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| bkdubs12303-19-08, 08:30 PM | The Lurkblade <<Insert Picture Here>> Designer's Opening Notes People often complain about how the Soulknife is a pathetically weak class. And it is. Recently I happened upon the Lurk class in the Complete Psionics book. I've heard the book described as the worst thing to happen to 3.5 Psionics before, and I'll admit that there's some abysmal material in it, but the Lurk, and in fact all of the base classes within, was really cool. Especially the Lurk Augments. Lurk Augments are a bunch of nifty add-ons to melee attacks that do interesting stuff like add Sneak Attack damage, daze/stun monsters, leech power points, etc... the problem is that the Lurk isn't really at all melee focused. So then I remembered the Soulknife. Its not superbly melee focused (albeit moreso than the Lurk), but I figured with some ingenuity, these cool Lurk Augments, and some extra power bumps here and there a viable, flavorful class could be built. So without further ado, the Lurkblade. Hit Dice: d8 Alignment: Any Level Base Attack Fort Ref Will Special PP 1. +0 +0 +2 +2 Mind Blade, Wild Talent, Lurk Augment 0* 2. +1 +0 +3 +3 Psychic Strike +1d8 1 3. +2 +1 +3 +3 Focused Surge 2 4. +3 +1 +4 +4 +1 Mind Blade 3 5. +3 +1 +4 +4 Throw Mind Blade 4 6. +4 +2 +5 +5 Initiative Boost, Psychic Strike +2d8 6 7. +5 +2 +5 +5 Shape Mind Blade 8 8. +6/+1 +2 +6 +6 +2 Mind Blade 10 9. +6/+1 +3 +6 +6 Evasion 12 10. +7/+2 +3 +7 +7 Lurk Augments (2), Psychic Strike +3d8 14 11. +8/+3 +3 +7 +7 Slippery Mind 18 12. +9/+4 +4 +8 +8 +3 Mind Blade 22 13. +9/+4 +4 +8 +8 Knife to the Soul 26 14. +10/+5 +4 +9 +9 Psychic Strike +4d8 30 15. +11/+6/+1 +5 +9 +9 Multiple Throw 35 16. +12/+7/+2 +5 +10 +10 +4 Mind Blade 40 17. +12/+7/+2 +5 +10 +10 Lurk Augments (3), Swift Strike 45 18. +13/+8/+3 +6 +11 +11 Psychic Strike +5d8 50 19. +14/+9/+4 +6 +11 +11 Supreme Mind Blade 55 20. +15/+10/+5 +6 +12 +12 +5 Mind Blade 62 Skill Points per Level: 4+Int modifier, x4 at first level (Autohypnosis, Bluff, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Jump, Knowledge (psi), Listen, Move Silently, Profession, Psicraft, Sleight of Hand, Spot, Swim, Tumble, Use Psionic Device) Class Features (If there is a ** preceding a class feature this means that it has been slightly altered from the original feature of the same name.) Weapons and Armor Proficiency: A Lurkblade is proficient with all simple weapons, her own Mind Blades, with light armor, and with shields (but not tower shields). Manifesting: A Lurkblade learns no psionic powers, and has no manifester level, however she does gain a pool of power points as other manifester classes would. This pool of power points increases as she gains levels and is used to fuel her lurk augments. **Mind Blade: As a free action, a Lurkblade can create a solid blade of psionic energy to assault her foes with. This blade is in all ways (except visually) like a shortsword of a size appropriate to its wielder. In addition to the Lurkblade's Strength modifier, while psionically focused, a Lurkblade adds half her Intelligence modifier to attack and damage rolls made with her Mind Blade. A Mind Blade is considered a magic weapon for the purposes of overcoming damage reduction. The Mind Blade is considered a standard weapon for any attacks, feats, spells, class features, or other powers that depend upon the use of a weapon or deal specifically with weapons. The blade can be broken (it has hardness 10 and hitpoints 10); however, a Lurkblade can simply create another on her next action. The moment she relinquishes hold of her Mind Blade the energy dissipates (unless she intends to throw it using the Throw Mind Blade feature outlined below). A Lurkblade's Mind Blade improves as she gains levels. At 4th level and every four levels thereafter her Mind Blade gains a +1 cumulative enhancement bonus and is treated as a magic weapon of equal bonus for the purposes of overcoming damage reduction. Even in places where psionics do not normally function, a Lurkblade can attempt to sustain her Mind Blade by making a will save DC 10 + the dampening effect's caster level, or if it has no caster level DC 25. On a successful save, the Lurkblade sustains her Mind Blade for a number of rounds equal to her intelligence modifier before needing to save again. On an unsuccessful save her Mind Blade disappears, however she can attempt a new save by spending a move action on later rounds while she remains within the psionics-negating effect. Wild Talent: All Lurkblades gain Wild Talent as a bonus feat at 1st level. **Lurk Augment: Beginning at 1st level, a Lurkblade can augment her melee attacks by selecting an ability from her available lurk augments. Her level determines the abilities she is entitled to. Using a lurk augment requires no action and applies to the Lurkblade's next attack though a Lurkblade can only empower a single attack with a single augment until she reaches 10th level. In some cases, a Lurkblade may also spend power points to increase the the strength of her lurk augments. When spending power points in this way, a Lurkblade cannot spend more total power points on a single augmented attack than her Lurkblade levels. A Lurkblade can use her lurk augments a total number of times each encounter equal to her intelligence modifier. At 10th level, a Lurkblade can empower her attacks with two lurk augments at once. Both count against her per-encounter total. The total power points able to be spent on the augments is still limited by the Lurkblade's level. At 18th level, a Lurkblade can empower her attacks with up to three lurk augments at a time. Augment Sneak Attack: The Lurkblade's next attack deals an extra 1d6 damage from a sneak attack (see Rogue class feature). For every 2 power points spent the damage increases by 1d6. The attack must be one to which sneak attack applies. Minimum Level 1st. Unfocusing Strike: A creature hit by the Lurkblade's next attack must make a will save (DC 10 + 1/2 the Lurkblade's class levels, + Lurkblade's intelligence modifier) or lose its psionic focus. For every 2 power points spent the DC increases by 1. Minimum Level 1st. Stalking Strike: The Lurkblade's next attack is rolled with a +3 bonus to hit, but she suffers a -3 penalty to AC until her next turn. For every 2 power points spent the bonus to hit increases by +1 and the penalty to AC decreases by 1. Minimum Level 1st. Meteoric Strike: The Lurkblade's next attack deals deals 1d4+1 damage to all foes adjacent to the struck foe. For every 3 power points spent the attack deals 2 additional damage and an additional 1d4+1 damage to all adjacent foes. Minimum Level 3rd. Dazing Attack: A creature hit by the Lurkblade's next attack must make a fortitude saving throw (DC 10 + 1/2 the Lurkblade's class levels, + Lurkblade's intelligence modifier) or become dazed for 1 round. For every 3 power points spent the duration of the stun and the DC of the save increases by 1. Minimum Level 3rd. Fluid Motion: The Lurkblade's next attack is rolled at a -2 penalty, but after the roll, whether she hits or misses, she may immediately attack again at her highest attack bonus, albeit at the same -2 penalty. For every 2 power points spent a Lurkblade gains an additional immediate attack; however, increase the penalty to attacks by -1. This power can be used as part of a full attack action. If it is the penalty to attack rolls applies to all attacks made that round. Minimum Level 3rd. Revealing Strike: The Lurkblade's next attack ignores all concealment of the target. The Lurkblade must still attack the correct square to hit an invisible creature. If you spend 5 power points all invisible creatures within 15ft are revealed to you before you make your attack roll. Minimum Level 5th. Mental Assault: The Lurkblade's next attack deals 2 additional points of either Intelligence, Wisdom, or Charisma damage (of the player's choice). For every 2 power points spent the attack deals 1 additional ability damage of the chosen type. Minimum Level 5th. Deceptive Strike: The target of the Lurkblade's next attack becomes flatfooted before the Lurkblade makes her attack roll. This ability works against a target with Uncanny Dodge but only if the Lurkblade's class level is at least four higher than the target's HD. If you spend 5 power points the target becomes flatfooted until its next turn. Minimum Level 5th. Aligned Attack: The Lurkblade's next attack is considered either Good, Evil, Chaotic, or Lawful aligned (the player's choice) for the purposes of overcoming damage reduction. Minimum Level 8th. Void Strike: The Lurkblade's next attack plays on the energies of its target. If the target is a living creature the Lurkblade is healed for 1d8+8 hitpoints. If the target is undead it takes an additional 1d8+8 positive energy damage and is subject to critical hits, sneak attacks, and a Lurkblade's (and Soulknife's) Psychic Strike for 1d4 rounds. For each 3 power points spent the Lurkblade is either healed for an additional 8 points, or the undead is vulnerable to critical hits, sneak attacks, and psychic strikes for an additional 2 rounds and takes 1d8+1 additional positive energy damage (dependant on the type of creature struck). Minimum Level 8th. Ghost Strike: The Lurkblade's next attack can strike incorporeal creatures as though her weapon had the ghost touch property. If you spend 5 power points the struck creature becomes corporeal for 1d4+1 rounds. Minimum Level 8th. Power Drain: The Lurkblade's next attack drains a number of power points from its target equal to half the damage dealt by the attack (rounded up). Drained power points are available for the Lurkblade to use in the following round, but expire at the end of her next turn. Treat non-manifesters as though they had a power point pool equal to the bonus power points they would get from a high ability score if they were manifesters as determined by the table on page 18 of the Expanded Psionics Handbook using whichever ability score is highest between Int, Wis, or Cha. Minimum Level 11th. Rain of Pain: This augment may only be used before a full attack action. If the Lurkblade's next attack hits, the next attack the Lurkblade makes gets a +4 bonus to damage. If that attack hits the next attack the Lurkblade makes gets a +8 bonus to damage. If that attack hits the next attack the Lurkblade makes gets a +20 bonus to damage. If you spend 5 power points any creature struck by the Lurkblade during this full attack action must succeed on a Fort save (DC 10 + 1/2 the Lurkblade's class levels, + Lurkblade's intelligence modifier) or become sickened for 1d4+1 rounds. Minimum Level 11th. Metallic Strike: The Lurkblade's next attack is considered to be made with a weapon made from either Silver, Cold Iron, or Adamantine (the player's choice) for the purposes of overcoming damage reduction. Minimum Level 11th. Construct Bane: The Lurkblade's next attack against a construct creature is rolled at a +4 bonus, deals 2d6 damage +1 per Lurkblade level and bypasses all damage reduction of the construct. That construct, if struck, loses all immunities until its next turn. For every 2 power points spent the struck construct loses its immunities for an additional round. Minimum Level 14th. Enervating Strike: A creature struck by the Lurkblade's next attack takes a -4 penalty to AC, attacks, damage, saves and checks for until its next turn. For every 4 power points spent the penalty applies for an additional round. Minimum Level 14th. Enveloping Strike: A creature struck by the Lurkblade's next attack must succeed at a will saving throw (DC 10 + 1/2 the Lurkblade's class levels, + Lurkblade's intelligence modifier) or become immobilized (see pg. 140 of Tome of Magic), suffer the effects of Dimensional Anchor as the spell, and cannot make attacks of opportunity for 2 rounds. Upon a successful save the creature cannot make attacks of opportunity and is slowed as the spell for 2 rounds. For every 3 power points spent the effects of this augment last 1 additional round and the save DC to resist the effect increases by 1. Minimum Level 17th. Synaptic Disconnect: A creature struck by the Lurkblade's next attack cannot cast spells, manifest powers, or use psi-like or spell-like abilities for 1 round unless it succeeds on a will save (DC 10 + 1/2 the Lurkblade's class levels, + Lurkblade's intelligence modifier). For every 4 power points spent the number of rounds the struck creature cannot cast, manifest or use abilities and the DC of the save against this effect increases by 1. Minimum Level 17th. Greater Power Drain: The Lurkblade's next attack drains a number of power points from its target equal to the damage dealt by the attack (rounded up). Drained power points are available for the Lurkblade to use in the following round, but expire at the end of her next turn. Treat non-manifesters as though they had a power point pool equal to the bonus power points they would get from a high ability score if they were manifesters as determined by the table on page 18 of the Expanded Psionics Handbook using whichever ability score is highest between Int, Wis, or Cha. If you spend 7 power points add any drained power points to your daily pool of power points. These points do not expire at the end of your next turn. Minimum Level 20th. Chromatic Strike: The Lurkblade's next attack deals her choice of Acid, Cold, Electricity, Fire or Sonic damage to its target instead of normal weapon damage. This damage is still modified by any ability modifiers it would normally be and is resolved as a normal attack. The damage is subject to energy resistance and immunity and deals double damage to creatures with vulnerability. For every 3 power points spent this attack deals 1d6+1 extra damage of the chosen element. Minimum Level 20th. Psychic Strike: As a move action, a Lurkblade of 2nd level and higher can imbue her Mind Blade with destructive force. This effect adds an extra 1d8 damage to the Lurkblade's next attack against any living, non-mindless target. After dealing this damage the force is discharged. Once a Lurkblade has imbued her Mind Blade with this destructive power it remains until discharged - even if she drops her Mind Blade, it is broken, or if she throws it, the Mind Blade will still be imbued the next time the Lurkblade materializes it. At 6th level and every four levels thereafter the damage dealt by a Lurkblade's Psychic Strike increases by 1d8. Focused Surge: At 3rd level and higher a Lurkblade can gain great benefits from her psionic focus. First, whenever she becomes psionically focused the Lurkblade gains a +1 insight bonus to saving throws for each 5 points she exceeds the check DC which lasts as long as she is focused. Second, a Lurkblade may willingly increase the DC of her concentration check to gain her psionic focus in order to gain the focus faster. By succeeding at a DC 25 concentration check a Lurkblade can gain her focus as a move action. By succeeding at a DC 35 concentration check a Lurkblade can gain her focus as a swift action. Finally, she may expend her focus in order to create one of the following effects. +4 to all attack rolls until your next turn, and an additional +1 for each 5 points you exceeded the DC to gain this psionic focus. +8 to damage for all attacks you make until your next turn, and an additional +2 for each 5 points you exceeded the DC to gain this psionic focus. +5 to your next skill check (NOT concentration), and an additional +3 for each 5 points you exceeded the DC to gain this psionic focus. If you successfully deal damage with your next attack you regain a number of spent power points equal to half your class level rounded down, and an additional 2 for each 5 points you exceeded the DC to gain this psionic focus. You cannot gain more than your maximum number of power points in this way. If you successfully deal damage with your next attack you are healed a number of hitpoints equal to twice your class level, and an additional 5 for each 5 points you exceeded the DC to gain this psionic focus. +30ft to your speed until your next turn, +20ft more for each 5 points you exceeded the DC to gain this psionic focus. **Throw Mind Blade: As Soulknife, except that when making a ranged attack with her Mind Blade a Lurkblade may spend power points to increase the range at a cost of 1 point per 10ft increase. **Initiative Boost: At 6th level and higher a Lurkblade can add her intelligence modifier to her initiative checks if she is psionically focused. Shape Mind Blade: As Soulknife. Evasion: Starting at 9th level a Lurkblade can evade even magical and unusual attacks with ease. If she makes a successful Reflex save against an attack that normally deals half damage on a successful save she takes no damage instead. Slippery Mind: At 11th level or higher, if a Lurkblade affected by an enchantment spell or effect fails her saving throw she can attempt it again 1 round later at the same DC. She only gets one extra chance to succeed on her saving throw. Knife to the Soul: As Soulknife. Multiple Throw: As Soulknife. Swift Strike: Starting at 17th level a Lurkblade can imbue her weapon with her Psychic Strike ability as a free action (even in the middle of a full attack) a number of times each day equal to her intelligence modifier. Supreme Mind Blade: At 19th level a Lurkblade's Mind Blade is exceptionally resilient, and she has become a true master of its use. From this level on, a Lurkblade's Mind Blade never dissipates in areas where psionics normally do not function, and the Mind Blade becomes indestructible (incapable of being broken or sundered). From this level on, a Lurkblade wielding her Mind Blade can use it against a foe grappling her without penalty, and without first making a grapple check. In this situation she may take a standard action or full attack action as normal. When the Lurkblade takes a full attack action with her Mind Blade she can apply a +5 bonus to any single attack after her first strike. Once per round, before making an attack roll with her Mind Blade, a Lurkblade can instead choose to treat her d20 roll as an 11. Finally, while wielding her Mind Blade the Lurkblade gets a +4 morale bonus to AC, and a +1 morale bonus to all saving throws. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// (Classes and Prestige Classes frequenters seemed altogether uninterested, so I've come here looking for feedback.) |
| Psychic_Robot03-19-08, 09:37 PM | PrC would be a better format for this, I think. |
| Tedronai03-19-08, 10:28 PM | Power Drain: The Lurkblade's next attack drains a number of power points from its target equal to half the damage dealt by the attack (rounded up). Drained power points are available for the Lurkblade to use in the following round, but expire at the end of her next turn. Remember all creatures have power points dependent on their intelligence score even if they are not manifesters. Minimum Level 11th. Last I checked, the section I have bolded was ONLY applicable to creatures capable of manifesting powers... ABILITIES AND MANIFESTERS ... Just as a high Intelligence score grants bonus spells to a wizard and a high Wisdom score grants bonus spells to a cleric, a character who manifests powers (psions, psychic warriors, and wilders) gains bonus power points according to his key ability score. Refer to Table: Ability Modifiers and Bonus Power Points. bolding again, of course, mine Of course, I may be mistaken, but I do not believe that to be the case. The rest of the class looks interesting, and I'd like to hear how it fares in playtests if any such are conducted. |
| bkdubs12303-19-08, 10:39 PM | Ah... yes. You're right. Something I forgot to edit. I went back and read up on the rules, and it did seem that only manifesters had any sorts of power point pools. I'll just amend it to allow draining points from non-manifesters at a certain rate (so its still usable). Also, there have been playtests up to 9th level. It performed quite well, though I was a bit bored with it. After my testing I added the Focused Surge ability, but I haven't gotten to playtest that feature yet. Note that I made minor changes to the Mind Blade (such as adding half Int bonus to attacks and damage) and to the Lurk Augments (aside from adding several of my own, I changed how they are used). |
| calronmoonflower03-20-08, 03:13 AM | http://www.badongo.com/t/640/719012.jpg Augment Sneak Attack: maybe this should be changed to augment psychic strike. Just put in the text that when not charged the effective psychic strike is +0d8 and the augment increases that. |
| bkdubs12303-20-08, 03:27 AM | Something about that seems wrong to me. I guess mostly because Psychic Strike's deal is that it takes a move action to use and the Augments take no action whatsoever. Nice image though, lol :D |
| Omnirahk, half-Rahkshi03-20-08, 09:22 AM | I like it. One or two augments I'm not crazy about, but it definitely looks good. Mainly Construct Bane and Power Drain. They're definitely great abilities, but I worry about the openings they leave for rules lawyering and abuse. Does "lose all immunities" mean all construct immunities, or does it also apply to stuff like a golem's magic immunity? I'm not sure I buy that it suddenly allows you to charm that iron golem. Or any construct for that matter. Or give it negative levels. I think just making it vulnerable to sneak attack, psychic strike, and stunning handles it pretty well. For Power Drain, I think it's a little odd to specify how many "virtual power points" non-psionic creatures have. I was going to suggest dropping it and say you just gain power points as usual in this case, coming from a "virtual pool" that's not specified. Until I realized that this could be abused for free unlimited recharge - especially if you capture say, a troll. So that's abusable even if you cut it to only gaining half the normal power points from non-psionic creatures. I guess you've found the best solution. Also, there's one thing I didn't notice. Hopefully I didn't just miss it. Lurk augments per day and number known. IIRC (I'm away from book right now), the original lurk has level + INT mod uses of lurk augment available each day, and as you level you need to choose which augments you learn to use. I didn't notice those in your write-up. Do you just have unlimited augment use, balanced by only 1/round, and do you automatically learn all lurk augments? Finally, I presume "lurkblade" is just a placeholder name, right? Personally, I'd just stick with lurk. I love that class, and I think a mind blade really suits its psionic assassin feel. |
| Psychic_Robot03-20-08, 09:38 AM | Re: Psylocke picture. It should read: 50% soulknife, 50% lurk...100% cluster****. Have you READ her backstory? |
| bkdubs12303-20-08, 01:10 PM | I like it. One or two augments I'm not crazy about, but it definitely looks good. Mainly Construct Bane and Power Drain. They're definitely great abilities, but I worry about the openings they leave for rules lawyering and abuse. Does "lose all immunities" mean all construct immunities, or does it also apply to stuff like a golem's magic immunity? I'm not sure I buy that it suddenly allows you to charm that iron golem. Or any construct for that matter. Or give it negative levels. I think just making it vulnerable to sneak attack, psychic strike, and stunning handles it pretty well. For Power Drain, I think it's a little odd to specify how many "virtual power points" non-psionic creatures have. I was going to suggest dropping it and say you just gain power points as usual in this case, coming from a "virtual pool" that's not specified. Until I realized that this could be abused for free unlimited recharge - especially if you capture say, a troll. So that's abusable even if you cut it to only gaining half the normal power points from non-psionic creatures. I guess you've found the best solution. Yeah, I suppose the Construct Bane power might need some tweakage. I'll see how it plays out. Also, there's one thing I didn't notice. Hopefully I didn't just miss it. Lurk augments per day and number known. IIRC (I'm away from book right now), the original lurk has level + INT mod uses of lurk augment available each day, and as you level you need to choose which augments you learn to use. I didn't notice those in your write-up. Do you just have unlimited augment use, balanced by only 1/round, and do you automatically learn all lurk augments? Finally, I presume "lurkblade" is just a placeholder name, right? Personally, I'd just stick with lurk. I love that class, and I think a mind blade really suits its psionic assassin feel. Okay as far as Lurk Augments per day or known, you have no daily limit, and you can use any Lurk Augments that you meet the minimum level requirements of. The limiting factor is the number you can use per encounter which is equal to your intelligence modifier. In fact, there is no limit to the number you can dish out in a round either. If you attack 14 times in a round, you could augment all of those attacks (provided you have 38 intelligence to get that many augments in one encounter). It's proven to be balanced through 9 levels of playtesting, but there is still more to go. Finally, yes, Lurkblade is a placeholder name. Its okay, but it could definitely be better. Lurk is definitely a good name for it, but its taken, and this isn't exactly a re-write. Hopefully I'll think of something nice. |
| Moosh Nailo03-20-08, 04:06 PM | Y'know, I've been thinking about doing something like this for a while, or at least playing a gestalt soulknife/lurk. I like what you've done. Good stuff :) In addition to the Lurkblade's Strength modifier, while psionically focused, a Lurkblade adds half her Intelligence modifier to attack and damage rolls made with her Mind Blade. I was going to complain about the mindblade enhancement progression capping at +5, until I reread and noticed the above. Unfortunately, I think this would increase MAD as int really can't be ignored if you want an at all decent weapon. Also, the loss of weapon abilities would make it somewhat boring, IMO. How did the mindblade, specifically, work out in your playtest? |
| bkdubs12303-20-08, 04:29 PM | The Mind Blade specifically worked out just fine - it operated just like any other weapon. The character in question had 10 str, 16 dex, 14 con, 18 int, 12 wis, 10 cha. I used weapon finesse to increase my attack rolls. The loss of enhancements other than +X can make it seem a bit boring, but then when you notice that you can use the Lurk Augments on multiple attacks per encounter it makes things much less boring. I didn't feel like I suffered from MAD at all. Tons of the Lurkblade's class features operate off of intelligence, and the higher it is the more skilled you become. I added the little bit on intelligence being able to add to attacks and damage in order to decrease MAD actually. Adding that helps Lurkblades to not feel like they need to focus on strength as much. My test character was just as accurate with his attacks as full BAB meleers and dealt only a smidge less damage (about equal if I could psychic strike). I was consistently dazing fearsome melee targets and flurrying with Fluid Motion. Those seemed to be my best options for combat most of the time. |
| Omnirahk, half-Rahkshi03-20-08, 04:41 PM | Thanks. You may want to add in the bit about automatically knowing all lurkblade augments and being able to use only INT mod per encounter, but unlimited per round, to the actual section on lurk augments. And no, I haven't read Psylocke's background. Never even heard of her. To wikipedia! |
| bkdubs12303-20-08, 04:51 PM | Thanks. You may want to add in the bit about automatically knowing all lurkblade augments and being able to use only INT mod per encounter, but unlimited per round, to the actual section on lurk augments. Its there. Its always been there. :confused: There is nothing in the description of needing to know the augments, I suppose its a smidgen unclear, but I assumed that adding minimum level requirements to each Augment, and then saying that you may use any augments you have available to you based on your level that it would be easy enough to understand. The last sentence of the first paragraph under the Lurk Augments entry states that a Lurkblade can only use as many augments per encounter as her intelligence bonus. |
| Omnirahk, half-Rahkshi03-20-08, 06:12 PM | Its there. Its always been there. :confused: How did I keep missing that? I mean, I even went back and searched, when you said it was already there. :embarrass This is what happens to spot checks when you've got wisdom 7 and no ranks . . . I'll admit that it shouldn't actually be necessary to clarify that you automatically know all augments - only that it's natural to remember how the lurk works (or think you remember) and expect it to remain the same. That might be why I missed the other part - I read the power point maximum and tuned out the rest of the paragraph, expecting it to be just more crunch that you automatically know. |
| bkdubs12303-20-08, 06:18 PM | lol, yeah I'll go in and add little bits to Mind Blade and Lurk Augments saying basically, "Alert! There's new stuff here!" But yeah, just for now, if it doesn't say, "As Soulknife" or "As Lurk" then you can assume that its changed. EDIT: Oh, and I also added a teleporting function to the Focused Surge feature. I just thought... this class would be really awesome with teleportation. If it seems utterly out of place to the point that it should just be cut (I won't be surprised or offended if it does) please say so. On the flip side, if you really like the teleportation effect let me know! :D |
| calronmoonflower03-21-08, 03:08 AM | Something about that seems wrong to me. I guess mostly because Psychic Strike's deal is that it takes a move action to use and the Augments take no action whatsoever. Well I could explain how it could work. Think of the normal charging of your psychic strike like a capacitor. A lower imput in build up and stored until needed. The augment is like a direct power source. It only functions while the current is on. Beyond that Augment Sneak Attack is worded like the lurk ability. The FAQ states that it cannot be used until you get sneak attack damage at 2nd as it adds to an ability that you do not have. So in either case it needs redone. Nice image though, lol :D It's from the psionic motivator thread. I made it quite some time ago. Seems to fit this class rather well. |
| Omnirahk, half-Rahkshi03-21-08, 10:10 AM | I definitely like the new teleportation effect. |
| bkdubs12303-22-08, 12:23 AM | I really think I might have to cut it. It just seems WAY out of place to me. Functionally it would be awesome to be able to do. And in higher levels would really give the class some anti-spellcaster capability. |
| angelofsorrow6603-23-08, 04:55 PM | Re: Psylocke picture. It should read: 50% soulknife, 50% lurk...100% cluster****. Have you READ her backstory? no, but do you mind telling me where i can find it? |
| The_Mess03-23-08, 09:47 PM | Everything has a wiki now: Psylocke (http://en.marveldatabase.com/Elizabeth_Braddock_%28Earth-616%29) |
| bkdubs12304-03-08, 01:08 AM | BUMP! |
| taylors00504-22-08, 10:46 PM | bumping cause i wanna hear more |