
Ranger of Renwood |

The group I play with is really into psionics. As the core races get a little bit of a boost, I've begun to write out changes for the psionic races to put them on par with what's in Pathfinder. I thought I'd post some of these changes to get some opinions. Eventually, I hope to write-up a complete psionic companion to Pathfinder. Anyway, check it out, tell me what you think.
BLUES
• +2 Intelligence, –2 Strength, –2 Charisma: Blues are cunning, but are weak and sullen.
• Goblinoid Subtype: Blues are humanoids with the goblinoid subtype.
• Small: Blues are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
• Normal Speed: Blues have abase speed of 30 feet.
• Naturally Psionic: Blues gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Shade (Su): As a standard action, an blue can spend 1 power point to gain a +4 racial bonus on Stealth skill checks and becomes invisible to creatures with darkvision as if under the effect of the invisibility power. This effect lasts for 1 minute.
• Rider: Blues receive a +4 bonus on Ride skill checks.
• Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose any of the following: Draconic, Elven, Giant, Gnoll, and Orc.
• Favored Class: The favored class of blues is rogue or psion. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +1.
As githyanki, githzerai, and thri-kreens aren't included in the SRD I thought I'd try to fill the line-up of races with some replacements and blues seemed like a natural choice. I wanted to keep the LA +1 and considered giving them a bonus to Stealth (on top of the bonus they get for being small) but it seemed a little too much. It still seems a little underpowered for having a LA, maybe a bonus to Dex as well? Since the psionic races feel rather underdarky, I've also considered making a write-up for popular race among my playing group, half-drow.
DROMITES
• +2 Dexterity, +2 Charisma, –2 Strength, –2 Wisdom: Dromites are agile and energetic, but are weaker than larger races and sometimes lack sound judgment.
• Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
• Small: Dromites are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
• Slow Speed: Dromites have a base speed of 20 feet.
• Keen Senses: Dromites receive a +2 bonus on sight- and smell-based Perception checks.
• Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
• Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
• Sight Without Seeing: Dromites receive Blind-Fight, as a bonus feat, at 1st level.
• Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
• Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose any of the following: Dwarven, Gnome, Goblin, and Terran.
• Favored Class: The favored class of dromites is rogue and wilder. This choice must be made at 1 level and cannot be changed.
• Level Adjustment: +1.
Bonus to Dex for being small is pretty standard, which I think rebalances them to warrant the LA. I considered taking away the Str penalty, as a reference to ants being surprisingly strong for their size, but it probably doesn't make that much of a difference as their carrying capacity and weapon size is already diminished.
DUERGAR
• +2 Constitution, +2 Wisdom, –4 Charisma: Duergar are resilient and perceptive, but are extremely distrustful.
• Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size.
• Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision 120 feet: Duergar can see in the dark up to 120 feet.
• Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
• Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
• Keen Senses: Duergar receive a +2 bonus on taste- and touch-based Perception skill checks.
• Greed: Duergar treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.
• Sneaky: Duergar receive a +4 bonus on Stealth skill checks.
• Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. Duergar get a +2 racial saving throw bonus against spells and spell-like effects.
• Hatred: Duergar receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
• Stability: Duergar receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
• Defensive Training: Duergar get a +4 dodge bonus to ACagainst monsters of the giant type.
• Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
• Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose any of the following: Draconic, Giant, Goblin, Orc, and Terran.
• Favored Class: The favored class of duergar is fighter or psychic warrior. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +1.
Pretty straight forward, just converting all of their dwarf traits to Pathfinder. I noticed that dwarves don't get a bonus to Craft checks in the Beta version, is this a type?
HALF-GIANTS
• No change
I don't see them as needing any changes. I thought of giving them fire resistance 5, but doesn't seem to be necessary. Maybe make it a racial feat.
MAENADS
• +2 Charisma: Maenads have forceful personality.
• Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
• Normal Speed: Maenads have a base speed of 30 feet.
• Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
• Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a –2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
• Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose any of the following: Aquan, Draconic, Dwarven, Elven, and Goblin.
• Favored Class: The favored class of maenads is sorcerer or wilder. This choice must be made at 1st level and cannot be changed.
Maenads were a little tricky, as they seem pretty human like. However, I see their personalities as being a benefit and a curse, as they may sometimes come off stronger than they need to and struggling to find a balance. I really don't like the idea of sorcerer being one of their favored classes but I really can't think of anything else that fits besides bard, which seems even more out of place.
XEPHS
• +2 Dexterity, +2 Wisdom, –2 Strength: Xephs are agile and intuitive, but not as strong as most races their size.
• Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
• Normal Speed: Xephs have a base speed of 30 feet.
• Darkvision 60 feet: Xephs can see in the dark up to 60 feet.
• Tenacity: Xephs get a +1 racial saving throw bonus against powers, spells, and spell-like effects.
• Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
• Languages: Xephs begin play speaking Common and Xeph. Xephs with high Intelligence scores can choose any of the following: Draconic, Elven, Gnoll, Goblin, Halfling, and Sylvan.
• Favored Class: The favored class of xephs is ranger or soulknife. This choice must be made at 1st level and cannot be changed.
I don't think that a Wis bonus completely fits with the fluff in XPH, but I like the idea of a really fast race of expert hunters, kind of like the Protoss in the Starcraft games. I'm also rewriting the psionic classes and the way I have it now soulknives gain power points based on Wis.

hogarth |

I think the Blue is a perfect case of just dropping the +1 LA and using it as-is.
I don't have a problem with adding an extra +2 mental stat to the Xeph and the Maenad; they are pretty weak, so they can use the extra boost.
I don't know if the Dromite and Duergar need anything extra; I'd keep them as-is, but that's just my prefernce.

Ranger of Renwood |

The point of boosting the core races was that they were losing out in play to expansion races like the ones described in the splatbooks and expansions.
Feeling that now the expanded races need to be boosted in the same way would just put us back to square one.
You're right, but I think that these changes really don't step on the toes of the core races TOO much. You might have a few players opting to play Xephs instead of Elves (especially when wanting to make a ranger, and coincidentally enough I've had to make a wood elf variant for one of my players), but I think that most people can live with that.
I think the Blue is a perfect case of just dropping the +1 LA and using it as-is.
I don't have a problem with adding an extra +2 mental stat to the Xeph and the Maenad; they are pretty weak, so they can use the extra boost.
I don't know if the Dromite and Duergar need anything extra; I'd keep them as-is, but that's just my prefernce.
I'm still debating Blues. I actually like the fact that they have +1 LA because it kind of keeps them as these guys are monsters that have been adapted for play, like the duergar. I agree with you on the stat adjustments for Dromites and Duergar, so I'll edit that.
The reason I haven't included elans is because I'm kind of wanting to make them as a pseudo-template like the 3.5 dragonborn. Any thoughts on this?

Arakhor |

Blues are like Hobgoblins - they only get a +1 LA because they're ex-monsters, not typical races. They're no more powerful than the Elf or the Dwarf, so they shouldn't get penalised for it.
As your Blue write-up, they're the telepathic manipulators and advisers in their cultures. I see them as having powerfully magnetic personalities - maybe not +2 Cha, but certainly not -2 Cha.
-2 Str, +2 Dex, +2 Int should do fine and will bring them in line with the established PF pattern.

Dark Psion |

Here is my old "Psionic Races" ideas as to how to add them to Golarion.
Once psionics was almost as common as magic, but as the Runelords rose to power, they viewed any power they did not control as a threat and they targeted anyone who manifested psionic powers.
The most powerfull manifesters were a tribe of Dwarves in the Mindspin mountains, but a combination of magical diseases and curse magic forced the dwarves to retreat into the Darklands and become the degernerate Duergar known today.
This attack did not go unobserved among the Human manifesters. A large group decided to flee to the Astral Plane for their safety and it is believed that they became the Githyanki and Githzerai races over the next 10,000 years.
The last group who tried to leave were attacked by agents of the Runelords and their gate malfunctioned and flung them to some Far off Realm. It is believed that they were changed by this Realm and became abominations beyond description.
The remaining psionic users were forced to retreat to a mountain monestary of a powerful Seer. When the Runelords made their move, they found all of the manifesters dead. Even the Runelords were puzzeled by what they found and the mystery of the deaths has remained for 10,000 years. But in the last few decades a possible answer hs appeared in the form of the Elan. No one knows exactly where they come from, they are normal humans untill their "awakening", after which they are Elan. Some belive that those ancient Psions attemped a form of Psionic Reincarnation and the Elan are the result of this power.
The insect races of Dromites and Thri Kreen are found to the far south and have little to do with most other races. Recently it was decided among the hives that they need to know more about these strange speaking animals to the north, so explorers and spies have been sent to these strange northern lands.
Half Giants are similar to Ogrekin, as the result of crossbreeding with humans, but in their case, they have avoided the mutations and inbreeding of the Ogrekin. Many Half giants want nothing to do with thei giant kin and have fled to try to live among their human cousins.
The last two psionic races Maenads and Xephs are liiterally the children of the Runelords. The Maenad race was created by Alaznist, the Runelord of Wrath, and survived the fall of Bakrakham by becoming masters of the seas.
The atheletic and artistic Xephs are the children of Pride and their homeland, a dark forest in a deep rift was believed to be a sanctuary hold of Xanderghul
Since Paizo released information on the "Mantis God" Achaekek, I have been digging in to my old Dark Sun books to work up Classic Monsters Revisited version of the Thri Kreen for my game.

Ranger of Renwood |

Blues are like Hobgoblins - they only get a +1 LA because they're ex-monsters, not typical races. They're no more powerful than the Elf or the Dwarf, so they shouldn't get penalised for it.
As your Blue write-up, they're the telepathic manipulators and advisers in their cultures. I see them as having powerfully magnetic personalities - maybe not +2 Cha, but certainly not -2 Cha.
-2 Str, +2 Dex, +2 Int should do fine and will bring them in line with the established PF pattern.
I really like this. Would you suggest switching out the Shade ability for something more to do with telepathy? I'm thinking either using Int on Cha-based checks or some kind of psi-like ability to replace the shade ability I gave them.
Here is my old "Psionic Races" ideas as to how to add them to Golarion.
Spoiler:
Once psionics was almost as common as magic, but as the Runelords rose to power, they viewed any power they did not control as a threat and they targeted anyone who manifested psionic powers.The most powerfull manifesters were a tribe of Dwarves in the Mindspin mountains, but a combination of magical diseases and curse magic forced the dwarves to retreat into the Darklands and become the degernerate Duergar known today.
This attack did not go unobserved among the Human manifesters. A large group decided to flee to the Astral Plane for their safety and it is believed that they became the Githyanki and Githzerai races over the next 10,000 years.
The last group who tried to leave were attacked by agents of the Runelords and their gate malfunctioned and flung them to some Far off Realm. It is believed that they were changed by this Realm and became abominations beyond description.
The remaining psionic users were forced to retreat to a mountain monestary of a powerful Seer. When the Runelords made their move, they found all of the manifesters dead. Even the Runelords were puzzeled by what they found and the mystery of the deaths has remained for 10,000 years. But in the last few decades a possible answer hs appeared in the form of the Elan. No one knows exactly where they come from, they are normal humans untill their "awakening", after which they are Elan. Some belive that those ancient Psions attemped a form of Psionic Reincarnation and the Elan are the result of this power.
The insect races of Dromites and Thri Kreen are found to the far south and have little to do with most other races. Recently it was decided among the hives that they need to know more about these strange speaking animals to the north, so explorers and spies have been sent to these strange northern lands.
Half Giants are similar to Ogrekin, as the result of crossbreeding with humans, but in their case, they have avoided the mutations and...
Cool. I never really thought of trying to fit them into the Pathfinder Campaign setting as I'm using the rules to run a FR campaign. Just goes to show that you can fit in psionics without having to redraw the map or make some other drastic changes.

Arakhor |

Well, you removed their bonus to Stealth, so gaining a power which allows them the Stealth bonus, as well as a cool perk too, is fine in my book. As they are psychic goblins, I completely agree with your choice of favoured classes.
For Duergar, I suggest reducing their Cha penalty to -2. That would bring them in line with PF Dwarves and not so greatly affect their allegedly powerful psychic powers. Give them social skill penalties if you really feel that they are so taciturn that they require them.

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The reason I haven't included elans is because I'm kind of wanting to make them as a pseudo-template like the 3.5 dragonborn. Any thoughts on this?
I like this idea in a sense, but remember Elans start back over at level 1 (unsure about Dragonborn) so not sure a template would really be the best way to do it.
Either way get rid of the 'aberration' and just make them augmented humanoids.

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I like the purpose of this thread, a lot. But has anyone tried giving the Pathfinder RPG treatment to any of the classes? What would that look like?
I really don't think the psi classes need any "Pathfinder treatment" all thier powers are at-will already, and they did not suffer from the lack of flavor the base classes of 3.5 had. Just use them as is. maybe give the Psion d6 hit die if you're feeling generous. and bump the d6's to d8s. everything else should be left as is.

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Jason Beardsley wrote:I like the purpose of this thread, a lot. But has anyone tried giving the Pathfinder RPG treatment to any of the classes? What would that look like?I really don't think the psi classes need any "Pathfinder treatment" all thier powers are at-will already, and they did not suffer from the lack of flavor the base classes of 3.5 had. Just use them as is. maybe give the Psion d6 hit die if you're feeling generous. and bump the d6's to d8s. everything else should be left as is.
Thanks ;)

Hugo Solis |

Jason Beardsley wrote:I like the purpose of this thread, a lot. But has anyone tried giving the Pathfinder RPG treatment to any of the classes? What would that look like?I really don't think the psi classes need any "Pathfinder treatment" all thier powers are at-will already, and they did not suffer from the lack of flavor the base classes of 3.5 had. Just use them as is. maybe give the Psion d6 hit die if you're feeling generous. and bump the d6's to d8s. everything else should be left as is.
Agree!

Ranger of Renwood |

Well, you removed their bonus to Stealth, so gaining a power which allows them the Stealth bonus, as well as a cool perk too, is fine in my book. As they are psychic goblins, I completely agree with your choice of favoured classes.
For Duergar, I suggest reducing their Cha penalty to -2. That would bring them in line with PF Dwarves and not so greatly affect their allegedly powerful psychic powers. Give them social skill penalties if you really feel that they are so taciturn that they require them.
I was thinking about giving Blues a flat bonus to Stealth skill checks at first to follow with what it says in the XPH (common goblins get this bonus as well), but felt that it would be a little too powerful especially since this would bring their total bonus to +8 on Stealth checks. I'm not entirely sure if I like the Shade ability and am still thinking of replacing it with some mild telepathic ability.
As for duergar, I think the -4 Cha fits with them. It's a little harsh mechanically but it fits with the concept that they epitomize the worse aspects of dwarvenkind.
Jason Beardsley wrote:I like the purpose of this thread, a lot. But has anyone tried giving the Pathfinder RPG treatment to any of the classes? What would that look like?I really don't think the psi classes need any "Pathfinder treatment" all thier powers are at-will already, and they did not suffer from the lack of flavor the base classes of 3.5 had. Just use them as is. maybe give the Psion d6 hit die if you're feeling generous. and bump the d6's to d8s. everything else should be left as is.
There's actually a thread dedicated to this on the Alpha 3 boards with a free pdf of the changes. I like some things and dislike others. I'm actually working on my own update for psionic classes.
I actually agree a lot with LazarX, and therein lies the problem. Many people have pointed to the versatility afforded by power points as broken/overpowered. I think the changes in Pathfinder concerning magic, namely the new mechanics for domains and spell schools, firmly sets them on magic on par with psionics. Some have suggested giving psionic classes, especially those that focus on manifesting powers, cantrip/orison-like powers but I think that this isn't the way to go as it doesn't with the finite nature of power points. My work with the psionic classes is largely trying to fill dead levels with mild bonuses or with simple game mechanics.
Anyway, here's what I've been working on for elans. Essentially, a human character must spend a feat in order to acquire the template.
ELANS
ELAN TRANSFORMATION
Prerequisites: Must be human.
Benefits: You gain the elan template, see Siderbar: Creating an Elan for details.
Creating an Elan
A character can become an elan only by taking the Elan Transformation feat. A elan has all the base creature’s statistics and special abilities except as noted here.
Size and Type: You gain the aberration type and the psionic subtype. This means you are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Special Qualities: An elan retains all the base creature’s special qualities and gains those described below.
• Darkvision 60 feet: Elans can see in the dark up to 60 feet.
• Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Resistance (Su): As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
• Resilience (Su): As an immediate action, an elan can reduce the damage she is about to take by 2 hit points for every 1 power point spent.
• Repletion (Su): If an elan spends 1 power point, she does not need to eat or drink for 24 hours.
Abilities: You retain your original ability scores but suffer a –2 racial penalty to Charisma.
Favored Class: Your favored class is replaced by psion.

Ranger of Renwood |

The Blue Goblin write-up wasn't a template, it was a modified race. If common Goblins get +4 Stealth, then so do Blues, but they don't stack! :)
In the Elan section, you mean "sidebar". What will be in said sidebar?
The main problem I have is reconciling the different bonuses goblins (and blues) got in 3.5. They got a +4 to Hide checks from being small and a +4 racial bonus on Move Silently checks. In 3P these skills are condensed into a single Stealth skill. That being the case, does leaving it at only getting the bonus from their size enough or does there need to be more?
Essentially the sidebar would say everything that's under "Creating an Elan" with maybe some designer notes in there as well.

Dark Psion |

Ranger of Renwood wrote:The reason I haven't included elans is because I'm kind of wanting to make them as a pseudo-template like the 3.5 dragonborn. Any thoughts on this?
I like this idea in a sense, but remember Elans start back over at level 1 (unsure about Dragonborn) so not sure a template would really be the best way to do it.
Either way get rid of the 'aberration' and just make them augmented humanoids.
That's why I went with the "Highlander" option with the Elan. They are human till they "awaken" and become Elan. Skips the whole "reborn" problems of who they were "before".
Also I would play up the Abomination aspect. Give them Anime eyes and 80's hair and allow them access to the Abomination feats from Lords of Madness, but each one changes their physical form and makes them less human.

hogarth |

Jason Beardsley wrote:I like the purpose of this thread, a lot. But has anyone tried giving the Pathfinder RPG treatment to any of the classes? What would that look like?I really don't think the psi classes need any "Pathfinder treatment" all thier powers are at-will already, and they did not suffer from the lack of flavor the base classes of 3.5 had. Just use them as is. maybe give the Psion d6 hit die if you're feeling generous. and bump the d6's to d8s. everything else should be left as is.
I'd give the psion disciplines each an at-will 1st level power. Having 3 power points at level 1 is a bit boring, I've found; none of your powers are "encounter enders" like Sleep or Color Spray.
I'd also rewrite the wilder, just because I'm not crazy about their extremely small list of powers and some of their class features. It's not a matter of Pathfinder-izing them as much as just plain fixing them.

tallforadwarf |

I like the purpose of this thread, a lot. But has anyone tried giving the Pathfinder RPG treatment to any of the classes? What would that look like?
Ooh! Me! Me! I wrote them all up, based on my group's playtest reports. You can download it in PDF form HERE . You may have to scan about for the links, but they're in there somewhere!
Peace,
tfad

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That's why I went with the "Highlander" option with the Elan. They are human till they "awaken" and become Elan. Skips the whole "reborn" problems of who they were "before".
I never saw that as a problem, I saw it as a good roleplaying hook, a sort of combo Foreign Legion/X-Men kind of theme I want to do a classic series of Elan modules in which all the characters are Elan psionics (the only PC race allowed to have psionics in my world) who have to hide thier identities from a wary and hostile Humanity. In this theme the Elans are people who've been given "a second chance".

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I'd also rewrite the wilder, just because I'm not crazy about their extremely small list of powers and some of their class features. It's not a matter of Pathfinder-izing them as much as just plain fixing them.
The Wilder has "small" list of powers? they have access to all the psion/wilder powers save the discipline specific ones. They're essentially the sorcerer equivalent to the psion, they have fewer known spells, can use them more frequently and can go for an extra kick with them.
3 power pts at first level is the equivalent of 3 first level spells, which makes them comparable to a standard 3.5 wizard in that regard.

hogarth |

hogarth wrote:
I'd also rewrite the wilder, just because I'm not crazy about their extremely small list of powers and some of their class features. It's not a matter of Pathfinder-izing them as much as just plain fixing them.
The Wilder has "small" list of powers? they have access to all the psion/wilder powers save the discipline specific ones. They're essentially the sorcerer equivalent to the psion, they have fewer known spells, can use them more frequently and can go for an extra kick with them.
I meant "small list of powers known". The Pathfinder version of the Sorcerer gets more spells known, so I'd extend the same courtesy to the Wilder.
3 power pts at first level is the equivalent of 3 first level spells, which makes them comparable to a standard 3.5 wizard in that regard.
Likewise, since the Pathfinder version of the wizard gets an "at will" ability, I'd extend the same courtesy to the psion.
(And, just to repeat what I said above, there aren't any 1st level powers quite as good as Sleep or Color Spray.)

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I meant "small list of powers known".(And, just to repeat what I said above, there aren't any 1st level powers quite as good as Sleep or Color Spray.)
Again they're not supposed to be as good as arcanists when it comes to powers, they're psis. they're supposed to have fewer powers period in exhange for greater long-term flexibility. and given that there really isn't a 0-level equivalent in the psi world they're realy not entitled to any "unlimited" at will tricks beyond what are given in particular class descriptions.
Let me restate my philosophy if this makes the psis less attractive than the base classes, so be it. they're suppsoed to be rare and only people who are willing to take a loss for going offtrack should be playing them.

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LazarX wrote:Let me restate my philosophy if this makes the psis less attractive than the base classes, so be it. they're suppsoed to be rare and only people who are willing to take a loss for going offtrack should be playing them.I'm just curious -- have you ever played a level 1 psion as a PC?
Actually I played a level 1 Psychic Warrior who took psion as his second level in Living Arcanis. Still do when I can get to a Living Arcanis event.

BlaineTog |

Anyone who thinks psions can't hold their own against wizards has clearly never played one. On the other side of the token, anyone who thinks psions are overpowered also needs to actually see on in action.
Wilders have some wonky mechanics, but are more or less ok. Fixing them is little more than setting the enervation chance as a flat 15%, making Elude Touch make sense, and giving them a nifty 20th level ability (I chose "Perfect Surge," which basically gives them +10 to their manifester level once per day but leaves them pretty wiped afterwards). They really don't need more powers, as the low number of powers is kinda the point, and really, any power you can augment counts as several powers.
Soulknives are the guys that really need help. The simplest way I can show you what to do with those guys is to check out my fix for them in Untapped Potential, as there are a number of things they need. First, 4+Int really doesn’t cut it, so bump that to 6+int. Then, throw in a couple more class skills that they really should have. Next, consolidate the enhancement bonuses and special abilities into one progression, and add a few more options to the list. Then, give them a few more free psionic feats, add a cool 20th level ability, and toss in some new feats for him to choose to let players customize their character.
But, I'll post the details when the classes forum comes out.

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Wilders have some wonky mechanics, but are more or less ok. Fixing them is little more than setting the enervation chance as a flat 15%, making Elude Touch make sense, and giving them a nifty 20th level ability (I chose "Perfect Surge," which basically gives them +10 to their manifester level once per day but leaves them pretty wiped afterwards). They really don't need more powers, as the low number of powers is kinda the point, and really, any power you can augment counts as several powers.
Wilders are fine, Enervation is a great mechanic. The only difference for them is they need their powers known doubled. 11 powers just turns them into artillery with no chance for flavorful powers like Attraction and such.

hogarth |

hogarth wrote:My first introduction to D+D by the way was playing a level1 mage in First Edition AD+D, one single first level spell and chucking daggers the rest of the day. Level 1 psions these days have it easy by comparison.
I'm just curious -- have you ever played a level 1 psion as a PC?
Yes, and level 1 pathfinder wizards have it way, way, way easier by comparison. That's all I'm sayin'.
Anyone who thinks psions can't hold their own against wizards has clearly never played one. On the other side of the token, anyone who thinks psions are overpowered also needs to actually see on in action.
How fortunate, then, that nobody said anything like that!

BlaineTog |

Wilders are fine, Enervation is a great mechanic. The only difference for them is they need their powers known doubled. 11 powers just turns them into artillery with no chance for flavorful powers like Attraction and such.
The whole way Wild Surge works is actually pretty terrible. It starts off as pretty good, but gets worse the further along you get: by the time you hit 20th level, for example, you break even by using Wild Surge. You're actually best off switching to prestige classes around 7th level. I'll repeat that: the class's primary ability becomes inherently better by not taking additional levels in the class. Plus, the ability to choose your level of Wild Surge is kinda weird: why should a class based on letting your emotions rip to the surface be able to choose with perfect precision how their tumultuous personality manifests?
Then, of course, there's Elude Touch, which flat-out doesn't make sense.
Your objection to their number of powers known is that they can't take "flavorful" powers. Why is this so bad? You might object that the Barbarian is restrictive because they have to be about letting their anger power them through combat and should get a slew of bonus feats. The Wilder is supposed to have few powers. That's their point. Psions get dramatically more, Wilders get dramatically fewer. Now, I wouldn't mind giving them another first and maybe another second level power or so, but if you want to pick up a bunch of powers for every situation, play a Psion.

hogarth |

The Wilder is supposed to have few powers. That's their point. Psions get dramatically more, Wilders get dramatically fewer. Now, I wouldn't mind giving them another first and maybe another second level power or so, but if you want to pick up a bunch of powers for every situation, play a Psion.
Well, the point is also that sorcerers get dramatically fewer spells known than a wizard, and yet Pathfinder increased a sorcerer's spells known. And the 3.5 sorcerer's known spell list was huge compared to a wilder's list of powers known.
I can understand liking a short list of spells/powers known for the sorcerer & wilder. But if you're going to increase one, you might as well increase the other. Likewise for the wizard & psion.

BlaineTog |

Well, the point is also that sorcerers get dramatically fewer spells known than a wizard, and yet Pathfinder increased a sorcerer's spells known. And the 3.5 sorcerer's known spell list was huge compared to a wilder's list of powers known.
The point of the sorcerer is to be a spontaneous caster, so you don't have to prepare spells if you don't want to. Psions are already "spontaneous," and they already have a limited powers known list. The comparison is invalid.

Ranger of Renwood |

Ranger of Renwood wrote:I think that the recent burst of activity on this thread is a testament to how strongly people feel about psionics. I do however think that this current line of conversation is veering off topic.To get back on topic, how would you tweak the Synods?
Synods are pretty much off limits as they're not part of the SRD, so I haven't given them much thought. They're difficult in that they seem really human-like but would probably just give them ability score adjustments of some kind.

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I would personally like to see something done with the Half-Giant to bring it to LA +0. I'm not sure how I feel about Elans, at first i thought they were great because of their damage soaking ability, but quickly grew tired of it. Maenads, to me, are an oddity. Xephs seem, to me, to be humans with speed augmenting psionics. And Dromites, well, i don't know what to think.
Of the OGL/SRD psionic races, I would mostly like to see the Half-Giants altered in some way that has no level adjustment.
Edit: That said, I really do like psionics. I really hope paizo has plans for doing something with psionics, even if it's a separate supplement.

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Ubermench wrote:Synods are pretty much off limits as they're not part of the SRD, so I haven't given them much thought. They're difficult in that they seem really human-like but would probably just give them ability score adjustments of some kind.Ranger of Renwood wrote:I think that the recent burst of activity on this thread is a testament to how strongly people feel about psionics. I do however think that this current line of conversation is veering off topic.To get back on topic, how would you tweak the Synods?
Damm, anybody have a list of what D&D stuff is OGL.

Nero24200 |

I would personally like to see something done with the Half-Giant to bring it to LA +0. I'm not sure how I feel about Elans, at first i thought they were great because of their damage soaking ability, but quickly grew tired of it. Maenads, to me, are an oddity. Xephs seem, to me, to be humans with speed augmenting psionics. And Dromites, well, i don't know what to think.
Of the OGL/SRD psionic races, I would mostly like to see the Half-Giants altered in some way that has no level adjustment.
Edit: That said, I really do like psionics. I really hope paizo has plans for doing something with psionics, even if it's a separate supplement.
If they are to use it I think it would be a terrible idea to use a seperate supplement. Thats what I feel puts most of the current non-psionic fans off. Most who don't use psionics generally do so because "They're just mages but a little different".
Personally, I've always hated divine magic in general (can't exactly have ambiguious gods when worshipping one gives you powers) and I'm often found I'm not alone, yet psionics seems to be the one always left out. I honestly feel this wouldn't be the case if they were included in core.

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Jason Beardsley wrote:I would personally like to see something done with the Half-Giant to bring it to LA +0. I'm not sure how I feel about Elans, at first i thought they were great because of their damage soaking ability, but quickly grew tired of it. Maenads, to me, are an oddity. Xephs seem, to me, to be humans with speed augmenting psionics. And Dromites, well, i don't know what to think.
Of the OGL/SRD psionic races, I would mostly like to see the Half-Giants altered in some way that has no level adjustment.
Edit: That said, I really do like psionics. I really hope paizo has plans for doing something with psionics, even if it's a separate supplement.
If they are to use it I think it would be a terrible idea to use a seperate supplement. Thats what I feel puts most of the current non-psionic fans off. Most who don't use psionics generally do so because "They're just mages but a little different".
Personally, I've always hated divine magic in general (can't exactly have ambiguious gods when worshipping one gives you powers) and I'm often found I'm not alone, yet psionics seems to be the one always left out. I honestly feel this wouldn't be the case if they were included in core.
Interesting. I hadn't thought of it that way. My players generally don't like psionics for a number of reasons. "It's too powerful." and "I don't want to learn new rules." being the most common.
As long as it's supported, in one way or another, I'm all for it.

Nero24200 |

Interesting. I hadn't thought of it that way. My players generally don't like psionics for a number of reasons. "It's too powerful." and "I don't want to learn new rules." being the most common.As long as it's supported, in one way or another, I'm all for it.
Admittidly, this is one of the other major problems associated with them. With the exception of the Expanded Psionic's handbook, all previous versions of psionics were overpowered as hell, yet my group continue to associate 3.5 psionics with their broken predacessors. Truthfully, if you really considered previus psionics broken it may be worth looking at the wizard, most of the psinoic powers that existed in 3.0 psionics are now wizard spells (e.g disintegrate, telekinesis, fly etc).
I remember throwing a Psion at my party once...he owned the battle and even killed one PC...the players said "Psionics are broken"..even though all of his psionic powers were just spells with a different name (and I mean that literially, he had spells like "Psionic Fly", "Psionic Daze").

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Jason Beardsley wrote:
Interesting. I hadn't thought of it that way. My players generally don't like psionics for a number of reasons. "It's too powerful." and "I don't want to learn new rules." being the most common.As long as it's supported, in one way or another, I'm all for it.
Admittidly, this is one of the other major problems associated with them. With the exception of the Expanded Psionic's handbook, all previous versions of psionics were overpowered as hell, yet my group continue to associate 3.5 psionics with their broken predacessors. Truthfully, if you really considered previus psionics broken it may be worth looking at the wizard, most of the psinoic powers that existed in 3.0 psionics are now wizard spells (e.g disintegrate, telekinesis, fly etc).
I remember throwing a Psion at my party once...he owned the battle and even killed one PC...the players said "Psionics are broken"..even though all of his psionic powers were just spells with a different name (and I mean that literially, he had spells like "Psionic Fly", "Psionic Daze").
I put my PCs against a 'psion' with several underlings once. The 'psion' was, in fact, a human wizard. They said he was 'broken' before i admitted what he really was. So.. I have a feeling you're right. :)

Ranger of Renwood |

This perception of psionics being overpower/broken, and whether true or not, should be taken into account while attempting to redesign anything have to do with this subset of rules. It's why all design changes I've proposed is kept to a minimum, such as preserving LAs, while offering mild tweaks or fixes where I think they need to be, especially if you take into account Pathfinder's goal of making the core options optimal.
That being said...
I would personally like to see something done with the Half-Giant to bring it to LA +0. I'm not sure how I feel about Elans, at first i thought they were great because of their damage soaking ability, but quickly grew tired of it. Maenads, to me, are an oddity. Xephs seem, to me, to be humans with speed augmenting psionics. And Dromites, well, i don't know what to think.
Of the OGL/SRD psionic races, I would mostly like to see the Half-Giants altered in some way that has no level adjustment.
Edit: That said, I really do like psionics. I really hope paizo has plans for doing something with psionics, even if it's a separate supplement.
I have to disagree with you on Half-Giants. Powerful Build gets you almost all the benefits of being large, minus the reach, with none of the penalties, and unlike the duergar's expansion ability, it's always in effect. Lowering the LA to 0 would clearly create a conflict with half-orcs who are the core's primary bruisers.
I do agree with a psionics supplement to Pathfinder, and unfortunately, I don't think one would be coming anytime soon. I'm not sure where it was exactly, but I'm almost positive that Jason Bulmahn posted that Paizo is investing it's time in getting the core mechanics up and running and didn't have any future plans for psionics.
This is why I started this thread, as I hope to develop compatible set of psoinics to keep it alive (at least in Pathfinder), viable, and relevant, and as such would like feedback and critique of these changes I've made to the races. As a side note, with this design philosophy in mind I've playtested a redesigned psychic warrior and soulknife (the changes to the soulknife actually made it border on overpowered), but won't be posting the results here as there doesn't seem to be a right forum spot for this sort of thing for the Beta.

Ranger of Renwood |

So here are what the races are looking like...
BLUES
• +2 Dexterity, +2 Intelligence, –2 Strength: Blues are agile and cunning, but are weak like their kinfolk.
• Goblinoid Subtype: Blues are humanoids with the goblinoid subtype.
• Small: Blues are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
• Normal Speed: Blues have abase speed of 30 feet.
• Darkvision 60 feet: Blues can see in the dark up to 60 feet.
• Naturally Psionic: Blues gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Rider: Blues receive a +4 bonus on Ride skill checks.
• Mild Telepathy (Su): A blue with at least 1 power point can communicate telepathically with any creature within 30 feet.
• Shade (Su): As a standard action, an blue can expend his psionic focus to gain a +4 racial bonus on Stealth skill checks and becomes invisible to creatures with darkvision as if under the effect of the invisibility power. This effect lasts for 1 minute.
• Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose any of the following: Draconic, Elven, Giant, Gnoll, and Orc.
• Favored Class: The favored class of blues is rogue or psion. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +1.
DROMITES
• +2 Dexterity, +2 Charisma, –2 Wisdom: Dromites are energetic, but are often characterized as naïve.
• Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
• Small: Dromites are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
• Slow Speed: Dromites have a base speed of 20 feet.
• Darkvision 60 feet: Dromites can see in the dark up to 60 feet.
• Keen Senses: Dromites receive a +2 bonus on sight- and smell-based Perception checks.
• Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
• Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
• Sight Without Seeing: Dromites receive Blind-Fight, as a bonus feat, at 1st level.
• Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
• Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose any of the following: Dwarven, Gnome, Goblin, and Terran.
• Favored Class: The favored class of dromites is rogue and wilder. This choice must be made at 1 level and cannot be changed.
• Level Adjustment: +1.
DUERGER
• +2 Constitution, –4 Charisma: Duergar are resilient but are extremely distrustful.
• Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size.
• Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision 120 feet: Duergar can see in the dark up to 120 feet.
• Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
• Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
• Keen Senses: Duergar receive a +2 bonus on taste- and touch-based Perception skill checks.
• Greed: Duergar treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.
• Sneaky: Duergar receive a +4 bonus on Stealth skill checks.
• Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. Duergar get a +2 racial saving throw bonus against spells and spell-like effects.
• Hatred: Duergar receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
• Stability: Duergar receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
• Defensive Training: Duergar get a +4 dodge bonus to AC against monsters of the giant type.
• Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
• Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose any of the following: Draconic, Giant, Goblin, Orc, and Terran.
• Favored Class: The favored class of duergar is fighter or psychic warrior. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +1.
ELANS
ELAN TRANSFORMATION
Prerequisites: Must be human.
Benefits: You gain the elan template, see the Sidebar: Creating an Elan in Chapter 1 for details.
Creating an Elan
A character can become an elan only by taking the Elan Transformation feat. An elan has all the base creature’s statistics and special abilities except as noted here.
Size and Type: You gain the aberration type and the psionic subtype. This means you are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Special Qualities: An elan retains all the base creature’s special qualities and gains those described below.
• Darkvision 60 feet: Elans can see in the dark up to 60 feet.
• Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Resistance (Su): As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
• Resilience (Su): As an immediate action, an elan can reduce the damage she is about to take by 2 hit points for every 1 power point spent.
• Repletion (Su): If an elan spends 1 power point, she does not need to eat or drink for 24 hours.
Abilities: You retain your original ability scores but suffer a –2 racial penalty to Charisma.
Favored Class: Your favored class is replaced by psion.
HALF-GIANTS
• +2 Strength, +2 Constitution, –2 Dexterity: Half-giants are tough and strong, but not too nimble.
• Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
• Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
• Normal Speed: Half-giants have a base speed of 30 feet.
• Low-Light Vision: A half-giant can see twice as far as a human in conditions of poor illumination.
• Fire Acclimated: Half-giants get a +2 racial saving throw bonus against all fire spells and effects.
• Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-Like Ability: 1/day—stomp. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
• Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, and Ignan.
• Favored Class: The favored class of half-giants is barbarian or psychic warrior. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +1.
MAENADS
• +2 Charisma: Maenads possess forceful personalities.
• Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
• Normal Speed: Maenads have a base speed of 30 feet.
• Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
• Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a –2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
• Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose any of the following: Aquan, Draconic, Dwarven, Elven, and Goblin.
• Favored Class: The favored class of maenads is sorcerer or wilder. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +0
XEPHS
• +2 Dexterity, +2 Wisdom, –2 Strength: Xephs are agile and intuitive, but not as strong as most races their size.
• Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
• Normal Speed: Xephs have a base speed of 30 feet.
• Darkvision 60 feet: Xephs can see in the dark up to 60 feet.
• Tenacity: Xephs get a +1 racial saving throw bonus against powers, spells, and spell-like effects.
• Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
• Languages: Xephs begin play speaking Common and Xeph. Xephs with high Intelligence scores can choose any of the following: Draconic, Elven, Gnoll, Goblin, Halfling, and Sylvan.
• Favored Class: The favored class of xephs is ranger or soulknife. This choice must be made at 1st level and cannot be changed.
• Level Adjustment: +0

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Admittidly, this is one of the other major problems associated with them. With the exception of the Expanded Psionic's handbook, all previous versions of psionics were overpowered as hell, yet my group continue to associate 3.5 psionics with their broken predacessors.
Part of that perception probably has to do with the psion's ability to nuke-augment thier powers with feats such as Overchannel and the flexibility of power usage compared to a sorcerer or wizard. Many of the damaging powers for example have the ability to tune to specific elements at will whereas arcanists need to learn specific spells or feats to do so. A psion willing to burn his wad can do some pretty impressive tricks.

Nero24200 |

Part of that perception probably has to do with the psion's ability to nuke-augment thier powers with feats such as Overchannel and the flexibility of power usage compared to a sorcerer or wizard. Many of the damaging powers for example have the ability to tune to specific elements at will whereas arcanists need to learn specific spells or feats to do so. A psion willing to burn his wad can do some pretty impressive tricks.
But the problem is they need to burn their wad. A psion has to spend extra power points just to cast a power at the same power level as their hit dice. At the end of the day, the only real advantage a psionic has over arcanists is a little more versitality (even then, not much more). Besides, how useful is being able to tune to a specific element? I don't really consider a wizard/sorcerer with only one source of elemental damage to be a well-thought out wizard/sorcerer at all, in fact, the most powerful wizards spells don't even deal direct damage.
Even then, I wouldn't consider that the reason since the players in my group who jump the gun and say "Psionics are broken" even admit they havn't actually read the book. Their beleif of psionics being broken is based soley on forum topics.

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LazarX wrote:Part of that perception probably has to do with the psion's ability to nuke-augment thier powers with feats such as Overchannel and the flexibility of power usage compared to a sorcerer or wizard. Many of the damaging powers for example have the ability to tune to specific elements at will whereas arcanists need to learn specific spells or feats to do so. A psion willing to burn his wad can do some pretty impressive tricks.But the problem is they need to burn their wad. A psion has to spend extra power points just to cast a power at the same power level as their hit dice. At the end of the day, the only real advantage a psionic has over arcanists is a little more versitality (even then, not much more). Besides, how useful is being able to tune to a specific element? I don't really consider a wizard/sorcerer with only one source of elemental damage to be a well-thought out wizard/sorcerer at all, in fact, the most powerful wizards spells don't even deal direct damage.
Even then, I wouldn't consider that the reason since the players in my group who jump the gun and say "Psionics are broken" even admit they havn't actually read the book. Their beleif of psionics being broken is based soley on forum topics.
No its based on your Psionic feat fighter from the COCT campaighn. You know the one that soloed almost half the boss encounters in one round and the one you keep bragging that I needed to use a CR 26 Blue Dragon to kill even though he was only lvl 16

Nero24200 |

No its based on your Psionic feat fighter from the COCT campaighn. You know the one that soloed almost half the boss encounters in one round and the one you keep bragging that I needed to use a CR 26 Blue Dragon to kill even though he was only lvl 16
Firstly, your've claimed "Psionics are overpowered" long before that.
Secondly, a single overpowered feat doesn't make the entire conceapt presented in EPH overpowered. Besides, there are still plenty of feats out there more broken than the ones in the psionics books.
Thirdly, the abilities mentioned weren't overpoweriing on their own, they were, however, when combined with feats such as power attack. The feat which allowed my character to hit on touch armour for a single round, for instance, shouldn't be much of a factor on it's own considering, as you yourself have even said, most melee character's almost always hit with their first few attacks in combat anyway. I'm willing to admit that certain combinations are overpowered, but that doesn't make the abilities on their own that bad.
Fourthly, the powers used by that character required the combination of alot of feats. In normal D'n'D my fighter would need to be level 18 to pull off what he was able to do at level 13 in your campaign (and thats only if the character is human as and gaining fighter bonus feats as well to meet the prerequisits). Alot of drawbacks normally associated with the build I used were cancealed out due to the PFRPG rules. One being my character was restricted to light armour, but thanks to "Armour Mastery" my character was walking around in the equivilent of full-plate.
Fifthly, you threw a monster that at the party was vurnurble to my character's particuler fighting style. Do you remember the combats with bosses that were not vurnurble to such a fighting style? Yes my character owned alot but he was also the only character throuout the entire campaign that was ever knocked unconcious. In fact he was knocked unconcious alot.
Sixthly, in the particuler combat you mentioned, my character power attacked (and we weren't using the pathfinder version)for full, scored 3 crtical hits (out of 4 attacks) and had a sword that had a +4 enchantment bonus, was holy, had the benifits of a bane weapon, and was even intellegent. And most of my critical hits were scored by rolling natural 20's. I still would have owned in that fight without my character's psionic abilities, in fact, during the charge alone I dealt 91 points of damage. You seem to forget that when I wasn't one-shotting oppoenents I was fighting without the benifit of any of my character's psionic feats.