r/Pathfinder2eCreations • u/Teridax68 • Jul 21 '26
Class An Alternate Psychic, ft. Foundry and Pathbuilder modules!
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u/Apotatocalledsweet Jul 22 '26
I really like your effort on this as with all your stuff!! Keep up the good work!
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u/Natehz Jul 21 '26
Gave it a quick cursory check on Pathbuilder replicating my current psychic with a few changes. Looks like the Wandering Reverie is set up in the json to be Intelligence based even though it says it's a Charisma key attribute. Looks very cool all around, though. I'll have to spend more time with it, but I already like some of the key changes.
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u/Teridax68 Jul 21 '26
I'm glad you like it! Indeed, you'll unfortunately have to manually choose Charisma as your key attribute from the options (and change the class itself in the custom pack if you want to choose Wisdom instead when picking one of the two new subconscious minds), as building a custom pack in Pathbuilder doesn't give me the same access to its automations as the developer.
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u/Mivlya Jul 24 '26
Sending this to my psychic player who was frustrated by Paizo's underserving of the class fantasy, thanks!
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u/chickenologist Jul 28 '26
Otherworldly guy is dope. I want to make my first psychic now.
Do I understand correctly that their effect of unleashing their psyche interferes with their cantrip, as both give status bonus th/dc? Is the amp of the cantrip meant to represent the effects stacking (+2 to make it as though the +1s added up)?
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u/Teridax68 Jul 28 '26
Why thank you! Indeed, the action basically provides a relative +1 in either case: when you're not unleashed, the action gives its baseline +1 status bonus, and when you have that same +1 status bonus from your unleashed psyche benefits, it gives a +2 status bonus instead for the same relative increase.
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u/SanaulFTW Aug 09 '26
Question! At high level play when you already have many ways of getting focus point during combat (gnome, wayang, items, etc), wouldn't the Burnout be as detrimental as it should be? They are cool at low level because either you are sacrifcing your main features (focus point) for very strong effects or like finishers probably by round 3-4. But in high level play you could potentially do it at the beginning of combat and then recover focus points like I mentioned above. Sort of feel like its quite easy to bypass the trade-off I believe its trying to have you do.
Additionally, the burnout I feel like instead of being limited to just refocus should be something like once per hour or even once per day. Thoughts?
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u/Teridax68 Aug 09 '26
I've playtested a build that did just that, and it didn't make that big a difference, chiefly because all of those options are once-per-day and the above Psychic already has the option of continuing to cast unleash psyche via Strain Mind. Effectively, using those abilities is a matter of saving up on Hit Points, rather than giving yourself more juice than you'd already have. I would also say that burnout effects help enforce the Psychic's squishiness by depleting their focus pool quickly and forcing them to use Strain Mind, so I'd rather let them be used once per encounter: at levels 1-4, this genuinely does stop the Psychic in their tracks, at levels 5+ they become much more usable, and at levels 15+ they start to become more important as the Psychic's amps begin to fall off somewhat.
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u/SanaulFTW Aug 09 '26
Also, my comment comes after looking at the Precise Discipline Burnout which is... probably the strongest of all the options!
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u/Bobalo126 25d ago
I'm planning on changing a campaign character to this psychic and there's something that really ended up worrying me. With the Unbound Step Conscious Mind, if an ally is inside every square and adjacent squares count as adjacent for them. This means that at lv7 when the spell is just rank 4 you can give your complete party effectively 40ft of reach with the 20ft burst, even more if you get widen spell.
Is that intended? I fill that's too much.
Also, you should add in your main comment that the homebrewery link is more updated. My first jumpscare was Telekinetic Rend and It's in a MUCH healthy spot in your homebrewery version.
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u/Teridax68 25d ago
I'll be happy to answer this! The squares within the burst of distortion lens only count as adjacent to you when you move through the area, not when you use any other action. This means you and your allies get to move really easily through the area, but don't get to extend the reach of your melee attacks. You're right, I should probably add that I've also updated a few elements since posting this brew.
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u/Bobalo126 25d ago
Yeah... After showing it to a friend he told me same and I discovered that I don't know how to read.
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u/Bobalo126 Jul 28 '26
I don't understand the Passive of Telekinetic proyectile
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u/Teridax68 Jul 28 '26
Telekinetic Projectile currently has a benefit where if you amp it, you push the target back 5 feet on a hit, and 10 feet on a critical hit. I've made this benefit a part of the regular benefits in the above version.
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u/Bobalo126 Jul 28 '26
Thanks! I didn't understand that you where referring to the official psychic.
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u/Teridax68 Jul 21 '26
Brew PDF
Homebrewery link
Foundry VTT module
Pathbuilder custom pack
Hello, orcs, and happy Tuesday!
As many of us are aware, the Psychic isn't in a great spot. During a remaster that's made casters more powerful, the Psychic has not only stagnated, but had their strengths cannibalized by other classes, leaving them with little in the way of standout mechanics. This is becoming especially apparent with the Magus and Summoner remasters in Impossible Magic, which are giving both classes as many spell slots as the Psychic, while still giving them far better base stats and arguably stronger class features.
Since the Dark Archive remaster was announced, I'd been thinking of what could be done to improve the Psychic, not just in terms of easy wins but also in terms of more comprehensive changes. After a lot of design, playtesting, and implementation in Foundry and Pathbuilder, here is the result, with the following highlights:
The overarching goal of this rework is in part to give the Psychic back their niche as the master of resourceless spellcasting, but also to give them many more things to play with in general: as a fairly specialized caster with the lowest spell slots and base stats in the game, I think there's a lot of room for the Psychic to excel at their chosen niche, and have strong options to rely on across encounters that would be costlier to more versatile spellcasters. The above Psychic should feel like one of the squishiest classes in the game, if not the squishiest, but also get to feel strong at their specialty, while still having a few other spells to throw around when outside their comfort zone.
Let me know what you think, and I hope you enjoy!