Pathfinder Roleplaying Game: Occult Adventures (OGL)

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

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

Pathfinder RPG Occult Adventures includes:

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

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

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An Endzeitgeist.com review

5/5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Part II of my review can be found here!


Fun, but a bit esoteric

3/5

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


Solid Product

4/5

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


Finally psychic powers makes it's way to Pathfinder

5/5

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


A great addition to the game

5/5

Read my full review on Of Dice and Pen.

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


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The Exchange

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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
noretoc wrote:
Disappointed in the mindblade. the -10 to cast verbal spells defensively pretty much means spell combat is going to be really hard to pull off.

Some suggestions for the the Mindblade archetype:

Concentration, Concentration, Concentration!:
Consider taking the Combat Casting feat and the Uncanny Concentration feat (from Ultimate Magic). In addition there are several traits that can boost concentration checks. Arcane Temper grants a +1 on concentration and initiative and can be found in Ultimate Campaign; Focused Mind can be found in the Advanced Player's Guide and grants a +2 on concentration checks. You can also get some help from magic items. Spellguard Bracers [wrist][5000][Ultimate Equipment] grant a +2 bonus on concentration checks and can be activated to make two rolls on a single conc check. Gloves of Elvenkind [gloves][7500][Advanced Race Guide] grant a flat +5, and Shadow Chest Piercings (Major) [body][3750][Champions of Corruption] grant a flat +5. All of these are competence bonuses and I don't think those stack.

Other options include using Magus Arcana to boost your attack rolls in ways that aren't solely focused on a higher number. Ghost Blade and Accurate Strike give ways to ignore armor and go after Touch AC. Prescient Attack can give you denying your target's Dex to AC. These can be used with Spell Combat's ability to penalizing your Attack rolls to boost concentration since you are targeting a lower number. Finally, there is the Concentration Magus Arcana. It is there, consider it an option.

Ignore Thought Components:
There are a few spells that do not include Thought components and several are the new Undercasting spells. Consider Mind Thrust, Ego Whip (which can be used to hurt enemy casters or stagger a single foe), and Psychic Crush.

I was originally going to recommend Spontaneous Metafocus (From Ultimate Magic) and Intuitive Spell but I misremembered Spontaneous Metafocus and thought it applied to a single Metamagic feat (honestly... kinda disappointed it doesn't) instead of a single spell. That being said, if you have a single spell you wish to remove the T component from, that is an option if you have a Charisma of 13.

Battle-Field Movement:
Remember the Following:

1)Touch ranged spells grant an extra attack as a free action that can be used after movement.

2)When spell combating, you can choose to cast the spell either before or after your attacks.

3)You can take a 5-foot step between spell and attacks while spell combat, before or after. This allows you to cast the spell, 5-foot step, and do the rest of your spell combat.

These factors combined can allow you to use Spell Combat if the battle field layout is to your advantage.

Finally, consider spells that move you as part of the spell. Bladed Dash (Inner Sea Magic) is the classical option as is Force Hook Charge (Ultimate Magic) and both are cool thematically. As is using the Dimension Door feat line from Advanced Player's Guide.


Question - Does the occultist archetype Battle Host qualify for feats with fighter levels as prerequisites? (I.e. Weapon specialization, greater weapon focus, etc.) He has the bonus feat feature but I'm unsure whether I can take these feats as my bonus combat feats.

Silver Crusade Contributor

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Darchalo wrote:
Question - Does the occultist archetype Battle Host qualify for feats with fighter levels as prerequisites? (I.e. Weapon specialization, greater weapon focus, etc.) He has the bonus feat feature but I'm unsure whether I can take these feats as my bonus combat feats.

Just having bonus feats doesn't let you qualify. You must specifically count as a fighter for the purpose of selecting feats.

See classes such as magus for examples of class features that allow you to qualify for fighter-only feats.

Does this make sense? ^_^


Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.

Silver Crusade Contributor

David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.

True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.


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Eric Hinkle wrote:
Gisher wrote:
Eric Hinkle wrote:
I've been hearing about the Silver Balladeer bard archetype. Being a big fan of Wellman's Silver John stories, could someone here please share some information on just what makes this archetype special?
The changes are fairly minor compared to a lot of other archetypes, but they are very flavorful. You have to be good and use a silver or silver-stringed instrument. You get performances versus curses and one that prevents undead or evil subtype creatures from entering a room. You get some bonuses vs. curses, hexes, and charms, and you also get some abililies that make silver or mithral weapons better for you. I like it.
Thank you sir. You are a gentleman and a scholar.

Always glad to help a fellow Wellman fan. :)


Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.

And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.

Silver Crusade Contributor

Gisher wrote:
Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.
And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.

True. Or the comfort enchantment.


Kalindlara wrote:
Gisher wrote:
Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.
And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.
True. Or the comfort enchantment.

Yes, good call. I had forgotten that option. Just buy your way into medium armor.


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Gisher wrote:
Kalindlara wrote:
Gisher wrote:
Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.
And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.
True. Or the comfort enchantment.
Yes, good call. I had forgotten that option. Just buy your way into medium armor.

Another trick you can do if you've got the money (and carrying capacity) is mithral full plate with the steelbone frame from People of the River, and either the comfort enchantment or the armor expert trait. -6 ACP, reduced to -3, reduced to -1, reduced to 0. Full plate with no armor check penalty. Expensive, though.

Silver Crusade Contributor

Luthorne wrote:
Gisher wrote:
Kalindlara wrote:
Gisher wrote:
Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.
And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.
True. Or the comfort enchantment.
Yes, good call. I had forgotten that option. Just buy your way into medium armor.
Another trick you can do if you've got the money (and carrying capacity) is mithral full plate with the steelbone frame from People of the River, and either the comfort enchantment or the armor expert trait. -6 ACP, reduced to -3, reduced to -1, reduced to 0. Full plate with no armor check penalty. Expensive, though.

Wow... well done. ^_^


Kalindlara wrote:
Luthorne wrote:
Gisher wrote:
Kalindlara wrote:
Gisher wrote:
Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.
And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.
True. Or the comfort enchantment.
Yes, good call. I had forgotten that option. Just buy your way into medium armor.
Another trick you can do if you've got the money (and carrying capacity) is mithral full plate with the steelbone frame from People of the River, and either the comfort enchantment or the armor expert trait. -6 ACP, reduced to -3, reduced to -1, reduced to 0. Full plate with no armor check penalty. Expensive, though.
Wow... well done. ^_^

Yes, indeed! That is a nice, and very exotic, combination.


Luthorne wrote:
Gisher wrote:
Kalindlara wrote:
Gisher wrote:
Kalindlara wrote:
David Neilson wrote:
Little disappointed the Mindblade does not give you competence in at least medium armor. After all psychic stuff does not deal with arcane spell failure.
True... although if you're willing to accept the class/spell progression hit, a single dip of another class lets you use all armor right from the start.
And there is always the Mithral-Breastplate-with-the-Armor-Expert-trait trick.
True. Or the comfort enchantment.
Yes, good call. I had forgotten that option. Just buy your way into medium armor.
Another trick you can do if you've got the money (and carrying capacity) is mithral full plate with the steelbone frame from People of the River, and either the comfort enchantment or the armor expert trait. -6 ACP, reduced to -3, reduced to -1, reduced to 0. Full plate with no armor check penalty. Expensive, though.

Whistles

That is pretty smurfing impressive!


But I see that the Steelbone Frame takes up the magical slot for armor, so the armor it is being used with can't be magical.

Silver Crusade Contributor

Gisher wrote:
But I see that the Steelbone Frame takes up the magical slot for armor, so the armor it is being used with can't be magical.

I really hope that's an editing error - the Player's Companion line is rife with them.


Looks like the Ectoplasmatist suffers the same problem as the Mind Blade. The archetype gives spell combat but does nothing about needing to take a move action or take -10 on thought based concentration checks.

What is the point of an archetype giving spell combat that is then basically impossible to use?

It is a shame as the concept is fun, but it gives up rather a lot for what it gets and to work it really needs some way to deal with the concentration check penalty.

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber

Very first post on this page goes into detail on how to get past the T component. Some of it is still applicable here. You can start off with a +6 bonus on Concentration through 1st level feat and trait alone - +8 if using human bonus feat towards concentration and not going weapon finesse. That brings the penalty down to a much more manageable -2 before any other options! And that's for the Mindblade, Ectoplasmist can hold off till 3rd level since that's when they get "spell combat".

Secondly, progress far enough (5th level) and you get Reach for the Ectoplasmist. Speaking of Reach, I missed a potential option for both Ectoplasmist and Magus - the Lunge feat.


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Magus also has the Longarm Spell at 1st level. A minute/level increase to your reach should get you by in most situations until you encounter enemies with +15ft reach and by then you can either grab other ways to increase reach or you have the gold to boost your concentration checks.

It's honestly far from crippling the archetype, it just takes some minor investment.

The archetype honestly gives you enough goodies that it is more than a fair trade to have to work around those DCs.

The Exchange

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Deadkitten wrote:

Magus also has the Longarm Spell at 1st level. A minute/level increase to your reach should get you by in most situations until you encounter enemies with +15ft reach and by then you can either grab other ways to increase reach or you have the gold to boost your concentration checks.

It's honestly far from crippling the archetype, it just takes some minor investment.

The archetype honestly gives you enough goodies that it is more than a fair trade to have to work around those DCs.

Nice catch.

Another thing to note for the Mindblade, specifically, is that the weapon you manifest is a melee weapon of your choice. There doesn't appear to be any restrictions or modifications to the qualities of the weapon of your choice other then enhancement bonus as you level up. This means you can choose to manifest melee weapons with reach. Spears, various Polearms, and the whip are all available options as you see fit (and that's just in the core rulebook).


When a Mindscape has been made permanent and no one is in it, who would be the target for Mindscape Door?

Could an Intelligent magic item enter a Mindscape?


Gordrenn Higgler wrote:
When a Mindscape has been made permanent and no one is in it, who would be the target for Mindscape Door?

A tree that falls in the forest when no one is around to hear it?


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BigNorseWolf wrote:
Reading it: Very dense, legalistic. Forget seeing forest for the trees the writing has you concentrating on bark and you have to pan out from there to see how the classes work and get a reasonable picture of what it does.

Yes, thank you, that encapsulates perfectly the feeling I got when trying to make sense of the Kineticist. Hell, I haven't even looked at the other classes yet, several days later.

Silver Crusade Contributor

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magnuskn wrote:
BigNorseWolf wrote:
Reading it: Very dense, legalistic. Forget seeing forest for the trees the writing has you concentrating on bark and you have to pan out from there to see how the classes work and get a reasonable picture of what it does.
Yes, thank you, that encapsulates perfectly the feeling I got when trying to make sense of the Kineticist. Hell, I haven't even looked at the other classes yet, several days later.

My theory is that they're trying to cover all the nitpicky/pure-RAW FAQs in advance, to the significant detriment of readability and ease of use.

I'm building entire characters just to try and figure out what their classes do...


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How do you build a part of a character?


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Ed Reppert wrote:
How do you build a part of a character?

Depends on the type of prosthetics ya want.

Silver Crusade Contributor

Ed Reppert wrote:
How do you build a part of a character?

Mocking up parts of the character to see what a specific value would look like, such as determining attack bonus for kinetic blasts based on level/abilities/feats/etc.


I use cardboard boxes, an old vacuum hose or two, mom's rusty old colander, some old tin cans, wiring from an old radio if I'm lucky :-)

Edit: drat, Ninja'd again!

The Exchange

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I didn't really think they were that bad for the most part. Medium is really the only class that I have a hard time understanding and that's because of stuff like "legendary spirit", "legend the spirit belongs", and so on.

Silver Crusade

Deadkitten wrote:

Magus also has the Longarm Spell at 1st level. A minute/level increase to your reach should get you by in most situations until you encounter enemies with +15ft reach and by then you can either grab other ways to increase reach or you have the gold to boost your concentration checks.

It's honestly far from crippling the archetype, it just takes some minor investment.

The archetype honestly gives you enough goodies that it is more than a fair trade to have to work around those DCs.

There is another thread for this, that is probably a better place. A Mindblade gets spell combat at level 1. A human taking up all his feats and one trait can get to the point where they can effectively get a spell off defensively 40% of the time. Now if that was the base, and the penalty for what the class gave, that would be ok, but this is the chance AFTER you spend your first two feats and a trait to increase your concentration. Can you think of any other class that needs two feats and a trait, just to get a 40% chance to use one of their main class abilities?

Silver Crusade Contributor

xevious573 wrote:
I didn't really think they were that bad for the most part. Medium is really the only class that I have a hard time understanding and that's because of stuff like "legendary spirit", "legend the spirit belongs", and so on.

Bah.


Wait, are we talking Legends of the Fall, or Spirit, Legend of the Cimmaron, starring the neigh of Matt Damon:-)

Silver Crusade Contributor

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The song Spirit, by John Denver, was pretty legendary.

The Exchange

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My favorite spirit is Rum!


So, am I reading this right? At level 18 a Earth Kineticist has the ability to gain at will Earthquake? For no burn? I know earthquake tends to not be a great spell, but it is a level 8 spell.


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John Ryan 783 wrote:
So, am I reading this right? At level 18 a Earth Kineticist has the ability to gain at will Earthquake? For no burn? I know earthquake tends to not be a great spell, but it is a level 8 spell.

At level 12 an aerokineticist gets control winds (5th level) at-will (though it requires concentration) and at level 16 control weather (7th level) at-will. At level 18, a hydrokineticist gets access to tsunami (9th level) at-will. And at level 18, any kineticist gets access to ethereal jaunt (7th level) at-will and can even extend the normal duration by taking burn. Even including earthquake (8th level), I think the most powerful is still probably control winds once you're up to 15th or 18th level...


Luthorne wrote:
John Ryan 783 wrote:
So, am I reading this right? At level 18 a Earth Kineticist has the ability to gain at will Earthquake? For no burn? I know earthquake tends to not be a great spell, but it is a level 8 spell.
At level 12 an aerokineticist gets control winds (5th level) at-will (though it requires concentration) and at level 16 control weather (7th level) at-will. At level 18, a hydrokineticist gets access to tsunami (9th level) at-will. And at level 18, any kineticist gets access to ethereal jaunt (7th level) at-will and can even extend the normal duration by taking burn. Even including earthquake (8th level), I think the most powerful is still probably control winds once you're up to 15th or 18th level...

Tsunami does not bother me as it requires a point of burn, but I didn't notice that wind didn't have burn on it's two abilities. Man that is crazy.


So is the Kineticist overpowered or underpowered!?


Axial wrote:
So is the Kineticist overpowered or underpowered!?

I think it is just right, decent but not great damage, lots of options and utility. Some more feat support would be nice if nothing else.


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Axial wrote:
So is the Kineticist overpowered or underpowered!?

Depends who you ask, it seems...and what criteria they're using.


Also, I think the Mindblade being so non-functional is a bug and not a feature. They probably forgot about the inherent -10 concentration penalty for psychic spells as they were writing it.

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It's not non-functional, it requires a change in strategy. That's not the same thing as non-functioning.


Axial wrote:
Also, I think the Mindblade being so non-functional is a bug and not a feature. They probably forgot about the inherent -10 concentration penalty for psychic spells as they were writing it.

I disagree, and I also don't think they expect people to try and negate that penalty by boosting their Concentration by every means possible, rather, changing how you play the character to accomodate. Even when the Magus came out I felt similarly, mechanics like Concentration don't exist so you can pass a check all the time.

Scarab Sages

Quandary wrote:
Axial wrote:
Also, I think the Mindblade being so non-functional is a bug and not a feature. They probably forgot about the inherent -10 concentration penalty for psychic spells as they were writing it.
I disagree, and I also don't think they expect people to try and negate that penalty by boosting their Concentration by every means possible, rather, changing how you play the character to accomodate. Even when the Magus came out I felt similarly, mechanics like Concentration don't exist so you can pass a check all the time.

You just need to adjust your positioning so you don't need to cast defensively. Two-handed weapons with spell combat mean you can spell combat from reach without having to use a sub-par feat intensive weapon like the whip, and you can easily extend that reach with enlarge person, long arm, or both.


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I'm starting to really like Occult Adventures. I've been revolving my campaign setting around a "low power but common magic" Pathfinder world that advanced itself to a modernish tech level (Alchemists and engineers cooperate on stuff, so magic and science are both responsible for technology.) and has professionals trained to deal with especially dangerous monsters, rogue witches, demons, and stuff. Occult Adventures has plenty of new toys I can use for that sort of game, so I am happy. I've also just gotten into Supernatural, which gives me worldbuilding inspiration for stuff that Occult Adventures has content focusing on.


Imbicatus wrote:
Quandary wrote:
Axial wrote:
Also, I think the Mindblade being so non-functional is a bug and not a feature. They probably forgot about the inherent -10 concentration penalty for psychic spells as they were writing it.
I disagree, and I also don't think they expect people to try and negate that penalty by boosting their Concentration by every means possible, rather, changing how you play the character to accomodate. Even when the Magus came out I felt similarly, mechanics like Concentration don't exist so you can pass a check all the time.
You just need to adjust your positioning so you don't need to cast defensively. Two-handed weapons with spell combat mean you can spell combat from reach without having to use a sub-par feat intensive weapon like the whip, and you can easily extend that reach with enlarge person, long arm, or both.

They can't use Spell Combat with two-handed reach weapons until 13th level, so that won't help a lot of people. (PFS players for example.) There are other options for lower levels, though.

Silver Crusade

[

Quandary wrote:
I disagree, and I also don't think they expect people to try and negate that penalty by boosting their Concentration by every means possible, rather, changing how you play the character to accomodate. Even when the Magus came out I felt similarly, mechanics like Concentration don't exist so you can pass a check all the time.

That would be fine, but the penalty pretty much insures you can not make the check any time. You get spell combat at lvl 1 and a level 1 has a +4 on average. With the penalty that is a -6 to the roll. The DC for a lvl 1 spell (And remember, almost all, if not all, magus spells have verbal components) is 17. That means no chance for success on one of your main class abilities. Could that be the intention, to give an ability at level 1 with the character having no chance to use it? What other class ability requires a feat or trait to use when you get it. All of the options being tossed around will work at higher levels, but all require major investments just to get to a point where they "might" be able to use the ability.

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber

Or you could have shocking grasp and magic missile as your first spells.

Start of turn: Next to enemy.
Attack
5-Foot Step
Magic Missile

Start of turn: 5 feet away from enemy.
Cast Shocking grasp
5-foot step
Attack with Shocking Grasp (Touch or Spellstrike)
Finish Full-Attack

It doesn't have to be those two spells of course. Just don't put yourself in a position to have to make a concentration.

Silver Crusade

xevious573 wrote:

Or you could have shocking grasp and magic missile as your first spells.

Start of turn: Next to enemy.
Attack
5-Foot Step
Magic Missile

Start of turn: 5 feet away from enemy.
Cast Shocking grasp
5-foot step
Attack with Shocking Grasp (Touch or Spellstrike)
Finish Full-Attack

It doesn't have to be those two spells of course. Just don't put yourself in a position to have to make a concentration.

That is great for the very first round. If you win init. After that the enemy is going to follow you. And yes while you can step back after the attack, for a Magic Missile, Then what are you going to do with that spellstrike ability you get at level 2. Use it once, IF you win init, then done? I understand that there are feats to take, and tactics to use that will get you close to what a regular magus can do, but why would you take this archtype and spend all that. The benefits are no where near enough to make it a worthwhile option when you have to invest so much just to make is usable "some of the time"

The Exchange

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noretoc wrote:
xevious573 wrote:

Or you could have shocking grasp and magic missile as your first spells.

Start of turn: Next to enemy.
Attack
5-Foot Step
Magic Missile

Start of turn: 5 feet away from enemy.
Cast Shocking grasp
5-foot step
Attack with Shocking Grasp (Touch or Spellstrike)
Finish Full-Attack

It doesn't have to be those two spells of course. Just don't put yourself in a position to have to make a concentration.

That is great for the very first round. If you win init. After that the enemy is going to follow you. And yes while you can step back after the attack, for a Magic Missile, Then what are you going to do with that spellstrike ability you get at level 2. Use it once, IF you win init, then done? I understand that there are feats to take, and tactics to use that will get you close to what a regular magus can do, but why would you take this archtype and spend all that. The benefits are no where near enough to make it a worthwhile option when you have to invest so much just to make is usable "some of the time"

The magic missile/color spray option will work whether you win initiative or not. Color Spray will open up opportunities to hit enemies with your shocking grasp/spellstrike. and the benefits are either one/two/three extra attacks a round as you level up or 1.5 strength modifier plus maybe reach (or other weapon properties) if that's your interest. Plus arcane pool point expenditures on weapon enhancement are lower overall. Psychic Crushing your enemies or Exploding Heads you enemies after you full attack can benefit from lowered hit points. Finally, you have extreme control over your weapons, capable of changing your weapons to the needs of each fight, since you can just change the damage type, enhancement properties and so on each time you manifest your psychic weapon.

It's an archetype that comes with costs and benefits. Maybe it doesn't fit your tastes due to its costs (and that's fine you feel that way) but that doesn't mean it is broken and can't work at all. It can work fine if you want it to.


for some reason people are worried about arcane spell failure chance with the mindblade but im just gonna put it out there that first of all the mindblade is not an arcane caster meaning that they aren't subject to arcane specific rules and second that they don't even have somatic components as a result of psychic spellcasters changing spell components

so just pick up medium and heavy armor proficiency and then do everything you can to avoid making concentration checks and the mindblade should be fine

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