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The Thinktank => Min/Max It! => Handbooks => : Sugglir the Illithid June 09, 2010, 07:36:29 PM

: A Psion Handbook
: Sugglir the Illithid June 09, 2010, 07:36:29 PM
Sugglir the Illithid Presents:
Being Nightwing
or
Psionics and the Psion

(http://www.wizards.com/dnd/images/compscoundrel_gallery/102050.jpg)

Class Features
Attributes/Races
Skills/Skill Tricks
Feats
Equipment
Powers
Multiclassing
Builds

Introduction:
     Welcome, humans, to the realm of the intellect and will; the wild world of Psionics; the original red-headed stepchild of the D&D universe. My name is Sugglir; a creature you've come to know as a Mind Flayer. It's come to my attention that many among your race are yet unaware of the potential of the mind. Rest easy; even minds as feeble as that of the human species have a wealth of power just beyond your awareness.

This not quite core system suffers from a resemblance to that foul human crutch (read 'arcane magic') so strong as to invite constant comparison thereto and yet not so strong as to garner the degree of interest and research among your race as arcane magic enjoys. The overwhelming degree of neglect of this source of power has finally wrenched me from my dark lair to bring your poor backwards species the psionic gospel.

Why Psionics:
     As any human caster will surely tell you, there are obvious parallels between magic and psionics. At a casual glance, your species may mistake psionics for just some sort of unsupported alternate spell casting. Many power descriptions will simply direct a reader to the description of a spell in the Player's Handbook, for the love of the Elder Brain. However, arcane casters carry titles like God or Batman or the Mailman. Arcane magic has been expanded in the form of prestige classes, expanded spell lists, and feats in nearly every splat book printed for the 3.5 edition of Dungeons and Dragons. By approaching psionics intent on building around tactics popular in arcane magic, with a few notable exceptions, you'll discover that arcane magic outperforms psionics. So why might you choice psionics over arcane magic?

It's a lazy mindset to approach a new system with preconceived rubric in mind and stacks the comparison in favor of the convention. A psion is not a wizard or a sorcerer or a cleric. If you went to have supreme flexibility beyond the wildest dreams of any caster, the psion is your class. Prepare yourself Human; the Batman is dead.
: Re: A Psion Handbook
: Sugglir the Illithid June 09, 2010, 07:36:46 PM
Roles of the Party:
Nightwing may wear many hats in a day. A strength of the psion class is the ability to quickly shift between the party roles without compromising competence. Before delving into the tools available to a psion, it is worthwhile to consider what roles he or she might be required to fill. To this end, I often reflect on the advice of a wise Treant of the ascetic variety, and, if only for traditions sake, I will maintain his nomenclature. In combat you might be expected to fill any of the following roles:

The Big Stupid Fighter:
[spoiler]
(http://www.wizards.com/dnd/images/psi_july_med.jpg)
    The role of the Big Stupid Fighter in combat is to divert as much of the enemy attention as possible away from softer party members (often simply by means of a deliberate presence among enemies and providing a reasonable threat to softer targets of the enemy party), and as a consequent, benefits from above average armor class and hit points. There are several ways of approaching this role as psion, as you'll soon see.[/spoiler]

The Glass Cannon:
[spoiler]
(http://www.wizards.com/dnd/images/cpsi_gallery/96354.jpg)
     The task the Glass Cannon is expected to fulfill is to reliably deliver high amounts of damage to bring down the most dangerous portion of the opposition as quickly as possible. This role is distinct from the BSF in the sense that, while a BSF may do considerable damage, often times important targets may be defended or difficult to approach. That said, this role demands a degree of mobility, range, and precision beyond what is expected of a BSF. The title of the role originates from the fact that doing so often involves considerable neglect of defensive ability.[/spoiler]

The God:
[spoiler]
(http://image3.examiner.com/images/blog/wysiwyg/image/ForceUnleashed-ca-3.jpg)
     The favorite role of our dear elder Treant is the God, and its effects on the course and flow of combat crucial for difficult encounters. God's role is to provide support to other party members by buffing allies, debuffing enemies, and manipulating the battlefield. The damage contribution of a character filling this role may often be very low, but don't be fooled; the God can be the difference between a total party kill and fight easily won.[/spoiler]

While combat is central to Dungeons and Dragons, in most games, time outside of combat is important and rewarding as well. Outside of combat, there are several roles which you might be required to fill:

For more on these roles, see Treantmonk's Being a God (http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guide_to_Wizards:_Being_a_God)

Class Features:

Discipline: At 1st level, a psion chooses a discipline that affects the powers he or she may learn in each level and his or her class skills. Many players place excessive weight on the discipline powers in this choice but the addition of class skills really shouldn't be neglected in your considerations.  
[spoiler]Seer (Clairsentience): Gather Information, Listen, and Spot.

Shaper (Metacreativity): Bluff, Disguise, and Use Psionic Device.

Kineticist (Psychokinesis): Autohypnosis, Disable Device, and Intimidate.

Egoist (Psychometabolism): Autohypnosis, Balance, and Heal.

Nomad (Psychoportation): Climb, Jump, Ride, Survival, and Swim.

Telepath (Telepathy): Bluff, Diplomacy, Gather Information, and Sense Motive.[/spoiler]

Attributes:


(http://www.wizards.com/dnd/images/xph_gallery/80443.jpg)
Races:

Before continuing human, note that in writing this handbook, I have only considered creatures of level adjustment +0 and their kin with few exceptions. In a game following the rules for level adjustment printed in The Dungeon Master's Guide these races are indeed the races who fulfill the role best. However, my advice regarding races does not consider the possibility of an optional rule introduced in The Unearthed Arcana called Level Adjustment buy-off. If these rules are available to you, the range of suitable races to play Nightwing expands considerably. Even with buy-off available, I would be very hesitant to use any race with a level adjustment greater than two and would only very rarely consider a race with racial hit dice. When a race I've otherwise considered might prove to be a very good Nightwing under the Unearthed Arcana rules, I've made note.

Humans:
[spoiler][/spoiler]

Elves:
[spoiler][/spoiler]

Dwarves:
[spoiler][/spoiler]

Gnomes:
[spoiler][/spoiler]

Halflings:
[spoiler][/spoiler]

Miscellaneous:
[spoiler]
: Re: A Psion Handbook
: Sugglir the Illithid June 09, 2010, 07:37:01 PM
(http://www.wizards.com/dnd/images/psi_archpsion_med.jpg)
Skills:
Most skills are used outside of combat. Keep in mind which out-of-combat roles are most important in your party when allocating skills. The psion has 2 + intelligence modifier skill per level. However a psion's intelligence should never be lower than 15 and is often much higher. Consequently, while you're still no skill monkey, you do have a reasonable amount of skill.

Class skills:
[spoiler]
Concentration (con)
Craft (int)
Knowledge (all skills)(int)
Profession (wis)
Psicraft (int)

Seer (Clairsentience):
[spoiler]Gather Information (cha)
Listen (wis)
Spot (wis).[/spoiler]

Shaper (Metacreativity):
[spoiler]Bluff (cha)
Disguise (cha)
Use Psionic Device (cha)[/spoiler]

Kineticist (Psychokinesis):
[spoiler]Autohypnosis (wis)
Disable Device (int)
Intimidate (cha)[/spoiler]

Egoist (Psychometabolism):
[spoiler]Autohypnosis (wis)
Balance (wis)
Heal (wis).[/spoiler]

Nomad (Psychoportation):
[spoiler]Climb (str)
Jump (str)
Ride (dex)
Survival (wis)
Swim (str)[/spoiler]

Telepath (Telepathy):
[spoiler]Bluff (cha)
Diplomacy (cha)
Gather Information (cha)
Sense Motive (wis)
[/spoiler]
[/spoiler]
Skill Tricks:

Feats:
Equipment:
: Re: A Psion Handbook
: Sugglir the Illithid June 09, 2010, 07:37:17 PM
reserved
: Re: A Psion Handbook
: Sugglir the Illithid June 09, 2010, 07:37:28 PM
reserved
: Re: A Psion Handbook
: Sugglir the Illithid June 09, 2010, 07:37:46 PM
reserved
: Re: A Psion Handbook
: Rymosrac June 09, 2010, 08:22:55 PM
Looks like you've stopped adding reserved posts, so I'm going to be obnoxious and slip one in here.

Glad to see another handbook going up, especially psionics-related. I'd recommend requesting permission to leech stuff from the old Psion buildguide & compendium to give yourself a jumpstart on this one. Good luck.

While I'm at it, what's the source on your avatar? Looks oddly familiar, but I can't seem to place it.
: Re: A Psion Handbook
: Solo June 09, 2010, 08:26:22 PM
Yet another thread referencing a DC character.
: Re: A Psion Handbook
: Rymosrac June 09, 2010, 08:59:32 PM
If LogicNinja only knew. . .

Has anyone seen him recently?
: Re: A Psion Handbook
: skydragonknight June 09, 2010, 09:22:18 PM
He's been off BG for a long time. He doesn't seem to frequent Myth-Weavers anymore either. Guess he's moved on with his life.

Anyways... :backtotopic
: Re: A Psion Handbook
: awaken DM golem June 10, 2010, 07:42:06 PM
Too bad ... D&D rules (oh wait you already knew that).

Carnivore's psion guide basics, is around here somewhere.
The original is still available at the old psi-board.
The Mind's Eye trickery needs mention, and for flavor.

Erudite steals some of a good Psion's thunder.
: Re: A Psion Handbook
: Endarire June 11, 2010, 02:52:28 AM
I'd like this guide more if it were "Snuggler the Illithid."
: Re: A Psion Handbook
: Ivory Knight June 11, 2010, 02:31:24 PM
Should be noted, that the Wilder beats the Psion in the category "Best Power Point Progression".
You may want to make that "moderate" :p
: Re: A Psion Handbook
: Freshums June 11, 2010, 04:48:42 PM
Should be noted, that the Wilder beats the Psion in the category "Best Power Point Progression".
You may want to make that "moderate" :p

SRD says they're identical.
: Re: A Psion Handbook
: awaken DM golem June 11, 2010, 05:48:28 PM
If a Psion is gonna go with a Recharge set-up,
Azuran (human with 1 essentia instead of the skills bonus) + Midnight Augmentation feat
at level 6, gets you 2 pp discount on Bestow Power.
With even the most restrictive interpretation of Bestow,
you just need someone else in the party with 3 pp discount available.
(like a Wilder 4 with 1 more discount, it doesn't even need the Bestow, just 7 ranks of Psicraft)

That's rather cheap build infrastructure, even at level 6.


I don't remember a specific attempt at combining Tome of Battle with Psionics.
Psion being the flagship class, deserves a look-see with ToB.
I never had access / can't help on that one, though ... bad aDMg bad.

: Re: A Psion Handbook
: Mister_Sinister June 22, 2010, 04:48:20 AM
Also, you should mention the Strongheart Halfling - it's like many halflings, but has the human bonus feat, which makes it an ideal caster race in general.
: Re: A Psion Handbook
: Solo June 22, 2010, 11:43:28 AM
If you went to have supreme flexibility beyond the wildest dreams of any caster, the psion is your class. Prepare yourself Human; the Batman is dead.
Please. We all know that my guide covers the ultimate power in casting. I think the question to ask your psion is: "Why are you not a Truenamer?"
: Re: A Psion Handbook
: Sobolev June 22, 2010, 02:25:48 PM
*Random words of encouragement*

I would greatly like to read a handbook on Psionics.  Please continue whenever you can!
: Re: A Psion Handbook
: Lycanthromancer June 22, 2010, 03:25:33 PM
I would change anything with a Con penalty (read: elves) to red. Deep, deep red. They make horrible psions, horrible wizards, horrible rogues, horrible fighters...really they're just horrible. Con penalties are horrible.

Also, warforged make quite good psions, especially shapers and egoists, due to being constructs with the all-important Con bonus, a whole bunch of immunities and resistances, and penalties to stats that non-telepaths won't care much about. Shapers can heal themselves quite well, and egoists can metamorphosis into raging golems of mass destruction (along with their psicrystals), and all those extra immunities due to the construct type (without the [living construct] subtype), and can nab any animated object form you can think of within your HD limit. Warforged also get to keep their Warforged Body feats, meaning that Adamantine Body you took at first level will give you a +8 (or more) armor bonus to AC when you're chillin' as a cryohydra. Really, the only major downside to the Charisma penalty is for telepaths and Metamorphic Transfer abilities. Egoist warforged can also enhance their slams with the aptitude enhancement, which will grant them permanent Medium BAB regardless of class, but only if they take the Extra Slam feat or similar.
: Re: A Psion Handbook
: Sugglir the Illithid June 22, 2010, 04:20:37 PM
Also, you should mention the Strongheart Halfling - it's like many halflings, but has the human bonus feat, which makes it an ideal caster race in general.
I neglected the Strongheart halfling because I don't actually have the source or stats on the race (in part because I avoid the forgotten realms like the plague). If someone can post the sourcebook and stats, I certainly don't mind adding them.

If you went to have supreme flexibility beyond the wildest dreams of any caster, the psion is your class. Prepare yourself Human; the Batman is dead.
Please. We all know that my guide covers the ultimate power in casting. I think the question to ask your psion is: "Why are you not a Truenamer?"
So I added a dramatic flair. Who could hope to compete with the Riddler though, right?

I would change anything with a Con penalty (read: elves) to red. Deep, deep red. They make horrible psions, horrible wizards, horrible rogues, horrible fighters...really they're just horrible. Con penalties are horrible.

Also, warforged make quite good psions, especially shapers and egoists, due to being constructs with the all-important Con bonus, a whole bunch of immunities and resistances, and penalties to stats that non-telepaths won't care much about. Shapers can heal themselves quite well, and egoists can metamorphosis into raging golems of mass destruction (along with their psicrystals), and all those extra immunities due to the construct type (without the [living construct] subtype), and can nab any animated object form you can think of within your HD limit. Warforged also get to keep their Warforged Body feats, meaning that Adamantine Body you took at first level will give you a +8 (or more) armor bonus to AC when you're chillin' as a cryohydra. Really, the only major downside to the Charisma penalty is for telepaths and Metamorphic Transfer abilities. Egoist warforged can also enhance their slams with the aptitude enhancement, which will grant them permanent Medium BAB regardless of class, but only if they take the Extra Slam feat or similar.

Regarding elves:
I respectfully disagree. The Intelligence bonus on grey elves is fantastic and other elves have been playable as manifesters/casters in 25 - 32 point-buy games I've played. At that point, there are sufficient points to buy a 16 in constitution and 14 in dexterity without compromising intelligence and the net compensation made is zero. That said, standard elves are obviously below par, but I wouldn't say they are any worse off than a half-elf or hadozee.

Regarding warforged:
I couldn't agree more.

*Random words of encouragement*

I would greatly like to read a handbook on Psionics.  Please continue whenever you can!

Much appreciated.
: Re: A Psion Handbook
: carnivore June 22, 2010, 06:06:01 PM
you may want to redo the Races a bit .... since LA Buyoff changes things greatly .... it makes some LA races very Nice

 :D
: Re: A Psion Handbook
: Solo June 22, 2010, 06:50:17 PM
Like what, pixies?
: Re: A Psion Handbook
: Rymosrac June 22, 2010, 09:30:08 PM
With carnivore?

Definitely pixies.

And Phrenic.
: Re: A Psion Handbook
: lianightdemon June 22, 2010, 11:32:51 PM
a phrenic pixie?
: Re: A Psion Handbook
: Lycanthromancer June 23, 2010, 12:20:50 AM
a phrenic pixie?
A carnivorous phrenic pixie.

Also, it's better to not go pixie, and just take Assume Supernatural Ability (Pixie: greater invisibility) and metamorphosis.
: Re: A Psion Handbook
: carnivore June 23, 2010, 05:59:42 PM
unless you want a Character that is awesome ALL the time without Buffing.... exa:

Pixie 3/ Psion(Egoist) 17
using LA Buyoff

Attributes: (32pt buy)
10 Str(base 14 -4 Racial)
32 Dex(base 14 +8 Racial +4 Inherent +6 item)
14 Con(base 14)
36 Int(Base 16 +6 Racial +4 lvls +4 Inherent +6 Item)
26 Wis(base 12 +4 Racial +4 Inherent +6 Item)
14 Cha (base 8 +6 Racial)

Flaws:
Slow
Vulnerable

Feats:
Dodge(Pixie bonus)
Alertness(Pixie bonus)
Weapon Finnesse(Pixie bonus)
Iron Will(Otyguh hole... 3000gp value)
Air Heritage(Flaw bonus)
Improved Flight(Flaw bonus)
Psicrystal Affinity(Psion bonus)
Metamorphic Transfer(Psion bonus)
Extend Power(Psion bonus)
Linked Power(Psion bonus)
1st lvl: Flyby Attack
3rd lvl: Point Blank Shot
6th lvl: Psionic Meditation
9th lvl: Psionic Shot
12th lvl: Greater Psionic Shot
15th lvl: Psicrystal Containment



Constant UNBUFFED stats:
+11 Initiative ...... could get it automaticly with Anticipatory Strike
Greater Invisibility
Fly 90(Perfect)
SR 32
DR 10/Cold Iron
AC 44(base 10 +11 Dex +8 Wis(Monks Belt) +8 Armor(Bracers) +1 Size -1 Flaw +1 NA +5 Deflection(Ring) +1 Dodge)

this character can do a lot and dosent need to worry about Buffing .... and can do nice damage without spending any PP at all

 :D
: Re: A Psion Handbook
: Lycanthromancer June 23, 2010, 09:13:35 PM
Only playable after you've got all those hit dice and LA, which means nothing at level one.

Go whisper gnome for an even better metapixie later on.
: Re: A Psion Handbook
: carnivore June 23, 2010, 09:32:20 PM
ECL 5

Pixie 4/ Psion(Egoist) 1
using LA Buyoff

Attributes: (32pt buy)
10 Str(base 14 -4 Racial)
22 Dex(base 14 +8 Racial)
14 Con(base 14)
22 Int(Base 16 +6 Racial )
16 Wis(base 12 +4 Racial )
14 Cha (base 8 +6 Racial)

Flaws:
Slow
Vulnerable

Feats:
Dodge(Pixie bonus)
Alertness(Pixie bonus)
Weapon Finnesse(Pixie bonus)
Air Heritage(Flaw bonus)
Improved Flight(Flaw bonus)
Psicrystal Affinity(Psion bonus)(Nimble personality: +2 Init)
1st lvl: Flyby Attack

Constant UNBUFFED stats:
+8 Initiative
Greater Invisibility
Fly 90(Perfect)
SR 15
DR 10/Cold Iron
AC 22(base 10 +6 Dex +4 Armor(Mithral Chain Shirt)+1 Size -1 Flaw +1 NA +1 Dodge)

Attack bonus = +6

this does not include all equipment yet........


what does the Whisper Gnome look like at this point ... ECL 5?

 :D



: Re: A Psion Handbook
: Sugglir the Illithid June 23, 2010, 11:04:52 PM
Pixie 3/ Psion(Egoist) 17
using LA Buyoff
(snip)
+11 Initiative ...... could get it automaticly with Anticipatory Strike

I believe I agree with Lycanthromancer and probably wouldn't suggest playing a pixie to one of my players. Flight and greater invisibility are great and are, indeed, a bit out of the way to obtain otherwise. However, for levels 5 through 15, your psionics are four levels behind and three levels behind for the rest of your career. Levels 5 to 12 have been the most difficult portion of a characters career in games I've played or hosted. While the pixie is casting third level powers, most others are casting fifth. The pixie has a great defense in its invisibility and maintains respectable AC but I imagine it would be difficult for a pixie to contribute as meaningfully to the combat with fewer power points and weaker powers. Has your experience playing a pixie proved contrary?

Also, anticipatory strike requires an immediate action, which aren't available while flat footed according to The Rules Compendium. How does anticipatory strike affect initiative?

P.S.S. Flaws? really?
: Re: A Psion Handbook
: Lycanthromancer June 24, 2010, 02:31:39 AM
what does the Whisper Gnome look like at this point ... ECL 5?

 :D
Which looks better at ECL 7+, though? The whisper gnome psion has all the important racial abilities (flight, improved invisibility at will) of the pixie, plus its own, plus a manifester level of 7, and all the other forms that ML 7 metamorphosis grants. In a couple of levels, he'll be able to craft a psychoactive skin of proteus to get this all day long. And all it cost was taking one really awesome race, one really awesome power, and one really awesome feat, while the pixie lost quite a lot to stay ahead for two whole levels, and isn't even playable until ECL 5.
: Re: A Psion Handbook
: Sobolev June 25, 2010, 11:42:48 AM
I'm haunting this thread for updates.

Update soon!
: Re: A Psion Handbook
: Sugglir the Illithid June 25, 2010, 10:40:55 PM
Can anyone think of any other relevant races of level adjustment +2 or below that should be included? I think the races section is about done.

Onto skills, feats, and equipment!
: Re: A Psion Handbook
: Lycanthromancer June 26, 2010, 12:47:23 AM
Silverbrow humans?

I'd say that strongheart halflings are a blue race. That human bonus feat added to Small size equals a really nice race, and Dump Stat is Dump Stat.

Raptorans get a fly speed, but so do wing'd dragonborn. Though if you want to mix the two, that's okay, too.
: Re: A Psion Handbook
: Sobolev June 26, 2010, 01:27:38 AM
Also, while I'm sure it's a lot of work, please add as much referencing to books as possible.  I don't know where everything is, so I end up googling things in the hopes that it reveals what books a race or feature is from.

Thanks a lot =D
: Re: A Psion Handbook
: Lycanthromancer June 26, 2010, 01:46:42 AM
Page numbers are also nice.

Of course, if I can't find something in the SRD, I can generally find it here (http://www.imarvintpa.com/dndlive/index.php) or here (http://realmshelps.dandello.net/).
: Re: A Psion Handbook
: Sobolev June 26, 2010, 10:39:53 PM
Why no Kobold for Race?
: Re: A Psion Handbook
: Sugglir the Illithid June 26, 2010, 11:38:22 PM
Why no Kobold for Race?

Simply forgot. I appreciate the  reminder.
: Re: A Psion Handbook
: carnivore June 28, 2010, 08:45:30 AM

sorry for the delay in response

Which looks better at ECL 7+, though? The whisper gnome psion has all the important racial abilities (flight, improved invisibility at will) of the pixie, plus its own, plus a manifester level of 7, and all the other forms that ML 7 metamorphosis grants. In a couple of levels, he'll be able to craft a psychoactive skin of proteus to get this all day long. And all it cost was taking one really awesome race, one really awesome power, and one really awesome feat, while the pixie lost quite a lot to stay ahead for two whole levels, and isn't even playable until ECL 5.
actually i dont think an ECL 7 Whisper Gnome is that great... and if you use the WBL table, and recomendation for 1/4 weath for any single item, it will be 14th/15th lvl for a character to be able to Craft an item that costs 84000gp retail(42000gp if crafting it yourself) if you are allowed to spend ALL of your money to craft a single item... it will still be 10th lvl before you can get it all day

one more point ..... a Pixie does not just have Greater invisibility and Flight .... it brings a lot more :

Attributes: +8 Dex, +6 INT,+4 Wis,+6 Cha,-4 Str
SR 15+ Class levels
DR 10/ Cold Iron
+1 Natural Armor
Spell-Like Abilities: @Caster level 8th.
1/day - lesser confusion,dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts,dispel magic, entangle, permanent image

the ECL 7 Whispergnome must use the majority of its PP just to manifest Powers to keep up with an Unbuffed pixie .... an ECL 10 Whisper gnome crafting a Skin of Proteus might be closer... but then he must compare vs Pixie Psion 6

 :D

: Re: A Psion Handbook
: McPoyo June 28, 2010, 07:04:29 PM
I've always seen and heard the restriction to 1/2 or 1/3rd total starting wealth, depending on book. Is there one that suggests 1/4?
: Re: A Psion Handbook
: PhaedrusXY June 28, 2010, 07:19:17 PM
I've always seen and heard the restriction to 1/2 or 1/3rd total starting wealth, depending on book. Is there one that suggests 1/4?
I think the DMG suggests 1/4th.
: Re: A Psion Handbook
: Littha June 28, 2010, 09:17:41 PM
1/4 is recommended and 1/2 is the absolute max I think...
: Re: A Psion Handbook
: awaken DM golem June 28, 2010, 09:43:48 PM
Speculating on a Pixie Racial Class ... regardless of what "could" be official (it isn't)
limiting invisibility and flight, combined with the 2 flaws and their feats = good enough.
And then the goodies start rolling in. Level 1 of the Succubus racial class has the +6 to Charisma, so ...


**


Erudite does a few thing better than Psions.
The distinctions among the 6 Discipline Erudite options from Mind's Eye,
is much greater than the separations of the original 6 Psions.
By this I mean any spell brought over via Dragon #349 stuff or Research;
Erudite gets more goodies faster than a Psion, but only about the spells.

Psion is superior for the first 6 levels, and doesn't Need the EE or +1 Unique feats.
Powerstone and Linked feats are useful to both Psions and Erudites, but Erudites need them no matter what.
Therefore ... (to make myself sound quite lawyerly) ... Psions have a lot more room for customizing.
So any one given Psion is pushed a little further into specialization, to keep up appearances.
The Psion Mind's Eye updates can't be done by Erudite.
PrC's and psi multiclassing is still better with Psion
etc ...

Throw in a little Caelic's Commandments, and most of Carnivore's builds still stand quite well.
: Re: A Psion Handbook
: Lycanthromancer June 29, 2010, 12:04:46 AM
You may only be able to start with items costing 4750 gp or less, but a game in progress could easily allow a 7th level (nearly 8th at this point) whisper gnome to craft himself a psychoactive skin, using the following ways to reduce costs:

-  Apprentice (Craftsman), DMG II: -10% from the base cost for crafting. (-8,400 gp)
-  Extraordinary Artisan, ECS: -25% from the gp cost of the crafted item. (-21,000 gp)
-  Magical Artisan (Craft Universal Item), FCS: -25% from the xp and gp cost of the crafted item. (-21,000 gp)
-  Only creatures of your alignment can use it without UMD: -10% from the base cost for crafting. (-8,400 gp)
-  Only creatures of your class can use it without UMD: -10% from the base cost for crafting. (-8,400 gp)

That leaves you with an item that costs 16,800 gp, which is well within the character's 19,000 gp limit (and well worth the expense).

...It just takes about a month to make.

Then reform all the feats out afterward.
: Re: A Psion Handbook
: carnivore June 29, 2010, 11:07:15 AM
You may only be able to start with items costing 4750 gp or less, but a game in progress could easily allow a 7th level (nearly 8th at this point) whisper gnome to craft himself a psychoactive skin, using the following ways to reduce costs:

-  Apprentice (Craftsman), DMG II: -10% from the base cost for crafting. (-8,400 gp)
-  Extraordinary Artisan, ECS: -25% from the gp cost of the crafted item. (-21,000 gp)
-  Magical Artisan (Craft Universal Item), FCS: -25% from the xp and gp cost of the crafted item. (-21,000 gp)
-  Only creatures of your alignment can use it without UMD: -10% from the base cost for crafting. (-8,400 gp)
-  Only creatures of your class can use it without UMD: -10% from the base cost for crafting. (-8,400 gp)

That leaves you with an item that costs 16,800 gp, which is well within the character's 19,000 gp limit (and well worth the expense).

...It just takes about a month to make.

Then reform all the feats out afterward.

yeah ... everyone always does that, in fact every Psionic Character does that... because every DM allows it... and it costs them virtually nothing, in fact the Xp cost is waived by most DMs.... they usually do it after they manufacture 50  +1 manifester Arrows :rollseyes

 :D
: Re: A Psion Handbook
: snakeman830 June 29, 2010, 12:14:23 PM
How about this then?

By spending 7 power points, the Whisper Gnome can become almost anything (including objects!) with 7 or fewer HD.  The pixie looks great, but I'd rather be a manifesting Rhemoraz if I wanted.  Or a Fleshraker.  Or a pixie if I really wanted to.  Heck, how about a nymph for 7th level Druid spells?

Oh, and he has over twice the powers known, HD, has two more selectable feats, and has access to higher level powers than the pixie does.
: Re: A Psion Handbook
: carnivore June 29, 2010, 02:11:07 PM
anything that can Manifest Metamorphosis can do that ...... usually polymorph/Metamorphosis gets nerfed or Banned ..... how are they when they are not manifesting that power, or what happens when they get Dispelled?

relying on being able to keep up a Buff is not the best way to go ,IMHO.... the Pixie is always buffed Naturally and keeps its SR,DR and Spell-like and Superior mental Stats when metamorphed

the extra powers and feats are usually used to get things a pixie already has.

if you want to offer a superior choice ..... try Gray Elf with the feat Otherworldly.... then at the same level you could metamorph into a Nicer Outsider Form and you would have better Psionics .... or a Neraph if you plan on using Metamorphosis a lot and the Feat Otherworldly is not available

Whispergnome is a meh choice for a Psion ..... Strongheart Halfling is much better and offers much the same things that Whispergnome does .... especially if you plan on not staying in your natural form very much

 :D
: Re: A Psion Handbook
: Sugglir the Illithid June 29, 2010, 06:28:05 PM
yeah ... everyone always does that, in fact every Psionic Character does that... because every DM allows it... and it costs tham virtually nothing, in fact the Xp cost is waived by most DMs.... they usually do it after they manufacture 50  +1 manifester Arrows :rollseyes

 :D

Just like level adjustment buy-off and flaws right?
: Re: A Psion Handbook
: carnivore June 29, 2010, 06:43:51 PM
LA Buy off and Flaws dont usually affect game Balance as much as Self Crafting with a major Discount to both Gold and XP especially when you allow a Self Crafted Constant use Broken power like Metamorphosis(why not just do the same for some True Strike Gloves)..... however if you look at the Flaws and the feats i took from them, i picked fun feats that could easily be removed if they were not allowed, without having any major impact on the build(Air Heritage,Improved Flight are just because i liked to fly fast with Perfect manuverability) .... i did not choose any useful Psionic Feats that could have boosted the strength of the build

 :D
: Re: A Psion Handbook
: carnivore June 30, 2010, 11:16:58 AM
here are some more races already rated:

Sun Elf: +2 Int -2 Con, medium, 30 ft., wizard, humanoid (elf), forgotten realms pg.15
Silvanesti: +2 Dex +2 Int -2 Con -2 Cha, medium, 30 ft., humanoid (elf), dragonlance campaign setting pg.20
Fire Elf: +2 Dex +2 Int -2 Con -2 Cha, medium, 30 ft., wizard, humanoid (elf), unearthed arcana pg.17
Deep Imaskari: +2 Int -2 Dex, medium, 30 ft., spell clutch (su), wizard, humanoid (human), underdark pg.9
Tinker Gnome: +2 Dex +2 Int -2 Str -2 Wis, small, 20 ft., special, dragonlance campaign setting pg.27
Lesser Air Genasi: +2 Dex +2 Int -2 Wis -2 Cha, medium, 30 ft., levitate (sp), fighter, humanoid (planetouched), player’s guide to faerun pg.191
Lesser Fire Genasi: +2 Int -2 Cha, medium, 30 ft., control flames (sp), fighter, humanoid (planetouched), player’s guide to faerun pg.191
Lesser Tiefling: +2 Int +2 Dex -2 Cha, medium, 30 ft., darkness (sp), rogue, humanoid (planetouched), player’s guide to faerun pg.191
Venerable Dragonwrought Kobold: -4 Str +2 Dex -2 Con +3 Int +3 Wis +3 Cha, small, 30 ft., sorcerer, dragon (kobold, reptilian, dragonblood), monter manual pg.161 and races of the dragon pg. 39
Anthropomorphic Bat: -4 Str +6 Wis -2 Cha, small, 5 ft. (fly 20 ft. average), blindsense (ex), druid, monstrous humanoid, savage species pg.215
Changeling: none, medium, 30 ft., minor change shape (su), rogue, humanoid (changling, shapechanger), races of eberron pg.40
Ghostwise Halfling: -2 Str +2 Dex, small, 20 ft., speak without sounds (su), barbarian, humanoid (halfling), forgotten realms pg.17
Water Halfling: -2 Str +2 Dex +2 Con, small, 20 ft. (swim 20 ft.), rogue, humanoid (halfling), unearthed arcana pg.18
Hellbred (Spirit aspect): +2 Cha -2 Con, medium, 30 ft, hellbound (su), spirit (su), paladin, humanoid (hellbred), Fiendish Codex II pg.78

Adding Dragonborn to some races can boost thier rating: exa:

Dragonborn Fire Elf(+2 Int,-2 Cha) +all of the Dragonborn goodies

 :D
: Re: A Psion Handbook
: snakeman830 June 30, 2010, 11:24:07 AM
The Changeling Egoist sub levels (especially level 5) are well worth noting.  Kalashtar from Eberron also deserve mention for their racial sub levels for Telepath and their extreme ease for entering into Thrallherd.
: Re: A Psion Handbook
: carnivore June 30, 2010, 02:19:16 PM
Divine minion (http://www.wizards.com/default.asp?x=dnd/mb/20050209a) for +1 LA types.... black for +2 LA..... gives unlimited duration Wildshape as a Free Action, and give Outsider Type ..... and Immune to fear
[spoiler]Creating a Mulhorandi Divine Minion

"Mulhorandi divine minion" (hereafter "divine minion") is an acquired template that can be added to any humanoid, monstrous humanoid, humanoid or monstrous humanoid with the celestial or fiendish template, or humanoid-shaped outsider (referred to hereafter as the base creature). A divine minion uses all of the base creature's statistics and abilities except as noted here.

Size and Type: The creature's type changes to outsider, and any alignment subtypes it has changes to match the corresponding alignment subtypes of its deity. Divine minions encountered on the Material Plane have the extraplanar subtype. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points.

Special Qualities: A divine minion retains all the special qualities of the base creature and gains the following special qualities. Any alignment-based special attacks the base creature had are replaced by equivalent abilities that match its new alignment, if any, or are lost entirely if no equivalent substitutions exist.

Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (divine minions of Set also have a vermin form). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.

Deity Name Minion Animal Forms Available
+1 LA Anhur Lion
+1 LA Hathor Cow (bison)
+1 LA Isis Hawk
+1 LA Nephthys Constrictor snake, crocodile, hawk
+1 LA Sebek Crocodile
+1 LA Thoth Baboon, ibis (hawk)

+2 LA Bast (Sharess) Cat, leopard, lion
+2 LA Geb Brown bear
+2 LA Horus-Re Hawk, lion
+2 LA Osiris Brown bear, hawk
+2 LA Set Brown bear, constrictor snake, crocodile, jackal (dog), Large giant scorpion, Medium viper, Medium giant scorpion


Fear Immunity (Su): Divine minions are immune to fear effects.

Environment: Heliopolis

Challenge Rating: Same as the base creature +0 for divine minions of Anhur, Hathor, Isis, Nephthys, Sebek, or Thoth; same as the base creature +1 for divine minions of Bast, Geb, Horus-Re, Osiris, or Set.

Treasure: Same as the base creature. Most of a divine minion's wealth is invested in its weapon, and they carry little other gear.

Alignment: Same as the patron deity

Level Adjustment: Same as the base creature +1 for Anhur, Hathor, Isis, Nephthys, Sebek, or Thoth; same as the base creature +2 for divine minions of Bast, Geb, Horus-Re, Osiris, or Set.[/spoiler]

 :D
: Re: A Psion Handbook
: carnivore June 30, 2010, 02:28:35 PM
id also suggest you adjust this:

Wisdom: The psion has little to gain from a high wisdom score. The psion has no class features based upon the score and already has a good will save. If you're interested in the autohypnosis skill, note the highest check you'll likely make using the skill is a twenty. The unfortunate casualty is the perception skills: spot and listen. An investment in wisdom simply isn't worth the opportunity cost.

to this:

Wisdom: The psion does not directly gain benefit to his manifesting power from a high Wisdom, however he also cannot neglect Wisdom. Since many psionic abilities require Expending Psionic Focus, regaining focus is very important. Thus every Psion will want to take the feat Psionic Meditation, which Requires a Wisdom of 13 .... thus you never want to have less than a 13 Wisdom(14 Wisdom will give more of a Benefit). Several other Psionic Feats require a Wisdom of 13 also primarily Metamorphic Transfer, which is a must for any Psion(Egoist) or psion who takes Metamorphosis.

edit:as per Garryl
 :D
: Re: A Psion Handbook
: Sobolev June 30, 2010, 07:25:18 PM
id also suggest you adjust this:

Wisdom: The psion has little to gain from a high wisdom score. The psion has no class features based upon the score and already has a good will save. If you're interested in the autohypnosis skill, note the highest check you'll likely make using the skill is a twenty. The unfortunate casualty is the perception skills: spot and listen. An investment in wisdom simply isn't worth the opportunity cost.

to this:

Wisdom: The psion does not directly gain benefit to his manifesting power from a high Wisdom, however he also cannot neglect Wisdom. Since many psionic abilities require Expending Psionic Focus, regaining focus is very important. Thus every Psion will want to take the feat Psionic Meditation, which Requires a Wisdom of 13 .... thus you never want to have less than a 13 Wisdom(14 Wisdom will give more of a Benefit).

 :D

I agree with this, unless your character has a really good reason why they don't have Psionic Meditation.  Psions sort of have a minimum Wis of 13
: Re: A Psion Handbook
: Garryl July 01, 2010, 01:26:57 AM
A Wisdom of 13 is also required for any character planning on using Metamorphic Transfer. That should be anyone planning on picking up the Metamorphosis power, or even with just a friendly Wizard in the party who reliably has a spare Polymorph spell. It's a really versatile feat, even if all you're doing is taking extra standard actions as a Choker.
: Re: A Psion Handbook
: Akalsaris July 01, 2010, 03:16:31 AM
Just a note, but I'd like to see discussion on good psion powers, especially those that are in splatbooks rather than the SRD.  I'm only really familiar with the 1st level ones, so it's hard for me to try and plan out a high level psion.
: Re: A Psion Handbook
: Ian Frost July 01, 2010, 03:26:06 AM
Divine minion (http://www.wizards.com/default.asp?x=dnd/mb/20050209a) for +1 LA types.... black for +2 LA..... gives unlimited duration Wildshape as a Free Action, and give Outsider Type ..... and Immune to fear
[spoiler]Creating a Mulhorandi Divine Minion

"Mulhorandi divine minion" (hereafter "divine minion") is an acquired template that can be added to any humanoid, monstrous humanoid, humanoid or monstrous humanoid with the celestial or fiendish template, or humanoid-shaped outsider (referred to hereafter as the base creature). A divine minion uses all of the base creature's statistics and abilities except as noted here.

Size and Type: The creature's type changes to outsider, and any alignment subtypes it has changes to match the corresponding alignment subtypes of its deity. Divine minions encountered on the Material Plane have the extraplanar subtype. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points.

Special Qualities: A divine minion retains all the special qualities of the base creature and gains the following special qualities. Any alignment-based special attacks the base creature had are replaced by equivalent abilities that match its new alignment, if any, or are lost entirely if no equivalent substitutions exist.

Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (divine minions of Set also have a vermin form). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.

Deity Name Minion Animal Forms Available
+1 LA Anhur Lion
+1 LA Hathor Cow (bison)
+1 LA Isis Hawk
+1 LA Nephthys Constrictor snake, crocodile, hawk
+1 LA Sebek Crocodile
+1 LA Thoth Baboon, ibis (hawk)

+2 LA Bast (Sharess) Cat, leopard, lion
+2 LA Geb Brown bear
+2 LA Horus-Re Hawk, lion
+2 LA Osiris Brown bear, hawk
+2 LA Set Brown bear, constrictor snake, crocodile, jackal (dog), Large giant scorpion, Medium viper, Medium giant scorpion


Fear Immunity (Su): Divine minions are immune to fear effects.

Environment: Heliopolis

Challenge Rating: Same as the base creature +0 for divine minions of Anhur, Hathor, Isis, Nephthys, Sebek, or Thoth; same as the base creature +1 for divine minions of Bast, Geb, Horus-Re, Osiris, or Set.

Treasure: Same as the base creature. Most of a divine minion's wealth is invested in its weapon, and they carry little other gear.

Alignment: Same as the patron deity

Level Adjustment: Same as the base creature +1 for Anhur, Hathor, Isis, Nephthys, Sebek, or Thoth; same as the base creature +2 for divine minions of Bast, Geb, Horus-Re, Osiris, or Set.[/spoiler]

 :D

On the subject of the Divine minion, here is something I posted in another thread
If I'm not mistaken it also lets you heal as if with a full nights rest, at will, as a free action   :)
: Hate of the Cobra article
Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (divine minions of Set also have a vermin form). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.
: SRD
This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

:)
: Re: A Psion Handbook
: carnivore July 01, 2010, 06:46:31 PM
Just a note, but I'd like to see discussion on good psion powers, especially those that are in splatbooks rather than the SRD.  I'm only really familiar with the 1st level ones, so it's hard for me to try and plan out a high level psion.

this will take several posts .... heres the first

Secrets of Sarlona Psionic  powers:


TAIL OF THE DRAGON ... is a very nice Long Duration Buff that gives a Psionic Character an Extra Attack... this is a PW power but easily had by other Manifesters .... nice Augments, can also boost the Damage output with Feats(Imp Natural Attack(Tail)) ..... useful

[spoiler]
TAIL OF THE DRAGON
Psychometabolism
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)?
Power Points: 3
A flare of light quickly spreads across your body. You grow a lashing tail,
ready to strike.
You summon up the strength of the great dragons to
change your form, manifesting a tail that thrashes
with power. You can use a standard action to attack
with a tail slap natural weapon that deals 1d8 points of
damage. You can choose to deal nonlethal damage with
your tail slap, taking the standard —4 penalty on your
attack roll.
If you tail slap as your only attack, you use your high­
est base attack bonus on the attack roll, and apply 1-1/2
times your Strength bonus on damage rolls. If you tail
slap in addition to making other attacks, the tail slap is a
secondary attack.
Augment: For every 4 additional power points
you spend, your tail slap deals an extra 1d8 points of
damage.
If you spend 6 additional power points (not includ­
ing points spent to increase your tail slap damage), this
power grants you a tail sweep attack in addition to a tail
slap attack. The tail sweep affects a half-circle with a
radius of 20 feet. Creatures of your size or smaller are
affected, automatically taking 2d6 points of damage plus
1-1/2 times your Strength bonus. Affected creatures can
attempt Reflex saves for half damage. The save DC equals
the DC the power would have if it allowed a save.
[/spoiler]


STONE MIND .... kind of a Meh power... very situational not what i would normally choose
[spoiler]STONE MIND
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)?
Power Points: 1
Your eyes take on the hue of boulders and your skin gains the dusty texture
of a creature of the deep earth, signifying your enhanced knowledge of the
world below the ground.
When you manifest this power, your mind is enhanced
by contact with the earth. You gain a + 4 bonus on Search
checks while standing on a stone (including a worked
stone floor) or an earthen surface. In addition, you gain
a further +2 bonus on Search checks to notice unusual
stonework. This bonus stacks with both the regular bonus
that this power grants and with the +2 bonus on checks to
notice unusual stonework gained from the stonecunning
racial ability.
Augment: If you spend 6 additional power points,
you can manifest this power as a swift action.[/spoiler]



SUPPRESS SCHISM is more of a situational Debuff useful if you experience a lot of Possesions or deal with Inspired or Kalashtar or Psionic Characters who use Schism ..... the Augments are not to bad ..... i probably wouldnt take it


[spoiler]SUPPRESS SCHISM
Psychokinesis
Level: Psion/wilder 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous, 1 round/level; see text
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 9
Your eyes flash and turn white, and with a hissing buzz, your power reaches
out to unify separated minds.
The kalashtar psions of Adar have mastered a power that
disrupts telepathic communication. They discovered
in practice that it could be used as a weapon against the
quori spirits that hunt them.
Suppress schism interferes with powers and effects from
the telepathy discipline. When you manifest this power,
you make a dispel check (1d20 + your manifester level,
maximum +15) against each ongoing telepathy power
in effect on the target creature. The DC for this dispel
check is 11 + the power's manifester level. If you succeed
on a particular check, that power is dispelled; if you fail,
that power remains in effect.
In addition, if the target fails a Will save, any form
of dual mind in effect is disrupted for the duration of the
power, including the effect of the schism power (EPH 130),
an Inspired's dual mind ability, a kalashtar's +2 bonus on
saving throws against mind-affecting spells, powers, and
abilities, and host feats.
If the target is a possessed creature, the possessing
mind must succeed on the save or become suppressed for
the power's duration, in which case the target creature
can act normally. Because the Inspired are possessed
creatures, using this power against them requires the
quori spirit to first save against begin suppressed. On a
successful save, the Inspired must then save against the
disruption of the dual mind ability.
On a failed save, if the target creature attempts to
manifest a telepathy power while suppress schism is in effect,
it must make a successful manifester level check (DC 11
+ your manifester level) or fail to manifest the power.
Augment: For every 2 additional power points you
spend, this power's save DC increase by 1.[/spoiler]


PSYCHIC WHIP .... very neat power .... long range for a whip attack ... for some Gish type builds, it could be useful

[spoiler]PSYCHIC WHIP
Psychometabolism
Level: Psion/wilder 2, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ectoplasmic whip in your hand
Duration: 1 round/level (D)
Saving Throw: Will partial, Reflex half; see text
Power Resistance: No
Power Points: Psion/wilder 3, psychic warrior 1
A glowing ectoplasmic whip suddenly dances and crackles in your hand.
The ectoplasmic whip you manifest automatically extends
to any length within its range, and can be directed at any
target you choose. You use a psychic whip to make ranged
touch attacks that deal 1d6 points of damage. Any crea­
ture you successfully hit must make a successful Will
save or be stunned for 1 round. This is a mind-affecting
effect. You must have one hand free to use a psychic whip,
but can use it in your off hand while wielding a weapon
in your primary hand.
You can make trip attacks with a psychic whip as with
a normal whip, but your opponent gets no automatic
chance to trip you if your attack fails. A psychic whip also
grants you a normal whip's +2 bonus on opposed attack
rolls to disarm an opponent, but the opponent gets no
automatic attempt to disarm you if your attack fails. You
can use a psychic whip in this manner even if you are not
proficient with the whip.
Augment: If you spend 2 additional power points,
you can manifest this power as a swift action instead of a
standard action.
If you spend 4 additional power points, you can use a
psychic whip to make a single area attack at any time during
the power's duration. As a full-round action, you sweep
the whip around you, dealing 1d6 points of damage to
every creature in the area (Reflex half). Creatures that
fail their Reflex saves must then make a successful Will
save or be knocked prone and stunned for 1 round. This
use of the psychic whip immediately ends the power.[/spoiler]


ENERGY TRAP ..... this is a nice Battlefield control power that can also be used to do Direct Damage.... handy, great augments also

[spoiler]ENERGY TRAP
Psychokinesis [see text]
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous, 1 round/level (D)?; see text
Saving Throw: See text
Power Resistance: Yes
Power Points: 11
A blast of raw energy slams through the area, razing the foes caught
there. Even after the blast fades, an energy field lingers to harry your
opponents.
Upon manifesting this power, you choose cold, electric­
ity, fire, or sonic. You create an explosion of energy of
the chosen type that deals 5d6 points of damage to every
creature or object within the area. The explosion creates
almost no pressure.
After the explosion, a lingering energy field remains
behind, affecting creatures in the area or ones that pass
through it. The effect of energy trap depends on what type
of energy you choose.
Cold: This trap deals +1 point of damage per die. The
saving throw to reduce damage is a Fortitude save instead
of a Reflex save. After the initial blast, the area affected
by the power is unnaturally icy. Creatures moving within
or through the area must make successful DC 20 Bal­
ance checks or fall prone. Creatures running within or
through the area must make DC 25 Balance checks or
fall prone.
Electricity: This trap imposes a +2 bonus to the save DC
and provides a +2 bonus on manifester level checks for
the purpose of overcoming power resistance. After the
initial blast, creatures within or moving through the area
in metal armor or wielding metal weapons must make a
Fortitude save or be stunned for 1 round.
Fire: This trap deals +1 point of damage per die.
After the initial blast, creatures within or moving
through the area take 1d6 points of nonlethal damage
per round.
Sonic: This trap deals —1 point of damage per die
but ignores an object's hardness. After the initial blast,
creatures within or moving through the area must make
a Fortitude save or be nauseated for 1 round.
This power's subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you
spend, this power's damage increases by one die (d6).
For each extra two dice of damage, this power's save DC
increases by 1.[/spoiler]

EARTH WALK ..... like Spiderclimb but better

[spoiler]EARTH WALK
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 3
You ascend the wall as if it were level ground.
You create a perfect mental bond with stone, allowing
you to move over it with uncanny ease. While this power
is in effect, you can climb stone and earthen surfaces
at your current land speed. You can move across ceil­
ings, overhangs, and other slanted or vertical surfaces
without making Climb checks. While climbing in this
manner, you do not have to make a Climb check to avoid
losing your grip when you take damage. In addition, you
can cling to a stone surface easily with just one limb,
allowing you to attack without restriction, manifest
powers normally, and retain your Dexterity bonus to AC
while climbing.
Augment: If you spend 6 additional power points,
you can manifest this power as a swift action.[/spoiler]


CONSTRICTORS TOUCH ..... this is an Awesome Debuff against anyone wearing clothes or Armor.... it is a Cumulative penalty and they take continuous Damage and get an Additional penalty to spellcasting .... very nice, fun too

[spoiler]CONSTRICTORS TOUCH
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than
30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude partial
Power Resistance: No
Power Points: 3
An involuntary spasm shakes you as green light flares in your eyes. Then
the creature that threatened you a moment before begins to clutch at its
clothing, fighting to breathe.
When you manifest this power, you cause the clothing
or armor of affected creatures to constrict and bind
them. Each round, an affected creature takes 1d4 points
of damage and a cumulative —1 penalty on attack rolls.
Additionally, arcane spells that have somatic components
have a cumulative 5% chance of spell failure per round
if cast by an affected creature (this stacks with any exist­
ing chance of spell failure). A successful Fortitude save
negates the damage, the penalty on attack rolls, and the
chance of spell failure for that round.
Affected creatures can attempt to doff their clothing
or armor, but must make a successful DC 18 Strength
check or a DC 18 Escape Artist check to do so. Remov­
ing normal clothing requires two full-round actions; for
removing armor, see Donning Armor (PH 123).
Clothing and armor is not damaged by constrictor's
touch. However, if successfully removed, armor and cloth­
ing cannot be put on again until the power's duration
has expired.[/spoiler]


DREAM LOCK, PSIONIC .... interesting ... havent looked at it enough yet

[spoiler]DREAM LOCK, PSIONIC
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Power Points: 3
This power functions as the dream lock spell (page 126),
except as noted here.[spoiler]DREAM LOCK
Enchantment (Charm) [Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your foe stops short as a nimbus of glowing light surrounds it. Where
it fought you a moment before, it stands transfixed now, caught up in a
waking dream.
When you cast this spell, you wrap the subject creature
in the otherworldly energy of the dreamspace, alter­
ing its perceptions and behavior. The creature enters
a state of waking dreaming, and is dazed for 1 round.
Thereafter, until the spell's duration expires, the
target is trapped in a waking dream, unable to differ­
entiate the random visions of the dream from reality.
The creature is treated as shaken, and all its opponents
gain concealment.
Creatures that do not dream are subject to the effect
of this spell unless they are also immune to enchant­
ments or mind-affecting spells, powers, and abilities.
Special: If you cast this spell while in a dreamtouched
state, you can partially direct the random visions
that plague the target creature. This allows you to influ­
ence the actions of the target as if using a suggestion spell.
The suggested course of activity continues for the entire
duration of the spell.
[/spoiler][/spoiler]


DREAM LOCK, PSIONIC MASS.... interesting ... havent looked at it enough yet

[spoiler]DREAM LOCK, PSIONIC MASS
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 4
Power Points: 7
This power functions as the massdream lock spell (page 126),
except as noted here.[spoiler]DREAM LOCK, MASS
Enchantment (Charm) [Mind-Affecting]
Level: Sorcerer/wizard 4
Target: One or more living creatures, no two of which
can be more than 30 ft. apart
This spell functions like dream lock, except that mass dream
lock affects multiple creatures.
Special: If you cast this spell while in a dreamtouched
state, all creatures within the area are subject
to your influence. Any suggested course of activity will
be directed to all creatures simultaneously, and will be
ignored if inapplicable.
[/spoiler][/spoiler]

DREAM SPIRIT, PSIONIC.... interesting ... havent looked at it enough yet

[spoiler]DREAM SPIRIT, PSIONIC
Metacreativity (Creation)
Level: Psion/wilder 3
Display: Visual
Power Points: 5
This power functions as the dream spirit spell (page 126),
except as noted here.[spoiler]DREAM SPIRIT
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./ level)
Effect: One created dream spirit
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A shimmering aura takes the shape of a multilegged creature from night­
mare, instantly leaping into battle against your foes.
This spell creates a manifestation of the dreamspace
that attacks your enemies. A dream spirit is treated as an
incorporeal creature that has your hit points and the
AC you would have if you were incorporeal (it loses any
armor bonus or natural armor bonus you have but gains
a deflection bonus equal to your Charisma modifier or
+1, whichever is greater).
The dream spirit appears where you designate and acts
immediately, on your turn. It attacks your opponents to
the best of its ability. A dream spirit has a single incorporeal
touch attack that uses your base attack bonus plus Dexter­
ity modifier and deals ld6 points of damage, plus 1 per
two levels (maximum 1d6 + 10).
As a free action, you can mentally direct a dream spirit
not to attack, to attack particular enemies, or to perform
other actions. The dream spirit acts normally on the last
round of the spell's duration and dissipates at the end of
its turn.
If a dream spirit is reduced to 0 hit points, this spell
ends. If the distance between you and the dream spirit ever
exceeds the spell's range, the dream spirit winks out and the
spell ends.
Dream spirits are material in nature, and so are not
affected by dismissal and similar effects. They are not sub­
ject to effects that affect outsiders.
[/spoiler][/spoiler]

 :D
: Re: A Psion Handbook
: awaken DM golem July 01, 2010, 07:23:17 PM
Dragon #349 deserves a mention.

Chameleon Crafting feat will get Arcane or Divine magic onto Powerstones,
allowing UPD (or UMD) to activate (because it ain't on any psi list) or blow a huge chunk of change on a Dorje.
Discipline Erudite gets a lot of mileage out of this.

Cerebremetamagic (that's a mouthfull) can use 2 psi powerpoints for each 1 spell level increase,
with a long paragraph worth of details. Lots of trickery here.

Psiotheurgist feat(s) --- are lots of fun, and don't cause as many problems on Psions, compared to Ardents.
Just blowing your powerpoints faster. I like jacking the save DCs into la-la land.


**

CPsi Powers ... like Synchronicity (uh-oh)

the 1st level Energy X power (whatever) is the only other multi-attack power available at level 1. Not great, but perhaps useful.

the 7th level Mantle only power (whatever), available at your level 8s, allows making items without exp costs !!
If you have the time and the gold, and the wherewithal, it is absolutely worth it.
: Re: A Psion Handbook
: carnivore July 06, 2010, 08:36:29 AM
Races of Eberron powers and items and Psionic PrC and Sub levels:

SUGGESTION,IMPLANTED .... an ok power... useful for controling type Psionic characters .... more RP use
[spoiler]
SUGGESTION,IMPLANTED
Telepathy (Compulsion) [Mind-
Affecting]
Level: Psion/wilder 4
Display: Mental
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 day/level or until
completed
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
This power functions as the suggestion
spell (page 285 of the Player’s
Handbook), except that when you
implant a telepathic suggestion
in the mind of the target, you also
establish a set of circumstances
that will trigger the suggestion.
You must be able to describe the
trigger in two sentences or less
(for example, “Midnight tomorrow
evening,” “When Lord ir’Daza
mentions the weather,” or “Wait
two days, then as soon as you see
the king.”)
When the trigger event occurs,
the target receives the implanted
suggestion and acts accordingly.
The suggestion is telepathic and
is not language dependent, and
the target creature will not be
able to explain why it acted the
way it did.
Aura sight will reveal the
presence of a latent implanted
suggestion, and aura alteration
can be used to remove it (see
Chapter 5 of the Expanded Psionics
Handbook for power descriptions).
If the duration of this power expires
before the suggestion is triggered,
it fades away harmlessly.
The target makes its saving
throw when the power is manifested,
so you know whether or not
the suggestion has been successfully
placed. The mental display
is a faint whisper, and the target
creature must make a DC 20
Listen check to notice it. Even
then, it won’t be able to make out
the words.
Augment: For every two additional
power points you spend,
this power can affect an additional
target that cannot be more than 15
feet away from another target of the
power. All targets must receive the
same triggering instructions.[/spoiler]



PRIMAL FEAR ... could be a great medium range power with No save and No PR/SR, except that it doesnt stack with other fear effects and has such a short duration... still it is a swift action and might have some limited uses
 
[spoiler]
PRIMAL FEAR
Telepathy [Mind-Affecting]
Level: Psion/wilder 1, psychic
warrior 1
Display: Visual
Manifesting Time: 1 swift
action
Range: Medium (100 ft. +
10 ft./level)
Target: One living creature
with Intelligence 3 or
higher
Duration: 1 round
Saving Throw: None
Power Resistance: None
Power Points: 1
The quori have spent
thousands of years toying
with nightmares
and refi ning horror
to a fi ne art. They
often use this power
to soften up enemies before
following with a more
powerful attack.
Primal fear allows you
to slip past the target
creature’s mental defenses
and blast its subconscious mind
with pure visceral terror. Victims
are unable to describe what they
saw, but are shaken for 1 round.
This effect doesn’t stack with other
fear effects.
Augment: For every additional
power point you spend, this power
can affect an additional target.
[/spoiler]



Items:


Pendant of Joy ..... very nice for Diplomacy focused characters .... Telepaths do well to have one
[spoiler]Pendant of Joy: This teardrop-shaped amulet is
made of blue-green crystal and charged with the
emotion of joy. As long as it is worn by a character
with at least one power point, it subtly reaches out to
nearby minds, touching them with feelings of pleasure
and contentment. All creatures within 30 feet
(including the wearer) receive a +5 morale bonus on
Diplomacy checks.
Moderate telepathy; ML 5th; Craft Universal Item,
telempathic projection; Price: 5,000 gp.[/spoiler]


Mind Blade Gauntlet .... nice , almost a requirement for Characters with a Mindblade.... very useful, even more useful with Mind Arrows for a Soulbow

[spoiler]Mind Blade Gauntlet: A mind blade gauntlet is an
opalescent glove that serves as a channel for the inner
power of a kalashtar or Inspired soulknife, allowing
the wielder to enhance the power of his mind blade.
Each mind blade gauntlet is crafted with a particular
weapon special ability (such as keen) that can be used
by a kalashtar or Inspired soulknife with the mind
blade enhancement class feature (see the Soulknife
class description, page 26 of the Expanded Psionics
Handbook). When the soulknife expends his psionic
focus while manifesting his mind blade through the
mind blade gauntlet, the weapon gains the weapon
special ability designated by the gauntlet. This effect
lasts for 1 minute.
If a soulknife splits his mind blade into two matching
blades, the effect only applies to the mind blade
manifested through the mind blade gauntlet (though
two gauntlets can be worn simultaneously, allowing
an effect to be applied to each mind blade).
The price of a mind blade gauntlet depends on the base
price modifier of the weapon special ability imbued
into it.
Moderate metacreativity; ML 5th; Craft Psionic
Arms and Armor, mind blade ability, creator must be
a kalashtar or an Inspired; Price: 22,000 gp (+1 base
price modifier), 48,000 gp (+2 base price modifier),
78,000 gp (+3 base price modifier).
[/spoiler]


QUORI NIGHTMARE ..... this is an awesome Fear based PrC, the drawback is it is only for Kalashtar or Inspired .... excellent class abilities

[spoiler]QUORI NIGHTMARE
“There is nothing more frightening than that which lurks
in the depths of our own minds.”
—Liviltali, quori nightmare
The quori nightmare taps into the primal horrors
and urges of the subconscious. She has the keys to
unlock the remote, dusty closets of the mind where
all repressed uncertainties and fears dwell.
BECOMING A QUORI NIGHTMARE
Only kalashtar and the Inspired can become quori
nightmares. Their ties to Dal Quor, the Region of
Dreams, enable them to psychically reach into the
minds of mortals, bringing up the most hidden and
hateful of their dreams and reveries. Most quori
nightmares are psions or psychic warriors, but some
soulknives, monks, or rogues (typically with multiclass
levels in a psionic class) pursue this path as well.
Entry Requirements
Race: Kalashtar or Inspired.
Skills: Concentration 8 ranks, Intimidate 4 ranks.
Feats: Any one psionic feat.
CLASS FEATURES

d8 HD
med BAB
good Will Save

As a quori nightmare, you specialize in the psionic
study of the subconscious, and are able to tap into the
secret uncertainties and terrors of living creatures’
149
CHAPTER 7
PRESTIGE
CLASSES
minds. As you advance in level, your abilities become
darker and more frightening.
Class Skills (4 + Int modifier per level): Autohypnosis*, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge
(psionics)*, Listen, Move Silently, Psicraft*, Sense Motive, and Spot.

Manifesting: At each level above 1st, you gain
additional power points per day, an increase in manifester
level, and access to new powers as if you had also
gained a level in a manifesting class to which you
belonged before adding the prestige class level. You
do not, however, gain any other benefit a character of
that class would have gained. If you had more than one
manifesting class before becoming a quori nightmare,
you must decide to which class to add each level for
the purpose of determining power points per day,
manifester level, and powers known.

Disturbing Touch (Su): A quori nightmare can
channel fear and terror into anyone she touches, causing
a terrible shock to the nervous system. To use this
ability, you make a melee touch attack on a living target.
If this attack hits, you deal 1d6 points of damage plus
1 point per class level you possess, and the target must
succeed on a Will save (DC 10 + your quori nightmare
level + your Cha modifier) or become shaken for 1d4
rounds. This is a mind-affecting fear effect.
You can spend power points to augment this supernatural
ability, to a maximum of one point per class
level. If you spend 1 power point, you can add your
Charisma modifier to the damage you deal with your
disturbing touch. If you spend 3 power points, the
target becomes frightened for 1d4 rounds on a failed
Will save. If you spend 4 power points, you heal yourself
of as many points of damage as you deal when you
use this ability.
These effects are not cumulative, so that gaining
multiple effects requires spending the additional
power points for each effect separately. For example,
if you spend 3 power points in order to make a subject
frightened, you do not also add your Charisma modifier
to damage (though you could spend 4 power points to
gain both effects).

Nightmare Shroud (Su): Starting at 2nd level,
you can expend your psionic focus (see page 113) in
order to surround yourself with an ectoplasmic shroud
drawn from your own mental energy and that of living
creatures around you. This ghostly, translucent image
usually reflects the appearance of your quori spirit, but
might also take on shapes reflecting the fears of the
creatures around you (you have no control over the
nature of the image). The shroud lasts for a number of
minutes equal to your class level (or until you become
psionically focused again, whichever comes first). The
horrific appearance of the nightmare shroud grants
you a bonus on Intimidate checks equal to your class
level. In addition, its ectoplasmic form grants you a
deflection bonus to AC equal to your class level.
You can spend power points to augment this supernatural
ability. If you spend 4 power points, the shroud
thickens so that your form can barely be seen within
it, granting you concealment (20% miss chance).

Nightmare Touch (Su): Beginning at 3rd level,
whenever your disturbing touch ability deals damage
to a creature, you automatically implant deep fears
that emerge when the victim next attempts to sleep.
At that time, the creature is targeted with a nightmare
(as the spell) that prevents restful sleep, deals 1d10
points of damage, and leaves the subject fatigued and
unable to regain arcane spells for the next 24 hours.
A successful Will save (DC 10 + your quori nightmare
level + your Cha modifier) negates the effect. This is a
mind-affecting fear effect.
You can spend power points to augment this supernatural
ability. If you spend 3 power points when you
use your disturbing touch ability (over and above any
power points already spent to augment that ability),
the victim suffers from nightmares for a number of
consecutive nights equal to your quori nightmare
level. The victim is allowed a saving throw on each
consecutive night, with the effect dispelled on the
first successful save.

Terror (Ps): At 4th level and higher, you learn to tap
into other creatures’ hidden fears and terrors. Once per
day, you can create an effect identical to the phantasmal
killer spell (save DC 10 + your quori nightmare level +
your Cha modifier). This is a telepathic mind-affecting
fear effect.You can spend 5 power points to activate this ability
one additional time per day (to a maximum of twice
per day).

Embodiment of Nightmare (Sp): At 5th level, this
ultimate power of the quori nightmare allows you to tap
into the deepest, most primal fears of your foes. Once
per day, you can expend your psionic focus in order to
enhance your disturbing touch ability so that a subject
that fails its Will save is struck dead with fear. A target
that succeeds on its save takes an additional 5d6 points
of damage (but is not frightened or shaken by your
disturbing touch). This is a mind-affecting fear effect.
You can spend 9 power points to activate this ability
one additional time per day (to a maximum of
twice per day).
[/spoiler]

Substitution levels:



KALASHTAR TELEPATH .... meh , id rather have regular Psion levels

[spoiler]KALASHTAR TELEPATH (PSION)
To a certain extent, all kalashtar are telepaths, since
they share a racial talent to create a mindlink. A
kalashtar who specializes in the telepathy discipline
takes this natural ability to the limit, but at the
expense of some of the more general features of the
psion class.
Hit Die: d4.
Requirements
To take a kalashtar telepath substitution level, a character
must be a kalashtar about to take his 1st, 3rd, or
5th level of telepath.
Class Skills
Kalashtar telepath substitution levels have the class
skills of the standard telepath class, plus Intimidate.

Skill Points at Each Level: 2 + Int modifier (or
four times this number as a beginning character).
Class Features
All the following are features of the kalashtar telepath’s
racial substitution levels.

Mindlink (Ps): If a kalashtar telepath selects at
least one kalashtar telepath substitution level, he can
manifest his racial mindlink power as a wilder of a level
equal to his Hit Dice (rather than 1/2 his HD). As well,
each time the character selects a kalashtar telepath
substitution level, he gains the ability to manifest his
racial mindlink power one additional time per day, to a
maximum of four times per day if he selects all three
racial substitution levels.

Telepathic Talent (Ex): Whenever a kalashtar
telepath manifests a power from the telepathy
discipline, he can treat his manifester level as
one higher than normal. (This does not apply
to all telepathy powers, just those specifically
included in the telepathy discipline.)
This substitution feature replaces the standard
telepath’s bonus feat gained at 1st level.

Compound Psicrystal (Ex): Like the
kalashtar race itself, the psicrystal of a kalashtar
telepath manifests a hybrid nature. A
3rd-level kalashtar telepath can choose two
different personalities for his psicrystal,
and gains the benefi ts of both personalities
simultaneously. A kalashtar telepath
can even choose Sage as both personalities,
but must select different Knowledge
skills for each. If he does not have a psicrystal,
this ability has no effect until
the telepath gains one.
This substitution feature replaces one of
the known powers gained by a standard telepath at 3rd
level. From this point on, a kalashtar telepath knows
one less power than the number given on Table 2–3,
page 20 of the Expanded Psionics Handbook (6 at 3rd level,
8 at 4th level, and so forth).

Extra Powers Known: A 5th-level kalashtar telepath
can add any two telepathy discipline powers of 3rd level
or lower to his list of powers known. These powers do
not count against his limit on powers known.
This substitution feature replaces the bonus feat
gained by a standard telepath at 5th level.
[/spoiler]



CHANGELING EGOIST ... this is AWESOME, and all Changeling Egoist Psions should take all 3 sub levels .... great class abilities

[spoiler]CHANGELING EGOIST (PSION)
A changeling’s aptitude at reshaping his body makes him
naturally inclined toward psionic powers that perform
similar tasks, such as those of the psychometabolism
discipline. The egoist—a psion who specializes in
psychometabolic powers—is an avenue often pursued
by psionic changelings; such characters are well-known
for their superior mastery of the discipline.
Hit Die: d4.
Requirements
To take a changeling egoist substitution level, a character
must be a changeling about to take his 1st, 3rd,
or 5th level of egoist.

Class Skills
Changeling egoist substitution levels have the class skills
of the standard egoist class, plus Bluff and Disguise.
Skill Points at Each Level: 4 + Int modifier (or four
times this number as a beginning character).

Class Features
All the following are features of the changeling egoist’s
racial substitution levels.

Body Control (Ex): Beginning at 1st level, whenever
a changeling egoist manifests a psychometabolism
power that targets himself (and only himself), he can
treat his manifester level as one higher than normal.
This substitution feature replaces the standard
egoist’s bonus feat gained at 1st level.

Everchanging Psicrystal (Ex): At 3rd level, a
changeling egoist gains the ability to reshape his
psicrystal’s personality (see page 23 of The Expanded
Psionics Handbook), selecting a new personality as a
full-round action. The egoist gains the benefit of the
new personality while losing the previous benefit. If he
does not have a psicrystal, this ability has no effect until
the egoist gains one.
This substitution feature replaces one of the powers
gained by a standard egoist at 3rd level. From this point
on, the changeling egoist knows one less power than the
number indicated on Table 2–3 in the Expanded Psionics
Handbook (6 at 3rd level, 8 at 4th level, and so forth).

Extra Powers Known: A 5th-level changeling egoist
adds the following powers to his list of powers known:
chameleon, hustle, metamorphosis, and thicken skin (see
Chapter 5 of the Expanded Psionics Handbook). The egoist
adds metamorphosis to his list of powers known even
though it exceeds the normal maximum power level
known (he gains the power but can’t yet manifest it).
These powers do not count against his limit on powers
known.
This substitution feature replaces the bonus feat
gained by a standard egoist at 5th level.[/spoiler]

 :D
: Re: A Psion Handbook
: carnivore July 07, 2010, 06:19:54 PM
Magic of Eberron .. PrC ... will get Powers, Items and feats in next Post


Quori Mindhunter .... this is an Awesome PrC,  it gives a whole lot, but cant be entered until after 6th lvl .... very nice for any Psion... gives several Nomad powers
[spoiler]
Becoming a Quori Mindhunter
Most quori mindhunters are psychic warriors or psions,
because they can gain psionic feats as bonus feats, and can
choose thought shield as a second or third 2nd-level power.
Telepath psions, in particular, gain from the nightmare
knowledge ability granted by the trapped quori, and can
excel in this class. Psychic warriors can be more effective in
defeating the tsoreva quori in single combat, a requirement
for entry, especially if their feat and power selections are
primarily offensive in nature.
ENTRY REQUIREMENTS
Alignment: Any non-evil.
Skill: Concentration 9 ranks.
Feats: Iron Will, Narrow Mind*.
Psionics: Must know thought shield*.
Special: Must lure and defeat a quori spirit in a dreamstate
combat (see Advancement, below).
*See the Expanded Psionics Handbook.
CLASS FEATURES

d6 HD
med BAB
good will save
9/10 Manifesting .... lose 1st lvl

Class Skills (2 + Int modifi er per level): Autohypnosis*, Bluff, Concentration, Craft, Intimidate, Knowledge (the planes),
Knowledge (psionics)*, Profession, Psicraft*, Sense Motive.

As you advance as a quori mindhunter, you learn to use
your captive quori spirit as a defense against other psionic
attacks. You also become versed in the ways of quickly
defeating quori that have projected into an Eberron host.
Eventually, you learn the skills needed to take the fi ght to
the quori’s home turf, since a quori can only truly be killed
in Dal Quor.

Immunity to Possession (Ex): The captive quori spirit
within you produces a strange side effect. You have complete
immunity to possession, whether by another quori spirit, a
fi end, or a spell or power (such as magic jar).

Psychic Seep (Ex): You draw psychic power from the
imprisoned spirit. Your power point reserve increases by 1
power point per class level.

Sleepless Mind (Ex): You no longer need to sleep, and
you gain immunity to any effect that causes sleep (but not
unconsciousness). You must still rest for 4 hours each night,
using a special form of meditation that reinvigorates your
body and mind. Capturing a quori spirit has repercussions,
and should your mind return to Dal Quor, the nightmares
you experience might kill you.

Extra Power: Your psionic training unlocks new
powers. At 2nd level, you add psionic dismissal to your list of
powers known.
At 5th level, you add psionic dimensional anchor to your list
of powers known.
At 8th level, you add psionic ethereal jaunt to your list of
powers known.
You must know at least one other power of the same
level to use these powers. If you already know the power to
be granted, you can choose another power of the same level
that is on your class power list. All powers are described in
the Expanded Psionics Handbook.

Improved Thought Shield (Ex): Your ability to erect
mental defenses strengthens due to your training. Beginning
at 3rd level, when you manifest thought shield, the base
power resistance granted is 15 (rather than 13). You can
augment thought shield normally.

Forcible Ejection (Ex): At 4th level, you become more
adept at forcing a possessing spirit out of its host. The DC
of psionic dismissal increases by 2 when you manifest it against
a possessed host. The DC increases by 4 at 9th level.

Nightmare Knowledge (Ex): At 6th level, your mental
link with your captive quori spirit has provided you some
insight into the stuff of nightmares, which you can then
project through your own psionic powers. The save DC
of any power you manifest that has the fear descriptor
increases by 1.
Unfortunately, this also results in you being more
vulnerable to fear. You take a –2 penalty on saves against
fear effects.

Dual Mind (Ex): Much like the Inspired, you become
resistant to mental attacks because of the quori spirit within
you. Beginning at 7th level, you can reroll any failed save
against a mind-affecting spell or ability. If the rerolled save
also fails, you are subject to the effects normally.

Dream Travel (Ps): At 10th level, you can use a special
version of dream travel once per day (page 96 of the Expanded
Psionics Handbook). When you use dream travel, you, and those you
touch, travel physically to the realm Dal Quor, creating a
small pocket dreamscape fl oating within the plane. You are
undetected, unless you choose to broadcast your presence.
Through a special ritual, you can send a willing creature
alone into the dreamscape, the same process followed to
initiate you as a mindhunter.[/spoiler]


 :D
: Re: A Psion Handbook
: carnivore July 07, 2010, 06:23:43 PM
Magic of Eberron new Powers .... next post for items and feats that would be useful for a Psion


FAINT MEMORY .... is a nice Power for Stealth based characters... helps others forget any interaction with you... nice augments

[spoiler]FAINT MEMORY
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Will negates, see text
Power Resistance: No
Power Points: 5
Throughout Sarlona, the kalashtar are a pursued and persecuted
people. While many have found refuge in Adar,
they must sometimes travel beyond the relative safety of
the mountains. To keep their passage as secret as possible,
kalashtar psions employ this power to help conceal their
furtive endeavors.
This power draws on the dreamstuff of Dal Quor, concealing
your presence, your thoughts, and your intentions.
You gain a +5 competence bonus on Move Silently and Hide
checks, and a +5 competence bonus on Bluff and Disguise
checks made when interacting with others. In addition, any
creature you interact with must succeed on a Will saving
throw to fully remember the encounter. If you attack the
creature, it gains a +4 bonus on its save.
On a failed save, the creature’s memory of the encounter
becomes quite vague, much like the remnants of a dream.
In such cases, the creature remembers only details that you
specify (though those details must be real). For example, you
might leave a lucid memory of a phrase or other message, or
allow your signature cape to be remembered.
Augment: You can augment this power in one or both
of the following ways.
1. For every additional power point you spend, you can
include one additional creature in the effect of the power.
2. For every 2 additional power points you spend, this
power’s save DC increases by 1.
[/spoiler]

FORCED DREAM ..... interesting power... very abusable combined with Time Hop , especially Mass Time Hop ..... like a game save/reset button , probably will be nerfed by many DMs.... a nice power still

[spoiler]
FORCED DREAM
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 3
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 5
SPELLS AND POWERS
105
The Inspired, through their connection to Dal Quor, have
discovered a way to induce a forced dream state in which
a creature gains a limited ability to reshape its own reality.
While this power is active, any time during its turn
the target can choose (as a swift action) to “restart” its
turn. Everything that has transpired since the start of its
turn is erased, effectively allowing the target to step back
a moment in time to relive the turn. Doing this ends the
power’s duration.
When this effect is used, everyone and everything
is reset to the state they were at when the subject’s turn
began. Any spells or abilities used are available again, any
damage dealt is healed, any effects incurred are negated,
any objects or creatures moved are reset to their original
position, and so on. The only exception to this is that any
power points spent to manifest forced dream are not recovered
(meaning that if you manifest the power and activate
its effect in the same turn, you return to the start of the
turn but you do not get back the power points you spent to
manifest the power.)
Augment: If you spend 4 additional power points, the
duration of the forced dream increases to 1 minute per level.[/spoiler]


FORETELLING ..... not a bad Boost, can give a variable boost to Att, Saves, AC .... but you can get these from other means easier ..... id pass on this one

[spoiler]
FORETELLING
Clairsentience
Level: Psion/wilder 2
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/3 levels
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 3
With this power you can grant awareness of near future
events to an ally. The target gains a +1 insight bonus that can
be applied to attack rolls, saving throws, or Armor Class.
At the beginning of each turn, the target chooses which
benefi t to gain.
Augment: You can augment this power in one or both
of the following ways.
1. For every 4 additional power points you spend, the
insight bonus increases by 1.
2. For every additional power point you spend, you can
target one additional creature with the power.
[/spoiler]

INDUCE AWE ...... this is a very nice power for Diplomacy based Characters(Telepath)... and gives a Nice Debuff if talks break down .... great for talking first before a fight

[spoiler]INDUCE AWE
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
This power is favored by the Inspired leaders of Riedra,
who use it to enhance their infl uence over the humans
of that land. When you manifest this power, you radiate
psychic energy that refl ects your innate power, granting
a +4 morale bonus on Diplomacy and Intimidate checks
made to infl uence others. When you stop concentrating
on this power, any enemy within the area becomes shaken
for 1 minute unless it succeeds on a Will save.
Augment: You can augment this power in one or both
of the following ways.
1. For every 2 additional power points you spend, this
power’s save DC increases by 1.
2. For every 2 additional power points you spend, the
bonus on Diplomacy and Intimidate checks increases by 1.
[/spoiler]


PROJECT QUORI SPIRIT ..... this is similar to a Summon Monster spell, except that it doesnt summon anything.... the drawbacks .. it is duration:Concentration power... it can be a lot of fun if used correctly... need to look at it a little more... some potential to maximise there

[spoiler]
PROJECT QUORI SPIRIT
Metacreativity
Level: Psion/wilder 3
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One projected quori spirit
Duration: Concentration
Saving Throw: None
Power Resistance: No
Power Points: 5
This power creates a quasi-real mental projection of a
tsoreva quori spirit of Dal Quor, the Region of Dreams.
Although the quori spirits are trapped within Dal Quor,
a psion using this power can create a shell resembling the
physical form of a quori. This shell is then temporarily
inhabited by a quori spirit.
A projected quori spirit behaves much like a summoned
monster. It appears where you designate and acts immediately,
on your turn. It attacks your opponents to the best of
its ability. If you speak Quori, you can direct it not to attack,
to attack a particular enemy, or to perform other actions.
A projected quori spirit is subject to dismissal or any
other effect that removes possession, such as the domain
power granted by the Exorcism domain (see page 106 of the
EBERRON Campaign Setting).
The tsoreva quori spirit is described on page 147.[spoiler]Tsoreva Quori (Quori Mind Blade)
Medium Outsider (Evil, Extraplanar, Lawful, Psionic,
Quori)
Hit Dice: 4d8+16 (34 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 20 (+3 Dex, +4 inertial armor, +3 natural), touch 13,
fl at-footed 17
Base Attack/Grapple: +4/+7
Attack: Mind blade +9 melee (1d8+4/19–20 plus frightful
strike)
Full Attack: Mind blade +9 melee (1d8+4/19–20 plus
frightful strike) or mind blade +7 melee (1d8+4/19–20)
and mind blade +7 melee (1d8+2/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful strike, mind blade, possession,
psi-like abilities
Special Qualities: Damage reduction 5/good, greater
teleport, immunities, outsider traits, power resistance
15, resistance to acid 10, cold 10, and fi re 10, see in
darkness, telepathy
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 16, Dex 16, Con 18, Int 15, Wis 17, Cha 17
Skills: Autohypnosis +12, Bluff +10, Concentration +11,
Intimidate +10, Listen +9, Knowledge (psionics) +11,
Knowledge (the planes) +9, Psicraft +11, Sense Motive
+10, Spot +10
Feats: Two-Weapon Fighting, Weapon Focus (mind blade)
Environment: Dal Quor
Organization: Solitary, pair, team (3–5), or squad (6–8,
led by tsucora quori)
Challenge Rating: 5
Treasure: Standard (no weapons)
Alignment: Usually lawful evil
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment: —
The clicking of many legs draws your attention to a monstrous creature perched
above you. Dozens of spindly legs sprout from a segmented body, and blades of
energ y protrude from the ends of two handless arms. Glowing blue eyes glare
from the top of a headless torso, watching your every move.
Tsoreva quori are bred for battle
ED
CREATURES 148
The enforcers of Dal Quor, tsoreva quori are bred for
battle. During the quori invasion tens of millennia ago,
the largest of the tsoreva quori fought on the front lines
against the giants. Now, most are trapped in Dal Quor
with the rest of their kind, able to act only through their
Inspired vessels. However, rumor holds that some tsorevas
might still be trapped deep within Xen’drik, survivors of
their forgotten war.
When a tsoreva quori possesses a human host, it
combines its skill ranks with those of the host. A typical
tsoreva quori has 7 ranks in each of the following skills:
Autohypnosis, Bluff, Concentration, Intimidate, Listen,
Knowledge (psionics), Knowledge (the planes), Psicraft,
Sense Motive, and Spot.
A tsoreva quori is nearly 7 feet long, but the top of its
torso usually rises only 4 to 5 feet above the rest of its segmented
body.
Tsorevas speak Common, Riedran, and Quori.
Combat
Tsorevas relish the feel of their mind blades slicing into
fl esh, cutting apart foes with these extensions of their
will. A tsoreva is more bloodthirsty than cunning, but is
savvy enough to attack from an advantageous position and
eliminate the largest threats fi rst. It favors higher ground,
climbing up walls or attacking from the ceiling to gain the
advantage. Whenever possible, it uses dissolving weapon before
combat to deal an extra 4d6 points of acid damage on its
next primary mind blade attack. It typically has inertial armor
active at all times.
A tsoreva’s natural weapons, as well as any weapons
it wields (including its mind blades) are considered evilaligned
and lawful-aligned for the purpose of overcoming
damage reduction.
Frightful Strike (Su): A creature hit by a tsoreva must
succeed on a DC 15 Will save or be shaken. Whether or not
the save is successful, that creature cannot be affected by
that same tsoreva’s frightful strike ability for 24 hours. Multiple
applications of the same frightful strike ability do not
result in a worsened condition (two frightful strikes from
two tsorevas will not render a target frightened if it fails
both saving throws). The save DC is Charisma-based.
Mind Blade (Su): A tsoreva quori fi ghts with semisolid
blades composed of psychic energy distilled from its
own mind. Its mind blades have a +1 enhancement bonus
on attack rolls and damage rolls. As a free action, a tsoreva
can create two mind blades that each deal 1d8 points of
damage. These mind blades are treated as light weapons
for the purpose of two-weapon fi ghting, and are otherwise
identical to the mind blade of a soulknife from the Expanded
Psionics Handbook.
Psi-Like Abilities: 3/day—inertial armor; 1/day—dissolving
weapon. Manifester level 4th.[/spoiler]
Augment: For every 4 additional power points you
spend, one additional tsoreva quori spirit can be projected,
to a maximum of four tsoreva quori.
For 8 additional power points, this power can project
a tsucora quori spirit (see page 296 of the EBERRON Campaign
Setting) instead of one or more tsoreva quori.
For 14 additional power points, this power can project
a dream master quori spirit instead of one or more tsoreva
quori. The dream master quori is described on page 148.
[spoiler]Dream Master Quori
Large Outsider (Evil, Extraplanar, Lawful, Psionic,
Quori)
Hit Dice: 12d8+58 (112 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fl y 40 ft. (perfect)
AC: 25 (–1 size, +4 Dex, +4 inertial armor, +8 natural), touch
13, fl at-footed 21
Base Attack/Grapple: +12/+20
Attack: Pincer +15 melee (2d6+4)
Full Attack: 4 pincers +15 melee (2d6+4 plus daze)
Space/Reach: 10 ft./10 ft.
Special Attacks: Daze, invade dreams, possession, psi-like
abilities
Special Qualities: Damage reduction 5/good, greater
teleport, immunities, outsider traits, power resistance
23, resistance to acid 10, cold 10, and fi re 10, see in
darkness, telepathy
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 18, Dex 18, Con 18, Int 22, Wis 19, Cha 19
Skills: Autohypnosis +21, Bluff +19, Concentration +19,
Decipher Script +21, Diplomacy +23, Intimidate +21,
Listen +19, Knowledge (psionics) +23, Knowledge (the
planes) +21, Move Silently +19, Psicraft +23, Search +21,
Sense Motive +19, Spot +19
Feats: Greater Psionic Endowment, Power Penetration,
Psionic Body, Psionic Endowment, Psionic Meditation,
Talented
Environment: Dal Quor
Organization: Solitary, entourage (1 plus 2–5 tsucora
quori)
Challenge Rating: 11
Treasure: No coins, standard goods, double items
Alignment: Usually lawful evil
Advancement: 13–20 HD (Large); 21–36 HD (Huge)
Level Adjustment: —
The creature before you seems to have stepped out of your nightmares. Four
pincer-tipped limbs emerge from a massive torso, and a snakelike tail coils
about a legless body as it floats in mid-air. A void of inky blackness sits where
the creature’s head should be, and you can feel its malevolence.
When the quori were driven from Eberron by the giants,
the dream masters were directed to prepare for an eventual
return to the material world. Over the millennia, dream
master quori have visited countless mortals, invading
their dreams and planting the seeds for a quori return.
Now, with Riedra growing in strength, the dream masters
scour the dreams of mortals, searching for any threat to
the new order.
When a dream master quori possesses a human host,
it combines its skill ranks with those of the host. A typical
dream master quori has 15 ranks in each of the following
skills: Autohypnosis, Bluff, Concentration, Decipher
Script, Diplomacy, Intimidate, Listen, Knowledge (psionics),
Knowledge (the planes), Move Silently, Psicraft,
Search, Sense Motive, and Spot.
Dream masters are the inquisitors and assassins of the
Dreaming Dark, serving Dal Quor relentlessly and unquestioningly.
In their natural forms, dream master quori tower
up to 10 feet tall.
Dream masters can communicate telepathically with any
creature, and can also speak Common, Riedran, and Quori.
Combat
A dream master prefers to fi ght a solitary opponent, and it
usually singles out a foe while directing any allies to harry
other enemies. It uses its formidable psionic powers to
great effect.
A dream master’s natural weapons are considered evilaligned
and lawful-aligned for the purpose of overcoming
damage reduction.
Daze (Ex): If a dream master quori hits an opponent
149
twice on a full attack with its pincers, that creature must
succeed on a DC 22 Will save or be dazed for 1 round. The
save DC is Charisma-based.
Psi-Like Abilities: At will—induce awe* (DC 16), detect
hostile intent, mind thrust (DC 15), mindlink; 3/day—mind probe (DC
19); 1/day—hostile empathic transfer (DC 17), infl ict pain (DC
16), mindwipe (DC 18), project quori spirit*, schism. Manifester
level 12th. The save DCs are Charisma-based. Because of
its Greater Psionic Endowment feat, a dream master can
expend its psionic focus to increase any save DC by 2.
*New power described on page 105.
Tactics Round-by-Round
A dream master quori prefers never to enter a fi ght without
proper preparation. If surprised, it simply uses greater
teleport to retreat to a safe location, returning moments
later with a vengeance.
Prior to Combat: Induce awe, inertial armor (included in statistics
above).
Round 1: Manifests schism to split its mind into two parts;
the “second mind” can use the dream master’s psi-like abilities
with a manifester level of 6th.
Round 2: Manifests project quori spirit to create a tsoreva
quori spirit; second mind manifests mind thrust.
Round 3: Infl ict pain against attacker or mindwipe against
enemy spellcaster; second mind manifests mind thrust.
Should a dream master fi nd itself in melee, it uses its
claws to great effect while its second mind continues to lash
enemies with mind thrust each round. If reduced to below half
its hit points, it uses hostile empathic transfer to restore its health.[/spoiler][/spoiler]


PSYCHIC BEACON ... meh, if you have a specific use for this power it might be ok .... too limited for my viewpoint
[spoiler]
PSYCHIC BEACON
Clairsentience
Level: Psion/wilder 2
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 24 hours
Saving Throw: Will negates, or none (object)
Power Resistance: Yes
Power Points: 3
SPELLS AND POWERS
By manifesting this power, you place a psionic signature on
a creature or an unattended object. You can automatically
detect the presence of the signature whenever it is within
1,000 feet of you, and in such cases you know the direction
and approximate distance to the target object or creature.
If the distance between you and the psychic beacon
increases beyond 1,000 feet, you can determine the direction
and approximate distance to the signature object or
creature by concentrating (a move action).
Augment: You can augment this power in one or both
of the following ways.
1. For every 2 additional power points you spend, this
power’s save DC (if applicable) increases by 1.
2. If you spend 4 additional power points, you can
designate a willing creature to detect the beacon. You must
touch the creature as you manifest the power. For the duration
of the power, that creature senses the location of the
beacon instead of you.
[/spoiler]


SENSE DANGER ... AWESOME,AWESOME,AWESOME ..... this is almost a must have for any Psion, great duration with great Augments .... very useful power... allows you to manifest ANY power as an Immediate Action
[spoiler]
SENSE DANGER
Clairsentience
Level: Psion/wilder 3, psychic warrior 2
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: Psion/wilder 5, psychic warrior 3
The kalashtar of Adar must always be alert for agents of
the Dreaming Dark, since an ambush could be around
any corner. Kalashtar psychic warriors developed their
precognition powers to enable them to be less likely to be
caught by surprise.
When you manifest this power, you are able to quickly
react to unexpected situations. For the duration of this
power, you do not lose your Dexterity bonus to Armor Class
when you are flat-footed.
In addition, you can manifest one power as an immediate
action during either a surprise round or during the fi rst
round if there is no surprise round. The power manifested
must have a manifesting time of 1 standard action, and can
have a cost no higher than 1 power point. You can continue
to manifest powers as an immediate action at the beginning
of later encounters for as long as sense danger is in effect.
Augment: For every additional power point you spend,
you can spend 1 more power point on the power you manifest
at the outset of combat.
[/spoiler]

STUN QUORI SPIRIT .... very useful, can Stun Outsiders... very handy, good augments

[spoiler]
STUN QUORI SPIRIT
Psychokinesis
Level: Psion/wilder 3
Display: Mental
Manifesting Time: 1 standard action
Range: See text
Target: One outsider, or one possessed creature
or object
Duration: 1 round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
In their fi ght against the Inspired, the
kalashtar have found that targeting
a quori spirit directly can be more
effective than fi ghting its host. With a
psychokinetic blast, this power sends
a possessing spirit reeling. As the
power became more widely used,
adepts discovered its effectiveness
against a wide range of otherworldly
creatures.
An outsider targeted by this power
must make a Will save or be stunned.
At the end of the affected creature’s
turn, it can attempt another Will
saving throw to shake off the effect.
If you target a possessed creature or
object, the possessing spirit must succeed
on a Will save or become dormant.
A dormant spirit can take no actions and
cannot provide an ally benefi t, nor can it
control or otherwise harm the host creature(see Possession, page 100 of the EBERRON Campaign Setting). The
spirit remains dormant for the power’s duration.
Augment: You can augment this power in one or both
of the following ways.
1. For every 4 additional power points you spend, you
can affect one additional target.
2. For every 2 additional power points you spend, this
power’s save DC increases by 1.[/spoiler]

SUPPRESS SCHISM ..... can be useful vs creature with Telepathy Buffs up
[spoiler]
SUPPRESS SCHISM
Psychokinesis
Level: Psion/wilder 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous, 1 round/level; see text
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 9
Two minds working together can provide a signifi cant
defense against psionic powers, as demonstrated by the
resiliency of the Inspired and the fl exibility of the schism
power. The kalashtar psion mystics of Adar have mastered
a power that disrupts telepathic communication. They discovered
in practice that it could be used as a weapon against
the quori spirits that hunt them.
Suppress schism interferes with powers and effects from
the telepathy discipline. When you manifest this power, you
make a dispel check (1d20 + your manifester level, maximum
+15) against each ongoing telepathy power in effect
on the target creature. The DC for this dispel check is 11
+ the power’s manifester level. If you succeed on a particular
check, that power is dispelled; if you fail, that power
remains in effect.
In addition, if the target fails a Will save, any form of
dual mind effect is disrupted for the duration of the power,
including the effects of the schism power, an Inspired’s dual
mind ability, and a kalashtar’s +2 bonus on saving throws
against mind-affecting spells and abilities.
If the target is a possessed creature, the possessing
mind must succeed on the save or become suppressed for
the power’s duration, in which case the target creature can
act normally. Because the Inspired are possessed creatures,
using this power against an Inspired acting as host to a quori
spirit requires the quori spirit to fi rst save against being
suppressed. On a successful save, the Inspired must then
save against the disruption of its dual mind ability.
On a failed save, if the target creature attempts to
manifest a telepathy power while suppress schism is in effect, it
must make a manifester level check (DC 11 + your manifester
level) or fail to manifest the power.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
[/spoiler]


WAKING DREAMS .... can be a Buff or Debuff depending on how its used... the drawback, Mindaffecting
[spoiler]
WAKING DREAMS
Clairsentience [Mind-Affecting, Fear]
Level: Psion/wilder 2
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level; see text
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3
You gain a brief glimpse into the realm of Dal Quor, learning
the base substance of the dreams or nightmares of a
target creature. You then telepathically fi lter that knowledge
into the target creature’s waking mind.
This power can be benefi cial, allowing a target to
uncover the hidden meanings of his dreams. This insight
grants the target a +1 morale bonus on either attack rolls
or saving throws (target’s choice) for the duration of the
effect.
Alternatively, this power can be used to force a creature
to relive its nightmares. A creature targeted in this manner
becomes shaken unless it succeeds on a Will save.
This power has no effect on creatures that do not dream
(such as kalashtar and warforged), but has its normal effect
on elves (whose trance is a suffi ciently dreamlike state).
Augment: You can augment this power in one or both
of the following ways.
1. If you spend 4 additional power points, a target that
fails its saving throw against its nightmares must make an
additional Will save or become dazed. Each round at the end
of its turn, the dazed creature can attempt another saving
throw to shake off the daze effect, but it is still shaken for
the duration of the power.
2. For every 2 additional power points you spend, this
power’s save DC increases by 1.
[/spoiler]




 :D
: Re: A Psion Handbook
: carnivore July 07, 2010, 06:25:21 PM
Magic of Eberron Items and Feats that would be useful for a Psion

Items:


QUORI EMBEDDED SHARDS

[spoiler]QUORI EMBEDDED SHARDS
In addition to being incorporated into items that enhance
a wielder’s dragonmark, Siberys shards are also used by the
kalashtar and Inspired to create quori embedded shards.


Combat Instructor[spoiler]
A combat instructor draws on your quori spirit to grant you
insight into the events unfolding in melee.
Description: Like all quori embedded shards, a combat
instructor is a Siberys dragonshard implanted in your body.
The combat instructor glows a soft yellow when you use it.
Prerequisite: The user of a quori embedded shard
must be a kalashtar or Inspired, and the shard must be
implanted (see page 264 of the EBERRON Campaign Setting)
Activation: You can activate your combat instructor three
times per day as a standard action by focusing on the power
within the shard. When activated, it emits a brief fl ash of
greenish-yellow light. The effect generated by the shard
lasts 1 minute.
Effect: A combat instructor shard gives you the benefi t of
an offensive precognition effect (see page 124 of the Expanded Psionics
Handbook), granting you a +1 insight bonus on attack rolls.
Aura/Manifester Level: Moderate clairsentience. ML
5th.
Construction: Requires Craft Universal Item, offensive
precognition power, 1,500 gp, 120 XP, 3 days.
Weight: 1 lb.
Price: 3,000 gp.[/spoiler]

Power Link[spoiler]
A power link taps the latent psionic power of your quori
spirit.
Description: Like all quori embedded shards, a power
link is a Siberys dragonshard implanted in your body.
The power link glows a soft yellow when you use it.
Prerequisite: The user of a quori embedded shard
must be a kalashtar or Inspired, and the shard must be
implanted (see page 264 of the EBERRON Campaign Setting)
Activation: You call upon the power of this shard as a
free action while manifesting a psionic power, up to three
times per day. If you have multiple embedded power link shards,
you can draw from any number of them with a single action.
Effect: When you draw upon a power link, the power
you manifest is augmented by 2 power points (beyond any
augmentation you provide from your own power point
reserve). This augmentation can result in more power
points invested in the power than you have levels. Each
additional implanted power link shard you draw on increases
the augmentation by an additional 2 power points.
Aura/Manifester Level: Moderate psychokinesis. ML
5th.
Construction: Requires Craft Universal Item, bestow
power power, 1,500 gp, 120 XP, 3 days.
Weight: 1 lb.
Price: 3,000 gp.[/spoiler]

Sustainer
[spoiler]A sustainer eliminates your need for food and water.
Description: Like all quori embedded shards, a sustainer
is a Siberys dragonshard implanted in your body.
A dim golden glow constantly emanates from the shard,
though the light is easily blocked by covering the shard with
clothing.
MAGIC ITEMS AND EQUIPMENT 116
Prerequisite: The user of a quori embedded shard
must be a kalashtar or Inspired, and the shard must be
implanted (see page 264 of the EBERRON Campaign Setting)
Activation: Once implanted, a sustainer shard is continually
active.
Effect: A sustainer embedded shard bestows a continual
sustenance effect (see page 134 of the Expanded Psionics Handbook),
allowing you to go without food and water.
Aura/Manifester Level: Moderate psychometabolism.
ML 5th.
Construction: Requires Craft Universal Item, sustenance
power, 1,250 gp, 100 XP, 3 days.
Weight: 1 lb.
Price: 2,500 gp.[/spoiler]

Power Repository[spoiler]
A power repository stores a psionic power that you can exchange
for one of your own powers.
Description: Like all quori embedded shards, a power
repository is a Siberys dragonshard implanted in your body.
The power repository glows a soft yellow when you use it.
Prerequisite: The user of a quori embedded shard
must be a kalashtar or Inspired, and the shard must be
implanted (see page 264 of the EBERRON Campaign Setting)
Activation: Once per day, you can spend 1 hour in
meditation to draw upon the power repository, exchanging a
power you know for the power within the shard.
Effect: The power repository always has some power of up
to 4th level stored within it. Once the shard is embedded in
your body, you can swap a power that you know (of the same
level) for the power stored within it. Once you have placed
a power that you know within the shard, you can no longer
manifest that power, but can manifest the power formerly
stored within the shard instead.
You can meditate again to swap the powers back, or
even swap a different power for the new power within the
shard, as long as they are of equal level. In effect, you gain
the versatility of an extra power known, but gain the ability
to manifest that power only by giving up access to a power
normally in your repertoire.
Aura/Manifester Level: Moderate telepathy. ML
7th.
Construction: Requires Craft Universal Item, psychic
reformation power, 1,500 gp, 120 XP, 3 days (1st level); 6,000
gp, 480 XP, 12 days (2nd level); 13,500 gp, 1,080 XP, 27 days
(3rd level); 24,000 gp, 1,920 XP, 3 days (4th level).
Weight: 1 lb.
Price: 3,000 gp (1st), 12,000 gp (2nd), 27,000 gp (3rd),
48,000 gp (4th).
[/spoiler][/spoiler]

AMULET OF ENEMY DETECTION[spoiler]
An amulet of enemy detection warns you when those nearby wish
to do you harm.
Description: An amulet of enemy detection is an intricately
sculpted Riedran crysteel amulet, inlaid with gold and
MAGIC ITEMS AND EQUIPMENT
125
splinters of crystal gathered from the shells of Eberron
shards. It is worn about the neck on a heavy gold chain.
Activation: Once you don the amulet, you must spend
1 hour in meditation with it, focusing your personality and
psyche into the item. Thereafter, the item is attuned to you
unless it leaves your possession for more than one week, or
unless another creature attunes the item to itself.
Effect: The amulet of enemy detection bestows on you a
continual detect hostile intent power (see page 91 of the Expanded
Psionics Handbook). You become aware of the presence of any
creatures within 30 feet that intend you harm. You also
detect their direction from you, but not their exact distance
or location.
While wearing an attuned amulet of enemy detection, you
cannot be surprised or caught fl at-footed by creatures that
are within 30 feet and susceptible to mind-affecting powers.
You can also make a Sense Motive check as a free action
against any creature within 30 feet of you.
Aura/Manifester Level: Moderate telepathy. ML 5th.
Construction: Requires Craft Universal Item*, detect
hostile intent* power, 9,000 gp, 720 XP, 18 days.
Weight: 1/4 lb.
Price: 18,000 gp.
*See the Expanded Psionics Handbook.[/spoiler]

GALVANIC CRYSTEEL BLADE[spoiler]
A galvanic weapon has a blade of Riedran crysteel that can be
charged with additional psionic power.
Description: Most galvanic crysteel blades are fi nely crafted
daggers, scimitars, or longswords. These Riedran crysteel
blades have a purplish hue, and small crystals and Siberys
dragonshards mounted about the pommel and crossbar
glint with an inner light.
If psionically charged, these weapons emit a faint
amethyst glow when wielded.
Activation: Once per day as a standard action, you can
charge a galvanic crysteel blade by touching it and focusing your
psychic energy into it by allocating 1 or more power points
to the blade. These points are treated as if they had been
spent to manifest a power and can be regained normally.
Effect: The Riedran crysteel used in the construction
of the weapon increases its enhancement bonus on damage
rolls by 1 if you have at least 1 power point. In addition,
when the blade is charged, you can allocate up to 5 power
points stored within it as part of a melee attack, adding a
bonus on damage rolls with the weapon equal to the power
points allocated. The decision to allocate power points to
damage is made before the attack is rolled. If the attack
misses, the points are lost.
A galvanic crysteel blade has the capacity to store 20 power
points. Power points allocated to a galvanic weapon remain
until expended. Once the power points are drained from
the weapon, it loses its galvanic properties until charged
again, though it retains the properties of Riedran crysteel
(see page 127 of the EBERRON Campaign Setting).
Aura/Manifester Level: Moderate clairsentience. ML
8th.
Construction: Requires Craft Psionic Arms and
Armor*, offensive precognition* power, Riedran crysteel weapon
(+1,500 gp).
Weight: As weapon.
Price: +1 bonus.
*See the Expanded Psionics Handbook.[/spoiler]

Warforged Components
[spoiler]Most of these components can be utilized by any warforged
with psionic abilities, though they are particularly useful to
those with the Psiforged Body feat (see page 51).


EXPANDED RESERVOIR[spoiler]
An expanded reservoir increases the number of power points you
can store within the crystals of your body.
Description: An expanded reservoir is a crystal shard that
pulses with faint psychic energy.
When embedded and utilized, its pulse becomes
steadier.
Prerequisite: Only a character with the Psiforged
Body feat can benefi t from this item.
Activation: You embed the expanded reservoir in your chest
or skull (your option), taking up an amulet or headband
body slot, respectively. Once installed, you transfer power
points to your body as normal.
Effect: An expanded reservoir increases the storage capacity
of your psiforged body by 6 power points.
Aura/Manifester Level: Moderate psychokinesis. ML
12th.
Construction: Requires Craft Cognizance Crystal*,
9,000 gp, 720 XP, 18 days.
Weight: 1 lb.
Price: 18,000 gp.
*See page 44 of the Expanded Psionics Handbook.[/spoiler]

POWER CRYSTAL[spoiler]
A power crystal grants the limited use of a psionic power.
Description: A power crystal is constructed from a
psionically resonant crystal and an Eberron dragonshard.
It is attached to the chest, head, or hand of a warforged,
and so occupies the amulet, headband, or gloves body slot,
respectively.
Activation: A power crystal stores the imprint of a psionic
power. Once per day, you can use the power crystal to manifest
that psionic power, using your own power point reserve or
any power points stored within your body, if you are a psiforged
(see the Psiforged Body feat, page 51).
Effect: The power imprinted in the crystal is manifested
using power points supplied by you, and the specifi c
effect depends on the power used. However, you cannot
augment this power or enhance it with metapsionic feats.
This power is treated as a normally manifested power, with
all the attendant effects.
If you do not possess enough power points to manifest
the power stored within a particular power crystal, you gain no
benefi t from it.
Aura: Faint (1st-level to 3rd-level power), moderate
(4th-level to 6th-level power), strong (7th-level to 9th-level
power) varied. ML minimum required to manifest the
power stored in the item.
Construction: Requires Craft Universal Item* and
Imprint Stone*, the power stored in the item, 200 gp, 16 XP,
1 day (1st); 800 gp, 64 XP, 2 days (2nd); 1,800 gp, 144 XP,
4 days (3rd); 3,200 gp, 256 XP, 7 days (4th); 5,000 gp, 400
XP, 10 days (5th); 7,200 gp, 576 XP, 15 days (6th); 9,600 gp,
768 XP, 20 days (7th); 12,800 gp, 1,024 XP, 26 days (8th);
16,200 gp, 1,296 XP, 33 days (9th).
Weight: 1/4 lb.
Price: 400 gp (1st), 1,600 gp (2nd), 3,600 gp (3rd),
6,400 gp (4th), 10,000 gp (5th), 14,400 gp (6th), 19,200 gp
(7th), 25,600 gp (8th), 32,400 gp (9th).
*See Chapter 3of the Expanded Psionics Handbook.[/spoiler]


PSYCHIC GENERATOR[spoiler]
A psychic generator creates psychic energy that you can use to
fuel your psionic powers.
Description: A psychic generator is a cluster of crystals that
resonate with psionic energy.
Activation: The crystal cluster is embedded into your
upper torso. Doing so does not take up a body slot. The
psychic generator begins providing power points 24 hours after
installation.
Effect: The psychic generator increases your daily power
point reserve by 1 power point. This extra power point can
be spent normally, stored in your body if you’re psiforged,
or stored in a cognizance crystal.
Aura/Manifester Level: Faint psychokinesis. ML
5th.
Construction: Requires Craft Universal Item, 1,250
gp, 100 XP, 3 days.
Weight: 1 lb.
Price: 2,500 gp.
[/spoiler]
[/spoiler]

Feats:

PSIFORGED BODY
As a warforged, your body can be crafted using trace
amounts of psionically resonant deep crystal, providing you
with increased psionic power and the ability to store psionic
energy in your body. If you take this feat, you will often be
referred to as a psiforged. For more information on the
psiforged and their outlook, see page 39.
Prerequisites: Warforged, 1st level only.
Benefi t: You gain 1 extra power point at 1st level,
regardless of whether you choose a psionic class.
As you gain experience, you can attune the crystals
infused in your body to the psionic energies of your mind.
You can treat your body as a cognizance crystal, storing up to
1 power point plus 1 power point per two character levels
(up to a maximum of 11 power points at 20th level), and
withdrawing those stored power points at some later time.
For more details on cognizance crystals, see page 167 of
the Expanded Psionics Handbook.
Special: Unlike most feats, this feat must be taken at
1st level during character creation.


HEROIC FOCUS [PSIONIC]
Despite the dangers all around, you can quickly regain your
psionic focus.
Benefi t: As a move action, you can spend an action
point to automatically regain your psionic focus.
You also gain 1 extra action point each time you attain
a level.
Special: If you have the Psionic Meditation feat (see
the Expanded Psionics Handbook), you can spend an action point
to automatically regain your focus as a swift action.

DORJE MASTERY [ITEM CREATION]
Psionic dorjes are more potent in your hands.
Prerequisites: Craft Dorje, manifester level 9th.
Benefi t: When you use a dorje, the power manifested is
treated as if augmented by 4 additional power points. If the
power cannot be augmented, then the DC of saving throws
against the dorje’s effect is increased by 2.



 :D
: Re: A Psion Handbook
: awaken DM golem July 09, 2010, 06:44:53 PM
Dorje Mastery also appears in CPsi, yay reprint team Go.

Psi Arty + Linked Meta + Dorje Mastery = I'm better than normal Arty without any upgrades (which Arty has lots more of).
: Re: A Psion Handbook
: Solo July 10, 2010, 06:38:58 PM
I heard that Synads do not in fact get -2 to Cha.
: Re: A Psion Handbook
: Optimystic July 10, 2010, 07:06:33 PM
I heard that Synads do not in fact get -2 to Cha.

You are correct, and this needs to be changed. It is primarily for this reason that Synads make better Wilders and Telepaths than Elans.
: Re: A Psion Handbook
: A_Shadow_of_Life July 19, 2010, 11:38:04 PM
Dorje Mastery also appears in CPsi, yay reprint team Go.

Psi Arty + Linked Meta + Dorje Mastery = I'm better than normal Arty without any upgrades (which Arty has lots more of).


Explain possible yummy-ness.
: Re: A Psion Handbook
: Wubs July 31, 2010, 03:51:14 AM
Think he means the Linked Power feat from complete psionics and Dorje Mastery.

The unique thing about Dorje Mastery, is that it gives +4 PP augment for free, which is much better than wand mastery for a lot of the buff or damage type powers, and with artificer able to create some of the higher lvl powers earlier, this is quite a boon.

That means, +4 pp free for 1 pp charge or similar...  Energy missile one rd, and then energy missile again the next rd for +1 more pp augment, and so forth.  You really become quite blasty in that example.

This also means... you can then tack on more metapsionic feats you know, since the 4 pp free leads to more fun with your psiartificer.

Also, by transparency, technically, you can have any arcane or spell item as psionics and vice versa, which may also help.
: Re: A Psion Handbook
: awaken DM golem July 31, 2010, 05:04:09 PM
exactly ... and the Linked metapsi turns the power that is the linked part, into the metapsi cost.
Basically a 1st level power Linked, is the base.
The Linked power is whatever power, but that is the metapsi part (instead of just a power).

Works like the Unbound Scroll PrC for regular Arty, but it's available right off the bat.
Level 2 PsiArty can do level 1 powers Linked level 2 (power actually metapsi).
I didn't know about Unbound Scroll until recently.
: Re: A Psion Handbook
: Jopustopin September 16, 2010, 12:53:52 AM
Do we need help finishing this book?
: Re: A Psion Handbook
: kalaskaagathas September 16, 2010, 05:12:54 PM
Indeed, I'm hoping to see this finished.
: Re: A Psion Handbook
: carnivore September 16, 2010, 10:01:53 PM
i am planning on adding some handy builds in a few days .... also some more Psionic stuff from Splat-books

 :D
: Re: A Psion Handbook
: Stormcrow October 13, 2010, 01:00:25 AM
if some one is going to add more info to this hand book any way we can go into more detail on powers like there is for wizzards ?
: Re: A Psion Handbook
: edventure November 18, 2010, 02:57:14 AM
Is this still being worked on?

In case it's useful, I found a thread discussing powers at the old boards here: http://community.wizards.com/go/thread/view/75882/19537882/What_Is_the_Most_Powerful_Psionic_Power?pg=1
: Re: A Psion Handbook
: carnivore November 29, 2010, 06:11:17 PM
never mind  :embarrassed

 :D