Pathfinder Player Companion: Psychic Anthology (PFRPG)

3.80/5 (based on 8 ratings)
Pathfinder Player Companion: Psychic Anthology (PFRPG)
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A Mind-Expanding Read

For curious readers who wish to hone their psychic skills, a plethora of occult tomes, lost scrolls, and even stranger items lie hidden throughout Golarion. From the kaleidoscopic Recursion Tablets to the never-ending Infinity Scroll, Pathfinder Player Companion: Psychic Anthology presents a diverse archive of texts elucidating esoteric ideas and techniques that can benefit any psychic spellcasting class, as well as other spellcasters. Alongside feats, magic items, and spells, this volume unlocks the hidden powers of the mind!

Inside this book, you'll find:

  • New archetypes for nearly every occult class, including the phantom blade spiritualist and the autohypnotist mesmerist.
  • Panoplies­—collections of occultist implements that harness the power resonating between the items—and numerous kineticist wild talents for all the elements.
  • A new corruption arising from raw psychic energy that, if left unchecked, could mutate one's form into an all-consuming horror of writhing flesh.

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: 978-1-60125-928-8

Note: This product is part of the Pathfinder Player Companion Subscription.

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5/5

I'm not going to talk about the psychic or mesmerist much here. The psychic gets to be the magic and magic item section, and it's a mixed bag. Mesmerist just isn't a class I much care to play (outside of one archetype), so I haven't spent much time looking at it.

Spiritualists get a nice chunk of stuff, a fun new emotional focus (and rules for using it with older archetypes). Two new archetypes, one bringing in some black blade magus fun, and a phantom animal one. I have intentions of using the phantom blade, the totemist I might if an appropriate campaign comes up. My only real problem with either is they lose emotional focus (something I enjoy about the flavor of the class).

Medium gets a fun new archetype. It doesn't really address any issues with the class, might even make some of them worse (forcing taboo). It get's fun abilities and has cool flavor though. Look for a thematic campaign to use it in.

Kineticist gets a lot of expanded selections. The invocations are a cool idea, and possibly a good tool for the future, but the feat look for most characters is disappointing. More talents, especially for wood and void is nice. Wood's new simple blast is disappointing, and makes for a (mostly) true pacifist if taken as your first. Not practical but interesting choice. More blade abilities make the melee fan happy. Speaking of which the Kinetic Knight is everything I ever wanted for the Kineticist, not just supporting but encouraging a strength based build, nice defensive features. I've already started playing one and it's one of m favorite builds. The lack of form infusions can be limiting somewhat though.

Occultist is another nice package here. The panopolies are great. Between giving you a way to go deeper into your spell list with out giving up too much versatility and some nice new focus powers. the archetype to support them is a nice addition too.

Overall a great book that supported the four psychic classes I care about in fun ways, and inspiring at least 4 new characters I want to play.


A Fantastic Expansion of Occult Options (for the most part)

5/5

This is a fantastic companion book for those interested in playing one of the classes in Occult Adventures. And for the most part, it gives these classes a lot of love. In order of how much (and the quality of) the love they receive:

1. (A+): The Spiritualist was originally my least favorite class in Occult Adventures. A class with cool flavor but weak mechanics. This book changes that. It introduces not one, but two archetypes that turn the Spiritualist into a viable and interesting option. The first is essentially a psychic version of the Blackblade Magus, and the second gives you a phantom animal companion (or two!) that's a viable option in combat. And it introduces a new Kindness emotional focus that the Id Rager can take(!). This went from a class I couldn't imagine getting myself to play, to a class I have at least two character ideas for. Fantastic stuff.

2. (A+): The Mesmerist, on the other hand, was one of my favorite classes in Occult Adventures. It's a lot like the alchemist -- a 6th level caster with lots of skill points and a bag of abilities that, though neat, don't obviously fit together (in the case of the alchemist: bombs, mutagens, self-buffing extracts, poison-using abilities and alchemy/potion-oriented abilities, in the case of the mesmerist: stares, tricks, touch treatments and a bevy of mind-affecting spells). In the case of the Alchemist, this was fixed by a bunch of great archetypes and options that allow you to really focus on one of the themes of the Alchemist (e.g., bomb focused alchemists, mutagen + self-buffing alchemists, poison-focused alchemists, etc). But until now the Mesmerist didn't really have the options to do the same.

This book starts to change that. It introduces a trick-focused archetype and a bunch of feats that make the Mesmerist's tricks cool and effective enough to really build a character around. Likewise, there are some great Stare feats that make stares effective enough to build a character around. Add in a cool Possession-focused archetype and a "mind-over-matter"-style archetype which moves away from *just* mind-affecting spells, and there are now a number of interesting and distinct options on the table to focus your Mesmerist around. More great stuff.

3. (A+): The Occultist was originally in the middle of the pack for me -- lots of flavor, and reasonably effective mechanically, but with a couple awkward features that make it hard to develop all of the versions of the class one might like to try (such as the dramatic difference in the power of different schools -- from the virtually obligatory Transmutation to the painfully bad Necromancy and Evocation -- and the strong disincentive to choose a school more than once, essentially locking you into a single spell per school). This book (combined with the incredible Silksworn archetype from the Heroes of the High Court) do a fair bit to change that. By adding panoply options (and the corresponding panoply-focused archetype) you now have a cool and flavorful way of getting multiple spells from a given school, and of spreading out your spell picks a bit more. There's still a few awkward features of the class left over (it's still hard to imagine building an Occultist without Transmutation, or with Necromancy and Evocation), but the class is definitely more fun to play with than before.

4. (A): The Kineticist was a class I liked a lot, and it also gets a lot of love, in the form of the first good Kineticist archetype (a melee-focused armor-wearing kineticist tank) and a big batch of new wild talents which open up the variety of builds to pursue, especially if you want a Wood or Void-focused Kineticist. Granted, a lot of them are high-level abilities which only the DM is likely to get to play with, and it's hard to not to wish there were even more utility Wild Talents and Kinetic Invocation options. (More! More! More!) But this still opens up a lot of interesting options, making this book pretty much a "must-have" for anyone building a Kineticist.

5. (B): The Medium was one of my least favorite classes in Occult Adventures. It had great flavor, making it a class I very much wanted to play. But mechanically, the only really viable option seems to be building your character around the Champion spirit and making them a kind of psychic-flavored fighter, which didn't fit very well with most of the Medium-style character ideas I wanted to play with.

This book adds some more neat flavor options to the Medium (you can tie yourself to a kind of outsider), with an accompanying archetype, which someone building a Medium might consider. But none of these options make the class feel like it would play very differently, or open up the possibility of making a Medium which isn't basically a psychic fighter. Of course, these demerits of the Medium class aren't this book's fault, and it's a little unfair to expect it to resolve all of the problems facing the Medium. Still, given how much I like the idea behind this class, it would be great to someday see some options for making a viable character focused around one of the non-Champion spirits.

6. (B-): The Psychic was originally another class from Occult Adventures in the middle of the pack for me. The disciplines have lots of flavor, but, much like the sorcerer's bloodlines, most of them don't have enough mechanical "meat" to make them feel like they'd play that differently. The amplifications are kind of neat-ish, but most don't do interesting enough things to be memorable. And the overwhelming focus on mind-affecting spells makes the Psychic feel a bit fragile, usefulness-wise, for a 9th level caster.

This book does a bit to round out the Psychic's spell casting possibilities, and adds in some psychic analogs of arcane spell-related magic items. But the class feels much the same as before (in both good ways and bad) in light of these options, and there's little that seems specific to the Psychic that's on offer. Okay stuff.

All told, if you're mostly interested in the Medium or the Psychic, then while there are some new options in this book, there isn't anything that you really need in this book. But if you're interesting in playing around with Spiritualists, Mesmerists, Occultists or Kineticists, then this is definitely a book you'll want to have.


Lots of great stuff and a little bit of really, really bad

3/5

I would strongly recommend you buy this book, but I can't give it more than three stars because it has some really poorly conceived and edited options in here that should be mildly embarrassing to Paizo.

The mesmerist, spiritualist, and occultist options are generally great, a couple of bad archetypes and unclear rules ("holding" panoply occultist implements) aside. As far as I can tell the medium and kineticist stuff is of similar quality, but I don't care about those as much. If you want more options for these classes absolutely buy this book and you won't regret it.

Where the book falls down is the Psychic items and spells section. I can agree that this was arguably more necessary to grow the class than an archetype or more disciplines would have been, but the implementation is pretty poor. Most of the magic items are uninspired psychic retreads of (bad) arcane options that in some cases already worked fine for psychic casters. The spells have some decent options, and a couple of weak options, but the real problem is that there are two absurdly strong options. One allows you to daze lock a creature even on a successful save (at 3rd level!), the other is basically a Moment of Prescience god mode that applies to almost every roll you do for 1 full minute. I think you can easily solo higher threat CR creatures in melee with this spell and a few standard buffs. It's that ugly.

Publishing either of these spells would have been irresponsible, publishing both makes me doubt Paizo takes this line seriously anymore with respect to maintaining the integrity and balance of their game. PFS will ban the hell out of them, but having this sort of awful munchkiness out there as an idea that someone at Paizo thought was ok to publish is troublesome.

My final complaint is that there are a few more than the usual (already disappointing) level of poor editing and rules mistakes that we've come to expect in the Player Companion line. You have an unprecedented casting time of "1 full round action" on some spells (a big problem on Psychic classes that need their move action to add metamagic or center and avoid concentration penalties and not an innovation that should be dropped in without explanation), missing explanations of partial saving throws, and a couple of other minor signs that this needed a better development pass from a responsible adult.

That aside, you should reward Paizo for the good things with your money and put the good options to use responsibly. I just hope the bad things get more attention in future products and don't become a trend.


Good fluff, but wouldn't recommend...

2/5

The fluff and items range from good to alright, but everything else is sorta meh. The new spirits for the Medium are pretty cool, as well as some of the Stare feats/tricks for the Mesmerist, but other than that...

I'll be honest. I wanted more kineticist talents when I bought this book, and I was nothing but disappointed. Oh gee, more ways to melee as a kineticist - as though there weren't a half-dozen archetypes that did pretty much the same thing. Oh look, *more* blasts that expand the use of your kinetic blade! Oh look, *feats*! Like there aren't *enough* feats, and these simply add a few spells as kineticist talents.

It was alright overall, but frankly, I would've saved the 10 bucks.


uninspired

2/5

I pride myself on long detailed reviews, but there is very little to say about this. Uninspired, tending to overly dramatic and "uncontrolled!" type wackiness. Lack of content covered by larger than normal bad magic items section.


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It's a shame that earth, water, and wood didn't get a similar ability to aether architect.

So what are the feats?

What does the fox fire infusion do?


Can we get a rundown on the Vexing Trickster ?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:

It's a shame that earth, water, and wood didn't get a similar ability to aether architect.

So what are the feats?

What does the fox fire infusion do?

The feats basically boost Mesmerist stares and tricks and various Kineticist abilities.

Foxfire Infusion creates a Faerie Fire effect.


Wow! I thought I would be most interested in the Phantom Blade archetype...that Totem Spiritualist though sounds really cool!

Wood gets the Fox fire infusion? What's this about a Positive Blast?

Dang, I wish I had my shipping notice already!


Hope there is no added elements, the addition of new elements is a negative to the kineticist class and does nothing postive.

"here are some new powers but you can't touch the old one's because we have added another dividing barrier"

any new idea for an element could just be added as a new blast to an existing element.


David knott 242 wrote:

Outer Channeler: Channels a specific subtype of outsider (as Unchained Summoner subtype), gaining special powers based on that subtype.

Totem Spiritualist: Spiritualist from Sarkoris who gains phantom animal (more like animal companion than eidolon).

Phantom Blade: Phantom takes form of sentient weapon (similar to Black Blade Magus).

Does the Outer Channeler use the normal spirits of the medium and then modify them with extra abilities from the Outsiders (like the Uda Wendo gets extra abilities) or do they function as an alternate list of spirits? ^_^


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The Outer Channeler gains the usual six spirit legends, with modifications based on sub-type from the archetype.


Another player in a game I am in got his PDF, and we are having trouble with the trappings of the Warrior panoply. How is the resonant power supposed to work if you are multiclassed, or someone else holds your implements? We are assuming the bonus can't push you passed your HD for your value is the intent, but wording is less than clear.


What are the kineticist feats like?

Last I heard the positive energy simple blast is for the wood element.

Sczarni

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Pathfinder Rulebook Subscriber
NoTongue wrote:

Hope there is no added elements, the addition of new elements is a negative to the kineticist class and does nothing postive.

"here are some new powers but you can't touch the old one's because we have added another dividing barrier"

any new idea for an element could just be added as a new blast to an existing element.

...are you saying void was a negative to the kineticist class? ;)

Silver Crusade

So you can build a Mesemero type mesmerist now?


So, could someone give a teaser or two about the Phantom Blade, please? I mean, other than the fact that it has a phantom which is a blade. That part is kind of obvious.

Paizo Employee Developer

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The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:

1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.

2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.

3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!

4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.


Luis Loza wrote:

The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:

1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.

2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.

3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!

4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.

VERY nice! Impressed with it already...of course I would be more impressed if I had...ah, well you know what I was going to say. Sigh. Those notices don't arrive fast enough. Can anyone in the Shipping Department cast "Haste"?

Silver Crusade

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Pathfinder Adventure Path Subscriber
Fourshadow wrote:
Luis Loza wrote:

The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:

1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.

2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.

3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!

4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.

VERY nice! Impressed with it already...of course I would be more impressed if I had...ah, well you know what I was going to say. Sigh. Those notices don't arrive fast enough. Can anyone in the Shipping Department cast "Haste"?

So, you're the person who regularly comes saying you hoped that new posts in product threads are actual updates and instead all you get is pointless banter, but then you make two posts which amount to "PLEASE SHIP MY STUFF FASTER" in a row...

And of course, because karma is a beach, I got just my PDFs :P


Luis Loza wrote:

The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:

1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.

2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.

3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!

4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.

Thank you! Sounds awesome!

Sczarni

Pathfinder Rulebook Subscriber

So exxxxcccccitttted....


I'm kind of floored that it sounds like there's nothing in this for the Psychic other than spells. No archetype (expected), no disciplines (very surprising). Are there any new phrenic amplifications?


What kind of feats did the kineticist get?

Did the psychic get anything other then spells?


Pathfinder Companion, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

<Jedi Mind Trick> Ship! Ship! Ship! </Jedi Mind Trick>


Can we get info on the Vexing trickster ?
And the other Mesmerist options ?


Thanks for the info everyone, I got my PDFs, now it's time to start reading.


Dragon78 wrote:
Thanks for the info everyone, I got my PDFs, now it's time to start reading.

So now you can tell us what feats kineticists get now ;-)

Contributor

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Plausible Pseudonym wrote:
I'm kind of floored that it sounds like there's nothing in this for the Psychic other than spells. No archetype (expected), no disciplines (very surprising). Are there any new phrenic amplifications?

Honestly, as someone who has experience playing with the psychic spell list (I have a psychic detective investigator), the new spells do more for the psychic then any archetype or phrenic amplification could, because the new spells fill in a lot of gaps for the psychic. One spell is essentially a high-damage telekinetic attack, which means it isn't mind-affecting. Another makes foes more susceptible to your mind-affecting attacks.

Trust me, its quality stuff even if its not what you're used to wanting / needing. :-)

Contributor

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nighttree wrote:

Can we get info on the Vexing trickster ?

And the other Mesmerist options ?

Both tie into a mechanic called trick feats, which is the aforementioned, "Ways to make the mesmerist more spontaneous" option(s) I eluded to earlier.

You don't need to be a vexing trickster to use trick feats, but the vexing trickster is better at using them than most mesmerists.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Alexander Augunas wrote:
Xethik wrote:

I really enjoy the Mesmerist options in this book! The feats are absolutely fantastic. My only complaint is that the Enigma archetype that I've been trying to make a build for doesn't get to use these awesome Stare feats. But the trick feats. Ooooh, those make me drool. It's not always about absolute powerful options. These just seem fun to use and can make you really feel justified in your feat choice when it pays off. Though maybe Spell Trick is also a powerful option if you are keeping Manifold Trick. Contingent Trick makes losing Manifold Tricks more bearable, though. Just so much goodness here!

And the archetypes are worth mentioning, too. Material Manipulator stands out as an archetype I might choose over Enigma based simply on how much interesting and small it is. It's not an enormous archetype to pick over and consider. It tweaks the class ever so slightly in a fun way. I can clearly evaluate what I'm losing and gaining.

So bravo on this stuff! I'm sure other stuff is great, but I've been stuck on these pages so I haven't looked yet.

So I mentioned a few times on Know Direction that I didn't like the mesmerist class, and the reason is that prepared options always give me extreme anxiety. (It's why I don't personally play Druids or Wizards.) So when I got the mesmerist section, I tried to design options that would tune down my own anxiety regarding the class to the point where I would want to play it. I'm glad to hear you liked it. :-)

Well I think you accomplished that. I'm too rusty to comment on balance, but I could see myself at least considering each of them. I hope they are a feat type we see more of in the future.

Dark Archive

Any love for the Psychic class in there?


Yes, several spells, some of wich I really like.


Dragon78 wrote:
Yes, several spells, some of wich I really like.

What do you like about them?


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Luis Loza wrote:

The Phantom Blade has a lot to it, seeing as its entry is about as long as the bladebound magus entry. Here are some of the more exciting bits I wrote into the archetype:

1. You have no phantom at all, but have the phantom blade at 1st level. No waiting for 3rd level for your weapon.

2. The weapon is ectoplasmic, which means it is always a ghost touch weapon.

3. The weapon can be any weapon with which you are proficient. Are you an elf? Take an elven curved blade! Want a bow? Sure!

4. The ectoplasmic nature of the phantom blade means it's malleable. If you need to change damage types, you can eventually change the shape of your weapon to something better.

I just realized that since you can make the Phantom Blade manifest as different weapons that you're proficient with, one could theoretically play a Tengu version of Emiya Shirou from Fate Stay Night (since Tengus are proficient with all swords).


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
Yes, several spells, some of wich I really like.

I just kind of wish other psychic classes had access to them. Though I suppose there is a magic item for that.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Hate to double post, but question about the Vexing Trickster Mr. Augunas. Does the Manifold Hijinks archetype feature not function if you've traded away Manifold Tricks? As in, do all tricks implanted count against your total maximum? Or do they just count as one total trick?

Contributor

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Xethik wrote:
Hate to double post, but question about the Vexing Trickster Mr. Augunas. Does the Manifold Hijinks archetype feature not function if you've traded away Manifold Tricks? As in, do all tricks implanted count against your total maximum? Or do they just count as one total trick?

That's a great question either for A) Amanda / Jason or B) for a separate thread once the product is officially released. ^_^


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Acquired, and HOT DANG.

Spiritualist and Mesmerist walk out of this looking pretty boss, let me tell you.

Spiritualist gets a new phantom (Kindness) and two very cool archetypes. Anybody who ever wanted an animal phantom, you're in luck! Less-than-thrilled that the Magus-like Spiritualist archetype doesn't really address the limitations of using psychic casting in melee? This one does!

Mesmerist is now one feat away from being amazingly defensive in the most enjoyably trolly fashion. Several frustrations solved all at once- it's great to have some support for a selfish Mesmerist! Couple of really fun archetypes focusing on transmutation, object possession, and tricks.

Occultist can now be a full BAB class… without taking an archetype. (Saying how is probably a bit too spoilery, sorry.) Yeah, there's other cool stuff, but that was the biggest shock.

Medium stuff is cool, but not my jam. Get a familiar and a free upgrade to it, along with an outsider-themed spirit modification (that stuff is my jam), but you have to follow an extra taboo or atone (not my jam). That said, would be a lot of fun to have in a group!

Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!

Psychic bites the bullet and takes one for the team- lots of arcane items get psychic versions (plus a couple of new psychic casting items), and some new Psychic-class spells (including more undercastable ones and an answer to "How do you lose limbs for Regenerate to regrow?), but nothing else for them. That said, more undercastable spells is nice!


QuidEst wrote:

Acquired, and HOT DANG.

Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!

Which feat tax?

Dark Archive

Plausible Pseudonym wrote:
Dragon78 wrote:
Yes, several spells, some of wich I really like.
What do you like about them?

Yes. Explain. Please.

[Dragon78 feels a slight pressure on his right temple, and somehow feels compelled to elaborate... resistance to this compulsion brings a sharp pain at the back of his skull...]


Limas Venomscale wrote:
QuidEst wrote:

Acquired, and HOT DANG.

Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!

Which feat tax?

Not an existing one- there's a bunch of new stuff that Kineticists can take (separate from the new talents), but it's gated behind a feat that just gives you access to it.


QuidEst wrote:
Limas Venomscale wrote:
QuidEst wrote:

Acquired, and HOT DANG.

Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!

Which feat tax?
Not an existing one- there's a bunch of new stuff that Kineticists can take (separate from the new talents), but it's gated behind a feat that just gives you access to it.

Any hints ?


One of the Kineticist feats gives you access to a group of thematic spells as potential utility talents (you can pick one as an option with your talent slots, you don't get them all). Characters with elemental affinity racial traits get expanded options.


technarken wrote:
One of the Kineticist feats gives you access to a group of thematic spells as potential utility talents (you can pick one as an option with your talent slots, you don't get them all). Characters with elemental affinity racial traits get expanded options.

No chance, it defeats the need for Master Craftsman for item creation feats does it?


That particular feat doesn't, no.

Also, glad to see people are finally finding out about Kinetic Invocation. ^_^


Isabelle Lee wrote:

That particular feat doesn't, no.

Also, glad to see people are finally finding out about Kinetic Invocation. ^_^

Sounds promising that it's not off the table, and yet more stuff to look forward to.


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

Rend Limb has Saving Throw Fortitude partial (see text), but there is nothing in the text about the effects of a save.

Silver Crusade

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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
QuidEst wrote:
phantom (Kindness)

Ship dammit! Ship!


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QuidEst wrote:
Anybody who ever wanted an animal phantom, you're in luck!

*wags phantom tail happily*


I for one hate the feat, you don't need a feat to get a rouge talent, rage power, hex, etc. that you would want.

Do not like the positive energy blast for wood, all that tells me is I will never see the one element I really want since they do not repeat simple blast for more then one element.

All I am going to say about the spells is there are some good force based ones, a group of spells for ripping a creature apart(including the need for a regeneration spell), and some other stuff.

I really like the two spiritualist archetypes.

The feat for kineticist to get item creation feats is interesting but if it was a utility wild talent it could have gave you scribe scroll or brew potion for free as well or just allowed you a list of various magic items you could create based on your element.

Too bad aether is the only one that got the ability to create buildings and other structures because I could see earth, water, and wood getting something as well. Stuff like bridges, castles, log cabins, igloos, permanent walls, stairs, etc.


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I agree, you shouldn't need a feat to put on rouge.

Or any makeup, really.


Dragon78 wrote:

The feat for kineticist to get item creation feats is interesting but if it was a utility wild talent it could have gave you scribe scroll or brew potion for free as well or just allowed you a list of various magic items you could create based on your element.

Too bad aether is the only one that got the ability to create buildings and other structures because I could see earth, water, and wood getting something as well. Stuff like bridges, castles, log cabins, igloos, permanent walls, stairs, etc.

What benefits does the kineticist feat have over taking Master Craftsman ?

Is the building you can create comparable to a spell or ability that already exists ? Is there any variance depending on what elements you've chosen or always the same ?
In what situations would this talent be useful ?

thanks


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Shadow_Charlatan wrote:
What benefits does the kineticist feat have over taking Master Craftsman ?

Master Craftsman is pretty bad- you have to wait until fifth to take it, you have to take the crafting feats separately, you have no way of meeting prerequisites other than increasing the DC, it only works for certain feats, and even then you can only make things tied to your crafting skill. The Kineticist feat improves some, but not all, of those nuisances.

Shadow_Charlatan wrote:

Is the building you can create comparable to a spell or ability that already exists ? Is there any variance depending on what elements you've chosen or always the same ?

In what situations would this talent be useful ?

thanks

It's an Aether exclusive that is cool and unique enough that you'll find wildly inappropriate situations to make it useful in. I'd mostly use it to build mansions and put giant boxes around other people's mansions to trap them inside.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
I for one hate the feat, you don't need a feat to get a rouge talent, rage power, hex, etc. that you would want.

Those all come with their base classes though. This is new stuff outside of the base class that you can't get without the feat (my understanding anyway).

A better analogy would probably be a Fighter and their Advanced Training abilities.

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