Occult Archetypes II (PFRPG) PDF

4.00/5 (based on 1 rating)

Our Price: $7.99

Add to Cart
Facebook Twitter Email

Unlock the Mysteries of the Mind!

Occult Archetypes II opens up new vistas of psychic secrets and mental magic for your Pathfinder campaign! The new psychic rules and occult oddities found in Pathfinder Roleplaying Game Occult Adventures open up a vast new playground for heroes and villains of every kind, and within these pages you'll find incredible new options for psychic spellcasters and non-psychic classes that dabble in the magic of the mind! You'll find 16 awesome archetypes, from psychic warriors like the iron mind barbarian, indomitable kineticist, and martial seerpaladin to scholars like the astropsychic, tranquil occultist, kinetic wizard, and aura master! You'll also find almost 20 innovative and exciting new feats for unlocking your character's psychic potential, like Incredible Hidden Power and Serene Ascendance, or focusing the power they already have like Accelerating Kinetics and Mask of Raw Divinity! Whatever flavor of psychic strangeness is your favorite, grab this 36-page psychic supplement today and will Make Your Game Legendary!

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

LGP323OC08PFE


See Also:

Average product rating:

4.00/5 (based on 1 rating)

Sign in to create or edit a product review.

An Endzeitgeist.com review

4/5

The second collection of Occult Archetypes released by Legendary Games clocks in at 36 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page introduction, 1 page ToC,4 pages of SRD, 1 page advertisement, 1 page back cover, leaving us with 25 pages of content, though it should be noted that, as always for Legendary Games, there’s a lot of content crammed into these pages.

We begin with the Alterationist alchemist archetype, who must be an aberration to qualify for the archetype. The archetype replaces the formulae component of alchemy with the ability to cast psychic spells drawn from the alchemist list as a mesmerist, using Int-mod as governing key ability modifier. The archetype retains bombs and mutagen and begins play with Extra Bombs instead of Brew Potion. The archetype also begins play with a psychic blast which is a mind-affecting effect that employs the same rules as bombs, but deals untyped damage – this replaces bombs and is treated as a bomb substitute – the aforementioned feat does instead modify these blasts, and there is a discovery that lets you inflict fire damage instead. As a limiter for the VERY potent untyped damage, the ability is treated as a mind-affecting ability, though energy damage inflicted gets rid of this descriptor, which goes a way to validate the fire damage discovery. Mutagen is altered to instead be continent on a psychic charge that is stored internally and activated as a standard action, though but one of these may be kept at any time. The interaction of discoveries with formulae is addressed to instead apply to spells, with a sensible array of limitations imposed. Instead of swift alchemy and poison use, we get a darkvision range increase by 30 ft. Poison resistance and immunity are replaced with a +2 bonus to saves vs. confusion, insanity, madness and effects that cause Wisdom damage and drain, which improves by +2 at 5th and 8th level, while 10th level provides immunity to confusion and insanity effects, madness and Wisdom damage/drain. 6th level provides a +2 bonus to saves vs. divination and enchantment, which is doubled at 18th level, replacing swift alchemy and instant alchemy. The archetype also comes with a variant, the philosophic transmuter, which is available sans being an aberration; this modifies the sight-upgrade and the latter bonus versus enchantments and divinations is replaced with one that applies to extraordinary, supernatural and spell-like abilities of oozes and aberrations.

Next up would be the Astropsychic, who gets planteray adaptation and the mass version (both are btw. reproduced here!) added to the spell-list. At 1st and 7th level, the archetype chooses an oracle revelation chosen from the dark tapestry or heavens mystery, with a few choices prohibited. Instead of phrenic amplifications or major amplifications, a revelation may be chosen, using the class level as oracle level, and Intelligence as the governing key ability for DCs, if applicable. Cloak of darkness and cloak of many stars may be chosen, but not activated at the same time – cool. 2nd level nets ½ class level as a morale bonus to Knowledge checks to identify abilities and weaknesses of aliens, a term concisely defined, fyi. The bonus also applies to knowledge (local) checks made to identify the cultural peculiarities. This replaces detect thought. At 2oth level, the archetype gets to choose the whether to take the regular capstone or a final revelation, but in an interesting twist, the archetype may only choose the final revelation of the mystery for which he has more revelations than the other. This rewards specialization without penalizing diversity. Nice!

Next up would be the aura master investigator, who begins play with Psychic Sensitivity. The archetype replaces poison lore, resistance and immunity with a scaling saving throw bonus versus mind.influencing effects that becomes immunity at 10th level. 2nd level provides psychic aura: This begins as personal, but improves to also allowing for a ranged aura at 3rd level, with a 10-ft.-radius, with 5th level and every two thereafter increasing the range. Once activated, an aura lasts until changed or until the character is knocked out. The aura type can be changed as a swift action, and the establishing of an aura similarly is a swift action. 7th, 13th and 19th level provide the option to have an additional personal psychic aura in effect at a given time, with 9th and 16th level providing the means to maintain an additional ranged aura. Here’s the cool thing: These auras are basically buffs that enhance other healing tricks, bonuses to weapon damage, save buffs, resistance, DR – basically, we get super flexible self- and ally buffing without requiring resources! I really liked this, and yes, balance-wise, these are relevant and potent, but since they replace alchemy and swift alchemy, they better should be. Starting at 8th level, two auras may be activated with the same action, and similarly, they may be changed. This improves further to three auras at 16th level. I really like this one – it is flexible, and radically different from the base class.

The indomitable kineticist must be a geokineticist with earth as elemental focus at 1st level. The archetype may choose other elements later. The archetype does not gain basic geokinesis and does not gain utility wild talents at higher levels, nor may the archetype take Extra Wild Talent – ouch! So, what do we get instead? When attacking with an unarmed strike the indomitable gets full BAB, and inflicts 1d6 (1d4 if Small) damage, with 5th level, 9th and every 4 thereafter adding +1 to atk and damage with them. This replaces the infusion gained at 7th level – minor nitpick here: This should probably specify that it’s gained at 1st level, not at the usual substitution ability level. Unsurprisingly regarding this one, the Improved Unarmed Strike feat is gained at first level, and the archetype gets the kinetic form infusion, with burn cost reduced to 0. Kinetic blast may not be used sans form infusions, nor with the chain, extended range, extreme range, foe throw, flurry of blasts or many throw form infusions, nor with any that require a ranged attack or ranged touch attack roll, basically a kineticist martial artist. As long as the kineticist is only a geokineticist, the indomitable detects as non-magical, and even gather power or elemental overflow require magic and a CL to detect. LOVE this one!! 2nd level and every 2 levels thereafter net a list from a smartly-chosen array of bonus feats contained on a pretty massive list, these replacing the utility wild talents. Instead of the 3rd level ability, we get immunity to all diseases, including magical ones. At 5th level, the archetype may accept 2 points of additional Burn to increase the kinetic fist base damage die one step, with 9th and 13th level providing further die-size increases at higher Burn costs. This replaces the infusions gained at these levels. This is actually a really cool hybrid-y archetype with quite a bit of its own flair. Like it!

The next archetype is the iron mind barbarian, who must be non-chaotic and gains a modified class skill list and uses Intelligence as governing attribute for the social skills, replacing fast movement. Instead of trap sense, the archetype gets Bravery (great if you’re using Rogue Genius Games’ bravery feats…). Instead of 4th and 16th level’s rage powers the iron mind gets limited telepathy, which increases in range from a basis of 30 ft., with +10 ft. at 5th level, to a maximum of 100 ft. 8th level replaces the rage power with a 1/week commune with the Akashic Record. 12th level dazed targets on a failed save if they try to initiate mental contact, replacing the rage powers gained at 12th and 20th level. This does not allow for telepathy cheesing. The archetype comes with a variant that represents a slightly more primitive version that does not get all of the more “civilized” abilities. Interesting tweak on the barbarian as the party’s face.

The kinetic wizard decides upon a kinetic focus chosen from the 4 base energy types at first level, which also nets the associated basic utility option and determines the blast energy type, with 7th and 15th level providing another energy type. As you could glean from that, the archetype receives kinetic blasts, as kineticist of an equal level, with 2nd level allowing for the sacrifice of 1st level or higher prepared spell slots to increase the blast’s damage output as a free action. Only one spell per blast may be sacrificed, and a massive, handy damage table shows off Julian Neale’s understanding of math. The extra damage granted is not multiplied on a critical hit, and the chassis is sound. A designer’s explanation makes the reasoning beyond the chosen outputs even obvious for mathematically less gifted GMs and players. While the blasts are less flexible than those of the kineticist, the wizard is already the flexibility king, and the requirement of resource-expenditure plus basic blast damage chosen mean that the archetype clocks in at a good option that will not break anyone’s game. Really impressive.

The martial occultist gets proficiency with all armors and full BAB-progression as well as the option to activate aegis, inspired assault, legacy weapon, philosopher’s touch or quickness as a swift action when targeting self only or the martial occultist’s equipment. Inspired assault, legacy weapon and philosopher’s stone also last until dismissed, until the item leaves the martial occultist’s possession, etc. The archetype may not use the servitor base focus power (conjuration) and may not gain conjuration or necromancy resonant powers and also is prohibited from choosing a few focus powers. The martial occultist loses spellcasting and must use UMD for spell-trigger and –completion items. Selecting conjuration as implement school, he gets Implement Focus (conjuration) as a bonus feat – analogue for necromancy. 4th level and every 4 levels thereafter nets bonus combat feats. This replaces magic skill, object reading, outside contact and the circle-abilities. I actually really enjoy this take on the martial occultist! It’s a technical engine-tweak, but it is one that is well-executed and distinct.

Martial seers are paladins or antipaladins that gain +1 to atk and damage versus creatures of their opposed alignment on the good-evil axis, with 5th level and every 5 levels thereafter increasing that bonus. The ability interacts with a change of how the smite engine works, with separate instances of the ability properly codified for both qualifying base classes. The archetype casts spells as a medium, but draws them from the paladin/antipaladin spell list, with 3 spells per spell-level added to represent the seer angle. Divine health or plague bringer, as well as mercies/cruelties are replaced with full-powered object reading, and channel energy makes way for at-will standard action (Not always on, thank the 7 heavens…) aura sight. Once more, sufficiently distinct in both flavor and tricks employed. Like it!

The psychic may also choose to become a psychic hunter, who is locked into the rapport psychic discipline and receives diminished spellcasting. Instead of phrenic amplifications, we get the tactician, greater/master tactician ability tress, with 3rd level instead replacing the phrenic amplification with an aura of mental static that impedes psychic spellcasting. The psychic oracle gets a custom selection of wisely chosen and flavorful spells replacing the standard mystery spells, and is locked into transcendental bound at 1st level, while 7th level locks you into the egregore cultist revelation, which makes you automatically succeed the save to avoid being sickened from cult mind members leaving. The link gets a longer range and may be established quicker. The archetype also notes that it works in conjunction with the rage prophet – it’s a small thing, but this level of system mastery-based advice for novices makes the complex options within more accessible…so yeah, neat. The rage lord barbarian picks an emotion focus every day, starting at 1st level, and basically is 7 archetypes in one. You see, each form of emotional focus significantly alters the benefits of rage and class features gains at 1st, 2nd 6th, 11th and 20th level. A lesser book would have made them separate archetypes – here, a handy table conserves space and makes the archetype more accessible. Additionally, the archetype can use touches to compel emotions in targets! Once more, designer’s commentary explains the design rationale to less system-savvy players to see their uses. I really applaud this. This archetype is a resounding success – plus, the Cha-boosting despair rage, the Wis-boosting dedication rage etc. can make the character feel much more versatile than just a hulking brute. One of my all-time favorite barbarian archetypes!

In contrast to the tumultuous bard, the soulful druid also chooses an emotional focus, but is locked into it, with 7th level providing bonus spells as if Emotional Focus of the chosen emotion had been taken. The druid is locked into a domain and does not gain domain slots, instead adding them to spells known. Spellcasting wise, the archetype uses Charisma as governing spellcasting attribute and casts spells as an oracle, gaining its own custom spellcasting table as well as summon nature’s ally spells. 7th level nets an emotion aura akin to a spiritualist’s phantom, governed by Charisma, applying all effects to the soulful druid instead. Wild shape may only be executed 1/day. Really like this one as well! (And yes, once more explanations are provided!)

The tranquil occultist gets a code of conduct that avoids the killing of sentient lifeforms, and may not be neutral or chaotic evil – I’m pretty happy this fellow may be lawful evil – a lawful evil pacifist is a cool character concept I’ve been looking at for a while…Anyway, the archetype gets only one implement school at 1st level, but this is made up for by a potent array of bonus spells. The archetype also starts with Merciful Spell sans increasing casting time, and may apply it to focus power effects. Using legacy weapon, if available, to grant the merciful special ability (italicization missing), the duration lasts until dismissed. The archetype replaces the circle abilities with aura of courage and aura of resolve, as well as aura of righteousness, though the later has the DR modified to /chaos. Fun tweak for a high-concept idea!

The trick master mesmerist gets diminished spellcasting and may implant class level + Charisma modifier tricks per day, with Extra Trick providing double the tricks per day instead. The archetype may, from 1st level onwards, have two tricks implanted in himself at any given time, but still may only trigger one per round. 5th level increases that to 3, with 9th level and every 4 thereafter further improving that number by +1. At 5th level, allies may have two tricks implanted, but only one per individual may be triggered per round. 9th level and 17th level improve these caps by +1. Starting at 5th level, the trick master may change an implanted trick sans losing the use of the ability spent implanting the trick on himself, with 11th level allowing that for allies as well. Starting at 12th level, this ability also works on master tricks. The archetype gets a capstone for devastating trick flexibility. Neat one!

The pdf closes with 18 feats, though these deserve special mention, as they are often pretty specific and extensive. Shield Against the Supernatural and Supernatural Slayer are reprinted from radiance House’s Pact Magic, with proper credits given – kudos! Several of these feats make use of Dampened Versatility and may be taken in lieu of utility wild talents by elemental annihilators. Hydrokineticists with cold blast may not choose Absorb Violent Energies, as the feats renders vulnerable to cold, but also nets DR or energy resistance – and when an effect would negate the damage, you’re treated as having gathered power as a move action. *sigh* Give me a henchman, tell him to activate that sparker or hold the torch right under my arm. That’s it. Not my fire resistance means I auto-gather any round. -.- Such an obvious cheese.

Accelerating


Scarab Sages Webstore Coordinator

Now Available!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Woohoo! Grab it today and get totally MENTAL!


It's very mental. I love it. :)


<3

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.
Thomas Seitz wrote:
It's very mental. I love it. :)

It's so pretty it could be orna-mental! :)

Contributor

Jason Nelson wrote:
Thomas Seitz wrote:
It's very mental. I love it. :)
It's so pretty it could be orna-mental! :)

Occultomental?


Nothing norma-mental about this book. ;)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.

If you ordered a print copy of the book on the Legendary Games webstore, it would be sent(imental) to you right away!


Okay these puns are getting WAY to detri-(emental) to my health. :p ;)


Well this is already in my wishlist in point of fact, but I was hoping someone would be willing to give me the run down on the kinetic wizard, indomitable kineticist, and/or aura master?

I'd like to know what I'm missing here. :)


2 people marked this as a favorite.

Re the kinetic wizard, these wizards can blast all day, like a kineticist. However, base damage is low, and the wizard doesn't gain access to wild talents, infusions, etc. They can boost a kinetic blast by sacrificing a prepared spell.

Re the indomitable kineticist. They are geokineticists who are a bit like elemental ascetics, but gain bonus combat feats (chosen from a limited range) instead of utility wild talents. There are other differences.

Re the aura master, you could say it's something like a psychic bard. (For a more detailed explanation: There was a class in the 3.5 Complete Psionic book that created psychic auras that became larger as they gained levels; these auras affected their allies, and they could eventually have three auras active at a time. That concept sort of inspired the inquisitor's judgement ability, except that only the inquisitor benefits from judgement. The aura master is inspired by the original concept, but trades away alchemy, including the ability to use extracts.)

That's the rough gist. I hope that helps!


Yes, that helps, thank you.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Thanks for popping in with the info, Eric!

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Question: The Indomitable Kineticist archetype replaces the 7th level infusion with an ability gained at 1st level (Fighting Focus) to increase unarmed damage. However, there isn't an infusion gained at that level. Is it supposed to replace the Expanded Element gained at 7th, the infusion gained at first level when Fighting Focus is gained, or some other ability?


Paul, I'd have thought that fighting focus is intended to replace the infusion gained at 1st level.


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.

Thanks for the great review!

Community / Forums / Paizo / Product Discussion / Occult Archetypes II (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.