
Jem'Nai |

I built out this Human Psychic for possible future game and want to see if it looks good and if should change anything. 25 point buy.
Str 12 (+1) HP 9 Init +6 Alinement NG
Dex 14 (+2)
Con 13 (+1)
Int 16 (+3) with human bonus of +2
Wis 12 (+1)
Cha 16 (+3) Phrenic Pool 7
AC 12
FF 10
TC 12
BAB +0
CMB +1
CMD 13
Saves
Fort +1
Ref +2
Wil +3
Phrenic Amp
Focused Force (Su): When casting a force spell, the psychic
can increase the spell’s damage by spending 1 point from
her phrenic pool. Increase the die size for the spell’s damage
by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10
to 1d12). This increases the size of each die rolled, so a spell
that dealt 4d6+3 points of force damage would deal 4d8+3
points of force damage instead. This amplification can be
linked only to spells that deal force damage, and only if that
damage includes a die value. A spell that already uses d12s
for damage can’t be amplified in this way.
Psychic Discipline
Abomination
Your mind is impure, tainted by outside forces. These might
be monstrous ancestors whose blood still f lows within you,
or powerful and unknowable psychic forces that intrude
upon your mind. Like a psychic disease, this influence
consumes part of your brain, creating a dark counterpart to
your normal self. Every time you call forth a psychic spell,
you’re drawing on this dangerous force—and potentially
giving it a greater hold on you. This malign influence might
stem from creatures like rakshasas and aboleths, or perhaps
malign entities that dwell in the voids between the stars.
Power
Dark Half (Su): By allowing the dark forces to overcome you,
you can enter a state of instinctual cruelty as a swift action.
While you’re manifesting your dark half, you increase the
DCs of your psychic spells by 1, gain a +2 morale bonus on
Will saves, and become immune to fear effects. Whenever
you cast a spell that deals damage while manifesting your
dark half, you can cause one creature that took damage from
the spell to also take 1 point of bleed damage. The amount
of bleed damage increases to 2 points at 5th level and to
1d6 points at 13th level. While manifesting your dark half,
you can’t use any Charisma-, Dexterity-, or Intelligence based
skills (except Acrobatics, Fly, Intimidate, and Ride)
or any ability that requires patience or concentration other
than casting spells using psychic magic, using phrenic
amplifications, or attempting to return to normal. You can
attempt to return to your normal self as a free action, but
must succeed at a concentration check with a DC equal to
your dark half and can’t attempt to change back for 1 round.
You can manifest your dark half for a number of rounds
per day equal to 3 + 1/2 your psychic level + your Charisma
modifier; when these rounds are expended, you return to
your normal self without requiring a concentration check.
10 + your caster level. If you fail, you continue to manifest.
Skills
Arcana +7
Planes +8 ( Do to Blood of Feinds Trait)
Perception +5
Sense Motive +5
Spell Craft +7
Diplomacy +7
Intimidate +7
Spells(Knacks)
0 Level
Detect Magic
Read Magic
Telekenetic Projectile
Light
Message ( Human favored class option)
1 Level
Mage Armor
Magic Missile
Ray of Enfeeblement (Discipline Bonus Spell) DC 14
Weapons
Quarterstaff
Lt Crossbow
Dagger
Gear
Travelers Clothes
Psychic Kit
Feats
Toughness
Improved Init
Traits
Blood of Feinds (+1 to Planes)
Magical Linage Magic Missle

Typelouder |

Have you thought about taking light armor proficiency? You don't have somatic components so you don't suffer arcane spell chance. This opens up a first level spell, gives you an armor bonus you can always have (no penalty sleeping in light armor) and cheap to increase.
What meta magic feats do you plan on using with magic missile? I've been thinking of going with a magic lineage mind thrust 1 for nice 10d6 bursts at higher level to toss out.