The ferocity discipline revisited


Homebrew and House Rules

Silver Crusade

Concerning the ferocity discipline.

I really like this discipline, but I feel the bonus spells have been very lazily (hastily) chosen. I've taken some time to look for better options, and this is what I came up with. What do you think?

Current official spells:

1/1 anticipate peril
4/2 bull's strength
6/3 heroism
8/4 freedom of movement
10/5 stoneskin
12/6 transformation
14/7 greater arcane sight
16/8 mind blank
18/9 foresight

Gategories:
Ferocious, strong, tough: bull's strength, heroism, stoneskin, transformation
Sniff out danger: anticipate peril, foresight
Too primal to contain / comprehend: freedom of movement, mind blank.
Completely unrelated (maybe sniff out magic, but it's a long shot): greater arcane sight.

Problems: mind blank is a level late at 8, while it's a level 7 psychic spell, greater arcane sight has no place in the list at all.

Simple fix: mind blank to level 7, new level 8 spell: frightful aspect or rend body IV

Total overhaul: even though the currently chosen spells are relatable to the ferocity theme, I feel more fitting choices could have been made. And I also feel it's just mean to give transformation as a bonus spell, when you give a better version as a power at level 13. So, here goes my list of ferocious spells:

1/1 jump
4/2 acute senses
6/3 pack empathy
8/4 locate creature
10/5 animus mine, greater
12/6 primal regression
14/7 regenerate
16/8 frightful aspect
18/9 psychic crush V


Psychic discipline bonus spells are generally bad, Ferocity is pretty typical in this regard. Late access also happens way too often, usually with spells that the Psychic normally has early access to (compared to a Wizard).

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