JoeGKushner
Adventurer
The Psychic's Handbook introduces a new core class and all the trimmings that go along with it.
The psychic is much like the psion or mage in that it can be played in a number of ways depending on how you build it. Unlike those classes though, the psychic uses no magic or psionic points, but rather, uses feats to gain access to skills. The higher the psychic's skill, the more the psychic can do with that power. Other feats related to that skill can also be taken to augment those abilities.
For instance, let's take the good old psychic who wants to pretend that he's a hero using a blade of mental energy. He could start off with his bonus feat to take Psychic Weapon, which allows him to take the skill, Psychic Weapon. Next, he could take his 1st level feat as Imbue Weapon. This surrounds any weapon with psychic energy that inflicts an extra 1d8 points of damage for every six character levels. Depending on what you roll, a 1st level psychic could do 1d6 (on a DC between 15-24), plus 1d8, all of 'ghostly, crackling psychic energy' damage. There are some other benefits to the old Psychic Weapon. For instance, you wield it with weapon finesse and it strikes as a touch attack and is considered a magic weapon using your Wisdom modifier instead of strength to damage opponents. There are some limitations like not being able to effect nonintelligent or objects.
Okay, now that sounds pretty tough right? What's the drawback? Would you believe strain? The psychic weapon costs 6 strain and the Imbue Weapon Runs 3 strain. Okay, so what's strain? It's nonleathal damage that the user takes each time he uses a psychic ability. With a d6 hit die, it'll be the rare psychic who decides to take that 9 points of damage. Other feats can lessen that damage but that's the main drawback. Certain feats that augment the abilities cost more strain. Now imagine that you're say 3rd or 4th level and decide to go for the big bucks. You go for an Empower Talent and get a 150% of the power's effect, so now you do an extra 1d3 + 1d4, but the strain is double so it's now 12 and 6 points of damage.
It's a fairly workable and quick system but unless you've got the skill points to spend on a lot of psychic skills, I've found that most of my NPCs tend to specialize with a few abilities or go quickly into PrCs to get other related abilities. For instance, one feat in this book, Skill Aptitude, lets you take two nonclass skills as class skills. I used my 1st level feat for that, my psychic bonus feat for psychometabolism, and my human feat for psychic stamina, a feat that lets you use wisdom instead of constitution for your hit point bonus. Now there's a PrC in this book, the Psychic Healer, that has psychic ability and psychometabolism as feat requirements and heal and psychic healing at 6 ranks. That's right, this NPC got into this PrC at 4rd level.
The good news is that while the book is about psychics and how they can fit into a campaign, they've provided a lot of room to maneuver. The prestige classes for example, cover almost all the standards. Want the old famous beastmaster or monk-psychic? You're covered. Want the angry child that burns the world around here? Covered. How about a non-psychic who just wants to off these freaks? Once again, you're covered.
Those looking to augment their psychics have some options. There are elixirs, similar to potions, and crystals. I was a little disappointed that there were no unique weapons, armors or other goods to help a player create some type of psychic sword wielding individual or that there weren't more monsters outside of a psychic creature template.
The book does a great job of providing the GM everything he needs to quickly integrate this class and its PrCs into his campaign, including an Advanced Class for d20 Modern, and notes on how psychic abilities fit into a high tech setting. If you're looking for advice, variants, or general ideas on how to use these individuals, you're covered with new sample factions, psychic phenomena and other goods to quickly get playing.
The art is top notch with Drew Baker, Jonathan Kirtz, Kent Burles and James Smith III lending their talents. Kent Burles has long been a favorite of mine from Palladium and other companies to his current work with modern d20 releases. Editing is fair. Layout is standard two columns with full page breaks between chapters and options and other important information boxed up. The boxes are pretty ugly though being gray with a lighter gray swirl like liquid metal around it making the text difficult to read but otherwise, good. At 80 pages, the price is on average or lower, at $16.95.
The Psychic isn't going to steal anyone's lunch. Campaigns can be developed where the psychic plays a major role, but the fighters, thieves, clerics and mages aren't going to have to look over their shoulder unlike the bards, druids and rangers. In this aspect, it reminds me greatly of other works by Green Ronin like the Shaman or Witch book, solid books that help fill niche or specialized roles in the campaign.
If you're looking for a skill and feat based system that tries something different and succeeds with the d20 system, then the Psychic's Handbook is for you.
The psychic is much like the psion or mage in that it can be played in a number of ways depending on how you build it. Unlike those classes though, the psychic uses no magic or psionic points, but rather, uses feats to gain access to skills. The higher the psychic's skill, the more the psychic can do with that power. Other feats related to that skill can also be taken to augment those abilities.
For instance, let's take the good old psychic who wants to pretend that he's a hero using a blade of mental energy. He could start off with his bonus feat to take Psychic Weapon, which allows him to take the skill, Psychic Weapon. Next, he could take his 1st level feat as Imbue Weapon. This surrounds any weapon with psychic energy that inflicts an extra 1d8 points of damage for every six character levels. Depending on what you roll, a 1st level psychic could do 1d6 (on a DC between 15-24), plus 1d8, all of 'ghostly, crackling psychic energy' damage. There are some other benefits to the old Psychic Weapon. For instance, you wield it with weapon finesse and it strikes as a touch attack and is considered a magic weapon using your Wisdom modifier instead of strength to damage opponents. There are some limitations like not being able to effect nonintelligent or objects.
Okay, now that sounds pretty tough right? What's the drawback? Would you believe strain? The psychic weapon costs 6 strain and the Imbue Weapon Runs 3 strain. Okay, so what's strain? It's nonleathal damage that the user takes each time he uses a psychic ability. With a d6 hit die, it'll be the rare psychic who decides to take that 9 points of damage. Other feats can lessen that damage but that's the main drawback. Certain feats that augment the abilities cost more strain. Now imagine that you're say 3rd or 4th level and decide to go for the big bucks. You go for an Empower Talent and get a 150% of the power's effect, so now you do an extra 1d3 + 1d4, but the strain is double so it's now 12 and 6 points of damage.
It's a fairly workable and quick system but unless you've got the skill points to spend on a lot of psychic skills, I've found that most of my NPCs tend to specialize with a few abilities or go quickly into PrCs to get other related abilities. For instance, one feat in this book, Skill Aptitude, lets you take two nonclass skills as class skills. I used my 1st level feat for that, my psychic bonus feat for psychometabolism, and my human feat for psychic stamina, a feat that lets you use wisdom instead of constitution for your hit point bonus. Now there's a PrC in this book, the Psychic Healer, that has psychic ability and psychometabolism as feat requirements and heal and psychic healing at 6 ranks. That's right, this NPC got into this PrC at 4rd level.
The good news is that while the book is about psychics and how they can fit into a campaign, they've provided a lot of room to maneuver. The prestige classes for example, cover almost all the standards. Want the old famous beastmaster or monk-psychic? You're covered. Want the angry child that burns the world around here? Covered. How about a non-psychic who just wants to off these freaks? Once again, you're covered.
Those looking to augment their psychics have some options. There are elixirs, similar to potions, and crystals. I was a little disappointed that there were no unique weapons, armors or other goods to help a player create some type of psychic sword wielding individual or that there weren't more monsters outside of a psychic creature template.
The book does a great job of providing the GM everything he needs to quickly integrate this class and its PrCs into his campaign, including an Advanced Class for d20 Modern, and notes on how psychic abilities fit into a high tech setting. If you're looking for advice, variants, or general ideas on how to use these individuals, you're covered with new sample factions, psychic phenomena and other goods to quickly get playing.
The art is top notch with Drew Baker, Jonathan Kirtz, Kent Burles and James Smith III lending their talents. Kent Burles has long been a favorite of mine from Palladium and other companies to his current work with modern d20 releases. Editing is fair. Layout is standard two columns with full page breaks between chapters and options and other important information boxed up. The boxes are pretty ugly though being gray with a lighter gray swirl like liquid metal around it making the text difficult to read but otherwise, good. At 80 pages, the price is on average or lower, at $16.95.
The Psychic isn't going to steal anyone's lunch. Campaigns can be developed where the psychic plays a major role, but the fighters, thieves, clerics and mages aren't going to have to look over their shoulder unlike the bards, druids and rangers. In this aspect, it reminds me greatly of other works by Green Ronin like the Shaman or Witch book, solid books that help fill niche or specialized roles in the campaign.
If you're looking for a skill and feat based system that tries something different and succeeds with the d20 system, then the Psychic's Handbook is for you.