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

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

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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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Query for those with their books; Are there favored class options for the new classes?


Kryzbyn wrote:

They give mini buffs related to the chakra. Save bonuses, DR, energy resistance...

Those kinds of things.

Hmm... Sounds nice, but nothing particularly game-changing. Monks need to be able to Become Air, bleh.


ArcGygas wrote:
Query for those with their books; Are there favored class options for the new classes?

Yes :)


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Mark Seifter wrote:
ArcGygas wrote:
Mark Seifter wrote:
Matrix Dragon wrote:

Hey Mark, I have to ask you this because I feel like I must be missing something (and I'm not low on sleep this time!). Does the Overwhelming Soul kineticist archetype really not gain any charisma related ability to reduce burn? Because the archetype seems.... really gimped right now.

You get charisma as a primary stat, can't accept burn.... but then you don't seem to gain anything in return except for not having to burn yourself to fill your internal buffer and benefit from elemental overflow. How do you even use abilities that actually require you to accept burn to enhance them, like the various defensive powers?

It just seems like a normal kineticist could get the same effect (mostly not getting burnt), by not burning himself except for elemental overflow and filling internal buffer. Seriously, wouldn't the end result be basically the same? Overwhelming Soul seems to be less of an archetype that grants you abilities than one that just takes abilities away.

Hopefully there is something that I'm missing, because I *really* wanted to try out this archetype with a kitsune kineticist.

EDIT: Actually, this seems even worse than I thought. The Overwhelming Soul doesn't gain all the size bonuses from Elemental Overflow either. At high levels the character will be missing a +6, +4 and +2 to varous stats.

So basically two things here, one is bigger, but the other is more fun of an answer, so I'll start with the bigger one and end with the fun one:

The main answer is, if you love the burn mechanic and are really good at using it, the overwhelming soul is more of a niche archetype for you. As is, I learned a lot from my playtesters, and in particular, a few playtesters who were very proficient in the game and just had a viscerally bad reaction to burn got into this frank discussion with other playtesters who were very proficient in the game and were using burn for some really amazing things and getting it to

...

Hm... Wonder if I can wangle Kinetic Chirurgeon to be geokineticist or pyrokineticist as well. Might have to do some reverse-engineering.

Golden Sun references!


Pathfinder Starfinder Society Subscriber
Kryzbyn wrote:
ArcGygas wrote:
Query for those with their books; Are there favored class options for the new classes?
Yes :)

And, as was the case with the favored class options in the Advanced Class Guide, they cover all seven core races for all of the classes introduced in this book -- they do not cover any of the non-core races.

By the way -- they also left out any references to the new classes as intuitive/self-taught/trained -- and unlike with the Advanced Class Guide, we have no parent class information that we can use to make a guess with. Without that information, the allowed starting ages for these new classes are uncertain.


Im definitely looking forward to seeing some more races make a comeback since the ARG. We need some more good FCBs outside the core races, and definitely some more loving for them in general. Especially the elemental races have been let down on a lot lately. Probably more that I'm not thinking of too, cause I love the elemental races and probably focus on them too much.

Btw, anything Kineticists get FCB wise that would be better than a skill point or hit point?

As for Kinetic Healing, if you're making Golden Sun references, the talent has to work for all elements. The wind adept you start with in the third game can heal too. Good houserule to just let all Kineticists be able to pick up this talent.


This book has reminded me of how glad I am that I houseruled that all races can use any core race's favored class bonus, and it is likely I would be able to convince the people who GM for me to do the same. Most of the races that I like playing will probably never get a kineticist FCB.

Half of the kineticist FCBs increase their damage, others increase their internal buffer or give an extra talent.


So, does the blood bender archetype work with the healer one?


Xelaaredn wrote:
So, does the blood bender archetype work with the healer one?

Kinetic Chirurgeon (the healer archetype) is incompatible with all other archetypes.


Calth wrote:
Xelaaredn wrote:
So, does the blood bender archetype work with the healer one?
Kinetic Chirurgeon (the healer archetype) is incompatible with all other archetypes.

Well crap. Oh well, could still heal with kinetic healing if nothing else.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

What does the blood bender archetype do?


Can anyone comment on the psychic spell list, has it improved over the rather limited playtest list?

Is there an extra spells known Psychic FCB for any race or feat equivalent to Expanded Arcana?

Grand Lodge

well, Mark?

chad hale 637 wrote:

In terms of a Character design I had been racking the brains of the message boards as well as my own to make this:

... A varisian belly dancer armed with two starknives whirling through the battle field like a dervish ...

It just doesn't exist, it isn't available, Some archetype texts exclude anything other than the scimitar, other's exclude two weapon fighting, and a few archetypes don't even qualify as mobile or acrobatic combatants.

____Way back, in the early beginings of Pathfinder, ala Sandpointe and rise of the rune lords, I think I recall a featured artwork (or two) of a varisian woman dancing with one or two starknives. I think it is about time for this concept to become an archetype...

____Is there something in the occult playtest that would allow me to create the character I've envisioned?

Liberty's Edge

Any X to Y finds?

Dark Archive

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chad hale 637 wrote:

well, Mark?

chad hale 637 wrote:

In terms of a Character design I had been racking the brains of the message boards as well as my own to make this:

... A varisian belly dancer armed with two starknives whirling through the battle field like a dervish ...

It just doesn't exist, it isn't available, Some archetype texts exclude anything other than the scimitar, other's exclude two weapon fighting, and a few archetypes don't even qualify as mobile or acrobatic combatants.

____Way back, in the early beginings of Pathfinder, ala Sandpointe and rise of the rune lords, I think I recall a featured artwork (or two) of a varisian woman dancing with one or two starknives. I think it is about time for this concept to become an archetype...

____Is there something in the occult playtest that would allow me to create the character I've envisioned?

I am not Mark, but this concept is actually doable with any class(easier with brawler, fighter, monk, ranger, or slayer because of bonus feats and etc.) You literally only need to take the TWF feat chain and the Unfolding Wind Rush feat chain along with the trait from Varisia that makes you proficient with starknives. So that is 9 feats and a trait. If you want more spellcasting than a ranger go warpriest or sacred fist warpriest with the crusader's flurry feat.


Hey- quick question. Is there any way to hide psychic casting?


David knott 242 wrote:

By the way -- they also left out any references to the new classes as intuitive/self-taught/trained -- and unlike with the Advanced Class Guide, we have no parent class information that we can use to make a guess with. Without that information, the allowed starting ages for these new classes are uncertain.

Do people actually use those?


QuidEst wrote:
Hey- quick question. Is there any way to hide psychic casting?

It seems fairly discrete to begin with.

Designer

QuidEst wrote:
Hey- quick question. Is there any way to hide psychic casting?

Since they don't have verbal components, as long as someone isn't directly able to watch you (to see the telltale signs of casting as mentioned in Jason's super-old forum post on the topic), it's easier to get off a bunch of psychic spells from, say, around the corner without everyone hearing you. No more so than a deaf oracle though, I suppose.


Mark Seifter wrote:
QuidEst wrote:
Hey- quick question. Is there any way to hide psychic casting?
Since they don't have verbal components, as long as someone isn't directly able to watch you (to see the telltale signs of casting as mentioned in Jason's super-old forum post on the topic), it's easier to get off a bunch of psychic spells from, say, around the corner without everyone hearing you. No more so than a deaf oracle though, I suppose.

Mostly, I want to be able to drop Charm Person in a crowded room, or on one guard, then the other.


Would anyone be willing to share some info on the Geist Channeler and some of the new skill uses/feats?

Also what abilities does the Escapologist replace?

Thank you.


In case my question got lost: Does Sound Striker work with Silver Balladeer? Any chance we could get a little more detail on this intriguing archetype?


Pathfinder Starfinder Society Subscriber
SquishyPoetFromBeyondTheStars wrote:


Would anyone be willing to share some info on the Geist Channeler?

The Geist Channeler is a Spiritualist whose phantom is mostly a ghost, lacking emotional focus and the ability to manifest in any but an incorporeal form. The abilities seem to focus on ghostly abilities.


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Milo v3 wrote:
David knott 242 wrote:

By the way -- they also left out any references to the new classes as intuitive/self-taught/trained -- and unlike with the Advanced Class Guide, we have no parent class information that we can use to make a guess with. Without that information, the allowed starting ages for these new classes are uncertain.

Do people actually use those?

Well, for one thing tools like HeroLab use them to auto-generate age ... so Paizo will likely need to specify for them if for no other reason.


Pathfinder Starfinder Society Subscriber
SquishyPoetFromBeyondTheStars wrote:


Would anyone be willing to share some ... of the new skill uses/feats?

For feats, I would need a more specific question -- I do not feel up to simply giving a full list by name.

The skill unlocks are as follows:

Automatic Writing (Linguistics)
Dowsing (Survival)
Faith Healing (Heal)
Hypnotism (Diplomacy)
Phrenology (Knowledge (Arcana))
Prognostication (Sense Motive)
Psychometry (Appraise)
Read Aura (Perception)


Pathfinder Starfinder Society Subscriber
SquishyPoetFromBeyondTheStars wrote:


Also what abilities does the Escapologist replace?

Just Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge -- but the Trap Sense replacement has similar language to the Danger Sense text in Pathfinder Unchained, so it is compatible with archetypes that replace Trap Sense.


Pathfinder Starfinder Society Subscriber
Fourshadow wrote:
In case my question got lost: Does Sound Striker work with Silver Balladeer?

No, they both have bardic performances that replace Suggestion.

Designer

David knott 242 wrote:
SquishyPoetFromBeyondTheStars wrote:


Also what abilities does the Escapologist replace?

Just Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge -- but the Trap Sense replacement has similar language to the Danger Sense text in Pathfinder Unchained, so it is compatible with archetypes that replace Trap Sense.

It's actually trapfinding. Also, an archetype that replaces trapfinding granting an ability that counts as trapfinding for prereqs does not mean you can take another archetype that replaces trapfinding. It would mean that you could take a feat that requires trapfinding, though.

Grand Lodge

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Mark Seifter wrote:
...

Hello

I would like to make a few wishes for the future:
a. a quick and dirty way to submit ideas for review.

1. Star-knife battle-dancer. Along the lines of a monk with a variation on the elf magus spell-dancer archetype. The idea is that Starting from level one this monk channels their unarmed combat through their weapon strikes, with mobility and speed. Concept source; akin to the abilities of a Gypsy knife fighter from legend.

2. Half-Haft Spear master. A brawler archetype that can wield a spear as a monk/double weapon with brawler's furry. These bonuses do not apply when other features of the spear (or other pole-arm less than 8 feet in length) are used. I.e. Brace, reach, sunder, disarm, unhorse, etc. Concept source; Game of thrones, character Prince Oberyn Martel.

3. Harbinger. A brawler that uses Arm-blades or weapons with a reversed grip fighting style. This fighting style strikes as you move past your foe. Focusing on the use of acrobatics to move through an enemy space and emphasizing the AC bonus from dodge and mobility feats. Concept; a grim terrifying warrior who descends on you like an ill-omen.

4. Mangling Warrior. A psychic brawler archetype, You use kinetics to enable you to wield a weapon of ludicrous weight. Imagine a sword that weighs 40 lbs, or a great-sword that weighs 80 lbs. Such weapons deal damage not merely for their edge, but their absurd bulk. The issue is not merely one of burn, but of an increasing saving throw against fatigue for each round you are in combat. Concept source; Cloud Strife.


David knott 242 wrote:
SquishyPoetFromBeyondTheStars wrote:


Also what abilities does the Escapologist replace?

Just Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge -- but the Trap Sense replacement has similar language to the Danger Sense text in Pathfinder Unchained, so it is compatible with archetypes that replace Trap Sense.

Cool thanks for the info looking foreword to picking this up on the 29th.


Pathfinder Starfinder Society Subscriber
Fourshadow wrote:
Any chance we could get a little more detail on this intriguing archetype?

They get bonuses to saves against curses, hexes, and charms. They get bonuses with silver and mithral weapons. They have bardic performances that break curses and seal doors and windows against undead and evil outsiders.


Does the Ley Line Guardian get psychic spellcasting?


Pathfinder Starfinder Society Subscriber
Axial wrote:
Does the Ley Line Guardian get psychic spellcasting?

Not really. That archetype is basically a spontaneous caster version of the standard witch.


Looking forward to the Mesmerist preview tomorrow. The Iconic is great.

Besides archetypes, there's been little discussion on how the class turned out.


Joe Hex wrote:

Looking forward to the Mesmerist preview tomorrow. The Iconic is great.

Besides archetypes, there's been little discussion on how the class turned out.

Uh... That's up already dude.


Xelaaredn wrote:
Joe Hex wrote:

Looking forward to the Mesmerist preview tomorrow. The Iconic is great.

Besides archetypes, there's been little discussion on how the class turned out.

Uh... That's up already dude.

The iconic is up, the preview is not.

Grand Lodge

I just grabed the "Subscription" and placed the order for the book; when should I expect to see the PDF and how can I get it.

Grand Lodge

Adventure Path Charter Subscriber
chad hale 637 wrote:
I just grabed the "Subscription" and placed the order for the book; when should I expect to see the PDF and how can I get it.

You're better served by posting this question (use your order number in your title) in the Customer Service forum. It's likely to get missed here.

Or you can call them tomorrow, if you're in the US.

-Skeld


I'm now wishing I could afford a subscription, so many getting the PDF early is mighty envy inducing.


1 person marked this as a favorite.
Mar Nakrum wrote:
Having read through the book, my first OA character is going to be a Relic Channeler Medium who communes with the spirits of an ancient Ninshaburian king and his royal council. Finally, a way to creatively express my love for ancient Mesopotamian culture.

I'm going to go ahead and upgrade the spirits to Ninshaburian gods.


chad hale 637 wrote:
I just grabed the "Subscription" and placed the order for the book; when should I expect to see the PDF and how can I get it.

A day or two. A download link will be in the shipping notification.

Grand Lodge

So...my roommate just terrified me with an idea. Would it be possible to mix the flesheater archetype of the barbarian with the Bloodrager from ACG?


Brotter24 wrote:
So...my roommate just terrified me with an idea. Would it be possible to mix the flesheater archetype of the barbarian with the Bloodrager from ACG?

The Bloodrager is a separate class. It can't take archetypes that aren't specifically for the Bloodrager. I'm sure you could homebrew some sort of flesh-eater Bloodrager based on the Barbarian version though.

Designer

Brew Bird wrote:
Brotter24 wrote:
So...my roommate just terrified me with an idea. Would it be possible to mix the flesheater archetype of the barbarian with the Bloodrager from ACG?
The Bloodrager is a separate class. It can't take archetypes that aren't specifically for the Bloodrager. I'm sure you could homebrew some sort of flesh-eater Bloodrager based on the Barbarian version though.

Om nom nom!


Any Archetypes for Bloodrager, Oracle, Skald, and Shaman?


Dread Knight wrote:
Any Archetypes for Bloodrager, Oracle, Skald, and Shaman?

None of that.


What does the flesheater actually do and what makes it occult? If I recall, there was a "cannibal" barbarian archetype in Champions of Corruption.


1 person marked this as a favorite.
Axial wrote:
What does the flesheater actually do and what makes it occult? If I recall, there was a "cannibal" barbarian archetype in Champions of Corruption.

Spoiler:
Flesheater gains a monster ability if the creature eaten in the past 24 hours possessed it, taking a INT penalty.

Later on the flesheater can enlarge if the creature was larger.
Lastly, the flesheater can assume the shape of a consumed creature.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

In case it was missed what does the blood bender archetype do?


DM Sothal wrote:


** spoiler omitted **

That has the risk of being very unbalanced. I assume it goes off a list of abilities that can be consumed?

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