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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Silver Crusade Contributor

Imbicatus wrote:

Dirge bard can animate temporary undead, and anyone can summon skeletons with the skeletal summoner feat.

There are precedents for doing something similar, and both of those are not evil acts.

Those options are in world-neutral books, which may have made a difference. Maybe they're trying to move away from that sort of thing. In addition, they may have wanted to avoid even the possibility of evil-infused options. (Dance of the dead is actually rather surprising to see, since it makes it explicit.)Finally, word count was already tight for this book - it may have been too space-consuming.

I'm just speculating here, though. Maybe it never even crossed their minds. ^_^

Designer

1 person marked this as a favorite.
Kalindlara wrote:
Imbicatus wrote:

Dirge bard can animate temporary undead, and anyone can summon skeletons with the skeletal summoner feat.

There are precedents for doing something similar, and both of those are not evil acts.

Those options are in world-neutral books, which may have made a difference. Maybe they're trying to move away from that sort of thing. In addition, they may have wanted to avoid even the possibility of evil-infused options. (Dance of the dead is actually rather surprising to see, since it makes it explicit.)Finally, word count was already tight for this book - it may have been too space-consuming.

I'm just speculating here, though. Maybe it never even crossed their minds. ^_^

A very similar ability was on my list, but void had the intro as well; I'm frankly happy I could fit everything I did on that spread.

Liberty's Edge

Kalindlara wrote:
Imbicatus wrote:

Dirge bard can animate temporary undead, and anyone can summon skeletons with the skeletal summoner feat.

There are precedents for doing something similar, and both of those are not evil acts.

Those options are in world-neutral books, which may have made a difference. Maybe they're trying to move away from that sort of thing. In addition, they may have wanted to avoid even the possibility of evil-infused options. (Dance of the dead is actually rather surprising to see, since it makes it explicit.)Finally, word count was already tight for this book - it may have been too space-consuming.

I'm just speculating here, though. Maybe it never even crossed their minds. ^_^

IIRC spells that bring undead into play and are not Evil either create/summon temporary undead OR create undead that cannot attack creatures.

Thus it seems that it is the spells creating permanent undead who are able to attack creatures that are Evil ;-)


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
Kalindlara wrote:
Imbicatus wrote:

Dirge bard can animate temporary undead, and anyone can summon skeletons with the skeletal summoner feat.

There are precedents for doing something similar, and both of those are not evil acts.

Those options are in world-neutral books, which may have made a difference. Maybe they're trying to move away from that sort of thing. In addition, they may have wanted to avoid even the possibility of evil-infused options. (Dance of the dead is actually rather surprising to see, since it makes it explicit.)Finally, word count was already tight for this book - it may have been too space-consuming.

I'm just speculating here, though. Maybe it never even crossed their minds. ^_^

A very similar ability was on my list, but void had the intro as well; I'm frankly happy I could fit everything I did on that spread.

Any chance of you mentioning some concepts for talents for void and wood you were considering but you didn't have room for?

I've certainly been pondering a few myself...an infusion for negative energy blast that animates someone you kill with your kinetic blast as a zombie for a number of rounds equal to your Constitution modifier, a utility talent that requires that infusion as a prerequisite and lets you take some burn to animate a minion for the entire day and an option to not heal that burn (or take it again) to keep the minion around as long as that burn remains unhealed, as well as letting you use it on corpses even if you didn't kill them, an infusion for negative energy blast that lets you affect undead as if they were turned for a number of rounds equal to your Constitution modifier if they fail a Will save, another infusion requiring the previous one (or maybe not, not sure if it's necessary) to cause undead who fail their Will save to act as if hit by command undead for a number of rounds equal to their Con modifier, a gravity-focused utility talent that lets you let one or more targets (haven't decided, might be single target or one per level) act as if they were a size larger when it comes to damage with weapons and natural attacks while you concentrate, or take burn for a round per Constitution bonus without concentrating...

...I'm really rambling now though. Whoops. Better stop there. (though the phytokinetic utility talent I'm pondering mimics Summon Plant Ally from HotW).

But yeah, curious what all you had to cut...though I hope we can see more of it in the future.

Edit: And for some reason, I thought this was the Ask Mark Seifter thread...homebrew is off-topic for this book, alas. My apologies!


I see Basic Phytokineticist is answered but someone mentioned a blast ability also wasn't detailed? That still the case?


I perhaps missed the answer to this question, but just in case it hasn't been answered yet, does Draining Infusion allows Negative Blast to affect Constructs and/or Undead creatures?


Regarding Void and Wood Kineticists:
It has been almost a year now, have the developers come to a conclusion regarding the two missing wild talents for the Wood Element, and the missing composite blast for void & wood?
I am aware of the preliminary version of basic phytokinesis Mark posted earlier in this thread, and I appreciate it's existence; but I would like to see something official. Such as an FAQ entry, an Errata or a Blog post.


I believe gravitic boost + wood blast is the composite blast for wood/void; you'll notice that aether/wood doesn't have a composite blast either, presumably due to aetheric boost.

I'm assuming basic phytokinesis is one of the missing wood talents you're referring to. What's the other missing one?

Designer

3 people marked this as a favorite.

The version of Basic Phytokinesis I posted here has appeared in the official PFS Campaign Clarification document, which has some other similar useful stuff in there as well; it's probably worth poking into even for a non-PFS player.


1 person marked this as a favorite.
Mark Seifter wrote:
The version of Basic Phytokinesis I posted here has appeared in the official PFS Campaign Clarification document, which has some other similar useful stuff in there as well; it's probably worth poking into even for a non-PFS player.

I will go check that out right now.

Thank you very much!

Liberty's Edge

Is there a way that a void kineticist can buy a diadem for the new elements? Will there be a way?

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