Occult Adventures Speculation and Discussion


Product Discussion

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Odraude wrote:
Insain Dragoon wrote:

6 classes you say....

A d6 hit die full caster
A d8 hit die full caster with less variable spells
A d8 hit die 1-6 caster with lots of versatility
A d8 1-6 caster who got cool combat abilities
A d10 1-4 caster
A d10 or d12 no caster who uses psychic magic, but more like a resource similar to Ki.

I have a feeling at least 3 of those are right.

Also tons of archetypes

Tons of feats

Tons of new spells.

Since this is gonna be a Gencon hardcover we can expect at least some level of rushing. Hopefully they will learn from the ACG.

I really hope so too. Ive seen a couple of people here mad about the editing in their book and I'm afraid that Occult aadventures is going to have the same problems.

I really wish there was a dev comment addressing these issues, because it's getting harder to have faith that this book won't suffer the GenCon rush.

And apparently Gencon is early this year, as in Late July. So if this is timed to be a Gencon release, they will have at least a couple weeks less than normal presumably to finish the book.


I am sure they will start on this one earlier to make up for that time. Also maybe we will get the playtest earlier as well:)


Good point on the rushed front. I think I might wait until the second edition is published before buying, how long does this usually take?


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I would like if this product would be applicable to Pulp adventures or Call of Cthulhu type adventures.


I would be happy just to learn what all 6 psychic magic classes are called.


After hearing about Psychic Mage I'm not sure if I want to know last two. ;)

Contributor

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If it makes you feel any better, WWotW, I'm pretty sure the term "Psychic Mage" has yet to be uttered by a designer...


Well I have never heard the term used by good people at Paizo.


I've seen it used by people on the forums, but always in lowercase - thus, at least I presumed, not indicative of an actual name, just a descriptor. I couldn't tell you if it was by a dev or not though, and I'm too lazy to go look it up.

Contributor

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Orthos wrote:
I've seen it used by people on the forums, but always in lowercase - thus, at least I presumed, not indicative of an actual name, just a descriptor. I couldn't tell you if it was by a dev or not though, and I'm too lazy to go look it up.
Wicked Woodpecker of the West wrote:
Psychic Mage - I have no idea, but you definitely should rename him, folk. I mean those two part base class names are just... wrong. Definitely wrong. Thank gods they changed Favoured Soul to Invoker.

Would have been more appropriate to have aimed for WotW's post from earlier in the thread. Still very early in the class design phase--we really want to hear what everyone wants to see in this book, but let's not jump to too many conclusions about what's set in stone when we haven't even poured the concrete yet.

Paizo Employee

Brandon Hodge wrote:
Would have been more appropriate to have aimed for WotW's post from earlier in the thread. Still very early in the class design phase--we really want to hear what everyone wants to see in this book, but let's not jump to too many conclusions about what's set in stone when we haven't even poured the concrete yet.

I really want simple classes with low book-keeping. At-will abilities or token pools rather than expansive spell lists, not having a ton of fiddly attribute bonuses, things like that.

Obviously, tastes vary a lot, so I expect to see a few classes I'm not interested in along with a couple I am.

Hopefully at least one or two are "magic but simple," though, allowing for magical characters I can hand to a brand new player.

Cheers!
Landon


toxicpie wrote:
Good point on the rushed front. I think I might wait until the second edition is published before buying, how long does this usually take?

It can take a while. I'll admit, I'm very hesitant in buying another fall Paizo hardcover if it's going to have the same editing problems as the ACG. I just really wish there was some dev comment that addresses this issue.

As it stands, there isn't one and it leaves me probably skipping out on this until there is some assurance that the editing will be addressed.


What editing problems?


Set wrote:
One possible advantage of 'psychic magic' is that it won't necessarily have any sort of artificial arcane/divine divide regarding healing effects. Psychic healing and surgery is not an uncommon psi trope, so psychic magic may finally offer up a viable non-Cleric healer option without any sort of backwards-compatible 'only Clerics can cast cure spells / restore energy levels / cure blindness or paralysis / regenerate missing limbs / raise the dead' nonsense, since they won't be 'casting cure spells' at all.

This would be a great idea.

On another note, I'm not so crazy about it being psychic magic. I would like to think it's separate from magic. I guess design wise that causes a lot of problems.

At will powers were pointed out above I like the idea of a lot of at will powers. Also another idea might in addition to the at wills for the more powerful abilities that maybe you make a roll to unleash them and every time you fail it raises the dc of the roll to cast all of your higher level powers. Rest reduced this at a rate of one per hour. Or whatever that's a rough idea. Psychic strain mechanic? ;)

I have a lot of other ideas on how this could work if anyone is interested.


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Or constant use of your powers causes fatigue, exhaustion, daze, and possibly insanity in extreme cases.


Dragon78, that works too. Something different and cool that offers advantages and disadvantages to balance it out.

Liberty's Edge

Brandon Hodge wrote:
Still very early in the class design phase--we really want to hear what everyone wants to see in this book

psychic knife -- the focused totality of one's telepathic powers


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Maybe there is a chance of a "psychic rage" type mechanic were you can no longer control it. Though mechanics like this and what I stated earlier should be for more powerful abilities or using a system that boosts your regular at will powers with a price.

Dark Archive

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Samy wrote:
Brandon Hodge wrote:
Still very early in the class design phase--we really want to hear what everyone wants to see in this book
psychic knife -- the focused totality of one's telepathic powers

Cassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.

Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.

"Also, I can [beat you up] with my mind!"


Dragon78 wrote:
What editing problems?

http://paizo.com/threads/rzs2rcio?Advanced-Class-Guide-Potential-Errors


To actually discuss, I really hope there's a psychic healer and a purely combat-focused class which uses psychic abilities to bolster her strength.
And, as also said, I hope all of these classes aren't Vancian casters. Not that there's anything terrible about Vancian magic, it would just make an awesome, much-needed (for my personal enjoyment ;D) change.


Set wrote:
Samy wrote:
Brandon Hodge wrote:
Still very early in the class design phase--we really want to hear what everyone wants to see in this book
psychic knife -- the focused totality of one's telepathic powers

Cassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.

Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.

"Also, I can [beat you up] with my mind!"

It reminds me a lot of The Sorrow "fight" from Metal Gear Solid 3, where the boss hits you with tendrils that show you your doom (or someone's doom) .


Dragon78 wrote:
Or constant use of your powers causes fatigue, exhaustion, daze, and possibly insanity in extreme cases.

I'm filled with visions of a spontaneous psychic caster (in the style of the sorcerer) who can actually exceed their spells per day at the expense of physical or mental strain. The element of giving 110% is a really heroic and interesting mechanic for a new magic system.

"I use Telekinesis again!"
"You can't afford another failed save!"


toxicpie wrote:

To actually discuss, I really hope there's a psychic healer and a purely combat-focused class which uses psychic abilities to bolster her strength.

And, as also said, I hope all of these classes aren't Vancian casters. Not that there's anything terrible about Vancian magic, it would just make an awesome, much-needed (for my personal enjoyment ;D) change.

Yes!!! For the combat one (or rather one that only alters their body) I like the idea of amping up all physical abilities and getting fast healing, regen, morphs like: gills, steel skin, acid fume aura, cannon limbs that shoot corrosive slime or burrowing needle bugs that explode inside people...etc etc. Obviously some of what I mentioned is very high level.

I'll say it again...cannon limbs!!! ;)


Athel wrote:
Dragon78 wrote:
Or constant use of your powers causes fatigue, exhaustion, daze, and possibly insanity in extreme cases.

I'm filled with visions of a spontaneous psychic caster (in the style of the sorcerer) who can actually exceed their spells per day at the expense of physical or mental strain. The element of giving 110% is a really heroic and interesting mechanic for a new magic system.

"I use Telekinesis again!"
"You can't afford another failed save!"

Yeah I called it the psychic strain mechanic above, but I like the way you detailed what I was thinking better than me. :)


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I can't wait for the playtest, hopefully it won't be so full of jerks like the ACG one was.


It had less jerks that the previous ones so here's hoping.


toxicpie wrote:
And, as also said, I hope all of these classes aren't Vancian casters. Not that there's anything terrible about Vancian magic, it would just make an awesome, much-needed (for my personal enjoyment ;D) change.

Unfortunately, the word from the devs prior to this said that a format similar to the current arcane and divine casters was very much their intent.


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Honestly I'm okay with that. Ive always wanted vancian psionics but that never existed until this book. So I'm happy to use psionics with a magic system I prefer.

That said, the Kineticist has been said to not be a caster but still able to manifest powers.

Paizo Employee

Orthos wrote:
Unfortunately, the word from the devs prior to this said that a format similar to the current arcane and divine casters was very much their intent.

I don't like Vancian casting myself, but there's a certain logic to it.

We're already modeling arcane and divine magic with the same system. They're two things that are arguably more different than, say, psychic magic and arcane magic.

So making arcane and divine magic the same while arcane and psychic magic are different is... weird.

Which isn't to say I wouldn't love to go through and revamp the classes so they all reflect their flavor better, but I think there's a strong argument for Vancian psychic casters with the game as it is.

Cheers!
Landon


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I'm more a fan of Dreamscarred's system myself, which Paizo has adamantly said they're not interested in reproducing, but I won't say no to new classes regardless. I still like spont-casters, after all.


I love new classes especially spontaneous casters and some other interesting concepts.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just saw the most recent Know Direction video, and it looks like the kinetisit is going to be a blast at will character, with no daily limit. :)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I know this is a bit of a tangent but I'm hoping there might be some inspiration from the Avatar: The Last Airbender/Legend of Korra series.

Terrakinesis (Moving rock, earth, metal)
Pyrokinesis (Electrokinesis, Spontaneous Combustion)
Aerokinesis (Moving air, floating etc)
Hydrokinesis (Moving, freezing water, blood)

Dark Archive

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DM_aka_Dudemeister wrote:

I know this is a bit of a tangent but I'm hoping there might be some inspiration from the Avatar: The Last Airbender/Legend of Korra series.

Terrakinesis (Moving rock, earth, metal)
Pyrokinesis (Electrokinesis, Spontaneous Combustion)
Aerokinesis (Moving air, floating etc)
Hydrokinesis (Moving, freezing water, blood)

While I don't really think of any of that but pyrokinesis as 'psychic,' I certainly would like to see more spells (or class options, like variant Domain / Bloodline / Specialist School powers / Hexes / Revelations / etc.) that utilized the elements of air, earth and water, so that one could make something more of an elemental themed sorcerer or wizard, without having to dip into acid, cold and electricity effects.

Earth domain clerics and elemental earth Bloodline sorcerers flinging wee blobs of acid at people *can* be fluffed as 'earth' if you squint hard enough, but really don't feel as 'earth-y' as flinging actual rocks at people, or making the ground tremble beneath their feet, or something. Same for water domain clerics and elemental water Bloodline sorcerers using cold attacks, which aren't necessarily any more thematically 'water-y' (or even less!) than jets of steam doing fire damage. Streams of water that knock people over, or stinging salt spray that temporarily blinds/dazzles, or even a dehydration attack could be far more appropriate for a Water themed character who *isn't* a Winter Witch, or comes from Sargava or some other tropical zone.

Third party stuff, like the Genius Guides to Air and Earth Magic, have at least picked up that ball.


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Knowdirection has the podcast that talks about Occult Adventures up. The OA stuff starts around the 31 minute mark.

Highlights:

Wanted psychic magic to keep it more like existing magic systems; didn't want people to have to learn a new system to play alongside the existing system.

Kineticist- Tele-, pyro-, aero-, hydro-kinesis. Stuff pulled from the elemental planes through the ethereal into the real world. Can do these sorts of things (like shoot rays of fire) all day long. Still working on "burning yourself out" (kind of like overclocking, is the way it sounds). Not a caster.

Spiritualist- 6 level caster. Has one spirit he can channel and talks to (gets some skill bonuses from it), can manifest it into the real world. It can be incorporeal and cast through it; he can make it ectoplasmic and it now has a form that can attack with.

Saving the other 4 classes for the coming playtest.

Will contain info on how to run an Occult game- auras, chakras, how the core game deals with the Astral and Ethereal. New spells, archetypes (possibly psychic version of magus).

Monsters, including psychic versions of classic monsters (like in Mythic Adventures). Crystal Dragons should be psychic (according to Jason). Might be demons and other monsters that classically had psychic touches (such as duergar).

Magic items- crystal balls, tinfoil hat.

Mystic definitely got name dropped at the end, as did (possibly) the Occultist.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Oh boy! The Ethereal plane is finally going to be interesting, it had been largely ignored in favor of the Shadow Plane and the First World.


Yeah, they said the psychic magus will be an archetype, if create it at all anyway.

So, will the spiritualist be the first class with a undead companion mechanic, only time will tell.

I can't wait to see the Kineticist, it the class that interest me the most.

Didn't they say the Occultist is now the Mystic or did I miss heard them?


Dragon78 wrote:
Didn't they say the Occultist is now the Mystic or did I miss heard them?

Possibly, there are a couple of people talking right then, so I didn't quite make it out clearly either.

Dark Archive

DM_aka_Dudemeister wrote:
Oh boy! The Ethereal plane is finally going to be interesting, it had been largely ignored in favor of the Shadow Plane and the First World.

True! The astral and ethereal planes have been mostly ignored for quite some time, so it's interesting to see some development there.


This all comes at a great time, when I'm reading about these things about the ethereal and astral plane on my own.


It would be nice to see more done with the Astral and Ethereal.


Dragon78 wrote:
It would be nice to see more done with the Astral and Ethereal.

I genuinely like it when you post, because it's always positive and optimistic.


I can't wait for this book, so many possibilities. I can't wait to find out more about it.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Quick question for the developers, since divine magic focuses on Wisdom and Charisma, and Arcane focuses of Intellegence and Charisma, will psionc magic focus on Wisdom and Intellegence?


That would certainly be interesting. I'd dig that honestly.

Paizo Employee

Really looking forward to the kineticist. C'mon simple magic character! *crosses fingers*

Cheers!
Landon

Lantern Lodge RPG Superstar 2014 Top 4

I'd love to see some more input on what people would like to see in this book. You never know when the developers are watching! :)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

the kinetisit shouldn't just be a blaster, but should be able to perform things like, mage hand, levitation, shield, and fly. but should be able to access them like choosing exploits or choosing hexes as some would want their kinetisit to not fly and some would want a shield.

Also perhaps a melee option that would allow them to channel such blasts through their weapons for added damage, such as bow or staffs.

if they do all that i will be happy. :)

though flight shouldn't be limited to minuets per day at higher levels like the flight hex, but unlimited after a certain level.


I am hoping that at least one class uses Cha(Kineticist or Spiritualist), at least one uses Wis(Mystic), and the rest use Int.

I would say that cha makes sense for the Spiritualist since you have to relate to your spirit(and maybe other spirits) and also communicate with people on what the spirits have told you.

Kineticist
-I would like them to have at least a cleric's HD/Ba if not a fighter's HD/BA.
-I hope it gets a good fort and will saves.
-I hope it has at least 4+Int skill points.
-I hope it gets additional class skills based on what type of kineticist you choose.

For the telekinetic field of interest for the Kineticist I would like to see the following abilities:
-Using telekinesis to create a feather fall effect on your self and others.
-Textile telekinesis- using your prime(or highest) mental stat as your strength score, ether as a limited use or gotten at higher levels at will.
-Telekinetic leaping- add prime/highest mental stat to jump checks, standing jump is treated as running start, maybe some other bonuses.
-Can walk/run on walls and/or ceilings.
-Telekinetic flight- can fly like the fly spell, limited in the beginning but no limit at higher levels.
-Some kind of telekinetic force field or barrier.
-Ability to stop multiple projectiles like arrows and bullets.

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