VampByDay
|
I'm looking into making a Psychic for PFS play. After I saw the Psychadellia discipline, I thought it would be fun to make a stereotypical 'stoner' who has expanded his mind by taking copious amounts of flayleaf.
Thing is, I can't really seem to get a good grasp on the spells. A lot of the psychic spells just seem like bunk, or bad versions of already existing spells. Anyone find any good combinations? Spells that a psychic 'needs' in their repertoire?
| Winter S Jackson |
I'll admit, the only one I've made I treated like a wizard with a different spell list. Focused on Metamagic, battlefield control, and a couple of buffs. Let's be reasonable, there seems little theme or plan to their spells available- I just went for the classics. Magic missile, black tentacles, etc.
| Slithery D |
| 1 person marked this as a favorite. |
You get Suggestion and Mass Suggestion a spell level early compared to wizards.
You can chain (Greater)Possession, Mind Swap, and maybe the dream discipline Waking Dream power to shut down or scramble the enemy. You can have up to three enemies affected as a dream guy, one is comatose, one is in a friends body, one is controlled by you. With Greater Possesion your own body doesn't even need protection. Wizards and sorcers can use these spells, but Sorcererss aren't likely to focus on them, and wizards can't spam them.
Greater Create Mindscape, also early, lets you pull in enemies and your allies into a mental demiplane where you set the planar traits, set the geography, and pick where everyone goes. Split up the enemy, put all of our allies around one of them, divide and conquer. If you have lots of melee beat sticks and they have lots of casters, put a dead magic trait and clobber the baby wizard seals. It's long range and no line of sight required, so you can cast from a cloud bank, leave a guard for defense of your bodies, and start mentally killing.
Stack metamagic, phrenic amplifications, and spell focus for nuke spells that are incredibly hard to resist. Two spell focus feats gets you +2 DC, a phrenic amplification can get you +3 at high level, spell perfection gets you another +2, and persist metamagic gets you two saves they have to pass.
At 15th level you can have Spell Focus, Greater Spell Focus, three metamagics, spell perfection as feats, Overpowering Mind, Dual Amolification, and Mimic Metamagic as phrenic amplifications. Pick enchantment as your focus, pick dominate person or mass suggestion (for groups of monsters) as your perfected spell. At the cost of 11 phrenic pool points you can throw this spell, perfected AND quickened(!), with a DC of 22+ modifier (24+ with your cognatogen), and they have to make the save twice. Or you can go for more modest boosters (the DC boost from Overpowering Mind is a lot less efficient than Minimc Metamagic for persist) to conserve your pool and not bet everything on one toss.
Or perfect Cloak of Dreams. Even without phrenic amplifications you can persist at a DC of 20+ and add to your hallucinagetic aura. If they get within 30 feet they might get confused. If they get within 5 feet they are very likely to go to sleep. Go for spell penetration metamagic and Relentless Casting phrenic amplifications to cut through spell resistance like butter at the cost of 4 phrenic pool. Take Spell Penetration feats for additional lulz.
Overall, look for early entry spells, cool applications of new spells, and use phrenic amplifications as temporary boosts to flexibly replace feats you don't have (spell focus and penetration) or really pump to the max feats you do have.
VampByDay
|
By the way, is it just me, or is Hallusinigenic Aura like, the worst ability out there? Like, it doesn't say you can turn it off, so you walk down the street and basically half the citizenry dies within 1 round of you passing by
Confused
1-Act normally
2- Do nothing
3-Attack nearest creature
4-deal 1d8 dmg to yourself
level 1 commoners don't have that much HP!
Sebastian Krows
|
By the way, is it just me, or is Hallusinigenic Aura like, the worst ability out there? Like, it doesn't say you can turn it off, so you walk down the street and basically half the citizenry dies within 1 round of you passing by
Confused
1-Act normally
2- Do nothing
3-Attack nearest creature
4-deal 1d8 dmg to yourselflevel 1 commoners don't have that much HP!
According to my local VL that is correct! Hopefully we'll get an errata on that soon! ^^
| My Self |
By the way, is it just me, or is Hallusinigenic Aura like, the worst ability out there? Like, it doesn't say you can turn it off, so you walk down the street and basically half the citizenry dies within 1 round of you passing by
Confused
1-Act normally
2- Do nothing
3-Attack nearest creature
4-deal 1d8 dmg to yourselflevel 1 commoners don't have that much HP!
To be fair, they get a will save, they become immune on a successful save, and if they fail their save, it's only 1d4 rounds, and they become immune afterwards. Lots of points for failure.
Oh yeah, and for some of them, the nearest creature will be you.
VampByDay
|
| 1 person marked this as a favorite. |
VampByDay wrote:By the way, is it just me, or is Hallusinigenic Aura like, the worst ability out there? Like, it doesn't say you can turn it off, so you walk down the street and basically half the citizenry dies within 1 round of you passing by
Confused
1-Act normally
2- Do nothing
3-Attack nearest creature
4-deal 1d8 dmg to yourselflevel 1 commoners don't have that much HP!
To be fair, they get a will save, they become immune on a successful save, and if they fail their save, it's only 1d4 rounds, and they become immune afterwards. Lots of points for failure.
Oh yeah, and for some of them, the nearest creature will be you.
Save= 1/2 lvl+wis mod+10
So, level 13 psychic, let's be conservative and say he has 16 wisdom. That's 6+3+10=DC 19. Level 1 commoner (from the NPC codex) has a will save of: -1. They need to roll a 20.