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Psionics: Psion and 211 powers converted from Pathfinder
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<blockquote data-quote="Kryx" data-source="post: 6906488" data-attributes="member: 6670944"><p>Thanks for the continued feedback!</p><p></p><p><strong>Alienation</strong>: fixed typo</p><p><strong>Amethyst Burst</strong>: fixed duration</p><p><strong>Bane</strong>: 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 <a href="https://docs.google.com/spreadsheets/d/17ZeFuwQVvb9DsMseUU8Pb0KxDU7sizhmebp-U7FuzLY/edit#gid=1184726076" target="_blank">Saving Throws Fix</a> 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)</p><p>Thoughts on name?</p><p><strong>Barrage</strong>: Barrage is only ranged. It's equivalent to <em>swift quiver</em> in 5e and follows the <a href="http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/b/barrage" target="_blank">PF source</a> to only do ranged.</p><p><strong>Body equilibrium</strong>: changed to 2 psi points augment to match water walk</p><p><strong>Call to mind</strong> is the second result - added words to clarify.</p><p><strong>Control Sound</strong>: Silence has no impact on psionic power manifestation. That said I removed the ability to target an area and cleaned up the wording.</p><p><strong>Death Urge</strong>: added pp cost.</p><p><strong>Deja Vu</strong>: 1 round, like command, is more accurate, ya.</p><p><strong>Dispatch</strong>: Cleaned up wording and made it 1 weapon attack.</p><p><strong>Dragon's Breath</strong>: fixed typos and changed 1d8 to 1d6</p><p><strong>Ectoplasmic Shambler</strong>: fixed "The sphere spreads around corners, and its area is heavily obscured."</p><p><strong>Empathic Connection</strong>: 30 feet added to match charm person and the PF power.</p><p><strong>Empathic Transfer</strong>: Added words to clarify to choose one.</p><p><strong>Far Hand</strong>: Changed to 1 minute duration</p><p><span style="color: #333333"><strong>Fated Future</strong>: 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 (<a href="http://andrewgelman.com/2014/07/12/dnd-5e-advantage-disadvantage-probability/" target="_blank">math</a>). 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?</span></p><p><span style="color: #333333"><strong>Friends</strong>: 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?</span></p><p><span style="color: #333333"><strong>Corrosive Aura</strong>: Oh god.. I have to reformat it again.. blaaaaaah. Removed it from G for now.</span></p><p><span style="color: #333333"><strong>Hidden Body</strong>: Added willing</span></p><p><span style="color: #333333"><strong>Inevitable Strike</strong>: 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</span></p><p><span style="color: #333333"></span><strong>Microcosm</strong>: 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.</p><p><strong>Psychic Crush</strong>: 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.</p><p><strong>Telekinesis</strong>: Added duration to match 5e spell.</p><p><strong>Telekinetic Wave</strong>: Added duration to match 5e spell tsunami.</p><p><span style="color: #333333"><strong>Ultrablast</strong>: 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.</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">Feel free to mention all the power names that don't work for you.</span></p></blockquote><p></p>
[QUOTE="Kryx, post: 6906488, member: 6670944"] Thanks for the continued feedback! [B]Alienation[/B]: fixed typo [B]Amethyst Burst[/B]: fixed duration [B]Bane[/B]: 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 [URL="https://docs.google.com/spreadsheets/d/17ZeFuwQVvb9DsMseUU8Pb0KxDU7sizhmebp-U7FuzLY/edit#gid=1184726076"]Saving Throws Fix[/URL] 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? [B]Barrage[/B]: Barrage is only ranged. It's equivalent to [I]swift quiver[/I] in 5e and follows the [URL="http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/b/barrage"]PF source[/URL] to only do ranged. [B]Body equilibrium[/B]: changed to 2 psi points augment to match water walk [B]Call to mind[/B] is the second result - added words to clarify. [B]Control Sound[/B]: Silence has no impact on psionic power manifestation. That said I removed the ability to target an area and cleaned up the wording. [B]Death Urge[/B]: added pp cost. [B]Deja Vu[/B]: 1 round, like command, is more accurate, ya. [B]Dispatch[/B]: Cleaned up wording and made it 1 weapon attack. [B]Dragon's Breath[/B]: fixed typos and changed 1d8 to 1d6 [B]Ectoplasmic Shambler[/B]: fixed "The sphere spreads around corners, and its area is heavily obscured." [B]Empathic Connection[/B]: 30 feet added to match charm person and the PF power. [B]Empathic Transfer[/B]: Added words to clarify to choose one. [B]Far Hand[/B]: Changed to 1 minute duration [COLOR=#333333][B]Fated Future[/B]: 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 ([URL="http://andrewgelman.com/2014/07/12/dnd-5e-advantage-disadvantage-probability/"]math[/URL]). 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? [B]Friends[/B]: 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? [B]Corrosive Aura[/B]: Oh god.. I have to reformat it again.. blaaaaaah. Removed it from G for now. [B]Hidden Body[/B]: Added willing [B]Inevitable Strike[/B]: 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 [/COLOR][B]Microcosm[/B]: 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. [B]Psychic Crush[/B]: 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. [B]Telekinesis[/B]: Added duration to match 5e spell. [B]Telekinetic Wave[/B]: Added duration to match 5e spell tsunami. [COLOR=#333333][B]Ultrablast[/B]: 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.[/COLOR] [/QUOTE]
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