Mind Over Matter, Book 2: Psychic Warrior, Aegis & Vitalist (PFRPG) PDF

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Mind Over Matter privides new psionics options including new archetypes, psionic powers, feats, and more for psionics-wielding characters.

  • The Bulwark Sovereign Aegis Archetype:
    Bulwark sovereigns focus their psionic prowess into creating the most potent protective gear that has ever been created. Bulwark sovereigns believe that their greatest contribution to their allies is to be the shield before the blow, protecting their allies from any incoming harm. With pure hearts and noble ideals, they rush to the forefront of battle or debate, placing the needs of those that they protect before their own. Rare indeed is the bulwark sovereign that fails to stand proud before the might of an enemy, be it on the field of battle or at the negotiating table.
  • Reverie Templar Psychic Warrior Archetype:
    The mind is a treacherous landscape within which to wage war, and the reverie templar knows this better than most. Inviting foes into their own minds, they can create the perfect conditions under which to combat their adversaries. It's a dangerous tactic, but one that works to their advantage far more often than not. As they grow in strength, they learn how to project the imagined conditions of their minds out into the world to a limited extent, crafting reality to their whims to influence the tides of battle.
  • Verdant Metamorph Vitalist Archetype:
    Most vitalists use their powers to heal, but that is not the only function of their particular talents. There are others that are perfectly capable of changing their own bodies by the force of their own will rather than just repairing the damage caused by others. These verdant metamorphs are far more dangerous than they let on. They often masquerade as druids, keeping mostly to themselves and avoiding other psychics, but there are those that live the life of adventurers and keep company beyond themselves.
  • Vivere Vitalist Archetype:
    The vivere is a peculiar sort of being; full to overflowing with living energies that they are able to psychically manipulate in any number of ways. They often display over-the-top behaviors, whether those mannerisms are constructive in nature, or destructive. They are certainly vibrant characters that sometimes mesh very well with groups of adventurers, but some prefer to travel the world alone, living life to the fullest and beyond. Few are those that would come across one of the mysterious vivere and not know that they had met such an exuberant being. Standard vitalists and vitalists of other archetypes do not possess the ability to learn this method.

New Psionics Feats

  • Artful Opening: You are able to create a brief weakness that can make you look like an attractive target to your foes, then use that to your advantage.
  • Aware Within the Dream: It becomes very difficult to surprise you when you set the rules.
  • Controlled Burn: You are able to control some of the abundant life-force that dwells within you.
  • Gatesealer: While some others may prefer to bash doors and gates down to gain entry, there are others that prefer to prevent others from passing through them instead.
  • Ingenious Repartee: When fighting defensively, you are more adept than most.
  • Liberated Senses: Rare are the opponents that can get the drop on you.
  • Mettle Plating: When you create your astral forgeform, you are able to increase your defensive mastery.
  • Vibrant Pulse: You don't just heal plants. You are also capable of healing animals and allies as well.

New Psionics Powers

  • Mind Thorns: You are able to fling a sharp psychic thorn from your forehead as a ranged touch attack that causes 1d3 points of damage.
  • Philosophical Excursion: You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there.

BONUS! Mythic Mayhem!
This product also includes BONUS CONTENT intended for mythic play. You will require Mythic Adventures to use this bonus material. Each future book in the Mind over Matter series is planned to contain additional bonus mythic material.

Pages: 25
Written by: Peter K. Ullmann

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An Endzeitgeist.com review

1/5

The second Mind over Matter-supplement for Dreamscarred Press' Ultimate Psionics clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page intro/ToC, 1 page "Thank you"-note and 1.5 pages of SRD, leaving us with 22. pages of content, so let's take a look, shall we?

We kick off this pdf with new Aegis archetypes, the first of which would be the Bulwark Sovereign. The bulwark Sovereign increases size by a category when manifesting the astral suit and changing into the suit takes two full rounds, which is rather impractical. To offset that, the astral suit receives free customizations (hardened strikes and hardness, at 10th level reach) and imposes an additional penalty to stealth and fly. They also receive scaling bonuses to diplomacy, persuasive as a bonus feat and may dismiss their armor at higher levels to net allies deflection bonuses. I generally like the ideas of this archetype, though it does offer unfortunately some issues that do not tie in well with how things are generally handled - for example, it locks down base speed at 20 feet, when usually armor would modify speed - as written, this one could actually increase the speed of a character. The deflection-bonus granting ability also feels wonky to me and doesn't really pay off - 1/day as an immediate action makes it feel very much like a one-trick ability and its conservative cap could also have used some more leeway, not beginning with the cooldown that leaves the aegis incredibly exposed afterwards. Still, a significant step up from the first Mind over Matter book.

It should also be noted that the sovereign bulwark gets a couple of customizations - and generally, they actually can be considered interesting: Immunity to the fatigued condition while in forgeform, for example, would be interesting and using power points to power some of these is a good idea to me. low-powered natural attacks while in the suit are neat, as is the *idea* to pay 2 points of armor bonus for a shield slam as part of a standard action or full-round action - cool per se, but alas, the pdf fails to specify as what type of shield the manifested effect counts and whether this would allow the aegis to make a full attack of shield bashes - I assume yes, but the wording is not 100% clear, even though it's better than in the first book. Forcing foes to attack the aegis would be a cool customization, but should have a caveat that it's mind-influencing. instead of damage reduction, one customization features an incredibly awkward wording about reduced damage. Where things get ugly is with the hardness customization, which is 3-point and nets hardness, making the aegis a true bulwark - which is okay, though its wording is a tad bit wonky. However, the customization can be taken multiple times and the archetype does not specify whether the free hardness customization granted counts as taking it 1 time, since the customization's stacking is limited by class levels. Oh yeah, and at low levels: Ridiculously powerful. Now an increase in total defense capabilities is cool, but the customization that allows one to wield oversized weapons fails to specify what happens if the aegis already is wielding oversized weapons - double increase? (And yes, this IS a very possible build that isn't hard to pull off, not some fringe case...) - compared to that, getting hide in plain sight at high levels and depending on the terrain feels lame - the clunky, loud, ACP-crippled bulwark won't be doing any hiding ever, even with this ability.

The Reverie Templar Archetype for the Psychic Warrior starts all combats with an insight bonus to AC (complete with flawed formatting for such an ability), which makes no sense - it "automatically activates at the beginning of combat" and "Is lost whenever the templar is denied his dex-bonus to AC." Dear author, allow me to introduce you to one of the most basic concepts of any combat in Pathfinder, a nebulous condition that almost never enters play CALLED FLAT-FOOTED. Urks. This isn't even trying, is it? Sorry for the sarcasm-outburst, but this one had me yell at my screen. Oh, and it can be used only 1/day, more often at higher levels...wait, what? I thought it activated automatically? Now what is it?? Wanna have a laugh? You get that for warrior's path. They may also draw enemies into psychosomatic combat, imposing a penalty on them. Want to laugh further? No range, no action type, no limit on how many foes may be drawn into such a combat, how many simultaneous foes can be drawn in, no info on planar boundaries/teleporting away - nothing. This isn't even a skeleton of an ability. And honestly, I'd at this point love to say that this archetype has nothing going for it, but the capstone that lets the psychic warrior and all allies roll twice for a round on just about anything is damn cool. The reverie templar also gets metaphysical gifts, talents gained at 7th level and every two levels after that. The joke here is that some lack the psychosomatic combat prerequisite they're based on...and that idea -wise, they are cool: Flying, making a leap that does not provoke AoOs towards a target...cool. But the execution. Take the latter example -you choose whether to "make a standard attack or full-round attack" at the end of the leap. The ability specifies that one may not leap past targets unless one has e.g. charge through, but how would the movement be resolved? Can it be stopped? Does a 5-foot step count as movement for the purposes of this ability, which prohibits other types of movement? And so on. Unlimited, rangeless, descriptor-less PARALYZE coupled to a will-save? Yep. Urgh. I'm stopping this right here and now before I get an aneurysm. This is so, so frustrating - the archetype has great ideas, is high concept, but its execution is almost painfully SLOPPY.

Onwards to Vitalists - the Verdant Metamorph must choose a special vitalist method and gains the ability to speak with plants, not at will, but at cost in exchange for collective. Yeah. Request Aid, Spirit of Many et al are exchanged for shape-changing via metamorphosis. Collective healing is replaced with plant-focused leadership. This is ridiculous. And no, summoning plant creatures for ridiculous amounts of PP or healing plants does NOT make up in ANY way for the lack of flexibility that actually makes the vitalist class work. This tries to be a plant-themed, druid-style vitalist and obviously does not understand what makes the base-class work in-game, what makes it be on par with other healing classes. The result is a crippled mess. And no, not gonna pick apart wordings. Gain a power? Wow, how cool. Wait a sec, the central manifesting coolness about the vitalist is that the class can switch through powers, so gaining a bonus power is nigh WORTHLESS.

The Vivere must choose the new Hypervital Method and suffer from a curse - this curse deals damage each time they rest (how does anyone of these guys ever survive infancy???) and for every couple of power points spent -the problem is - can this damage interrupt manifesting? Does it prompt concentration checks? Don't know! The ability doesn't tell. AGAIN. On the other hand, the hypervital method in itself is something that can be fixed and isn't inherently broken or bad. So credit where credit's due.

Now the 9 new feats also can be considered interesting in their ideas - but once again, realization proves problematic: Take Artful Opening, which allows an aegis to exchange AC for +1 AoO for int-mod rounds. Sounds simple? Well, 1/round you may hit a foe with two attack of opportunity when they'd otherwise provoke one. Yeah, if you can't see the disaster waiting to happen - concentration, does damage stack? Are they executed at the same time? if a foe falls as result of your first AoO and incurs a condition, does the second attack hit at the same time or after the condition has been applied? Finest AoO-Chain territory and miles away from the system mastery required to properly craft it. Ever wanted to waste a feat on negating the +2 flanking bonus of foes while in a special trance that lasts only a precious few rounds per day? Well, you're in luck, now you can! Want to wonkily calculate how many power points you have spent each time before resting and be rewarded with damage AFTER resting by the non-working hypervital curse? (Yes, seems like the damage is continuous WHILE resting as well, though the original curse's wording is so botched, I couldn't tell...)

Jamming doors via strength is an interesting idea - though personally, I wouldn't spend a feat on it, but still, no complaints there. The other feats are nothing to write home about, mainly because they serve to expand broken abilities and yes, for just one feat tax, the verdant metamorph make heal almost as good as the base class...

Now I mentioned those nifty new powers - know what the one for the verdant metamorph does? Guess thrice! You'll never figure it out! Close range, MELEE touch attack, for 1d3 points of untyped damage. For only 1 Power point! The best thing is - you can augment the power! Then it also deals 2 points of damage to you if you spend more than 5 pp on it! And no, no other additional benefits. No. I'm not kidding. The second power is a rip-off of contact other plane.

I'm almost done...so sweet. The pdf closes with mythic material, this time providing the 3rd tier abilities for mythic psionic characters. After the 1st tier abilities were broken as all hell and balance-wise all over the place, I wasn't looking forward to this. AND BAM! First one is a winner, ladies and gentlemen!!! Can you hear the abuse? Yeah! Deal 10 hp of damage to yourself, gain tier x 2 power points. No limit! Ring of regeneration/fast healing, never run out of power points again! Forcing targets to manifest your powers seems like a cool idea - until you realize that the ability doesn't specify whether it has to be the same target, same area etc. A Darth Vader-style grip would be rather nice, were it not for the fact that there already are copious rules to represent that, established rules with tighter wordings. Forcing your alignment on targets is just brutal - it cripples all paladins, antipaladins and similar classes and while mythic, is still much too strong. Most of these fellows require atonement afterwards if properly played during the change... Now one ability allows you to expend mythic power to use cha, int and wis as physical attributes for a select amount of time and, if you're familiar with Ravenloft's dream-rules, I like that. Thing is - the ability botches to make clear whether the physical attributes become you mental ones or not - it *seems* like it, but the wording's so clunky, I have honestly no idea whether that's the intention. It would utterly cripple all manifesting classes... Hive Mind control is cool, but once again, very strong, even for mythic gameplay. If a player uses this one smart, he'll never have any issues... Breaking all non-magical objects with psyhic tsunamis sounds nice, though again, wording is clunky. On the other hand - why not spend you rare path ability for a neutered, limited version of speak with dead? Sounds like a good idea doesn't it?

The pdf closes with 14 mythic psionic feats that include glorious mistakes like failing to mention the Minimum 1 caveat after announcing that something deals half your tier bonus damage What about getting a phenomenal +1 stacking bonus to AC (Mythic psionic dodge, baby - can you feel the blaze of glory? Granted, that one also allows to expend mythic power to gain mythic tier as bonus against one attack, but still...) Others, like Psionic Body's miss-chance granting, while wordy and anything but refined in their rules-text, at least are cool and worthy of being mythic feats. What about Delay Power, which gets a cool mythic version that lacks any specification on how many words can be used max to make such a power manifest? Other than that, there are actually some gems to scavenge here...if you dare.

Conclusion:

Editing and formatting on a formal level are...not good. Changes from 2nd to 3rd person, strange wordings etc. don't help, neither do non-standard rules-depictions. On a mechanical side, this pdf saw neither playtesting not formal rules-editing/formatting - it's essentially a total clusterf*** in that discipline. Layout adheres to a rather beautiful 2-column full-color standard with nice pieces of thematically fitting stock art and looks neat and professional. So yeah, nice one there! The pdf comes fully bookmarked with nested bookmarks and a second version with hyperlinks - nice to be able to choose which version one uses, especially if you're like me and always have your mouse jump and select text while reading on screen.

Ahahahargh. The author has great ideas. Unfortunately, he has nowhere near the system-mastery to pull off the complex stunts he tries. A capable developer à la Will McCardell could potentially have salvaged this, but as written, this pdf constitutes a train-wreck. While the first archetype exhibited signs of improvement over book one, the same cannot be said about the rest. The overall feeling of this book is that it's a rushed, unplaytested mess with balance all over the place that lack the basic grasp of what makes at least one of its target demographic classes work in the first place. Don't get me started on the hornet's nest that is the balancing on non top-tier mythic options; And yes, there *IS* a balancing there. Add to that the copious amounts of non-standard wordings, broken class features, untyped damage bonuses, abilities that scream "I'm broken", ridiculously weak options and we have the very definition of an, unfortunately, bad book. The first archetype can be saved by a good designer; The latter ones can be scavenged for ideas. Try as I might, that's everything nice I could come up with to say.

I'd like to close with an apology - I'm aware that this review is more scathing than my usual ones. It is like that for a reason. Problem-pdfs like this one take forever to get done and at one point, this one felt like it was punching me in the gut. My experience was somewhat like this: "Oh, cool idea!"..."No, this does not work at all..."..."Sounds nice...*reads on*" "And there we go, no idea how this is supposed to work, non-standard formatting, flawed rules language, next..." Now imagine doing that for HOURS. When I was done, I was honestly just frustrated - Peter K. Ullmann shows promise, has glorious ideas, but whatever the issue, whether it's time-constraints, none existing developing, lack of careful reading - the end-result is just...sloppy.

And that's a huge, colossal, damn shame.

Dear author, if you read this, don't give up, but take your time, reread the rules, how to phrase abilities and learn their semantics and syntax. You can do it. Make your visions worthy and work.

I can only rate this 1.5 stars, rounded down to 1 for the purpose of this platform, the 0.5 representing the promise and ideas to be scavenged herein.

Endzeitgeist out.


Not a Critical Hit

3/5

Initial Reaction: 4.5/5
The book is five dollars for about 23 pages of content. We’re presented with options for three psionic classes, compatible with Pathfinder Roleplaying Game and Dreamscarred Press’ psionics line.

Cons: The wording often switches between using a 3rd person and 2nd person perspectives (“his ability” to “your ability”) in the middle of blocks descriptions.

Pros: We’re given four new archetypes, 2 new powers, and 8 new feats. The descriptions of the four new archetypes are appealing, and sound like characters I might be interested in playing.

All Around: Eight new feats isn’t bad for a five dollar drop, although adding more powers would have been welcome. Initially skimming over it, I felt fairly excited about jumping into it.

Presentation: 4/5
Cons: Whitespace around art made them standout and made the whole thing look unprofessional. I also think it’s very printer-unfriendly, and some of the art seemed not to fit with the content. While I understand the need to advertise, taking a full page (plus another half a page for smaller advertisements) to do it when there’s less than thirty to begin with… that’s a bit excessive.

Pros: But! I dolike the amount of art included. I’m forgiving of the artistic inconsistency, since what’s included is an amalgam of many artists’ work, and likely the result of only picking through what was already made. The general layout is reminiscent of Paizo’s publishing, which is appreciated, and I like the colour pattern.

All Around: Overall, an appealing book

Content: 5.5/10
Let’s first look at this piece by piece:
The first archetype given is the Bulwark. There are things that confuse me about some of this content, including the actual effects of the size alteration granted by the class. As written, the rules don’t seem to overlay well- such as a direct change to base land speed instead of a penalty, which doesn’t interact well with base land speeds that are not exactly 30 feet to begin with. There is also the addition of fifteen new customizations, which is a nice upgrade, even though only the Bulwark is able to utilize them.

Next up is the Reverie Templar, a psychic warrior who specializes in pulling opponents into the Templar’s mind for a quick bout of mind-fighting. I’m more than a little confused what this archetype does. I’ve read it top to bottom and back more than a few times, and it still strikes me as just a bit too vague. They gain a lot of abilities that affect their cerebral combat, and it’s not made clear what kind of action it is the ones that don’t seem like automatic effects. Honestly, I’m not sure how useable the archetype is, as written.

Verdant Metamorph: a plant-themed variant, the psionic equivalent of a Druid. The ability to activate a metamorphosis effect multiple times per day is superb, although the wording could be a little clearer. Another ability refers to the Fungal template, found only in Pathfinder’s Bestiary 4 (or of course on d20pfsrd.com), so I hope you have access to one of those. And it ends with an ability that has a flat DC (instead of being based on level + stat).

Lastly is the Vivere, Vitalists who are completely overflowing with life energy. This archetype adds a curse to the character, and replaces their method with a unique one available only to Viveres. Again, it’s quite unclear in some places, leaving me to wonder how often one of the powers can be used, and what the exact effects of the capstone ability are (bleed damage against undead?).

And then we get to the feat section. Out of the eight feats provided, six are specific only to the archetypes provided, which is to be expected. While quite specific, the feats added to the new archetypes, and one included feat seems like an interesting addition for almost any Aegis. Lastly is the two powers added- I’m not going to complain about them only including two new powers, as they’re harder to create than new spells. I WILL complain about the first being vague about its augmentation (does it increase the damage, or increase the number of attacks, or what?). The second one is a psionic reiteration of contact other plane, which isn’t exactly hugely impressive.

Right at the end they included over a dozen mythic feats and more mythic abilities for their new Medium path. I’m not sure I’d call this “bonus material”, since without it they would have only had about 17 pages of content.

Final Interpretation: 14/20. Even if this weapon was keen, it’s not exactly a critical hit. Even at only five dollars, I don’t think this product would get my entertainment dollar, unless I had a lot of extra gold pieces to spare. Frankly, a lot of clarity could have been added, and more explanations are needed. If the book was edited again to fix these issues, the rating would be higher.


Webstore Gninja Minion

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Now available!

The Exchange

1 person marked this as a favorite.

Thanks Liz!

This is now Book 2 in the Mind over Matter series. Please let us know if you have any questions!

Sczarni

One question, I have a player who is making a sci-fyish knight protector using the Aegis as a basis, and I would like to know (loosely) what specific class abilities the Bulwark Sovereign archetype possesses that would allow the character to better protect it's allies.

The Exchange

The two more "combat" oriented abilities (these are short descriptions, the full details are more involved.)

Create Astral Forgeform (Su)
When a bulwark sovereign creates their astral forgeform, they effectively increase in size one size category (i.e. Small to Medium, Medium to Large, etc…) as bands of ectoplasmic sinews wrap around the aegis and superhard plates calcify over the sinew, forming interlocking pieces that are seemingly impenetrable. Perfectly molded when fully established, the sovereign resembles a clockwork creature or a golem made of ectoplasmic matter.

Safeguard (Su)
Starting at 12th level, the bulwark sovereign learns how to grant their defensive capabilities to their allies, albeit briefly. He can dismiss his forgeform to grant a deflection bonus to creatures within a 30-ft. radius.
and he may transfer customization points to those targets.

Sczarni

Sounds perfect. Thanks very much


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on d20pfsrd.com's shop.

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