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  1. - Top - End - #1
    Ogre in the Playground
     
    Maat Mons's Avatar

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    May 2018

    Default Dumping out the cluttered contents of my head regarding psionics

    Int Wis Cha
    Base Prestige Base Prestige Base Prestige
    Full Caster Psion Constructor
    Crystal Master
    Erudite
    Ardent Aberration Slayer
    Precipient
    Wilder Anarchic Initiate
    Flayerspawn Psychic
    Metamind
    Sangehirn
    Half Caster Lurk Body Leech
    Cerebral Assassin
    Shadow Mind
    Uncarnate
    Psychic Warrior Balisteer
    Elocator
    Psionic Fist
    War Mind
    Soulknife Illumine Soul
    Pyrokineticist
    Soulbow

    Base Classes
    Ardent Psion Psychic Warrior Lurk Soulknife Wilder
    1 Spellcasting, Mantle ??? Archetype ???, Sneak Attack 1d6 Mind Blade (can summon weapon made of energy; still deals damage as normal weapon, but counts as magic) Archetype, Surge 2/day (for 1 min. gain spellcasting-related benefits)
    2 Mantle Feature Discipline Fighting Style, Psionic Weapon (expend spell slot for extra damage) Archetype Archetype, Fighting Style Elude Touch (+1 AC when wearing light armor)
    3 - - Archetype Feature Lurk Augment (spend spell slot to add extra effect to Sneak Attack?), Sneak Attack 2d6 Improved Critical Surge 3/day
    4 Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement
    5 - - Extra Attack Nondetection (continuously in effect), Sneak Attack 3d6 Psychic Strike +1d8 (increase damage of Mind Blade) Archetype Feature
    6 Mantle Feature Discipline Feature Archetype Feature Archetype Feature Archetype Feature Enervation Endurance (immune to stunning)
    7 Stillness of Mind - Psionic Body (gain proficiency in Con saves?) ???, Sneak Attack 4d6 Body Feeder (gain temp HP on critical hit) Surge 4/day
    8 Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement
    9 - - - Sneak Attack 5d6 - -
    10 Purity of Body Discipline Feature Extra Attack Archetype Feature Archetype Feature Archetype Feature
    11 Mantle Feature - Archetype Feature Power Drain (can cause enemy spellcaster to lose spell slot; doing so replenishes one of your spell slots), Sneak Attack 6d6 Psychic Strike +2d8
    12 Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement, Surge 5/day
    13 - - - Sneak Attack 7d6 Knife to the Soul (can add ability damage to Mind Blade attack) -
    14 Mantle Feature Discipline Feature Deep Impact (expend spell slot to gain advantage on attack roll) Archetype Feature Archetype Feature Volatile Mind (on successful Int, Wis, or Cha save vs. spell, deal psychic damage to attacker)
    15 Timeless Body - Archetype Feature Sneak Attack 8d6, Stygian Weapon (can make weapon attack inflict penalties) Superior Critical Archetype Feature
    16 Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement
    17 - - - Sneak Attack 9d6 Psychic Strike +3d8 Surge 6/day
    18 Mantle Feature Discipline Feature Archetype Feature Archetype Feature Archetype Feature Surging Euphoria (advantage on attack rolls during Surge, 1/Surge reroll save)
    19 Ability Score Improvement Ability Score Improvement Ability Score Improvement Ability Score Improvement, Sneak Attack 10d6 Ability Score Improvement Ability Score Improvement
    20 ??? ??? Extra Attack Greater Power Drain (some kind of improvement to Power Drain?) Soulbreaker (inflict penalties on critical hit) Archetype Feature

    Ardent Subclasses
    Aberration Slayer Precipient
    1 proficient with martial weapons and heavy armor, Aberration Sense (similar to Divine Sense) proficiency in perception
    2 Lucid Buffer (advantage against charm) advantage with perception
    6 Extra Attack Third Eye (continuous see invisibility)
    11 Cerebral Blind (continuous nondetection) advantage on initiative
    14 ??? Third Eye (continuous true seeing)
    18 Cerebral Immunity (continuous mind blank) Elusive

    Lurk Subclasses
    Body Leech Cerebral Assassin Shadow Mind Uncarnate
    2 ??? Telepathy Darkvision Shed Body (temporarily enter ghostly state, gaining advantage on stealth), Incorporeal Touch (when using Shed Body, gain unarmed attack that deals necrotic damage)
    6 Ectoplasmic Cocoon (can restrain enemy) Cloud Mind (inflict penalties on opponent) Shadow Stealth (hide as bonus action in less than bright light) Incorporeal Movement (when using Shed Body, can move through enemy squares)
    10 Drain Cocoon (can deal damage to enemy in Ectoplasmic cocoon and gain temp HP) Mass Cloud Mind (use Cloud mind on multiple opponents) Shadow Jump (Dimension Door, but only to/from shadow) ???
    14 Stasis Cocoon (enemy in Ecotplasmic Cocoon may be unable to act) Mind Stab (enemy you have just struck must save or be unable to perceive you) ??? Uncarnate (can use Shed Body at will)
    18 Cheat Death (if you would be reduced to 0 HP, can end Ectoplasic Cocoon to avoid damage, enemy that was trapped takes damage) Synaptic Disconnect (enemy you stab may be unable to act) can use Shadow Jump at will? ???

    Psion Subclasses
    Constructor Crystal Master Erudite
    2 Astral Construct (minion you can conjure) Psicrystal Affinity (similar to familiar) Expanded Knowledge (add one spell to spell list)
    6 Advanced Construction (astral construct gains benefit chosen from list) Psicrystal Personality (choose one benefit from list, gain when psicrystal is near) Expanded Knowledge (add one spell to spell list)
    10 Efficient Construction (conjure astral construct as bonus action) Psicrystal Containment (when psicrystal is near, gain advantage on concentration) Expanded Knowledge (add one spell to spell list)
    14 Advanced Construction (astral construct gains benefit chosen from list) Improved Psicrystal (psicrystal gain second personality) Expanded Knowledge (add one spell to spell list)
    18 Advanced Construction (astral construct gains benefit chosen from list) Solicit Psicrystal (psicrystal can temporarily maintain concentration on spell in your place) Expanded Knowledge (add one spell to spell list)

    Psychic Warrior Subclasses
    Balisteer Elocator Psionic Fist War Mind
    1 Throw Anything (considered proficient with improvised ranged weapons) Up the Walls (can walk on walls, but not end movement there) Unarmed Damage 1d4, Unarmored AC Bonded Weapon (can bond with weapon to make it count as magic)
    3 ??? Capricious Step (can Disengage as bonus action) Unarmored Movement +10 ft. Chain of Personal Superiority (1/day, activate to gain benefit on attack rolls for 1 min; cant' be used at same time as other "Chain" abilities)
    6 ??? Dimension Step (Dimension Door 1/long rest), Scorn Earth (fly speed 10 feet, when within 1 foot of ground, can move at land speed while ignoring difficult terrain) Unarmed Damage 1d6 Chain of Defensive Posture (1/day, activate to gain benefit on AC for 1 min; cant' be used at same time as other "Chain" abilities)
    11 Explosive Shot (can expend spell slot to make ranged attack deal bonus AoE damage) Opportunistic Strike (1/round gain advantage on attack against enemy that has been struck by ally since last turn) Unarmed Damage 1d8 Sweeping Strike (1/round, melee attack affects 2 enemies)
    15 ??? Transporter (can use Teleport or Plane Shift 1/long rest) ??? Chain of Overwhelming Force (1/day, activate to gain benefit on damage rolls for 1 min; cant' be used at same time as other "Chain" abilities)
    18 Phase Shot (can expend spell slot to make ranged attack ignore cover) Flanker (advantage on attack rolls if ally also threatens target) Unarmed Damage 1d10 Whirlwind Attack (1/round, melee attack affects all adjacent enemies)

    Soulknife Subclasses
    Illumine Soul Pyrokineticist Soulbow
    2 can learn Cleric spells, Lay on Hands Bolt of Fire (gain Fire Bolt cantrip), Weapon Afire (can expend spell slot to sheathe weapon in fire) Mind Arrows (can make ranged weapons and ammo with Mind Blade, making ammo counts as part of attack)
    6 Positive Energy Conduit (can choose for Mind Blade to deal radiant damage; can make Psychic Strike damage radiant too) Fire Adaptation (resistance to fire) ???
    10 Aura of Courage Nimbus (can expend spell slot to gain fiery aura) Explosive Shot (can expend spell slot to add AoE damage to Mind Arrow attack)
    14 Cleansing Touch Fear no Fire (immunity to fire) Lucky (can reroll some attacks)
    18 ??? Unearthly Heat (your fire damage ignores resistance and treats immunity as resistance) Phase Shot (can expend spell slot to ignore cover)

    Wilder Subclasses
    Anarchic Initiate Flayerspawn Psychic Metamind Sangehirn
    1 Chaotic Surge (spells you cast while Surging may gain random benefits) gain mouth-tentacles during Surge Cerebremetamagic (can spend points from Font of Power to enhance spells), Font of Power (during Surge, gain points to spend) can learn Cleric spells
    5 Anarchic Grace (1/Surge, force enemy to reroll attack) ??? Overchannel (can spend HP in place of points from Font of Power) +1 HP per class level
    10 Clarity of Confusion (advantage on certain saves while Surging) ??? Free Casting 1/Surge (cast spell of up to 5th level without expending slot) Blessed Healer
    15 Chaotic Breach (while Surging, may cause enemy spells to go awry) ??? Free Casting 2/Surge resistance to bludgeoning, piercing, and slashing damage during Surge
    20 ??? ??? Free Casting 3/Surge during Surge, automatically recover HP every round (only if below half max HP?)

  2. - Top - End - #2
    Ogre in the Playground
     
    Maat Mons's Avatar

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    May 2018

    Default Re: Dumping out the cluttered contents of my head regarding psionics

    Ardent: Cleric archetype (renamed to Meditant)
    Divine Mind: merged into Ardent
    Lurk: merged into Psychic Rogue
    Psion: new base class
    • Egoist: skip?
    • Erudite: skip?
    • Kineticist: skip?
    • Nomad: Psion archetype (renamed to Elocator?)
    • Seer: Psion archetype (renamed to Percipient?)
    • Shaper: Psion archetype (renamed to Constructor?)
    • Telepath: Psion archetype
    Psychic Rogue: Rogue archetype (renamed to Psibond Agent)
    Psychic Warrior: Fighter archetype (renamed to War Mind)
    Soulknife: Rogue archetype
    Wilder: Sorcerer archetype (renamed to Metamind)

    Anarchic Initiate: merged into Wilder
    Arch Psion: skipped
    Balisteer: merged into Psychic Warrior
    Body Leech: skip?
    Cerebral Assassin: skipped
    Cerebremancer: skipped
    Chosen of Sardior: skipped
    Constructor: merged into
    Crystal Master: skip?
    Crystalsinger: skipped
    Diamond Dragon: skipped
    Diamond Warrior: merged into Fist of Zuoken
    Dread Champion: skipped
    Ebon Saint: merged into Psychic Rogue
    Ectopic Adept: merged into Shaper
    Elocator: merged into Nomad
    Fist of Zuoken: Monk archetype (renamed to Psionic Fist)
    Flayerspawn Psychic: Psion Archetype (renamed to Flayerspawn)
    Grim Psion: skipped
    Illithid Slayer: merged into Psychic Warrior
    Illumine Soul: merged into Ardent
    Iron Mind: merged into Psychic Warrior
    Meditant: merged into Ardent
    Metamind: merged into Wilder
    Mindknight: skipped
    Percipient: merged into Seer
    Planar Vanguard: skipped
    Psibond Agent: merged into Psychic Rogue
    Psionic Dragon Comrade: skipped
    Psion Uncarnate: Psion archetype (renamed to Uncarnate)
    Psychic Assassin: merged into Psychic Rogue
    Psychic Theurge: skipped
    Psychic Weapon Master: merged into Psychic Warrior
    Pyrokineticist: skip?
    Ruby Disciple: skipped
    Sanctified Mind: merged into Ardent
    Sangehirn: merged into Ardent
    Shadowmind: merged into Psychic Rogue
    Soulbow: merged into Soulknife
    Storm Disciple: skipped
    Thrallherd: skip?
    War Mind: merged into Psychic Warrior
    Zerth Cenobite: merged into Fist of Zuoken

  3. - Top - End - #3
    Ogre in the Playground
     
    Maat Mons's Avatar

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    May 2018

    Default Re: Dumping out the cluttered contents of my head regarding psionics

    I'm debating how many power points powers of each level should cost.

    I definitely don't want people to have to look up the costs on a table. So sorcery points are too complex to use as a model.

    The simplest possible cost structure would be for each power to cost a number of power points equal to its level. I like simple.

    If you tabulate how many pp/day you need to equate to the standard spell-slot system with that equivalence, what you come up with is:
    Level PP / Day
    1st 4
    2nd 6
    3rd 14
    4th 17
    5th 25
    6th 29
    7th 34
    8th 39
    9th 50
    10th 56
    11th 63
    12th 63
    13th 71
    14th 71
    15th 80
    16th 80
    17th 90
    18th 96
    19th 103
    20th 111

    Notice that, if you give manifesters a number of power points per encounter equal to their class level, that comes pretty close to 1/4th those values across the levels.



    4 to 1 is a fairly reasonable ratio for a short-rest resource relative to a long-rest resource.



    Obviously, a pool with a size equal to your class level that refreshes on a short rest invites comparison to ki points. And, in fact, psionics has a thematic connection to the monk class. So such a parallel might be desirable. It would actually be handy for the inevitable psionic monk subclass if power points and ki points were the same thing.

    One slight issue with using ki points as the 5e equivalent of power points is that there's already an established cost structure for spending ki points to cast spells. It is, unless I'm mistaken, a number of ki points equal to 1 + the spell's level.

    Another slight issue is that this hypothetical monk subclass would be a half-caster. So it shouldn't have as many ki points as a full caster. But, above I gave figures that would give a 20th-level psion the exact same number of ki points as a 20th-level monk.

    But, if we recalculate power points per day with this new cost structure in mind, we come up with different figures for power points per day:
    Level PP / Day
    1st 2
    2nd 3
    3rd 8
    4th 10
    5th 16
    6th 19
    7th 23
    8th 27
    9th 36
    10th 41
    11th 47
    12th 47
    13th 54
    14th 54
    15th 62
    16th 62
    17th 71
    18th 76
    19th 82
    20th 89

    Notice that, if you give full manifesters equal to twice their class level, that comes pretty close to 1/3rd those values across the levels.



    3 to 1 is also a fairly reasonable ratio for a short-rest resource relative to a long-rest resource.

    And this results in full manifesters having exactly twice as many ki points as monks, a half-manifester class.

  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: Dumping out the cluttered contents of my head regarding psionics

    I've been thinking on the number of spells known spontaneous casters (like psionicists) should have. I'm really not happy with the number of spells known given to Sorcerers and Warlocks.



    Compare with Clerics, Druids, and Wizards. Those classes each prepare a number of spells equal to their class level plus their ability modifier (and Clerics get their domain spells too). So that caps out at 25 spells prepared, at 20th level.

    Obviously, spells prepared are significantly more valuable that spells known, since the former give you the flexibility of changing them every day, while the latter do not. Since Bards, Sorcerers, and Warlocks are getting a less valuable resource, they should get more of it. But instead they get less.

    I can only conclude that Wizards hates Sorcerers and Warlock (and to a lesser extent Bards).



    Now compare with Arcane Trickster and Eldritch Knight. Both of those are "1/3rd casters," and cap out at 13 spells known.

    Remember that among classes that prepare spells, "full casters" add their full class levels to their number of spells prepared, and "half casters" add, appropriately enough, half their class levels to their number of spells prepared.

    What relationship, then do the classes that know, rather than prepare, spells have on their spells known? Do the "1/3rd" caster have, well, 1/3rd the spells known? Something in that general ballpark?

    Ha ha! No. They have about 85% of the spells known that Sorcerers and Warlocks have.



    I argue, then, that spontaneous casters should have significantly more spells known that prepared casters have spells prepared. That is, Bards, Sorcerers, Warlock, and psionicists should have substantially more than 25 spells known.

    Further, I argue that full casters should have in the neighborhood of 3x as many spells known as "1/3rd casters." That is, around 3x13=39 spells known. That's about 60% more spells known that prepared casters get spell prepared. That actually seems like a fairly reasonable compensation for losing the ability to change their spells every day.



    Full Manifester 1/2 Manifester 1/3rd Manifester
    1st 2 1 0
    2nd 4 2 1
    3rd 6 3 2
    4th 8 4 2
    5th 10 5 3
    6th 12 6 4
    7th 14 7 4
    8th 16 8 5
    9th 18 9 6
    10th 20 10 6
    11th 22 11 7
    12th 24 12 8
    13th 26 13 8
    14th 28 14 9
    15th 30 15 10
    16th 32 16 10
    17th 34 17 11
    18th 36 18 12
    19th 38 19 12
    20th 40 20 13

    Notice how I gave 1/3rd caster new spells known on all the levels where they don't gain more spell slots. So they're always either gaining new spell slots or new spells known. Something to look forward to every level, on the casting front.



    While I'm ranting, Arcane Trickster and Eldritch Knight both get to trade old spells for new (possibly higher-level) spells every class level. Since they gain access to new levels of spells ever 6 class levels, this gives them the opportunity to upgrade 6 spells known to their current highest level of spell they can cast before they gain access to a new level of spells, and have to repeat the process.

    So, at level 18, when Arcane Tricksters and Eldritch Knights are on the cusp of gaining access to 4th-level spells, they can have up to 9 of their spells known be 3rd-level spells, if they so desire.

    At level 7, when Sorcerers are on the cusp of gaining access to 4th-level spells, how many of their spells known can be 3rd level? The answer is 4, less than half what these other two casters get at the same level of mastery over magic.

    I think full casters with spells known should get a bump in how many spells they can exchange each level, to go along with the extra spells known I also think they should get.



    Full Manifester 1/2 Manifester 1/3rd Manifester
    Max Spells Replaced per Level 3 1 (odd-numbered levels)
    or 2 (even-numbered levels)
    1

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