Expanded Psionics Handbook updates psionics for the new edition of Dungeons and Dragons. The book includes core and prestige classes, psionc powers and magic items, monsters and campaign advice. Unlike some updates, this book takes many things and tosses them on their ear.
The book is a combination of the Player’s Handbook and the Dungeon Master’s Guide in its organization. For example, it starts with races, and then moves into classes, then skills and feats, then psionics (instead of magic), powers (instead of spells), and then prestige classes, items, monsters, and some spells and deities.
The races are a mixed bunch. Unlike the Player’s Handbook where all of the races are a level adjustment of 0, we’ve got some powerful folks here. My personal favorite, the half-giant, is only +1, but others like the githyanki, githzerai and thri-kreen, are +2. The poor thri-kreen also has two hit dice so he’s a total of +4. The good news is that there’s something for everyone here. For example, if you want to try a psionic-based race but don’t want a level adjustment, you could try the élan. In some ways, these individuals remind me of Monte Cook’s mojh in that it takes a normal human and turns it into another race.
The élan suffer a charisma penalty due to their change and are considered aberrations. They have bonus psionic points to start off with, as well as the ability to spend those points for a bonus to their saving throws or even get damage reduction in addition to sustaining themselves without food or water though power point expenditure.
Now why though, is the half-giant my favorite? It’s not that powerful physically, having only a +2 to strength and constitution with a –2 to dexterity. It’s not their giant blood, which makes them giants for consideration for spells like charm person, nor their bonuses to saving throws against fire based effects. Heck, it’s not even their bonus power points at first level. Rather, it’s their ability, powerful build. This lets them use weapons as if they were one size category larger, in addition to some other neat effects like being considered one size larger for various opposition checks ranging from bull rush to trip attacks.
In terms of classes, WoTC has expanded the lineup. We now have psionics, psychic warriors, soulknives, and wilders. The first two should be familiar to fans of the old system. It’s been a while since I’ve used a psion in 3.0, but if I’m remembering correctly, they’ve changed how you get bonus points. Now, all psions get bonus points from their intelligence. It also looks like the psychic warrior gets more overall power points. Lots of little things here and there. For instance, the classes don’t have a preset number of powers of each level learned. Rather, they have a list of # of powers known, and another column that provides the maximum power level that they know. This allows a psionic character to trade off some higher power for more versatility, but will probably only be used by the psion as they know a lot of powers and most other classes will concentrate on getting those higher level powers ASAP.
Some things I don’t like include the soulknife. It’s a sound class that masters a blade of pure mental energy, but as they don’t have any psionic abilities outside that, they’re a little limited. Once again, I may be remembering things wrong, but I recall this former prestige class also had more of an assassin feel to it. Now it boasts 1d10 hit dice per level, two good saves, and four skill points per level. Like other masters of a single weapon, the soulknife is eventually able to grant his weapon special abilities but unlike those individuals, because the blade is psionic in nature, this weapon can never really be taken from the character. Indeed, the soulknife is able to even change the type and shape of his weapon insuring that despite the fact that the class is in essence a one trick pony, it’s a fancy one trick pony.
The wilder didn’t do anything for me either. While the psion gets lots of points, powers known and a few bonus feats similar to the wizard, the wilder gets the ability to increase her manifester level with a wild surge in addition to a euphoria effect that provides a bonus to attack, damage and saving throw rolls with a little bit of a defense against telepathy via volatile mind, which requires any telepathic power to pay more power points to make contact.
One thing I was impressed with was the epic-level psionic character section. It’s a small one and more of a nod to the epic level handbook, but it’s here and covers all of the core classes. Now if only it covered the prestige classes and provided more unique epic feats…
Anyway, the skill section looks pretty similar to the old book. It includes a few no-brainers like knowledge psionics and the use of concentration for psionics in a manner similar to wizards, but the one that’s far different than a standard skill is autohypnosis. You can control your body to do anything from memorize a set of numbers or a book passage, to use your skill instead of a saving throw versus any standard poison’s secondary damage effect. There are some other things there as well like resist dying where you become stable by making a DC 15 Autohypnosis check instead of rolling % dice.
Psionic feats are an interesting lot. A few of them depend on you having what’s called a psionic focus. This is where you hold “a reservoir of psionic power points in mind” to give yourself special energy. That’s a concentration check requiring a full-round action with a DC of 20. The pay off though, is worth it for some of these feats. Take Deep Impact. By expending your focus, you treat your next attack as a touch attack. Psionic weapon lets you expend your focus and do an extra 2d6 points of damage.
There are some feats here that anyone could use though. Take Deadly Precision, a feat that requires you to have a Dex of 15 and a BAB of 5+ but allows you to reroll any result of 1 on your sneak attack’s extra damage dice or if you just want a taste of psionics, Wild Talent, where you gain 2 power points and can now take psionic, metapsionic and psionic item creation feats.
The section on psionics is a mixed bag in some ways. It starts off with some discussion on how you manifest psionics and how different types of damage can effect your concentration check but then moves into how psionics and magic effects can be combined and moves into the description of how powers are laid out. It then talks about keeping psionics and magic different, and gives some advice on using psionics in the campaign. A little cluttered as the layout for how psionic powers are listed and used should be right before the powers and the campaign information should be put into a GM section with some more advice on using them.
Powers are broken up much like spells. We’ve got lists that are broken up by psion and wilder, then by discipline, which is much like a domain with a few powers at each level, then by psychic warrior. The powers are broken down by level and in alphabetical order.
The first thing I noticed is that they’ve removed the 0 level powers. Not bad as I don’t thing I’ve ever seen those take a big hand in things. Another thing I noticed is that they ditched psionic combat. Hurray! Not that it’s totally bad mind you, but I thought Mindscapes, a Malhavoc product, just did a better and easier job of the whole thing.
The one thing I didn’t like when I first read through it was the use of two powers for many of the psychic warrior’s abilities that referred the reader back to one or the other power. For example, Metaphysical Claw and Metaphysical Weapon. In each case, you gain a +1 bonus. Most of the statistics are the same for each, but one effects a natural weapon, most often created though a power like Claws of the Beast, and the other a weapon. It’s like those cheap feats you see in a book where they kill a couple of pages with feats that are essentially +2 to two skills or do this for that but reworded differently each time. What’s worse is that in the case of the weapons, in some instances they’re on more than one class list. This limits the overall effectiveness of a psychic warrior who wants to use a weapon in combat as opposed to just claws but I haven’t playtested it enough to see how it pans out in the long run. It’s highly unlikely that psions are going to hop into combat to prove themselves.
On the good side, it’s impressive to see how versatile these psionic powers are. Many of them can be augmented by using additional psionic points. In some cases, the results might need some playtesting as it makes the psion a devastating choice of character with their variety not only in terms of damage, but also the energy type of damage they can inflict. Take Dissolving Touch. It’s a 2nd level psychic warrior power that does 4d6 points of acid damage. For every additional 2 power points you spend, you can inflict an extra 1d6 points. Now it requires you to touch the creature but doesn’t provide a saving throw or power resistance.
What then keeps such an attack in check? Your augmentation is limited by your manifester level. “The maximum number of points you can spend on a power is equal to your manifester level.” The example given shows that a 5th level manifester could improve the 1st and 2nd level powers, but not the 3rd level ones, as a 3rd level power is 5 points. Now a psychic warrior, to know this power, has to be 4th level, and has a base of 5 power points. He’s not going to be augmenting it too much.
After the powers, we get prestige classes. Some of these are old friends like the Illithid Slayer, a warrior specializing in hunting down mind flayers, while others, like the war mind, are brand new. The interesting thing about some of these character is that they don’t necessarily rely on the character to either be psionic in nature or focus just on psionic powers.
For example, someone could enter the war mind with either a race or a feat that provides them power points and knowledge of psionics. While they then gain psionics afterwards, it’s not a requirement to know any powers before hand. In terms of being psionic in nature but not in power, the pyrokineticist is to fire what the soulknife is to melee. These individuals gain no power points of psionic knowledge, but can make weapons of fire in addition to fire resistance and control. By making PrCs like this, the author improves their ease of use. I don’t have to bring out all knew psionic creatures or powers every time I want to use something psychic. On the other hand, if a player with power points but no powers decides that he wants to investigate psionic PrCs, he has options.
For psionic items, these are similar to magic items but focus on replicating psionic abilities. For example, dorjes are in essence, wands. They’re “elongated crystal imbued with the ability to manifest a specific power”. The good news is that there are numerous special abilities for shields, armors, and weapons that can be used that you’re players never have to know are psionic in nature. Take the Seeing property. This provides the user with a better range of vision, lowering the flanking bonus to +1 in addition to providing a +1 to Spot Checks and a –2 to saves against Gaze Attacks. I was a little disappointed in the specific weapons though. The old Silver Swords of the Githyanki are old news at best and some new psionic-based weapons would be a welcome addition to the various abilities.
In addition to dorjes and power stones, my favorite section is psionic tattoos. These designs are written onto the skin and the power depends on what was crafted into it. The tattoo’s fade after use, and the character can only have twenty upon his person at any one time. Like potions, these tattoos are for lower powers, 3rd level and under. The bad news is that it’s a standard action to touch the tattoo and it provides an attack of opportunity.
Another favorite or mine are the psychoactive skins. These “fist sized globs of psionically character ectoplasm” have various powers that almost turn the character into a superhero. How about Skin of the Claw where you can automatically activate Claws of the Beast with no attack of opportunity? How about Skin or Iron, where you have the psionic Iron Body power up to three times per day for fifteen minutes each time?
Of course no book meant for players and GMs would be complete without some monsters. Most, if not all of these, are old favorites, These range from the good old Blue, a psionic goblin, and the Githyanki and Githzerai (psionic versions), to the Phthisics and Neothelid. Then again, I’m an older GM and player and remember the Monstrous Arcana and its series of adventures and don’t recall which of these originally appeared in the Psionics Handbook. The good news is that they’ve all been updated to 3.5 standards and we have a good range of lower level creatures from ½ all the way up to 15, with most of them between 3 and 7.
The appendix that wraps things up includes a few spells that help counter psionics or work with them. For example, we have the Mind Domain for the two deities written up, as well as Psychic Turmoil and Greater Psychic Turmoil, spells that steal psionic power points away and in the greater version, turn them into temporary hit points.
The deities are Zuoken, a ‘human martial artists’ that attained physical and mental perfect and became a demi-god. Short enough entries that in most generic worlds like Greyhawk and Forgotten Realms, it shouldn’t be a problem to use. The other is an old favorite of the mind flayers, Ilsensine, a greater deity.
The book does include a one page, four-column index that seems pretty complete. Between this and the table of contents, most readers should be able to find what they need quickly.
The art in the book is full color, but isn’t the best WoTC has fielded and the book isn’t packed with it. This isn’t to say that there aren’t some favorites from the 3.0 version that didn’t make it over, or that there is no new art. It’s just compared to some of their other books, I’m not as impressed as I’ve been with their Forgotten Realms books. The editing is fair for a book this size, but I’m anxious to see the errata ASAP. From what I’ve seen thus far though in our own boards, nothing is too broke or world shattering, but a few things might bear discussion.
That’s pretty much the way I felt about the whole book. Some things I enjoyed right away. Others I can’t wrap my head around. The soulknife with d10 hit dice? Those artifacts that have been detailed time after time with no epic style weapons? The epic support that covered the core classes and not the prestige classes? Good stuff but a few steps short of the old 5 on the rating scale.
I’ve mainly used the book as a GM in the creation of NPC allies, enemies, monsters, magic items and a few plot lines that will revolve around Zuoken and the prestige class his followers can take. I’m hoping that with the new WoTC campaign setting using psionics, that we’ll see some more third party support outside of the upcoming book from Malhavoc that’s meant to update Mindscapes.
If you’re looking for something to add a little diversity to your campaign or want to take your campaign in a new direction, the Expanded Psionics Handbook is for you.
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