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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I hope void one day gets a skeleton version of corpse puppet.


Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

Contributor

JiCi wrote:
- Time

YES PLEASE

Contributor

1 person marked this as a favorite.
donato wrote:
JiCi wrote:
- Time
YES PLEASE

Images Mark Seifter breaking out in a cold sweat.

While I think Mark could do it, your (i.e. The community) expectation would be that the new element would be just as well supported as the "classics" even after the classics have had several books worth of expansion. (There's evidence of this even in this thread, with the elemental puppet and elemental whispers talent.)

My guess would be that the more support the kineticist gets, the less chance of a new element there is as a result, but ANYTHING could happen. I certainly don't call the shots. ;-)


I have my own idea for a "new element"... although it's not what you might be thinking. ^_^

(One upside of my idea is that it won't require the same degree of support as other elements.)


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JiCi wrote:

Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

The only element I need is the element of surprise.

Dark Archive

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Isabelle Lee wrote:

I have my own idea for a "new element"... although it's not what you might be thinking. ^_^

(One upside of my idea is that it won't require the same degree of support as other elements.)

I hope its heart

Role playing games don't have enough power of friendship/love xP


JiCi wrote:

Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

There are threads for this...and 3pp sources that cover these. See N Jolly's work.


Wow. Did not realize that Positive Admixture had a typo. My sons and I were trying to figure that out, but we thought it may be Void with Wood as the expanded element...guess not!

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Fourshadow wrote:
JiCi wrote:

Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

There are threads for this...and 3pp sources that cover these. See N Jolly's work.

You mean like this one? The Designers actually ask that things like this DO get posted here so they can see actually them.


Fourshadow wrote:
JiCi wrote:

Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

There are threads for this...and 3pp sources that cover these. See N Jolly's work.

I know about N.Jolly's work. I was simply mentionning other elements yet to be presented in an official Parhfinder source.


QuidEst wrote:

...

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.
...

That's insane!

And so wonderful that I may cry. ;)


QuidEst wrote:

...

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!

And nice for Psychic Detectives, Mindblades, and other archetypes that can draw from the Psychic spell list.


The only new element I am interested in seeing is one that gets it's power from the positive energy plane(life, radiance, quintessence, etc.). Though I would make it's positive energy based blast more useful then wood's by letting it do non-lethal damage to living things as well as lethal to undead/negative energy creatures. I would make it the strongest healing element along with other powers like stuff related to light, animals, vermin, some plant related stuff(at least wood's version of plant growth and woodland stride), some reincarnation related powers, etc. I would also give it a physical blast that is ether solid light constructs or a bunch of animals and/or vermin.


1 person marked this as a favorite.
JiCi wrote:
Fourshadow wrote:
JiCi wrote:

Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

There are threads for this...and 3pp sources that cover these. See N Jolly's work.

I know about N.Jolly's work. I was simply mentionning other elements yet to be presented in an official Parhfinder source.

Actualy, mark mentioned earlier in the thread that we should post stuff like this in the suggestions and homebrew section of the forums as stuff in these threads don't get repeated attention (might i just say however I am all for light and a space/time kineticist is a cool option if you can actually implement it.)


The element I'm dying to see is "Primal magic".....I could die a happy man :P


JiCi wrote:

Dotted and listed :) I really like the psychic classes ^_^

BTW, to you guys complaining about "having too many elements for the Kineticist", here's a list of potential new ones that could be be added, for good measures:
- Light
- Time
- Sound
- Poison
- Corporeal matter, like bone and flesh

Could have a fish element for all the difference it makes. New elements make the class worse. They release 5 new spells for a spellcasting class but add the rule that they if they take a new one they can't take any of the older one's. Reflavor the class if you want to be time themed, aether fits the bill, but new kineticist powers shouldn't have any further divisions.

Long running campaign and you just hit level 14 as an earth based kineticist, maybe you'll get more than one choice of level 7 powers in about 4 years after the chaos and cheese element.


A Kineticist that attacks, defends, and does other stuff with constructs made out of ectoplasm could be interesting.

Paizo Employee Designer

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Guys, let's please take the discussion of whether or not to create new kineticist elements to another thread. I mean, this product didn't, so it's even weirder to have it here. I'd be happy to join in, but not here. Feel free to link the new thread though!


Question for those who have seen the Phantom Blade....can it keep pace as far as attack roll's with classes like Magus and Warpriest ?
And damage ?


2 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
nighttree wrote:

Question for those who have seen the Phantom Blade....can it keep pace as far as attack roll's with classes like Magus and Warpriest ?

And damage ?

Its table appears to match that of the Black Blade Magus in Ultimate Magic, with the exception that it starts at 1st level rather than 3rd.


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Pathfinder Starfinder Roleplaying Game Subscriber
David knott 242 wrote:


Its table appears to match that of the Black Blade Magus in Ultimate Magic, with the exception that it starts at 1st level rather than 3rd.

Sooo.... a not-so-subtle knife, then?


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

Hmm, alas, odds seem slim I'll get my subscription this week. Definitely looking forward to seeing it, though, a tengu phantom blade sounds like something I want to make, and I'd love to see the new mesmerist and kineticist material.


1 person marked this as a favorite.
Mark Seifter wrote:
Guys, let's please take the discussion of whether or not to create new kineticist elements to another thread. I mean, this product didn't, so it's even weirder to have it here. I'd be happy to join in, but not here. Feel free to link the new thread though!

My apologies for that, Mr. Seifter :(

I mentionned the idea of new elements in response to several comments about the Kineticist "already having too much stuff". I just wanted to tell people that there are ways to expand the class beyond Occult Adventures.
----
The Kineticist has 7 elements to work with, and even those can be expanded further. Dude, I've heard that Void and Wood finally get expanded beyond what Occult Origins had, so that's good news.

I'm also eager to learn about the raw psychic energy... which might go hand in hand with Horror Adventures ;)


Speaking of totemist spiritualist, does it still use emotions, or does it have some else?

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Andrew Mullen wrote:

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?)

Slight derail

IIRC spells that bring undead into play and are not Evil either create/summon temporary undead (which is the case for Corpse Puppet here) OR create undead that cannot attack creatures.

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

I believe it is in line with the idea that the vast majority of created undead (and all unintelligent ones AFAIK) are Evil in PFRPG.

Creating an Evil undead that can go and kill innocent people on its own when it escapes your control (say, if you die) seems to be construed as an Evil act

Way I read it, Corpse Puppet does not do this, though it is not quite clear whether you still guide the zombie when accepting the burn or if it follows its instinctual Evil nature. I presume RAI to be the former. Accordingly, if the Kineticist dies before the duration ends, my guess is that the zombie either reverts to a corpse or stays under the player's control rather than go on a killing spree for the rest of the duration


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
jedi8187 wrote:
Speaking of totemist spiritualist, does it still use emotions, or does it have some else?

It still has an emotional focus.


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Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?

Silver Crusade

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technarken wrote:
Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?

And kills with kindness.


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I really do like the phantom blade spiritualist archetype, it reminds me of the anime Soul Eater.

The Totem spiritualist is awesome as well.


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Dragon78 wrote:

I really do like the phantom blade spiritualist archetype, it reminds me of the anime Soul Eater.

The Totem spiritualist is awesome as well.

Well, it does have an ability called "Soul Eater", so I'm not surprised. X) Sadly no extra bonuses for Witch souls...


David knott 242 wrote:
jedi8187 wrote:
Speaking of totemist spiritualist, does it still use emotions, or does it have some else?

It still has an emotional focus.

Thanks!


4 people marked this as a favorite.
technarken wrote:
Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?

Yes it is, but do it anyway.

QuidEst wrote:
Dragon78 wrote:

I really do like the phantom blade spiritualist archetype, it reminds me of the anime Soul Eater.

The Totem spiritualist is awesome as well.

Well, it does have an ability called "Soul Eater", so I'm not surprised. X) Sadly no extra bonuses for Witch souls...

Now the only thing left to do is to get Pharasma to wear a goofy skull mask...


jedi8187 wrote:
David knott 242 wrote:
jedi8187 wrote:
Speaking of totemist spiritualist, does it still use emotions, or does it have some else?

It still has an emotional focus.

Thanks!

I think that's incorrect, looking back over things. It doesn't get an emotional focus. The good news is that you do get additional stuff instead when a regular phantom would get new emotional focus abilities.


technarken wrote:
Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?

Unless the emotional focus says it's inserted as an option for Id rager it's not a legal choice for an Id rager.


Tell at least about Vexing Trickster and Material Manipulator, please?!

Paizo Employee Developer

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Chess Pwn wrote:
technarken wrote:
Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?
Unless the emotional focus says it's inserted as an option for Id rager it's not a legal choice for an Id rager.

That's why I made sure it said that! :)

Grand Lodge

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Vexing Trickster basically trades Towering Ego and Touch Treatments for Combat Expertise and bonus Trick feats. It looks like a good choice to me, I feel like Touch Treatments were one too many things for Mesmerists. :)

Material Manipulator has a weird ability to shape change themselves and others. I'm not really sure what to do with them. They do get Transmutation wizard spells added to their list, which could be worth building around. Now that I think about it, there's probably a solid buffing option here with Spell Trick at 10th.

All in all, I'm quite happy with the Mesmerist stuff. I'm a *little* worried that the new Star feats are too good. The Trick feats give you various ways to really bring tricks into play. So far, I've found the limitation of only having one implanted (until 5th) as well as having specific triggers make them hard to use and basically impossible to use up all your tricks per day. Trick feats give you a few different routes to overcome those issues, and the different Trick feats bring out different playstyles. Swap Trick is the only real disappointment, I really wish it had just been "You can trigger a Swap Trick to expend the trick regain the trick use per day."


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Luis Loza wrote:
Chess Pwn wrote:
technarken wrote:
Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?
Unless the emotional focus says it's inserted as an option for Id rager it's not a legal choice for an Id rager.
That's why I made sure it said that! :)

And made sure that everything was compatible with the archetype - nothing that depends on slam attacks, etc. ^_^


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
QuidEst wrote:
jedi8187 wrote:
David knott 242 wrote:
jedi8187 wrote:
Speaking of totemist spiritualist, does it still use emotions, or does it have some else?

It still has an emotional focus.

Thanks!
I think that's incorrect, looking back over things. It doesn't get an emotional focus. The good news is that you do get additional stuff instead when a regular phantom would get new emotional focus abilities.

Oops -- I was looking at Phantom Blade instead of Totem Spiritualist when I wrote that incorrect response.


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Luis Loza wrote:
Chess Pwn wrote:
technarken wrote:
Is it wrong that I want to build an Id Rager bloodrager with the Kindness focus just so I can say that Brutalitax the Despoiler fuels his rage with happiness and goodwill to men?
Unless the emotional focus says it's inserted as an option for Id rager it's not a legal choice for an Id rager.
That's why I made sure it said that! :)

Wow that's awesome! Id rager is one of my favorite archetypes, so I'm glad it's not being forgotten all the time when new emotions come out.

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

The kindest Id rager. For peace and love, he will split that monster in twain with a greatsword.


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I'm planning on building a Shelynite kindness-rager, myself - a glaive-wielding heroine who gets caught up in divinely-inspired passion. ^_^


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Pathfinder Starfinder Roleplaying Game Subscriber
Isabelle Lee wrote:
I'm planning on building a Shelynite kindness-rager, myself - a glaive-wielding heroine who gets caught up in divinely-inspired passion. ^_^

Gonna friend you SO HARD!


Isabelle Lee wrote:
I'm planning on building a Shelynite kindness-rager, myself - a glaive-wielding heroine who gets caught up in divinely-inspired passion. ^_^

♪ Shootin' at the walls of heartache (shootin' at the walls of heartache)

The warrior.....
I am the warrior, and heart to heart you'll win
heart to heart you'll win...if you survive
The warrior...the warrior
shootin' at the walls of heartache, bang, bang, I am the warrior
yes I am the warrior and victory is mine
The warrior...the warrior ♫


Little disappointed that wood didn't get any abilities to control, create, and/or summon plant creatures. I really would love an alignment based universal infusion.

It is nice to finally see a positive emotion for an emotion focus for your phantom.

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