Hello all, I am back with a new class "fix". This is also being posted at the WotC Psionic Boards here: http://boards1.wizards.com/showthread.php?p=6307175#post6307175.
Well I have been looking at the Complete Adventurer’s “Daggerspell Mage” and noticed that the author suggests the following:
“Furthermore, in a campaign that includes psionics, the daggerspell mage makes an excellent class for psion/rogues. Simply change the arcane spellcasting requirements and progression to a similar psionic manifester level requirement and progression, and the daggerspell psion, the third branch of the of the Daggerspell Guardians, is ready for your campaign.”
However, my question is… Did the author actually know anything about Psionics when this statement was made? If you actually read the class, it is marginally useful for a psion at best. Lets look at the class abilities.
Daggercast: This basically grants two abilities:
1) A free Still Spell feat with no added spell level cost. This allows you to cast Somatic/Material spells with no hands free as long as you are holding daggers.
2) Deliver touch attacks via a dagger attack (but allowing either a melee touch attack (thus avoiding armor AC) or a standard melee attack).
Ok… Lets look at these.
1) Well Psions have no restrictions on holding objects and manifesting powers so this is a totally wasted ability. They do however have to make a Concentration check to manifest powers. This ability should reflect the ability to cast / manifest in the situation of being armed with both daggers (thus in combat). The feat that already exists to best reflect this would be Combat Manifestation.
2) The psionic system has very few DD powers and even less that are Touch attacks, and many of those are class specific. Thus this aspect of the power is of questionable value and you basically have to impose as part of the class that the entry class has a touch attack power known in the first place.
…..The total core of touch attacks are as follows:
* Destiny Dissonance (Seer 1)
* Destiny Dissonance (Seer 1)
* Dissolving Touch (Psychic Warrior 2)
* Empathic Transfer, Hostile (Telepath 3, Psychic Warrior 3)
* Psychic Vampire (Egoist 4, Psychic Warrior 4)
---
* Dissipating Touch (Psion/Wilder 1, Psychic Warrior 1)
* Feat Leech (Psion/Wilder 2, Psychic Warrior 2)
* Fuse Flesh (Psion/Wilder 6)
* Assimilate (Psion/Wilder 9)
Invocation of the Knife: This ability allows the user to change energy damage into slashing damage to overcome Energy Resistance.
However, very few psionic powers deal direct energy damage and most of those are limited to a specific class like the Kineticist and this is not supposed to be yet another Kineticist PrC. As is, the power doesn’t fit really fit a psion unless we impose, as part of the class entry, that they already have an energy attack power known in the first place or grant them an energy power. I think to balance the lack of real ability to utilize “Daggermanifest” the class could balance by granting an added power as well as requiring an energy power known.
Double Daggercast: This ability allows the caster to hold an instantaneous touch spell on their daggers until used. This works the same mechanically for a psion.
Arcane Infusion: This power is mechanically useless to a psion as it burns spell slots. Since this power is designed to only add +1d6 damage a limited number of times per day by decreasing spell casting ability and lasting based on spell level, we need to equate this to an equivalent power. Energy Ray is the equivalent 1d6 energy damage and is a 1st level power, the cost to use this ability should be based simply on level for PP.
Arcane Throw: This ability has 2 functions, granting ranged Daggercast as well as a mechanic to allow a failed attempt to be tried again instead of losing the spell. This can translate with a little work.
Daggerspell Flurry (Ex): This ability works but needs to be defined in psionic mechanic terms.
So with all that said, here is a take on what the real Daggerspell Psion should look like.
DAGGERSPELL PSION
Hit Die: d6
REQUIREMENTS
To qualify to become a Daggerspell Psion, a character must fulfill the following criteria.
Alignment: Any nonevil
Skills: Concentration 8 ranks
Feats: Weapon Focus (Dagger), Two-Weapon Fighting
Special: Manifester Level 5th
Special: Ability to manifest at least one touch attack power and at least one “Energy” power
CLASS SKILLS
The Daggerspell Psion’s class skills are: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival, Swim and Tumble.
Skill Points: 6+INT modifier
CLASS FEATURES
All of the following are class features for the Daggerspell Psion.
Weapon and Armor Proficiency: Daggerspell Psions gain no proficiency with any weapon or armor.
Daggermanifest (Ex): Daggerspell Psions seamlessly blend the use of their twin daggers with powerful psionic manifestation abilities. A daggerspell psion can manifest powers even when holding their daggers and engaged in melee combat gaining a +4 bonus on all Concentration checks made to manifest a power or use a psi-like ability. This bonus stacks with Combat Manifestation. If a daggerspell psion holds anything other than a dagger in each hand, they do not gain this Concentration bonus. Manifesting a power this way still provokes attacks of opportunity normally.
…..In addition, a daggerspell psion can deliver a touch power with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).
Manifestation of the Knife (Su): Beginning at 2nd level, daggerspell Psions develop a strong mystical connection between their psionic manifesting abilities and the daggers that they wield. The daggerspell psion adds to their powers known one additional power from the following list of options: Energy Bolt, Energy Burst, Energy Push, Energy Ray, or Energy Stun. The daggerspell psion can only choose a power of any level up to the highest-level power they can normally manifest. For example a Psychic Warrior 5 / Rogue 1 / Daggerspell Psion 2 could only choose to add Energy Push, Energy Ray or Energy Stun to their powers known since they can only manifest up to 2nd level powers.
…..Whenever a daggerspell psion manifests a psionic power that deals energy damage, they can turn half of the damage dealt by the power into psionic slashing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not effect a creature’s ability to resist the affected power with a saving throw or power resistance.
…..Using this ability does not require an action; its use is part of the action required to manifest the affected power. Only powers with a duration of instantaneous can be modified by this ability.
Powers Known: At every level indicated on the table, the daggerspell psion gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added daggerspell psion. They does not, however, gain any other benefit a character of that class would have gained (such as bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that they add the level of daggerspell psion to the level of whatever manifesting class they have, then determines power points per day, powers known, and manifester level accordingly. If the daggerspell psion had more than one manifesting class before they became a daggerspell psion, they must decide to which class they add the new level of daggerspell psion to, for the purpose of determining power points per day, powers known, and manifester level.
Sneak Attack (Ex): Beginning at 3rd level, a daggerspell psion deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30’. This damage increases to 2d6 at 6th level and 3d6 at 9th level. See the Rogue class feature description (p.50 Player’s Handbook. If a daggerspell psion gets a sneak attack bonus from another source, the bonuses on damage stack.
Double Daggermanifest (Ex): As a daggerspell psion advances in level, the connection between their manifesting abilities and their two-weapon fighting style strengthens. At 5th level and higher, the daggerspell psion can hold the charge for one touch power for each dagger that they are holding in their hands. They must designate which dagger holds each touch power at the time the power is manifested. If one of these daggers leaves the daggerspell psion’s hands, the power immediately discharges harmlessly (unless the dagger is thrown by a daggerspell psion with the Psionic Throw ability; see below).
Psionic Infusion (Su): At 7th level and higher, a daggerspell psion can infuse psionic power into their daggers, temporarily making enabling them to deal extra energy damage. To use this ability, the daggerspell psion must expend power points. The daggerspell psion chooses one dagger that they are holding and an energy type (Cold, Electricity, Fire or Sonic) when the ability is activated. The chosen dagger deals an added 1d6 points of damage of the chosen energy type. Activating this ability costs 1 Power Point and last for 1 round. For every additional 2 power points beyond the first that are expended (to a maximum of 17 PP and limited by manifester level), the effect lasts another round. Multiple uses of this ability on the same dagger do not stack, even if different energy types are chosen. If the dagger is thrown, the energy damage applies to that attack, but then the effect immediately dissipates. Using this ability is a swift action that does not provoke attacks of opportunity.
Psionic Throw (Ex): At 8th level and higher, a daggerspell psion can imbue psionic power into their thrown daggers, allowing them to deliver a touch power with a thrown dagger just as if they were making a melee attack. If the dagger hits the target, the touch power is discharged against the creature or object struck. If the dagger misses its intended target, the dagger returns to the daggerspell psion just before their next turn (as if it had the Returning special ability) and retains the spell just as if the daggerspell psion had missed with a melee attack.
Daggerspell Flurry (Ex): At 10th level, the daggerspell psion can blend manifesting with a flurry of dagger attacks. When using this ability, a daggerspell psion can quicken one power as part of a full attack with their daggers. Doing this does not cost the normal additional 6 power points, but the daggerspell psion must still expend their psionic focus. A daggerspell psion must make at least one melee attack in any round in which they use this ability, and they cannot make an attack with anything other than a dagger (although if a power manifested in conjunction with this ability requires an attack roll, they can still make the spell’s attack). A daggerspell psion can use this ability a number of times per day equal to their Dexterity modifier (minimum 1).
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Comments or Thoughts?
Well I have been looking at the Complete Adventurer’s “Daggerspell Mage” and noticed that the author suggests the following:
“Furthermore, in a campaign that includes psionics, the daggerspell mage makes an excellent class for psion/rogues. Simply change the arcane spellcasting requirements and progression to a similar psionic manifester level requirement and progression, and the daggerspell psion, the third branch of the of the Daggerspell Guardians, is ready for your campaign.”
However, my question is… Did the author actually know anything about Psionics when this statement was made? If you actually read the class, it is marginally useful for a psion at best. Lets look at the class abilities.
Daggercast: This basically grants two abilities:
1) A free Still Spell feat with no added spell level cost. This allows you to cast Somatic/Material spells with no hands free as long as you are holding daggers.
2) Deliver touch attacks via a dagger attack (but allowing either a melee touch attack (thus avoiding armor AC) or a standard melee attack).
Ok… Lets look at these.
1) Well Psions have no restrictions on holding objects and manifesting powers so this is a totally wasted ability. They do however have to make a Concentration check to manifest powers. This ability should reflect the ability to cast / manifest in the situation of being armed with both daggers (thus in combat). The feat that already exists to best reflect this would be Combat Manifestation.
2) The psionic system has very few DD powers and even less that are Touch attacks, and many of those are class specific. Thus this aspect of the power is of questionable value and you basically have to impose as part of the class that the entry class has a touch attack power known in the first place.
…..The total core of touch attacks are as follows:
* Destiny Dissonance (Seer 1)
* Destiny Dissonance (Seer 1)
* Dissolving Touch (Psychic Warrior 2)
* Empathic Transfer, Hostile (Telepath 3, Psychic Warrior 3)
* Psychic Vampire (Egoist 4, Psychic Warrior 4)
---
* Dissipating Touch (Psion/Wilder 1, Psychic Warrior 1)
* Feat Leech (Psion/Wilder 2, Psychic Warrior 2)
* Fuse Flesh (Psion/Wilder 6)
* Assimilate (Psion/Wilder 9)
Invocation of the Knife: This ability allows the user to change energy damage into slashing damage to overcome Energy Resistance.
However, very few psionic powers deal direct energy damage and most of those are limited to a specific class like the Kineticist and this is not supposed to be yet another Kineticist PrC. As is, the power doesn’t fit really fit a psion unless we impose, as part of the class entry, that they already have an energy attack power known in the first place or grant them an energy power. I think to balance the lack of real ability to utilize “Daggermanifest” the class could balance by granting an added power as well as requiring an energy power known.
Double Daggercast: This ability allows the caster to hold an instantaneous touch spell on their daggers until used. This works the same mechanically for a psion.
Arcane Infusion: This power is mechanically useless to a psion as it burns spell slots. Since this power is designed to only add +1d6 damage a limited number of times per day by decreasing spell casting ability and lasting based on spell level, we need to equate this to an equivalent power. Energy Ray is the equivalent 1d6 energy damage and is a 1st level power, the cost to use this ability should be based simply on level for PP.
Arcane Throw: This ability has 2 functions, granting ranged Daggercast as well as a mechanic to allow a failed attempt to be tried again instead of losing the spell. This can translate with a little work.
Daggerspell Flurry (Ex): This ability works but needs to be defined in psionic mechanic terms.
So with all that said, here is a take on what the real Daggerspell Psion should look like.
DAGGERSPELL PSION
Hit Die: d6
REQUIREMENTS
To qualify to become a Daggerspell Psion, a character must fulfill the following criteria.
Alignment: Any nonevil
Skills: Concentration 8 ranks
Feats: Weapon Focus (Dagger), Two-Weapon Fighting
Special: Manifester Level 5th
Special: Ability to manifest at least one touch attack power and at least one “Energy” power
CLASS SKILLS
The Daggerspell Psion’s class skills are: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival, Swim and Tumble.
Skill Points: 6+INT modifier
Code:
[b] Base
Class Attack SAVES
Level Bonus Fort Ref Will Special[/b]
1 +0 +0 +2 +2 Daggermanifest -----
2 +1 +0 +3 +3 Manifestation of the Knife +1 level of existing manifesting class
3 +2 +1 +3 +3 Sneak Attack +1d6 +1 level of existing manifesting class
4 +3 +1 +4 +4 ----- +1 level of existing manifesting class
5 +3 +1 +4 +4 Double Daggermanifest +1 level of existing manifesting class
6 +4 +2 +5 +5 Sneak Attack +2d6 +1 level of existing manifesting class
7 +5 +2 +5 +5 Psionic Infusion +1 level of existing manifesting class
8 +6 +2 +6 +6 Psionic Throw +1 level of existing manifesting class
9 +6 +3 +6 +6 Sneak Attack +3d6 +1 level of existing manifesting class
10 +7 +3 +7 +7 Daggerspell Flurry +1 level of existing manifesting class
CLASS FEATURES
All of the following are class features for the Daggerspell Psion.
Weapon and Armor Proficiency: Daggerspell Psions gain no proficiency with any weapon or armor.
Daggermanifest (Ex): Daggerspell Psions seamlessly blend the use of their twin daggers with powerful psionic manifestation abilities. A daggerspell psion can manifest powers even when holding their daggers and engaged in melee combat gaining a +4 bonus on all Concentration checks made to manifest a power or use a psi-like ability. This bonus stacks with Combat Manifestation. If a daggerspell psion holds anything other than a dagger in each hand, they do not gain this Concentration bonus. Manifesting a power this way still provokes attacks of opportunity normally.
…..In addition, a daggerspell psion can deliver a touch power with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).
Manifestation of the Knife (Su): Beginning at 2nd level, daggerspell Psions develop a strong mystical connection between their psionic manifesting abilities and the daggers that they wield. The daggerspell psion adds to their powers known one additional power from the following list of options: Energy Bolt, Energy Burst, Energy Push, Energy Ray, or Energy Stun. The daggerspell psion can only choose a power of any level up to the highest-level power they can normally manifest. For example a Psychic Warrior 5 / Rogue 1 / Daggerspell Psion 2 could only choose to add Energy Push, Energy Ray or Energy Stun to their powers known since they can only manifest up to 2nd level powers.
…..Whenever a daggerspell psion manifests a psionic power that deals energy damage, they can turn half of the damage dealt by the power into psionic slashing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not effect a creature’s ability to resist the affected power with a saving throw or power resistance.
…..Using this ability does not require an action; its use is part of the action required to manifest the affected power. Only powers with a duration of instantaneous can be modified by this ability.
Powers Known: At every level indicated on the table, the daggerspell psion gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added daggerspell psion. They does not, however, gain any other benefit a character of that class would have gained (such as bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that they add the level of daggerspell psion to the level of whatever manifesting class they have, then determines power points per day, powers known, and manifester level accordingly. If the daggerspell psion had more than one manifesting class before they became a daggerspell psion, they must decide to which class they add the new level of daggerspell psion to, for the purpose of determining power points per day, powers known, and manifester level.
Sneak Attack (Ex): Beginning at 3rd level, a daggerspell psion deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30’. This damage increases to 2d6 at 6th level and 3d6 at 9th level. See the Rogue class feature description (p.50 Player’s Handbook. If a daggerspell psion gets a sneak attack bonus from another source, the bonuses on damage stack.
Double Daggermanifest (Ex): As a daggerspell psion advances in level, the connection between their manifesting abilities and their two-weapon fighting style strengthens. At 5th level and higher, the daggerspell psion can hold the charge for one touch power for each dagger that they are holding in their hands. They must designate which dagger holds each touch power at the time the power is manifested. If one of these daggers leaves the daggerspell psion’s hands, the power immediately discharges harmlessly (unless the dagger is thrown by a daggerspell psion with the Psionic Throw ability; see below).
Psionic Infusion (Su): At 7th level and higher, a daggerspell psion can infuse psionic power into their daggers, temporarily making enabling them to deal extra energy damage. To use this ability, the daggerspell psion must expend power points. The daggerspell psion chooses one dagger that they are holding and an energy type (Cold, Electricity, Fire or Sonic) when the ability is activated. The chosen dagger deals an added 1d6 points of damage of the chosen energy type. Activating this ability costs 1 Power Point and last for 1 round. For every additional 2 power points beyond the first that are expended (to a maximum of 17 PP and limited by manifester level), the effect lasts another round. Multiple uses of this ability on the same dagger do not stack, even if different energy types are chosen. If the dagger is thrown, the energy damage applies to that attack, but then the effect immediately dissipates. Using this ability is a swift action that does not provoke attacks of opportunity.
Psionic Throw (Ex): At 8th level and higher, a daggerspell psion can imbue psionic power into their thrown daggers, allowing them to deliver a touch power with a thrown dagger just as if they were making a melee attack. If the dagger hits the target, the touch power is discharged against the creature or object struck. If the dagger misses its intended target, the dagger returns to the daggerspell psion just before their next turn (as if it had the Returning special ability) and retains the spell just as if the daggerspell psion had missed with a melee attack.
Daggerspell Flurry (Ex): At 10th level, the daggerspell psion can blend manifesting with a flurry of dagger attacks. When using this ability, a daggerspell psion can quicken one power as part of a full attack with their daggers. Doing this does not cost the normal additional 6 power points, but the daggerspell psion must still expend their psionic focus. A daggerspell psion must make at least one melee attack in any round in which they use this ability, and they cannot make an attack with anything other than a dagger (although if a power manifested in conjunction with this ability requires an attack roll, they can still make the spell’s attack). A daggerspell psion can use this ability a number of times per day equal to their Dexterity modifier (minimum 1).
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Comments or Thoughts?
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