Is there anyway to make a viable Psychic of PFS?


Advice

Lantern Lodge

After hours of research and discussion among my local group, the conclusion is that the Psychic class is close to useless for PFS play.

1) For anything it can do, there is another class/build that can do it better.

2) The fact that it can access higher lv 7+ spells, is mooted in PFS.

3) It can do mind-affecting stuff (its a psychic), but there are other classes like the mesmerist that just do it way better.

I really want to love and play a psychic, but it just seems impossible!.
Is there any way to build a viable psychic for PFS? (Preferably a Cha based one.)

Lantern Lodge

Secane wrote:

After hours of research and discussion among my local group, the conclusion is that the Psychic class is close to useless for PFS play.

1) For anything it can do, there is another class/build that can do it better.

2) The fact that it can access higher lv 7+ spells, is mooted in PFS, since the game ends at lv 12, bar the limited high level scenarios and modules.

3) It can do mind-affecting stuff (its a psychic), but there are other classes like the mesmerist that just do it way better.

I really want to love and play a psychic, but it just seems impossible!.
Is there any way to build a viable psychic for PFS? (Preferably a Cha based one.)

Grand Lodge

I mean, I've witnessed a psychic possess a colossal sized creature, who then proceeded to cast buff touch spells with his 20-some reach so as to not dominate the encounters for the other players, so I think psychics can be pretty great.


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Starfinder Charter Superscriber

Some of your terms “viable”, “useless”, “impossible” do not relate logically to the criteria you’ve set up for “better than everyone else at X”. I don’t mean this in a snarky way, but I think the standards you’re setting are different than the language used.


I've seen plenty of psychics in PFS play be useful to their parties. Like even in the lv10-11 range. So I'm not sure what your issue is since this shows that they are viable.


The only real issue psychics have is dealing with Golems or very high SR creatures as their list lacks many SR: No spells. There are a couple of ways of dealing with that. The rebirth discipline lets you grab a wizard spell, glitterdust is probably the best option for those issues. Otherwise using buffs works just a well Few parties are going to be upset if your actions in a fight with golems mostly consist of casting haste, displacement, fly, greater invis etc. You can use illusions to deal with golems but they tend to be subject to a lot more table variation.

Otherwise they are a full 9th level caster class with a wide range of decent spell options across every level. Make sure you spell list is reasonably diverse and you will be fine. The extra spells known FCB is particularly useful.

Dark Archive

I've seen 2 high level psychics in action, and they basically owned the tables they were at like a comparable wizard. In fact with the goofy way their components work they can do some rather ridiculous things starting at around9th level that wizards can't. Like possess another creature and use it as more or less free hit points, while still being able to cast many of their spells. Lower level is still plenty viable, but you have to find a few more things to handle monsters that are immune to mind affecting.


Viable =/= the best at something

Lantern Lodge

Jhaeman wrote:
Some of your terms “viable”, “useless”, “impossible” do not relate logically to the criteria you’ve set up for “better than everyone else at X”. I don’t mean this in a snarky way, but I think the standards you’re setting are different than the language used.

Your right. I should have used more proper wording.

Using useless and impossible is not correct for the question asked.

I'm just a little frustrated in trying to get the class to work at lower levels.
Playing a psychic at lower levels, feels like playing 3rd or 4th fiddle to everyone else. Its like you require them to carry you to complete scenarios.

A more properly wording of the question is how do you make/play a psychic that is comparable to other classes/build across the levels?


I dont have much experience with Occult. But when I am looking at classes I like to ask myself a question. What does this class do better than any other class? Also, better doesn't necessarily mean raw power. For example, the Wizard arguably does arcane spellcasting (as a whole) better than anyone else because of the mix of versatility and power. But if you want to be a pure blaster, the Sorcerer is arguably better because Sorcerer's tend to be better at one specific thing than wizards. It's about determining what niche you want to play or needs to be filled. So, I ask the question, what is the Psychic's niche? If it is nothing more than "it gets 9th level psychic casting" then the OP is right and it may not be that great in PFS because you never get to that level.


It still holds. You get to 6th level spells, while lesser casters have to make do with 4th or less.

You get lots of nifty spells. Use 'em.


Psychic is thoroughly viable. They're still a full caster, same as any other.

Are the other full casters better?

Probably.

But that doesn't mean the Psychic isn't viable. You're just a little less God, with some meaningful limits. But the basics are the same. Useful spells to sway the fight, then sidearm for cleanup. Mind whammies, utility, and buffs are your forte. And unlike the Mesmerist, you can start out at level one with a Phrenic amp that will not only let you target the undead (the usual shutdown button for mind whammies), but do so with no penalty. Mesmerist doesn't get that until level 3, and even then, it's limited and the penalty is huge.

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