Quote Originally Posted by Veklim View Post
Suggested edits reasoning:
Pure TK shouldn't be getting Critical Thinking because it doesn't have TK Fighting!
Unarmed TK shouldn't be able to use TK Fighting with normal weapons, and as such shouldn't be able to use them like that at all (you can still use weapons with force blast of course!). Gave them a critical boost because otherwise they gain no beneift from their main weapon with Critical Thinking, so now they gain a late (levels 11-18) progression to try and keep up with all those pesly party members who have actual corporeal weapons to enchant! Similar reasoning led me to add in their anti-DR progression.

On a related note, why shouldn't we take out this: 1/2*Charisma Modifier*(Invested Hands + 1), and replace it with the faaaaar simpler and yet reasonable: Charisma modifier *(1/2 Invested Hands). It's a simplification (needed) and also a slight nerf which I think they may need if we are to give them the anti-DR and critical progressions (which make them a far more rounded combatant imo)

Also, The Augur is sat outside the Savant spoiler dude, just noticed!

I'm all up for putting a link to your current summation of the class + extras, PM bob with the link and ask him to copy/paste to the top of his post, probably better than putting it into the class post itself.
Did the changes and fixes. As to cha*1/2 Hands...at 5 Hands in, it switches bonus from 5d6+30 to 5d6+25. assuming cha +10 Ok, simpler and not too drastic. I'll add it in. I have the link in the post so that when Bob copies it, it will go onto the front page.

Quote Originally Posted by Turalisj View Post
Unarmed TK doesn't seem that effective with the rewrites.... Compare every other damage dealer at 20th level.
Ok. We will. Assuming a power stat of +10. A normal fighter gets +~30 to hit 1-2dx+30ish with PA and two hands against a single target.

We get +40 to hit (assuming only two hands) and 2d6+20 to hit. Now damage wise, we might do a little less. But we can do that to 14 targets (with a con of +5 and the feat) with a full attack each. Our emphasis is control, not nukes. But if you really wanted the strongest weapon he could make 20d6+110 with a to hit of 130. But at that point he can't do much else and is gonna get squished.

Quote Originally Posted by Veklim View Post
These guys, at level 20, threaten just about everything and anything within a 200ft radius, and can strike disparate targets anywhere within this range, usually simultaneously... if we scaled up damage to be on par with just a one-handed specialist, we'd OP them to the nine hells and back as a result. These guys are battlefield control experts, they just happen to be able to hurt things a lot whilst doing this!
See above.

Quote Originally Posted by Re'ozul View Post
What classes were you thinking about?

Even unoptimzed (no con, cha of 20 at lvl 20) he has 7 hands. If all of those are invested into one weapon you'd still have:
+40 attack bonus (+20 BAB, +20 (4xchamod))
7d6+20 damage at full iteratives.

Keep in mind, this is absolutely unoptimized, just as written.
Your Hand calculations are wrong. You forgot the capstone doubling. Should we have it also double those from con?

Quote Originally Posted by Turalisj View Post
I didn't know you added 4*cha mod to your attack >.>

Still, you'd be doing about 1d6+5 damage with a single hand invested.
Single Hand investment would be: 1d6+7 but then you could do that 14 different full attacks (Using stats from Re'ozul).

You get to add cha to hit and damage as per TK Fighting. Then when using these weapons, you get a bonus of .5*cha mod*Hands to hit and damage.

Sparked a thought, are these weapons Weapon Focusable? If so they need a general name...