Mindscapes, Vol. I, A Psions Guide

This class book for psionicists is just what the fans have been clamoring for! It offers a variety of new prestige classes for psionic characters, as well as an alternate psionic combat system and some new feats and powers as well. Mindscapes also offers lots of all-new psionic creatures -- several of which were inspired by the art of Alan Pollack.
 

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The name Bruce R Cordell appears on Wizards of the Coast’s Psionics Handbook and so it’s especially nice to see him as the author of a Malhavoc Press’ psionic supplement. That’s a good meeting of minds, heh. As it happens Cordell and Malhavoc have already collaborated to produce a previous psionic PDF in the from of If Thoughts Could Kill and it shows that I’m not the only one to succumb to the temptation to play word games with psionic, just that these people are better at it.

You will need the Psionics Handbook to use Mindscapes but you won’t need If Thoughts Could Kill. That’s the theory. Mindscapes spends so long helping GMs convert rules and characters from If Thoughts Could Kill to the alternative rules in this particular classbook that if, like me, you don’t have the latter book it’ll begin to get on your nerves. Nevertheless, it’s better that Mindscapes does make this effort, does risk getting on people’s nerves because it would be worse if it didn’t. Effort. That’s the important word there. It’s the big problem from Mindscapes. If you’re up and running with psionics or even if you just want to use other sources then it’ll take a lot of effort to ensure that everything is Mindscape friendly. In some respects Malhavoc are a victim of their own success, Monte Cook in particular has done so well with seamless and effortless patches that we all take them for granted now.

Mindscapes makes a good start. Unzip the download and you’ll have one PDF and a text file. The text file doesn’t open particularly well in Notepad, open it in WordPad and you’ll get to the genuinely useful printing instructions that come as standard with Malhavoc ebooks these days. Mindscapes prints well. It makes only occasional use of sidebars, keeps its graphics printer friendly and does away with shaded comment boxes in favour of paragraphed asides that use less ink. The contents page is detailed, containing page references to almost every entity in the book. A solid contents page at the start of a PDF is really helpful because it means we can jump straight to the page that interests us. The page numbers are for the printed version though and so you’ll need to add one to every reference before having Acrobat reader jump there. The bookmarks are good, complete and nicely stacked. Using the bookmarks doesn’t cause the PDF to shrink to an unreadable size.

A Mindscape is a temporary psionic realm created when two or more psionics get close to one another. Exactly when the mindscape occurs is explained again and again to make sure it is clear. But it isn’t, each explanation changes it ever so slightly. At first we’re told it is an instinctive response and then on the same page we’re told that at least one psion must consciously desire a mindscape contact. So much for instincts, it’s a conscious decision now.

I like the mindscape idea though. I like the general implementation. Mindscapes have terrain; they can be anything from a desert through to a sea and it’ll be a contest to see which Psion manages to set the terrain first. Different terrains favour different powers and abilities. A forest terrain provides +2 on Dexterity check modes, for example, and the cavern +2 on Charisma check modes. For this to work there needs to be a shuffle of the rules. A side comment sets out the stark facts, "Characters with levels of psion or psychic warrior (for any other class that grants standard psionic combat modes) lose knowledge of those modes completely. If they wish to know the power-equivalent of those modes (see Chapter Four; Powers), they must learn those powers normally, such as when they discover new powers as part of level advancement. In place of the old system, all psionic characters use mindscape psionic combat system." Got it? Monsters are different; they get to keep their offensive modes but loose their defensive ones.

We see a reprinted table for the variant Psion introduced in If Thoughts Could Kill that copes with Mindscapes’ tinkering. We are told that the feat Resculpt Mind is devil born and hereby banned – but it’s been worked into the new rules fairly. There’s a side note for other translations. There’s a summary table showing the Attack Mode progression for classes like the Metamind, Soulknife, Colorless Adept and other prestige classes from various supplements. The Psychic Warrior gets a mention too.

See. It’s a heck of a lot of effort. The upside is that this system is better; if you’ve got the time then it’s worth the effort.

Mindscapes is called a classbook in its introduction. It is. There are twelve new prestige classes including such delights as the Chakra Savant, Lucid Cenobite and Psychic Chirugeon as well as high fantasy, flavour setters, like the Crystal Proselyte – who swaps parts of his body for crystals and crystal limbs over time and the Chronorebel – who learns how to travel back in time. Oh. I know. Time travel. Nightmare and plot wonder all wrapped together in one bundle. The Chronorebel gets fatally slapped down if he causes a change in the time stream and we’re left to wonder how he can do anything at all if this is true. We also get to wonder at the rarity of the 11 level prestige class Voce Warrior and the Skotono Voce (sp) ability. Targets must save Fortitude at DC 10 + damage dealt or die. Take that Godzilla! Take that Elminster! Despite Chronorebels and Skotono Voce – perhaps even because of them – I quite like the prestige classes here. They’re a mixed bunch and I enjoy having that choice. Another plus in all these prestige classes is that they’re blessed with a good layout, there’s never any awkward bits where the advancement table comes before or too long after the prestige class’s text.

The world is now full of fantasy d20 feats but there are some under still some corners that could do with padding. Fantasy psionics just happen to be such a corner and so the twenty plus feats in Mindscapes should be welcome. They’re best suited to Mindscape’s particular style but are as balanced and game friendly as feats come.

There are over ten pages of new powers. We need to remember that characters and monsters who loose modes in the mindscape system must now re-learn these as powers. Don’t be put off by this though; there are more than enough powers in Mindscapes to make the download worthwhile for GMs in desperate search of powers for the game. The download finishes with a couple pages of psionic items.

Mindscapes conjures up a bit of a limbo for itself. It calls itself a classbook and that’s true because it has plenty of new psionic classes in it. Really, Mindscapes seems more concerned with – as the title suggests – the mindscapes. I think most people will see it as that book with the alternative psionic combat rules in than a classbook. There are other alternative psionic combat rules available (alternative alternatives!) and they don’t require so much effort to bring into the game. On the GameWyrd scale of 1–10 a classbook with good classes in it and some new powers scores 5/10. Mindscapes doesn’t trip over or screw up and so doesn’t dip on that scale. The alternative psionic combat rules are enough to add another point – 6/10. That’s a passing grade.

* This Mindscapes review was first published at GameWyrd.
 

A First Look

Wow! How did I miss getting this review done? I drop by here and see that it is woefully underrepresented. So if you are one of those folks out there that rue reviews that don't include some playtesting, this one's been through the paces, baby! This is actually a product I have been using in my game for some time.

Mindscapes, A Psion's Guide, is a PDF product detailing new character options and new variant rules for handling psionics and psionic characters in d20 system fantasy games. It is written by Bruce Cordell, author of Wizard's psionics handbook. It is also available in print format combined with Mindscapes: Beast of the Id.

A First Look

Mindscapes: A Psion's Guide is a 66 page PDF document available at RPGnow (www.rpgnow.com) for $7.00.

The cover is adorned by a color illustration of a man concentrating as reality apparently swirls around him. The cover art is by Alan Pollack.

The interior illustration is entirely handled by Kieran Yanner. Kieran's art is up to his normal superb standards, and fits the subject matter well.

Interior text is conservatively sized, and sorted into the standard Malhavoc format of using two columns with the occasional sidebar that intrudes into one columns. I noticed no major editorial or fomatting errors, and the text and tables are generally clear and readable.

A Deeper Look

Mindcapes: A Psion's Guide is sorted into five chapters. The first chapter is devoted to variant rules (primarily concerning psionic combat), while the remaining chapters are devoted to character options.

The first chapter is really the "big deal" about this book. Psionics under third edition is the most playable version of psionics that the D&D game has ever had. But it has some shortfalls, primarily in the area of psionic combat (which is sort of a traditional part of the system) and the power of the Psion class itself.

Cordell was, at first, reluctant to admit any fault with the system, but came around to admitting some faults in his system (which to be fair, was a relatively untested groud-up rewrite of psionics.) He was able to address some of these issues before a revision through two avenues: informal expansions via Dragon and the Wizards website, and d20 expansions through Malhavoc. The former saw the stop-gap solution of trying to correct psionics by the resculpt mind feat, allowing the psion to use psionic combat modes as feats, granting the psion a little more power. The latter saw If Thoughts Could Kill, and adventure module that also had variants that allowed access to some spells as powers, reduced the dependency of the psion on multiple high attributes, and allowed scaling of combat powers.

But one frequent complaint that did not get addressed was psionic combat, which formerly worked around ability score damage (which is fairly static by level) and was almost an achilles heel for some characters.

Mindscapes handles psionic combat by making the existing combat modes into powers (and negating free combat modes) that operate by the normal power/spell rules, and adding a new psionic combat system in the stead of the old one.

The idea behind the combat system is that psions can sense one another's presence. When they approach within 60 feet, a virtual reality pops up shared by the psionic creatures that only they can sense or affect. The "terrain" of this mindscape is randomly rolled when it comes into being; there are six types and different Mindscapes psionic combat modes benefit from the terrain type.

The Mindcapes psionic combat system adds twelve new combat modes, two corresponding to each of six terrain types and attribute (the attribute modifier is never actually used, it is just keyed to a certain terrain types.) Unlike the standard psionic combat system, all Mindscapes modes are available to all psionic characters. Some modes are offensive and some are defensive in nature, but unlike the standard system, you only choose one mode each round of psionic combat.

In addition to chosing a mode, each mode comes in three "strengths". The lower strength modes have lesser potential benefits, but have more favorable modifiers, making it more likely that the character will succeed at getting the benefit. This means that if you are playing a weaker psionic, you might opt to play it safe by chosing weaker modes against stronger opponents to prevent them from getting benefits against you.

Each round of combat, character roll an opposed check, depending on their class and level (which is used to derive a mindscapes psionc combat modifier), the terrain, and the mode and strength used. If you win, you may apply the benefit of the mode you chose against the loser. The system also handles larger combats well; all participants roll the opposed check and you are allowed to use the benefit against any opponent you beat.

The benefits of the modes are real benefits like temporary DR, save modifiers, attack, and damage modifier, but only against the opponent chose. This makes the system very flexible to character type and accomodates psychic warriors well. For example, if a psion is fighting a psychic warrior, the psion may chose to gain DR against the psychic warrior if he wins, while the if the psychic warrior is vitcorious, she may choose attack or damage modifiers against the psion.

To accomodate these changes, there is an alteration to the psion class. As presented here, the psion has the power point progression that originally appeared in If Thoughts Could Kill. In addition, the character's combat mode progression is replaced with bonus feats at the same intervals a wizard gets bonus feats (1,5,10,15,20). This is, in essence, similar to the benefit granted by the WotC "resculpt mind" feat, but is more evenly spread accros the character's levels.

I have used this system in several games and to date have found it elegant and flavorful. The flavor of having psions tense up as soon as they realize that other psionic creatures are near has proven rather interesting in play, and the system plays out simply for all this added flavor.

The issue of existing creatures is handled rather elegantly. Those still desiring the old modes can expend their power slots to have them. Creatures automatically get the converted attack mode powers that they had before, but not defense mode powers. I have played with a number of existing psionic creatures (including from third party products such as Mosnters of the Mind.

Onto the rest of this book: character options. In essence, it sets up mindscapes as a "classbook for psions" in the same way that the WotC classbooks provided further options for the 11 main character classes.

The second chapter introduces new prestige classes. In summary, they are:
-Astral Zealot: Possibly one of the most creative spins I have seen on a "astral construct" specialized prestige class. The class is based around a new power introduced in later in the book, throw ectoform, which is essentially similar to [/i]mirror image[/i] in that it creates near-insubstantial duplicates of the character. However, as the character advances, in addition to some benefits with astral constructs, the character can do interesting things with these duplicates, such as layering them on for defense, or giving the duplicates statistics of astral constructs.
-Cerebral Rager: This is an attempt to mix a barbarian and a psion. The concept is that the character harnesses rage as mental energy. This lets the character enter a rage that can boost their psionic power and key attribute. However, the characters rage is such that it can seep out as psychic energy as a gaze attack and harm bystanders.
-Chakra Savant: This class is built around the Indian mysticism concept of Chakras, locations in the body that are focal points for psychic energy. Basically as the character advances, she gains abilities associated with these locations that provide various benefits (such as recovery of power points, use of specific powers, or resiting specific effects.) This adds a bit of eastern mysticism flavor to the psions (which I think fits right in with psioncs.)
-Chronorebel: As the name implies, this class is focussed on time related effects. The character learns certain time related powers automatically as well as time related class abilities and bonuses when using certain time related powers (like combat prescience).
-Crystal Proselyte: The theme of crystals was written into the Psionics Handbook strongly, and Cordell continues the tradition with this specialized prestige class. The crystal proselyte slowly transforms his flesh into crystal, gaining defensive benefits as well as light related abilities.
-Ghostbreaker: This is simply a psionic character specialized in dealing with undead. It is a short (5-level) class with sever the tie as a prerequisite. The class gains abilites that deal with undead such as turning, protection from undead attacks, and bonus damage though channeling of psychic power.
-Innate Pretender: This is, basically, a slightly modified (and slightly less powerful) parallel of the arcane trickster. The innate pretender must have sneak attack dice to qualify, and gains disguise related powers as well as ability to better use far hand with larcenous pursuits such as picking locks.
-Lucid Cenobite: This class is a monk/psion or monk/psychic warrior hybrid. In addition to continued progression in psionic and monklike abilities, the character gains abilities to inflict special effects (such as automatic criticals and domination effects) stemming from a preternatural perception of reality. Another very flavor-appropriate class.
-Pattern Master: Another class that specializes in one of the aspects of psionics, the pattern master is a specialist in psionic tattoos. The pattern master progressively gains certain benefits when using tattoos, such as creating tattoos with multiple uses or daily uses, or activatign tattoos without suffering AoO's. (Some of these benefits are in fact feats introduced later in the book.)
-Psychic Chirurgeon: This short (7-level) prestige class specializes in psychic healing powers and gains class abilities in the vein of more "standard" healing abilities. This is probably a suboptimal choice in a campaign with standard divine spellcasters, but is a good character option in a campaign or group that deemphasizes of lacks clerics and other divine spellcasters.
-Spirtuel: This prestige class is based around the campaign-specific concept of godminds, deity like psychic entities that grant the character special abilities called "psionic nodes" similar to clerical domains. This class struck me as a clerical "duck" trying to pretend it really isn't a duck. I don't see using this class unless the backstory of the godminds really appeals to you as something you want to drop into your game.
-Voce Warrior: A prestige class primarily targeted at psychic warriors and psychometabolists, voce warriors use the destructive power of sound. The voce warrior has good combat progression but slow manifetster level progression. The voce warrior's primary power is the use of a weapon made of sound called the echoic saber, stemming from the character's voice. Most class abilities stem around improving the abilities of this weapon.

The third chapter is feats. Some of the class abilities already mentioned are merely bonus feats drawn from this chapter, such as enduring tattoo and permanent tattoo. Other feats listed here are redefinitions of existing psionic feats to work with the mindscapes psionic combat system. Other new feats includes the likes of enduring construct (which extends the duration of constructs to 10 minutes) and subconsious power (which allows the character to manifest powers even if under an effect such as dazed.)

The fourth chapter includes new powers to tickle your fancy. This includes, as already mentioned, all of the old psionic combat modes converted to powers. These modes, for the most part, have their effects almost totally changed (except for the old standby, psionic blast.) None of them deal ability damage any longer, though some of them provide temporary ability penalties in the same vein as ray of enfeeblement.

One conversion I find troubling is ego whip. In its new version, it is first level (and thus cheap), and it allows no saving throw but requires a ranged touch attack. If succesful, it dazes the target for one round. This ability has the potential to be very cheesy for the same reason that pre-revision harm was: touch AC does not normally progress as fast as saves. As a result, the DM may as well count out using any "singular powerful enemy" against a group with a psion using this power. The power is cheap (1 point, or as a first level power, it also seems optimum for trigger power). So the psion of the group can pin down a powerful opponent while the rest of the party lays into the opponent.

Of course, that's not all there is. A number of new powers include the likes of the already mentioned throw ectoform (which is similar to mirror image, creating astral doubles of the character), the metalize series of powers (that grant DR of varying levels, sometimes very powerful, which would require some sort of conversion if you use 3.5 DR rules), the destructive crawling cromlech (creates an energized ring of stones that the psion can command to expand and engulf targets), and psychic bodyguard (which lets the psion make a will save in the stead of a designated companion.)

Chapter five is brief and introduces new psionic items of two sorts: cystal staves and companion stones. Crystal staves are essentially psionic staves that can store the psion's psicrystal. Powers can be added to a crystal staff by adding up to three setting stones. Companion stones are like setting stones, but they are not a part of the staff, but orbit it much like an ioun stone and thus are not limited to three stones.

Conclusion

As I mention, the "big deal" about this book is the mindscapes psionic combat system. It is a flavorful and more playable spin on psychic combat, and is able to do what no previous version of psychic combat in the D&D game has done: add conceptually interesting yet easy to resolve psionic combat to the game.

The character options are generally good, being both balanced and interesting additions in most cases. Only a few options struck me as boring or unbalancing, as noted above. Overall, psionics has not been as much of a beneficiary of the "prestige class glut" as the mainstream classes have, and this book helps fill the role of a classbook nicely.

However, I only write this as the Expanded Psionics Handbook for 3.5 is on its way. Cordell is heading up that effort, too, so it will doubtlessly address many of the same issues this book did. However, Mindscapes (along with Malhavoc's If Thoughts Could Kill) is good enough in addressing weaknesses in psionic characters and subsystems that I really wonder if Cordell will do anything better in this upcoming volume.

Overall Grade: A-

- Alan D. Kohler
 

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