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

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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 Rulebook Subscriber
Quintin Belmont wrote:

I really don't like the Burn mechanics. As it stands the Kineticist does the same amount of damage as an Expert with a bow without that Burn, and the whole concept of the "Risk vs Reward" system, while a great idea, is horribly implemented. You shouldn't be having to knock yourself unconscious everytime you want to perform a decent amount of damage.

Now, I was discussing the Kinetecist with some associates, and one of them suggested a different way of handling the Burn mechanic that, allows he Kineticist to be more competent, while still giving a sense of "Risk vs Reward". The following are his words, and are quite an elegant solution.

an acquaintance wrote:

They probably wanted burn to be a 'risk' mechanic, after playing too much... I'd wager Age of Reckoning (brightwizards, or their lesser inferior cousins the sorcerers who are flatly weaker in every way because they don't use fire... which would explain the talent list here)

I'd say let it all build up:
>Burn is REAL damage. It cannot be prevented or redirected in any way, BUT IT CAN HEAL.
>Burn damage equals the current level of burn, squared. So you won't take 100 until you build up 10 burn (which 5 would give you at level 20).
>Burn isn't suffered right away. Build up your burn and enjoy the bonuses. BUT: Any time you get a result of a natural 1 (so, use them rerolls if you have'em), all accumulated burn hits you full blast. So the higher level you get, the more damage you can be willing to risk, rather than the more you take for the same action.
>You can spend a standard action to reduce your current burn level by up to 1/4 your class level. Bonuses do go down, naturally, though, from vaporizing it off.
>Add a heat-beam talent that lets you lower your burn through a regular blast: Can't use any other infusions but add your current burn (pre-beam-drop) to the damage.

That way, if you're going to f!*#ing explode yourself (f*ck that feat), it'll be from going f*cking nuclear.

hopefully this can aid in dragging the poor...

I should really avoid continuing the drama, but this is a HORRIBLE fix, considering by design, a kineticist can EASILY avoid rolling as much as possible by only using area of effects and nondirect attacks, unless you mean that any possible skill or save means to blow yourself up whenever possible.

Burn as nonhealable Nonleathal damage comes out as a healthy mechanic when the class naturally incentivizes constitution as your primary stat in other ways through damage and DCs. Your damage is better than most every other class when you can't turret, and when you can turret your damage is pretty respectable. ( that example of 6d6+12 being.... low, coming out to 12d6+21 without applying con or items at level 11 before even touching that you could be doing that to multiple targets in a line and/or applying some debilitating effect AT NO ADDITIONAL COST)

Dark Archive

QuidEst wrote:
Goblinsaurus wrote:
-snip-
Whoa there- lots of people liked the burn mechanic, and I'm personally very excited to play one or two Kineticist characters. (Air built around stealth and eventually suffocating people silently, and a trickster aether character.) Heck, if anybody tells me they want to play a healer, I'm going to point them to this class first. You're free to not like it, but please don't say that he let "us" down.

That is totally the character I am planning on playing lol. I was not planning the suffocation part but the rest yes!


As I understand it from that thread, it did in fact mean *any* un-re-rolled 1. Saves, Skills, anything.

I personally dislike(severe understatement) the fact that the damage you take grows as you level. It's as though you're getting worse and worse at what you do, counterbalanced only by the 'natural' (for things in pathfinder) increase in resilience you get as you level.


Samy wrote:
What are the new class options for changing casting stats?

Spiritualist can switch from Wis to Cha with extremely minor change- the bonus SLAs are switched out for different ones. (Spiritualist has some good modular archetypes.)

Kineticists can switch from Con to Cha with a burnless archetype.


Mark Seifter wrote:
Brandon Hodge wrote:
Mark Seifter wrote:
I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!
That wasn't a game, Mark--that was a frikkin' work of art.

I know I spoiled the "multiple layers of the onion" reveal for you, but I'd be happy to run it for you at some point!

And if anyone in the forum is interested, I might run it again next year at Paizocon in the lottery too!

No fair to people who can't get to your coast!


Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?


MusicAddict wrote:
( that example of 6d6+12 being.... low, coming out to 12d6+21 without applying con or items at level 11 before even touching that you could be doing that to multiple targets in a line and/or applying some debilitating effect AT NO ADDITIONAL COST)

That's me positing a round 1 action of 5 foot stepping into the earth beneath you using Earth Glide, spending your move action to get your Tremorsense active, then Kinetic Whipping. I should have attached Bowling for a free trip attempt. Not bad considering they can't hit back. The other reason the numbers are lower is because the theorycraft had no gear.


Any hints on the type of rituals that are available in OA ?

Do they mostly just provide personal effects or do they range to something like Guards and Wards where they protect large areas ?

What determines the power level of rituals ?

Designer

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The Golux wrote:
Mark Seifter wrote:
Brandon Hodge wrote:
Mark Seifter wrote:
I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!
That wasn't a game, Mark--that was a frikkin' work of art.

I know I spoiled the "multiple layers of the onion" reveal for you, but I'd be happy to run it for you at some point!

And if anyone in the forum is interested, I might run it again next year at Paizocon in the lottery too!

No fair to people who can't get to your coast!

Having lived in the East Coast almost all my life, it's weird for the West Coast to be "my coast" now. But seriously, if your local con will invite me as a Guest of Honor (aka pay for flight and hotel), I will be happy to run Anagnorisis while I'm there as an incentive. Stephen just went to two cons in a row as a guest of honor (Tokyo in Tulsa and a Houston con), so it's definitely true that cons are sometimes willing to invite Paizo designers who aren't Jason. Check with your local con organizers and ask them for me!


Pathfinder Rulebook Subscriber
technarken wrote:
MusicAddict wrote:
( that example of 6d6+12 being.... low, coming out to 12d6+21 without applying con or items at level 11 before even touching that you could be doing that to multiple targets in a line and/or applying some debilitating effect AT NO ADDITIONAL COST)
That's me positing a round 1 action of 5 foot stepping into the earth beneath you using Earth Glide, spending your move action to get your Tremorsense active, then Kinetic Whipping. I should have attached Bowling for a free trip attempt. Not bad considering they can't hit back. The other reason the numbers are lower is because the theorycraft had no gear.

Ah, Gotcha, I just realized myself that the number I said was slightly off because I fell in love so much with Fire's fury(whoops) that it confused me to what the normal EO bonus damage is, and beyond the basics for earth, it's the one I've looked at least, so it slipped my mind that you would be using move actions on tremorsense, though slipping into the earth like that while slowly becoming The Thing is still pretty sweet, even if it's not as sweet as exploding everything in giant clouds of smoke while emulating the human torch or playing up the invisible woman act while creating lots of walls and shields all over the battlefield while flinging debris at people(okay it IS just as sweet... and we need an elasticity kineticist of some sort for Mr Fantastic. or some sort of elastic person in general.)


Mark Seifter wrote:


Having lived in the East Coast almost all my life, it's weird for the West Coast to be "my coast" now. But seriously, if your local con will invite me as a Guest of Honor (aka pay for flight and hotel), I will be happy to run Anagnorisis while I'm there as an incentive. Stephen just went to two cons in a row as a guest of honor (Tokyo in Tulsa and a Houston con), so it's definitely true that cons are sometimes willing to invite Paizo designers who aren't Jason. Check with your local con organizers and ask them for me!

//Immediately starts to raise funding for an Australian-con//

Silver Crusade Contributor

Mark Seifter wrote:
I'm with Brandon; let's talk about some of the other things that interest you guys. I personally haven't heard much about the Running an Occult Game section, and I think it deserves some attention.

I'll try; I only skimmed someone else's subscriber copy, though. The Running an Occult Game section was interesting enough that I'd like a second look; the "subgenres", especially.

I was struck by one element that was familiar from tons of my own campaigns - the idea of a campaign where instead of answers, peeling away one mystery only reveals two more. I love running campaigns in that style: where what you kill isn't as important as what you learn, and seeking out the secrets of the past is a risk to more than just your health.

Designer

Milo v3 wrote:
Mark Seifter wrote:


Having lived in the East Coast almost all my life, it's weird for the West Coast to be "my coast" now. But seriously, if your local con will invite me as a Guest of Honor (aka pay for flight and hotel), I will be happy to run Anagnorisis while I'm there as an incentive. Stephen just went to two cons in a row as a guest of honor (Tokyo in Tulsa and a Houston con), so it's definitely true that cons are sometimes willing to invite Paizo designers who aren't Jason. Check with your local con organizers and ask them for me!
//Immediately starts to raise funding for an Australian-con//

I actually went to Gencon Oz in Brisbane once, and I still have a shirt from there, short-lived as that con was. But yeah, you might need some solid fund-raising to get me back Down Under!

Designer

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Kalindlara wrote:
Mark Seifter wrote:
I'm with Brandon; let's talk about some of the other things that interest you guys. I personally haven't heard much about the Running an Occult Game section, and I think it deserves some attention.

I'll try; I only skimmed someone else's subscriber copy, though. The Running an Occult Game section was interesting enough that I'd like a second look; the "subgenres", especially.

I was struck by one element that was familiar from tons of my own campaigns - the idea of a campaign where instead of answers, peeling away one mystery only reveals two more. I love running campaigns in that style: where what you kill isn't as important as what you learn, and seeking out the secrets of the past is a risk to more than just your health.

That is exactly the element that I always tended to use myself as well and never realized how well it synergizes with Occult until Brandon and crew told me so in the turnover!


MusicAddict wrote:
technarken wrote:
MusicAddict wrote:
( that example of 6d6+12 being.... low, coming out to 12d6+21 without applying con or items at level 11 before even touching that you could be doing that to multiple targets in a line and/or applying some debilitating effect AT NO ADDITIONAL COST)
That's me positing a round 1 action of 5 foot stepping into the earth beneath you using Earth Glide, spending your move action to get your Tremorsense active, then Kinetic Whipping. I should have attached Bowling for a free trip attempt. Not bad considering they can't hit back. The other reason the numbers are lower is because the theorycraft had no gear.
Ah, Gotcha, I just realized myself that the number I said was slightly off because I fell in love so much with Fire's fury(whoops) that it confused me to what the normal EO bonus damage is, and beyond the basics for earth, it's the one I've looked at least, so it slipped my mind that you would be using move actions on tremorsense, though slipping into the earth like that while slowly becoming The Thing is still pretty sweet, even if it's not as sweet as exploding everything in giant clouds of smoke while emulating the human torch or playing up the invisible woman act while creating lots of walls and shields all over the battlefield while flinging debris at people(okay it IS just as sweet... and we need an elasticity kineticist of some sort for Mr Fantastic. or some sort of elastic person in general.)

Back during the playtest I had an NPC Earth Kineticist who used the above, ranks in Bluff and Perform: Act, and Spark of life to fool you into believing his summoned Elemental was his true form.


My apologies if this has already been answered (search didn't turn up a hit for me), but are occultists unable to invest in musical instruments other than drums (necromancy) still? I had found that curious during play test, and may simply homebrew around it, but I was wondering if that did change between playtest and live.


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QuidEst wrote:
Gisher wrote:
QuidEst wrote:
Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.
Using the Spiritualist spell list is interesting. I don't remember a lot of touch attack spells on that list. Is the Ectoplasmatist still an Int based caster?
Ectoplasmatist uses Spiritualist as the base, so it runs on Wisdom. Don't know how much touch is on it now because I haven't had time to look over the list, but a glance looks like at least two touch debuffs per spell level, with some other touch options.

I'm going to pretend that this was entirely my doing as someone who lobbied hard to make bad touch the Spiritualist's niche.


So a bad-touch class that uses ectoplasmic tentacles to deliver said bad touch? Ok. Just making sure I'm understanding that right.


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22 hours 42 minutes. And counting...


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Brew Bird wrote:
So a bad-touch class that uses ectoplasmic tentacles to deliver said bad touch? Ok. Just making sure I'm understanding that right.

the Succubus thread is gonna have a field day with this....


Pathfinder Starfinder Roleplaying Game Subscriber
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?

Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.


Wi1dfireMonk wrote:
My apologies if this has already been answered (search didn't turn up a hit for me), but are occultists unable to invest in musical instruments other than drums (necromancy) still? I had found that curious during play test, and may simply homebrew around it, but I was wondering if that did change between playtest and live.

There's also a bell option at least.

Contributor

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Jack of Dust wrote:
Brew Bird wrote:
So a bad-touch class that uses ectoplasmic tentacles to deliver said bad touch? Ok. Just making sure I'm understanding that right.
the Succubus thread is gonna have a field day with this....

Ooooo crap. What have I created??? *facepalm*

The Ectoplasmatist started life as a full base class meant to fill two niches in the book: our soulknife equivalent, and the rogue/cleric equivalent to the magus' fighter/wizard makeup. I handed that class document over to Stephen in Tulsa last year, in the dark corner of a seedy tavern where we sat drinking beers and discussing the occult. Over time, the original concept got pulled apart into two entities, with a few of its abilities drawn into what's now the Spiritualist, and the rest landing as an archetype for that class more in line with the original concept of this raw ectoplasm-wielder. And I think both work beautifully!

Shadow_Charlatan wrote:

Any hints on the type of rituals that are available in OA ?

Do they mostly just provide personal effects or do they range to something like Guards and Wards where they protect large areas ?

What determines the power level of rituals ?

I think there was discussion of this upthread already, but there are 14 occult rituals plus rules for running and creating them. Effects include warding areas and structures, creating a gate to the dream realm, a séance, community blessings (healthy crops, bonus to saves and healing, etc), creating a magic circle for trapping outsiders, creating a rift to the Ethereal, channeling the voice of spirit to commune with it, a blood-brothers type bonding/binding ritual for groups that provides some neat bonuses to draw upon, a ritual that opens the third eye to provide psychic abilities to all involved casters, group bonuses versus psychic effects, an exorcism, a ritual that allows you to visit the Astral, and one for summoning incorporeal undead servants.

The power level is determined by its assigned level, which is like a spell.


And weirdly the "community blessings (healthy crops, bonus to saves and healing, etc)" is the ritual that has my interest piqued most... I'm a sucker for society-influencing magic.


The Golux wrote:
Mark Seifter wrote:
Brandon Hodge wrote:
Mark Seifter wrote:
I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!
That wasn't a game, Mark--that was a frikkin' work of art.

I know I spoiled the "multiple layers of the onion" reveal for you, but I'd be happy to run it for you at some point!

And if anyone in the forum is interested, I might run it again next year at Paizocon in the lottery too!

No fair to people who can't get to your coast!

Or your country, your continent, your hemisphere!!

Carry on! ;p

--C.


Hey does anyone know if there is a way /archetype that nets an Occultist a Familiar?


QuidEst wrote:
Wi1dfireMonk wrote:
My apologies if this has already been answered (search didn't turn up a hit for me), but are occultists unable to invest in musical instruments other than drums (necromancy) still? I had found that curious during play test, and may simply homebrew around it, but I was wondering if that did change between playtest and live.
There's also a bell option at least.

I sort of figured that was the case. Oh well. I'll probably house rule musical instruments (besides bells and drums) to act similarly to censers, although without the special vulnerability to creatures with the scent ability.

Or, who knows, maybe I'll do a full reskin of the class, with each perform subskill being linked to a spell school. I'll have to think about it when I get my hands on the pdf.


ChrisLKimball wrote:
Hey does anyone know if there is a way /archetype that nets an Occultist a Familiar?

Two feats from Familiar Folio.


Luthorne wrote:
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?
Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.

Thank you so much! A little strange to me that both items exist but this is perfect!


Milo v3 wrote:
And weirdly the "community blessings (healthy crops, bonus to saves and healing, etc)" is the ritual that has my interest piqued most... I'm a sucker for society-influencing magic.

POOF! Like a demon, I am summoned.

What do you want to know about it?

-Ben.
(Local Incantation/Ritual Magic Specialist)

Contributor

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See? Speak of the devil and he appears!

(Ben likely has a ritual for that, too)


I was unaware we were getting ritual magic in Occult Adventures... Does it use the same rules as the previous ritual magic (also found in Deep Magic )?

Designer

Dexion1619 wrote:
I was unaware we were getting ritual magic in Occult Adventures... Does it use the same rules as the previous ritual magic (also found in Deep Magic )?

Not quite, but as a starting point. Stephen updated those rules in a way that (in my games when I've used them so far) has made them more fun and interesting, while easier to build my own.

RPG Superstar 2008 Top 32

Sycondaman wrote:
Luthorne wrote:
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?
Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.
Thank you so much! A little strange to me that both items exist but this is perfect!

I believe the spell lattice is because Arcanists cannot use pages of spell knowledge - they don't have a Spell Known list to add to.

That said, I don't see why psychic casters cannot use a page of spell knowledge. The 'arcane or divine' mention doesn't seem to affect the items' function, since that just needs 'has that spell on her class spell list'. If you can have scrolls of psychic spells*, then you should be able to have a page of spell knowledge for psychic spells.

*:
Does anyone still care about or enforce the difference between arcane and divine scrolls?


Pathfinder Starfinder Roleplaying Game Subscriber
Ross Byers wrote:
Sycondaman wrote:
Luthorne wrote:
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?
Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.
Thank you so much! A little strange to me that both items exist but this is perfect!

I believe the spell lattice is because Arcanists cannot use pages of spell knowledge - they don't have a Spell Known list to add to.

That said, I don't see why psychic casters cannot use a page of spell knowledge. The 'arcane or divine' mention doesn't seem to affect the items' function, since that just needs 'has that spell on her class spell list'. If you can have scrolls of psychic spells*, then you should be able to have a page of spell knowledge for psychic spells.

** spoiler omitted **

Yeah, personally I have zero problems with someone making psychic versions of a page of spell knowledge, but the basic version does say they have arcane/divine spells only. That said, spell lattice works fine, same price, and I think they're more thematic for a psychic character anyways.

Personally, I almost never use scrolls except (rarely) with a mnemonic vestment, so the arcane/divine/psychic divide isn't usually an issue.


Mark Seifter wrote:
Dexion1619 wrote:
I was unaware we were getting ritual magic in Occult Adventures... Does it use the same rules as the previous ritual magic (also found in Deep Magic )?
Not quite, but as a starting point. Stephen updated those rules in a way that (in my games when I've used them so far) has made them more fun and interesting, while easier to build my own.

Now you have me even more interested. Always been a fan of his ritual magic rules, an updated version in an official pathfinder product is something I never expected to see! (But am super excited about )


Brandon, Stephen and you actually did some design/development of this book here in Tulsa?! Cool. I work in Tulsa and live not far in one of the suburbs.

I would really appreciate it if the "burn debate" would go burn somewhere else. It is really annoying to see it dominate so much of the discussion lately.


Dexion1619 wrote:
I was unaware we were getting ritual magic in Occult Adventures... Does it use the same rules as the previous ritual magic (also found in Deep Magic )?

They're quite close. I find those presented in Deep Magic to be more detailed and easier to use, but these are simplified. They are very certainly extremely compatible, with only minor differences in construction. The statistic block for an incantation was modified a bit, but not in any way that renders them unrecognizable.

-Ben.

Contributor

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Fourshadow wrote:
Brandon, Stephen and you actually did some design/development of this book here in Tulsa?!

We most certainly did! We became cellar dwellers for several days and hashed out a lot of the concepts from the initial outline Erik and I had put together, and took the first steps toward making a thick stack of wild esoteric ideas a developmental reality. We had a blast camping out with the material and brainstorming, and that Tulsa trip was a high point of my creative endeavors thus far!


Mark Seifter wrote:
Dexion1619 wrote:
I was unaware we were getting ritual magic in Occult Adventures... Does it use the same rules as the previous ritual magic (also found in Deep Magic )?
Not quite, but as a starting point. Stephen updated those rules in a way that (in my games when I've used them so far) has made them more fun and interesting, while easier to build my own.

I do like rituals, especially combined with the Manifestations from Hell Unleashed. Makes it easy to give enemies useful abilities and thematic lairs without dropping loot on the party (I mean, unless they WANT to do the evil ceremony). Also lets parties create their own lairs too, which is always a plus.

Lantern Lodge RPG Superstar 2014 Top 4

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There's some nice new haunt rules, as well as loci spirits, in Occult Adventures that should play well with the manifestations and rituals too. Between those rules and the ley lines section you can create some really complex magical shenanigans!


Luthorne wrote:
Ross Byers wrote:
Sycondaman wrote:
Luthorne wrote:
Sycondaman wrote:
Any word on how the Page of Spell Knowledge interacts with Psychic spellcasters? It notes that only Arcane or Divine Spells are supported, but says that any spontaneous caster with that spell on their list can use it. Does that mean only arcane/divine spellcasters can use it, or only spells that have an arcane/divine version (IE. Can be cast by an arcane or divine caster) are eligible?
Read as written, I don't believe psychic casters can use pages of spell knowledge, but they can use a spell lattice from Advanced Class Guide which does essentially the same thing for (I believe off the top of my head) the same price.
Thank you so much! A little strange to me that both items exist but this is perfect!

I believe the spell lattice is because Arcanists cannot use pages of spell knowledge - they don't have a Spell Known list to add to.

That said, I don't see why psychic casters cannot use a page of spell knowledge. The 'arcane or divine' mention doesn't seem to affect the items' function, since that just needs 'has that spell on her class spell list'. If you can have scrolls of psychic spells*, then you should be able to have a page of spell knowledge for psychic spells.

** spoiler omitted **

Yeah, personally I have zero problems with someone making psychic versions of a page of spell knowledge, but the basic version does say they have arcane/divine spells only. That said, spell lattice works fine, same price, and I think they're more thematic for a psychic character anyways.

Personally, I almost never use scrolls except (rarely) with a mnemonic vestment, so the arcane/divine/psychic divide isn't usually an issue.

I may still discuss it with my DM but I think he's generally happier rolling RAW if it's not a huge conflict. The only conflict with page of spell knowledge vs. spell lattice is that a spell lattice weighs one pound. Note a huge issue since you can just use a handy haversack, but it is a little annoying.


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8 hours and 30 minutes...


So, any anyone with the book can say what happend with Spiritualist? The preview wasn't good, it didn't say anything concrete about the changes...

Silver Crusade

WHY ISN'T IT TOMMOROW YET

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