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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Green Ronin variant Psychic Warrior (comments welcome)
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<blockquote data-quote="Geron Raveneye" data-source="post: 1572461" data-attributes="member: 2268"><p>Hmhmmm, looks really nice, especially like the take on the combat styles to give different flavours to different Psi Knights. <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><p></p><p>About the points you raised...one thing is that I wouldn't count every raise in defense, or lowering of attack penalty, concerning the deflection ability as a separate ability gain. It's more that the Psychic Warrior deepens his training in an ability he already has, instead of gaining a new one. And at a certain level, that additional +1 is a nice little bonus, but nothing to get all yippie skippie about <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>The d10 is needed so he can soak the strain for his stunts better. I don't give them Psychic Energy Points. They just go tired as any other Psychic, it just takes them a little longer. But it's more dangerous for them, because they should be more in the middle of combat than a true Psychic. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>The fact that the first few levels give a high density of abilities is, in my eyes, kinda set off by the fact that the focus is pretty limited. At 1st level, you get 1 talent feat that gives you access to one skill, and one bonus feat (which can <strong>not</strong> be a talent feat, by the way), and the next talent feat is fixed also. After that, the Psychic Warrior gains one bonus talent feat, and that's it. All the other bonus feats are either combat feats, or psychic or metapsychic feats. if he wants more talents, he's got to pay with his character feats for them. So, in a way, he might be a bit frontloaded, but he can do his job from level 1, while his abilities deepen, but don't spread too much at higher levels.</p><p></p><p>Of course, there's nobody keeping a player from just taking the first few levels for the "boost", and then go warrior or something...nothing except the campaign flavour of the class, which varies with each GM. <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=":)" /> Thing is, I'm going to attach an Order of Psychics on the psychic classes, that trains Psychic Warriors as bodyguards/diplomats, and they won't like someone popping in and out of the class just for the juice of it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>But, Khaalis...thanks for answering on my two threads <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 1572461, member: 2268"] Hmhmmm, looks really nice, especially like the take on the combat styles to give different flavours to different Psi Knights. :) About the points you raised...one thing is that I wouldn't count every raise in defense, or lowering of attack penalty, concerning the deflection ability as a separate ability gain. It's more that the Psychic Warrior deepens his training in an ability he already has, instead of gaining a new one. And at a certain level, that additional +1 is a nice little bonus, but nothing to get all yippie skippie about ;) The d10 is needed so he can soak the strain for his stunts better. I don't give them Psychic Energy Points. They just go tired as any other Psychic, it just takes them a little longer. But it's more dangerous for them, because they should be more in the middle of combat than a true Psychic. :] The fact that the first few levels give a high density of abilities is, in my eyes, kinda set off by the fact that the focus is pretty limited. At 1st level, you get 1 talent feat that gives you access to one skill, and one bonus feat (which can [b]not[/b] be a talent feat, by the way), and the next talent feat is fixed also. After that, the Psychic Warrior gains one bonus talent feat, and that's it. All the other bonus feats are either combat feats, or psychic or metapsychic feats. if he wants more talents, he's got to pay with his character feats for them. So, in a way, he might be a bit frontloaded, but he can do his job from level 1, while his abilities deepen, but don't spread too much at higher levels. Of course, there's nobody keeping a player from just taking the first few levels for the "boost", and then go warrior or something...nothing except the campaign flavour of the class, which varies with each GM. :) Thing is, I'm going to attach an Order of Psychics on the psychic classes, that trains Psychic Warriors as bodyguards/diplomats, and they won't like someone popping in and out of the class just for the juice of it ;) But, Khaalis...thanks for answering on my two threads :D [/QUOTE]
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Green Ronin variant Psychic Warrior (comments welcome)
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