Im having trouble getting this mod to work, the "Psychic Blade" are just grayed out, like im out of uses on them, i have tried respecing, resting and everything, cant get it to work
The mod is very nice, i resolved the issue with the blade dealing 1 damage by respeking to whither. I would suggest to allow the blades to synergize with fighting styles such as dueling or archery and to allow them to benefit from objects like the Archer Braces to make them more valuable
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.
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.
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.
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
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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.
Also, how should stats be spread? Do you use DEX? INT? CHA? For the blades.
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