Author Topic: Psykin [base] (Magipunk)  (Read 7970 times)

Offline sirpercival

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Psykin [base] (Magipunk)
« on: December 25, 2011, 08:46:07 AM »
Another base class for my Magipunk setting, kind of a cross between Soulknife and PsyWar.  Hope it pleases.  :)

Psykin


Picture Credit: Google Image Search
   
"The power I wield would destroy a lesser being. In fact, it already has -- many times."
-Janowyn Steele, Psykin Master

Thing.

MAKING A PSYKIN
Thing
Abilities: Wisdom>Str=Con>Dex>Int=Cha
Races: Any.
Alignment: Any.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills
The Psykin's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Perception (Wis), Profession (Wis), Psi (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The PsykinHD: d10


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Force armor, force blade
Psychic augment
Disruptive field
Focused attack
Channel
Disruptive armor
Improved disruptive field
Focused defense
Improved channel
Psychic body
Disruptive strike
Improved focused attack
Psychic ward
Improved focused defense
Improved psychic body
Greater disruptive strike
Burst strike
Improved psychic ward
Absorptive strike
Psychic reflection
Power
Points/
Day
1
3
7
11
16
23
31
38
48
58
70
84
99
114
131
150
170
191
213
235

Powers
Known
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
Max
Power
Level
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5

Weapon and Armor Proficiencies: Psykin are proficient with all simple weapons, light armor and shields, and with their own force blades and force armor.

Power Points/Day: A psykin's ability to manifest powers and use many of her class features is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items.  A psykin cannot spend more power points at any one time on a power or class feature than her psykin level.

Powers Known: A psykin begins play knowing one psykin power of her choice, and she unlocks the knowledge of new powers at every odd level, chosen from the psykin power list below.  A psykin can manifest any power that has a power point cost equal to or lower than her manifester level.  The number of times a psykin can manifest powers in a day is limited only by her daily power points.  A psykin simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.  The Difficulty Class for saving throws against psykin's powers is 10 + the power’s level + the psykin's Wisdom modifier.

Force armor (Su): A psykin's mind generates a tangible field of force that provides a +5 armor bonus to Armor Class.  The psykin can raise or lower the force armor by spending a swift action at any time.  Unlike mundane armor, force armor entails no armor check penalty or speed reduction. Because force armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.  A psykin's force armor can be invisible or can appear as a colored glow, at her option.  A psykin can wear physical armor as well, but the two armor bonuses to AC don't stack (use the larger value); in this way the psykin could gain two sets of armor properties with her Psychic Augment class feature (see below).

Force blade (Su): As a swift action, a psykin can create a semisolid blade composed of psychic force. The blade can take the form of any simple or martial weapon; the psykin can use it two-handed if she chooses, and the reach of the weapon and any additional effects are governed by the form chosen.  The force blade deals 1d8 damage per two psykin levels rounded down, minimum 1d8 (crit 19-20/x2), and is counted as masterwork (the benefit of masterwork does not stack with the Psychic Augment ability below).  The psykin gains the usual benefits to her attack and damage rolls from a high Strength bonus.

The force blade can be broken (it has hardness 10 and 10 hit points); however, a psykin can simply create another with her next swift action. The moment she relinquishes her grip on the force blade, it dissipates. A force blade is considered a magic weapon for the purpose of overcoming damage reduction.

A psykin can use feats such as Power Attack or Combat Expertise in conjunction with the force blade just as if it were a normal weapon. She can also choose force blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade, and several psykin class features can improve a force blade (see below).

Even in places where psionic effects do not normally function (such as within a null psionics field), a psykin can attempt to sustain her force blade by making a DC 20 Will save. On a successful save, the psykin maintains her force blade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the force blade vanishes. As a swift action on her turn, the psykin can attempt a new Will save to rematerialize her force blade while she remains within the psionics-negating effect.

Psychic augment (Su): Beginning at 2nd level, a psykin can spend a standard action to augment her force blade or force armor.  She can apply weapon or armor properties, up to a total bonus of +10 (gaining an equal enhancement bonus, as normal), which lasts for 10 minutes per class level; the force blade and armor cannot be enhanced with properties which carry a flat gold cost instead of a bonus equivalent.  To use this ability, a psykin must spend power points equal to twice the total bonus - 1.  For example, a 5th-level psykin could apply up to a total bonus of +3 to her force blade or force armor, since she cannot spend more than 5 power points on her class features.

Disruptive field (Su): A psykin of 3rd level or higher may spend 1 power point as an immediate action to generate a psychic field which disrupts spellcasting and psionics around her.  The field is an emanation which extends to a radius of 10 feet, and lasts for 1 round per psykin level; any opponent within the area of the field must make a caster or manifester level check (DC equal to 5 + the psykin's manifester level) to cast spells or manifest powers.  For each power point the psykin spends, increase the radius of the emanation by 5 feet.

Focused attack (Ex): At 4th level, a psykin can expend her psionic focus to improve her combat skill.  She gains an insight bonus to one attack roll equal to her Wisdom modifier, and 1d6 bonus damage for that attack per point of Wisdom modifier.

Channel (Su): Upon reaching 5th level, a psykin learns to channel her powers through her force blade.  The psykin can use a standard action to manifest a power she knows and deliver the power through her force blade with a melee attack.  Manifesting a power in this manner does not provoke attacks of opportunity. The power must have a manifesting time of 1 standard action or less, and be a targeted power.  The power does not take effect unless the attack is successful.  If the power deals damage and the attack is a confirmed critical hit, apply the critical multiplier to the damage dealt by the power as well.

Disruptive armor (Su): Beginning at 6th level, a psykin's force armor provides her some protection against magical and psionic attacks.  Whenever a psykin is protected by her force armor, she gains power and spell resistance equal to 10 + the armor bonus of the force armor.  She may voluntarily raise and lower this resistance as a swift action.

Improved disruptive field: Whenever a psykin of 7th level or higher uses her Disruptive Field ability, the DC of the caster or manifester level check is 10 + the psykin's manifester level.

Focused defense (Ex): Beginning at 8th level, whenever a psykin is psionically focused, she gains an insight bonus to AC equal to her Wisdom modifier.

Improved channel (Su): At 9th level, a psykin can channel a power she knows as part of a full attack action, and the power affects each target she hits in melee combat that round. Doing so discharges the power at the end of the round, in the case of a touch-range power that would otherwise last longer than 1 round.  This ability works in all other ways like the Channel class feature.

Psychic body (Ex): Upon reaching 10th level, a psykin learns how to supplement their psionic ability by drawing on their own physical essence.  The psykin can sacrifice hit points instead of spending power points, on a one-for-one basis; these surrogate power points cannot be used on powers or abilities which would heal hit points or grant power points, nor to create items or grant abilities which would do so.

Disruptive strike (Su): At 11th level, a psykin learns to disrupt magic and psionic effects with her force blade.  Whenever the psykin makes a successful attack with her force blade, she may spend 5 power points as part of the same action to affect her opponent with a targeted dispel that affects both magic and psionics.  Her bonus on the dispel check is equal to her psykin level, with no maximum.

Improved focused attack: Beginning at 12th level, whenever a psykin uses her focused attack ability, the bonus to attack and damage last until the beginning of her next turn.

Psychic ward (Su): At 13th level, whenever a psykin is subject to an effect that allows a saving throw, she may spend 1 power point as an immediate action to gain an insight bonus on the save equal to her Wisdom modifier.

Improved focused defense (Ex): Whenever a psykin of 14th level or higher is psionically focused, she adds twice her Wisdom modifier as an insight bonus to AC.  This ability replaces the effect of the focused defense ability.

Improved psychic body: Beginning at 15th level, whenever a psykin uses her psychic body ability, she gains 2 power points for each hit point she spends, instead of one.

Greater disruptive strike (Su): At 16th level, a psykin learns to completely shut down magical and psionic effects with her force blade.  Whenever the psykin makes a successful attack with her force blade, she may pay 11 power points as part of the same action.  If she does, the struck opponent must make a Will save (DC 16 + the psykin's Wisdom modifier) or be affected as if by an antimagic field and null psionics field for 1 round.  The effect has no radius, and only affects the struck opponent and their equipment.

Burst strike (Su): A psykin of 17th level or higher can spend power points to have her melee attacks affect multiple opponents at the same time.  Whenever the psykin makes an attack with her force blade, for every 2 power points she spends, her attack affects an additional opponent who is adjacent to the initial target.  She uses the same attack and damage rolls for all targets, and any target which is successfully struck takes damage and additional affects (such as Disruptive Strike or Channel) as if they were the only target.

Improved psychic ward: At 18th level, whenever a psykin uses her psychic ward ability, the bonus to saving throws applies to all allies within 60 feet.

Absorptive strike (Su): Whenever a psykin of 19th level or higher successfully dispels an effect with her disruptive strike ability, she may spend 3 power points to steal the effect for herself, as per the reaving dispel spell.

Psychic reflection: Upon reaching at 20th level, a psykin can turn spells and powers back on their creators.  Whenever the psykin is targeted by a spell or power (but not subject to an area of effect), as a free action she may turn the spell or power back on the caster or manifester, as per spell turning or reddopsi, respectively.

PLAYING A PSYKIN
Thing.
 Combat: Thing.
 Advancement: Thing.

PSYKIN IN THE WORLD
"Thing."
-Guy
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Thing.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

PSYKIN IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


GUY
Thing
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities STATS
SQ
Feats
Skills
Possessions
« Last Edit: August 14, 2012, 10:36:06 PM by sirpercival »
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Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #1 on: December 25, 2011, 09:26:44 PM »
Psykin Power List
1st level
(click to show/hide)
2nd level
(click to show/hide)
3rd level
(click to show/hide)
4th level
(click to show/hide)
5th level
(click to show/hide)



Psykin Feats

Amplify Force Blade
Prerequisites: Force blade
Benefit: Whenever you manifest your force blade, you may pay 1pp to deal 1 extra point of damage per die for as long as the blade is manifested; if you dismiss the blade or it is destroyed, you must pay the pp cost when you recreate the blade to regain this effect.  You also gain a +2 bonus to Will saves made to manifest your force blade in an antimagic or null-psionic field.

Enhanced Disruption
Prerequisites: Disruptive Strike
Benefit: The power point cost of your Disruptive Strike ability is reduced by 1, and you gain a +2 bonus to dispel checks made when performing a disruptive strike.

Innate Psykinetics
Prerequisites: Psykinesis I
Benefit: Your psykin level is counted as one higher for the purposes of determining how many power points you can spend on your Psykinesis class features.
« Last Edit: January 30, 2013, 03:02:52 PM by sirpercival »
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Re: Psykin [base] (Magipunk)
« Reply #2 on: December 26, 2011, 01:42:29 PM »
Yay, mechanics are done!  I'm pretty happy with the class... anything broken and need fixing??
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Offline Garryl

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Re: Psykin [base] (Magipunk)
« Reply #3 on: February 07, 2012, 12:34:58 PM »
Why are all the class features in spoilers? It makes it hard to read.

Offline Shiki

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Re: Psykin [base] (Magipunk)
« Reply #4 on: February 07, 2012, 12:46:28 PM »
Why are all the class features in spoilers? It makes it hard to read.

There's a fuckton, but yeah, I agree.

Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #5 on: February 07, 2012, 12:55:55 PM »
Yeah... I don't remember why I did that.  I'll fix it.
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Re: Psykin [base] (Magipunk)
« Reply #6 on: February 17, 2012, 01:29:39 PM »
I have to wonder why so many low-level class features are just inferior, supernatural versions of actual powers. Why not just give some powers known? It's not like normal manifesters don't exist in this setting ('cause the Mentalist does).

Psykin Feats

Amplify Force Blade
Prerequisites: Force blade
Benefit: Whenever you manifest your force blade, you may pay 1pp to deal 1 extra point of damage per die for as long as the blade is manifested; if you dismiss the blade or it is destroyed, you must pay the pp cost when you recreate the blade to regain this effect.  You also gain a +2 bonus to Will saves made to manifest your force blade in an antimagic or null-psionic field.

Enhanced Disruption
Prerequisites: Disruptive Strike
Benefit: The power point cost of your Disruptive Strike ability is reduced by 1, and you gain a +2 bonus to dispel checks made when performing a disruptive strike.

Innate Psykinetics
Prerequisites: Psykinesis I
Benefit: Your psykin level is counted as one higher for the purposes of determining how many power points you can spend on your Psykinesis class features.

Metapsi
Prerequisites: Power point reserve.
Benefit: Choose a class feature that you can spend power points on.  Whenever you activate that class feature, you spend 1 less power point (minimum 1).  This does not change the maximum effect you can achieve, but that maximum effect requires fewer power points to achieve -- this feat provides a virtual power point that you can spend on that particular class feature.  For example, a 6th-level psykin with Metapsi (psychic augment) could still only augment his force blade to a maximum bonus of +3, since he cannot spend more than 6pp on his class features; however, he need only spend 4pp to gain a bonus of +3.
Special: You can select this feat multiple times; each time, choose a different class feature.

Cross-posting from the feats thread, because that seems to be the most up-to-date version.

Innate Psykinesis does nothing at all. All Psykinesis class features have fixed PP costs (unlike the powers the mimic), so spending additional PP on them is both irrelevant and impossible.

Metapsi seems a bit weak. You have no shortage of PP (unless you're firing off Disruptive Strike on every attack every round, which is ridiculously excessive), so making one thing cost 1 PP less is not going to help very much.

Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #7 on: February 17, 2012, 01:47:35 PM »
I didn't want to give out powers because there were so few powers I wanted to give out, it just seemed easier to give them class features.  How are they inferior?  In general I copy/pasted... I suppose I could just say "you learn X power"... I dunno.

Force Armor, Force Shield, and Psychic Augment all have variable pp costs. 

And now I see why the class features are inferior... I completely forgot to include the augmentability!  I'll fix that.  That will greatly increase the usefulness of the feats.

Should Innate Psykinetics and/or Metapsi be an increase of 2 instead of 1? Would that be more interesting?
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Offline Garryl

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Re: Psykin [base] (Magipunk)
« Reply #8 on: February 17, 2012, 05:03:11 PM »
Why does the duration of Last Resort increase the more saves the target succeeds on? Plus, any Dragon (and a few others that slip my mind) would be better off voluntarily failing the second save (Paralysis, to which they are immune) than dare try it (and risk Stunning on the next save that wouldn't happen on a failure).

Absorbtive Strike needs to explain what "stealing" an effect actually means.

Greater Psychic Body feels like a lousy capstone. You should have over 300 PP by that point (30 Wis means 325, to be exact). You'll be spending it on (assuming 4 encounters spread over an 8 hour day)...
19 PP armor
3x2x19 PP armor/weapon enhancements
That's 137 PP. 188+ remaining for Disruptive Strikes and Psykinesis (47 PP/encounter). I have trouble seeing how you'd need much more. Plus, if you're at the point where you don't have any PP to spend, you've probably lost already (no PP = no psionic focus = no focused attack/defense), so it's generally a lot mroe beneficial to hold onto that last PP instead of dropping to the point of being able to use Psychic Body.

Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #9 on: February 17, 2012, 07:39:57 PM »
The duration increases because the effects get weaker, so they last longer.  I've done that sort of progression in a few other places too...  should I change the Paralysis effect to something else that's less commonly resisted?

I'll clarify the absorption.

You're right, I hadn't done the math.  First things first, I should allow you to grab Psychic Body stuff at 1 pp (I forgot about psi focus).  Then, I need a different capstone.  The whole "psychic body" thing was to be a throwback to 1e psionics, where you could burn hit points when you ran out of pp.
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Re: Psykin [base] (Magipunk)
« Reply #10 on: February 17, 2012, 08:15:35 PM »
I put in a different capstone.  How's that?
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Offline Garryl

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Re: Psykin [base] (Magipunk)
« Reply #11 on: August 10, 2012, 11:26:42 PM »
At level 1, the Force Blade deals no damage. At 1st and 2nd level, Force Armor is negligibly better than a chain shirt. This makes the class features of 1st level Psykins rather irrelevant (much like Soulknifes, ironically).

Psychic Augment may need reworking due to the changes made to enhancement bonuses and special properties.

Psykinesis I uses Intelligence for bonus damage, whereas Psykins are otherwise Wisdom-based for their "powers".
By the way, why not just call it Control Object like the power it mimics? And the same for the other Psykinesis abilities? Call them Psykinesis (Telekinetic Thust/Maneuver/etc.) if you must.

Psychic Body should let you spend HP instead of PP period. No sense making people get stuck at low PP where they don't have enough to spend on a class feature, but still have too many to convert HP instead.

Last Resort's durations are still odd. Why should you recover faster by being hit harder by the effect? Also, what happens if you use this ability while at or below 0 hp (or, worse, while at low enough hp that you can expect 10d6 damage to bring you below 0)? Also, the ability doesn't feel like it fits with the rest of the class at all. Everything before it is about physical manipulation or removing magic. Suddenly you're firing off psychic death fields.

Is it just me, or did the Nullblade sort of evolve from this idea? Nullblade seems a lot more refined.

Since this so heavily related to the Soulknife, I'm just going to leave this here.

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Re: Psykin [base] (Magipunk)
« Reply #12 on: August 11, 2012, 09:47:59 AM »
At level 1, the Force Blade deals no damage. At 1st and 2nd level, Force Armor is negligibly better than a chain shirt. This makes the class features of 1st level Psykins rather irrelevant (much like Soulknifes, ironically).
Fixed the force blade problem and made it count as masterwork (so you get a +1 bonus to attack when not augmenting it).  Not sure what to do with the armor -- I could start it at +5, maybe?

Quote
Psychic Augment may need reworking due to the changes made to enhancement bonuses and special properties.
No, I already took that into account: "(an enhancement bonus is granted by the properties, as normal for weapons and armor)"

Quote
Psykinesis I uses Intelligence for bonus damage, whereas Psykins are otherwise Wisdom-based for their "powers".
By the way, why not just call it Control Object like the power it mimics? And the same for the other Psykinesis abilities? Call them Psykinesis (Telekinetic Thust/Maneuver/etc.) if you must.
Changed to Wisdom.  You mean instead of I/II/III/IV?  I can do that, I guess... it just sounded more related to being a Psykin, you know?

Quote
Psychic Body should let you spend HP instead of PP period. No sense making people get stuck at low PP where they don't have enough to spend on a class feature, but still have too many to convert HP instead.
Good call, adjusted.

Quote
Last Resort's durations are still odd. Why should you recover faster by being hit harder by the effect? Also, what happens if you use this ability while at or below 0 hp (or, worse, while at low enough hp that you can expect 10d6 damage to bring you below 0)? Also, the ability doesn't feel like it fits with the rest of the class at all. Everything before it is about physical manipulation or removing magic. Suddenly you're firing off psychic death fields.
It was the only thing I could think of as an ability.  I'd be happy to change it if we can think of something better, I was never too thrilled with it.  It's basically trying to be Chromatic Detonation and failing.

Quote
Is it just me, or did the Nullblade sort of evolve from this idea? Nullblade seems a lot more refined.
If so, it was entirely subconscious.  This was supposed to be a cross between a soulknife and a psywar.

Quote
Since this so heavily related to the Soulknife, I'm just going to leave this here.
See, I wish I had seen that before I wrote this, I might've used it instead (though maybe not, who knows).  But now I've put a lot of work into it...
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Re: Psykin [base] (Magipunk)
« Reply #13 on: August 11, 2012, 12:31:27 PM »
At level 1, the Force Blade deals no damage. At 1st and 2nd level, Force Armor is negligibly better than a chain shirt. This makes the class features of 1st level Psykins rather irrelevant (much like Soulknifes, ironically).
Fixed the force blade problem and made it count as masterwork (so you get a +1 bonus to attack when not augmenting it).  Not sure what to do with the armor -- I could start it at +5, maybe?


The armor works (-ish) as a power because it's supposed to be used by unarmored manifesters (forgetting for the moment that Psions can still wear leather and mwk studded without penalty due to no ASF). But you have light armor proficiency, so you need to do better than that.

I might make the basic Force Armor a permanent effect, rather than spending PP on it (it's good enough for Githzerai). Shift Psykinesis (Control Object) up to 1st level (it's a 1st level power and not a particularly good one in my experience). You'll need a new class feature for 2nd level.

Another (potential) issue is that you can double up on armor properties, unlike other characters, since you can get one set from your Force Armor and another set from your actual armor. This is actually a neat thing and worthy of being a class feature, but it really should be spelled out somewhere so people know they are getting that intended benefit.

Psychic Augment still needs tweaking. As you add properties to your Force Armor, you also add an enhancement bonus, which means you're double scaling in the AC department (once from the enhancement bonus, once from Force Armor's natural scaling). At level 20, you'll be at a +24 AC bonus, not the expected +14.

For Psykinesis, I'd put them all under one heading, similar to Bardic Music. Roman Numerals have no place in ability names. They just make the names less descriptive and easier to confuse.
   Alternatively (and I would, personally, prefer this), give Psykins some proper manifesting similar to the Psychic Warrior. It doesn't have to be a huge list or that many power selections. You don't even need to go above 5th level powers and 10 powers known to have appropriate scaling. Then, move the Psykinesis abilities into the power list (having Telekinetic Force and Maneuver as 2nd level powers and Telekinetic Thrust as a 3rd level power). You could even replace Psionic Augment with the Psionic Weapon and Psionic Armor powers if you so chose, although I'd probably just leave the ability in to give you knowledge of those powers for free and modify how you use them with respect to your Force Armor and Blade. If you do grant manifesting, make sure to change Psychic Body such that powers manifested using HP instead of PP can never heal hit point damage or restore PP, nor create items or grant abilities that do so.

Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #14 on: August 14, 2012, 12:45:15 PM »
OK, I've updated Force Armor and Psychic Augment, and I added in manifesting & took out Last Resort and all the Psykinesis abilities.  I'll work up a power list soon (probably tonight).  However, I need more class features for the dead levels.  I may steal some from Warmind, I dunno.

I'll also edit the feats soon.
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Offline Garryl

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Re: Psykin [base] (Magipunk)
« Reply #15 on: August 14, 2012, 12:58:28 PM »
Might remove the auto scaling from the armor and just give it through Psychic Augment? That way you don't need the extra clause about enhancement bonuses not applying.

For the dead levels, maybe do like (revised) Hexblade and give quickened power uses?
You know, this is starting to look like a psionic version of the Paladin/Ranger/Hexblade/Duskblade now.

Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #16 on: August 14, 2012, 07:59:27 PM »
Might remove the auto scaling from the armor and just give it through Psychic Augment? That way you don't need the extra clause about enhancement bonuses not applying.
Yeah, maybe that works.  I think I'll have it be +5, though.

Quote
For the dead levels, maybe do like (revised) Hexblade and give quickened power uses?
I'm cogitating.
Quote
You know, this is starting to look like a psionic version of the Paladin/Ranger/Hexblade/Duskblade now.
...meh.  That makes me less happy, I wanted uniqueness!  Though, I guess I can't really complain.  Those are popular classes that get a lot of mileage.
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Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #17 on: August 14, 2012, 10:36:25 PM »
OK, new class features (at 3,5,7,9,17).
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Offline sirpercival

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Re: Psykin [base] (Magipunk)
« Reply #18 on: January 30, 2013, 03:03:05 PM »
Power list added.
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