REVIEW: Part 1
Well, I wrote the first part of my review and since I cannot yet submit it to the reviews page, I thought, I'd share it with you here first. I'll be going to bed now and write the second part tomorrow. There's no rating yet (pardon the code tags - didn't think you'd mind too much):
[green] [bold] The Psionic System steps into its Own [/bold] [/red]
Before I say anything else about this product let me start out by stating these three words (and their explanations):
[red]Defining:[/red]
Having had my reservations about the constant fixes and upgrades of the psionic system, I was awaiting Mindscapes: A Psion's Guide with reservations. But having now read it, I feel confident when I state: This product has finally DEFINED DnD and d20 psionics - brought it into it's own, chiseled down the rough edges of the potential gem that the PsiHB system is.
[red]Innovative:[red]
Bruce R. Cordell and Monte Cook said they came up with many of the ideas for Mindscapes (including the title) on a long car ride and it shows. This books stems innovation and, in perfect synch with the general Malhavoc Press products, manages to move elegantly into new - hitherto unthought of - directions.
[red]Excellent[/red]:
This is the work of an author that has listened to his fans (and psionic fans are a zealous lot - so I commend Mr. Cordell for his effort and patience). Many of the changes in this book - like bonus feats for the Psion - have already been suggested by fans. When you read through this supplement, you'll find solid rules material, professional layout, great artwork and evocative new material of the highest quality.
Well - that wraps up the warm-up - let's go to the meat of the book:
[blue] [bold] Chapter One: Mindscape Psionic Combat [/bold] [/blue]
Well...here it is: the greatly anticipated, and much debated Variant Psionic Combat system. I'm sure many of you have already asked yourself these questions:
Is it any good? My answer is a resounding "yes!".
Is it a fix of the old system? Definitely no, the old system is dead and gone, and I suspect many out there have been awaiting the day when you could leave its rotting carcass by the roadside.
So then - no more Mindblast and Ego Whip? No worry if you liked these - they have all been integrated and adapted into the new system as regular Psionic powers (more on that below). Feels right to me.
But let's get into the basics of the system and I'll try to make this short (since this is really NOT the most exciting part of the book - and that's saying something.
When one or more psionic creatures encounter each other, they automatically enter a realm called the "Mindscape" (hence the name). Friendly psionics can immediately "step-out" of this realm. If you meet a hostile psion, though, there's no escape - you have to face your adversary.
The Mindscape and the combat of wills taking place inside it exist simultanously to normal actions. You don't actively hurt your opponent in the Mindscape - instead your successes or failures in the Mindscape grants you bonuses to your actions against your Mindscape adversary(or adversaries) in the "real" world.
Mindscape combat is resolved with a single die roll - called an "opposed mode check" - for each participant (d20 of course) modified by bonuses for level, the "mode" used in conjunction with the "terrain" of the Mindscape (chosen by the psionic who won initiative). Modes are psionic "attitudes" - two exist for each ability score each of which can be used to gain three levels of effect (the more difficult the lesser the bonus to your mode check).
The system is well-explained, elegant and easy to use.
This chapter rounds off with the Mindscapes variant of Psion, Psychic Warrior and the four PrC from the PsiHB as well as the Colourless Adept from ITCK. These haven't changed much from the ITCK variants but include all the info needed to use the new Psionic Combat system.
Now if only we can convert the Cerebral Assassin to the new system....
[blue] [bold] Chapter 2: Prestige Classes [/bold] [/blue]
I'll try not to delve into too much detail - but let it be said: all of the PrC in this chapter range from good to excellent - they are not only well-designed - they are also extremely inspiring:
Astral Zealot: Well, all you Shapers out there thought you knew the dark about ectoplasma. You thought wrong - Astral Zealots take ectoplasmic enhancements (for themselves and their constructs) to a whole new level. Definitely more interesting than the Constructor from the Mind's Eye this one....
Cerebral Rager: The must-have PrC for barbarian/psion and barbarian/psychic warriors. While I'm not to fond of "must-have" classes, this one is the exception: it gives credibility and depth to an otherwise very unusual multiclass combination. Cerebral Rage is quite different from barbarian rage and the class also gains access to cool abilities like focusing his hate and later abhorrence on a single target gaining morale bonuses to attack in the proces. And there's more....
Chakra Savant: Chakras are energy centers on the body that all creatures possess. The Chakra Savant perfect his own understanding of these energy nexuses inside themselves gaining powerful abilities in the process. The energy centers are very similar to those in The Minds Eye article on Psychic Meditation and should blend seamlessly with that. Very "chi" and oriental in its feel this....
Chronorebel: My favourite! A psychoportationist (yes - they write that? Nomad wasn't good enough it seems - not that I liked the term much) who has mastered the dimension of time. They can become timeless (think bullet-time), back-step a few rounds and even transcend the boundaries of time - but not without a cost. This class will provide a real challenge for DMs but the mechanics behind are very well handled.
Crystal Proselyte: The Proselyte gradually changes into a more and more crystalline nature gaining cool abilities like Crystal Blaze and Prismatic Burst along the way.
Ghostbreaker: This short (5 levels) PrC is dedicated to fight the corruption of undead with the power of the mind learning skills such as Endure Drain and Drain Feedback.
Innate Pretender: A rogue/psion PrC - the lest original of the classes presented in this supplement. Still it's solid if you want to create a master psionic infiltrator.
Lucid Cenobite: The Cenobite believes that the physical world is only an illusion of the true existence - the mental world and the mindscape. They will pierce your defenses and you won't be able to hide....
Pattern Master: The absolute master of psionic tattoos. Not much else to be said except that if fills an important niche.
Psychic Chirurgeon: A psionic healer of great ability. This is a great class if you want to explain how civilisations who rely solely on psionic can still be as viable as societies teeming with clerics. (again - more original than the Sangehirn in the Mind's Eye)
Spiritual: This PrC presents one of the coolest new innovations of this book - The Godminds. Godminds are exceptionally powerful entities like deities - but they do not channel divine energy. Most Godminds are absent from the planes, but some still empower their Spirituals with Psionic Nodes - similar to Divine Domains. Two examples of Psionic Nodes are given - Knowledge and Protection. This is a theme I'd like to see explored more in the future.
Clerics who worship Godminds do not gain any powers.
Voce Warrior: A master of sonic powers, the Voce Warrior can shape and manipulate raw sonic power into deadly weapons of various natures.
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Tomorrow, a thorough walk-through of the feats and powers and why I think, psion's now finally have "signature powers and feats" like a wizard's "magic missile" and the clerics cure and inflict spells...