Alright, before special abilities it's balanced with Psywar. Now to check out the specials.
Good to know. ^.^
Any reason why you didn't just give Wild Talent as a bonus feat like Soulknife?
Because I missed that. I think I got the text that's there from a PrC? Soulknife wording is better by far, so I'll switch to it.
You're going to need either rules for the disarm check modifier.
Alrighty, added "If attempting to pick up an object held by a creature, they receive this same save, and gain any bonuses they would against normal disarm attempts." Because the opposing attack roll disarm mechanic didn't really seem to lend itself to the flavor.
Any damage increases for object weight? Best to specify one way or the other.
Good point. Edited to: "This deals 1d3 damage to the target or 1/2 the damage the object would deal as an improvised weapon. It also deals 1d4 damage to any creature or non-weapon object (which both take this damage even if the attack misses) used in this manner."
No limit besides the limit on the number of objects picked up? Sorta negates the need for normal ammunition, making it a very gear-independant class.
The actions hurt at lower levels.
It's intended to be gear independent at later levels, and it's intended to still be relying on actual weapons and ammo for most things at early levels, though one who didn't have to be subtle could prepare a lot in advance, the actions are still a limit on uses per combat at low levels.
Expending Psionic Focus causes the energy ball to dissapate though. Conflicting mechanic.
Whoops, good point. Changed to: "Starting at 5th level, a Psychic Archer can, once a round, add a burst of telekinetic power when striking with an energy ball. Doing so, however, causes the Psychic Archer to lose his psionic focus immediately after the attack is resolved."
This is limited to 1/round? Otherwise could be interesting.
Yes, limited.
" a Psychic Archer can, once a round"
I'm not sure I like a save vs. Stun that scales with damage, even if it's M-A. And I really hope this is 1/round.
I want it to scale with damage, but I think you're right that's its probably too fast. Maybe 1/2 damage? Or drop the level out entirely since it scales on damage? Hrmm, yes, I like that. Changed to: "(DC equal to 10 + Cha mod + damage done)"
I highlighted what caused me to laugh out loud. Even when comboed with other abilities, the double-save mechanic prevents abuse. Go explode your balls: I won't stop you.
KEKEKE. I was mainly concerned with this combined with the Adaptive Barrage and Lingering Energy Ball feats, especially once you get Meta Energy Balls.
Useful until you can generate multiple balls a round. Then even magical ammo is pointless compared to force damage energy balls.
Enemies and wagons are also physical objects. ^.^
You already had a bull rush ability, although I do appreciate the multiple targets. Maybe a Telekinetic Maneuver-ish ability would have a place for this class?
And the losing of psionic focus really hurts. A lot.
I'm not very good with maneuvers, but it'd be an interesting take, especially to get everything off the psionic focus mechanic, but it was
designed to hurt until later levels. Early on it's supposed to be an emergency option.
"If he already has Precise Shot, he may instead choice any feat that has Point Blank Shot as a prerequisite so long as he meets the requirements."
Added.
Interesting. Although I'd remove Acid to go along with the psionic Energy X powers.
Goodness gracious, great balls of fire!
Hmm, good point... But I think I'll leave it in for better BFC. This is the intended mainstay of BFC for mid levels.
Either nix this or make the AC only effective vs. ranged. Part of the opportunity cost of the class is low AC in exchange for some BFC and status effects.
The actual negate only applies to ranged attacks, but I think that perhaps limiting it a little more is perhaps wise, since none of the other abilities are actually limited by heavy armor. Added to: "When unarmored and unencumbered"
Specified that objects carried by TK don't count towards encumbrance.
The attack penalties are too severe. This needs a fix.
They hit as ranged touch attacks, and after Aftercrescent pointed it out to me, I agreed that the ability to do 80d6 damage a round every round as ranged touch attacks all day long was a little powerful, especially since that's without anything but base class abilities. A -30 on 20 ranged touch attacks should still hit most BSF types easily with close to the full barrage.
Lose this. They can spend the feat if they want the range. Especially since you're increasing the range next level anyway.
It applies to everything though, not just the energy balls. Including thrown enemies.
Plus it's a dead level otherwise.