Seoni

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Since I can only access Paizo's boards at work (as opposed to Gleemax and ENWorld), I'm posting this here for everyone's consideration.

Basically, I'm building a "matrix" or roles and power sources so that I can see how the classes fit into the "grand scheme of things" in D&D 4e.

Please be advised that if a class is NOT in the 2008 PHB, how I've fit them into this matrix is based purely on MY OWN PERSONAL OPINIONS as influenced by the personal opinions of others on Gleemax and ENWorld.

If there are people who disagree with what I've postulated, please by all means pipe up. That's what these boards are for! :)

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MARTIAL
Defender: Fighter
Striker: Ranger/Rogue
Leader: Warlord
Controller: ---

ARCANE
Defender: Swordmage
Striker: Warlock
Leader: Bard
Controller: Wizard

DIVINE
Defender: Paladin
Striker: ---
Leader: Cleric
Controller: ---

PRIMAL
Defender: Barbarian
Striker: Druid
Leader: Shaman
Controller: Sorcerer

PSIONIC
Defender: ---
Striker: Soulknife
Leader: ---
Controller: Psion

KI
Defender: ---
Striker: Monk
Leader: ---
Controller: ---

SHADOW
Defender: ---
Striker: Necromancer
Leader: ---
Controller: Illusionist


This thread is a duplicate ... do not reply to this thread.

Reply HERE instead.


Because I feel that psionics can have a very real role in some fantasy campaigns, and I also feel that injecting a "psionic" like character into the PFRPG should take up as little room as possible, I would like to suggest the following bloodline for the Sorcerer class... the Psychic bloodline!

PSYCHIC
Your bloodline has always had the ability to touch the minds of others with just a thought and some willpower. While many of your relatives are simply gifted with incredible charisma, you possess true powers of the mind.

Class Skill: Sense Motive.
Bonus Spells: charm person (3rd), detect thoughts (5th), suggestion (7th), charm monster (9th), telepathic bond (11th), dominate person (13th), mass suggestion (15th), mass charm monster (17th), dominate monster (19th).
Bonus Feats: Combat Casting, Iron Will, Negotiator, Persuasive, Silent Spell, Skill Focus (Spellcraft), Spell Focus, Still Spell.
Bloodline Powers: The powers of the mind seem yours to command, but you alone realize that you must practice your innate powers to gain full mastery of them.
Mind Thrust (Su): Starting at 1st level, you can deliver a massive assault on the thought pathways of any one creature within 30 feet as a standard action, targeting said creature with a ranged touch attack. This force ray delivers 1d6 points of damage +1 for every two caster levels you possess.
Psychic Resistance (Ex): At 3rd level, you gain a +1 bonus to save rolls against mind-influencing effects that stacks with all other bonuses. This bonus increases by +1 at 7th level and again every four levels thereafter, for a total of a +5 bonus at 19th level.
Id Insinuation (Su): At 9th level, you can affect a single creature within 30 feet as per the confusion spell, except that you must maintain concentration to maintain the effect.
Telekinetic Flight (Su): At 15th level, you gain the ability to telekinetically fly, as per the fly spell. You must maintain concentration to maintain the effect.
Psychic Awakening (Su): At 20th level, you realize your full psychic potential. You gain full immunity to all mind-influencing spells and effects. All critical strikes made against you are confirmed only on a roll of a natural 20. You gain telepathy with a range of 60 feet.

Any and all criticisms and suggestions are welcome!