaptation for an augmentation for Specified Energy Adaptation, Energy Ball and Energy Wave both together, Energy Ray as an augment for Energy Push, and Energy Cone, Energy Burst, and Energy Bolt altogether). It's looking quite nice, as nobody in their right minds would get more than one or at most two of those (as they share far too much functionality).

I've also folded Claw of Energy and Weapon of Energy together, Claw of the Vampire and Vampiric Weapon, Bestow Power (as a 1st level power, rebalanced to be unbroken) and Power Leech, and so on.

Catfall is a Talent now, and has an augment for 500 ft+ drops.

Things are looking up, people.

Oh, and consider this a 'bump'. :D
Exner

04-17-07, 12:12 AM
good stuff, good stuff. looking forward to see it. if you need someone to play test this stuff, I would be happy to help since I am playing a psion right now.
Celsun

04-17-07, 06:26 PM
It is possible to make the XPH powers too flat. Psionic charm could be combined with mindlink, correspond, crisis of breath, dominate, and mind switch, for example, as a power called "tap mind." At that point, the power is a must-have, and it's a page long. If you make too many combined powers, psions really shouldn't receive so many powers known, and you've increased the effectiveness of erudites and wilders.
Exner

04-17-07, 11:59 PM
while i agree this could happen, I do believe there is a middle ground. There are a lot of powers out there that no one would take in their right mind or once informed. The energy line is a good example of this. I would rather you combine the whole line as such:

Energy Projection: Flavor text. A psion can choose one shape augmentation and one effect augmentation when manifesting this power. Additional pp can be spent to augment damage and DC. Every pp spent augmentating this power, including pp used for shape and effect, increases damage by 1d6. Every 2d6 damage given increases the DC +1.

shape augmentations: ray (1pp), arc (1pp), emanation (3pp), missile (3pp), cone (5pp), bolt (5pp), burst (5pp), retort (5pp), wall (5pp), ball (7pp), current (9pp), barrage (11pp), wave (13pp), claw (14pp).

effect augmentaitons: pushing (3pp), stuning (3pp), flashing (4pp), lancing (5pp)

using this formula an 8th level psion can cast a stunning frost bolt for 8d6+8, dc14 fort/will or a pushing cone of fire for 8d6+8, dc18 ref
kyeudo

04-18-07, 11:44 AM
Combining powers too much will unbalance the psion. I'm not against giving psions some love, but restraint is needed. Cram every energy effect into one power and you end up with a power that is way too good. Even if you confine it to the Kinetiscist list, people will take Expanded Knowledge for it every time.
Exner

04-18-07, 02:15 PM
Combining powers too much will unbalance the psion. I'm not against giving psions some love, but restraint is needed. Cram every energy effect into one power and you end up with a power that is way too good. Even if you confine it to the Kinetiscist list, people will take Expanded Knowledge for it every time.

ideally I would like the system rewritten, but you are right,if you combine to many powers, it would become unbalanced as it is now. maybe some day.

I guess you change certain powers into augments for a prequisite power. maybe one power can be energy stun, which has the prequsite of energy projection. once taking this augement you can add a stunning effect to any energy based power for the cost of the augement. I like the idea of creating power trees, so to speak.

I just dont like the idea of some powers no one ever pick muchless use because the is something else vastly superior out there. that should be a hint whether something should be flaten or merged with something else.
Lycanthromancer

04-18-07, 04:17 PM
I'm not throwing all of them into one lump power. I've got one for spread effects (Energy Ball and Energy Wave), one for burst effects (Energy Cone, Energy Burst, and Energy Bolt), one for rays (Energy Ray and Energy Push), and then a few other energy powers that can't quite fit in with the rest of them (Energy Retort, Energy Stun - though I might lump this one in with Energy Missile, I'm not sure - Energy Missile, and Energy Current - all separate).

I'm mostly condensing powers that are far too functionally similar - such as the aforementioned energy powers - that nobody would want all of, because they're all essentially different versions of the same power. I mean, wizards have Summon Monster I - IX, because they're built for different versions for each spell level. Psionics, however, has Astral Construct, which simulates all of those (though better balanced, IMO).

I mean, look at Recall Agony, Recall Death, and Crisis of Life. Why, oh why would anyone have Recall Agony after they take Recall Death, and who the hell would ever take Crisis of Life? Ever? Even if they focused the entirety of their repertoir on Telepathy powers? I've folded them all together.

Also, I've rebuilt numerous powers so that they no longer resemble their arcane and divine counterparts - and are more balanced than their core brethren. Psionic Knock no longer makes Open Lock and Disable Device useless (on the contrary - it requires you to use those skills for the power to work). PK is now a 0-level Talent, and gives a (small) bonus to OL and DD checks, and allows you to make the skill checks with your mind, rather than with tools.

Numerous powers that gave massive but static bonuses to skills as 1st, 2nd, or 3rd level powers (but are extremely narrow in scope), such as Chameleon, Psionic Knock, Conceal Thoughts, and so on, now are Talents, and give smaller bonuses (but they are augmentable to give larger bonuses). That way, you don't have to expend a 1st, 2nd, or 3rd level power-known to gain an extremely narrow focus to a single aspect of the game. Now, you can take them as Talents (which means you can use more important slots for more useful, broader-scope powers, such as Metamorphosis or Animate Object).

Anyhoo, that's my update for now. Any questions?
Celsun

04-18-07, 05:57 PM
I think most of the energy powers have functional dissimilarities that provide some resultant variety among manifesters. Ray is close, no save & ranged touch. Missile is medium with targeting. Wave is a huge area that starts at the manifester. Maelstrom (UTP) is a big ol' nuke with a duration. Ball is long range with an area. Bolt is a line. Push is a ray that flicks people off ledges. Wall makes, well, a nice wall, although it should be re-written to scale. I wouldn't want to give a manifester a swiss army energy power that encompassed all of that.

I mean, look at Recall Agony, Recall Death, and Crisis of Life. Why, oh why would anyone have Recall Agony after they take Recall Death, and who the hell would ever take Crisis of Life?

My party's telepath took CoL. Then again, CoL received a buff in my campaign, and mind blank took a huge nerf. I think CoL just needs a rewrite; it's worth saving. I can see Death & Agony flattened, though.

Psionic Knock no longer makes Open Lock and Disable Device useless (on the contrary - it requires you to use those skills for the power to work).

I've adopted SKR's "no abolutes" policy toward game design. For example, Psionic Knock offers a hefty +Skill bonus to an OL check. It can be used untrained or in addition to a manifester's OL skill check.
Lycanthromancer

04-18-07, 06:03 PM
I think most of the energy powers have functional dissimilarities that provide some resultant variety among manifesters. Ray is close, no save & ranged touch. Missile is medium with targeting. Wave is a huge area that starts at the manifester. Maelstrom (UTP) is a big ol' nuke with a duration. Ball is long range with an area. Bolt is a line. Push is a ray that flicks people off ledges. Wall makes, well, a nice wall, although it should be re-written to scale. I wouldn't want to give a manifester a swiss army energy power that encompassed all of that.Note that I didn't toss all of those into one lump power. That's what I just said.

Also, I nerfed Energy Wave to be a 60 ft cone-shaped spread, with augmentation to increase the range.

Anyway, the largest number of energy powers I've lumped together is 3 - Cone, Bolt, and Burst. There's not enough difference between them to take them all. How often have I seen Tempest, Bacris, and others give advice on not taking too many powers that overlap - and those are most often stated?

[edit] Also, Shatter Mind Blank is going to have some interesting uses against undead and other creatures immune to [Mind-Affecting] effects. That way, telepaths won't be utterly useless against...well...everything. That, and SMB sucks, as-is.
Celsun

04-19-07, 09:28 AM
Anyway, the largest number of energy powers I've lumped together is 3 - Cone, Bolt, and Burst.

I wouldn't lump those together; those powers are dissimilar in function. I could see Arc, Wave, and Cone flattened, though. I think any energy power is viable on its own if a manifester would consider using it at level 20 (I still use Ray, Bolt, Missile, Ball, Maelstrom, Wall, etc. at 20th level, but not Arc or Cone).

There's not enough difference between them to take them all.

I don't think there's an expectation that a manifester will take them all. One or two energy powers is enough. Manifesters might take different ones, though, providing some variety. Burst may not be popular, but I could see a BBEG taking it (especially if he doesn't care about his minions) or an item trapped with it.

Once I build a psion with a defensive power, I don't take other defensive powers, either--one or two is enough. That doesn't make the other defensive powers redundant, as long as each is doing something slightly different. For example, inertial armor, amorpha, thicken skin, def. precog, etc., make a manifester harder to hit, but they do so in different ways.

Also, Shatter Mind Blank is going to have some interesting uses against undead and other creatures immune to [Mind-Affecting] effects. That way, telepaths won't be utterly useless against...well...everything. That, and SMB sucks, as-is.

Undead, plants, etc., in my campaign are only immune to mind-affecting powers if they have no minds. They're harder to affect with some powers (in the same way aberrations are harder to affect with CoB), but they're not immune. And the mindless critters are easy to fool with phantasm (a psionic version of silent/minor/major image), since they're stupid.
Bacris

04-19-07, 09:42 AM
Undead, plants, etc., in my campaign are only immune to mind-affecting powers if they have no minds. They're harder to affect with some powers (in the same way aberrations are harder to affect with CoB), but they're not immune. And the mindless critters are easy to fool with phantasm (a psionic version of silent/minor/major image), since they're stupid.

While I definitely like that houserule, I'd rather have some printed rule that allows those creatures normally immune to be affected, at least in some way... I've always thought that there should be a way to affect a creature that has thoughts even if it is undead... sure, a creature with Int - should be immune, but if it has an Int on par with normal humanoids, it should be affected.
Runepriest

04-19-07, 10:08 AM
Lycanthromancer: To clump all the energy powers that do something other than damage (Energy push and stun for example) you should clump into energy missile. That will probably be balanced.
Kanachi

04-19-07, 11:54 AM
I agree with Celsun, it’s a mistake to clump to many power groups together just because they are similar.

One of the weaknesses of the psion class against say… a wizard is that the powers they choose to learn are ultimately more restrictive. If you start combining several powers into 1 power then I think you’re in real danger of at least reducing that weakness if not nearly removing it all together. Lets not forget that wizard in general are very overpowered when it comes to game strength, why risk sending the psion (which is essentially a very balance caster class) the same way?

Celsun is also correct in stating that not every power is intended for use by every player, after all some powers (and spells for that matter) are really intended to find their home in the hands of an NPC or imbued within an interesting item.

If you want to differentiate the powers from one another in some way then I think your best bet is instead to open up more specialist augments within the individual powers themselves, some examples might be:

Energy Bolt:
Perhaps turn it into more of a snipers power and allow an augment to increase both range and accuracy.

Energy Burst:
An augment that knocks all target who fail their save prone.

Energy Cone:
An augment that allows you to create a 5ft pocket within the cone within which creatures are unaffected. Can be purchased multiple times.

Energy current:
It might be interesting to allow an augment which lets the manifester concentrate upon the power as a standard action (rather than a full round action) for one turn. The manifester would pay for these turns when he/she manifests the power and would then be able to use them on specific turns while the power was in effect.

Energy missile:
An augment to increase the number of missiels by 1

Energy Push:
Allow the manifester to target larger foes

Energy retort:
An augment to allow the option of using a second energy type (though not both together).

Energy ray:
As the lowest level power its best left without to many powerful augments (in order to encourage people to select higher level powers if they seek increased versatility). You could however offer something minor such as… if 4 or more power points are spent to augment the ray the manifester becomes aware of the targets intelligence modifier (a will save negates this secondary effect).

Energy stun:
An augment to stun the target for an increased number of rounds or possible options to blind or deafen the target.

Energy Wall:
An augment to allow the wall to disappear and reappear in the blink of an eye up to 10ft from its previous location per turn (on the manifesters turn) or turn 90 degrees (but not both at the same time). Because the wall blinks in and out of existence it does not move through any squares though it may well appear in its new location with individuals within its confines.

Energy Wave:
An augment that allows the manifester to select an additional energy type. The two energy types have the total damage dice devided between them as the manifester sees fit upon the powers manifestation (so 10d6 fire and 3d6 sonic). Saves are made separately against the two damage types.

Anyway…

All these are just spur off the top of my head, but I’m sure more imaginative ones could help you set the powers apart from one another rather than combining them together in a big clump.

Hope this helps
Celsun

04-19-07, 02:23 PM
While I definitely like that houserule, I'd rather have some printed rule that allows those creatures normally immune to be affected, at least in some way... I've always thought that there should be a way to affect a creature that has thoughts even if it is undead... sure, a creature with Int - should be immune, but if it has an Int on par with normal humanoids, it should be affected.
Indeed. Anything with an Int score should be susceptible to telepathic powers. I'd like an official rule for that, but I think such a rule would require a revision of arcane and divine magic as well--much as CPsi's AC nerf almost mandates a commensurate nerf to SM and SNA.

If you open up plants, undead, and others to telepathic powers like charm and dominate, you can create Psionic Druids (charm plant), Rangers, and Necromancers (charm undead) as well. Just flip around some of the power point costs, so that some specialists find it easier to affect different types of minds.
Lokiyn

04-19-07, 10:06 PM
I worked on this for a while. I'm haven't got enough actual play testing in on it. The version I had working was designed as a metapsionic feat

Insidious Power [Metapsionic]

Shatter your enemies’ defenses.

Benefit: This metapsionic feat can be applied to any power that is both mind affecting and has duration. The manifester must expend their focus, the target makes any saves as normal, however if the power has an effect it comes into effect the round after the initial saves (thus a one round delay). The power lasts for a maximum number of rounds equal to the targets int modifier, after this the natural defenses are restored and the powers effects are negated. This is an exception to the normal rule that targeting and duration are determined only at the time of manifestation (normally even if you say polymorphed into something immune the fact that the power was legal at the time of manifestation allows it to continue). This power costs an additional 2 power points as well as your focus.

Initially I had it simply punching through defenses regardless of its type but that proved too powerful especially after the save or dies were punching through all defenses. So i had to add in the clause that prevents the use of instantaneous powers and add a time limit. Instead this allows the psion to punch through the defenses of the intelligent monsters (12+ Int) with the more intelligent creatures taking longer to recover (much in the same way that a size makes it easier to hit a creature.

Its not the ultimate feat, but it does allows for the dramatic "overwhelm the un "whelm"-able
Lycanthromancer

04-25-07, 01:58 PM
I know that many people consider Concussion Blast to be...well, let's say less than optimal. Would changing the damage done to 2d4 + 1d4 per power point spent be too much, or just enough? It'd be less damage than 1d6 per power point for energy powers, but more than it is now.

I was seriously considering it, so...what do you guys think?

[edit] Of course, it doesn't have a save, and it IS force damage...Maybe add in an attack roll?
Celsun

04-25-07, 03:50 PM
I know that many people consider Concussion Blast to be...well, let's say less than optimal. Would changing the damage done to 2d4 + 1d4 per power point spent be too much, or just enough? It'd be less damage than 1d6 per power point for energy powers, but more than it is now.

I was seriously considering it, so...what do you guys think?

[edit] Of course, it doesn't have a save, and it IS force damage...Maybe add in an attack roll?

Conc Blast in my campaign is 2nd level 3d4 force, with Reflex 1/2 and PR. Augments by 1d4/pp. Also add additional targets within 15' for 2pp each, with no limit. Energy Missile works much the same, although it's 1d6/pp, with 2pp for each additional target within 15'.

Conc Burst is 6th level medium 20' burst 11d4 force, Reflex 1/2 and PR. Augments by 1d4/pp.

I made an effort in my campaign to standardize damage types (empathic, energy, disintegration, dissolution, etc.). I don't like seeing untyped damage, since then there's no counter for it. For example, energy damage is always 1d6 per 1, 2 or 3pp with save & PR (even energy wall and barrage). Force damage is 1d4 with Reflex & PR, but it affects incorporeals and ignores energy resistances.
Lycanthromancer

05-07-07, 04:19 PM
Anybody have any problems with Fusion or Fission? Maybe some other powers? What about rewrites you've done? Or some higher-level powers to fill out the higher level slots!

C'mon, people. More suggestions!

[edit]*Sigh* I guess I should give you some more 'motivation' for making suggestions, is that it? Anybody want some freebies?

Astral Construct (A)
Metacreativity (Creation)
Level: Shaper 1
Display: Visual; see text
Manifestation Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One created astral construct
Duration: 1 round + 1 round/level [D]
Power Points: 1

This power creates one 1st-level astral construct (see Chapter 8: Monsters in the XPHB) of solidified ectoplasm that attacks your enemies (or performs other actions, at your option). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.

Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Their existence is, however, suppressed in a Null Psionics Field.

At your option, you can create an astral construct that loses all offensive menu abilities (including psi-like abilities). It loses its natural attacks, and cannot make attack rolls of any kind, except for checks to escape a grapple (but not to attack its grappler) or to passively resist various attack rolls. It cannot gain attack forms, regardless of augmentation or feat expenditure. Treat its duration as if 4 additional power points had been expended on augment #5 (1 minute per level). It can otherwise be augmented as normal.

Augment: 1. If you spend 1 additional power point, you can create a tauric construct, similar to the shape of a centaur. This gives it extra stability and carrying capacity, as is normal for a quadruped.

2. For every 2 additional power points you spend, the level of the astral construct increases by one.

3. For every 2 additional power points you spend, the ML of a single psi-like ability or supernatural ability your construct can use increases by 1. Any DCs available increase accordingly.

4. For every 3 additional power points you spend, the astral construct gains an extra Menu Ability as if it were affected by the Boost Construct feat. These effects stack, both with themselves and with the Boost Construct feat itself.

5. If you spend 4 additional power points, the duration of the construct increases to 1 minute per level. For 6 power points, the duration of the construct increases to 10 minutes per level. For 8 power points, the duration of the construct increases to 1 hour per level. For 12 power points, the duration of the construct increases to 1 day per level.

6. For every 4 additional power points you spend, you can gain an additional construct, identical in all ways to the first one. This construct must appear within 10 ft of the original.

7. If you spend 4 additional power points, the manifesting time for this power becomes a standard action. If you spend 8 additional power points, its manifesting time becomes a swift action.
Mass Modulation
Psychometabolism
Level: Psychic warrior 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level [D]
Power Points: 1

You can alter your body’s size, increasing or decreasing it considerably, depending on your whims. This power has two versions, each of which changes your size category by 1.

Compression: This version causes instant diminution, halving your height, length, and width, and dividing your weight by 2. This decrease changes your size category to the next smaller one. Your equipment’s weight is cut in half.

Expansion: This power causes instant growth, doubling your height, length, and width and multiplying your weight by 2. This increase changes your size category to the next larger one. Your equipment’s weight is doubled. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you – you cannot crush yourself to death by increasing your size.

All your equipment, worn or carried, is similarly altered by this power. Melee and projectile weapons deal more or less damage (see Table 2-3, pg 28 of the Dungeon Master’s Guide). Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or throw weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them), though they use your new Strength and Dexterity modifiers for attack and damage bonuses. Multiple effects that alter size do not stack (but see the metamorphosis power), which means (among other things) that you can’t use a second manifestation of this power to further reduce yourself.

See the tables on pages *** and *** in the Monster Manual for details on changing your size category. Your Constitution score remains unchanged.

Augment: 1. If you spend 2 additional power points, this power’s duration is 1 minute per level, rather than 1 round per level. If you spend 4 additional power points, its duration is 10 minutes per level, instead.

2. If you spend 6 additional power points, this power decreases your size by two size categories instead of one.

3. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
Enchanter_Tom

05-07-07, 08:56 PM
EDIT: I'm wrong, nevermind.
Exner

05-07-07, 09:04 PM
while not a suggestion on a specific power: I always like the old 2nd Edition power prerequisite requirements for higher level powers. It required you to have a lower level power to qualify for a higher level power. This lead to a more natrually evolved psion, rather then at x level develop a completely unrealted set of powers to previous powers.

How would I translate this into 3.5?

Something like:

Tornado Blast
Pre-req: Wind Control

Brain Lock
Pre-req: Mind Link

Could even include requirements of 2+ powers to create a hybrid power.
JulesCARV

06-02-07, 07:18 PM
I'm thinking of just giving personal mind blank a psion-only augment option of spending two power points to extend the range to "close" and the target to "one creature" and getting rid of psionic mind blank. Thoughts?
Celsun

06-03-07, 09:45 AM
I'm thinking of just giving personal mind blank a psion-only augment option of spending two power points to extend the range to "close" and the target to "one creature" and getting rid of psionic mind blank. Thoughts?

Why bother with an augment? What abuse does that 2pp provision prevent?
NoldorForce

06-03-07, 09:35 PM
Why bother with an augment? What abuse does that 2pp provision prevent?None; it instead serves to consolidate the two powers into one.
Lycanthromancer

06-03-07, 10:02 PM
I've made mind blank give phenomenal PR against mind-affecting powers, rather than outright immunity. I've done the same for everything else.

Oh, and as an update for where I've gotten to, I'm right at psionic teleportation circle. I've just a few powers more to go, then a bit of editing and proofreading, then it's up to Tempest and Bacris from there on out.
NoldorForce

06-03-07, 10:18 PM
That's a bad idea, considering that there are several mind-affecting things without SR that people like being protected against. Much of the time, they're class-granted supernatural abilities.
Lycanthromancer

06-03-07, 10:25 PM
I mentioned that it even works against things that aren't normally subject to PR or SR, though. :D
NoldorForce

06-03-07, 10:38 PM
I mentioned that it even works against things that aren't normally subject to PR or SR, though. :DBetter.
Jaid

06-03-07, 11:45 PM
your modified expension/reduction powers should alter weight by a factor of 8, not 2 (that is, a doubling in every dimension should result in the volume and, assuming density remains the same, weight should be 8 times as much, not double)
Tyroki

06-03-07, 11:47 PM
I want it xD
Lycanthromancer

06-04-07, 12:13 AM
Yeah, I changed it back. It changes your equipment's weight by 2, yours by 8, and it alters your Str according the Monster Manual's specifications. :D
Thot

06-04-07, 04:22 AM
I'm eager to see it released ! :)
icnivad

06-04-07, 06:26 PM
Was the question ever answered as to weather this will be released as a free supplement or a pay one?

Have you contacted Dreamscarred Press? Is there actually any interest on their end of releasing such a feature?

It sounds like you're likely to run into a lot of balance problems when this is released. How do you plan on balancing the powers.

Off the bat I see that a Level 20 psion could create over 20 level 4 astral constructs a day each lasting 20 days. At the 20th day, they'd have over 400(that's 20 natural 20's in a round). I'm not exactly sure how, but this seems like it has the potential to unbalance things.

Now, I'm not saying I wouldn't play it in a game if my DM would let me(I'd take that power in an instant :D ), just that it sounds like it's being written by someone who merely wants psionics to be more powerful, not the game to be more balanced.
Tyroki

06-04-07, 09:59 PM
It does look interesting, but I'm inclined to agree with icnivad on the balancing problem.

If Dreamscarred 'were' to publish this, would it be a free production?
Lycanthromancer

06-05-07, 12:59 PM
Free? Why would I not want money? :D

And this is why I plan on releasing a beta version, to work out the kinks that I didn't forsee. Having an army of 4th-level constructs I don't really see as a horrific problem at 20th level. I mean, they have virtually no hp, and very little combat value. Utility, though...utility would be really nice. Even so, this is far less broken than most other summoning builds. Seriously.
Tyroki

06-06-07, 06:33 AM
Can't help it if we want freebee's ^^ Oooh, but a Beta =D Me likes.

>.> How would said beta be produced? As a thread? XD
Fafnir

06-06-07, 07:52 AM
>.> How would said beta be produced? As a thread? XD

I would advise against that. WotC has a reputation for swiping non-copyrighted material on these boards. :rolleyes:
Tyroki

06-06-07, 05:03 PM
Ouch. Forgive me then. I'm new. ^^; Although I've been trying to read through the majority of the Psionics board.
Fafnir

06-06-07, 05:12 PM
Ouch. Forgive me then. I'm new. ^^; Although I've been trying to read through the majority of the Psionics board.

Feh, don't worry. I'm not that experienced myself. Except as a lurker.:incog:
Tyroki

06-06-07, 05:17 PM
Free? Why would I not want money? :D

And this is why I plan on releasing a beta version, to work out the kinks that I didn't forsee. Having an army of 4th-level constructs I don't really see as a horrific problem at 20th level. I mean, they have virtually no hp, and very little combat value. Utility, though...utility would be really nice. Even so, this is far less broken than most other summoning builds. Seriously.

You do have a point there...

Wow. Imagine having a horde of Astral Constructs sculpted to look like maids. Give them all brooms and stuff and make them work xD They could keep a mansion clean with no problems, and who needs to pay for staff? XD
Lycanthromancer

06-07-07, 02:44 PM
Ooh. Maids? Yeah, that's obviously broken. :rolleyes: :D

Actually, it could be quite powerful. Think of how high you could get your rolls if all of them used the Aid Another action on you.

Also, I think I know what my next psi-project will be. Muahahaha...

It's kind of like the Psion Build Guide and Compendium, but more organized and much more comprehensive.

I'm going to write a guide on building psionic characters in a psionic campaign. It's going to involve both mechanics and flavor for various builds, including in-depth looks at how to get the most out of the system by using your imagination, rather than strictly numbers (though those will be in there too). Pirate campaign? Check. Undead campaign? Check. Dragon campaign? Check.

Take a d4 psion and turn it into an effective healer, skirmisher, meat-shield, archer, battlefield control expert, buffer, assassin, etc. In fact, I'm going to go over a few dozen roles you can serve in with just the psion (and that's not including the other classes, or PrCs).

A section on changing the flavor to incorporate any character idea, one on how to use the feats and powers to make your character work, and studies on mechanical details on when you need to get over a particular obstacle (ie, make your class features work for you).

Yes, the Truenaming Psionics thread is going to be useful here.

So, does that sound interesting to anyone here?
Eldritch_Lord

06-07-07, 05:03 PM
I'd definitely be interested. Any idea when that would be started, given that you're trying already to overhaul psionics as we know them?;)
Keenath

06-07-07, 05:29 PM
One more edit to expansion that needs to be made.

Please fix the typo that Wizards seems unwilling to fix: Expansion's duration has to be 1 minute rather than one round.

The original text had it as duration 1 round/level and augment: "duration changes to 10 minutes per level rather than 1 minute/level". So they changed the wrong one, making it say rounds in both places instead of saying minutes in both places!

Making it minutes would bring Expansion into line with Enlarge Person, and would make the augmentation acutally make sense -- as written, the power is almost worthless early on, and 2 power points translates to a 100-fold duration increase.
Tyroki

06-07-07, 06:18 PM
including in-depth looks at how to get the most out of the system by using your imagination, rather than strictly numbers

That part I want most. You know, for powers and the like. ^^ You see alot of number crunching, but I'm most interested in the flavour side of things :D
Jaid

06-07-07, 09:13 PM
I would advise against that. WotC has a reputation for swiping non-copyrighted material on these boards. :rolleyes:

don't worry... WotC also has a long and (not very) glorious history of ignoring any good idea that comes out of the psionics boards. your uncopyrighted material is perfectly safe here :P
Fafnir

06-08-07, 05:29 AM
don't worry... WotC also has a long and (not very) glorious history of ignoring any good idea that comes out of the psionics boards. your uncopyrighted material is perfectly safe here :P

That too. :nonono:
Lycanthromancer

06-14-07, 07:35 PM
I'm going to have to fill in some spots left vacant by flattening the powers (level 8 and 9 psion/wilder powers, mid-level shaper and seer powers, and level 5 and 6 psychic warrior powers). Are there any effects that you'd like tossed in to cover those spots? Keep in mind that so long as I write the powers and name them myself, it's fair through the OGL. ;)

Other than that, and some basic editing, I'm done on my end. I'll be wanting some volunteers for the beta testing, though. Tyroki, I'm sure you're practically champing at the bit. What sayeth your DM? :)
Tyroki

06-14-07, 10:47 PM
I'm going to have to fill in some spots left vacant by flattening the powers (level 8 and 9 psion/wilder powers, mid-level shaper and seer powers, and level 5 and 6 psychic warrior powers). Are there any effects that you'd like tossed in to cover those spots? Keep in mind that so long as I write the powers and name them myself, it's fair through the OGL. ;)

Other than that, and some basic editing, I'm done on my end. I'll be wanting some volunteers for the beta testing, though. Tyroki, I'm sure you're practically champing at the bit. What sayeth your DM? :)

My DM's doing his campaign.

=3 Why don't you set up a campaign for beta testers eh? =D
Tyroki

06-18-07, 09:41 AM
So, Lycan, whats the verdict?
Lycanthromancer

06-18-07, 09:42 AM
Since I don't have the internet, doing so would be somewhat difficult.

Anyway, it'll be a bit before it's ready even for beta testing. That doesn't mean I won't be looking for testers, though.

Also: http://youtube.com/watch?v=H4hr5ObXZdA
Tyroki

06-18-07, 09:43 AM
Oh I'm sure someone around here can DM. You've definately got my hand raised for being a beta tester ^^ I'm loving psionics.
Thot

06-18-07, 12:02 PM
As for your mid-level Shaper needs, may I suggest the ability to 'transmute' things (alchemist like) ?
Also, you may want to consider powers related to objects. The lazybone in me would relish a power that would 'emulate' a Craft XXX feat, or would generate an 'anti-psionic field' limited to some objects, some people, etc... Or add the ability to fuse oneself with objects.

Btw, have you somehow changed Genesis ?
Lycanthromancer

06-18-07, 12:08 PM
Mostly, I've just defined the traits you can give to your demiplane.

Oh, and as for the 'devoted' augments for PrCs that gain powers as a psychic warrior...you gain augments just like a psychic warrior.

I haven't added any wilder augments, but I've tossed in a wilder-only feat that allows you to augment all of your powers like one class of your choosing (psychic warrior, egoist, kineticist, nomad, seer, shaper, or telepath).

Another feat allows you to choose one power that you know, giving you another class's augmenting options, rather similar to the Expanded Knowledge feat (except you can gain it at first level). Keep in mind that in certain cases, I've rolled a few powers into one as class-specific augments, so this is in essence rather like taking the EK feat for some currently existing powers.
NoldorForce

06-18-07, 02:10 PM
Also: http://youtube.com/watch?v=H4hr5ObXZdA...

...

...

Lovely. Now share it with the folks on Darken.
Lycanthromancer

06-18-07, 02:16 PM
Ze link! It does nozzing!

It did earlier, I swear...
Eldritch_Lord

06-18-07, 02:23 PM
We believe you; ze link, it did somesing at about 12pm, Eastern Standard Time when I saw it, and I think it was taken off about an hour later. Not your fault.

Back on topic, I second Thot's suggestions about transmuting stuff and specified null-psionic fields. Also, can wilders take the augment-as-another-class feat multiple times, so they could, for example, augment as a psychic warrior, an egoist, and/or a nomad where applicable?
Lycanthromancer

06-18-07, 02:36 PM
Seriously, have you guys hacked into my computer? Do you have some sort of mindlink going? I put the transmutation thing as an augment to fabricate already. And I already did the whole null psionics field thing as an augment to npf.

Or maybe I'm crazy. Yeah, that must be it. Maybe I'm psychot...psychic.
Eldritch_Lord

06-18-07, 02:49 PM
We certainly haven't hacked into your computer, nor do we have a mindlink; we just manifested a remote viewing and a mind probe and...er, that is...we...*modify memory, psionic* Move along.

Anyways, how about that wilder feat? My question still stands.
Lycanthromancer

06-18-07, 02:57 PM
Flexible Manifesting [Psionic]
You can manifest a power as if you had it from two or more classes.
Prerequisites: Manifester level 1
Benefits: Choose one power that you already know, and one class other than your own. From now on, you can use all of the class-specific augments given for both your original class, as well as the augments listed for the second class.
Special: You can gain this feat multiple times. Each time you take it, you may either choose another power you know, another class’s augments to learn, or both.
Supplemental Devotion [Psionic]
You have broadened your mental horizons, and have access to another class’s augmentations.
Prerequisites: Wilder 1
Benefits: Choose psychic warrior or a psionic devotion (egoist, kineticist, nomad, seer, shaper, or telepath). From now on, you count as being of that class for the purposes of knowing augments for powers gained as a wilder. This feat does not grant you extra powers known, nor does it grant access to a devotion power list. You simply have more options when manifesting your wilder powers.
Special: You may choose this feat up to two times. Each time you do, choose an additional set of augments to learn.
Psionx

06-18-07, 03:04 PM
Love the astral construct bit with the ability to make good constructs, some of the other stuff like mind blank not giving outright immunity worries me even if it gives PR. Still looks nice though :) .
Lycanthromancer

06-18-07, 03:06 PM
Mind blank gives really high PR. And anyway, it's been folded into tower of iron will.
Psionx

06-18-07, 03:19 PM
I know it's just that I'm not comfortable with leaving certain factors to chance when I can avoid it. On another note, will you make some cheese available for those of us who like the power of cheese? (Something that removes the power point cap on augmentations would be nice... or a psionic version of explosive runes...)
Lycanthromancer

06-18-07, 03:26 PM
*Half orc fighter looks at the sheet of parchment, mouthing the syllables as he slowly reads it.*

"I...pre...pared...ecksplosive runes...this morni-"

*KABLAM!*




Oh, and who is in favor for the following augment for mind thrust:

Augment: If you expend your psionic focus while manifesting this power, and your foe is brought to -10 hp (or otherwise killed), its head explodes in a grisly burst of meat and bone fragments.

Style points only, but I'm sure there could be some use for it...somewhere.
Psionx

06-18-07, 03:35 PM
*Half orc fighter looks at the sheet of parchment, mouthing the syllables as he slowly reads it.*

"I...pre...pared...ecksplosive runes...this morni-"

*KABLAM!*




Oh, and who is in favor for the following augment for mind thrust:

Augment: If you expend your psionic focus while manifesting this power, and your foe is brought to -10 hp (or otherwise killed), its head explodes in a grisly burst of meat and bone fragments.

Style points only, but I'm sure there could be some use for it...somewhere.

Excellent, but you need to modify it so there's no save or power resistance with the augment...:P, for mind thrust I'd go with this sort of thing
http://resources.wizards.com/Magic/Cards/7E/en-us/Card15828.jpg
As for explosive runes, it has to be different, probably mind trap (this avoids cheese). It could do something like whenever the creature is mentally aware of the mind trap it does damage to the creatures essence which can be augmented or something. This damage could be untyped and only creatures with an int score could be affected, and only once per trap. Becoming mentally aware of such a trap would require the 5 senses or even scrying. This could even be effective against undead or incorporeal creatures... well there's some random jibberish if that helps.
Lycanthromancer

08-14-07, 07:26 PM
Alrighty, then. I've got the current list revised and ready to go. Now my only problem is the gaping holes in the power lists. I need powers to fill the following gaps:

More 6th level psion / wilder powers
More 8th level psion / wilder powers
More 9th level psion / wilder powers

9th level egoist devotion power
6th level nomad devotion power
8th level nomad devotion power
6th level seer devotion power
7th level seer devotion power
8th level seer devotion power
5th level shaper devotion power
7th level shaper devotion power
7th level telepath devotion power

More 5th level psychic warrior powers
More 6th level psychic warrior powers

5th-9th level wilder-only powers (yes, they're getting their own list).

I don't really need whole powers, just some ideas for cool effects. I'll be waiting...

:D

Oh, and the "psionic explosive runes" (actually called kinetic cathexis) is a power that allows you to trap a surface with another power. Very nice.
GuardianLurker

08-14-07, 10:59 PM
Well, assuming the current list is just the XPH (and rescued powers from Comp Psi, if you found any worthy) here are a few ideas:

More 6th level psion / wilder powers
Linked Minds - kind of a cross between Schism and Fusion; psion + creature's minds can use either body, but no actual phsyical merging occurs.

More 8th level psion / wilder powers
Duo-dimesion (a la' 1st Ed)

More 9th level psion / wilder powers
Levin Rain - summons a cloud that can emit multiple energy bolts a round, lasts a number of rounds, and can select targets as a free action.


9th level egoist devotion power
Bodily Perfection - +4 to every stat.

6th level nomad devotion power
Dimesional Cleaving - Ref based (or ray) save or die as target's body is cleaved in two by two-dimensional plane.

8th level nomad devotion power
Teleportal - a combination doorway/teleport; others can use it without further interaction. A lesser version (6th?) could be "current plane/world only".

6th level seer devotion power
Aura Delving - alignment, class, level, domains, god(s) served, arcane specialties, psionic devotion, etc.

7th level seer devotion power
(This is problematic; the seer is missing the "oracle powers", but such aren't really suited for PC use.)
Revealed Destiny - the traditional oracular power.

8th level seer devotion power
Oracular Vision - precognition worthy of the name/the way its normally portraryed.

5th level shaper devotion power
Mold Quintessence.

7th level shaper devotion power
Astral Synthoid - an astral construct that can duplicate the appearance of any one creature. Disguise/Sculpt checks improve the duplication. Duration should be minutes at a minimum and very augmentable.

7th level telepath devotion power
Body Hop; like Mind Switch/TMS, but allows the psions' mind to temporarily jump into the targets' suppressing the other personality. The psion's body enters stasis, and multiple jumps are possible, with a return to the psion's body at the end.


More 5th level psychic warrior powers
Concussive Punch - melee touch attack that does Nd6 and inflicts serious knockback.

More 6th level psychic warrior powers
Manyblade - multiple clones of PW's primary melee weapon all attack a single target (at range) simultaneously.

5th level wilder-only powers
Overwhelming Passions - target suffers random overwhelming passion, some semi-beneficial, others not.

6th level wilder-only powers
Seven-League Stride.

7th level wilder-only powers
Infectious Thought - melee touch; overwhelming/distracting thought prevents spellcasting/manifesting (very high Concentration check), causes other penalties. Initial target can "infect" other targets after physically touching them/melee touch attack.

8th level wilder-only powers
Soulbond - auto-know distance to target, free mindlink/senselink, shared pain, etc. Augmentable to permanent and non-dispelable. Only limited total number permitted.

9th level wilder-only powers
Awesome Aura - as per dragon's frightful presence, also grants "force field" effect.
Megatelekinesis - as all the telekinetic powers combined, with weight limits an order of magnitude higher.
Lycanthromancer

01-20-08, 03:27 PM
It's up. Check my sig.
The_Mess

01-20-08, 08:50 PM
You don't have a sig!
calronmoonflower

01-21-08, 01:22 AM
You don't have a sig!

You must have failed your Will save verse False Sensory Input. :rimshot:

The default setting is one sig per page and you might have them turned off. Click on his name in the last post to see his info which will include the sig no matter your settings.
Asadeseth

01-21-08, 03:08 AM
okay, under Master Index, under New Powers, Feets, Skills. Use anything of mine you want, you have permission

http://forums.gleemax.com/showpost.php?p=13075501&postcount=198

some of it neads adjusted, but hey what dosent, but there are a number of very good powers in there.

also you can use "not important" from the little contest VP did resently, but i dont have a link for atm.