Pathfinder Roleplaying Game: Occult Adventures (OGL)

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

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

Pathfinder RPG Occult Adventures includes:

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

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

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An Endzeitgeist.com review

5/5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Part II of my review can be found here!


Fun, but a bit esoteric

3/5

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


Solid Product

4/5

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


Finally psychic powers makes it's way to Pathfinder

5/5

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


A great addition to the game

5/5

Read my full review on Of Dice and Pen.

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


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Mark Seifter wrote:
nighttree wrote:
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 ;)

Ah...I was hoping it was something like the reincarnated Druid archetype...only with resurrection...:(


Will Occult Adventures have any support for Mythic characters ?


I have a character using the playtest, for those with the release copy, would I lose any abilities with the changes in the final copy?

Lvl 20 kineticist - elemental focus:Aerokineticist

Wild Talents;
extended range
Extreme range
Kinetic healer
Spark of Life
Light Touch
Telekinetic Haul
Air's Reach
Wind Sight
Air Cushion
Wings of Air

Expanded Element (Air)
Expanded Element (Aether)
Feat: Extra Wild Talent - Expanded Defence (Aether)

abilities not in any order


Could a kinteticist with fire and aether elements be used to approximate a spellfire wielder?

Dark Archive

Gordrenn Higgler wrote:

I have a character using the playtest, for those with the release copy, would I lose any abilities with the changes in the final copy?

Lvl 20 kineticist - elemental focus:Aerokineticist

Wild Talents;
extended range
Extreme range
Kinetic healer
Spark of Life
Light Touch
Telekinetic Haul
Air's Reach
Wind Sight
Air Cushion
Wings of Air

Expanded Element (Air)
Expanded Element (Aether)
Feat: Extra Wild Talent - Expanded Defence (Aether)

abilities not in any order

The only thing I am seeing as different is that there is no more light touch, in it's place is basic telekinesis. plus basic telekinetic is a little better allowing you to carry liquid or piles of small objects.

Dark Archive

The NPC wrote:
Could a kinteticist with fire and aether elements be used to approximate a spellfire wielder?

Understand that it has been a really long time since I have played or read anything about forgotten realms. You could build a character that approximates spellfire. you would have to take aether element, fire element, kinetic healer, and spell deflection. but it would not be the same exactly.

Dark Archive

Shadow_Charlatan wrote:
Will Occult Adventures have any support for Mythic characters ?

I have not seen any thing for mythic stuff.


brad2411 wrote:
Shadow_Charlatan wrote:
Will Occult Adventures have any support for Mythic characters ?
I have not seen any thing for mythic stuff.

thank you


What's the lowest level someone could do a metal kinetic blade blast without any burn?


Does the kineticist get the same number of wild Talents?


Gordrenn Higgler wrote:
Does the kineticist get the same number of wild Talents?

From my understanding, the kineticist gets loads more. A utility wild talent on even levels and I think a substance wild talent on odd levels.


Protoman wrote:
Gordrenn Higgler wrote:
Does the kineticist get the same number of wild Talents?
From my understanding, the kineticist gets loads more. A utility wild talent on even levels and I think a substance wild talent on odd levels.

Judging by the iconic, that would seem to be correct. I believe they also get an extra talent if they select their element again using Expanded Element.

Dark Archive

Milo v3 wrote:
What's the lowest level someone could do a metal kinetic blade blast without any burn?

If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.

edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.


Wow, have to wait till 16th for composite specialization. That makes metal and sand benders pretty screwed...

Dark Archive

1 person marked this as a favorite.
Brandon Hodge wrote:

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.

<snip>

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.

Woo! Love the idea of incantations, and it really adds a fun element for their to be magical rites that a non-spellcaster can cast to bargain with a devil or otherwise get themselves into all sorts of trouble calling up what they (lack the arcane or divine spellcasting to) cannot put down...

Skill unlocks was one of my favorite things in Unchained (having wanted to see some improvements for various skills, or even a class based on improved use of a skill like Heal or Handle Animal or Diplomacy), so I'm excited to see some new options for that space.


Milo v3 wrote:
Wow, have to wait till 16th for composite specialization. That makes metal and sand benders pretty screwed...

Ouch... That seems like something you could talk to the GM about, though. Treat it like an extra type of infusion. The cost is reduced, but you can't add as much stuff on to it without paying.


I am about to start a Kineticist in a homebrew. What percentage of the class was changed from the playtest? I realize I will have to remake, but wondering how how much. PMs welcome if someone can help me transition a little easier until I wait for my FLGS to get it in.


In your opinions, which of the six new classes (or archetype of the six new classes) is the most efficient in melee combat?

Dark Archive

Axial wrote:
In your opinions, which of the six new classes (or archetype of the six new classes) is the most efficient in melee combat?

I would have to say the kineticsit with the elemental Annihilator archetype. They get full BAB when using there devastating infusion. She can also get some fighter only feats.


What about the Medium and Occultist? I imagine the Medium can tank a bit with the Champion spirit? Also, I imagine the Battle Host archetype of the Occultist can hold up okay.


Do any of the psychic classes or their archetypes get Trapfinding as an option? I'd imagine Medium would if any of them, using Dex, but I've got a game coming up where I'm going to need to be the party trapfinder and I've got plans...

Silver Crusade Contributor

Ilorin Lorati wrote:
Do any of the psychic classes or their archetypes get Trapfinding as an option? I'd imagine Medium would if any of them, using Dex, but I've got a game coming up where I'm going to need to be the party trapfinder and I've got plans...

Spoiler:
None of the true psychic classes do, but the psychic investigator is a 6-level psychic caster and retains trapfinding. I'd give that a look.

Hope that helps. ^_^


Kalindlara wrote:
Ilorin Lorati wrote:
Do any of the psychic classes or their archetypes get Trapfinding as an option? I'd imagine Medium would if any of them, using Dex, but I've got a game coming up where I'm going to need to be the party trapfinder and I've got plans...

** spoiler omitted **

Hope that helps. ^_^

And of course there's the trait version.

Silver Crusade Contributor

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.

I would recommend against assuming that Trap Finder is always legal. ^_^

Dark Archive

Axial wrote:
What about the Medium and Occultist? I imagine the Medium can tank a bit with the Champion spirit? Also, I imagine the Battle Host archetype of the Occultist can hold up okay.

I do not see the battle host being as strong as the Kineticsit or the champion spirit medium. The medium is actually really good stats. In melee the champion spirit is either a little above the fighter or below it depending on the level.

Also the Ectoplasmatist Spiritualist is pretty good and might be able to tank better then the medium with the champion spirit. But the Guardian spirit Medium is going to be the best "tank" of these 3.


Kalindlara wrote:

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.

I would recommend against assuming that Trap Finder is always legal. ^_^

It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.

Designer

brad2411 wrote:
Milo v3 wrote:
What's the lowest level someone could do a metal kinetic blade blast without any burn?

If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.

edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.

You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.

Silver Crusade Contributor

QuidEst wrote:
Kalindlara wrote:

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.

I would recommend against assuming that Trap Finder is always legal. ^_^

It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.

Do you own People of the Sands? You may want to check which section it's in. ^_^

(Sorry if I come off as glib. It's in the section marked "Mummy's Mask Player's Guide".)


QuidEst wrote:
Kalindlara wrote:

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.

I would recommend against assuming that Trap Finder is always legal. ^_^

It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.

Isn't that normal for campaign traits these days? Printing them ahead of time in a player's companion for an upcoming Adventure Path? I remember Giantslayer campaign traits came out in Giant Hunter's Handbook before the player's guide for the AP came out, Iron Gods campaign traits were published in People of the River before the player's guide for the AP came out, Reign of Winter campaign traits came out in People of the North before the player's guide for the AP came out, Shattered Star campaign traits came out in Varisia, Birthplace of Legends before the player's guide for the AP came out, Wrath of the Righteous campaign traits came out in Demon Hunter's Handbook before the player's guide for the AP came out...and of course, the Mummy's Mask campaign traits for the AP came out in People of the Sands before the player's guide for the AP came out...I always presumed it was just to whet people's interest? They're still campaign traits for that Adventure Path...


QuidEst wrote:
Kalindlara wrote:

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.

I would recommend against assuming that Trap Finder is always legal. ^_^

It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.

That alternate source says that they are campaign traits for Mummy's Mask though.

Darn Ninjas...

Silver Crusade Contributor

Luthorne wrote:
QuidEst wrote:
Kalindlara wrote:

Just remember that the trait that grants trapfinding, Trap Finder, is a campaign trait for Mummy's Mask. Ask your GM, as campaign traits are a breed apart - if you're playing a different AP, you'll probably have to take one of those campaign traits instead.

I would recommend against assuming that Trap Finder is always legal. ^_^

It was reprinted in People of the Sands. Normally I don't recommend campaign traits, but this one has an alternate source.
Isn't that normal for campaign traits these days? Printing them ahead of time in a player's companion for an upcoming Adventure Path? I remember Giantslayer campaign traits came out in Giant Hunter's Handbook before the player's guide for the AP came out, Iron Gods campaign traits were published in People of the River before the player's guide for the AP came out, Reign of Winter campaign traits came out in People of the North before the player's guide for the AP came out, Shattered Star campaign traits came out in Varisia, Birthplace of Legends before the player's guide for the AP came out, Wrath of the Righteous campaign traits came out in Demon Hunter's Handbook before the player's guide for the AP came out...and of course, the Mummy's Mask campaign traits for the AP came out in People of the Sands before the player's guide for the AP came out...I always presumed it was just to whet people's interest? They're still campaign traits for that Adventure Path...

Correct. ^_^

Silver Crusade Contributor

Sorry to pile on, by the way. Easy mistake. ^_^


Kalindlara wrote:
Sorry to pile on, by the way. Easy mistake. ^_^

Ooh, good to know! I was not aware that they did that. Thanks!

Silver Crusade Contributor

QuidEst wrote:
Kalindlara wrote:
Sorry to pile on, by the way. Easy mistake.
Ooh, good to know! I was not aware that they did that. Thanks!

No problem - with so many people getting their info from d20pfsrd or Archives of Nethys*, it's very common for the context of an ability to get lost. ^_^

*(Nothing wrong with this; they're super convenient.)


Kalindlara wrote:


** spoiler omitted **

Hope that helps. ^_^

Spoiler:
Well, that's unfortunate. I knew about the Investigator archetype, was hoping for something a bit more native to the book.

No reason to shoot the messenger, though:

thanks for the info!

Silver Crusade Contributor

Ilorin Lorati wrote:
Kalindlara wrote:


** spoiler omitted **

Hope that helps. ^_^

** spoiler omitted **

thanks for the info!

Don't sell it short - it's very psychic.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Is it just me, or is snake oil going to be in every dwarf's kit now?

DC 12 fort save, heals 1d6 nonlethal on a successful save, costs 20gp. Perfect thing to work those kinks out after a long day stomping orc skulls.

Only wish it worked with the Toxic Recovery feat. That'd be pretty boss.


Stockvillain wrote:

Is it just me, or is snake oil going to be in every dwarf's kit now?

DC 12 fort save, heals 1d6 nonlethal on a successful save, costs 20gp. Perfect thing to work those kinks out after a long day stomping orc skulls.

Only wish it worked with the Toxic Recovery feat. That'd be pretty boss.

Just you, unless I'm missing something. A charge from a wand of CLW heals more with no save and also heals the same amount of lethal. First level, maybe, but nonlethal is kinda circumstantial.


Wands are cheaper in the long run, and easier to carry, but probably not viable to purchase pre-first session.

Whereas a Dwarf has a higher chance to make the save, and can have it at first level. I think there's a few other low level items that have similar effects, like opium, and I could have sworn there was one that gave you temporary hit points too.

Even better than that wand of CLW though, how about that Infernal Healing? Eh? Eh?


Lanitril wrote:

Wands are cheaper in the long run, and easier to carry, but probably not viable to purchase pre-first session.

Whereas a Dwarf has a higher chance to make the save, and can have it at first level. I think there's a few other low level items that have similar effects, like opium, and I could have sworn there was one that gave you temporary hit points too.

Even better than that wand of CLW though, how about that Infernal Healing? Eh? Eh?

Right... But it's not giving temp hp, it's healing nonlethal, which seems too narrow. If it were temp hp, that'd be a good deal.


I've looked but have not found an answer- What is the 'street date' for the book?
I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.


Joe Hex wrote:

I've looked but have not found an answer- What is the 'street date' for the book?

I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.

It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.

Liberty's Edge

1 person marked this as a favorite.

what kind of rituals provide supernatural powers or benefits to non spellcasters, and how ecstensive do they need to be. How many candles, bags of chalk and animals might one need to supernaturally charge a fighter with occult power for a month for example. And how potent can these be. Will it be some plus +1 or 2 buffing, or more crazy than that.


nighttree wrote:
Joe Hex wrote:

I've looked but have not found an answer- What is the 'street date' for the book?

I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.
It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.

That's what I was hoping for- but the local shop's distributor had no release date available. Which is pretty irritating for the owner, since Pathfinder is his top seller in the RPG section, and he's getting inquiries on the book.

If I remember correctly, Amazon has the release date listed as August 20th, and Barnes & Noble has the 18th. Also, neither site has updated the cover for the old fill-in.

Me... I just need this book in my grubby hands!:)


Joe Hex wrote:
nighttree wrote:
Joe Hex wrote:

I've looked but have not found an answer- What is the 'street date' for the book?

I only buy my RPG books at the local hobby/game store in town I worked at for years as a youngster so I can support the store, but my old boss has not been able to find a release date for the shelves.
I looked on Amazon and Barnes and Noble to see if they have a official date that would coincide with stores, but it's different dates, and they both are not until around the end of August.
It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.

That's what I was hoping for- but the local shop's distributor had no release date available. Which is pretty irritating for the owner, since Pathfinder is his top seller in the RPG section, and he's getting inquiries on the book.

If I remember correctly, Amazon has the release date listed as August 20th, and Barnes & Noble has the 18th.

Me... I just need this book in my grubby hands!:)

As I recall, Amazon gets the books quite a bit later, I believe partially to encourage you to get it from your FLGS or, of course, direct from Paizo.


Mark Seifter wrote:
brad2411 wrote:
Milo v3 wrote:
What's the lowest level someone could do a metal kinetic blade blast without any burn?

If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.

edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.

You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.

Supercharge?


Well, should hopefully have my book tomorrow. That said being a forever DM, I might be altering some adventure path enemies into having some of these classes...

Also, am I the only one who preferred the fill-in artwork for the cover?


Milo v3 wrote:
Mark Seifter wrote:
brad2411 wrote:
Milo v3 wrote:
What's the lowest level someone could do a metal kinetic blade blast without any burn?

If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.

edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.

You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.
Supercharge?

An ability that improves the efficiency of your Gather Energy.


Milo v3 wrote:
Mark Seifter wrote:
brad2411 wrote:
Milo v3 wrote:
What's the lowest level someone could do a metal kinetic blade blast without any burn?

If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.

edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.

You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.
Supercharge?

Gather energy for more than 1 move action, probably.

Designer

Protoman wrote:
Milo v3 wrote:
Mark Seifter wrote:
brad2411 wrote:
Milo v3 wrote:
What's the lowest level someone could do a metal kinetic blade blast without any burn?

If I understand it correctly you could do it at 7th level, when you get the metal blast, you would just gather power for a full round action and then on your next round you use it. Other then that at 16th level you get composite specialization which decreases the burn by 1.

edit: I missed the blade part but the answer would still be the same as at 5th level you get infusion specialization that takes the burn of an infusion down by 1. Kinetic blade is 1 burn.

You can actually do it consistently at 11th with supercharge, so a few levels after you receive it.
Supercharge?
Gather energy for more than 1 move action, probably.

Nope, better stuff for just the move. You could do it at 7th for no burn if you spent more time. At 11th, you can do it with a move. By the time you have composite specialization, you can empower a composite for free with a move action gather energy.

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