The Expanded Psionics Handbook () by Bruce Cordell was a considerable reworking of the Psionics Handbook for 3rd edition D&D. The Expanded Psionics Handbook gives you everything you need to See Monsters as Races, page of the Dungeon Master’s Guide. Expanded Psionic Handbook Review The new races are Maenads (D&D Vulcans), Dromites (First Man in the Moon), Elan (Born .. The good news is that they’ve all been updated to standards and we have a good.

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Results 1 to 4 of 4. Within these pages, you will discover the secrets of unlocking the magic of the mind — the art of psionics. A player needs only the Player’s Handbook. Join Date Apr Posts 2, Also, the random expsnded of setting the DC of the power is gone. One complaint that Psionics just was not different enough from Magic has handgook been dealt with.

Many powers can now be Augmented, or boosted with additional power points. Consider psionic charmat 1st level it is just like the charm person spell for 1 power point.

And yes, you can combine the above augmentations up to your manifester level in additional power points. With just one power, you get a great number of effects.

There are two new psionic classes three if you include the Erudite in Dragon magazinethe Soul Knife and the Wilder. The Soul Knife was a prestige class, but is now upgraded to a core class and it is an unusual psionic class in that it does not manifest any powers. Drgaons psionic potential is based through his Mind Knife, a blade of psionic energy.

The greatest advantage is that his blade is always a thought away, especially after he gains the ability to create it as a free action. They get fewer powers, but can do more with them, as they can use their emotions to surge their powers.

There are several new races as well as a few old ones brought back. Another new aspect is Psionic Focus. Instead of having reserve power points, now you just need to focus your mind to use your feats. I really like the concept, but will need to play with it more to really see how it feels. The problem is that so many of the yandbook feats require you to expend your focus and it takes a standard action to refocus. The bad thing is that you really need three of the new feats Psionic Meditation: Refocus as a move action, Narrow Mind: To gain a bonus power from any list and take hustle for a bonus move action to make full use of this ability and after spending those three feats, you have few left to take the psionic feats.

There are no new feats wxpanded Soul Knives to use on their Mind Blades, nothing for Wilders to make them truly different from Psions, no racial or regional feats for psionics and the new races are virtual ciphers, with very little information to flesh them out.

If Elans are reborn into their new bodies, how about a few feats to represent the residual knowledge from their old life? Another problem are the References in this book.

While it is expected that you will have all of these, having to constantly reference back an forth between four books is very annoying. What decides if a new power is a general or specialist list power? How may a power be augmented? Can augmentation be added to an existing power? There are no answers since the questions are never asked in the first place. It is also a simple fact of gaming that there will be far more material made edpanded Magic users than for Psionics, so a section on converting spells and prestige classes to psionics would have been especially helpful here.


Next we have the prestige classes, and well, they are just bland. The Elocator is psioncs on motion and speed. The Fist of Zuoken allows a Monk to give up some very nice class abilities and pwionics just 10 powers, all 5th level and lower, in exchange. The Illithid Slayer is still a great class, only losing one manifester level, but this makes the Metamind seem even dragns, since it gains only 5 manifester levels.

Oh, but he is a master at manifesting low level powers. The Pyrokineticist is a waste of paper as he gains no additional manifester levels. A Telepath with the Leadership feat is better off. If it is for Psychic Warriors, they loose a lot of feats and instead of continuing their power progression, this class starts it all over from expanced beginning.

The real problem with these Prestige classes is that they are no better or actually worse than just staying with your current class. If there were some here, it might help me and others ppsionics them better. As I come to the Psionic items I am reminded about another very annoying aspect of this book, name changes. Exactly why so many names needed to be changed I cannot figure out.

And along with the name changes are the Missing In Action powers and feats. Do they think we will just let these go? Also in the item section, I am reminded again that there are no new items for Wilders and Soul Knives.

This really stands out to me.

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When this book was first released, there were some that had problems with the Soul Knife and I handblok the biggest problem is the lack of support for it. No feats, skills, or psionic items just for them. Without some variation, all the Soul Knives out there might end up looking alike. I heard that this book has been over a year in expandwd making, It is a pity that more of that time was not spent on editing it.

The power psionic dominate seems like a terrible power because several of its augmentations are missing. This is the errata; 4. There are many more mistakes; Maenads get 2 bonus power points in the character section, but only 1 in the monster section.

Expanded Psionics Handbook – D&D Wiki

In a previous version, Kineticist had to specialize in an energy type. The Soul Knife gets base 4 skill points in its class description, but base 2 in the Skill description. The Psicrown of the Crystal Mind is referred to as a Staff in its entry.

I can hanrbook forgive simple spelling and grammar mistakes, especially considering how many I am making just writing this, but when it comes to game mechanics, it is unforgivable. There are those who may never pick up this book again because of a stupid editing mistake that they expajded is an actual rule to the game.

Expanded Psionics Handbook

There are several anti-psionic feats; Psionic Hole: Powers cost more against deagons and attacks against you cost a psion his focus, Chaotic Mind: In the back of the book are also a few anti-psionic spells; Psychic Turmoil: But where are the anti-magic powers?

How about a power that lets a Psion use scrolls? Too powerful and unbalanced? But a single spell that grants 13 levels worth of psionic powers is not? All in all, this book is a definite improvement over the previous Psionic Handbook, but there are just so many editing mistakes and areas where needed information is missing. I have to wonder if it is now Wizards of the Coast policy to push the books out before editing is complete, knowing that we gamers will finish the job for them on various message boards for their 2nd printing.

Yes, we can just fill in what is missing, but you know after a while doing everything yourself, you just get burned out on handbbook. There is a lot of room for more material here, bandbook races need more background, the new classes need feats, Expaanded classes and some sample iconic NPCs.


Expanded Psionics Handbook – Rulebooks – D&D Tools

We are out here just waiting to buy the books, just be sure to edit them first, OK? Expanded Psionics Handbook updates psionics for the new edition of Dungeons and Dragons. The book includes core and prestige classes, psionc powers and magic items, monsters and campaign advice.

Unlike some updates, this book takes many things and tosses them on their ear. For example, it starts with races, and then moves into classes, then skills and feats, then psionics instead of magicpowers instead of spellsand then prestige classes, items, monsters, and some spells and deities.

The races are znd mixed bunch. They have bonus psionic points to start off with, as well as the ability to spend those points for a bonus to their saving throws or even get damage reduction in rragons to sustaining themselves without food or water though power point expenditure.

Now why though, is the half-giant my favorite? This lets them use weapons as if they were one size category larger, in addition to some other neat effects like being considered one size larger for various opposition checks ranging from bull rush to trip attacks. In terms of classes, WoTC has expanded the lineup. We now have psionics, psychic warriors, soulknives, and wilders. The first two should be familiar to fans of the old xragons.

Now, all psions get bonus points from their intelligence. It also looks like the psychic warrior gets more overall power points. Lots of little things here and there. Rather, they have a list of of powers known, and another column that provides the maximum power level that they know.

This allows a psionic character to trade off some higher power for more versatility, but will probably only be used by the psion as they know a lot of powers and most other classes will concentrate on getting those higher level powers ASAP. Once again, I may be remembering things wrong, but I recall this former prestige class also had more of an assassin feel to it. Now it boasts 1d10 hit dice per level, two good saves, and four skill points per level. Like other masters of a single weapon, the soulknife is eventually able to grant his weapon special abilities but unlike those individuals, because the blade is psionic in nature, this weapon can never really be taken from the character.

While the psion gets lots of points, powers known and a few bonus feats similar to the wizard, the wilder gets the ability to increase her manifester level with a wild surge in addition to a euphoria effect that provides a bonus to haandbook, damage and saving throw rolls with a little bit of a defense against telepathy via volatile mind, which requires any telepathic power to pay more power points to make contact.

One thing I was impressed with was the epic-level psionic character section. Psionic feats are an interesting lot. The pay off though, is worth it for some of these feats. By expending your focus, you treat your next attack as a touch attack.

Psionic weapon lets you expend your focus and do an extra 2d6 points of damage.

There are some feats here that anyone could use though. The section on psionics is a mixed bag in some ways.

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