I never said I wanted it to be directly translated to 3E with no changes......just that I liked the old version of psionics better.
The attack/defense mode comparison could be simplified y'know, and it wasn't necessarily bad in and of itself, just quirky..... And of course it'd need to be tweaked such that being psionic wasn't just a weakness in psionic combat.... That bit in 3.0 psionics is annoying.
I really gotta get back to work sometime on my 3E version of the 2E Psionicist.
Main problem with my project was that I broke up sciences and devotions just a bit into 2 tiers each, with Lesser and Greater devotions, Psychic Sciences and Ultra Sciences (
yeah, cheesy name I know; another, more minor problem is that I sometimes like silly old-comic-bookery type stuff). My feats for wild talents were also probably too potent despite the drawback of needing difficult skill checks to make any wild talent powers function.
And I think I took my conversion of the Ballistic Attack devotion too far....got too complicated and detailed. I also had made part of the Psionicist's mechanics a bit too complicated. So I didn't get started on many powers before deciding that I had probably over-complicated things that time.
Class snippet in spoiler block
(and a note, my version included a new attack mode and a new defense mode, which is why the class learns 12 combat modes over time).
[sblock=Psionicist]PSIONICIST
Alignment: Any lawful.
Hit Dice: d6.
Class Skills
The psionicist's class skills (and the key ability for each skill) are Autohypnosis (Wis, exclusive skill), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Harness Subconscious (Int, new exclusive skill), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Meditative Focus (Wis, new exclusive skill), Perform (Cha), Psicraft (Int), Rejuvenate Psyche (Con, new exclusive skill), Remote View (Int, exclusive skill), Sense Motive (Wis), Stabilize Self (Con, exclusive skill), and Use Psionic Device (Cha, exclusive skill).
Skill Points At 1st Level: (4 + Int modifier) x 4
Skill Points At Each Additional Level: 4 + Int modifier.
Weapon And Armor Proficiencies: Psionicists are proficient with the club, composite shortbow, dagger, halfspear, handaxe, hand crossbow, light crossbow, light hammer, light mace, light pick, punching dagger, scimitar, shortbow, shortspear, short sword, and throwing axe, and with all light armors.
Code:
[B]Class Base Fort Ref Will
Level Attack Save Save Save Special[/B]
1 +0 +0 +0 +2 Two Psionic Combat Modes, Two Bonus Feats
2 +1 +0 +0 +3 Psionic Combat Mode
3 +1 +1 +1 +3 Psionic Combat Mode
4 +2 +1 +1 +4 Psionic Combat Mode
5 +2 +1 +1 +4
6 +3 +2 +2 +5 Bonus Feat
7 +3 +2 +2 +5 Psionic Combat Mode
8 +4 +2 +2 +6 Psionic Combat Mode
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Psionic Combat Mode
11 +5 +3 +3 +7 Psionic Combat Mode
12 +6/+1 +4 +4 +8 Bonus Feat
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9 Psionic Combat Mode
15 +7/+2 +5 +5 +9 Psionic Combat Mode
16 +8/+3 +5 +5 +10 Psionic Combat Mode
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11 Bonus Feat
19 +9/+4 +6 +6 +11 Enhanced Combat Mode
20 +10/+5 +6 +6 +12 Enhanced Combat Mode
[/sblock]