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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3.30/5 (based on 3 ratings)

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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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Mark Seifter wrote:
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!!!

Since the companion line typically doesn't get revisions, could this be an exception ?

Scarab Sages Developer

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Shadow_Charlatan wrote:
Since the companion line typically doesn't get revisions, could this be an exception ?

We're having that discussion.


Owen K. C. Stephens wrote:
Shadow_Charlatan wrote:
Since the companion line typically doesn't get revisions, could this be an exception ?
We're having that discussion.

Thanks for the update


Can anyone tell me more about the other archetypes featured in this book?

Silver Crusade

Pathfinder Companion Subscriber

Just for clarity, what abilities does the Id rager get while raging? The wording is rather confusing and people might think that you get much more than is actually intended. I am assuming that you get slams and the sort but NOT the natural armor and Str/Dex/Cha increases, am I correct in that assumption?


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Do any of Golarion's philosophies just go all-in and embrace a seven-element system?


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For anyone who has a early copy, would the

Impossible Sorcerer Bloodline Power: Relativity:

Relativity (Su): At 15th level, you can traverse vertical
surfaces as easily as you walk on the ground. When
climbing, you move at your normal land speed and take
none of the penalties associated with climbing. The
surface must be able to support your weight, and difficult
terrain affects your speed as normal. You are also immune
to reverse gravity and similar effects.

be any use to a Void kineticist ?


I wonder how useful the wood element would be for a ship based campaign? Not much foresty nature, but I guess the kineticst could repair the ship pretty easily.


Mark Seifter wrote:
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.

Greeker is ALWAYS better.


Sooooo. These Sacred Relics I keep not hearing about. Lol.

Sorry if I seem pushy. I'm just really curious. Please and thank you.


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The Void element sounds really fun. I was going to play a Blood Kineticist in an upcoming campaign, but now I think I'll switch to Chaokineticist if I can get ahold of the book in time.

Anyone with the PDF willing to let out what sort of composite blasts the new elements get?

The Exchange

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

Mind Sword is my dream come true! A telekinetic Paladin (it gives up Lay On Hands, Mercies and Channel Positive Energy) for some telekinetic, touch treatment and psychic spells added to their spells lists. That being said, I think their is an issue with Mind Arsenal.

At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma.

I think this got it backwards but I could be wrong. (Note to other readers, they do get the ability to make full attacks with this power!)

EDIT: Also seriously guys... you didn't add side bars for Companion and Inner Sea Gods Spells for the 6 new classes. Mesmerists want them some Symbol of Debauchery!

Dark Archive

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Blasts for Kineticists:

Void-
Gravity: Gravity, Physical, Bludgeoning
Negative: Negative energy, Energy, Negative Energy
Void: Annihilatory void, Composite Void+Void, Physical, 1/2 Bludgeoning and 1/2 Negative Energy

Wood-
Autumn: Leaves and earthen decay, Composite Wood+Earth, Physical, Pick two from Bludgeoning, Slashing, and Piercing (Half Each)
Spring: Blossoms and seeds, Composite Wood+Air, Physical, 1/2 Bludgeoning and 1/2 Slashing or Piercing
Summer: Heat and sun-dried foliage, Composite Wood+Fire, Physical, 1/2 Fire, 1/2 Bludgeoning, Slashing, or Piercing
Winter: Frost and jagged branches, Composite Wood+Ice, Physical, 1/2 Cold. 1/2 Bludgeoning, Slashing, or Piercing
Wood: Boughs, vines, and/or stinging blooms, Physical, Bludgeoning, Slashing, or Piercing


Was the Emptiness talent suppose to scale? Or is it intentional and that burn can only be technically accepted once for that talent?


Pathfinder Companion, Starfinder Roleplaying Game Subscriber

Hmm, so void can only get a composite blast by taking void a second time? (Or aether for aetheric boost, I guess?)

Designer

Jericho Penumbra wrote:
Was the Emptiness talent suppose to scale? Or is it intentional and that burn can only be technically accepted once for that talent?

It doesn't scale by level, but you can spend burn on it more than once, which stacks, and also stacks with overflow for %immunity to crits.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Can anyone who has the book tell me how Flesh of Wood works? Does it work like the water elemental defense?

Or does it work like Flesh of Stone?


Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber
Verzen wrote:

Can anyone who has the book tell me how Flesh of Wood works? Does it work like the water elemental defense?

Or does it work like Flesh of Stone?

Spoiler:
You get +1 to Nat Armor that stacks with other nat armor and you can get burn to increase this. Then, while using one of your talents for burn, you get nat armor to AC. Pretty awesome.

Blayde MacRonan wrote:
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.

Plus it can trim its own leaves/hair into all kinds of stylish shapes!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Does it scale with level, Zangy? Like the others seem to do?


Sounds like there's something like the implode foe ability I was hoping the Void kineticist would get. :D


Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber
Verzen wrote:
Does it scale with level, Zangy? Like the others seem to do?

It scales by letting you spend even more burn in order to increase the amount that you get (1 per 3).

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

How does the void kinetic defense work, exactly? I know it increases neg energy resistance and stuff, but by how much?


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spoiler:
It grants negative energy resistance 2, 5% chance to ignore crit or sneak attack, +1 save vs emotion effects. You can spend 1 point of burn to increase all those bonuses. The chance to ignore crits/sneak attack stack with elemental overflow.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Does it do anything if I accept burn ?


So kineticist love aside, anyone wanna tease a few of the psychic, occultist, or spiritualist archetypes/new stuff? I've got a ball of GM credit I'm itching to use and I need something to distract me from activating it before this hits the streets and gets approved.


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Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Luthorne wrote:
Hmm, so void can only get a composite blast by taking void a second time? (Or aether for aetheric boost, I guess?)

There is a composite blast called "Negative Admixture" that requires the combination of Negative Blast with any other energy simple blast, as well as one called "Gravitic Boost" that requires the combination of Gravity Blast with any physical simple blast.


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Verzen wrote:
Does it do anything if I accept burn ?

The will save bonus applies to all mind-affecting spells for a round.

cavernshark wrote:
So kineticist love aside, anyone wanna tease a few of the psychic, occultist, or spiritualist archetypes/new stuff? I've got a ball of GM credit I'm itching to use and I need something to distract me from activating it before this hits the streets and gets approved.

Psychic- lots of new amplifications. There's not a whole lot that I would take over the solid amplifications from OA. However, there are two new disciplines: Enlightenment (Wisdom) and Rebirth (Charisma). Neither regenerates phrenic points (both give you new options to spend them, actually), and they don't come with any way around fear. Enlightenment comes with some nice expanded senses and skill-related stuff. Rebirth gives Bardic Knowledge and a free spell known every day from any class (you can change the class each level, but the spell has to be less than your highest level), plus some emergency healing if you are about to die.

Occultist gets a divine archetype, including a domain and casting spells as divine. It's a very good trade overall- the only real catch is that you use Wis for points of focus instead of Int. Occultists can also get special sacred implements. They're basically fancier versions of the corresponding school implement, but impose a -1 CL penalty with an opposed school.

Spiritualist gets the new Remorse phantom, and an archetype using it. It has some fun stuff like granting your spirit the benefits of Deific Obedience so long as you perform it. (Dev question! The flavor text throws Pharasma around a lot, but there's not requirement to worship her, and the Deific Obedience leadingly uses "god" instead of "goddess".) Not relevant to PFS, but there's a 15th level feat to let your spirit possess somebody three times per day for a little while. It's pretty cool!


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.

If you collect all seven of them, do you turn into a temporary demi-deity? ;)

Dark Archive

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Whoop, reading through the whole section, I found two composite blasts (similar to Aetheric Boost and not actually having 'Blast' in their names) that I missed above.

Gravity + (Any Other Simple Physical Blast) gives Gravitic Boost. It amplifies a simple physical blast to do d8s instead of d6s; at 15th Level for a point of Burn you can also amplify composite blasts.

Negative + (Any Other Simple Energy Blast) gives Negative Admixture, which turns another simple blast to do half its normal damage type, and half negative energy.

I'll also note that the Negative Blast (the basic one) specifically doesn't heal stuff, instead just dealing no damage to things that would be healed with negative energy normally. (There is, however, a power called Void Healer that works on things healed by Negative Energy as a mirror of Kinetic Healer).

Edit: Partially ninja'd here by David Knott.


David knott 242 wrote:
Luthorne wrote:
Hmm, so void can only get a composite blast by taking void a second time? (Or aether for aetheric boost, I guess?)

There is a composite blast called "Negative Admixture" that requires the combination of Negative Blast with any other energy simple blast, as well as one called "Gravitic Boost" that requires the combination of Gravity Blast with any physical simple blast.

So, they're like aetheric boost?


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David knott 242 wrote:
Luthorne wrote:
Hmm, so void can only get a composite blast by taking void a second time? (Or aether for aetheric boost, I guess?)

There is a composite blast called "Negative Admixture" that requires the combination of Negative Blast with any other energy simple blast, as well as one called "Gravitic Boost" that requires the combination of Gravity Blast with any physical simple blast.

Do they work with Telekinetic blast as well


Lord Gadigan wrote:

Whoop, reading through the whole section, I found two composite blasts (similar to Aetheric Boost and not actually having 'Blast' in their names) that I missed above.

Gravity + (Any Other Simple Physical Blast) gives Gravitic Boost. It amplifies a simple physical blast to do d8s instead of d6s; at 15th Level for a point of Burn you can also amplify composite blasts.

Negative + (Any Other Simple Energy Blast) gives Negative Admixture, which turns another simple blast to do half its normal damage type, and half negative energy.

I'll also note that the Negative Blast (the basic one) specifically doesn't heal stuff, instead just dealing no damage to things that would be healed with negative energy normally. (There is, however, a power called Void Healer that works on things healed by Negative Energy as a mirror of Kinetic Healer).

Edit: Partially ninja'd here by David Knott.

Is Void Healer the only option for 1st level utility talent for Void kineticist?


Thank you, QuidEst. I'd been considering a Relic Hunter for an "occultist" but I'd prefer the occultist spell list this new archetype sounds like a nice option. I like the sound of both Psychic disciplines too.

I'll have to wait to see the Spiritualist stuff. Appreciate the teasers.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What kineticist feats are there?


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Shadow_Charlatan wrote:
Is Void Healer the only option for 1st level utility talent for Void kineticist?

Yes. Of course, you do have access to the Universal talents as well.


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Shadow_Charlatan wrote:
David knott 242 wrote:
Luthorne wrote:
Hmm, so void can only get a composite blast by taking void a second time? (Or aether for aetheric boost, I guess?)

There is a composite blast called "Negative Admixture" that requires the combination of Negative Blast with any other energy simple blast, as well as one called "Gravitic Boost" that requires the combination of Gravity Blast with any physical simple blast.

Do they work with Telekinetic blast as well

Telekinetic Blast is a physical blast, so no and yes.

Designer

David knott 242 wrote:
Shadow_Charlatan wrote:
Is Void Healer the only option for 1st level utility talent for Void kineticist?

Yes. Of course, you do have access to the Universal talents as well.

Yup, they'll necessarily be a bit small due to space constraints. It may be pretty challenging to solo void or wood because of that without going hard into universals, but we did manage to fit a pretty solid amount for their pages!

Contributor

The new rebirth psychic discipline is pretty awesome. Its basically " I'mma samsaran" as a class feature, plus bardic knowledge as a 1st-level ability. Add to the fact that its associated with Charisma, and rebirth is basically the first discipline that made me consider the psychic.


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Somebody asked about the Id Rager. Heads up, it's pretty awesome. Bloodrager archetype, but replace the bloodline with a phantom. Anything the phantom can do, you can do while raging. (Except being incorporeal. Sorry guys.) You're a psychic caster now (don't worry, you can still cast while raging). Your bonus feats get replaced with a great selection. Well, I don't know if it was great or not, but it included Extra Rage, so it can't be bad.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I think I caught a glitch in the Rebirth Psychic discipline. There is a sentence in that discipline that begins "Once per day when you prepare your spells". So when did the Psychic become a prepared caster?


How about the archetypes for the OA classes?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark. In future books, will we expect to expand on the options each element gets, by chance? Or are we stuck with wood and void being a little low on content?


Does gravity control give flight capability or does it do something else?

Is void healer basically the same as Kinetic healer for undead?


Verzen wrote:
Mark. In future books, will we expect to expand on the options each element gets, by chance? Or are we stuck with wood and void being a little low on content?

I could see them suffering a bit due to them being in the Player Companion line of books.


Axial wrote:
How about the archetypes for the OA classes?

Most of them have been covered above. Mesmerist and Kineticist just get more stuff, not any archetypes.

Medium gets a Nexian Channeler. Get a third eye that gets increasingly perceptive, and trade out your Archmage for Nex! (Who is more or less Archmage with more shadow conjuration and opposed to necromancy- you weren't using Archmage for necromancy anyways, were you?)

Designer

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QuidEst wrote:
Axial wrote:
How about the archetypes for the OA classes?

Most of them have been covered above. Mesmerist and Kineticist just get more stuff, not any archetypes.

Medium gets a Nexian Channeler. Get a third eye that gets increasingly perceptive, and trade out your Archmage for Nex! (Who is more or less Archmage with more shadow conjuration and opposed to necromancy- you weren't using Archmage for necromancy anyways, were you?)

Also with new facts/hints about Nex's attempted siege of Absalom, never before revealed!


Gordrenn Higgler wrote:

Does gravity control give flight capability or does it do something else?

Is void healer basically the same as Kinetic healer for undead?

Standard Flame Jet Lesser/Greater combo, just like Aether gets.

Yes. Obviously, they can't usually accept the burn, so you're going to be stuck with it.


QuidEst wrote:
Gordrenn Higgler wrote:


Is void healer basically the same as Kinetic healer for undead?

Yes. Obviously, they can't usually accept the burn, so you're going to be stuck with it.

Hadn't even thought about not being able to give the burn away, that sucks.


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Thanks to everyone for answering everyone's questions

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