Just picked up the Expanded Psionics Handbook

But don't Unbodied's get 4 virtual levels of Telepath with their 4 racial hit dice which themselves have bigger hp dice than psions themselves? Thus, effectively its an LA 4 creature that you have to start out with 4 hp-boosted psion levels.
 

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Ashrem Bayle said:
A few questions:

1. Can Concusive Blast hurt inanimate objects?

2. Does Control Air still exist and does it have a cap? In 3.0, an epic level psion could level a city with an F6 tornado for the cost of 3 power points. :)

3. How does Far Hand augment?


1. yes (it specifically states this, and one can choose lethal or nonlethal damage)

2. It's still in there, with a maximum wind speed of 60 mph.

3. 2 pp per extra 5' range and 1 pp for every 2 lb lift capacity over 5lb.
 
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Videssian said:
Well, I don't know if it means anything, but on the ExpPsiH illustrations page on the wizards website (http://www.wizards.com/default.asp?x=dnd/ag/20040403a), look at the image for "Energy Ball".. notice something? It's the same illo used for "Sever the Tie" in the 3.0 PsiH.. so just maybe, it's been incorporated into that power! (can anyone confirm/rebut this?)

(and yeah, its one of my Savant's favorite powers too!)

ttyl,
Videssian

Nope, it's not incorporated. Energy Ball, if I remember correctly, is just a big ol' kaboom of different types. (force, sound, etc...)

The pics for Burning Ray and Steadfast Gaze are something else as well. I did find that steadfast gaze has been absorbed into another power.
 

The much dreaded Coup de Grace weapon enhancement now functions as a one round paralysis (dc 27 Will save) on every critical hit the weapon makes. So I guess it purpose is now to leave an opponenent open to a Coup de Grace attack.
 

zen_hydra said:
The much dreaded Coup de Grace weapon enhancement now functions as a one round paralysis (dc 27 Will save) on every critical hit the weapon makes. So I guess it purpose is now to leave an opponenent open to a Coup de Grace attack.

Hm... CdG on a crit is how I changed Vorpal in my game.
 


Just picked it up [Legends in Cupertino, CA]. First thing that hit me that I haven't seen anyone say is that Psions no longer get powers per level, the just get a number of powers and a max level (Was this in a preview that I missed?). With a real quick glance at the powers it seems they really did roll alot of chains down to single powers. Example is Concussive Blast (3E Concussion). It's 2nd Level with the augments 1) +2 PP for 1d6 additional damage and 2) +2 PP per additional target within 15 feet. That basically collapses 7 or so powers down into 1. So less powers but no redudancy, so Psions that used to be very focuses got alot more flexible, but if you spread your powers out alot you might be more constrained. Also, I don't think the Wilders 11 powers at 20th level is as big of a deal give how flexible each of the powers is.

It looks like the individual Discipline powers list is quite small, between 14 and 20 powers (Telepath is the 20, most others are 14-16), and at least one at every level. General Psion/Wilder powers by level:

1: 42
2: 29
3: 22
4: 17
5: 12
6: 12
7: 12
8: 8
9: 7
 

The Expand Power Feat allows you to choose any power that is at least 1 level less than your max known and add it to your known powers list (Big Sign pointing downward that reads "Hey Wilder, over here"), even if that power is on another disciplines list or even from another class list!

Psions now get bonus feats at 1st, 5th, 10th, 15th, and 20th.

Psions no longer get Psicrystals by default, they must take the Psicrystal Affinity feat (So i guess that's why they get the bonus 1st level feat).
 

Here's a question nobody's asked or offered up a solution to:

How does Psionic Combat work now? Does it invalidate or (conversely) play right into Mindscapes?
 

New Action Types

[Page 59]

They have added new action types:

Swift - Basically a free action but you only get one per round. Quickened powers are Swift Actions, as are some normal powers (Burst is the example). Powers that are manifest as Swift Actions are not subject to attacks of oppurtunity.

Immediate - Free action that you can use even when it's not your turn! Using an immediate action counts as your swift action for the turn. The Prowess power has a manifest time of 1 immediate action (the power lets you take an AoO on someone even if you have already taken you alloted number of AoO's for the round).
 

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