Pathfinder Roleplaying Game: Occult Adventures (OGL)

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Pathfinder Roleplaying Game: Occult Adventures (OGL)
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There is an unseen world all around you. On the streets and in the halls of power, in your dreams and across the bizarre planes of the multiverse, there are those who walk among us like giants among ants, twisting reality to their wills in their search for ancient knowledge. Now pull back the curtain of the mundane world and learn the secrets of these occult masters—if you dare!

Pathfinder RPG Occult Adventures is an indispensable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon over 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Occult Adventures includes:

  • Six new occult base classes—the energy-shaping kineticist, the spirit-calling medium, the deceptive mesmerist, the mind-bending psychic, the uncanny occultist, and the phantom-binding spiritualist.
  • Archetypes for all of the new classes, as well as a broad selection of strange and mysterious archetypes and class options for existing characters.
  • New feats to flesh out your occult character, plus a whole new way to use existing skills to become a master of faith healing, hypnotism, psychometry, and more!
  • More than 100 spells using the all-new psychic magic system, plus rituals that grant even non-spellcasting characters occult power! Explore worlds beyond imagining with dream voyage, or defend yourself from mental threats with tower of iron will!
  • Rules and advice to help you steep your game in the occult, from chakras and deadly mindscapes to possession, psychic duels, and the Esoteric Planes.
  • A wide variety of new magic items, such as the eerie spirit mirror and the peculiar tin cap, plus new cursed items and powerful artifacts.
  • ... and much, much more!

ISBN-13: 978-1-60125-762-8

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An Endzeitgeist.com review

5/5

This massive hardcover clocks in at a whopping 271 pages, though 1 page inside of front cover, 1 page editorial, 1 page ToC and 1/3rd of a page decrease that down to 267 2/3 pages of content, so let's take a look!

Well, before we do, let me deal with the confusion for a second that this review undoubtedly will cause. Yes, I usually only do 3pp material. This has several reasons: For one, I want to showcase the fringe of gaming, the evocative books that push the envelope. Secondly, I'm not particularly affluent, to say the least and want to reward the publishers that do send me their books. Well, I obviously *HAVE* to get the Paizo books anyways, but for the most part nowadays, that means pdf or waiting until they're open sourced - I just can't afford them all. Then again, I do have a policy of covering all books I receive...and I got this book on gencon.

That would be the justification I provide from an intellectual point of view. There is another reason. I *WANT* to write this review and, since I have the hardcover now, have absolutely no reason not to.

Now usually, I provide the respective breakdowns of classes and crunch, but frankly, there are whole guides devoted to that out there, which is why I have elected to pursue a different path this time around. (Different path...that'll be a leitmotif, as you'll see...) In order to properly be able to contextualize my take on this book, I will have to embark on a little recap of Paizo's hardcovers and my history with them, so if you're not interested in that, please skip ahead.

When I got my hands on the core rules hardcover for Pathfinder, I was generally positively surprised - it represents a tightening of 3.X's engine and some sensible, smart tweaks to the mechanics. Still, it didn't manage to elicit cheers or particular excitement at my table - that only came with the APG. The Advanced Player's Guide, in spite of its minor flaws, would represent, at least to me, the truly identity-constituting moment of Pathfinder. It is here, with the alchemist, witch, oracle, etc. that the game set out to truly distinguish itself from its roots and transcend basically anything 3.X ever offered. To this day, the APG classes rank among the favorites at my table, which only bespeaks their staying power and coolness. Next up were Ultimate Magic and Combat and with them, alas, came the power creep.

While, much like many out there, I did enjoy the magus, not much else from Ultimate Magic sees regular use in my games and I went through the book with a fine-toothed comb and ban-hammered/restricted material. Ultimate Combat is a more complex story - on one hand, I did like the new classes and e.g. the emphasis on the narrative aspect the gunslinger entailed; alas, for said class, player agenda suffered and mathematically, it would have been served better with a slightly different chassis. So while I like what it represents and quite a few pieces of UC's options, many aren't used in my games. Mythic Adventures is peculiar - I like mythic gameplay, but only when supported by the ton of Legendary Games material I own - I tried running vanilla WotR and it was PCs curbstomping through everything. Still, I do like this book - just not as a stand-alone. I adore Ultimate Campaign. Its downtime and kingdom building make sense to me, are used a lot at my table and story feats are a good idea as well - there's nothing I don't like about that book and what it has brought to my table.

Well, and the less I say about the ARG and ACG, the better. My stance on both books is well known. (Hint: To say I don't like them would be a gross understatement.)

Fast forward to Occult Adventures. For one, this book's class design represents an organic development that benefits the game. An easy way to look at a class would be to examine it regarding player agenda and character agenda. Character agenda, in this instance, would pertain the ability to contribute meaningfully to various situations. It's why I think that skill unlocks are a good idea and 2 + Int skills for all but Int-based casters, generally, is not a good idea. It's just not as fun to play a fighter who can only kill things and excels at one non-combat thing...unless, of course, that's how you roll, but in general, I have observed players gravitate to classes that provide more skill-use and versatility. Player agenda would be just as important: Can the player make meaningful choices that alter the playstyle? The higher the player agenda is, the more rules-knowledge is required; true. But at the same time, it does help immensely in the long run to generate a unique being from a mechanics point of view - if you don't get to choose, you'll sooner, rather than later, run into a character on distinguished from you by his skills, equipment and feats. Pathfinder, as a system, has covered the base classes for a while; it has advanced players that demand unique concepts. As such and at this point in the system's life, the occult classes with their plethora of meaningful choices are very much appreciated - and if you need some proof of players loving choices, look no further than the modularity of the "Talented" classes invented by Owen K.C. Stephens.

Speaking of classes - let us talk a bit about them and begin with the least "occult" class herein and the most popular one. That would, obviously, be the kineticist...and while I kinda like Avatar, I'm not a rabid fan of this franchise, though I get its appeal. This does not change the fact that the class, as presented, is very niche in focus. Then again, thankfully the 3pp-circuit has since expanded the kineticist's appeal far beyond its thematic confines. (A cheers to N. Jolly for that, even if I don't always agree with all balancing...) So, flavor-wise and regarding base-options, I am not the biggest fan of this class...but at the same time, I absolutely ADORE it. Why? Because it is an engine that would be daring for a small publisher, much more so for Paizo as the industry leader. The rules-engine employed by the kineticist is inspiring and complex and its success is well warranted. Were I to nitpick this class, then my complaints would pertain the fact that its power-curve could be a little better distributed; 17th level plus in particular can be an issue...but that extends to more than just this class and is, to an extent, system-inherent. That being said, I still love this class, though for completely different reasons than probably 99% of its fans and players. It remains a great addition to the class roster and I'm glad it exists.

Now, let us talk a bit about the classes that are designated as occult not only by inclusion in the book, but also by their themes...but for that, we need to talk a bit about genre conventions. It is a general truism that Pathfinder, as a game, is indebted by proxy of D&D to Tolkienesque fantasy and a society structured very much akin to the Early Modern period in history due to the advances of magic. Kobold Press' Midgard is closer to the beginning of the Early Modern period and features a more feudal, medieval flair. Golarion and Pathfinder's default, due to the influences of the weird that made me enjoy the setting in the first place, can be roughly situated at the end of the Early Modern period, with overlaps with the Edwardian and Victorian age - once China Miéville (one of my favorite authors - read the Bas-Lag books!!!)-like aesthetics come into play, you're definitely looking at a society that is bordering a magical industrial revolution. This suits me well, for I come from a Ravenloft background (don't ever get me started on 4th and 5th edition Ravenloft and what I think of those...for all of our sakes...) as such, have always been in love with the fantastic aesthetics of Penny Dreadfuls, early weird fiction, Sword & Sorcery, Sword & Planet...you get the idea. I enjoy these somewhat less standardized, less covered aspects that have been an organic part of the old school aesthetic back in the day, but fell by the wayside somewhere along the lines. Anyways, the classes herein very much support this slightly advanced aesthetic; they resonate well with both the ancient and the more modern themes evoked in their resurgence in aforementioned timeframes. The more subtle magic psychic magic represents and the emotional component inherent in the variant spell system works well in the context of more magic-hostile environments as well as in less fantastic settings with more subdued themes than all out fireball-slinging. The marriage of the aesthetics associated with occultism and their relevant mechanical representations are what makes the classes interesting for me.

Take the medium - while I prefer spirits with names and unique identities, the need to offer the general mechanical framework for the defining spirits of the medium is obvious for such a book and in this context, employing the nomenclature of the mythic paths does make sense and can generate some pretty fun tricks. Had a mythic campaign? Use the PC-names when acting as a vessel for the respective spirit - it's simple, but incredibly rewarding. The general notion of taboos and the influence mechanic similarly can make for some great roleplaying. The mesmerist class tends to be called unfocused by some reviews I've read...and frankly, I have no idea why. The mesmerist, from the cool concept to the execution, makes for a very rewarding playing experience and has some serious optimization potential to boot -the implanting of tricks, the skill-array...both from the perspective of the stories you can tell with this class and the options available for the enterprising player, this class is absolutely amazing and allows for some neat, diverse characters. The stare-mechanic is also something that can be employed to rather great effect. The occultist is a similarly evocative concept - the focus on implements and fact that each can make for an unique item on its own is a lot of roleplaying potential and the respective focus powers provide a similarly interesting playing experience. The psychic, as the full caster, ranks as one of the more intriguing full casters in my book, with magical amplification and disciplines providing a nice array of diverse builds. The spiritualist, finally, would basically be a balanced take on the summoner with a fluff that I consider amazing.

This would bring me to what sets the classes apart more so than their mechanical validity - the fact that, to me, they represent, universally a great blending of providing player and character agenda, but this also means that they have things they can do beyond the confines of combat - there is a significant emphasis on the ROLEplaying aspect of the game we all know and love, with a wide variety of diverse tricks associated with actual roleplaying; the classes have means of depicting interesting characters; a player can really make each class its own: The implements, phantoms and all the components of the classes and their structure almost demand, organically, to be used by the player to make something that exceeds the totality of the mathematical components. In short, as far I'm concerned, these are the best player-focused options since the APG and as a whole, I consider the roster to be superior to even that gem of a book.

However, the customization options similarly provide some seriously cool tricks: Want to play Scarecrow from Batman? Yup. Cultist leader? Yep. Eat books and draw strength from it? Yeah. Amnesiac psychic? Yup. As a whole, covering archetypes and feats would obviously bloat the book beyond compare - but one crucial point as opposed to most books of this size lies in the big C-word - consistency. There are no overpowered options here...and neither are there options that you'd consider to be subpar traps sans value - there is some character concept, some specific thing that makes sense from a build and/or flavor perspective. (The options that I won't use will be the onmyoji, elemental annihilator, psychic duelist and kami medium - the Eastern-themed ones mainly since I prefer Interjection Games' take on the Onmyoji and its themes; the psychic duelist is a nice specialist, but doesn't blow me away. Finally, the annihilator...well, I have 3pp options that are more versatile.) - notice something? My criticism here pertains mostly taste.

Now this alone does make the book shine very much for me; at the same time, I wouldn't be me if I didn't have complaints, right? So there we go: The book contains various pieces of advice and alternate rules/subsystems of the material and one would by psychic duels...which are generally an awesome idea and provide for cool, creative minigames when handled right. Alas, the spell used to start them, instigate psychic duel, pretty much is a save-or-suck option, since the affected target has the save...and while the duel is in process, the target cannot move...which allows allies to stab the foe to bits. Oddly, the instigator of such a duel can end it via a Will-save as per the spell, when the psychic duel-rules do not mention such an option for the affected character - this is intended, undoubtedly, since those caught in a duel can be shaken out of it. At the same time, I think that pretty basic modifications could have prevented that little lockdown-aspect: For example, taking a penalty on MP to be capable of at least utilizing a fraction of the action array available...you know, moving slowly towards the instigator while battling him in the duel, maintaining at least defenses...the like. Granted, the system is optional and can be modified rather easily, but I'm still somewhat astonished that this very basic strategy was not used, particularly after the complaints the slumber hex etc. received. Still, this represents a relatively minor issue when seen in relation to the number of things that *do* work pretty perfectly...and the fact that psychic duels work infinitely better than 3.X's mindscapes and similar tricks.

Once again, the storytelling potential is what sells this on me. Beyond the copious GM-advice, the book contains some information on esoteric planes like the akashic record, the positive/negative energy plane and the like - which I generally enjoyed. At the same time, I did feel like the book could have done a little bit more with unique planar features for some of them, since not all receive this component in detail. Of course gear, both mundane and magical, can be found in this tome - from the phrenologist's kit (phrenology being the by now debunked belief that the size and shape of the skull influences personality etc. - and yes, there's a feat inspired by it here!) to the Dorian Gray-ish pictures, we notice one thing - the items, much like a ton of material herein, is steeped in a sense of the real, in the occult traditions and pseudo-science of days gone by.

What do I mean by this? Take alchemy, an established concept in our fantasy games. If you have the stamina to power through them, I'd sincerely suggest getting a copy of the writings of real world alchemists, sit down with the cool alchemy recipes and start - I guarantee you'll come up with new and evocative material. A similar observation can be made here - the tying into concepts and ideas established in our world generates basically the largest hand-out you could fathom and some research will almost assuredly provide a vast selection of truly evocative concepts to represent, while also teaching something new along the way. You do not have to be interested in masons, OTO, etc. to enjoy this book - but you can draw upon esoteric and occult knowledge to enrich the game tremendously. Heck, I'm pretty much a nihilistic atheist and my fascination with the subject matter stems from a purely intellectual point of view, but I still appreciate all the ideas and their impact on the genesis of our mode of thought. Similarly, the idea of locus spirits, of tapping into ley lines and similar high-concept tricks complement an implied world-building and -conception that goes beyond the surface, that extends into a level of depth beyond the superficial pushing of numbers.

Part II of my review can be found here!


Fun, but a bit esoteric

3/5

Don't take it the wrong way. You can have tons of fun with this book in other games. I played a mesmerist and it was hilarious, had a whole Doctor Orpheus thing going on. The Kineticist can be flavored a little and it basically becomes a bender from Avatar! How freaking cool is that?!
There are quite a few spells and special abilities that feel like they can only come in handy in very specific ways though. All the mindscape things would almost never come up in a regular game. This feels very much like a book that would be a lot more fun if all your players HAD to take a class from this book, which is a terrible premise for a core book.
On a personal note, almost none of these classes work with Mythic Adventures...


Solid Product

4/5

Really, nothing in this book is bad overall, and while there's a few mechanics that I would like to change, it's not enough to change my thoughts. The psychic casters are interesting with different mechanics that still feel familiar, and everything else works very well. I'd say it's worth picking up.


Finally psychic powers makes it's way to Pathfinder

5/5

I have been waiting for psychic related rules for Pathfinder for a long time and I am happy for what I see.
Kineticist- This one has become one of my favorite classes with it's all day blasting and at will/always active spell powers and supernatural abilities. I would love to see more classes that focuses on spell powers and supernatural abilities then just spellcasters, martials, and skill monkeys.
Medium- While I am not big on this one, it does have some interesting flavor and good story ideas. My only problem is it is one of the more complex classes.
Mesmerist- I like this one, it is a debuffer counter part to the bard and also makes a great villain. It is also a good spiritual successor for the Beguiler class.
Occultist- As with the Medium interesting flavor and good story value but complex mechanically. Not one my favorites but like all classes in this book, it fills a niche.
Psychic- Interesting class and fills the 9th caster for psychic magic but lacks in the flavor/story department compared to the other 5 classes. Still a solid class with some interesting abilities.
Spiritualist- One of my favorite classes has good flavor/story value and is not as complicated to use as the Medium and Occultist. A great class when dealing with incorporeal creatures especially undead.
These classes are just the tip of the iceberg, we get rules for auras, chakras, psychic duels, possession, occult rituals, occult skill unlocks, loci spirits, ley lines, mindscapes, and more. This one is as useful as the APG and the ARG.


A great addition to the game

5/5

Read my full review on Of Dice and Pen.

Occult Adventures is a great addition to the Pathfinder game. It does more than just introduce a bunch of new classes and create Pathfinder's version of psionics. It adds a whole new flavour and style of campaign with new rules options that back that flavour up. I eagerly look forward to trying out some of its ideas in a future campaign.


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Lanitril wrote:
Crispy Gnoll Fajitas wrote:
Kalindlara wrote:
Mark Seifter wrote:
The vigilante playtest, accidentally to the wrong file!
...It's the playtest's secret identity.
But I've seen the two books within five minutes of each other, and they can't be level 13, since neither book is out yet. :)

Only takes one minute now. :)

So. Obviously the Kineticist has a heavy Avatar feel to it. I just realized it also has a kinda Golden Sun feel to it as well? Anybody else? Might just be the elements and the psychic stuff, but maybe a little?

Maybe with a kind of Summoner or Spiritualist blend for one of the archetypes? I could see it. Maybe even some Medium. I'm not sure what combo would go best for that, but it'd be neat.

I've been saying since the beginning that kineticist feels more like Golden Sun than Avatar to me. >.> If you can actually still use your powers and wield melee weapons in combat, it WILL be Golden Sun.


Cool, got my shipping soon email, will more then likely get my PDF Tuesday if shipping starts Monday.


KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

Dark Archive

Barachiel Shina wrote:

KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

Why do you hate them? If you don't mind me asking.


1 person marked this as a favorite.
Barachiel Shina wrote:

KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

See, I actually think that the kineticist is the most boring class in this book. It's the one I'm least looking forward to. However, I've rather psyched about the Mesmerist and the Occultist.

Yes, I went there . . .

Luckily for both of us, all of these classes will be available, so we can both be quite happy!

Silver Crusade Contributor

3 people marked this as a favorite.

I miss the 3.5 warlock...


Spirtiualist, Occultist, Mesmirest, and Medium....those are the ones I'm looking foreword to....


Barachiel Shina wrote:

KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

But they aren't benders. At all. Unless you plan to houserule that they're also monks.


Ashram wrote:
Barachiel Shina wrote:

KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

But they aren't benders. At all. Unless you plan to houserule that they're also monks.

There'll apparrently be an archetype that makes you a martial artist, or a monk or brawler archetype that gives you kineticist powers.


I am very much looking forward to Medium. I'm interested in all of them, but the Medium looks the best of all of them. :D


Dragon78 wrote:
Cool, got my shipping soon email, will more then likely get my PDF Tuesday if shipping starts Monday.

Is that the same as the Payment Authorization email?


No, it is the email that tells you that your order will ship soon. So has anyone else got there shipping soon email yet?


Pathfinder Companion, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
No, it is the email that tells you that your order will ship soon. So has anyone else got there shipping soon email yet?

I got the email that my order is now pending, yes. We'll just have to see how long it takes until actual shipping...I've got a character waiting on mesmerist and its archetypes. Though can't wait for the psychic duels, occult rituals, and much more!


brad2411 wrote:
Barachiel Shina wrote:

KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

Why do you hate them? If you don't mind me asking.

It doesn't mesh well with the Dreamscarred Psionic rules I use. To try and explain the distinctions between Psychic Magic and Psionics is extremely contrived. I wish Paizo didn't go this route, but they did and we had no say in it this time (a majority wanted them to simply adopt Dreamscarred Press rules, do some sort of partnership).

Therefore, the classes I am interested in but use psychic magic, is very hard for me to consider. The only thing I can think of is maybe adding in the Verbal and Somatic components to their psychic spells and changing the category to divine spells.


Barachiel Shina wrote:
To try and explain the distinctions between Psychic Magic and Psionics is extremely contrived.

One is occult mysticism and one is your mind evolved in a sci-fi manner. Thematically, psychic magic has more to do with arcane magic than it does psionics.


Barachiel Shina wrote:
It doesn't mesh well with the Dreamscarred Psionic rules I use. To try and explain the distinctions between Psychic Magic and Psionics is extremely contrived.

Here are a few ideas!

- Psychic magic is an arcane attempt to imitate psionics.
- Psychic magic is divine magic granted by gods more in tune with psionic elements.
- Psychic magic is just another kind of magic- it's not as flashy and hand-wavy as arcane magic, but it's still more obvious than psionics.
- Psychic magic is just "primitive" psionics, a sort of unrefined form practiced by those with less training.
- Psychic magic is "advanced" psionics, a melding of psionic, arcane, and possibly divine magic.
- Psychic magic and psionics come from different regions- maybe psychic magic is prevalent in Ustalav and surrounding areas of the northern Inner Sea region, while psionics originate in Varisia. Or perhaps psychic magic is foreign, something practiced in Tian Xia.
- They are the same thing. Sure, the mechanics are different, but that doesn't mean they have to be viewed that way in-world. Have psychic magic be treated as psionic for all items that don't reference power points, and have it resolve against psionic resistance instead of spell resistance. Let them get psicrystals and the like- they just won't get as much benefit.
- Psychic spells = mystic spells. Just change the name! The Psychic is now the Mystic. "Mystic" really fits the difference between the spooky/occult magic of psychic magic and the somewhat alien/crystalline world of psionics.
- Use Dreamscarred Press's solutions. Look at this as an opportunity to get even more psionics. You'll have to wait a little bit, but if you like what DSP did with psionics, you'll probably like what they do with psychic magic.

Barachiel Shina wrote:
I wish Paizo didn't go this route, but they did and we had no say in it this time (a majority wanted them to simply adopt Dreamscarred Press rules, do some sort of partnership).

That is probably not true. If a majority wanted Paizo to adopt/absorb/buy out DSP, then I would expect a majority of home games to be using DSP psionics, and I don't think that's the case.

As mentioned above, DSP is coming out with a book to help mesh the two, so just view it as the other way around- DSP is adopting Occult Adventures into the psionics rules.

Barachiel Shina wrote:
Therefore, the classes I am interested in but use psychic magic, is very hard for me to consider. The only thing I can think of is maybe adding in the Verbal and Somatic components to their psychic spells and changing the category to divine spells.

Hopefully you'll find a good way to use the classes you're interested in without causing problems over the flavor.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Vocal groups on a forum do not indicate majority of market. There are at least 4 groups: the 3.5/DSP one, the please not 3.5/DSP one, the please no psionics in my medieval fantasy one, and the indifferent one. I'd hazard a guess that the last group is by far the biggest.


Pathfinder Adventure Path Subscriber

Indeed...I would be utterly shocked if "adapt/include Dreamscarred Psionics as official rules" was even the 2nd or third most populous opinion amongst the general Pathfinder Player base.


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18 days! eternal envy to those who have a subscription 》:-(


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It is looking like subscribers should start getting PDF access on Monday. Just a coup,e of days until more info will be coming out. I foresee a lot of new NPCs that will make my players go" Wait he did what? You can't do that". I am hoping for another moment when I sprung the magus on them for the first time.

Dark Archive

Pathfinder Adventure Path Subscriber

I was mildly indifferent to 3.5 psionics; while cool and all, they didn't leave a great impression upon me other than "we have mind powers."

Occult, on the other hand gives me more of a theme. You have a person who can channel phantoms, one who can tap into objects for latent power, etc. So I'm rather psyched about the classes, whether they use power points or not.


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I agree, there is a great range of different, yet related, classes in this one. We also finally got a blasting class that doesn't have and/or need spells.


One of my players wanted to know: is there any class or archetype here which is effective at healing?

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
Axial wrote:
One of my players wanted to know: is there any class or archetype here which is effective at healing?

All of this is information coming from the Playtest and I'm not certain whether it remains true in the actual book.

The Occultist and the Spiritualist classes could get Cure spells. They both could get the Heal spell. The Spiritualist gets other healing options such as the Restorations, Remove Disease, Remove Curse and so on and so forth. Spiritualist also gets Raise Dead and Breath of Life but none of the other resurrection options. I imagine that none of this has changed.

The Discipline of Pain option for the Psychic class gets Lay on Hands but can only use it on themselves. In addition, they eventually get breath of life cast on themselves once per day.

The Kineticist (The Telekineticist and the Hydrokineticist) had a healing option but I'm not certain whether it remains.

I don't know if they have healing focused archetypes or feats.


Discipline of Pain was called out as being rebalanced- presumably because Lay on Hands self-only was so good.


xevious573 wrote:
Axial wrote:
One of my players wanted to know: is there any class or archetype here which is effective at healing?

The Kineticist (The Telekineticist and the Hydrokineticist) had a healing option but I'm not certain whether it remains.

I don't know if they have healing focused archetypes or feats.

Supposedly, they ordered an archetype centered around it.


I think I also saw mention of people using Skill Unlocks to get Faith Healing.


I also remember them saying we would be getting a healing focused archetype for the kineticist.

I hope one of the disciplines or an archetype grants healing spells to the psychic class.

Dark Archive

Barachiel Shina wrote:
brad2411 wrote:
Barachiel Shina wrote:

KINETICISTS = "Avatar: The Last Airbender" campaign setting.

I only want to see more Kineticist material after this book. Yes, it is the only class I am really interested in. Especially since it doesn't rely on psychic spells. Which I hate.

Why do you hate them? If you don't mind me asking.

It doesn't mesh well with the Dreamscarred Psionic rules I use. To try and explain the distinctions between Psychic Magic and Psionics is extremely contrived. I wish Paizo didn't go this route, but they did and we had no say in it this time (a majority wanted them to simply adopt Dreamscarred Press rules, do some sort of partnership).

Therefore, the classes I am interested in but use psychic magic, is very hard for me to consider. The only thing I can think of is maybe adding in the Verbal and Somatic components to their psychic spells and changing the category to divine spells.

Ok I understand, thanks. I can see what you mean.


DeciusNero wrote:
So I'm rather psyched about the classes...

I see what you did there.


Just got pending notice!


Readies action to ask the first people getting the book questions.
Won't actually probably be online when that happens so I'm just going to ask.

Soooo. How about those kineticist archetypes? What are they like? Specifically one that has something to do with blood? I think something like that was mentioned. If not, tell me about your favorite kineticist archetype.

Occultist? Medium?

Maybe an archetype or option for non-occult classes that you really like?


Lanitril wrote:

Readies action to ask the first people getting the book questions.

Won't actually probably be online when that happens so I'm just going to ask.

Soooo. How about those kineticist archetypes? What are they like? Specifically one that has something to do with blood? I think something like that was mentioned. If not, tell me about your favorite kineticist archetype.

Occultist? Medium?

Maybe an archetype or option for non-occult classes that you really like?

I'm excited about any Occultist archetypes. Sadly none got mentioned in the blog preview. I hadn't considered that there might by occult archetypes for older classes. Those could be interesting.

The Exchange

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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
Gisher wrote:
Lanitril wrote:

Readies action to ask the first people getting the book questions.

Won't actually probably be online when that happens so I'm just going to ask.

Soooo. How about those kineticist archetypes? What are they like? Specifically one that has something to do with blood? I think something like that was mentioned. If not, tell me about your favorite kineticist archetype.

Occultist? Medium?

Maybe an archetype or option for non-occult classes that you really like?

I'm excited about any Occultist archetypes. Sadly none got mentioned in the blog preview. I hadn't considered that there might by occult archetypes for older classes. Those could be interesting.

The Cavalier is known to be one such class, the idea being about having a Ghost horse. A sorta spiritualist/cavalier.


phrenologist bard too

Dark Archive

Pathfinder Adventure Path Subscriber
xevious573 wrote:
Gisher wrote:
Lanitril wrote:

Readies action to ask the first people getting the book questions.

Won't actually probably be online when that happens so I'm just going to ask.

Soooo. How about those kineticist archetypes? What are they like? Specifically one that has something to do with blood? I think something like that was mentioned. If not, tell me about your favorite kineticist archetype.

Occultist? Medium?

Maybe an archetype or option for non-occult classes that you really like?

I'm excited about any Occultist archetypes. Sadly none got mentioned in the blog preview. I hadn't considered that there might by occult archetypes for older classes. Those could be interesting.
The Cavalier is known to be one such class, the idea being about having a Ghost horse. A sorta spiritualist/cavalier.

A Rider of Ghosts, perhaps? :>


I think it was also mentioned on a Know Direction that there might be an archetype based on Dhalsim from street fighter.


Will there be a Planar archetype?


[Face pressed against window... fingers tapping in time]

open... Open... OPEN... OPEN!!!!

So, looking forward to this book.


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I wonder who will the first to get there pdf this time.


1 person marked this as a favorite.
Dragon78 wrote:
I wonder who will the first to get there pdf this time.

It is the epic battle between shipping and the people generating the orders for gen con. Only one can win and both should be in the office soon if not already.


1 person marked this as a favorite.

This is the day where my F5 key breaks.


Since things usually seem to get rolling around noon, my time, at the Paizo offices, I will be holding my breath for the next hour and 15 minutes. Go ahead, you can count : )

1...2...


Yrtalien wrote:

Since things usually seem to get rolling around noon, my time, at the Paizo offices, I will be holding my breath for the next hour and 15 minutes. Go ahead, you can count : )

1...2...

4,499...4,500..

[Exhales]

Hmmm, [looks around]... Soooooon!!!


archetype list please! names will suffice.


Pathfinder Companion, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
Yrtalien wrote:
Yrtalien wrote:

Since things usually seem to get rolling around noon, my time, at the Paizo offices, I will be holding my breath for the next hour and 15 minutes. Go ahead, you can count : )

1...2...

4,499...4,500..

[Exhales]

Hmmm, [looks around]... Soooooon!!!

They usually don't start shipping until at least after lunch in Seattle though so about 3 or 3:30 CDT, 4 or 4:30 EDT.


Justin Franklin wrote:
Yrtalien wrote:
Yrtalien wrote:

Since things usually seem to get rolling around noon, my time, at the Paizo offices, I will be holding my breath for the next hour and 15 minutes. Go ahead, you can count : )

1...2...

4,499...4,500..

[Exhales]

Hmmm, [looks around]... Soooooon!!!

They usually don't start shipping until at least after lunch in Seattle though so about 3 or 3:30 CDT, 4 or 4:30 EDT.

Waiting for authorization of Gencon pickups to begin... not shipping, but hopeful the whole shebang gets started soon so we can all have fun looking through our new pdfs : )


My main questions will be....

1)Does the kineticist get any elements other then aether, air, earth, fire and water? If so what are they?

2)Are there any new Sorcerer bloodlines or Oracle mysteries? If so what are they called?

3)What are the kineticist's archetypes and what do they do?

4)Does the psychic get any healing spells/abilities from the base class, from disciplines, and/or by archetypes?

5)Are there any feats that grant psychic abilities?


Pathfinder Rulebook Subscriber

Does anyone have the pdf yet?


Kryzbyn wrote:
Does anyone have the pdf yet?

No one has posted anything to that effect that I have seen yet : (

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