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I am starting open beta playtesting for a supplement that I have been working on and off for almost two years now. I fell in love with this game and developed my own vision for how psionics fits into the campaign. You will find
I hope you enjoy the labor of my love. It's a departure from the traditional rules. The playtest document only includes the 2 alternate psionic classes, spells, feats, and magic items to play with. Still waiting for my account here to post the PDF, but for now you can download it here.
I'm close to being finished with a rewrite of Psionics for Pathfinder. I've been working on it on and off for a few years and finally have something useable. Some of the basics: I went with 2 classes: The psion (caster) and the psyker (melee caster). These two classes are meant to mirror the sorcerer and bard classes from core rules. At a basic level all psionic power are spells. They are manifested as spells by casting. The source is the mind, body, and soul of the individual instead of a deity or material components. I went with a straight power to spell slot conversion. Each class has a specific number of spells known and spells per day. HOWEVER, each psionic spell caster also starts with a Ki Pool. This pool is used to augment spells, recall spent spell slots, and generally do all the other things that made a psionicist unique. My intent was to use core rules wherever possible and keep the mechanics streamlined and intact. I greatly expanded the disciplines by treating them like cleric domains and sorcer bloodlines. They fall somewhere in the middle for power and number of abilities. I made the wilder class from 3.5 a discipline (undisciplined) for the psion with their own rules for discipline spells and abilities. Likewise, I merged the soulknife class and psionic warrior to build the psyker class. All other psionic mechanics were merged either into existing core rules (skills, metamagic, etc.) or became Ki powered. All psionic feats are Ki feats, which means a monk can use any of those feats without needed wild talent or being a psionicist. I took out a few races from 3.5 and added some new ones to have a more cohesive feel. For example, 3 of the new races are related by common history and ancestor: the amchitka (ratfolk), helians (phoenix elves), and drakians (dragon elves). I also expanded the Half-Giant, Dromite, and Elan races. The Maenad and Xeph may get dropped, I'm just not liking the treatment for them. And I'm still on the fence about the Dromite. I added a full range of alternate racial traits, favored class options, and race traits for each race. I am going through final edit on the beta version and will make it available through the OGL for any who are interested in using it.
Race Trait in APG states:
APG wrote: "In order to select a race trait, your character must be of the specified race or ethnicity." Do half-orcs count as both orc and human for the purpose of choosing race traits? Do half-elves count as both elf and human? My personal feeling is no, but wanted clarification (I tried searching and came to no conclusion based on the ramblings I found). Also, Adopted (social trait) states
APG wrote: "You were adopted and raised by someone not of your actual race..." I assume that means if you are human you can't select a human race trait. However, if you are half-human does it also prevent you from selecting a human race trait. I guess this really depends on the interpretation of the prior statement. My rigid interpretation:
For example, a half-orc can only select the half-orc race traits (e.g., brute and outcast) and can select any other race trait as a adopted social trait (i.e., any except brute or outcast). |