Kalindlara Contributor |
Kalindlara Contributor |
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So I guess, the question is, would you allow a Lich to accept Burn, as it's a class ability, or not.
I like the former rather then the latter, and still fits into the classic Lich trope of burning inside with power (and hatred!).
I'd allow it... but I'm not exactly everyone. ^_^
captain yesterday |
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captain yesterday wrote:I don't have Unchained, it's not really on my to get list, but thanks :-)Gentlemen... behold!
Wow! They got Unchained up quick.
captain yesterday |
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captain yesterday wrote:I'd allow it... but I'm not exactly everyone. ^_^So I guess, the question is, would you allow a Lich to accept Burn, as it's a class ability, or not.
I like the former rather then the latter, and still fits into the classic Lich trope of burning inside with power (and hatred!).
The person I would get to GM it is fairly open minded. :-)
captain yesterday |
Yay!
Crunchy!
Rolled 12,11,16,15,14,13 (28 point buy equivalent)
Edit: I was thinking
Str: 9 (11; -2 halfling)
Dex: 16 (14; +2 halfling)
Con: 16
Int: 13
Wis: 12
Cha: 17 (15; +2 halfling)Or could switch Dex and Cha, not sure how much Str fits in, my guess finesse factors in more, could also switch out wis or int with cha, since halflings get a +2 anyway.
I think this is a pretty good way to go, especially if Charisma becomes important later in levels :-)
Kalindlara Contributor |
Lich Kineticists should use the Overwhelming Soul archetype. Uses Cha for the stat and provides alternatives to burn.
Only if they absolutely have to. As someone who tried using overwhelming soul... ask your GM for a houserule on the burn part. (The undead type already lets them use Cha.)
Kalindlara Contributor |
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One thing I wonder, are there more psychic disciplines in Occult Origins or Realms, and are there any that are better/more appropriate then Pain?
Pain is pretty good, just curious.
There are three - two from Origins and one from Realms.
Origins brings us Enlightenment (Wisdom-based, focuses on senses and meditation) and Rebirth (Charisma-based, focuses on lore and past incarnations).
Realms gives us the Numeria discipline of Mindtech. It's highly technology-based, obviously.
There's also a number of additional discoveries in each book. The ones in Realms, like the discipline, are heavily Numerian/tech-based... although it gives 20th-level psychics an interesting alternative to lichdom.
Tammerine "Tammy" Dragontoe |
Tammy at first level. spoiled for length.
Halfling psychic 1 (Pathfinder RPG Occult Adventures 60)
CE Small humanoid (halfling)
Init +3; Senses Perception +7
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +4; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
sickle +0 (1d4-1)
Ranged sling +4 (1d3-1)
Special Attacks painful reminder (1d6, 6/day), phrenic amplification (focused force[OA]), phrenic pool (5 points)
Psychic Spells Known (CL 1st; concentration +4)
1st (4/day)—ear-piercing scream[UM] (DC 14), magic missile, persuasive goad[UM] (DC 14)
0 (at will)—bleed (DC 13), haunted fey aspect[UC], mage hand, read magic
Psychic Discipline Pain
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Statistics
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Str 9, Dex 16, Con 13, Int 16, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Expanded Phrenic Pool[OA]
Skills Acrobatics +5 (+1 to jump), Bluff +7, Climb +1, Intimidate +7, Knowledge (planes) +7, Perception +7, Spellcraft +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Common, Gnome, Goblin, Halfling
SQ manifestation points, ability scores, power from pain (maximum 1), read aura (perception)
Other Gear dagger (4), sickle, sling, absinthe (per bottle)[UE], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], prismatic crystal[OA], torch (10), trail rations (5), waterskin, 2 gp, 9 sp
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Special Abilities
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Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Focused Force (Su) 1 pool: increase increase die size of force spell one step, from d4 to d6, etc.
Manifestation Points, Ability Scores ([none], 16/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Painful Reminder 1d6 (6/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power From Pain (1/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
captain yesterday |
tweaked, ever so slightly. :-)
Halfling psychic 1 (Pathfinder RPG Occult Adventures 60)
CE Small humanoid (halfling)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
sickle +0 (1d4-1)
Ranged sling +4 (1d3-1)
Special Attacks painful reminder (1d6, 6/day), phrenic amplification (overpowering mind[OA]), phrenic pool (5 points)
Psychic Spells Known (CL 1st; concentration +4)
1st (4/day)—ear-piercing scream[UM] (DC 14), magic missile, persuasive goad[UM] (DC 14)
0 (at will)—bleed (DC 13), haunted fey aspect[UC], mage hand, read magic
Psychic Discipline Pain
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Statistics
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Str 9, Dex 16, Con 13, Int 16, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Expanded Phrenic Pool[OA]
Skills Acrobatics +3 (-1 to jump), Bluff +9, Intimidate +7, Knowledge (planes) +7, Perception +7, Spellcraft +7; Racial Modifiers +2 Bluff, +2 Perception
Languages Abyssal, Common, Gnome, Goblin, Halfling
SQ manifestation points, ability scores, power from pain (maximum 1), read aura (perception)
Other Gear dagger (4), sickle, sling, absinthe (per bottle)[UE], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], prismatic crystal[OA], torch (10), trail rations (5), waterskin, 2 gp, 9 sp
--------------------
Special Abilities
--------------------
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Manifestation Points, Ability Scores ([none], 16/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Painful Reminder 1d6 (6/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power From Pain (1/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.