|#1travis_uiApr 15, 2007 1:02:58||This is a version of the Master of the Unseen Hand (from Complete Warrior) modified for manifesters. The most obvious road block was of course the fact that in psionics, arcane telekinesis was split into three different powers. I'm concerned that the mechanic is somewhat clumsy or awkward, so opinions are welcome. I think overall this class ends up being more powerful than the original MotUH, but not enough to make it unbalanced, I don't think. I am, of course, biased in this regard so feedback would be good. Ultimately I think it could be agreed that the original MotUH was itself a very weak class (especially in the context of typical arcane PrCs) so in that sense an improvement on it isn't uncalled for. Additionally, the prereqs for entering this class are harder than for the MotUH, particularly considering that it requires the manifester to take all three powers associated with arcane telekinesis.|
Anyway, I'm really hoping for some additional feedback now that it's finished. Any opinions?
|#2brun01Apr 15, 2007 8:28:20||Very interesting. It reminds of the 2e power megakinesis...|
IMO, the class would be much more unique (unless you just prefer a psionic version of the master, then forget about it ) if instead you took a similar path to the thrallherd, making it ten levels, adding tk powers to the repertoire, making free augments, along with those cool augments you did.
|#3travis_uiApr 15, 2007 9:46:29||That's an interesting idea, I've never really considered what you could do with the class at a ten level progression. But in order to actually keep the current augments and allow for additional powers to be added by the class I think it'd have to sacrifice more than the two manifester levels sacrificed by the Thrallherd and it probably wouldn't be able to have the wild surge-like boost I gave this class. I'd like to get more feedback on this class in particular, it was designed with a particular build in mind, and I don't have room for a ten level version, but it's definitely something to think about.|
For a ten level version, though, do you think the augments could come in more gradually and end with a different capstone that is something more akin to megakinesis? That is, have a capstone ability that allows a manifester to lift substantially greater weight than others (like increasing the augmentation weight increments from 25 pounds/point to 100 pounds/point or something like that)? Given the rules for with and damage, if you put such a manifester in a boulder field it might be on the overpowered side. He'd be a siege engine unto himself...but it's a really cool idea...
Just for clarification, in case anyone wonders:
Originally when I put this together the level boost was just that, only a level boost. But then it occurred to me that the level boost for the arcane version is more effective because they get free scaling, that's why I threw in the wild surge-like effect. As for the capstone ability being so obviously and radically different from that of the MotUH, that capstone ability is worthless to a manifester. The arcane version of the spell requires that something thrown with the thrust function be targeted at something else, but there is no such language in the psionic version of telekinetic thrust. A psion can already just throw people straight up into the air.
|#4travis_uiApr 15, 2007 10:01:01||Edit: I added language to the capstone augmentation to clarify the actions involved with double targeting. Essentially when double targeting with telekinetic force each object can be moved as a single action of the appropriate type. So if you were using a standard action to maintain concentration on the power you could move them as part of that standard action, and again as your move action unless you chose to move yourself. Or if you're using sustained concentration and need only a move action to maintain the power, you could move the objects (in different directions if you so choose) as a move action (as you maintain the power) and still take a normal standard action.|
It's slightly more complicated when wielding two weapons. If neither weapon is moved then both can make a full attack as one full round action (so it wouldn't matter what kind of action was being used to concentrate on the power). However, if one weapon takes a move action, then neither weapon can make a full attack. Both weapons can still make at least one attack and a move, or a double move.
Does that make sense?
I also added the bit about animated weapons able to flank.