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I've been searching for a way to use the Soulknife psion class (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife#TOC-Form-Mind -Blade-Su-) to recreate the Arcane Enchanter from Dragon Age: Inquisition.

In short, I'm looking for a way to add a small amount of healing capabilities to this class without sacrificing much of the usefulness of the Mind Blade, or even just add a small amount of any magic to them, without just picking some random spellcaster class to dip into that makes no sense mechanically.

And yes, I've seen the Gifted Blade archetype. It's not quite what I'm looking for, and I am NOT giving up pyschic strike.

Many thanks in advance for suggestions.


And by "characters" I don't mean NPCs. I'm talking about one of the main characters of the story - one of the heroes - as well as GM the game. If not, provide me reasons.


I see your points, but neither of those seem like huge issues to me. If you look at a monster and see it has a strength of 14 or 15, that should automatically register that he has a +2 strength modifier, and if you're actually making a monster, I would think this process would make creating it's attributes much quicker.

The same thing applies for spells. A +3 should quickly register as meaning your characters has either a 16 or 17 in whatever score, meaning a +3 would allow you to cast spells up to 7th level.

I suppose you could argue that this makes accessing high level spells too easy, but odds are by the time you are able to cast 8th level spells, you'd most likely have an intelligence of 18 anyway.

Probably the biggest issue I see with this system is that the way attribute damage works would need a rehaul, but this isn't something I have sat down and totally mapped out yet, just an idea that I think would work better.

And as a sidenote, I have always found that if you plan on doing random encounters for a session, unless you have an insane variety of outcomes, it's easier and faster to write down monster attributes and attacks on a sheet of paper ahead of time anyway. Again, random encounters don't seem that they would be that big a deal. I appreciate your input, though.


For any of you who have checked out the Dragon Age RPG released by Green Ronin a couple years ago, you should be familiar with this. I far prefer a their stat system for it's simplicity. You have ten points to split among eight attributes, no assigning more than 3 or less than -2 to a single stat.

Well, I figured it would be nice to incorporate a system like this into my Pathfinder game, only instead of 10 points among 8 attributes, it would 8 points among 6 attributes.

Instead of adding and subtracting 2 to attributes because of race, you would only add or subtract 1.

Character still add a point to attributes every 4 levels. But to prevent characters from super-maxing an attribute, a single score can only be increased twice.

As an example of this, these are the stats for a Level 1 Bard (Sea-Singer) character I am looking forward to playing soon.

STR: +2 DEX: +2 CON: +1 INT: +1 WIS: -1 CHA: +3(+2)
Human: +1 Charisma

These scores, when looked at with the point-buy system, usually result in a 20-point system, which I think sounds perfect. As for feats that require an odd-numbered attribute in order to take (like 15 dexterity or 13 constitution), the new requirements would just be the equivilent modifier (so 15 is +2, 13 is +1, etc.)

Also, there is a seventh attribute that not a whole lot of people may have heard of called Appearence. This stat basically determines how physically attrictive your character is, whereas Charisma determines how pronounced your character's personality is. I like to include this stat sometimes for roleplaying value, and if I did, then this sytem would change to 9 points spread amongst 7 stats.

Anyway, there it is. Tell me what you think, if you see any problems, and share your own attribute systems if you've got any.