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#*psi dice
thisisnotthenerd · 16 days
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ok so i clarified otohan's build for myself
she's a 20th level psi warrior fighter base, and the backpack lets her use echo knight abilities. this all tracks--4 attacks, 2 action surges, 12 psionic power dice (+1 if regained on a bonus action) at a d12, and the ability to manifest two echoes at once. i'm going to guess that she uses two-weapon fighting based on the damage rolls from her offhand weapon. plus 3 legendary actions that she could use to attack with either weapon, dash, psi-powered leap (80 ft), telekinetic control (2 actions, move target 30 ft in a direction of her choice), and 3 legendary resistances.
if they hadn't immediately dealt with the backpack she could have been flashing all over the battlefield, 10 attacks each in the turns that she used action surge, 6 otherwise, split across multiple opponents or targeted to one. given her place in initiative, this could have been a full massacre before she went exaltant if she had hit the casters and healers first, instead of chetney. she had the movement for it.
speaking of that: she regained both action surges and presumably all of her psi power dice, gained resistance to all damage, and a +3 bonus to AC. I'm guessing the state was triggered by a damage threshold. i'm willing to bet that if she didn't have the health potion they might have gotten her down within the round, assuming the threshold is 1/4 of the total or something like that, and the 66 she got back brought her back over half.
on the other hand, even given the multiple deaths and 1 permadeath, bell's hells really worked hard on this one. ashton and fearne using the shards and doing big damage. fcg keeping the party up with 2 mass cure wounds and a revivify. laudna debuffing with bane and getting damage in with the eldritch blasts. imogen getting the backpack off. orym using bait and switch to defend imogen and overall being a tiny tank. chet dying, coming back, and still going around to get imogen up. so many crits. fcg's hail mary.
they got her now, so there's no more shadow assassinations, and they won't be splitting attention when they come back to kill ludinus.
good riddance.
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roserysttrpggarden · 6 months
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Homebrew Class design For Dummies: Part 4: Class Resources
Hi there~! Hope you're having a lovely day. Welcome to the fourth-edition of Homebrew Class Design for Dummies, if you haven't read part 1, 2 and 3 click the links there. But in case you're new here, this is a series of write up i've decided to write to help anyone who wants to make a custom class for Fifth-Edition.
What is a Class Resource.
A class recourse, as the name implies is a resource pool that the player has to keep track off as they play that class. The most obvious example of this is Monks Ki points and Sorcerers Sorcery points,. Though these can also show up in other, much smaller ways. such as Channel Divinity on clerics and Lay on Hands for paladins.
If you don't wanna come up with an entirely new resource pool, then you can also look to other resources, such as spell slots, hit points or even hit dice as your classes resource if you really want too.
The Monk Problem
An issue that can come up with class-specific resource pools is that your class needs to expend it to do just about anything, this is most obviously showcased by 5e's Monk. Monk has several problems I might make a write-up on in the future, but for now i'll go over its Ki feature.
Monk has a resource known as KI, you gain an amount of ki points equal to your monk levels, which you regain on a short or long rest. You use your Ki points to fuel the following: Flurry of Blows, Patient Defense, Step of The Wind, Deflect Missiles (To make an attack roll) Stunning Strike, Diamond Soul (To reroll a saving throw) and Empty Body. If you include the optional class features then you also can include Ki-Fueled Attack, Quicken healing and Focused-Aim. That's 7-10 features. Now add also add on top of that how you have very limited ki in actual play (1st-12th-level) and that you don't have a way to reliable recover Ki mid-fight, it leads to an overall bad play experience, no one likes to operate at half capacity for most of the adventuring day.
Solutions
An obvious solution to the monk problem is to give them a way to regenerate their resource in the midst of combat, maybe your class can regain their specific resource by dropping a creature to 0-hit points, or after a critical hit. Or maybe they can spend an action to recover spent uses of their resource. Though if you plan to use the former, make sure you put a CR cap so the player can't punch a couple rats to regain their resource. That's called the "Bag of Rats' If you're curious. Keep how your resource is used because a way to easily recover it might not always work depending on the class.
Using a Class Resource
Okay, so your class has a resource pool they need to manage, sweet. But now you have to figure out how your class uses said resource, is it used to amplify your classes existing feature similar to sorcery points or superiority dice? Or is it used to create new effects. Generally what your classes resource does should be used to enforce the playstyle you envision. Say for example you want your class to be a healer, allow them to heal and cleanse effects using said feature.
while this might seem obvious to some, your classes special resource should also be incorporated in some way into their subclasses, otherwise stick to PB times per day or X modifier times per day. Which nicely segways me onto:
Tracking
Something to look out for when making a class with a resource pool is making sure there isn't too much tracking involved. An immediate example that comes to mind is the UA Mystic, which could gain up to 71 psi point at the highest levels. Which is an issue cause no where else in D&D do you have to track that, but unlike Lay on Hands, it's not like you're tracking an even number either (5 per level) the result is that it becomes cumbersome to constantly look back at the document or your sheet to track how many you have. Another example of which is the Psionic Soul Sorcerer, which added a second resource in the form if PSI Dice to the Sorcerers kit, which leads to confusion since you're juggling two big pools at once.
In general it's a good idea to limit tracking where you can, you can even make your classes main resource unlimited use, which yes would require more to keep balanced, but it'll go a long way in making your class easy to pick up and play.
Summary
To summarize the points of this write up, when making a class resource you should:
Figure out how the resource pool manifests. (Points, die, etc)
Make sure it fits within your classes overall themes and playstyle.
Keep tracking as limited as you can (Or want)
Experiment with it
The Avatar
Last but not least, I will give a little update on the Avatar. Since I last posted I decided to scrap the radiance die because simply put, I couldn't think of how to make them interesting to use without treading too much on other features, much less how to incorporate them into subclass progression. And personally, epithets feel much more like an avatar thing than the radiance dice ever did.
In exchange. Avatars that reach 6th-level can now cause an epithet to ascend, which reads as follows:
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The idea behind it is that if you have an epithet you really enjoy using, you can have it ascend and cause it to become stronger. It's also meant to help keep the epithets viable as you gain levels in this class, an example of this is the Mighty epithet, where if you cause it to ascend, as shown here:
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Holy hell, I am so sorry for taking this long on the series. I got caught up with other projects + reworking the avatar itself, so this ended up being put on the backburner until now. Hopefully I can get the next entry: Subclasses out in a timely manner, but we shall see.
But that's all I have for today, make sure to like + share my content if you enjoy, have a nice day, go out and make some homebrew.
Homebrew Class design For Dummies: Part 1: The Foundation
Homebrew Class design For Dummies: Part 2: Getting Started
Homebrew Class design For Dummies: Part 3: Finishing the base class
Guide to Balancing Classes
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kits-foragings · 8 months
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Subclasseptember 2023, Day 10 - Psion Artificer
Psychic powers through the use of funky gadgets!
Full disclosure, this one might be a bit undertuned; was dealing with some personal stuff, so apologies in advance.
This one takes a lot of inspiration from the Psi Warrior and Soulknife, particularly in the use of Psionic Dice to fuel abilities. Hopefully we get to see more of that in official stuff.
Beyond that, most of the features are more about fitting the vibe of psychic powers, so hopefully it came out ok.
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theopteryx · 11 months
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been slammed with rl work recently so not much time for drawing, but here’s a recent one of my angry little pc enzo, a psi-knight/barbarian multiclass. i’ve felt a little bored with some fighter builds in the past but i’ve absolutely loved enzo. his vicious greatsword (extra damage on a crit) + barbarian rage + action surge + multi-attack + sentinel feat + great weapon fighting where i get to reroll low damage dice PLUS the extra psi abilities he has makes him absolute mayhem in close combat. and all the telekinesis class abilities give him a lot of both RP flavor and opportunities to help outside of combat or deflect attacks inside of combat, and that’s just been a hoot. he puts on a tough front but he feels things very much (scary!! dangerous!!) and is in a mutual crush situation with another pc which i have never played through in a campaign so we’ll see what happens!!
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grailfinders · 7 months
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Grailfinders #325: Zenobia
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today on Grailfinders we’re building the proud queen of Palmyra, Zenobia! she’s a Psi Warrior Fighter to keep a couple ballistae on your shoulders at all times, as well as a Zealot Barbarian to make them shoot lasers! and also so you can fight in literally almost nothing at all, nothing at all, nothing at all…
check out her build breakdown below the cut, or her character sheet over here!
next up: Cinderella, ella, ella! ay! ay! ay!
Ancestry & Background
Zenobia’s a human, specifically a Palmyrene (yes I did have to look that up), but it seems the only thing FGO really knows or cares about her history is the siege and the sadomasochism, so we’re going to make her a little Stensian to help toughen her up. she’s under siege by romans, they’re under siege by vampires, it’s practically the same thing tbh. she gets +1 Strength and Charisma, as well as a Daunting presence for free proficiency in Intimidation. yes… that’s why she’s dressed like that. of course. she’s also Tough, so she gets a free +2 bonus HP per level!
you’re also a noble, so that’s some proficiency in history and persuasion! history’s always a freebie for servants, and good golly can you be persuasive! or maybe just distracting?
ability scores
your highest score is gonna be constitution, you got a guts, your whole schtick is how ya like not quittin, it just makes sense. after that is dexterity- you can wear heavy armor, but your whole thing is not doing that. also, even though you use a sword most of the time people might want a lil archery in their archer build. third up is strength, bc we need it for multiclassig and also bc you smack people around with a sword most of the time. your charisma is also pr good, bc again, distracting. that means your intelligence is a lil low, i know royals probably had tutors and all that, but it’s not needed for the build. that means we’re dumping wisdom! do I really need to explain why fighting people while chained up is an unwise decision? (also you straight up slept through a combat encounter? wild.)
class levels
1. Fighter 1: okay, we know zenny doesn’t use her heavy armor that often, but it’s still something she can do, so we need to start as a fighter to make it happen. speaking of stuff we can do, unarmed fighting! it’s a fighting style that’ll make your punches and kicks do up to a d8 of damage! you actually don’t use your sword all that often, it’s kind of weird…
you can also spend a bonus action to heal with a second wind once a short rest! healing helps you not die, and not dying helps you win a siege! basic maths.
you get proficiency with Strength and Constitution saves, plus Acrobatics and Insight to tell whether or not this weird princess idol can be trusted.
2. Barbarian 1: okay, enough of that nonsense, we need to get naked, now. thankfully, with Unarmored Defense you can do that without turning it into a death sentence by adding your constitution to your AC. furthermore, you can Rage once you’ve psyched yourself up enough to deal extra damage with strength-based attacks, have advantage on strength saves and checks, and you resist physical damage for up to a minute as long as you aren’t wearing heavy armor and keep fighting.
3. Fighter 2: okay, now that we’re nakie, let’s get back to getting those shoulder-mounted guns! at second level, a fighter can action surge for a second action in a single turn once a short rest! that’s like, twice as many attacks as before!
4. fighter 3: a level three you finally become a psi warrior, so now you can float up some crossbows to keep on hand! these shots are represented by psionic dice- you get two times your proficiency bonus in psi dice per day, and you can also recharge one die per short rest. you can use these in three ways- you can spend them on a protective field to further reduce damage, or you can float an object with telekinetic movement. for the latter, the first time is free, so just don’t let your crossbows fall and you’re good! mechanically it’s a lot less of a headache to just say they’re there, and add extra damage with psionic strikes, dealing a psionic die of damage to someone you’ve attacked this turn. it says this has to be immediately after you attack, but I’d let you walk away first, really get that “samurai slices up an enemy and sheathes her sword” vibe goin.
5. barbarian 2: at level two a barbarian can make reckless attacks, giving yourself advantage on all melee attacks for a round, at the cost of everyone else having advantage on attacks against you. thank goodness u also have danger sense, giving yourself advantage on dex saves against stuff you can see! wait, those two don’t cancel out at all! at least you have a ton of health!
6. barbarian 3: at level three you gain primal knowledge, making you proficient with perception! you gotta be able to see stuff to shoot it, after all. also you’re a zealot now.
thanks to your subclass, you have some divine fury you can toss on your attacks, dealing an extra bit of radiant damage on the first hit you land each turn. boom, laser crossbows.
you’re also a warrior of the gods, so you can be revived for free. we’ll get a guts later, but if you need a revive you need a revive.
7. barbarian 4: first asi! bump up your strength to punch stuff deader.
8. barbarian 5: at fifth level barbarians get an extra attack each action for up to four attacks in one turn with your action surge. some times you just gotta beat people into the ground, i get it.
you also have fast movement, increasing your speed by 10’ while not wearing heavy armor. yeah your np looks cool, but you’d probably have a much harder time doing spinkicks while wearing it.
9. barbarian 6; sixth level zealots have a fanatical foucus that lets you reroll failed saves while raging once per rage. roman emperors are known for trying wisdom save bullshit, so don’t let them get all buddy-buddy with you.
10. barbarian 7: seventh level barbarians have a regal/ feral instinct for danger, giving you advantage on initiative rolls, plus you can ignore being surprised by going full queen mode turn one. you got ambushed by like 40 guys that one time and still got to go first, remember?
11. barbarian 8: another asi, so bump up your strength again to hit more gooder.
12. barbarian 9: at level nine you have some brutal criticals, adding another die of damage to your critical hits! so now on a critical punch you can get 3d8+7 bludgeoning + 2d6+4 radiant + 2d6 force damage in one critical combo, between your fist, your laser crossbow, and your regular one. turns out shoving like three different attacks into one blow is good for damage!
13. barbarian 10: now that we have your combo game down pat, let’s get a skill- with fanatical focus you finally have yourself a charisma, using your bonus action to give up to ten other creatures advantage on all attacks and save for a round once a day. the cooldown’s rough but with the right army behind you, you can end a day’s combat right then and there.
you also get more primal knowledge for some athletics proficiency. obviously  zenny’s proud of her abs, just look at her outfits!
14. barbarian 11: eleventh level barbers get their first guts in relentless rage- if you’d drop to 0 hp while raging, you can make a constitution save to try and stay up instead. the first time’s a dc 10, and then it goes up by five every time after until you finish a short rest. it’s not quite siege material, but it’ll definitely help in a battle!
15. barbarian 12: another asi means another chance to- surprise tough feat! that’s right, the thing from the start of the build wasn’t a feat! it was just something stensians can do! with the tough feat added that’s another +2 hp each level, and it’s retroactive, so you get 30 bonus HP right now!!!!
16. barbarian 13: this level’s easy, just another bit of brutal critical-ing for a second extra die.
17. barbarian 14: as a fourteenth level zealot you can now siege like nobody’s ever sieged before, since you can rage beyond death! with this, dropping to 0 hp won’t knock you out while you’re raging. you still have to make death saves like usual, but that won’t take effect until you finish raging- and even then, getting any kind of heal will keep you alive!
of course you still need to stay raging, so this won’t be much good after a fight.
18. barbarian 15: just kidding! with persistent rage you can keep your rage going right up to the minute mark through sheer force of will! now you’ve five minutes a day where you literally cannot die unless you will it.
19. barbarian 16: you get one last asi, and we’re putting it in charisma. tbh it’s been kind of low this whole build, but we didn’t really have a chance to punch it up until now since we had to get your other stuff.
20. barbarian 17: another brutal critical die! it’s a bit anti-climactic, but you also get a sixth rage each day, that’s cool!
Pros & Cons
Pros:
you basically cannot die. you’ve got just shy of 300 HP, rage resistances, six minutes of “I literally cannot die” time, and you’ve got a proficiency on your save to avoid death a couple times even before that. you are 100% equipped to deal with a siege, no bones about it.
you only attack a few times a turn, but you’re built to deal big damage in single attacks, really banking on that increased chance to crit from reckless attacks. barbarians don’t usually put big damage numbers on the board, but you can defy stereotypes.
while you’re definitely not built for it, you can make ranged attacks if you need to. you know how so many of our builds list flying as a big pro? its because people don’t do this.
Cons:
your AC is bad even before we start giving people free advantage, and your rage doesn’t cover anything other than physical damage, so you could burn through that health faster than you’d like in magic-heavy encounters.
you’re also bad with your soft stats, which is mostly just awkward but it does also hamper your damage from psionic crossbow.
you don’t have much to do aside from hit stuff in a fight. don’t get me wrong hitting stuff is like 90% of a fight, but other builds have more options on how to deliver it. your two extra features are “everyone else hits stuff better”, and “I hit stuff a little bit more this turn”. not exactly Zhuge Liang here.
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thewertsearch · 1 year
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You unequip ΨDON'S ENTENTE, a golden DOUBLE CULLING FORK, a legendary weapon reserved for royalty, and generally only used for ceremonial purposes.
Ψ-don? As in, psi-don? That’s clever. 
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You unequip AHAB'S CROSSHAIRS, which is YET ANOTHER legendary weapon, about as powerful as your KIND ABSTRATUS will allow.
This gun is as strong as a Sburb weapon can get - and I assume the same is true for the bunny’s other weapons. 
Armed with these, the kids could challenge Jack - but killing him wouldn’t repair their session. The damage is already done. 
You plundered it from a ghost ship during a particularly challenging campaign. It was the same old gamblignant's ship from which your accomplice at the time also plundered a set of extraordinarily powerful dice.
The Crosshairs are twinned with the Fluorite Octet, so it’s probably equally powerful. I wonder if the Crosshairs also has RNG mechanics. 
You almost feel sorry for the adversaries you will face tonight. They will likely pose neither team much challenge at all. Unless one of the links in the prototyping chain includes something especially huge and monstrous, but really, what are the odds of that happening?
Equius punched the head off a Giant earlier, and Eridan just killed a whale. Extra-monstrous Underlings wouldn’t challenge this team.
...but Horrorterror Underlings might. 
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You are almost starting not to care about this stupid doomsday device which probably won't even work. She probably KNOWS you know it won't work. She has probably put all the pieces together and knows it was an elaborate ruse to be in cahoots with her again.
So Eridan’s doomsday plans were quadrant bait - it’s just that he was fishing for a kismesis, rather than a moirail. 
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mandorloinfiore · 25 days
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Vivo nella paura che la mia psi un giorno mi dica "perché continua a scrivermi? Io non la conosco, quello che dice non è mai accaduto!"
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Crescere
Cosa significa crescere? Secondo mio padre, significa arrivare a quel giorno in cui gli darò ragione. Oggi, dopo aver parlato con lo psi, per la prima volta ho pensato qualcosa di diverso. È il giorno in cui capirò i suoi torti. Il giorno che un padre (o una madre, o qualunque figura ci abbia fatto da guida) non sarà grande e invincibile, ma stanco e vulnerabile.
Il mio obiettivo, almeno per questo prossimo anno di vita, sarà capire chi sono. Inconsciamente, scopro di stare sfogliando le cartelle di un vecchio hard disk alla ricerca di indizi. Conversazioni del 2015, del 2016. Sembra un'eternità di tempo fa, sembra ieri. Sono la stessa persona? Cose che mi rendono me (parte 1/?):
La malinconia - Non ricordo un'età che abbia trascorso senza guardare al passato. Lo facevo anche allora? Forse sì. Guardavo anche al futuro, con la sensazione che non dovesse arrivare mai. E nei momenti di dubbio, di paura, di ricerca, guardavo indietro alla ricerca di risposte. Se chiudo gli occhi, sento ancora tutte quelle emozioni sulla pelle. Fortissime, indimenticate. Il caldo sul mio balcone le notti prima della maturità, le sigarette, le poesie recitate da altri sul palco del premio Diana, i messaggi di Natale, le canzoni dell'orso, via Piscicelli le mattine d'estate, il rumore del mare le notti in nave mentre quelli come noi si trovano sempre, i post-it sull'armadio e i disegni sulla scrivania, Kafka e Milena, Yair e Myriam, Nives e Jasper. Quante cose che ero, quante certezze che avevo. Come si chiudono i conti col passato? Come si dice: questa cosa non esiste più, non sono più io? L'ho mai saputo?
Se potessi tornare indietro, anche solo un minuto, e parlare con me, quanti consigli mi darei. Eppure, non mi chiederei di non sbagliare. Falli tutti, quegli sbagli. Alcuni saranno bellissimi. Ma goditeli.
Chissà se tra altri dieci anni avrò ancora il tempo di girarmi a guardarmi dove sono adesso. Perso, senza idea di dove andare. E pensare: falli tutti, quegli sbagli. E goditeli.
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ylespar · 1 month
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"The term psychokinesis (PK) covers a wide spectrum of putative psi phenomena, ranging from metal bending, poltergeists, and table levitations, to distant infuence on human physiology, animal activity, or plant growth. Psychokinesis also refers to situations where statistical deviations from chance in probabilistic systems, such as tumbling dice or coin-tosses, are observed to correlate with participants’ wish or intention for a particular outcome. PK studies on probabilistic systems were carried out in various laboratories during the 1940s and 1950s, typically employing mechanical devices with tumbling dice or coin tosses. In the early 1970s hardware random number generators (RNGs) began to replace mechanical systems and quickly became widespread in parapsychology, frst as self-standing units and later in computer controlled confgurations. Compared to the earlier mechanical systems, RNGs greatly simplifed the testing process and thus attracted a wide range of researchers who began exploring a spectrum of hypotheses and variables potentially associated with PK. Effects reported in association with RNGs are generally qualifed as micro-psychokinetic, suggesting a distinction between large-scale or directly perceptible PK and extremely subtle effects that can be inferred only through statistical methods. It is unclear whether the term should apply to all probabilistic systems, even when clearly macroscopic; nor is it certain whether the distinction between macro- and micro-PK points to fundamental differences or merely operational ones."
Varvoglis, M., & Bancel, P. A. (2016). Micro-psychokinesis: Exceptional or universal? Journal of Parapsychology, 80(1), 37–44.
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dungeonmastertyrant · 3 months
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Rogue (Soulknife)
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Psionic Power Starting at level 3, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Psychic Blades: Also at level 3, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Soul Blades: Starting at level 9, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Homing Strikes: If you make an attack roll with Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Psychic Teleportation: As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Psychic Veil: At level 13, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Rend Mind: When you reach level 17, you can sweep your Psychic Blade directly through a creature's mind. When you use Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Source: Tasha's Cauldron of Everything
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fuxx-normal · 5 months
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Vorrei capire per quale ragione se devo imparare ad usare un software per l'università lo schifo, mentre se mi viene voglia di impararlo da solo, trovo di tutto e di più online e mi piace anche usarlo, idem per nozioni varie che studio in uni. Principalmente che problemi ho?
Ps l'ho chiesto a psi e lui mi dice che è solo perché mi mette pressione l'università, ma secondo me ho più un cervello che funziona a cazzo di cane
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saintdollyparton · 2 years
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I’m catching up on Critical Role right now and I’m at the Otohan fight and jfc how many psionic strikes does this bitch have?! Psi warriors get a number of psionic energy dice equal to their proficiency bonus. I get that she’s a Boss and has Legendary stuff but for fuck’s sake, this is A LOT.
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jahmocha · 1 year
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I already commented this on Halfbreadchaos's recent video, but I want tumblr to see it too.
It's a reach, but an interesting reach:
As said in the video, when you give the Dice Brace to Ralsei he says that it reads"friendship". When you give it to Noelle, she says that Kris jumbled the letters up. It's likely that Kris made the bracelet spell out "find her", in reference to Dess (the Spamton Sweepstakes revealed this connection between Dess and "find her").
So, if you make "find her" from "friendship" you are left with three letters that can spell "psi". Psi is a Greek letter, much like the Delta in Deltarune. Psi is shaped like a pitchfork, pitchforks are associated with the devil, the devil and other vaguely biblical things are frequently referenced in Deltarune (especially with Gastery things).
Psi is also used as a symbol when discussing wave functions in quantum physics. Quantum physics is often used as a sciencey-sounding plot device in fiction for alternate realties and other mind bending things. Kind of like how beings such as Gaster (and Dess????) both do and do not physically exist, and how Deltarune's universe is kinda but not really the same as Undertale's universe.
Finally, PSI refers to psychic powers in the Mother/Earthbound universe. And we all know how those games relate to Undertale and Deltarune by now.
I don't have a grand theory for this, just that the Greek letter Psi may be important in the future of Deltarune.
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we-are-warshaper · 1 year
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Savage Worlds PT. 1.
What is it? Well it's an RPG that focuses on a more Broad Strokes approach than D&D. At it's core it wants to be a system that is broad enough it can let you play Traditional Fantasy one day, a sci-fi setting the next, a dash of gritty pulp fiction after that, top on a bit of modern myth, and still leave room for super heroes, old westerns, or a slice of something stranger. It does this by building a robust skeleton of interchangeable parts and features. A wizard might use "Scorching ray" a Psionic alien a "Psi-lance" the pulp-fiction hero a jury rigged gun and so forth, mechanically they all worked off the "Bolt" framework provided in the game's "Power" section.
Now that sounds great and all, but how do you hold this all together, if this system has races, equipment, powers, monsters, and all these other things, what makes them distinct enough to not blend together? Well, you do. You're the magic here, your imagination and drive. If you aren't a fan of "Flavoring" something to personalize it to your play, this probably isn't the system for you. The game itself is a classless, pick as you go system. Pick what you want based on your power level and the ability requirements, and you can build a character that mechanically doesn't seem too different from another, but instead of just saying what in their personality is different, you can set limitations on how they use their abilities, theming, and touches to how they interact in the setting that are unique to them.
If you've ever spent literal hours brainstorming hypothetical actions your character would do, or asking your DM/GM about the world building till it reaches Tolkien levels of depth, this approach is amazing. The shortcoming being that it can seem like tossing someone into the deep end at the start. The source material is much better at the new player experience than I am at this point, but even they will admit that "Choice paralysis" is possibly the biggest obstacle you might encounter early on in the system. Now as far as rules go, most are fairly straight forward and familiar. You have core attributes, skills linked to them, and most importantly transparency or at least ease of judgement. If something happens, it either calls for an opposed roll, a check against a number you'll already have calculated, or in the case of most skills, it actually works backwards for you to resist it. If someone wants to Goad you into fighting them, they roll their persuade check. Persuade is tied to your SMARTS attribute, basically can you see through that it's a trap. all the skills are like this, so even if it's one you don't use. you can look at the player sheet, see what skill they used and therefore what it's tied too, and instantly know what you need to use to arbitrate the results. No need to scramble for a list of saving throws, or argue if it's more strength or agility based, it's baked right in there.
We'll leave off on the mechanics that are starting to creep in until next time. Stay tuned for, Dice and rolls
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Apreciables profesionales de psicología, futuros profesionales, interesados en psicología o consultantes de la misma: no olvides que en psicoterapia el simple hecho de hablar sobre un problema no soluciona nada, a lo mucho en ese desahogo se llega a un efecto placebo momentáneo
A saber, se necesita más que un espacio seguro donde se nos preste atención, empatía o comprensión; por lo que saber la causas de un malestar o problema tampoco es suficiente y menos aún es idóneo sólo describir o poner una etiqueta.
Antes que nada debe de quedar claro, que sí es conveniente todo lo anterior mencionado, pero no suficiente.
En una terapia también deben de haber metas y objetivos destinados a cambiar conductas; por lo que es necesario enseñar herramientas para afrontar un problema y esto será un proceso y un entrenamiento que debe basarse en la ética y la evidencia.
Finalmente para ver los avances se debe de medir los cambios de lo que se dice, hace y siente.
Se Lección Psi. (2023, 1 de mayo). El simple hecho de hablar y hablar sobre un problema no soluciona nada.
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grailfinders · 1 year
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Fate and Phantasms #308: Mysterious Idol X (Alter)
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today on Fate and Phantasms we’re putting together the hottest idol act this side of the apocalypse, Mysterious Idol X (Alter)! let’s see, she’s got to be good enough with an instrument to wow a crowd, have supereffective attacks against robots, and pull a giant glowing sword out of nowhere to end fights. yeah, that’s a Glamour Bard alright. but just to spice things up, we’ll still give her some Psi Warrior Fighter levels to keep things star-warsy.
check out her build breakdown below the cut, or her character sheet over here!
next up: who’s a good girl? who’s a good girl? who’s a good beast of calamity? it’s you! yes, it’s you! aboojiboojiboo!
Race and Background
it’s been a while since MHX Alter, and I’m pretty sure we went with custom lineage for servantverse servants once or twice, but it’s easier to just stick with Variant Human and call it a day. that gives you +1 Dexterity and Charisma, proficiency in Acrobatics for more involved dance routines, and the Mobile feat for ten feet of movement each turn plus the ability to ignore triggering reaction attacks after you attack someone first. long before any idol goes on stage, you have to put in time for your footwork.
you’re still a Far Traveler though, so you get Insight and Perception proficiency.
Ability Scores
now that you’re hopped up on idolium, your Charisma is through the roof! you’re still from a science fiction-based universe, so your Intelligence is still a lot higher than most people’s. your Dexterity too, since you need to be acrobatic for some of your dance routines. all this does mean your Constitution has taken a serious hit since last time, though you’re still with a positive modifier. the same can’t be said for your Strength though, since this time you mostly deal damage through rocking out. and of course, we’re dumping Wisdom. you were a berserker, and you’re now a foreigner. neither of those classes are great when it comes to sanity.
Class Levels
1. Fighter 1: yes, most of your levels are in bard, but we need to get some physical training in before we start performing, which is why your Fighting Style is the Superior Technique, Evasive Footwork. with this, you can add a d6 to your AC once per short rest when you start to move, ending when you stop. dance fucker dance, they never had a chance. to hit you.
you also learn how to catch a Second Wind as a bonus action for some quick self-healing.
finally, you’re proficient in Strength and Constitution saves, as well as Athletics and Intimidation checks. have you seen how nervous those nerds get at meet n greets? this is why.
2. Fighter 2: sometimes you need to play an encore, and for those times you need an Action Surge to keep your turn going for an extra action. you can do this once per short rest as well.
3. Bard 1: okay, that’s enough training, it’s time for the big leagues! just being a bard gives you proficiency with Performance, because… duh. you can also use Bardic Inspiration Charisma Modifier times per short rest, giving an ally a d6 they can use on any attack roll, save, or ability check in the next minute.
on top of that, you can cast spells! using your charisma! and your spell slots! spells like, dancing lights to dance with lights, and friends to enrapture the crowd for a couple seconds. you can also disguise self for some quick costume changes, faerie fire to light up the stage and make other attacks more accurate, and of course thunderwave to blast enemies with the power… of MUSIC!
4. bard 2: second level bards are jacks of all trades, giving you at least half proficiency on all ability checks. you can also sing a song of rest as part of your short rest, adding another d6 to your party’s healing if they use hit dice! and we finally don’t have to reflavor this one.
you also get Magical Inspiration, so your bandmates can add your inspiration dice to their magical damage or healing as well! now that’s some king singing!
speaking of healing, we might as well have some for ourselves, right? grab Healing Word so we can heal and still leave our action open.
5. Bard 3: honestly MIX(A) is so plain vanilla bard you could probably make her without a subclass at all. but we still need one, and if you’re going to be an idol the college of Glamour is just a no-brainer. with her Mantle of Inspiration, you can spend a bonus action and one inspiration use to suit up for a show. you can pick up to Charisma Modifier creatures, giving them temporary HP and they can use their reaction to move without provoking opportunity attacks. idols have to be good at weaving through crowds, and it’s just not a show without the whole crew!
once you’re on stage, you can put on an Enthralling Performance. if you sing for a minute, you can choose Charisma Modifier creatures that have to make a wisdom save or they become charmed for 1 hour. while charmed, they idolize you, but they won’t commit violence on your behalf if they weren’t already inclined to do so. they won’t notice anything if they succeed on the save, and you can do this once per short rest.
you’ll get a lot more chances to perform when people find out about your Expertise in performance and acrobatics, doubling your proficiency bonus with those checks.
you can also Shatter robots now. we’re still like, a month and a half out from your event so I don’t know why that’s important, but boy howdy you don’t like robots, and this spell gives them disadvantage on their save against getting blown up by your speakers.
6. Bard 4: use your first Ability Score Improvement to bump up your Charisma for stronger spells and more inspiration. speaking of spells, Minor Illusion will add some flair to your show, and Kinetic Jaunt helps you get through larger crowds without having to worry about any grapples.
7. Bard 5: fifth level bards not only get stronger inspiration dice, but they also become a Font of Inspiration, letting them regain inspiration on short rests as well as long ones. you can also use third level spells like Mass Healing Word now for a full-party heal.
8. Fighter 3: With most of our basic stuff out of the way, it’s time for some force powers. as a Psi Warrior you have Psionic Power, represented by psionic dice. you get to use these dice 2x your proficiency bonus each day, and you can also spend a bonus action to regain a die once per short rest. If that wasn’t needlessly complicated enough, you can use them in three different ways. Your Protective Field can shield yourself or another creature as a reaction. You spend the die, roll it, and reduce the damage by the roll and your intelligence modifier. Your Psionic Strike adds extra damage to your attack once per turn, again by spending a die and rolling it. Finally, your Telekinetic Movement lets you move objects with your mind, either moving it to an unoccupied space 30’ away, or straight to your hand if it would fit. You can do this one for free once a short rest, or by spending a die.
9. Fighter 4: Because we’re working with actual weapons again, it’s a good idea to get your Dexterity higher so you can actually use them.
10. Fighter 5: Fifth level fighters can attack twice each action. Your spells are still stronger, but it’s good to have something to fall back on.
11. Bard 6: back in bard, you can spend your action to Countercharm, giving nearby allies advantage on their checks against being charmed or frightened. or you can do something better and put on your Mantle of Majesty. now for the next minute, you can use the Command spell as a bonus action, including the one you use to transform. these don’t use spell slots, and charmed creatures automatically fail their save against these spells. it’s powerful, but it only works once a day. now that’s star power!
of course your targets have to understand you to follow you, so that’s why we’re grabbing Tongues this level. all the good idols come with subtitles, right?
12. Bard 7: seventh level bards get fourth level spells, like Freedom of Movement. we’ve already gotten pretty much everything we need, now it’s just about getting bigger spell slots. and your NP, of course, but that comes later.
13. Bard 8: at level 8 you get another ASI, and this time instead of raw stats we’re grabbing some more force powers. with the Gift of the Gem Dragon, you get one more point of Charisma, and you can toss people around with your brain after they attack you. you force a strength save on them, and if they fail they take force damage and get pushed. you can do this proficiency times per day.
you can also make a Hypnotic Pattern for a sick lightshow on stage.
14. Bard 9: ninth level bards get a stronger song of rest, as well as fifth level spells like Legend Lore. If it’s important enough to count as a “legend”, you can learn more about it, getting more info the more you already know. if we’re going back to the servantverse, you’re probably going to be the one doing the exposition dumps.
15. Bard 10: tenth level bards get a d10 inspiration die, as well as Expertise with two more skills like perception and athletics. even without being a berserker, you’ve still got that madness enhancement to pahmp *clap* you ahp!
you also get some Magical Secrets, two spells you can pick without worrying about class restrictions, alongside your cantrip Thunderclap. if you want a song with more punch, Destructive Wave has just what you’re looking for, dealing damage all around you that is both thunder and either radiant or necrotic, while also knocking creatures prone if they fail a constitution save. Steel Wind Strike is more to give you actual sword skills, dealing damage to a couple creatures and teleporting behind them like the chuuni you are. don’t worry though, it’s nothing personnel.
16. Bard 11: eleventh level bards get sixth level spells like Otto’s Irresistible Dance. it’s technically in character, since your NP starts with making the enemy party dance a lil. still, what other spell could I give an idol bard?
17. Bard 12: you’re still a jedi though, so we also gotta get you a little Telekinetic. that rounds up your Charisma, and you learn the mage hand cantrip, which you can cast silently and invisibly. you can even use the hand to shove people around as a bonus action. with this, you’re now fully stocked up on charisma, giving you the most inspiration and spell power possible.
18. Bard 13: thirteenth level bards get a bigger song of rest as well as your NP, Mordenkainen’s Sword. summon a sword as an action, then you can spend up to a minute using your bonus action to swing it around. it’s not coming out of your guitar, but we allow for upgrades here.
19. Bard 14: a fourteenth level idol has some unbreakable majesty, making you prettier overall as well as giving you another minute-long transformation. with this one, the first time a creature attacks you each turn they need to make a charisma save or be forced to pick on someone else. even if they pass that one, they get disadvantage on all saves against your spells next turn. and you can even use this one every short rest, sweet!
if that’s not enough you also get two more Magical Secrets! pick up Project Image so you can give concerts throughout the galaxy and Heroes’ Feast. you’re still the same berserker we know and love under all that fame, after all.
20. Bard 15: your final level comes with a bigger inspiration die, as well as an eighth level spell. Prismatic Spray feels like a good way to end the build. it’s flashy, it’s powerful, and it’s flashy!
Pros and Cons
Pros:
with MIX’s mobility and unbreakable majesty, she’s great at avoiding combat altogether, or at least avoiding getting hit. waltz through the crowd and get out of the concert before anyone even realizes your set is over!
speaking of parties, you’ve got maxed out charisma and half proficiency on everything, so of course you’re a good party face. the costume changes aren’t mandatory, but they certainly don’t hurt, either.
let’s be honest, intelligence is usually most people’s dump stat, so the fact that you have a positive modifier and half proficiency puts you well above most characters when it comes to finding stuff out, which means your Legend Lore info dumps will be all the more useful.
Cons:
a lot of your subclass is still heavily charm based, so higher level creatures will be a pain. at least you can keep their flunkies away.
you also don’t have great physical stats, so while you can fall back on your swordplay to save spell slots, it’s not ideal.
you’ve still got low wisdom and no boost to your wisdom saves, so ironically you could easily get charmed yourself, leading to a charm-chain that takes out half your party.
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