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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Rysky wrote:
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.

Or the use of traits in association with new subdomain options. ^_^

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Isabelle Lee wrote:
Rysky wrote:
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.

Or the use of traits in association with new subdomain options. ^_^

*nods*


QuidEst wrote:
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.

Is it still tied to crafting skills or can you use spellcraft like regular magic item creation?


Rysky wrote:
Isabelle Lee wrote:
Rysky wrote:
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.

Or the use of traits in association with new subdomain options. ^_^
*nods*

You can play one of the elemental native outsider races (or similarly appropriate race in the case of void and wood) in order to skip the feat requirement. (It would be nice if the feat did some minor thing as well, since taking it makes for a rather dull level.) Water and Void seem worth it even with the feat, having at least two things worth taking.

Paizo Employee Developer

3 people marked this as a favorite.
Rysky wrote:
QuidEst wrote:
phantom (Kindness)
Ship dammit! Ship!

Ha ha, here's some keywords to whet your appetite. :)

Spoiler:
aid another, extra attacks, lay on hands


That's another way to think of it: as a racial benefit for elemental/other races, which others can access with a feat. You don't even need Racial Heritage first. ^_^


Isabelle Lee wrote:
That's another way to think of it: as a racial benefit for elemental/other races, which others can access with a feat. You don't even need Racial Heritage first. ^_^

Would it work if you had the Element Infused Template?


Yeah, the kindness emotion focus is awesome now if we could just get love, joy, serenity, etc.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Dragon78 wrote:

Yeah, the kindness emotion focus is awesome now if we could just get love, joy, serenity, etc.

SEX

C'mon, sex sells.


CookietheFerret wrote:
Isabelle Lee wrote:
That's another way to think of it: as a racial benefit for elemental/other races, which others can access with a feat. You don't even need Racial Heritage first. ^_^
Would it work if you had the Element Infused Template?

Maybe. It depends on how the template works. If not, there's always GM permission (which, to be fair, is specifically recommended by the feat).

Technically, it doesn't even apply to 100% of all geniekin... and if they make new elemental-blooded races, it might apply to them as well. (In fact, if you made a PFS suli with a big ol' stack of boons, it might apply to you.)

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber
Gorbacz wrote:
Dragon78 wrote:
Yeah, the kindness emotion focus is awesome now if we could just get love, joy, serenity, etc.

SEX

C'mon, sex sells.

Occult Realms, fortunately, has us covered* there. ^_^

*(Or uncovered. You know, whatever does it for you.)

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Luis Loza wrote:
Rysky wrote:
QuidEst wrote:
phantom (Kindness)
Ship dammit! Ship!

Ha ha, here's some keywords to whet your appetite. :)

** spoiler omitted **

SQUUUUUUUUUEEEEEEEEEEEE!

*glomps Leshy*

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Kalindlara wrote:
Gorbacz wrote:
Dragon78 wrote:
Yeah, the kindness emotion focus is awesome now if we could just get love, joy, serenity, etc.

SEX

C'mon, sex sells.

Occult Realms, fortunately, has us covered* there. ^_^

*(Or uncovered. You know, whatever does it for you.)

Oooo, that is right!

(And I like equally the Theiss Titillation Theory as well as leaving plenty to the imagination)


I like the corpse puppet ability, too bad you can't get skeletons as well.


CookietheFerret wrote:
Isabelle Lee wrote:
That's another way to think of it: as a racial benefit for elemental/other races, which others can access with a feat. You don't even need Racial Heritage first. ^_^
Would it work if you had the Element Infused Template?

The other races get extra options with the feat, they don't get it for free. Should you somehow have a PC with an elemental subtype they'd qualify for the expanded options with the feat as well.


QuidEst wrote:
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.

Is it still tied to crafting skills or can you use spellcraft like regular magic item creation?


QuidEst wrote:

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!

Got mine! So happy!

The Mesmerist stuff is intriguing, but this class has an evil feel to me, so I don't play it.
The Spiritualist?! WOW. All of the Spiritualist archetypes are dynamite.
Medium and Occultist get some really fun toys.
The Psychic spells are very good.
However, the really standout material in my opinion is for the Kineticist. I have always wanted to like the Wood element...now I believe there is reason for it. It may not be optimal, but the positive simple/verdant composite blasts make me smile! Undead have a deadly enemy in Phytokineticists! Wood has become a decent heal element in this as well.

Simple question about the Verdant composite blast: Only one type of damage can be chosen, correct? OR can you mix two of them?


3 people marked this as a favorite.

The Kindness Phantom might be the best thing I've ever heard of. I wonder how hard it would be to build it to be a grapple... err... hug based phantom.

Paizo Employee Developer

2 people marked this as a favorite.
Fourshadow wrote:
The Spiritualist?! WOW. All of the Spiritualist archetypes are dynamite.

Happy to hear it!

Sczarni

Pathfinder Rulebook Subscriber

In regards to kinetic invocation... it says the spell ends when burn is removed. Does that mean it replaces the duration of the spell to be able to last all day?


Verzen wrote:
In regards to kinetic invocation... it says the spell ends when burn is removed. Does that mean it replaces the duration of the spell to be able to last all day?

Generally, unless something new was added in Psychic Anthology, the only time your burn is removed is when you rest. This is the "your spells replenish" for the Kineticist, so the effect in question would last until you next rest (this is the case currently with things like elemental defenses and kinetic form.)

So yes, this should last all day unless you turn in early.

Paizo Employee Designer

4 people marked this as a favorite.

The spells have their normal durations, but they also end early if burn is removed. This is relevant because it allows for inclusion of particularly long-duration effects.

Sczarni

Pathfinder Rulebook Subscriber

Well, kinetic invocation allows you to cast thematic spells with burn like life channel for void. Does that mean life channel lasts all day???

Sczarni

Pathfinder Rulebook Subscriber

Ah ok ty mark!

Contributor, RPG Superstar 2010 Top 4

Luis Loza wrote:
Fourshadow wrote:
The Spiritualist?! WOW. All of the Spiritualist archetypes are dynamite.
Happy to hear it!

I am enjoying the spiritualist stuff quite a bit too. My wife plays a spiritualist (a class she loves) so these inclusions were quite a treat. Good job. :)

Grand Lodge

Soo many Mesmerist toys to choose from. They may actually be too good now, I guess we'll see what makes it through Additional Resources.

Sczarni

Pathfinder Rulebook Subscriber

I want to make a void kineticist now with animate dead and command undead who is the monk archetype... a monk that can control undead sounds fun!

Sczarni

Pathfinder Rulebook Subscriber

If a void kineticist uses animate dead, is it still an evil act????


1 person marked this as a favorite.

Well since the corpse puppet ability doesn't say it acts like animated dead or says it's an evil act then no it isn't evil;) But if you use that feat to get animate dead, then yes, it's evil.

Paizo Employee Designer

4 people marked this as a favorite.

I agree with Dragon78.

Contributor

I believe James Jacobs has said a few times that making undead is always evil. I found this, but I think there was an even more recent post elaborating.
Basically just one of those fundamental universe rules in the Pathfinder setting.

(I don't have the book, but it sounds like corpse puppet doesn't provide the "spark" of undeath so maybe it gets a pass?)

Paizo Employee Designer

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In essence, it's more like the spark of life utility talent that uses the elemental stats to represent the fact that you're animating your element (rather than summoning a "real" elemental).


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Isabelle Lee wrote:

That particular feat doesn't, no.

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

I'm not crazy invested in the Kineticist (outside from it being a great conversation starters on class design imho) so I didn't spend too long looking into the actual lists until now. I have to say, adding themed spells feels like a no brainer from a wishlist point of view, but very tricky to implement in practice. Adding individual wild talents for each of these would take up way too much page space and just giving access for free isn't exactly balanced.

I really like this approach. I just hope new spells might find themselves with notes adding themselves to these lists.

Sczarni

Pathfinder Rulebook Subscriber

Why didn't void get desecrate? Seems thematic...

For kinetic invocation I mean

Paizo Employee Designer

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Verzen wrote:

Why didn't void get desecrate? Seems thematic...

For kinetic invocation I mean

That's an example of a spell that would work better with its own utility talent because the spell "as-is" has a lot of divine baggage that wouldn't make sense.


1 person marked this as a favorite.
Luis Loza wrote:
Rysky wrote:
QuidEst wrote:
phantom (Kindness)
Ship dammit! Ship!

Ha ha, here's some keywords to whet your appetite. :)

** spoiler omitted **

Based on the spoiler it sounds like this phantom has lots of abilities to support your party. But let's suppose you have a falling out. Can you kill them with Kindness?


3 people marked this as a favorite.
QuidEst wrote:


Occultist can now be a full BAB class… without taking an archetype.

You have my attention.

Sczarni

Pathfinder Rulebook Subscriber

Mark, will you be expanding the list of kinetic invocation with new releases of spells?


3 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
jedi8187 wrote:
QuidEst wrote:


Occultist can now be a full BAB class… without taking an archetype.
You have my attention.

To provide the clue that the OP wouldn't give you: Panoplies are sweet.


I wasn't into Panoplies before, I am now


I keep hearing about these 'panoplies'. May someone please explain what they are, exactly?


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Eric Hinkle wrote:
I keep hearing about these 'panoplies'. May someone please explain what they are, exactly?

Think of them like a set bonus you can take in lieu of a new implement school.


My impressions on the kineticist section (not complete, but a couple of things that get my attention

The good-------------------

-While a little taxy, we now have a way to get whirlwind attack without delving into the god-awful feat chain.... WHICH IS FRIKIN BEUTIFUL! Only downside to this is that it takes up two infusion slots. One issue I have with kineticict is the extremely limited number of ability slots, especially when there are taxes involved. in the end however, you now have the ability to become a FLOATY, HUGE SIZED BLIMP OF ETERNAL DEATH AND DESTRUCTION

-Malstrom is really cool, though only useful for sea ship based campaigns.

-We finally have positive blasts which, thematically, is cool.

-detonation:YOU ARE THE FIREBALL! this effectively grants you the full whip hurricane whirlwind stuff without the taxes...AT LEVEL 8!, though you have to be careful about not hitting your friends...

-aether archetect is amazing and makes for a very nice capstone if given the time to use it. if you can prepare for a fight, all kinds of shinanigans can ensue from imprisoning a baddie until they suffocate, to creating a miniature multi layered wall of force fortress (a forcetress, lol)

-Kinetic invocation is good, thought the feat tax makes me a bit sad.

-tree step is cool. Basicly at will teleport when in a forest. getting it for free at the beggining of the day makes it amazing... at level 14 to boot!

The kinetic knight is ALMOST perfect! By granting melee talents for free, you free up space for the versatility the kineticist so desperatly needs. Gaining them early also means that the Kineticict "turns on" earlier than level 10 (being regulated to one trick pony in early levels and three tricktrick is not much fun). However.....

The Bad-------------------------

-Kinetic knight loses the ability to ranged blast as well as access to form infusions (except blade and whip related ones), so now you have extra infusion slots to fill...and nothing to fill them with. only substance infusions work, and even then, only ones that don't rely on a specific, non-blade infusion. This can only be resolved by a future feat to specifically grant ranged blasts to the knight (maybe for burn the same way blade and whip cost for normal kineticists. Again, this wouldn't be so bad if it only locked you out of your normal ranged blast and still allowed infusions. I suspect that as more material comes out, this will become the go-to archetype.

-positive energy ONLY works on undead (or or similar negative energy based beings). That makes it situational. This means you should NEVER take it as your first blast as it would regulate positive energy based wood to healer ONLY until you expand.

-foxfire and the infusion can be put out easily, though it takes up an opponents turn.

The UGLY-----------------------------

-telekinetic boomerang WOULD be good if it didn't require a standard action to preform the return hit. a swift would have made this great. As it stands, it only serves a purpose when you nova at high levels. Throw on that it doesn't seem to work with composites and this becomes only marginally useful.

-senaptic infusion: mind effecting means that no undead or abberations are effected. It's also so easy to remove...just a move action. throw on that it's lvl 3 when you could be taking magnetic rather than lvl 2 (air needs decent substance lvl 2's) and it's just not worth it.

-body of air: you can already fly. only good for a baddie npc who tries to escape

-living capacitor could have been good, but it requires you to take electric damage. why would you get into melee range to deliver a weaker version of what you could normally just shoot people with? it would have been better if it provided electricity resistance or if you could charge up your blast. on the plus side, it is lvl 2 which means you can take it and replace it later when you expand.....

-Focused blast: oh, cool! a way to increase my hit and -TWO BURN PER +1! HOW? WHY? not only does this use up your form infusion, but it is horrifically expensive. if it didn't take away form infusion and cost a little less it would be great. As it stands, you can do better things with your burn. it only provides a +1 at lvl 5 and only if you gather. that gather is better spent on empower, which you get at that level. at lvl 8 you get it free and can empower, but at THAT level you get blade and must chose between a ranged +1, or a whole extra attack. it would be fine if it was considered a special utility, but as a form it just asks to be your main ability for way too much cost vs benefit.

---------------------

There are a few amazing things here, some meh, and a bit of awful. sadly, there are NO new composites except the ones related to positive energy and wood. nothing to fix aethers composite problem either, but the whirlwind, invocation, and knight options make up for it. A solid 6/10 for the kineticist.


Hey! What about spiritualists?!!

Grand Lodge

Is Positive Admixture supposed to be a Wood Composite blast, like Positive Blast? It's listed as Void, but that seems like a typo.


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Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Er. Aberrations aren't immune to mind-affecting effects. It's constructs, oozes, plants, undead, and vermin who are immune to mind-affecting effects.


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Markov Spiked Chain wrote:
Is Positive Admixture supposed to be a Wood Composite blast, like Positive Blast? It's listed as Void, but that seems like a typo.

You are correct. ^_^


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Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

brightshadow360, body of air is still amazing for getting in and out of places. The fact that it is at will, has no duration limit, and costs 0 burn makes it even more amazing. Great for spying as well.

Mark Seifter wrote:
In essence, it's more like the spark of life utility talent that uses the elemental stats to represent the fact that you're animating your element (rather than summoning a "real" elemental).

I'm disappointed to not see any murder elementals or woodamentals. The question of what happens when a void or wood kineticist takes spark of life remains unanswered. :(

(But OMG this book is fking amazing in every other way!)


Markov Spiked Chain wrote:
Is Positive Admixture supposed to be a Wood Composite blast, like Positive Blast? It's listed as Void, but that seems like a typo.

It is Wood, just written in a Slavic accent. "Vüd". Wood! :D

Contributor

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Ravingdork wrote:
I'm disappointed to not see any murder elementals or woodamentals.

We on team Psychic Anthology strongly believe that every elemental can be a murder elemental if the kineticist tries really hard and botches enough diplomacy checks.

I am glad you like the book so far, though!

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