Pathfinder Player Companion: Occult Origins (PFRPG)

3.30/5 (based on 3 ratings)
Pathfinder Player Companion: Occult Origins (PFRPG)

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Walk the Unseen Path!

Sometimes things go bump in the night, hinting at mysteries that lie shrouded behind the veil of fear. In an old world steeped in magic, some questions can—or should—never be answered, and some investigators find truths so terrible they pray for sweet madness to wipe them away. Pathfinder Player Companion: Occult Origins provides new options for heroes who look beyond the convenient and sensible mask the world wears and plumb the dark secrets underneath. Expand your kineticist repertoire, bolster your phantom's mind, or tie your occult powers to a god. Learn psychic magic, unlock occult abilities for mundane classes, and examine the role of occult characters across Golarion. Occult Origins includes new abilities and tools for every Pathfinder RPG player. Inside this book, you'll find:

  • Incredible archetypes, class features, feats, and spells to broaden the scopes of all six of the new occult character classes introduced in Pathfinder RPG Occult Adventures.
  • Uncanny archetypes such as the mind sword, the supernaturalist, the Harrowed Society student, and the primalist that bring occult powers to both core and hybrid classes.
  • Dozens of new mystic spells to augment the power of the mind for both occult classes and arcane and divine casters.
  • New occult feats such as Cranial Adjustment, Haruspicy, and Trepanation that provide esoteric flavor and psychic skill unlocks to any character.
  • Occult rituals from Golarion's lost civilizations, including the Jistkan art of genie-binding and Sarkorian god-summoning.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-785-7

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Good Setting Lore, Interesting Options

4/5

Alright, let's jump into Occult Origins! This 32-page, full-colour book in the Pathfinder Player Companion line was released around the time of the Occult Adventures hardcover book that introduced several new psychic-themed classes to the game. The goal of Occult Origins is to supplement that book, ground it in the campaign setting of Golarion, and add some more options for psychic PCs. Let's see if it achieves those ends. I should flag that the only occult class I've placed is the Psychic, so the ins and outs of the new options presented here are often beyond me.

First up, cool cover! The inside front-cover is a really useful summary of how the different planes connect to or fuel the various new occult classes. For example, it explains how kineticists are linked to the elemental planes, how spiritualist phantoms come from the ethereal plane, and how the spirits that mediums draw upon aren't actual souls or ghosts from remnants left on the astral plane. The inside back cover is just the front cover art sans text. I'll go ahead and mention here, before I forget, that the interior artwork is uniformly excellent.

The first couple pages of the book are a summary of what's inside for each of the six occult classes and an index to the new rules options. This is followed by a two-page introduction that's actually pretty important--it gives specific cultural links in Golarion for each of the six occult classes, turning what can be generic and abstract into a rich addition to the setting lore. The whole concept of the occult in Pathfinder is now much more appealing to me. And did you know that Erik Mona (Paizo publisher) has his own occult library? That's pretty cool.

Next up are sections devoted to each of the six new occult classes. Kineticists get four pages of material, while the other classes get two pages each. Why the discrepancy? I don't know!

* Kineticist: Most people in Golarion wouldn't recognise a kineticist if they saw one, apparently. This book introduces a couple of new elements. The first is Void, which I don't really get it--it seems to be some sort of weird mixture of negative energy and gravity powers. The second is Wood, which is really more of a general nature or even First World-themed power. It does contain a lot of useful utility powers for wilderness (forest) adventures.

* Medium: Some interesting setting lore here. I didn't expect just how unpopular mediums would be in places like Ustalav and Mendev. The book introduces a "Nexian Channeller" archetype which is very focussed on having a mystical third-eye. There's also a new modified archmagi spirit that draws on Nex! Very interesting and fits the setting well.

* Mesmerist: Mesmerists are apparently some of the most common occult practitioners in Golarion, as they skilfully use their powers to gain wealth and political influence. This book introduces several new mesmerist tricks. There's also a new Chelish-themed type of gaze, "Devilbane Gazes" which have extra effects against outsiders. There's also three new spells, with fool's teleport my favourite (it looks like you've teleported away, but really you've just become invisible).

* Occultist: Apparently Osirion is a place of particular strength for occultists, which makes sense. This book introduces a new archetype, the "Reliquarian"--it makes use of religious relics and essentially makes the occultist into a divine caster with one cleric domain. Several new sacred implements are also introduced, themed to particular Core20 deities.

* Psychic: It makes sense that Vudra would have a higher concentration of psychics, but I like the idea that Numeria has several as well due to the influence of strange alien technology there. This book introduces some new phrenic amplifications which look okay, and two new disciplines: enlightenment and rebirth. Both are good, and I actually chose rebirth a long time ago when I made my psychic-monk, Arrius Vext.

* Spiritualist: Spiritualists apparently have a very complicated reception on Golarion, with suspicion from the Church of Pharasma and fear (or disdain) from common folk. There's a new archetype, the Fated Guide, which involves a phantom that Pharasma has sent back to Material Plane with very little memory. I don't quite get it. There's also a new emotional focus, Remorse, that has a great story theme (though I don't understand how it works in practice, having never played a spiritualist).

Next up, the book has four pages of occult-themed archetypes for non-occult classes. There's a "Mind Sword" archetype for paladins (giving up lay on hands and channelling? I don't think so!), a "Serpent Fire" archetype for monks (all chakra-based), a weird "Supernaturalist" archetype for druids, a fairly-interesting "Harrowed Society Student" archetype for arcanists, an "Id Rager" archetype for bloodragers, and a "True Silvered Throne" archetype for shamans (it's themed to relate to the Esoteric Order of the Palantine Eye, but lacks any real flavour).

Feats are the subject of the next two pages. Many of the concepts are fantastic, but their effects are unfortunately bland (a minor numerical bonus to a save or a skill). Feats are more interesting when they allow you to do something you couldn't do before, not when they just provide a bump to a dice roll--there are enough of those in the game already. Still, I love the idea of something like the Cranial Implantation feat, where you walk around with needles inserted into your brain!

Two pages are spent on Occult Rituals, and there are some really nicely-flavoured ones tying into lore elements like the Jistka, the Peacock Spirit, and the Sarkoris God-Callers.

Last up are four pages on new spells. Some are available to traditional arcane or divine casters, while others are for psychic casters only. I think my favourite is jealous rage, which makes a character murderously angry if someone is the recipient of a beneficial spell and they're not. Other good spells include ectoplasmic hand and mind over matter, though I think subjective reality is overpowered with no saving throw.

And there we have it. To my mind the greatest value in the book is how it helps to incorporate occult themes into the Golarion campaign setting. The new rules elements will probably be more hit or miss depending on what you're looking for. Still, it's a book I could definitely imagine using.


Good promises, moderate delivery, bad effort

1/5

I don't think this is a terrible product, by any means. I just feel insulted.

It helps pull in some flavour in some circumstances, and tries to break it in others. The Serpent Fire monk archetype does what it says on the tin and is something that /really/ should have been in Occult Adventures as opposed to this book, as much as I want to like the Karmic monk. The divine spin on Occultist isn't executed great. But enough about all that lame-o pathfinder stuff, let's get down to the meaty avatar/D&D big draw, eh?

The biggest draw for you would probably be the kineticist elements, right? I know it was mine! But I'll say it now; the kineticists are half broken, half flavourless, and a big ol' heaping helping of unclear. Whouh. You think the Occultist was a slog to get through in the original OA? At least it had words. You'll be wishing for rule salad.

We'll start with Phytokineticist, the wood one. First thing you'll notice: The basic utility power is missing. They just forgot to even put it in the book. Ouch. Big ouch. It's not a huge deal, it's what you expect. Trims bushes, does nothing else. But that doesn't make it better; even if you're not missing much, that's still the ICONIC ABILITY of the entire class missing, and somehow that still doesn't take away much!

Phytokineticist. All I can say is "Why didn't you take earth kineticist?". It doesn't do much different from earth kineticist. It even gives you jagged flesh. The defensive power? It gives you some natural armor, which is worse than earth's DR and worse than water's armor/shield bonus. Depending on the campaign you're running, it's worse than searing flesh. The other abilities, things like being able to deal nonlethal damage easily, are all too demanding. You have to be fourth level to effectively deal nonlethal damage, and 9th level to get a VERY mild toxin (maybe sickened for one round? For 3 burn? You kidding me?). The rest almost entirely emulate geokineticist powers, but worse. 90% of the wild talents that are feasibly usable seem to be composite blasts and the rest require you to be ridiculously high level to get mild low level effects. You would do immensely better to just be a fey/verdant sorcerer.

The Void/Chaos/Negative energy/Gravity kineticist is...okay. You get either negative energy or gravity. Gravity is basically just air blasts so you can use the cool negative energy powers while not being useless while fighting undead. Negative energy is a energy blast, so it's pretty good, if you don't plan on running into undead often. If you do...All I can tell you is to take some levels in Life Oracle, play overwhelming, and hope your charisma bonus can give you enough channel uses to not be completely worthless.

Oh, yeah, you don't get a way to bypass the undead not being effected by your blasts. You know, how every other kineticist gets draining infusions, and how fire can sear away fire resistance? Yeah you don't get that here. Draining infusion? Rules as written, it doesn't work, Unless somehow you come across a negative energy elemental. Good luck finding that. You'll need it.

I, and others, tried to ask the developers several times, if draining infusion worked. Never answered, as far as I could tell. Maybe it was, somewhere in the dozens/hundreds of posts in the product discussion. If I cant find it in 20 seconds, though, it should count as completely broken. When you buy a book, it needs to work on it's own. I can understand a editing error or something where you need to put up a FAQ or some very obscure usage where you need to form surf, that's not great, but I can't hold it against you. But this is Kineticist. You get one job when you take this class. ONE JOB. You need to know how to do it. The book doesn't tell you, leaving you and your GM guessing. Spark of life as a phytokineticist, or void kineticist? Screw you.

Then we move on to it's other abilities. Basic utility talent is pretty sweet, on paper. You can create shadows that protect from bright light, increase carrying capacity, and even give small bonuses to acrobatics due to your gravity powers. Oh, and uh, for void kineticists you get gravity and negative energy powers regardless of the blast. Honestly this needed it, so I don't mind

"But wait!", you say, "Protect from bright light? What does this mean?"

You don't take penalties from bright light.

"What kind of penalties?"

Screw you. Stop thinking about it. This isn't a book for smart people. Shhhhhh. No, I took it upon myself to ask. Then I realized several people had asked before me. The devs never responded, so I heckled them until they did. They answered with

"If, and only if, you have some condition that causes bright light to give you penalties, this negates those penalties.
That's it. Full stop. Just like it says, with no other interactions."

So, what counts as that? Vampires protect from daylight, right? No, actually. It means the specific "Bright light" condition, and only that condition, you actually get the same amount of light, so daylight still hurts. Stealth penalties from the bright light condition, right? Those penalties are there specifically from the concept of "Bright Light" in the rulebooks, so it works, right? No, they told me, it doesn't protect from that, because it doesn't reduce the amount of light that hits and reflects off of you.

Yes.

You heard me right.

It creates a shadow that doesn't exist so you can ignore penalties that may or may not exist and some penalties that exist because of the concept of bright light still effect you anyways, except when it doesn't.

WHAT.

No. WHAT?!

The other aspects of Void kineticists, I could go on. There are some cool ones, like creating actual darkness, not having to breath anymore (Awesome), and using gravity mind waves to throw yourself. But really, this is all I'll say more on the matter of the Void kineticist.

They missed the basic point of kineticists. The point is to actually, PHYSICALLY, primally, control the elements. The geokineticist isn't supposed to have some weird bass-ackwards conditions. It's not supposed to have a dozen asterisks on the end of each ability that say "*only applicable in very situational circumstances wherein your caster level exceeds the base 12 strength of a stone crafted by no more than twelve peasant--" NO. You PICK UP 25 POUNDS OF ROCKS AND THROW THEM. No big slog. No intense planning required for every circumstance, no 20ft long list of rules. You are the rock man. You do rocks. That's what you do.

The Void Kineticist? It's just rules. It's just being a really bad sorcerer. That's all it does. It misses the fundamental basis of kineticists as a whole.

As for the other classes:
I hate the medium class on it's own, and the archetypes here don't change that. If you like the base medium, and you want to give this one a spin, I can't say much.

For the mesmerist, some of the tricks seem needlessly nerfed. In one, you can share senses for up to a minute per level, unless you ever open your eyes in which case it immediately ends it and wastes the trick. Why? Is it really game breaking? Couldn't it just be a swift action to delay/restart the trick, with time still wasting either way? Slip bonds is alright, but incredibly situational and I can't see an instance where you'd pick it over the better ones like psychosomatic surge. One of them allows you to make people carry messages without knowing they did it, but you have to volunteer to a mesmerist's tricks so I don't see the point. They add new mesmerist gazes, and some of them are pretty useful. Not worth the asking price of physical, not even really the 10 bucks of PDF.

The divine occultist archetype, Reliquarian. It's what you'd expect and doesn't break the mold at all. I was disappointed with it. It might be my ignorance in Occultist implements, but the book gives you a few suggestions as to what your holy relic is, and then immediately tells you to get stuffed because the necromancy implement is a coin instead of the fingerbone of a saint like it suggested.

I fell asleep reading the the new Psychic rules.

Spiritualist archetype referenced a feat from a book I don't have on me at the moment. It kind of seems like that's what it's hanging on, so if you don't have inner sea guide on you, it's a big window shopping experience that leads nowhere. The remorse emotional focus is ok.

The serpent fire adept, a monk archetype for opening the chakras, is a good archetype. It does it's job. Being a monk, especially one focused on the chakras, it's still as weak as Limbo's tax code.

At around this point the book lost all interest to me. It just couldn't keep me with it's mild successes and huge pitfalls.

Again, it's not a terrible book. I just feel disappointed.

The Good: I can't think of a moment when the book made me want to scream in anger.

The Bad: I was smouldering on a low "What the hell, man?" setting the entire time. It insults your intelligence and doesn't put forth half the effort it should.

The Ugly: You'll never get to be a cool wood-bender and you'll have to be stepping on eggshells with the rules every 5 seconds as a void kineticist. The rest of the book evokes no strong emotions. Just disappointment and very mild enjoyment.


Best of the Origins Books

5/5

Read my full review on Of Dice and Pen.

Occult Origins is definitely the best of the Origins books to date. Paizo has refined the series with each successive book. Occult Origins is a book of mostly “crunch” (i.e. mechanical rules options for characters), but it is the best kind of crunch—the kind that supports the flavour of the setting as well as giving characters fun new options. The material in this book is full of flavour that both expands the world of Golarion and expands our understanding of it. And this only serves to enhance the gaming experience.


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Pathfinder Adventure Path Subscriber

I'm very curious about any goodies the Occultist got!


Spoiler:
What nifty tricks can the wood and void elements do? What kind of composite blasts can they create? Is void like the anti-aether?

Finally, is there now a way to deal acid damage with a kinetic blast? I hope so; it's the unloved energy type!


Wood could be do some neat things with acid, like toxic plants or whatever.


What I'm pretty curious about too, is what do the new elemental defenses do? Are there new ones?

Designer

2 people marked this as a favorite.
Lanitril wrote:
What I'm pretty curious about too, is what do the new elemental defenses do? Are there new ones?

They have all the things!

Fitting them on one spread each was...not easy; I pitched in during editing to help copyfit those guys. Perhaps copyfitting is the eternal curse of the kineticist. Maybe we need a new anti-copyfitting special ability for kineticists.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark. I've been curious. How does one actually get to participate and get to design these classes and books for paizo? I've been gaming for over 20 years (Been playing MTG since beta and played D&D 2nd ed when I was a kid) and I would love to get in on stuff like this. =P

Designer

2 people marked this as a favorite.
Verzen wrote:
Mark. I've been curious. How does one actually get to participate and get to design these classes and books for paizo? I've been gaming for over 20 years (Been playing MTG since beta and played D&D 2nd ed when I was a kid) and I would love to get in on stuff like this. =P

I recommend making a name for yourself by first starting out with either the Wayfinder open call, a 3rd party publisher, or both. Then, once you have a portfolio from that, you can get in touch with a developer in charge of a line, for instance, Owen for the Player Companion line (the best times to do this are in person at like Gencon or Paizocon). If he likes what he sees and thinks you have the chops, he can give you a freelance assignment for an upcoming book, where you're asked to write something very specific. Usually the first one is pretty small as a prelim, and if he likes that one, you might get more freelance in the future or branch off to other lines.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

New element info please!!!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I'm curious if the void elemental defense increases saving throws...

That would be pretty cool!


Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Spoiler:
Nex as a medium spirit! Info please!

Scarab Sages Developer

2 people marked this as a favorite.
Verzen wrote:
Mark. I've been curious. How does one actually get to participate and get to design these classes and books for paizo? I've been gaming for over 20 years (Been playing MTG since beta and played D&D 2nd ed when I was a kid) and I would love to get in on stuff like this. =P

Choosing Mark for these was easy - he's on the design team in the office, and he wrote the classes I asked him to expand upon.

In addition to Mark's excellent advice for making a name for yourself, I'd also add becoming part of the RPG Superstar community. Even beyond entering (which you'll have to wait for Season 10 to do), being an active participant on the RPGSS boards can begin to get you some attention.

Dark Archive

1 person marked this as a favorite.
Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

"Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation."

Now you're just teasing us!

;)


Verzen wrote:

"Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation."

Now you're just teasing us!

;)

Let's just hope it's a tease :-)


Since each element in the past has had a different enhanced vision talent, what do the Void and Wood elements give ? if any ?

Designer

22 people marked this as a favorite.
Kvantum wrote:
Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

Uh, oops! In struggling with wordcount and copyfitting, this being skipped is 100% my own darn fault, not Owen's. Here's something to work with for now, and I'll talk to others about finding some way to get something that counts as official for the purposes of games that need official rulings (like PFS) too!

Preliminary Basic Phytokinesis:

BASIC PHYTOKINESIS
Element wood; Type utility (Sp); Level 1; Burn 0
You can prune and otherwise garden plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the siftAPG cantrip.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

lol Mark!


Mark Seifter wrote:
Kvantum wrote:
Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

Uh, oops! In struggling with wordcount and copyfitting, this being skipped is 100% my own darn fault, not Owen's. Here's something to work with for now, and I'll talk to others about finding some way to get something that counts as official for the purposes of games that need official rulings (like PFS) too!

** spoiler omitted **

The curse of the kineticist strikes ;-)


With Wood and Void being in this player companion, does that mean they will probably never be part of the RPG line?


So... An extremely limited version of Sift(vegetation-heavy-areas only) and Mage Hands (gardening only), costing a utility slot?

Speaking of, Sift is just a normal perception roll at -5, I'm not sure how that's even worth a cantrip. More like a drawback trait you'd take to apply to your cantrips...

Contributor

Jamie Charlan wrote:

So... An extremely limited version of Sift(vegetation-heavy-areas only) and Mage Hands (gardening only), costing a utility slot?

Speaking of, Sift is just a normal perception roll at -5, I'm not sure how that's even worth a cantrip. More like a drawback trait you'd take to apply to your cantrips...

It doesn't cost anything; you get basic photokinesis for free just for picking the wood element as your element focus or expanded element. (This is true for ALL basic kinesis talents.)


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

O.O

WHAT ARE THE BLASTS FOR THE VOID AND WOOD ELEMENT!?

Also can I get a basic description of how the elements function?

(Spoiler tag for information)


1 person marked this as a favorite.
Jinjifra wrote:
Could you tell me about what the spiritualist got? I'm pretty curious about how this class is going to expand.

I'd like to second this request! Hopefully there's something indicating if a spiritualist can get a phantom that isn't a biped.


Reiterating my request to know more about the archetypes for the OA classes.

Also, wazzup with the Mind Sword Paladin?


Could someone please share a bit regarding the new occult Skill Unlocks, and any related and/or relevant feats?

Any information regarding options along the lines of "Psychic Sensitivity" and other Skill Unlock options/enhancements is very appreciated.

Liberty's Edge

zergtitan wrote:

O.O

WHAT ARE THE BLASTS FOR THE VOID AND WOOD ELEMENT!?

Also can I get a basic description of how the elements function?

(Spoiler tag for information)

The blasts are always divided into physical blasts that deal higher damage and bypass spell resistance, or energy blasts which deal less damage but have a higher chance to hit their target(but are still subject to spell resistance).

Depending on the way void and wood are done, you could get a physical blast for wood and an energy blast for void(considering it is channeling the power of void(likely something to do with the dark of space and power of the cosmic unknown)), or something completely different.

Also since Phytokinesis is connect to the wood element, its pretty safe to assume that wood will likely involve the manipulation of plants and their growth, potentially creating minor plant-based minions, and generating a forest of roots and branches where there may not have been one before.

Void seems like it probably has to do with the power of the cosmic unknown, so aspects like singularities, warping space, altering gravity and other things are possibly going to be in keeping with that style of ability.

Liberty's Edge

1 person marked this as a favorite.
Fighting Chicken wrote:
Jinjifra wrote:
Could you tell me about what the spiritualist got? I'm pretty curious about how this class is going to expand.
I'd like to second this request! Hopefully there's something indicating if a spiritualist can get a phantom that isn't a biped.

like a fetch(Spirit guardian dog) or spirit animal? because i would probably kill to get a look on a big bad's face when they end up facing a giant ghostly frog of ANGER and it trying to Nom them.

Liberty's Edge

I checked the meaning of Trepanation. It's drilling a hole in your skull in the right place, which according to ancient superstition would let bad spirits out of the head. It could also relieve the pressure of the brain and was used as a means of treating insanity throughout history, even up to the victorian era.

Though now you could have a group of adventurers being attacked by mentally unwell psychic enemies when going through an asylum. Also could make for some interesting flavor if you had a character trying to cure the patients of their maladies, only to make them psychically active insane people, or a cult was performing attempts of creating an army of mind controlled psychics under the guise of treating their victims mental and physical ailments using revolutionary medical techniques.

Silver Crusade

Mark Seifter wrote:
Kvantum wrote:
Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

Uh, oops! In struggling with wordcount and copyfitting, this being skipped is 100% my own darn fault, not Owen's. Here's something to work with for now, and I'll talk to others about finding some way to get something that counts as official for the purposes of games that need official rulings (like PFS) too!

** spoiler omitted **

So I'm assuming that using this a ghoran can manipulate its own biological matter to produce flowers? If so, then my Groot-based kineticist is already looking pretty good.


I can't wait to find out more about the wood and void elements.

Dark Archive

8 people marked this as a favorite.
Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber

OK, here's the basics of the two new elements.

Void:

Void Element
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Chaokineticists command this strange force in a way that in some respects resembles the manipulation of aether.
Class Skills: A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.
Basic Manipulation: A chaokineticist gains basic chaokinesis.
Simple Blast: A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other. She can use pushing infusion with gravity blast and void blast.
Defense: A chaokineticist’s defense wild talent is emptiness.
Wild Talents: 1st—basic chaokinesis, pulling infusion*, pushing infusionOA *, void healer; 2nd—eyes of the void, no breath; 3rd—darkness infusion*, gravity control; 4th—singularity*; 5th—eyes of the void (greater), gravity control (greater); 6th—darkness infusion (greater)*, suffocateOA; 7th—enervating infusion*; 9th—gravity master.
* Indicates an infusion wild talent.

Wood:

Wood Element
Phytokineticists share a strong bond with the First World, and channel the power of primordial life. There is no “Elemental Plane of Wood”; instead, pockets of vital energy form when the Elemental Planes grind against the borders of the First World.
Class Skills: A phytokineticist adds Knowledge (nature) and Handle Animal to her list of class skills.
Basic Manipulation: Phytokineticists gain basic phytokinesis.
Simple Blast: A phytokineticist gains wood blast as a simple blast wild talent. She can use all of the infusions listed below with wood blast and its composites.
Defense: A phytokineticist’s defense wild talent is flesh of wood.
Wild Talents: 1st—basic phytokinesis, kinetic coverOA, pushing infusionOA, *, roots; 2nd—entangling infusionOA *, merciful foliage, woodland step; 3rd—brachiation, impaleOA *, thorn flesh, warp wood; 4th—greensight, plant disguise, shape wood, toxic infusion*; 5th—plant puppet, wild growth, woodland step (greater); 6th—deadly earthOA *, green tongue; 7th—toxic infusion (greater)*; 8th—forest siege, wood soldiers.
* Indicates an infusion wild talent.

I won't be detailing individual talents, but I figure this is enough to get folks going. (Paizo, sorry if the spoiler are too much C&P; feel free to delete or edit.)

I will say that this makes a Dhampir Chaokineticist surprisingly effective.


Huh, both of those elements sound very interesting. So, it sounds like Wood has composite blasts with other elements and void does not?


Mark Seifter wrote:
Kvantum wrote:
Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

Uh, oops! In struggling with wordcount and copyfitting, this being skipped is 100% my own darn fault, not Owen's. Here's something to work with for now, and I'll talk to others about finding some way to get something that counts as official for the purposes of games that need official rulings (like PFS) too!

** spoiler omitted **

On the plus side, it means you had more room for copyfitting the other talents

:-P


Perhaps I am thick, but what damage type does a Phytokineticist do? I have read the info 3 times and am still in the dark.

Dark Archive

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Fourshadow wrote:
Perhaps I am thick, but what damage type does a Phytokineticist do? I have read the info 3 times and am still in the dark.

Physical, in either piercing, slashing, or bludgeoning. Autumn is a composite of earth and wood, spring air and wood, summer fire and wood, and winter is a cold and wood composite


Does any of the wood or void elements get any kind of resistances or immunities?


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Kvantum wrote:
Fourshadow wrote:
Perhaps I am thick, but what damage type does a Phytokineticist do? I have read the info 3 times and am still in the dark.
Physical, in either piercing, slashing, or bludgeoning. Autumn is a composite of earth and wood, spring air and wood, summer fire and wood, and winter is a cold and wood composite

I really like the flavor of those composite blasts. I was worried that a fire/wood kineticist would just be like... "I throw burning trees at you for 6d6+20 damage!"


Kvantum wrote:

OK, here's the basics of the two new elements.

** spoiler omitted **

** spoiler omitted **...

Do any of these talents grant flight?


Kvantum wrote:
Fourshadow wrote:
Perhaps I am thick, but what damage type does a Phytokineticist do? I have read the info 3 times and am still in the dark.
Physical, in either piercing, slashing, or bludgeoning. Autumn is a composite of earth and wood, spring air and wood, summer fire and wood, and winter is a cold and wood composite

Wow. Water and Earth were my favs, in that order, but Wood is now really impressive to me. A Feyborn Phytokineticist anyone?! Very thematic, that.


Gordrenn Higgler wrote:
Kvantum wrote:

OK, here's the basics of the two new elements.

** spoiler omitted **

** spoiler omitted **...

Do any of these talents grant flight?

Gravity Control is probably your flight, I could see it creating a sphere of controlled gravity that you suspend yourself in and move around.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What does this (Defense: A chaokineticist’s defense wild talent is emptiness. ) and (Defense: A phytokineticist’s defense wild talent is flesh of wood. ) do?

Dark Archive

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Emptiness adds negative energy resistance, percentage to resist critical hits and sneak attacks, and a a bonus to Will saves against emotion effects. The resistances and bonuses increase as you accept burn, and they stack with Elemental Overflow.

Flesh of Wood adds natural armor depending on how much burn you accept.

Designer

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Kvantum wrote:
Fourshadow wrote:
Perhaps I am thick, but what damage type does a Phytokineticist do? I have read the info 3 times and am still in the dark.
Physical, in either piercing, slashing, or bludgeoning. Autumn is a composite of earth and wood, spring air and wood, summer fire and wood, and winter is a cold and wood composite

Fun random fact: In ancient times, the four elements were each associated with a season, as well as other stuff. Check out some of the correspondences on this wikipedia page for humorism.


How does void healer work ?


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Any campaigns I run will contain custom minor artifacts- large gemstones in a variety of colors that grant or improve chaokinesis. Despite the colors, everybody will refer to them as emeralds.

Designer

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QuidEst wrote:
Any campaigns I run will contain custom minor artifacts- large gemstones in a variety of colors that grant or improve chaokinesis. Despite the colors, everybody will refer to them as emeralds.

Second random thing: Chaos, or more properly Khaos is the Greek word for void as well as the protogenos (primal goddess) of the void. Owen and I both independently at some point during the process nearly changed it to have a 'k' to make it more distinct from the alignment of chaos, but we both didn't do it because we thought it might look weirder with the alternate Greeker spelling.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Like demon and daemon, ghul and ghoul or ifrit and efreeti? ;)

Designer

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Gorbacz wrote:
Like demon and daemon, ghul and ghoul or ifrit and efreeti? ;)

Indeed. How many more of those do we need?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark. What kineticist elements would you like to see in the future?

Designer

Gordrenn Higgler wrote:
Mark Seifter wrote:
Kvantum wrote:
Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

Uh, oops! In struggling with wordcount and copyfitting, this being skipped is 100% my own darn fault, not Owen's. Here's something to work with for now, and I'll talk to others about finding some way to get something that counts as official for the purposes of games that need official rulings (like PFS) too!

** spoiler omitted **

On the plus side, it means you had more room for copyfitting the other talents

:-P

This is true. The seasonal elementally infused tree warriors would have had to go, I think, if I hadn't messed up, so that does mean you get MOAR!1!!!

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