Pathfinder 1E Pathfinder Psionics (from Dreamscarred)

Personally, I don't like the whole visual effects to psychic powers thing. I'm not sure why a telepath needs to have glowing eyes, and have the earth rumble when he uses a power. I always liked the original psionics where they were hard to detect because there weren't physical displays.

This is something we've already addressed for 3.5 with High Psionics: Power Sources, which we'll probably incorporate into the base rules for Pathfinder Psionics.
 

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I'm a big fan of the soulknife, even though I always thought it was a bit underpowered.


My favorite thing is being able to customise the blade to different magic weapon properties, so more of that would be great. If you increased that progression it would give a small boost to both power and flexibility, and that may be all you need to keep it in line with other classes.

Also, Andreas shoot me an email sometime, I haven't heard from you in forever!
 

Just FYI, in case you haven't been following along with the discussions over at Dreamscarred Press, an Alpha version of the Psionic PrC - Cerebremancer is out.

Later this week, I expect to have an Alpha version of the Metamind and Pyrokineticist, as well. We're also hoping to have Alpha versions of the Wilder and Soulknife this week or next. And, we've also decided to include the Blue as a standard player race, rather than simply as a monster entry, and clean it up to eliminate the +1 LA that frustrated many players.
 



I'm entering the fray a little late, but I'd recommend a Spycraft Shadowforce Archer approach to psionics. Feats to gain access, then skill-based to manifest, as opposed to power points or "spell slots."
 

Following the monk (3.4ths Bab, full when using <class ability>) I think the HD should be d8, not d10, but other then that, I love the soulknife.
 

To reply to, um, myself:

I've given a deeper look into it, and I want to reiterate: I love the soulknife, as does anyone else I've linked it to. I can see how the HD is problematic - the skirmisher is staunchly HD8, I think, but the defender is very HD10...and striker is somewhere in between. That said, the vaguely potential HD is quite literally the only flaw I can find in it. I especially love the Twin Strike skill for how it makes a skirmisher type of character an actual skirmisher, and how it'll work with Spring Attack and some of the Pathfinder feats.

Two things stood out to me. Not really flaws, just...tidbits, I suppose? Both involve the On the Run skill.

1) It says you need at least one Striker skill. I assume it's a typo and is meant to read Skirmish? :p

2) From my understanding, it's essentially Shot on the Run/Spring Attack as one skill, but it does not qualify as the feat to unlock other feats or PrCs (which would admittingly be way too much, since those require dodge/mobility anyways). Just making sure I have that correct.
 

1. Most likely a typo. I'll double-check.

2. Correct, it doesn't count as Spring Attack for any prerequisite / requirements.
 

The biggest reason to NOT lower the Hit Die to D8 is in Pathfinder Design Philosophy. Wherever BAB has required a hit die to be raised, Pathfinder added - but in the few cases where it would have lowered the hit die (Barbarian, Dragon Disciple), it was retained. This goes very well with the "add to classes, do not detract" philosophy of the Pathfinder RPG as well as being reiterated by the many possible builds available for the Soulknife. While one CAN build a dedicated skirmisher, this is in no way the definite way to build your Soulknife - the reason for giving options is to give people the ability to define their OWN vision of the Soulknife, and most approaches to the class involves melee.
 

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