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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Community & Digital Content Director

Removed a series of posts. Folks, our product discussion threads really need to be focused on the product they're attached to. Please take other talking points to a different thread.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

The panoplies actually span multiple schools. For example, the Full BAB one is Shield (Abjuration) and Weapon (Transmutation).

A Sorcerer/Wizard focused one is Crystal Ball (Divination), Robe (Necromancy), and Wand (Evocation).


Xethik wrote:
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

The panoplies actually span multiple schools. For example, the Full BAB one is Shield (Abjuration) and Weapon (Transmutation).

A Sorcerer/Wizard focused one is Crystal Ball (Divination), Robe (Necromancy), and Wand (Evocation).

Hmm. Sounds real interesting. I'm playing a Necroccultist and enjoying it, contrary to popular opinion on the archetype. Necromancy panoply could be a nice addition.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

Each panoply involves implements from 2-3 schools, so in order to gain the benefits of a panoply you must have been able to select 3 or 4 implements since the panoply itself counts as an additional implement.

For the warrior based panoply, the BAB bonus equals the mental focus devoted to implements in the panoply, to a maximum BAB of your occultist level. You don't simply select a panoply and get full BAB to your attacks for free.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Davic The Grey wrote:
Xethik wrote:
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

The panoplies actually span multiple schools. For example, the Full BAB one is Shield (Abjuration) and Weapon (Transmutation).

A Sorcerer/Wizard focused one is Crystal Ball (Divination), Robe (Necromancy), and Wand (Evocation).

Hmm. Sounds real interesting. I'm playing a Necroccultist and enjoying it, contrary to popular opinion on the archetype. Necromancy panoply could be a nice addition.

They are quite interesting.

The Grave Digger things from Horror Adventures (iirc) was what first interested me in the class enough to give it a strong read through. Panoplies made me truly interested in the class.


David knott 242 wrote:
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

Each panoply involves implements from 2-3 schools, so in order to gain the benefits of a panoply you must have been able to select 3 or 4 implements since the panoply itself counts as an additional implement.

For the warrior based panoply, the BAB bonus equals the mental focus devoted to implements in the panoply, to a maximum BAB of your occultist level. You don't simply select a panoply and get full BAB to your attacks for free.

Huh. Thanks for the info. I'll have to weigh my options when it comes out next week.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Davic The Grey wrote:
David knott 242 wrote:
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

Each panoply involves implements from 2-3 schools, so in order to gain the benefits of a panoply you must have been able to select 3 or 4 implements since the panoply itself counts as an additional implement.

For the warrior based panoply, the BAB bonus equals the mental focus devoted to implements in the panoply, to a maximum BAB of your occultist level. You don't simply select a panoply and get full BAB to your attacks for free.

Huh. Thanks for the info. I'll have to weigh my options when it comes out next week.

I think that the panoplies are unfortunately not accessible for a Necroccultist since you need to have the other schools (Divination and Evocation) in order to gain the panoply.


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Xethik wrote:
Davic The Grey wrote:
David knott 242 wrote:
Davic The Grey wrote:
I assume the panoply that provides full BAB to the occultist is transmutation based. Are there panoplies for each school? If so, could I get a hint of what the necromancy one is?

Each panoply involves implements from 2-3 schools, so in order to gain the benefits of a panoply you must have been able to select 3 or 4 implements since the panoply itself counts as an additional implement.

For the warrior based panoply, the BAB bonus equals the mental focus devoted to implements in the panoply, to a maximum BAB of your occultist level. You don't simply select a panoply and get full BAB to your attacks for free.

Huh. Thanks for the info. I'll have to weigh my options when it comes out next week.
I think that the panoplies are unfortunately not accessible for a Necroccultist since you need to have the other schools (Divination and Evocation) in order to gain the panoply.

At the risk of derailing the thread, Necroccultist only loses their second level 1 implement and their level 14 implement. They can select schools other than necromancy apart from level 1 and 14 just fine.


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

Hey everyone, I've updated my Wild Talent Sorter tool from my Crazy Character Emporium to incorporate ALL of the new blasts and wild talents from Psychic Anthology.

If you want to see a name list of all of the new stuff, simply filter to show only sources from Psychic Anthology.

Now that I've got it laid out in a spread sheet, I can more accurately tell you that Pyschic Anthology offers up a total of 74 new blasts and wild talents for the kineticist.

Here's some additional break down of the new content:
1 - simple blast
2 - composite blasts
6 - substance infusions
7 - form infusions
58 - utility wild talents
74 - TOTAL

4 - universal
8 - aether
8 - water
9 - air
9 - earth
10 - fire
14 - wood
22 - void

Not counting content from adventure paths, modules, or third party sources, kineticists now have access to a grand total of 269 blasts and wild talents.

Though I'm not willing to share more than this prior to the book's release, this should be enough to start planning out your character builds.


Haldelar Baxter wrote:
So with Kinetic Invocations will there be an option for using mythic versions?

Since it's treated as spellcasting, taking the Mythic path ability or Mythic feat and choosing the appropriate spells should work fine. ^_^

I'll have to double-check to make sure all the wording works out, though.


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

Huzzah, got my copy. Hopefully this isn't too much information, but if it is, I totally understand if this post is deleted, though I tried to not give away too much detail...

Options:
Archetypes: Autohypnotist (Mesmerist), Kinetic Knight (Kineticist), Material Manipulator (Mesmerist), Phantom Blade (Spiritualist), Projectionist (Mesmerist), Outer Channeler (Medium), Panoply Savant (Occultist) Totem Spiritualist (Spiritualist), Usher of Lost Souls (Spiritualist), Vexing Trickster (Mesmerist)

Corruption: (Psychometabolic Corruption; Manifestations - Ameliorate Damage, Defy Gravity, Endless Echoes, Eschew Gravity, Mind Blast, Psychometabolic Blast, Psychometabolic Jaunt, Psychometabolic Shield

Feats: Blinding Stare (Combat, Stare), Bouncing Trick (Trick), Confusing Stare (Combat, Stare), Contingent Trick (Trick), Elemental Knowledge, Elemental Overload, Kinetic Crafting, Kinetic Invocation, Metamagic Invocation, Penetrating Stare (Combat, Stare), Perturbing Stare (Combat, Stare), Reflexive Trick (Trick), Spell Trick (Trick), Split Trick (Trick), Swap Trick (Trick)

Magic Items: centering jewel (headband; 1,000 gp), recondite rod (none; 5,000 gp [lesser], 18,000 gp [normal], 40,500 gp [greater]), ring of mysticism (ring; 20,000 gp [type I], 40,000 gp [type II], 70,000 gp [type III], 100,000 gp [type IV]), ring of phrenic prowess (ring; 20,000 gp), robe of the overmind (body; 75,000 gp), shard of psychic power (none; [x-level] [(x^2) x 1,000] gp)

Outsider Spirits: Aeon, Agathion, Angel, Archon, Azata, Daemon, Demon, Devil, Psychopomp

Panoplies: Mage's Paraphernalia (divination, necromancy, evocation), Performer's Accoutrements (illusion, enchantment), Saint's Holy Regalia (conjuration, abjuration), Trappings of the Warrior (abjuration, transmutation)

Phantom Emotional Focus: Kindness

Spells: aura of distraction (psychic 2, sorcerer/wizard 2, witch 2), burst of force (psychic 5, sorcerer/wizard 5), debilitating pain (psychic 3, witch 3), debilitating pain, mass (psychic 5, witch 5), glimpse of the akashic (psychic 8), reflexive barrier (magus 3, psychic 3), rend body I (psychic 5), rend body II (psychic 6), rend body III (psychic 7), rend body IV (psychic 8), sensory overload (psychic 2, sorcerer/wizard 2, witch 2), telekinetic strikes (magus 2, psychic 2, sorcerer/wizard 2), thought worm I (psychic 2), thought worm II (psychic 3), thought worm III (psychic 4), thought worm IV (psychic 5)

Wild Talents: absentia (void), aether architect (aether), blade rush (universal), blade whirlwind (universal), body of air (air), corpse puppet (void), cryokinetic stasis (water), curse breaker (void), detonation (fire), earth tongue (earth), focused blast (universal), foxfire (fire), foxfire infusion (fire, wood), green tongue, greater (wood), healing burst (aether, void, water, wood), herbal antivenom (wood), living capacitator (air), maelstrom (water), positive admixture (void [but probably supposed to be wood?]), positive blast (wood), slick infusion (water), spore infusion (wood), synaptic infusion (air), telekinetic boomerang (aether), tree step (wood), tremor (earth), undead grip (void) verdant blast (wood), weighing infusion (void), whip hurricane (universal), wood healer (wood)


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I'd like to thank everyone who worked on this book, keep up the great work.


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How's the artwork for this book ?

Sczarni

Pathfinder Rulebook Subscriber

Will you guys be expanding on the invocation list with future books?


Verzen wrote:
Will you guys be expanding onot the invocation list with future books?

Doing so would be very tricky, due to the way that referencing Player Companions works. That said, it's something I'll be looking for ways to effectively accomplish (ideally with Mr. Seifter's help).

Kinetic Invocation's popularity will certainly be a point in its favor. ^_^

Paizo Employee Editor

Jonas Seaborn wrote:
How's the artwork for this book ?

Pretty fantastic! In just about every sense of the word. I've already talked about the cover, but there's another piece inside where Rivani is blasting an egregore.

Paizo Employee Designer

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There is nothing that screams "psychic" more than Rivani blasting a giant brain monster...except maybe that art of two Rivanis blasting a whole bunch of brain monster in OA itself. Hmm, too tough to choose!

Sczarni

Pathfinder Rulebook Subscriber

Well, it's simple.. (KI - void - Burn: 1) for example under the spell list where it offers which classes can use the spell. Reprint in a hard cover. This feature solves a major problem and that's lack of wild talents and wild talents take up a lot of room and are not efficient at all.


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I thought the art for items in the book are good, but don't care much for most of the character art.

I would like to one day see a piece of art with a kineticist creating a castle using aether architect.

Contributor

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Mark Seifter wrote:
There is nothing that screams "psychic" more than Rivani blasting a giant brain monster...except maybe that art of two Rivanis blasting a whole bunch of brain monster in OA itself. Hmm, too tough to choose!

My personal favorite is the one where Rivani has blown up one too many brain monsters, and is now overwhelmed with psychometabolic corruption!

(Although auto-hypnotized Melegaister is a close second!)

Paizo Employee Developer

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Two words: bling Mavaro


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Luis Loza wrote:
Two words: bling Mavaro

I was going to say that, but I think that's the other book. ^_^

Sczarni

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Pathfinder Rulebook Subscriber

I cant wait to create my lich king.... kinetic knight ( void ) animate dead plus undead mastery..

Paizo Employee Contributor

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Isabelle Lee wrote:
Luis Loza wrote:
Two words: bling Mavaro
I was going to say that, but I think that's the other book. ^_^

Bling Mavaro is not bound by publication restrictions!

(oops!)


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Verzen wrote:
I cant wait to create my lich king.... kinetic knight ( void ) animate dead plus undead mastery..

Given their link to heavy armor, this would make an excellent basis for a graveknight. ^_^

Sczarni

Pathfinder Rulebook Subscriber

Since they wear heavy armor and it's not arcane, spell failure isn't an issue, right?


Thank you for that Luthorne! :)


Verzen wrote:
Since they wear heavy armor and it's not arcane, spell failure isn't an issue, right?

Not any more than it would be for any other psychic spellcaster. ^_^


Unless the armor makes the wearer emotional or has to think too much;)


Does kinetic knight stack with overwhelming soul? As an undead, graveknight has anti-synergy with kineticist due to not having a con score. Overwhelming soul or dark elementalist (which is kinda thematic) are the only ways I can think of to avoid this.


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Good point, although that's not the real problem - as an undead creature, they're going to use their Charisma in place of their Constitution anyway. The bigger issue is their inability to accept burn.

Personally? I'd just find some way to handwave it (unique armor with its own pool of burn, special features of the location to draw power from, etc.) Not much good for PCs... but if you're playing an undead PC (especially something as fancy as a graveknight), you're clearly in the kind of campaign where the GM feels comfortable going outside the norm. ^_^


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Isabelle Lee wrote:

Good point, although that's not the real problem - as an undead creature, they're going to use their Charisma in place of their Constitution anyway. The bigger issue is their inability to accept burn.

Personally? I'd just find some way to handwave it (unique armor with its own pool of burn, special features of the location to draw power from, etc.) Not much good for PCs... but if you're playing an undead PC (especially something as fancy as a graveknight), you're clearly in the kind of campaign where the GM feels comfortable going outside the norm. ^_^

I had been thinking this was for a villain. If you were to be a graveknight PC it's very clear your GM is willing to work with you. Linking the graveknight's ruinous revivification to their secondary element is very thematic too. It's too good of an idea not to handwave some stuff, especially to make a compelling villain/encounter.


Overwhelming Soul is pretty stackable, and I can't recall any conflicts with the new archetype.


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I'd love a Pathfinder Tale about this Kinetic Graveknight, I bet Ari Marmell could do it justice whether villain or hero. (Though i'd bet the graveknight would be the protagonist) ;-)


It's class skills, burn, internal buffer and elemental overflow that OS replaces. I don't have the book yet to compare them and am happy to wait and see, but that's about all the things kineticists get that aren't infusions and utility talents.

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Kinetic Knight alters class skills. Other than that they seem perfectly compatible


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
The Raven Black wrote:
Kinetic Knight alters class skills. Other than that they seem perfectly compatible

Yup, the Knight replaces Acrobatics and Stealth while the Overwhelming Soul just adds on class skills. I'd allow it for a player and would consider it for a villain, depending on my group. I think some groups would assume more RAW-rulings on the part of villain building.

Quote:
At the risk of derailing the thread, Necroccultist only loses their second level 1 implement and their level 14 implement. They can select schools other than necromancy apart from level 1 and 14 just fine.

Oops, yes you are correct. With the right choices, you could benefit from the Panoply at level 10.


Have i missed a post, can someone talk some more about the Kinetic Knight?


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This archetype is all about attacking with weapons instead of energy blasts. Think of the Elemental Ascetic archetype adapted to a knight wielding a weapon while wearing armor intead of an unarmed and unarmored monk. For feat prerequisites, he counts Con as Int and is treated as having the Combat Expertise feat even if he doesn't actually have it.


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Note that the "weapon", in this case, is the kinetic blade infusion. They don't wield manufactured weapons. (Unless they're telekineticists, I suppose. And then only technically so.)

Also, regarding undead kineticists... maybe when I get up, I'll tell the story of the burning skeleton pyrokineticists I used in Carrion Crown. ^_^


OK, cool, so we have armor proficiency and kinetic blade is standard at level 1 i take it? does KB still cost 1 burn preventing the knight from repeatedly moving and attacking on the same turn until they get infusion specialization? Is the archetype still a DEX/CON basis or is it STR/CON now? i assume weapon finesse isnt automatic and heavy armor means we dont get as much dex to AC but we also dont get to add STR to damage... in the end finesse might still be the better bet as one feat lets you get accuracy, saves and AC?

i am intrigued enough that i will probably go out and pick this one up at least :)

CON as INT is cool and unique but how else does the knight stand out from any other Kineticist who takes the armor feats and still gets ranged blasting?


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Kinetic Knights get the same deal with Kinetic Blade that Elemental Ascetics get with Kinetic Fist.


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Isabelle Lee wrote:

Note that the "weapon", in this case, is the kinetic blade infusion. They don't wield manufactured weapons. (Unless they're telekineticists, I suppose. And then only technically so.)

Also, regarding undead kineticists... maybe when I get up, I'll tell the story of the burning skeleton pyrokineticists I used in Carrion Crown. ^_^

Slight Derail/ CC Spoiler:
My thought was to replace the Gray Friar in Renchurch with a void kinetic knight/overwhelming soul graveknight.

David knott 242 wrote:

Kinetic Knights get the same deal with Kinetic Blade that Elemental Ascetics get with Kinetic Fist.

Oh how i wish that included the ability to flurry with their kinetic blades :P But still, promising stuff so far; thanks to everyone who is posting about this!


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There's also a bunch of new infusions that build off kinetic blade, and the kinetic knight can use one of them in a unique way. I think you'll find that it readily distinguishes itself from the base kineticist. ^_^


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Aww, you guys just went straight to my weakness. I have to pick up books with Kineticist tricks in them :)


Well since we have kinetic blade/whip, how about kinetic armor, kinetic shield, kinetic chair, etc.?


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Dragon78 wrote:
Well since we have kinetic blade/whip, how about kinetic armor, kinetic shield, kinetic chair, etc.?

Well, there is Kinetic Invocation for aether for kinetic armor...


As in Kinetic Mage Armor ?
I'm even more intrigued, but the plan to expand my aether kineticis to water might get changed.


Alderic wrote:

As in Kinetic Mage Armor ?

I'm even more intrigued, but the plan to expand my aether kineticis to water might get changed.

Not exactly. ^_^

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