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Hey we really appreciate you spotlighting Pathfinder Infinite Nonat1s. This was also a really great video and some of your insights on Psychic were really great, I've gotten to go through most of the Dark Archives, but you definitely brought some things I had missed to my attention. Can't wait to see Sinclair's!
Dancing blade cantrip 5 has no weapon size limit nor bulk limit. Weapon can be a giants weapon or titan weapon or boulder improvised weapon. I dont know if theres a weight limits to pathfinder spells but you could weaponized a corpse of another monster like a huge club or flail to beat on another boss. You jean/the pheonix weaponizing trees and statues vs magneto. Barbarian grab the boulder hold it over your head barbarian giant says"done easy what now", "your my maul weapon now" you dancing blade the smiling happy barbarian to fly follow enemy and you beat on enemy with boulder the barbarian in holding as the barbarian laughs the entire time.
There was errata to help with oscillating wave, the three unique psi cantrips are exempt from conservation of energy as they all deal with both fire and cold. That makes the wheel allow you to trigger cold every turn
Entropic Wheel is literally the easiest thing to understand. Turn 1: Cast whichever fire/cold spell and then cast Entropic Wheel (assuming you dealt damage). Turn 2: Cast another damaging spell, gain damage, get another mote. Turn 3: Repeat turn 2. Its basically stacking damage for casting more fire/cold spells, and is the opposite damage type to always trigger weaknesses. So the damage boost for unamp'd/amp'd is Turn 1: 0 (it doesn't look like it adds anything on initial trigger). Turn 2: +1 / +2 Turn 3: +2 / +4 Turn 4: +3 / +6 Turn 5: +4 / +8 Turn 6: +5 / +10 The unamped version can eventually reach +10 and at lower levels the cap is lower, but once you reach the cap you just stay there.
So I just wanna jump in about the Fire/Cold subclass because I really like it and I want other people to like it too! Per the phrase "granted spell or standard psi cantrip" the only cantrips it affects are ray of frost and produce flame. Entropic ward's damage is not affected by it in any way, and in a round about way says "During this encounter, you can always trigger a weakness to fire or cold damage with your spells, even on the turns you have to do a cold fireball against the trolls" which I think resolves a lot of issues with the subclass!
This is by far my favorite psychic subclass of the bunch. As much as it is a little brain-melty, it’s not that bad and they thought of ice meteor storm (or, more realistically, ice fireball) is quite neat…the flavor is wonderful.
On Oscillating: I think I understand why they improved Produce flame's melee effects, as Ray of frost is the one your casting every turn you want to use a ranged cantrip. Those bonus THP are going to be really cool.
Ya I mean if you butter up your target with ray of frost, gaining that temp go. Then produce flame can hopefully finish them off. Or ya know not every fight will be ideal and it is nice to have produce flames extra cqc damage if dude are up in your face.
So if I'm understanding Entropic Wheel correctly, it looks like it's basically just a point system. Like, every time you cast a fire or cold spell, you get a point (a mote). Then, you deal that much bonus damage to your next fire or cold spell of the opposite type. I don't think you need to spend them or anything, you're just building up extra damage for a minute, and it caps the extra damage at the spell level. A focus point lets you build it up twice as fast. A cool ability, but I think the flavor text really gets in the way.
I never once thought playing a card game about super heroes would give me enough of an understanding of thermal dynamics to understand a subclass in a fantasy TTRPG, yet here we are.
When you described the precise discipline subclass all I could think of was an episode of dr. Stone where Senku calculated how long it would take the opponents cloths to catch on fire using a magnifying glass.
And this reminded me a particular scene from "The flight of Dragons" and the protagonist literally defeated the the vilain, who’s a powerful dark mage, by reciting math and science.
Daaaaang, I didn't realize that forbidden thought was so good! On you comment on fascinated: its really bad in combat, but my group use used to good effect for stealth missions. The target can't take concentrate actions that dont involve the target, which means that can't Seek to find hidden teammates. Technically it also means if you time the fascination directly before the target in combat, you automatically shut down sustained spells, and heavily limit casting. It's good if you're clever, but still pretty limited
Popping in to remind you that the DC to aid your buddies DOES NOT SCALE. This makes the Infinite Eye able to consistently pass out +4s to hit for a SINGLE ACTION. Beware the big brain.
Not a physicist, but... Entropic wheel- As part of gaining this spell, you create a wheel construct that passively siphons a mote from each fire/cold spell, and adds it to spells cast of the opposed type. Casting entropic wheel into this construct sets up that initial mote(s, if amped), and sets the device to the task of pinching a mote from each subsequent fire/ice spell to interpose into the next such casting within the entropic wheel spell's duration. I sincerely hope it helps, but readily admit it may not help at all. Either way, love the content, bro!
Hologram Cage is actually decent if not situational. Since it messes with enemy spellcasters because they need line of sight or other precise sense to target (it's under the Targets section of Chapter 7 of the Core Rulebook.) So it can force the spellcaster to either to move within stride range of the party to use their spells or rely on area of effects spells or at the GMs discretion try to target them in the last place they were seen at a DC 11 flat check (because at the very least they are hidden to the spellcaster.)
Entropic Wheel is actually very simple: 1) you cast a spell 2) your reaction materializes this weird wheel spinning behind you, with a funny little dot glowing on it 3) from then on, until the wheel disappears in one minute, the wheel keeps gaining dots, and every spell you cast that uses fire or cold to damage gets additional damage of the opposite kind equal to the dots you gained. Basically, it's a supercharge for your spells - extra damage for free until the spell ends. Entropic Wheel is also very useful when you NEED that fire damage during your energy removal phase - say, when you're fighting a troll: sure, you're shooting a "produce cold", but your spinning pal adds a little fiery oomph to it, dealing delicious fiery pain to opponent. And the opposite is true when you need some cold to hurt someone with cold weakness. Basically, it's a long-lasting, no-sustain buff to your spells. And since it's a cantrip, you can get a new wheel - sure, an almost empty one - when the old one calls it a day and leaves. Basically, it's a variable buff with a duration of, well, forever.
Also, Hologram Cage is the ultimate anti-caster cantrip: put it around an enemy caster and watch him be unable to do jack against anyone, because they can't see worth a damn. It can also be used to protect NPCs and allies against ranged attacks - if you can't see him, you get a REALLY nasty penalty to hit him. Basically, Hologram Cage is a neutralizer spell, mostly.
Ok. Lemme see if I can break down the Entropic Wheel for you step by step. If you cast a spell that dealt cold or fire damage, You use a reaction to cast the entropic wheel cantrip and your wheel starts spinning. It gains 1 mote. The wheel can only gain 1 mote per turn. The wheel can only have [level] motes. If you cast a spell that deals fire or cold damage, you deal an additional amount of damage equal to the wheel but of the type OPPOSITE to the initial damage. Then you increase the mote by one. By level 20 this means every spell you cast that does your elemental damage could be adding up to 10 per damage instance. Imagine firing off a full suite of scorching rays or the like once your wheel is “charged up”.
An important note for the psyche actions, especially restore the mind, you aren't limited to once per round. You can use more actions to help more allies
Coming as someone who play 3.0 DnD psion, I like the PF2E psychic a lot. The cantrips are balance, not overpowered, and rather than having 30+ psychic points per day you have three. Most importantly, NoNat did a fair video on all of these. The cantrips feel like cantrips, even amped.
10:37 pushing an enemy that's treathening an ally by 5 feet if done correctly could mean it has to spend an action to return in melee range, meaning it has less chances to strike. sounds pretty useful even at lvl 1-2
30:35 Nevermind the fact that it can potentially hit two targets for now, but it's sacrificing a single d4 of damage for inflicting one of two status conditions on a normal failure and the ability to pick fire or cold damage.
Now I don't know if you got there in the end but the way entropic wheel functions is you meet the condition (deal fire or cold damage) then you summon the wheel and it has one stack. Then whenever you cast a fire or cold spell, or do fire or cold damage you get 2 triggers, the first trigger is that you deal opposite element damage equal to your stacks, with the second trigger being to gain a stack. You may only gain one stack each turn and your maximum stacks are equal to the spells level
FWIW, one of my players has Omnidirectional Scan on her Psychic, and it’s amazing. You get to do a bunch of stuff for just one action. Sadly, the Seek isn’t as helpful as it could be due to the crap Perception the Psychic gets. Sadly, most of the Amp feats a Psychic gets at early to mid levels aren’t that great. It’s not that the feats themselves suck, but that what you get isn’t better than what the main amp gets you. Because the majority of the damage psi-cantrips you get need the amp it originally comes with to give it the significant damage boost to make it worthwhile to use, switching out the extra damage for other effects typically isn’t worth it. Even Amp feats that buff will too often fall short. The only bright side of all this is the Psychic is ripe for archetypes even without using the free archetype rules.
The limit on Vector Screen’s ability to fire projectiles out may also just be so you don’t have to keep track of how many projectiles are embedded in it.
Thermal stasis is how you can just do fire or cold attacks. Use the spell after your attack and you just used a spell of the opposite type. Same with Entropic Field.
I think entropic wheel is decent. As long as you continue your fire-ice switching, you get extra damage equal to the spell level that you cast entropic wheel at. ... eventually. It builds up 1 damage per turn. Still decent action economy. It's free damage, since the wheel is just there, wherever you use fire or ice.
what i like about amped produce flame, is possibility to take that cantrip as part of psychic archetype for magus, and get focus spell with d12+int dice and cool flavour
Just want to add that by the RAW rules, unles the GM specifically alters the aid DC, standard aid DC is always 20 from level 1-20. So you will incredibly often critically succeed with omnidrectional scan's aid check as the spell attack roll is against the DC 20 and not the armor class of the creature. It will very consistently give +3/4. (That's not even counting halflings or humans with their strong aid focused ancestry feats.) Same goes for the Gathered Lore recall the teachings. You could be a master in occultism by 7 and legendary at 15. Giving you incredibly high chance to critically succeed and thus give +3/4 as the aid action scales spectacularly as you level with the stationary DC.
FWIW, Ghostly Cantrip has a range of 30 feet and targets 1 creature. Stick the amped version on your melee buddy who is always moving around for flanking bonuses or what have you, and he can now just phase through the enemy, doing free damage once each round. So at level 20, you’re basically spending one of your actions to give your buddy the ability to do an average of 17.5 passive damage on an action he will likely take regardless. Is it worth it? Maybe? There are one action things that probably give you a bit more damage. But if your melee buddy is moving often to help get or give flanking, this is solid. But unless you’re a melee Psychic yourself, it’s pretty much useless on you. Speaking of melee Psychics, where are all these melee Psychics coming from? Paizo bent over backwards to make sure a melee Psychic has every disadvantage from a survivability perspective. I’ve been playing around with builds, but unless you’re willing to sacrifice most of your feat & skill resources for the ability to be just okay in melee, good luck staying alive. The problem is most feats or other abilities don’t line up great for melee. If you go Charisma, and Emotional Acceptance, you’re probably using Restore The Mind for emergency healing, but at the cost of movement. You’re also likely wasting its amazing 10th level feat, Emotional Surge. Because while that +2 status bonus to hit is sweet, you’re probably spending round 1 to cast Heroism on yourself, which bumps to +2 status at level 11 when heightened. I guess you could potentially save a spell slot and instead caste a spell that debuffs your enemies for a few rounds, helping out everyone in the party and making it easier for you to hit while your Psyche Unleashed is active. But that means you can’t really move for those two rounds unless your spell buddy hastes you. (Because you’re spending your third action using Emotional Surge).
Maybe I'm wrong, but fascinated from Dancing Lights feels like it could be pretty decent as an anti caster spell. You make a caster or two fascinated with your lights and they are pretty much completely unable to cast a spell while the fascination lasts.
A note about oscillating wave: it says you have to remove energy after adding it, but it says nothing about having to add energy after removing energy. Thus, you could choose to consistently deal cold damage round after round.
I wouldn't say that the melee part of produce flame is so you should jump into melee if you get the chance, but if you happen to in melee range and for some reason it's not advantageous to leave then you've an option that deals extra damage.
the cool thing about the amp'd mage hand shove is that it's in any direction so your own positioning isn't important. I know a lot of tables allow to use shove to push an opponent to the left or whatever but just by RAW that's actually pretty hard to do.
Heightened telekinetic rend is damn good when you look at the amped bonuses that gives a 3rd zone and it increases by 1d6 for EACH dmg types. It's basically the same as regular cantrips heightened, but aoe vs everyone.
Fascinated on it's own is kinda underwhelming, but there was the time a demilich got fascinated and was literally stuck on the ground only able to hop 5ft per action and bite
I think you're underestimating one fact about Hologram Cage: Since it blocks line of sight, you can use it to stop enemy casters form targeting you or your allies. Another use could be: your party is being chased down a path when you come to a fork/intersection. Cast this spell, make it physical, and by the time they get through, the enemy now has to figure out which path your party took.
now i need psychic as a heritage for a twisting tree magus....P.S. as an infinite eye heritage who took guidance as a magus main, in the strength of thousands path with 4 players. its really helping just keeping it for the reaction.
wish there was a spell to use psychokinesis to grab items and use them as weapons or deflect/redirect projectiles (esp magic) as i believe psychic is there opposite of a mage and therefore rival each other. both can have advantage against each other and both have disadvantage, therefore is a power of skill and will. so it would be the perfect answer to a sorcerer. Monk is the opposite of thief
Imaginary Weapon is Target: 1 Creature, not just yourself. So if your Fighter loses their weapon from some reason or they don't have a weapon that as effective, you can give them another. Also Amped Warp Step followed by Tesseract Tunnel really allows for a GTFO moment if things turn south.
That is not how imaginary weapon works at all. It's an attack cantrip, you make one spell attack for damage. It does not create a permanent weapon; the weapon sticks around only for the one attack you get.
Regarding the Oscillating Wave: it says the first time you cast either a granted spell or a psi cantrip in a given encounter, you make that choice to add or remove energy. Unless it's been changed, that means you have one of two patterns to follow: 1) 1st cast fire (Add), 2nd cast cold (Subtract), and then you're free. 2) 1st cast cold (Subtract), then you're free. You're not restricted after you Subtract at all, and only your first Add cast is affected by the conservation mechanic. It's still pretty fiddly, but not nearly as restrictive as it might first appear.
By my reading Entropic wheel takes one reaction per combat (unless it takes longer than a minute) When you cast the spell refers to casting entropic wheel (a cantrip) which is taken after dealing damage. Afterwards gaining motes and dealing bonus damage is automatic. You gain more motes when you deal damage, so the mote appears after damage is calculated. The effect is basically a small amount of bonus damage on your fire and ice spells, and you always trigger both weaknesses and resistances.
The one thing I can't agree with is Fascinated not being useful! Not being able to use concentrate actions is a really big deal - any spell with a verbal component is taken off the table. Obviously not as effective against martials but depending on what the source of fascination is it can basically neutralise a spellcaster.
@@Nonat1s that's fair, but unless you're in a single enemy encounter you can mostly ignore the mage for a turn :) and even one round where you're guaranteed not to eat a fireball is often as/more helpful than stupefied would be!
Omnidirectional scan also is a 30ft emination seek, which is pretty darn nice. Being 1 action makes it worth. Same with the one right before it (though that one's amp is bad).
Oscillating wave suffers from a bit of a broken wording. First, Conservation of Energy was errataed, and does not affect unique cnatrips (so, it's only for Produce Flame, Ray of Frost, and granted spells). Entropic Wheel: You start it is as a reaction, it starts with one mote. Every time you cast a fire/cold spells, it gains one more mote. Every time you deal fire/cold damage after the initial trigger, you also deal the opposite damage (which allows you to do something useful every turn, even if enemy is immune to fire/cold).
Conservation of Energy does not apply to the special Psi Cantrips, only the Standard ones. Entropic Wheel Is a reaction to start and it goes for the duration, like most spells. You gain a mote when you cause Fire or Cold Damage. When you cause either damage type you deal the opposite damage type equal to the number of motes your wheel has.
I feel like Glimpse Weakness probably shouls have said 1d4+1+spell level for the base amp portion, as the rate of scaling on the normal version is faster. As in at spell level 2 the normal one is doing 1+2 damage (avg 3), whereas the amp'd version is still doing 1d4+1 (avg 3.5). At spell level 3 they change to 1+3 (avg 4) damage and 2d4+2 (avg 7), but then at spell level 4 they're 1+4 (avg 5) and still 2d4+2 (avg 7). This creates two problems. First is that on every even spell level you can actually roll lower on the amp'd version than the regular one (3 flat damage is better than rolling a 1 on 1d4+1). The other issue is that the usefulness of the amp wildly fluctuates, with it being much better on odd levels. Just comparing the average damage I listed before, it's not really a significant jump in damage (though it does get better as you level).
These cantrips are a dream for the eldritch archer, just imagine a fighter shoting an arrow with legendary proficiency with an amp cantrip, and crit, uff that has to hurt.
I think what slipped your mind is the psyche trait. E.g. Telekinetic Rend has it. So it is not every single turn, it is at best 2 turns with cooldown. And with psyche unleashed, are there better things to do with your actions, then casting a okayish cantrip? Thanks for your videos making it much easier to understand classes and features.
Entropic Wheel isn't that complicated, I think you're reading that first Cast the Spell (ie when you cast this spell) as Cast A Spell (performing the Cast a Spell action). Basically it's a reaction cantrip that triggers off of dealing fire or cold damage. When you do it creates the wheel that starts with one mote, two if amped. For the next minute you add X damage of the opposite energy type to fire/cold damage spells you cast equal to the number of motes. You add a mote to the wheel, two when amped, when you use a cold or fire effect or deal those damage types. Since it triggers off of dealt damage, damage increases only apply to the next spell you cast. It only last one minute and you can only gain motes once per turn so at the highest levels it will only act at max potential unamped for a round or two if combat goes that long. It is bonus damage at the cost of a reaction and your ability to track the increases. It make it so you aren't completely useless on the turns you are locked into dealing resisted damage. Not amazing me.
Hey hey, few things. While RAW Stunned says that you cannot act, some people (even Devs afaik) recommended for it to take place during next turn. Otherwise Readying Flurry of Blows with Stunning Fist would be best strategy ever as you would waste creature's turn. Also same applies to players if they are suddenly Stunned. It is certainly more fun that way for both sides.
Also apologies but if something is Boggling you Nonat, please do a bit of research on that spell :/ that's not so hard and certainly would up the quality of content you provide. But that's me being nitpicky, keep up with the good job
The problem there is there is already a condition that is "Stunned, but only takes effect at start of your next turn" its called Slowed. You are just advocating for Stunned to be removed from the game and everything that stuns you just slow you instead.
If I'm casting shield as a psychic spell, does that mean thatt no longer has the concentrate trait? Since I am not using a verbal component for it, am I getting rid of traits associated with verbal casting?
Could someone clarify the "cantrip 3/cantrip 5" spells? That trait seems contradictory to me: do they use up your spell slots when you use them or not? How are they cantrips if they are lvl 3 or 5?
Cantrips automatically heighten to half of your character level rounded up. If you're character is level 9, then all of your cantrips are always cast as a level 5 spell. They don't use spell slots.
@@Nonat1s Ok thanks, that's what I thought. I just think the "3" or "5" precision is a bit confusing then, if it's just to tell us that we will unlock that ability at specific character levels. Great video though, looking forward to paying a psychic, probably a telekinetic one ;)
Can you build the psychic to be a somewhat competent healer? Doesn't look like many of its feats or features have healing capabilities. What archetypes would work well for it to be a decent healer?
I don't think there are many (any?) healing occult spells. The occult spell list just doesn't have that kind of function - it's mostly about control and mental effects/damage, plus some telekinesis Healing is divine and primal
I am planning on a Human, Reflection heritage Psychic for my next game (Emotional Acceptance + The Tangible Dream). I am a little disappointed in how cool the psychic can be vs how some of the features play out. I do see a lot of utility and crowd control options for the class so I'm still going to give it a go. Thanks for the break down
Always happy to get new content like this from you. Overall I feel the same way about the class; the good stuff is great but the bad stuff is horrible. It’s also Paizo at their most needlessly complicated. It’s also a shame they seem to lean in and embrace it. Because once I get new players into my campaigns, they love PF2e. But Paizo’s unnecessary word vomit and overcomplicated explanations, combined with the all too common choice to refuse to separate flavor text from game mechanics actively works as a detriment to getting curious folks to take the leap. Three years in and it still remains the number one reason I get from new players as to why they haven’t given it a try yet. And Classes written as poorly as the Psychic certainly don’t help matters. However, I’ve already got two Psychics in my campaigns at this point, and they’re both loving it. So the class itself appears to be a blast to play. As for the video itself, I feel like you’ve missed too many things that make the Meh and “is fine” stuff better than it is. For example, things like Aid has a flat DC, so even at character level 6 (when you get Omnidirectional Scan) it’s pretty easy to not fail. And it doesn’t take long to crit succeed on pretty much all Aid checks. I also think you missed a big opportunity to discuss the spells each mind gives you. Particularly on a class so limited on spell selections to begin with, the ones you are forced to take matter much more. So while Distant Grasp gives you a list of overall pretty solid spells, they all pretty much do the same one or two things. And strangely, they even overlap with the Psi-Cantrips and special Psi-cantrips. I’m all for going all in on a theme, but damn. Distant Grasp is much less versatile when it might otherwise be amazing. Still, overall a pretty solid video. I feel like the general feeling of frustration, confusion, and “well, that’s not bad at all” comments really reflect my own experience after first reading through the published class.
So much "fine" going on in these abilities sadly. I'm excited to see KINETICIST, however from the play test I got a lot of.....flavor? Not enough substance? I for one like entropic wheel, it IS over complicated but it's a ramping bonus damage in combat.
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Hey we really appreciate you spotlighting Pathfinder Infinite Nonat1s. This was also a really great video and some of your insights on Psychic were really great, I've gotten to go through most of the Dark Archives, but you definitely brought some things I had missed to my attention.
Can't wait to see Sinclair's!
Prefer those ads where the product 😁 excites you so.
Dancing blade cantrip 5 has no weapon size limit nor bulk limit. Weapon can be a giants weapon or titan weapon or boulder improvised weapon.
I dont know if theres a weight limits to pathfinder spells but you could weaponized a corpse of another monster like a huge club or flail to beat on another boss.
You jean/the pheonix weaponizing trees and statues vs magneto.
Barbarian grab the boulder hold it over your head
barbarian giant says"done easy what now", "your my maul weapon now" you dancing blade the smiling happy barbarian to fly follow enemy and you beat on enemy with boulder the barbarian in holding as the barbarian laughs the entire time.
There was errata to help with oscillating wave, the three unique psi cantrips are exempt from conservation of energy as they all deal with both fire and cold. That makes the wheel allow you to trigger cold every turn
That's great for the 1% of us who understand the wheel to begin with.
Entropic Wheel is literally the easiest thing to understand.
Turn 1: Cast whichever fire/cold spell and then cast Entropic Wheel (assuming you dealt damage).
Turn 2: Cast another damaging spell, gain damage, get another mote.
Turn 3: Repeat turn 2.
Its basically stacking damage for casting more fire/cold spells, and is the opposite damage type to always trigger weaknesses.
So the damage boost for unamp'd/amp'd is
Turn 1: 0 (it doesn't look like it adds anything on initial trigger).
Turn 2: +1 / +2
Turn 3: +2 / +4
Turn 4: +3 / +6
Turn 5: +4 / +8
Turn 6: +5 / +10
The unamped version can eventually reach +10 and at lower levels the cap is lower, but once you reach the cap you just stay there.
Timestamps!
Sunconcious Mind: 3:37
Emotional Acceptance: 4:02
Gathered Lore: 5:23
Precise Dicipline: 6:53
Wandering Reverie: 7:33
Concious Mind: 8:11
The Distant Grasp: 8:45
The Infinite Eye: 16:14
The Oncillating Wave: 22:19
The Silent Whisper: 30:44
The Tangible Dream: 37:07
The Unbound Step: 42:34
So I just wanna jump in about the Fire/Cold subclass because I really like it and I want other people to like it too!
Per the phrase "granted spell or standard psi cantrip" the only cantrips it affects are ray of frost and produce flame. Entropic ward's damage is not affected by it in any way, and in a round about way says "During this encounter, you can always trigger a weakness to fire or cold damage with your spells, even on the turns you have to do a cold fireball against the trolls" which I think resolves a lot of issues with the subclass!
And also as Fireball is a granted spell, you can do cold fireballs, and latter cold meteors swarms.
This is by far my favorite psychic subclass of the bunch. As much as it is a little brain-melty, it’s not that bad and they thought of ice meteor storm (or, more realistically, ice fireball) is quite neat…the flavor is wonderful.
I think you missed that enemies who crit fail their save against amped Telekinetic Rend are also stunned 1. Which is pretty good!
On Oscillating: I think I understand why they improved Produce flame's melee effects, as Ray of frost is the one your casting every turn you want to use a ranged cantrip. Those bonus THP are going to be really cool.
Ya I mean if you butter up your target with ray of frost, gaining that temp go. Then produce flame can hopefully finish them off. Or ya know not every fight will be ideal and it is nice to have produce flames extra cqc damage if dude are up in your face.
A big note on shatter mind. It only hits enemies, so allies will never be at risk unlike haunting hymn
So if I'm understanding Entropic Wheel correctly, it looks like it's basically just a point system. Like, every time you cast a fire or cold spell, you get a point (a mote). Then, you deal that much bonus damage to your next fire or cold spell of the opposite type. I don't think you need to spend them or anything, you're just building up extra damage for a minute, and it caps the extra damage at the spell level. A focus point lets you build it up twice as fast.
A cool ability, but I think the flavor text really gets in the way.
"I'm only 5 days late and, for me, that's a really good record."
Me whenever I arrive at college.
I never once thought playing a card game about super heroes would give me enough of an understanding of thermal dynamics to understand a subclass in a fantasy TTRPG, yet here we are.
When you described the precise discipline subclass all I could think of was an episode of dr. Stone where Senku calculated how long it would take the opponents cloths to catch on fire using a magnifying glass.
And this reminded me a particular scene from "The flight of Dragons" and the protagonist literally defeated the the vilain, who’s a powerful dark mage, by reciting math and science.
Personally, I think of Kamen Rider Build and how the main character would manifest large physics formulas during his finishers.
Daaaaang, I didn't realize that forbidden thought was so good!
On you comment on fascinated: its really bad in combat, but my group use used to good effect for stealth missions. The target can't take concentrate actions that dont involve the target, which means that can't Seek to find hidden teammates. Technically it also means if you time the fascination directly before the target in combat, you automatically shut down sustained spells, and heavily limit casting. It's good if you're clever, but still pretty limited
Popping in to remind you that the DC to aid your buddies DOES NOT SCALE. This makes the Infinite Eye able to consistently pass out +4s to hit for a SINGLE ACTION. Beware the big brain.
Damn, you pronounced my name right! Everyone always says "Loo-TRELL"...
Great video as always, and thanks for the shout-out on Oracles+!!
Let's gooooo!! It's such a damn cool supplement!!
Not a physicist, but...
Entropic wheel-
As part of gaining this spell, you create a wheel construct that passively siphons a mote from each fire/cold spell, and adds it to spells cast of the opposed type.
Casting entropic wheel into this construct sets up that initial mote(s, if amped), and sets the device to the task of pinching a mote from each subsequent fire/ice spell to interpose into the next such casting within the entropic wheel spell's duration.
I sincerely hope it helps, but readily admit it may not help at all.
Either way, love the content, bro!
Heartfelt ‘thank you’ for taking the time to make this really useful stuff and put it out there for free. Love it.
Hologram Cage is actually decent if not situational. Since it messes with enemy spellcasters because they need line of sight or other precise sense to target (it's under the Targets section of Chapter 7 of the Core Rulebook.) So it can force the spellcaster to either to move within stride range of the party to use their spells or rely on area of effects spells or at the GMs discretion try to target them in the last place they were seen at a DC 11 flat check (because at the very least they are hidden to the spellcaster.)
Entropic Wheel is actually very simple:
1) you cast a spell
2) your reaction materializes this weird wheel spinning behind you, with a funny little dot glowing on it
3) from then on, until the wheel disappears in one minute, the wheel keeps gaining dots, and every spell you cast that uses fire or cold to damage gets additional damage of the opposite kind equal to the dots you gained.
Basically, it's a supercharge for your spells - extra damage for free until the spell ends.
Entropic Wheel is also very useful when you NEED that fire damage during your energy removal phase - say, when you're fighting a troll: sure, you're shooting a "produce cold", but your spinning pal adds a little fiery oomph to it, dealing delicious fiery pain to opponent. And the opposite is true when you need some cold to hurt someone with cold weakness.
Basically, it's a long-lasting, no-sustain buff to your spells. And since it's a cantrip, you can get a new wheel - sure, an almost empty one - when the old one calls it a day and leaves. Basically, it's a variable buff with a duration of, well, forever.
Also, Hologram Cage is the ultimate anti-caster cantrip: put it around an enemy caster and watch him be unable to do jack against anyone, because they can't see worth a damn. It can also be used to protect NPCs and allies against ranged attacks - if you can't see him, you get a REALLY nasty penalty to hit him.
Basically, Hologram Cage is a neutralizer spell, mostly.
Ok. Lemme see if I can break down the Entropic Wheel for you step by step.
If you cast a spell that dealt cold or fire damage, You use a reaction to cast the entropic wheel cantrip and your wheel starts spinning. It gains 1 mote.
The wheel can only gain 1 mote per turn.
The wheel can only have [level] motes.
If you cast a spell that deals fire or cold damage, you deal an additional amount of damage equal to the wheel but of the type OPPOSITE to the initial damage.
Then you increase the mote by one.
By level 20 this means every spell you cast that does your elemental damage could be adding up to 10 per damage instance. Imagine firing off a full suite of scorching rays or the like once your wheel is “charged up”.
An important note for the psyche actions, especially restore the mind, you aren't limited to once per round. You can use more actions to help more allies
Coming as someone who play 3.0 DnD psion, I like the PF2E psychic a lot. The cantrips are balance, not overpowered, and rather than having 30+ psychic points per day you have three. Most importantly, NoNat did a fair video on all of these. The cantrips feel like cantrips, even amped.
10:37 pushing an enemy that's treathening an ally by 5 feet if done correctly could mean it has to spend an action to return in melee range, meaning it has less chances to strike. sounds pretty useful even at lvl 1-2
30:35
Nevermind the fact that it can potentially hit two targets for now, but it's sacrificing a single d4 of damage for inflicting one of two status conditions on a normal failure and the ability to pick fire or cold damage.
Now I don't know if you got there in the end but the way entropic wheel functions is you meet the condition (deal fire or cold damage) then you summon the wheel and it has one stack.
Then whenever you cast a fire or cold spell, or do fire or cold damage you get 2 triggers, the first trigger is that you deal opposite element damage equal to your stacks, with the second trigger being to gain a stack.
You may only gain one stack each turn and your maximum stacks are equal to the spells level
FWIW, one of my players has Omnidirectional Scan on her Psychic, and it’s amazing. You get to do a bunch of stuff for just one action. Sadly, the Seek isn’t as helpful as it could be due to the crap Perception the Psychic gets.
Sadly, most of the Amp feats a Psychic gets at early to mid levels aren’t that great. It’s not that the feats themselves suck, but that what you get isn’t better than what the main amp gets you. Because the majority of the damage psi-cantrips you get need the amp it originally comes with to give it the significant damage boost to make it worthwhile to use, switching out the extra damage for other effects typically isn’t worth it. Even Amp feats that buff will too often fall short. The only bright side of all this is the Psychic is ripe for archetypes even without using the free archetype rules.
The limit on Vector Screen’s ability to fire projectiles out may also just be so you don’t have to keep track of how many projectiles are embedded in it.
Probably, but also if someone DID keep track of projectiles that'd just deal insane damage after a few rounds of keeping it up in a choke point
29:25 As a physicist, uh… look dawg, that ain’t from us.
Omnidirectional scan. 1 action; seek & aid. Also a recall knowledge on enemy.
Thermal stasis is how you can just do fire or cold attacks. Use the spell after your attack and you just used a spell of the opposite type. Same with Entropic Field.
The 3 unique psi cantrips of oscillating wave don't interact with conservation of energy at all. They posted errata for that.
After the errata it is no longer true, as Thermal Stasis is not a granted spell or Standard Psi Cantrips
I think entropic wheel is decent. As long as you continue your fire-ice switching, you get extra damage equal to the spell level that you cast entropic wheel at. ... eventually. It builds up 1 damage per turn. Still decent action economy. It's free damage, since the wheel is just there, wherever you use fire or ice.
I actually really love that Oscillating Wave, haha. Didn't feel all that confusing to me.
Champions be happy about psychic dedication. Mime champion op.
what i like about amped produce flame, is possibility to take that cantrip as part of psychic archetype for magus, and get focus spell with d12+int dice and cool flavour
hologram cage is pretty good because it's basically the 5e Misty Visions cube, except actually supported by rules instead of just an exploit lmao
Just want to add that by the RAW rules, unles the GM specifically alters the aid DC, standard aid DC is always 20 from level 1-20. So you will incredibly often critically succeed with omnidrectional scan's aid check as the spell attack roll is against the DC 20 and not the armor class of the creature. It will very consistently give +3/4. (That's not even counting halflings or humans with their strong aid focused ancestry feats.)
Same goes for the Gathered Lore recall the teachings. You could be a master in occultism by 7 and legendary at 15. Giving you incredibly high chance to critically succeed and thus give +3/4 as the aid action scales spectacularly as you level with the stationary DC.
FWIW, Ghostly Cantrip has a range of 30 feet and targets 1 creature. Stick the amped version on your melee buddy who is always moving around for flanking bonuses or what have you, and he can now just phase through the enemy, doing free damage once each round. So at level 20, you’re basically spending one of your actions to give your buddy the ability to do an average of 17.5 passive damage on an action he will likely take regardless. Is it worth it? Maybe? There are one action things that probably give you a bit more damage. But if your melee buddy is moving often to help get or give flanking, this is solid. But unless you’re a melee Psychic yourself, it’s pretty much useless on you.
Speaking of melee Psychics, where are all these melee Psychics coming from? Paizo bent over backwards to make sure a melee Psychic has every disadvantage from a survivability perspective. I’ve been playing around with builds, but unless you’re willing to sacrifice most of your feat & skill resources for the ability to be just okay in melee, good luck staying alive. The problem is most feats or other abilities don’t line up great for melee. If you go Charisma, and Emotional Acceptance, you’re probably using Restore The Mind for emergency healing, but at the cost of movement. You’re also likely wasting its amazing 10th level feat, Emotional Surge. Because while that +2 status bonus to hit is sweet, you’re probably spending round 1 to cast Heroism on yourself, which bumps to +2 status at level 11 when heightened. I guess you could potentially save a spell slot and instead caste a spell that debuffs your enemies for a few rounds, helping out everyone in the party and making it easier for you to hit while your Psyche Unleashed is active. But that means you can’t really move for those two rounds unless your spell buddy hastes you. (Because you’re spending your third action using Emotional Surge).
Maybe I'm wrong, but fascinated from Dancing Lights feels like it could be pretty decent as an anti caster spell. You make a caster or two fascinated with your lights and they are pretty much completely unable to cast a spell while the fascination lasts.
A note about oscillating wave: it says you have to remove energy after adding it, but it says nothing about having to add energy after removing energy. Thus, you could choose to consistently deal cold damage round after round.
I wouldn't say that the melee part of produce flame is so you should jump into melee if you get the chance, but if you happen to in melee range and for some reason it's not advantageous to leave then you've an option that deals extra damage.
the cool thing about the amp'd mage hand shove is that it's in any direction so your own positioning isn't important. I know a lot of tables allow to use shove to push an opponent to the left or whatever but just by RAW that's actually pretty hard to do.
Hey i did the formatting on Oracles+ :D
I love the wheel it allows you basically to always do hot and cold damage at the same time
Heightened telekinetic rend is damn good when you look at the amped bonuses that gives a 3rd zone and it increases by 1d6 for EACH dmg types. It's basically the same as regular cantrips heightened, but aoe vs everyone.
Woo hoo, I was watching for this and even checked a couple hours ago! Excited to watch.
Conservation of Energy sounds like the PF equivalent to Absolute Zero from SOTM.
Yooo! Absolute Zero was my go to character for that game!
Fascinated on it's own is kinda underwhelming, but there was the time a demilich got fascinated and was literally stuck on the ground only able to hop 5ft per action and bite
I think you're underestimating one fact about Hologram Cage: Since it blocks line of sight, you can use it to stop enemy casters form targeting you or your allies.
Another use could be: your party is being chased down a path when you come to a fork/intersection. Cast this spell, make it physical, and by the time they get through, the enemy now has to figure out which path your party took.
My fav is you run past a ravine, pit, or cliff. Pop a cube and wait for the screams.
Am I the only one who really likes the oscillating wave?
I feel like you're making oscillating wave a lot more complex than it is, especially with entropic wheel
You're a champ for doing this video.
15:42 wdym it does 7d6 damage at level 20
Has someone built the lycanthropy oracle yet? (Oracles get their power from a curse so...)
now i need psychic as a heritage for a twisting tree magus....P.S. as an infinite eye heritage who took guidance as a magus main, in the strength of thousands path with 4 players. its really helping just keeping it for the reaction.
wish there was a spell to use psychokinesis to grab items and use them as weapons or deflect/redirect projectiles (esp magic) as i believe psychic is there opposite of a mage and therefore rival each other. both can have advantage against each other and both have disadvantage, therefore is a power of skill and will. so it would be the perfect answer to a sorcerer. Monk is the opposite of thief
Ain't late in my book when that extra time in the oven creates such a well browned delight such as this.
Imaginary Weapon is Target: 1 Creature, not just yourself. So if your Fighter loses their weapon from some reason or they don't have a weapon that as effective, you can give them another.
Also Amped Warp Step followed by Tesseract Tunnel really allows for a GTFO moment if things turn south.
That is not how imaginary weapon works at all. It's an attack cantrip, you make one spell attack for damage. It does not create a permanent weapon; the weapon sticks around only for the one attack you get.
@@justmonica9253 Huh, I totally misread it. *facepalm* Thank you for correcting me. I really need to pay attention to things like this.
Regarding the Oscillating Wave: it says the first time you cast either a granted spell or a psi cantrip in a given encounter, you make that choice to add or remove energy. Unless it's been changed, that means you have one of two patterns to follow:
1) 1st cast fire (Add), 2nd cast cold (Subtract), and then you're free.
2) 1st cast cold (Subtract), then you're free.
You're not restricted after you Subtract at all, and only your first Add cast is affected by the conservation mechanic. It's still pretty fiddly, but not nearly as restrictive as it might first appear.
By my reading Entropic wheel takes one reaction per combat (unless it takes longer than a minute)
When you cast the spell refers to casting entropic wheel (a cantrip) which is taken after dealing damage. Afterwards gaining motes and dealing bonus damage is automatic. You gain more motes when you deal damage, so the mote appears after damage is calculated. The effect is basically a small amount of bonus damage on your fire and ice spells, and you always trigger both weaknesses and resistances.
The one thing I can't agree with is Fascinated not being useful! Not being able to use concentrate actions is a really big deal - any spell with a verbal component is taken off the table. Obviously not as effective against martials but depending on what the source of fascination is it can basically neutralise a spellcaster.
The issue is how easily it's removed. It goes away if you or any allies take a hostile action against it or any of it's allies.
@@Nonat1s that's fair, but unless you're in a single enemy encounter you can mostly ignore the mage for a turn :) and even one round where you're guaranteed not to eat a fireball is often as/more helpful than stupefied would be!
Omnidirectional scan also is a 30ft emination seek, which is pretty darn nice. Being 1 action makes it worth. Same with the one right before it (though that one's amp is bad).
Oscillating wave suffers from a bit of a broken wording. First, Conservation of Energy was errataed, and does not affect unique cnatrips (so, it's only for Produce Flame, Ray of Frost, and granted spells). Entropic Wheel: You start it is as a reaction, it starts with one mote. Every time you cast a fire/cold spells, it gains one more mote. Every time you deal fire/cold damage after the initial trigger, you also deal the opposite damage (which allows you to do something useful every turn, even if enemy is immune to fire/cold).
Conservation of Energy does not apply to the special Psi Cantrips, only the Standard ones. Entropic Wheel Is a reaction to start and it goes for the duration, like most spells. You gain a mote when you cause Fire or Cold Damage. When you cause either damage type you deal the opposite damage type equal to the number of motes your wheel has.
I feel like Glimpse Weakness probably shouls have said 1d4+1+spell level for the base amp portion, as the rate of scaling on the normal version is faster.
As in at spell level 2 the normal one is doing 1+2 damage (avg 3), whereas the amp'd version is still doing 1d4+1 (avg 3.5). At spell level 3 they change to 1+3 (avg 4) damage and 2d4+2 (avg 7), but then at spell level 4 they're 1+4 (avg 5) and still 2d4+2 (avg 7).
This creates two problems. First is that on every even spell level you can actually roll lower on the amp'd version than the regular one (3 flat damage is better than rolling a 1 on 1d4+1). The other issue is that the usefulness of the amp wildly fluctuates, with it being much better on odd levels. Just comparing the average damage I listed before, it's not really a significant jump in damage (though it does get better as you level).
ITS FINALLY HERE!!!
All the class+ products are so freaking good.
Dang, Oracle+ sounds like a really cool book!
Your review was also nice ;)
These cantrips are a dream for the eldritch archer, just imagine a fighter shoting an arrow with legendary proficiency with an amp cantrip, and crit, uff that has to hurt.
How do you make a scanner AKA Mind melter .Waves of psychic/psionic telepathic attack .
tier list of conditions with some of the best ways to cause them would be cool.
I think what slipped your mind is the psyche trait. E.g. Telekinetic Rend has it. So it is not every single turn, it is at best 2 turns with cooldown. And with psyche unleashed, are there better things to do with your actions, then casting a okayish cantrip?
Thanks for your videos making it much easier to understand classes and features.
Entropic Wheel isn't that complicated, I think you're reading that first Cast the Spell (ie when you cast this spell) as Cast A Spell (performing the Cast a Spell action).
Basically it's a reaction cantrip that triggers off of dealing fire or cold damage. When you do it creates the wheel that starts with one mote, two if amped. For the next minute you add X damage of the opposite energy type to fire/cold damage spells you cast equal to the number of motes. You add a mote to the wheel, two when amped, when you use a cold or fire effect or deal those damage types.
Since it triggers off of dealt damage, damage increases only apply to the next spell you cast. It only last one minute and you can only gain motes once per turn so at the highest levels it will only act at max potential unamped for a round or two if combat goes that long.
It is bonus damage at the cost of a reaction and your ability to track the increases. It make it so you aren't completely useless on the turns you are locked into dealing resisted damage. Not amazing me.
So, Jesse Faden from Control is a Psychic with a Gunslinger dedication.
Hey hey, few things. While RAW Stunned says that you cannot act, some people (even Devs afaik) recommended for it to take place during next turn. Otherwise Readying Flurry of Blows with Stunning Fist would be best strategy ever as you would waste creature's turn. Also same applies to players if they are suddenly Stunned. It is certainly more fun that way for both sides.
Also apologies but if something is Boggling you Nonat, please do a bit of research on that spell :/ that's not so hard and certainly would up the quality of content you provide. But that's me being nitpicky, keep up with the good job
The problem there is there is already a condition that is "Stunned, but only takes effect at start of your next turn" its called Slowed. You are just advocating for Stunned to be removed from the game and everything that stuns you just slow you instead.
Oscillating wave: Ray of Frost can become Ray of Fire and Produce flame becomes Product Ice?
If I'm casting shield as a psychic spell, does that mean thatt no longer has the concentrate trait? Since I am not using a verbal component for it, am I getting rid of traits associated with verbal casting?
I'm imagining a montra that is something like svaldic throat singing.
Could someone clarify the "cantrip 3/cantrip 5" spells? That trait seems contradictory to me: do they use up your spell slots when you use them or not? How are they cantrips if they are lvl 3 or 5?
Cantrips automatically heighten to half of your character level rounded up. If you're character is level 9, then all of your cantrips are always cast as a level 5 spell. They don't use spell slots.
@@Nonat1s Ok thanks, that's what I thought. I just think the "3" or "5" precision is a bit confusing then, if it's just to tell us that we will unlock that ability at specific character levels. Great video though, looking forward to paying a psychic, probably a telekinetic one ;)
Redistribute potential sounds like Starfinder's Solarian class, but as a spell, but more complicated
I have a swashbucker in my campaign who starts most combats with fascinating performance or focused. Preventing casters from casting works.
The beauty of 30 temp is if your ally is only missing 20 hp you get the full effect of the temp ho which you wouldn't from lay on hands
The psychic class sounds more like Physics class. I'm down for that.
Note: Never stand in cliff next to Nonat
I think my mantra for Recall The Knowledge would be "Get Some!!!" but that's because I'm a simpleton that likes a cheap laugh🤣.
Can you build the psychic to be a somewhat competent healer? Doesn't look like many of its feats or features have healing capabilities. What archetypes would work well for it to be a decent healer?
I don't think there are many (any?) healing occult spells. The occult spell list just doesn't have that kind of function - it's mostly about control and mental effects/damage, plus some telekinesis
Healing is divine and primal
You made the exact same face i made when i got to Enthropic Wheel
I am planning on a Human, Reflection heritage Psychic for my next game (Emotional Acceptance + The Tangible Dream). I am a little disappointed in how cool the psychic can be vs how some of the features play out. I do see a lot of utility and crowd control options for the class so I'm still going to give it a go. Thanks for the break down
Ok hear me out.
Imaginary Weapon is good as a backup melee attack for the Caster.
Tbh- I'm ok with Amped Message not letting an ally disarm because disarm is so rarely worth the action
Instead of the stand dual class fighter/whatever I'm going to try pairing a monk/psychic for a Psylocke style of build from the X-Men.
These 3rd party curses seem cool, but do they give detriments too?
"Next week. Definitely."
You pointed to a card early in this video but there was no link to click on.
Fixed! Thank you!!
Oh here it is! I found it!
Always happy to get new content like this from you. Overall I feel the same way about the class; the good stuff is great but the bad stuff is horrible. It’s also Paizo at their most needlessly complicated. It’s also a shame they seem to lean in and embrace it. Because once I get new players into my campaigns, they love PF2e. But Paizo’s unnecessary word vomit and overcomplicated explanations, combined with the all too common choice to refuse to separate flavor text from game mechanics actively works as a detriment to getting curious folks to take the leap. Three years in and it still remains the number one reason I get from new players as to why they haven’t given it a try yet. And Classes written as poorly as the Psychic certainly don’t help matters. However, I’ve already got two Psychics in my campaigns at this point, and they’re both loving it. So the class itself appears to be a blast to play. As for the video itself, I feel like you’ve missed too many things that make the Meh and “is fine” stuff better than it is. For example, things like Aid has a flat DC, so even at character level 6 (when you get Omnidirectional Scan) it’s pretty easy to not fail. And it doesn’t take long to crit succeed on pretty much all Aid checks. I also think you missed a big opportunity to discuss the spells each mind gives you. Particularly on a class so limited on spell selections to begin with, the ones you are forced to take matter much more. So while Distant Grasp gives you a list of overall pretty solid spells, they all pretty much do the same one or two things. And strangely, they even overlap with the Psi-Cantrips and special Psi-cantrips. I’m all for going all in on a theme, but damn. Distant Grasp is much less versatile when it might otherwise be amazing. Still, overall a pretty solid video. I feel like the general feeling of frustration, confusion, and “well, that’s not bad at all” comments really reflect my own experience after first reading through the published class.
Narrator: It would not, in fact, be next week.
Shout-out Infinite Masters!
Oh, shout-out physicists!
Amped Ghostly Shift + Amped Warp Step = Telefrag, lol
Hey nonat, please reread amped Guidance. The amp makes the spell a reaction instead of an action, which is actually pretty great.
So much "fine" going on in these abilities sadly. I'm excited to see KINETICIST, however from the play test I got a lot of.....flavor? Not enough substance? I for one like entropic wheel, it IS over complicated but it's a ramping bonus damage in combat.