Pathfinder Campaign Setting: Occult Realms (PFRPG)

4.50/5 (based on 2 ratings)
Pathfinder Campaign Setting: Occult Realms (PFRPG)
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Unearth Occult Secrets

The world of Golarion is full of ancient mysteries, hidden lore, and untapped psychic powers just waiting to be discovered. Pathfinder Campaign Setting: Occult Realms offers everything you need to explore occult themes in your games, including new rules, detailed locations, and preternatural inspirations to bring occult campaigns of any level to life. Inside this book, you'll find:

  • Rules options for each of the six occult classes presented in Pathfinder RPG Occult Adventures, including legendary spirits that skilled mediums can channel, Thassilonian phantoms tied to the seven sins for wicked spiritualists, and psi-tech discoveries and the mindtech discipline for specialized psychics.
  • Six locations ripe for exploration in occult campaigns, including a temple where astronomers from lost Lirgen still secretly toil, a university of psychic magic on the utopian island of Hermea, and the nation of Zi Ha in Tian Xia, where the samsaran residents live countless lives through reincarnation.
  • Half a dozen places of occult import beyond Golarion, including the Citadel of the Black on Aucturn, the Ocean of Mists on Castrovel, and the Temple of Desna's First Dream in the Dimension of Dreams.
  • Nine occult rituals tied to such iconic organizations as the false priesthood of Razmir and the Red Mantis assassins, allowing characters to achieve lichdom or temporarily transform into a half-fiend.
  • Rules for creating mystical idols that grow in power as their cult followings expand, plus two mysterious sample idols.

Pathfinder Campaign Setting: Occult Realms is a perfect companion for Pathfinder RPG Occult Adventures, and is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

ISBN-13: 978-1-60125-794-9

Other Resources: This product is also available on the following platforms:

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Archives of Nethys

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More strong Occult content

4/5

The crunch in the begging provides some very good and very welcome expansions of options for the new occult classes. I found the location write ups somewhat less useful due to space constraints, but they provide a nice hook for a GM to build upon, although he'll have to do most of the work. They probably work better for a one off where you teleport in to handle a problem than as a campaign arc.


Excellent

5/5

Read my full review on Of Dice and Pen.

I hugely enjoyed reading Occult Realms. It offers wonderful glimpses and insights into areas of Golarion that have only received a small amount of attention previously, even a place or two where you might not expect the occult, such as Razmiran. Some of the places are quite small, sometimes just a single building, but the small areas mean that the details can actually be more specific. There is a better sense of a lived-in world from this book than from some other Pathfinder Campaign Setting books, which tend to focus more on providing a list of locations than on what it's like to live there. The approach here is still on listing locations, but there is more room for detail about those locations.


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Loyal Battle Monkey wrote:
So, what did the Kineticist get in this book guys? Anything fun?

Fun, but more limited and less quantity than say the Psychic or Mesmerist stuff. Basically there are areas of elemental saturation where you can go, overcome a test to attune yourself, and learn a new utility talent. (Replacing and NOT in addition to your existing ones.) Five saturations and their talents are described.


What are the modifications that the legendary spirits make to the base medium spirits? Anything interesting?

Lantern Lodge RPG Superstar 2014 Top 4

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BLloyd607502 wrote:

I've got to say, whoever wrote the bit on the Heralds Fall phenomenon, its phenomenal. Love the idea of a sort of genius loci megahaunt and the fact that it relates to Arazni and a chance to learn more about her is top stuff. So much so that its already being worked into our campaign.

Are there plans to do anything with it or expand it at all ever? If not, any suggestions on what to throw in there, my players are planning to go in on the hopes they can find a tiny sliver of who she was before her death and undeath as part of their ongoing plans for her redemption .

Creator and author of Herald's Fall here! This was my "how weird will the developers allow me to get" piece. It was inspired by my love of horror films and stuff like Silent Hill. I'd gladly wrote more about Herald's Fall pretty much whenever. In fact, I built an entire campaign back in the 3.0 days around the same concept. I think it's make an amazing module or part of an adventure path dealing with Arazni.

Grand Lodge

Slithery D wrote:
Loyal Battle Monkey wrote:
So, what did the Kineticist get in this book guys? Anything fun?
Fun, but more limited and less quantity than say the Psychic or Mesmerist stuff. Basically there are areas of elemental saturation where you can go, overcome a test to attune yourself, and learn a new utility talent. (Replacing and NOT in addition to your existing ones.) Five saturations and their talents are described.

Yeah, I got my copy of the book today and was sad that there's only one new talent for the basic five elements. Could have used more than that.


The requirement to tie stuff in to Golarian theme really hurt the Kineticist and Occultist, the way they did it ate up lots of space on fluff. The Psychic and Mesmerist got lots more usable stuff.

Silver Crusade Contributor

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It is also important to note that the kineticist got twice as much as any other class in Occult Origins. ^_^


Yeah, but for underdeveloped new options. I gather many Kineticist fans want deeper options (lots more talents and especially FEATS), not just broader ones.

Silver Crusade Contributor

No argument there. ^_^

Just offering a potential reason why kineticist might have been underserved in this book.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Amanda Hamon Kunz wrote:
So, the psi-tech section is meant for folks interested in melding the psychic class with some of the offerings in the Technology Guide. Specifically, the book details several psi-tech discoveries, which are like wizards' arcane discoveries but for psychics. You can take them in place of a phrenic amplification or a feat.

I finally finished reading through the section, today. Some nifty stuff in there; makes me want to play in Iron Gods with an android investigator (psychic detective) that uses Phrenic Dabbler to take the Force Field and Laser Blast discoveries.

Grand Lodge

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Slithery D wrote:
Yeah, but for underdeveloped new options. I gather many Kineticist fans want deeper options (lots more talents and especially FEATS), not just broader ones.

I can't think of anyone that would be against that!

Still waiting on metal kineticists to fill out the other elemental system. Yes, there's earth, but I believe you can make the two function very differently from each other.


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Loyal Battle Monkey wrote:
Slithery D wrote:
Yeah, but for underdeveloped new options. I gather many Kineticist fans want deeper options (lots more talents and especially FEATS), not just broader ones.

I can't think of anyone that would be against that!

Still waiting on metal kineticists to fill out the other elemental system. Yes, there's earth, but I believe you can make the two function very differently from each other.

I think they kinda wrote themselves into a corner of having Kineticist elements be broad. Not that that is a bad thing, just much more Avatar than say Bionicle where you could be constantly throwing out new elements. I doubt you will ever see a metal element, but maybe a alternate form of expanded element to have an increased focus in metal would work.


Pathfinder Roleplaying Game Charter Superscriber

Some really ultra-cool ideas in this book! Tons of flavor.

Grand Lodge

The Mortonator wrote:
Loyal Battle Monkey wrote:
Slithery D wrote:
Yeah, but for underdeveloped new options. I gather many Kineticist fans want deeper options (lots more talents and especially FEATS), not just broader ones.

I can't think of anyone that would be against that!

Still waiting on metal kineticists to fill out the other elemental system. Yes, there's earth, but I believe you can make the two function very differently from each other.

I think they kinda wrote themselves into a corner of having Kineticist elements be broad. Not that that is a bad thing, just much more Avatar than say Bionicle where you could be constantly throwing out new elements. I doubt you will ever see a metal element, but maybe a alternate form of expanded element to have an increased focus in metal would work.

True, or even have an archetype that really focuses on metal equipment. Could always use a few more (or really thing for that matter).


Would anyone with the book be willing to give a little more detail on the Mindtech discipline? Like is its phrenic pool based on Wisdom or Charisma?


Pathfinder Starfinder Society Subscriber
Brew Bird wrote:
Would anyone with the book be willing to give a little more detail on the Mindtech discipline? Like is its phrenic pool based on Wisdom or Charisma?

Wisdom. The flavor of this discipline is pretty much what you would expect from its name -- you combine your psychic abilities with any high tech goodies you can get your hands on.


Anything like charging your phrenic pool with batteries?


Pathfinder Starfinder Society Subscriber
Brew Bird wrote:
Anything like charging your phrenic pool with batteries?

You got the 1st level discipline power on the first guess.


Brew Bird wrote:
Anything like charging your phrenic pool with batteries?

To expand, if you recharge any item with a generator, battery, or the psi tech ability that burns spells to fuel tech items, you get a phrenic pool point up to Wis bonus per day.

The other abilities let you attune installed cyber (you have to have it) for a short boost to spell DCs and a version of Control Construct (any, not just robots) once per day.

The bonus spells are pretty cool overall, but my god is Destroy Robot an awful, awful spell. So much worse than Disintegrate in every way. I'd replace it with Greater Discharge.


1 person marked this as a favorite.
David knott 242 wrote:
Brew Bird wrote:
Anything like charging your phrenic pool with batteries?

You got the 1st level discipline power on the first guess.

Can't get picture of psychic licking batteries out of my head now.

Dark Archive

It lacks the spell-like abilities for the new Phantoms for the Fractured Mind archetype, or I've lost something?

Silver Crusade Contributor

1 person marked this as a favorite.
SirPeter wrote:
It lacks the spell-like abilities for the new Phantoms for the Fractured Mind archetype, or I've lost something?

Correct. Same for the spirit-bound blade spell and the Emotional Conduit feat. There's a lot of us are disappoint that they're not on the id rager's list, either.

Maybe I should homebrew up a little list.


Is it just poor editing? Or is it intentional.

Dark Archive

captain yesterday wrote:
Is it just poor editing? Or is it intentional.

Good question!

Silver Crusade Contributor

2 people marked this as a favorite.
captain yesterday wrote:
Is it just poor editing? Or is it intentional.

I'm guessing intentional - a victim of page space and wordcount. Either that or they somehow forgot about supporting those options; I'm guessing the team responsible for this and the team that did Occult Realms aren't the same, so they might not have had the same ideas.


Ah! So different books! Yes, that makes sense, these things happen. :-)

Dark Archive

I noticed that one of the NPCs in the Zi Ha section is described as a LG cleric of Kofusachi, who cannot normally have LG clerics. Is that an oversight or an indication that Kofusachi allows clerics of more alignments than normal?

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

So... in the map on page 34, the larger map is marked in miles, but should probably be in feet.

Should the units be hundreds or thousands of feet? The temple would be incredibly large on the one hand and the forest far too close on the other.

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