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Complete Psionic [Review]

 
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Christopher Adams

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Since: Jul 25, 2004
Posts: 547



(Msg. 1) Posted: Mon Apr 17, 2006 2:55 am
Post subject: Complete Psionic [Review]
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= CHAPTER ONE =

There are three new psionic classes introduced in this chapter: the ardent, the
divine mind, and the lurk. One of these things is not like the other, as we will
soon see, but thankfully not in terms of quality. All three are quite playable
and indeed interesting classes.

The ardent and the divine mind share a class feature: each has access to psionic
analogues of clerical domains called mantles. They differ, however, both in
their use of mantles and in the flavour of how they use them.

Unlike a psion or wilder, an ardent is fully proficient with heavy armour and
shields, though they are restricted to simple weapons and have a d6 hit die.

The ardent is intended as a full manifesting class: they gain access to psionic
powers at 1st level. These powers, and all the powers they gain as they level in
the ardent class, must be drawn from the lists associated with their chosen
mantles. They choose two "primary mantles" at 1st level and gain access to
secondary mantles as they gain levels. Like a clerical domain, each mantle
grants an ability related to its theme, as we can see in these examples drawn
from the March previews:

CONFLICT MANTLE

Granted Ability: You are more in tune with martial concepts and gain the Weapon
Focus feat as a bonus feat with a weapon of your choice.

1 Metaphysical Weapon: Weapon gains +1 bonus.
1 Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
2 Psionic Lion's Charge: You can make a full attack in the same round you
charge.
3 Dimension Slide: Teleports you a very short distance.
4 Immovability: You are almost impossible to move and gain damage reduction
15/--.
5 Psychic Crush: Brutally crush subject's mental essence, reducing subject to -1
hit points.
5 Graft Weapon: Your hand is replaced seamlessly by your weapon.
8 Spirit of War: Confer +4 on attack rolls and damage rolls, +10 to one save,
and confirm one critical threat.

FREEDOM MANTLE

Granted Ability: While psionically focused, you gain a +10-foot bonus to your
speed. You can expend your focus to add your manifester level to a roll made to
resist being grappled or to escape from a grapple.

1 Dimension Hop: Swiftly teleport a short distance.
2 Hustle: Instantly gain a move action.
4 Fly, Psionic: You fly at a speed of 60 ft.
5 Freedom of Movement, Psionic: You cannot be held or otherwise rendered
immobile.
5 Teleport, Psionic: Instantly transports you as far as 100 miles/level.
6 Evade Burst: You take no damage from a burst on a successful Reflex save.
8 Teleport, Psionic Greater: As psionic teleport, but with no range limit and no
off-target arrival.

A difference from clerical domains, as you can see in the examples above, is
that a mantle does not provide a power at every level. This isn't really much of
an issue, given that the strength of psionic powers is tied not to their level
but to the number of power points spent to manifest it, but it's worth noting in
reference to the other rule regarding ardents' selection of powers: they must
always, if possible, know more powers from each of their primary mantles than
they have learned from their secondary mantles.

The only time it's permissible to know more powers from a secondary mantle is
when there are no more primary mantle powers available to learn at a given
level. It is also occasionally possible for an ardent to make one of their
secondary mantles primary and relegate an existing primary mantle to secondary
status, though in many cases this means they will have to

The flavour of the ardent class is interesting. They are characters who have
devoted their psionic abilities to the exploration of a philosophy; their
philosophy is reflected in their choice of mantles. A Robin Hood type, for
instance, might select Good and Freedom as primary mantles, taking Guardian as a
secondary mantle. There are at least two dozen mantles available, which provides
an incredible potential for customising the class to suit the character's
outlook on life (and the ability to switch primary mantles allows for the
possibility that a character's philosophy will evolve as they adventure).
Ardents are specifically noted for devoting themselves to their philosophy
rather than to any deities who might be associated with similar concepts.

In contrast, the divine mind is a character explicitly devoted to a deity (or,
in the case of Eberron, a religion such as the Blood of Vol or the kalashtar
Path of Light), who forms a mental, psionic connection with the power of that
deity and draws strength from it in the form of mantles and, eventually, psionic
powers. Like the ardent, a divine mind has access to heavy armour and shields;
unlike the ardent, they have access to all martial weapons. If the ardent is
similar to a cleric, the divine mind is similar to a paladin.

Interestingly, they share a feature not with D&D paladins but with characters of
that name as they appear in Diablo II and World of Warcraft: auras. All divine
minds have access to three basic auras, gaining additional aura effects from
their selection of mantles (in addition to the mantle ability and associated
psionic powers). The effects and size of these auras improve as the divine mind
advances in level, and they can activate several auras at once and switch
between them more rapidly at higher levels.

As an example, the Creation aura heals constructs at the rate of 1 hit point per
hour initially; by 17th level it heals 1 hit point per round. This synergises
fairly well with the Creation mantle itself, which grants Ectopic Form (which
adds a mini-template to creatures made with the astral construct power) as a
bonus feat and therefore tends the divine mind towards the use of constructs.

Each deity (or Eberron religion) listed in the book is drawn from either the
core deities, the two deities (Zuoken and Ilsensine) detailed in the Expanded
Psionics Handbook, Forgotten Realms, or Eberron, and has four mantles associated
with them. The divine mind gains access to all four of these mantles eventually.

Finally, we come to the lurk: no mantles here! In contrast to the high degree of
customisation made possible by the selection of mantles for the ardent and the
divine mind, all lurks have access to pretty much the same abilities: a list of
augments for their attacks. For instance, lurks gains access to sneak attack as
long as they are psionically focused; they can also spend power points to gain
extra sneak attack dice. Other augments include ignoring miss chances for
concealment, adding flat damage to an attack, or disrupting an enemy's psionic
focus with an attack.

In addition to a list of roguish skills, lurks have access to a host of sneaky
psionic powers, intended to facilitate their performance as a spy and a killer.
They have access to light armour and martial weapons.

I'll detail the prestige classes, feats, and some of the interesting new psionic
powers in future installments.

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Jasin Zujovic

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Since: Aug 21, 2004
Posts: 1923



(Msg. 2) Posted: Mon Apr 17, 2006 4:55 am
Post subject: Re: Complete Psionic [Review] [Login to view extended thread Info.]
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In article <zfG0g.8356$vy1.3450@news-server.bigpond.net.au>,
mhacdebhandia RemoveThis @yahoo.invalid says...

> Finally, we come to the lurk: no mantles here! In contrast to the high degree of
> customisation made possible by the selection of mantles for the ardent and the
> divine mind, all lurks have access to pretty much the same abilities: a list of
> augments for their attacks. For instance, lurks gains access to sneak attack as
> long as they are psionically focused; they can also spend power points to gain
> extra sneak attack dice. Other augments include ignoring miss chances for
> concealment, adding flat damage to an attack, or disrupting an enemy's psionic
> focus with an attack.
>
> In addition to a list of roguish skills, lurks have access to a host of sneaky
> psionic powers, intended to facilitate their performance as a spy and a killer.
> They have access to light armour and martial weapons.

Martial? That's interesting. I assume medium BAB. Right? What about HD?

Could you tell us more about the flavour of the lurk? Is he supposed to
be just a mechanical variation on the assassin (as D&D uses the term: a
sneaky, slightly supernatural killer), or is there something more?


--
Jasin Zujovic

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Dragonkat

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Since: Mar 03, 2005
Posts: 315



(Msg. 3) Posted: Mon Apr 17, 2006 7:58 am
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Jasin Zujovic wrote:
> In article <zfG0g.8356$vy1.3450@news-server.bigpond.net.au>,
> mhacdebhandia.RemoveThis@yahoo.invalid says...
>
> > Finally, we come to the lurk: no mantles here! In contrast to the high degree of
> > customisation made possible by the selection of mantles for the ardent and the
> > divine mind, all lurks have access to pretty much the same abilities: a list of
> > augments for their attacks. For instance, lurks gains access to sneak attack as
> > long as they are psionically focused; they can also spend power points to gain
> > extra sneak attack dice. Other augments include ignoring miss chances for
> > concealment, adding flat damage to an attack, or disrupting an enemy's psionic
> > focus with an attack.
> >
> > In addition to a list of roguish skills, lurks have access to a host of sneaky
> > psionic powers, intended to facilitate their performance as a spy and a killer.
> > They have access to light armour and martial weapons.
>
> Martial? That's interesting. I assume medium BAB. Right? What about HD?
>
> Could you tell us more about the flavour of the lurk? Is he supposed to
> be just a mechanical variation on the assassin (as D&D uses the term: a
> sneaky, slightly supernatural killer), or is there something more?

The Lurk & Ebon Saint seem to be refered to as Rogish Psionic Classes,
something that was missing that needed to be included in Psionic
Classes.
How well do they fit the role(s)?

-Dragonkat- Insanity is relative
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Unan Oranis

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Since: Mar 24, 2006
Posts: 51



(Msg. 4) Posted: Mon Apr 17, 2006 11:07 pm
Post subject: Re: Complete Psionic [Review] [Login to view extended thread Info.]
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thanks thats great for me... ill get to reading the longer version
another day but im under the gun right now.
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Malachias Invictus

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Since: Apr 16, 2004
Posts: 1277



(Msg. 5) Posted: Tue Apr 18, 2006 7:45 am
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"Christopher Adams" <mhacdebhandia DeleteThis @yahoo.invalid> wrote in message
news:Cq31g.9441$vy1.7986@news-server.bigpond.net.au...

> Next comes illithid heritage feats. The flayerspawn psychic prestige class
> grants these as bonus feats, and they're pretty flavourful and
> interesting; the signature of the group would have to be Illithid Grapple,
> which can be taken four times and bestows one illithidlike face-tentacle
> upon you each time. When you have all four, you qualify for Illithid
> Extraction - grappling with all four tentacles allows you to deal
> Intelligence damage and receive the same number of temporary power points
> in return. If you drain someone's Intelligence to zero with this feat,
> they die . . . eat brains.

....at the cost of 5 feats? That seems a bit extreme.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
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chupacabra_s

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Since: Dec 28, 2005
Posts: 2



(Msg. 6) Posted: Tue Apr 18, 2006 10:24 am
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I do plan on getting this, but I am torn on what I will use from the book
(assuming my pencil and paper games ever get off the ground again).

Before this book came out I have been collecting psionic material from other
sources; at first the excellent 'Mind's Eye' articles, and later the book
'Hyperconscious: Explorations in Psionics' by Bruce Cordell (someone who
knows a little bit about the psionics system for DnD ^_^).

Although the Mind's Eye was made for 3.0 psionics, I still liked some of the
powers and classes in it (particularly the Constructor). In Hyperconscious
I like the Spirituel, which is cordell's own take on the Divine Mind. It
may take me some work to cull the best of all the sources into something I
would like to run, but thanks for this in dept review.
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Shawn I Roske

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Since: Nov 19, 2005
Posts: 57



(Msg. 7) Posted: Tue Apr 18, 2006 9:37 pm
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Christopher Adams wrote:
> Malachias Invictus wrote:
>> Christopher Adams wrote:
>>
>>> Next comes illithid heritage feats. The flayerspawn psychic prestige
>>> class grants these as bonus feats, and they're pretty flavourful and
>>> interesting; the signature of the group would have to be Illithid
>>> Grapple, which can be taken four times and bestows one illithidlike
>>> face-tentacle upon you each time. When you have all four, you qualify
>>> for Illithid Extraction - grappling with all four tentacles allows you
>>> to deal Intelligence damage and receive the same number of temporary
>>> power points in return. If you drain someone's Intelligence to zero
>>> with this feat, they die . . . eat brains.
>> ...at the cost of 5 feats? That seems a bit extreme.
>
> Keep in mind that the flayerspawn psychic grants three bonus illithid feats as
> you go, and I'd imagine it's the assumed route you'd take if you really wanted
> these feats. That said, the Illithid Grapple feat isn't too bad - you can
> automatically use your Strength or your Dexterity bonus on attack rolls as if
> you had Weapon Finesse, and you gain the improved grab ability with your
> tentacles.
>

I'm imagining describing to my players their first encounter...

"You see the barkeep dragging the drunk into the back alley as you
crouch down, hiding in the shadows where he can't see you. To your
horror you see what looks like four small snakes curl out from his beard
as he leans in close to the man's face. The snakes, no tentacles,
plunge deep into his skull! You turn your eyes away as the victim's
body convulses to each sickening, slurping gulp as the barkeep feeds."
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~consul

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Since: Jun 09, 2004
Posts: 337



(Msg. 8) Posted: Thu Apr 20, 2006 4:06 pm
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How does the book mesh with the ??Races of Aberration?? which had illithids in it?
--
"... respect, all good works are not done by only good folk. For within these Trials, we
shall do what needs to be done."
--till next time, Jameson Stalanthas Yu -x- <<poetry.dolphins-cove.com>>
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~consul

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Since: Jun 09, 2004
Posts: 337



(Msg. 9) Posted: Thu Apr 20, 2006 4:09 pm
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Christopher Adams wrote:
> = CHAPTER THREE =
> The next category is host feats - based on kalashtar and quori host feats in the
> Eberron setting, they basically involved allowing a "formless psionic entity" to
> take up permanent residence in your body (no real game effect) in exchange for
> one of two psi-like abilities per day. Examples include Aggressive Mind (Mind
> Thrust or Psionic Daze), Pacifist (Deaden Blow or Entangling Ectoplasm), and
> Defensive Shell (Force Screen or Empty Mind). You have to choose one psi-like
> ability or the other to use once each day; the Host Focus feat allows you to use
> both once each, or one twice.

Sounds like what they had in Complete Divine for the ... Spirit something. You had an
animal totem that didn't really have any function to the pc except to be the conduit for
special abilities. Spirit animal couldn't affect anything else for the most part.
--
"... respect, all good works are not done by only good folk. For within these Trials, we
shall do what needs to be done."
--till next time, Jameson Stalanthas Yu -x- <<poetry.dolphins-cove.com>>
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