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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Can anyone give any info on the Kami Medium? Like what it changes or small descriptions on what it gains/how it differs from the normal Medium?


Can the Mindblade summon/form his weapon "at will" ? or is he limited to spending pool points to summon a weapon ?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Awesome, thanks for the info! I must have missed that upthread.

Grand Lodge

the xiao wrote:
Lost Dimension playstation game?

nope.

1. PC > consoles
2. Anime series are everywhere. The sheer plethora of them tends to make them "all" a bit obscure (no offense).
3. if you are married, have a job, classes to take, kids, etc. Cartoons are just not a part of the program, no matter how cool.
3. Much of anime is either out-of-bounds for one reason or another; or seen through a tremendously biased lens (Freezing, queens blade, Blue (anything), ultimate teacher, etc).
4. those of us who write our own stories tend to see writer gimmicks and plots over a continent away and experience considerable ire when faced with poor story-telling, or overtly obvious oppsies.

besides, x-1999 by clamp was so much better...
despite the fact that;
1. EVERYTHING had to happen in japan (to include all the omens and destruction required for the end of the ENTIRE world).
2. American characters were depicted as perverted to duplicitous.
3. You were supposed to get "some stuff" just because.

Actually no. There isn't much anime that isn't a weird fetish or Micro-niche and that makes me run screaming just as fast as a cliché nosebleed.

I just really miss my childhood awe that I felt when watching ROBOTECH; Now, I can't believe how badly done it was...


chad hale 637 wrote:
Shisumo wrote:
chad hale 637 wrote:


1. are the mind blades summoned at level 1?

Yes.

chad hale 637 wrote:
2. could I assign their form as say... Starknives?

Yes.

chad hale 637 wrote:
4. What level can you start duel wielding mindblades?

7th.

Well, I hope there is a feat or Arcanum or something that allows one to dual wield mindblades at a lower level, or something. Hmmm

For example: the standard magus spell list includes the 2nd spell level, "Instant Weapon", and can cast it at 4th; would this still be open to two weapon fighting to dual wield with the Mindblade Magus?

Perhaps you could wield a physical starknife as your primary weapon and your psychic blade in your off hand? If having a psychic blade in your off-hand doesn't interfere with Spell Combat, then that should be an effective combat style. Then later you could just replace the physical blade with another psychic one.

Grand Lodge

chad hale 637 wrote:
chad hale 637 wrote:

Different set of questions...

a. I know the monk got some stuff, but Did the Brawler get anything?

c. Players seem to love the Universalist wizard trick, "Hand of the Apprentice", is there something like this for Occult characters?

anybody, please.


chad hale 637 wrote:
chad hale 637 wrote:
chad hale 637 wrote:

Different set of questions...

a. I know the monk got some stuff, but Did the Brawler get anything?

c. Players seem to love the Universalist wizard trick, "Hand of the Apprentice", is there something like this for Occult characters?

anybody, please.

a.no

B.kineticist s still get telekinetic abilities.


Shisumo wrote:
QuidEst wrote:
Xethik wrote:
Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.
I think there was mention of that earlier in the thread, yes.
You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.

Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.

At least the mindblade doesn't give up spellstrike.

Designer

1 person marked this as a favorite.
Kalindlara wrote:

We were wondering about the sensate's weapon training 1 as well.

It looks too precisely written to be a simple typo, since they went to all the trouble of specifying that it replaces "weapon training 2, 3, and 4".

I will investigate this. I did the first development pass on the archetype, and I also really like the archetype; it was a cool idea, and hopefully you guys will agree that it's a great execution. I don't remember one way or the other, but it went through many passes after that and may have had something change. Given that centered senses starts giving its benefits at level 5, I think it is very likely that it also replaces weapon training I.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Ashram wrote:
Shisumo wrote:
QuidEst wrote:
Xethik wrote:
Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.
I think there was mention of that earlier in the thread, yes.
You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.

Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.

At least the mindblade doesn't give up spellstrike.

Yeah... I'm okay if you can't Spell Combat and TWF at the same time as long as you can Spellstrike. It's what makes the Spellblade so unappealing to me. On one hand, it is pretty much the same as Spell Combat + Arcane Mark, but on the other hand, that strategy is only good until you get much more spell sustainability with more spells per day and spell recall so this archetype may fall off later in the game.

I'll have to see the full text of Mindblade to see if it is a purely flavorful archetype or actually as good as vanilla Magus in terms of dealing damage.

EDIT: Mark Seifter has saved the day. Wooh! Sounds like this will be an effective archetype.

Designer

Ashram wrote:
Shisumo wrote:
QuidEst wrote:
Xethik wrote:
Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.
I think there was mention of that earlier in the thread, yes.
You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.

Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.

At least the mindblade doesn't give up spellstrike.

Nope, when it gains that ability, it can spell combat and TWF! It's one of the archetype's hallmark abilities. There are tradeoffs (for one, thought components become something to think about, since they make concentration checks pretty hard when they come up; build strong concentration!)


I'm looking forward to making a possession-based Mesmerist. Can somebody share what level they get Possession as a spell at, and what the feats for it are? (Also curious about the hypnotism skill unlock if somebody is feeling very talkative.)


So, I heard from the playtest that the kineticist might be getting prestidigitation-like control over their element. Is this true? What sort of stuff can they do (Specifically earth, ah-hem ah-hem, no bias there)?

Designer

Mark Seifter wrote:
Kalindlara wrote:

We were wondering about the sensate's weapon training 1 as well.

It looks too precisely written to be a simple typo, since they went to all the trouble of specifying that it replaces "weapon training 2, 3, and 4".

I will investigate this. I did the first development pass on the archetype, and I also really like the archetype; it was a cool idea, and hopefully you guys will agree that it's a great execution. I don't remember one way or the other, but it went through many passes after that and may have had something change. Given that centered senses starts giving its benefits at level 5, I think it is very likely that it also replaces weapon training I.

I have looked back to the freelancer's great original turnover and found that it replaced the whole weapon training originally. Looks like something weird occurred to me.


Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!


Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

Liberty's Edge

Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.


Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.

How much more?

Also, some info on the kinetic healer archetype would be most welcome.


Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.

Does the base kineticist get acrobatics for a class skill?

Silver Crusade

Is it possible to get a list of the names of the various Kineticist Blasts? Or Talents?

How does Mobile Blast Function?

Can we get a base idea how the Medium spirits work or what each path empowers (For Example does Champion give the same benefit Strength Spirits did? +Spirit Bonus to Attack and Damage? )

Grand Lodge

Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.

How does Lucid Dreaming work (the Feat)?

Liberty's Edge

I don't have my PDFs with me at work, so I'm going off of memory here, but I'll answer what I can.

Deadbeat Doom wrote:
Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.
How much more?

4 + Int.

Deadbeat Doom wrote:
Also, some info on the kinetic healer archetype would be most welcome.

I haven't looked at it in detail, but I know they get mercies they can apply to their healing blast. They also get the ability to eventually use it like breath of life and can also dual-heal themselves and someone else at the same time (both characters have to take burn, rather than just one or the other).

Protoman wrote:
Does the base kineticist get acrobatics for a class skill?

I'd need to look it up to be sure, but I don't think so. The elemental specializations add bonus class skills though, and I think that's one of the ones Air grants (along with Fly).

Endoralis wrote:
Is it possible to get a list of the names of the various Kineticist Blasts? Or Talents?

That's a hefty list, and there's no way I could do it all from memory. All the elemental foci got a bunch more than were in the playtest - I would estimate roughly double. There are 0-cost utility talents for each element, including things like mage-hand type TK for aether (5 lbs/level and magic items included) and a fire talent that dpulicates flare, light and/or spark as desired.

Endoralis wrote:
How does Mobile Blast Function?

No idea, I'm afraid.

Endoralis wrote:
Can we get a base idea how the Medium spirits work or what each path empowers (For Example does Champion give the same benefit Strength Spirits did? +Spirit Bonus to Attack and Damage? )

Pretty much. Each of the spirits gives its spirit bonus to rolls associated with its ability (Champion to Strength, Archmage to Intelligence, and so on) plus other benefits such as bonuses to weapon attack/damage (Champion) or AC (Guardian). That's not even vaguely a complete list even for those two spirits, though - the bonuses are fairly extensive.


Arachnofiend wrote:
So, these new Mesmerist charm spells that have an effect on a successful save... they're just for the Mesmerist, right? They're not on the sorc/wiz list, right? Paizo knows better than to make another Icy Prison, right???

Could I get an answer on this question? I didn't have many feelings either way on the Mesmerist before, but I'm going to be rather upset about his inclusion if it allowed the sorc/wiz list to get even more options...

Designer

Arachnofiend wrote:
Arachnofiend wrote:
So, these new Mesmerist charm spells that have an effect on a successful save... they're just for the Mesmerist, right? They're not on the sorc/wiz list, right? Paizo knows better than to make another Icy Prison, right???
Could I get an answer on this question? I didn't have many feelings either way on the Mesmerist before, but I'm going to be rather upset about his inclusion if it allowed the sorc/wiz list to get even more options...

I think you're looking at what the effect on the successful save would be in the wrong way (understandable, considering the existence of problematically-strong effects on successful saves in the past). Think of it as more like "Here's a spell that gives a penalty on attack rolls for 1 round/level. Even on a successful save, they take that penalty for 1 round."


Okay, if it's that minor then it's not as bad. The Mesmerist preview presented them as charm/compulsion spells so naturally my first thought was that these were spells that would charm/compel you to do something even on a successful save. "It's Dominate Person, but if you save then it's only Murderous Command" or whatever.

Designer

Arachnofiend wrote:
Okay, if it's that minor then it's not as bad. The Mesmerist preview presented them as charm/compulsion spells so naturally my first thought was that these were spells that would charm/compel you to do something even on a successful save. "It's Dominate Person, but if you save then it's only Murderous Command" or whatever.

The penalty spell I mention, for instance, is an actual spell with the compulsion tag. While many on the PDT like the idea of effects on a failed save, we were mindful to make sure that effect isn't going to be egregious, and we tried to make sure the fact that it existed was balanced somewhere else (for instance, many contemporaries of the aforementioned spell can deny actions entirely on a series of failed saves but have no effect on a successful save, so this spell is more of a safe option, but it's best case scenario is less impressive).


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I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.

Contributor

Protoman wrote:
Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.
Does the base kineticist get acrobatics for a class skill?

My friend asked me to check that for him, and the answer is Yes. It is a baseline skill for the entire class.


Dragon78 wrote:
I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.

Is that all blasts, or just the ones that do elemental damage?

Designer

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Arachnofiend wrote:
Dragon78 wrote:
I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.
Is that all blasts, or just the ones that do elemental damage?

Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!


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chad hale 637 wrote:
the xiao wrote:
Lost Dimension playstation game?

nope.

1. PC > consoles
2. Anime series are everywhere. The sheer plethora of them tends to make them "all" a bit obscure (no offense).
3. if you are married, have a job, classes to take, kids, etc. Cartoons are just not a part of the program, no matter how cool.
3. Much of anime is either out-of-bounds for one reason or another; or seen through a tremendously biased lens (Freezing, queens blade, Blue (anything), ultimate teacher, etc).
4. those of us who write our own stories tend to see writer gimmicks and plots over a continent away and experience considerable ire when faced with poor story-telling, or overtly obvious oppsies.

besides, x-1999 by clamp was so much better...
despite the fact that;
1. EVERYTHING had to happen in japan (to include all the omens and destruction required for the end of the ENTIRE world).
2. American characters were depicted as perverted to duplicitous.
3. You were supposed to get "some stuff" just because.

Actually no. There isn't much anime that isn't a weird fetish or Micro-niche and that makes me run screaming just as fast as a cliché nosebleed.

I just really miss my childhood awe that I felt when watching ROBOTECH; Now, I can't believe how badly done it was...

While there is some truth in what you say, it is not very different from most American (USA) media...

Anyway I mention it because it is a group of psychics.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Mark Seifter wrote:
Arachnofiend wrote:
Dragon78 wrote:
I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.
Is that all blasts, or just the ones that do elemental damage?
Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!

You lost me. What?

Designer

Azouth wrote:
Mark Seifter wrote:
Arachnofiend wrote:
Dragon78 wrote:
I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.
Is that all blasts, or just the ones that do elemental damage?
Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!
You lost me. What?

Just go with the tldr in the last sentence ;)

Basically, your blast usually effects swarms. It may be possible for you to change your blast in such a way that it doesn't in a particular case, based on your choices, but if you don't do anything else, it works by default!


Alexander Augunas wrote:
Protoman wrote:
Shisumo wrote:
Axial wrote:
Jack of Dust wrote:
Somebody please tell me the Kineticist gets more skill points than 2 + their Intelligence modifier!

The Kineticist gets more skill points than 2 + his Intelligence modifier.

...I don't have the book; but I did what you asked, right? ;)

I do have the book, and I feel comfortable repeating your statement.
Does the base kineticist get acrobatics for a class skill?
My friend asked me to check that for him, and the answer is Yes. It is a baseline skill for the entire class.

Yay!!! That's one thing I can happily rebuild for my PFS pyrokineticist. Can replace Reckless trait for something else.


Mark Seifter wrote:
Azouth wrote:
Mark Seifter wrote:
Arachnofiend wrote:
Dragon78 wrote:
I am surprised no one has mentioned that the Kineticist's blast does full damage to swarms.
Is that all blasts, or just the ones that do elemental damage?
Neither. It is the default no-form sort of blast, for all elements and energy types. Some forms do even more damage (area effects) and some don't do any (the ones that aren't area effects that change the default shape a lot, since they don't have the affecting-swarms clause in them like the default shape does, sometimes may not effect swarms; looking back, I see that this clause comes just after a sentence that talks about rules that apply to all form infusions, though, so it may require further enumeration later). Suffice it to say that every kineticist without an archetype has an option that works against swarms from level 1!
You lost me. What?

Just go with the tldr in the last sentence ;)

Basically, your blast usually effects swarms. It may be possible for you to change your blast in such a way that it doesn't in a particular case, based on your choices, but if you don't do anything else, it works by default!

Thats actually probably one of the biggest practical bumps given to the kineticist! Lovin' it! Would the melee form infusions like kinetic blade and whip (assuming those names haven't changed from the playtest) work against swarms for extra BAB attacks or are they altered too much?

Sovereign Court

I have 2 questions stemming from having read the Spiritualist in the book:

1) It says in the Phantom ability description they can wear armor or other appropriate items, but in the description of the armor bonus for phantoms it says they cannot. Which is correct?

2) Bestow Curse is listed as both a 3rd and 4th level spell for the Spiritualist. Which is correct?

Silver Crusade

Still havent gotten an answer to how Mobile Blast functions, my Aetherkineticist (Telekineticist) will be turning level 4 soonish in an AP and it seemed like a good option by the name.

Designer

Lukas Stariha wrote:

I have 2 questions stemming from having read the Spiritualist in the book:

1) It says in the Phantom ability description they can wear armor or other appropriate items, but in the description of the armor bonus for phantoms it says they cannot. Which is correct?

2) Bestow Curse is listed as both a 3rd and 4th level spell for the Spiritualist. Which is correct?

We actually noticed these both a few weeks ago, so when it happened I asked Stephen. The answers from Stephen are that bestow curse is 3rd level and that the phantom can't wear armor (the earlier text should say it can wear worn magic items instead).

Honestly I am shocked by how few such things slipped through!


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Mark Seifter wrote:
Ashram wrote:
Shisumo wrote:
QuidEst wrote:
Xethik wrote:
Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.
I think there was mention of that earlier in the thread, yes.
You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.

Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.

At least the mindblade doesn't give up spellstrike.

Nope, when it gains that ability, it can spell combat and TWF! It's one of the archetype's hallmark abilities. There are tradeoffs (for one, thought components become something to think about, since they make concentration checks pretty hard when they come up; build strong concentration!)

That's actually pretty awesome. Maybe we can reverse engineer this for the spellblade to make it suck less. :)

Sovereign Court

Mark Seifter wrote:
Lukas Stariha wrote:

I have 2 questions stemming from having read the Spiritualist in the book:

1) It says in the Phantom ability description they can wear armor or other appropriate items, but in the description of the armor bonus for phantoms it says they cannot. Which is correct?

2) Bestow Curse is listed as both a 3rd and 4th level spell for the Spiritualist. Which is correct?

We actually noticed these both a few weeks ago, so when it happened I asked Stephen. The answers from Stephen are that bestow curse is 3rd level and that the phantom can't wear armor (the earlier text should say it can wear worn magic items instead).

Honestly I am shocked by how few such things slipped through!

Thank ya kindly, Mark!


Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?


dumptruckman wrote:

Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?

OK... Consider me curious. Why?

Designer

dumptruckman wrote:

Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?

Having hands excludes you from using the tail for kinetic blast, but if you do have a tail, you will need it free to gather power.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Mark Seifter wrote:
dumptruckman wrote:

Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?

Having hands excludes you from using the tail for kinetic blast, but if you do have a tail, you will need it free to gather power.

So if you have more than two hands they all need to be free to gather power?

Designer

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Azouth wrote:
Mark Seifter wrote:
dumptruckman wrote:

Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?

Having hands excludes you from using the tail for kinetic blast, but if you do have a tail, you will need it free to gather power.
So if you have more than two hands they all need to be free to gather power?

Yes, the text makes it fairly clear, hopefully, and I am here to confirm it.


nighttree wrote:
Can the Mindblade summon/form his weapon "at will" ? or is he limited to spending pool points to summon a weapon ?

BUMP....:P


dumptruckman wrote:

Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?

At that point you might as well just follow the normal rules for kinetic blast and flavor it as being slung from your tail...

Liberty's Edge

Endoralis wrote:
Still havent gotten an answer to how Mobile Blast functions, my Aetherkineticist (Telekineticist) will be turning level 4 soonish in an AP and it seemed like a good option by the name.

Mobile blast is the kineticist's answer to flaming sphere - you have a "ball" of your element hovering in a particular square and it auto-deals damage to anyone in that square. It can be moved as a move action to anywhere within range (30 ft). The damage is half your usual blast damage if it's an elemental blast, or a quarter your usual damage if it's a physical blast.

nighttree wrote:
nighttree wrote:
Can the Mindblade summon/form his weapon "at will" ? or is he limited to spending pool points to summon a weapon ?
BUMP....:P

The mindblade has a "psychic pool" instead of an arcane pool, which doesn't actually say how it's calculated - since the text says it's "similar" to the traditional arcane pool and counts as it for prereqs and class features, I assume it's the same size as the arcane pool would be otherwise. Summoning a light weapon is 1 pt from the pool, a one-handed weapon is 2 pts and a two-handed weapon is 3 pts; it takes a standard action to summon (a swift at 8th) but the duration is "until you dismiss it or let go." Interestingly, if I'm reading the ability right, when the blade disappears, the psychic points you spent on the weapon are returned to your pool, which is an interesting twist.


If the psychic points gets refunded back into the pool, that would be very cool and I'd definitely wanna try it out in the future.
For the mindblade, does Weapon Focus and another weapon specific feats apply to it, or does it replicate an existing weapon and that's what we'd apply feat choices to?


Xelaaredn wrote:
dumptruckman wrote:

Can a Tiefling with a prehensile tail use the tail to shoot a Kinetic Blast or does having hands exclude them?

If having hands excludes them, is there anything in PFS that prevents you from making a character who has lost both arms? In this case would having prehensile tail allow for Kinetic Blast?

OK... Consider me curious. Why?

Cause you normally can't attack with prehensile tail. It's something different, for sure.

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