Pathfinder Campaign Setting: Occult Mysteries (PFRPG)

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Pathfinder Campaign Setting: Occult Mysteries (PFRPG)
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The Terrible Truth!

Every civilization has its big questions, those mysteries that have plagued generations of scholars. How did humanity rise from barbarism? Why did the gnomes leave the First World? Who are the string-pulling veiled masters? What is the Aucturn Enigma, and what strange powers did it grant the rulers of Osirion? What secret could be so great that it led to the suppression of volume five of the Pathfinder Chronicles? Within these covers, all these questions—and far more dangerous secrets—are explored at last.

Occult Mysteries shines a light on the darkest mysteries of the Pathfinder campaign setting. Within this book, you’ll find:

  • In-depth explorations of five of the most debated questions of the Pathfinder campaign setting, including the origins of life, the exodus of the gnomes, and the designs of the veiled masters.
  • Insights into the workings and agendas of eight secret societies like the Anaphexia, the Esoteric Order of the Palatine Eye, and the Knights of the Ioun Star, as well as rules for joining their hidden ranks.
  • Revelations on esoteric traditions such as astrology, numerology, spiritualism, and more, along with a host of new rules and character options to help integrate them into your game.
  • Entirely new ways to divine and influence characters’ futures with Golarion’s zodiac, the Cosmic Caravan, as well as a system for using the harrow deck to inspire game-changing plot twists.
  • Details on six of the most infamous texts in Golarion, along with the hidden powers that make them so dangerous.
  • Numerous options for players, including new feats and spells, ritual magic items, the pain taster prestige class, the occult oracle mystery, and more.

Occult Mysteries is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

Written by Jason Bulmahn, Crystal Frasier, Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
Cover Art by Johan Grenier.

ISBN-13: 978-1-60125-649-2

Other Resources: This product is also available on the following platforms:

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Archives of Nethys

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Fabulous tool for background information on the mysteries of Golarian

5/5

Occult Mysteries has been great as a PFS GM understanding a bit more of the ongoing mysteries / controversies in Golarian's history. Does it answer the mysteries? No. And as a GM I'm glad. The mysteries of the setting are meant to be that. What it does is provide GMs with the tools and details to build upon these mysteries and intrigue your players into investigating them.

As far as I'm concerned, this book has exactly one usable piece of player crunch: the lucky number spell. On the other hand, it's a great spell that can be gotten in a wand and be used by most casters in PFS.

As a PFS GM (and a frequent player of Dark Archives characters), this book has provided material for me make several recent scenarios come alive for my players. It talks about the death of Aroden, the Harbinger of Fate cult and the Book of 1000 Whispers. It discusses the mysterious disappearance of the Number 5 issue of the Pathfinder Chronicles. It even has a chapter that compiles the theories of why gnomes left the first world -- a place perfect for creatures of caprice and chaos -- to come to the material plane with its order and mortality.

If you're looking for crunch, look elsewhere. If you're looking for real answers, look elsewhere. But... If you're seeking more information on the great questions of the Golarian setting, this is the book for you.


Unspeakable Dread

5/5

Wonderful book devoted to secret societies & mysterious cults. This offers lots of adventure hooks and ideas that will feed PC paranoia. The astrology segment was welcome, offering a new set of traits based on constellations. The elaboration on the Night Heralds and Veiled Masters is a particular treat. There are a few new spells and haunts that appears useful, and the detailed description of several arcane tomes is incredible -- I only wish that reading them drove the reader a bit insane, a la Call of Cthulhu. (I house rule in insanity, no save, usually in the form of a simple phobia that is as fun to role-play as it is frustrating). If you enjoy Call of Cthulhu, you'll like this.


the flavor is great, but "scientific magic" is ruined forever.

2/5

This book contains a great deal of ideas to build upon. one could easily see a custom game centring around many of these mysteries. and makes for a good read in general

the problem comes from the crunch. every character option detailed in here is simply too complicated to be feasible in an in game setting. we are talking about taking on an extra 5 minutes for someone to take their turn just to calculate for a metamagic feat. it's not that the feat effect is bad. It's just that the actual steps to actualy use it are aggravating at best. the feats provided for numerology feel like they should have been part of the description of what numerologists do rather than something the player himself has to do. take the sacred geomery feat for example. it requires you to roll a number of d6 equal to your knowledge engineering skill, and do any combination of math with those dice such that they equal a number on a table. who in there right mind would take 10 minutes doing mid level algebra just to take your turn? why not just make it something like "roll a number of d6 equal to your knowledge engineering. If the total is above the number on the table the feat succeeds"?

the worst part is that I was looking forward to "science magic" for a while. This single book kills any chance of anyone ever playing with it unless Paizo fixes this at a later date.


Great book

5/5

Read my full review on Of Dice and Pen.

Occult Mysteries offers incredible insight into the beliefs of the people of Golarion, and into their thought processes. The book looks at a number of “mysteries” from across the world—the strange things that people haven’t quite been able to explain, but have many hypotheses about. These include creation stories, the exodus of the gnomes, and the missing Volume 5 of the Pathfinder Chronicles. The book also looks at traditions like astrology and numerology, secret societies, and infamous texts of great power.


Far too many ideas for one campaign to hold.

5/5

So, I should definitely begin by saying that this publication is specifically helpful for Game Masters who use the Pathfinder Campaign Setting (Golarion, and its related mythos); other gamers might find it fun to muse on if they are unfamiliar, but not all that helpful as a player-option resource. This is definitely a storyteller-oriented publication, and not something you will want to encourage your players to keep on hand, unless they are involved in some of the books organizations and secret societies. This book presents more questions than answers, and I believe it may be impossible to verify/debunk every theory of every mystery presented here, in the scope of a single campaign. If you are hoping that this book will make you stop feeling the urge to find out the answers to questions you have from other related products, you are almost guaranteed to be disappointed. This product works really well if you have the Inner Sea World Guide, and is also helpful for those who use the materials for the Dragon Empires, Tian Xia; but for those who have none, you have the Pathfinder Wiki.

The inside front cover features an illustrated diagram of the Cosmic Caravan, Golarion's central zodiac; the back cover repeats the outside front cover illustration. One page of credits and table of contents.

Two pages are a 'Collection Memorandum' (Introduction), written in-character by Djavin Vhrest, an Absalom scholar, including fourteen listed texts and their descriptions the reader may find of alluring interest. This scholar also includes an introduction and postscript by the fictional author. Page 3 includes a sidebar listing the "Mysterious Occultists" who participated in the publication's writing, and the sections upon which they worked.

Chapter 1 is 'Mysteries of Golarion', and begins with an excellent image of two cosmic dragons fighting in a starry, nebulous space. All of the artwork in this publication is great. The greatest mysteries of Golarion are explored here, and the page 5 explanation of them includes 'The Ultimate Mystery,' referring to the death/disappearance of Aroden, and its effects on the campaign setting lands. Each topic in this chapter is summarized, and the 'Facts' and 'Theories' are presented for each of them, allowing GMs to tailor the plot hooks, adventure materials, and their own ideas to the players at the table, and the campaign at hand.

Chapter 1 mysteries include the Aucturn Enigma, Creation Myths & Origin Stories, the Exodus of the Gnomes from the First World, the aboleth Veiled Masters and ancient Azlant, and the infamous lost Volume 5 of the Pathfinder Chronicles.

Chapter 2 is 'Secret Societies', and features a wicked illustration of a few worshiping cultists, encircling some sort of tentacle creature emerging from a pool in a massive cyclopean architectural space - it's beautiful and freaky, all at once. A full page (p. 17) is dedicated to the idea of joining or leaving a secret society, and benefits of membership.

Chapter 2 secret societies include the Anaphexia, Conference Z, the Church of Razmir, the Esoteric Order of the Palatine Eye, the Harbingers of Fate, the Knights of the Ioun Star, the Night Heralds, and the Way of the Kirin. Each of these are detailed, and certain benefits of membership are presented, as well as how GMs can use these organizations in their own campaigns. Great illustrations, all the way around; Paizo does a lovely job with this.

Chapter 3 is 'Esoteric Traditions', which begins with an illustration of Seltyiel (the iconic magus) performing self-mortification to gain arcane power - very creepy, no doubt about it, but still very cool. A page is dedicated to summarizing these traditions.

Chapter 3 esoteric traditions include Astrology (with two full-page tables for astrological elements), the Harrow (including three pages of descriptions of the deck cards), Mortification and the Pain Taster prestige class, Numerology, and Spiritualism. Each section is given a 4-page spread, wonderful illustrations, and a lot of options such as new feats and spells. The Numerology section could easily become complicated and could be a time-consuming mechanical aspect, and some people may feel a little over-informed about the Harrow because of other Paizo products; but for those who want it all in one place, this is a perfect solution.

Chapter 4 is 'Occult Writings', the final chapter of the publication, and features an illustration of Ezren, the iconic wizard, with his eyes getting zapped by arcane energies from reading a massive tome. Oh, did I mention the really nice artwork? A page is dedicated to describing occult writings, along with sixteen of those texts not detailed in this section.

Chapter 4 occult writings include the Aleh Almaktoum (includes the spell, spectral saluqi), the Book of 1,000 Whispers, The Inward-Facing Circle, the Lost Gospels of Tabris, the Secrets of the Dreaming Dark, and Uniting the Flesh. I don't even know how to summarize how much awesome is in this section, and each of the one-page detailed sections includes an illustration of the tome/text.

An advertisement accompanies the Open Gaming License, with a standard outside back cover design about the publication. 64 lovely pages of wonderful excellence, and it is definitely possible to have an overdose of awesome on this product; proceed with caution, readers.


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There is some tangent I thought of with Conference Z. Does Golarion use the Roman alphabet or at least have the letter Z in one of their alphabets somewhere? This book is still in the middle of shipping to me so I don't know if that's it's actual name?

Normally I would just chalk things up like that to suspension of disbelief as it's needed in a meta sense to understand what happens in the world, sort of like how the people in Star Wars can speak perfect English despite living a long time ago in a galaxy far way. It would suck watching a movie and not understanding anybody in it or having to make up whole fictional languages and use subtitles so it's understandable.

Here however if something is going to be actually named after a letter of the alphabet in setting that's harder to do. Even more so when you consider that Paizo thought it was a good idea to put Earth in the setting. It's harder to justify the thinking that the people are really speaking something else or the letters are different and we are just seeing them in our own language in the books for the sake of convenience.

RPG Superstar 2008 Top 32

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Relevant

Silver Crusade

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Pathfinder Adventure Path Subscriber
Drock11 wrote:

There is some tangent I thought of with Conference Z. Does Golarion use the Roman alphabet or at least have the letter Z in one of their alphabets somewhere? This book is still in the middle of shipping to me so I don't know if that's it's actual name?

Normally I would just chalk things up like that to suspension of disbelief as it's needed in a meta sense to understand what happens in the world, sort of like how the people in Star Wars can speak perfect English despite living a long time ago in a galaxy far way. It would suck watching a movie and not understanding anybody in it or having to make up whole fictional languages and use subtitles so it's understandable.

Here however if something is going to be actually named after a letter of the alphabet in setting that's harder to do. Even more so when you consider that Paizo thought it was a good idea to put Earth in the setting. It's harder to justify the thinking that the people are really speaking something else or the letters are different and we are just seeing them in our own language in the books for the sake of convenience.

Aboleths did it.


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Also relevant. (Second one down of the three; man does it sound awful. So friggin' cool.)

While I understand and share your issue, I choose to explain it away as thus: there is an alphabet. They use it. That alphabet has a "first" letter in order, and a "last" much as we (arbitrarily) place "A" at the "front" of our alphabet and "Z" at the end.

Since everything is a "closest similarity" anyway, linguistically, that's what's happening here (and in all similar cases): we're getting a closest similarity instead of an actual direct translation.

And... using letters for short-hand or mystery is actually something that's not relegated to the English Alphabet (the Latin Script that we use). It is, in fact, effectively utilized in different ways in languages across the world with different alphabets and styles.

Now - not all languages actually utilize true alphabets like English does. Chinese, for example. But even there, there's a tendency toward simplification and reduction.

To that end, the view I've chosen to adopt for all such works is that, unless otherwise explicitly noted, what we see for any given difference, linguistically, is the "closest translation" - something that would make sense for us, and them, but doesn't necessarily mean the same thing.

This is the exact kind of thing that you have to accept and utilize if you're going to use any sort of out-of-character puzzle for your PCs to overcome: the PCs have one set of knowledge/experience, the players have another (closest-translation). Is something rhyming? It makes sense to the PCs anyway, despite being a different language.

As JessOtaku occasionally notes, sometimes the translation is "loosey-goosey" and sometimes that's a good thing (as it helps convey the emotional experience as well as the actual).

Everyone's mileage may vary, of course. :)


nighttree wrote:

Can we get a bit more info on the Knights of the Ioun Star ???

Does it say who/where there are still members ?

What are the rewards like ?

Shameless BUMP....


nighttree wrote:
nighttree wrote:

Can we get a bit more info on the Knights of the Ioun Star ???

Does it say who/where there are still members ?

What are the rewards like ?

Shameless BUMP....

They're magi (as in, plural of magus). Don't know if that has been mentioned yet.


Jim Groves wrote:
brad2411 wrote:
** spoiler omitted **

My goodness!

It's almost by design! ;)

Both of you, Stop stealing my ideas! ;)

Jim, did you contribute to this particular part of the book?

Contributor, RPG Superstar 2010 Top 4

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PartTime GM wrote:
Jim Groves wrote:
brad2411 wrote:
** spoiler omitted **

My goodness!

It's almost by design! ;)

Both of you, Stop stealing my ideas! ;)

Jim, did you contribute to this particular part of the book?

Yes I did!

I contributed:

The Aucturn Engima. The Harbingers of Fate. The Book of 1,000 Whispers, The Way of Kirin, Aleh Almaktoum, and The Inward-Facing Circle

All the authors and their sections are listed in the preface.

Dark Archive

Thank you Jim and the rest of the Authors I am loving this book.


Generic Villain wrote:
nighttree wrote:
nighttree wrote:

Can we get a bit more info on the Knights of the Ioun Star ???

Does it say who/where there are still members ?

What are the rewards like ?

Shameless BUMP....
They're magi (as in, plural of magus). Don't know if that has been mentioned yet.

Yes....that part has been mentioned....

Some of the comments earlier "implied" that at least one of the two sects is still marginally active ?

I'm wondering where ?

What ethnicity ?

And what does membership involve in the current age ?

Dark Archive

nighttree wrote:
Generic Villain wrote:
nighttree wrote:
nighttree wrote:

Can we get a bit more info on the Knights of the Ioun Star ???

Does it say who/where there are still members ?

What are the rewards like ?

Shameless BUMP....
They're magi (as in, plural of magus). Don't know if that has been mentioned yet.

Yes....that part has been mentioned....

Some of the comments earlier "implied" that at least one of the two sects is still marginally active ?

I'm wondering where ?

What ethnicity ?

And what does membership involve in the current age ?

The Eastern Stars are more active. They can be found in any city and membership is just finding the group which is a Knowledge history check. The tasks are based on Lost lore and returning ioun stones to the Knights. rewards are more towards believing you are going to be someone great and getting special ioun stones.

Edit: I would personly add in something like leadership as members would start to believe you are "the one" they have been waiting for.


brad2411 wrote:
membership is just finding the group which is a Knowledge history check.

Are they based in a specific location...or spread all over the Inner Sea ?

brad2411 wrote:

The tasks are based on Lost lore and returning ioun stones to the Knights. rewards are more towards believing you are going to be someone great and getting special ioun stones.

Edit: I would personly add in something like leadership as members would start to believe you are "the one" they have been waiting for.

So they are still looking for "The LAST Azlanti" ???

Dark Archive

All over the inner sea. and yep they are still looking for the last Azlanti as they did not belief Aroden was him because he died.

Sczarni

Glad to see the pain taster prestige class make it into this and get an update!


brad2411 wrote:
All over the inner sea. and yep they are still looking for the last Azlanti as they did not belief Aroden was him because he died.

Many thanks Brad2411....

Lantern Lodge

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

Alright, mail - now, I need you to be much more timely than your UPS projected arrival date might allow.... C'mon, mail, you can do it - I believe in you!

*complete lack of patience*


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Pathfinder Roleplaying Game Charter Superscriber

This book is chock full of awesomeness! Kudos to the writers!!


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Elorebaen wrote:
This book is chock full of awesomeness! Kudos to the writers!!

Agreed. Easily one of the best Campaign Setting books. For me, every page was an extravaganza of ideas both as a player and as a GM.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Wishes it was Wednesday........ :(


So what kind of information do they go into on the Veiled Masters ?


I've just read my pdf and all I have to say is…

Sacred Geometry: Oh, my!

Never has it been better to be a maths geek in Pathfinder play!!! Please let it make the Additional Resources sheet!!! Please..


Apocryphile wrote:

I've just read my pdf and all I have to say is…

Sacred Geometry: Oh, my!

Never has it been better to be a maths geek in Pathfinder play!!! Please let it make the Additional Resources sheet!!! Please..

I've been working on a Geometer....so my eye's shot out of my head when I saw those as well....just wish it wasn't so complicated....I can see it really slowing down game play :(


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Overall I thought it was well done. I still would have liked some solid answers about the subjects in the book instead of a list of maybes.


nighttree wrote:
Apocryphile wrote:

I've just read my pdf and all I have to say is…

Sacred Geometry: Oh, my!

Never has it been better to be a maths geek in Pathfinder play!!! Please let it make the Additional Resources sheet!!! Please..

I've been working on a Geometer....so my eye's shot out of my head when I saw those as well....just wish it wasn't so complicated....I can see it really slowing down game play :(

I don't think my eyes have ever glazed over so quickly when reading a feat.


Drock11 wrote:
Overall I thought it was well done. I still would have liked some solid answers about the subjects in the book instead of a list of maybes.

For better or worse they probably don't want to give definitive answers because if it's ambiguous then the GM and/or players can decide for themselves.

Also this is Occult Mysteries, not Occult Answers. ;]

-Kcinlive

Dark Archive

Love the Numerology stuff, but the Numerological Evocation spell seems wonky.

According to the text (if I'm reading it right, and I could be totally wrong!), you get 1d6 for every 2 caster levels to spend.

One (or more?) die is spent on choosing your damage type.
One die is spent on number of targets affected.
One (or more) die is spent on range (10 ft. x die numbers).

Any remaining dice are added up and the primary target takes that damage, and all others take half that.

A Wizard gets this 3rd-level spell at 5th level, and will have 2d6 to allocate. Minimum one on damage type. Mandatory one on number of targets. Zero left for range, zero left for damage.

A Sorcerer gets this 3rd level spell at 6th level, and will have 3d6 to allocate. Minimum one on damage type. Mandatory one on number of targets. One for range (10-60 ft.). *Still* zero left for damage.

A Magus or Witch gets this spell at 7th level, and will have 3d6 to allocate. Minimum one for damage type. Mandatory one on number of targets. At least one for range (10-60 ft.). And still nothing left for damage...

By 8th level, any of these casters will finally get *a single d6* damage to apply to a single primary target (all others will take *half* of that single d6 for damage). So, after having this spell in his book for three levels, it finally will be usable for a Wizard, but still *incredibly* weak.

If it was 1d6/level instead of /2 levels, it would be immediately useful (if still very weak) at 5th level, when a Wizard gets it, as he would have 2d6 left over to damage the primary target (half damage to any other targets), assuming he didn't want to spent multiple dice on increasing the range or adding another damage type. It would also get better and actually become something potentially useful around 10th+ level, particularly if combined with Enlarge, Empower and / or Maximize metamagics.

The spell also introduces the concept of Air, Earth and Water typed evocation damage, which might leave one wondering how those damage types interact with creatures with the Air, Earth and Water types (such as certain types of dragon, elemental or genie).

Finally, the option to have the spell inflict multiple types of damage, such as Fire, Sonic and Earth, exists, in which case, some guidelines as to how an 'Earth / Fire / Sonic' blast would interact with a creature with some combination of energy resistance or fire immunity or fire vulnerability, could be useful.


Drock11 wrote:
Overall I thought it was well done. I still would have liked some solid answers about the subjects in the book instead of a list of maybes.

My knee jerk reaction after reading the six big mysteries in the first chapter was mild annoyance for just that reason. But I have since changed my mind.

I decided to put together my own version of Golarion's timeline, answering many what-ifs in the process, and I have to say that while it was a fun little project, I ultimately felt kind of crummy about the whole thing. Solving these enigmas - even if only for my own campaign, in my own head - stole much of what made them compelling. They went from being these mysterious idols of coolness and creative potential, to just a few data points. If that makes any sense.

So yeah, I think this is a case of "never meet your heroes, because they'll always disappoint you." Nothing that Paizo could ever publish could compare to the things you conjure up in your own imagination.*

*But please keep trying to out-cool my imagination, because you've come close before.

Scarab Sages Modules Overlord

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Ross Byers wrote:
(4714 must have seemed so far away in 4708. Time flies!)

It did, it really did...

Contributor, RPG Superstar 2010 Top 4

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Owen K. C. Stephens wrote:
Ross Byers wrote:
(4714 must have seemed so far away in 4708. Time flies!)
It did, it really did...

Spring 4718 is only a day a-way!


2 people marked this as a favorite.
Drock11 wrote:
Overall I thought it was well done. I still would have liked some solid answers about the subjects in the book instead of a list of maybes.

Me too. It's one of the few areas I really disagree with Paizo's creative philosophy. I think they did the various in-world theories well, but I'd much prefer to read the actual truth. I only enjoy mystery books when I get to read the answer at the end. Leaving it hanging just annoys me.

Nonetheless, I think it's an exceptional book for what it does - I just wish it went slightly further.

Dark Archive

The Pain Taster 5th level Pain Mastery class ability seems to be designed around the Disciple of Pain class ability but refers to the Masochism ability, both by name, and in mechanics (sacrificing hit points for a bonus).

Funky class, 'though. I was wondering if it was going to tie into the Mortification stuff, after reading that chapter, in a manner similar to how the Mystery Cultist in Chronicles of the Righteous pushed up the effects of performing a celestial Obedience.

.

I do prefer the 'choose your own mystery' list of options over one clear cut 'this answer is correct.'

For instance, I might decide that the mystery of volume 5 of the Pathfinder Chronicles is that the Decemvirate decided that a location described therein would make a rocking secret hideout for the gang, and moved in to start measuring the drapes, only for one or more of them to end up stuck there, unable to leave. (Perhaps one of them even dying and coming back as a ghost, bound to that location.) Now with a vested interest in keeping others away from their new headquarters (which they can't just up and abandon), they quickly moved to destroy all references to that location... Perhaps it's less of a case of 'can't leave' and more of a 'won't leave,' because there's an awesome power source there, or some other cool thing (people in the extra-dimensional lair at the center of the labyrinth can still scry on and interact with the mortal world through intermediaries and sendings, but no longer age!). Either way, the 'big secret' is that the location is really cool, and the Decemvirate don't want to share.

Also, kind of love that there's a LG secret society. Cool. :)


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

To what category do the cosmic caravan traits belong? Or do they slot into a mix of categories on an individual basis? (If the former, I'm guessing Magic; if the latter, it looks to me like Magic and Social could encompass them all.) Or, indeed, do they fall into their own category?


John Mangrum wrote:
To what category do the cosmic caravan traits belong? Or do they slot into a mix of categories on an individual basis? (If the former, I'm guessing Magic; if the latter, it looks to me like Magic and Social could encompass them all.) Or, indeed, do they fall into their own category?

They run the gamut. There are boosts to saving throws against certain effects, skill checks, initiative, and movement speed, as well as the use of minor spell-like abilities.


Generic Villain wrote:
John Mangrum wrote:
To what category do the cosmic caravan traits belong? Or do they slot into a mix of categories on an individual basis? (If the former, I'm guessing Magic; if the latter, it looks to me like Magic and Social could encompass them all.) Or, indeed, do they fall into their own category?
They run the gamut. There are boosts to saving throws against certain effects, skill checks, initiative, and movement speed, as well as the use of minor spell-like abilities.

So it is like in the elder scrolls


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Do we get any info on the Peacock Spirit and it's followers in this manual?


Not really. The Emerald Codex of the Therassic Order is listed in the Other Occult Writings and given a very brief description, but that's it.


Owen K. C. Stephens wrote:
Ross Byers wrote:
(4714 must have seemed so far away in 4708. Time flies!)
It did, it really did...

Perhaps they'll serendipitously discover a Volume 2...


Generic Villain wrote:
John Mangrum wrote:
To what category do the cosmic caravan traits belong? Or do they slot into a mix of categories on an individual basis? (If the former, I'm guessing Magic; if the latter, it looks to me like Magic and Social could encompass them all.) Or, indeed, do they fall into their own category?
They run the gamut. There are boosts to saving throws against certain effects, skill checks, initiative, and movement speed, as well as the use of minor spell-like abilities.

No, what trait category do they fit into? There's none listed. Do they constitute an entirely new list of Astrological Traits?

Silver Crusade

Regarding Sacred Geometry as a time-sink:

Since the feat increases casting time to a full round, I would rule that a player has time to work out an arithmetic solution until it is her turn again.

This work well since the result will be available when the casting is complete.

Regarding Calculating Mind:
(paraphrasing) "Any combination of d6s and d8s, not to exceed ranks in Knowledge(engineering)"

This seems to offer a lot more flexibility than the default Sacred Geometry!


Quote:
Do we get any info on the Peacock Spirit and it's followers in this manual?
Quote:
Not really. The Emerald Codex of the Therassic Order is listed in the Other Occult Writings and given a very brief description, but that's it.

Oh bloody skeletons!

Scarab Sages Modules Overlord

Evil Midnight Lurker wrote:
Owen K. C. Stephens wrote:
Ross Byers wrote:
(4714 must have seemed so far away in 4708. Time flies!)
It did, it really did...
Perhaps they'll serendipitously discover a Volume 2...

Certainly if I was the one expanding on the Harrowers, that's not how I'd handle it. :D


Set wrote:

Love the Numerology stuff, but the Numerological Evocation spell seems wonky.

According to the text (if I'm reading it right, and I could be totally wrong!), you get 1d6 for every 2 caster levels to spend.

etc.

Yeah, this spell seems completely busted. I was planning to pop in and ask about it, assuming that maybe I was missing something, but you beat me to it. You missed another problem, though: it uses d6 for the energy type, but the energy type table uses d8. As stands, you can't get Cold or Earth (which does not seem deliberate, given that there is nothing special about those two types). To be honest, a lot of the numerology spells seem a bit iffy (neat ideas, questionable implementation), but this one seems completely unusable. Pity, as I rather liked the idea...

Dark Archive

Cwylric wrote:
Yeah, this spell seems completely busted. I was planning to pop in and ask about it, assuming that maybe I was missing something, but you beat me to it. You missed another problem, though: it uses d6 for the energy type, but the energy type table uses d8. As stands, you can't get Cold or Earth (which does not seem deliberate, given that there is nothing special about those two types).

It does say that you can use multiple dice for this step (which I assumed meant that you could produce rays of two different energy types, but now realize would be necessary to get cold or earth damage, by using a rolled 3 and a 4, or a 5 and a 3).

If you did do that 'though, you'd be pushing back the level at which the spell has any effect *at all* another two levels. Yikes.

Upping it to 1d6/level fixes much of it, but how (or if at all) the Air, Earth and Water damage interact with the Air, Earth and Water subtypes remains vague, and having the damage type based on 1d6 on an eight level chart, requiring two dice to get those 7 or 8 results does suggest that there should be something about those 7 or 8 results *worth* spending twice as many dice results (such as sticking a harder to resist damage type there, like force or 'divine power').

I'm not sure if bumping the spell to 1d8 / level would end up making it a bit too good around 15th level or so, but someone could be throwing a bunch of maximized scorching rays or empowered toppling magic missiles by then, which would almost always be a better choice anyway...

Eh. Love the mathy bits for some of those spells, assigning number values to letters and working out quick sums. Funky.

After reading Dragons Revisited, and the description of Green Dragons being heavily into astrology and numerology, combined with the mention of the Saoc Brotherhood astrologers and the Last Theorum / Four Pharaohs numerology, I've been waiting for some further exploration of the magic of astrology and numerology.


Any updated ETA on when, and if, any material from this source book will be added to the PFS additional resources?


I have a question about the Pain Taster prestige class.

The Disciple of Pain class ability refers to daily hour-long self-torture routines, both the more intentse "starter" versions and the less intense "follow-up" versions. But nowhere do I see the hit point damage and other damage caused by these routines. And there must be some, considering both the descriptions and the reference under the Pain Mastery class ability.

Did something get left out, or am I suffering from selective blindness?

As a side note, when comparing the Occult Mysteries version and the original version (in AP 15, The Armageddon Echo), the Disciple of Pain description has now been seriously upped in its "ick" factor. Maybe the mechanics didn't catch up with the flavour?

And why did the author remove the reference to the Fortitude DC 15 (or Will DC 20) saving throw needed to survive the initiation rite into the prestige class?


Does no one have anything to say on the topic?

Dark Archive

Bellona wrote:

I have a question about the Pain Taster prestige class.

The Disciple of Pain class ability refers to daily hour-long self-torture routines, both the more intentse "starter" versions and the less intense "follow-up" versions. But nowhere do I see the hit point damage and other damage caused by these routines. And there must be some, considering both the descriptions and the reference under the Pain Mastery class ability.

Did something get left out, or am I suffering from selective blindness?

In addition to that, I observed earlier that the 5th level Pain Mastery ability appears to be designed around the Disciple of Pain class ability, but instead refers to the Masochism ability (both in name and mechanics, sacrificing hit points for a bonus).

I imagine that, during conversion / updating, something got changed in mid-design, and not all changes were propogated successfully.

Also, kind of odd that in a book with new mortification techniques / rules, the Pain Taster wouldn't really interact with them. Possibly those two rules elements were written by different people who did not know what the other hand was doing and couldn't coordinate their developments?

Probably something (the questions about Pain Mastery / Masochism / Disciple of Pain) that should be FAQ'd.


Unfortunately, one cannot FAQ a post in the product thread. :(

If no one else has already done it, I'll start a thread in the Rules Question forum (assuming that that's the best place for it).


A new thread on these issues has now been started in the Campaign Setting/Products forum. Hopefully we will get an answer!


2.5 weeks since last post. Still looking to see if any of the material will be allowed in PFS.

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