Pathfinder Roleplaying Game: Occult Adventures (OGL)

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

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

Pathfinder RPG Occult Adventures includes:

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

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

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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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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Contributor

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Is there any way this conversation can maybe be moved over to the Kineticist Preview Thread, Goblinsauraus (and other folks)? I love a good in-depth mechanical discussion as much as the next guy, but the kineticist talk has already far outweighed any other topic in this thread, and there are now some other forum options for you folks to discuss the intricacies of the class now without drowning out the more general discussion of Occult Adventures in this thread. Please?


Brandon Hodge wrote:
Is there any way this conversation can maybe be moved over to the Kineticist Preview Thread, Goblinsauraus (and other folks)? I love a good in-depth mechanical discussion as much as the next guy, but the kineticist talk has already far outweighed any other topic in this thread, and there are now some other forum options for you folks to discuss the intricacies of the class now without drowning out the more general discussion of Occult Adventures in this thread. Please?

So how 'bout those minor artifacts, amirite?


psyrus wrote:
Where is the clairvoyant and/or precognitive character type? What about the raw combat department, a Combat Precognitive archetype for the brawler perhaps? The bard and ranger classes have a great deal they can trade off to become a different kind of psychic.

I took some time to look at the "Weapon adept" monk archetype with the trait - Threatening combatant and the following feats: improved unarmed combat, dodge, crane style, combat expertise, perfect strike (human for the bonus feat). At first level I would have a -2 on all attacks and gain a +5 AC, on top of monk AC.

As the weapon adept monk gets weapon focus instead of stunning fist; This is actually only a -1 to hit. This archetype appears to work with the unchained monk. At third level with three ranks in acrobat, fighting defensive ac bonus is bumped up to +6 AC.
In a way, one could play a passive warrior who only attacks to defend.

I imagined the Magus-Kensai as a pure Martial class, only taking "spells" that could be inferred as some kind of martial feat, or instead of spell casting gained bonus feats and the brawler's martial flexibility. This is more likely an intrigue class idea.

The idea I look forward to reading about is a form of Combat precog.

psyrus wrote:


I am looking forward to player made guides, optimizations, and so forth for this book. Especially for the kineticist - elemental ascetic as I am uncertain of what it has lost. Can someone clear this up for me and show me in writing what is left useable?

A little help here somebody?


I haven't looked at anything but the kineticist for me to have too much of an opinion on the other classes, but I remember the harrow medium being way too complicated for me to easily keep track and build a playtest character for. I like that it's more simplified and will check it out when I ever get the book. WHY CAN'T IT BE WEDNESDAY ALREADY?!?


I'm really liking the Amnesiac archetype for Psychic. I love me some spontaneous casters, but it can be a little bit of a downer not getting to try new stuff now and then. Amnesiac is nice middle ground, and it's cool that your spell list isn't set in stone for a spell level until you've got access to a solid number of spells known. When I get around to playing the class, it'll be that archetype with a bit of reflavoring.


"Limited spells per day" is excessively disingenuous. That limit has not been a real limit since 3.0 came out. By the time a party above level 2-3 runs out of spells, everything that isn't a full caster would have run out of HP (you know, the *OTHER* big per-day limitation) and "x/day" abilities twice over, were they not being carried by high-end Save-or-Lose spells and massive, massive buffs.

Spellcasters just seem limited when you use them for what their spells-per-day were (inexplicably) balanced around: Pure damage blasting. Which is the worst - bar-none - thing to be doing with your spells in almost every situation: They're not even the best at it*. Most of the time, one or two spellcasts is going to completely tip the scales, and that's if it's not solved utterly.

Consider what happens when Sleep or Color Spray get used against most things at first or second level. You COULD have fired off a few magic missiles, but if the whole gang of goblins is down for the count on turn 1, needing only some coup-de-grace (or roll'em off the cliff)?

This is why after the initial panic and "HOLY F*** THIS IS INSANE AND OP" of the old 3.5 Warlock, it (after a few months) was relegated to "meh, it's not very good" and put on the backburner: "Unlimited" turned out to be a false advantage, because you still had a party, you still had HP, and rest was still being completely decided by the biggest contributors, who need to recover their spells lest you find out you're really not all that capable.

*protip: if you hear someone complaining a psion is overpowered in comparison to, say, a Cleric, that someone is either repeating what they've heard from other people who are repeating what they've heard from other people, OR they've compared nothing but blasting output, without any care or consideration towards all the other (far more effective) ways the Full Caster has of either ending, solving or bypassing an encounter or situation.


Rosita the Riveter wrote:
So, does the PDF open up for digital purchase at Midnight PST on Wednesday? Because if that's normal practice I'm staying up late tomorrow to buy it.

I would like to know this too.

Silver Crusade

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Hargert wrote:
If they had followed what you wanted Goblinsaurus the board would be filled with cries of power creep and calls of why play any other class.

You mean like Wizards, CLerics, Druids and their verious Tier one options? As well as the recent Arcanist and Psychic which are basically Wizard+

The MAth has been done. In terms of Damage potential, the Kinetecist is competing with an Expert with a bow. Burn is a needless mechanic that punishes you for bohwhat your class is designed to do and what Wizards get for practically free. While Gather Power at first seems like it can allow you some recovery, its far to risky of a mechanic for a combat oriented class and handicaps your action economy, and the open-hand requirement basically castrates some builds. Add in the Burn restriction and suddenly you are being forced into wasting more of your action economy to get back that burn in order to actually use your abilities and to make them not be complete feces.

Meanwhile Fullcasters like Wizard or ol' CoDzilla get all thier Wands, Scrolls, Cantrips, and other things to end encounters, and even a Barbarian is going more consistant damage than the Kineticist and with less risk to himself, and the Magi, Bards, and Inquisitors are able to both fulfill magical roles, Combat roles, and skill roles with ease without ever overshadowing eachother. The Kineticist can barely do the thing which it is designed for.

Saying that the Kineticist is overpowered or fairly balanced is like saying that the Core Monk is well balanced.

Personally, me, and a large amount of my associates, would've loved to have seen the uncut Kineticist that Mak had originally designed before it got gutted by JAcobs and Buhlman to make room for the Mary Sue Psychic.

Currently, as it is, IF I wanted to play a class that was similiar to Kineticist, yet could also compete and actually be useful in a party of Tier 3 classes, I'd get an Elementalist from Spheres of Power instead. At least that system understand proper power scaling in magic and the concept of level-based class balance, even if the Incanter can get a bit rediculous with the right build.


Anybody have more archetype questions that they'd like answered early?

Contributor

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QuidEst, I want to play a magus-like character that channels spells through weapons in new and interesting ways. What are the pros and cons of the mindblade magus archetype versus the ectoplasmatist spiritualist archetype?


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Quintin Belmont wrote:


The MAth has been done. In terms of Damage potential, the Kinetecist is competing with an Expert with a bow. Burn is a needless mechanic that punishes you for bohwhat your class is designed to do and what Wizards get for practically free. While Gather Power at first seems like it can allow you some recovery, its far to risky of a mechanic for a combat oriented class and handicaps your action economy, and the open-hand requirement basically castrates some builds. Add in the Burn restriction and suddenly you are being forced into wasting more of your action economy to get back that burn in order to actually use your abilities and to make them not be complete feces.

Build me an 11th expert that can do 53 damage every round until the end of time, while flying in a cloud, with a 40% flat dodge chance vs projectiles and evasion.

Build me an 11th level expert that can 5 foot step into the floor and start flinging 6d6+12 at you from Improved Cover with constant Stoneskin.

I can keep going.


QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?

I'd love to know more about the Battle Host (Occultist). What this "bond" consists of and what they give up.

I'd also like to know whether the Psychic Detective (Investigator) gets knacks. (I really want an Investigator who has unlimited Detect Magic.)


Apologies for the salt, I just wish people could make up their minds already about whether Kineticists are over or underpowered.


technarken wrote:
Quintin Belmont wrote:


The MAth has been done. In terms of Damage potential, the Kinetecist is competing with an Expert with a bow. Burn is a needless mechanic that punishes you for bohwhat your class is designed to do and what Wizards get for practically free. While Gather Power at first seems like it can allow you some recovery, its far to risky of a mechanic for a combat oriented class and handicaps your action economy, and the open-hand requirement basically castrates some builds. Add in the Burn restriction and suddenly you are being forced into wasting more of your action economy to get back that burn in order to actually use your abilities and to make them not be complete feces.

Build me an 11th expert that can do 53 damage every round until the end of time, while flying in a cloud, with a 40% flat dodge chance vs projectiles and evasion.

Build me an 11th level expert that can 5 foot step into the floor and start flinging 6d6+12 at you from Improved Cover with constant Stoneskin.

I can keep going.

You do realize that 6d6+12 is an average of about 33 damage, which at level 11 is absolutely pitiful and close to a waste of an action? A Kineticist could literally grab a wand filled with blasting spells and do more than it's own class abilities.

ANY class could do it. All it takes is UMD. It is a class that is, literally, in every way, replicatable and SURPASSABLE through UMD, and you can get classes that will have better base features than it.

Designer

technarken wrote:
Apologies for the salt, I just wish people could make up their minds already about whether Kineticists are over or underpowered.

It is very rare that a class is published that doesn't have concerned players with at least one of those opinions, and often both. It's not that people are being contradictory, and sometimes nobody is wrong, for their own games, since the way the game is played varies amazingly wildly from game to game.

In any case, I'm with Brandon; let's talk about some of the other things that interest you guys. I personally haven't heard much about the Running an Occult Game section, and I think it deserves some attention. I personally never realized how close my own game style was to an occult style until developing that section, and I had assumed running an occult game would be hard, but thanks to the tips from the freelancers in that section, after I finished developing it, I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!

Contributor

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Mark Seifter wrote:
I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!

That wasn't a game, Mark--that was a frikkin' work of art.


Brandon Hodge wrote:
QuidEst, I want to play a magus-like character that channels spells in new and interesting ways. What are the pros and cons of the mindblade magus archetype versus the ectoplasmatist spiritualist archetype?

Ooh, good question. I hadn't really looked into that! Somebody else will be able to speak to the differences much better, since I've never gotten around to playing a Magus.

Mindblade gets the advantage of drawing from the Magus list and cherry-picking Psychic spells as needed (starting at level 4). Losing out on the Improved/Greater Spell Combat, though, he's going to have a rough time with those +10 concentration checks. That said, charging in with a psychic greatsword means that his baseline damage is better.

Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.

Designer

Brandon Hodge wrote:
Mark Seifter wrote:
I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!
That wasn't a game, Mark--that was a frikkin' work of art.

I know I spoiled the "multiple layers of the onion" reveal for you, but I'd be happy to run it for you at some point!

And if anyone in the forum is interested, I might run it again next year at Paizocon in the lottery too!

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Mark Seifter wrote:
technarken wrote:
Apologies for the salt, I just wish people could make up their minds already about whether Kineticists are over or underpowered.

It is very rare that a class is published that doesn't have concerned players with at least one of those opinions, and often both. It's not that people are being contradictory, and sometimes nobody is wrong, for their own games, since the way the game is played varies amazingly wildly from game to game.

In any case, I'm with Brandon; let's talk about some of the other things that interest you guys. I personally haven't heard much about the Running an Occult Game section, and I think it deserves some attention. I personally never realized how close my own game style was to an occult style until developing that section, and I had assumed running an occult game would be hard, but thanks to the tips from the freelancers in that section, after I finished developing it, I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!

As if you aren't busy enough, I'd love to see the notes for such a game.


Quintin Belmont wrote:
Personally, me, and a large amount of my associates, would've loved to have seen the uncut Kineticist that Mak had originally designed before it got gutted by JAcobs and Buhlman to make room for the Mary Sue Psychic.

Surely it must be somewhere!

What if it... accidentally found its way into the homebrews section or the such?

Designer

1 person marked this as a favorite.
DM_aka_Dudemeister wrote:
Mark Seifter wrote:
technarken wrote:
Apologies for the salt, I just wish people could make up their minds already about whether Kineticists are over or underpowered.

It is very rare that a class is published that doesn't have concerned players with at least one of those opinions, and often both. It's not that people are being contradictory, and sometimes nobody is wrong, for their own games, since the way the game is played varies amazingly wildly from game to game.

In any case, I'm with Brandon; let's talk about some of the other things that interest you guys. I personally haven't heard much about the Running an Occult Game section, and I think it deserves some attention. I personally never realized how close my own game style was to an occult style until developing that section, and I had assumed running an occult game would be hard, but thanks to the tips from the freelancers in that section, after I finished developing it, I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!

As if you aren't busy enough, I'd love to see the notes for such a game.

While it had strong occult themes taken directly out of Occult Adventures, including the occult classes, spells, etc, it actually has the engine behind the scenes and was instead diceless, rather than d20. Not that the corresponding section of Occult Adventures tells you to do that, mind you; it gives advice for a Pathfinder game with occult themes that also happens to be really useful no matter what system you're playing, since it's all about story, and the engine-in-the-background is just something I also did for that one-shot. I'm not sure if that would mean you would like it less or like it more ;)


Gisher wrote:
QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?

I'd love to know more about the Battle Host (Occultist). What this "bond" consists of and what they give up.

I'd also like to know whether the Psychic Detective (Investigator) gets knacks. (I really want an Investigator who has unlimited Detect Magic.)

Battle Host's bond is with a weapon/armor/shield of their choice. It's masterwork and you start with it for free, so if you want to play a gun-toting Occultist, this is pretty nice. Oh, speaking of firearms, I just noticed that it's immune to the broken condition. So there's your Quick Clear Deed++. Proficiencies are as a Fighter. Anyways, it fills in for all your implements, so don't lose it (focus is still split amongst the different schools, though). Your UMD/Object Reading is just for weapons/armor/etc. Bonus combat feats replace just about all the other utility stuff that an Occultist gets, except for the ones traded in for Spiritual Ally SLA and a temporary physical stat booster ability that stacks with belts. The main drawback is that your effective implement count is reduced, so you know fewer spells.

Yes, yes they do! Cast Detect Magic to your heart's content! You draw from the Psychic list, which is great, plus you add a few detective-y spell options. Poison/alchemy stuff gets replaced by a bonus on saves vs. psychic stuff, and you get a small phrenic pool with an amplification of your choice. No Alchemist Discovery option for you, though. All in all, a very solid archetype!

Designer

2 people marked this as a favorite.
Jamie Charlan wrote:
Quintin Belmont wrote:
Personally, me, and a large amount of my associates, would've loved to have seen the uncut Kineticist that Mak had originally designed before it got gutted by JAcobs and Buhlman to make room for the Mary Sue Psychic.

Surely it must be somewhere!

What if it... accidentally found its way into the homebrews section or the such?

Fortunately (or as fortunately as can be when space happens), the space issue became somewhat clear before I had written too much additional stuff, and then when they became even more clear (by virtue of the kineticist being over on pages dramatically), I somehow managed to shorten wording and copyfit it in order to keep in all the wild talents that I had written so far, by a hair. So there isn't finished material out there that got erased, mostly just little astral medium spirits of ideas floating around in my head but not put to the page. That said, I love homebrewing new and cool stuff for every class (wouldn't have become a designer if I didn't), and I'm always happy to chat about possible cool new wild talents and the like in a new thread in the homebrew section, or general discussion. It sounds like a really fun thread idea to me!


QuidEst wrote:
Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.

Using the Spiritualist spell list is interesting. I don't remember a lot of touch attack spells on that list. Is the Ectoplasmatist still an Int based caster?


Gisher wrote:
QuidEst wrote:
Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.
Using the Spiritualist spell list is interesting. I don't remember a lot of touch attack spells on that list. Is the Ectoplasmatist still an Int based caster?

Ectoplasmatist uses Spiritualist as the base, so it runs on Wisdom. Don't know how much touch is on it now because I haven't had time to look over the list, but a glance looks like at least two touch debuffs per spell level, with some other touch options.


QuidEst wrote:
Gisher wrote:
QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?

I'd love to know more about the Battle Host (Occultist). What this "bond" consists of and what they give up.

I'd also like to know whether the Psychic Detective (Investigator) gets knacks. (I really want an Investigator who has unlimited Detect Magic.)

Battle Host's bond is with a weapon/armor/shield of their choice. It's masterwork and you start with it for free, so if you want to play a gun-toting Occultist, this is pretty nice. Oh, speaking of firearms, I just noticed that it's immune to the broken condition. So there's your Quick Clear Deed++. Proficiencies are as a Fighter. Anyways, it fills in for all your implements, so don't lose it (focus is still split amongst the different schools, though). Your UMD/Object Reading is just for weapons/armor/etc. Bonus combat feats replace just about all the other utility stuff that an Occultist gets, except for the ones traded in for Spiritual Ally SLA and a temporary physical stat booster ability that stacks with belts. The main drawback is that your effective implement count is reduced, so you know fewer spells.

My favorite classes are those with a mix of martial and magic-user. (Hence my screen name.) I always like it when a class has an archetype that gives me the option to shift a bit more to the martial side. This one sounds pretty well-balanced.

QuidEst wrote:
Yes, yes they do! Cast Detect Magic to your heart's content! You draw from the Psychic list, which is great, plus you add a few detective-y spell options. Poison/alchemy stuff gets replaced by a bonus on saves vs. psychic stuff, and you get a small phrenic pool with an amplification of your choice. No Alchemist Discovery option for you, though. All in all, a very solid archetype!

You have made me very happy! :D Mechanically knacks aren't a huge deal, but having Detect Magic, and actual spells instead of elixirs, fits an Investigator flavor that I've wanted to try for a while. :D I expected to lose Alchemist Discoveries, and losing Mutagen is rough. :D But that does open up some slots for Talents that I could never fit in before. :D

I can't stop smiling. :D

Thank you so much for the information! :D


QuidEst wrote:
Gisher wrote:
QuidEst wrote:
Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.
Using the Spiritualist spell list is interesting. I don't remember a lot of touch attack spells on that list. Is the Ectoplasmatist still an Int based caster?
Ectoplasmatist uses Spiritualist as the base, so it runs on Wisdom. Don't know how much touch is on it now because I haven't had time to look over the list, but a glance looks like at least two touch debuffs per spell level, with some other touch options.

So we now have a CHA based Magus and a WIS based magus. I prefer Int based classes, but the Ectoplasmatist might offer some interesting multiclass options.

Thanks again!


Gisher wrote:
QuidEst wrote:
Gisher wrote:
QuidEst wrote:
Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.
Using the Spiritualist spell list is interesting. I don't remember a lot of touch attack spells on that list. Is the Ectoplasmatist still an Int based caster?
Ectoplasmatist uses Spiritualist as the base, so it runs on Wisdom. Don't know how much touch is on it now because I haven't had time to look over the list, but a glance looks like at least two touch debuffs per spell level, with some other touch options.

So we now have a CHA based Magus and a WIS based magus. I prefer Int based classes, but the Ectoplasmatist might offer some interesting multiclass options.

Thanks again!

Ectoplasmatist isn't a magus archetype. It's a spiritualist archetype.


Gisher wrote:

So we now have a CHA based Magus and a WIS based magus. I prefer Int based classes, but the Ectoplasmatist might offer some interesting multiclass options.

Thanks again!

You're welcome! What I meant to say was that it is an archetype for Spiritualist that makes it more like a Magus. But effectively, yes, Magus comes in all three flavors!

Gisher wrote:
My favorite classes are those with a mix of martial and magic-user. (Hence my screen name.) I always like it when a class has an archetype that gives me the option to shift a bit more to the martial side. This one sounds pretty well-balanced.

Yep! You've got a long stretch of only having two, but that's enough for Transmutation to boost your combat and then another school to fit your character.

Gisher wrote:

You have made me very happy! :D Mechanically knacks aren't a huge deal, but having Detect Magic, and actual spells instead of elixirs, fits an Investigator flavor that I've wanted to try for a while. :D I expected to lose Alchemist Discoveries, and losing Mutagen is rough. :D But that does open up some slots for Talents that I could never fit in before. :D

I can't stop smiling. :D

Thank you so much for the information! :D

Oh yeah, definitely- you don't miss cantrips until they're gone. Plus, you can also pick up Two World Magic as a trait to grab any cantrip you're missing. And don't forget- with no verbal components, you can sneak around a lot better than arcane casters can.


QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?

rwally want to play a mesmerist so is the cult leader/ master(whatever they called it) archtype any good in your opinion I got a real good character concept for it if it turns up like I hope it does.


Does the Ectoplasmatist do more stuff with the spiritualist's tentacle things? Might be able to play as The Darkness with it.

Mark Seifter wrote:
I will say only this: I have asked the fine folks on the development team to keep me apprised of kineticist-related topics, and as such, I can tell you that not only did Owen have something amazing planned for kineticists in Occult Origins, that I was like "Yes, let me write that for you please!" but also, he agreed, and furthermore, he went the extra mile got extra wordcount for it in order to make sure it could keep its full potential of extra awesome (initial...

Occult Origins might be the first Player Companion I get just for that.

Protoman wrote:
WHY CAN'T IT BE WEDNESDAY ALREADY?!?

At least you don't have to wait till Thursday -.-

Luthorne wrote:
Create mindscape is a 4th-level spell for mediums, mesmerists, and psychics, and a 5th-level spell for sorcerers and wizards. Greater create mindscape is a 6th-level spell for mediums and mesmerists, and a 7th-level spell for sorcerers and wizards.

Decent levels, my crafter will get great use out of that spell.

brad2411 wrote:
The rogue archetypes should work with the unchained rogue only one possible problem and that is the false medium replaces trap sense which the unchained rogue does not have, unchained rogue has danger sense which is pretty much the same thing so just talk to your GM.

I'm pretty sure danger sense has text that lets it count as trap sense for trading it with archetypes.


Milo v3 wrote:
Does the Ectoplasmatist do more stuff with the spiritualist's tentacle things? Might be able to play as The Darkness with it.

Ectoplasmatist trades away their phantom and a bunch of other stuff to get one or two lashes made out of ectoplasm that gain reach, enhancement bonuses, and a bunch of other stuff, as well as getting spiritual combat (basically spell combat) and ectoplasmic armor.


Luthorne wrote:
Gisher wrote:
QuidEst wrote:
Gisher wrote:
QuidEst wrote:
Ectoplasmatist instead sticks with the Spiritualist list, making it a debuffer in combat instead of tossing out fistfuls of electric d6s. Spiritualist holds up a lot better on the concentration checks (I think), because it can spell combat with reach (I think). There also some weird uses of reach lashes, like disarming somebody and picking their weapon up from their space.
Using the Spiritualist spell list is interesting. I don't remember a lot of touch attack spells on that list. Is the Ectoplasmatist still an Int based caster?
Ectoplasmatist uses Spiritualist as the base, so it runs on Wisdom. Don't know how much touch is on it now because I haven't had time to look over the list, but a glance looks like at least two touch debuffs per spell level, with some other touch options.

So we now have a CHA based Magus and a WIS based magus. I prefer Int based classes, but the Ectoplasmatist might offer some interesting multiclass options.

Thanks again!

Ectoplasmatist isn't a magus archetype. It's a spiritualist archetype.

LOL! I was confusing it with the Esoteric Magus. My brain is mixing up "E" words. Too. much. new. information. :)


Luthorne wrote:
Ectoplasmatist trades away their phantom and a bunch of other stuff to get one or two lashes made out of ectoplasm that gain reach, enhancement bonuses, and a bunch of other stuff, as well as getting spiritual combat (basically spell combat) and ectoplasmic armor.

Yeah that should work for The Darkness. I still will probably make another archetype that is ectoplasmatist without spells eventually though.


QuidEst wrote:
Oh yeah, definitely- you don't miss cantrips until they're gone. Plus, you can also pick up Two World Magic as a trait to grab any cantrip you're missing. And don't forget- with no verbal components, you can sneak around a lot better than arcane casters can.

Two world magic is a good idea. (Ray of Frost might be nice for low level survival.) And silent spells are definitely good. That was one of the nice features of using elixirs, and I'm happy to keep it. I've been wanting to make scouting-focused Ratfolk Investigator: heavy emphasis on stealth, finding and disabling traps, etc. This archetype seems like it will work really well. And the ACG errata even changed Unconventional Inspiration so I can get free Inspiration on stealth checks!

This will be my first heavy natural weapon build. He will gradually acquire claws, bite, and tail attacks so he can eventually deliver delicious, heaping portions of Studied Combat damage and effects.

I can't wait to get this book, but between this archetype, the Promethean Alchemist, the Magus archetypes, and the Occultist class I'm not sure where I'll begin reading.


QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?
psyrus wrote:
kineticist - elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use

Please help.


psyrus wrote:
QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?
psyrus wrote:
kineticist - elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use
Please help.

I'd assume it means you can use the melee and the save based infusions.


Milo v3 wrote:
psyrus wrote:
QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?
psyrus wrote:
kineticist - elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use
Please help.
I'd assume it means you can use the melee and the save based infusions.

which are what infusions and which wild talents? a list please.


psyrus wrote:
QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?
psyrus wrote:
kineticist - elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use
Please help.

You can use it with the Cloud, Cyclone, Deadly Earth, Explosion, Fan of Flames, Kinetic Blade, Kinetic Whip, Mobile Blast, Spray, Torrent, and Wall form infusions. Possibly Impale, I'm unsure as to whether it's supposed to be a ranged attack roll or a melee attack roll, but I lean towards not.

My apologies to Mark if this list is too detailed and needs to be deleted.


Mobile Blast is like the Flaming Sphere of Wild Talents isn't it?


Milo v3 wrote:
Mobile Blast is like the Flaming Sphere of Wild Talents isn't it?

Yup.


Luthorne wrote:
psyrus wrote:
elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use

You can use it with the Cloud, Cyclone, Deadly Earth, Explosion, Fan of Flames, Kinetic Blade, Kinetic Whip, Mobile Blast, Spray, Torrent, and Wall form infusions. Possibly Impale, I'm unsure as to whether it's supposed to be a ranged attack roll or a melee attack roll, but I lean towards not.

My apologies to Mark if this list is too detailed and needs to be deleted.

Erm, can we narrow this down a tad by selecting Aether, telekineticist type?

*Also, I doubt this counts as "Too detailed" all I am being provided with is the names of allowed infusions and wild talents for the elemental ascetic; it is not like you are copying and pasting descriptions.

Another question; Could this Elemental Ascetic Safely punch something hazardous? (*as in the hands are wrapped in aetheric force and thus don't actually touch the foe) I am not asking for the description of the kinetic fist ability - just a Yae or Nae, and why.


Luthorne wrote:
psyrus wrote:
QuidEst wrote:
Anybody have more archetype questions that they'd like answered early?
psyrus wrote:
kineticist - elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use
Please help.

You can use it with the Cloud, Cyclone, Deadly Earth, Explosion, Fan of Flames, Kinetic Blade, Kinetic Whip, Mobile Blast, Spray, Torrent, and Wall form infusions. Possibly Impale, I'm unsure as to whether it's supposed to be a ranged attack roll or a melee attack roll, but I lean towards not.

My apologies to Mark if this list is too detailed and needs to be deleted.

The pdf is only about 29 hours away from being released. My suspicion is that this little list isn't a problem even if it might have been an issue two weeks ago.

Owner - Gator Games & Hobby

Wow, are Psychics really supposed to get Overwhelming Presence as a 4th(!) level spell?

Designer

Cwethan wrote:
Wow, are Psychics really supposed to get Overwhelming Presence as a 4th(!) level spell?

Given that it's Rapport's 9th level discipline spell, I doubt it. I will ask Logan tomorrow.

Liberty's Edge

Are there any archetypes or feats or other mechanisms for old classes that allow to change casting stat?


1 person marked this as a favorite.
psyrus wrote:
Luthorne wrote:
psyrus wrote:
elemental ascetic, please show me what infusions/wild talents are useable? the description says something about not being able to use anything that has a ranged attack roll and ranged touch attack. this leaves me confused as to what is left for the Ascetic to use

You can use it with the Cloud, Cyclone, Deadly Earth, Explosion, Fan of Flames, Kinetic Blade, Kinetic Whip, Mobile Blast, Spray, Torrent, and Wall form infusions. Possibly Impale, I'm unsure as to whether it's supposed to be a ranged attack roll or a melee attack roll, but I lean towards not.

My apologies to Mark if this list is too detailed and needs to be deleted.

Erm, can we narrow this down a tad by selecting Aether, telekineticist type?

Kinetic Blade, Kinetic Whip, Mobile Blast, and Wall are the options for form infusions for telekinetic blast. The elemental ascetic is not restricted when it comes to substance infusion wild talents, so anything compatible with those goes...bowling, grappling, pushing, etc. Once you have access to other elements and other composite blasts, more options will be available. Utility wild talents are not restricted either, so anything compatible with telekinesis works.

Samy wrote:
Are there any archetypes or feats or other mechanisms for old classes that allow to change casting stat?

No. There are several that change old classes into psychic spellcasters (and thus also spontaneous), but they keep the same casting stat. There are also a few for the new classes that change casting stats (elemental ascetic and overwhelming soul for kineticist, fractured mind for spiritualist).


Samy wrote:
Are there any archetypes or feats or other mechanisms for old classes that allow to change casting stat?

No archetypes. Didn't notice any feats. The closest is a few Int classes getting spontaneous Int options.

Liberty's Edge

What are the new class options for changing casting stats?

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