Pathfinder Roleplaying Game: Occult Adventures (OGL)

4.30/5 (based on 21 ratings)
Pathfinder Roleplaying Game: Occult Adventures (OGL)
Show Description For:
Non-Mint

Hardcover Unavailable

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Hardcover:

Unavailable

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1132


See Also:

1 to 5 of 21 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

4.30/5 (based on 21 ratings)

Sign in to create or edit a product review.

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.


1 to 5 of 21 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
1,601 to 1,650 of 2,177 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

At first the kinetic chirurgeon seemed a hard sell, then I realized that enemies don't get a save vs burn. They also don't have limits on how much burn they can get subjected to. Fear the doctors, man, fear the doctors.


technarken wrote:
At first the kinetic chirurgeon seemed a hard sell, then I realized that enemies don't get a save vs burn. They also don't have limits on how much burn they can get subjected to. Fear the doctors, man, fear the doctors.

Does the archetype give up its basic blast or something?

Designer

QuidEst wrote:
Milo v3 wrote:
brad2411 wrote:
it is just that a few immunities and stop aging
So the capstones useless for vampires, that's disappointing.
But it does make dhampirs very vampire-like!

Very very. Ultimately, for an archetype that lets you control blood and thus gain some of the qualities of vampirism without being a vampire, it was sort of inevitable that there would be some overlap with what a vampire already has somewhere or another. The only real main overlap being at 20th level means that the overlap effects vampires much less than, say, if the 5th level ability was something vampries already had.

Designer

2 people marked this as a favorite.
technarken wrote:
At first the kinetic chirurgeon seemed a hard sell, then I realized that enemies don't get a save vs burn. They also don't have limits on how much burn they can get subjected to. Fear the doctors, man, fear the doctors.

You can't use kinetic healer on an unwilling target. While unconscious creatures count as willing, you could have also coup de graced them, so I'm not particularly concerned with the exploitation potential of inflicting burn on 'em.


So, Mark, can someone use internal buffer to negated accepted burn on a utility wild talent? The way its worded seems that that would be the case, or was that an oversight?

Designer

Xelaaredn wrote:
So, Mark, can someone use internal buffer to negated accepted burn on a utility wild talent? The way its worded seems that that would be the case, or was that an oversight?

You sure can use it for anything!


Is the occultist the new best class at binding outsiders?


xavier c wrote:
Is the occultist the new best class at binding outsiders?

Not really. The outsider contacting seems to be mostly for gathering information rather than as a battle companion.

Dark Archive

Pathfinder Adventure Path Subscriber

Goodness, I hope this comes on the street (and a group to use it with) fairly soon!


A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

2. When you're using telekinetic blast to throw unattended objects, what if one of those objects is a vial of acid or alchemist's fire or something? The object takes the damage as well, so the vial should break. Does the target take the acid (or whatever) damage as well? (I can see that being a fair trade-off for requiring objects for the blast in general.)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
MythicFox wrote:

A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

I don't have the book in front of me, but the burn limit in the play test, and from what I can tell of the pregens increases as you level. So at low levels you can gather energy to use things that cost more than one point of burn, at higher levels you can just ahead and do some burning. There was also something in the play test that I assume survived, you could specialize in types of infusions reducing their burn by one. So again, as you levelly can do more for less burn.


Galnörag wrote:
MythicFox wrote:

A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

I don't have the book in front of me, but the burn limit in the play test, and from what I can tell of the pregens increases as you level. So at low levels you can gather energy to use things that cost more than one point of burn, at higher levels you can just ahead and do some burning. There was also something in the play test that I assume survived, you could specialize in types of infusions reducing their burn by one. So again, as you levelly can do more for less burn.

Now, instead of specializing, you just reduce the burn on your total infusion cost. Yay flexibility!


Galnörag wrote:
MythicFox wrote:

A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

I don't have the book in front of me, but the burn limit in the play test, and from what I can tell of the pregens increases as you level. So at low levels you can gather energy to use things that cost more than one point of burn, at higher levels you can just ahead and do some burning. There was also something in the play test that I assume survived, you could specialize in types of infusions reducing their burn by one. So again, as you levelly can do more for less burn.

Well, right, I just mean in general. If, after everything, you have multiple burn left over as a cost, do you have to spend multiple rounds taking it before you can use the power? And if so, what are you doing during those other rounds? Just charging up?


Pathfinder Starfinder Roleplaying Game Subscriber
MythicFox wrote:
Galnörag wrote:
MythicFox wrote:

A couple of questions have come up regarding the Kineticist here...

1. First off, I know this is one of those 'am I reading this right' questions and I hate to ask those, but does the '1 burn per round' limit basically mean that effects with a burn cost could require some charging up to unleash? (above and beyond Gather Power, of course)

I don't have the book in front of me, but the burn limit in the play test, and from what I can tell of the pregens increases as you level. So at low levels you can gather energy to use things that cost more than one point of burn, at higher levels you can just ahead and do some burning. There was also something in the play test that I assume survived, you could specialize in types of infusions reducing their burn by one. So again, as you levelly can do more for less burn.

Well, right, I just mean in general. If, after everything, you have multiple burn left over as a cost, do you have to spend multiple rounds taking it before you can use the power? And if so, what are you doing during those other rounds? Just charging up?

You can't use something if it would require you to accept more burn in a round than you can take, as I understand it. You'd have to use Gather Power, Infusion Specialization, Internal Buffer, or something similar to get it down to a level of burn you could accept in a round.

Liberty's Edge

Curious as to how there are 2 reviews of the PDF up but it is not yet available for sale until 29th!


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Aurore wrote:
Curious as to how there are 2 reviews of the PDF up but it is not yet available for sale until 29th!

People who pre-order the physical book (or are subscribers) get it earlier than the pdf is available, which is delayed to allow friendly local gaming stores to have books stocked and ready to sell at the same date.


1 person marked this as a favorite.

Got my PDF! I'll be on tonight to pay my dues and answer questions. XP

Mark, quick question- Aether has a bunch of cool form infusions (force hook, foe throw, etc.) Am I correct in assuming these are always limited to 30ft because Extended Range is also a form infusion?

Designer

QuidEst wrote:

Got my PDF! I'll be on tonight to pay my dues and answer questions. XP

Mark, quick question- Aether has a bunch of cool form infusions (force hook, foe throw, etc.) Am I correct in assuming these are always limited to 30ft because Extended Range is also a form infusion?

They are 30 feet, as indicated. Extended range is also a form infusion. Some forms, like snaking, require extended range and then go farther.


I was bummed that I could not get long range foe throw. Also that many of the forms are locked to a single element. I understand that there is always a battle with power creep but getting within 30 feet of my players tend to end up with dead npcs. Will have to settle with 120 foot blasts. That or wait for the optimum build masters to post winning combos.


Mark Seifter wrote:
QuidEst wrote:

Got my PDF! I'll be on tonight to pay my dues and answer questions. XP

Mark, quick question- Aether has a bunch of cool form infusions (force hook, foe throw, etc.) Am I correct in assuming these are always limited to 30ft because Extended Range is also a form infusion?

They are 30 feet, as indicated. Extended range is also a form infusion. Some forms, like snaking, require extended range and then go farther.

Ah, that keeps them within move/attack or charging distance. That makes sense from a balance perspective. I was mostly thinking about dragging fliers down to earth.

Liberty's Edge

What kind of spirits does the medium have. I'm just interested in what kind of abilities the medium is going to be able to pull while possessed/channeling.

Liberty's Edge

Luthorne wrote:
Aurore wrote:
Curious as to how there are 2 reviews of the PDF up but it is not yet available for sale until 29th!
People who pre-order the physical book (or are subscribers) get it earlier than the pdf is available, which is delayed to allow friendly local gaming stores to have books stocked and ready to sell at the same date.

Ahah ok. Pfff! Living in the UK I can't really sub as I have to then pay postage from the US for the hardbacks. Since Amazon ship for free, that isn't really viable.


I wonder what kind of occult characters people will play as in Way of the Wicked.

I can picture an alluring Mesmerist on a mission to tear apart Talingarde one seduced noble at a time, a fiery Kineticist who sees herself as a conduit of Hell's wrath, and a cursed Medium who calls upon the damned, burning spirits of the pit to grant him power.


ErisAcolyte-Chaos jester wrote:
What kind of spirits does the medium have. I'm just interested in what kind of abilities the medium is going to be able to pull while possessed/channeling.

Six spirits, as mentioned.

- Archmage gets makes you a 6/9 caster, tacking on a single wizard spell known of each level you can now cast. You will want Arcane Armor Training for them. You can eventually cast a single 9th level spell per day too, chosen on the fly!
- Champion gets bonus damage/attack and weapon proficiencies. Get an extra attack to make up for lower BAB, and get a nice almost-pounce. Eventually you get flexible bonus feats.
- Guardian gets extra AC and shield proficiencies. Get DR and blanket resistances to everything short of force. You'll have sucky damage, though, so attacks with battlefield control riders are nice. Eventually you can ignore a single attack (including harmful spells) per day.
- Hierophant also makes you a 6/9 caster, but with the Cleric list. Get channeling and a the ability to pass out minor +1s for a round if you over-heal. Eventually get 1/day minor miracle (not one of the biggies).
- Marshal gets to be Elan! Okay, so you really focus on your surge ability, passing out bonuses on failed checks. (Just don't use it to much, or the GM will play you as Elan.) You can spend your turns passing out flat bonuses as well. Eventually you can use a weaker surge without worrying about actually becoming Elan. Super-flexible!
- Trickster gets skill bonus stuff, and plenty of it. Early on, it's mostly for non-combat days with a minor boost in emergencies. Later, you can swipe one magical effect per day (more if you don't mind not benefiting from any of your allies abilities, more or less). Your early-capstone is amazing, though! At-will shapeshifting in a ton of forms, mimicking individuals if you want.


It's frustrating that I still can't find an in-store released date for the book anywhere. Everyplace I check, has a different release date listed, and those dates are constantly changing. Some don't have a date at all. As of this week, I've seen Aug 20th, Aug 18th, and Aug 13th. I wonder where they are even getting those dates?

Is July 29th exclusive to the Paizo store? If so,it makes it hard on us players who want to support the local hobby/game shops. Not only are those shops owned locally, they are also the places that host things like organized play, and even let a group reserve a night just to play with their own group. It would be sad to see these stores accommodate Gamers like that, and then have all those players just end up buying their books online. It's hard enough that small stores cannot compete with online prices, but getting their books almost a month later makes things worse.


2 people marked this as a favorite.

How does the Mindblade spell list look ????


Joe Hex wrote:

It's frustrating that I still can't find an in-store released date for the book anywhere. Everyplace I check, has a different release date listed, and those dates are constantly changing. Some don't have a date at all. As of this week, I've seen Aug 20th, Aug 18th, and Aug 13th. I wonder where they are even getting those dates?

Is July 29th exclusive to the Paizo store? If so,it makes it hard on us players who want to support the local hobby/game shops. Not only are those shops owned locally, they are also the places that host things like organized play, and even let a group reserve a night just to play with their own group. It would be sad to see these stores accommodate Gamers like that, and then have all those players just end up buying their books online. It's hard enough that small stores cannot compete with online prices, but getting their books almost a month later makes things worse.

The listed PDF release date is also the expected store release date. All stores are supposed to wait until this date... though some may put it up for sale early.

Local stores in the US should all have the book in time for the release date, unless their distributor ships to them oddly, etc. That's not under Paizo's control.

Amazon and other sellers sometimes estimate their release dates when their distributors have not given them the firm date, often well in advance of the final date. So sometimes those dates are far from accurate.


Urath DM wrote:
Joe Hex wrote:

It's frustrating that I still can't find an in-store released date for the book anywhere. Everyplace I check, has a different release date listed, and those dates are constantly changing. Some don't have a date at all. As of this week, I've seen Aug 20th, Aug 18th, and Aug 13th. I wonder where they are even getting those dates?

Is July 29th exclusive to the Paizo store? If so,it makes it hard on us players who want to support the local hobby/game shops. Not only are those shops owned locally, they are also the places that host things like organized play, and even let a group reserve a night just to play with their own group. It would be sad to see these stores accommodate Gamers like that, and then have all those players just end up buying their books online. It's hard enough that small stores cannot compete with online prices, but getting their books almost a month later makes things worse.

The listed PDF release date is also the expected store release date. All stores are supposed to wait until this date... though some may put it up for sale early.

Local stores in the US should all have the book in time for the release date, unless their distributor ships to them oddly, etc. That's not under Paizo's control.

Amazon and other sellers sometimes estimate their release dates when their distributors have not given them the firm date, often well in advance of the final date. So sometimes those dates are far from accurate.

I thought the PDF and store dates were usually in the same ballpark- I wonder why things are so wonky this time?

I could see places having an inaccurate date a month before release, but the week before the official release is high strangeness.

Edit: Worth noting that the Paizo store does not undercut the local shop's prices, which is good for local shops.


Can someone with the PDF please tell me about the Faith and Self Perfection Disciplines of the Psychic? Are there any other interesting changes or additions to the Psychic class from the play test? How does the Formless Adept archetype work?

I've combed the thread and have been able to find very little mention of the Psychic, which seems odd in a book about "psychic magic"!

Thanks!


Plumaweaver wrote:

Can someone with the PDF please tell me about the Faith and Self Perfection Disciplines of the Psychic? Are there any other interesting changes or additions to the Psychic class from the play test? How does the Formless Adept archetype work?

I've combed the thread and have been able to find very little mention of the Psychic, which seems odd in a book about "psychic magic"!

Thanks!

For Faith, you need to pick a deity. Standard "within a step". You get spontaneous cure or inflict spells, but you can't only convert one slot per spell level. (You also don't qualify as having cure/inflict spells for anything.) You also get a phrenic point back, making it one of the more reliable means.

Eventually you get a scaling resistance bonus on saves, freeing up your cloak slot and some gold. You also get a prayer aura effect. I hate round/level aura Su effects because they really should be easier/clearer to activate, but Prayer is pretty good. Spells are iconic divine spells for the most part.

Self Discipline gives you + Wis to AC/CMD, along with adding it as a bonus on physical skill checks a few times per day. Succeed, and you get a point back. (Acrobatics check to jump one foot?) You eventually get a pool of self-healing and immunity to disease/poison.

Formless Adept- okay, so the big question is what ditching your body is like. It's blur/gaseous/incorporeal scaling with pretty limited duration. Eventually you can possess somebody. You get double the bonus spells, but only access them while in your formless form.


Thanks!


Can someone list the Psychic Disciplines for me?


Axial wrote:
Can someone list the Psychic Disciplines for me?

Check out the preview!

Also, I really like Anger spirit's fury-cycling. Swift to boost attack and penalize AC in the area, attack, free to end it. Or leave it up for faster murdering all around! Another bit of slick design.

Silver Crusade Contributor

nighttree wrote:
How does the Mindblade spell list look ????

It uses the magus spell list, but can start adding psychic-list spells at 4th... I believe.


Luthorne wrote:
You can't use something if it would require you to accept more burn in a round than you can take, as I understand it. You'd have to use Gather Power, Infusion Specialization, Internal Buffer, or something similar to get it down to a level of burn you could accept in a round.

Ah, okay, thanks, I get it now.

Anyone have any ideas on my second question?

Quote:
2. When you're using telekinetic blast to throw unattended objects, what if one of those objects is a vial of acid or alchemist's fire or something? The object takes the damage as well, so the vial should break. Does the target take the acid (or whatever) damage as well? (I can see that being a fair trade-off for requiring objects for the blast in general.)

Liberty's Edge

QuidEst wrote:

- Archmage gets makes you a 6/9 caster, tacking on a single wizard spell known of each level you can now cast. You will want Arcane Armor Training for them. You can eventually cast a single 9th level spell per day too, chosen on the fly!

- Hierophant also makes you a 6/9 caster, but with the Cleric list. Get channeling and a the ability to pass out minor +1s for a round if you over-heal. Eventually get 1/day minor miracle (not one of the biggies).

Huh. Is the casting stat the same regardless of whether you go arcane or divine?


I wish there was some way to actively rate reviews as bad, in the same way as Steam's thumbs up/thumbs down. When somebody says that Kineticist is overpowered and optimizers will flock to it, I stop believing literally anything else they have to say about mechanics.

Liberty's Edge

QuidEst wrote:
ErisAcolyte-Chaos jester wrote:
What kind of spirits does the medium have. I'm just interested in what kind of abilities the medium is going to be able to pull while possessed/channeling.

Six spirits, as mentioned.

- Archmage gets makes you a 6/9 caster, tacking on a single wizard spell known of each level you can now cast. You will want Arcane Armor Training for them. You can eventually cast a single 9th level spell per day too, chosen on the fly!
- Champion gets bonus damage/attack and weapon proficiencies. Get an extra attack to make up for lower BAB, and get a nice almost-pounce. Eventually you get flexible bonus feats.
- Guardian gets extra AC and shield proficiencies. Get DR and blanket resistances to everything short of force. You'll have sucky damage, though, so attacks with battlefield control riders are nice. Eventually you can ignore a single attack (including harmful spells) per day.
- Hierophant also makes you a 6/9 caster, but with the Cleric list. Get channeling and a the ability to pass out minor +1s for a round if you over-heal. Eventually get 1/day minor miracle (not one of the biggies).
- Marshal gets to be Elan! Okay, so you really focus on your surge ability, passing out bonuses on failed checks. (Just don't use it to much, or the GM will play you as Elan.) You can spend your turns passing out flat bonuses as well. Eventually you can use a weaker surge without worrying about actually becoming Elan. Super-flexible!
- Trickster gets skill bonus stuff, and plenty of it. Early on, it's mostly for non-combat days with a minor boost in emergencies. Later, you can swipe one magical effect per day (more if you don't mind not benefiting from any of your allies abilities, more or less). Your early-capstone is amazing, though! At-will shapeshifting in a ton of forms, mimicking individuals if you want.

Well, I hope we get some more spirits soon to add some spice to the class. The playtest idea was amazing, with good, neutral, evil, lawful and chaotic spirits of each attribute jostling for power over the character. There was some really cool potential for npcs and player interactions as the person could be a calm collected negotiator one day and a violently agressive psychopath the next. Each spirit being a soul with their own personal agendas, and mediums body the vessel for them to make their own way. While the current one is stable, I really want to see some more crazy personalities from these characters.

As for the mythic idea, to me it seems like a waste of what could have been. we exchanged spirit balancing and 54 Harrow sprits for 6 mythic types we already had in another book. I'm still getting the book... But this just sliced my expectations and enthusiasm into quaters.


1 person marked this as a favorite.

Looks like all the casting the Medium has is Cha based. Doesn't matter what spirit or archetype you're in. Hopefully the 54 spirits will be released later.


Don't worry! As has been repeatedly stated, Mark intends on finding a way to release a "Harrowed Medium" archetype providing the original 54 spirits from the playtest. As for the current version, don't knock it till you try it. I think there will still be plenty of ways to be possessed by a psychopath.

Liberty's Edge

When a haunt "gains control" of a medium does it have access to all their powers (e.g. spells?)? Does it count as a 'spirit' and 'suppress' their currently channelled spirit like with 'Spacious Soul'? Does the haunt itself have any abilities it can use while controlling the medium? Can the medium 'funnel a portion' of a haunt to ask it a question and then funnel the full haunt based on the answer? Can a haunt choose to suppress its own effect on a medium it is controlling (e.g. does a haunt that burned to death have to suffer the sensation of burning alive again because some fool medium decided to absorb it into their body)?


Brew Bird wrote:
Don't worry! As has been repeatedly stated, Mark intends on finding a way to release a "Harrowed Medium" archetype providing the original 54 spirits from the playtest. As for the current version, don't knock it till you try it. I think there will still be plenty of ways to be possessed by a psychopath.

No waiting for me, I'm still playing around with the playtest material. It has a certain something that you just can't get out of the OA version.

I do look forward to having access to all of the spirits though.


2 people marked this as a favorite.
ErisAcolyte-Chaos jester wrote:

Well, I hope we get some more spirits soon to add some spice to the class. The playtest idea was amazing, with good, neutral, evil, lawful and chaotic spirits of each attribute jostling for power over the character. There was some really cool potential for npcs and player interactions as the person could be a calm collected negotiator one day and a violently agressive psychopath the next. Each spirit being a soul with their own personal agendas, and mediums body the vessel for them to make their own way. While the current one is stable, I really want to see some more crazy personalities from these characters.

As for the mythic idea, to me it seems like a waste of what could have been. we exchanged spirit balancing and 54 Harrow sprits for 6 mythic types we already had in another book. I'm still getting the book... But this just sliced my expectations and enthusiasm into quaters.

I'm certainly looking forward to the Harrowed Medium as well, but in the meantime, the current Medium will allow you to roleplay that just as effectively.

Some tips!
- Spirits are tied to locations, so you've already got incentive to think about what kind of spirits would be hanging around the area.
- Hierophant spirits are tied to a deity, resulting in very wild swings in temperament depending on the kind of altar (or other religious site) you channel them at. One day your spirit may be sparing people to offer them a chance at redemption, and the next it may be so that it can sacrifice them itself. Plus, some of your abilities flip depending on deity alignment, so this one probably has the starkest differences.
- Trickster spirits come with two associated skills, plus a minor seance boost. That makes a good starting point for the spirit's character. If you only need one skill, make the other one a highly specific profession to really get into character.
- Spell selection say a lot about a person, so Archmage can vary between a pyrotechnic arcane demolitionist to an unnervingly quiet necromancer who prefers to just suffocate people.
- Marshall is dabbles in everything, and is a very overpowering spirit with a lot of force behind it, so just playing the many hammy bards, cavaliers, and skalds that have died over the years should be fun and provide contrast to some of the other spirits.
- I'm too lazy right now to cover the two martial spirits, but you get the gist.
- Taboos! You can accept unique conditions to get along with your spirit better. Marshall might demand that you be the leader (or at least called the leader), while Champion might want you to never back down from a challenge to prove your manliness (regardless of how applicable that is). This is where you get a mechanical reward if you decide to really roleplay the different spirits, and the GM gets to be creative.


MythicFox wrote:


Quote:
2. When you're using telekinetic blast to throw unattended objects, what if one of those objects is a vial of acid or alchemist's fire or something? The object takes the damage as well, so the vial should break. Does the target take the acid (or whatever) damage as well? (I can see that being a fair trade-off for requiring objects for the blast in general.)

Requiring objects for the blast isn't really a penalty that needs a tradeoff. Keep a deck of cards on hand, and you're good for 54 rounds, even in a featureless plane of boring.

You can use an object as a full-damage projectile, in which case it never uses any of its properties. Telekinetic force kept it intact? Who knows. If you're going to argue that it should break, I would argue that it shouldn't do as much damage as a boulder then. Alternatively, you can treat it as a thrown projectile, using Con in place of Str. In that case, it gets all of its properties- that's how you'd get splash damage. The option is built right into to the telekinetic blast, with no extra talents to take.


1 person marked this as a favorite.
Kalindlara wrote:
nighttree wrote:
How does the Mindblade spell list look ????
It uses the magus spell list, but can start adding psychic-list spells at 4th... I believe.

That's to bad...I was hoping for something less evocation focused right from the get go...

Thanks anyway Kalindlara ;)


1 person marked this as a favorite.

I hate the fact I have to indirectly choose between buying this book right away and getting broken fingers. Can't get the book and armored gloves this month.

Is that what you want Mark? Do you want my fingers broken in a terrible sword fighting accedent? I see now you're really a terrible person.

Contributor

5 people marked this as a favorite.
Dexion1619 wrote:

I hate the fact I have to indirectly choose between buying this book right away and getting broken fingers. Can't get the book and armored gloves this month.

Is that what you want Mark? Do you want my fingers broken in a terrible sword fighting accedent? I see now you're really a terrible person.

We specifically discussed this scenario during development in hopes of forcing these hard decisions. Our channels of power with Oress grow with each broken digit.


*gets to the magic items section*
*dies*
This is too perfect for this world, too pure. The cursed items and minor artifacts are amazing, and do a fantastic job of implying encounters or entire campaigns.

Paizo Employee Publisher, Chief Creative Officer

Joe Hex wrote:

It's frustrating that I still can't find an in-store released date for the book anywhere. Everyplace I check, has a different release date listed, and those dates are constantly changing. Some don't have a date at all. As of this week, I've seen Aug 20th, Aug 18th, and Aug 13th. I wonder where they are even getting those dates?

Is July 29th exclusive to the Paizo store? If so,it makes it hard on us players who want to support the local hobby/game shops. Not only are those shops owned locally, they are also the places that host things like organized play, and even let a group reserve a night just to play with their own group. It would be sad to see these stores accommodate Gamers like that, and then have all those players just end up buying their books online. It's hard enough that small stores cannot compete with online prices, but getting their books almost a month later makes things worse.

We do everything we can to make sure that the paizo.com release date is the same as the hobby store release date.

Big box stores like Barnes & Noble and websites like Amazon often have a couple more stops in their distribution chain, so it sometimes takes about a week longer for books to come out in those venues.

The book should be available in hobby stores on or around the 29th.

Paizo Employee Publisher, Chief Creative Officer

5 people marked this as a favorite.
QuidEst wrote:

*gets to the magic items section*

*dies*
This is too perfect for this world, too pure. The cursed items and minor artifacts are amazing, and do a fantastic job of implying encounters or entire campaigns.

Glad to hear it. I'd guess about 70% of the items in this book came from the initial brainstorming sessions Brandon and I put together. Other freelancers wrote most of those items and added a bunch of their own, but this book was somewhat unusual in that the magic items and many of the spell concepts were determined as part of the overall outline, and freelancers were assigned specific item concepts rather than "write 50 items," or whatever.

It was really fun to be involved so heavily in the outlining of this book, and it's interesting to see how people react to what amounts to a relatively subtle "behind the scenes" change from our normal operating procedure.

1 to 50 of 2,177 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Occult Adventures (OGL) All Messageboards

Want to post a reply? Sign in.