Help for 1st Psychic build


Ok, I'm looking at replacement character for a Strange Aeons AP campaign. We are currently level 7. The Psychedelic Amnesiac Psychic, just fits the AP so incredibly well, that I have to seriously consider it. However, I've never built a psychic before. Some of their spell choices and abilities seem kinda wierd to me. So I'm definitely looking for help / advice.
Does the Samsaran Mystic Past Life work with psychic spells?
Do metamagic feats work with psychic powers?

This is a first pass rough build. I'm sure it is not great.


Male samsaran psychic (amnesiac) 7 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Occult Adventures 60, 104)
N Medium humanoid (samsaran)
Init +5; Senses low-light vision; Perception +12
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 48 (7d6+21)
Fort +5, Ref +5, Will +12; +2 vs. death effects, negative energy effects, negative levels, +2 trait bonus vs. fear and emotion effects
Defensive Abilities drug resistance, lifebound, warped brain (DC 19)
Speed 30 ft.
Special Attacks phrenic amplifications (mindshield[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (5 points)
Psychic Spell-Like Abilities (CL 7th; concentration +13)
. . 1/day—detect thoughts (DC 10)
Psychic (Amnesiac) Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—force punch[UM] (DC 19), synesthesia[OA] (DC 19)
. . 2nd (8/day)—mad hallucination[UM] (DC 18), spectral hand, thought shield I[OA]
. . 1st (8/day)—liberating command[UC], mage armor, murderous command[UM] (DC 17), polypurpose panacea[UM], shield, vanish[APG] (DC 17)
. . 0 (at will)—detect magic, detect psychic significance[OA], mage hand, message, open/close (DC 16), prestidigitation, stabilize
. . Psychic Discipline Psychedelia
Str 7, Dex 12, Con 12, Int 23, Wis 14, Cha 8
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Improved Iron Will, Iron Will, Toughness
Traits enduring stoicism, havoc of the society, indomitable faith
Skills Bluff +3, Diplomacy +3, Escape Artist +8, Fly +5, Intimidate +4, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +11, Linguistics +10, Perception +12, Sense Motive +12, Spellcraft +16
Languages Aklo, Aquan, Auran, Common, Draconic, Ignan, Samsaran, Shadowtongue, Terran
SQ amnesia spell slots, amnesia spell slots, cognatogen (+4 mental, -2 physical, 7 minutes), mystic past life[ARG], paranoid, repressed memories, spell recollection
Combat Gear potion of cure serious wounds; Other Gear amulet of natural armor +2, cloak of resistance +2, handy haversack, headband of vast intelligence +2, ring of feather falling, ring of sustenance, 5 pp
Special Abilities
Amnesia Spell Slots (2nd-Level spells, 1/day) Recall a spell from the psychic list.
Amnesia Spell Slots (3rd-Level spells, 1/day) Recall a spell from the psychic list.
Cognatogen (DC 19) (Su) Cognatogen adds +4 to a Mental attribute, -2 to a physical attribute, and +2 natural armor for 1 minute/level.
Drug Resistance (Ex) Half ability damage from drugs, +4 to avoid or overcome addiction.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mindshield (7 rounds) (Su) 1 or 2 pool per creature: grant creatures +2/+4 to Will saves vs. linked spell.
Mystic Past Life (Psychic [Amnesiac]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Paranoid Aid Another DC 15 for attempts to help you.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Repressed Memories Your past is blank slate, your memories gone.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Warped Brain (DC 19) (Ex) Creatures using mind--affecting spells or abilities on you are nauseated 1 round.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.



MPL doesn't work as written, but any sensible GM would allow it. Metamagic feats do work. You'll probably want persistent spell at some point.

Force punch looks iffy to me on this character. +3 BAB, -2 Str mod means you're making that attack at a whole +1, or +3 with spectral hand. Even as a touch attack that's not worth getting. If you want a melee spell try chain of perdition, or get a more traditional spell like haste or heroism, or give something like id insinuation II a whirl. Likewise you can drop spectral hand for something else which would work well with your hard-maxed Int.

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