Spoiler

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Matter Manipulation:

Spoiler Show Heavily modified, and I'm not sure the finished product is what the designers intended.

In brief, the changes to this power were clearly intended to make it balanced without the XP cost drawback, which was removed. So you can still harden or weaken items as before, but now it has a duration. The degree to which you can harden or weaken has also been capped, even across castings.



Thankfully, there is an option to spend much longer ( an hour ) manifesting the power - doing so makes MM instantaneous again like the 3.5 version. All well and good, but it doesn't appear to override the casting cap!



If you overlook that potential oversight and uncap the instantaneous version... well, either the duration or the casting time is still bad, and at the level you get this 250 xp shouldn't be a huge problem anyway. So overall, I'd say nerf.

Mental Disruption:

third augment

Spoiler Show

1)The largest change - metaconcert no longer creates a separate entity that manifests for you, instead merely creating a network (and making you admin.)



2) The conductor (usually, you) is now the originator of all the powers. Whether this is bad or good depends on what you were using the entity to do before.



3) There is no separate creature that has to deal with negative effects; make saving throws, take ability/HP damage, be counted for effects that depends on number of creatures etc.



4) The conductor has to choose between using his actions to manifest his own powers (using his private reserve), or those of the network (using the collective pool.) If your table had ever ruled that the entity gets its own actions , then this is a nerf. Though you can of course make someone else the conductor and keep your actions, preferably someone who wouldn't be manifesting anyway.



5) Individuals without the designated number of PP instantly drop out of the network. You must be this tall to manifest! Sorry, Soulknives and Psicrystals. This could also be bad if one individual with lots of powers known - say, an Erudite - is running on empty.



6) Cumulative members no longer increase the save DCs of powers manifested by the network. However, each one increases the conductor's ML instead when manifesting from the network. The higher augments this enables can be used to increase the DCs instead, and more importantly, more members are now useful even to powers without a save.



7) The conductor cannot apply his own feats or class features to metaconcert powers, so no Wild Surging if a Wilder is the conductor etc. This isn't really a nerf since you couldn't do it with the original either, but it's good that they spelled that out. Interestingly however, items are now allowed ; so a psionatrix or torc worn by the conductor could be applied to the metaconcert powers normally.



8) The conductor can now choose to distribute damage throughout the network or not. Choice is always good. Furthermore, HP damage can now be distributed in addition to ability damage. Individuals can choose not to receive damage, and best of all, the division happens before damage reduction and similar effects. (Note: powers that ignore PR cannot be divided.)



9) As there is no longer an "entity," the saving throw bonus vs. powers now applies to all the members instead. This even applies to powers that are PR: No.



10) It is now impossible to gain more PP from a metaconcert than you entered with, even if the remaining concert pool divided by the number of members results in a higher total.



11) The "move together" rules have been updated. You now move at half the speed of the slowest member of the concert. In most cases, this will be faster than the previous hard cap of 10 feet; in addition, because it scales with that member's speed, you can buff everyone (e.g. with Haste) and go even faster as a group.



12) The augment was overhauled - it now allows additional members to enter the metaconcert. It also increases the duration and radius of the effect, letting the constituents spread out.



Whew! I'm not a fan of all the changes, but overall this was a well-done revision, and should clear up a lot of the questions surrounding how the power actually works. I still won't label it as a buff or nerf though, as again that would depend on how you were using it before.



My Erudite Concerto trick can still work with this new metaconcert, but you will definitely need outside help this time. (i.e. the Erudite cannot be the conductor and still reap the benefits.)



Random note: the mental display was removed for some reason.

Metamorphosis:

objects anymore.

Microcosm:

triple-strength

increase the duration

Mind Probe:

increases the range

Mind Seed:

Spoiler Show 1) The power now scales with your size (so a psionic dragon could mind seed another dragon, for instance.) Only your natural size is considered, so no Expanding first.

2) The second usage - to counter/cleanse another manifester's Mind Seed - now has no size restrictions at all. This was a clause that the first power needed. (e.g. if you were medium and mind-seeded by, say, an evil Elan in 3.5, and the only telepath you could find who knew the power to remove it was a Dromite, you were SOL unless you could get your hands on Wish etc.)

3) The XP cost has been removed , and the manifester simply gets a negative level that doesn't go away on its own (but can be removed.) Since (a) the XP cost was pretty hefty and (b) negative levels are not nearly as bad in Pathfinder, this is a net gain.

Mind Switch:

Spoiler Show 1) The XP cost has been removed , and you simply have a negative level while in your new body. (As with the others, you can remove this one without penalty.)

2) If you Mind Switch while already Mind Switched, your previous victim now returns to his old body and the new one switches with your original body. In effect, it's like you end the existing power each time before hopping. This should reduce a lot of confusion at the gaming table, as there will no longer be a chain of displaced unfortunates between the PCs and the Telepath using this.

Mind Switch, True:

Spoiler Show 1) The massive XP cost has been removed ; you now suffer two negative levels while in your new body. Unlike the one from Mind Switch, these do fade over time (1 per day) or you can remove them earlier if you're in a hurry.

2) Instead of level loss if either you or your victim dies, you suffer negative levels instead. One for your victim if you die (he lives on in your old body) and TWO for you if your victim dies (you live on in his body.)



This means that if you TMS someone and then immediately kill your old body, you will suffer a whopping 4 negative levels. However, these can be instantly removed (even by you if you know the right powers or spells to do so) leaving you free to continue your unnatural existence without penalty.

Mind Trap:

Spoiler Show all mind-affecting attacks , not just telepathy powers. Creatures without PP (either because they have none left to lose, or they are non-psionic) are nauseated for one round instead of losing PP. This does not require you to be specifically targeted, so area attacks (e.g. Now functions against, not just telepathy powers. Creatures without PP (either because they have none left to lose, or they are non-psionic) are nauseated for one round instead of losing PP. This does not require you to be specifically targeted, so area attacks (e.g. Enthrall ) should be affected as well. I'm also not sure how this works against indirect attacks, like Illusory Script - one more for Jeremy to clarify I suppose.

Mindwipe:

Spoiler Show This is less powerful simply because of how negative levels work in Pathfinder, i.e. you no longer delete powers or PP from the subject's mind, and in fact have very little effect on their ability to manifest at all. The wording has even been tweaked to reflect this. It has also been clarified that all the negative levels ( not just two ) go away after an hour.



I think this is one of those powers that the DM is probably more likely to use than the player anyway (similar to Apopsi) so this is probably a good thing from the player's perspective.

Missive:

"cantrip augment"

My Light:

doubled (to 40 feet.)

80 feet.

"cantrip augment."

No longer autofails

SeeUnchangedThis is the renamed form of Psionic Modify Memory. A small clause was added to avoid limiting rationalization for illogical modified memories to bad dreams and alcohol (thus allowing, say, warforged to dismiss this as well) though it should honestly work that way anyway.Unchangedhas been added, increasing the duration of the daze on affected targets.Where to begin. This is another that might deserve its own thread.The XP cost was removed (as is standard for PF), instead forcing you to take 2 points of ability burn to your manifesting stat. Determining whether this is a buff or nerf seems game-specific to me.Okay - this one (or more accurately, these), I'llleave for another thread; It's too extensive a change to go into here. Don't bother looking at Pathfinder Polymorph or Shapechange; it's different from that too. The closest analogue I can find is actually Astral Construct, in that you pick abilities from a series of menus to apply to your character, with the ability to trade in abilities from higher menus for multiple choices from lower.One solid nerf though - you can't turn intoNo idea why.Unchanged; still only applies to claw and bite natural attacks (and not, e.g. to tails).UnchangedThe augment now hasfor the area usage (i.e. +30 per PP spent instead of +10.)Seeandrespectively.This is the renamed form ofYou no longer need to augment it tofrom Concentration to days/ML. The other augments are unchanged. This is now pretty much strictly better than Dominate Person, giving Telepaths a powerful edge over Enchanters.A new augment has been added thatof this power substantially (from Close to Medium.) Combine this with the fact that will saves do not stop the power and you get a pretty deadly recipe. Another boon for Telepaths.A couple of buffs here:Two key changes here.Two more key changes. Telepaths have it cushy in Pathfinder.So the million dollar question:The answer is yes (as all the components, even PAO , still work); but there's no real reason to use it anymore since TMS doesn't have a prohibitive XP cost. Well, unless you want to be a sandwich that badly anyway.Moving on...Unchanged.UnchangedUnchanged. Interestingly, the power specifies that the "mental communication ends" if you borrow a power, butthe mindlink itself. Depending on your interpretation, that could allow you to keep borrowing powers from the subject for the duration even though you cannot talk to them anymore. A great way to dig utility powers out of an Erudite's head.SeeThehas been added; otherwise unchanged.UnchangedSeeSeeThis is the renamed form ofUnchanged.This is the renamed form ofUnchanged.Several buffs here:1) The range has beenFor the first 20 feet it functions normally, while for the second it raises the prevailing light level by one step (e.g. dim light -> normal light.)2) Using it with elfsight doubles it yet again, going to a whopping(40 normal, 40 one-step.)3) Has gained the4)in magical darkness; the strength (or weakness) of the darkness effect is now a factor.