
John Kretzer |

John Kretzer wrote:Nate Z wrote:John Kretzer wrote:There are a few feats that look like they may help with this concept.So I have a witch who is haunted by her dead twin sister...I always left it kinda vague on rather she is actually haunted or just really insane. Mostly because there really no mechanics for a witch to cover it.
So I am wondering if there will be a feat or something (not a archetype...the character all ready has one) that could be used for this?
Cool!!!
Can you give a little more details?
Well, there is the previously mentioned Possessed Hand feat family. The art there shows a woman with a hand that has a huge eyeball in its palm.
There is also a feat that gives you a permanent Unseen Servant with a scaling strength bonus.
And those are just the specific examples I remember from my initial look-through. There's other stuff in there that made me think "that might work for John's witch," I just can't recall specifics & can't really reread ATM. Hopefully someone else who got their pdf can help you out. :)
Cool thanks. I will, I hope, get the pdf soon.

Eric Hinkle |
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May we get some in formation concerning this bit from the blurb:
An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.
What faiths get listed, and how do they handle it? I assume that Cayden Caylien's worshipers mostly go the 'Wow, we brewed up a good batch this time' when the ghosts start coming through the walls.

Xethik |

Soulblade feat!
Ah what do! Cool name!
Okay. Deep breaths. Based on the prereqs, I assume it isn't related at all to Soulknifes or Mind Blades of previous editions, but I'm still really intrigued! Is it just some sort of bonus when attacking ghosties?

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Soulblade feat!
Ah what do! Cool name!
Okay. Deep breaths. Based on the prereqs, I assume it isn't related at all to Soulknifes or Mind Blades of previous editions, but I'm still really intrigued! Is it just some sort of bonus when attacking ghosties?
Soulblade lets you use a weapon to damage a haunt, and gives you an extra chance to perceive them (but at a penalty).
The Possessed Hand feats are hilarious. My favorite part of the book, first time through.

Franz Lunzer |
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Bloodline Arcana: Reroll Will-saves if you have cast a non-cantrip
Bloodline Powers:
- Aggressive Possession: make target confused with a melee touch
- Sight Unseen: darkvision, later lifesense
- Inside Agent: reroll perception but you take a penalty as your possessing spirit takes control. later not just perception.
- One Body, Two Minds: free still, silent (and on some spells extend) metamagic, once per day
- Dual Spirit: immunity to mind-affecting effects, and a speciality with possession effects.

Franz Lunzer |
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What are the options given for spirtitualists?
- Endure Torment: Phantom is harder to be staggered or stunned, immune to pain, replaces devotion.
- Inflict Pain: as the spell at a very low rate, Phantom can use it too, if fully manifested, replaces calm spirit.
- Ectoplasmic swarm: make your Phantom a swarm, replaces greater spiritual interference.

Franz Lunzer |
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May we get some in formation concerning this bit from the blurb:
An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.
What faiths get listed, and how do they handle it? I assume that Cayden Caylien's worshipers mostly go the 'Wow, we brewed up a good batch this time' when the ghosts start coming through the walls.
This is a 2 page section titled Gods and Spirits:
It discusses 6 gods and a replacement domain power for each:
Asmodeus:
Deceptive Reprieve: temporary break a mental control effect, replaces copycat domain power.
Cayden Cailean
Drunken Autonomy: can 'lessen' the effect of a mind-affecting and similar effects to be confused instead, replaces touch of chaos domain power.
Irori
Exorcise Haunt: can sort of 'channel' to harm haunts, replacing the rebuke death domain power.
Naderi
Romance Beyond Death: Command or Turn Undead as bonus feat, bonus on the save DC under some circumstances, replaces leadership domain power.
Pharasma
Exorcism of Undeath: break mental control or possession from undead creatures, replaces ward against death domain power.
Urgathoa
Necrotic Tending: can 'heal' undead and haunts, replaces bleeding touch domain power.

Isabelle Lee |
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zergtitan wrote:What are the options given for spirtitualists?** spoiler omitted **
There's also the Phantom Ally feat!
Of course, with some of the archetypes out there, I suppose members of other classes could use it. ^_^

Eric Hinkle |
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Thanks to Franz Lurner for answering my question and so many others.
And I must say that I'm amused that Paizo gave us feats to reproduce that sub-sub-genre of horror, the Evil Hand. Of course some of the gamers I've known would get themselves jailed just so they could send their hand off to strangle an enemy in his sleep.
"Why, how could I have killed Lord Bilious, Mister Hellknight, sir? I was here the whole time!"

Plausible Pseudonym |

QuidEst wrote:I dunno, mind crushing ghosts sounds kind of cool.Plausible Pseudonym wrote:Psychic discipline details?I need to take care of some other stuff, but I figured I'd mention that the Psychic discipline is nothing to get excited over. You get some specific swift action cantrips (3+Cha uses per day), Cha to some overly-specific saves, and the ability to use damaging mental spells against haunts and undead. The first level ability is nice at low levels, but that's about it.
The Psychic already has some level 4-5 spell options for doing good damage or imprisoning for a good long while haunts and incorporeals. If your campaign justifies it you would probably be smarter investing a spell known than what sounds like a very limited discipline to solve those sorts of problems.

Alchemaic |

The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.
That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.

QuidEst |
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Could we get more detail on the medium archetypes please
Going from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.

Alexander Augunas Contributor |
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FedoraFerret wrote:The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.
Its designed around replacing weapon training with a mandatory set of "advanced weapon training" options that give you cool spell-like powers. Alchemaic isn't describing its full abilities—for instance, your 1/day 3rd level spell eventually becomes 3/day, and you get to pick a second 3rd-level spell that becomes 1/day.

Alchemaic |

Alchemaic wrote:Its designed around replacing weapon training with a mandatory set of "advanced weapon training" options that give you cool spell-like powers. Alchemaic isn't describing its full abilities—for instance, your 1/day 3rd level spell eventually becomes 3/day, and you get to pick a second 3rd-level spell that becomes 1/day.FedoraFerret wrote:The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.
Ah okay, that's better than "get weapon training without advanced weapon training and a single 6k gp item".
Still not sold on it, but it's better than I was initially lead to believe.

jedi8187 |
jedi8187 wrote:Could we get more detail on the medium archetypes pleaseGoing from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.
Thanks, do you remember which one that was.

David knott 242 |

jedi8187 wrote:Could we get more detail on the medium archetypes pleaseGoing from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.
The first medium archetype looks very interesting. If only Paizo would send me my shipping notice so that I could look at if for myself....

QuidEst |

QuidEst wrote:Thanks, do you remember which one that was.jedi8187 wrote:Could we get more detail on the medium archetypes pleaseGoing from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.
Rivethun Spirit Channeler. The main thing I missed was one fewer spell known of each level.
The Uda Wendo is the other Medium archetype. Some class skill changes, and channeling a spirit either costs you a point of burn (like a Kineticist) or 50gp/level each time, and it gains two points of influence. You get a 1st level domain ability, though. If anybody who doesn't practice juju sees you contacting the spirit, bam, -2 on all d20 rolls for both of you permanently. (Oh, and you don't contact the spirit.) Cha to knowledge checks, and some alternate SLAs in place of the haunt stuff.

jedi8187 |
jedi8187 wrote:QuidEst wrote:Thanks, do you remember which one that was.jedi8187 wrote:Could we get more detail on the medium archetypes pleaseGoing from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.Rivethun Spirit Channeler. The main thing I missed was one fewer spell known of each level.
The Uda Wendo is the other Medium archetype. Some class skill changes, and channeling a spirit either costs you a point of burn (like a Kineticist) or 50gp/level each time, and it gains two points of influence. You get a 1st level domain ability, though. If anybody who doesn't practice juju sees you contacting the spirit, bam, -2 on all d20 rolls for both of you permanently. (Oh, and you don't contact the spirit.) Cha to knowledge checks, and some alternate SLAs in place of the haunt stuff.
Both have some harsh costs, but could be fun. But Uda Wendo might be fun still. Thank you!

QuidEst |

I would love some information on the Investigator and Alchemist archetypes.
Alchemist:
Investigator:

David knott 242 |

Could we get more detail on the medium archetypes please
The Uda Wendo was adequately explained earlier.
The Rivethun Channeler is basically a variant of the Spitit Dancer. This archetype can choose Wis or Cha as the key ability for all class and archetype abilities instead of having to use Cha. This archetype receives one less Medium spell known of each spell level, but spells per day are unaffected. The lack of location dependency is at best a minor benefit, as finding a location where at least one of the six spirit legends can be contacted via seance should be trivial in most campaigns.
This archety0e trades in Taboo for an ability that is actually useful: a +1/2 level bonus to Diplomacy checks against fey, elementals, outsiders (except native outsiders), and undead as well as those involved in usage of the Wrangle Condition ability, which is received at 3rd level. Haunt Channeler is not received until 7th level, and Connection Channel is not received at all.
None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.

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None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.
I just reread Astral Beacon and it seems okay to me, what's off with it?

Fourshadow |
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Alchemaic wrote:Its designed around replacing weapon training with a mandatory set of "advanced weapon training" options that give you cool spell-like powers. Alchemaic isn't describing its full abilities—for instance, your 1/day 3rd level spell eventually becomes 3/day, and you get to pick a second 3rd-level spell that becomes 1/day.FedoraFerret wrote:The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.
AND, very importantly, this spell-like ability begins at level 9--not 12.
REALLY cool book, Alexander and Company! Thanks again!

David knott 242 |

David knott 242 wrote:I just reread Astral Beacon and it seems okay to me, what's off with it?None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.
Remember that it alters Spirit to work like the Spirit Dancer's Spirit Dance.
The second sentence of the Astral Beacon ability says "As a free action, he can channel spirits of any of the five legends he did not contact via his seance." The problem is that he contacted all six legends during his séance.
While the reference to "another legend" in the Trance of Three ability could conceivably be creatively interpreted to mean "legend other than the one he is currently in Spirit Dance with", the Astral Beacon would actually need to be rewritten to work in a similar manner.

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Rysky wrote:David knott 242 wrote:I just reread Astral Beacon and it seems okay to me, what's off with it?None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.
Remember that it alters Spirit to work like the Spirit Dancer's Spirit Dance.
The second sentence of the Astral Beacon ability says "As a free action, he can channel spirits of any of the five legends he did not contact via his seance." The problem is that he contacted all six legends during his séance.
While the reference to "another legend" in the Trance of Three ability could conceivably be creatively interpreted to mean "legend other than the one he is currently in Spirit Dance with", the Astral Beacon would actually need to be rewritten to work in a similar manner.
?
A Medium only contacts one spirit doing their Seance,
Okay I see you were talking about he archetype, I thought you mean the vanilla Medium's abilites didn't work.
I'd say the abilities would work as normal, with you gaining the abilities of the Spirit you're not currently channeling.