Psionics: Psion and 211 powers converted from Pathfinder

Off the top of my head, Time Stop lasts 1d4+1 rounds. That's a decent middle ground, I think.
Time stop's duration is "Instantaneous". It lets you take a few extra turns immediately. It does not require the caster to count 3 rounds during the normal initiative.
I think attaching timeless body to intellect fortress is the right way to go anyways - it's nearly the same power, but far less useful due to the action cost of using it before something bad happens. A 7th, 8th, or 9th level power (not sure where I'd place it yet) that stops all damage for 1 round is within reason imo.


I wouldn't move it, and I personally (usually) don't allow dipping into flavour-heavy classes like psion anyway, so I don't care all that much. In the end, level 1 or level 2 does not make a huge difference in my book, since for me the game starts at 3 anyway :).
Agreed on the level 3 factor, though not everyone does the same thing. In the end Temporal Acceleration is on the edge for 1 level dips, but I don't think it is any worse than some of the ones I listed above.

Temporal Shift:
I'll try to come up with some wording for this feature today.
 

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So the first level Egoist feature gives you Metamorphosis, which you cannot actually manifest until level 3 because it is a 2nd level power and costs 3psi points to manifest, is that intentional? As the other 1st level feature only gives you the 13+dex AC of the draconic sorcerer but not the exra Hp per level, that makes the Egoist kinda lacking until lv 3 in my opinion.

Regarding Astral construct I think its nice that is a Shaper exclusive feature. However If you so choose I wouldn't object to it being available to all psions, because the Shaper is the one who can make best use of it anyways by way of their 1th, 14th and 20th level feature. Regarding Ectoplasmic protection I too think it would be best to model based on the abjurers ward.
 

Changes 26th of September:

Powers:

  • Astral Construct is available to all Psions. Reduced the amount of enhancements by 1, still need to reduce the the challenge just slightly. Not sure on the number of enhancements. I now do 0, 1, 1, 2, 2, 3, 3, 4, 4.
  • Metamorphosis is available to all Psions. Increased the augment cost to 3 points which is equivalent to another 2nd level power. Augmentation gives the effect of another 2nd level power so it makes sense. I've added burrow as an option when manifested with 5 psi points (3rd level). Slightly worried about this power providing too much for 1 concentration so I'd appreciate some feedback.
  • Timeless Body absorbed into Intellect Fortress as a 7 point augment (10 points total - 7th level). It can also include the allies augment for 13 points total (9th level).
  • Circumstance Shield now is concentration, up to 1 hour and grants advantage on all initiative checks. Loosely based on UA mystic's "Seize the Initiative"
  • Precognition can now also add a d4 to ability checks to cover Precognition, tactical. Plus it makes sense that it would help on ability checks too

Psion:

  • Moved Constructor's Call (Shaper 14th) to 1st level - it gives astral construct power if you don't know it and lets you choose an additional enhancement.
  • Ectoplasmic Protection (Shaper 6th) now matches the arcane ward model.
  • I need to add a 14th level feature for Shaper (in place of Constructor's Call). I'd prefer to not have it related to Astral Construct to diversify the archetype a bit.
  • Thicken Skin (Egoist 1st) now adds 1 hp per level as dragon sorc.
  • Metabolic Healing (Egoist 6th) heal for psi points instead of psi points rounded down. So 1 less healed per power than Ectoplasmic Protection because it heals you, not just the ectoplasm.

I will need to re-format the power list, but I'm adding the Soulknife/Psychic Warrior powers within the next day so I'll leave 2 pages with some blank space for now.

Is egoist still too weak? Seems comparable at 1st.

Let me know if you have any thoughts on Metamorphosis and a 14th level Shaper feature.
 
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This option would render the psion only able to cast 1 6th, 7th, or 8th power per short rest.

That is not the intention. 3 6th or 3 7th or 3 8th really makes no huge difference as the real powerhouses are 9th level powers or powers augmented to 9th level.

And if they decide to manifest 3 8th level powers that's 11 points each or 33 points total - that's 1/4 of their whole daily budget.

Balancewise, three level 8 powers seems fine. And it works out about the same. Casting three of them in one battle, but once per long rest, works out roughly comparable to one per battle, but per several short rests. One is more nova-ey, the other more persistent in days with many combats. They seem roughly equal.

Not a big deal. To say, an 11-point can be cast once, twice, thrice, tends to be effectively the same thing as having spell slots. Timing it by short rests helps reduce this feeling.

Since the number of slots increase every two levels, the additional slot at level 17, and at level 19, seems intuitive enough. But the sixth slot at level 20 seems irregular. Maybe stick with five times at level 19, and keep 20 separate for a cool cap stone. Five 11-point castings might already be strong.


Also at the level-17 tier, one 13-point slot seems unavoidable, given the concern about balance.



In any case, since the two paragraphs relate to limitations about using points, they can move to the next section in the following way.



PSI LIMIT
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a psionic power. The limit is based on your psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, you can spend no more than 3 psi points on a power each time you use it, no matter how many psi points you have.
Powers that you manifest using 9 or more psi points (6th-level and higher) are taxing. After manifesting such a power, you must finish a long rest before you can do so again. The number of powers you can manifest using 9 or more psi points before a long rest increases to two when you reach 13th level, three when you reach 15th level, four when you reach 17th level, five when you reach 19th level, and six when you reach 20th level.
Powers that you manifest using 13 psi points (9th level) are particularly taxing. After manifesting such a power, you must finish a long rest before you can do so again.
 

Incidentally, I notice the official point progression is roughly equivalent to.

At level-1 apprentice tier:

• Points ≈ Level x4

However, once reaching the level-5 professional tier, and continuing thru the level-11 master tier, and the level-17 legend tier, all of the point progression suddenly becomes:

• Points ≈ Level x6


Flavorwise, the jump in points might reflect a kind of enlightenment breakthru at that level.

A smooth progression by level helps points feel simpler and more intuitive.
 

I will need to re-format the power list, but I'm adding the Soulknife/Psychic Warrior powers within the next day so I'll leave 2 pages with some blank space for now.

Is egoist still too weak? Seems comparable at 1st.

Let me know if you have any thoughts on Metamorphosis and a 14th level Shaper feature.

I'm really curious, are planning on making the psychic warrior a full class? because I think it could work as a fighter archeytpe. And what about the soulknife (my favorite psionic class), I think it has better potenial for full class, perhaps on the chassis of the paladin?

Regarding the Egoist I think its now comparable at 1st with the draconic sorcerer, and thats fine, I like that be it because of of bonus AC, HP and regeneration is the most durable of the psion archetypes, as it should be in my opinion
 
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I'm not 100% sure what direction I'll go, but after looking over the Soulknife and the Psychic Warrior they are nearly the exact same class if you use the Gifted Blade archetype for Soulknife.

  1. Soulknife has a mind blade or mind bolts to form weapons, Psychic warrior has Claws of the Beast and Bite of the Wolf to form weapons
  2. Soulknife has psychic strike and blade skills to add damage to attacks, Psychic warrior has Dissolving Weapon, Freezing Sting, Proximity Strike, Repositioning Strike, Shocking Strike, Sonic Blast, etc to add damage to attacks. Both of these features are incredibly similar to Paladin smites.

The main core components of each class (the 2 options above) are in both classes. So based on that I am now combining them into their own separate 5th level manifesting class (I may go for 6th if the powers are really necessary, but it doesn't seem so).
Soulknife with Psychic Warrior as it's own class is what I'm working on now. It's somewhat based on the Paladin chasis. I'm not sure what direction to go with psychic strike and the special weapons. I really do like the scaling and them always being an option instead of only picking a few. It also makes it much easier than a bonus action cast power which prevents TWF, GWM, or PAM. Psychic Strike is limited to once per turn so it should be fine (imo, divine smite should be too). I originally created Soulknife as a Fighter archetype, but am scratching that concept in favor of this.
I want the class to work with all normal weapons types (2 handed, TWF, S&B, Ranged) and the natural weapons as well (with claws working a bit like TWF, but with claws).

As it stands I envision Blade Skills as some kind of situational boost or permanent boost and Psychic Strike as the attack enhancers.

I have no idea on the archetypes. I really don't think the class should be split up based on the PF Psychic Warrior paths as those basically say "What weapon do you want to use?" By 5e design that's poor design and by description the Soulknife is very versatile so I think that would be a mistake. So any advice there is appreciated. I'll need some higher level features as well once I figure out the archetypes and how best to add flavor and options to the class.

I started adding the powers to the same Psionic Powers sheet with the list at the top and the new ones at the bottom (Strike Powers likely to go away as the strikes will either be blade skills or part of psychic strike).

This is all very beginning stages.

I still need to finish off the Psion's 14th level feature for metacreativity and adjust the astral construct down a bit.
 
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September 28th changes:

Powers:

  • Biofeedback renamed Inertial Barrier and is at 4th level (matches PF for that power). Resistance to b,p,s matches Stoneskin at level 4.
  • Oak Body moved to 5th level as a result of above
  • Danger Sense moved to 2nd level to match find traps, though it is expanded a bit:
    You sense the presence of danger within range that is within line of sight. Danger, for the purpose of this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable. Thus, the power would sense an area affected by the alarm spell, a glyph of warding, a mechanical pit trap, a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
    You have advantage on Wisdom (Perception) checks to find traps, Intelligence (Investigation) to understand how they work, and advantage on Dexterity saving throws to avoid their effects.
  • Misty Step renamed Dimension Slide as that's what it's called in PF and the fluff fits better.


Soulknife:

  • Rebalanced Psychic Strike options psi point costs based on the level of spells with similar effects. (Generally 1 lower across the board).

So for example a 5th Soulknife could expend 1 psi point for damage and 2 psi points to potentially knock the target prone. Or 2 psi points for damage and 1 for thundering to knock it back.
 

I've looked at the powers again. Hope this proofreading is useful.Generally: I knowthis is a conversion, but some of the power names feel off. Some spells justdon't work with the sciencey psionic feel. I haven't mentioned all of them. Idon't know if it's worth changing this (tradeoff: one has no idea what acertain power does).

  • Alienation: typo in the title (alientation)
  • Amethyst Burst: should have duration instantaneous
  • Bane: the name isn't very psionic. Also, the spell has a Charisma saving throw instead of Wisdom.
  • Barrage: only ranged or also melee attacks?
  • Body equilibrium: I think affecting 10 creatures should cost 2 extra psi points
  • Call to Mind: have to use the new result, or can choose either?
  • Cleanse Body: " Some Possible conditions can be blinded, deafened, paralyzed, or poisoned." Are these all the possible conditions?
  • Control Sound: This is strictly more versatile than silence (by a lot). Is that desired?
  • Death Urge: state pp cost
  • Deja Vu: duration would be 1 round, not instantaneous? It affects the creature on its next turn, I suppose.
  • Dispatch: ... weapon attack...?
  • Dragon's Breath: Should it be d6 for the augmentation? Also, the table says damage T8pe and Dracon Scale.
  • Ectoplasmic Shambler: "The fog spreads around corners and is heavily obscured" - the area is heavily obscured?
  • Empathic Conncetion: Should have a range other than self.
  • Empathic Transfer: You're supposed to choose one of the options?
  • Far Hand: 1h duration vs 1min mage hand. Intentional?
  • Fated Future: The sentences are all mixed up. Also, giving advantage on all ability checks and attack rolls for 1 minute to three creatures seems pretty strong for a third level power. I don't know what I'd replace it with. Maybe less targets, with an augment for more?
  • Friends: It's horrible as a cantrip, so I suppose it's not any worse as a talent. Wrong place to change the design, I suppose.
  • Corrosive Aura: Appears at the end of 'G', by mistake (also appears under 'C').
  • Hidden Body: The touched should be willing.
  • Inevitable Strike: Copying true strike? (Where does the 30 ft range come from?) Anyway, true strike is useless as it is, perhaps this talent can be made useful ("Choose a creature you can see within 30 feet of you. That creature has advantage on its next attack roll.") Or lose the concentration. Something.
  • Microcosm: How is anyone supposed to die of starvation if it lasts 10 minutes (with a save every minute on top of that)?
  • Psychic Crush: Stunne d for how long? Also, it should an Int saving throw (this looks like a single-target version of psionic blast). Also, psionic blast, augmented by 2 points, does 4d6 +stun until the start of next turn in a whole 30-foot cone, so I have a feeling that Psychich Crush should offer some oomph here. Longer stun duration?
  • Telekinesis: Should have a duration.
  • Telekinetic Wave: Should have a duration.
  • Ultrablast: Should have a duration. "ending the effect on a success"? Also, compare with augmented Psionic blast: 30-foot cone, 7d6(!) damage, half damage on a save. I suppose if the duration of ultrablast is something like Concentration, up to 1 minute, that's okay.
 

Thanks for the continued feedback!

Alienation: fixed typo
Amethyst Burst: fixed duration
Bane: As you mentioned there is a tradeoff between psionic name and understanding. I could rename it false future after the PF name. Charisma is really the wrong save for Bane. See Saving Throws Fix to see all the spells and features that target Charisma. The only thing that makes sense is that Bane is some kind of curse, but it's an enchantment spell so that makes no sense. (bestow curse is necromancy)
Thoughts on name?
Barrage: Barrage is only ranged. It's equivalent to swift quiver in 5e and follows the PF source to only do ranged.
Body equilibrium: changed to 2 psi points augment to match water walk
Call to mind is the second result - added words to clarify.
Control Sound: Silence has no impact on psionic power manifestation. That said I removed the ability to target an area and cleaned up the wording.
Death Urge: added pp cost.
Deja Vu: 1 round, like command, is more accurate, ya.
Dispatch: Cleaned up wording and made it 1 weapon attack.
Dragon's Breath: fixed typos and changed 1d8 to 1d6
Ectoplasmic Shambler: fixed "The sphere spreads around corners, and its area is heavily obscured."
Empathic Connection: 30 feet added to match charm person and the PF power.
Empathic Transfer: Added words to clarify to choose one.
Far Hand: Changed to 1 minute duration
Fated Future: This is basically a stronger Bless/Bane, but doesn't affect saving throws and the bane side targets 1 creature. Bane/Bless average +/-2.5 on each roll. Advantage is worth about +4 or +5, depending on normal success rate (math). But this version doesn't affect bounded accuracy as the maximum rolls are still the same. Bane can affect up to 3 enemies and hurts saving throws while this can only affect 1. The current power level feels about right except maybe the bless part. This definitely shouldn't affect saving throws as the ability to lock down a creature would be rather high. Thoughts?
Friends: Never the wrong place to change the design. True Strike is also not good and I had inevitable strike as a bonus for a bit, but that's just too much for rogue and other cases. I'm more than happy to fix broken spells/powers. Any ideas?
Corrosive Aura: Oh god.. I have to reformat it again.. blaaaaaah. Removed it from G for now.
Hidden Body: Added willing
Inevitable Strike: Removing the need for a target (forgot to change range to self) is actually a decent buff. It can now be used before combat and has a use in that scenario. In that scenario Concentration should remain otherwise you have a buff going and then inevitable strike the round before combat. We really don't want to go back to pre-combat buffing of 3.X
Microcosm: I removed the save the other day, but forgot to update the power. Microcosm is an example of my uncertainty of what to do with save or die powers. I'm not a huge fan of the save or lose combat spells in 5e (Banishment, Otiluke's Resilient Sphere, Forcecage, etc). However I think Imprisonment is a good example to follow. I'll change the duration to "Until dispelled". Should be ok as they wake up if they take damage or someone shakes them awake.
Psychic Crush: Added 1 minute and a save after each round. Psionic Blast may be a bit strong - I'm unsure on that one. See Microcosm for my feelings on save or die/lose.
Telekinesis: Added duration to match 5e spell.
Telekinetic Wave: Added duration to match 5e spell tsunami.
Ultrablast: Cleaned up wording. This shouldn't have a duration unless Psionic Blast does... hmm... Added concentration, up to 1 minute to both Psychic Crush and Ultrablast. Left Psionic Blast as Instantaneous as it only lasts 1 round. Let me know your thoughts.

Feel free to mention all the power names that don't work for you.
 

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