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Hardcover Expanded Psionics Handbook Book

ISBN: 0786933011

ISBN13: 9780786933013

Expanded Psionics Handbook

(Part of the Dungeons & Dragons Edition 3.5 Series)

Tap into the power of the mind. Through sheer force of will, a psionic character can unleash awesome powers that rival any physical force or magical energy. Within these pages, you will discover the... This description may be from another edition of this product.

Recommended

Format: Hardcover

Condition: Good

$43.59
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Customer Reviews

5 ratings

DND Necesity

This book is a must have for DM's. It is probibly the most fair and balanced form of Psionics to have ever hit the DND world. It is both fair to the psychic, and the DM. A psychic is now on par with the capibilties of a arcane caster, with more verisity in what "spells" are cast, but having fewer known "spells". I would recomened this book to anyone who wants to DM, and feels ready to expand their world beyond just the core rules.

Expanded Psionics with 3.5

Having played the D & D/AD & D game from first edition to the current 3.5 has been a challenge to say the least. Especially trying to integrate psionics into any campaign without upsetting the balance. First and 2nd edition the Psionics rules were mostly an afterthought with very little explaining how they fit into the game. Hence, most DM's didn't use psionics as they were just too powerful. With the revision of 3.0 we finally got a "Psionics" rulebook with detailed explanations on how they fit into campaigns. But the rules left some holes and players exploited these oversights. With the release of the "Expanded Psionics Handbook" a psionic character is now as balanced as any of the other character types and is just as valuable in a party as even the stoutest "Fighter" class or as powerful and as fragile as a Wizard/Sorcerer. This book is a "Must Have" for players and DM's alike if you wish to add versatility to a campaign and to character classes. The only class I was dissappointed in playing was the "Soulknife" untill I cross classed the Soulknife with Eberrons Artificer. With that meld the Soulknife is just as fun to play as any specialized melee type with a little "Magic" thrown in to enhance the soulknifes blade. Thumbs-Up to this book!

The Sum Totality of D & D's Psionic Might!

So, back in 2001, WotC released the Psionics Handbook, which was the D & D Third Edition manual on psionics. It was reasonably good; I, personally enjoyed it. However, with the revision to D & D 3.5, and several years of play, it became apparent that the psionics rules need revision. Thus, we have the Expanded Psionics Handbook (often acronymed XPH).And I like it.This expansion/revision changes quite a bit, and adds, too. Gone are the psions who had to have high scores in every attribute. Psychic warriors make more sense now, and the soulknife was expanded to a core (20-level) class, which is rather nifty.Powers are different, too. Psionic combat is GONE, and good riddance. Instead, the combat modes have been rebuilt as powers and seeded into the power list. The number of powers needed has dwindled, as many powers now scale based on the resources you devote to them. For example, many direct damage powers allow you to spend more power points to increase the damage inflicted. Psionic characters are now the kings of flexibility, and leave sorcerers sitting in the dust.There are many more prestige classes, too. I rather like the elocator, which floats off the ground and specializes in movement, as well as the Pyrokineticist, which does what you might expect; one of their entry requirements is "Must have set a building on fire just to watch it burn."There are many more psionic and even regular feats in here. One of the new limiting factors is psionic focus, which is used as a replacement for the minimum PSP balance (which discouraged people from using their resources). Some feats require you to keep this focus to use their benefits, and others require you to expend it. It's a neat feat, and gives the player a lot of power, tempered with the need to use it wisely.Psionic items are mostly the same, though there are a few updates. Amusingly enough, psionic weapons do breach n/magic DR, though that's easy enough to change if you like. They've revised and expanded the creatures. I like the Unbodied, a race of incorporeal shapeshifting telepathic brains.I'm getting a lot of use out of this book, and I highly recommend it.

overall a very solid update

perhaps i'm biased, as i've always preferred psionics to magic. something about a character that has built-in powers appeals to me over the constant studying required to be a mage. the sorcerer class somewhat cleared this up, but there are balance issues between Wiz and Sor if you ask me (skewed heavily in Wizards favor)but i digress. i do not understand everyone's question of balance 90% of basic spells are NOT given a psionic counterpart, and those that are are powered down (erm...the psionic miracle power, or spider climb basically being psywar only). being a kineticist is pretty unbalanced though, the powers being scalable promotes rules rapage. but i like the VERY alternate flavor the psionic feats now have, and i absolutely love the soulknife class.even back when tsr was running the show there was always very little support for psionics. hopefully this will show a change in direction. with a little luck there will be new psionic powers released in future D & D supplements. i was sick of only having the psionics handbook for reference.if you like psionics, i think you will enjoy the flavor they're given here.

Ker-Bikkity-Blamo!

This book just plain rocks. We run a psionics oriented campaign and frankly, this book has really helped bring psionics into 3.5. It gives cool monsters and wicked feats. The thing I was very happy about was the wild talent feat, giving non-psionic characters a chance in a psionic campaign. People have always poo-pooed rules sets they don't like, but I think this book rules.
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