[XPH] Errors and Errata [Archive] - Wizards Community

Post/Author/DateTimePost
Racinante

04-09-04, 12:23 PM
I figured the thread needed to be started, so here goes.

As confirmed on another thread, the Soulknife does get the standard Cleric / Rogure iterative attack sequence, this means three attacks at levels 15-20.

Missive
Augmentation grants expanded range and increases save DC by 1, but Missive has no save...
Save should probably be Will negates (harmless) like Missive, Mass


Autohypnosis: Resist Dying
DC 20 in chart, but 15 in text.

Did I see Deja Vu twice?!?!?

Anyway, please add any others that you find.

PS:
I have reformatted all of the sheets available and placed them on my web site. Each page now prints on a standard (8x11) page. The location for the sheets is Character Sheets (http://www.Racinante.com/sheets.shtml) . Just scroll down to the Character sheets links. The description is below. These are not zipped, but are pdf's. All are copyright by Wizards of the Coast.

Mark / Andon,
Please feel free to pull these, condense, and offer on the official site if you have the time, or let me know if I need to pull them.
Wotc_Mark

04-09-04, 11:08 PM
I'm going to sticky this for a short while... howevber you should also be sending errors and typos etc to custserv@wizards.com

The Soulknife's BAB progression for levels 15th to 19th are missing the second iterative attack bonus. Just like a Rogue or Cleric, it should be as follows:

15th +11/+6/+1
16th +12/+7/+2
17th +12/+7/+2
18th +13/+8/+3
19th +14/+9/+4

This will be included in the errata.
JoAT

04-09-04, 11:43 PM
The Expansion power is listed as having a duration of 1 min/level. Under it's augmentations it claims that you may extend the duration from 1 round/level to 1 min/level by spending 2 PP.

The Blue is listed as LA:+0 in the monster entry block, and LA: +1 in the Blues as characters section.
Kraedin

04-10-04, 01:17 AM
Page 8 & 195: The dromite's energy ray attack states that "the save DC is Charisma-based." Energy ray does not offer a saving throw.

Pages 14 & 203: The maenad's energy ray attack states that "the save DC is Charisma-based." Energy ray does not offer a saving throw.

Page 15 & 214: The thri-kreen's psi-like abilities as given on page 15 are 3/day--chameleon, know direction; 1/day--psionic displacement, metaphysical claw. The thri-kreen's psi-like abilities as given on page 214 are 3/day--chameleon, know direction and location; 1/day--greater concealing amorpha, metaphysical claw. Page 214 seems to be the correct entry, as know direction is a spell and psionic displacement doesn't exist.

Page 15: The thri-kreen's psi-like abilities entry says that "the save DCs are Charisma-based". None of the thri-kreen's psi-like abilities give a save (they are all personal range).

Page 37: The Concentration check DC for manifesting a power without a display is 15 + power level according to the text on page 58, and 15 + power level + power level according to the Concentration skill table.

Page 39: According to the feats section, "psionic feats are available only to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.)" Of course, it’s perfectly possible to have a character with a power point reserve that is unable to manifest powers, such as a Blue Goblin, Elan, Xeph or character with the Wild Talent feat, so this section is contradictory. It should probably read “psionic feats are available only to psionic characters and creatures. (In other words, they must have the psionic subtype, which is defined on page 68.)”

Page 52: The affect of Unconditional Power is to allow you to manifest a power while "dazed, confused, nauseated, shaken, or stunned." As being shaken does not prevent you from manifesting powers, I assume they mean panicked.

Page 54: The Concentration check DC listed for manifesting a power while entangled (15) is in conflict with both the Concentration skill description of page 37, as well as the definition of “entangled” given in the SRD, as well as the Concentration skill table of the SRD.

Page 55: The "bringing back the dead" section states that "of all psionic powers, only reality revision has the ability to restore slain characters to life." This is incorrect; reality revision, bend reality, and psionic revivify can are all psionic powers that can bring a slain character back to life.

Page 61: Hammer is used as an example to a touch spell that can be used to attack multiple targets. It is not a touch spell, its range is personal.

Page 73: Reality revision is erroneously listed as a seer discipline power.

Page 79: Astral seed says "conceivably, you could manifest mind switch to utilize temporary body, but only an evil creature would smash his own temporarily empty storage crystal to permanently usurp a subject's organic body." If you tried that with mind switch, you would be instantly killed when you shattered the crystal. It should probably refer to true mind switch.

Page 81: Brain lock says "he stands dazed, unable to take any psionic actions (including manifesting powers or using psionic feats that require a decision to be used) nor any mental actions at all." The power would be more straightforward if it listed all the effects of being dazed, and read "he stands dazed, and is unable to take any actions (including manifesting powers or using psionic feats that require a decision to be used)."

Pages 82, 96, 105, 107, 111, 113, 115, 120, 125, 137 & 138: Catfall, divert teleport, evade burst, fate of one, grip of iron, intellect fortress, mental barrier, mind trap, prowess, though shield, and tower of iron will all say “manifesting the power is an immediate action, like manifesting a quickened power, and it counts against the normal limit of one quickened power per round.” Manifesting a quickened power is a swift action, not an immediate action. The text for these powers should probably say something to the effect of “manifesting this power is an immediate action. (See page 59 for details on immediate actions)”.

Page 83: Claw of energy says: "this power can be manifested on a claw attack that already deals energy damage, but if the claw already deals the same type of damage as the power, the effects stack." That seems like a very odd sentance, and would make more sense if either the "but" was ommited or "stack" was changed to "overlap".

Page 94: The augment entry of dispel psionics should have the word "maximum" inserted in between "the" and "bonus".

Page 96: Psionic dominate has a listed duration of concentration, compared to the 1 day/level duration of the arcane equivalents. This seems like a rather extreme change, and may be an error in the same vein as the 2d4 round duration of monster domination in the original PsiHB.

Page 97: Duodimensional claw is ineffective against incorporeal and ethereal targets because "the third spatial component of your hand still exists but is temporarily shunted into the Ethereal Plane". What does incorporeality have to do with the Ethereal Plane? The words "or incorporeal" should be ommited from the last sentence.

Page 102: Both the energy missile and energy stun powers increase their save DC by 1 for every extra power point you spend. This makes them different than energy ball, energy burst, energy cone, energy current, energy push and energy wave, which increase their save DC by 1 for every 2 extra power points you spend. This seems like it may be an error.

Page 109: Form of doom (which is a really cool new power, by the way) contains this sentence: "This power functions only while you inhabit your base form (for instance, you can't be metamorphed or polymorphed into another form, though you can use breath of the black dragon, claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while you mind resides within your own body." I have no idea why breath of the black dragon is in that sentence, it should probably be removed.

Page 110: Graft weapon says: "as with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted. The SRD says: “you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge… if the attack misses, you are still holding the charge.” Graft weapon needs the word “not” inserted before “wasted”.

Page 111: The hammer power doesn't work. Because it's not a touch spell, you can't make the melee touch attack as part of manifesting the power. You have to take another standard action to actually attack with the power. Unfortunately, its un-augmented duration is 1 round, which means that unless someone provokes an attack of opportunity from you, you won't get to attack with it before its duration ends. The most straightforward solution is to make manifesting hammer a swift, rather than standard, action.

Page 115: Metaconcert mentions mind thrust as an example of a psionic ability that deals ability damage. Mind thrust does not deal ability damage. A better example would be ego whip.

Page 117: Greater metamorphosis, the psionic version of shapechange, does not reflect the changes made to shapechange. Greater metamorphosis should probably be changed to read: "The assumed form cannot have more Hit Dice than your manifester level (to a maximum of 25HD.)"

Page 128: If you create a large quantity of quintessence, you have to spend twice as many power points as normal to manifest a power, unless you succeed at a Will save. There is no DC listed for that save.

Page 129: Reddopsi has a duration of "until discharged or 10 min./level". There is no condition in the description that discharges the spell, so the duration should be changed to read "10 min./level".

Page 138: This may not be an error, but manifesting a augmented mass time hop requires a manifester level of 21 (it costs 21 power points.)

Page 143: The elocater's scorn earth ability is very vague about the height you can attain and the speed at which you can ascend.

Page 167: The suppression weapon ability says “the wielder makes a power check (1d20 + 5 + manifester level, maximum +15), against a DC of 11 + the manifester level of the power to be dispelled.” This should say “the wielder makes a dispel check (1d20 + the wielder’s manifester level + 5, maximum +15), against a DC of 11 + the manifester level of the power to be dispelled”.

Page 186: The astral construct "energy touch" ability says: "if you are a kineticist, the astal construct's physical attacks are wreathed in your energy type, dealing an extra 1d6 points of energy damage". My guess is that at some point in the development, kineticists had to specialize in one type of energy, but that's not in the rules now, so the text needs to change to something like "if you are a kineticist, the astral construct's physical attacks are wreathed in energy, which deals an extra 1d6 points of fire, cold, electricity, or sonic damage (your choice)."

Page 187: The astral construct concussion, dimension slide, and energy bolt abilities are spell-like, and probably should be psi-like.

Page 208: Creating a psion-killer requires the Craft Construct feat, bend reality, dispel psionics, fabricate, mind seed, and a manifester level of 16. That means you need the ability to cast 5th level arcane spells and manifest 8th level psionic powers, which is a little restrictive. The requirements should probably be something like: ML 16th; Craft Psionic Construct, bend reality, dispel psionics, power resistance, psionic fabricate, manifester must be at least 16th level; Price 180,000 gp; Cost 79,000 gp + 5,680 XP.

Page 215: The unbodied is a monstrous humanoid. According to the SRD, monstrous humanoids are "similar to humanoids, but with monstrous or animalistic features" and humanoids "usually [have] two arms, two legs, and one head, or a humanlike torso, arms, and a head." The unbodied have no arms, legs, heads, or torsos, making their inclusion as monstrous humanoids somewhat dubious. They would make much more sense as aberrations, which have "a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three".
areata

04-10-04, 02:03 AM
Wall of Ectoplasm has contradiction between powers block and first paragraph of description. Powers block lists effect as "Wall whose area is up to one 10-ft. square per level"; first paragraph of description says wall "occupies up to one 5-ft. square per level."
areata

04-10-04, 02:06 AM
Typo
Recall Death (p.129)
Description reads "If the target fails its Will save. it dies."
areata

04-10-04, 02:14 AM
Omission
Id Insinuation (p. 112)
Description reads, "...the subject is confused, making it unable to independently determine it will do."
Surgo

04-10-04, 02:42 AM
See the bolded parts, they are a little contradictory.

Missive
Telepathy [Mind-Affecting, Language-Dependent]
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One creature
Effect: Mental message delivered to subject
Saving Throw: None
Power Resistance: Yes
Power Points: 1

You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject "hears" meaningless mental syllables.

Augment: For every 2 additional power points you spend, this power's range increases by 5 feet and its save DC increases by 1
Michael Tree

04-10-04, 11:30 AM
Blues get a +4 racial bonus to Move Silently and Ride. Should that be Hide?
Zym

04-10-04, 01:59 PM
Pg. 97-98, Ectoplasmic Form:

"Your material armor (including inertial armor) become meaningless, although size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class.

Can't be both now! :rolleyes:
Keleko

04-10-04, 02:13 PM
Duergar get invisibility as a psi-like ability, but there is no more invisibility power. The race has that ability already defined in other books, so should we translate manifester level into spellcaster level for this ability?

This also creates a problem in that there is no more psionic invisibility, so using the Duegar race from the XPH, they're unique in being able to generate invisibility psionically.
Kraedin

04-10-04, 07:21 PM
Originally posted by Michael Tree
Blues get a +4 racial bonus to Move Silently and Ride. Should that be Hide? It is most likely correct. Regular goblins also have a +4 on Move Silently and Ride checks.
Werebat troll paladin

04-10-04, 11:23 PM
The gleaming armor quality grants concealment, but no amount is defined.
Kraedin

04-10-04, 11:54 PM
In D&D 3.5, the only states are no concealment, concealment, and total concealment. There are no graduated levels of concealment.
Deathmage

04-11-04, 12:19 AM
under the soulknife listing in the class section, it says they get (4+int mod) X 4 for first level, 4+int mod each level, but in the skills section, it says (2+int mod) X 4 and 2+int mod.

i'm sure it's soppose to be the 4+int mod
Werebat troll paladin

04-11-04, 02:16 AM
Werebat is foolish.
Stormtalon

04-11-04, 12:47 PM
The Augmentation section for Prescience, Offensive (base power: +2 insight bonus to damage) is the same as the Augmentation section for Precognition, Offensive (base power: +1 insight bonus to attack rolls), and thus increases attack roll and not damage.

Stormtalon
Khan the Destroyer

04-11-04, 12:54 PM
"True Seeing, Psionic" is listed as being augmentable in the Psion/Wilder Power list. However under it's actual description there is no augment ability. Most likely a typo, as I don't really see how you could augment it, but it could be an omission.
Keleko

04-11-04, 09:07 PM
Power Penetration and Greater Power Penetration both require you to expend your Psionic Focus. Thus Greater Power Penetration is useless until you reach epic levels and can gain the ability to use the PF on two feats at the same time. It is pretty obvious that Greater Power Penetration is meant to replace Power Penetration to give you a +8 bonus.
beaver1024

04-11-04, 09:13 PM
Originally posted by Keleko
Power Penetration and Greater Power Penetration both require you to expend your Psionic Focus. Thus Greater Power Penetration is useless until you reach epic levels and can gain the ability to use the PF on two feats at the same time. It is pretty obvious that Greater Power Penetration is meant to replace Power Penetration to give you a +8 bonus.

Also the feat summary table shows Greater Power Pentration giving +8.
Werebat troll paladin

04-11-04, 11:18 PM
This may not be a typo, but it could be.
If you take a cue from power penetration (where the feat is much more powerful then its counterpart, but requires the expendeture of your focus), psionic endowment is really quite terrible.
Newmade_Psion

04-12-04, 02:39 PM
Originally posted by Keleko
Duergar get invisibility as a psi-like ability, but there is no more invisibility power. The race has that ability already defined in other books, so should we translate manifester level into spellcaster level for this ability?

This also creates a problem in that there is no more psionic invisibility, so using the Duegar race from the XPH, they're unique in being able to generate invisibility psionically.

They talk about this on pg. 184-185 under the heading "Psionic Spells".

Also, the description of Elans in the Races section (pg. 10) says they gain 2 bonus PP, while in the Monsters section (pg. 197) it says they gain 1 bonus PP.
edventure

04-12-04, 04:22 PM
Mind Flayers still have Mind Blast as an ability, but Mind Blast is no longer in the powers section and never defined anywhere that I can find in the book. Since Psionic combat is no more is the definition of Mind Blast still correct in the MM?
AntiDjinn

04-12-04, 08:59 PM
Anchored Navigation (pp 75-76) Says: "you can instantly manifest teleport to return to the starting point with no chance of mishap"

But Anchored Navigation is a Seer discipline power and Teleport is a Nomad discipline power so no normal Psion is going to have both. The psion in the example could be using Greater Psionic Teleport, or could have used the Expanded Knowledge feat, but for clairity it probably should say "use a teleportation effect" to cover all the bases.

A better fix: Anchored Navigation should not be a Seer discipline power at all (the Seer should get something else at that level). The power is flat-out more useful to the Nomad (who goes bopping about with a variety of travel powers) than it is to the Seer (who generally knows exactly where he is at any given moment anyway).

And I too was struck with a sense of "I've been here before" when I read the Deja Vu power on page 91, then was made to relive the experience on page 92. That must be what it feels like to fail the Will save against the power.
AntiDjinn

04-12-04, 09:13 PM
And speaking of Nomads, is it an error or an actual design decision that the basic Teleport, Psionic be a Nomad discipline power while the more advance Teleport, Psionic Greater is a general psion/wilder power? Shouldn't it be the other way around?

I can see one reason to leave things as they stand: The Nomad will then be teleporting at much lower character levels than other psions. But even at that, when other psions have access to advance teleportation and are denied the basics?
Racinante

04-13-04, 12:54 AM
posted by edventure:
Mind Flayers still have Mind Blast as an ability, but Mind Blast is no longer in the powers section and never defined anywhere that I can find in the book. Since Psionic combat is no more is the definition of Mind Blast still correct in the MM?

This should probably be Psionic Blast.
empyre

04-13-04, 03:50 AM
fission is overpowered i think. because you could create an army of you's. first round you use it a duplicate appears who again uses fission to create a duplicate that duplicate again duplicates himself. then probably the duplicates will have run out of power points. assumed you dont use epic levels. but if you do you would be able to create an army of you's and blast your foe's aways with an enormous amount of powers.

Like the kage bushin no jutsu effect in the naruto anime series.

how should i handle this. or is what i say just possible?
Agonar

04-13-04, 06:51 AM
Page 28.29, Soulknife
Mind blade enhancement. Weapon special abillity chart gives off the list of special abilities, with * next to new ones in this book. Bottom of table, "*See new special abilities in chapter 3 of this book. All other special abilities described in chapter 7 of the Dungeon Masters Guide"

Well, the new special weapon abilites are in chapter 7 of this book as well, not chapter 3
RabidWeasel

04-13-04, 08:19 AM
Originally posted by AntiDjinn

I can see one reason to leave things as they stand: The Nomad will then be teleporting at much lower character levels than other psions. But even at that, when other psions have access to advance teleportation and are denied the basics?

It seems reasonable, there are similar precedents in the core rules (druids get dispell magic a spell level after other casters but greater dispell at the same level)
Werebat troll paladin

04-13-04, 09:09 AM
Originally posted by empyre
fission is overpowered i think. because you could create an army of you's. first round you use it a duplicate appears who again uses fission to create a duplicate that duplicate again duplicates himself. then probably the duplicates will have run out of power points. assumed you dont use epic levels. but if you do you would be able to create an army of you's and blast your foe's aways with an enormous amount of powers.

Like the kage bushin no jutsu effect in the naruto anime series.

how should i handle this. or is what i say just possible?

1 This isn't the post for balance issues, it's about typos
2 Read the power again, it addresses multiple clones.
Racinante

04-13-04, 09:51 AM
Originally posted by empyre
fission is overpowered i think. because you could create an army of you's. first round you use it a duplicate appears who again uses fission to create a duplicate that duplicate again duplicates himself. then probably the duplicates will have run out of power points. assumed you dont use epic levels. but if you do you would be able to create an army of you's and blast your foe's aways with an enormous amount of powers.

Like the kage bushin no jutsu effect in the naruto anime series.

how should i handle this. or is what i say just possible?

You cannot manifest Fission in 3.5 multiple times and your fission duplicate cannot manifest Fission either. Not a problem now.
Michael Tree

04-13-04, 11:20 AM
Originally posted by edventure
Mind Flayers still have Mind Blast as an ability, but Mind Blast is no longer in the powers section and never defined anywhere that I can find in the book. Since Psionic combat is no more is the definition of Mind Blast still correct in the MM?
Why wouldn't it be? Since there's nothing else that a "Mind Blast" could be, presumably it's the same as the racial ability in the MM. It's a psi-like racial ability, not a power.
Keleko

04-13-04, 11:45 AM
If you note, the Mind Flayer Mind Blast is not the same as Psionic Blast. Mind Blast has a larger area (60' cone vs 30' for PB) and a random stun duration (3d4 vs 1 round). So, Psionic Blast is different from what a Mind Flayer does.
Newmade_Psion

04-13-04, 01:12 PM
The Pyrokineticist's Flame Lash ability (pg. 152) is at odds with the 3.5 description of the whip (Ranged touch attack to hit instead of melee attack.), yet it allows the use of feats that apply to the whip. Should either be changed to correspond with the 3.5 whip or redefined as a seperate weapon.

Also, the Human Psion(Telepath) starting package has chosen Toughness as his 1st lvl feat, when Psionic Body gives more hp at first level and likely will continue to give more hp later on.
AntiDjinn

04-13-04, 01:24 PM
Originally posted by RabidWeasel
It seems reasonable, there are similar precedents in the core rules (druids get dispell magic a spell level after other casters but greater dispell at the same level)

But in this case non-Nomads can never learn Teleport but can learn Greater Teleport (and at the same level as the specialist). It would be akin to keeping Mind Switch as a Telepath's discipline power, but tossing True Mind Switch onto the general list.
Kraedin

04-13-04, 02:00 PM
Originally posted by Werebat troll paladin
This may not be a typo, but it could be.
If you take a cue from power penetration (where the feat is much more powerful then its counterpart, but requires the expendeture of your focus), psionic endowment is really quite terrible. The rationale behind it is probably that Spell Focus applies to a single school of magic, while Psionic Endowment applies to all psionic powers you manifest, thus making Psionic Endowment more powerful than the spellcaster equivalent. Of course, compared to other feats that affect powers and require a focus expenditure (like Twin Power, for example) Psionic Endowment is pretty sub-optimal.
Michael Tree

04-13-04, 02:09 PM
How does the Metamorphic Transfer feat's limitation of 3 uses/day affect powers that have a continuous duration and not discreet 'uses', like DR, freedom of movement, an angel's aura, and so on. (This is more of a FAQ question, but it could be useful to include in errata).

The phrenic template gains the 'blast' power once per day at 7th level. There is no such power. Is this supposed to be Psionic Blast?
Ogre4Hire

04-13-04, 03:38 PM
The Pyrokeneticit's Heat Death and Conflaguration abilities have save DCs of 14+Charisma and 15+charisma, respectively. This is at odds with the save DCs for the special powers of most 3.5 PrCs, which is usually 10+class level+appropriate ability modifier (usually charisma).
Welt

04-13-04, 06:26 PM
Originally posted by Newmade_Psion
Also, the Human Psion(Telepath) starting package has chosen Toughness as his 1st lvl feat, when Psionic Body gives more hp at first level and likely will continue to give more hp later on.

That's not a typo, that's just idiocy...
The Livewire

04-13-04, 06:59 PM
Psycrystal Power states that it requires Intelligence or Charisma 25 (Depending on which is your key ability score for manifesting)

Um, someone forget that Psychic Warrior can get the pet rock now? and that it makes a good seeing eye dog to boot?

(Yes I have the book now)

Also in the epic section the pet rock only gets stronger if it's a psion's pet rock?
Newmade_Psion

04-14-04, 12:53 PM
Originally posted by Welt
That's not a typo, that's just idiocy...

And thats not a good enough reason to change it?
:confused:
Janus Rook

04-14-04, 02:45 PM
Ectoplasm Form

.......You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your shape. You gain damage reduction 10/psionics and you gain immunity to poison and critical hits. Your material armor (including inertial armor) become meaningless although your size, Dexterity, deflection bonuses and armor bonuses from force effects (such as those gained by inertial armor) still apply to your armor class.


So which is it. Do you get to use your inertial armor or not?
Cthulhu

04-14-04, 04:02 PM
The psicrystal has no listed healing rate like it did in 3.0. I'm guessing this is a mistake.
Michael Tree

04-14-04, 08:13 PM
The duration for Metamorphosis, Greater doesn't make any sense. It's listed as "1 min/level for a creature; 1 hour/level for an object", but you don't turn into a single thing, and can change at will every round. Is this a cut/paste error from the lesser Metamorphosis power? Should this be a straight 10 minutes/level, like Shapechange?

The maximum hit dice is twice your manifester level (maximum 50), like the original 3.5 shapechange spell. However, 3.5 shapechange has been errated to your manifester level (maximum 25). Should Metamorphosis, Greater be likewise erratted?

Lastly, why does this power have an XP cost? Shapechange doesn't. Shapechange doesn't even have a GP cost, aside from a focus that's cheap for a 17+ level character.
beaver1024

04-14-04, 09:01 PM
Originally posted by Michael Tree
The duration for Metamorphosis, Greater doesn't make any sense. It's listed as "1 min/level for a creature; 1 hour/level for an object", but you don't turn into a single thing, and can change at will every round. Is this a cut/paste error from the lesser Metamorphosis power? Should this be a straight 10 minutes/level, like Shapechange?

The maximum hit dice is twice your manifester level (maximum 50), like the original 3.5 shapechange spell. However, 3.5 shapechange has been errated to your manifester level (maximum 25). Should Metamorphosis, Greater be likewise erratted?

Lastly, why does this power have an XP cost? Shapechange doesn't. Shapechange doesn't even have a GP cost, aside from a focus that's cheap for a 17+ level character.

It probably can be arguable that the XP cost is for the doubled HD limit. The duration question is still problematic though.
The Livewire

04-14-04, 09:50 PM
The Psychic Warrior 'Kit' lists weapon focus as his starting feat.

*Sigh* somethings never change :angel:

Oh and it's not errata just false hope. Under the discovering powers section, I really hoped that a XP cost/psicraft check would allow the psions to add to their number of powers known. Then I read the last line. :mad:

There, that make more sense? :-P
Werebat troll paladin

04-14-04, 10:01 PM
I hate to sound picky livewire, but the lack of punctuation has made it so I really can't decipher what it is you're trying to say.
Werebat troll paladin

04-14-04, 10:14 PM
Maybe I just don't understand, but detect hostile intent, in one of it's final paragraphs says you can make sense motive checks as a free action on anyone within 30ft. I had assumed sense motive was already a free action.

Also, i think telekinetic sphere, psionic refers to a spell that no longer exists, or at least under that name.
AntiDjinn

04-14-04, 10:39 PM
I think a normal Sense Motive check involves interacting with someone, not just being within 30 feet of him. Making the roll does not take an action, but listening to what they have to say and asking questions, then formulating an opinion about their intent normally takes time. In this case you still use your Sense Motive total modifier, but you get a single roll without having to listen to the other guy's spiel or play 20 questions.
Kraedin

04-14-04, 11:32 PM
Another example of the nomad teleport weirdness is psionic ethereal jaunt and psionic ethereaness, the first of which is a 7th-level nomad discipline power, the second of which is a 9th-level psion/wilder power.
spasheridan

04-15-04, 01:23 AM
Second Chance has a duration of 1 round / level or until discharged.

Text claims that it allows the manifester to re-reroll one die a round while under the effect.

How do you discharge it?? Or is it a one roll per user power??
AntiDjinn

04-15-04, 02:30 AM
Empathic Transfer, Hostile: Several omissions and wording issues.

It says "You immediately regain hit points equal to the amount you transfer" should it say "equal to the amount the subject looses"? It is an important difference: A subject with 2 hit points to whom you transfer fifty points of damage drops to -48, but actually died at -10. Do you still heal the full 50? or is it 12? or 1? I wish to point out that the new Claws of the Vampire addresses this by stating that the target must be small size or larger (removing the old cage of mice abuses) and can only be taken down to 1 hit point. Hostile Empathic Transfer contains no such verbage.

Target: 1 creature. Should it say "1 living creature"? Technically you can continue to transfer to a target you have slain. It is [Mind-Affecting] which puts many things off the list, but I think this is still an omission.

Saving Throw: Will half. So if the subject makes the save it takes half, how much do you heal? Specifically, if you transfer 50 points and the subject makes his save he takes 25, do you still heal 50? By the exactly wording it is still "the amount you transfer" not the amount the subject takes.

Augmentation: +6 to affect all creatures in a 20 foot radius spread centered on you. If you transfer 50 points this way do they each take 50 or is it divided out among all of them? Again, how much do you heal? If there are 10 creatures in range and you transfer 50 points to all of them do you heal 500? (I don't think so). If you transfer 50 points to 10 creatures and some make the save and some don't then how much do you heal?

I must also point out that by the wording the area version should not heal you at all: All Creatures in a 20 foot radius spread centered on you includes you! So you would be doing 50 points of damage to yourself while healing yourself for 50 (breaking even I guess). It should probably say: All creatures, other than yourself and your psicrystal, in a 20 foot radius spread centered on you"
Khemsa

04-15-04, 09:08 AM
The Epic Wilder has no listing for how often they recieve epic feats.
Ravphe

04-15-04, 09:23 AM
Just by looking at the SK there are two things that need to be clarified. I may be just picking at nits on one of them.

First:
In the description of the Mindblade power it states that, "He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization." (pg 27)
This needs clarification regarding the fact that Weapon Specialization requires Fighter lvl 4 to take the feat. Does this mean that the SK can subsutute his SK levels for fighter levels regarding feats, (which is a fair balance IMHO?) Can he just take that feat? Or does he still need the four levels of fighter, (12 if he wants Greater Weapon Specializtion.)

Second:
The SK has proficiency with all simple weapons and the mind blade, but in the 5 lvl ability Shape mind blade it states that to shape the blade as a bastard sword and use it one handed requires the proficiency Exotic Weapon Proficiency (Bastard Sword). So does mean that the SK is proficient with his mind blade when it's shaped as a Martial weapon of the character's size? Why would his mindblade proficiency no longer apply since he wasn't proficient with martial weapons in the begining, (as shortsword is a martial weapon)?
Yoppen

04-15-04, 09:32 AM
Originally posted by Ravphe
First:
In the description of the Mindblade power it states that, "He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization." (pg 27)
This needs clarification regarding the fact that Weapon Specialization requires Fighter lvl 4 to take the feat. Does this mean that the SK can subsutute his SK levels for fighter levels regarding feats, (which is a fair balance IMHO?) Can he just take that feat? Or does he still need the four levels of fighter, (12 if he wants Greater Weapon Specializtion.)

They way I read this, it's only giving an example not implying that you can get it without the prerequisites. So unless you have the 4 levels of fighter you can't get the feat. It reads as an example.

Second:
The SK has proficiency with all simple weapons and the mind blade, but in the 5 lvl ability Shape mind blade it states that to shape the blade as a bastard sword and use it one handed requires the proficiency Exotic Weapon Proficiency (Bastard Sword). So does mean that the SK is proficient with his mind blade when it's shaped as a Martial weapon of the character's size? Why would his mindblade proficiency no longer apply since he wasn't proficient with martial weapons in the begining, (as shortsword is a martial weapon)?

You can still use your bastard sword shaped minb blade without the exotic weapon proficiency. You'll just be using it 2 handed. If you want to use it one handed, then you need to spend time learning to do so (hence you take a feat, exotic weapon bastard sword, and can use it one handed).

These two seem simple enough to me.

:mage:
Ravphe

04-15-04, 09:52 AM
Originally posted by Yoppen
They way I read this, it's only giving an example not implying that you can get it without the prerequisites. So unless you have the 4 levels of fighter you can't get the feat. It reads as an example.

While I agree in principle (that it is an example), but the SK is more of a fighter than the Psy-War, and should be able to take the Weapon Specialization feat. (Psy-Wars can't anymore) Since this isn't a balance thread I won't go into the comparison of a SK verus a Fighter with Wild Talent feat.


You can still use your bastard sword shaped minb blade without the exotic weapon proficiency. You'll just be using it 2 handed. If you want to use it one handed, then you need to spend time learning to do so (hence you take a feat, exotic weapon bastard sword, and can use it one handed).

Remember that the SK is not proficent with martial weapons to begin with, excepting only the mindblade, (which acts one small martial weapon in the begining.) Why does it make a difference that the mindblade has been shaped into a larger weapon? If the SK was a Dwarf and he shapes it into a Dwarven Waraxe would he not need the exotic weapon proficiency? Are you begining to get the drift on how this can affect game mechanics?


These two seem simple enough to me.

:mage:
Not really, but they can be fixed with simple rewording.
James McMurray

04-15-04, 11:21 AM
Originally posted by AntiDjinn
Target: 1 creature. Should it say "1 living creature"? Technically you can continue to transfer to a target you have slain. It is [Mind-Affecting] which puts many things off the list, but I think this is still an omission.

A dead creature is no longer a creature. Its an object. Even if it were a creature though, it would be immune to [Mind-Affecting] powers, because it doesn't have a mind anymore.
Ravphe

04-15-04, 11:30 AM
To extend on the Weapon Specialization argument. Pg 26 in the PW class on Bonus Feats: "A Psychic warrior cannot choose feats that specifically require levels in the fighter class, (such as Greater Weapon Focus or Weapon Specialization) unless he is a multiclass character with the requisite levels in the fighter class."

This is part of the reason why I think that the Soulknife needs clarification. He gets both Weapon Focus and Greater Weapon Focus as bonus feats, and it implies that he can take Weapon Specialization in the text, yet doesn't specify how he meets the requirements, or can forgo the requirements, as he already forgos the requirements on both Weapon focus (Mindblade) without the +1 BAB and later the Greater Weapon Focus requirements of needing the Fighter class.
kao2003

04-15-04, 01:10 PM
Hey,
thanks for the reformat of the Character sheets, they really made big mistake formatting it they way they did.

Thanks again.

:)
kao2003

04-15-04, 01:28 PM
Originally posted by empyre
fission is overpowered i think. because you could create an army of you's. first round you use it a duplicate appears who again uses fission to create a duplicate that duplicate again duplicates himself. then probably the duplicates will have run out of power points. assumed you dont use epic levels. but if you do you would be able to create an army of you's and blast your foe's aways with an enormous amount of powers.

Like the kage bushin no jutsu effect in the naruto anime series.

how should i handle this. or is what i say just possible?

actually on the XPH, page 108, 4th paragraph down, it says that you can only have 1 in existence and it can't use the power itself.

Yeah, they nerfed that combination....:mad:
Kratilim Valqui

04-16-04, 07:41 AM
Is it just me? or is the Déja vu power noted twice (once on page 91 and another time on page 92)?:confused:
Yoppen

04-16-04, 08:51 AM
Originally posted by Kratilim Valqui
Is it just me? or is the Déja vu power noted twice (once on page 91 and another time on page 92)?:confused:
It must just be you... ;)
SirisC

04-16-04, 09:21 AM
Originally posted by Kratilim Valqui
Is it just me? or is the Déja vu power noted twice (once on page 91 and another time on page 92)?:confused:
I think it was an intentional joke on the part of the editors.
Kratilim Valqui

04-16-04, 10:54 AM
Jees... silly me, I had a real Déja Vu about a Déja vu.... I can't be anything else as a joke :D
Newmade_Psion

04-16-04, 12:15 PM
3 more pieces of errata:

1. Pg. 189, Blues don't get an extra 2 hp from their Psionic body feat.

2. Pg. 12, Githzerai gain concussion 3/day. It should be concussion blast .

3. Pg. 132, Share Pain description: You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. Doesn't that seem a little redundant to you?
Racinante

04-16-04, 01:02 PM
Originally posted by Newmade_Psion

3. Pg. 132, Share Pain description: Doesn't that seem a little redundant to you? You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject.

An in-elegant way of saying you take half damage (rounded down) and the target of the power takes the remaining damage.

For example, the fighter hits you for 15. You take 7, the target takes 8.
Dungeonmastercal

04-16-04, 01:16 PM
Is it asking too much for someone at WotC to actually proofread and doublecheck a product before printing it? Is it? Maybe I expect too much from the premier roleplaying publisher in the world.
Newmade_Psion

04-16-04, 02:23 PM
Originally posted by Racinante


An in-elegant way of saying you take half damage (rounded down) and the target of the power takes the remaining damage.

For example, the fighter hits you for 15. You take 7, the target takes 8. [/QUOTE]

Ah, thanks for clearing that up for me Racinante.
Dlannor

04-16-04, 02:47 PM
I just noticed that there does not appear to be any text anywear in the book that prohibits a metapsionic feat from stacking with it's self.

The power penetration, greater power penetration, psionic endowment, and greater psionic endowment feats also seem to have no limit to the amount of times you may applie them to a power other than the number of focuses you have.

Is this intentional or a mistake?
Werebat troll paladin

04-16-04, 02:56 PM
But each requires you to expend your focus, which is something you can only do once per power (at least until epic levels).
Dlannor

04-16-04, 03:07 PM
Yes the only limiting factor here is that you normaly only have one focus a round right? That epic feat only alows you to expend you focus to activate multipe feats.. Psicrystal containment however...
James McMurray

04-16-04, 04:12 PM
Originally posted by Dlannor
Yes the only limiting factor here is that you normaly only have one focus a round right? That epic feat only alows you to expend you focus to activate multipe feats.. Psicrystal containment however...

The epic feat allows you to activate two feats with a single expenditure. Psicrystal Containmnt allows you to activate two feats by expending two focuses. There are no rules to prevent you from using up as many focuses as you have available (usually limited to 2).
Dlannor

04-16-04, 04:17 PM
So double extended powers are doable?

Or I can add +16 to my manifester level for the porposes of beating pr?

Or I can add +4 to the save DC of one power?

Is this broken?
AskaniSage

04-16-04, 05:57 PM
Is Enlarge Power correct in its cost?? It says that you don't have to spend any extra power points to Enlarge a power.
Racinante

04-16-04, 06:38 PM
Originally posted by AskaniSage
Is Enlarge Power correct in its cost?? It says that you don't have to spend any extra power points to Enlarge a power.

That is correct, as pointed out by Mark in another thread. You must expend your focus to use the feat, however.
Otakkun

04-16-04, 06:49 PM
On page 96, under Dominate, Psionic it says:

Duration: Concentration

It should be:

Duration: 1 round per level

That is so wrong. Fix it. Please.
Nightwhisper

04-16-04, 07:16 PM
Evade Burst, p. 105, end of first paragraph
"...against an attack that normally deals half damage on a successful save (such as firefall), you instead take no damage."
There is no firefall power anymore, an approriate one would probably be energy burst.

Bend Reality, p. 80
"Duplicate any psion power of 6th level of lower, provided the power is not of a discipline prohibited to you."
None of the classes in the XPH have a prohibited discipline.

The power also twice mentions that it can't duplicate spells, yet the last paragraph says: "When bend reality duplicates a spell with a material component, you must pay additional XP equal to the value of the material component divided by 5".

Reality Revision, p. 128
The power says that it can't duplicate spells, yet the 9th bullet point says: "Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell."
Otakkun

04-16-04, 07:37 PM
Page 206, Phrenic Template, Hit Die 7-8:

1/day aversion, blast

Shouldn't it be concussion blast?

Hit die 11-12: Psionic Dominate.

I noticed this template does not give you automatically and INT of 3, in fact if you have INT 2 or lower it doesn't give you any bonus to it.

How can an animal dominate something? This power should be changed for something more adhoc, or give the INT bonus as a part of the template without a restriction.
Michael Tree

04-17-04, 12:43 AM
The short description of Dispelling Buffer in the kineticist and psywarrior charts says "subject is buffered from one dispel psionics effect." (the effect of the 3.0 version) The full description of this power works for the entire duration, not just against one effect.
Part-Human2

04-17-04, 02:36 AM
Pg 165, Manifester Weapon Enchantment says "...so the power points in the shield must be used for ..." It should say "weapon."
areata

04-17-04, 02:45 AM
Oversight
Githzerai racial traits (p. 12)
List of psi-like abilities includes "concussion"
Should be "concussion blast" if entry on p.199 is correct.

also

Oversight
Phrenic creature template (p. 206)
Table of abilities granted by HD has a problem on the 7-8 HD
line; no power named "blast" exists.
Concussion blast, perhaps?
Incenjucar

04-17-04, 03:16 AM
Tsk, you all went too far in:

Page 4, second column, first paragraph, "Races".

"This chapter introduces four new psionic races: dromites, elans, half-giants, maenads, and xephs."

1) Dromites
2) Elans
3) Half-Giants
4) Maenads
5) Xephs

Minor issue, but... "I demand a recount!". Ahem.
Bursting Sun

04-17-04, 02:50 PM
The legs of the thri-kreen drawing under races are wrong. The "hand" goes down to the "foot" and the "foot" ends in a claw!
SirisC

04-17-04, 03:16 PM
Originally posted by Bursting Sun
The legs of the thri-kreen drawing under races are wrong. The "hand" goes down to the "foot" and the "foot" ends in a claw!

That is freaky, maybe he/she is just deformed.
Bursting Sun

04-17-04, 03:59 PM
Makes it kind of hard to use his chatkcha or whatever it is!
Fezwick

04-17-04, 06:02 PM
The chart on page 36 states that Search is a cross-class skill for Psychic Warriors, while it's listed as a class skill on page 25.
James McMurray

04-17-04, 06:22 PM
Dispel Psionics' augmentation states that it grants a +2 to the cater level check per extra power point spent (up to +20 max). Shouldn't this increase the cap instead of the check itself?

Otherwise at 10th level your dispel checks are 1d20+20. Eat that Mr. Church Inquisitor with your paltry +4 to dispel checks!
Ashanderai

04-17-04, 06:50 PM
The legs of the thri-kreen drawing under races are wrong. The "hand" goes down to the "foot" and the "foot" ends in a claw! I would check your copy again if I were you. When I saw your post I double checked mine and it clearly shows that the arm is hanging down behind the leg. (Notice the shading and outline of the limbs symmetrically) The thri-kreen's upper arms are gorilla like and have an extra elbow joint in it's length. Just look at the other arm that is held up. The lower set appear to be used for fine manipulation.
Pongolyn

04-18-04, 01:36 AM
I would check your copy again if I were you. When I say your post I double checked mine and it clearly shows that the arm is hanging down behind the leg.

It's the shading on the legs that makes it look awkward. Lack of shading on a figure will bring the illusion of being in front of whatever's shaded. The segment in "front" should probably have less shading than the "hand" that's supposed to be behind it.

/nitpick

Pongo, who saw the same "mistake."
emperor1103

04-18-04, 07:23 AM
The questions lies at hand to ask what WotC is doing with their new books. No doubt the Contente of the XPH is very nice, but the editing, what da ...?!?
Take the soulknife alone, besides the errors mentiones above (BAB, SKills etc) Psychic strike deals d8s in the character progression, Knife to Soul says a 19th level soulblade can deal 3 points of Charisma damage +2d6 with a psychic strike?!? d6?
Further more the Multiple Throw ability is completly strange, that a 17th level soulknife surely has 3 attacks was cleared above, but does it allow you to throw with your off-hand twice (or three times now?!?) too?!? This usually needs 3 feats! (twf, itwf, gtwf)

Please WotC dont make your players regret the $30 (or 30€ like me) they pay for such poor edited books, the content is great but dont mess it up by such avoidable errors. (hope to see an errata VERY soon and perhaps an excuse!?!)

*sigh*
Magus_Extreme

04-18-04, 01:42 PM
Originally posted by Nightwhisper
Bend Reality, p. 80
"Duplicate any psion power of 6th level of lower, provided the power is not of a discipline prohibited to you."
None of the classes in the XPH have a prohibited discipline.


I think what they're trying to say is duplicating a power that's not in the base list or your discipline's list. Remember, all discipline powers other than your discipline is prohibited.
Nightwhisper

04-18-04, 06:27 PM
Originally posted by Magus_Extreme
I think what they're trying to say is duplicating a power that's not in the base list or your discipline's list. Remember, all discipline powers other than your discipline is prohibited. I know that's what they tried to say (or then they just copied it straight from limited wish and changed the wording to make it psionic). The wording on reality revision is better in this regard, however, so it should probably be errated to be the same in bend reality.
Bursting Sun

04-19-04, 12:38 PM
Originally posted by Ashanderai
I would check your copy again if I were you. When I saw your post I double checked mine and it clearly shows that the arm is hanging down behind the leg. (Notice the shading and outline of the limbs symmetrically) The thri-kreen's upper arms are gorilla like and have an extra elbow joint in it's length. Just look at the other arm that is held up. The lower set appear to be used for fine manipulation.

Yeah, when I showed my DM, he pointed out the same thing. I looked three days at that drawing so I wouldn't make an a** of myself on this board and still couldn't see the distinction. Pisses me off. But oh well. I stand corrected. I think the shading does make it confusing.
Newmade_Psion

04-19-04, 12:55 PM
Even more errata goodness!:rolleyes:

[list=1]
Blues dont get the 2 hp from their Psionic Body feat.
Disable gives a HD limit of 4 but does not give a maximum number of HD affected.
Dromites have wilder as their favored class yet under the races section of the Wilder class: "Dromites, elves, halflings, gnomes, and xephs are usually incapable of putting themselves in the emotional moment required to trigger psionic ability - they prefer the more disciplined approaches of other classes."
Personality Parasite: "... and the most deadly to the subject?."
Genesis, under the Antigenesis part of the power: "Living creatures that pass the boundary are not directly, but plants..."
My light gives no distinction between bright/shadowy illumination ranges.
[/list=1]
Michael Tree

04-19-04, 01:06 PM
The statblock for Blues gives them Wild Talent as a bonus feat, but the "blues as characters" section doesn't.
Ark

04-19-04, 02:02 PM
Float, is listed as an augment power, but in the description there is no augment reference
Nifft

04-19-04, 04:02 PM
Control Flames: The size of a fire is listed in units of feet, but it should be measured in units of squares (each 5 ft. on a side). There's simply no way that a Huge fire is 3 ft. by 3 ft. -- Huge means 15 ft. by 15 ft.

-- N
Racinante

04-19-04, 05:33 PM
The Astral Construct's attack bonuses are 2 points too low. Based on their size, BAB, and strength.
reiella

04-19-04, 10:41 PM
Astral Constructs have conflicting definitions.

The Astral Construct creation section states that an AC 9 only gets 1 type C ability. The AC 9 Monster stat block says that they get 2 type C.

Primary Source I believe supports the text as opposed to the monster entry.
gbnogkfs

04-20-04, 10:48 AM
Psicrystals:

pg 22: "Psicrystal abilities are based on the owner's levels in psionic classes."

then, the description on the Elocater says (pg 143) "Powers known: ... She does not, however, gain any other benefit a character of that class would have gained (...psicrystal special abilities, and so on)"

how's that?



Elocator:

pg 143: "Scorn Earth: ... From now on, she can float a foot above the ground. ... However, at distancies higher than 1 foot above any surface, her speed diminishes to 10 feet per round."

what is an Elocater really able to do?




Fist of Zuoken and War Mind:

pg 145 and 155: "Powers known: ... Bonus power points from having a high ability score can be gained only for the character's highest psionic class."

now, what's that supposed to mean? That if a Psion 10/Psichic warrior 5 takes a level of War Mind (s)he will loses the bonus points for the Psichic Warrior?




Epic characters:

pg 33: "... To help balance the power of epic psionic characters against spellcasters, epic psionic charachters do not gain additional power points above 20th level."

But then, neither is that spellcasters gain any new slots past 20th level!!! How's this supposed to be a balance?!?!




pg 32: "...Bonus feats foepic psionic classes can be chosen from among any epic feats for which the character meets the prerequisites, or any psionic, metapsionic, or psionic item creation feat, as normal."

about what "normality" are they speaking about? Are the psi classes not limited to a restricted list as the other classes when choosing bonus feats?
reiella

04-20-04, 02:57 PM
Improved Metapsionc feat

Text says metapsionic costs are reduced by 2, to a minimum of 1 power point.

This should porbably be 2 power points [ie, the same as a +1 level modifier) not a half/level. Especially as all metapsionic feats have even costs.
Yoppen

04-20-04, 03:40 PM
Originally posted by reiella
Improved Metapsionc feat

Text says metapsionic costs are reduced by 2, to a minimum of 1 power point.

This should porbably be 2 power points [ie, the same as a +1 level modifier) not a half/level. Especially as all metapsionic feats have even costs.
So if you just use a +2PP meta* feat then you get no use out of the improved meta* feat. With this feat you only have to pay 1PP for the meta*. In 3.0 all powers always cost odd #'s of PP. In 3.5 you can spend +1PP to augment a power. I don't see a problem with the minimum of 1PP for a meta* feat.

:mage:
reiella

04-20-04, 04:05 PM
Originally posted by Yoppen
So if you just use a +2PP meta* feat then you get no use out of the improved meta* feat. With this feat you only have to pay 1PP for the meta*. In 3.0 all powers always cost odd #'s of PP. In 3.5 you can spend +1PP to augment a power. I don't see a problem with the minimum of 1PP for a meta* feat.

:mage:

Hmm, fair question I just thought of that may need clarification :
The 1pp limit, is it refering to the overall power cost, or the modification to the psionic power?

"Metapsionic powers you manifest cost 2 points less than normal (to a minimum of 1 power point)."

Hmm, looks like it may reduced the over-all power cost to 1 pp. Odd odd.

Also, looks like a text error in the Synergy list for Use Psionic Device ("If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Magic Device checks related to power stones."). Most likly supposed to refer to Use Psionic Device.
AntiDjinn

04-20-04, 09:47 PM
Maybe this one isn't an error, but a deliberate sleight for the Wilder and Psychic Warrior: The feat Expanded Knowledge requires manifester level 3 and give you an additional power (even from another list) of up to one less than the highest you can manifest. But at manifester level 3 these classes are still limited to first level powers and there are no zero level powers.

So should the prereq say: Manifester level 3 (level 4 for Wilders and Psychic Warriors). Or should the level of the extra power slot state that it has a minimum level of 1?
Werebat troll paladin

04-20-04, 10:20 PM
It should just require the ability to know 2nd level powers.
Kastas

04-21-04, 12:26 AM
Originally posted by gbnogkfs
[b]Psicrystals:

pg 22: "Psicrystal abilities are based on the owner's levels in psionic classes."

then, the description on the Elocater says (pg 143) "Powers known: ... She does not, however, gain any other benefit a character of that class would have gained (...psicrystal special abilities, and so on)"[B]I noticed this too, although it actually says this for every psionic class that gets +1 manifester levels (except for the metamind). My guess is that this text is a holdover from an earlier manuscript in which psicrystals were still a class feature of the psion.
catharz

04-21-04, 04:22 AM
Originally posted by AntiDjinn
Maybe this one isn't an error, but a deliberate sleight for the Wilder and Psychic Warrior: The feat Expanded Knowledge requires manifester level 3 and give you an additional power (even from another list) of up to one less than the highest you can manifest. But at manifester level 3 these classes are still limited to first level powers and there are no zero level powers.

So should the prereq say: Manifester level 3 (level 4 for Wilders and Psychic Warriors). Or should the level of the extra power slot state that it has a minimum level of 1?

If you take the feat as a third level Wilder, you're a moron. Much like the 6th level Fighter who took Quicken spell.
Ranevan

04-21-04, 09:33 PM
In the prestige class section it says you only get the best set of bonus power points from your ability scores but the description for multiclassing says you get the bunus from each class simply ans separately. Which is right?
Whakapapa

04-22-04, 08:53 AM
One errate or balance issue:

Its for Epic Psions, it states that they receive 2 powers per level over 20...this seems injust to sorcerers and bards who doesn't get extra spells after lvl 20....
AntiDjinn

04-22-04, 11:42 AM
"True Creation" and "True Metabolism" are listed as such, but True Mind Switch is listed as "Mind Switch, True"

Psionic Sequester is listed as "Sequester, Psionic" but Psionic Repair Damage is not listed as "Repair Damage, Psionic"
Newmade_Psion

04-22-04, 11:57 AM
Originally posted by AntiDjinn
Psionic Sequester is listed as "Sequester, Psionic" but Psionic Repair Damage is not listed as "Repair Damage, Psionic"

If the power is based on a spell they move the "Psionic" after the rest of the power's name. If it is completely new, they keep the "Psioninc" in front. Maybe they should, maybe they should not, but there is some rhyme and reason to it.
Kobold Avenger

04-22-04, 02:21 PM
Neolithid has a power called Psychic Thrust which doesn't exist, and the Phrenic template at 7-8 HD gets 1/day aversion, blast. I assume that means Psionic Blast.
Vorlock

04-22-04, 06:19 PM
There appears to be no cost to loosing a Psicrystal. What happens if it is lost/killed/destroyed? Do you have to take the feat again to replace it? Does it just reform? Do you have to pay xp?
Mikster

04-22-04, 08:34 PM
Originally posted by Vorlock
There appears to be no cost to loosing a Psicrystal. What happens if it is lost/killed/destroyed? Do you have to take the feat again to replace it? Does it just reform? Do you have to pay xp?

My two quatloos:

1. What does it cost to create a psicrystal? It used to be 100gp, but there is no mention of a price in the XPH. For that matter, how do you create one?

2. The psicrystal is supposed to share the owner's ranks, but is listed (under the listing for psicrystals in the Creatures section) as having a climb bonus of +14. For a first-level manifester, I get +10 - +8 racial bonus to climbing and +2 from Dex. Where does the other +4 come from?

3. The Alertness feat gives the owner +2 to Listen and Spot. Given the description for the psicrystal, it would appear that the crystal itself also gets +2 to Listen and Spot. Is that the case?

:confused:
AntiDjinn

04-22-04, 10:58 PM
Originally posted by Newmade_Psion
If the power is based on a spell they move the "Psionic" after the rest of the power's name. If it is completely new, they keep the "Psioninc" in front. Maybe they should, maybe they should not, but there is some rhyme and reason to it.

Repair Damage is also a spell, that is why I noted it.

Mind Switch is not a spell and so True Mind Switch should not be "Mind Switch, True".
Wotc_Mark

04-23-04, 01:17 AM
I just wanted to stop by and say that this thread is for actual mistakes, not your opinions on what should be changed or how you would have done something differently ... If you see a problem point out where a rule precident has already been set that it violates or rules that it contradicts.

Thanx

MJ
player1

04-23-04, 05:32 AM
At page 192, Caller of Darkness concussion blast is agumented to 3d6 damage, 2 targets.
But, that can't work since Caller of Darkness has ML of 7 and agumentation mentioned above needs ML of 9 minimum (3PP normal, +4 for extra 2d6 damege, +2 for extra target).

Or maybe it's error in power itself?


At Page 193, Cerebrilith has psionic dominate (24 hours, DC 20*)
I don't know about any agumentation for Dominate, which increases duration to 24 hours for +2PPs.
Zaran

04-23-04, 10:50 AM
Body Fuel: In the feat chart Body Fuel has prerequisites ( I don't have the book in front of me, but one prerequisite is Die Hard if my memory is correct), yet there are no prerequisites listed in the feat description.
AhmNee

04-23-04, 10:48 PM
Anyone else see the problem that only a Seer can use Anchored Navigation (Error Proof Teleportation Beacon) and only a Nomad can use Teleportation, Psionic.

Any other Psion needs to wait for Teleportation, Greater Psionic whis is error proof to begin with.

:confused:
Otakkun

04-23-04, 11:16 PM
Originally posted by player1
At Page 193, Cerebrilith has psionic dominate (24 hours, DC 20*)
I don't know about any agumentation for Dominate, which increases duration to 24 hours for +2PPs.

Good point player1, maybe they just failed to put that augmentation in the power description.
Welt

04-23-04, 11:45 PM
A couple of problems with the Blue (that haven't already been mentioned; namely the LA and HP inconsistencies):

1. It's listed as having Wild Talent as bonus feat, presumably from its 1 level of telepath. Wild Talent, however, is a General feat and cannot be selected with psion bonus feats. Either Wild Talent is incorrectly labeled as a bonus (and Psionic Body should be listed as thus), or it should be Psionic Talent instead.

2. It should have more power points. It's listed as having 3 (2 base + 1 Int + 1 Racial - 1 for pre-manifested inertial armour), but the Wild Talent feat should give it 2 more.
AntiDjinn

04-24-04, 04:16 AM
On page 43 Burrowing power says: "Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm)."

But see page 140: A wall of ectoplasm does have a listed hardness rating: it is 5. So do we use its harness of 5, or do we assign it a hardness of 20 only for purposes of Burrowing Power? It could be worded better if the later is the case and is an error if the former.

Burrowing Power also says the power skips out to the astral plane, so how does this bypass wall of ectoplasm in the first place? It is ectoplasm so it is of astral origin and ought to extend to the astral plane (maybe a good reason to give it a 20 for this specific purpose).
EMPulse

04-24-04, 12:00 PM
Is it my tiny brain acting up or should energy missile have an augmentation to affect multiple targets? The header seems to imply "up to 5 targets"...
Zym

04-24-04, 05:07 PM
Astral Constructs BABs are off by 2, its 2 over.

They are constructs and 3/4th BAB.

The first one was caculated with str mod added to bab. Looks like they copy/pasted the 1st lvl construct and then adjusted it by the new HD. All the BABs seem off by that 2.
mumbles0

04-25-04, 11:40 AM
Brain lock doesnt have a duration its just concentration+1 round.
Yoppen

04-25-04, 12:52 PM
Originally posted by mumbles0
Brain lock doesnt have a duration its just concentration+1 round.

That is the duration. Concentration, then +1 rounds after you stop concentration.

:behold:


edit: to prevent a double post.

Page 180 talking about the abilities of the Psicrown of the Crystal Mind, last paragraph.
As a special one-time use of the psicrown, the wearer can channel all the remaining charges in the psicrown into an uncontrolled burst of energy. The wearer triggers this use as a standard action. All within 20 feet of the wearer take hit points of damage equal to half the power points left in the staff (Reflex DC 18 half).

...snip

Staff of Ancient Penumbra is the very next paragraph. Maybe they just got excited.

:mage:
the_LICH

04-25-04, 05:26 PM
Originally posted by Whakapapa
One errate or balance issue:

Its for Epic Psions, it states that they receive 2 powers per level over 20...this seems injust to sorcerers and bards who doesn't get extra spells after lvl 20....

It must be an errata issue as on page 32 it clearly states that a manifester's power points and powers known don not increase automatically after level 20.

But at the Epic Psion description (page 33) it states that he gets 2 new powers known each time he attains a new level.

...
Otakkun

04-25-04, 05:29 PM
He should continue discovering powers after level 20, the sorcerer is hardly a spellcasting oriented class, and the sorcerer ... well, he always gets the shaft, so nothing new there.

Besides, the psion has a clearly stated discovered powers progression, I see no need for it to stop. Wizards can certainly keep learning spells after level 20...
The_Ditto

04-26-04, 10:12 AM
Originally posted by Yoppen


Staff of Ancient Penumbra is the very next paragraph. Maybe they just got excited.

:mage:

Sounds more like a copy/paste from Staff of Power ...
:rolleyes:
zephyrwolf1

04-27-04, 01:31 AM
I looked into the Costs for Psi Crowns. They are definately not correct based on the price guidelines later in the book.
Sheer_FALACY

04-27-04, 03:16 AM
Originally posted by EMPulse
Is it my tiny brain acting up or should energy missile have an augmentation to affect multiple targets? The header seems to imply "up to 5 targets"...

No augmentation needed; it hits up to 5 targets with its basic PP cost.
Santherus

04-27-04, 08:07 AM
Reality Revision (P72) - This is also given as a Seer Discipline power on P73, but is listed as a Psion/Wilder power in its definition on P128.

Errata Correction: Removal of its entry below metafaculty on P73.


[Edited for typo]
ElecWolf

04-27-04, 08:26 AM
Does Energy Missle seem to be like Magic Missle...?

In other words, you gain a 2nd missle at 3rd level etc...
Draco7640

04-27-04, 10:12 AM
the arm goes behind the other . it was just drawn and shaded poorly.
kasthevampire

04-27-04, 06:07 PM
I want to know what happens when a psicrystal gets destroyed. do you have to take the feat again do you lose exp. Please answer.
Dark Psion

04-27-04, 08:04 PM
Moment of Prescience refers you to the spell version, but compare the durations.

Spell version: 1 hour / level: 20th level Wizard= 20 hours

Power version: 1 round / level: 20th level Psion= 2 minutes

Two minute warnings only work in football.
-----------------------------------
Body Purification needs some clairification.
It restores ability damage.
Poison & Disease deal ability damage.

Does restoring the ability damage also "heal" poison or disease effects?
hunterc311

04-27-04, 08:57 PM
Just thought I'd throw this booboo in, in case nobody has yet:

The "Human Psion Starting Package" includes Leather Armor and lists no penalties whatsoever for the use of this armor.

Psions do not gain proficiency with any types of armor or shield.

I'd guess the Starting Package is where the error is...
Dr. Awkward

04-27-04, 09:43 PM
Originally posted by hunterc311
Just thought I'd throw this booboo in, in case nobody has yet:

The "Human Psion Starting Package" includes Leather Armor and lists no penalties whatsoever for the use of this armor.

Psions do not gain proficiency with any types of armor or shield.

I'd guess the Starting Package is where the error is...

Actually psions can use leather armour with no problems. Being non-proficient in an armour type means that you take the armour check penalty to your attacks and to all checks that involve moving, including the ride skill. Leather armour has no armour check penalty, and so causes no problem unless you're a spellcaster, in which case an arcane spell failure chance may apply.
Otakkun

04-27-04, 11:28 PM
Originally posted by Dark Psion
Moment of Prescience refers you to the spell version, but compare the durations.

Spell version: 1 hour / level: 20th level Wizard= 20 hours

Power version: 1 round / level: 20th level Psion= 2 minutes

Two minute warnings only work in football.


:heehee Meh, that was funny. Anyway, I also beleive this is a typo.
TT'sarvold

04-28-04, 06:58 AM
Just a minor typo note:

Under weapons in the Psionic items chapter (page 165) under manifester, it lists last sentence.

As usual, a psionic character cannot pay a powers cost with power points from more then one source, so the power points in the shield must be used for discrete manifestations.

thank you, let me add kudos for BRC, I love this book.

also page 29, under weapon special abilities, at the bottom.

*see new special abilities in Chapter 3(should be Chapter 7) of this book. All other special abilities are described in Chapter 7(Should be Chapter 3?- no DMG at this time) of the Dungeon Master's Guide.
Thramzorean

04-28-04, 07:40 AM
Psionci Identify

I note that this has a manifester time of 1 day. (!?!) As opposed to the magic version of 1 hr. Moving it to second level should have taken care of the 100 gp material cost so I really hope this is a typo...
James McMurray

04-28-04, 12:10 PM
The description for Psicrowns states that the crown's manifester level cannot be more than 5 higher than the minimum manifester level for the highest level power in the crown. Directly below that is the Crown of Legion, with a power level of 1 and a manifester level of 18.
Aubri

04-28-04, 03:31 PM
Originally posted by emperor1103
Further more the Multiple Throw ability is completly strange, that a 17th level soulknife surely has 3 attacks was cleared above, but does it allow you to throw with your off-hand twice (or three times now?!?) too?!? This usually needs 3 feats! (twf, itwf, gtwf)
*sigh*

Dude, chill out. He SHOULD get 4 attacks, but the writer accidentally used the screwed up BAB chart.
The proper BAB is +12/+7/+2, which gives attacks at +10/+10/+5/+0.
Aubri

04-28-04, 03:33 PM
Originally posted by Ravphe
Just by looking at the SK there are two things that need to be clarified. I may be just picking at nits on one of them.

First:
In the description of the Mindblade power it states that, "He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization." (pg 27)
This needs clarification regarding the fact that Weapon Specialization requires Fighter lvl 4 to take the feat. Does this mean that the SK can subsutute his SK levels for fighter levels regarding feats, (which is a fair balance IMHO?) Can he just take that feat? Or does he still need the four levels of fighter, (12 if he wants Greater Weapon Specializtion.)


I wrote to Wizards--Like the Ranger's TWF, the bonus feats (WF, GWF, WS and Speed of Thought) don't require you to have the prereqs.
helium3

04-28-04, 07:06 PM
Originally posted by emperor1103
The questions lies at hand to ask what WotC is doing with their new books. No doubt the Contente of the XPH is very nice, but the editing, what da ...?!?

***

Please WotC dont make your players regret the $30 (or 30€ like me) they pay for such poor edited books, the content is great but dont mess it up by such avoidable errors. (hope to see an errata VERY soon and perhaps an excuse!?!)

*sigh*

High quality editing that can be reliably completed before a text goes to press costs a lot of money. WOTC knows you'll purchase the book regardless of the quality of the editing, so it's really not in their financial interest to spend a lot of money on it. Unless it can be demonstrated that people refuse to purchase WOTC material because of low quality editing, nothing's going to change.
RecklessFable1

04-29-04, 08:16 AM
These books could benefits from a closed beta release to fans like Worlds of Warcraft and many computer games have.

Even just a dozen fans would find 99% of the errors in the first day. Heck, I'd do it just for a free copy of the book!
Old Gumphrey

04-29-04, 09:35 AM
These books could benefits from a closed beta release to fans like Worlds of Warcraft and many computer games have.

That is such a good idea.
Dr. Awkward

04-29-04, 01:43 PM
I started a thread in which I suggested that idea. They deleted my thread. I take it that they're not interested in the idea.
Sidivan

04-29-04, 02:36 PM
What's the level adjustment for a Xeph? In all the other races they have +1 or +0, but there's nothing listed for the Xeph.

Also, Maybe I'm stupid, but I couldn't find the Inertial Armor feat in the new XPH... is it not there?
The_Ditto

04-29-04, 03:00 PM
Originally posted by Sidivan

Also, Maybe I'm stupid, but I couldn't find the Inertial Armor feat in the new XPH... is it not there?

Look under ... "Powers" ... :smirk:
Sheer_FALACY

04-29-04, 10:12 PM
The "Power Point Limit" bottombar on page 41 has an error. It states that if a power does 9d6 damage, +1d6 for every additional PP spent, and you spend 3 PP to augment it and 1 to empower it, it deals 16d6 points of damage. First up, empower doesn't actually change the dice of damage, and instead multiplies by 1.5; second up, even if empower affected the number of dice, 12 * 1.5 = 18.
BlueLikeYou

04-30-04, 02:04 AM
On page 40, the example of Item Cost for Item Creation Feats seems messed up:

For example, a dorje of concussion blast created witout augmentation is a 2nd-level power that deals 1d6 points of damage with a base save DC of 12, requiring a minimum manifester level of 3rd. If a dorje is crafted with concussion blast augmented by spending 6 additional power points, the minimum effective manifester level for the purpose of determining cost would be 6th (the power level remains unchanged at 2nd), and the dorje would create concussion blasts that deal 5d6 points with a base save DC of 15...

There seems to be several problems with this:
1. Concussion blast has no save, but even if this was being used as a general example, wouldn't the save DC be 13 since concussion blast is a second level power and requires an ability score of 12 to manifest?
2. If you spend 6 additional power points, the total cost of the power would be 9, so it should require a minimum manifester level of 9th.
3. The power increased by 1d6 damage for every additional 2 pp spent, so shouldn't the damage be 4d6 if you spend 6 additional points?
4. Why would the save DC increase? Its still a second level power, and should still have a save DC of (10 + power level + key ability modifier) or 13.


And my other major point of confusion is psicrystals. Its seems as if they are stuck half way between being a feat and being a psion class feature. Psicrystals are discussed only under the Psion class, and only under the Epic Psion advancement. All but one of the prestige classes lists psicrystals as a class feature that doesn't improve when you gain effective manifester levels. The psicrystal section under the psion says psicrystal abilities are based on the owner's levels in psionic classes. So is the psicrystal supposed to be for psions only? Do levels in other classes and prestige classes count as levels in "psionic classes"? (meaning the mention of psicrystals in the prestige classes is an error, and that other classes should just refer to the the psion section for psicrystal info, including at epic levels)
Silent Infinity

04-30-04, 08:47 AM
Originally posted by BlueLikeYou
And my other major point of confusion is psicrystals. Its seems as if they are stuck half way between being a feat and being a psion class feature. Psicrystals are discussed only under the Psion class, and only under the Epic Psion advancement. All but one of the prestige classes lists psicrystals as a class feature that doesn't improve when you gain effective manifester levels. The psicrystal section under the psion says psicrystal abilities are based on the owner's levels in psionic classes. So is the psicrystal supposed to be for psions only? Do levels in other classes and prestige classes count as levels in "psionic classes"? (meaning the mention of psicrystals in the prestige classes is an error, and that other classes should just refer to the the psion section for psicrystal info, including at epic levels)

I think, and most seem to agree, that Psicrystal Affinity is a feat and it improves based upon Manifester Levels gained. Anyone can take the feat but only someone who gains Manifester Levels will gain anything from it, like most Psionic feats.

The mentions of it not improving in some of the PrCs is probably just a holdover error from before previous edits. It's the manifester level that matters. Other PrCs don't get the Psicrystal as a feature, unless I missed it being mentioned somewhere, which is possible but I don't think I did. I think they just put the Psicrystal information right after the Psion as most Psions do have a Psicrystal.
lucas_william

04-30-04, 02:31 PM
In the power “Metamorphosis”, the manifester gains the speed of its new form, to a maximum of 60 ft. (non-flight) or 120 ft. (flying). This is the only restriction in Metamorphosis that is not removed in Metamorphosis, Greater. Is this an oversight, or were those restrictions supposed to continue to apply even to the Greater version?
Newmade_Psion

04-30-04, 06:41 PM
3 things:
[list=1]
The short description for levitate, psionic on both the psion/wilder and nomad power lists say that you can use the power to move yourself forward and back, which you cannot do with the levitate spell, yet the power references the spell for its effects.
The psionic disease "Cascade Flu" has an old definition of "psionic creatures" as those that manifest powers without paying power points, this is now wrong. Also it has "psionic creatures" cascade until all of their powers have (freely) manifested at least twice, yet some creatures with psi-like abilities now can only manifest them 1/day.
Cereberal Parasites needs to be updated to the new definition of "psionic creature". Also the section on damage for psionic creatures needs to be updated from limiting them to 1/day (as opposed to freely manifesting them), now that most creatures with psi-like abilities no longer freely manifest them and some only manifest them 1/day rendering the limitation useless.
[/list=1]
Dorje

04-30-04, 10:30 PM
The Elocator requires:
BAB+3
Concentration 8
Spring Attack

However, Spring Attack requires:
BAB+4

Should the BAB match?
Kazdul

05-01-04, 11:26 PM
The ability to use a higher level version of summon astral construct to summon more lower level constructs was omitted (a system with augment could have been used). Summon monster, undead, and natures ally (I think) all allow this, as did the previous summon astral construct.

Is this intentional or another error?
pwatson1974

05-02-04, 03:10 AM
Not sure if this is an error, but Sidestep Charge is listed as a psionic feat with no psionic component to it. Every other psionic feat requires a power point pool, a psionic focus or to discharge the psionic focus, but not this one.
James McMurray

05-02-04, 09:07 AM
If it has the [Psionic] tag, it requires either a power point reserve or psi-like abilities to take.
Count Arioch the 28th

05-02-04, 12:54 PM
I looked through this thread, didn't find the answer, so I'm asking:

The duergar have their psi abilities listed as equal to their HD, minimum 3.

So, are they just not like all the other races, or is it supposed to be equal to 1/2 their HD?

Just wondering, I have a few high level duergar NPCs in an upcoming game that would like to know the answr.
Veneficus

05-02-04, 02:39 PM
If you cannot use powers that are not of your discipline, why is levitate, psionic listed as both a level 2 Psion/Wilder power and a level 2 Nomad power? If it is supposed to be on the general list, shouldn't it be level 3 or higher for any Psion that is not a Nomad?
Kurkamor

05-02-04, 02:58 PM
Originally posted by Veneficus
If you cannot use powers that are not of your discipline, why is levitate, psionic listed as both a level 2 Psion/Wilder power and a level 2 Nomad power? If it is supposed to be on the general list, shouldn't it be level 3 or higher for any Psion that is not a Nomad?

The official reason is that only a Nomad can manifest it on another creature, but I still agree that it shouldn't be the same PowerLevel than a Nomad.
Dark Psion

05-02-04, 09:35 PM
On the background for Wilders it says;
A wilder is typically self-taught. most wilders were left too long on their own as children, sometimes forced by cruel circumstances to live alone in the wild.

And yet Survival is not one of their class skills.
reiella

05-03-04, 02:34 AM
Oddity with Expanded Knowledge :

The feat as written simply makes the power known list.

That allows the power to be manifested, and be impeded in psionic items.

However, some psionic items, such as the Dorje and Power Stone, require the power to be on your "class list". So if the power is from a "foreign list" you would be able to create dorjes/powerstones that had a power imbedded that you were unable to use [at least easily].

Simple enough to have the Expanded Knowledge feat state that it adds the power to your class list as well [in a manner similiar to how Initiate Feats work-which add to a spell list].

Additionally, Expanded Knowledge should probably have some text saying that the new power known is added to a specific psionic class's power list, instead of generally [to make augmentation caps less confusing in the 'potential' event of a psionic class multiclassing as another psionic class].
Dark Psion

05-03-04, 01:39 PM
Originally posted by Dorje
The Elocator requires:
BAB+3
Concentration 8
Spring Attack

However, Spring Attack requires:
BAB+4

Should the BAB match?

Spring Attack also requires both Dodge and Mobility feats, but only Mobility is listed on the Elocator's requirements.
jhpace1

05-04-04, 10:28 AM
Spring Attack also requires both Dodge and Mobility feats, but only Mobility is listed on the Elocator's requirements.

I don't see that as a problem. IMHO only Spring Attack should be listed, with the onus on the player knowing that DEX 13+, Dodge, Mobility, and BAB +4 are required for it. That would make the BAB implied, and get rid of the error.
strattjw

05-04-04, 12:39 PM
It could be listed as such because of other ways to get the spring attack feat besides actually taking it as a feat. There could be a PrC that gives you spring attack (for example) without you needing to meet the pre reqs for spring attack. In such a case you wouldn't need to get mobility. I don't know if there is such a way off the top of my head but there might be one now or in the future.

Jesse
Venkier

05-04-04, 03:23 PM
!
Sheer_FALACY

05-04-04, 05:18 PM
The soulknife seems to explain psionic feats very well.
FenixZero

05-04-04, 08:09 PM
I think that the Control Fire Augment entry is wierd. I say this because it says in the powers entry you can control a fire or flame up to a size equal to their manifester level. Yet the augment entry says that you have to agument to do so. Which one is right?

Or does mean that you can increase the size of the fire that much per round instead of one level per round?

FenixZero
Gothic_Demon

05-05-04, 11:21 AM
The "Power Point Limit" bottombar on page 41 has an error. It states that if a power does 9d6 damage, +1d6 for every additional PP spent, and you spend 3 PP to augment it and 1 to empower it, it deals 16d6 points of damage. First up, empower doesn't actually change the dice of damage, and instead multiplies by 1.5; second up, even if empower affected the number of dice, 12 * 1.5 = 18.Unless the precedent is empower first, augment second:

9 / 2 = 4.5 (round down to 4)
9 + 4 = 13 + 3 (augmentation) = 16d6
Gruffmug

05-05-04, 01:53 PM
call weapon and metaphyical weapon augents is +4 that is to high at that rate it will require an epic psion to get a +5 weapon. Both wizards and cleric get access to a similar power that grants +5 weapons by 5th level. Psions need access by at least 5th or 6th. There is no way a that power is equavalent to a 9th level power.

also metaphysical weapon should be on the shaper list
Gruffmug
the Horc

05-05-04, 03:57 PM
I want to know the limit on an Elocators Scorn Earth ability, how high up can you go...

I also would like to know if it could lessen falling damage with it, by say, catching yourself with the power, or even if you were thrown by some colossal creature, you you suspend yourself in midair and decide not to fall, while using the movement speed to slow you down.
Psiblade

05-05-04, 10:36 PM
Table 3-3 on page 36 does not have jump as a class skill for Wilders despite jump being included in their class skills on page 30.

-Psiblade
Clell

05-06-04, 10:05 AM
pg. 33-34 Epic Wilder has no Bonus feat progression listed.
Whakapapa

05-06-04, 12:26 PM
On page 125 under Prescience, Offensive, it says under the augmentation that: 1. For every 3 additional power points you spend, the insight bonus gained on your "attack rolls" increases by 1.

Now looking at the other two insight powers, the Prescience, Offensive should clearly be:
1. For every 3 additional power points you spend, the insight bonus gained on your "damage rolls" increases by 1.
Dark Psion

05-07-04, 09:49 PM
Use Psionic Device: Synergy:

"If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Magic Device checks related to power stones."
Sheer_FALACY

05-07-04, 10:18 PM
Originally posted by Whakapapa
On page 125 under Prescience, Offensive, it says under the augmentation that: 1. For every 3 additional power points you spend, the insight bonus gained on your "attack rolls" increases by 1.

Now looking at the other two insight powers, the Prescience, Offensive should clearly be:
1. For every 3 additional power points you spend, the insight bonus gained on your "damage rolls" increases by 1.

Actually, it should probably increase by 2 for every 3 PPs spent; the others both increase by the initial amount for every 3 PPs.

You do not empower first and augment second. Empower Power is explicit about that.
Slagger the Chuul

05-08-04, 03:27 AM
Page 182 says

...powers that target another creature, such as energy ball, cannot be stored in psionic tattoo form. Powers with a range of personal can be made into psionic tattoos, but they cost double the price of standard psionic tattoos.

So you can only make a tattoo that affects yourself a double cost, and only then if it's "Personal" range, not "Touch", or another range that merely targets creatures.

What does a "standard" psionic tattoo do?

Since the tattoo always affects the wearer anyway, the prohibition against powers that target another creature must be preventing you from zapping yourself, otherwise it's meaningless (or horribly redundant and confusing, anyway).

So a standard psionic tattoo manifests a power that doesn't affect creatures on its wearer?
player1

05-08-04, 03:45 AM
Originally posted by Slagger the Chuul
So you can only make a tattoo that affects yourself a double cost, and only then if it's "Personal" range, not "Touch", or another range that merely targets creatures.

What does a "standard" psionic tattoo do?

Since the tattoo always affects the wearer anyway, the prohibition against powers that target another creature must be preventing you from zapping yourself, otherwise it's meaningless (or horribly redundant and confusing, anyway).

So a standard psionic tattoo manifests a power that doesn't affect creatures on its wearer?

Let me clarify this.
Nowere it says that you can't make a tattoo with range of touch.
It only says that you can't make tatoos with target enemies.

But, in special case, when taoo is personal only (not touch), it costs twice as normal. Because that's probably only way to make such power affect other user by giving them tatoo. Like fightyer using force shield.
Sheer_FALACY

05-08-04, 05:42 AM
That quote is especially humorous because energy ball doesn't have a target.
Slagger the Chuul

05-09-04, 01:56 AM
I guess that means you can also put energy ray) in a tattoo, since you could shoot yourself with the ray, instead of another creature. :)
gbnogkfs

05-09-04, 11:31 AM
Does the manual say which new skills are class skills for the PHB classes?
Bacris

05-09-04, 11:55 AM
A standard Psionic Tattoo holds a power of 3rd level or lower that specifically targets one or more creatures. Said creature's body houses the power and will be affected by the power, which is why harmful tattoos only work in the Crawling variety listed later.

Because you're making a "self-only" power targetable by making a tattoo out of a Personal power, it doubles the cost to compensate for that. Seems fine to me. Other characters aren't supposed to get the benefits of Animal Affinity, but if you pay 100 gp x power level x manifester level instead of 50 x x, then you can.

Follows similar rules to body slots and duration multipliers.
Mikster

05-09-04, 12:51 PM
Does Identify, Psionic identify magic items as well, or only psionic items? The manifesting time is listed as "1 day"... does that mean sunup to sundown, or 24 hours? If the latter, how does that work (i.e. does the manifester have to concentrate for 24 hours straight) ?
Slagger the Chuul

05-10-04, 05:29 AM
Originally posted by Bacris
Because you're making a "self-only" power targetable by making a tattoo out of a Personal power, it doubles the cost to compensate for that. Seems fine to me. Other characters aren't supposed to get the benefits of Animal Affinity, but if you pay 100 gp x power level x manifester level instead of 50 x x, then you can.

I agree. The personal range part is perfectly clear and reasonable; it's the standard tattoos that the text makes needlessly confusing.
De Batavier

05-10-04, 02:48 PM
Didn't read all pages!

The psycristal pag 207

initiative +2, i think a * should be added.
Aubri

05-11-04, 03:20 PM
The Psicrystal at 9th manifester level gets Fly 50 ft. (Poor) as a standard action? Shouldn't that be Perfect? No evidence, I guess, but it feels weird to have Poor maneuverability for a floating crystal. It's not like it has a stall speed...

Did someone in design write (P) and someone else misinterpret that, perhaps?
MattKarnan

05-11-04, 08:50 PM
In the short description of Energy Wave it says "deals 13d4 damage" but the expanded description in the powers chapter lists it as 13d6. For a level 7 power with a 120 range... 13d6 pumpable is sick.
Dark Psion

05-12-04, 12:34 AM
Over on the Eberron site, there is a listing for the Kalashtar (http://www.wizards.com/default.asp?x=dnd/eb/20040413a), a psionic race and it has:

Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class.

I assume this is going to be changed before the Eberron book is released to match up with the Psionic races in the XPH?
The_Ditto

05-12-04, 09:16 AM
Originally posted by Dark Psion
Over on the Eberron site, there is a listing for the Kalashtar (http://www.wizards.com/default.asp?x=dnd/eb/20040413a), a psionic race and it has:



I assume this is going to be changed before the Eberron book is released to match up with the Psionic races in the XPH?

I doubt it .. read the description , it sounds perfectly in line with it ..

besides ... +20 pp at level 20 ... so what? :smirk:

You're talking 300+ power points already, 20 is nothing ... :angel:
Anomaleic

05-12-04, 03:44 PM
under the feat tables, it's a general feat, and in the actual description of the feat it's a psionic feat. also, should it require focus, or the expenditure of a focus?
Otakkun

05-13-04, 12:06 PM
Originally posted by Dark Psion
Over on the Eberron site, there is a listing for the Kalashtar (http://www.wizards.com/default.asp?x=dnd/eb/20040413a), a psionic race and it has:



I assume this is going to be changed before the Eberron book is released to match up with the Psionic races in the XPH?

I assume the xph will be errata'ed to match this description instead.
MShivers

05-14-04, 07:01 PM
Hmmph.

I hate to sound like a Cry Baby :sad: here, but this is just plain silly. If I had even suspected that there would be this many errors in the book, I would never have bought the first release.

:twitch: Sigh. :twitch:

Lesson learned. I shall now treat releases from WotC much like I treat MicroSoft products .... never buy the first release.

Anybody have any idea when they plan to release the 2nd print?
Sheer_FALACY

05-15-04, 02:19 AM
Um, have you seen the error listings for every other book? This list is short. If you can do a better job editing, go ahead; I imagine that it looked much worse when they went over it initially, and they cleaned up a lot of the mistakes.

Don't complain. It's free.
Nightfall

05-15-04, 12:39 PM
Originally posted by Otakkun

Besides, the psion has a clearly stated discovered powers progression, I see no need for it to stop. Wizards can certainly keep learning spells after level 20...

on page 64 of the XPH there's a paragraph about independent research. Psions can research new and existing powers(including those of another discipline) Although now I think about it they do need empty slots to actually learn them...


Fusion has as targets: you and one touched willing creature of you type and your size or smaller.

In the spell description the type restriction is not repeated(, but the size restriction is).

Also does this mean a PC with the outsider type can use it on a summoned creature?
Aubri

05-15-04, 11:59 PM
On pg. 64, where it talks about using a willing/unconcious psion's powers, it also mentions power stones but it's ambiguous whether you can manifest the powers stored in the stone without flushing it by this method. The final step--manifesting--only refers to creatures, but the second step--understanding--is unnecessary to activate a stone the normal way, but power stones are mentioned in that step.
Glitch001

05-16-04, 03:01 PM
I also mentioned this in the FAQ, but is the Soulknifes stunted enhancemnt list only to show examples? It doesn't make any sense that they would have such a small list of enhancements to add to their blades.
TimeWaster

05-17-04, 04:40 AM
On Page 64 under Adding Powers its states that you can undergo independent Research.

Specifically this allows you to:
A) Duplicate an existing power to fill an "open" slot.
B) Research entirely new powers to fill an "open" slot.

The XP cost seems to only be tied to researching NEW powers. This is inferred from: "Any kind of manifester can create a new power. Research involves an expediture of 200xp per week and takes one week per level of the power."

Am I correct in this interpretation? Are Diciplines only useful for setting the base sub-class skills?

What is the time and XP cost to duplicate an existing power? Can you learn powers from other Disciplines or from the Psychic Warrior (Psion/Wilder) list?

SjH
Psiblade

05-18-04, 03:05 PM
I do not have my book with me, but those are guidelines for research costs if the DM allows research. Research is an optional rule. Research is currently not allowed in any of the campaigns that I run.

-Psiblade
Werebat troll paladin

05-18-04, 06:11 PM
The epic wilder has no epic feats.
Svenry

05-19-04, 01:19 AM
I've been battling this one for days, and I think I've found the definitive reason it's incorrect.

Energy Missile is supposed to be the Psion's Scorching Ray. At its current progression, it gets a +1d6 and +1 DC per power point spent augmenting it. It is my contention that it's supposed to be 2 power points per +1d6 and +1DC. At that progression, it's effectiveness nearly mimics Scorching Rays.

At eleventh level, the optimal level for Scorching Ray, it deals three rays of 4d6 each. Energy Missile, at eleven Power Points with the 2pp progression, deals 7d6 to up to five targets. Let's not assume maximum targets, because that would be rare, and let's weed out targeting one opponent, because Energy Ray becomes more effective, due to no saves. If we assume two targets (the minimum and more common application), we can say EM (energy missile) will deal between 6d6 (on successful save) and 14d6 damage (on no saves). The average comes to be 10d6, only two bellow Scorching Ray (assuming all rays hit, which they don't always do). Since it is being treated, DC wise, as a sixth level power, it is less likely the opponent will make his save, meaning the damage difference is even less. With three to five targets, Energy missile becomes clearly better. If EM is supposed to be on par with second level powers, then the progression should be tamed to 2 power points per 1d6 and +1DC.

Woohoo! I'm going to do my easter platypus dance. :ayyyy!:
Sheer_FALACY

05-19-04, 01:39 AM
Originally posted by Svenry
I've been battling this one for days, and I think I've found the definitive reason it's incorrect.

Energy Missile is supposed to be the Psion's Scorching Ray. At its current progression, it gets a +1d6 and +1 DC per power point spent augmenting it. It is my contention that it's supposed to be 2 power points per +1d6 and +1DC. At that progression, it's effectiveness nearly mimics Scorching Rays.

At eleventh level, the optimal level for Scorching Ray, it deals three rays of 4d6 each. Energy Missile, at eleven Power Points with the 2pp progression, deals 7d6 to up to five targets. Let's not assume maximum targets, because that would be rare, and let's weed out targeting one opponent, because Energy Ray becomes more effective, due to no saves. If we assume two targets (the minimum and more common application), we can say EM (energy missile) will deal between 6d6 (on successful save) and 14d6 damage (on no saves). The average comes to be 10d6, only two bellow Scorching Ray (assuming all rays hit, which they don't always do). Since it is being treated, DC wise, as a sixth level power, it is less likely the opponent will make his save, meaning the damage difference is even less. With three to five targets, Energy missile becomes clearly better. If EM is supposed to be on par with second level powers, then the progression should be tamed to 2 power points per 1d6 and +1DC.

Maximized scorching ray does 72 damage. Your version of EM doesn't even compare. And the scorching ray is still lower level.
Svenry

05-19-04, 02:32 AM
Psions don't get free d6's like arcane casters, but their DC's scale as compensation. Psions cost more per spell because of this, and they run out of points quicker, too, but they'll let off some bangs that sure will make your butt pucker (to steal a phrase from a very unpopular movie). Your whole arguement kind of fades away when you consider that the only two powers that break the psion progression (don't have a some equitable arcane counterpart) are Energy Missile and Energy Stun.

Just a note: this thread is to post errors for errata, not discuss if they're broken or not. I'm just presenting this to WotC. If it's indeed a missprint, they'll know about it and add it to the errata sheet, when it comes out. If someone doesn't say something, they might overlook it and not make the change, even if it is indeed warranted.
Sheer_FALACY

05-19-04, 03:57 AM
Originally posted by Svenry
Just a note: this thread is to post errors for errata, not discuss if they're broken or not. I'm just presenting this to WotC. If it's indeed a missprint, they'll know about it and add it to the errata sheet, when it comes out. If someone doesn't say something, they might overlook it and not make the change, even if it is indeed warranted.

Then you shouldn't have posted what you did. The power has already been mentioned.
Bacris

05-20-04, 12:24 AM
Energy Missile was addressed already on this thread- on page 1, to be exact.

Keep your Nerf Energy Missile crusade in one thread.
Cripe

05-20-04, 09:58 AM
Why is Reality Revision listed on both the Seer's powers and the general Psion/Wilder list?
Rufus

05-21-04, 12:30 AM
The Wilder can create level 12 astral constructs, but they are not stated.
Aubri

05-21-04, 09:23 AM
Originally posted by Bacris
Energy Missile was addressed already on this thread- on page 1, to be exact.

Keep your Nerf Energy Missile crusade in one thread.

Hmmm... Actually, "Nerf Energy Missile" might be a cool power! ;)
*manifest* ---- *PTOING* Ow!!
Zero Cochrane

05-21-04, 08:02 PM
I thought I should contribute my 2 cents to this thread, since I'm sure the folks at WOTC are preparing an errata. Some of the following has probably already been addressed, but for the sake of completeness, here's a list of things that need to be corrected in the XPH:
-Does the soulknife get 2 or 4 skill points per level?
-The Blue should have 6 power points (5 left with 1 spent for inertial armor).
-The Blue's LA is listed as +0 in the table and +1 in the text. +0 looks more reasonable.
-Dispel Psionics has a math error in the Augment section
-Expansion's duration in the stat block doesn't match the text --which is it?
-Psionic Scent's duration seems too short for such a limited power.
-I think the following powers are missing the [Force] descriptor: Inertial Armor, Inertial Barrier, Intellect Fortress.
-Metamind hasn't nearly enough power points. I discussed this in another posting.
-The Thrall herd's abilities are all listed as extraordinary but they should probably be supernatural or psi-like.
-Psionic Repair Damage is kind of limited. It'd be more useful if it could also be applied to objects.
-Crawling Tattoos are superior to standard tattoos, but they cost the same and you can make them with Craft Universal Item. I suggest the price be doubled (as it was in the PsiHB, or Scribe Tattoo be made a prerequisite for their creation.
-How come Ferroplasm didn't make the transfer from the PsiHB to the XPH?
BillProvince

05-21-04, 09:34 PM
The skills chart shows search as a cross-class skill for the psychic warrior, but the individual description shows it as a class skill. The SRD shows it as a class skill.

-- Bill Province
Sheer_FALACY

05-22-04, 03:43 AM
never mind
Xary Darkwind

05-23-04, 02:40 PM
Elan had +2 PP at 1°level (page 10) or +1PP at 1° level (page 197)
I think 1PP as other races
FenixZero

05-23-04, 04:05 PM
How come Ferroplasm didn't make the transfer from the PsiHB to the XPH?

I saw this too, I think it sucks because Ferro is the bomb. And I was thinking of all of this alloys I could make in-game with it. :weep:

FenixZero
Zero Cochrane

05-24-04, 01:44 PM
Originally posted by FenixZero
I saw this too, I think it sucks because Ferro is the bomb. And I was thinking of all of this alloys I could make in-game with it. :weep:

FenixZero

Well, I wanted it back, so I copied it out of the v3.0 SRD, printed it in a small slice of page, and and used postit-note stickies to insert it at the bottom of page 182.

New question: Why didn't Astral Steed or the Detect Thoughts powers make it into the XPH? Some other powers and feats didn't make it, either (tho I can understand why 'lesser' and 'greater' versions were removed since now we can augment).
Yoppen

05-24-04, 03:49 PM
Detect thoughts was changed to read thoughts. I think it's a better power now.
ThoughtfulOwl

05-29-04, 08:43 AM
I hope these haven't already been posted...

The Mind Over Body feat on page 48 increases the regular ability damage/burn healing rate, yet it gives no indication about how it combines with the effects of complete rest or long-term care.

The Sidestep Charge feat on page 51 is listed as [Psionic] in the text, but as [General] in the table; given that it has no psionic connotations, I suspect that the table is right, despite the default priority of primary sources vs. tables.

The four new skills at the beginning of chapter three give no guideline on how to determine if they are class or cross-class skills for nonpsionic characters, aside from the fact that classes with Knowledge(any) among class skills would probably include Know.(psionics) by default. Given that 3.5E got rid of exclusive skills, simply barring the new skills to old classes would be inconsistent.
EvilEgg

05-29-04, 02:53 PM
Can someone PLEASE shed some light on the control fire power? I agree with the two guys that posted already that:

1. Space should be squares not feet: i.e. 25 feet x 25 feet instead of 5.

2. The augmentation is to INCREASE or DECREASE an already burning fire. The size/level is the initial size you can control.

My own question, though:

"The flames deal the indicated damage to any creature that is either on fire or surrounded by the fire."

A paragraph later it states:

"Creatures on fire takes 1d6 points of damage."

Which is it? indicated dmg (ie 5d6) or 1d6?
Six Million

06-12-04, 07:15 PM
The fire deals 5d6 (or whatever) damage, to Object X. X is now on fire. Each round, Object X takes 1d6 points of damage until Object X gets doused somehow (Stop drop and roll, water, whatever).
Veneficus

06-16-04, 08:41 AM
Originally posted by Aubri
The Psicrystal at 9th manifester level gets Fly 50 ft. (Poor) as a standard action? Shouldn't that be Perfect? No evidence, I guess, but it feels weird to have Poor maneuverability for a floating crystal. It's not like it has a stall speed...

Did someone in design write (P) and someone else misinterpret that, perhaps?

Stall speed? Why not? Think ioun stone, orbiting the Psion's head.
Lawrence

06-18-04, 06:48 PM
except a fly speed of poor means that ioun stone is barely staying in orbit. You move too quick and it would fall down. :P

I agree, the psicrystal speed seems awkward, so it's something to look for.
Azric

06-20-04, 06:15 AM
First of all, if you read the description of the psicrystal in the creature section of XPH it says something to the effect that psicrystals are only seen with psions and wilders. Also, for hit points it says 1/2 owners HP only counting psion and wilder levels. This implies that psi warriors can't have psicrystals.


Also, what is a mindblade's manifester level when when using the suppression ability on his weapon? I would say 1/2 mindblade level, but that's just me. There are a number of changes I would make to the mindblade, but it would take pages, so...

Just things that I noticed that I would like cleared up.

Azric
Azric

06-20-04, 06:48 PM
Would War Mind levels stack with psychic warrior levels for determining manifester level? Since they both use the same power list, I would like to think so. If not, I guess I'll just tweak it so that it does, something like +1 manifester level but only gain new powers every other level or something....
Jhaelen

06-21-04, 06:11 AM
Originally posted by Azric
Would War Mind levels stack with psychic warrior levels for determining manifester level?
The rules are quite clear on that. They don't stack. Neither do levels in 'the Fist of Zuoken' prestige class stack with levels in the Psychic Warrior class for determining manifester levels.

Unless you choose a prestige class that includes '+1 level of existing manifesting class', there's no stacking.
Steelgryphon

06-22-04, 08:50 PM
Psychic Reformation is not listed in the lvl 4 telepath disciplne powers
Expanded Psion

06-23-04, 09:29 PM
Not exactly an Errata but something left out (imo)...If the Psionics Are Different optional rule is not used then anything that can affect spells can also affect powers...hence a Wizard/Sorcerer can Counterspell Powers (albeit only with Dispell Magic/Greater Dispelling)...however Dispell Psionics doesn't state that it can be used to Counterspell...is this a left-out rule or a balance issue?

Something that i can't understand...why would be unbalanced to be able to counter spells just like your powers can be countered in stead and generally not have any kind of defense against Mordenkainen's Disjunction?
Suldarr'essalar

06-24-04, 03:06 AM
That's because in 3.0 only Arch Psion's Mastery of Power Negation gave the ability to counterspell (counterpower). (see Negate psionic power from 3.0)
Expanded Psion

06-24-04, 07:17 AM
Indeed but i believe this was neglected...ArchPsion countered because well...he's a ripoff of the Archmage:D and he should have the Mastery...however not only he can counter but also reflect the spell back to the target...something is missing here...
Suldarr'essalar

06-24-04, 07:28 AM
Well, since you can use psicraft to know what power is being manifested i supose you can counter it. But look. There is no such thing as counterpower (countering a power with a power (as it is with spells)).

Edit:To my mind, it's unfair, that psions have to be psionicly focused to do anything.
If there is a psion (from XPHB) and a wizard (UA), who is more deadly? A psion that must be psionicly focused to enhant his powers with metapsionics, or a wizard who can cast quickened-maximized-empowerd-desintegration?
Expanded Psion

06-24-04, 02:17 PM
Indeed...i guess the only remedy is being an
ArchPsion...but i still believe its kinda unfair that wizards are able to counter your powers (due to the psionics/magic transparency and use of dispell magic) and you cannot do so...:)
grey muse

06-25-04, 06:42 PM
Where is the Arch Psion from?

I think there's some ambiguity in the soulknife's weapon enhancement ability. When a SK manifests his blade, he can choose to make it as two short swords (if sufficiently high level), but the enhancement on each blade is one less than usual.

It's never stated explicitly what happens with the weapon enhancements on the psiblade when it's in dual short-sword form, i.e., whether each short sword keeps all the enhancements or they must be split between the two swords.

grey muse
Suldarr'essalar

06-26-04, 09:38 AM
Originally posted by grey muse
Where is the Arch Psion from?
Arch Psion (http://www.wizards.com/dnd/article.asp?x=dnd/psi/psi20021122b)
Cthulhu

06-27-04, 05:51 AM
Originally posted by Suldarr'essalar
Edit:To my mind, it's unfair, that psions have to be psionicly focused to do anything.
If there is a psion (from XPHB) and a wizard (UA), who is more deadly? A psion that must be psionicly focused to enhant his powers with metapsionics, or a wizard who can cast quickened-maximized-empowerd-desintegration?

Of course the wizard has to have the 'quickened-maximized-empowered-disintegration' prepared in the first place AND hope that its appropriate for the day's encounters. The psion might not have the potential raw power of the wizard's pick BUT he has the flexibility to customize his powers with metapsionics as the situation needs. Six of one, half a dozen of the other.
Suldarr'essalar

06-27-04, 07:58 AM
Originally posted by Cthulhu
Of course the wizard has to have the 'quickened-maximized-empowered-disintegration' prepared in the first place AND hope that its appropriate for the day's encounters. The psion might not have the potential raw power of the wizard's pick BUT he has the flexibility to customize his powers with metapsionics as the situation needs. Six of one, half a dozen of the other. I was talking about wizard from Unearthed Arcana. He doesn't need to prepare spells. He has mana points (as a psion), and he doesn't have metamagic cap.
Cthulhu

06-28-04, 01:11 AM
Ahh. I understand.

The two power point systems look incompatible to me. One (psionics) is designed to work in conjunction with the spell slot system, the other (mana points) is designed to replace spell slots. I don't view it as surprising that the two seem uneven in various ways.
Objulen

06-29-04, 01:16 AM
From cthulu

Of course the wizard has to have the 'quickened-maximized-empowered-disintegration' prepared in the first place AND hope that its appropriate for the day's encounters. The psion might not have the potential raw power of the wizard's pick BUT he has the flexibility to customize his powers with metapsionics as the situation needs. Six of one, half a dozen of the other.

I agree with cthulhu, but not specifically for this reason. He raises a valid point, indeed, but the benefits of Psionic Meditation seem to h ave been overlooked. Since offensive psion powers are generally ranged, a psion (or wilder) with 13 Wis can take the Psionic Meditation feat at level five, which greatly expands the usefulness of psionic focus greately, and thus Metapsionic feats.

Consider the sorcerer, the most flexible arcane caster when it comes to choosing what spells to use during combat. Metamagic feats are garunteed, but as a full round action, which means that the spell doesn't trigger until the begining of your next turn. This means you can easily suffer interruptions from attacks and powers, particularly if your dangerous spell gets identified by enemy casters, and the battle field will be shifting, meaning that area of effect attacks can be hazardous for your party given the delay. Wizards and clerics can use metamagic without fail, and quickly, but lack the sorcerer's and psion's flexibility.

A psion with Wis of 13, however, can take Psionic Meditation at level 5. With a Concentration of 8 and a Constitution of 14, a psion can use her/his/its full action to gain a 50/50 chance to use a power modified by metapsionics. Since most psion attack powers are ranged, this isn't that big of a problem, as the need for movement is reduced. Further, an Egoist who wishes to use Animal Affinity and a Con of 14 automatically has a 60/40 chance of doing so right off the bat, as would any psion with a Con of 14 and access to Bear's Endurance from other party members, and the psion gains a 5% increase in chance automatically as long as one point is sunk into Concentration each level, and without the delay issues that sorcerers, the closest comparable non-psionic class, has. This can be further enhanced by feats that provide bonuses to Concentration, including the Psicrystal Affinity if the property personality fragment is chosen. In addition, since psionic focus can be 'stored', a psion can role every round in combat that requires no movement and save the 'charge' until needed.
Note that any psionic character who can take 10 and has a modified Concentration score of 10 can give up a movement to manifest metapsionic-enhanced powers each turn as needed, or any other feat requiring psionic focus.

Thus, for psions following this progression, metapsionic feats are a very good option, particularly at mid-high levels, since for the price of one bonus feat, the psion can, with increasing reliability, gain the benefits of metapsionics without the delay issues faced by sorcerers while maintaining flexiblitly, particularly if Con enhancing magic or psionics are used. Further, since other psionic feats also rely on psionic focus, this is a valid tactic for nearly any psionic class. For example, a psycic warrior, who gains arguably more benefits from high hp, and thus, high Constitution, would find her/his/its investments in feats such as Deep Impact or Fell Shot in particular, granting greater returns when combined with Psionic Meditation with a high Con score. A Psychic Warrior who specializes in ranged weapons, particularly one provided with cover by other party members, could become especially lethal when able to use such feats every other turn or more.
Note that Wilders and other manifesters without bonus feats who wish to do this must take into account the fact that they are giving up a normal feat to do so instead of a bonus feat, so the cost is greater.

Further, any psionic character can take 20 on the Concentration check at the begining of the day and after each encounter, since doing so takes only two minuets [A full round action = 1 round = 6 seconds. 6 seconds * 20 (the standard increase for taking 20) = 120 seconds = 2 minuets]. Except under the greatest of duress between encounters, each psionic character almost always gains the benefits of metapsionic feats, or other feats requiring psionic focus at least once per encounter.
Suldarr'essalar

06-30-04, 07:22 AM
True.
But since you mentioned Psi warrior: I don't quite get it, why must I choose between deep impact or psionic weapon. I can't even make full atack if i wish to make empowerd attack (with one of those feats). I don't understand, why aligned attack needs the psionic character to expand his psionic focus?
I thought it should be like this: your attacks are treated as either good, or evil, or lawful or evil. You can use this ability as long as you remain psionicly focused. Then it makes sense. You can make full attack against a creature with DR/aligment.
Other feat: psionic endowment. It's not worth to expand psionic focud to get a one time bonus +1 do DC of (only) one power (but it's quite nice feat if you need only to be psionicly focused).
I'd like to see some changes in psionic focus.
Or at least a feat that allows a character to have more than one psionic focus (I know, there's psicrystal containment, and one epic feat).
infinity_squadron

06-30-04, 03:24 PM
What I particularely dislike is that to take Deep Impact (or Fell Shot or the like), you must have the Psionic Weapon (Shot, Fist) feat, and you can't use them in conjunction, you are forced to pick.

Anything that causes you to have to expend your psionic focus basically means you can only use it once per battle; why spend a full-round action so that you can deal another 2d6 next round, when you can spend this round dealing more than 2d6 damage with a full attack? That is, I suppose, assuming you have good full attacks, but if you don't, you're probably not a damage-oriented character anyway.

There is the matter of Psionic Meditation, which allows you to focus yourself as a move action, but that requires a whole extra feat, which really makes the costs of feats like Psionic Weapon heavy, and it's not too far out of the ballpark that you'd be better off attacking or doing somethin else useful most of the time anyway.

Not to mention that becomming psionically focused is exceedingly difficult for low-level characters.

Frankly, I prefered adding 1d4 to each attack by spending a power point, and resolving it as a touch attack for 5, as in the third edition. The numbers sound lower, but you could do it each attack. Power point reserves also made more sense to me than having to be focused.

If you ask me, the only reason they changed that entire system over was because of the Soulknife. By eliminating power points from that class, they needed to come up with a way of giving it access to psionic feats, and that was it. I don't really understand why they changed it in the first place. Sure, I like how they've updated it, but I still think it made much more sense as a prestige class than as a base class. Coming up with a blade from your mind sounds like a very specialized thing to do, not something that would be anyone's favoured class. Plus, for a base class, I don't quite get the concept of being able to do psionic things without being able to manifest any powers. That works for a prestige class, since that signifies shifting there focus from powers to more specific things, but as a base class it doesn't make a whole lot of sense.

Don't get me wrong though, there are a lot of things I do like about the 3.5 version, such as the augmentation feature, some of the new feats (overchannel :D), the prestige classes, and the general balancing, but that in particular was what didn't make sense to me. I also liked the old discipline idea better, using different ability scores, it was interesting, but I can see why that was changed.
Xaxor

06-30-04, 05:11 PM
The Crawling Tattoo of Concussion Blast is mispriced (page 172). It should cost 300gp.
Virgil Tibbs

07-03-04, 04:41 PM
I don't think this has been mentioned, but on pg. 27 it says the soulknife gets a +1 enhancement bonus on attack and damage rolls at the 4th level and every four levels thereafter. However, on pg. 33 it says that this bonus is gained every five levels. Is this an intentional change or an error?

Also, maybe this seems like more an omission than an actual error, but it does not seem the mind blade can penetrate damage reduction other than magical (pg.27). Does it overcome epic damage reduction once the blade's bonus reaches +6? Is there any way to get by silver, adamantine, or cold-forged iron damage reduction? Also, there is alignment based damage reduction to consider. These things seem like they could be handled as weapon special abilities gained by the mind blade enhancement class feature. As was already mentioned I believe, still more enhancement types would be nice.

Tibbs
Objulen

07-04-04, 02:16 AM
Using Psionic weapon with psionic focus makes no sense to me either, unless you only use it once per combat, right on your first attack, since giving up extra attacks for 2d6 damage doesn't make any sense, especially if you can buff your to-hit with psionics. If you can hit well enough that you reliably deal the 2d6 extra damage, you probably can hit more often, and for more damage, with your normal number of extra attacks. However, if your weapon deals less than 2d6 points of damage and you have only two attacks, then psionic weapons is very useful, essentially giving your second attack the same BAB as your first one at the cost of the chance of extra criticals - unless you wield a weapon with a large expanded critical threat range, this is probably a good trade, and is especially attractive to weapons with average critical modifers.
Fell Shot and Deep Impact are always excellent choices however, since it can be well worth your time to give up extra attacks to by pass a foes high natural or armor/shield AC; if you are having trouble hitting a foe at your highest base attack bonus, you don't stand much better chances of hitting that foe with the lower attack bonus of extra attacks - a Balor goes down alot easier when you can ignore its +16 natural armor. It does cost more feats, but a psychic warrior has extra bonus feats to use on this. It makes the most sense if you frequently run into foes who have high armor-like ACs (armor, shield, natural), and is particularly good against more monstrous foes who don't have great dexterity but make up for it with natural AC. Using psionic meditation gives the greatest benefit to psions, but other classes can pick up benefits. Infinity_squadron, your hypothesis about the nature of the change to focus being one for non-power point psion classes seems like it is very plausible and part of the reason if not all of it.
As for psionic endowment, I would guess that the supposed flexability of the power, i.e. being able to be apply to powers of any discipline, is why it keeps the 'standard' bonus of magic equivilent. This doesn't make very much sense to me, since many characters' often used offensive powers with saves ususally come from a single discipline, especially since psions are automatically associated with a specific discipline. A player of a telepath, for example, generally picks telepath spells from the general list of psion powers with a smatter of other useful powers. I would make it that it applies to just one discipline and is automatic, or, if you want to keep the need for expending focus, just make it so the bonuses are double. A greater endowment's +4 DC increase, if this option is used, makes that one power you really need to work a much greater change to work.

Virgil Tibbs, I would have to say that it is every four levels. Every 5 levels doesn't give a +5 bonus at the end of the standard level progression, while a cumulative +1 bonus every 4 levels does.
Yoppen

07-05-04, 12:03 PM
Table on pg 73, 5th level seer power scond chance shows that there's an xp cost. Discription on pg 131 doesn't list an xp cost.

:behold:
trotzflocke

07-05-04, 07:20 PM
Something that nobody complained about before: Page 161, Table 7-2. You can roll Psicrowns as minor items, but the referenced table 7-11 has no column for minor items. Same error is in the SRD.
Voldenuit

07-14-04, 02:24 AM
Originally posted by Gothic_Demon
Unless the precedent is empower first, augment second:

9 / 2 = 4.5 (round down to 4)
9 + 4 = 13 + 3 (augmentation) = 16d6

The text entry forEmpower Power states:

"Augmented Powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power)"

meaning metapsionic effects are applied after augmentation.
Voldenuit

07-14-04, 02:24 AM
argh!
(Sorry for the double post)
Ravens Claw

08-10-04, 08:56 AM
Apologies to the finder if this has already been found.

Pg 68 EPH Negative Levels

Describes each level lost by a Psionic character as losing their most powerful power and the power points of that power.

Now if a 20th level Wilder gets drained downed to 9th level they have no powers left but a ton of power points

A 20th level Psion who gets drained to level 1 still has 17 powers and few power points.

Energy drained Psions requires major re work.
Racinante

01-11-05, 07:31 PM
Something that nobody complained about before: Page 161, Table 7-2. You can roll Psicrowns as minor items, but the referenced table 7-11 has no column for minor items. Same error is in the SRD.

Also on table 7-2, no minor item exists for a roll of "7".
RavinRay

10-20-05, 08:12 AM
I searched this downloaded thread, and the official errata PDF and didn't find this, so here goes...

Crisis of Breath, page 89.
Elementals should be excluded from the monster types affected with the 4 added power points augmentation because they don't breathe. Plants creatures are not not mentioned, although they do breathe, but differently from animals.
edventure

10-20-05, 11:54 AM
On page 17-18, the multiclass section of the XPH is seems pretty clear that manifester levels are seperate for multiclass characters.

The Overchannel feat description (under Normal) states that "Manifester level is equal to total levels in classes that manifest powers". That would imply that a 10 Psywar/10 Psion can augment up to 20pp. It would be cool, but way overpowered.

The sentence needs to be removed or rewritten.
yrogerg

10-21-05, 01:10 AM
These are mostly nitpicky, but:

The prerequisites for the Elocator PrC include both BAB +3 and the Mobility and Spring Attack feats (no Dodge).

The prerequisites for Spring Attack are BAB +4 and Dodge and Mobility.
Racinante

10-21-05, 09:46 AM
These are mostly nitpicky, but:

The prerequisites for the Elocator PrC include both BAB +3 and the Mobility and Spring Attack feats (no Dodge).

The prerequisites for Spring Attack are BAB +4 and Dodge and Mobility.

The prerequisites as written allow you to enter the PrC via another class or PrC that grants Mobility, Spring Attack, and only confers a BAB of +3.... Not that I am aware of any of these at the moment, however. :)

Otherwise, going straight in there requires all the pre-requisites for those feats (an additional +1 BAB, and Dodge or equivalents).
Racinante

10-21-05, 09:49 AM
....
Andyr

11-04-05, 12:35 PM
Sorry if I have missed it but is there an official, downloadable errata for the XPH somewhere then?
Todd

11-04-05, 12:39 PM
Here you go:

http://www.wizards.com/default.asp?x=dnd/er/20040125a

.
Andyr

11-04-05, 12:44 PM
Thanks. :) Heh, I was just about to edit my post to say 'I found it on the Wizards main site here...'
Todd

11-04-05, 12:50 PM
;)

Hope your modding over at G3 & PPG is going well. Just seeing you post here prompted me to take a quick look.
Andyr

11-04-05, 06:30 PM
Yes it is, thanks (it is fairly rare anyone here mentions IE game mods, though). The reason for my interest in the errata is not because of the computer games, though; I recently upgraded to the XPH for a new character in a new campaign and saw a few contradictions (e.g. Blue level adjustment) so thought best to check it out.
Britlion

11-06-05, 03:04 PM
I'm rather comfused by this power. It goes into a lot of description on which creatures are affected first, which seems to imply it affects a total of so many HD, starting with the lowest HD creatures, and working up, but nowhere that I can see does it state how many HD of creatures are actually affected.

I figure it's meant to work something like the sleep spell.
Fairill

01-18-06, 01:48 PM
And I too was struck with a sense of "I've been here before" when I read the Deja Vu power on page 91, then was made to relive the experience on page 92. That must be what it feels like to fail the Will save against the power.

Actually, that was an intentional joke. You can hear it mentioned in the article 'Why aren't we funny?' on the D&D website. :D
The_Ditto

01-19-06, 09:20 AM
I'm rather comfused by this power. It goes into a lot of description on which creatures are affected first, which seems to imply it affects a total of so many HD, starting with the lowest HD creatures, and working up, but nowhere that I can see does it state how many HD of creatures are actually affected.

I figure it's meant to work something like the sleep spell.

I've always read it as:

for 1pp: You affect 4HD of creatures (ie 1 or more ...)
So ... the lowest HD critters are affected first .. so those first 4 goblins are affected ... the orc is not ..

for 3 pp: You affect 6 HD of creatures .. and would get the 4 goblins, plus the orc .. and have 1 HD left over for a 2nd orc if one was there ...

but yeah .. seems pretty close to sleep .. :tiphat:
WildeSurge

09-29-06, 07:32 AM
Diplomacy appears as class skill for wilders in the sample-build, but not in the description. What´s the correct one?
The Vorpal Tribble

11-30-06, 12:06 AM
Not going to read 9 pages, but I got this to ask, should a phthisic's intelligence damage ability really be extraordinary? I mean, as is, it can damage even intelligent undead and constructs.
AntiDjinn

11-30-06, 02:13 PM
Page 32: The wilder's Volatile Mind class ability states that it works whenever a telepathic power is used on the wilder. No exception is granted for the wilder himself. So when a wilder wants to use Schism or target himself with Conceal Thoughts he must first spend a standard action lowering his Volative Mind or he pays the added cost.
NoldorForce

11-30-06, 02:47 PM
As mentioned elsewhere, Psionic Mind Blank has the mind-affecting descriptor, and thus apparently invalidates itself.
AntiDjinn

11-30-06, 03:00 PM
So when a wilder manifests Personal Mind Blank, in addition to immediately nerfing itself, it costs him extra points.
Racinante

05-09-07, 04:48 PM
:bump:

Also, since the XPH Clarification sticky thread has been archived, I thought I would add..


04-24-04, 12:33 AM
With your help, Bruce Cordell and I have identified some rules contradictions in the Expanded Psionics Handbook. Although it is too early to release official errata for this book, please consider these changes official:

Pg 27: Soulknife — Listen is a class skill. Skill points are correct at 4 + Int modifier per level (Table 3–1: Skill Points per Level, on page 35, incorrectly lists the soulknife's skill points per level as 2 + Int modifier).

Pg 36: Autohypnosis — The DC for Resist Dying should be 20, as listed in the table (not 15, as listed in the adjoining text).

Pg 190: Blue — Blues have a level adjustment of +1, as given in the "Blues as Characters" section (not +0, as listed in the previous page's monster entry).

In addition to clearing up these contradictions, we would like to add the following:

Pg 96: Dominate, Psionic — The following paragraph was omitted from the power's description:

“4. If you spend 1 additional power point, this power’s duration is 1 hour rather than concentration. If you spend 2 additional power points, this power’s duration is 1 day rather than concentration. If you spend 4 additional power points, this power’s duration is 1 day per manifester level rather than concentration.”

General Notes Concerning Errata:
When the text within a product contradicts itself, our general policy is that the primary source is correct and any secondary reference is incorrect. This means that the skill list in the character chapter is correct, the table in the skill chapter is merely referencing that information and is therefore a secondary source. Exceptions to the rule (such as the Autohypnosis inconsistency, above) will be called out specifically.

In general, if a mechanic works as printed, we don’t change it, even if it doesn't exactly work as the designers and developers intended. However, we feel that the duration of the psionic dominate power is something fundamental to psionics, and not addressing the omission violates of the spirit of the Expanded Psionics Handbook.

We are sorry for any confusion these errors may have caused you in the use of this product, and we hope that these clarifications will help you enjoy the Expanded Psionics Handbook in your gaming group more.

We are aware of other errata issues. As with all our products, formal errata will be issue as soon as we have time to compile it. The official errata for the Expanded Psionics Handbook will include the information presented above.
Racinante

05-09-07, 04:53 PM
In addition...

07-01-04, 12:05 PM
OFFICIAL clarifications from BRC

Q: Can Psychic Warriors use and have a psicrystal without having any levels in Psion or Wilder?

BRC: YES

Q: According to "Scorn Earth" pg. 143, while and Elocater remains within 1 foot of a surface she can make attacks normally, but if she moves higher she incurs penalties as if under a psionic levitate. Does this mean that she can rise above this surface at the same rate as psionic levitate?

BRC: When I wrote this class, I intended that the elocator could move as if enjoying the effect of psionic levitate, but while within 1 foot of solid ground, could move at normal speed and make attacks without penalty.

MJ

These were the only official responses included in that thread.
Lycanthromancer

05-10-07, 04:35 PM
I'm going to sticky this for a short while... howevber you should also be sending errors and typos etc to custserv@wizards.com

The Soulknife's BAB progression for levels 15th to 19th are missing the second iterative attack bonus. Just like a Rogue or Cleric, it should be as follows:

15th +11/+6/+1
16th +12/+7/+2
17th +12/+7/+2
18th +13/+8/+3
19th +14/+9/+4

This will be included in the errata.
Errata? I see no errata.
Racinante

05-10-07, 05:54 PM
Errata? I see no errata.

The errata is located here: http://www.wizards.com/dnd/files/ExpPsiHdbk_Errata02062006.zip
Lycanthromancer

05-10-07, 07:42 PM
Oh. That errata. Wasn't that overturned in Complete Psionic?
Racinante

05-10-07, 08:38 PM
Oh. That errata. Wasn't that overturned in Complete Psionic?

CP errata just added to what was all ready published.
Lycanthromancer

05-11-07, 02:09 PM
Like stating that thri-kreen get psionic displacement and so on? Because apparently it's official, despite psionic displacement not actually existing, and having been overturned in the original errata...
igorbob

08-12-07, 03:25 AM
so what do we do about it? I'm about to create my first-ever dromite NPC (a Summit Road guide for my PCs who have just arrived in Syrkarn and need to get into Adar). Do I make him a wilder or not? I HATE inconsistency, unless it's coming from me to make the game more interesting!