yancke
54 post(s)
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Since we arent going to see any official psionics rules time to think up our own?
Wild Talents How about All player Characters Gain 1 free Psionic “talent” feat. These talents are picked from a list at character creation and are all psionic in flavour. I reckon as these are in flavour untrained abilities giving each Character a natural ability around the feat level of power isn’t going too far.
The feats could be flavoured acording to the old psionics books sciences, also a racial or class wild talent sounds interesting to me. Like the kinds of psionics you naturally develop is based on the kind of mind you have.
Example: A thri-kreen ranger Wild talent, might be very different to a dwarven Cleric wild talent.
Or am i being a little silly?
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hendell
99 post(s)
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I like most of your work Yancke, you bring up many interesting points but I felt you may want a bit of advice. There are some parts in your various posts that suggest you have not quite finished reading the sections in the 4e PHB about the three defenses, fort, ref, will, and in particular how they are different from the saves of the same name in 3e. Also pay particular attention to the fact that a ‘save’ in 4e is not found in a subcategory, all saves, simply are.
If we are going to use Wild Talents as feats, we must be ABSOLUTELY sure we do not actually make them into powers, but instead focus on making feats that are interesting and setting themed that work with adding a slightly psionic tint to already existing feats.
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yancke
54 post(s)
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Thanx hendell. Ye i havent read the books from cover to cover yet. I just felt like doing some on the spot creative stuff. Please correct me where i have gone wrong, as im keen to get stuck in. Meamtime ill go finish the reading after work.
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yancke
54 post(s)
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Been toying with a Psion class:
Read elsewhere about the proposed conversion of the warlock into a psion class. Their curse mechanic neatly replaces the Contact power from 2ed. In short: Contact turns an closed mind into a open mind, granting the Psion better results when targeting the “contacted” mind. I dont know if the extra damage from the warlock is to be used, it basically depends what role the class is to have.
As a controller (my leaning) the class might want another kind of bonus, possibly bonuses to thier dice rolls/ Improved results from their succesfully used powers. Each power has an effect when used on a closed mind, but also a greater effect on a mind opened by “contact”.
For example: A psionic attack might only deal damage to a closed mind, as the mind struggles against the will of the psion. Againts a “open” or undefended mind the power might also daze, blind, knock unconscious, etc.
So each power has a closed and a open effect.
We could stay with the extra damage option, which makes the psion more of a striker.
Also in converting the warlock class abilities to Psion abilities here is what im thinking:
Eldritch Blast becomes Psychic Blast
Psychic Blast All Psions know the Psychic Blast at-will Power. This power can be used as a basic attack. You gain this power as well as another at-will power determined by your Psychic Focus.
Which brings us to the adaption of Eldritch pact to Psychic focus (or whatever term is appropriate)
In your training you have always favoured one of the psionic sciences above all others. Choose one of the following keywords: Telepathy, Clairsentience, Psychokinesis, Psychoportation, Psychometabolism. This familiarity with this specific science determines the following psion abilities: At-Will spells: Your focus determines one of the at-will spells you know. Psychic benefit: Each Focus includes a psychic benefit. The Psychic benefit is a granted power you can further use in your adventures. The Benefit you take also provides certain bonuses to other Psion powers. Individual powers detail the effects (if any) your Psychic focus selection has on them.
Example Psychic focus (off the top of my head)
Telepathic Focus: Eyebite: You know the Eyebite at-will spell. (Seems appropriate, no mess no fuss. Just change it to will vs. will, and remove the arcane keyword. It already has the Psychic keyword.)
Surface thoughts: While the psion has “contact” with a target the psion gains a glimpse into his intentions, gaining a +1 bonus to all his rolls apposing that target. This bonus increases to +2 at level 11, and +4 at level 21.
Once again i dont know how balanced this is and am just trying to get my initial concepts down.
OK im not sure what to do with prime shot or shadow walk. What about….
Prime shot – call it Open mind ? Against any “open minds” (i.e – marked with contact or willing targets) the psion gains +1 on any rolls involving psychic powers targeting those individuals.
Shadow walk I suppose this ability could be justified in some way as a psychic concealment. Ala “these are not the droids you are looking for”. But im sure we can come up with a better solution.
Implements: Simple enough, as there are already “psionic” implements in DS.
And here is the Basic Class phb entry as I have it now:
Psion/Psionicist/Psychic Class traits Role: Controller or Striker (depending which way we go. Power source: Psychic. You gain psionic power through your understanding of the mind and your rigorous training. Key Abilities: Wisdom, Constitution, Intelligence Armour proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, Simple ranged Implements: As detailed in the Dark sun psoinic books. Bonus to defense: +1 will, +1 Fort
Hit Points at 1st level: 12 + Constitution modifier Hit points per level: 5 Healing surges per day: 6 + constitution modifier
Trained Skills: From the following list choose four trained skills at 1st level. Class skills: Psionics (Int), Insight (Wis), Perception (Wis), Endurance (Con), History (Int), Diplomacy (Cha), Nature (Wis) (for outdoorsy psions), Streetwise (Cha) (for cityborn psions)
Build options: Telepath, Clairsentient, Psychokeneticist, etc.
Class features: Psychic blast, Contact, Psychic Focus, Open minds, Shadow walk (Or whatever that changes into)
How’s that for a first stab at the psion class?
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redwulfe
73 post(s)
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That’s a really good idea, Contact that is. I like the idea that effects of the psychic keyword do not effect creatures that have a closed mind. so the Eybite invisibility only effects them if they have an open mind. I think this is really neat and should be explored more.
Wulfe
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yancke
54 post(s)
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My original thinking: (Also please note that these are off the top off my head and not supposed to reflect game balance at this stage.This is meant to get people’s creative juices flowing.)
aoe refers to area of effect, ie. cones, burst etc.
The psionists should have few aoe powers. Hence contact. So while some abilities might have the aoe range/template but only effect the “opened” minds within them while ignoring others. (enemies the psionists has worked on a little.)
Old second edition psionicsts couldnt touch a closed mind untill they opened it. Hence the five Psychic attacks, Ego, whip, Psychic crush, etc, etc. Im thinking as the psionicist levels these 5 attacks are spread out along the progession (with other powers) becoming increasingly powerful. Also those 5 attacks have the advantage that they can “open up” a mind if succesfull. (another way for the psionicist to open up a mind, though its more fickle.) The same can possibly be done to the 5 psionic defenses, not sure how though.
For example:
1- Ego Whip (d6 for damage, 3rd level power?) A damage dealing psychic attack that attacks the targets sense of independence and self-worth. If succesfull it turns a closed mind into an open one. If it is used against a mind that is already open and is succesfull the target is dazed.
2- Id Insinuation (d8 for dam, 5th level power?) A damage dealing psychic attack that attacks the Snakes into the victims subconcious. If succesfull it turns a closed mind into an open one. If it is used against a mind that is already open and is succesfull the target is confused and cannot act for a number of rounds. (used to be d4+1 in 2ed)
3- Mind Thrust (d4 but rolls lots of dice, 7th?)
A damage dealing psychic attack that attacks the the enemies mind like a knife would stab his flesh. Target expends an encounter power without gaining its benefit, it must be at least a level 6 power, or of the highest ranked one instead. If succesfull it turns a closed mind into an open one. If it is used against a mind that is already open and is succesfull the target is dazed.
Psionic Blast (depending if it is a class benefit or not, d12 damage) A damage dealing psychic blasts away, an intolerable torrent of psychic attack. If succesfull it turns a closed mind into an open one. If it is used against a mind that is already open and is succesfull the target takes extra damage.
Psychic Crush: The Psionicist squeezes the enemies mind, in a relentless psionic vice. If succesfull it turns a closed mind into an open one. If it is used against a mind that is already open and is succesfull the target takes extra damage.(ongoing damage)
Other than contact and these abilities there are no ways to open a targets mind.
Closing an open Mind: Any creature/player/whatever may attempt to close their mind once opened, and a psionic attack fails. Make a save as if to end a persistent effect, if successful your mind is now “closed”. Once such an action may be done a round. Once opened a mind cannot close itself until some time has passed. (used to be d4+1 rounds) When a mind closes itself all psionic powers (and psionic persistent effects) used with antagonistic intent, cease to function immediately.
Limitations: Line of sight is required on all psionic powers. Some require touch. Certain telepathic/clairsentiece abilities do not require LOS or might extent LOS to other abilities.
Anyway thats as far as if thought for now. Not sure wether something should be done with the 5 defenses. Mebbe they can act like the psionic equivalent of the anti magic defenses the mage has/had.
Comments now! plix.
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zardnaar
161 post(s)
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Warlock would be a good tide me over conversion for the Psion in DS and it makes them a striker but not to worried about that. I would just make the Psionic attack forms powers that the PCs can choose at various levels. Just leave contact as the warlocks curse type mechanic. Tweak some of the opowers to deal psychic damage instead of radiant or whatever. The 3 pacts couls be 3 of the old Psychic schools and mabe make up a few more powers to cover the other schools or just drop them. Psychometabolism for example may not work to well in 4th ed for example with no buff spells or shapechanging powers worth mentioning are left.
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yancke
54 post(s)
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Telepathy and clairsentience could be rolled into one “school”. Detonate and Psychokinetic could be rolled into another.
Psychoportive? Mebbe into the prvious school, or dropped. Unless you mix it with psycho metabolism and restrict the psychoportive powers to “self” only, which is fitting for a psionic i feel.
Ive never been very good at naming things so bear with me:
So in short: (as the three pacts, now referred to as Masteries or Meditations?)
Empathic awareness: (Clairsentience+Telepathy) Powers that revolve around granting improved senses, reading minds, dominating weaker minds, implanting suggestions, etc. Self explanatory, control the battlefield, gain information, couple of buff spells. One of the few ways a psionicist can “buff” others.
Example powers: Combat mind, Danger sense, Clairvoyance, Awe, Domination, Invisibility, Mind link.
Enlightened violence: (Psychokineti+Metacreative) Powers that revolve around the manipulation of matter, often to dramatic effect. Telekinesis, pyrokinesis, making objects explode, heating metal, that sort of thing. This is your brute psionicist “skill tree”, Someone that picks this will be more strikery, dealing more damage.
Example powers: Disintegrate, Project Force, Telekinesis, Levitation (although how does 4ed deal with flight?)
Transcendental Body: (Psychoportive+Psychometabolic) Powers that revolve around manipulating your body, as well as it’s relation to time and space. (noone mention “metachlorians” ok!) So growing body weaponry, regenerating wounds, teleportation, etc. Kinda utilitarian, with lots of self-buffing powers. (conceivably making a melee psionicist viable?)
Example powers: Body weaponry, Adrenaline control, Complete healing, Blink , Dimension door.
1 – Controller “school” (with a dash of leader) 2 – striker “school” (since the loss of the warlock this can make up on that front) 3- “selfish self helper” school. (well some people like to play with themselves :P )
I would be very careful to be quite restricting on defining the limits of the psionicist, in relation to the powers that the other classes have. They definitely shouldn’t have everything. So while the psionicist has options but he should then be limited as well.
Healing for example could be a daily psychometabolic that only works on the psionicist.
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hendell
99 post(s)
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On Enlightened Violence, Detonate is a psychokinentic power already, always has been. I think you wanted to add Metacreative powers, the construction of and manipulation of ectoplasmic material in with the TK stuff.
Other than that I think you have set up a good stylistic quick fix of turning a warlock into a psion, and should anyone want to play one this guide should get them most of the way there.
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yancke
54 post(s)
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Yea i realised my mistake when i rescanned those rules. Fixed it.
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yancke
54 post(s)
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Im trying to convert the warlock powers list to something resembling a psionic powers list. I am currently looking at the warlock + wizard + warlord lists to get an idea of a direction to move forwards. In the mean time can we move towards ironing out the base class/class abilities?
Revised from earlier + plus some new thoughts:
Class traits: Role: Controller with a slight splash of leader.
Power Source: The Will and the Way
Key Abilities: Wisdom, Constitution, Intelligence Armour proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, Simple ranged Implements: Foci Many psionicists find that they can achieve a deeper and more productive psionic trance by focusing their meditations on an inanimate object. Crystals and gemstones are the most frequently used foci, because of their clarity and durability.
Bonus to defense: +1 will, +1 Fort Hit Points at 1st level: 12 + Constitution modifier Hit points per level: 5 Healing surges per day: 6 + constitution modifier
Trained Skills: From the following list choose four trained skills at 1st level. Class skills: Psionics (Int), Insight (Wis), Perception (Wis), Endurance (Con), History (Int), Diplomacy (Cha), Nature (Wis) (for outdoorsy psions), Streetwise (Cha) (for cityborn psions) Build options: Telepath, Psychokeneticist, etc. Class features:
Contact: Once per turn as a minor action, you can “contact” an enemy nearest to you that you can see. Once contacted the enemy’s mind becomes vulnerable to your psionic abilities, as you have breached his mental defenses. Contact remains in effect untill the end of the encounter, the enemy drops to 0 hit points or below or the enemy successfully closes his own mind.
Closing an open Mind: Any creature may attempt to close their mind once opened, and a psionic attack fails. Make a save as if to end a persistent effect, if successful your mind is now “closed”. Once such an action may be done a round. Once opened a mind cannot close until the end of the next round. When a mind closes itself all psionic powers (and psionic persistent effects) used with antagonistic intent, cease to function immediately.
Favored discipline: During your studies of “The Way” your mind naturally favored one of the three major schools of psionics. Choose one of the following Meditations: Empathic Awareness, Enlightened Violence, Transcendental Body The Meditation you choose determines the following psionicist abilities: At-Will Powers: Your Meditation determines one of the at-will powers you know. Pact Boon: Each Meditation includes a boon. The Boon is a granted power you can use to survive the wilds of Athas. The Boon also provides bonuses to certain psionicist powers. Individual powers detail the effects (if any) your Favored Discipline selection has on them.
Empathic awareness: Powers that revolve around granting improved senses, reading minds, dominating weaker minds, implanting suggestions, etc. At-Will Power: You know the “Eyebite” at-will spell. Pact Boon: You gain the “surface thoughts” ability. Any being that you have successfully “opened” Grants you +1 bonus to any single d20 roll you make during your next turn. (attack roll,saving throw, skill check, ability check) If you dont use this bonus by the end of your turn, it is lost. This bonus is cumulative. Instead you may sacrifice all the bonuses stacked so far and reroll your initiative at the end of the round with a bonus equal to those you discarded.
Enlightened violence: Powers that revolve around the manipulation of matter, often to dramatic effect. At-Will Power: You know the Hellish rebuke at-will power. Pact Boon: Whenever you critically hit an with a psychokinetic power you crit on 19 as well as 20. or Whenever you critically hit an with a psychokinetic power you gain extra damage dice.
Transcendental Body: Powers that revolve around manipulating your body, as well as it’s relation to time and space. At-Will Power: You know the Animal Affinity at-will power. (Growing claws/Fangs, etc.) Pact Boon: You have the “Instinctual Blink” boon. You instantly Step over a short distance, allowing you to flee or maneuver for an attack. Whenever an enemy that you have “contacted” reduces you to 0 or less hit points, you may immediately teleport up to 3 squares away, avoiding the damage. This may be done once a Encounter.
Flavour Text: (From the will and the way.) All living things are blessed with some psionic potential, even if they do not develop mental powers. This potential is the summation of three characteristics: physical strength, mental strength, and spiritual strength. Only by using all three aspects together can a creature call upon its psionic energies. Some learn to harness this power, rarer still are those who call themselves Psionicist. You are adept as using the power of the mind to befuddle, enlighten and kill. Athasians use the term “The Will” to refer to someones innate ability for psionics. Without the desire to push oneself, to master the forces within, a person can never learn to use the Way. Many people may possess the Will, but unless they are schooled in the Way they will never do more than scratch the surface of their potential.
Once again no idea how balanced, just ideas. Comments? That still leaves the Prime shot and Shadow walk* Abilities that need to be looked at/scrapped for new abilities etc. Ideas?
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