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Psychic Bloodline

Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.

Class Skills

Class Skill: Sense Motive.

Bonus Spells: Mind thrust I (3rd), id insinuation I (5th), ego whip I (7th), intellect fortress I (9th), psychic crush I (11th), mental barrier V (13th), tower of iron will III (15th), bilocation (17th), microcosm (19th).

Bonus Feats: Focused Spell, Heighten Spell, Intuitive Spell, Iron Will, Logical Spell, Persuasive, Quicken Spell, Skill Focus (Sense Motive), Spell Focus.

Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

Bloodline Powers: Your psychic powers make you a master mentalist, but your soul struggles with the urge to transcend into a pure thought-form.

Psychic Strike (Su)

At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mental Resistance (Ex)

At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.

Undercasting Prodigy (Sp)

Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.

Thoughtsense (Sp)

At 15th level, you can detect the thoughts of others around you, as a constant thoughtsense effect with a range of 30 feet instead of 60 feet.

True Thought-Form (Sp)

At 20th level, you can shed the restrictions of the flesh and become a thoughtform— a being that exists independently of its substance.

Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.