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:
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.
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...
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
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.
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.
The psychic detective uses the psychic spell list (6th level or lower) plus a handful of other spells (eleven total) that are added to that, rather than the alchemist spell list.
Thanks for the info, Luthorne, and everyone else for sharing these delicious crunchy morsels as teasers for the book.
OK, I am going to be attending 2 PFS games at the end of the month. I may talk to the folks at the store about this. I know I want it, the question will be when do I get it.
Anyone who can elaborate on which features the Psychic Detective alters/replaces beyond alchemy?
Did you get an answer to this question? Because I would like to know more about this archetype myself.
They lose the poison abilities to get a bonus against psychic spells and spell-likes, and they lose their first investigator talent to get a phrenic amplification and a small phrenic pool.
Thank you, Shisumo! I had to look up the phrenic pool. I never paid much attention to the Psychic during the playtest. It seems like it could be a useful boost for some Investigator builds.
Can the Mindblade still spell combat and spellstrike with the dual mindblades? Or are you choosing one? Spell combat and TWF don't normally play well.
I think there was mention of that earlier in the thread, yes.
You are considered to have a hand free for spell combat when dual wielding. You gain the same ability with a two-handed mindblade at 13th level, in fact.
Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.
At least the mindblade doesn't give up spellstrike.
Nope, when it gains that ability, it can spell combat and TWF! It's one of the archetype's hallmark abilities. There are tradeoffs (for one, thought components become something to think about, since they make concentration checks pretty hard when they come up; build strong concentration!)
It struck me that the newest books all offer options that make TWF more viable than it has in a long time. Pathfinder Unchained Rogues have their DEX to damage ability, Occult Adventures has the Mindblade, and Ultimate Intrigue will have Warlocks with Mystic Bolts. I don't know if this is a deliberate trend, but I heartily approve.
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.
because I shall be with my local PFS group on the morrow at noon, and very very sad If I can not create a 1st level mindblade-magus and discuss the character with my G.M. (*noting that a character isn't finalized until they reach level 2, meaning I can use a Pre-gen until the 29th.*)
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.
because I shall be with my local PFS group on the morrow at noon, and very very sad If I can not create a 1st level mindblade-magus and discuss the character with my G.M. (*noting that a character isn't finalized until they reach level 2, meaning I can use a Pre-gen until the 29th.*)
Even if you had the .pdf, I don't believe any of the archetypes and such are legal until PFS Additional Resources are updated.
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.
because I shall be with my local PFS group on the morrow at noon, and very very sad If I can not create a 1st level mindblade-magus and discuss the character with my G.M. (*noting that a character isn't finalized until they reach level 2, meaning I can use a Pre-gen until the 29th.*)
Unfortunately I wouldn't bank on that too much even if it was legal. I've had a subscription since before Pathfinder Unchained and even I haven't gotten mine. Granted I am International but that doesn't seem to have stopped me from getting my PDFs before others in the past. Sadly no one but Paizo knows what order they go about shipping pdfs with subscribers.
I remember there is ability for fire to "burn away" fire resistance and there is an ability that acts as target dispel magic in the case of spell effects. I do not recall seeing anything that helps against energy immunity.
Hey all!
For anyone with the book; for the kineticists - is there additional reasons for Aether to take the Expended element Aether?
In the playtest there was only one simple blast for aether and only 1 or 2 composite blast for it.
Thanks all! :D
(Special thanks to Mark who I see answering people's questions constantly on the boards! I can feel your love for Pathfinder through all of your posts!)
For anyone with the book; for the kineticists - is there additional reasons for Aether to take the Expended element Aether?
In the playtest there was only one simple blast for aether and only 1 or 2 composite blast for it.
Thanks all! :D
(Special thanks to Mark who I see answering people's questions constantly on the boards! I can feel your love for Pathfinder through all of your posts!)
I just looked through the composite blasts and there is force blast, and there is an ability that you can pick up called force hook which acts like the spell Force Hook Charge. I did not see anything else that required expanded element (aether). I could be missing something
Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
I remember there is ability for fire to "burn away" fire resistance and there is an ability that acts as target dispel magic in the case of spell effects. I do not recall seeing anything that helps against energy immunity.
Deadbeat Doom wrote:
Did the Kineticist gain any abilities to penetrate energy resistance/immunity? If so, are those abilities available to all elements?
Draining Infusion. You can target any creature who has the subtype as the element of your kinetic blast element (fire subtype for fire blast) and you can try to drain away elemental energy from them. Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. It allows a fort save, which heavily reduces the damage on success. This blast ignores immunities and resistances. It's available at level 1 as a Substance infusion and for a cost of 1 burn. It has bit more info that you can see when you get the book.
I think it was mentioned before, but could anyone who has the pdf verify for me if the Overwhelming Soul archetype for the Kineticist really does use Cha instead of Con for it's class abilities?
Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
Cuàn wrote:
I think it was mentioned before, but could anyone who has the pdf verify for me if the Overwhelming Soul archetype for the Kineticist really does use Cha instead of Con for it's class abilities?
It really does. It can't take Burn because of that though it does still have a couple of contingencies to allow it to use powers that require burn.
For anyone with the book; for the kineticists - is there additional reasons for Aether to take the Expended element Aether?
In the playtest there was only one simple blast for aether and only 1 or 2 composite blast for it.
Thanks all! :D
(Special thanks to Mark who I see answering people's questions constantly on the boards! I can feel your love for Pathfinder through all of your posts!)
I just looked through the composite blasts and there is force blast, and there is an ability that you can pick up called force hook which acts like the spell Force Hook Charge. I did not see anything else that required expanded element (aether). I could be missing something
I am assuming that we should not start posting builds or anything until the 29th when the book comes out?
Yeah, posting those without reposting the text of abilities from the book (which we ask you not to do until it comes out) will make it hard for people to offer you advice on the builds unless they, too, are some of the few who have the pdf early.
So I have a couple questions about the Blood Kineticsit for Mark, and this is based solely on my preconceptions of a Blood bender from avatar. Why can they not control others by controlling there blood? I was figuring that this would gain something along the line of hold person etc. What was the inspiration for the blood Kineticsit archetype?
I'm not not Mark, but I did design the blood kineticist archetype. My inspirations for it were most certainly Avatar the Last Airbender, but also the vampires seen in Legacy of Kain. However, much like how the mesmerist changed significantly over the development course of Occult Adventures, so-too did the blood kineticist archetype. The original clocked in at a whopping way too many words. I think Mark and the design team did an excellent job revising what was a bit of an unwieldy monster of an archetype. I'll leave it up to Mark to discuss more finer details of the abilities themselves!
Also, I haven't heard anyone mention the Promethean Disciple alchemist discovery yet. (Or if they did, I missed it!) That was a genius stroke by the design team to break out a chunk of the Promethean Alchemist archetype to allow all alchemists to create constructs. I know there's a lot of people who have been looking forward to that! :)
Yeah, I've been looking for a way to get Craft Construct to alchemists for a while. Pulling out that ability as an early-access discovery seemed like a no-brainer when I went in for the development pass.
I remember there is ability for fire to "burn away" fire resistance and there is an ability that acts as target dispel magic in the case of spell effects. I do not recall seeing anything that helps against energy immunity.
Deadbeat Doom wrote:
Did the Kineticist gain any abilities to penetrate energy resistance/immunity? If so, are those abilities available to all elements?
Draining Infusion. You can target any creature who has the subtype as the element of your kinetic blast element (fire subtype for fire blast) and you can try to drain away elemental energy from them. Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. It allows a fort save, which heavily reduces the damage on success. This blast ignores immunities and resistances. It's available at level 1 as a Substance infusion and for a cost of 1 burn. It has bit more info that you can see when you get the book.
Thank you! That is exactly the kind of ability I was hoping for; Now I won't have to (completely) rebuild my Kineticist in RoW!
Also, I haven't heard anyone mention the Promethean Disciple alchemist discovery yet. (Or if they did, I missed it!) That was a genius stroke by the design team to break out a chunk of the Promethean Alchemist archetype to allow all alchemists to create constructs. I know there's a lot of people who have been looking forward to that! :)
Yay! The Promethean archetype was mentioned briefly, but not the Discovery! Together with the Spell Knowledge Discovery my Alchemist dreams have now all come true!!!
So I have a couple questions about the Blood Kineticsit for Mark, and this is based solely on my preconceptions of a Blood bender from avatar. Why can they not control others by controlling there blood? I was figuring that this would gain something along the line of hold person etc. What was the inspiration for the blood Kineticsit archetype?
I'm not not Mark, but I did design the blood kineticist archetype. My inspirations for it were most certainly Avatar the Last Airbender, but also the vampires seen in Legacy of Kain. However, much like how the mesmerist changed significantly over the development course of Occult Adventures, so-too did the blood kineticist archetype. The original clocked in at a whopping way too many words. I think Mark and the design team did an excellent job revising what was a bit of an unwieldy monster of an archetype. I'll leave it up to Mark to discuss more finer details of the abilities themselves!
I was wondering wear the vampiric stuff came from. Thanks for the answer Robert. Also wanted to say I like the Blood Kineticsit (Will be playing one as my next character that I play). I just had a much different view of it in my head so was interested in why it was different.
I'm not not Mark, but I did design the blood kineticist archetype. My inspirations for it were most certainly Avatar the Last Airbender, but also the vampires seen in Legacy of Kain. However, much like how the mesmerist changed significantly over the development course of Occult Adventures, so-too did the blood kineticist archetype. The original clocked in at a whopping way too many words. I think Mark and the design team did an excellent job revising what was a bit of an unwieldy monster of an archetype. I'll leave it up to Mark to discuss more finer details of the abilities themselves!
... and now I want to do a vampire gestalt of overwhelming soul blood kineticist/mesmerist. For blood powers + hypnotic gaze.
A diadem that grants a bonus on your blast damage(that is not multiplied on a crit) +1d6 for lesser, +2d6 for standard, and +3d6 for greater. Also if the blast is physical the damage dice become d8s.
There is a metamagic-like rod for kineticist as well.
Is it at all possible to have a 20th level kineticist who only has a single element?
Yes it is. You get a small bonus (+1 attack/dam) for being totally focused on a single element, and you also get an extra talent every time you select the same element a second time.
I think the only element that is worth focusing on right now is fire, but I could be wrong.
Edit: though technically, the capstone does turn you into AVATAR, MASTER OF ALL FOUR ELEMENTS.