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17

No, you won't need psionic combat rules in Pathfinder. Psionic Combat was removed in 3.5. What you have is probably a 3.0 Psionics Handbook. The 3.5 version is called Expanded Psionics Handbook, and is devoid of psionic combat rules; many of the psionic attack and defense modes, like Mind Blast and Tower of Iron Will, were converted to normal powers.


14

What you've mentioned are house rules, not interpretations The RAW is super-simple; forced dream resets the entire turn (or more if you've got some quintessence to hand) and cannot be gainsaid or activate partially. The deck of many things is certainly powerful but it doesn't have any especial resistance to psionic powers. With that in mind, forced dream ...


13

Calculate the Power Points granted by each class separately, then combine them to form your total pool. So yes, it can be said that your Wilder/Psychic Warrior would receive bonus PP for both Wisdom and Charisma, but these bonus PP would be as appropriate for the manifester levels of each class. For example, a Wilder 6/Psychic Warrior 2 with Wisdom 14 and ...


13

No, you cannot augment the bonus human at-will power at all. From the glossary definition of Augmentable: When a racial trait lets an adventurer choose an extra at-will attack power and the adventurer chooses an augmentable at-will attack power, the power loses both the augmentable keyword and its augmentations. I wouldn't recommend making a house ...


13

There are two different varieties of D&D 3 Psionics. The 3.0 Psionics Handbook gave Psions a different key ability score based on their specialisation. Nomads used Dex and Telepaths used Charisma for instance. In the 3.5 update to Psionics, this was changed so that all Psions used Int as their manifesting statistic.


13

Psionic Combat was not removed in Pathfinder so much as it was removed in D&D 3.5. The 3.0 Psionics Handbook (PsiH) was completely overwritten by the 3.5 Expanded Psionics Handbook (XPH), which did not include Psionic Combat. Psionic Combat was a very bad idea for a large number of reasons, though the main one is simply that it was very out of place: it ...


12

What you posit is reasonable except for one thing: The Deck of Many Things has a random outcome that the DM determines by a die roll. As a magical artifact, I would say that it consists, as a whole of the cards it contains, not of a bunch of independent magical cards. The whole Deck itself is the magic item here, not the cards themselves, they are just ...


12

If no restriction is listed (and I can confirm that none is), no restriction exists. It’s related to psionics because the only classes that have it in-class are psionic classes, but others can use it just fine. As you say, there’s no reason it should be restricted, and lo and behold, it’s not.


12

As the author of Ultimate Psionics, I can verify that anyone can use Autohypnosis, but only the psionic classes tend to have it as a class skill. So go ahead!


11

This Wizards FAQ says the following: The Psionics Handbook is from 3.0, and is no longer supported. The Expanded Psionics Handbook, despite the name, is a standalone system that replaces the 3.0 system. 3.5 psionics differs from 3.0 psionics far more than current edition magic differs from AD&D 2e magic. The consensus on these boards is that ...


10

I had the same confusion for a while, but thankfully, that's not the case. You can only spend a number of power points equal to your level on any particular manifest. Some powers allow you to spend more than their base cost to achieve an improved effect, or augment the power. The maximum number of points you can spend on a power (for any reason) is ...


10

Paizo has studiously avoided publishing a single official word on psionics. The only psionics rules are from a third party, Dreamscarred Press, but are in the online Pathfinder SRD. According to those rules, if you are using magic-psionics transparency, then you treat powers just like spells or spell-like abilities, so yes, detect magic would detect and ...


10

Psionic Power also contains no rituals. The skill used for a ritual doesn't affect anything mechanically, so you can reflavor rituals as psionic without issue -- I do this for my psion. But yeah, it seems like a bit of a lack. It's probably worth noting that rituals don't have an associated power source, just associated skills. WotC decided not to add a ...


10

Unless a WotC board member comes strolling on to this site, it is hard to come up with an answer that isn't hearsay and speculation. We know that the original 3.0 SRD is published in 2000, and came to include the base system of the time, as well as the significant 3.0 subsystems: Psionics (Psionics Handbook, March 1 2001) Divine (Deities and Demigods, ...


10

Actually, there is a creature in the core D&D 3.5 rules with the ability to possess creatures! The ghost, available to player characters with a level adjustment of +5, has an ability called "malevolence" which allows it to possess any creature. Simply re-skin the ghost as a parasite instead of an undead. Here's how I'd stat up your parasite: Start ...


10

Aura of Fear states: At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. (emphasis mine) As the character is not her own enemy, then no, this does not affect her. An Aside about RAI: I suppose you could read the following sentence in isolation ...


9

If it doesn't specify a damage type and doesn't specify that it's [Mind-Affecting] then it's just normal damage. It'd work against undead, and it'd even work against doors and walls or whatever if you really wanted. In this case, you're probably psychically altering the density of your weapon at the right moment to add more damage on impact, or using ...


9

No, you would not need an UPD check. Dorjes use the power trigger activation method, which states: If a power is on a character’s power list, the character knows how to use a power trigger item that stores that power. With no caveats about power levels or class restrictions.


9

Fiend Folio has numerous “symbionts” that have various influences, up to and including total control, when implanted in a creature’s mind (or elsewhere). The cerebral symbionts, in particular, seem quite appropriate. Eberron Campaign Setting and Magic of Eberron have a few more, as do a few Dragon magazine articles. This Fleshwarping ...


9

This is how it works - it increases the effective surge value. So the way it works is this with the above example: Roll 1: 5 manifester levels lower Roll 2-3: 5 manifester levels higher Roll 4: 6 manifester levels higher In effect, it acts as if you had leveled up enough to have Wild Surge +5. Note: I am part of Dreamscarred Press and wrote the above ...


9

The psionic blast of a mind flayer (MM 187-9) is spell-like, rendering it nearly immune to counterspelling but not disruption (MM 315), so a mind flayer might not expect the skilled archer's readied action ("When he starts staring off into space, I open his esophagus with an arrow!"--assuming that the DM permits characters to know when creatures use ...


9

Secrets of Sarlona SoS presents a number of arcane cantrips as 1st level powers, see page 133. There are no rules for actual 0th-level powers in D&D 3.5. They were present under the name of "Talents" in the 3.0 Psionics Handbook and reintroduced in Pathfinder, but they skipped 3.5.


9

In your example, you would need to spend 12 additional power points to both manifest as a swift action and increase the bonus by 2. This is addressed in the "Psionic powers" overview, at the very bottom. Many powers can be augmented in more than one way. When the Augment section contains numbered paragraphs, you need to spend power points separately for ...


8

I believe that in this case yes you would end up having more power points than your max. This is not a "house rule," it is the way that this item works. It does not say regain it says gain. Therefore, no matter how many power points you have, you gain 1 extra one that does not count against your max. You would really have 6/6 and 1 from the weapon not 7/6. ...


8

There seems to be a conflict here. The WOTC online compendium Psion entry gives a different ruling: When a racial trait grants you an at-will attack power of your choice and you choose an augmentable at-will attack power, the power loses its augmentations. However, the power does not lose the augmentable keyword. This means the power is ...


8

Psionics have now been converted to Pathfinder rules officially via Psionics Unleashed from Dreamscarred Press. It was open play tested prior to publication so the rules seem pretty solid. I've been running a Psion (started at 1st at 5th now) and haven't run into anything weird. It might be worth noting now that Dreamscarred has continued to support ...


8

Technically every creature in the game has Hit Dice. Psicrystals have their master's number of Hit Dice, therefore, being intelligent creatures, they receive 1 feat at 1st HD, 1 feat at 3rd HD and 1 feat each 3 HD thereafter. d20SRD: Hit Dice: As master’s HD (hp 1/2 master’s) While you do change some of the statictics as listed in psion class ...


8

There is no Pathfinder-specific Darksun material Darksun is the property of Wizards of the Coast and Paizo's not allowed to touch it; that part's pretty simple. Additionally, Paizo has not published any first-party psionic material for Pathfinder, though Dreamscarred Press has done some phenomenal third-party stuff for that system that I highly suggest to ...


8

The power incarnate can only affect a specific set of powers: Aura sight Conceal thoughts Danger sense Detect psionics Detect remote viewing Detect teleportation Elfsight Know direction and location My light Psionic darkvision Ubiquitous vision Notably, inertial armor is not on the list, so you cannot make it permanent with incarnate. Some of these ...


8

It is supposed to be every turn. There are 10 turns in a round, but only 1 of them would be the enemy's. A round represents about 6 seconds in the game world. In a round, every combatant takes a turn. See also turn and once per round. Force Shard: Any enemy that enters the shard’s space or ends its turn there takes force damage. The wording says ...



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