[Dreamscarred Press] Psionics Augmented: Occult Playtest!


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Publisher, Dreamscarred Press

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Welcome to the playtest for Psionics Augmented: Occult, the latest in Dreamscarred Press’ line of psionics expansions. With this project, we’re working to integrate Pathfinder’s recent book, Occult Adventures with our psionics system, bringing psionic versions of occult classes, ties to the occult for psionic classes, new feats and powers, and more.

Unlike some of Dreamscarred Press’ previous playtests, we’re trying a new model with this one. Rather than releasing an entire book worth of material for testing at once, we’ll be putting out smaller packets of rules over time. We hope that this “rolling playtest” will allow us to focus on, well, focused testing of new class options, abilities, and the like, and allow us to release them sooner rather than later. The end result will be that we can get the new stuff from the playtest to your table as efficiently as possible, without compromising on the quality you’ve come to expect from DSP. We will be periodically updating the playtest with new material, as well as keeping a close eye on the feedback we receive here.

So, without further ado, let’s take a look at what we’ve got to offer for this first set of new stuff:

The Gambler, a kineticist archetype focused on balancing high amounts of risk for a great reward, while delivering variable elemental damage with their kinetic blasts.

The Goetic, a spiritualist archetype who, rather than calling a phantom to do their bidding, binds seven otherworldly horrors into their body to make their power their own. This defense-focused archetype allows the spiritualist to transform themselves into horrific new forms to warp the battlefield and protect what is theirs. In addition, we have two more, less intensive archetypes for the spiritualist: the Athanic Channeler, a spiritualist who uses psionic powers rather than psychic spells, and the Crystalline Binder, who stores their phantom in a psicrystal and can cause it to transform into a heavily-armored creature of crystal and ectoplasm. Finally, we have the Unpattern, an archetype that can be applied to a spiritualist’s phantom, allowing it to tear reality asunder with its tattered form.

The Living Legend, a soulknife archetype that invokes stories of heroes and villains to gain their strength, weaving words into weaponry and creating the tools out of mental power to make their mark on the world.

The Ringleader, a mesmerist who’s always the life of the party, and can draw both allies and enemies into his festivities with a special collective called a carnevale.

We look forward to your feedback, and hope you enjoy the ride.

(This project is being lead by Forrest Heck, who has also done work on our Path of War Expanded project)

Cross-posted at Giant In The Playground


Have you looked into adding any more psionic powers? Willing to take suggestions?

Publisher, Dreamscarred Press

We're certainly open to the idea, but it's mostly going to be if a power fits a particular option, rather than powers for the sake of powers.

That being said, we're always open to suggestions!


Jeremy Smith wrote:

We're certainly open to the idea, but it's mostly going to be if a power fits a particular option, rather than powers for the sake of powers.

That being said, we're always open to suggestions!

Oh, I have more concepts than actual powers. I'm hoping to get the ideas translated into powers (that's where you come in).


Pathfinder Lost Omens, Rulebook Subscriber

The goetic is... A thing of beauty. A can't imagine how long it took to hash something that complicated into a workable form. I don't have enough experience to judge if it's balanced or not, but the concept is awesome and I think you've handled it well.


deathbyflossing wrote:
The goetic is... A thing of beauty. A can't imagine how long it took to hash something that complicated into a workable form. I don't have enough experience to judge if it's balanced or not, but the concept is awesome and I think you've handled it well.

Wow, thank you! Very kind words. It did go through a few versions – at one point each horror was point-based a la aegides or eidolons, can you imagine statting eight of those every level? Once I hit upon the either-or scheme, it flowed pretty smoothly, though. I think that’s a very happy medium between allowing a lot of customizability, without drowning the player in way too much work each level.


Pathfinder Lost Omens, Rulebook Subscriber

This is giving me an idea for a character who's seems crazy because he keeps talking to 'the monsters that live in my shadow', up until he splices one and his party realized that holy crap, this guy actually does have monsters in his shadow. (read that last part as being in italics, I don't know how to add that.)

I do notice two things,

one, the Telepathy horror, so far as I can tell, is not strictly speaking compatible with Everyman Publishing's Ultimate Charisma. The idea of a temporary Leadership feat is great and really drives home Telepathy's power theme of control and rule, but I kinda consider the Ultimate Charisma rules superior to the vanilla Leadership rules. Including a sidebar on how these two products could mesh would be great.

two, I now have to find a new alternative name for the Pact Magic Unbound occultist, since I was planning on calling it the goeticist. :-\ oh well, it's worth it for this product.

will Psionics Augmented: Occult include any advice on how to differentiate the fluff for psychic magic and psionics? like say the latter being the power of the mind, while the former is the power of the soul?


The first idea for a new power would be a power that is similar to contact other plane that contacts spirits instead of extra-planar entities -- Autolingua is close, conceptually, but it is a bit high level in comparison.

Current divination spells have a question/answer type paradigm that I'd like to see made more generic so that divination isn't a game of 20 questions.


Second idea would be a "psionic ceremonies", which would allow for linking between willing creatures resulting in higher manifester levels for the effects of said ceremonial manifestations.

Maybe this would be a way for psionic and magical characters to work in concert.


deathbyflossing wrote:
This is giving me an idea for a character who's seems crazy because he keeps talking to 'the monsters that live in my shadow', up until he splices one and his party realized that holy crap, this guy actually does have monsters in his shadow. (read that last part as being in italics, I don't know how to add that.)

That's awesome, and fits perfectly with the image in my head of the goetic. I have no idea what plans are for art, but the image I want for the goetic is a dude surrounded by seven shadows, but each shadow is one of the horrors.

deathbyflossing wrote:

I do notice two things,

one, the Telepathy horror, so far as I can tell, is not strictly speaking compatible with Everyman Publishing's Ultimate Charisma. The idea of a temporary Leadership feat is great and really drives home Telepathy's power theme of control and rule, but I kinda consider the Ultimate Charisma rules superior to the vanilla Leadership rules. Including a sidebar on how these two products could mesh would be great.

I'm completely unfamiliar with that product, and I have no idea what problems or policies there might be for that kind of cross-publisher referencing. Seeing as the goal for this product is a number of smaller releases, I would guess that this won't be something we're likely to do.

Of course, a campaign that uses that product and wants to include the Leadership functionality for Telepathy would have to work out a way for the two to be made compatible. Being unfamiliar with it, I can't say how difficult that is or is not.

deathbyflossing wrote:
two, I now have to find a new alternative name for the Pact Magic Unbound occultist, since I was planning on calling it the goeticist. :-\ oh well, it's worth it for this product.

Ah. Sorry?

deathbyflossing wrote:
will Psionics Augmented: Occult include any advice on how to differentiate the fluff for psychic magic and psionics? like say the latter being the power of the mind, while the former is the power of the soul?

I'm not sure what the plans are. There's been a few discussions of the idea, but I'm not sure what we're going with. Psionics does have a fair amount to do with spiritual stuff, too.


The Gambler seems like much less risk than a normal Kineticist. Just skimming it, and while I don't like burn as a mechanic at all(gaining a leveling getting worse at something seems wrong), I'm not sure making it psychic enervation was right. Not quite sure on that yet, but I'm loving the ability names.

Especially Know When to Fold Space. Genius.


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deathbyflossing wrote:
will Psionics Augmented: Occult include any advice on how to differentiate the fluff for psychic magic and psionics? like say the latter being the power of the mind, while the former is the power of the soul?

We likely will have something detailing the differences between psychic magic and psionics. The biggest thing to think about, and the most relevant difference between any magic and psionics is that generally, magic is external, while psionics is very internal.

The basic fluff on psychic magic is defined in Occult Adventures with the following:

Occult Adventures, p.144 wrote:
There is a third, more esoteric kind of magic, connected to every creature’s composite being, from the conscious mind to the deepest desire, from the life force to the spirit, from the very soul to the cosmic self.

The way we're looking at it from a design and fluff-writing perspective is that psychic magic is defined by interacting with and manipulating emotional, spiritual, and conceptual connections between person and person, person and object, and even just yourself and some concept. Unlike arcane magic, it doesn't manipulate the world using energies that are already there, and unlike divine magic, it's not based on using "packets" of power given to you by something else. Finally, unlike psionics, it's not based on using a well of internal power to warp local reality to your own liking.

At its core, psionics is about taking yourself and expressing it—imposing that self on the world. The phrase "I reject your reality, and substitute my own" can be used to sum up how psionics works overall. While psionics does do things based on connections between people or between a person and an object, it tends to be on a micro-scale and almost always is a connection between the manifester themselves and the target. This can be seen in some of the Occult Psionics archetypes we've already released:

The Spiritualist class is someone who has subconsciously tapped into the Ethereal Plane and merged with a phantom. They control the phantom, but it's not something they went out of their way to do, nor an event that they had a choice in the matter about. In comparison, the Goetic called their horrors to them. A Goetic takes their seven horrors and stuffs them into crystals, makes them theirs. They still have psychic spells that they gain from tapping into that network of connections, but at the core of their power is a psionic energy they've used to create a bridge, and to wrangle and control the otherworldly beings within them.

If you compare the Medium and the Living Legend Soulknife: the Medium reaches out to spirits, the astral echoes of souls and concepts past. They channel them through their bodies and gain power from them, using the connections that psychic magic can manipulate. In contrast, the Living Legend takes a story, whether it's someone else's or of their own devising, and uses psionic power to make it their own. The soulknife takes the tale it's living up to and uses it into a template for their own psionic power to fill, rather than drawing in a cosmic echo to themselves.

Further psionic and psychic archetypes and options will keep a similar divide; the goal of this project is to make player options that thematically jump ship from psionics to psychic magic, or from psychic magic to psionics, without losing the crucial things that makes their power source unique. In some cases, this might be a full transformation (the Gambler Kineticist, for example, is fully psionic, and runs on psionic concepts with the Kineticist's mechanics as a base and inspiration), but in others, we hope to have a nice fusion of concepts that still feels like it fits into one or the other.

Azten wrote:

The Gambler seems like much less risk than a normal Kineticist. Just skimming it, and while I don't like burn as a mechanic at all(gaining a leveling getting worse at something seems wrong), I'm not sure making it psychic enervation was right. Not quite sure on that yet, but I'm loving the ability names.

Especially Know When to Fold Space. Genius.

In our testing of various concepts, we found that one of the most optimal ways to play a Kineticist is to take a minimal amount of burn (just enough to fuel Elemental Overflow), then never take additional burn if you can help it, letting you keep going all day with decent enough utility for the party. The Gambler is meant to be the opposite; you've got two distinct playstyles with the class: the first is to play it safe and not risk much at all. You run around without burn out of combat and only take it when you need to, cashing it back out to fuel your abilities in later rounds of a fight. This isn't actually sustainable, because the Gambler's power point reserves are intentionally low. After a few fights, a Gambler is likely to run out of things to do if they play it super-safe.

Alternatively, a Gambler might try to keep their burn up at all times, potentially hitting themselves with a backlash if luck doesn't go their way, but letting them keep going, so long as they keep that risk up. It's not meant to happen every fight, but assuming you make 4-6 of the relevant rolls (attack rolls or saving throws) in a given combat, it's likely to come up at least once per day, depending on the pacing of your game and the lengths of your combats. It's not so risky as to be a constant fear of death, but if you suffer a bad backlash, you'll lose your normal allotment of power points at the very least generally. This pool is meant as a "buffer" for this first backlash. Once you've suffered one backlash, you're effectively forced into the risky playstyle if you want to use your abilities to your fullest, and need to decide if you want to put your hit points on the line, or lower your capabilities to play it safe for the rest of the day.

I'm glad you like the ability names. I was slightly worried about going overboard with the puns, but in the end, we figured that it fits the theme and if people like the names, all is well.


When it comes to the names, you gambled. Quite appropriate. ^^


Azten wrote:
The Gambler seems like much less risk than a normal Kineticist.

In addition to what Forrest was saying about its “optimal” usage (which is admittedly rather counter-intuitive), there’s also a feeling with the kineticist that it’s not really about “risk” so much as “punishment.” Burn is automatic, not a chance you’re taking. The gambler was an attempt to really push the idea of taking risks, “gambling,” which means it also has to reward you for taking risks.

Personally, I think it’s a fantastic design. I’m obviously biased, but for what it’s worth.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Roleplaying Game Subscriber

Hey, would we be allowed to submit archetypes for this playtest? If so, would it go on the Dreamscarred.com forums or here or...?


I'm glad to see the goal of thematic differences remaining intact. ^^ That definitely helps make the material here unique - and as someone who often builds for flavor instead of straight numbers, thematic differences are important to me. I quite like what I've seen thus far.


Lindley Court wrote:
Hey, would we be allowed to submit archetypes for this playtest? If so, would it go on the Dreamscarred.com forums or here or...?

At this time, we're not accepting submissions of full-on archetypes or similar things. However, we're happy to take a look at and consider conceptual ideas, suggestions for content, or even just lists of things you might like to see.

Here works fine, either in PMs or as forum posts.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Roleplaying Game Subscriber

Alright. The main idea I have now is a marksman archetype that gives up combat style and powers to instead be able to form floating cannons that orbit around her. She would gain more cannons as she levels, and each would correspond to a different kineticist element. They'd do less damage individually but she'd be making a single attack with each as a full-round action. Probably make it so later on she gains abilities that customize her cannons. Oh! And she has to have her hands free to direct the cannons.


Rednal wrote:
I'm glad to see the goal of thematic differences remaining intact. ^^ That definitely helps make the material here unique - and as someone who often builds for flavor instead of straight numbers, thematic differences are important to me. I quite like what I've seen thus far.

Well, I’d say our job is twofold: one, we have to deliver on some theme, something to invigorate imaginations and get people excited, but also two, we have to worry about the numbers so you don’t have to. I consider it a flaw in the design when it’s necessary to worry about numbers in order to get them. The numbers should just come out of making thematic decisions with well-made options.


Pathfinder Lost Omens, Rulebook Subscriber

@DragoonWraith: the second comment about changing the name was intended as a joke, I'm sorry if that wasn't clear.

I really like Lindly Court's idea for a marksman with elemental cannons. it's very thematic. I could also imagine a similar archetype for gunslingers.

One idea I had was a dread archetype that uses a variant of the mesmerist's stare - basically this guy has such an utterly terrifying deathglare that it inflicts debuffs on opponents.

What about a wilder archetype that externalizes his emotional turmoil as a tulpa (ie a phantom) instead of wild surge?


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Lindley Court wrote:
Alright. The main idea I have now is a marksman archetype that gives up combat style and powers to instead be able to form floating cannons that orbit around her. She would gain more cannons as she levels, and each would correspond to a different kineticist element. They'd do less damage individually but she'd be making a single attack with each as a full-round action. Probably make it so later on she gains abilities that customize her cannons. Oh! And she has to have her hands free to direct the cannons.
deathbyflossing wrote:
I really like Lindly Court's idea for a marksman with elemental cannons. it's very thematic. I could also imagine a similar archetype for gunslingers.

It's possible that something like that might happen. One thing to note, however, is that this concept is already fairly well-supported in DSP's products:

  • The Adaptive Gunner marksman archetype from Akashic Mysteries is pretty much exactly what you're looking for, minus the "floating cannons" bit (which is a simple refluff, because they use your hands in this concept anyway): they shape cannons from their power that can do several types of elemental damage, can be customized somewhat, and gain some extra types of attacks and uses. They also get many of the normal marksman goodies. It can be found in the Supplemental PDF for the Akashic Mysteries playtest.

  • The Psychic Armory soulknife from Psionics Augmented: Soulknife can do the "summon up floating cannons" (thanks to the fact that their panoply looks how they want), and have several methods of getting elemental attacks, including blade skills and even an entire discipline of martial maneuvers, through the War Soul archetype and the Elemental Flux discipline from Path of War Expanded. It can also toss around AoE effects, if you want more explosive cannon fire. A more normal soulknife could pull off the same thing, although they'll get less in the realm of floaty weapons. The Living Legend soulknife might be quite good at it as well, with their Archmage role's special mind blade.

  • A character with a Warsong Instrument from Steelforge can materialize a floating weapon of the instrument's type, including firearms. Then, you can combine this with any of the myriad ways of getting elemental attacks.

  • The Elemental Flux discipline mentioned above is all about elemental effects applied to your attacks, as well as having some area attacks. There's a base class that's great for it (the Mystic, also from Path of War Expanded), which even has a gun-using archetype. The Marksman also has an initiating archetype that can get access to Elemental Flux, if you want their useful abilities for ranged attacks to combine with Warsong guns. There are several other gun-using archetypes and options in that book, as well, if you prefer other classes to those.


  • I'd like to see a re-write of the body snatcher and it's archetype from 7th path using the new possession rules from Occult Adventures.

    Which would need a re-write of the mind switch power(s) and parasitic possession.

    Advocates

    Pathfinder Adventure, Adventure Path, Maps, Starfinder Roleplaying Game Subscriber

    @Forrestfire: Hm... true in all regards. I've gotten a couple other ideas, too.

    -An occultist whose relics are based on psionic disciplines instead of arcane schools.
    -A void-powered dread.
    -A psychic warrior with a focus on a certain material of weaponry, fluffed as having a psychic resonance with such.
    -A wilder with something along the lines of a mesmerist's tricks, implanted by way of their wild surge.
    -A psychic that commands living spells.
    -A kineticist whose active element is based on the environment they're in, attuning to the psychic flow of nature.


    I think a cryptic would be better to get a Mesmerist tricks archetype, personally. It fits the trickster theme they have going already.


    @deathbyflossing: I like the way you think - we already have a dread/mesmerist in the works, so hopefully we can roll that out in the near future. As for the wilder...we were considering a psion that would do something similar, but thematically, I (and I may be alone here!) think that wilder fits better. Keep an eye on the horizon!


    The living legend and the Goetic are so awesome, i think they deserve their own classes: an hybrid class for soulknife/medium and an alternate class for spiritualist/goetic (like rogues and ninjas)


    Geppou wrote:
    an alternate class for spiritualist/goetic (like rogues and ninjas)

    We've discussed goetic as a separate class; there are pros and cons. Currently, the balance seems to favor archetype slightly, but we're still open on that.

    Alternative classes, on the other hand, seem to be a dead concept. Paizo hasn't used them since the original three, even in places where they might be appropriate. We probably will not be doing that.

    Considering the "Horrors and Sharing" rules, it'd be exceptionally pointless to multiclass spiritualist and goetic either way, but that's also true of goetic and, say, summoner.


    Geppou wrote:
    The living legend and the Goetic are so awesome, i think they deserve their own classes: an hybrid class for soulknife/medium and an alternate class for spiritualist/goetic (like rogues and ninjas)

    We did consider hybrid and alternate classes, but decided not to go with them. For the living legend in particular, there are a lot of rules interactions for them that would become nonfunctional (such as the sidebars and rules for PrCs in Psionics Augmented: Soulknife, and if I recall correctly, a few feats), so it was decided that, though it's a very invasive archetype for the base class, it'd be better off as "just" an archetype.


    We've got some new stuff for you all today!

  • The Govi, an occultist who inverts their normal training in the arts of magic circles and mystical traps to go on the attack against extraplanar interlopers and possessing creatures. We've also added a few new feats for occultists in their document, with more to come.

  • The Host of Heroes, an aegis archetype with medium-theming similar to the Living Legend. They can modify their astral suit to fit legendary figures they seek to emulate and piggyback on the fame of, and gain benefits based on the myths they weave into their power.

  • The Mindrender, a mesmerist with dread terrors who is more terrifying that fear itself, who can lock people down with his stare.

  • The Shattered Mind, a psionic occultist who shards off his mind and soul into his implements, turning them into psicrystals and storing his psionic powers in them.


  • Well, folks - you spoke, and we listened. We received some great feedback for the host of heroes, so we went back and took a really thorough look at it. Its monomyth system has been thoroughly overhauled for power and versatility more in tune with that an aegis player is used to, we refined and polished some of the rough edges (rites of passage and the usages of forge destiny, for example), integrated some information about initiators and the host, and just generally made it better. I'm really excited about the changes, and I hope you are too! Enjoy!


    Hey all, wanted to prod for some feedback on goetic.

    Specifically, concerns have been raised elsewhere that the goetic is problematically feat-starved, even with the Ars Goetia option. I sympathize with that, and note that the spiritualist avoids this problem because the phantom gets its own feats.

    On the other hand, it does seem like a lot to give out. So I'm asking around and looking for feedback on this point: if goetic, say, started with a lower splicing cost and instead of upgrading to that cost granted a bonus feat (and possibly another later on), would it feel like the archetype is giving out too much free candy? Particularly interested in DMs who would be considering the content for their games.


    Good to see some free hybrid occult/psionics expansions :)

    Guess that with the Host of Heroes sample, some previously unopened Aegis customizations (found in archetypes) are now open to all Aegises? ;)


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    Here4daFreeSwag wrote:

    Good to see some free hybrid occult/psionics expansions :)

    Guess that with the Host of Heroes sample, some previously unopened Aegis customizations (found in archetypes) are now open to all Aegises? ;)

    That is correct! The aegis customizations previously only available to the animist archetype are now open to any aegis that qualifies. This is a recent change, and will be reflected in the errata'ed/fixed version of Seventh Path.


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    Well, it's been another three weeks, so we've got another set of playtest materials for you all to peruse.

  • The Ectoplasmic Artist, a kineticist archetype that partially shields their body from the ill effects of burn using psionic power, and manifests the remainder of their power in the form of an ectoplasmic guardian. We've also written up some new feats for kineticists.

  • The Shadow Aspect, a wilder fueled by emptiness and neglect. Rather than getting standard wild surges, they gain a special type of phantom.

  • Psionic discipline occultist implements; one each for athanatism, clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy. Any occultist with the psionic subtype may learn to use these implements, allowing a spellcasting occultist to cross over into uncharted territory, or a Shattered Mind occultist to focus entirely on psionics.

  • A set of Psionic Skill Unlocks and several related feats, as well as rules for using occult skill unlocks as a psionic character.


  • Have the rules for Phantoms been released yet? Are they supposed to have a chart similar to animal companions/familiars?


    Air0r wrote:
    Have the rules for Phantoms been released yet? Are they supposed to have a chart similar to animal companions/familiars?

    Phantoms are from Occult Adventures.


    Ignore me, I forgot to brain today.


    Perception filters wording might need a tweak or two, RAW they can decide to ignore chains that are binding them and then "act at all times as if it were not present.", immediately becoming free. Which is obviously not the intention.


    Thank you for the catch there; I've clarified the wording on that ability (as well as adding in a couple other changes in response to feedback elsewhere).


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    So, it's now been almost two months since the Psionics Augmented: Occult playtest started, and I wanted to thank you guys for being a great playerbase and giving us wonderful feedback thus far. Looking back at what we've got, I was wondering if you all might be willing to share your thoughts on the overall process.

    Is there anything in particular you've liked? Disliked? That you want to stab us with pointy sticks over? Anything that doesn't exist that you wish did? Anything you expected but hasn't shown up yet? Also, what are your thoughts on the style of playtest this has been, with smaller packets of stuff released every couple weeks rather than a large dump at the start?

    And back onto the topic of the playtest materials, there have been some slight changes to the Ectoplasmic Artist kineticist's abilities; mostly clarifications and rewordings, but also a buff to the Fire and Water elements' level 11 upgrade to Impeccable Craftsmanship.


    The Goetic looks incredible and I can't wait for the final polish on it.
    For the Ectoplasmic Artist, I'm going to be retraining a low-level kinetisict into it for an Emerald Spire game, and I have a few questions.

    ♦Is there a way to create your Magnum Opus aside from striking a creature (or nearby wall/floor?) with your Stand Together blast?

    ♦Sculptor of the Soul would allow effectively endless use of the Kinetic Healer Talent past level 5?

    Other than that I'm looking forward greatly to playing it and seeing how it works within the dungeon, particularly with things like giving the Magnum Opus the fast healing and utility options. Keep up the good work!


    Halaku wrote:
    ♦Is there a way to create your Magnum Opus aside from striking a creature (or nearby wall/floor?) with your Stand Together blast?

    There isn't a specific way to do it (I considered adding one but couldn't figure out a decent place to put it outside of making the ability even more wordy). You can always target an empty square though, so summoning it up by shooting the air is a valid way to do it.

    Halaku wrote:
    ♦Sculptor of the Soul would allow effectively endless use of the Kinetic Healer Talent past level 5?

    It actually doesn't. We caught this yesterday and after some discussion, added a specific line blacklisting both Kinetic Healing and Void Healing.

    Thanks for taking a look! I hope you enjoy the archetype.


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    So, it's about that time again, and we've got some more material to bring to this playtest.

    The first thing we've got today is a section about the differences between psionics and psychic magic, in the Supplementary Material document. In that doc you'll also find a pair of new feats (Charlatan and Psicrystal Ball) towards the end. We also have some new feats for the spiritualist and their phantom.

    There are now psionically-themed kineticist wild talents and some updates to the Gambler kineticist (in response to playtest feedback, we've worked to make the archetype feel a bit closer to the normal kineticist in playstyle; Cash Out is no longer a wager, and instead replaces Gather Power, serving a similar role in combat. Several of their other abilities have been tweaked, and overall, the archetype has been tightened up to function as the psionic version of the kineticist better than it did before).

    In addition, there's a psion archetype, the Cryptographer, who has cracked the code of psychic magic in order to gain access to an occultist implement matching their discipline specialization.

    And finally, by the Goetic's author: the Empath, a psionic medium archetype that eschews spirits and instead allows a character to connect themselves to all people and all histories, and share in the most powerful communal thoughts through the ages. These Zeitgeists determine the psionic powers and class abilities of an Empath.


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    Empath update! Per some excellent suggestions from GitP's Prime32, the local collective was renamed to "volksgeist," which is an awesome word, and that should simplify reading and writing about that, zeitgeists, and the actual collective power. He also had some suggestions for cleaning up compulsions and goals, as they're now called, which I half-used. So those updates are in.

    Evol, Mac Dex, and Nirvana saw some clarifications, and in the last's case, a bit of a nerf.

    The sidebar about non-transparency was moved to the bottom, given a little bit more introduction, and I added another bit about the "rune magic" variant also suggested in UltPsi.


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    Hi all. Got a small update today, mostly just some fixes with the Shadow Aspect wilder. Previously, it had some issues where its Negation Phantom had nonfunctional ability scale, so we've altered that slightly (slowed its already-slow progression of PLAs, but no longer replaces anything on the phantom itself). The archetype has also had wording added to count its Surge as Wild Surge for things.

    In the Supplementary Doc, we've updated Detect Hostility's Knowledge (martial) DCs to scale better, as "flat DC + Wis" has turned out to not function well as a barrier for success at high levels (and functioned too well at lower levels in some cases), and added wording to allow more than just the Sworn Protector warder's ability to sense hostility aimed at an important ally.


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    Just wanted to let people know that we've made a slight change to the Ectoplasmic Artist in response to feedback; their Impeccable Craftsmanship ability had broken wording that needed to be fixed. It works the same way now, but allows you to take Boost Construct after getting it (instead of just working if you had it beforehand). In addition, we've added another Composite Blast to the end of the doc (Crystalline Needle Blast), after looking back over the existing ones and learning that the Ectoplasmic Artist themselves had no ability to get the normal-damage composite blasts, and in some cases got none at all. Now, they will always get at least one (and other aether kineticists can get it as well).


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    Sorry for such a long period of silence; this project has been mostly delayed thanks to Path of War: Expanded finally releasing, among other things. Today I've got some updates to the Ectoplasmic Artist to bring, including a change to its name: as a result of a lot of confusion with the Ectopic Artisan archetype for the aegis (really, I'm not sure what I was thinking with the new name), the Ectoplasmic Artist kineticist is now called the Avant Guard.

    The other big changes are that the Avant Guard can now choose from any element, though it still loses its initial set of wild talents/blasts. This should allow some more flexibility in utility talents; aether was rather sparse, and many of its utility talents depended on having Basic Telekinesis. They can also now choose the additional menu choices from the Boost Construct feat, their impeccable craftsmanship feature, and other abilities they might have that buff astral constructs at the time of creation, rather than the start of the day.


    question on the name: did you mean Avant Garde?
    like this: https://en.wikipedia.org/wiki/Avant-garde


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    Air0r wrote:

    question on the name: did you mean Avant Garde?

    like this: https://en.wikipedia.org/wiki/Avant-garde

    Nope! We recognize that "avant-garde" means a couple things, including its literal translation of "fore-guard," but went with changing the second word anyway. The main reason is that even though the archetype is a butchery of the original French term, the phrase itself has become a loanword in English (meaning "cutting edge").

    A lot of people will see "avant guard" and recognize it as a corruption of "avant-garde;" by translating the second word, I hope that the bilingual pun helps make the archetype itself more clearly separate from the loanword.


    *Raises hand* I saw the pun right away, and I liked it. XD

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