A class with spell-like abilities not based on mental stats


Homebrew and House Rules


I have been kicking around this concept for the past couple of days. The class would gain a progressively wider array of spell-like abilities as it gains levels and would be Str-, Dex-, or Con-based (one of these or maybe the player would have a choice among these at 1st level).

Initially, I thought that it should also be full BAB but that does not necessarily need to be the case. Also leaning toward divine spells but also could be something more focused, like fire, mentalism, mobility, etc. Since basing spells off these stats is pretty unusual for the game (I think a couple monsters use Con and maybe a class from the upcoming Occult book), I also considered psychic magic as the source.

Feel free to share your thoughts.


Only thing I can think of already in existence along this line is the soulknife, which does not need mental stats to form his mind blade.

Not sure how good an idea it is...what is the source of the "energy" that the class would use? I prefer mental stats for this kind of thing because they kind of make more sense for it. I'd be interested in seeing what you come up with, though.

Scarab Sages

True, there's the Soulknife, as well as Incarnum's Souborn and Totemist, but I don't care for this idea. Magic ought to be the product of a powerful mind. That's the great thing about magic: Weedy nerds don't need to put up with being pushed around by dumb jocks, because their smarts/wisdom/will gives them earth-shattering violent power that puts muscle to shame. This is why I want more than anything for magic to be real....


Me, I'd like a combat character that relies on mental stats, as dumb jocks shouldn't always get to rule non-magic either...


I'm Hiding In Your Closet wrote:
True, there's the Soulknife, as well as Incarnum's Souborn and Totemist, but I don't care for this idea. Magic ought to be the product of a powerful mind. That's the great thing about magic: Weedy nerds don't need to put up with being pushed around by dumb jocks, because their smarts/wisdom/will gives them earth-shattering violent power that puts muscle to shame. This is why I want more than anything for magic to be real....

Oh, I definitely agree with the sentiment. Which is why I think if I'm going to go ahead with this, it needs to be Con-based and something inherent to the class, just like magic is inherent in sorcerers. The class I was thinking of before is the Kineticist and just a cursory look through the srd seems like Con-based spell-like abilities are more common for monsters than I thought.

Dabbler wrote:
Me, I'd like a combat character that relies on mental stats, as dumb jocks shouldn't always get to rule non-magic either...

Yeah, I thought the investigator was going to be this. Studied combat is great but you have to wait until 4th level.


The Scarred witch doctor Witch archetype already runs casting off Constitution. Very much not a full BAB type though.


I'm Hiding In Your Closet wrote:
True, there's the Soulknife, as well as Incarnum's Souborn and Totemist, but I don't care for this idea. Magic ought to be the product of a powerful mind. That's the great thing about magic: Weedy nerds don't need to put up with being pushed around by dumb jocks, because their smarts/wisdom/will gives them earth-shattering violent power that puts muscle to shame. This is why I want more than anything for magic to be real....

Is... this a joke? If not, that is kinda sad...

As for the OP, I would very much be interested in an SLA-based martial who gets DC's from strength. Finally, we can have the Muscle Wizard.


Dabbler wrote:
Me, I'd like a combat character that relies on mental stats, as dumb jocks shouldn't always get to rule non-magic either...

You want the Sensei Monk. Optimize for Stunning Fist and work entirely off of wisdom.


I am interested in the fluff for this class. If it is good and make sense i Think lots if the machanics Will be easyer to imagine.


The kineticist(which is still in beta testing for Occult Adventures) is a con based psuedocaster that might match what you're looking for. To me, it has a very superhero'esque feel to it, where you can wield elemental blast attacks that can drain your overall energy, and you don't have to be smart/wise/charismatic to use them. And being con based, you have plenty of hit points, which also gives it a superhero'eque feel to it.


Cap. Darling wrote:
I am interested in the fluff for this class. If it is good and make sense i Think lots if the machanics Will be easyer to imagine.

In terms of flavor, I could see it going two different directions:

Incarnate: a class that represents the someone with a touch of divinity, like the favored soul. Such a class would have the ability to temporarily gain the celestial or fiendish template (are there other alignment templates out there?) with access to some spell-like abilities from the cleric spell list. I could see this having full BAB. I know we already have the oracle class, but this would be more of an adaptation in terms of the favored soul's versatility rather than being the full divine caster that uses Cha rather than Wis.

Psyker: albeit, I'm not too familiar with Dreamscarred Press's work with psionics but I see this class being sort of a pre-cognitive warrior-type. It would have an ability to "foresee" events and gain a bonus to certain rolls (attacks? maybe saves?) like the investigator class's inspiration ability. Basing its spell-like abilities off of Con would make it feel more alien or psychic-punk, but I could see going with Wis too. Its spell-like abilities would draw from illusion, enchantment, and some transportation/mobility spells.

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Alick wrote:
The kineticist(which is still in beta testing for Occult Adventures) is a con based psuedocaster that might match what you're looking for. To me, it has a very superhero'esque feel to it, where you can wield elemental blast attacks that can drain your overall energy, and you don't have to be smart/wise/charismatic to use them. And being con based, you have plenty of hit points, which also gives it a superhero'eque feel to it.

I agree that the kineticist seems to be one possible Con-based, 3/4 BAB pseudo caster.

The class's abilities come from its Constitution and the selection of a particular element to control (one of the classic four elements, or telekinesis). It can be fairly focused on blasting, but can do some neat utility stuff that depends on the element you base your powers on. There's some in the current playtest version, but the final one once Occult Adventures is published is supposed to contain even more options, and the class may be getting some slight buffs.


I experimented with that a little bit on my latest homebrew class. I initially started out wanting to do something like this, but I found that unless the class doesn't really have anything else going for it basing spells on a physical stat means you get the best of both worlds. Also, shameless plug.

Kineticist looks pretty fun. I fiddled with it a bit in the playtest, and as long as they work on expanding the options a little bit it should be a fun class. Hopefully less one-note than what I played with, with more cool stuff along the lines of what utility things you can do with an element.

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