Pathfinder 1E Psychic Builds

The Psychic is the Occult’s Adventures Psychic Spellcasting Full Spellcaster. As such, it is a ridiculously powerful class by that virtue alone. It takes all the tropes of Psionics, Psychic and Occultism and mixes it all into a single class and frankly? I kinda love it. So herein I will present you five builds to showcase the full might of a psychic spellcaster and their phenomenal cosmic power!!!

Basic Psychic

Our Basic Psychic build is…a wild idea already. We want to do a Ghost in the Shell, a reverse Pinocchio a…As soon as I understood the weakness of my flesh, it disgusted me…Kinda build with it. Bear with me you’ll understand soon enough.

Discipline

Mindtech

Race

Android. Yup. We are going there.

Ability Scores

Round up Dex or Con if odd, then everything else straight into Intelligence.

15Point-Buy

Str 7/Dex 15/Con 14/Int 18/Wis 14/Cha 5

20Point-Buy

Str 7/Dex 16/Con 14/Int 19/Wis 14/Cha 5

25Point-Buy

Str 7/Dex 14/Con 15/Int 20/Wis 14/Cha 6

Traits

Reactionary for a bonus to our Initiative which we will need, and Focused Mind for bonus to Concentration which will be crazy useful.

Favored Class Bonus

Yes. It is, in fact, ya boy, Hit Points.

Skills

Craft(Mechanical), Knowledge(Engineering), Spellcraft are your big three. Everything else is extra gravy, though I still would recommend skills such as Heal and Appraise due to having free access to Occult Skill Unlocks.

Feats and Psi-Tech Discoveries by Level

1-Technologist

3-Rapid Repair

5-Extra Surge

My Favorite place for Pathfinder Books
There’s many places to find source books for Pathfinder system, however DriveThruRPG has proven the most reliable over the years.

Check out their source book offerings here.

7-Craft Technological Arms and Armor

9-Craft Cybernetics

11-Craft Technological Items

13-Extra Surge

15-Rapid Recovery

17-Exotic Weapons Proficiency(Firearms)

19-Irrelevant as we retrain it at lvl 20

Retrained 20-Artificial Ascension(Psi-Tech)

Alright, I think the names paint a very clear portrait of what we want to do here. We want to craft technological stuff. Rapid Repair, Rapid Recovery are giving you alternative healing from your Nanite Surge which is great, and with a few Extra Surge, you are pretty much guaranteed to have one ready for a bad situation. We retrain our lvl 19 feat for the Psi-Tech Discovery Artificial Ascension so at level 20 we can become an Artificial Intelligence possessing a Robot???

Yup. Fun times.

Phrenic Amplifications and Psi-Tech Discoveries by Level

1-Relentless Casting

3-Overpowering Mind

7-Undercast Surge

11-Mimic Metamagic(Quicken, Extend)

15-Dual Amplification

19-Space-Rending Spell

Higher Spell DCs, able to cast higher level spells with lower level spell slots, free metamagics and the ability to teleport as you cast spells. Welcome to Psychics.

Spells Learned by Level

1-Telekinetic Projectile, Mage Hand, Detect Magic, Prestidigitation, Psychic Reading, Mind
Thrust I, Technomancy
2-Mending
3-Vanish
4-Ghost Sound, Mind Thrust II, Protection from Technology
5-Command, Mental Barrier I
6-Detect Psychic Significance, Fly, Irradiate
7-Blurred Movement, Suggestion, Mind Thrust III
8-Read Magic, Mind Thrust IV, Malfunction
9-Invisibility, Mental Barrier II, Scrying
10-Light, Psychic Crush I, Lightning Arc
11-Instigate Psychic Duel, Haste, Mental Barrier III, Mind Thrust V
12-Contingency, Destroy Robot
13-Greater Invisibility, Possession, Mind Thrust VI
14-Psychic Crush III, Memory of Function
15-Teleport, Psychic Crush II, Form of the Alien Dragon I
16-Bilocation, Prismatic Wall
17-Greater Scrying, Form of the Alien Dragon II
18-Akashic Form, Time Stop
19-Greater Possession, Form of the Alien Dragon III
20-Wish

Equipment

A Component Pouch…Maybe a Crossbow? I don’t know man, you really don’t really need anything…At least early on.

Final Thoughts on the Build

Okay, so we start as a Technomancer enthousiast, with all the goodies that Technology and Occult Spellcasting gives us, on top of being immune to Fear so ½ of the weaknesses of Occult Magic is gone just like that. Then we start grafting cybernetics on ourselves to powerbuff our stats and that of our party, and then everything climaxes at lvl 20. When we reach lvl 20, we go to Numeria, find ourselves a Annihilator Robot, subdue it, then take control of it via one of our like 3-4 methods to do so. Then we do our Artificial Ascension ritual and take over its body. So now we are a Huge Sized killer robot with a pair of

Chain-Guns and a Death Laser that can crush people with a pair of adamantine pincers while still being able to cast all our bullshit ass spells.

Oh and don’t worry about that “cannot be raised” thing. Just cast Akashic Form each day and you’ll just never die. This build begins very strong, and its power just keeps accelerating non-stop until it reach the ultimate point by being both a killer robot capable of easily killing most combatant characters singlehandedly on top of being a full caster…

The Stargazer

As long as humanity existed, we were fascinated by the stars. We gave names to constellations, and assigned mystical significance to them. This build is to honor that long, long story of mankind’s search for answers by looking at the cosmos. We will be taking the Esoteric Starseeker Archetype and the Stargazer Prestige Class. Our leveling should look like the following:

Psychic 6/Stargazer 10/Psychic +4

Discipline

Enlightenment

Race

Human, put that floating +2 in Intelligence.

Ability Scores

Round up Wis if odd, then everything else in Intelligence.

15Point-Buy

Str 7/Dex 10/Con 10/Int 20/Wis 12/Cha 10

20Point-Buy

Str 7/Dex 10/Con 12/Int 20/Wis 14/Cha 10

25Point-Buy

Str 7/Dex 10/Con 14/Int 20/Wis 15/Cha 10

Traits

Reactionary for a most-welcomed bonus to Initiative, and Focused Mind for a bonus to Concentration Checks.

Favored Class Bonus

Ayup, it is HP once more.

Skills

Sense Motive, Spellcraft, Perception, Knowledge(Geography, Planes, Arcana), Survival(as a prerequisite). Craft(Sculpture)

Feats by Level

1-Toughness

Human Bonus-Armor Proficiency(Light)

3-Armor Proficiency(Medium)

5-Armor Proficiency(Heavy)

7-Craft Wondrous Items

9-Craft Magical Weapons and Armors

11-Craft Construct

13-Spell Penetration

15-Greater Spell Penetration

17-Improved Initiative

19-Shield Proficiency

As Psychic Magic doesn’t have Somatic Components, we get Armor Proficiency to increase our considerably lackluster AC. We also go pick Craft Construct for a little trick I will detail in the equipment section. Finally, Spell Penetration will help us against SR which is very common at higher levels.

Phrenic Amplifications by Level

3-Undercast Surge

17-Relentless Casting

Stargazer

So, the Stargazer grants us a bunch of fun toys, including two Hexes, a Revelation, a Subdomain, a class specific list of abilities called Sidereal Arcana and a Familiar. For our Familiar pick something that boosts your Initiative. I will detail next the Hexes and Sidereal Arcanas of this build

7-Slumber(Hex)

8-The Bridge

10-The Rider

12-The Stargazer

14-The Stranger

15-Evil Eye(Hex)

16-The Wagon

Spells Learned by Level

1-Mage Hand, Telekinetic Projectile, Prestidigitation, Detect Magic, Color Spray, Detect
Secret Doors2-Detect Psychic Significance
3-Mind Thrust I
4-Dancing Lights, Mind Thrust II
5-Ill Omen, Invisibility
6-Read Magic, Haste
7-Vanish, Mirror Images, Fly
8-Detect Poison, Scrying
9-Augury, Mind Thrust III, Freedom of Movements
10-Sift, Mind Thrust V, Hypnotic Pattern
11-Detect Desires, Ego Whip I, Ego Whip II, Possession
12-Mind Thrust VI
13-Mind Thrust IV, Teleport, Ego Whip IV
14-Ego Whip V, Sunbeam
15-Ego Whip III, Disintegrate, Form of the Alien Dragon I
16-Form of the Alien Dragon II
17-Forcecage, Bilocation
18-Wish, Meteor Swarm
19-Call Construct, Akashic Form
20-Form of the Alien Dragon III

Equipment

So we will be picking the best armor we can get(make). We will eventually create a Golem(and eventually an Adamantine Golem) with the special Armor Form so we can wear said golem as an armor. Because people trying to harm us at all, you have to kill an Adamantine Golem first and good luck with that.

Final Thoughts

We are extremely perceptive for a human, and we have tons of Divination spells, backed by some nasty damaging, and battlefield control spells. Plus we have our Armor Golem and despite having shit physical stats, we are about as impossible to kill as our friend barbarian so it’s all good.

The Broken Mind

So, sometimes, when you look into the Abyss. The Abyss stares back. And it breaks the mind of fools who dared observe its infinity. But for some, with a shattered psyche comes incredible power. This is what this build is supposed to represent. We will be taking the Psychic Marauder Archetype all the way to level 20 for this build.

Discipline

Lore

Race

Human, put that floating +2 into Int

Ability Scores

Round up Dex if odd, then everything else in Int.

15Point-Buy

Str 7/Dex 10/Con 14/Int 19/Wis 7/Cha 14

20Point-Buy

Str 7/Dex 11/Con 14/Int 20/Wis 7/Cha 14

25Point-Buy

Str 7/Dex 11/Con 14/Int 20/Wis 7/Cha 16

Traits

Armor Expert for a reduced Penalty and Arcane Temper for a small bonus both on Initiative

and Concentration.

Favored Class Bonus

HP.

Skills

Bluff, Diplomacy, Intimidate, Spellcraft, and then various Knowledge as you feel.

Feats by Level

1-Toughness

Human Bonus-Armor Proficiency(Light)

3-Extend Spell

5-Armor Proficiency(Medium)

7-Spell Penetration

9-Armor Proficiency(Heavy)

11-Greater Spell Penetration

13-Empower Spell

15-Maximize Spell

17-Enlarge Spell

19-Widen Spell

Once again taking advantage of the lack of somatic components with Armor Proficiency, but this time our focus is on Metamagic feats, such as Extend Spell and Empower Spell that are great for both buffs, debuffs and blasts. We also take Spell Penetration much earlier for maximized efficiency on that end.

Phrenic Amplifications by Level

1-Undercast Surge

7-Relentless Casting

15-Mimic Metamagic(Quicken Spell, Ascendant Spell)

Spells Learned by Level

1-Telekinetic Projectile, Mage Hand, Prestidigitation, Detect Magic, Color Spray, Mind Thrust
I, Comprehend Languages
2-Detect Psychic Significance
3-Vanish
4-Read Magic, Contact Entity I, Hypercognition5-Enlarge Person, Mind Thrust II
6-Light, Contact Entity II, Dispel Magic
7-Ventriloquism, Invisibility, Haste
8-Stabilize Black Tentacles, Mind Probe
9-Bloodbath, Fly, Eyes of the Void
10-Bleed, Contact Entity III, Retrocognition
11-Haunting Mists, Countless Eyes, Dimension Door, Possession
12-Contingency, Legend Lore
13-Freedom of Movements, Teleport, Conjure Black Pudding
14-Form of the Alien Dragon I, Greater Arcane Sight
15-Impossible Angles, Dream Travel, Contact Entity IV
16-Bilocation, Moment of Prescience
17-Reverse Gravity, Form of the Alien Dragon II
18-Form of the Alien Dragon III, Divide Mind
19-Orb of the Void, Wish
20-Gate

Equipment

The best armor you can get. And…that’s about that.

Final Thoughts

This build is all about cracking reality open. You’ve got a very powerful spell list, backed by metamagic, your Lore lets you have a physical repository of all your knowledge in the form of a Magnificent Mansion, and on top of being fairly resilient, you are also a fantastic face between your social skills and your possession and mind probe spells.

The Wandering Stranger

One very interesting character trope is that of the mysterious traveler with an obscure past, who can’t seem to even remember who he is. Turns out that the Psychic has an Archetype that plays heavily into that trope. We will take the Amnesiac Archetype, and both the Tattooed Mystic and the Esoteric Knight Prestige Classes. We will also be taking the Variant Multiclass into Monk. Our leveling should look like the following:

Class

Psychic 6/Tattooed Mystic 4/Esoteric Knight 10//Monk

Discipline

Rebirth

Race

Samsaran with the Mystic Past Life Alternate Racial Feature.

Ability Scores

Put everything in Int

15Point-Buy

Str 10/Dex 14/Con 10/Int 18/Wis 10/Cha 10 20Point-Buy

20Point-Buy

Str 10/Dex 14/Con 10/Int 18/Wis 10/Cha 14

25Point-Buy

Str 10/Dex 16/Con 10/Int 18/Wis 10/Cha 14

Traits

Magical Knack as this will help us regain some of our loss Caster Level, and Reactionary for better Initiative.

Favored Class Bonus

HP. We literally have the smallest HD and a 10 in Con. HP.

Skills

We need Craft(Tattoo) and Spellcraft, but the rest is open. I would recommend Perception, Sense Motive, Diplomacy, and Knowledge(Arcana).

Feats and Variant Multiclass by Level

1-Spell Focus(Enchantment)

3-Improved Unarmed Strike(like a monk-2)

5-Magic Tattoo

7-Evasion

9-Weapon Finesse

11-Ki Pool

Esoterica 11-Weapon Focus(Rapier)

13-Fencing Grace

Esoterica 13-Dirty Fighting

15-+3 Dodge Bonus to AC Esoterica

15-Improved Trip Esoterica

16-Combat Casting

17-Improved Initiative

Esoterica 17-Improved Disarm Esoterica

18-Spell Penetration

19-Improved Evasion

Esoterica 19-Improved Critical(Rapier) Esoterica

20-Empath

Early on we can use our fists with Dexterity for added limited combat viability, but eventually as we become proficient with martial weapons, we pick up our rapier and become fairly deadly with it between Weapon Finesse and Fencing Grace. We otherwise get some good defensive abilities in Evasion and our Dodge Bonus to AC.

Phrenic Amplifications

1-Relentless Casting

3-Phrenic Strike

Yay now we can hit people in the face with our fists to deliver touch spells. And our fists deal damage like a monk of our total level-2 so…outch.

Spells Learned by Level

Because we are an Amnesiac, it gets complicated as you only learn spells with several levels behind on top of the multiclass. You otherwise know essentially all the Psychic’s Spell List, plus those gained by Mystic Past Life and from your Rebirth Discipline.

Mystic Tattoos

8-Twisting Script

10-Rune of Fangs

Psychic Esoterica

12-Air Walk

14-Mind Connection

Equipment

Nothing early on. Eventually we will pick a Rapier.

Final Thought

This build is a wholeass journey. You begin knowing nothing, not even your spells, but as you progress, you learn your finalized spell known, the signification of your tattoos, the fact that you know how to fight both unarmed and armed with a blade and even armor if you so choose, as well as you keep improving your spellcasting to a not-insignificant height (you cap with 7th level spells which is still extremely good all things considered).

The Ascended

And then comes the inevitable transcendental build one would expect from this class. The “I am enlightened and will be transcending” build.

We’re taking the Formless Adept Archetype all the way to level 20 with this one.

Class

Formless Adept 20

Discipline

Replaced by Formless Adept

Race

Human, put that floating +2 into Intelligence.

Ability Scores

Put everything into Int.

15Point-Buy

Str 7/Dex 10/Con 12/Int 20/Wis 10/Cha 10

20Point-Buy

Str 7/Dex 10/Con 12/Int 20/Wis 10/Cha 14

25Point-Buy

Str 7/Dex 12/Con 14/Int 20/Wis 10/Cha 14

Traits

Reactionary for more Initiative which we are sorely lacking, and Silent Hunter for Stealth as a class skill

Favored Class Bonus

You’ve guessed it. It is, in fact, HP

Skills

Spellcraft, Stealth, Perception and various Knowledge skills will be your go to.

Feats by Level

1-Toughness

Human Bonus-Tenebrous Spell

3-Spell Penetration

5-Greater Spell Penetration

7-Extend Spell

9-Armor Proficiency(Light)

11-Shield Proficiency

13-Quicken Spell

15-Empower Spell

17-Maximize Spell

19-Ascendent Spell

Okay, so we got some of the best Metamagic Spells out there, and we still get a small degree of armored protection (which will be useful less for its AC bonus but more for all the special qualities we can put on it).

Phrenic Amplifications

3-Will of the Dead

7-Undercast Surge

11-Relentless Casting

19-Overpowering Mind

Undercasting shenanigans, higher spell save DCs, and the ability to affect undeads with Mind Affecting spells. How fun!

Spells Learned by Level

1-Daze, Telekinetic Projectile, Lullaby, Mage Hand, Sleep, Mind Thrust I
2-Prestidigitation
3-Command
4-Detect Magic, Haunting Mists
5-Murderous Command, Invisibility
6-Detect Psychic Significance, Haste
7-Shadow Trap, Mind Thrust II, Fly
8-Read Magic, Dimension Door
9-Mirror Image, Mind Thrust III, Mind Thrust IV
10-Arcane Mark, Lesser Astral Projection
11-Oneiric Horror, Telekinetic Maneuver, Scrying, Mind Thrust V
12-Contingency13-Ghost Wolf, Possession, Mind Thrust VI
14-Form of the Alien Dragon I
15-Teleport, Sonic Form, Elude Time
16-Bilocation
17-Reverse Gravity, Form of the Alien Dragon II
18-Akashic Form
19-Maze, Form of the Alien Dragon II
20-Wish

Equipment

At first you don’t really need anything, but eventually investing in a Chain Shirt enchanted with some fun magic qualities will prove useful, and a Mithral Buckler will provide a fun bonus to AC with zero penalty.

Final Thoughts on the Build

You can be ridiculously hard to kill between your Incorporeality, Mirror Images, Fly and your various other shenanigans including, once again, transforming into a Dragon and safety spells like Contingency. On top of being fairly resilient, stealthy, and offensively capable on top of being an excellent battlefield controller makes you a well rounded and powerful addition to any team.

Author

  • The_Glass_Walker

    The Glass Walker has been a game master for various tabletop roleplaying games for over twenty years. As a professional security expert, they love deconstructing systems to better understand them. They love discussing theoricals within the mechanics of a system and creating builds.

    View all posts