Add some strategy to your psionics with the fourth release in the Psionics Expanded series. With new options for existing psionic classes and a new psionic class—the tactician, who joins his allies into a coordinated battle unit—Pawns and Powers offers a variety of new psionic options for your game!
Psionics Expanded: Pawns and Powers offers 30 pages of new psionic material, including the tactician base class, the traceur archetype and Gladiator path for the psychic warrior, and the Insight and Jaunting advanced psion disciplines. With new feats, powers, and psionic items, even your existing characters can find something to use in this expansion to Psionics Unleashed.
Psionics Expanded: Pawns and Powers is the fourth release of six for the Psionics Expanded: Advanced Psionics Guide which will add a host of new player options playtested by the psionic community across the globe. Designed by the only publishing company known exclusively for psionic support, this book fills in the gaps left to have a truly all-psionic party. Psionics Expanded will be released as six serialized books, with a final release compiling all six parts into a single Advanced Psionics Guide.
This pdf is 33 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving a whopping 30 pages of content, so let's dive in!
After the by-now obligatory introduction to the series and basic concepts, we are introduced to the new base-class, the Tactician. The class gets d8, 4+Int skills per level, medium BAB, good will-save, up to 343 PSP and access to 20 powers of up to 9th level. The Tactician utilizes a similar mechanic as the Vitalist in that the class designates members of a collective who then benefit from the abilities and powers of the class. Where the vitalist focused primarily on healing/support, the tactician's focus is on coordinating allies, granting them bonuses and providing help with so-called strategies, which essentially are talents for the class. 12 strategies are provided. That's not where the lass stops, though: Much like the Inquisitor, 6th-level tacticians get a teamwork feat and are better at using it. However, they can essentially change their teamwork feats via a paltry hour of meditation - all of them, not just the latest. While he does not get solo-tactics, this ability essentially grants him a multiple selection of ALL Teamwork-feats in one.
I don't like that. One bit. The most interesting ability of the Tactician, though, at least for me, is that starting at 8th level, they may echo spells and powers cast on members of their collective for a cost in PSP. If you're already thinking about how broken this ability is by my description, fret not, for actually there are a number of restrictions on this supernatural ability that make it actually work at the table without unhinging your game.
Following the format of the Psionics Expanded pdfs, this one also features more crunchy bits for the psionic base-classes, to be precise the Insight and Jaunting disciplines for the psion and the new Gladiator Psychic Warrior path. Especially the latter is rather bland, though. To make up for that minor shortcoming, psychic warriors gain the new Traceur-archetype, a fighter centered on agility, movement and acrobatics. A valid and interesting choice for those of you who would love to make a swashbuckling psychic warrior...after all, up the walls is twice as cool when you use it to run up to a chandelier and let it crash down.
8 feats are included in the deal, most of which expand upon the collective. There are some overlaps with the other Psionics Expanded-books here. The new powers are prefaced by a complete powers-list for the Tactician, as well as lists that denote the place of the new powers on the grid for the psionic core-classes. If I haven't miscounted, you'll get 33 new powers from this pdf, including, again, some overlap with "Mind over Body" - "brutalize wounds", one of my favorites, is included in this pdf as well. It should also be noted that there's a variety of "Distract" included in the count and some others like "Conceal thoughts" as well, which have been modified. It should be noted that there are several powers included that share the [Network]-descriptor, just like for the vitalist. The tactician offers the more compelling usages of [Network]-powers, though - via combinations of character strengths and weaknesses, plain old buffs and repositioning allies, the powers and class offer a neat array of options to strategically help your allies and pool their strengths.
In contrast to the first two PE-pdfs, this one also includes favored racial class options for the tactician-class for both the PU-races and the core-races.
This installment's PrC is the sighted seeker, who gets d8, 6+Int skills per level, medium BAB, medium ref-and will-saves and minor (up to 86) PSP, access to powers of up to 4th level and can learn 12 powers from the sighted seeker powers-list...which is now part of the deal. This is very good, as the PrC ROCKS incredibly hard - essentially, the sighted seeker is an urban ranger with clairsentient powers and superhuman analyzing abilities. The only way that could have made this PrC even cooler, would be synergy with SGG's stellar Investigator-class (which admittedly had not yet been released when this pdf came out).
Finally, we get a headband that can mindlink a bunch of people.
Conclusion:
Editing and formatting are very good - while I did not notice any major glitches. Layout adheres to the two-column standard and the full-color artworks are, for the first time in PE, consistent in quality and rock. Their unified style lends a sense of wholeness to the installment that has been absent from the first two. The pdf comes fully bookmarked.
In contrast to the first two PE-books, I have nothing major to complain about with regards to the base-class apart from it being slightly more linear in its abilities than I personally prefer. However, the overlapping of content is a minor downer. Content-wise, this is my favorite of the first 3 PE-books, but in execution I'll have to detract stars for the lack of bookmarks and the missing list as well as for some balancing concerns. I'm also not entirely sure how the class holds up when directly compared to Tactical Archetypes, the War Master from SGG or similar classes and soon will know more about that, as a player of mine wants to play a tactician. I'll keep you updated. In the end, I'll settle for a final verdict of 4.5 stars, rounded down to 4.
Endzeitgeist out.
I just want to be sure about the strategy ability. It looks like that it says each one is usable 3 + CHA modifier times per day. Am I reading it correctly?
I just want to be sure about the strategy ability. It looks like that it says each one is usable 3 + CHA modifier times per day. Am I reading it correctly?
I'm not too familiar with the rest of Psionics Unleashed, but tactical things and teamwork are right up my alley.
Directed Assault: I "order" someone to attack a target as a standard action, and they get a bonus to this. If they hit, I get an attack as an immediate action.
Is this attack an attack action? Can I vital strike off of it?
I really love the strategies of this. So many cool ideas. Distracting Gaze is sweet!
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Couple of questions/issues:
1) Tactician's powers list has some of the talents also as 1st level powers. I'm presuming that's a leftover from the original, pre-talent stages and should be ignored.
2) The Sighted seer prestige class mentions the Sighted Seeker power list, but that list isn't in the book. What should we use instead?
Very interesting options. Minor formatting quibble: Technique as One still has 'bold text' written in the Power Resistance section.
1) Tactician's powers list has some of the talents also as 1st level powers. I'm presuming that's a leftover from the original, pre-talent stages and should be ignored.
That is correct and a good catch.
Paul Watson wrote:
2) The Sighted seer prestige class mentions the Sighted Seeker power list, but that list isn't in the book. What should we use instead?
Well that's kind of a big gotcha that got through Alpha and Beta... I'll see about getting that corrected. We've got the list - it just needs to be formatted.
I'm not too familiar with the rest of Psionics Unleashed, but tactical things and teamwork are right up my alley.
Directed Assault: I "order" someone to attack a target as a standard action, and they get a bonus to this. If they hit, I get an attack as an immediate action.
Is this attack an attack action? Can I vital strike off of it?
No, it's not considered to be an attack action, so you can't Vital Strike.
The reason I say that is it isn't a standard action, it's a swift action, so making it count as an attack action would be problematic. That probably needs to be explicitly stated.
Man I missed this when it came out. Happy I've found it now. I noticed in the new Expanded Collective feat it mentions that normally you collective is equal to your prime modifier or 1/2 you class level. Is this a change to the vitalist collective as well? If I remember correctly the vitalitst got a collective = to class level with no mention of ability modifier. I currently have one full vitalist and while this would make his collective smaller it would greatly raise my psychic fist/vitalists collective level from 2 to 8. The answer may be in the book but I have not scoured it completely. Thanks, for the answer, and for making this product.
This was done because at low levels, it was too low, and at high levels, it was too high. This normalizes it a bit, while still growing with the character.
I've re-dled the file twice and the bookmarks and sighted seeker list are still not included in the file. As soon as they are, I'll add the missing star.
Liz has kindly updated the Work In Progress download, which should fix the missing bookmarks and power list. Those who just had the individual download and not the full subscription should have already been updated back in February. :)