After a two month delay, I finally have the Quintessential Psychic Warrior in my hands and truthfully, I wish they had spent that extra two months polishing the edges a little. The book does greatly expand the PsyWar by providing several unique and new abilities for them, but unfortunately the book fails to follow thru on many of the concepts. If you don't mind expanding and adapting content for your game, this book will give you something to do over the winter months. But if you are expecting to play these rules right after you open the book, you maybe disapointed.
The cover and design are standard for the Quintessential line of books, Brown cover with gold lettering, the lettering being the reason for the delay.
The first chapter is Character Concepts and it is very good. Since the PsyWar is effectively a new class for D&D, there aren't any concepts outside of movies and books to work with and most of those are from high-tech sources. This book gives us several new concepts to try out.
Ascetic: A monk-like warrior
Crib Addict: Someone whose powers came from drugs or herbs
Devil Child: The "lost boy" with psion powers
Escaped Thrall: A slave of the Mind Flayers or other psionic race
Experiment: Manipulated before birth to have psionic powers
Failed Psion: Could not make it as a Psion
Mindshard: Something psionic embedded it's self in you
Natural Born Killer: Psionics as a form of survival and revenge
Seeker: In search of a cure for your people
Sybarite: A Tantric psi, drawing power from pleasure
Next are the Prestige Classes and while the designs are good, the rules are flawed and behind the times psionically. All of these classes still use the return to 1st level power advancement that the Psi Handbook uses, but few others still do. Bruce Cordell has updated the PsiHbk PrCs with +1 level and these PrCs here need the same treatment. They don't even get new zero level talents till 4th level, including the PrCs with only 5 levels.
Unfortunately that is not the only flaw, while several of the PrCs grant bonus feats, they do not have Psionic feats on their list. Psionic feats are what separate the PsyWar from the Fighter for many. Another problem is that several of these PrCs enhance powers and feats that are not required in the first place. What if you don't have those powers? Then your Finesse Fighter gains nothing from 2nd to 5th level. And that 5th level Improved Wound Sliver, good luck trying to get that power as it is a fifth level power and a PsyWar has to be 13th level to have access to 5th level powers and the Finesse Warrior never gains 4th or 5th level powers. Changing the powers to "+1 PsyWar level" and adding "If you do not know this power, you discover it now" will go a long way to allowing you to enjoy playing these PrCs.
Double-Weapon Fighter,
Finesse Fighter (note: I would switch the Fort. and Ref. save here),
Mind Sniper,
Power Fighter,
Psychic Predator (5 levels),
Spell Killer (5 levels),
Trophy Hunter (5 levels).
Tricks of the Trade is next and first up is Hybrid Psychic Combat. This is very good! Psychic Combat can be very dangerous for PsyWars since they have few power points and no way of healing ability damage. Basically, hybrid psychic attacks are launched simultaneously with a melee attack, so they only work up close and personal. And the same is applied to defense modes, you can erect a persistent defense mode, that is maintained as long as you are in combat with the attacker.
Next we have Opening the Chakras, and if you were disappointed with Psionics being left out of the Book of Vile Darkness, then this chapter is for you. This chapter allows a PsyWar to "Open" the chakras, key points on the body that are the center of power for psionics. My biggest problem with this chapter is that while it mentions Tattoos and Piercings, it never comes back to them and gets lost in the blood letting. Ways of using the chakras start with scarification and lead up to flaying and flensing of the flesh. Personally, none of my PsyWars are going to be pealing their skin off just to gain a 25% boost in power points and then die from the blood loss. I know what you are thinking (I am Dark Psion

), I'll just heal it afterwards, not if you want the bonuses. It must heal naturally.
Next we have feats, the Bread and Butter of the PsyWar, unfortunately this bread is a little stale. Some of the feats are good Psychic Critical: increasing your critical threat range is one all PsyWars will want. But many of the others are too dependant on powers in this book or limited to working on them. Equal but Opposite grants a +2 to trip attempts and a +1 bonus to attacks against any opponent who moves more than 5 ft in the current round, but requires you to know 2 out of 6 of the new powers in this book. That really limits it's use where Balance: 5 ranks & Tumble: 5 ranks would be useful to many PsyWars. The worst is Arrow Attack, you must know 2 powers from this book and it only works on them. It allows you to manifest them simultaneously, unlike Quicken power, which would allow you to use any two of your powers in a single round. I would rather see Improved versions of the powers than feats to improve existing powers.
Next is Tools of the Trade and we are back to being great! First we have Glyss, a psionic type of glass. In the hands of non-psionic characters just a fragile form of glass, but in the hands of Psions & PsyWars, a powerful weapon and strong form of armor. Crystalweaves are a way to tap into the Chakras without having to bleed and Psionic Prosthetics are , umm, Handy when you flay a little too much. They do require a feat to use without penalty for having a lost arm or leg. Psychoactive Substances are psychic drugs, which like those in the BoVD have the danger of addiction. Crystals and Quicksilver are presented as a way to store psionic power, but then yanked away as only for the Psionic Cannibals later in the book. I think these would be fine for any Psion or PsyWar with a proper feat.
Next we have Powers and we are back to bad. This section is a mess! The powers are not listed alphabetically as we have come to expect spells to be, but are listed by discipline, with Psychoportative listed twice, By level and now alphabetically. Also, the powers are for PsyWars only, but in my opinion many would work fine for Psions, especially Nomads. Many of the powers are not in the disciplines I would put them into. Dread Coverage allows a PsyWar to "lock in" on a 20ft by 20ft area and gain a +5 bonus to Attacks and Damage from missile attacks within. Clairsentience for sensory awareness? Psychoportative for being an area effect? Psychokinetic for being a kinetic attack? No, Psychometabolic.
As to the powers, many are very good powers and some are not. Too many have built-in disadvantages that don't make sense. Void Targeting requires a full-attack option, limited movement and you must fire at anything moving, even allies.
Next we have Weapon Meditations and this is a great addition for the PsyWar! (anyone getting seasick with this up & down movement?) The basic concept is you take a feat, choose a weapon and as long as you meet the requirements, both reserve power points and skill ranks, you gain bonuses to using the weapon and skills. There are a few problems, first if you even touch a different weapon, you suffer subdual damage. The only reason drawing a sword should hurt you is if you are holding the wrong end. I will change this to a Base Attack Penalty of -2 per rank in the meditation when using any other weapon for my game. Also, we need rules for switching out some of the special abilities. The Medium Bladed Weapon meditation is based on Mounted combat. What if my PsyWar is a Corsair sailing the high seas? Also a Meditation for Unarmed Combat is missing.
Next is the Battle Trance, another feat and an Autohypnosis check and you enter a Battle Trance. Each round you are in the trance you may choose a special benefit. Also, for each additional round you maintain the trance and have the right amount of reserve points, you gain access to additional, stronger benefits. The only problem here I have is it would be nice to have rules for learning new benefits. Something like the Katas in d20 Rokugan, secret techniques taught by old hermits and special schools.
Now that you have had time to get hungry, we get to Psionic Cannibalism! Remember those Chakras your PsyWar has and how he can flay them to get more power? Well others have chakras too and there are ways to get at their power. Of course Psionic creatures have more power for cannibals, like Mind Flayers (calamari anyone?), but all living creatures have some psionic potential and a psionic cannibal can harvest the points. There are a variety of limitations and checks to get at it, if they are willing, like Thralls, or unwilling, like everyone else. The victim does not dies immediately and can be healed, but their chakra is forever gone.
Lastly, there is the Fortresses of the Mind. All warriors like to build keeps and PsyWars are no different in that desire, but in the application they get a little exotic. There are a variety of special rooms that can be built in a Psychic Fortress and here we have rules for that and the basic costs of building and maintaining such a keep.
I would like to have given this book a 5 star rating for the inspirational value alone, but being two months late and requiring too much in house work to make it functional to my campaign cost it two stars. If you are willing to do the work, it is a great book.
Mike Briggs (Dark Psion)