Character Options
Class Options
Sorcerer Bloodline: Psychic
Class Options
Sorcerer Bloodline: Psychic
Your mind is one with the mysteries of the universe, granting you abilities commonly known as “psychic powers.” You may have been born with these powers, or they may have only manifested after puberty—or only after a serious trauma. Now the minds of others lay bare before you, to your occasional discomfort.
Class Skill: Sense Motive.
Bonus Spells: hypnotism (3rd), detect thoughts (5th), suggestion (7th), confusion (9th), telepathic bond (11th), mass suggestion (13th), insanity (15th), moment of prescience (17th), foresight (19th).
Bonus Feats: Alertness, Combat Reflexes, Deceitful, Heighten Spell, Improved Initiative, Iron Will, Persuasive, Skill Focus (Knowledge [arcana]), Spell Focus (enchantment).
Bloodline Arcana: When you cast a mind-affecting spell, you can eschew any somatic gestures the spell might have as though using the Still Spell feat (including the increased casting time, but without increasing the level of the spell).
Bloodline Powers: Your mental prowess is unmatched by dabblers into the realm of the psyche. As a natural psion, you can manipulate thoughts with ease.
Mind Shock (Sp): You can cause a living creature within 30 feet to become dazed for 1 round. The targeted creature is entitled to a Will save (DC 10 + ½ your sorcerer level + your Charisma modifier) to negate the effect. This ability is mind-affecting. Creatures with more Hit Dice than your sorcerer level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Empathy (Su): At 3rd level, you gain a +2 enhancement bonus to Sense Motive checks and Will saves against charm and compulsion effects. At 9th level, these bonuses increase to +4.
Mind Shield (Su): At 9th level, your mind becomes a fortress warded against intrusion. You gain spell resistance against mind-affecting abilities equal to 10 + ½ your sorcerer level. Any creature that successfully uses a mind-affecting ability against you is dazed for 1 round due to psychic feedback. After 15th level, victims of this effect are stunned for 1 round instead.
Ego Whip (Su): At 15th level, you may roll twice and take the better result any time you must check for spell resistance when using a mind-affecting spell or spell-like ability.
Tower of Iron Will (Su): At 20th level, your mind is a bastion of strength in a sea of chaos. You are immune to charm and compulsion effects, and all allies within 30 feet of you gain a +4 bonus to resist such effects. Additionally, if an opponent attempts to use a mind-affecting ability against you, you can target that foe with a mind-affecting spell you know as an immediate action.
| Additional Ratings |
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| Utility: |
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| Clarity: |
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