Psionics conversion


Conversions


I did some work on the races back in beta and thought I would get some input on the classes. I am aware of the work being done by Dreamscarred Press. Like some of you though, I think that psionics work well enough and only need a few minor changes to conform to the power level and mechanics in Pathfinder.

Psion

Mostly unchanged from what is printed in Expanded Psionics. The list of bonus feats is expanded according to discipline. Mantras are 0-level powers, and are useable while psionically focus or 1 power point if not. Each discipline has one exclusive mantra that a psion knows at 1st level.

Quote:


Hit Die: d6
Disciplines
Spoiler:

Clairsentience (Seer)
Class Skills: Diplomacy, Perception, and Sense Motive.
Bonus Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, and Iron Will.
Discipline Mantra: Prescience: You can touch a creature as a standard action, giving it a +1 insight bonus on attack rolls, skill checks, and ability checks for 1 round + 1/2 your psion level.

Metacreativity (Shaper)
Class Skills: Bluff, Disguise, and Use Magic Device.
Bonus Feats: Light Armor Proficiency, Psionic Affinity*, Simple Weapon Proficiency, Skill Focus (Use Magic Device), and Throw Anything.
Discipline Mantra: Explosive Orb: As a standard action, you can create a semi-solid explosive orb that acts as a grenade weapon. The orb deals 1d3 points of damage. This orb deals either acid, cold, electricity, or fire damage, decided when you create the orb. The orb lasts a number of rounds equal to your psion level or until thrown.

Psychokinesis (Kineticist)
Class Skills: Disable Device, Intimidate, and Sleight of Hand.
Bonus Feats: Defensive Maneuver Training, Deft Hands, Combat Expertise, Quick Draw, and Weapon Focus.
Discipline Mantra: Telekinetic Push: As a standard action, you can unleash a pulse of telekenetic energy to bull rush or trip any foe within 30 feet. When using this ability, your Combat Maneuver Bonus is equal to your psion level and you add your Intelligence instead of your Strength.

Psychometabolism (Egoist)
Class Skills: Acrobatics, Heal, and Perception.
Bonus Feats: Diehard, Endurance, Great Fortitude, Mind Over Body*, and Toughness.
Discipline Mantra: Vigor: You gain 1 temporary hit point + 1/2 your psion level. This stacks with feats, like Toughness, and other effects that raise your maximum number of hit points. These temporary hit points last for 1 round.

Psychoportation (Nomad)
Class Skills: Acrobatics, Climb, Ride, Survival, and Swim.
Bonus Feats: Athletic, Dodge, Fleet, Lightning Reflexes, and Nimble Moves.
Discipline Mantra: Skate: As a standard action, you can float up to 1 foot above a flat surface of any solid or liquid. You can take normal actions and can move at your normal speed, but cannot charge or run and take normal falling damage. This lasts a number of rounds equal to your psion level.

Telepathy (Telepath)
Class Skills: Bluff, Diplomacy, and Sense Motive.
Bonus Feats: Autonomous*, Deceitful, Leadership, Persuasive, and Skill Focus (Sense Motive).
Discipline Mantra: Distract: You can cause a creature to become distracted for 1 round as a melee touch attack. The target has a 50% chance to act normally; otherwise, it takes no action. Once a creature has been affected, it is immune to its effects for 24 hours.


Psychic Warrior

Powers 1-6 and bonus feats more than make up for a lack of class features, maybe even take away heavy armor proficiency (like Clerics).

Quote:


Saves: Good Fort and Will

Wilder

This class has a lot of potential. Retooled Wild Surge to work on saves rather than % and added some nature stuff.

Quote:


Class Skills: Add Handle Animal and Survival

Wild Empathy: At 1st level, as a druid.

Psychic Enervation: When a wilder makes a successful save vs. psionic powers, the manifester loses 1 power point. This number increases to 3 at 5th level, 5 at 9th level, 8 at 13th level, and 13 at 17th level. If the manifester is brought down to 0 power points, he must roll a Fortitude save (DC 10 + half wilder level + Cha mod) or be stunned for 1 round.

Wild Surge

Spoiler:

Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see below).

A wilder can invokes a wild surge whenever she manifests a power. When she does so, she gains +1 to her caster level with that manifesting of the power. The caster level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder can choose to boost her caster level by two instead of one. At 7th level, she can boost her caster level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Immediately following each wild surge, a wilder may be overcome by the strain of her effort. A wilder must make a successful Fortitude save. The Difficulty Class for this saving throw is 5 + 2 per round that the wilder sustains a wild surge. A wilder who fails his Fortitude save is dazed until the end of his next turn and loses a number of power points equal to his wilder level.

Wild Bond: At 4th level, gain an animal companion as a ranger OR gain +1 to attack, damage, and saves while using wild surge (as per Surging Eurphoria). Bonuses increase every five wilder levels thereafter.

Tempered Surge: At 12th level, a wilder is no longer dazed on a failed save after using wild surge (but still loses power points).

More to come.

Dark Archive

i like, but disagree about nerfing psi wars. i think they should get MORE fighter stuff, like weapon and armor mastery


What on earth has Wild Surge and Wild Bond got to do with the wilder other than the name? The Wilder is not a wilderness character, they are psychics with a powerful 'wild talent' they activate through raw emotion. They didn't even get Survival as a class skill!

I'm with Name Violation on the psychic warrior - it does not need nerfing by any stretch of the imagination, it needs bringing up to Pathfinder's standard. PsyWar was one of the most balanced classes in 3.5, it can stay so in Pathfinder.

Why don't you take a look at Dreamscarred Press' work on Psionics for Pathfinder? They have some neat ideas, like different 'surge bonds' for the wilder.


I did a Psion and Psychic Warrior conversion, found at mediafire.com/ElghinnLightbringer. Its in the Beguiler to Psychic Warrior pdf. Take a look at it if you are so inclined.


Name Violation wrote:
i like, but disagree about nerfing psi wars. i think they should get MORE fighter stuff, like weapon and armor mastery

Thanks for the comment NV. I could go with maybe one or the other, but not both. Psychic warriors could take fighter and psionic for their bonus feats, which not only nearly doubled their possible selection but some of the psionic feats were pretty powerful, like +2d6 damage or resolve an attack as a touch. I don't really see it as nerfing, as I haven't really taken anything away, but can understand where you are coming from. They take a hit in BAB and Hit Points in comparison to fighters, but think that powers 1-6 and the aforementioned feats make up this lost ground for the most part.

Maybe boost their BAB while psionically focus to put them on par with other warrior types?

Dabbler wrote:

What on earth has Wild Surge and Wild Bond got to do with the wilder other than the name? The Wilder is not a wilderness character, they are psychics with a powerful 'wild talent' they activate through raw emotion. They didn't even get Survival as a class skill!

I'm with Name Violation on the psychic warrior - it does not need nerfing by any stretch of the imagination, it needs bringing up to Pathfinder's standard. PsyWar was one of the most balanced classes in 3.5, it can stay so in Pathfinder.

Why don't you take a look at Dreamscarred Press work on Psionics for Pathfinder? They have some neat ideas, like different 'surge bonds' for the wilder.

The wilder wasn't implicitly a wilderness character. Wilders typically spend a lot of time alone growing up, many of which having been abandoned in the wilderness. I think that it's conceivable then that wilders can and may have an easier time of relating to animals. Yes, wilders derive power from the passion of their emotions, but it is only part of their story.

As I wrote in my previous post, I am aware of Dreamscarred Press's work on psionics.

Elghinn Lightbringer wrote:
I did a Psion and Psychic Warrior conversion, found at mediafire.com/ElghinnLightbringer. Its in the Beguiler to Psychic Warrior pdf. Take a look at it if you are so inclined.

Sorry, it did not show up when I tried to copy and paste it. Do you mind re-posting it as a link? I will definitely check it out.


Ranger of Renwood wrote:
The wilder wasn't implicitly a wilderness character. Wilders typically spend a lot of time alone growing up, many of which having been abandoned in the wilderness. I think that it's conceivable then that wilders can and may have an easier time of relating to animals. Yes, wilders derive power from the passion of their emotions, but it is only part of their story.

That may be, but why add it? As someone who plays wilders a fair bit, I can honestly say that's the last thing I'd think of adding to the class. Just because some wilders may spend some time developing alone in the wild does not mean that all of them do, or indeed what effect this may have.

What if your wilder grows up on the streets of a city, for example, or amid a group of mystics who try to help them gain control of their power?

Dark Archive

wheres soulknife?


Ranger of Renwood wrote:
Thanks for the comment NV. I could go with maybe one or the other, but not both. Psychic warriors could take fighter and psionic for their bonus feats, which not only nearly doubled their possible selection but some of the psionic feats were pretty powerful, like +2d6 damage or resolve an attack as a touch. I don't really see it as nerfing, as I haven't really taken anything away, but can understand where you are coming from. They take a hit in BAB and Hit Points in comparison to fighters, but think that powers 1-6 and the aforementioned feats make up this lost ground for the most part.

You're comparing them to 3.5 fighters, and frankly, saying a class was better then the 3.5 fighter isn't really saying a lot.


We did some analysis of the Psionic Weapon/Shot/Fist feat trees in 3.5 and Pathfinder, and the use of psionic focus keeps them from being in any way overpowered as does their BAB requirement.

Simply put, the use of psionic focus makes the low-level use of Psionic Weapon/Fist/Shot a once per combat +2d6 damage bonus. By 8th level a Psychci Warrior could qualify for Greater Psionic Weapon for +4d6 damage, but is still pretty much stuck at doing so once per combat. Only after tenth level are you likely to have both the feats (Psionic Meditation) and the necessary skill ranks to be able to refresh psionic focus in combat (and that still takes a move action, preventing full-attacking for that round).

Compared to the feats a fighter could be using at the same level, and it is hardly overpowered (such as Vital Strike and Improved Vital Strike, for example).

To play in Pathfinder the psychic warrior needs a slight 'up-gunning' to keep a steady showing, otherwise it is fine as is.


Dabbler wrote:

That may be, but why add it? As someone who plays wilders a fair bit, I can honestly say that's the last thing I'd think of adding to the class. Just because some wilders may spend some time developing alone in the wild does not mean that all of them do, or indeed what effect this may have.

What if your wilder grows up on the streets of a city, for example, or amid a group of mystics who try to help them gain control of their power?

It was part of the original flavor text for the class, wilders needed a nudge in power, and would add an extra dimension to the class. Perhaps it was not as emphasized as barbarians are mostly from tribal cultures, but even they get bonuses to things seemingly unrelated to rage. For example, trap sense represents their extraordinary perceptive abilities. It is not a key focus of the class for sure, but it helps to reflect a different aspect of the character. Wild empathy could represent a wilders ability to communicate through projecting their feelings and body language with creatures that do not possess spoken language. To go off of what you wrote in your post, a wilder growing up in the city may have bonded with any number of animals in the city (for example, a pack of stray dogs) or that coven of mystics you mentioned may espouse a particular animal totem.

I will concede that it was not reflected in the mechanics of the class as it was originally presented. Although I think Wild Surge represents this enough already, perhaps adding different abilities according to a certain set of emotions (anger, fear, joy, sorrow, etc.)? What are your thoughts on psychic enervation and wild surge? Do you like the % mechanic?

"ProfessorCirno wrote:
"'You're comparing them to 3.5 fighters, and frankly, saying a class was better then the 3.5 fighter isn't really saying a lot.

I was not referring to the 3.5 fighter, sorry for the confusion.

Dabbler wrote:

We did some analysis of the Psionic Weapon/Shot/Fist feat trees in 3.5 and Pathfinder, and the use of psionic focus keeps them from being in any way overpowered as does their BAB requirement.

Simply put, the use of psionic focus makes the low-level use of Psionic Weapon/Fist/Shot a once per combat +2d6 damage bonus. By 8th level a Psychci Warrior could qualify for Greater Psionic Weapon for +4d6 damage, but is still pretty much stuck at doing so once per combat. Only after tenth level are you likely to have both the feats (Psionic Meditation) and the necessary skill ranks to be able to refresh psionic focus in combat (and that still takes a move action, preventing full-attacking for that round).

Compared to the feats a fighter could be using at the same level, and it is hardly overpowered (such as Vital Strike and Improved Vital Strike, for example).

To play in Pathfinder the psychic warrior needs a slight 'up-gunning' to keep a steady showing, otherwise it is fine as is.

Yes, I agree with you on this. Although again, I do not think I ever mentioned that their abilities make them "overpowered." There are different aspects of the psychic warrior that puts them on par with other front-line melee characters. These are the feats you had mentioned, along with their psionic powers that supplement their effectiveness in combat. I would also stress that this is largely balance in combat and does not reflect abilities that help them overcome obstacles such as being able to levitate in the air, run up walls, gain a keen sense of smell, etc.

The class could use a slight boost, but would stress only slight (in addition to a good Will save).


Name Violation wrote:
wheres soulknife?

Sorry I missed your post. I think the Soulknife is probably the one that the most people are dissatisfied with and could use the most work. Right now, I am focused on the other classes.


On the wilder, in the DSP version the idea came up for different surge types each with different bonus abilities. Each got a bonus ability at first level and at levels 5, 9, 13 and 17 (in place of the original Volatile Mind ability). I won't list all the types here, but the mechanic worked really well at making each wilder different in a similar way to bloodlines for sorcerers.

As for the percentage chance of enervation, the other change that Dreamscarred made with their wilder was making it a flat chance at any level (15%). The reason for this was that while the 5% per +1 wild surge worked at low and mid levels, it really falls apart at high levels making you more and more likely to pay over the odds for wild-surging.


Alright, try this link: 3.5 Conversions . Hope it works. I always have trouble posting this.


OK, some one else try the link. Did it take you to a Paizo page? It shouldn't have.


If it doesn't work, try either

www.mediafire.com/ElghinnLightbringer

or

www.mediafire.com/myfiles.php

Otherwise I'll see if I can find an old posting with the link.


Elghinn Lightbringer wrote:

If it doesn't work, try either

www.mediafire.com/ElghinnLightbringer

or

www.mediafire.com/myfiles.php

Otherwise I'll see if I can find an old posting with the link.

Sorry, Elghinn. Doesn't seem to be working.

In the meantime, I did some work on the wilder. A wilder selects one emote at 1st level, gains bonus powers known like a sorcerer and externalizations are only active while using wild surge.

Quote:


Hit Die: d8
Emote
Spoiler:

Anger

Bonus Powers: mind thrust (3rd), detect hostile intent (5th), energy burst (7th), telekinetic maneuvers (9th), psychic crush (11th), breath of the black dragon (13th), energy wave (15th), psionic iron body (17th), apopsi (19th).
Externalization: You add 1 point of Charisma bonus (if any) per two wilder class level as a morale bonus to your melee attack rolls.

Elation

Bonus Powers: sense link (3rd), ego whip (5th), dismiss ectoplasm (7th), energy adaption (9th), shatter mind blank (11th), psionic overland flight (13th), personal mind blank (15th), psionic greater teleport (17th), psionic etherealness (19th).
Externalization: You add 1 point of Charisma bonus (if any) per two wilder class level as a morale bonus to your Armor Class.

Hysteria

Bonus Powers: demoralize (3rd), id insinuation (5th), danger sense (7th), empathic feedback (9th), catapsi (11th), aura alteration (13th), insanity (15th), bend reality (17th), microcosm (19th)
Externalization: You add 1 point of Charisma bonus (if any) per two wilder class level as a morale bonus to your Reflex saves and initiative checks.

Sorrow

Bonus Powers: entangling ectoplasm (3rd), recall agony (5th), mental barrier (7th), death urge (9th), ectoplasmic shambler (11th), psionic disintegrate (13th), psionic sequester (15th), recall death (17th), timeless body (19th)
Externalization: You add 1 point of Charisma bonus (if any) per two wilder class level as a morale bonus to your Will saves and Combat Maneuver Defense.

Zeal

Bonus Powers: inertial armor (3rd), thought shield (5th), body purification (7th), intellect fortress (9th), psionic trueseeing (11th), co-opt concentration (13th), psionic moment of prescience (15th), true metabolism (17th), affinity field (19th)
Externalization: You add 1 point of Charisma bonus (if any) per two wilder class level as a morale bonus to your Fortitude saves and gain an equal number of temporary hit points.


Psychic Enervation: When a wilder makes a successful save against a mind-affecting effect or psionic power, the manifester loses 1 power point. This number increases to 3 at 5th level, 5 at 9th level, 8 at 13th level, and 13 at 17th level. If the manifester is brought down to 0 power points, he must roll a Fortitude save (DC 10 + half wilder level + Cha mod) or be stunned for 1 round.


I like the externalisations, but not the bonus powers - there are too many of them! The wilder gets only 11 powers total, and the bonus powers nearly double that number. The Wilder had restricted powers for a reason, it gives them tight focus and prevents their wild-surge from dominating the game. If you give them bonus powers, they should be the kind that cannot be augmented, and less of them, four or five at most.


OK I found an old link to it in another thread which works. This is the url it goes to HERE.

If this doesn't work. The link can be found at the following thread HERE.

*It's the 49th posting in the thread.


Dabbler wrote:
I like the externalisations, but not the bonus powers - there are too many of them! The wilder gets only 11 powers total, and the bonus powers nearly double that number. The Wilder had restricted powers for a reason, it gives them tight focus and prevents their wild-surge from dominating the game. If you give them bonus powers, they should be the kind that cannot be augmented, and less of them, four or five at most.

I had a similar thought, but thought to make it on par with sorcerer bloodlines. What do you think about bonus powers at 3rd, 7th, 11th, 15th, and 19th (5 total) or 5th, 9th, 13th, and 17th (4 total)?

Elghinn Lightbringer wrote:

OK I found an old link to it in another thread which works. This is the url it goes to HERE.

If this doesn't work. The link can be found at the following thread HERE.

*It's the 49th posting in the thread.

Great. It worked this time. I'll give them a look.


When we made the Intuitive surge on DSP, we gave them one bonus power at 1st level, and a shot of the Expanded Knowledge feat at 5th, 9th, 13th and 17th level in place of Volatile Mind. I'd stick with not exceeding that total, if not those particular levels.


Quote:


Psychic Warrior

Saves: Good Fort and Will
Precognitive Combat (Su): Beginning at 3rd level, a psychic warrior can supplement her fighting ability with. When becoming psionically focused, a psychic warrior gains a +1 insight bonus to one of the following: defense (Armor Class and Saving Throws against psionic powers and mind affecting effects), tactics (Combat Maneuver Bonus and Combat Maneuver Defense), or offense (attack rolls and damage rolls). This bonus increases by 1 for every four psychic warrior levels thereafter. A psychic warrior can allocate this insight bonus across different types. This can be done when gaining a psionic focus or as a move action if psionically focused.
Warrior’s Bond (Ex or Su): At 4th level, a psychic warrior forms a bond with a companion or object. This bond can take one of two forms. The first allows a psychic warrior to form bond with an ally in order to coordinate their actions in battle. This bond functions as the mindlink power and also allows her to spend a move action to grant her precognitive combat bonuses to her bonded ally for a number of rounds equal to her Wisdom modifier.
The second option is to form a bond with an object. Objects that are the subject of a warrior’s bond must fall into one of the following categories: armor, shield, or weapon. This object must always be of masterwork quality. If the object is armor, it must be worn to have effect, while shields and weapons must be wielded. If a psychic warrior attempts to manifest a power without her bonded object worn or in hand, she must make a concentration check or lose the power. The DC for this check is equal to 20 + the power's level.
A bonded object can be used once per day to prevent its wielder from losing her psionic focus. If a shield or weapon, a psychic warrior can also use it to deliver touch powers. A psychic warrior can add additional magic abilities to her bonded object as if she has the Craft Magic Arms and Armor feat. The magic properties of a bonded object, including any magic abilities added to the object, only function for the psychic warrior who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, spending power points can repair it. If the object of a warrior’s bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per psychic warrior level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A psychic warrior can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.


Interesting ... you should propose that version on the DSP boards, I like it.


I have been doing some work on the soulknife but I came across this post. It seems like a rather neat idea, it does eliminate the class but allows a variety of psionic characters to generate mindblades. I would however change the initial feat so that the mindblade would gain an enhancement bonus according to character levels, among other things.

I actually did something similar to this in regard to elans, allowing humans to take their abilities in exchange for the bonus feat that humans otherwise receive at 1st level.

ELAN TRANSFORMATION
Prerequisites: Must be human.
Benefits: You gain the elan template, see "Creating an Elan" below for details.
Special: You may only select this feat at 1st level.

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 augmented subtype. 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.
Alien: Elans receive a –2 racial penalty on Charisma-based skill checks.
Naturally Psionic: Elans with a favored class that grants power points may choose to gain 1 bonus power point per level instead of hit points or skill points.
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.


Ranger of Renwood wrote:
I have been doing some work on the soulknife but I came across this post. It seems like a rather neat idea, it does eliminate the class but allows a variety of psionic characters to generate mindblades. I would however change the initial feat so that the mindblade would gain an enhancement bonus according to character levels, among other things.

Damn ... I have a character that can use a sword ... guess that means the fighter is now redundant as a class as well ...

<grin> Just having a mindblade available to non-soulknives does not make the soulknife redundant as a mindblade specialist.


I thought about merging the Soulknife with the Psychic Warrior. Maybe have the psychic warrior (I usually use Psionic Warrior, Psychic makes me think of gypsies and tarrot cards) gain a bonded weapon and have it increase in enchantments similiar to a soul knife.

If it's the actual psychic blade that you like about the class, then this wouldn't be a good path to take.


I played a Psion telepath in Age of Worms and I approve this topic.
The Psi Warrior should have proficiency with all psionic weapons and armor. Possibly intelligent weapons(Most are telepathic).
In the beastiary, Psionics are all spelllike powers.
Just look at the Intellect devourer.


One thing that was never wholly clear in 3.5... do things like an antimagic field and dispel magic affect psionics as if they were magic?

Dark Archive

Dork Lord wrote:
One thing that was never wholly clear in 3.5... do things like an antimagic field and dispel magic affect psionics as if they were magic?

that was adressed in Psionics handbook

it depends on which version of psionics you use. you have psionics=magic which is self explanitory, and psionics =/= magic which means they dont work well together.

so with = yes, anti magic field nullifies spionics

with =/= no, anti magic field and antipsionic field are 2 different things


With =/=, doesn't that make psionics a bit unbalanced? I know folks love em, but it seems to me they've basically inserted a system into the game that it wasn't intended for. Isn't there a way to keep psionics as a viable class without having them be (nigh) unstoppable by nature? psionics is generally rare in any campaign I've seen it allowed in, so the odds of a Psionic character running into anything that can counter/stop his abilities is a lot less likely than a Wizard would run into, right?

So which is the "official" version?

Dark Archive

Dork Lord wrote:

With =/=, doesn't that make psionics a bit unbalanced? I know folks love em, but it seems to me they've basically inserted a system into the game that it wasn't intended for. Isn't there a way to keep psionics as a viable class without having them be (nigh) unstoppable by nature? psionics is generally rare in any campaign I've seen it allowed in, so the odds of a Psionic character running into anything that can counter/stop his abilities is a lot less likely than a Wizard would run into, right?

So which is the "official" version?

Combining Psionic And Magical Effects

The default rule for the interaction of psionics and magic is simple: Powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics-magic transparency.

http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm


The default is for psionics/magic transparency, which is very balanced. The options remained to make them non-transparent to a greater or lesser degree, though.


When I DM/GM it, Crossover powers/spells are vulnerable to both.
The ESP spell is vulnerable to anti-psionic field.


While I have been working on psionics, I have been using the following as a working definition.

Quote:

Psionic powers are a type of spell-like abilities that require spending power points and XP in rare cases, and work just like spells (although they are not spells and so have no verbal, somatic, material, or focus components). They do not function in an antimagic field and a null psionics field, and are subject to spell resistance and spell immunity. Since psionic powers are not actually spells, they cannot benefit from the Spell Focus feat or metamagic feats. They also do not benefit from feats that affect spell-like abilities, such as Quicken Spell-Like Ability. They do, however, benefit from metapsionic feats and qualify characters for item creation feats.

Using a psionic power is a standard action unless otherwise noted, and doing so while threatened provokes attacks of opportunity. It is possible to make a concentration check to use a psionic power defensively and avoid provoking an attack of opportunity, just as with casting a spell. The caster level with psionic powers is equal to the character’s manifester (psion, psychic warrior, or wilder) class level. A psionic power can be disrupted just as a spell can be. Psionic powers cannot be used to counterspell, nor can they be counterspelled.

I also agree with Dabbler, when he writes...

Dabbler wrote:
The default is for psionics/magic transparency, which is very balanced. The options remained to make them non-transparent to a greater or lesser degree, though.

If psionic/magic transparency is the default, why not make it official? Why have Power Resistance if Spell Resistance does the same thing? Get rid of the redundancy, yet keep some degree of the the separation. This approach should also be applied to skills and feats and have been working off of the following as the basis for much the conversion.

KNOWLEDGE (PSIONICS)

Spoiler:

Identify a power as it is being manifested DC 15 + psionic power level
Address a power stone to discern what power or powers it contains DC 15 + psionic power level
Learn a power from a power stone DC 15 + psionic power level
Identify the properties of a psionic item using detect psionics DC 15 + item's caster level
Identify a psionic effect that is in place DC 20 + psionic power level
Identify materials manufactured by psionics DC 20+ psionic power level
Identify a power that just targeted you DC 25+ psionic power level
Craft a psionic item DC varies by item

Knowledge (arcana) and Spellcraft seemed a little redundant to me. I also did not want clerics, wizards, etc. to be able to identify psionic powers, so lumping this effect into Knowledge (psionics) seemed like the best fit. There is no need for another skill (Psicraft) when Knowledge is already a part of the existing skill system.

MEDITATION

Spoiler:

Gain psionic focus DC 20
Ignore painful movement DC 18
Memorize DC 15
Resist dying DC 20
Resist fear Fear effect Fear DC
Tolerate poison Poison DC
Willpower DC 20

It may be a frivolous change, but Autohypnosis sounds a little too scientific. As concentration got hacked as a skill, gaining one's psionic focus became incorporated. "Meditation" not only sounds simpler but is more broad and connotes the change in the skill overall.

SPELLCRAFT
Discern a psionic power from a spell DC 15

Using the working definition, psionic powers are magic, and although traditional spellcasters should not be able to identify psionic powers, they should be able to differentiate between the two effects.


The Psionics Handbook came out in 3rd edition. They issued errata to convert it to 3.5. In any case it offered transparency or no transparency. In my game I insisted on dividing between function and it worked. I see your point. Telekisis and teleport are already vunerable to spell resistance. Dominate person says spell resistance yes, so regardless of the source, spell resistance and possibly other abjurations, would block it.

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