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Silver Crusade

Sneak Attack Press has just launched our latest Kickstarter campaign for Graveyard of the Gods.

Floating on the astral plane are the calcified bodies of gods long dead. Yet a spark of their divine power remains. These god corpses are rich in magical resources waiting to be plundered, but they also give rise to strange environments and dangerous monsters.

Graveyard of the Gods is an anthology of adventures for Pathfinder 2e and D&D 5e. Each is set on the massive corpse of a dead god. These adventures favor exploration and wonder, and you can run them independently or string them together for a campaign.

Adventures include:

Junk Racers by William Fischer – Eventually, all lost things in the multiverse find their way to the corpse of a long-dead god of junk. What becomes of all that trash? It's turned into magical race cars of course! Heroes can join racing teams of kobolds, hobgoblins, or a half-dragon, or they can compete as a team of their own. (Level 4-6)

Temple of Knowledge by Matthew J. Hanson – All that remains of this lost god of knowledge is their head. At the Monastery of the Tree, the monks record the predictions that grow on the prophecy tree. Meanwhile, a mine of magical ion stones has dug too deep and disturbed a sentient crystal living within. (Levels 5-7)

Valleys of Mists and Roars by Eran Aviram– A lush jungle grows on the corpse of a god of the wild. Dangerous beasts fill the land, the crew of a crashed ship begs for help, while an undead cult tries to steal divine power from the god's remains. (Levels 6-8)

Isles of Mettle by Tristan Fishel – A dead god of war is sundered in two, his petrified intestines bridge the two halves of his body. Warriors come to test themselves in eternal battle, always reborn in the Pool of Valor. But recently a ruthless warlord has seized control of the Pool of Valor, tipping the balance of power on the isles. (Levels 7-9)

The Crushing Hand by Jay Africa – Years ago, an asteroid city collided with the hand of an ancient god. Now the hand is slowly crushing the city. Anybody who could leave has. Heroes might try to rescue more survivors, broker peace among the city's many factions, or fight the planar parasites spilling over from the dead. (Level 9-11)

Dreams of Astral Evil by William Fischer– On the corpse of a god of elements, four factions representing air, earth, fire, and water have each claimed a portion of the cavern within the god's body. These factions maintain a tenuous balance...one the heroes could easily upset. (Levels 12-14)

Silver Crusade

Sneak Attack Press has launched our latest Kickstarter campaign for the horror-themed adventure Good Little Children Never Grow Up.

Everybody in Hedgebird knows that the old DeMay orphanage is haunted, but that did not stop the Perseville family from moving to town and buying the place. Nor did it stop the Tarnak boys from venturing inside. Now the children are trapped inside, and to get them out the heroes must confront terrible ghosts from the orphanage’s past.

Good Little Children Never Grow Up is a horror themed adventure for low-level character. Originally Published for Pathfinder 1st Edition, this Kickstarter campaign will update it to the edition and add all-new full-color art and maps.

In addition to the adventure, Good Little Children Never Grow Up includes:

  • 24 hand outs for players. Thanks to the restless spirits within the orphanage, each character only gets part of the picture

  • 4 new or modified monsters

  • 1 new magic item

  • 1 ghostly blessing

After two days, we're nearly funded. You can put us over the top and get a great adventure.

Silver Crusade

The Lock and Key Kickstarter campaign has just reached its stretch goal to include a Pathfinder 2 version.

Since the dawn of fantasy roleplaying games, opening locks has been a staple of adventures. This mini-supplement for the worlds most popular role playing game is filled with information about locks and how to open them.

It includes:

  • A real-world history of locks and keys
  • Ideas for a fantasy history
  • Variant Locks – Including real world items like false keyholes, and fantasy items like talking locks
  • A random key generator
  • 2 new traps
  • 4 new magic items
  • 1 new spell
  • 3 new monsters

Check out our Kickstarter page to back Lock and Key.

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Several years ago, we published Terrain Toolbox for the first edition of the Pathfinder Roleplaying Game.

Now we're running a Kickstarter campaign to update it and have just unlocked our stretch goal to bring in to Pathfinder 2e!

Terrain Toolbox provides 48 sample terrains you can drop into combat, like a blood mage's circle, solid clouds, and lightning pillars. Each sample terrain includes cosmetic and rules variations, giving you hundreds of possibilities. Plus the book offers advice to create your own terrain.

You can learn more about our Kickstarter here. Please let me know if you have any questions I can answer.

Silver Crusade

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Sneak Attack Press is looking for a few Pathfinder (and/or Savage Worlds) writers to contribute to our upcoming series of ebooks, Broken Earth: Tales from the Great Lakes.

Tales from the Great Lakes will be a series of short .pdf products, ranging from 2,000-5,000 words long. They will detail new locations in Broken Earth world all of which border the Great Lakes in between the United States and Canada (Superior, Michigan, Ontario, Erie and Huron). Each .pdf will feature details about the location, NPCs who live there, and plot hooks that occur there. They may also include new creatures or other game mechanics. Writers should be familiar with the Broken Earth setting.

If you are interested in writing for Tales from the Great Lakes, please send the following to matthew@matthewjhanson.com


  • A one paragraph summary of the location you would like to write about, including at least one adventure hook.
  • A list of previous writing credits (it's okay if you don't have any).
  • A writing sample featuring descriptive text and at least one NPC or creature stat block for Pathfinder or Savage Worlds.

Payment will be 2 cents per word upon acceptance of the final draft. If you do the rules conversion yourself there will be a small bonus based on the amount of stat blocks in the product. Otherwise you can just write for one system and we will convert the product in house.

Silver Crusade

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Sneak Attack Press is proud to release Broken Earth, a post-apocalyptic adventure-setting produced under the Pathfinder Roleplaying Game compatibility license.

Bombs fell. Billions died. Now you must pick up the pieces and rebuild this Broken Earth.

Broken Earth is an adventure-setting that takes place in a post-apocalyptic version of Earth. Heroes struggle to establish a community and protect it from slavers, mutants, and rival towns. As an adventure setting, Broken Earth includes many compelling locations and adventures, but also gives the heroes freedom to explore the world.

The book gives the GM everything you need to run a prolonged campaign in the Broken Earth setting, including locations, NPCs, adventure hooks, mutant monsters, and a detailed first adventure that brings the party together.

PDF versions are available now. Print copies are coming in April and can be preordered at the Paizo webstore.

Silver Crusade

Sneak Attack Press is excited to announce the release of the Broken Earth Player's Guide.

Bombs fell. Billions died. Now you must pick up the pieces and rebuild this Broken Earth.

Broken Earth is an adventure setting that takes place in a post-apocalyptic version of Earth. It deals with a small fraction of the world, what was once the northern Midwest of the United States, and a tiny bit of southern Central Canada. As an adventure setting, Broken Earth includes many compelling locations and adventures, but also gives the heroes freedom to explore the world.

The Broken Earth Player's Guide describes everything that players need to create characters for Broken Earth, including new feats, traits, powers, and setting rules.

The campaign book should be released in late December 2013, and will contain the information in this book plus additional setting and adventure information.

Silver Crusade

Sneak Attack Press is excited to announce the release of Hunting Deathcloud, a mini adventure for the Pathfinder RPG.

The elves of Solduron have long known the dragon Deathcloud sleeps somewhere deep in the Whispering Forrest, but for decades none have seen her. That all changed three days ago when Deathcloud appeared and destroy an elven outpost. Now the elves need heroes to journey into the Whispering Forest, rescue captive elves, and put an end to Deathcloud once and for all.

Hunting Deathcloud is an adventure for 10th-11th level characters. It is set in the Whispering Forest, an ancient woodland that can be dropped into nearly any setting. You can run it either as a one-shot or as part of a greater campaign.

It features:
• 3 Combat encounters
• 1 Extended Exploration Encounter
• 3 New monsters
• 2 New magic Items

Now available from the
Paizo webstore.

Silver Crusade

Sneak Attack Press will soon launch a Kickstarter campaign for our next book, Broken Earth.

Broken Earth is a post-apocalyptic sandbox adventure compatible with the Pathfinder RPG. Heroes may be wasteland scavengers, tribal nomads, or shelter dwellers who spent their entire lives underground. Once united, the PCs are tasked with exploring the remains of upper Midwest and helping to rebuild a civilized society. Broken Earth uses modified versions of the exploration and kingdom building rules presented in Ultimate Campaign.

The Kickstarter campaign will begin in just a few days, but in the meantime you can like our Facebook page to get all the latest updates, or you can check out our cover image (by the talented Malcolm McClinton).

Silver Crusade

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So I've got this small company called Sneak Attack Press and I'd thinking about possible next steps to take with it.

One possibility that I'm thinking of is doing something post-apocolyptic with Pathfinder. I thought I'd throw it to see if there's any interest and see what exactly people might want.

One thought it to do just a big rulebook. Or two (PC and GM). Or three (PC, GM, Monsters). This approach could either come with a specific setting or be a toolbox approach.

I've also through about focusing more on adventures. This might have smaller GM and PC books, and an adventure path plus some short .pdf side quests. For the content of the adventure path, I'm thinking of either a post-apoclyptic "Kingmaker" where you help return civilization to the wastes, or travel-heavy adventure where the PCs explore a good section of the country.

I'm leaning a little bit towards the second option, partially because Warlords of the Wastes is more like the former. At this point it likely is never coming out, but if it does the adventure approach is less redundant with that.

Any of this appeal to anybody? Any other ideas?

Silver Crusade

Sneak Attack Press is excited to announce our newest book: Advanced Encounters: Alternate Objectives.

Alternate Objectives is the latest of the Advanced Encounters series. Like all books in the series, it provides advice and tools for the GM to create more memorable encounters. Alternate Objectives focuses on creating battles where they PCs have goals beyond slaying the bad guys: things like rescuing prisoners or obtaining a powerful artifact before the opponents.

Alternate Objectives details several types of objectives and things to consider when building them. It then describes other elements that could be relevant in a range of encounters containing alternate objectives but are not tied to specific objectives. Finally Alternate Objectives provides six sample encounters along with adventure hooks and variations. These include:

Stealing a necklace off an enemy's neck and getting away.
Escaping from a collapsing ice cave.
Extinguishing a fire while battling elemental bugs.
Protecting a prince from assassins.
Holding back efreet long enough to open a portal and escape the City of Brass.
Convincing a fallen angel to return to the light before he kills the PCs.

Silver Crusade

Thanks to our recent Kickstarter Campaign, Terrain Toolbox is now available for the Pathfinder RPG (and with all new interior art!)

Terrain Toolbox is the first in a planned series of books that offer advice and tools for GMs to create more memorable encounters. Terrain Toolbox is designed to increase the creative use of terrain in your game, making battles more dynamic.

The book begins with general advice for designing terrain effect and special abilities. It discusses why we use terrain, different things terrain can do, and how the terrain might change throughout an encounter.

Terrain Toolbox also contains forty-eight sample terrains, including a blood mage's circle, solid clouds, and lightning pillars. Each sample terrain includes advice on how to use the terrains, and most include mechanical and cosmetic variations.

Silver Crusade

Sneak Attack Press is proud to release our latest adventure, Beacon in the Dark.

The dwarves of Karn Ungil seek to reclaim their former outpost of Ballo Dar from drow invaders. They are sending a small group of spellcasters to sneak into the heart of the outpost and reawaken its magical defenses. The dwarves of Karn Ungil ask the player characters to escort this expedition through the twisting tunnels of the Underlands. While drow attack the group, they face a greater danger. One of them has already betrayed the group from within.

Beacon in the Dark is an adventure for characters level 7-8. It is set in the Underlands, and can be dropped into nearly any campaign or run as a one-shot.

If features:

2 Combat Encounters (including defending a besieged fortress)
1 Skill Encounter
1 New Incantation

Click here to get it now!

Silver Crusade

Sneak Attack Press is excited to announce our first Kickstarter project, Advanced Encounters: Alternate Objectives.

Alternate Objectives (like its predecessor Terrain Toolbox), is a DM resource and advice book. It describes ways to run encounters where the PCs have a mission beyond slaying the monsters, such as protecting the king from assassins, or escaping before an entire army descends upon the heroes.

The book offers both advice for building your own encounters and sample encounters that you can drop directly into your own game. (The sample encounters will be for Pathfinder and D&D 4e, but the advice can be adapted to a range of systems).

We have a range of rewards including the opportunity to join an exclusive forum where you will help shape the design of the book, getting your face or a PC description in the art, and picking an encounter and receiving custom built 3d terrain for it.

Best of all you will know that you helped the book come into being and reach it’s full potential.

Read more here!

Silver Crusade

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We don't think we owe you an explanation of why some products cost 2.95, some cost 3.45, and some cost 3.95, but here's one anyway.

Sneak Attack Press products cost between 2.95 and 3.95. because they are of varying lengths.

  • The 2.95 products are the shortest.

  • The 3.95 products are the longest.

  • The 3.45 products are somewhere in between.

(This is an attempt at friendly humor based on this thread.)

Silver Crusade

We at Sneak Attack Press are excited to announce the Pathfinder RPG compatible version of The Golden Banner.

Grufus Tinker is hosting a feast to honor his rediscovery of the Golden Banner, a holy relic key to the history of Greenport. On the day of the feast, word comes to Tinker that somebody plans to attack his celebration. Now Tinker needs a few heroes to investigate the attack and protect his guests. As the characters investigate they peel back layers of intrigue, and discover a centuries old conflict between faiths.

The Golden Banner is a short Pathfinder RPG compatible adventure for five characters level 6-7. It is set in an urban port city that can easily be placed in any setting or run as a one-shot. It features:

4 Combat Encounters
A Non-Linear Investigation
2 New Traps
2 New Magic Items

The Golden Banner is available now at the Paizo web store.

Silver Crusade

We at Sneak Attack Press are excited to announce the Pathfinder RPG compatible adventure Blessed by Poison.

Renowned goblin hunter Kurk Davrip has disappeared. Now the player character must find him. As they venture into Raven Woods, the heroes uncover a trail infested with spiders. At the end of their search they discover that Davrip is still alive, but he is no longer entirely human.

Blessed by Poison is a mini-adventure for 1st-to-2nd-level characters. As a GM you can drop it into almost any campaign or run as a one-shot. It features:

4 Combat Encounters
2 Skill Encounters
1 New Template

Blessed by Poison is available now at the Paizo online store.

Silver Crusade

Sneak Attack Press is proud to announce our first product compatible with the Pathfinder Roleplaying Game: the horror themed adventure Good Little Children Never Grow Up.

Everybody in Hedgebird knows that the old DeMay orphanage is haunted, but that did not stop the Perseville family from moving to town and buying the place. Nor did it stop the Tarnak boys from venturing inside. Now the children are trapped inside, and to get them out the heroes must confront terrible ghosts from the orphanage’s past.

Good Little Children Never Grow Up is a horror themed adventure for five characters levels 4-5. You can run it either as a one shot adventure or as part of a larger campaign.

It features:

3 Combat Encounters
1 New Template
1 New Haunt
2 New Magic Items

Good Little Children Never Grow Up is currently available through the Paizo web store and at RPGNow and DriveThruRPG.

Silver Crusade

For what it’s worth, here’s my take on what a Pathfinder Psion might look like. Please excuse the table formatting. I'm open to all kinds of feedback.

Psion

Alignment: Any
Hit Die: 1d6

Class Skills

Spoiler:
The psion’s class skills are Craft (Int), Knowledge (all taken individually) (Int), Profession (Wis), and Psicraft (Spellcraft). Additionally, a psion gains access to additional class skills based on his discipline:

Seer (Clairsentience): Appraise (Int), Linguistics (Int), and Perception (Wis).

Shaper (Metacreativity): Deception (Cha), Disguise (Cha), and Use Psionic Device (Use Magic Device) (Cha).

Kineticist (Psychokinesis): Disable Device (Dex), Intimidate (Cha), and Thievery (Dex).

Egoist (Psychometabolism): Acrobatics, (Dex), Climb (Str), and Heal (Wis).

Nomad (Psychoportation): Climb (Str), Fly (Dex), Ride (Dex), Survival (Wis), and Swim (Str).

Telepath (Telepathy): Deception (Cha), Diplomacy (Cha), and Perform (Cha).

1st Level Skill Choice: 2+Int

Table Part 1

Spoiler:
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Bonus Feat, Domain Power, Talents
2 +1 +0 +0 +3 Domain Power
3 +1 +1 +1 +3
4 +2 +1 +1 +4 Domain Power
5 +2 +1 +1 +4 Bonus Feat
6 +3 +2 +2 +5 Domain Power
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Domain Power
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus Feat, Domain Power
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8 Domain Power
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9 Domain Power
15 +7/+2 +5 +5 +9 Bonus Feat
16 +8/+3 +5 +5 +10 Domain Power
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11 Domain Power
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Bonus Feat, Domain Power

Table Part 2
Spoiler:
Power Maximum Powers Maximum Power
Level Points /Day Strain Known Level Known
1 2 1 3 1st
2 6 2 5 1st
3 11 3 7 2nd
4 17 5 9 2nd
5 25 7 11 3rd
6 35 9 13 3rd
7 46 12 15 4th
8 58 15 17 4th
9 72 18 19 5th
10 88 22 21 5th
11 106 27 22 6th
12 126 31 24 6th
13 147 37 25 7th
14 170 43 27 7th
15 195 49 28 8th
16 221 56 30 8th
17 250 63 31 9th
18 280 70 33 9th
19 311 78 34 9th
20 343 86 36 9th

Class Features
All the following are class features of the psion.

Weapon and Armor Proficiency

Spoiler:
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day
Spoiler:
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score. These bonus points equal one half his level multiplied by his Intelligence modifier. His race may also provide bonus power points per day, as may certain feats and items.

Maximum Strain
Spoiler:
Manifesting powers strains the mind of a psion. When powers are used infrequently this has no noticeable effect, however rapid and repeated manifestation can break a psion’s mind.

Every time a psion manifests a power, he gains an amount of strain equal to the power point cost of the power. Should the psion exceed his maximum strain as given on Table: The Psion, each additional power manifested deals 2 points of Intelligence, Wisdom, and Charisma damage to the Psion. This damage cannot be prevented in any way.

At any time the psion “clear his head” to remove psionic strain by meditating for three consecutive rounds.


Powers Known
Spoiler:
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points.

A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.


Discipline
Spoiler:
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items. Each psionic discipline also grants a number of discipline powers dependent upon the level of the psion.

Talents (Psi)
Spoiler:
Psions are able to manifest a number of talents (or 0-level powers) at will as a psi-like abilities. A psion starts two talents, plus one for each point of Intelligence bonus the psion has. A permanent increase to Intelligence (such as through level increase, but not magic items) may grant additional talents. Talents are treated like any other powers manifest by the psion in terms of duration and other variables based on level.

Bonus Feats
Spoiler:
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.


Disciplines Powers
Egoist (Psychometabolism) Discipline
Spoiler:
1st Talons (Su): As a standard action you may make a standard melee attack that deals 1d6+Str points of slashing damage +1 for every two manifester levels you possess.
2nd Thicken Skin (Psi): You may manifest thicken skin 1/day per two caster levels.
4th Animal Affinity (Psi): You may manifest animal affinity 1/day.
6th Body Adjustment (Psi: You may manifest body adjustment 1/day.
8th Change Shape (Su): You can change your shape for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions like polymorph.
10th Adapt Body (Psi): You may manifest adapt body 1/day.
12th Breath of the Black Dragon (Psi): You may manifest breath of the black dragon 1/day.
14th Fission (Psi): You may manifest fission 1/day.
16th Iron Body (Psi): You may manifest iron body 1/day.
18th Assimilate (Psi): You may manifest assimilate 1/day.
20th Fluid Form (Su): As a swift action, you can gain one of the following abilities: blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one of these abilities at any one time, but you can change the ability as often as you like.

Kineticist (Psychokinesis) Discipline
Spoiler:
1st Energy Zap (Su). As a standard action you can unleash a ray of energy (cold, electric, fire, or sonic) at any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage +1 for every two manifester levels you possess. You may change the type of energy dealt by this ray when you regain your power points.
2nd Control Object (Psi): You may manifest control object 1/day per two caster levels.
4th Energy Missile (Psi): You may manifest energy missile 1/day.
6th Energy Cone (Psi: You may manifest energy cone 1/day.
8th Telekinetic Powers (Su): You can manipulate object telekinetically for number of rounds per day equal to your manifester level. These rounds need not be consecutive. This power can mimic telekinetic force, telekinetic thrust, or telekinetic maneuver, and functions in all other ways as those powers.
10th Energy Current (Psi): You may manifest energy current 1/day.
12th Null Psionics Field (Psi): You may manifest null psionics field 1/day.
14th Energy Wave (Psi): You may manifest energy wave 1/day.
16th Psionic Telekinetic Sphere (Psi): You may manifest telekinetic sphere, psionic 1/day.
18th Tornado Blast (Psi): You may manifest tornado blast 1/day.
20th (Su): Elemental Power (Su): Creatures affected by your spells only receive 1/2 their energy resistance. Creatures with energy immunity are instead treated as if they have resistance 20 against that energy.

Nomad (Psychoportation) Discipline
Spoiler:
1st Alter Speed (Su): As a standard action you may alter the speed of any creature you touch for one round. You my provide either an enhancement bonus or a penalty of up to 5 feet plus an additional 5 feet for every five levels you possess.
2nd Dissipating touch (Psi): You may manifest dissipating touch 1/day per two caster levels.
4th Psionic levitate (Psi): You may manifest levitate, psionic1/day.
6th Time Hop (Psi): You may manifest time hop 1/day.
8th Dimensional Steps (Su): You can teleport up to 30 feet per caster level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.
10th Psionic Plane Shift (Psi): You may manifest plane shift, psionic 1/day.
12th Psionic Overland Flight (Psi): You may psionic overland flight 1/day.
14th Temporal Acceleration (Psi): You may manifest temporal acceleration 1/day.
16th Psionic Greater Teleport (Psi): You may manifest teleport, psionic greater 1/day.
18th Time Regression (Psi): You may manifest time regression1/day.
20th Go Anywhere (Su): Once per day you may teleport yourself and up to twenty companions to any place on any plane of existence. You do not even need to know your precise destination, and could teleport to “the evil overlord’s secret lair” even if you do not know where it is. Only 9th level powers or greater have a chance of blocking this ability.

Seer (Clairsentience) Discipline
Spoiler:
1st Seer’s Insight (Su): You can touch a creature as a standard action, giving it a +2 insight bonus to a single attack roll, skill check, ability check, or saving throw. This bonus increases by 1 for every 5 caster levels you possess. This bonus lasts 3 rounds or until used.
2nd Defensive Precognition (Psi): You may manifest precognition, defensice1/day per two caster levels.
4th Clairvoyant Sense (Psi): You may manifest clairvoyant sense 1/day.
6th Escape Detection (Psi): You may manifest escape detection 1/day.
8th Remote Viewing Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect remote viewing. In addition, whenever you remote view a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your remote viewing attempts.
10th Psionic True Seeing (Psi): You may manifest true seeing, psionic 1/day.
12th Greater Precognition (Psi): You may manifest precognition, greater 1/day.
14th Fate of One (Psi): You may manifest fate of one 1/day.
16th Hypercognition (Psi): You may manifest hypercognition 1/day.
18th Metafaculty (Psi): You may manifest metafaculty 1/day.
20th Near Omniscience (Su): You are never surprised and cannot be caught flat-footed. You manifest remote viewing at will and subjects get a –10 penalty on their save, regardless of how familiar they are to you. You can even use this ability to remote view on areas protected from remote viewing, although the subjects get a +5 bonus on their save to resist.

Shaper (Metacreativity) Discipline
Spoiler:
1st Crystal Ray (Su). As a standard action you can create and fire a razor sharp crystal at any for within 30 feet as a ranged touch attack. This crystal deals 1d4 points of slashing damage +1 for every two caster levels you possess.
2nd Entangling Ectoplasm (Psi): You may manifest entangling ectoplasm 1/day per two caster levels.
4th Astral Construct (Psi): You may manifest astral construct 1/day.
6th Greater Concealing Amorpha (Psi: You may manifest greater concealing amorpha 1/day.
8th Master Fabricator (Su): Each day, you may change up to 10 cubic feet of material (or 1 cubic foot of mineral) into other products of the same material. You split your total among several uses of this power, but must always spend a least a 10 cubic feet (or 1 cubic foot mineral) increment. This ability otherwise functions as fabricate, psionic.
10th Psionic Major Creation (Psi): You may manifest major creation, psionic 1/day.
12th Crystallize (Psi): You may manifest crystallize 1/day.
14th Mass Ectoplasmic Cocoon (Psi): You may manifest ectoplasmioc cocoon, mass 1/day.
16th Matter manipulation (Psi): You may manifest matter manipulation 1/day.
18th True Creation (Psi): You may manifest true creation 1/day.
20th Astral Construct Master (Su): Once per day you may enhance a single manifesting of astral construct, extending its duration to 1 day. Construct created in this way have maximum hit points and gain a +2 insight bonus on ability checks, attack rolls, saving throws, and skill checks

Telepath (Telepathy) Discipline
Spoiler:
1st Dazing Touch (Su): You can cause a living creature to become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day.
2nd Psionic Charm (Psi): You may manifest charm, psionic 1/day per two caster levels.
4th Read Thoughts (Psi): You may manifest read thoughts 1/day.
6th Psionic Blast (Psi: You may manifest psionic blast 1/day.
8th Aura of Pain (Su): You can emit a 30-foot aura of pain for a number of rounds per day equal to your manifester level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
10th Mind Probe (Psi): You may manifest mind probe 1/day.
12th Aura Alteration: (Psi): You may manifest aura alteration 1/day.
14th Insanity (Psi): You may manifest insanity 1/day.
16th Psionic Mind Blank (Psi): You may manifest mind blank 1/day.
18th Microcosm (Psi): You may manifest, microcosm 1/day.
20th Thrall (Su): You can manifest dominate, psionic 1/day with a duration of permanent. You can only have one such creature in your service at a time. If you manifest this power again, the first creature is immediately released.

Design Notes

Spoiler:
Psionic Strain is my attempt to deal with a common complaint about 3.5 psions: that even more than most classes, they can expend all their powers in one battle. Currently max strain is one forth the total PP (not including bonus) rounded up.

On the down side it involves more math (tracking power points and strain). This got me thinking about making a class with no daily limit, and only strain, though this affects many other areas of play (as the class would have effectively unlimited power out of combat).

Talents (0 Level Powers) don’t exist in 3.5, so those would need to be added, though several “1st level” powers are really 0s (detect psionics, far hand).

I made the discipline powers quickly, and copied quite a few from school powers. If I had more time I might be more original. (I might also take this another direction, as I’m not too excited about the “use this spell 1/day” set up.)

Silver Crusade

Like many here, I sent a few queries to Dungeon before it was announced that magazine would cease publication. I've read in the FAQ that that "Wizards of the Coast has told <Paizo> that they’re currently evaluating how best to handle pending queries and submissions."

I'd just like to voice my hope that the potential authors be given some choice in the matter. In my own case I'd prefer to write something for the anthology of "new" authors that Erik has mentioned is a possibility. Others might prefer to be part of the Digital Initiative. I think we'd all appreciate being given the choice.

Silver Crusade

So I hear there's going to be regular Eberron and Forgot Realms articles gracing the pages of Dragon. Are these open to general submissions, and if so what are you looking for in terms of content and length?

(For what it's worth I play in Eberron, so I'm more interested in that, but there're probably others who are equally curious about FR)

Thanks!