Occult classes and Mythic tier homebrews.


Homebrew and House Rules


Hey everybody!

So a campaign me and some friends are in is liable to go Mythic soon but we're all playing Occult classes.

Was wondering if any of you have done this in the passed or have some Homebrew suggestions. I'm assuming the best way to do it would be to make all the this works for Arcane/Divine magic also work for Psychic Magic rather than trying to make an occult path since the occult classes are all quite different.

So the party is a Mesmerist, Occultist, Spiritualist, Psychic and a Kineticist (me).

I imagine the psychic could work fairly well with some minor conversions of the Archmage but the others are more tricky.

was wondering if you had any suggestions for maybe like Mythic path abilities that could effect Mesmerists tricks or painful stare or Hypnotic Stare. Some stuff for enhancing your focus powers on an occultist. Spiritualist might work with similar things used to enhance a druid's animal companion (I've little experience with a mythic druid) and obviously enhancing blasts/infusions would be good.


Our group removed the divine/arcane spellcasting language from Archmage and Heirophant (and even added language to Archmage to allow it to include extracts, since that seemed to be the intent - there are a few Archmage powers that refer to extracts) and cleaned up the language around Wild Arcana/Inspired Spell and Arcane Surge/Recalled Blessing (Wild Arcana/Inspired Spell is a standard, Arcane Surge/Recalled Blessing is a swift at our table.)

Seems fine so far?


Mesmerist stuff: Increase tricks per day by your tier and increase the tricks-per-person limit to two. "Hypnotic Presence" to apply your stare effects to anybody you want within the range limit.

Spiritualist stuff: Grab the companion improvement stuff that Hierophant gets. Better reach on touch spells. Increase the distance your phantom can be away from you (with half that increase to distance for incorporeal), and spend power to remove the line of effect restrictions on the incorporeal phantom for 10 min/tier. Eventually offer Unfetter for corporeal and finally for incorporeal.

Occultist: A one-step-delayed version of each step of Legendary Item, except the item abilities are chosen daily and spread out amongst your implements as you like (should count your tier as three lower for all effects of this, minimum 1, and you cannot select or benefit from duplicate abilities). Use tier for CL of magic items, spending mythic power to use double your tier. Add tier to level for benefits of Outsider Contact, with new options after the max it scales to.

Kineticist should have a basic option to spend a mythic power to make a blast attack, roll twice and take the better on attack, and apply a free metakinesis with a burn cost of up to half your tier (provided you know it), or something like it. Reduce your level by your tier when determining the non-lethal damage a point of burn is worth (minimum of half, rounded up). Ability to spend all your mythic power (minimum two) to remove all your burn and remove the burn-per-turn restriction for rounds equal to tier. Non-mythic targets auto-fail saves vs. infusions.


*Taps chin*

Legendary Games has released mythic occult spells and mythic versions of occult feats for the various classes. That may be worth looking into.

Advocates

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

Rogue Genius Games' Four Horsemen has a Transcendentalist mythic path designed for occult classes. It's pretty good.


QuidEst wrote:

Mesmerist stuff: Increase tricks per day by your tier and increase the tricks-per-person limit to two. "Hypnotic Presence" to apply your stare effects to anybody you want within the range limit.

Spiritualist stuff: Grab the companion improvement stuff that Hierophant gets. Better reach on touch spells. Increase the distance your phantom can be away from you (with half that increase to distance for incorporeal), and spend power to remove the line of effect restrictions on the incorporeal phantom for 10 min/tier. Eventually offer Unfetter for corporeal and finally for incorporeal.

Occultist: A one-step-delayed version of each step of Legendary Item, except the item abilities are chosen daily and spread out amongst your implements as you like (should count your tier as three lower for all effects of this, minimum 1, and you cannot select or benefit from duplicate abilities). Use tier for CL of magic items, spending mythic power to use double your tier. Add tier to level for benefits of Outsider Contact, with new options after the max it scales to.

Kineticist should have a basic option to spend a mythic power to make a blast attack, roll twice and take the better on attack, and apply a free metakinesis with a burn cost of up to half your tier (provided you know it), or something like it. Reduce your level by your tier when determining the non-lethal damage a point of burn is worth (minimum of half, rounded up). Ability to spend all your mythic power (minimum two) to remove all your burn and remove the burn-per-turn restriction for rounds equal to tier. Non-mythic targets auto-fail saves vs. infusions.

I don't really understand what you're saying for the occultist but otherwise thanks for the suggestions they're pretty good :)

Thanks to everyone else who left things to look at I've sent the names to the GM :)


Occultist stuff, in more detail:
There's a universal mythic ability called Legendary Item, which gets you a minor artifact. I figure Occultist could get a similar ability, except the options are chosen daily rather than set in stone, while also being dividable amongst the items. To balance that out, instead of being able to get the ability at 1st and improve it at 3rd and 6th tier, you can get it at 3rd and improve it at 6th and 9th.

Occultists, being good with magic items, could have a path ability that allows them to use their mythic tier as the caster level for any item that's normally lower, and spend a point of mythic power to use twice their tier as the caster level for some amount of time/uses.

Occultists also get Outside Contact, which is pretty late game for what it actually does. There could be a path ability to raise your level for when you get Outside Contact by your tier. Since that ability would be useless once your level hits 16 (when you would normally have all of the Outside Contact abilities), there should be something that you get when your level plus tier reach 20.


QuidEst wrote:

Occultist stuff, in more detail:

There's a universal mythic ability called Legendary Item, which gets you a minor artifact. I figure Occultist could get a similar ability, except the options are chosen daily rather than set in stone, while also being dividable amongst the items. To balance that out, instead of being able to get the ability at 1st and improve it at 3rd and 6th tier, you can get it at 3rd and improve it at 6th and 9th.

Occultists, being good with magic items, could have a path ability that allows them to use their mythic tier as the caster level for any item that's normally lower, and spend a point of mythic power to use twice their tier as the caster level for some amount of time/uses.

Occultists also get Outside Contact, which is pretty late game for what it actually does. There could be a path ability to raise your level for when you get Outside Contact by your tier. Since that ability would be useless once your level hits 16 (when you would normally have all of the Outside Contact abilities), there should be something that you get when your level plus tier reach 20.

Ahhh I understand now xD for some reason it didn't occure to me you were talking about the Legendary item path stuff xD

perhaps give them summon Planar Ally of up to 20 hit die :P


I think Archmage gets some kind of planar ally ability- just have it upgrade to that. They'll get it a little late, but it benefits them earlier.


This one?

Quote:

Dominion over Outsiders (Ex)

Source: Pathfinder Player Companion: Mythic Origins

You have a way with words when dealing with extraplanar forces called to the Material Plane to serve you. When bargaining with outsiders called via a planar binding or similar spell, you add a bonus equal to your tier on Charisma checks against the called creature and on caster level checks to prevent the creature from escaping your magic circle. In addition, you can expend a number of uses of mythic power equal to half the Hit Dice of the outsider to attempt to bind the outsider to perform a task for up to a year and a day. The creature gains a +5 bonus on the opposed Charisma check to refuse this request. If the outsider agrees to carry out this request, it is bound to perform that task for up to a year and a day or until otherwise released (either by completing the task or by your will). You cannot regain that use of mythic power until the outsider is released, effectively decreasing your total number of uses of mythic power per day by the number of uses spent to bind the outsider.


That one sounds kind of terrible to me if I'm not missing something seems like a pretty huge expenditure basically permanently loosing a good chunk of mythic points when you get to the higher tiers maybe not too bad but early on :/
Who knows maybe the occultist player will prefer it xD


Chromantic Durgon <3 wrote:

That one sounds kind of terrible to me if I'm not missing something seems like a pretty huge expenditure basically permanently loosing a good chunk of mythic points when you get to the higher tiers maybe not too bad but early on :/

Who knows maybe the occultist player will prefer it xD

It doesn't have to be that- it could be some additional task like acquiring (free of charge) a first level scroll of choice once per week or something like that.


the player playing the Occultist liked it more than me :P

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