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:

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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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It is sooo torturous to see the words "PDF available today" on my screen. Stupid timezones...

terraleon wrote:
Milo v3 wrote:
And weirdly the "community blessings (healthy crops, bonus to saves and healing, etc)" is the ritual that has my interest piqued most... I'm a sucker for society-influencing magic.

POOF! Like a demon, I am summoned.

What do you want to know about it?

-Ben.
(Local Incantation/Ritual Magic Specialist)

Do rituals require a caster to lead the ritual? Would being a druid assist in any way with something like a ritual to improve crops? Are you at all familiar with gramarie (unlikely but still) and if so would this system be able to do something similar? How similar to Unearthed Arcana incantations is the ritual magic system? Are any of them small enough that a commoner could do it in a few minutes every day?


Milo v3 wrote:


Do rituals require a caster to lead the ritual? Would being a druid assist in any way with something like a ritual to improve crops? Are you at all familiar with gramarie (unlikely but still) and if so would this system be able to do something similar? How similar to Unearthed Arcana incantations is the ritual magic system? Are any of them small enough that a commoner could do it in a few minutes every day?

Gramarie as in can you sculpt a metal-meat-body with a magical node and use it to house an exotic intelligence capable of controlling a network of directional gravity nodes? No. Gramarie as in can you make absurdly high skill checks to do cool stuff? Yep!

Rituals do not require a caster to lead it, but having a caster level does grant a bonus (1/5 CL + 1) on the checks. Getting lots of helpers is a much easier way to get that bonus - up to a +5. In general, it looks like +20 in the relevant skills (after those modifiers, but without the benefit of items or aid another) is what you'll want before you start poking around. These are not the sort of things commoners are going to be tossing around- they're equivalent to 4th-level spells at minimum.

Something like blessing crops for the year is going to be a lot of checks made over the course of at least four hours with a lot of people supporting it.


Can anyone share how the Mesmerist"s weapon proficiencies turned out?
The playtest Mez, didn't have a lot to choose from.


QuidEst wrote:
Gramarie as in can you sculpt a metal-meat-body with a magical node and use it to house an exotic intelligence capable of controlling a network of directional gravity nodes? No. Gramarie as in can you make absurdly high skill checks to do cool stuff? Yep!

Well, if I used it for gramarie I'd make the different applications like converting corpses into biostructure a homebrew ritual.

Quote:
Rituals do not require a caster to lead it, but having a caster level does grant a bonus (1/5 CL + 1) on the checks. Getting lots of helpers is a much easier way to get that bonus - up to a +5. In general, it looks like +20 in the relevant skills (after those modifiers, but without the benefit of items or aid another) is what you'll want before you start poking around. These are not the sort of things commoners are going to be tossing around- they're equivalent to 4th-level spells at minimum.

Damn, that's disappointing. Commoners not really being able to use them was my main issue with incantations, I was hoping for something that allowed me to have societies use not just plot situations once every few campaigns.


Joe Hex wrote:

Can anyone share how the Mesmerist"s weapon proficiencies turned out?

The playtest Mez, didn't have a lot to choose from.

I don't think it's changed appreciably, though I'm not going to pop open my copy...they're proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip.


It can't not be.


Luthorne wrote:
Joe Hex wrote:

Can anyone share how the Mesmerist"s weapon proficiencies turned out?

The playtest Mez, didn't have a lot to choose from.
I don't think it's changed appreciably, though I'm not going to pop open my copy...they're proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip.

That's what the playtest had. Was hoping they'd get the starknife, just because starknifes are cool. :)

EDIT: When spam pops up, what should it be flagged as?


Milo v3 wrote:

It is sooo torturous to see the words "PDF available today" on my screen. Stupid timezones...

terraleon wrote:
Milo v3 wrote:
And weirdly the "community blessings (healthy crops, bonus to saves and healing, etc)" is the ritual that has my interest piqued most... I'm a sucker for society-influencing magic.

POOF! Like a demon, I am summoned.

What do you want to know about it?

-Ben.
(Local Incantation/Ritual Magic Specialist)

Do rituals require a caster to lead the ritual? Would being a druid assist in any way with something like a ritual to improve crops? Are you at all familiar with gramarie (unlikely but still) and if so would this system be able to do something similar? How similar to Unearthed Arcana incantations is the ritual magic system? Are any of them small enough that a commoner could do it in a few minutes every day?

I don't have access to the book, but I believe someone said earlier (far enough back that by the time either of us found it the pdf would be available) that rituals do not require a caster level to perform.

Silver Crusade Contributor

Joe Hex wrote:
Luthorne wrote:
Joe Hex wrote:

Can anyone share how the Mesmerist"s weapon proficiencies turned out?

The playtest Mez, didn't have a lot to choose from.
I don't think it's changed appreciably, though I'm not going to pop open my copy...they're proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip.

That's what the playtest had. Was hoping they'd get the starknife, just because starknifes are cool. :)

EDIT: When spam pops up, what should it be flagged as?

Breaks Other Guidelines. ^_^

Silver Crusade Contributor

Arachnofiend wrote:
Milo v3 wrote:

It is sooo torturous to see the words "PDF available today" on my screen. Stupid timezones...

terraleon wrote:
Milo v3 wrote:
And weirdly the "community blessings (healthy crops, bonus to saves and healing, etc)" is the ritual that has my interest piqued most... I'm a sucker for society-influencing magic.

POOF! Like a demon, I am summoned.

What do you want to know about it?

-Ben.
(Local Incantation/Ritual Magic Specialist)

Do rituals require a caster to lead the ritual? Would being a druid assist in any way with something like a ritual to improve crops? Are you at all familiar with gramarie (unlikely but still) and if so would this system be able to do something similar? How similar to Unearthed Arcana incantations is the ritual magic system? Are any of them small enough that a commoner could do it in a few minutes every day?

I don't have access to the book, but I believe someone said earlier (far enough back that by the time either of us found it the pdf would be available) that rituals do not require a caster level to perform.

I'm 98% sure this is correct. ^_^


It's going to be fun to use the 'create-a-ritual section', to come up with some witchcraft themed stuff.

Silver Crusade Contributor

1 person marked this as a favorite.
Joe Hex wrote:
It's going to be fun to use the 'create-a-ritual section', to come up with some witchcraft themed stuff.

Soundtrack


Jamie Charlan wrote:
psyrus wrote:
What was wrong with 2nd edition psionics? Cheaters, period.

Disintegrate at level 3? It was in fact possible to have. Its prerequisite Science was Telekinesis so you can pick it at level 3 as your second science if a psychokinetist. Assuming you even have 40 power points to use it ONCE.

You're looking at roughly a 50% chance of having a 50% chance of killing something, in exchange for basically everything you can do today and a 5% chance of having a 40% chance of killing yourself outright for attempting it.

Like I said they were cheating. You see a 2nd ed wild talent received access to all the pre-requisite powers of the power that they gained from the roll. In terms of Psychic strength points (PSP) a wild talent also received enough to use all of their known powers once, plus a bit as a wild talent.

A cheater would more or less lie about outrageous wild talent result rolls which would bestow a Dozen powers and a few hundred PSP...
Ignoring the fact that Psionicist characters could not roll for wild talents in the first place. Player's Option book, which allowed on to cherry pick their class features basically provided as many as 4 wild talent checks, bonus PSP, even to be a Psychic adept which had TWO primary disciplines. So, you'd get these Munchkin players with 700 psp to start and about 50 known powers...


QuidEst wrote:
psyrus wrote:

Occultist Archetype Idea Akashic Seekerthe Akashic Seeker may change the action required to activate resonant and focus powers to a free action. The Akashic Seeker also gains the extra focus feat at 1st level as a bonus feat and gains it again at 4th, 8th, 12th, 16th, and 20th level.

Is this a good archetype or not?
Question: Can an occultist totally specialize in a single implement school?
they can, but Divination is a terrible school for that because it's not a good variety of spells. This archetype either gives you no spells or only Divination. It's really a abuseable as a one level dip to get free action activation of any Divination power.

Okay, change that line to: "For each known implement applied to your specialized school (*Divination) you count as +1 occultist level higher for the use of your occultist powers."

There should really be more oomph for an occultist that specializes in a single implement. This is why I wanted the Akashic Seeker to use their own mind as their implement, to not bestow their "implement" to others, and to turn inward for wisdom instead of asking a random outsider...


Kalindlara wrote:
Joe Hex wrote:
It's going to be fun to use the 'create-a-ritual section', to come up with some witchcraft themed stuff.
Soundtrack

That... is now stuck in my head. :)


Brandon Hodge wrote:
Fourshadow wrote:
Brandon, Stephen and you actually did some design/development of this book here in Tulsa?!
We most certainly did! We became cellar dwellers for several days and hashed out a lot of the concepts from the initial outline Erik and I had put together, and took the first steps toward making a thick stack of wild esoteric ideas a developmental reality. We had a blast camping out with the material and brainstorming, and that Tulsa trip was a high point of my creative endeavors thus far!

Did you spend all that time at the bar? I do not have much bar experience. Have not needed it as I have almost spent as much of my life married as I have single! Raising 5 Pathfinder players is a lot of fun!

Silver Crusade Contributor

Joe Hex wrote:
Kalindlara wrote:
Joe Hex wrote:
It's going to be fun to use the 'create-a-ritual section', to come up with some witchcraft themed stuff.
Soundtrack
That... is now stuck in my head. :)

My work here is done. ^_^


Do the ritual rules look like they'd be difficult to homebrew to make them able to do lower level stuff?

Arachnofiend wrote:

I don't have access to the book, but I believe someone said earlier (far enough back that by the time either of us found it the pdf would be available) that rituals do not require a caster level to perform.

QuidEst has a post up the page that has some info on rituals that confirm that is correct.

edit: What time is the pdf actually becoming available by the way?


with the changes in timezones I just check every hour... or just go to sleep and wake up extra early

Shadow Lodge

Chiming in with a second "What time is it going to be available?" I am dying to see what changes.


If anyone needs to buy this book it is clearly me. Now when can I buy it Damn it.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Hrrrng


Hoping Canadian stores have it on time...


Is there any rituals that would help with making magic items?


The Morphling wrote:
Chiming in with a second "What time is it going to be available?" I am dying to see what changes.

They normally go on sale at midnight on the West Coast of the U.S.A. which is on Daylight Savings Time right now. So for North America we have...

11:00 p.m. Alaska Daylight Time (or Pacific Standard Time)
12:00 a.m. Pacific Daylight Time (or Mountain Standard Time)
_1:00 a.m. Mountain Daylight Time (or Central Standard Time)
_2:00 a.m. Central Daylight Time (or Eastern Standard Time)
_3:00 a.m. Eastern Daylight Time (or Atlantic Standard Time)
_4:00 a.m. Atlantic Daylight Time
_4:30 a.m. Newfoundland Daylight Time

Which would be 7:00 a.m. Greenwich Mean Time


Gisher wrote:
The Morphling wrote:
Chiming in with a second "What time is it going to be available?" I am dying to see what changes.

They normally go on sale at midnight on the West Coast of the U.S.A. which is on Daylight Savings Time right now. So for North America we have...

11:00 p.m. Alaska Daylight Time (or Pacific Standard Time)
12:00 a.m. Pacific Daylight Time (or Mountain Standard Time)
_1:00 a.m. Mountain Daylight Time (or Central Standard Time)
_2:00 a.m. Central Daylight Time (or Eastern Standard Time)
_3:00 a.m. Eastern Daylight Time (or Atlantic Standard Time)
_4:00 a.m. Atlantic Daylight Time
_4:30 a.m. Newfoundland Daylight Time

Which would be 7:00 a.m. Greenwich Mean Time

Eastern standard time is the same time as Eastern Daylight time because weird daylight savings time things actually.


EST and EDT are actually one hour apart, but there are some regions that ignore EDT and stay on EST all the time. That's why I listed both. Are you in an EST region?


.... So 5 pm for Aussie Eastern Standard Time... closer than I thought.


One hour left...


8 AM in Italy right now, here with you guys for the last hour of waiting :)


Gisher wrote:
EST and EDT are actually one hour apart, but there are some regions that ignore EDT and stay on EST all the time. That's why I listed both. Are you in an EST region?

New Jersey, east coast USA. Where it is currently 2:08 AM


I work from home, and we are doing a bridge call/server test in about 35 minutes. Normally I'm not up at this time, but decided to take advantage and buy this when it hits. 40 minutes or so until occulty goodness.


H.P. Makelovecraft wrote:
Gisher wrote:
EST and EDT are actually one hour apart, but there are some regions that ignore EDT and stay on EST all the time. That's why I listed both. Are you in an EST region?
New Jersey, east coast USA. Where it is currently 2:08 AM

So you are currently in EDT which is 4 hours off from UTC (which is basically GMT for old-timers like me.) Some areas in your time zone, like Panama, stay on EST and are 5 hours off from UTC. So it should be about 2:30 a.m. for you, but it is 1:30 a.m. in Panama. In November, you'll move your clock back an hour, returning to EST, and your clocks will match those in Panama.

Here is a fun Time Zone Map if you are interested in that sort of thing.


I'm a college student. I don't sleep at reasonable times. Needless to say, I'm staying up to get the book.

8 minutes.

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