
Luthorne |
I am not sure this is the correct place for this but I have noticed that a number of the shape powers for the kineticist F
limit the damage to half damage and then if saves are made are half of that. Am I not understanding something but it would seem that by the time many of them come online hitting for 1/4 damage in say a 30 foot cone would be less than effective. It also seems that many of the AOE shapes are limited to a single element. I would have thought that having a basic 20 foot fireball style blast would come online much earlier.
You should take a closer look, the majority of the area of effect blasts only have their damage halved if the blast being altered is a physical blast, while energy blasts usually remain at full damage. This is presumably partially because physical blasts have higher damage, ignore spell resistance, and don't have to deal with energy resistance or immunity at the cost of accuracy and dealing with damage reduction; an area of effect totally removes the accuracy problem by avoiding making an attack roll in the first place.
@chad hale 637 and the whole telekinesis thing: There is now a cantrip called telekinetic projectile. Also, while it's not yet on the psychic spell list due to being in a Player's Companion (which I hope will change in the upcoming Occult Origins), you should check out the telekinetic volley spell from Ranged Tactics Toolbox.

Jack of Dust |
1 person marked this as a favorite. |

After spending some time with the book...I'm surprised at how much I like the new Occultist, especially with its archetypes. The Tome Eater's art threw me off at first, but the archetype's vibe resonates with me and I look forward to seeing one in action.
Any thoughts on the Necroocultist? Sadly I'm in the minority of people who haven't gotten their shipping email yet or I would share some myself.

Mar Nakrum |

Mar Nakrum wrote:After spending some time with the book...I'm surprised at how much I like the new Occultist, especially with its archetypes. The Tome Eater's art threw me off at first, but the archetype's vibe resonates with me and I look forward to seeing one in action.Any thoughts on the Necroocultist? Sadly I'm in the minority of people who haven't gotten their shipping email yet or I would share some myself.
If I was into Necromancy, I would run this archetype like crazy. The Necromancy implement powers are varied and all have something to bring to the table, even if you worship Pharasma.
Specifically to the Necrooccultist:
Each level gets you a Necromancy spell off the Wiz/Sorc spell list.
You gain knowledge of a dead or undead creature by eating a little bit of it.
The ability to conjure a malevolent mob of spirits, that doesn't hurt nonliving creatures, but isn't negative energy based either.
Around mid-level you acquire a level drain ray attack.
You don't have to take a Necromancy implement each time you get a new implement, but you do have to take it first level, and you don't get a second one (usually you get two of your choice).

Jack of Dust |

Jack of Dust wrote:Mar Nakrum wrote:After spending some time with the book...I'm surprised at how much I like the new Occultist, especially with its archetypes. The Tome Eater's art threw me off at first, but the archetype's vibe resonates with me and I look forward to seeing one in action.Any thoughts on the Necroocultist? Sadly I'm in the minority of people who haven't gotten their shipping email yet or I would share some myself.If I was into Necromancy, I would run this archetype like crazy. The Necromancy implement powers are varied and all have something to bring to the table, even if you worship Pharasma.
Specifically to the Necrooccultist:
Each level gets you a Necromancy spell off the Wiz/Sorc spell list.
You gain knowledge of a dead or undead creature by eating a little bit of it.
The ability to conjure a malevolent mob of spirits, that doesn't hurt nonliving creatures, but isn't negative energy based either.
Around mid-level you acquire a level drain ray attack.You don't have to take a Necromancy implement each time you get a new implement, but you do have to take it first level, and you don't get a second one (usually you get two of your choice).
Awesome! By the sounds of it, I'll definitely want to play one. Even if I get late access to the undead creating spells I'm guessing it wouldn't be entirely out of the question to perform an occult ritual to duplicate the effects of them so it all sounds pretty good.
Now I just have to decide whether to wait for the Occult Bestiary races (which should logically have favoured class bonuses for the occult classes) or just play one as soon as my copy ships.

Brandon Hodge Contributor |
5 people marked this as a favorite. |

So, how is Rivani doing what she does in the artwork?
I'd like to note that Rivani's backstory already accounts for the psychic being capable of feats well beyond her established abilities, as the events of the Trial of the White Lotus revealed. According to the 1st-level statblock, she can't read the most guarded thoughts of a court chamber packed with monks and advisers either.
In other news for the non-PFS crowd, there's always this 0-level 3PP spell that will be right at home on the psychic spell list, and help bring this ability to life.

Mar Nakrum |

Awesome! By the sounds of it, I'll definitely want to play one. Even if I get late access to the undead creating spells I'm guessing it wouldn't be entirely out of the question to perform an occult ritual to duplicate the effects of them so it all sounds pretty good.
Now I just have to decide whether to wait for the Occult Bestiary races (which should logically have favoured class bonuses for the occult classes) or just play one as soon as my copy ships.
The Necromancy Implements actually give you a leveling, temporary skeleton or zombie summon that lasts 10 minutes per occultist level. You can get it first level. Have fun!

Milo v3 |

Is this serious?!
Are we really talking about the art not fitting a given statblock?!
Wow - just wow!*face palm*
You know what, from now on I will not allow my players any item, or ability which is not recognizeable in the artwork for their pc. That, surely will make them happy! :)
I think it's more art not fitting any mechanics available to the class even at level 20 without homebrew magic items or homebrew spells.

Hargert |
You should take a closer look, the majority of the area of effect blasts only have their damage halved if the blast being altered is a physical blast, while energy blasts usually remain at full damage. This is presumably partially because physical blasts have higher damage, ignore spell resistance, and don't have to deal with energy resistance or immunity at the cost of accuracy and dealing with damage reduction; an area of effect totally removes the accuracy problem by avoiding making an attack roll in the first place..
I get that but the fact that people get to save for half is already the down side of that. It just does not seem worth it for when you are getting them. Also some seem way better than others. I was just wondering if there is some combo that I was missing to make them overpowered otherwise.
Still that said I love the Kineticist and I hope they get support in books to come.

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Has anyone else noticed that the psychic knows four knacks at first level but there are only three knacks on her spell list? What does she do with the extra knack? What am I missing here?
The knack entry is worded exactly like cantrips or orisons, and I don't see any [ed: relevant] notes about adding other spells to the psychic spell list.
Heck, at 10th level the psychic can know 9 knacks. That's 6 more than what she has on her spell list...
The psychic spell list just seems really limited in general, but it's not quite so dire as the level 0 spell situation, if I'm reading this correctly...

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1 person marked this as a favorite. |

Has anyone else noticed that the psychic knows four knacks at first level but there are only three knacks on her spell list? What does she do with the extra knack? What am I missing here?
The knack entry is worded exactly like cantrips or orisons, and I don't see any notes about adding other spells to the psychic spell list.
Heck, at 10th level the psychic can know 9 knacks. That's 6 more than what she has on her spell list...
The psychic spell list just seems really limited in general, but it's not quite so dire as the level 0 spell situation, if I'm reading this correctly...
Check the Classes chapter for the full Psychic spell list. ^_^

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Terminalmancer wrote:Check the Classes chapter for the full Psychic spell list. ^_^Has anyone else noticed that the psychic knows four knacks at first level but there are only three knacks on her spell list? What does she do with the extra knack? What am I missing here?
The knack entry is worded exactly like cantrips or orisons, and I don't see any notes about adding other spells to the psychic spell list.
Heck, at 10th level the psychic can know 9 knacks. That's 6 more than what she has on her spell list...
The psychic spell list just seems really limited in general, but it's not quite so dire as the level 0 spell situation, if I'm reading this correctly...
Ah, there we go. Thanks! I was wondering what was going on...

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Has anyone else noticed that the psychic knows four knacks at first level but there are only three knacks on her spell list? What does she do with the extra knack? What am I missing here?
The knack entry is worded exactly like cantrips or orisons, and I don't see any [ed: relevant] notes about adding other spells to the psychic spell list.
Heck, at 10th level the psychic can know 9 knacks. That's 6 more than what she has on her spell list...
The psychic spell list just seems really limited in general, but it's not quite so dire as the level 0 spell situation, if I'm reading this correctly...
The spells list in the magic chapter only include new spells. You'll want to look at the psychic spell list at the end of the psychic class section for the full spell list that includes spells from books outside Occult Adventures.
Edit Ninja'd!

Brandon Hodge Contributor |
6 people marked this as a favorite. |

Anybody (devs too if they want!) feel like sharing stuff they really loved?
Mr. Brookes already covered one of the most awesome aspects of this book, and that was the unparalleled collaboration between all the teams. We had a blast talking about real-world mysticism and debating esoteric topics, and putting our heads together to bring those concepts to the gametable. Erik and I had about a year of bouncing this totally bizarre, gonzo stuff between us that we obsess over in real-life, wondering how in the world all this was going to manifest in a hardcover. But finally bringing the developers in was like watching the slo-mo walk of career badasses in Reservoir Dogs--they arrived to get. it. done. Then they called in the freelancers they knew got what we were doing and it was just about the most crack operation I've seen in RPG publishing.
But you're talking about materials, aren't you? =-)
I'm primarily an adventure writer, so being able to indulge in some class design was awesome. I mentioned upthread, but I'm really proud of the ectoplasmatist, which started life as a base class but works even better as a spiritualist archetype. Being able to apply esoteric concepts I research in the real world, like phrenology, and figuring out how to apply them to classes like bards (with the phrenologist archetype) was a ball. And as someone who spends a *lot* of time researching fraudulent mediums, figuring out how rogues could pull off all those crazy seance tricks with the fraudulent medium archetype was a lot of fun.
When the promethean alchemist and tome eater and reanimated medium archetypes came to the table from the others, I was floored. They're so cool.
Similarly, bringing real-world spells to life was awesome. Ben McFarland is the master of incantations, and I think you guys are going to love his rituals section, and they are sure to get your PCs in all kinds of trouble. Rituals you can perform without having to be a spellcaster-as-a-prerequisite is a design space that was sorely needed in our game. We also got to play around a lot with ectoplasm, and making sure those spells were more than just "he slimed me" was an important goal for this book, and I'm pretty pleased with the results.
I'm THRILLED with the new possession rules/spell/abilities. I always had big issues with magic jar and the design team knocked this one out of the park.
The haunts section is going to clarify a LOT of questions people have had on the threads for the last few years, and give them some new goodies to play with as well, so I was glad to see that stuff make it into a hardcover.
Personally, the Occult Skill Unlocks are one of my prouder moments. I had conceived of those well before similar concept sprang up in Unchained and was scared to death things wouldn't be compatible, but they totally made the cut, and really open up these strange esoteric concepts to any PC, at a relatively low costs, so it's one of those things that I'm really proud to have brought to the table so players can experience this stuff even if they aren't totally on board running a psychic or mesmerist or something.
And lastly, I know these chapters don't get much love compared to sexy new classes and nifty new magic items and spells, but the Running an Occult Campaign chapter is essential reading for those interested in introducing these concepts into their games in a satisfying and properly-thematic way. I am really proud of the work Steven Townshend, Thomas Reid, Thursty, and myself did on that chapter, and I hope its lessons don't go unrecognized in the glare of all the new bright-and-shiny stuff in other chapters.

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I always loved the "mysteries revealing deeper mysteries" type of narrative... great to see it explored in such detail!
Also, the skill unlocks are amazing. (I did make some references to Discworld's "retrophrenology"...)
The new haunt adjustments are great - especially for my purposes - but I feel like we desperately need something for haunts to bypass fear immunity.

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Terminalmancer wrote:Has anyone else noticed that the psychic knows four knacks at first level but there are only three knacks on her spell list? What does she do with the extra knack? What am I missing here?
The knack entry is worded exactly like cantrips or orisons, and I don't see any [ed: relevant] notes about adding other spells to the psychic spell list.
Heck, at 10th level the psychic can know 9 knacks. That's 6 more than what she has on her spell list...
The psychic spell list just seems really limited in general, but it's not quite so dire as the level 0 spell situation, if I'm reading this correctly...
The spells list in the magic chapter only include new spells. You'll want to look at the psychic spell list at the end of the psychic class section for the full spell list that includes spells from books outside Occult Adventures.
Edit Ninja'd!
Which is a shame, because the inline list style is pretty much unskimmable and hard to use! But that's what I get for never using them, I totally forgot they existed. I always use one of the databases instead. Oops.

Luthorne |
Luthorne wrote:You should take a closer look, the majority of the area of effect blasts only have their damage halved if the blast being altered is a physical blast, while energy blasts usually remain at full damage. This is presumably partially because physical blasts have higher damage, ignore spell resistance, and don't have to deal with energy resistance or immunity at the cost of accuracy and dealing with damage reduction; an area of effect totally removes the accuracy problem by avoiding making an attack roll in the first place..I get that but the fact that people get to save for half is already the down side of that. It just does not seem worth it for when you are getting them. Also some seem way better than others. I was just wondering if there is some combo that I was missing to make them overpowered otherwise.
Still that said I love the Kineticist and I hope they get support in books to come.
Generally speaking, in my opinion the primary use is to combine it with a substance infusion and perform battlefield control, like entangling, grappling, or tripping a number of enemies simultaneously, though it remains useful if you have a large number of weaker enemies. I think of it as the pros and cons of both kinds of blasts. Energy is better for area effect blasting, but has to deal with more kinds of defenses than a similar physical blast would, so physical blasts deal less damage against a multitude of enemies but are more effective against a single one.
In general, it seems like energy blasts get debuffs (chilling, flash, thundering, unraveling) and things that boost damage (burning, disintegrating) and physical blasts get battlefield control abilities (bowling, entangling, pushing) when it comes to infusions; grappling is an exception but the forms that work with it are all 1/4 damage. Cold does pick up entangling, though, so it's not a hard and fast rule, but it seems to be the general trend.

Mar Nakrum |

I've been thinking, and the Occultist reminds me of an old 3.0 3rd party class that came in a little pamphlet, I think it was called the Inventor. In any case, it was strictly a worse wizard that used devices to cast spells from the Wiz/Sor list. Don't get me wrong, the Occultist is far and above that class mechanically and thematically, it's just interesting to see the item catalyst concept evolve over time.

Jack of Dust |
1 person marked this as a favorite. |

I've been thinking, and the Occultist reminds me of an old 3.0 3rd party class that came in a little pamphlet, I think it was called the Inventor. In any case, it was strictly a worse wizard that used devices to cast spells from the Wiz/Sor list. Don't get me wrong, the Occultist is far and above that class mechanically and thematically, it's just interesting to see the item catalyst concept evolve over time.
Yeah I can see the Occultist class making a good psychic detective (not like the Psychic Investigator Archetype). I could imagine an Occultist examining an area and use his object reading plus other divinations to quite literally piece together a crime through the visions he gains.
I believe some people were talking about using it as a replacement for wizards in campaigns where 9th level spell casters are banned.
All in all, the occultist seems like it has a lot going for it.

John Benbo RPG Superstar 2011 Top 8 |
2 people marked this as a favorite. |

QuidEst wrote:Anybody (devs too if they want!) feel like sharing stuff they really loved?Mr. Brookes already covered one of the most awesome aspects of this book, and that was the unparalleled collaboration between all the teams. We had a blast talking about real-world mysticism and debating esoteric topics, and putting our heads together to bring those concepts to the gametable. Erik and I had about a year of bouncing this totally bizarre, gonzo stuff between us that we obsess over in real-life, wondering how in the world all this was going to manifest in a hardcover. But finally bringing the developers in was like watching the slo-mo walk of career badasses in Reservoir Dogs--they arrived to get. it. done. Then they called in the freelancers they knew got what we were doing and it was just about the most crack operation I've seen in RPG publishing.
It was pleasure working with Brandon and the rest of the team on this. For me, personally, it was kind of like getting a crash course in Occultism 101 since I dug deeper into the topic than I ever had before. Many tomes were purchased for research (as well as the whole Akira manga, for me) to both get the right feel for the topic and inspiration. I particularly enjoyed a lot of the bold choices Paizo made in this book- skill unlocks, new subsystems, and some very meaty archetypes. I think you'll see the passion people had on this project really come through.

Fourshadow |
2 people marked this as a favorite. |

I don't own the book yet but some of the things I have read have really piqued my interest. From the playtest, I loved the Spiritualist so I am looking forward to how that evolved.
My first love for character classes will always be Bard, and I am intrigued by the Silver Balladeer (I'll have to read the Silver John series now...).
I have never been interested in the Cavalier. However, the Ghost Rider archetype sounds so very creepy-cool! May have to make one of those!
Thank you developers/designers for continuing to help Pathfinder be the best RPG ever (IMO).

Mar Nakrum |

I believe some people were talking about using it as a replacement for wizards in campaigns where 9th level spell casters are banned.
All in all, the occultist seems like it has a lot going for it.
And a fine replacement it would be.
I completely agree, I feel like Pathfinder is brand new again.

Jack of Dust |

Jack of Dust wrote:Dont bet on it. I cant remember any bestiary entries with favored class bonuses.
Now I just have to decide whether to wait for the Occult Bestiary races (which should logically have favoured class bonuses for the occult classes) or just play one as soon as my copy ships.
I'll definitely be betting on it. "New playable races, including variant duergar and samsarans, as well as munavris—albino humanoid denizens of the Darklands' Sightless Sea." So yeah, really looking forward to that. :)

nighttree |
1 person marked this as a favorite. |

The reanimated medium isn't still dead, but was once dead and now channels his own ghost! It's one of my favorite medium archetypes, just for the flavor of it. A samsaran reanimated medium would be a great character concept.
OK, so I'm having a REALLY hard time getting the fluff behind this...could someone explain in more detail just what the concept behind this archetype is ?
So you died....and then what exactly happened ?

Mark Seifter Designer |
2 people marked this as a favorite. |

Robert Brookes wrote:The reanimated medium isn't still dead, but was once dead and now channels his own ghost! It's one of my favorite medium archetypes, just for the flavor of it. A samsaran reanimated medium would be a great character concept.OK, so I'm having a REALLY hard time getting the fluff behind this...could someone explain in more detail just what the concept behind this archetype is ?
So you died....and then what exactly happened ?
You were destined for legend, but you died. Your destined legend was so strong, death could not break it, so your spirit returned to possess your own body, and the death didn't stick.

nighttree |

nighttree wrote:You were destined for legend, but you died. Your destined legend was so strong, death could not break it, so your spirit returned to possess your own body, and the death didn't stick.Robert Brookes wrote:The reanimated medium isn't still dead, but was once dead and now channels his own ghost! It's one of my favorite medium archetypes, just for the flavor of it. A samsaran reanimated medium would be a great character concept.OK, so I'm having a REALLY hard time getting the fluff behind this...could someone explain in more detail just what the concept behind this archetype is ?
So you died....and then what exactly happened ?
Soooo....your in the same body that "died"....but have reanimated it by your spirit refusing to leave ?
But your not "undead" (a dead body, animated by it's former spirit)?Can you continue to do this ?

Mark Seifter Designer |

Mark Seifter wrote:nighttree wrote:You were destined for legend, but you died. Your destined legend was so strong, death could not break it, so your spirit returned to possess your own body, and the death didn't stick.Robert Brookes wrote:The reanimated medium isn't still dead, but was once dead and now channels his own ghost! It's one of my favorite medium archetypes, just for the flavor of it. A samsaran reanimated medium would be a great character concept.OK, so I'm having a REALLY hard time getting the fluff behind this...could someone explain in more detail just what the concept behind this archetype is ?
So you died....and then what exactly happened ?
Soooo....your in the same body that "died"....but have reanimated it by your spirit refusing to leave ?
But your not "undead" (a dead body, animated by it's former spirit)?
Can you continue to do this ?
You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.

Gisher |

nighttree wrote:Mark Seifter wrote:nighttree wrote:You were destined for legend, but you died. Your destined legend was so strong, death could not break it, so your spirit returned to possess your own body, and the death didn't stick.Robert Brookes wrote:The reanimated medium isn't still dead, but was once dead and now channels his own ghost! It's one of my favorite medium archetypes, just for the flavor of it. A samsaran reanimated medium would be a great character concept.OK, so I'm having a REALLY hard time getting the fluff behind this...could someone explain in more detail just what the concept behind this archetype is ?
So you died....and then what exactly happened ?
Soooo....your in the same body that "died"....but have reanimated it by your spirit refusing to leave ?
But your not "undead" (a dead body, animated by it's former spirit)?
Can you continue to do this ?You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.
The first comparison that occurred to me was Dead Boy from the Nightside series. He is always described as possessing his own body rather than being Undead in the standard sense. It's not quite the same since his body was already dead and now he can't leave it.

Cadvin |
1 person marked this as a favorite. |
You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.
Ah, I was under the impression that it was 'kinda undead' like a dhampir. I was gonna be an Ancient Osirion pharaoh whose tomb was sabotaged, trapping his spirit and forcing him to possess his own mummified body.
As is I'll probably just go no-archetype Shabti that doesn't remember his trials in the afterlife, channeling his closest advisers, generals, and bodyguards. (Maybe they actually assassinated his previous not-self for being a terrible person, and cling to him and alter his memories out of guilt of the fate they accidentally consigned him to. Spooky!)

nighttree |

You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.
So that implies, you can't be killed ?
I believe someone mentioned up thread that the class abilities made it "easier" to return from the dead....but do you actually gain some form of resurrection ability yourself ?
Mark Seifter Designer |

Mark Seifter wrote:You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.So that implies, you can't be killed ?
Nah, just that the archetype itself will not kill you ;)