The PSYCHIC class for Pathfinder 2e! Deep Dive + Combat Demo (Rules Lawyer)

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  • Опубликовано: 9 июл 2024
  • We deep dive into the new PSYCHIC class, one of the 2 new classes in THE DARK ARCHIVE, the new Pathfinder 2e book dealing with the occult which releases July 27th!
    ADDITION:
    -For psychic spellcasting, you replace verbal actions with thought/emotion actions, AND you replace material actions with somatic actions.
    --The text says "you can't apply both an amp and a metamagic ability to a cantrip at the same time."
    CORRECTIONS (thanks to commenters who brought these up):
    -Emotional Acceptance's "Restore the Mind" lets you add ONE of the effects, not both.
    -I made Telekinetic Rend more powerful than it should be. Its heightened entry reads as "Heightened 2", so it should be 2d6+2d6+8 damage (average 22), about a 40% reduction of what I do here. STILL, it's a nasty psi cantrip!
    -Strain Mind deals quadruple your SPELL level to you, not your quadruple your level.
    0:00 Introduction
    0:56 Thematic overview, comparisons to 5e
    2:33 Why & why not?
    4:01 Core features
    6:52 Unconscious Minds
    11:09 Conscious Minds
    12:18 The Distant Grasp
    15:35 The Infinite Eye
    19:41 The Oscillating Wave
    24:47 The Silent Whisper
    28:41 The Tangible Dream
    32:48 The Unbound Step
    37:52 Feats overview
    38:48 Generic feats
    39:36 Offensive feats
    44:10 Defensive/Healing feats
    46:38 Support feats
    50:15 Utility feats
    51:19 Flexibility feats
    54:39 The Archetype
    56:03 COMBAT DEMO! Psychic's build
    59:03 Roll initiative!
    1:00:06 Vector Screen
    1:04:24 To leash or not to leash?
    1:09:10 UNLEASH THE PSYCHE!
    1:11:30 Restore the Mind
    1:13:55 Kinetic Ram, Telekinetic Rend
    1:18:28 Homing Beacon
    1:21:13 Closing statement
    Battle map by BBEB. Support their Patreon at / bbeb
    =============================
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Комментарии • 169

  • @Zakiel97
    @Zakiel97 2 года назад +98

    "you can give form to your thoughts to make an illusion around you and make you concealed" was timed perfectly with the camera unfocussing lol, becoming concealed in real life now that's dedication

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +27

      Haha as you can see it was edited in. Took it off the cutting-room floor lol

    • @kainoa_written
      @kainoa_written Год назад +4

      10:23 I assumed that was on purpose and didn’t even read the explanation on the side till I saw this! I literally watched that part multiple times cause I am using that unconscious mind 🤣😂

  • @npaulagain
    @npaulagain 2 года назад +30

    I love your face when you say, "The Psychic has 15."

  • @pWasHere9
    @pWasHere9 2 года назад +53

    Honestly I’m just happy Carrie is in a better place and has gotten past her high school rut.

  • @gunter43
    @gunter43 2 года назад +21

    Violent Unleash is completely fine. The trigger for Unleash Psyche, and therefore Violent Unleash, is before you regain your actions at the start of your turn. That's always the last thing to happen. Therefore you in order:
    1) Unleash, Violently
    2) get stunned 1
    3) regain your actions, immediately losing one to stunned
    4) carry on with the rest of your turn

  • @simmysims2923
    @simmysims2923 2 года назад +15

    Also, Entropic Wheel (as I understand it): you cast it as a reaction when you deal cold or fire damage, and the wheel starts with 1 mote and stays up for 1 minute. Each time thereafter that you cast a cold or fire spell or deal cold or fire damage, you add another mote (but no more than 1 mote per turn, and to a max number of motes equal to the cantrip level). Each mote you have in the wheel boosts damage by 1 of the opposite type (so cold if you are dealing fire, and vice-versa). So, Turn 1 you deal 10 cold damage and cast Entropic Wheel as a reaction, setting up the wheel with 1 mote. Turn 2, you deal 10 fire damage, and the wheel deals 1 cold in addition, and then gains another mote (to 2). Turn 3, you deal 10 cold damage, and the wheel deals 2 fire in addition, and gains another mote (to 3). And so on, until the duration runs out.

  • @rpgbouncer9961
    @rpgbouncer9961 2 года назад +31

    Wow, this seems considerably better and cooler than the playtest. I might actually try this class out now

  • @Saterno
    @Saterno Год назад +15

    So Violent Unleash only makes you Stunned 1, which means you lose a single action, not a single turn.
    Since violent unleash and unleash psyche are both free actions, this means you still have two actions on the round you use it.

  • @jasonsoares326
    @jasonsoares326 2 года назад +19

    I like it when the game designer rewards players for learning a complex class. The psychic seems pretty strong!

  • @simmysims2923
    @simmysims2923 2 года назад +18

    Amped produce flame isn't actually a nerf, even at low levels. At 1st level, assuming a spellcasting ability modifier of +4, the base cantrip does 1d4+4 damage (average 6.5). The amped cantrip does 1d10+1, since the splash damage affects the target, too (average 6.5). At 2nd level, base cantrip is 2d4+4 (average 9) and amped cantrip is 2d10+2 (average 13). The difference continues to rise as the cantrip heightens - and your spellcasting ability modifier will never be higher than +7 (at 17th level with apex item).

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +9

      Yep, that's good to know! Makes me feel better about it.

  • @gmscott9319
    @gmscott9319 Год назад +7

    1:14:44 I had written out a question asking about how you got 4d6, but then I read your comments. Glad you corrected the oversight.
    Great in-depth video, well done and thank you for the content!

  • @Trinity0809
    @Trinity0809 Год назад +2

    i can't stop thinking about nonat's idea of the stoner psychic, with both the (day)dream subclasses. "Yooo, imagine if... there's a wall... that protects us from the enemies..."

  • @Ghostdesuu
    @Ghostdesuu 2 года назад +16

    Wouldn't starting a turn with stunned 1 just mean you have 1 less actions for the turn?
    "For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally."

    • @Feragore
      @Feragore 2 года назад +2

      Stunned reduces actions gained but the entry for Stunned starts with "You've become senseless. You can't act while stunned." There's a disconnect here as the trigger to reduce the Stunned value only happens on the start of your turn when you lose your actions.

    • @kaiper9982
      @kaiper9982 2 года назад +2

      Page 462, stunned, quickened, slowed, acquiring during your turn doesn't take effect till start of your next turn. Personally I play stops reactions.

    • @clockworkkirlia7475
      @clockworkkirlia7475 2 года назад

      @@Feragore I've seen it argued by guntermench above that the effect triggers *before* your regain your actions, which would work out as described by Ghost desu. This seems to be because it's a free action triggered by your turn beginning, not a free action you take on your turn as normal.

  • @rasleyforde2363
    @rasleyforde2363 2 года назад +20

    One of the best channels I'm currently subscribed! Keep doing the great work

  • @josepharriaga6362
    @josepharriaga6362 Месяц назад +1

    Hey Ronald. Thanks for always making these high quality videos. There isn't a lot of Pathfinder content on RUclips and yours is always excellent. I really appreciate it man.

  • @jeffersonromao4999
    @jeffersonromao4999 2 года назад +9

    That's a pretty unique class I love it! Mais um vídeo incrível, parabéns!

  • @kyotol1ght584
    @kyotol1ght584 2 года назад +6

    The psychic was my favourite class in 1e so glad it's been done well for 2e.

  • @LazarusXavier
    @LazarusXavier 2 года назад +2

    I love this video organization/format. I especially love grouping the feats by use instead of just reading them in book order. And then having a combat demo? *Chef's kiss*. This is so missing from most other PF2 content!
    Well done, sir, this is top notch PF2 reviewing!

  • @fmlazar
    @fmlazar 2 года назад +6

    Paizo's psychic class is vastly different from WOTC's psionics. Psychic magic is more horror oriented where as WOTC's psionics is more of a superhero comics theme.

  • @zebeev
    @zebeev 2 года назад +5

    I'm impressed by the Psychic after both this and the KD preview - this was like a crunchier deep dive that has me now wanting to roll a Psychic for my next character over the Thaumaturge!

  • @PaizoInc
    @PaizoInc 2 года назад +4

    Thanks!

  • @lorenzovaletti4951
    @lorenzovaletti4951 2 года назад +3

    Love combat demonstrations!!

  • @mikemleczko5565
    @mikemleczko5565 Год назад +2

    oh and i've found your videos to be the most informative for new players and my goto. I didn't read all of these so this was still helpful to me but i've been a D&D player probably before birth and love this!

  • @yeahnaaa292
    @yeahnaaa292 Год назад +2

    Just - VERY well done, sir. Thank You.

  • @LuigiLizza
    @LuigiLizza 2 года назад +3

    The Psychic is my favorite class, and I love a graphic and detailed video. Insta like!

  • @GodRa2
    @GodRa2 2 года назад +1

    Nice! I love these shopping guide videos.

  • @nikivan29
    @nikivan29 2 года назад +2

    Telekinetic Bombardent sounds extremely fun
    *Magnetic force, Jack! Nature's force!*

  • @keylimepie5187
    @keylimepie5187 2 года назад +1

    Great video! Psychic is so cool 😍

  • @vargrhelsing8042
    @vargrhelsing8042 2 года назад +2

    Very nice! Hopefully their dedication will be good to pair with the Thaumaturge because that the first thing imma do

  • @ollywright
    @ollywright 2 года назад +2

    This looks like a really fun class to play. Also intellect devourer!

  • @Wizard_Level_1
    @Wizard_Level_1 11 месяцев назад

    This is a great vid. Here are some things worth clarifying though:
    Restore the mind doesn't heal AND give a bonus to saves against mental effects, it only does one or the other.
    Stunned doesn't take effect until the beginning of your turn when you regain your actions. So if you get stunned at some point during your turn it will not effect you until your next turn. As others have pointed out stunned doesn't make you lose your turn, it only makes you lose actions to the value of stunned.

  • @seironed3165
    @seironed3165 Год назад

    i wasnt expecting you to mention slay the spire at all in this video

  • @pizza725
    @pizza725 2 года назад +2

    I'm so, so glad they improved it from the playtest

  • @LordReginaldMeowmont
    @LordReginaldMeowmont 2 года назад +2

    It sounds like this is the Psion and Wilder all in one. I like it.

  • @tefranger
    @tefranger Год назад +1

    This class archetyped with magus is going to be soooooo fun.

  • @mikemleczko5565
    @mikemleczko5565 Год назад +1

    you had me at head explodes. My new class

  • @hectorvivis3651
    @hectorvivis3651 2 года назад +3

    What a great video, and it's great bonus to have an actual play (Maybe release it in a separate video for the glory of the algorythm and monetization ?)
    Definitely an interesting class, I could only hear it passively while working, but I really hope it won't clog up time during play.
    Some abilities feels very cinematographic or pop culture inspired and seems great (No!!!! and the headsplosion thingy notaby), I'm really digging it.
    Keep up the amazing work!

  • @TheGeckonator5000
    @TheGeckonator5000 2 года назад +3

    You should reread the stunned condition. It only reduces the number of actions you gain at the start of your turn, so if you become stunned during your turn you continue to act normally.

    • @bilboswaggings
      @bilboswaggings 10 месяцев назад +2

      Ironic as you are incorrect here
      "You've become senseless. You can't act while stunned" is the start of the stunned explanation
      The disconnect for many players with violent unleash comes from the fact that they don't know that you make a turn start free action before you regain actions
      Meaning it's effectively just an action instead of a free action (but to be more consistent they made it a free turn start action with stunned 1)

  • @sethbrady448
    @sethbrady448 2 года назад +1

    One correction on Stunned. It doesn't prevent you from attacking entirely. It just reduces the number of actions you can take by its value, and is then immediately reduced by the number of actions it took aways.
    So far example, the free action feat that triggers when you unleash your psyche but gives you stunned 1 would only reduce your number of actions for THAT turn by 1, since regaining actions happen after free actions triggered by turns beginning.

  • @derekdonahue3356
    @derekdonahue3356 Год назад +4

    I really like this series, are there any plans to do them for the Core and APG?
    I recently found your channel and binged this series in particular.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  Год назад +2

      I don't plan to go through everything atm, but i do plan to do something on the Fighter soon

    • @derekdonahue3356
      @derekdonahue3356 Год назад +1

      Thank you for the reply.
      That sounds interesting too!

  • @yellowpetelol6417
    @yellowpetelol6417 2 года назад +1

    I think Recall the Teachings prepares for all allies, but you still only have one reaction to actually Aid. So you can't Aid all of them, just any of them.
    Great video!

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад

      It does, but that is still useful. I don't remember how specifically I phrased it in the video, but preparing to Aid everyone still gives you more flexibility on when to use it.
      Thinking back on it I should have made this point clearer: it lets you prepare to Aid ANY check. So you might decide to use it when the Big Bad casts dominate on your frontliner, for example, and you didn't need to have specifically said you were aiding a Will save in advance.

    • @yellowpetelol6417
      @yellowpetelol6417 2 года назад

      @@TheRulesLawyerRPG That's true, and it also uses a presumably maxed out skill. It's like an even better One for All

  • @karmagator2312
    @karmagator2312 2 года назад +1

    This is likely going to be my next class, so the effort is much appreciated :D

    • @toodleselnoodos6738
      @toodleselnoodos6738 2 года назад

      Honestly, I feel like there’s lot a less incentive to play any other class. These classes are ridiculously versatile and a party of Psychics and Thaumaturges possibly seems like it would be ridiculously effective. With the amount of damage they put out, you don’t need any support or utility.

    • @karmagator2312
      @karmagator2312 2 года назад

      @@toodleselnoodos6738 Unless you really want those types of flavour, there's tons of reasons to play other classes.
      The most glaring weakness is sustain. This party will fold like a wet paper towel and you can't count on the enemy never getting close. A champion, monk or shield fighter could do much, much better in that area. They also have very limited healing compared to a cleric or even just another spellcaster class with the normal amount of spell slots and access to heal/soothe.
      A lesser problem would be the lack of a skill monkey, barring someone going into rogue via free archetype.
      The occult spell list is also limited in what it is good at, as are all spell lists. Its particular weakness is mindless enemies and very little access to physical containment spells, such as walls. Enemies with good will saves are also a problem, though not the worst one to have.
      There are more reasons, but I think that illustrates my point well enough.

    • @toodleselnoodos6738
      @toodleselnoodos6738 2 года назад

      @@karmagator2312 Isn’t a Thaumaturge a really good skill monkey? They get access to a lot of skills especially if they grab the tome implement where they can shuffle skills around daily.
      But overall, that’s good to know. Thanks!

    • @karmagator2312
      @karmagator2312 2 года назад

      @@toodleselnoodos6738 No problem ^^.
      About the thaumaturge being a good skill monkey. Yes and no. The class is charisma-based and doesn't really allow you to spec into intelligence, so those baseline knowledge skills you get are of limited usefulness.
      The tome helps with that a bit and grants additional skills, but the other problem here is that those additional skills don't allow you to grab skill feats for them.
      You also need to keep the tome updated, which limits your offensive/support potential, but that is only really a problem in a group that desperately needs that offense, such one that is entirely composed of squishies ^^

  • @CK-ys3tu
    @CK-ys3tu Год назад +2

    Guys i think i blacked out in the first 3 seconds of this video… what happened?

  • @waldowallace9102
    @waldowallace9102 2 года назад +1

    Heh, just expressed to a friend that psychics are often just a reflavored magic user, usually even worse because they don't want to outshine the traditional casters. Nice to see an actual playable psychic. Can't wait to play one!

  • @BurnUS68
    @BurnUS68 2 года назад +6

    The Stunned condition only takes effect "each time you regain actions (such as at the start of your turn)" (similar to Slowed and Quickened). Therefore RAW it doesn't end a creature's turn.

    • @RydenDaniel
      @RydenDaniel 2 года назад +1

      Well, it is hotly debated but the important part is where it says "you can't act" which is something defined in the rules
      However I recommend not running it in the way that removes the entire turn as it is so easily exploited with Ready. Power Word: Stun can without a save remove an entire turn on any enemy in that case.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      @@RydenDaniel Yes, and the "can't act" language is behind another key effect of the Stunned condition that people have interpreted: that it prevents reactions like Attack of Opportunity.
      That "can't act" language is part of the RAW: this preserves its effect when no number is appended to the Stunned condition.

    • @DomEllisTDS
      @DomEllisTDS 2 года назад +2

      Additionally, Stunned 1 means you only lose a single action. It says "Stunned for 1 turn" if you lose your whole turn.

    • @BurnUS68
      @BurnUS68 2 года назад

      @@RydenDaniel I know that it says "you can't act", but I wouldn't say that this comes into effect immediately for two reasons. First the one you already explained - it just becomes too powerful if you trigger it on the enemy's turn (and it is not clear at all why the number of actions lost should be dependent on whose turn it was triggered on). But the second reason is even more extreme: Since Stunned only ticks down when you regain actions, but "you can't act" specifically states that you DON'T regain actions, you would never recover from stunned again (without external help). Since this can't even remotely be considered RAI, it follows that "you can't act" only while you have lost all your actions due to Stunned (which is only starting the next time you would regain actions).

  • @siegfried1422
    @siegfried1422 Год назад +2

    I think Violent unleash isn't as bad as you say, since it's stunned 1, not stunned for 1 round.
    Because of how stunned works, You're pretty much just borrowing one action from your next turn to deal additional damage in a burst. Since stunned X just causes you to gain X fewer actions next time you would gain actions, and then you lower your stunned value by the amount you lost.

    • @bilboswaggings
      @bilboswaggings 10 месяцев назад +1

      The problem for many people here comes from the fact that stunned says you can't act
      "You've become senseless. You can't act while stunned" and this is accurate
      The disconnect comes from the fact that turn start free actions trigger before you regain actions (gaining 3 actions and a reaction) as regaining actions is the last step of the turn start sequence
      This means you turn start free action resulting in becoming stunned 1 and then you regain your actions and reduce the stunned condition... effectively this means you just spend an action on that aoe dmg and then play as normal with your turn with 2 actions and a reaction

  • @RobertKupcek
    @RobertKupcek 2 года назад +1

    Dancing Blade -- Guard looks like you have it follow an ally and it gives them the bonus against melee attacks..

  • @roque1996
    @roque1996 2 года назад +4

    Thank you so much, Psychic is shaping out to be my favourite class!
    To me it is a bit weird that the Psychic does not get Effortless Concentration seeing it has a very high amount of Sustain spells. You did not mention class features, do they get something similar to that as a class feature later on?

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      They do not. Every class feature that is not gaining Skill Feats, Class Feats, Ability Score Increases, General Feats, Ancestry Feats, or increases in proficiencies is already in the video.

    • @ArceusShaymin
      @ArceusShaymin Год назад +2

      Honestly if Psychic got Effortless Concentration for free along with all of its other cool toys I'd probably start to feel jealous as a Witch. We're also a class that's supposedly heavily emphasized with Sustain casting and we have to take that feat voluntarily!

  • @rbkskillz
    @rbkskillz Год назад

    Tesseract Tunnel: Your character is now Wraith from Apex Legends.

  • @josuecosta1399
    @josuecosta1399 2 года назад +1

    Okay this video convinced me to subscribe later I will watch some others.

  • @felixheitzer2262
    @felixheitzer2262 Год назад

    Jedi mind trick instantly works 😊

  • @maxamarch
    @maxamarch 2 года назад +4

    It's worth noting that "stunned 1" doesn't end your turn, it just causes you to lose an action.

    • @richardtasden4417
      @richardtasden4417 2 года назад +1

      You can't take actions AND at the beginning of your turn you loose a number of actions equal to your stunned.

  • @MartinRamette
    @MartinRamette Год назад

    Anyone understands how the Telekinetic Rend damage adds up to 4d6+4d6? It seems to me that the amp-heightened +2 indicates that the spell becomes 1d6+1d6 (amp) +1d6+1d6 (amp-heightened) as opposed to 1d6+1d6(amp)+1d6(normal heightened). How do we get to 4d6+4d6? Isn't it what we would get with heightned+1 instead of +2? I'm not trying to nitpick here, just wanting to make sure I understand how normal heightened and amp-heightened interact with each other

  • @zanzaklaus2496
    @zanzaklaus2496 2 года назад +1

    Stunned 1 only removes their next action they would take, so Violent Unleash effectively consumes their first action after unleashing psyche.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад

      Stunned with a number value lasts until it "ticks down," which is when your next turn starts. That's the source of disagreement of how it functions atm

    • @zanzaklaus2496
      @zanzaklaus2496 2 года назад

      @@TheRulesLawyerRPG Hmm, true. Considering that you activate Violent Unleash when you Unleash Psyche, and you Unleash Psyche at the start of the turn, maybe the idea is that since it's still the start of your turn the status immediately ticks down. On Archives of Nethys, it says that it ticks down "Each time you regain actions (such as at the start of your turn)", so it really depends whether or not your actions are "regained" before or after you unleash your psyche.
      This might not actually work according to the rules but I'm pretty sure that it's how they intended it to work, since inflicting stunned literally the instant after it would normally go away is not only clunky and hard to parse, but also way too big of a cost for that effect (losing essentially 4 of your 6 actions in unleashed psyche for some AoE damage is terrible, whereas one action makes a lot more sense to me). So until I hear a paizo developer say it stuns you for your whole turn, I'll be running it as a GM that it immediately triggers.

  • @nikita0levchenko
    @nikita0levchenko 3 месяца назад

    Paizo did what WotC couldn't do in three years - they added a psionic class to their game

  • @toodleselnoodos6738
    @toodleselnoodos6738 2 года назад +4

    Oh, I’m looking forward to making a Psi Warrior with Precise Discipline + Tangible Dream.
    Close to an enemy at close range, cast Imaginary Weapon or Telekinetic Projectile and Amp Shield on yourself. Then keep up the pressure. If your amp shield is used up, that’s fine. You can Unleash your Psyche and really lay on the pain while having Calculate Threats for your defenses.
    All of this from your class features. False Life before an engagement for some extra HP (with 12 CON, choosing human, and using False Life, you start with 15 HP and 10 tHP for a total of 25. Go INT/DEX focus and with Mage Armor you’ll be at 17 AC with 18 AC using Shield or 19 AC when using Calculate Threat. That’s being relatively close to Medium armor martials. At 18 AC, for one focus point, you gain 3 toughness 5 shield blocks.
    If battle is still rolling after all this, just sit back and shield your allies while chucking silverware at enemies.
    The only thing for me is that the thaumaturge and psychic look so well designed, that a lot of the core/advanced classes just seem very…meh now.

    • @urieldaluz250
      @urieldaluz250 2 года назад

      I know what you mean. Thaumaturge is squishier than any martial front liner, but has so many options to flesh out their character it feels insane even if they’re not as good at bonk as a fighter.
      And the psychic may have less spell slots, but their class abilities and unique interactions are so fun.
      Comparing the psychic to the oracle objectively feels just better, unless you want that really specific flavoring

  • @Lughser
    @Lughser Год назад

    Do the bursts for Telekinetic rend need to be adjacent? I don't believe they do, but someone with more experience than me thinks they may have to be.

  • @zennav2997
    @zennav2997 Год назад

    Do you have to have unleashed psyche to amp cantrips? Or can you do it whenever you want with only limitation being focus points?

  • @RekijanGaming
    @RekijanGaming Год назад

    27:19 ish, Forbidding Thought. You can't end someones turn with stunned on the round they get it. You get actions at the start of the turn, only at that point do you deduct from conditions. In other words the stunned doesn't effect them until next turn.

  • @Ranziel1
    @Ranziel1 Год назад

    Telekinetic Rend heightens at +2d6 per 2 levels when Amped. So it would only deal 4d6+8 damage.

  • @Antdevamp
    @Antdevamp Год назад

    I miss the Occult Classes from PF1 of course, but I'll settle for The Tangible Dream for now.

  • @xtenukix
    @xtenukix Год назад

    Do they not get reach metamagic?

  • @bobokapi
    @bobokapi 2 года назад +1

    Can Amp and Metamagic be used together on the same casting of a psi cantrip? For example, could I use Reach Spell and Amp on the same casting of Imaginary Weapon?

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад

      Alas, no. A clarification I should've made. Amping a cantrip precludes using Metamagic on it, as spelled out explicitly under the Amp entry. (Adding this info to the description.)

  • @jasonrodarte2681
    @jasonrodarte2681 Год назад

    Can one make a Phoenix/Dark Phoenix type character

  • @StevenBryceWroten
    @StevenBryceWroten 2 года назад +1

    I doubt Forbidden Thought would be too powerful, though I could be wrong. Unless I’m mistaken, getting Stunned 1 on your turn wouldn’t take any actions from that turn, but rather one action from your next turn, so when they would regain 3 actions they just get 2 and their stunned condition goes from 1 to 0. Same with Violent Unleash.
    I could be off on that, though!

    • @Trinity0809
      @Trinity0809 Год назад

      yes! i just checked Archives and was about to say that. getting stunned on your turn does nothing to that turn, but to the following one

  • @karmagator2312
    @karmagator2312 2 года назад +1

    Small bit of constructive criticism - quite a few text snippets are cut off by the video border at the right side. Unless that was intentional - for cutting off art or something like that - should probably put them a bit more to the left.
    Stil, really appreciate the video, it has fueled a lot of character creation already ^^

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  Год назад

      Yikes! Probably not intentional - if you have a timestamp lemme know thx

    • @karmagator2312
      @karmagator2312 Год назад

      @@TheRulesLawyerRPG
      The ones I could still find are:
      Psi Catastrophe - 42:17
      Brain Drain - 48:11
      Dark Persona's Presence - 48:23
      Strain Mind - 52:35 (and Brain Drain again right after)
      Forseen Failure - 53:21; Conscious Spell Specialization right after
      That's it ^^

  • @QuintessenceHD
    @QuintessenceHD 2 года назад +2

    What modules and such do you use in foundry, it looks clean af and so versatile...

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      You can find 2 videos on my channel that I made about Foundry! One goes over my modules. And the other is a tutorial setup/walkthrough.

    • @QuintessenceHD
      @QuintessenceHD 2 года назад

      @@TheRulesLawyerRPG Thank you!

  • @maskrising8484
    @maskrising8484 3 месяца назад

    how can i better weaponize imaginary weapon?

  • @mr.cauliflower3536
    @mr.cauliflower3536 Год назад

    how is it labeled as hearthstone?

  • @jakethe_
    @jakethe_ 2 года назад

    Looks really cool! How exactly do the extra known spells you get from the subclass work? Psychic is a spontanous caster, right? So spells known are the same as spellslots generally. Say you have 2 level 1 spellslots, meaning you can know two different level 1 spells and either cast both 1 time or one two times. For sorcerer it works basically that they get an extra spellslot which HAS to be a subclass spell but how does it work for psychic? Do you at level 2 know 2 first level spells and then additionally the subclass spell even though you only have two slots?

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      IIRC, the number of spell slots doesn't always track with how many known spells you have. Here, the bonus spell means that you effectively 1 MORE spell known, than you have slots.

    • @jakethe_
      @jakethe_ 2 года назад +1

      @@TheRulesLawyerRPG very cool, Thank you! BTW Distant Grasp seems to have a fourth new spell in its list that you didnt mention, Poltergeists fury. What does that one do?

  • @asherclark1020
    @asherclark1020 2 года назад

    Stunned with a value does not end turns the way stunned with a duration does. Stunned 4, for example, simply reduced the number of actions you recover by 3 at the start of a turn, then the value reduces by 3, meaning you are still stunned 1, and will lose one more action next turn, after which the condition will end.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      The "can't act" language is part of RAW. (Otherwise it has no effect when Stunned doesn't have a value.) This also prevents reactions like AoO. For more comment see my now-pinned comment

  • @Nyxion96
    @Nyxion96 2 года назад

    MIND GOBLIN

  • @simongrundyreiner
    @simongrundyreiner 2 года назад

    You just know that jokes were made about Forsee the Path being called Find the Path

  • @joeg8304
    @joeg8304 Год назад

    Quick correction on Forbidden Thought:
    They cannot perform the action unless they succeed at the save. Even then, they face half damage as usual. If they fail the same then they waste the action and suffer full damage.

  • @FattyMcFox
    @FattyMcFox Год назад

    Camera focus issue or demonstration of the spell?

  • @TheRulesLawyerRPG
    @TheRulesLawyerRPG  2 года назад +9

    ADDITIONS:
    -For psychic spellcasting, you replace verbal actions with thought/emotion actions, AND you replace material actions with somatic actions.
    -The text says "you can't apply both an amp and a metamagic ability to a cantrip at the same time."
    CORRECTIONS (thanks to commenters who brought these up):
    -Emotional Acceptance's "Restore the Mind" lets you add ONE of the effects, not both.
    -I made Telekinetic Rend more powerful than it should be. Its heightened entry reads as "Heightened 2", so it should be 2d6+2d6+8 damage (average 22), about a 40% reduction of what I do here. STILL, it's a nasty psi cantrip!
    -Strain Mind deals quadruple your SPELL level to you, not your quadruple your level.
    And in response to some comments about Stunned 1 not ending your turn...
    The "can't act" language under Stunned is part of the RAW. (Otherwise it has no effect when Stunned doesn't have a value.) This also prevents reactions like AoO.
    However, it's been said in the comments that someone has clarified that Stunned doesn't stop you from acting on your current turn. Which is great if true! (And it needs to be errata'd into the Stunned condition's language.) Awaiting a citation atm.

    • @dylanfa
      @dylanfa 2 года назад +4

      I think it's clear that CRB stunned was written with the expectation that you only received stunned from enemy effects off turn or perhaps at the end of your own turn. Thus the accounting for actions at the beginning of a turn. It's unthinkable that you aren't supposed to just immediately deduct an action if you inflict Stunned 1 on yourself at the beginning of your turn.

  • @Edsaurus01
    @Edsaurus01 2 года назад

    What is the program used for the combat demo? It's amazing

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      Foundry VTT. I have two videos on it on my channel

    • @Edsaurus01
      @Edsaurus01 2 года назад

      @@TheRulesLawyerRPG Thank you so much!

  • @MisterMixxy
    @MisterMixxy 2 года назад +4

    It looks like the Psychic's damage might be a bit too reliant on Spell Attack rolls, which will really hurt its viability on tougher encounters.

    • @Ranziel1
      @Ranziel1 Год назад

      Agreed. Really unimpressed with this class. I think it joins the garbage pile with the Oracle and Alchemist.

    • @alarkhar
      @alarkhar Год назад +1

      actually, quite a few spells, cantrips and feats use saving throws... Mind Blast alone can brutalize quite a few opponents, and psychic ire lays the pain for three rounds in a row. And let's not forget the one that allows ANY class to do precision damage... use it with a fighter or a gunslinger and it's carnage city.

  • @jcliffen
    @jcliffen 2 года назад +4

    "Restore The Mind" gives one of the two effects, not both

  • @incendio6548
    @incendio6548 2 года назад +2

    Not to be a rules lawyer :) but I'm wondering if a couple of math adjustments might be needed in the combat example:
    * If Carrie had used Strain Mind, she would have lost four times the spell level of the cantrip, not four times her level (so four times a 4th level cantrip, suffering 16 damage rather than four times her level for 28 damage)
    * For this, I am assuming that Carrie does not benefit from *both* the normal Heightening and the Amp Heightened entries at the same time, instead choosing one or the other depending on if she amps the spell or not. Telekinetic Rend is heightened +2 (amped or not) rather than heightened +1, so I would think that it would have dealt only 2d6 bludgeoning and 2d6 slashing instead of 4d6 of each. It scales to become a 4th level cantrip because Carrie is a 7th level character, but that means it only heightens once, adding just 1d6 to each damage type. She would need to be character level 9 to have it heighten twice to get it to 3d6 of each (if amped), or 13th character level to get it to scale to 4d6 of each (again, if amped--or just 4d6 of one if not amped).
    * Finally, a question: If her screen had caught four projectiles instead of just one, would her casting of a single Telekinetic Projectile by dismissing the screen deal quadruple damage (from four projectiles being thrown at once using that single casting of Telekinetic Projectile instead of just one projectile), or would it just be resolved as normal Telekinetic Projectile damage regardless of the number of projectiles in the screen? It would seem to be easily abused if it dealt multiple-projectile damage instead of just normal Telekinetic Projectile damage, despite the wording of "...fire them..." in the Dismiss section, but I figured I'd ask just in case
    Thanks for the in-depth video, by the way. Hard details and screenshots of abilities beat up vague discussions every time :)

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +1

      As I'm sure you won't be surprised to hear, I'm fine with rules lawyering of this type. :)
      -Yes! You are right (adding correction)
      -Correct! I will add a correction, and also alleviate some anxiety over at the subreddit that this ability might be overpowered.
      -No, it's the effect of only one telekinetic projectile. It reads: "you can cast *telekinetic projectile* to fire THEM at one creature" so it's clear that the spell's language substitutes the effect of multiple projectiles.
      Thanks for keeping this rules lawyer on his toes. :)

    • @incendio6548
      @incendio6548 2 года назад

      @@TheRulesLawyerRPG Thanks. Telekinetic Rend is *far* from overpowered - it actually scales quite poorly because of the +2 heightening. 1d6 every other spell level is not good, making it only deal 2d6 at 5th character level in a 5 foot burst. It's a cantrip, sure, but it's hard to catch more than 2 enemies in that burst area, keeping the ubiquitous Electric Arc on top (3d4 + 4 at 5th level to two targets with a 30 foot range instead of in a tiny 5 foot burst area). Electric Arc cast at 5th level would deal a total of 6d4 + 8 damage with no chance of hitting friends, while Telekinetic Rend would only deal 4d6 total damage if it hit two enemies and 6d6 if it somehow managed to hit 3 enemies without catching friends in its burst area. Even at 3 enemies that's only an average of 6d6 = 21 total average damage, while Electric Arc would deal an average of 6d4 + 8 = 23 average damage, focused on two targets instead of three which is often better. Only amping it makes it good, and that burns a focus point which has an opportunity cost, so the reddit concerns should be alleviated :)

    • @incendio6548
      @incendio6548 2 года назад

      edit - well, two bursts helps Rend a good bit. Still not overpowered - good spell, really solid if supercharged with a focus point and unleashing and all of the other Psy goodness :)

  • @Argumedies
    @Argumedies Год назад +1

    Ah HA! You can't mind controll me into likeing your vide... (ah crap I already did.)

  • @MetaWhiteYoshi
    @MetaWhiteYoshi 2 года назад

    Wonderful! The Forbidden Thought cantrip fits my Playtest Psychic's backstory, she needs to put Psychic locks on herself to resist succumbing to a Vampire's evil urges

  • @bouncin13
    @bouncin13 2 года назад +1

    Tangible Dream is the most anime psychic haha

  • @game.different
    @game.different 6 месяцев назад

    'Unleash Psyche' doesn't seem like a good deal at low levels. +2 damage at the price of being 'stupefied' for 2 rounds doesn't seem great. Am I missing something?

  • @jamesgillen2339
    @jamesgillen2339 4 дня назад

    0:07 "like"

  • @SpatialStorm
    @SpatialStorm 2 года назад

    what about innate telepathic communication is there anything like that in there. it dont make sense to play a psychic/telepathy and cant do telepathy without casting a spell xD

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +2

      I think that Message being a standard psi cantrip is the closest to that, but yeah you would think they would remove the language barrier. Maybe they thought it was too powerful to make a cantrip? Telepathy is a bonus granted 4th-level spell, however.

    • @SpatialStorm
      @SpatialStorm 2 года назад

      @ Nope its not people will hear and see you cast it and can stop you from using it and it breaks the theme of being a telepathic if you casting a spell to communicate. it not just doesn't work as thematically but doesn't work mechanically as well

    • @SpatialStorm
      @SpatialStorm 2 года назад

      @ holy shit really? i tried to find that note of ignoring verbal components but couldnt find it anyway if thats true then hell yea message will work very well

  • @okagisama
    @okagisama 2 года назад

    "stunned 1" doesn't equal to "stunned for 1 round", it only reduces the number of actions by the stunned value. Also as stated by Christian before, it only takes effect on subsequent turns, not during one.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +2

      The "can't act" language is part of RAW. (Otherwise it has no effect when Stunned doesn't have a value.) This also prevents reactions like AoO.
      I'm happy there is a ruling that it doesn't affect a current turn (which would be good if it's true... btw that needs to be errata'ed to the Stunned condition's language if true.) What is the source for this?

  • @kennethmccomber7311
    @kennethmccomber7311 2 года назад

    Stun 1 means you lose 1 action not all your actions

  • @kat_boss5520
    @kat_boss5520 2 года назад

    No WIS unconscious mind ;-;

  • @cajguncina268
    @cajguncina268 2 года назад

    Cool video but could you actually make one where you go over the pages of the thing like nonat1? Im more interested in reading the stuff than listening to explanations as its not really clear what exactly you get at each level if you were to build a character.

  • @Landmassorussia
    @Landmassorussia 2 года назад +22

    Stunned 1 and stunned for one round are two different effects. How that works (unless it gets changed or FAQ'ed) is at the start of their next turn, they lose one action.

    • @skyfirezn
      @skyfirezn 2 года назад +2

      You are right Stunned 1 would make the use an action on its next turn. Not end its current turn like stunned did in 1e.

    • @jakethe_
      @jakethe_ 2 года назад +6

      Stunned normally is applied outside of your turn. So while you are stunned 1 you cannot use reactions (since you cant act) and you once you gain actions on your turn you regain 1 less. Until you gain those actions you can in fact not act, as per the stunned condition. Now since this applies during your turn you can in fact not act until the next time you gain actions. which would be your next turn.

    • @doorslammer633
      @doorslammer633 2 года назад +1

      @@jakethe_ The idea that you would lose the rest of your turn if you got stunned during your own turn is never explicitly stated anywhere in the rules, and the CRB states that any interpretation of the rules that makes a given feat or feature unreasonably strong or weak should be considered to be an incorrect interpretation of the rules.
      If being stunned on your own turn means you lose the rest of your turn, then violent unleash (40:58) would prevent you from making *any* actions on your turn, as it can only be done right as you unleash your psyche which can only be done right as your turn begins. This makes the feat unreasonably weak in comparison to all other options to the point where it is actively detrimental to you to ever use it, as you can always do far more damage with your three actions even without unleashing your psyche than violent unleash ever would.

    • @WealthBeyondMeasure
      @WealthBeyondMeasure 2 года назад +1

      The Stunned condition very explicitly states "You can't act" at the beginning of its rules text; this is a specific rules term defined elsewhere in the rulebook, not flavour text.
      Whether or not you *agree* with how this works is up to you - it certainly leads to some odd interactions, as mentioned above - but RAW that is how it works, and any alteration would be a houserule, at least until we get official word on it.

    • @karmagator2312
      @karmagator2312 2 года назад

      @@doorslammer633 Silly stuff like this and the contradicting descriptions on how stunned and similar conditions work is why people generally do not play it that way. The most popular version seems to be that when you get stunned on your turn, you just lose the action(s) immediately and move on with your turn.

  • @coreywarrington7035
    @coreywarrington7035 2 года назад

    I'm still waiting for them to make Witch interesting again :/

  • @austin80112
    @austin80112 2 года назад +1

    I'm pretty sure that bards everywhere are on suicide watch after this reveal.
    An occult caster with variable abilities that can assist allies while casting spells... Oof.

    • @MetaWhiteYoshi
      @MetaWhiteYoshi 2 года назад +5

      Nothing is going to beat Bard in buff department ever

    • @MrSmokinDragon
      @MrSmokinDragon 2 года назад +2

      @@MetaWhiteYoshi or debuff. Dirge of Doom is by far the most OP spell in PF2e

    • @MetaWhiteYoshi
      @MetaWhiteYoshi 2 года назад +2

      @@MrSmokinDragon Yeah the biggest downside of Dirge of Doom is that the Bard isn't using that time to Inspire Courage.

    • @MrSmokinDragon
      @MrSmokinDragon 2 года назад +1

      @@MetaWhiteYoshi true, but then there is Harmonize using both, with the added bonus of you not having to spend time deciding what to spend your 3 action on anymore :P

    • @karmagator2312
      @karmagator2312 2 года назад +1

      Yeah, I don't think the bard of all casters is threatened by this XD

  • @esther6138
    @esther6138 2 года назад +1

    was anybody else really wishing we had gotten a subconscious mind with wis based casting? i know a wisdom based class is strong for several reasons, but it’s not like we have that many. idk. it was on my want list

  • @natanoj16
    @natanoj16 2 года назад +1

    Hah! Too late I liked it before you tried to make me do it.
    I almost unliked it because of you!

  • @kennethmccomber7311
    @kennethmccomber7311 2 года назад

    The class is going to be starved for focus points and is going to run into the same problem as the 5ed warlock. If the GM will not let the group take a 10 minute rest regularly the class is worthless after the first or second encounter.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  2 года назад +2

      In practice in most games many GMs are okay with allowing 10 minutes to rest, vs. the 1 hour of 5e. The game kind of assumes you will find a way to get out-of-combat healing between combats using those 10-minute periods.

    • @kennethmccomber7311
      @kennethmccomber7311 2 года назад

      @@TheRulesLawyerRPG like you said most but even some APs have times they don’t give you that option. I’ve meant a lot of 5ed DMs that purposely prevented the Warlock from getting that rest often because they allow the scolock and pellock even tho the rules say that warlock slots are not regular spell slots

    • @CouchDrake
      @CouchDrake 2 года назад

      @@kennethmccomber7311 in 5e a short rest is at least an hour. Here it is 10 minutes and an assumed and balanced against part of the system. The system basically requires GMs to allow the 10 minute rest either before or after any combat.

  • @TrueKoalaKnight
    @TrueKoalaKnight 2 года назад

    Ah-Mahl-Gum, not Amal-Gahm.

  • @9652769
    @9652769 2 года назад

    Why classes and spell that are based on our collective uncounscious, émotions and perception are the more détails focus ?
    Just a sigh.

  • @tavastian3288
    @tavastian3288 Год назад

    I hate Psychic in 2e
    The once awesome mind manipulator class has been reduced to nothing but a warlock like blaster.
    What once used to THE roleplay caster class for those preferred subtelity over blasting, is now nothing but a blaster and because of the super limited spell slots and spells per day, its not even a very fun blaster. You'll be doing blasting the same cantrip and same focus spell over and over and ovet again from lvl 1-20
    Now it seems pf2 is purely about combat, since every class was stripped of their subtle roleplay elements and abilities in favor of more combat oriented ones.
    And dont get me wrong, I love pf2 combat, its the best combat system Ive played. But they didnt have to sacrifice the RP to achieve it, or are the roleplayers such minority group these days, that there is no market for roleplay features anymore?
    Well, to be honest every edition since dnd 3.0 has been more and more focused on combat, so in that regard I suppose its just a natural evolution of it

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG  Год назад

      I don't agree with your overall sentiment, BUT it is CRIMINAL there is no psychic feat to let you subtlely take over someone's mind. (Silent Spell, etc.) Boooo!
      (Btw the mindshift trait I believe lets you make a bunch of your damage mental, don't know if that solves your issue)

    • @tavastian3288
      @tavastian3288 Год назад

      @@TheRulesLawyerRPG But Im not looking for damage, we already have plenty of casters who can deal damage in various forms
      Previous iterations of Psychics, then called Psions, had only few damage spells and plethora of different mind control spells..The game plan was to make your enemies fight eachother without even knowing you are there.
      They also had tons of flavor spells for downtime RP, where you could subtly influence merchants, guards and other npcs. They also had plenty of spells slots and spells per days, so you could use various different mind control, trickery and other such spells during the play.
      But even you must admit, that being spontatnious caster who knows only 2 spells and can cast only 2 spells per day and has a spell list with 20 spells to choose, doesnt exactly encourage picking the more situational downtime spells for roleplay flavor. Especially when its clear Paizo wants you to be a blaster Bot NOVA character.
      There is no true controller class as of now, since both wizard and sorcerer are both cantrip blast bots also, but with +1 spell slots
      Druid was stripped most of the passive druid stuff and the spell list was turned into, you guessed it, various forms of damage
      Clerics are the only class that gets bonus spell slots from ability score and those are exclusively limited to heal/harm and the buff durations were limited to 1minute, along with nerfed spell slots, so average cleric doesnt have enough slots to last through average 5 encounter adventure day, less so through a dubgeon. In trying to fix this, they gave cleric the same buff spell, Bless with the same exact +1 bonus, but renamed it and gave it some 2ndary pointless effects for levels 2 and 3. So cleric is essentially a heal bot now.
      But my god it is fun to play martial for the first time in my tabletop career. Sure they butchered Paladins and rangers, but playing a Fighter feels so good and intuitive now
      Monk is okayish, they took away all the cool stuff and gave him 2 punches at full bab, I guess thats monkish enough.
      Magus feels really good, id say they nailed it.
      But all in all, I really miss classes like Psion and mesmerist, the pure bliss of talking enemies into killing eachother and forcing them into suicide, was just so cool and different from the boring damage dealing fest of "oh this spell is like the previous one, but you get to throw even more dices, isnt that exciting?"
      -No, exciting is casting a spell like "Sow thought" and slowly manipulate the village idiots into worshipping you as a living god like Razmir.
      And dont get me wrong, I love pf2, I just wished there were more options besides dealing damage, or doing -1 debuff for 1 round