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Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 9,129 posts (14,332 including aliases). 1 review. No lists. No wishlists. 1 Pathfinder Society character. 10 aliases.



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An Excelent Addition to Pathfinder

*****

Psionics, as it says, invokes a great deal of controversy between those that love it to the point of making it the default magic system, and those that think it should be consigned to Crack of Doom and struck from the record of history. If you didn't like the D&D 3.5 psionics, you will despise this book with equal measure.

If you loved 3.5 psionics, however, this is written for you! First of all, the basic system is as unchanged as Vancian casting in Pathfinder. The races have been updated to the Pathfinder standard, and where OGL content forced exclusion of some, others have been added. You won't find Thri-kreen, but you will find ophiduans.

The classes, too, get the overhaul treatment to the pathfinder standard. The Psion is still essentially a wizard, and gets a generalist option to match the universalist wizard. All the specialists get their own mojo - for some specialities it is no big change, but for others they actually get desirable and useful. The Psychic Warrior also gets some new toys. Rather than tread on the fighter's toes as some suggested variants have, he gets Warrior's Paths. Otherwise, he's still what he was - one of the best balanced classes and arguably the best 'gish' class around before the Magus.

The Soulknife got the biggest overhaul - he used to be the class that monks made jokes about as the only 3.5 class weaker than them. Not any more. The Pathfinder soulknife seriously kicks butt as hard as any fighter, barbarian or paladin and in his own unique way. The Wilder gets some free abilities to upgrade them, and keep their role as a kind of super-focussed sorcerer. The different surge types allow you to customise this class for different specialist roles within a party at which they will excel. If you want a caster that blows things up and is actually good at it, the Wilder is your class of choice.

The powers got a big overhaul, especially the shape-changing powers, along the Pathfinder standard. Even the energy powers have been reined in as regards their versatility a little. They are still good for specialists, but other classes have to take a round out to change energy types - not something anyone wants to do in the middle of a combat.

Like the Pathfinder Core Rulebook, there are few truly 'new' ideas in here. On the other hand, it's an expansion and continuation of the original 3.5 system into Pathfinder in the same spirit as the PRPG, with rules streamlined and simplified in places (such as Concentration checks for Manifesters), obvious traps avoided and over-powered options reined in for better balance. Psionics/magic transparency is pushed further as the default, with overlapping skills (Psicraft and Use Psionic Device have been merged with Spellcraft and Use Magic Device). I'd recommend it to any player or DM looking to complete their OGL upgrade to Pathfinder.



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