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Terry

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TerryBerrier

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29 comments

  1. lawferis
    lawferis
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    Working fine on patch 8 but with one quite major bug, the throw psychic dagger action and bonus action are hitting for 1 dmg (showing as 1 base unarmed damage in the combat log).  You don't lose a lot since they are only d6's but still.
  2. Soulreaperx360x
    Soulreaperx360x
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    So far I think this mod looks great. However I think some item synergies are missing. The Gloves of Uninhibited Kushigo and the Ring of Flinging don't seem to add any bonus damage, though the Caustic Ring does add acid damage to the Soul Knife Attacks.
  3. stranger68
    stranger68
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    Really enjoying the mod so far, much better than other soulknife mods I've tried. 

    I noticed that psychic blades appear to be using int for calculating attack, rather than dex. It seems to still be using dex for damage bonus though. Is this as intended? The phb says they're a finesse weapon that use the ability modifier used for the attack roll for the damage bonus. This is causing attacks to be less accurate unless you stack int, and less damage if you don't stack dex

    I also noticed that the phb just requires a free hand, rather than to be unarmed. This could allow for bonuses from off hand items like bloodthirst. 
  4. DecShep
    DecShep
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    Any updates on the level 20 features? 

    Also, how should stats be spread? Do you use DEX? INT? CHA? For the blades. 
  5. DisperZ
    DisperZ
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    Unfortunately, Psi-Bolstered Knack doesn't seem to work properly. I'm currently at lvl 5, which means it should be a d8. When making a performance check during a dialogue I decided to add the +7 it showed in the UI. The animation played out, yet the +7 wasn't added to the roll and made me fail the check.
    EDIT: It works as intended - I'm not proficcient in Performance. However, it would be nice if the mod didn't show up in those checks since if I don't remember from the top of my head in which skills I'm profficient in, I would just be throwing away the Psyonic energy dice.

    Also Psychic Blades counting as Unarmed Strike bug still occurs (deals only 1 Psychic damage). I think it only happens when you first spec into the Soulknife subclass. After respeccing and selecting the Soulknife subclass again, it didn't happen once.

    Other than that I love the mod. Animations & icons look amazing and I'm really excited to see the damage potential with the Resonance Stone from act 2. Hope to see more tweaks in the future <3
  6. Dusto69
    Dusto69
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    I know it's the way it was written, but it seems odd that melee does the same damage as ranged, making it nearly useless. It would be kinda cool if it was a 1d8 for melee maybe? 
  7. flokidokie
    flokidokie
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    Why are the Psychic Blades counting as Unarmed Strikes and only doing 1 dmg? You have to be unarmed to use them, am I missing something?
    1. Dusto69
      Dusto69
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      I'm having this issue too
      Edit: checked the bugs section and just doing a respec fixed the damage, kinda strange
  8. memberunknow
    memberunknow
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    The class is not displayed under the rogue sub-classes.

    No matter where I move it in Vortex on the load list, beginning/end/center...


    I loaded it from Nexus here.

    ps.
    Ok, I downloaded it in the game with the mod management and then it also appears in the subclasses.


    I play with an AI for the companions.

    The abilities of the class are used with AI 0. That makes it rather useless for me.

    No idea if you can somehow enable the skills for AI use.
  9. RunErikRunO
    RunErikRunO
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    Is soulknife benefit from vex and nick here? OneDnD for example adding those things to normal weapon, but since yours made as an ability, then I guess they are not benefit from that or gets that property?
  10. dancingphalanges1
    dancingphalanges1
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    Oh this mod is super cool the attack and throwing animations look fantastic. Is there any way to make the thowing attack affected by feats like tavern brawler. The attacks seem abit underpowered at higher levels
    1. TerryBerrier
      TerryBerrier
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      You reminded me that I forgot to clarify in the description that the blades count as a spell attack! So anything that gives a broad bonus to spell attacks would also improve the Psychic Blades. Because of this, I will probably try to lean more into giving the subclass some way to obtain bonuses in the late game, but it requires playtesting for sure. I appreciate the feedback on the animations!
    2. HenryApicius
      HenryApicius
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      Hi, about the feat bonuses:
      I would suggest equipment that provides bonuses as powerful as the Tavern Brawler feat: This could be a ring found at a specific vendor or location that gives the player a bonus to psionic throwing blade attacks equal to twice their Intelligence modifier.
      Or a pair of gloves that give your psionic blade attacks a direct +2 to damage rolls like the thrown weapon and the dueling fighting style (the former one is sadly not included in the vanilla game, but I was happy to add it to my Soulknife rogue in 5e)

      Nonetheless its a great mod. 
      Way better than roguesextra and its Soulknife.
    3. DarkSwampy
      DarkSwampy
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      Agreed, super beautiful mod. BTW there is pretty much nothing to boost spell damage, hence why spells have better set damage dice. I would recommend adding scaling if you want to leave them counting as spells, otherwise make them count as throws to make them benefit from the suite of thrown weapon items, as sadly they are completely underpowered, we are better off throwing normal weapons and using a different class altogether.

      I mean all of this as completely constructive criticism, I really do appreciate what you have done and am impressed by the mods quality overall
    4. TerryBerrier
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      In the latest update, on Jan 26, the psychic blades were made to gain bonuses to weapon damage, too. Stuff like the 1d4 fire gauntlets or 2 damage acid ring.

      However, even then, I agree it's not enough. I'm actually working on a solution now!