Category Archives: psionics

Psionic Power Review

Growing up my family was fairly poor so for the longest time I had to make due running D&D games with only a Player’s Handbook, some pages from that one Monster Manual thing that was in a three-ring binder, and bumming books from friends. Thankfully there weren’t magic item parcels (or even estimated wealth levels) because I had sporadic access at best to a Dungeon Master’s Guide, which for all you kids out there is where magic items were kept at the time (and no, you couldn’t easily build your own stuff until 3rd Edition).

Where this is gradually segueing is that I distinctly recall on Christmas where my uncle gave me a box of allegedly blank paper and another box that also allegedly contained a shitty wooden sleigh model–to which I had to pretend to give two shits about until I would invariably go home and play my second-hand Sega games that I sort of cared about–but in all actuality were 500 character sheets and Complete Psionicist’s Handbook incognito. Suffice to say that that is the only Christmas I care to recall because the rest consisted of family members who hated each other getting together and pretending to like each other until the booze kicked in.

And that lengthy tangent is connected to the fact that while I wasn’t playing the game when psionics were originally added to the game, I can lay claim that I was the only person in my group that bothered to try understanding and using psionics in a game (much to the DM’s chagrin) up until 4th Edition. Back in the day (circa 2nd Edition), psionics got power points that they had to burn in order to energize their psionic abilities. When you tried to do this, you had to make a roll that was based on one of your ability scores somehow. If you rolled higher (or lower, I can’t remember) that a certain number it worked (or failed), but if you rolled the modified number exactly, then it did something better, kinda like getting a psionic critical.

A lot of DM’s didn’t like it because they felt it was too powerful, and in hindsight I don’t know if that’s true since I haven’t use it in well over 10 years, but I’m glad to see that psionics nowadays are both balanced and accessible to the point where DM’s won’t balk at me wanting to give it a shot (and other players are also chomping at the bits to try out a psionic class).

And with that, onto the actual review. Psionic Power appears to be the last Etcetera Power book being released for 4th Edition before Wizards moves on to a different naming scheme (ie, Heroes of Shadow). You know the drill: you get more content for all the psionic classes, as well as some story-centric information on the classes in-depth, as well as psionics in the world and how the classes relate to it. There’s a lot of extra shit in this book, so I’ll start out with the new class features as an opener.

  • Ardents can now pick up Mantle of Impulsiveness, which gives them a damage bonus when they are hit by opportunity attacks, a passive bonus to Endurance and Intimidate, and ardent eruption, an encounter power that grants all allies a damage bonus when you are bloodied.
  • Battleminds can choose Persistent Harrier as their Psionic Study, which causes them to teleport adjacent to a target and make an attack after an enemy hits or misses them, no matter how far away they are. An asshole DM could have something shoot at them from 20 squares away, effectively isolating them from the party. Randy’s been getting a lot of mileage from Persistent Harrier in my Tendrils of Fate campaign, but I gotta say I prefer Battle Resilience because I like being essentially rendered immune to damage (even if its just for a round).
  • Monks can practice the Iron Soul tradition, allowing them use iron flurry of blows which lets them deal automatic damage based on your Con modifier and preventing them from shifting after you hit someone else. Oh, and if they weren’t the original target it also stops them from making opportunity attacks. Finally, you get Mental Arsenal, which gives you a shield bonus to AC when you are wielding a weapon (ie, not unarmed).
  • Psions can now make astral stuffs by picking up Shaper Focus. You get two encounter disciplines, shaped consciousness and minor creation. Shaped consciousness lets you conjure up a fragment of your conscious that lets you sense things through it. Minor creation lets you make a simple item from the equipment list that lasts for the encounter. Out of all the new class crunch I’m most excited for the psion’s shaping abilities, since I’m a sucker for summoning shit and I do so enjoyed astral constructs from 3rd Edition.

Aside from new class features, you get paragon paths, lots of feats for each class across all the tiers, epic destinies, and magic items. I particularly like the alienist paragon path, partially because of its randomized action point kicker, but mostly because everything you summon from 16th-level and up is corrupted by the Far Realm, rendering it a nightmarish amalgamation of tentacles, eyes, and mouths. Oh yeah, the level 20 daily discipline, summon far realm abomination, is a very “controllery” beast that is capable of grabbing and throttling two critters at the same time. Just don’t forget to tell it what to do each round or it will unleash a psychic scream that deals a bit of psychic damage and dazes everything it hits.

I also like Chapter 5: Psionic Options, which is 17-pages of fluffy content that describes the psionic power source such as it is in Athas, Eberron, and Forgotten Realms, philosophies and orders, backgrounds (including a specific one for each race), and psionic origins. One of the biggest crunchy highlights, for me, are the two feat trees for Psionic Bloodlines: one brings back elans (originally debuting in 3rd Edition) as a benign psychic race, in addition to introducing the foulborn bloodline for those that want to go with a darker bent. I gotta say elan resilience is nice and all for the damage reduction, but I prefer unbalanced mind for the automatic psychic damage. All told there’s 21 feats between the two trees and three tiers, as well as a paragon path for each.

If you like psionics, pick it up. There’s a lot of new stuff.

Elans 4e

I cant deny that I have always been intrigued by psionics since the first day that I heard about them back in the 3.0 days, but i never got a chance to play as one until the expanded psionic handbook came out and i made my first elan psychic warrior. I have always liked the elans, and thats why I brought the idea to Antioch to make the elan race. However, he came up with a better idea and that was to make the elan as a bloodline feat for humans and humans only. Here I present to you some of the feats.
Heroic Feats
Demanding Resilience [Bloodline]
Prerequisite: Elan Heritage, battlemind, human
Benefit: You gain a +1 feat bonus to AC and Fortitude against creatures marked by your battemind’s demand.
Elan Heritage [Bloodline]
Prerequisite: Human
Benefit: You gain a +2 bonus to Endurance checks. You gain elan resilience.
Elan Resilience                                                                                                                                       

Encounter✦PsionicMinor Action                Personal
Effect:  Make a saving throw against a single effect that a save can end. 
Augment 1: The saving throw gains a bonus equal to your Constitution modifier. 
Invigorating Resistance [Bloodline]
Prerequisite: Elan heritage, human
Benefit: Whenever you succeed on a saving throw, you gain resist 5 all until the end of your next turn. At level 11 this resistance increases to 10, and at level 21 it increases to 15.

Metabolic Resurgence [Bloodline]

Prerequisite: Elan Heritage, human

Benefit: You can swap out one 2nd-level or higher utility power to gain metabolic resurgence.

Metabolic Resurgence                                                                                      
DailyPsionic
Minor Action                Personal
Effect: Spend a healing surge. Instead of regaining hit points, you regain a power point. You cannot exceed your maximum number of power points. 
If you like this preview give us some feedback and let us know if you like it or not (and why not).

Delve Night: Psion Playtest

Josh came over at random today, and so it was declared after much Taco Bell that he run a delve for one of our neighbors (since apparently my neighbors are a collective of like-minded geeks) and myself. We ran Orc Fortress, the level 3 delve out of Dungeon Delve. The party consisted of a dwarf great weapon fighter, tiefling psion, and longtooth shifter beastmaster ranger, all level 4.

The first encounter was kind of shaky, and served as a portent of things to come. I’d taken an artificer multiclass feat since no one was a leader, and that barely saw us through the delve. Honestly, we only won because Josh was juggling stats and shit around to account for the fact that we had a smaller party than normal, new people, and no leader. That, and the ranger kept forgetting basic ranger-stuff like designating quarry, using encounter attacks, and sometimes attacking period. Even by removing monsters to adjust the XP value there was simply no fucking way we stood a chance without some hardcore fudging and outright removal of monster powers.

But, thats really not the overall point of this. I want to talk about my brief experience with the psion. I really like the psion. Before, the power point system was really just a more flexible spontaneous spellcaster that required more bookwork and headaches for the DM that didnt have a shitload of time to prep/didnt own the book. Plenty of potential for abuse, and also if you made it so that magic and psionics were “different”, well, that was just another thing you had to worry about accounting for in your adventures. Bleh.

Not any more. Power points give it a different feel, as well as a nifty resource management mechanic that doesnt require a lot of paperwork to manage. It adds flexibility, but not all the abuse that could come with it.
Its a lot of fun having a huge bundle of at-wills that I can boost in power as the situation calls for it. Against one critter, I could just roll out mind thrust or memory hole. Oh, a bunch of minions clusterd up? Fine then, lets boost up memory hole with a couple points and explode all their heads. Big bad brute has a pretty powerful attack, so I’ll roll a few more points on to betrayal and let him maul his own commander to death. Shit like that. I love it. I normally hate complicated subsystems, but this really isnt. Its simple, easy to figure out, and pretty damned easy to use.

Josh is going to run another delve on Monday. I’m going to give the monk a shot and see how it works. That, or a tiefling avenger. We’ll see.