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Psionics Unleashed (Dreamscarred Press) - WIP

Hey thanks for the update. Will this new release have the Vitalist in it?
I am sorry to say no. The next step is to work on the PU PrC's and then after that we can look at the Expanded classes where the Vitalist is from. Hopefully those will go faster. ;) But all the linking to "spells" has to be removed and setup for Powers. Some of that goes easy other spots not as easy.
 
V2.0 is out the door! I will try to get the PE spells converted over to Powers and get it sent over to TCArknight tonight hopefully. So the PE class, feats, and Powers should be coming soon! :D
 
Psionics Unleased v2.0

Looks very promising.

One thing...

I made a Human Psychic Warrior, Level 3.


On the Psionics tab, when I active a power, none of the powers effects armor class, damage, saves or any other thing on the character?

And neither does activating Trance (Weaponmaster's Path) on the In-Play tab.

Is it not implemented yet?
 
On the Psionics tab, when I active a power, none of the powers effects armor class, damage, saves or any other thing on the character?
Powers are just like HL spells. So no they will never affect your character when in use as their is too many variables. How long is it on for? Did it get dispelled. Did you turn the power off?

So eventually just like spells someone will have to spend the time to code each one as an Adjustment. Last look I saw 336 powers that is not going to happen anytime soon. Sense even the spells that come from LW are not all done yet. :)

And neither does activating Trance (Weaponmaster's Path) on the In-Play tab.

Is it not implemented yet?
I thought the code was all working for paths. I will add this to the to-do list for next release. Thanks
 
I was wondering if "Improved Psicrystal" has been implemented yet and if it has how do I add to my Psicrystal. Thanks for any help.
 
I was wondering if "Improved Psicrystal" has been implemented yet and if it has how do I add to my Psicrystal. Thanks for any help.
After looking into the Psicrystal stuff I figured out its not currently working very well at all. Currently we use the same mechanics as a Arcane Familiar and HL gets confused in several situations if you have a real Arcane Familiar.

So the last bug I am working on is Psicrystals and its requiring me to build a whole new set of mechanics from scratch. In the next release psicrystals will get added through the "Other" tab as a minion. This provides allot more customization for the all the "unique" things that make a Psicrystal.

So the next release should have a much better working psicrystal. :)
 
I was wondering if "Improved Psicrystal" has been implemented yet and if it has how do I add to my Psicrystal. Thanks for any help.
I have "Improved Psicrystal" feat correctly working now. :D

I am pretty close to finishing the Psicrystal. I just have to finish up some of the auto-leveling of the psicrystal. Specifically its Intelligence bonus, Natural Armor bonus, and to set its Skill Ranks being equal to its master.

I will list some detailed info later but for editors here is the new Tag Groups for Psicrystals:
Code:
  <!-- Psicrystal tags -->
  <group id="Psicrystal" name="Psicrystal">
    <value id="Personalty"  name="Psicrystal Personalty Selector"/>
    <value id="Allowed"     name="Hero has a Psicrystal"/>
    <value id="MasterMile"  name="Within 1 Mile"/>
    <value id="MasterArm"   name="Within Arms Reach"/>
    <value id="BonusLvl"    name="Psicrystal +1 lvl"/>
  </group>

  <!-- Psicrystal Bonus tags -->
  <group id="PsicrysBon" name="Psicrystal Bonus">
    <value id="2"           name="+2 Bonus"/>
    <value id="3"           name="+3 Bonus"/>
  </group>

  <!-- Psicrystal Bonus Type tags -->
  <group id="PsicryType" name="Psicrystal BonusType">
    <value id="Skill"       name="Skill Benefit"/>
    <value id="Save"        name="Save Benefit"/>
    <value id="Other"       name="Other Benefit"/>
  </group>

  <!-- Psicrystal Thing ID tags -->
  <group id="PsicrystID" name="Psicrystal Thing IDs" inherit="ClassSkill">
    <value id="AllCraft"    name="bonus on Craft checks"/>
    <value id="svFort"      name="bonus on Fortitude saves"/>
    <value id="svWill"      name="bonus on Will saves"/>
    <value id="svRef"       name="bonus on Reflex saves"/>
    <value id="Initiative"  name="bonus on Initiative checks"/>
    <value id="Knowledge"   name="bonus on one Knowledge skill"/>
    <value id="Concentr"    name="bonus on concentration checks"/>
    <value id="skPUAhypno"  name="bonus on Autohypnois checks"/>
  </group>
 
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Thanks for all the work. You have made my life easier. When you get a chance can you look at the War Mind. Every time I load an update I have to fix the Attack progression Skill points and Saves. Don't know if anyone told you that they are wrong in your base set. I also had trouble with the expanded knowledge feat it wont let me pick a class to choose a power from.
 
Thanks for all the work. You have made my life easier. When you get a chance can you look at the War Mind. Every time I load an update I have to fix the Attack progression Skill points and Saves. Don't know if anyone told you that they are wrong in your base set. I also had trouble with the expanded knowledge feat it wont let me pick a class to choose a power from.
I will take a look at these for the next release.
 
Shadow, I was wondering if you've considered adding something similar to the manifesting classes as is in the casting classes?

On the left of the <casting class> tab, they have a section giving info about Spell Resistance, Concentration checks, Melee and Ranged Touch.

Is that something you can duplicate on the manifesting classes? Something that tallies the numbers together from other places?

I know you're full steam ahead, and this is super minor, but thought I'd ask the question anyway :)
 
Shadow, I was wondering if you've considered adding something similar to the manifesting classes as is in the casting classes?

On the left of the <casting class> tab, they have a section giving info about Spell Resistance, Concentration checks, Melee and Ranged Touch.

Is that something you can duplicate on the manifesting classes? Something that tallies the numbers together from other places?

I know you're full steam ahead, and this is super minor, but thought I'd ask the question anyway :)
I will check but I am pretty sure this is something that has to be added by LW as its in the Skeletal File for classes.

I will double check and if I can't do anything like that I can submit a bug report. I would not expect it though anytime soon as its not a major bug/issue but you never know. :)
 
ShadowChemosh, I don't know if resuming work on Psionics is because you're getting paid for it or if you're still doing it on volunteer basis, but you and the other guys that have been working on Psionics are doing an amazing job, and THANK YOU.
 
ShadowChemosh, I don't know if resuming work on Psionics is because you're getting paid for it or if you're still doing it on volunteer basis, but you and the other guys that have been working on Psionics are doing an amazing job, and THANK YOU.
I don't get paid for anything I do. This includes any 3PP work I have done like Razor Coast. It causes too many issues for myself so I do everything for free. So this is always done for fun. ;)

We have had allot of stuff we have wanted to do for a long time for Psionics. It's just things with DSP and HL kept changing so it was not worth putting effort into a changing system. Now that it's stable and we got new features in HL plus Ultimate Psionics is out it's totally worth getting this package up to speed. :)
 
Wanted to add a note for adding new "Vitalist Methods" that will be coming in the 2.4 release soon.

1) We have to create a new psiClass.? tag for this Method so we can correctly mark the powers. The easiest method is to do this on the "Power" tab by clicking on "Classes" button and selecting "- New Tag -". I would advise following the naming convention of "PUVitMetXX" where "XX" is the two letters that matches your Methods name.

Officially I add these on the Psionics Unleashed mechanic in the file "PFRPG_Psionics_Unleashed.user". Please note I have LOTS of comments and formatting for this file done outside the editor. So if you use the editor to add the tag it will destroy all of them. :( So add through the Powers above and let me know when you send to me that we have a new Tag to add to the mechanic.

2) Go to the "Class->Class Special" and create your 5 new class specials that pertain to the 5 special abilities your new Method gets.

3) "Vitalist Methods" are created on the "Class->Custom Ability" tab and will be easiest to create by coping an existing one like "Guardian Method".

3a) Then what you do is on the "tags" you want to change the "psiClass.PUVitMetGu" to be your new Method tag created in Step 1.

3b) Click on the "Class Special Abilities" and enter the Unique ID's of the Class Specials you created in step 2.

4) Do "Test Now!" and your done. :)
 
Tim,

Two things:
I'm trying to build a archetype that has the aberrant's subset of customizations -- how do I add those abilities so that he gets the astral suit tab (again?).

Also, I'm trying to eliminate the 2nd warrior's path as part of the archetype. I can't seem to find whatever you guys named the secondary path in the class abilities list. Any hints as to what it is so I can get that removed?
 
I'm trying to build a archetype that has the aberrant's subset of customizations -- how do I add those abilities so that he gets the astral suit tab (again?).
The Astral Suit is controlled by a "Configurable". So for your archetype to get access to it you need to bootstrap "cfgPUAstSu".

Also, I'm trying to eliminate the 2nd warrior's path as part of the archetype. I can't seem to find whatever you guys named the secondary path in the class abilities list. Any hints as to what it is so I can get that removed?
So you are trying to prevent the 2nd Warrior Path from being taken? If so just reduce the Custom Ability count at level 9. So on the Archetype put in a -1 for level 9 using the "Modified Custom Ability Count" button. Now the 2nd path can't be taken.

Otherwise the "Custom Ability" will be tagged with "PsyWarrior.PathSec" or "PsyWarrior.PathPrim". But the individual path class abilities on the class don't currently get any tags to ID them.
 
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