Updated Psionic Core Classes for Pathfinder - free PDF


New Rules Suggestions

51 to 82 of 82 << first < prev | 1 | 2 | next > last >>

I just downloaded it, but I like what I see so far. Especially, the line you added to the opening of the copyright notice on pg 22.


Starfinder Superscriber

Anyone else get that this file no longer exists?


Steven Hume wrote:

i got long time items and spells in my games to deal with this problem(1st used in 2nd) so the combating them is fine, but even in the cannon rules there is no way to stop a psionic creature using its powers when captured, which IMO is wrong. Even if striped naked they can STILL use their powers SO there should be some way to nullify their powers so that when the psions goes and breaks the law, and gets thrown in jail, he just doesnt walk through the bars and leaves. ALL other caster types can be nullify by simple means(hands tied, mouth gaged) but psionics dont have that build into their class, cities and towns WOULD have something in place to allow this( in my game it is iron helms straped on their heads) cause if not then why would any city or town even allow psions to enter(even if they could detect them)

having a powerful psionic item to stop them EVERY TIME ONE causes problems in a city is unrealistic. I like to have a bit of realism in games and so i would like that SOMETHING was added so a city guard could throw a psion in jail, is that really too much to ask??

Well, if your psionics were the same as magic then a Null-Magic wing of the local prison would keep Psions and wizards and evil cultists all contained... barring that you would need to have a Null Psionics Field and a Null-Magic feild....

But Law enforcement on the cheap eh.... alrighty I'll bite
.
.
.

DRUG EM! ...seriously, if they are in a stuppor they stay put.

or infect them with Cascade Flu and/or Cerebral Parasites

or have them lashed up to where they cannot comfortably rest in order to recover their powers.

or have a guard on duty to come poke the psion with a stick every hour to prevent a solid 8 hours of rest.

or have a court yard infested with Brain Moles

or all of the above?

.
.
.
If you only drug them and keep them wasted the Psionic members of your brute squad ("I'm on the Brute Squad." ... "You ARE the Brute Squad.") ...or Diplomatic Corps (evil gryn) can stop by during their shift to recharge via Power Leech ... but it's only really worth while for Psions >7th level.


DJ Eternal Darkness wrote:
Anyone else get that this file no longer exists?

Yup file not found look like you'll need to put it up again


Psionics Update ver1.1

Design notes ver1.1

I reposted the links after I updated them. Unfortunately the website wouldn't let me go back and edit my old post with the original link in. These should work fine!

Big thanks to all for the continued interest!

Peace,

tfad

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rageheart wrote:


DRUG EM! ...seriously, if they are in a stuppor they stay put.

or infect them with Cascade Flu and/or Cerebral Parasites

or have them lashed up to where they cannot comfortably rest in order to recover their powers.

or have a guard on duty to come poke the psion with a stick every hour to prevent a solid 8 hours of rest.

or have a court yard infested with Brain Moles

...

Or the just simple... kill them when you catch them approach.

Scarab Sages

tallforadwarf wrote:

UPDATE

DESIGN NOTES

Here's my group's update for the core psionic classes, based on our playtest results with the Pathfinder alpha documents.

Give 'em a download and let us know what you think!

Peace,

tfad

have you stopped sharing this file??? i cant seem to access it


Steven Hume wrote:
have you stopped sharing this file??? i cant seem to access it

No - there was an update, to include the full copyright information and to correct the one piece of errata. Unfortunately, the Paizo boards are currently not letting me go back and edit the original post.

There are links to the updated files on both page 1 and page 2 - just have a quick look and you'll find them! :D

Peace,

tfad


We've been translating characters from D&D 3.5 to Pathfinder around here ever since the advent of Alpha 2 (when I first discovered Pathfinder RPG's alpha tests). One of them is a psionic character (Elan Psion:Nomad/Elocator).

Because I had no idea this existed at the time, I didn't get a look at this before we started work on creating a Pathfinder-appropriate version of the Psion (with the Psychoportation discipline in particular) and Elocator classes, as well as the Elan race. I plan to do some further refinement, based on playtesting, and start posting the stuff online under the OGL. I may even put together a PDF psionics book for use with Pathfinder RPG -- maybe have a fairly complete test version of it available by this September -- as well.

Just thought I'd mention, y'know.

If it ends up taking longer than September, you can blame it on the fact that I'm simultaneously working on development of a complete, separate game system (which will also be available under an open content license -- specifically, a copyfree license such as the PDL).

Scarab Sages

right i got a player interested in play ur soulknife but what he notices is there is no way for his blade to effect alignment or special material monsters, we are thinking of giving the access like the monk at the same lvls.


Steven Hume wrote:
right i got a player interested in play ur soulknife but what he notices is there is no way for his blade to effect alignment or special material monsters, we are thinking of giving the access like the monk at the same lvls.

That's really cool - let us know how it goes! :D No, that's right, there are some limits to the Soul Knife's abilities. The best solution to your problem would be to add the abilities you wanted to the list of enhancements. It keeps the mind blade from being able to do everything, but gives them an extra boost in power. Also it'll stop you from having to consult the monk progression for a non-monk character. We've tested it a little this way and it works fine, without unbalancing things too much as the Soul Knife still has to 'pay' for the extra abilities.

I'm moving to another country in the next couple of days so I'm not going to be around here for a while -very busy! I'll stop in when I have the time - but please keep posting here in the meantime!

Peace,

tfad


Hey, new user here.

I've always been intrested in psychics, and I've had a brainstorm on the psychic warriors.

I think instead of making them fighters with psychic abilities, they should have some unique psychic abilities of their own that focus on combat. Like the psion, they choose a discipline. Unlike the psion, they get no discipline spells but they do get special abilities depeding on the discipline that have a focus on physical combat.

Clairsentience: Fighter that can see the future. Mostly defense minded abilities with some offensive ones that involve predicting opponents movements. High ability: Rerolling a die.

Metacreativity: Can't really think of something that wouldn't overlap with Soulknife.

Psychokinesis: Lots of options here. Can choose basic telekenesis (moving objects or opponents) or one of the four elements (cause every loves pyrokinetics). Kind of like the sorceror bloodlines, only with basis on martial combat (flaming weapons, eart turning into quicksand, water in opponents lungs, air balls, flying with telekenesis...)

Psychometabolism: Focuses on psychic enhancement of physical prowress. The warrior who feels no pain, for example. May have some self-healing or transformation abilities.

Telepathy: Reads minds. Can predict opponents movements like the seers but focus more on psychological warfare. Can also help out allies by reading their minds.

Psychoportation: Fighter that can teleport across the battlefield. High ability: Full attack plus warp to another location.

This is just brainstorming, but it lets the psychic warrior have a unique flavor.


Cainus wrote:
What damage reduction is effective vs force effects? I was under the impression that DR didn't work against force effects. Though I could very well be wrong.

To be even more specific, damage caused by spells, even physical damage, is not affected by Damage Reduction unless noted in the spell.

I know this sounds unbalanced, but that's how it was proclaimed in the errata or the FAQ (Can't remember where.)

On a different note,
If you are interested in free space to host these files without ads and hassle of mediashare, let me know. www.neceros.com is my domain, and I'd be happy to give you a website and file-put.

neceros@gmail.com


I agree with Unknown that Psychic Warriors should have unique powers, not just mimic the abilities of the fighter.

Combat Focus: the Psychic Warrior chooses a combat focus at first level; at 7th, 13th, and 19th level they may choose a new combat focus. They may choose from:

Unarmoured Combat: When wearing light or no armour, the psychic warrior may add their Wisdom bonus to their AC as a Monk does.

Precise Striking: When using a finesse-able weapon the psychic warrior may add their intelligence bonus to damage against foes vulnerable to critical hits and sneak attacks.

Armoured Resilience: When wearing medium or heavier armour the psychic warrior may add their Constitution bonus to their AC.

Prescient Striking: The psychic warrior may reduce the Dexterity, Size and/or Dodge bonus of their foe by up to their Wisdom bonus.

Penetrating: The psychic warrior may reduce their foes armour or natural armour bonus by up to their Intelligence bonus.

Powerful: When using a medium or heavier weapon, the psychic warrior may increase the benefit of their strength damage bonus by fifty percent. Multipliers are added together before calculating damage, so if the character is using a two handed weapon, they do 100% additional strength bonus damage, not 125%.

Dazzling: by using agility and pinache, the psychic warrior avoids damage; if in light or no armour they may add their Charisma bonus to their armour class.

Force of Personality: the psychic warrior may expend their psionic focus to add their Charisma bonus to their attack and damage bonus for one round.

The psychic warrior is like the fighter, he requires a focus for his abilities, something other than his powers to mark him apart. The psychic warrior has too many powers to be availed of a d10 hid dice and a full BAB.


Okay, I'm finally online again! w00t!

After giving the Beta a thorough reading, I don't think there is anything I'm going to change immediately. If I'm honest I was kind of disappointed at the lack of changes and polish that went into the Beta - I hope that Paizo are saving the effort for the final release. If our further playtesting turns up anything else or we make any changes, I'll post them. But right now all eyes are on the Beta and how we can help to make Pathfinder the best game it can be.

neceros wrote:
On a different note, If you are interested in free space to host these files without ads and hassle of mediashare, let me know. www.neceros.com is my domain, and I'd be happy to give you a website and file-put.

Thanks for the offer, that's real kind of you. I don't do enough in the way of 'official' releases to warrant my own webspace but if you're putting together some kind of 'community bundle', then please count me in. I'll drop you an email some time (I've got a backlog into the 100s at the moment), or you can leave me some comments on my blog (check my profile).

Peace,

tfad

Scarab Sages

I apologize in advance if this sounds like a bad idea but why not just fold the psychic warrior and the soul knife together. The class concepts behind each are very similar. The powers for each class can very easly be used by and be usefull to the other. If they were folded together it would be possible to play a character that can create their own blade or enhance a regular weapon. With a few powers that would allow them to create armor or enhance it you would have a class with a greater difference from fighters and barbarians.

btw, tfad I really liked what you came up with.


Maybe it's just me but when I think of Psychic Warrior I think of the Dude from Chronicles of riddick that was fighting Vin Deasel by warping around the room before his body cuaght up to him.
-Maybe I'm just loco but that's what comes to my mind.


Okay, just enough time for a quick reply. :D

@ Ubermench

Simple - backwards compatibility. I'm, personally, not a fan of the Soul Knife and it's not too popular in our group. But if the class suddenly disappeared all the Soul Knife fans would, rightfully, be a bit upset. Like the design notes say, I would have done a lot different if I was working from the ground up, likely including getting rid of the Soul Knife, but I was trying to keep things backwards compatible. Oh, and don't apologize for a polite post expressing your opinions - you're on a public forum for that very purpose and you're acting cool! Take it easy! :D

@ LordChronos

Man, I love that movie. It's not very good, but it's so much fun! I'm not ashamed to say I have the directors cut DVD and have watched it quite a few times. I hope they get around to making another one....

Peace,

tfad

Scarab Sages

I haven't read the design notes yet. Prpbally should have It might have answerwed my questions. I think my group will probally combine the two classes for our games, once we come up with somthing workable I'll post it here for all the psionics fans.

Below is a specalized kineticist class I've bene working on, let know what you think.

Puppet Master

Adventures: Puppet Masters adventure to learn and uncover exotic tales and epics to enhance their puppet theater also to find the exotic materials needed to manufacture the puppets. Most live a vagabond life traveling to and from village, town and city wherever there are people to entertain never staying long. Those Puppet Masters who don’t travel usually settle in large cities at crossroads of trade routes or port cities working as street entertainers or joining existing theaters of song and dance or opening puppet theaters.

Characteristics: Forgoing the pursuit of raw mental power of other psions the Puppet Master instead seeks to achieve the most minuet control of his puppets and the sounds and lights of his puppet theater. The Puppet Master limits his psionic powers to clairsentience, metacreativity, psychokinesis and the kineticists’ signature discipline.
Because of the focus on control and not power the Puppet Master has access to less powers than other psions but is able to control multiple objects, sounds, etc. whereas a Psion can only control one.

Alignment: Chaotic good. A Puppet Masters art is whimsical, fanciful and occasionally satirical if performing for nobility but never vicious or cruel as the primary patrons are children and the less educated. Any performance that causes fright and nightmares in children would likely cause the performer to be jailed and his puppets destroyed.

Background: Lonely children whose only friends are their dolls, adolescences apprenticed to toy or doll makers and even adults who have never lost their childhood innocence. All remember a time in their youth when playing with their toys the toys would move on their own in response to the child’s desire or a doll that would talk, joke and play with the child. Traveling Puppet Masters when encountering these children often take on the older children as apprentices and teach them the styles and stories and the younger children are given a special doll that teaches them the basics of becoming a Puppet Master.

Races: Humans and Halflings are the most likely to become Puppet Masters because both races let their children have unstructured play where there imagination free to wander. Elves teach their lore and magic to their children and gnomes and dwarves children are taught labor and craftsmanship as play stifling the independent creativity and imaginations needed and half-orcs childhood is usually to brutal and they lose the innocence and wonder that’s vital to the Puppet Masters craft.

Other Classes: Puppet Masters enjoy the company of bards, illusionists sharing a camaraderie of theater and showmanship. Wizards, paladins and clerics are thought of as being to serious and stiff never allowing themselves to have fun. Fighter classes are thought of as a necessary burden but any one of them willing to laugh at a joke or themselves are embraced fully and those who are bloodthirsty brutes are avoided.
Role: The Puppet Master acts as combat support and scout to a party.

Game Rule Information
Puppet Masters have the following game statistics.

Abilities: Intelligence determines how powerful a power a Puppet Master cam manifest, how many powers he can manifest and how hard those powers are to resist.
Charisma is also important as it effects many of the Puppet Masters Skills.

Alignment: Chaotic good.

Hit Die: d4

Class Skills:
Craft marionette (Int), perform marionette (Cha), autohypnosis (Wis),
concentration (Con), knowledge (all skills taken individually)(Int)
profession doll maker (Wis), psicraft (Int), use psionic device (Cha),
speak language (none)

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each additional Level: 4 + Int modifier

Class Features:
All of the following are class features of the Puppet Master

Weapon and armor proficiency: Puppet masters general distain for combat severely limits the weapons they can use and prevents them from wearing any armor. Puppet Masters are proficient with dagger, spear and crossbow.

Power Points Per Day: A Puppet Masters ability to manifest powers is limited by the power points he has available. He uses the Psion base daily allotment given on Table 2-3 Psionics Handbook. In addition he receives bonus power points if he has a high Int. score see Table 2-1 Psionics Handbook. His race may also provide additional bonus power points per day, as may certain feats and items.

Discipline: The Puppet Master must take the psychokinetic discipline furthermore the Puppet Master can only use clairsentience, metacreativity and psychokinesis powers he can not access any powers from psychometabolism, psychoportation and telepathy, he cannot even utilize psionic items with powers from these disciplines.

Powers Known: A Puppet Master begins play knowing powers three Psion powers of your choice. Each time he achieves a new level he unlocks the knowledge of new powers. The Puppet Master uses the Psion advancement Table 2-3 Psionics Handbook for powers known and maximum power level known. The Puppet Master can manifest powers equal to or lower than his manifester level. He can only choose psychometabolism, psychoportation and telepathy powers.

Maximum Power level Known: To learn or manifest a power the Puppet Master have an Int score of at least 10 + the powers level.

Bonus Feats: The Puppet Master receives a bonus feat at every four levels, these bonus feats must be spent on psionic feats, metapsionic feats or psionic item creation feats. The bonus feats are in addition to the feats that all character class get every three levels.

New Feats only for the Puppet Master:

Multitasked Mind: A Puppet Master with this feat can manifest a new power while concentrating to maintain an existing power and to maintain concentration on more than one manifested power at a time. To manifest a new power while maintaining an existing power the Puppet Master must make a concentration DC check equal to 15 + the power level of the existing power and the power level of the new power + the amount of any power augments (i.e. a Puppet Master maintaining a level one power attempts to manifest a second power at level two and augments it with one additional power point the DC check would be 19. Trying to manifest a third power at level one would have a Dc check of 35 ((second power) 15 + power levels and augments + (third power) 15 + power level and power augments). If he fails the DC check he must make another concentration at a DC 20 + all active and attempted power levels or all active powers fail and the power activation points are lost. The Puppet Master must expend his psionic focus to use this feat.

Improved Psionic Control: When manifesting any control power the manifester can control one additional object, flame, light, sound, etc. for every three levels after the first.
i.e. 2 at first level, 3 at fourth, 4 at seventh etc.


Ubermench wrote:
Lots of stuff

Yeah, the download ratio is about 1 in 3 people who downloaded the update downloaded the notes. I didn't want to include them with the main file as I figured most people probably don't care what me and my group think. I was mostly right but there were a lot of questions that could've been answered by reading the notes. It's okay though - I'm just happy that Psionics is getting a little more coverage.

I like what you've done, although I'm not a huge fan of new classes. There's not much there that couldn't be done with some new feats and what's already available. Maybe watch some creepy-doll movies and give the class some awesome powers. But the concept is quite limiting, perhaps that's why it's not jiving as a core class. Maybe add some specific flavor and turn it into a PrC?

Oh and share your ideas on mixing the Soul Knife and Psychic Warrior - I'm interested in seeing it. :D

Peace,

tfad

Scarab Sages

tallforadwarf wrote:
Ubermench wrote:
Lots of stuff

Yeah, the download ratio is about 1 in 3 people who downloaded the update downloaded the notes. I didn't want to include them with the main file as I figured most people probably don't care what me and my group think. I was mostly right but there were a lot of questions that could've been answered by reading the notes. It's okay though - I'm just happy that Psionics is getting a little more coverage.

I like what you've done, although I'm not a huge fan of new classes. There's not much there that couldn't be done with some new feats and what's already available. Maybe watch some creepy-doll movies and give the class some awesome powers. But the concept is quite limiting, perhaps that's why it's not jiving as a core class. Maybe add some specific flavor and turn it into a PrC?

Oh and share your ideas on mixing the Soul Knife and Psychic Warrior - I'm interested in seeing it. :D

Peace,

tfad

I got the idea after watching a marathon of the Puppetmaster and Killer Toys movies.. I originally designed it to be primaraly for minion control and a PrC but changed it to a full class when my DM allowed a create psi-puppet feat (I don’t know why the psi-puppet feat wasn’t included one the other file).

Prerequisites for the puppet master class;
manifest level. 5
control object
control sound
control light

Feat;
Create psi-puppet - Allows the creation of a psionic attuned puppet that will act semi-anomalously for a number of rounds equal to the manifester level and an additional round for every 2 extra power points used when creating the psi-puppet. The manifester can program any action (combat, dancing, reciting a poem etc.) into the puppet in advance by using control object, control sound or control light powers. Any action that the caster can use with these powers can be imbued in to the puppet. To activate the imbued power the manifester must spend a power point or expend their psionic focus. To create a psi-puppet you must start with a masterwork quality puppet, marionette, or doll. GP value in crystals equal the highest manifestation level to be used, i.e. 200 GP of crystals for a maximum manifester level of 2. The puppet master must spend ½ hour per power point used imbuing the action the puppet is to perform. The cost of Imbuing a power on a Puppet is equal 1 ¼ cost of using the power. The dolls are reusable but must be repaired if used in combat.

So with the multitasked mind feat an the psi-puppet feat a first level Puppet master can have a total of 3 minions in combat one psi puppet, one controlled object and his psi-crystal, and still have the option at an increased cost throw out a few energy rays.


Ubermench wrote:
some stuff and put in a lot of effort

To be honest, the rules/feat are/is not really my sort of thing, but I'm loving the flavor. If/When you use this in game, please tell us how it goes - it'll be a lot of fun, I'm sure (same goes for your PsiWar/SlKnf mix).

Which side of the screen is guy coming from? I'm assuming PC, right?

Peace,

tfad

Scarab Sages

tallforadwarf wrote:
Ubermench wrote:
some stuff and put in a lot of effort

To be honest, the rules/feat are/is not really my sort of thing, but I'm loving the flavor. If/When you use this in game, please tell us how it goes - it'll be a lot of fun, I'm sure (same goes for your PsiWar/SlKnf mix).

Which side of the screen is guy coming from? I'm assuming PC, right?

Peace,

tfad

PC and for me flavor is more important than power.

Call me the anti-munchkin.


Steven Hume wrote:
right i got a player interested in play ur soulknife but what he notices is there is no way for his blade to effect alignment or special material monsters, we are thinking of giving the access like the monk at the same lvls.

There are two Prestige classes that allow this (Atavist and Illumine Soul), and the feat Aligned Attack.

There are only two possible changes I would make for the soul knife, full BAB and the option to shuck the armour for the monk's AC bonus and Wisdom AC bonus.


Dabbler wrote:
There are only two possible changes I would make for the soul knife, full BAB and the option to shuck the armour for the monk's AC bonus and Wisdom AC bonus.

These would be good fixes, but I wanted to go a little further. :D I would've gone further still if I wasn't trying to be backward compatible. Also it comes down to your view of the Soul Knife as well. With a class as open as the Soul Knife is, to interpretation as to their role, there are a lot of different ways to go with it. There's a part of me that still thinks it should've stayed as a PrC.

Peace,

tfad


tallforadwarf wrote:

Psionics Update ver1.1

Design notes ver1.1
I reposted the links after I updated them. Unfortunately the website wouldn't let me go back and edit my old post with the original link in. These should work fine!
Big thanks to all for the continued interest!
Peace,
tfad

Much obliged almost spilled my tea over my computer when I saw the logo on the last page!


hopeless wrote:
Much obliged almost spilled my tea over my computer when I saw the logo on the last page!

Well, it's probably not legal to do something like that, I'm no lawyer, but I just couldn't resist. ;p

Peace,

tfad


Unknown wrote:

Hey, new user here.

I've always been intrested in psychics, and I've had a brainstorm on the psychic warriors.

I think instead of making them fighters with psychic abilities, they should have some unique psychic abilities of their own that focus on combat. Like the psion, they choose a discipline. Unlike the psion, they get no discipline spells but they do get special abilities depeding on the discipline that have a focus on physical combat.

Metacreativity: Can't really think of something that wouldn't overlap with Soulknife.

This is just brainstorming, but it lets the psychic warrior have a unique flavor.

Well,for Metacreativity, I suggest to use Astral Constructo as something similar to the animal companion of the Ranger; as a permanent physical manifestation of the mind of psychic warriors.


Disciple of Sakura wrote:

My initial complaint... I can't read it with OSX's Preview program. Fortunately, I DO have Acrobat Professional, so I can view it there. Unfortunately, Acrobat Professional seems to take forever to load.

Also, I like the "NOT for use with D&D 4.0" logo at the end. Kudos. I'll give it a once over later. This could be very handy.

I had no trouble with Preview opening them... What version of OS X do you have? Also, those links aren't any good anymore... I pointed a friend to this thread (I didn't keep a copy of the files after giving them the "once over") and she said they were "invalid" links now. Is there a better link for them?


WeyrleaderZor wrote:
I pointed a friend to this thread (I didn't keep a copy of the files after giving them the "once over") and she said they were "invalid" links now. Is there a better link for them?

Okay, there have been a couple of these posts. The old links were replaced with new links above. Reposted for your convenience!

Psionics Update ver1.1

Design notes ver1.1

I just checked these again, to make sure they work, and they did no problem.

Game on!

tfad

The Exchange

Ok I have a question what about the OGL races for the Psionic rules?


Crimson Jester wrote:
Ok I have a question what about the OGL races for the Psionic rules?

For our home games, we've made a lot of changes to the race line up. So, I don't have a 'complete' work up to offer for the races. Plus, lets face it, the new races cooked for the XPH were mostly pants, and not fresh pants at that, so we're not missing out. A quick version, off the top of my head:

Dromites - drop the +1 LA, leave as is

Duergar - Ah! These guys need a serious make-over to be turned into a player race at +0 LA. This is something you'd have to work out with your DM. Different DMs will have different ideas about what's acceptable. The write up in CPsi was pretty good, splitting their LA across several levels. You should be able to use this in Pathfinder.

Elan - these guys were always too good for +0 LA, leave as is

Half-Giant - drop the +1 LA, leave as is

Maenad - just need Pathfinder style attribute modifiers, +2 Cha, +2 something else, -2 Wis. The something else is negotiable as there isn't a lot written on these people. I'd vote Strength because no race would have a similar set up and they seem to value strength, culturally, plus their outburst power boosts it too - nice synergy.

Xephs - add +2 Wis, good to go

I hope that was helpful! Thoughts?

Peace,

tfad

51 to 82 of 82 << first < prev | 1 | 2 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Alpha Playtest Feedback / Alpha Release 3 / New Rules Suggestions / Updated Psionic Core Classes for Pathfinder - free PDF All Messageboards
Recent threads in New Rules Suggestions