Psionics Ascendant
This is a new pdf. book from Daemon Eye Publishing available from RPGNow!. It provides an alternative version of Psionics for D&D. Do we need another? Where psionics is concerned, we need all the support we can get and if it is good, why complain and yes, this book is good.
The Psionic Handbook and Expanded Psionic Handbook gave us a “spell” based psionic system and Green Ronin’s Psychic Handbook gave us a “Skills” based Psionic system. This book adds a “Feat” based psionic system. And I would have to say that this book is probably the one system that most like the original AD&D psionic appendix in the first edition Player’s Handbook. The book is also an excellent example of what a pdf. gaming book should be; limited art, most in the monster section, but what’s there is quite well done, and at over 230 pages long, so it is well worth the money. And it has bookmarks and direct page access thru the sidebar, so you can jump back and forth between chapters. It would take a while to print out, so I do hope we will see this book in print one day.
I would also say there are several aspects of this book that should have been in the Expanded Psionic Handbook. There are 13 chapters and 2 appendices and they are as follows.
Chapter One: Psionic Races:
Instead of just throwing out some “new psionic races” without any history or support, this book looks at the traditional and not-so traditional races and how psionics exists in that culture, including many of the monster races. How do Aquatic Elves view Psionics? How is their view different from Grey Elves or Wood Elves? The answers are here for all the different sub-races. This chapter also includes “Race only” feats for psionic characters that enhance existing racial traits. There are some new races to choose from; Obsidian Elves, Deep Halflings, and Chitterers, they are the psionic adepts among Gnolls. Several monstrous races are included as are Half Fiends, which takes into consideration that the Fiend part could be Cerebrilith, and it adds a feat for that heritage.
Chapter Two: Core Classes:
This chapter is in many ways more like D20Modern than D&D. We have the Psionicist as a core class, seven specialists classes as Advanced classes and twenty four Prestige Classes later for a touch of flavor.
The Psionicist has better Hit Die and Saves than the Psion, but the Psion has a greater variety of powers to choose from. And while the Psionicist gets fewer power points, the cost of the power feats is less as well. We also have Spark Feats as an option here, they are “1st level only” feats that provide several skill bonuses ( Athlete’s Spark, Healer’s Spark, Thief’s Spark), but cost you a few 1st level Psionicist abilities. These allow you to modify your Psionicist to be a “Psychic” Rogue, Warrior or Healer at 1st level.
Next we have the specialist classes and of special note, you don’t have to specialize. You can take the Psionicist all the way to 20th level if you choose because here specialization is just an option. Why would I choose to specialize? Because they come with bonus powers and give you access to feats that are only available to each specialist.
The specialist are;
Creator: A master of summoning and shaping ectoplasm.
Fleshchanger: The shapeshifting master of the flesh.
Kinetic: The master of Telekinesis.
Mindbender: The telepathic master of thought.
Seer: Those who seek the hidden truths of the world.
Sensei: The warrior of the mind who uses psionics to boost his combat abilities.
Traveler: The master of Teleportation.
Chapter Three: Skills:
Here we have the basic skills for a Psionicist, those skills you know are adapted to the new rules and several new skills are added. Harness Subconscious allows you to draw forth power from your deep mind, but at a cost to your maximum power point total until it “heals”. Note that the Psicraft skill can be used here to “Detect Psionics” by it’s aura. The last new skill is Twist, this skill is to the Psionicist as the Overpower feat is to the Psion, but of course as a skill, your can get better at it.
Chapter Four: Feats:
In the original AD&D psionic system, there were two types of powers, Minor and Major (which became Devotions and Sciences later). Here, we have three types of feats; Knacks, Powers and Metapowers. Knacks are like the missing zero level powers from the Psionic Handbook, no cost in power points, but limited in number of times per day you can use them. Next are the Power feats, now I will warn you, the powers are linked to multiple ability scores, but only to the mental scores; Int, Wis & Cha. Along with the power feats are the usual General, Psionic and Metapsionic feats as well, but you may find a few feats have changed types here, for example Psionic Charge and Psionic Shot are power-type feats here as are most of the feats that used to require reserve power points or cost power points to use.
Chapter Five: Metapower Feats:
Metapower feats are the heavy hitters of the psionic power-feats, basically, they take a group of similar themed powers and put them together into one Metapower. These are balanced in the power point cost of what you can do with them. For example, Adaption allows you to manifest Energy Resistance (Fire) 2 for 1 point, Breath Water for 3 points, and Immunity to Poison for 6 points as well as many other adaptions.
Chapter Six: Prestige Classes:
We have a bunch of PrCs here and the best part is that they use a +1 manifester level mechanism so they can be converted to XPH rules with little difficulty. Also, many the PrCs have access to special feats unique to the class.
Academy Scholar: A Psionicist who has gone to college.
Alchemical Addict: A master of psionic Symbiotes.
Arcanologist: A Psionicist who learns a little magic.
Crystal Savant: A master of Psicrystals.
Crystal Warrior: A warrior who becomes crystal.
Dabbler: A PrC for those who multi class a lot.
Dweomer’s Disdain: A warrior who hunts magic users.
Force Warrior: A master of a blade of force.
Grave Mind: A psionic path to undeath.
Hypercognative: One who masters his own mind.
Intellus Guild Member: The corps is mother, the corps is father.
Living Weapon: The master of claw and tooth who makes permanent changes to his body.
Metamind: A living source of greater psionic power.
Mind Reaver: An anti-psionicist.
Mind Walker: Very skilled telepaths.
Naturally Talented: One with limited psionic ability.
Psychic Artificer: A psionic craftsman.
Psychic Savant: One who has a psionic body to go with his mind.
Pyrokineticist: A master of fire (who can still manifest powers).
Shadowed Mind: A psionicist who focuses on shadow and stealth.
Slayer: He who hunts those of similar power.
Soulknife: One who uses a force blade with stealth and precision.
Spirit Bow: A psionic archer.
Spirit Medium: A seer who talks to the dead spirits still walking this earth.
Chapter Seven: Psionic Combat:
The Psionic Combat of the Psionic Handbook remains part of the game here, but it has been improved upon. The modes are the same as you remember, but deal power point damage first and an effect second; Stunned, Shaken, etc. Defense modes also have a secondary effect that will help you against other attacks; +2 vs. Mind-Affecting, Save vs. Divinations that do allow a save, etc.
Also, the Psionicist gains a Psionic Combat Bonus equal to half his manifester level, and this serves as to enhance your mental combat skill. There are also attack mode alterations, techniques that allow you to use your modify your attacks; Brutal, Quickshot, etc.
If you wish to bring back psionic combat for your game, this is an interesting option.
Chapter Eight: Psionic Rules:
This chapter covers the descriptors and definitions of psionic powers and how to use them.
Chapter Nine: Psionic Lore:
What is Psionics? This chapter asks and answers that question is several ways giving you a variety of options for your game. It covers the source of psionics and how it interacts with magic, both arcane and divine.
Chapter Ten: Psionics in Society:
This chapter focuses on who uses psionics within your world. How does it affect politics, art & religion? And how common is psionics? This chapter is a must read for those introducing psionics into an existing game. If psionics is common, how has arcane and divine magic adjusted to deal with it? Several feats and spells are included in this chapter to help with that.
Chapter Eleven: Cultures and Organizations:
Not only do we have psionic guilds and training facilities, but also we have psionic services along the line of alchemists and craftsmen. It also covers various organizations based on race and on the Prestige classes.
Chapter Twelve: Psionic Hazzards:
Here we have Psionic diseases, poisons and menes. They are like rogue thoughts, that can infect a person telepathically. We also have Mindstorms, the remnants of psychic battles.
Chapter Thirteen: Psionic Items:
Here we have new alchemical items, one thing nice about this book is that psionic alchemy is not overlooked, in fact it expanded on with more new psionic items than in most magical alchemy books. Animae items are animated by alchemy, Symbiotes bond with a person to enhance them and Substances that can be used to make other psionic items.
Psionic items are done in the same manner as weapons & armor are done in the DM’s Guide. They list a variety of enhancements (from +1 to +5 value), what they can be used on (Jewelry, Clothing, etc.) and this helps set the cost. There are several unique items as well.
Appendix One: Psionic Terminology:
This appendix is a dictionary for the terms used throughout this book.
Appendix Two: Psionic Monsters:
Here are the psionic monsters;
Aboleth:
Astral Constructs:
Behkshae: An Undead Brain
Blue:
Brain Mole:
Caller in Darkness:
Cerebral Homunculus: A Homunculus crafted of thought and ectoplasm.
Cerebrilith (Demon):
Cerbramorph: A psionic “living ghoul” who eats brains for power.
Construct, Psionic: A basic listing to make psionic constructs (which would have gone well with the Craft Psionic Construct feat in the XPH).
Couatl:
Crysmal:
Distortion Stalker: Centaur-like wolves who stalk with psionics.
Dragon, Jeweled: A multi-colored psionic dragon.
Echo: The ghost of a psionicist who died a horrible death and has sent his spirit back in time to prevent that death.
Folugrub:
Half-Giant: Created by alchemy to be a human /giant crossbreed.
Half-Jeweled Dragon:
Intellect Devourer:
Mindolon: A psionic parasite that animates a preserved corpse to serve it as a body.
Neothelid:
Obsidian Elves: A lost clan of elves exiled for their study of psionics.
Phthisic:
Psicrystal:
Psion-Killer:
Psionic Lich (Template):
Psityche: An echo of a soul that died under emotional duress.
Psycholus: Bizarre, alien creatures with vast psionic powers.
Psycholus Dwarven Slaves: Generations of slavery have reshaped these dwarves.
Puppeteer:
Temporal Filcher:
Thought Eater:
Udoroot:
Underground Dweller: A race of psionic cockroaches.
Yviss: A race of psionic reptiles who seek world domination.
If none of the previous psionic systems worked for you, then this one may be what you are looking for. If you are satisfied with the XPH rules like I am, then there is still plenty here to modify and use in your game. And if psionics simply has no place in your game, why are reading this review ?
Mike Briggs (Dark Psion)
This was from a provided review copy.