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Clarifying some rules from Psionics Unleashed/PF Core
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<blockquote data-quote="paradox42" data-source="post: 5715156" data-attributes="member: 29746"><p>First off, I'm not sure how you can claim to be running a PF game without even having the PF Core Rulebook on hand to check. Do you have the PDF or something? While I sympathize with the boredom coming from reading lots of rules text, the GM <strong>is</strong> supposed to be fairly rules-savvy under most circumstances- at the very least you'd need to be for arguing with rules-lawyer players (and munchkins, who usually masquerade as rules lawyers, but only when it benefits them- sounds like your psionics player is a munchkin).</p><p></p><p>I'm fairly familiar with the Psionics Unleashed rules, fortunately- my own world that I've been updating from 3.5 to PF features psionics heavily, and a player in the PF game I play in every week is running an Elan Psion (plus, he's a power-gamer type himself, and loved psionics under 3.5- so watching him gives me an excellent view of the loopholes in the rules as they stand).</p><p></p><p>The teleportation ability is specific to the Nomad, the specialist in the Psychoportation Discipline. It's a Discipline power the character gets at 2nd level. Rules text below:</p><p></p><p></p><p>So yes, he can teleport at will, short distances. It is a nice power- but the psionic focus is a potential achilles heel. Psionic focus is a state that a psion has to spend like a coin to activate certain abilities, particularly Metapsionic feats like Empower Power or Enlarge Power. If your Psion has any Metapsionic feats, watch him like a hawk to be sure he doesn't use a Metapsionic feat and then teleport using the Nomad Step (he has to spend a full-round action to regain psionic focus before he can teleport again). If he has the Psionic Meditation feat, then he can regain psionic focus as a move action, but he would have to have taken that feat at 5th level since it has 4 ranks in Autohypnosis as a prerequisite.</p><p></p><p>IME, munchkins love to abuse this aspect of the psionics rules with GMs who don't know the difference, and use their psionic focus in more situations than it should properly be available to them. Be sure you track the status of his carefully- because he can't teleport when he's not focused.</p><p></p><p>Also, Stream already hit the fact that the house-rule you made is being abused- fortunately, as GM you can change it. Just explain that your old ruling was an experiment, and it's not working out well in game, so now the rules are going back to the base.</p><p></p><p>As for the planar portals, he's making the power sound better than it is- the only thing (by the rules) that he <em>could</em> be talking about is the 3rd-level Nomad Discipline power <em>Astral Caravan</em>. It doesn't create a portal; what it does is create astral bodies which allow the manifester and the creatures touched to go through the plane as if using the <em>Astral Projection</em> spell. The trouble with <em>Caravan</em> is, it has a manifestation time of 1 hour, and the manifester can't just take anybody along- every creature he brings with for the trip has to be under the effect of the <em>Astral Traveler</em> power first. Now, he could in fact have that power also, and use it on the other PCs before using <em>Caravan</em>; however, <em>Traveler</em> also has a manifestation time of 1 hour, so what he's proposing to do there is spend 1 hour per non-psionic PC and then another hour after that to bring them all along- and during that time they have to hold hands the entire time or the potential caravan breaks.</p><p></p><p>Regarding the telekinesis, he is again engaging in "creative" interpretations of what the power actually says. If he's moving stuff with his mind, then the power he's using must be <em>Telekinetic Force</em>, which is also a 3rd-level power. That allows him to move an object weighing up to 250 pounds, not 250 pounds per level. And if he uses it to move a creature, the creature gets a Will save and Power Resistance against it. Now, the power does have an augment, which means he can spend more power points to activate it and get a better effect, but the augment is 25 extra pounds per extra power poijnt spent- and he has to spend above the power's base cost to get that. Since the power is a 3rd-level power, he has to spend 5 PP to manifest it at all, and that means he can't augment it because he's only 5th level (you're limited to spending no more than your current level on any one power manifestation). Now, he could have the Overchannel feat (most players interested in making seriously powerful psionic PCs do), but if he does, then that only lets him get <strong>one</strong> more PP in that power, and he takes 1d8 points of damage (that he can't block) if he uses that.</p><p></p><p>So, at 5th level, the best he can do is move up to 250 pounds, or up to 275 if and only if his character has the Overchannel feat and he takes 1d8 points of damage when he manifests the <em>Telekinetic Force</em> power. And spends the extra power point, too; don't forget to watch his PP expenditure.</p><p></p><p>Stream already noted the mistake with the way the glaive works, so I won't touch on that myself except to pile on and say he's correct. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="paradox42, post: 5715156, member: 29746"] First off, I'm not sure how you can claim to be running a PF game without even having the PF Core Rulebook on hand to check. Do you have the PDF or something? While I sympathize with the boredom coming from reading lots of rules text, the GM [B]is[/B] supposed to be fairly rules-savvy under most circumstances- at the very least you'd need to be for arguing with rules-lawyer players (and munchkins, who usually masquerade as rules lawyers, but only when it benefits them- sounds like your psionics player is a munchkin). I'm fairly familiar with the Psionics Unleashed rules, fortunately- my own world that I've been updating from 3.5 to PF features psionics heavily, and a player in the PF game I play in every week is running an Elan Psion (plus, he's a power-gamer type himself, and loved psionics under 3.5- so watching him gives me an excellent view of the loopholes in the rules as they stand). The teleportation ability is specific to the Nomad, the specialist in the Psychoportation Discipline. It's a Discipline power the character gets at 2nd level. Rules text below: So yes, he can teleport at will, short distances. It is a nice power- but the psionic focus is a potential achilles heel. Psionic focus is a state that a psion has to spend like a coin to activate certain abilities, particularly Metapsionic feats like Empower Power or Enlarge Power. If your Psion has any Metapsionic feats, watch him like a hawk to be sure he doesn't use a Metapsionic feat and then teleport using the Nomad Step (he has to spend a full-round action to regain psionic focus before he can teleport again). If he has the Psionic Meditation feat, then he can regain psionic focus as a move action, but he would have to have taken that feat at 5th level since it has 4 ranks in Autohypnosis as a prerequisite. IME, munchkins love to abuse this aspect of the psionics rules with GMs who don't know the difference, and use their psionic focus in more situations than it should properly be available to them. Be sure you track the status of his carefully- because he can't teleport when he's not focused. Also, Stream already hit the fact that the house-rule you made is being abused- fortunately, as GM you can change it. Just explain that your old ruling was an experiment, and it's not working out well in game, so now the rules are going back to the base. As for the planar portals, he's making the power sound better than it is- the only thing (by the rules) that he [I]could[/I] be talking about is the 3rd-level Nomad Discipline power [I]Astral Caravan[/I]. It doesn't create a portal; what it does is create astral bodies which allow the manifester and the creatures touched to go through the plane as if using the [I]Astral Projection[/I] spell. The trouble with [I]Caravan[/I] is, it has a manifestation time of 1 hour, and the manifester can't just take anybody along- every creature he brings with for the trip has to be under the effect of the [I]Astral Traveler[/I] power first. Now, he could in fact have that power also, and use it on the other PCs before using [I]Caravan[/I]; however, [I]Traveler[/I] also has a manifestation time of 1 hour, so what he's proposing to do there is spend 1 hour per non-psionic PC and then another hour after that to bring them all along- and during that time they have to hold hands the entire time or the potential caravan breaks. Regarding the telekinesis, he is again engaging in "creative" interpretations of what the power actually says. If he's moving stuff with his mind, then the power he's using must be [I]Telekinetic Force[/I], which is also a 3rd-level power. That allows him to move an object weighing up to 250 pounds, not 250 pounds per level. And if he uses it to move a creature, the creature gets a Will save and Power Resistance against it. Now, the power does have an augment, which means he can spend more power points to activate it and get a better effect, but the augment is 25 extra pounds per extra power poijnt spent- and he has to spend above the power's base cost to get that. Since the power is a 3rd-level power, he has to spend 5 PP to manifest it at all, and that means he can't augment it because he's only 5th level (you're limited to spending no more than your current level on any one power manifestation). Now, he could have the Overchannel feat (most players interested in making seriously powerful psionic PCs do), but if he does, then that only lets him get [B]one[/B] more PP in that power, and he takes 1d8 points of damage (that he can't block) if he uses that. So, at 5th level, the best he can do is move up to 250 pounds, or up to 275 if and only if his character has the Overchannel feat and he takes 1d8 points of damage when he manifests the [I]Telekinetic Force[/I] power. And spends the extra power point, too; don't forget to watch his PP expenditure. Stream already noted the mistake with the way the glaive works, so I won't touch on that myself except to pile on and say he's correct. :) [/QUOTE]
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