Pathfinder Roleplaying Game: Occult Adventures (OGL)

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Pathfinder Roleplaying Game: Occult Adventures (OGL)
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There is an unseen world all around you. On the streets and in the halls of power, in your dreams and across the bizarre planes of the multiverse, there are those who walk among us like giants among ants, twisting reality to their wills in their search for ancient knowledge. Now pull back the curtain of the mundane world and learn the secrets of these occult masters—if you dare!

Pathfinder RPG Occult Adventures is an indispensable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon over 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Occult Adventures includes:

  • Six new occult base classes—the energy-shaping kineticist, the spirit-calling medium, the deceptive mesmerist, the mind-bending psychic, the uncanny occultist, and the phantom-binding spiritualist.
  • Archetypes for all of the new classes, as well as a broad selection of strange and mysterious archetypes and class options for existing characters.
  • New feats to flesh out your occult character, plus a whole new way to use existing skills to become a master of faith healing, hypnotism, psychometry, and more!
  • More than 100 spells using the all-new psychic magic system, plus rituals that grant even non-spellcasting characters occult power! Explore worlds beyond imagining with dream voyage, or defend yourself from mental threats with tower of iron will!
  • Rules and advice to help you steep your game in the occult, from chakras and deadly mindscapes to possession, psychic duels, and the Esoteric Planes.
  • A wide variety of new magic items, such as the eerie spirit mirror and the peculiar tin cap, plus new cursed items and powerful artifacts.
  • ... and much, much more!

ISBN-13: 978-1-60125-762-8

Other Resources: This product is also available on the following platforms:

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An Endzeitgeist.com review

5/5

This massive hardcover clocks in at a whopping 271 pages, though 1 page inside of front cover, 1 page editorial, 1 page ToC and 1/3rd of a page decrease that down to 267 2/3 pages of content, so let's take a look!

Well, before we do, let me deal with the confusion for a second that this review undoubtedly will cause. Yes, I usually only do 3pp material. This has several reasons: For one, I want to showcase the fringe of gaming, the evocative books that push the envelope. Secondly, I'm not particularly affluent, to say the least and want to reward the publishers that do send me their books. Well, I obviously *HAVE* to get the Paizo books anyways, but for the most part nowadays, that means pdf or waiting until they're open sourced - I just can't afford them all. Then again, I do have a policy of covering all books I receive...and I got this book on gencon.

That would be the justification I provide from an intellectual point of view. There is another reason. I *WANT* to write this review and, since I have the hardcover now, have absolutely no reason not to.

Now usually, I provide the respective breakdowns of classes and crunch, but frankly, there are whole guides devoted to that out there, which is why I have elected to pursue a different path this time around. (Different path...that'll be a leitmotif, as you'll see...) In order to properly be able to contextualize my take on this book, I will have to embark on a little recap of Paizo's hardcovers and my history with them, so if you're not interested in that, please skip ahead.

When I got my hands on the core rules hardcover for Pathfinder, I was generally positively surprised - it represents a tightening of 3.X's engine and some sensible, smart tweaks to the mechanics. Still, it didn't manage to elicit cheers or particular excitement at my table - that only came with the APG. The Advanced Player's Guide, in spite of its minor flaws, would represent, at least to me, the truly identity-constituting moment of Pathfinder. It is here, with the alchemist, witch, oracle, etc. that the game set out to truly distinguish itself from its roots and transcend basically anything 3.X ever offered. To this day, the APG classes rank among the favorites at my table, which only bespeaks their staying power and coolness. Next up were Ultimate Magic and Combat and with them, alas, came the power creep.

While, much like many out there, I did enjoy the magus, not much else from Ultimate Magic sees regular use in my games and I went through the book with a fine-toothed comb and ban-hammered/restricted material. Ultimate Combat is a more complex story - on one hand, I did like the new classes and e.g. the emphasis on the narrative aspect the gunslinger entailed; alas, for said class, player agenda suffered and mathematically, it would have been served better with a slightly different chassis. So while I like what it represents and quite a few pieces of UC's options, many aren't used in my games. Mythic Adventures is peculiar - I like mythic gameplay, but only when supported by the ton of Legendary Games material I own - I tried running vanilla WotR and it was PCs curbstomping through everything. Still, I do like this book - just not as a stand-alone. I adore Ultimate Campaign. Its downtime and kingdom building make sense to me, are used a lot at my table and story feats are a good idea as well - there's nothing I don't like about that book and what it has brought to my table.

Well, and the less I say about the ARG and ACG, the better. My stance on both books is well known. (Hint: To say I don't like them would be a gross understatement.)

Fast forward to Occult Adventures. For one, this book's class design represents an organic development that benefits the game. An easy way to look at a class would be to examine it regarding player agenda and character agenda. Character agenda, in this instance, would pertain the ability to contribute meaningfully to various situations. It's why I think that skill unlocks are a good idea and 2 + Int skills for all but Int-based casters, generally, is not a good idea. It's just not as fun to play a fighter who can only kill things and excels at one non-combat thing...unless, of course, that's how you roll, but in general, I have observed players gravitate to classes that provide more skill-use and versatility. Player agenda would be just as important: Can the player make meaningful choices that alter the playstyle? The higher the player agenda is, the more rules-knowledge is required; true. But at the same time, it does help immensely in the long run to generate a unique being from a mechanics point of view - if you don't get to choose, you'll sooner, rather than later, run into a character on distinguished from you by his skills, equipment and feats. Pathfinder, as a system, has covered the base classes for a while; it has advanced players that demand unique concepts. As such and at this point in the system's life, the occult classes with their plethora of meaningful choices are very much appreciated - and if you need some proof of players loving choices, look no further than the modularity of the "Talented" classes invented by Owen K.C. Stephens.

Speaking of classes - let us talk a bit about them and begin with the least "occult" class herein and the most popular one. That would, obviously, be the kineticist...and while I kinda like Avatar, I'm not a rabid fan of this franchise, though I get its appeal. This does not change the fact that the class, as presented, is very niche in focus. Then again, thankfully the 3pp-circuit has since expanded the kineticist's appeal far beyond its thematic confines. (A cheers to N. Jolly for that, even if I don't always agree with all balancing...) So, flavor-wise and regarding base-options, I am not the biggest fan of this class...but at the same time, I absolutely ADORE it. Why? Because it is an engine that would be daring for a small publisher, much more so for Paizo as the industry leader. The rules-engine employed by the kineticist is inspiring and complex and its success is well warranted. Were I to nitpick this class, then my complaints would pertain the fact that its power-curve could be a little better distributed; 17th level plus in particular can be an issue...but that extends to more than just this class and is, to an extent, system-inherent. That being said, I still love this class, though for completely different reasons than probably 99% of its fans and players. It remains a great addition to the class roster and I'm glad it exists.

Now, let us talk a bit about the classes that are designated as occult not only by inclusion in the book, but also by their themes...but for that, we need to talk a bit about genre conventions. It is a general truism that Pathfinder, as a game, is indebted by proxy of D&D to Tolkienesque fantasy and a society structured very much akin to the Early Modern period in history due to the advances of magic. Kobold Press' Midgard is closer to the beginning of the Early Modern period and features a more feudal, medieval flair. Golarion and Pathfinder's default, due to the influences of the weird that made me enjoy the setting in the first place, can be roughly situated at the end of the Early Modern period, with overlaps with the Edwardian and Victorian age - once China Miéville (one of my favorite authors - read the Bas-Lag books!!!)-like aesthetics come into play, you're definitely looking at a society that is bordering a magical industrial revolution. This suits me well, for I come from a Ravenloft background (don't ever get me started on 4th and 5th edition Ravenloft and what I think of those...for all of our sakes...) as such, have always been in love with the fantastic aesthetics of Penny Dreadfuls, early weird fiction, Sword & Sorcery, Sword & Planet...you get the idea. I enjoy these somewhat less standardized, less covered aspects that have been an organic part of the old school aesthetic back in the day, but fell by the wayside somewhere along the lines. Anyways, the classes herein very much support this slightly advanced aesthetic; they resonate well with both the ancient and the more modern themes evoked in their resurgence in aforementioned timeframes. The more subtle magic psychic magic represents and the emotional component inherent in the variant spell system works well in the context of more magic-hostile environments as well as in less fantastic settings with more subdued themes than all out fireball-slinging. The marriage of the aesthetics associated with occultism and their relevant mechanical representations are what makes the classes interesting for me.

Take the medium - while I prefer spirits with names and unique identities, the need to offer the general mechanical framework for the defining spirits of the medium is obvious for such a book and in this context, employing the nomenclature of the mythic paths does make sense and can generate some pretty fun tricks. Had a mythic campaign? Use the PC-names when acting as a vessel for the respective spirit - it's simple, but incredibly rewarding. The general notion of taboos and the influence mechanic similarly can make for some great roleplaying. The mesmerist class tends to be called unfocused by some reviews I've read...and frankly, I have no idea why. The mesmerist, from the cool concept to the execution, makes for a very rewarding playing experience and has some serious optimization potential to boot -the implanting of tricks, the skill-array...both from the perspective of the stories you can tell with this class and the options available for the enterprising player, this class is absolutely amazing and allows for some neat, diverse characters. The stare-mechanic is also something that can be employed to rather great effect. The occultist is a similarly evocative concept - the focus on implements and fact that each can make for an unique item on its own is a lot of roleplaying potential and the respective focus powers provide a similarly interesting playing experience. The psychic, as the full caster, ranks as one of the more intriguing full casters in my book, with magical amplification and disciplines providing a nice array of diverse builds. The spiritualist, finally, would basically be a balanced take on the summoner with a fluff that I consider amazing.

This would bring me to what sets the classes apart more so than their mechanical validity - the fact that, to me, they represent, universally a great blending of providing player and character agenda, but this also means that they have things they can do beyond the confines of combat - there is a significant emphasis on the ROLEplaying aspect of the game we all know and love, with a wide variety of diverse tricks associated with actual roleplaying; the classes have means of depicting interesting characters; a player can really make each class its own: The implements, phantoms and all the components of the classes and their structure almost demand, organically, to be used by the player to make something that exceeds the totality of the mathematical components. In short, as far I'm concerned, these are the best player-focused options since the APG and as a whole, I consider the roster to be superior to even that gem of a book.

However, the customization options similarly provide some seriously cool tricks: Want to play Scarecrow from Batman? Yup. Cultist leader? Yep. Eat books and draw strength from it? Yeah. Amnesiac psychic? Yup. As a whole, covering archetypes and feats would obviously bloat the book beyond compare - but one crucial point as opposed to most books of this size lies in the big C-word - consistency. There are no overpowered options here...and neither are there options that you'd consider to be subpar traps sans value - there is some character concept, some specific thing that makes sense from a build and/or flavor perspective. (The options that I won't use will be the onmyoji, elemental annihilator, psychic duelist and kami medium - the Eastern-themed ones mainly since I prefer Interjection Games' take on the Onmyoji and its themes; the psychic duelist is a nice specialist, but doesn't blow me away. Finally, the annihilator...well, I have 3pp options that are more versatile.) - notice something? My criticism here pertains mostly taste.

Now this alone does make the book shine very much for me; at the same time, I wouldn't be me if I didn't have complaints, right? So there we go: The book contains various pieces of advice and alternate rules/subsystems of the material and one would by psychic duels...which are generally an awesome idea and provide for cool, creative minigames when handled right. Alas, the spell used to start them, instigate psychic duel, pretty much is a save-or-suck option, since the affected target has the save...and while the duel is in process, the target cannot move...which allows allies to stab the foe to bits. Oddly, the instigator of such a duel can end it via a Will-save as per the spell, when the psychic duel-rules do not mention such an option for the affected character - this is intended, undoubtedly, since those caught in a duel can be shaken out of it. At the same time, I think that pretty basic modifications could have prevented that little lockdown-aspect: For example, taking a penalty on MP to be capable of at least utilizing a fraction of the action array available...you know, moving slowly towards the instigator while battling him in the duel, maintaining at least defenses...the like. Granted, the system is optional and can be modified rather easily, but I'm still somewhat astonished that this very basic strategy was not used, particularly after the complaints the slumber hex etc. received. Still, this represents a relatively minor issue when seen in relation to the number of things that *do* work pretty perfectly...and the fact that psychic duels work infinitely better than 3.X's mindscapes and similar tricks.

Once again, the storytelling potential is what sells this on me. Beyond the copious GM-advice, the book contains some information on esoteric planes like the akashic record, the positive/negative energy plane and the like - which I generally enjoyed. At the same time, I did feel like the book could have done a little bit more with unique planar features for some of them, since not all receive this component in detail. Of course gear, both mundane and magical, can be found in this tome - from the phrenologist's kit (phrenology being the by now debunked belief that the size and shape of the skull influences personality etc. - and yes, there's a feat inspired by it here!) to the Dorian Gray-ish pictures, we notice one thing - the items, much like a ton of material herein, is steeped in a sense of the real, in the occult traditions and pseudo-science of days gone by.

What do I mean by this? Take alchemy, an established concept in our fantasy games. If you have the stamina to power through them, I'd sincerely suggest getting a copy of the writings of real world alchemists, sit down with the cool alchemy recipes and start - I guarantee you'll come up with new and evocative material. A similar observation can be made here - the tying into concepts and ideas established in our world generates basically the largest hand-out you could fathom and some research will almost assuredly provide a vast selection of truly evocative concepts to represent, while also teaching something new along the way. You do not have to be interested in masons, OTO, etc. to enjoy this book - but you can draw upon esoteric and occult knowledge to enrich the game tremendously. Heck, I'm pretty much a nihilistic atheist and my fascination with the subject matter stems from a purely intellectual point of view, but I still appreciate all the ideas and their impact on the genesis of our mode of thought. Similarly, the idea of locus spirits, of tapping into ley lines and similar high-concept tricks complement an implied world-building and -conception that goes beyond the surface, that extends into a level of depth beyond the superficial pushing of numbers.

Part II of my review can be found here!


Fun, but a bit esoteric

3/5

Don't take it the wrong way. You can have tons of fun with this book in other games. I played a mesmerist and it was hilarious, had a whole Doctor Orpheus thing going on. The Kineticist can be flavored a little and it basically becomes a bender from Avatar! How freaking cool is that?!
There are quite a few spells and special abilities that feel like they can only come in handy in very specific ways though. All the mindscape things would almost never come up in a regular game. This feels very much like a book that would be a lot more fun if all your players HAD to take a class from this book, which is a terrible premise for a core book.
On a personal note, almost none of these classes work with Mythic Adventures...


Solid Product

4/5

Really, nothing in this book is bad overall, and while there's a few mechanics that I would like to change, it's not enough to change my thoughts. The psychic casters are interesting with different mechanics that still feel familiar, and everything else works very well. I'd say it's worth picking up.


Finally psychic powers makes it's way to Pathfinder

5/5

I have been waiting for psychic related rules for Pathfinder for a long time and I am happy for what I see.
Kineticist- This one has become one of my favorite classes with it's all day blasting and at will/always active spell powers and supernatural abilities. I would love to see more classes that focuses on spell powers and supernatural abilities then just spellcasters, martials, and skill monkeys.
Medium- While I am not big on this one, it does have some interesting flavor and good story ideas. My only problem is it is one of the more complex classes.
Mesmerist- I like this one, it is a debuffer counter part to the bard and also makes a great villain. It is also a good spiritual successor for the Beguiler class.
Occultist- As with the Medium interesting flavor and good story value but complex mechanically. Not one my favorites but like all classes in this book, it fills a niche.
Psychic- Interesting class and fills the 9th caster for psychic magic but lacks in the flavor/story department compared to the other 5 classes. Still a solid class with some interesting abilities.
Spiritualist- One of my favorite classes has good flavor/story value and is not as complicated to use as the Medium and Occultist. A great class when dealing with incorporeal creatures especially undead.
These classes are just the tip of the iceberg, we get rules for auras, chakras, psychic duels, possession, occult rituals, occult skill unlocks, loci spirits, ley lines, mindscapes, and more. This one is as useful as the APG and the ARG.


A great addition to the game

5/5

Read my full review on Of Dice and Pen.

Occult Adventures is a great addition to the Pathfinder game. It does more than just introduce a bunch of new classes and create Pathfinder's version of psionics. It adds a whole new flavour and style of campaign with new rules options that back that flavour up. I eagerly look forward to trying out some of its ideas in a future campaign.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Dragon78 wrote:
I hope for a Castrovel AP one day but it will be a long time till we see an AP(or AP volume) that takes place on another planet again.
I wouldn't be surprised if the Feb 2016 AP is Distant Worlds, given how unpopular Giantslayer turns out to be.

We've only had one part, though I concede that it's important to start strong right out of the gate. That really difficult for this type of AP, what with giants being the main threat and 1st level characters being unable to fight them. Also, I think that this AP suffers from bad timing, ie. being stuck between Iron Gods and Hell's Rebels. Still, I hope for cool things to come!


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I think that an Occult AP will probably be a Darklands AP at this point.


If they do a darklands one I would like to see them focus on things down there other just drow, darkfolk, serpentfolk, and urdefhan.


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Darklands? My money is on Casmaron/Vudra. Expanded information on the continent was delayed to be able to build on psychic magic rather than having to go back and retroact psychic rules. No need for further delay, now!

Also, I really hope for an India-flavored AP. It's removed enough from "typical" yet incredibly conducive to fantasy play. My only concern is for finding good subject matter experts, but even that is easily resolved with a quick messageboard search.


I would prefer a Casmaron/Vudra AP over a darklands one any day, But I would still like a distant worlds one better unless it was just Eox.

Webstore Gninja Minion

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Probably best to move the future AP speculation to a new thread in the appropriate forum, rather than here.

Second Seekers (Luwazi Elsebo)

So when do we get a peak at one of the iconic characters for this book?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Drell wrote:
So when do we get a peak at one of the iconic characters for this book?

Or the updated cover!?

*ducks to dodge shuriken thrown out of frustration by Liz*

I know. We'll get it when it's ready.


I hope we get both the updated cover and the iconics before Paizo Con.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Drell wrote:
So when do we get a peak at one of the iconic characters for this book?

These are only sketches of the occultist and the psychic, but I think they qualify as "peaks".

:D

RPG Superstar 2008 Top 32

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Peek


Yep those are the iconic sketches I remember seeing a while ago.


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Things that I hope to see in this book.
-Psychic sorcerer bloodline.
-Occult related oracle mystery.
-More sorcerer bloodlines in general even if they are reprints.
-More oracle mysteries.
-More oracle curses.(mute!)
-Feats that grant psychic abilities that any class can get.
-Ki related feats.
-Chakra related feats.
-At least one psychic related archetype for most(if not all) classes.
-Aura related feats.

Does this book still have psychic related monsters or were they all moved to the Occult Bestiary?


Just noted the bit in the description about "psychic combat." I'm interested to see Pathfinder's take on that. Possibly a variant of the CMB/CMD rules, but for mental combat?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Once again we have a leak. From Paizo's facebook page of all the places.

Link

RPG Superstar 2008 Top 32

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I'm not sure that counts as a leak.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
zergtitan wrote:

Once again we have a leak. From Paizo's facebook page of all the places.

Link

Guess from Left to Right: Mesmerist, Spiritualist, Medium, Psychic, Kineticist, and Occultist.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Ross Byers wrote:
I'm not sure that counts as a leak.

True. I'm just riding the wave left over from last time.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yeah, that's more like deliberate hemorrhaging.

Lantern Lodge RPG Superstar 2014 Top 4

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I think I need to phase out of the ethereal plane to see that clearly.

Dark Archive

Seems to be be two small race characters cant make out much more than that


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Alright from left to right I believe it is,

A middle-age male Human Mesmerist:I believe one of his hands is holding a mirror or a compact.

A female gnome Spiritualist:lots of ectoplasm around her plus the possible presence of her spirit.

A old human woman Medium: Gypsy-esque traditional mediums garb.

A Vudrani female human Psycic: Already known from sketch.

A Male Halfling kineticsit: Possible item levitating in left hand and held staff.

A Middle-age Human (slightly obese) Occultist: Already known from sketch.

I may have the mesmerist and the kinetisit flipped, I may also have the halflings gender wrong.

but from the blurry image that's what I guess.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I think someone did say an loli-goth girl as a spiritualist in the prediction threads. I hope they're happy with and emo gnome spiritualist.


That's weird I heard the kineticist iconic is supposed to be female.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Might be, the image is blurry so it's still only guessing for now.

But the Halfling could be a woman.


Dot


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

actually after a little editing in iphoto on my computer, the old woman may be the Spiritualist, the Gnome is the Kineticist, and the halfling may be the medium.

If the messageboard had a photo share function, I could show you what I did.


A Gnome kineticist, makes sense with the con mod. Though I wish they would start using non core races for the iconics.


Pathfinder Adventure, Rulebook Subscriber

can we get a link to pic that isn't on facebook, can't access it from work

Contributor

I've rehosted it here.


I can't wait to see a pic of the new iconics that I can actually see;)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
donato wrote:
I've rehosted it here.

I posted an edited version of the picture in its facebook comments section. could you repost it as well. It's an edited and improve color version of the original cropped to the Iconics image alone.

Contributor

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zergtitan wrote:
donato wrote:
I've rehosted it here.
I posted an edited version of the picture in its facebook comments section. could you repost it as well. It's an edited and improve color version of the original cropped to the Iconics image alone.

Here you go!


The Gnome being the Kineticist makes sense with the blue flame. Kinda wish they had gone with a Geokineticist for the iconic though, fire is pretty overdone*.

*this assuming we're right on who the kineticist is, of course.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
donato wrote:
zergtitan wrote:
donato wrote:
I've rehosted it here.
I posted an edited version of the picture in its facebook comments section. could you repost it as well. It's an edited and improve color version of the original cropped to the Iconics image alone.
Here you go!

I hope the image is better able to clear up the whole "blue smudge" problem. did you notice the spectral armored warrior in the back?

considering that the armored figure is behind the old woman and his sword is held in front of her, I think the old lady is the Spiritualist.


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You have better eyes then I do too see that.


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On that Occultist: All my fiance and I get when we see that guy.... "To be, or not to be!?.... Well why aren't you answering me!?"


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I can't wait to see the final images of both the Iconics and the front cover. :)

Dark Archive

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Artemis Moonstar wrote:
On that Occultist: All my fiance and I get when we see that guy.... "To be, or not to be!?.... Well why aren't you answering me!?"

Thank you for the laugh!!!!!

Silver Crusade

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Ooh...

That gnome seems to be throwing down the gauntlet with Balazar in the Outrageous Hats competition. I wholeheartedly approve.

Can't wait to see all of these folks more closely! :)

Paizo Employee Developer

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I'm not gonna lie, I'm fascinated to see the detail and analysis of this conversation.

I'll officially say that some of you are right and some of you are wrong. ;)


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If were going by the playtest and what gender they say the classes would be then...

Kineticists-female
Medium-male
Mesmerist-male
Occultist-male
Psychic-female
Spiritualist-female


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:

If were going by the playtest and what gender they say the classes would be then...

Kineticists-female
Medium-male
Mesmerist-male
Occultist-male
Psychic-female
Spiritualist-female

I think the three woman then can be identified straight off the bat.

Female Gnome Kineticist
Female Vudrani Human Psychic
Female Old Human Spiritualist

From the men we know the Occultist is the chubby guy on the far right leaving,

Male Halfling & Male Middle-Age Human for the positions of Medium and Mesmerist.


I am getting an Elf vibe from the Psychic personally.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
DarthPinkHippo wrote:
I am getting an Elf vibe from the Psychic personally.

You mean this one?


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I hope the middle age human is the mesmerist.

Also what is this pic taken from? Will this discussion that is showing off the iconics be online?

Webstore Gninja Minion

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Dragon78 wrote:
Also what is this pic taken from?

A presentation at GAMA earlier this week.

Quote:
Will this discussion that is showing off the iconics be online?

I hope so! :D

Liberty's Edge

1 person marked this as a favorite.

I'm getting a very good vibe from the Vudrani lady. May become one of my favorite iconics.


zergtitan wrote:
DarthPinkHippo wrote:
I am getting an Elf vibe from the Psychic personally.

Yes. That is the one.

You mean this one?


I wonder how many and wich ones of the iconic will be on the cover of this book.

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