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*Dungeons & Dragons
Psionics: Psion and 211 powers converted from Pathfinder
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<blockquote data-quote="Kryx" data-source="post: 6899519" data-attributes="member: 6670944"><p>You're right, conjure spells are 1 minute. I will change the Astral Construct to match.</p><p></p><p>You're right that the elemental can turn hostile, but that's only true for the <em>Conjure Elemental</em> spell. <em>Conjure Fey</em> (6th level spell) summons friendly beasts of Challenge 6. With <em>Conjure Fey</em> I can summon a Mammoth.</p><p></p><p><strong>Mammoth:</strong> Challenge 6, 126 HP, 13 AC. <u>+10 to hit</u> for either 25 or 29 damage. Prone if the Mammoth charges</p><p><strong>Astral Construct (6th level):</strong> Challenge 6, 127 HP, 17 AC, condition immunities. <u>+7 to hit</u> for about 32 damage per turn if both hit. Enhancements for either more damage or utility.</p><p></p><p>Conjure Celestial is garbage and not worth using as a comparison. (7th level for a Challenge 4). It is mainly used for the spells.</p><p>Conjure Animals, Conjure Minor Elementals, and Conjure Woodland Beings are all trash when used to conjure the maximum challenge creatures. If you look at guides for these they always recommend abusing the lower level slots.</p><p></p><p>Conjure Animals (3rd), Conjure Minor Elementals (4th), and Conjure Woodland Beings (4th) can be used to add 1,000 XP to a combat (8 * CR 1/4 = 400 multiplied by 2.5 as they are a gang gives us 1,000)</p><p>Astral Construct (4th) can be used to add 1,100 XP to a combat.</p><p></p><p>Based on Conjure Elemental (ignoring the losing control as I'd say that is more rare) and Conjure Fey the current Power Level = Challenge is decently balanced. Even looking at it like that I wonder if the power could be used by all Psions and not just one archetype.</p><p>I did make the 8th and 9th level higher CRs as those level of powers are really really strong so it has to be slightly stronger by comparison (8th level astral is a CR 9 and 9th level astral is a CR 11).</p><p></p><p>Now, all of that said: I'm probably on the high end of the balance. Adding lots of HP soak and mediocre damage can have huge value. Especially with the utility granted by the enhancements. I could perhaps lower the challenge by 1. Thoughts?</p><p></p><p></p><p></p><p></p><p>I altered Psicrystal to remove climb, increase flying speed, replaced blindsight with darkvision (fits more the golem style instead of animated armor. Psicrystal has a personality so it's more like a golem). I think the Psicrystal would be fine without the bonus HP for fusion. Fusion giving around 30 hp is a pretty bad buff anyways, so perhaps it isn't worth keeping that usage? Thoughts?</p><p></p><p></p><p></p><p></p><p>Great! Thanks for the feedback. My player and I liked the straight psi points version more as well.</p><p></p><p></p><p>So, add exhaustion after the first power using 13 power points? Something like:</p><p></p><p>"Powers that you manifest using 9 or more psi points (6th-level and higher) are particularly taxing. You can use psi points to manifest one power using 9 or more psi points. You can't manifest another such power until you finish a long rest.</p><p></p><p>The number of powers you can manifest using 9 or more psi points 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.</p><p></p><p><strong>Powers that you manifest using 13 psi points (9th level) are especially taxing. For every additional power you manifest using 13 psi points, you gain a level of exhaustion.</strong>"</p><p></p><p>Added the part in bold. The wording isn't 100% clear. Maybe you have a suggestion to clean it up?</p><p></p><p></p><p></p><p>According to <a href="https://docs.google.com/document/d/1YVapC-VhuKDQ5vx4T2go8v4HdY6vX7U_FUA-IEn_yrM/edit#" target="_blank">Mind Over Everything: A Pathfinder Psion Handbook</a> the <em>Timeless Body</em> power is pretty mediocre: "<span style="color: #FF8C00"><strong>Timeless Body</strong></span> - Make yourself invulnerable for a round. Only you. Disable the thing that is attacking you and save more than just yourself."</p><p></p><p>I don't think it's too bad. It could be useful to prevent a sure death. Though I'm not sure it's even worth learning the power. The goal of the conversion was to maintain the flavor of the becoming invulnerable to damage and powers and buffing it so it lasts up to 1 minute instead of 1 round and buffing it so that you also cannot be pushed away, pushed prone, hit by a monster's ability that can stun you, but isn't a power/spell.</p><p></p><p>Why do you think it's too powerful? Would this actually be a power you choose over other powers? What situation would it be too strong for?</p><p>The main argument against would be the ability to walk through lava or utility type situations.</p></blockquote><p></p>
[QUOTE="Kryx, post: 6899519, member: 6670944"] You're right, conjure spells are 1 minute. I will change the Astral Construct to match. You're right that the elemental can turn hostile, but that's only true for the [I]Conjure Elemental[/I] spell. [I]Conjure Fey[/I] (6th level spell) summons friendly beasts of Challenge 6. With [I]Conjure Fey[/I] I can summon a Mammoth. [B]Mammoth:[/B] Challenge 6, 126 HP, 13 AC. [U]+10 to hit[/U] for either 25 or 29 damage. Prone if the Mammoth charges [B]Astral Construct (6th level):[/B] Challenge 6, 127 HP, 17 AC, condition immunities. [U]+7 to hit[/U] for about 32 damage per turn if both hit. Enhancements for either more damage or utility. Conjure Celestial is garbage and not worth using as a comparison. (7th level for a Challenge 4). It is mainly used for the spells. Conjure Animals, Conjure Minor Elementals, and Conjure Woodland Beings are all trash when used to conjure the maximum challenge creatures. If you look at guides for these they always recommend abusing the lower level slots. Conjure Animals (3rd), Conjure Minor Elementals (4th), and Conjure Woodland Beings (4th) can be used to add 1,000 XP to a combat (8 * CR 1/4 = 400 multiplied by 2.5 as they are a gang gives us 1,000) Astral Construct (4th) can be used to add 1,100 XP to a combat. Based on Conjure Elemental (ignoring the losing control as I'd say that is more rare) and Conjure Fey the current Power Level = Challenge is decently balanced. Even looking at it like that I wonder if the power could be used by all Psions and not just one archetype. I did make the 8th and 9th level higher CRs as those level of powers are really really strong so it has to be slightly stronger by comparison (8th level astral is a CR 9 and 9th level astral is a CR 11). Now, all of that said: I'm probably on the high end of the balance. Adding lots of HP soak and mediocre damage can have huge value. Especially with the utility granted by the enhancements. I could perhaps lower the challenge by 1. Thoughts? I altered Psicrystal to remove climb, increase flying speed, replaced blindsight with darkvision (fits more the golem style instead of animated armor. Psicrystal has a personality so it's more like a golem). I think the Psicrystal would be fine without the bonus HP for fusion. Fusion giving around 30 hp is a pretty bad buff anyways, so perhaps it isn't worth keeping that usage? Thoughts? Great! Thanks for the feedback. My player and I liked the straight psi points version more as well. So, add exhaustion after the first power using 13 power points? Something like: "Powers that you manifest using 9 or more psi points (6th-level and higher) are particularly taxing. You can use psi points to manifest one power using 9 or more psi points. You can't manifest another such power until you finish a long rest. The number of powers you can manifest using 9 or more psi points 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. [B]Powers that you manifest using 13 psi points (9th level) are especially taxing. For every additional power you manifest using 13 psi points, you gain a level of exhaustion.[/B]" Added the part in bold. The wording isn't 100% clear. Maybe you have a suggestion to clean it up? According to [URL="https://docs.google.com/document/d/1YVapC-VhuKDQ5vx4T2go8v4HdY6vX7U_FUA-IEn_yrM/edit#"]Mind Over Everything: A Pathfinder Psion Handbook[/URL] the [I]Timeless Body[/I] power is pretty mediocre: "[COLOR=#FF8C00][B]Timeless Body[/B][/COLOR] - Make yourself invulnerable for a round. Only you. Disable the thing that is attacking you and save more than just yourself." I don't think it's too bad. It could be useful to prevent a sure death. Though I'm not sure it's even worth learning the power. The goal of the conversion was to maintain the flavor of the becoming invulnerable to damage and powers and buffing it so it lasts up to 1 minute instead of 1 round and buffing it so that you also cannot be pushed away, pushed prone, hit by a monster's ability that can stun you, but isn't a power/spell. Why do you think it's too powerful? Would this actually be a power you choose over other powers? What situation would it be too strong for? The main argument against would be the ability to walk through lava or utility type situations. [/QUOTE]
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