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*Dungeons & Dragons
Psionics: Psion and 211 powers converted from Pathfinder
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<blockquote data-quote="Stunning Serendipity" data-source="post: 6899713" data-attributes="member: 6810710"><p>#1 as an augment sounds good. I would do it as a reaction "when you are subject to any effect", not just damage.</p><p></p><p>I went through the psion document more carefully. Disclaimer: since I really like this approach to the psion, I'm nitpicking in order to make it as good as possible.</p><p></p><p>* Typos in Power Mastery: "You must expend <em>a</em> psi points as normal." + Missing full stop at the end.</p><p>* Seer, The Third Eye: Is this supposed to refresh on a long rest, or short or long rest? It only says "rest".</p><p>* Seer, Clairtangent Hand: Should not count against number of talents known.</p><p>* Shaper and Egoist, Astral Construct and metamorphosis: There's actually no way to learn these powers without being a shaper or egoist. I suppose this is for eventual multiclassing-compatibility? Should probably state that these do not count against your maximum of powers known.</p><p>* Shaper, Ectoplasmic Protection: This is essentially encounter-length disadvantage on all attacks when you use metacreativity powers, which will probably happen quite often. I have a feeling that this is too strong. The fluff makes this seem since it would work more or less like Arcane Ward. Perhaps make the mechanics similar to Arcane Ward (with different numbers) instead?</p><p>* Kineticist, Overchannel. Typography: The damage seems to have 'l' instead of '1' in the second instance. Also, you should specify that this does not affect talents (part of the errata for the PHB evoker).</p><p>* Kineticist, Energetic Recharge: should specify that it's at 20th level.</p><p>* Nomad, Temporal Acceleration: Fine, by itself. Really dangerous for multiclassing, but that's perhaps not so important to consider.</p><p>* Nomad, Greater Temporal Acceleration: You can only use this once per round anyway, since it requires a reaction to use, so the restriction is unnecessary.</p><p>* Nomad, Temporal Shift: Really cool ability, but this needs some explanation. What happens to the creature while it is on the astral plane? This may need to be clarified. It does not age while it is there, only when it comes back. So this is a save or die for human-aged species, but more or less an inconvenience for elves. Okay, fine. What about other needs, does the creature need to eat, drink, sleep, defecate, et cetera for the time it is on the astral? If yes, then it kills anything that needs to eat. If not, does it follow story mechanics, as in: the creature is starving but alive when it comes back? Is it conscious during its stay? If yes, will it go mad from essentially being sensory-deprived, or at least stationary in a cloud of swirling colours, for decades? EDIT: Also, is the creature incapacitated while 'trapped', or can it take an action to free itself, e.g. by planeshifting?</p></blockquote><p></p>
[QUOTE="Stunning Serendipity, post: 6899713, member: 6810710"] #1 as an augment sounds good. I would do it as a reaction "when you are subject to any effect", not just damage. I went through the psion document more carefully. Disclaimer: since I really like this approach to the psion, I'm nitpicking in order to make it as good as possible. * Typos in Power Mastery: "You must expend [I]a[/I] psi points as normal." + Missing full stop at the end. * Seer, The Third Eye: Is this supposed to refresh on a long rest, or short or long rest? It only says "rest". * Seer, Clairtangent Hand: Should not count against number of talents known. * Shaper and Egoist, Astral Construct and metamorphosis: There's actually no way to learn these powers without being a shaper or egoist. I suppose this is for eventual multiclassing-compatibility? Should probably state that these do not count against your maximum of powers known. * Shaper, Ectoplasmic Protection: This is essentially encounter-length disadvantage on all attacks when you use metacreativity powers, which will probably happen quite often. I have a feeling that this is too strong. The fluff makes this seem since it would work more or less like Arcane Ward. Perhaps make the mechanics similar to Arcane Ward (with different numbers) instead? * Kineticist, Overchannel. Typography: The damage seems to have 'l' instead of '1' in the second instance. Also, you should specify that this does not affect talents (part of the errata for the PHB evoker). * Kineticist, Energetic Recharge: should specify that it's at 20th level. * Nomad, Temporal Acceleration: Fine, by itself. Really dangerous for multiclassing, but that's perhaps not so important to consider. * Nomad, Greater Temporal Acceleration: You can only use this once per round anyway, since it requires a reaction to use, so the restriction is unnecessary. * Nomad, Temporal Shift: Really cool ability, but this needs some explanation. What happens to the creature while it is on the astral plane? This may need to be clarified. It does not age while it is there, only when it comes back. So this is a save or die for human-aged species, but more or less an inconvenience for elves. Okay, fine. What about other needs, does the creature need to eat, drink, sleep, defecate, et cetera for the time it is on the astral? If yes, then it kills anything that needs to eat. If not, does it follow story mechanics, as in: the creature is starving but alive when it comes back? Is it conscious during its stay? If yes, will it go mad from essentially being sensory-deprived, or at least stationary in a cloud of swirling colours, for decades? EDIT: Also, is the creature incapacitated while 'trapped', or can it take an action to free itself, e.g. by planeshifting? [/QUOTE]
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