SnowleopardVK
First Post
In the current campaign I'm running the majority of my group is new to pathfinder (one completely new to RP, one with a little 2e experience, one with RP experience, but not with d20, and one who does know the system). Since most of them are new, or new-ish, as am I to being a GM, I like to give them situations that will make use of rules they've never used before. For example I made a giant slug monster try to crawl on top of and eat the cleric so that they'd get to try out grapple rules, and they got attacked by a bat swarm so they could see a bit of how swarm-traits work.
I've been giving them lots of varying situations like that so they can try out many different aspects of the rules, and I plan to give them many more of such situations in future sessions. One thing in particular, is Psionics.
Now... I don't intend to actually bring anything majorly psionic into play for several sessions, since I'm new to it as well, and that whole set of rules seems relatively daunting for me as a GM to learn. Eventually though I intend for them to fight a Blue who commanded some goblins that they fought earlier.
I also wouldn't mind if I could test it out a bit before the arrival of the Blue by using some minor psionic monsters. I've been considering having the necromancer that the party is currently hunting fall under the control of a puppeteer for example partially because a puppeteer seemed like perhaps the simplest psionic thing I could possibly introduce (and partially because a puppeteer wouldn't seem entirely out of place/thrown in in the dungeon where the necromancer has made his lair). Heck I might even be able to do a neat subplot with Phrenic Scourges once the party gets higher in level.
Less about the future plot planning though. For now I just wanted to ask what the major basics that I should make sure I know about psionics are?
I've been giving them lots of varying situations like that so they can try out many different aspects of the rules, and I plan to give them many more of such situations in future sessions. One thing in particular, is Psionics.
Now... I don't intend to actually bring anything majorly psionic into play for several sessions, since I'm new to it as well, and that whole set of rules seems relatively daunting for me as a GM to learn. Eventually though I intend for them to fight a Blue who commanded some goblins that they fought earlier.
I also wouldn't mind if I could test it out a bit before the arrival of the Blue by using some minor psionic monsters. I've been considering having the necromancer that the party is currently hunting fall under the control of a puppeteer for example partially because a puppeteer seemed like perhaps the simplest psionic thing I could possibly introduce (and partially because a puppeteer wouldn't seem entirely out of place/thrown in in the dungeon where the necromancer has made his lair). Heck I might even be able to do a neat subplot with Phrenic Scourges once the party gets higher in level.
Less about the future plot planning though. For now I just wanted to ask what the major basics that I should make sure I know about psionics are?
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