Orphic Hybrid Class

Orphic Hybrid Class

This hybrid of psychic and barbarian clocks in at 15 pages, 1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 1 page back cover, leaving us with 10 pages of content, so let’s take a look!


The orphic gains d10 HD, 4 + Int skills per level, full BAB-progression, good Fort-saves and proficiency with simple and martial weapons, light and medium armor and shields, excluding tower shields. Starting at 4th level, they gain Charisma-based spontaneous spellcasting, drawn from the medium’s spell-list. They begin play with knacks (I assume drawn from the medium list as well.) and fast movement (+10 ft. movement while not wearing anything heavier than medium armor and not carrying a heavy load) as well as mindcasting and mindrage. Mindcasting allows the orphic to cast spells while mindraging, also allowing explicitly for defensive casting and concentration and overriding the issues that may spring from the emotion component.


Mindrage can be entered as a free action and may be maintained for 4 + Constitution modifier rounds per day, +2 per class level gained; temporary increases do not increase the rounds per day. While in mindrage, the orphic gains +4 Str and Con, +2 to Will-saves and -2 to AC so far, so good – bonus types make sense. While in a mindrage, an orphic may use skills and abilities that require concentration. Upon ending the mindrage, the orphic is fatigued, and it is treated as rage, bloodrage and soulrage for the purpose of feat prerequisites, etc. This can potentially result in somewhat weird situations regarding feat-choices and items – personally, I’d strongly suggest limiting that to the barbarian’s rage, unless you’re prepared to make some tough calls. The bonuses are increased to +6/+3…and provides a strong ability: Upon entering mindrage, the orphic may apply the effects of a 2nd level or lower spell with a range of ouch or personal to herself upon entering mindrage; if the duration is greater than 1 round, instead only lasts for the duration of the mindrage – this, however, thankfully still requires spell-slot expenditure. Potent, but the lack of cycling the trick and limited spell levels keep it in check. At 17th level, the orphic is no longer fatigued after mindraging, allowing for novaing spell/rage-cycling – at 17th level, that’s okay, though. The capstone upgrades the benefits to +8/+4 and removes the 2nd level or lower limiter of the mindrage.


2nd level yields uncanny dodge, 3rd level a phrenic pool with ½ class level + Cha-mod points. 4th level nets Logical Spell as a bonus feat, 5th improved uncanny dodge and 7th level provides DR 1/-. This DR increases by 1 at 10th level and every 3 levels thereafter. 14th level nets +4 to Will-saves while mindraging, which explicitly stacks with other bonuses.


6th level nets a phrenic amplification, with another gained every 3 levels thereafter. 12th level unlocks major amplifications.


Where’s the player agenda, you ask? Well, at first level, the orphic chooses a discipline, gaining a discipline power at 1st level, 4th level and every 4 levels thereafter. These powers may only be activated while mindraging and 7th level and every 3 levels thereafter up to 16th provide a spell dictated by the discipline chosen. Unless I have miscounted, we get a total of 9 disciplines for the class.


The first of these would be abomination, which nets dark half as a mindrage modification – this nets a bonus to damage caused with attacks. Minor complaint: You also can choose to inflict bleed damage with spells cast, which scales – while it is evident from the context that this only applies bto spells, the first mention of extra damage does not refer to spells, which makes this slightly harder to grasp than it should be. That being said, the ability is still clear and functional and thus gets a pass. It should be noted that this discipline eliminates the ability to use concentration-requiring tricks while mindraging – so yeah, this tweaks the base playing experience of the class! Nice one!


The discipline also features the option to applying certain spells while mindraging (minor complaint: This does not state that it’s gained as the 4th level discipline power), gaining chaotic resistance to a damage type (you roll a d% and check a small table) and high levels provide rolling twice, SR and finally, fusion with your dark half. The dream discipline has an interesting modification – you lose the AC penalty and become pretty much asleep while mindraging – which is interesting. I do have an issue with the base ability, though: Once per mindrage, you can completely negate any damage taken from a received hit. That’s insanely strong and could allow a level 1 character to negate a hit from a frickin’ deity. I strongly suggest taking a cue from 5e here and instead rolling a die with a scaling bonus, subtracting the damage rolled from that taken. 4th level yields better awareness, with 8th level providing either dream shield or thought shield II when mindraging. Higher levels yield Tiring/Exhausting Critical – minor complaint: The 16th level ability does not properly capitalize the reference to the feats…but the ability is interesting: Foes suffering from their effects are treated as asleep for the prpose of your spells etc. and you may phantasmal killer one such target per rage. The capstone yields illusion and fear immunity and subjective reality while mindraging. Apart from the problematic base ability, this is easily my favorite piece of crunch by Wayward Rogues Publishing so far – the visuals are strong, the theme is excellent and the abilities are mechanically interesting.


The faith discipline requires a deity to be chosen and 1st level nets “the ability to enhance your weapon as a paladin or warpriest.” – which is frankly confusing, for both classes have other abilities that deal with this concept – the orphic treats weapon attacks having either her or her deity’s alignment – that’s it. The reference to other classes muddles the rules-integrity here and should have been eliminated. 12th level provides the alignment-based qualities, with 16th level netting brilliant energy or ghost touch. Interesting: The class gets spontaneous conversion into cure and inflict spells, but may only convert one such spell per spell-level per day, only while mindraging, and they’re not treated as psychic spells, preventing abuse there. Furthermore, such a conversion nets a regain of 1 phrenic pool point. 8th level nets a +2 bonus to saves while mindraging, which increases by 1 for every 4 levels beyond 8th. At 12th level, 1/day, when reduced to below 0 hp, you can cast heal (italicization missing) on yourself as an immediate action. 16th level nets a prayer-based aura when mindraging and the capstone nets a DR based on your alignment. The wording here is slightly wonky, but functionality is retained.


The lore discipline nets Knowledge skills and Int-mod to atk, CMD and combat maneuver checks, which is bad overkill at 1st level and makes that one much too dippable – double attriute modifiers to attacks should always be treated VERY carefully and this disicplien thus disqualifies itself. 4th level nets the ability to regain a limited amount of phrenic pool points when using divination spells. 8th level nets studied combat at -3 levels, with the limit of one target per mindrage. Cool: While mindraging, you can, at higher levels, counter abilities based on written text and language. 16th level provides limited symbols and 20th level nets free use of spell-trigger and spell-completion items as well as immunity to language-dependent effects…or “written spells effects” – not sure what the latter means.


The pain discipline nets a cool ability: Use swift actions to further damage foes you damaged since the previous turn. Sufficient damage dealt nets regained phrenic pool points – and yes, the ability cannot be cheesed via bags of kittens! Higher levels yield Clarity of Pain and Exorcising Mutilation; 8th level nets lay on hands at -3 levels as well as mercies, but may only target yourself. Beyond that, reflexive damage for mind-probing. 16th level’s agonizing wound has an issue – it allows you to heap debuff conditions on foes, but suddenly references “uses of the ability” for better debuffs – the ability doesn’t have uses per se, though, making that aspect non-functional. The capstone nets immunity to nonlethal damage and pain as well as bonus damage on critical hits.


The Psychedelia discipline is once more very interesting – you “assume”[sic!] – I think that’s supposed to mean “take/ingest or assume a state akin to a drug” a drug upon entering mindrage, decreasing negative effects. Cool: Upon entering a mindrage, you can exude drugs you have at one point consumed; depending on ingestion methods, foes may the be affected by it. Higher levels yield nausea for foes that influence your mind; after that, we get poison/drug addiction immunity at 12th level and at 16th, a hallucinogenic aura. The capstone nets drug-based at-will spells (should be codified as SPs). The discipline may be weaker than others, but its theme and execution are creative and fun – like it!


The Rapport discipline nets basically a collective based on Cha. 4th level nets at-will share memory, 8th and 16th net teamwork feats and 12th level allows you to redistribute damage of those in the emotional bond collective, with a level-based limit. The capstone also nets the option to redistribute a condition. 16th level lets you share Int- or Cha-based skills with your bonded allies. The capstone lets you geas crited foes 1/day and makes the bond permanent, i.e. present even when not in a mindrage.


Self-perfection nets Cha-bonus to AC and CMD while unarmored and unencumbered and lets you regain phrenic pools points when successfully attempting Strength-, Dexterity- or Constitution-based skill checks, which also gain a bonus equal to Charisma-modifier, but only once per mindrage, preventing abuse. Cool: 8th level nets a pool of healing dice, which may also be employed at higher levels to negate afflictions – as an aside: In my own campaign, I used a similar engine as a benefit for the few survivors of Vorel’s Phage – and yes, the plague was MUCH more deadly in my game. I digress. 12th level nets evasion, which upgrades to improved evasion at 20th level and 16th level provides immunity to poisons and diseases. The capstone nets immunity to damage and drain to the physical attributes as well as SR.


Finally, tranquility modifies mindrage to instead provide a +4 bonus to one ability score of your choice, or +2 to two of your choice. Kudos: The ability gets the scaling and bonus distribution options for mindrage upgrades right. 4th level nets Peacemaker as a bonus feat as well as a fitting, expanded spell-list. 8th level nets calm emotions (italicization missing) as a 1/mindrage SP; 12th level nets you the ability to focus on a single foe, gaining bonuses to weapon attacks and damage rolls. 16th level nets immunity to fear and confusion and lets you suppress those effects with allies nearby or in telepathic contact with you. The capstone nets immunity to fear and emotion spells/effects and 1/day psychic asylum. The verbiage here is a bit clumsy.


The pdf concludes with favored class options for the core races, drow, aasimar and tieflings – these generally are okay, though e.g. the drow’s entry is broken: “Gain ¼ resist vs. mental control and fear effects.” – that is not Pathfinder rules-language. The dwarf gaining a full round of mindrage per FCO taken is also pretty strong in comparison.



Editing and formatting are much better than what I am accustomed to seeing from Wayward Rogues Publishing – while there are a couple of missed italicizations etc., these issues are not as prominent as usual. The rules-language, for the most part, is intact – there are a couple of instances where a dev could have helped and some balance concerns here and there, but, as a whole, the class is functional. Layout adheres to Wayward Rogues Publishing’s nice two-column full-color standard and the pdf sports a couple of nice full-color artworks. We get basic bookmarks, which is nice…but be prepared for some teeth-gnashing in the comfort-department. Unlike any other 3pp I know of, you cannot highlight or copy text from the file, which means you will have to extract the information by hand, which sucks.


Margherita Tramontano delivers the best hybrid class by Wayward Rogues Publishing I have read so far. The orphic could have easily been an uninspired bloodrager knockoff; in fact, that’s what I kind of expected at first when reading the base chassis. Then, the class actually won me over. While linear, the disciplines allow for meaningful differentiation between orphics and ooze passion: They tackle complex concepts, sport really cool visuals and concepts (Sleepwalking mindrage? Sweating drugs? Come on, those are character concepts just waiting to happen!) and with a few exceptions, the execution is spot-on. I really, really like a lot this class does!


At the same time, the review-bot in me points out that the class does sport a couple of issues in its balancing, has a few components that can be abused…and ultimately, these shortcomings should make me rate this 3 stars. However, what works, and this is the majority of the class, mind you, is really, evocative, fun and shows both care and passion. None of the glitches really are gamebreakers that cannot be taken care of by a good GM. Fixing the few issues the class has is literally a task of 5 minutes for a competent designer.


Which brings me to my final verdict – I really wished that a picky developer or editor had ironed off the rough patches and snafus – the orphic has 5 star-potential and constitutes one of the hybrid classes that has its own identity and playstyle. With the flaws herein, some of which influencing rules-integrity and balance, I cannot go higher than 3.5 stars for this – consider the verdict here to be a conglomerate of 5 stars for the effort and concepts and 3 stars for the issues that haunt the pdf. If you are confident you can handle these hiccups, then give this a shot! The orphic is well worth taking a look at! Which is why, for the purpose of this platform, I will round up here, in spite of the comfort detriments.


You can get this hybrid class here on OBS!


Endzeitgeist out.



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