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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Pounce wrote:

Am I missing something in the reading, or did the example for the Martial Skill panoply ability get a bit botched? (bolded the part that seemed funky to me)

Quote:
Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1)."

Yeah, a 12th level Occultist with the +3 granted by the 12 points of mental focus should have +12/+7/+2.


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Plausible Pseudonym wrote:

...

The Ring of Phrenic Prowess is nice, I've wanted a phrenic pool battery. The no save stun touch attack is also a good ability, but I could do without the Spell Turning if I could trim the cost even slightly.

I like this item for a Psychic Detective. Storing 4 Phrenic Points is a big deal when your Phrenic Pool is so small.


Ventnor wrote:
Some of the language for the Martyr's Benediction focus power on page 28 got garbled. What exactly is it supposed to do?

I think my post got overlooked.


So am I reading it right that if the Phantom Blade gains proficiency in firearms, they can make their Phantom weapon a firearm at 7th level?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
The Imperator wrote:
So am I reading it right that if the Phantom Blade gains proficiency in firearms, they can make their Phantom weapon a firearm at 7th level?

Don't see why not.


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Some thoughts on the spells in this book:

1. Aura of Distraction: No. A -5 concentration aura with a save negate isn't going to be useful except to some sort of mage hunting Magus build. And it's not on their spell list.

2. Burst of Force. This is decent. No Emotion component is good, force damage is good, the dice cap is ok, potential to knock people prone (albeit after two saves) is very good. The big downside is that it's centered on the caster and only a 20' burst. Still, I could see a build using this as an opener, selective spell would be something you want via Mimic Metamagic amplification or a rod.

3. Debilitating Pain (Mass). Compare to Synaptic Pulse (Greater) and this looks like a very good choice. Pluses: lower level, longer stun duration, automatic one round daze lock down even on a successful save! Only down sides are single target (but you can use it around your party), pain tag (but not much is immune to pain and vulnerable to compulsion), and an emotion component. (Also an M is listed in the component field but not in the spell text.)

4. Glimpse of the Akashic. This is possibly the most absurd and overpowered spell ever published. I love it! It's a one minute long Moment of Prescience that applies to everything Moment of Prescience does plus non-opposed checks (initiative definitely works now) and damage. Then you get stunned and sickened for a while if you somehow didn't win the fight after 10 rounds on god mode. But just use Iron Body or a contingent Placebo Affect if you're worried about that.

One dumb thing about this spell (other than the cool dumb of being grossly overpowered) is it claims to have a "1 full-round action" casting time. Did they mean 1 round, or are we introducing an unprecedented base casting time? It's irrelevant since you don't need to cast this in combat, but weird.

5. Reflexive Barrier. I suppose a support caster might take this, but while it scales so you don't have to worry about the undercasting mechanic, it doesn't qualify for the phrenic amplification that extends 1 round durations. And this isn't a full 1 round duration depending on when you cast it. I think most give this a miss.

6. Rend Body I-IV. It does damage. It possibly removes limbs and inflicts bleed. I have questions. So many questions.

Is "1 full-round action" casting time really intended? Because that's going to screw with adding metamagic to this, and you really want to add metamagic to this because the limb removal and bleed only trigger if you do more than 1/2 (1/4 with Rend Body IV) of the targets HP. Empower/Maximize as much as you can.

I believe there are no official penalties for losing a leg or wing. Do you lose the associated movement mode? (You should.) How many legs lost/remaining before you're permanently prone? What's your crawl speed per limb once you're permanently prone?

What's (officially) the deal with Fortitude partial (see text) save that doesn't explain anything in the text? Is it you lose the limb regardless (across the threshold), you take maximum damage regardless, what? I assume the latter was intended and that gives you a respectable niche for this, because the damage caps are otherwise quite low even taking into account typeless unresistable damage.

If you make it a standard action casting time, the Fortitude save is only to avoid losing the limb (when applicable), and you can agree with your GM on some reasonable penalties for limb loss this spell is probably ok to slightly good. Otherwise it's a nice concept poorly executed.

7. Sensory Overload. This is an average entry in the crowded "2nd level compulsions that make you lose" category such as Hideous Laughter, Suggestion, Hold Person, and Mental Block. No target type restriction is good and no save bonus like with HL for nonhumanoids, but they get to save every round (like Hold Person) and they only lose the ability to use a standard/full action. Mental Block is better against things that aren't melee beatsticks, Hold Person is better against humanoids, Suggestion is probably just better. But this isn't bad. Note the emotion component, though, which Suggestion and Mental Block don't have.

8. Telekinetic Strikes. Give your monk buddy some force damage fists. This is a magus or Wizard spell for a narrow niche.

9. Thought Worm I-IV. It's a trap!

Compare to Ego Whip targeting Wisdom. Both spells inflict a penalty to the target's mind affecting saves (TW) or Wisdom (EW) on a failed save. Thought Worm gives a bigger penalty, but (except for III-IV) doesn't do anything on a successful save. Ego Whip gives a smaller penalty, but also staggers on a failed save and still penalizes for one round at all levels of Ego Whip.

You probably shouldn't take either spell because of the Mind Fog Dilemma. If you can beat their will save, why wouldn't you just cast a spell that lets you win? If you can't beat their will save, do something that gives a partial effect or no save.

So let's look at TW III-IV vs. the equivalent level EW II-III (these are spell levels 4-5). At this point they both give an effect even on a successful save. And those penalties on a successful save are...identical in magnitude, except that the TW penalty only applies to your spells that are mind affecting, and the will save penalty from Ego Whip's Wisdom penalty will apply to all will saves no matter of what type or who targets.

If you want a spell like this, choose Ego Whip. If you want for some reason to debuff will saves for your party instead of just winning with your own spells, pick Mind Fog or play a Mesmerist. Or use Ill Omen from 1st level.

Paizo Employee Editor

Ventnor wrote:
Ventnor wrote:
Some of the language for the Martyr's Benediction focus power on page 28 got garbled. What exactly is it supposed to do?
I think my post got overlooked.

The Martyr's Benediction power is a last-ditch action to heal your allies when YOU die (or are reduced to fewer than 0 hit points). Also, healed allies get new saving throws to shake off fear effects.


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Am I the ONLY one here that's loving Totemic Spiritualist?! Cause if so...fine. I'm still killing orcs with my phantom dog. :p


Thomas Seitz wrote:
Am I the ONLY one here that's loving Totemic Spiritualist?! Cause if so...fine. I'm still killing orcs with my phantom dog. :p

It seems cool, but I don't really know or care about animal companions very much.

The Kindness phantom emotional focus is very, very good.


Thomas Seitz wrote:
Am I the ONLY one here that's loving Totemic Spiritualist?! Cause if so...fine. I'm still killing orcs with my phantom dog. :p

In the right campaign I'd love to play one.


Plausible,

You never ONCE didn't want to kill orcs with your favorite pet?! Ever?!! I mean I do because he's no longer with me...so this is awesome.

But I guess we all have differences.

Jedi,

I wanted to do Giantslayer but the DM said no Occult.

RPG Superstar 2014 Top 32

Ventnor wrote:
Ventnor wrote:
Some of the language for the Martyr's Benediction focus power on page 28 got garbled. What exactly is it supposed to do?
I think my post got overlooked.

I think they left out the word "to"between the words 'level' and 'all'

It reads : 1d8 + your occultist level all allies


Let's talk about Mesmerist Trick feats and the Vexing Trickster archetype. These let you become a much better, flexible buffing machine.

Reflexive Trick: The ultimate in personal flexibility. Implant and and activate a trick on yourself as an immediate action if you don't have one implanted. This effectively gives you an extra Manifold Trick if you can afford the action economy, save your limited uses for your party, use this to buff yourself with utmost flexibility when you need it.

Bouncing Trick: Combat endurance flexibility and action economy. You invest extra uses of a trick when you implant it. Every time it triggers, you can use an immediate action to reinstall the same trick into someone else within range. Repeat until your extra investments of trick uses run out. Got two front liners who would benefit from a trick but you can only install one at a time? Take Bouncing Trick, invest a bunch of uses, and swap it back and forth between them every time it's triggered. May want to trade out of it once Manifold Tricks comes online at level 5 or picks up at 9.

Spell Trick: This is contingency with a linked spell you can install in others (or yourself). Absurdly powerful, expect the PFS banhammer. Compare to Spell Anticipation, the masterful trick that lets you set up a retaliatory spell. Hell, compare to the Contingency spell, which comes later, only effects the caster, and requires a focus that this doesn't.

Split Trick: Two person flexibility. Install the same trick in two people, but you can only trigger it for one (your choice) when a trigger condition happens. Gives extra coverage and flexibility for a big party, avoids the problem where the one guy who didn't get a trick installed is the guy who really needed it.

Swap Trick: Did you install a trick expecting one thing today, but now you think you need something else? This lets you trade out an installed trick for a different one without expending additional uses.

Contingent Trick: More flexibility, this lets you install two floating tricks at once in a single target, but only trigger one when its needed. Not sure whether you need trick A or trick B? Install both, wait and see.

The Vexing Trickster archetype builds on this by giving you a couple of bonus trick feats (you'll want to grab at least one more). But the amazing ability is Manifold Hijincks. It allows you to implant two (later three) tricks modified by trick feats in the same person. Just the ability to implant more than one trick in a person would be good, the synergy with trick feats is great.

Put in a Contingent Trick and a Swap Trick. One is an A/B choice, the other is a C choice that you can modify to D, E, or F later in the day as circumstances change.

Or put in three overlapping Split Tricks for maximum party coverage, flexibility, and trick efficiency. And of course you took Ready for Battle feat, so they all get +2 initiative as long as a trick is still active.

Or...

It's really well done.

* * *

I won't say much about the stare feats, except to say that they all provide good effects, but are available at too low a level to be balanced with the Occult Adventures options. Except the real problem is that the good OA stare feats are available too late, so this probably kills off most use of the original stare feats. RIP.

Paizo Employee Developer

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Thomas Seitz wrote:
Am I the ONLY one here that's loving Totemic Spiritualist?! Cause if so...fine. I'm still killing orcs with my phantom dog. :p

Great to hear some excitement for the archetype. I feel like it managed to do a lot with a little, so I'm glad you like it.


Hey if I can bring back my dead dog to kill orcs, I'm all for it, Luis. :)


Just a reminder that Paizo published a spell that gives you a caster level boost to all saves, skill/ability checks, attacks, damage, and combat maneuver checks for 1 minute as a free action within 1 day of casting it. YOLO must be the new company motto.

Someone needs to figure out what dumb stuff a level 16 Psychic can get up to by combining Glimpse of the Akashic with Greater Heroism, Moment of Prescience, and maybe Transformation. MoP is pretty optional and redundant, though. Just GotA and GH gets you a +20 to everything but damage (a measly +16).

This spell should have been 9th level, 1/2 caster level, and probably an expensive material component. Or just have you drop dead at the end instead of stunned/sickened so the expensive material component is the 5k for Raise Dead.

The Exchange

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Plausible Pseudonym wrote:

Just a reminder that Paizo published a spell that gives you a caster level boost to all saves, skill/ability checks, attacks, damage, and combat maneuver checks for 1 minute as a free action within 1 day of casting it. YOLO must be the new company motto.

Someone needs to figure out what dumb stuff a level 16 Psychic can get up to by combining Glimpse of the Akashic with Greater Heroism, Moment of Prescience, and maybe Transformation. MoP is pretty optional and redundant, though.

This spell should have been 9th level, 1/2 caster level, and probably an expensive material component. Or just have you drop dead at the end instead of stunned/sickened so the expensive material component is the 5k for Raise Dead.

My flgs didnt get the book in today... Does the stun happen if it gets dispelled? Kind of a nasty counter if that happens...


No, just when the minute of god-like power expires. And you can get immunity to stun if you want it through other spells on your list. Or just teleport away and then come back when it wears off.

The Exchange

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I guess ill check when i get it this week. I was asking because dispel magic reads, " A dispelled spell ends as if its duration had expired. " so I was thinking any end of spell effects kick in. /goes back to lurking and waiting for the book to arrive.


That's probably how it should be run.

Sczarni

Pathfinder Rulebook Subscriber

If I am a level 5 water kineticist with kinetic invocation, can I take the shadow gambit feat?


Y'know, I really like the Outer Channeler archetype for the Medium. However, I noticed that there are missing outsider groups.
- Inevitables
- Proteans
- Asuras
- Demodand
- Divs
- Kytons
- Onis
- Qlippoths
- Rakshasas
- Formians
- Kamis
- Manasaputra
- Sahkils

Ok, now, I know you couldn't fit all of these in a booklet. I would have loved to get a Lawful Neutral group (Inevitables), a Chaotic Neutral group (Proteans) and a "Any Evil" group (Onis), to at least all 9 alignments covered.

It's a minor nitpick though! The archetype works just fine ^_^


Verzen wrote:
If I am a level 5 water kineticist with kinetic invocation, can I take the shadow gambit feat?

There's a gray area due to this line:

Kinetic Invocation wrote:
Using this wild talent is considered psychic spellcasting (except for the purpose of prerequisites)

Kinetic Invocation alone might not be enough. That said, if you can provide a caster level outside of that, you're home free.

Shadow Gambit's effect will work fine with the silent image invocation, though; no worries there. ^_^

Sovereign Court

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Pathfinder Adventure Path, Companion Subscriber
JiCi wrote:

Y'know, I really like the Outer Channeler archetype for the Medium. However, I noticed that there are missing outsider groups.

...
Ok, now, I know you couldn't fit all of these in a booklet. I would have loved to get a Lawful Neutral group (Inevitables), a Chaotic Neutral group (Proteans) and a "Any Evil" group (Onis), to at least all 9 alignments covered.[/b]

Space was one issue. In addition, for some groups (such as inevitables), there simply aren't enough types to cover all six spirits.

(Also, oni would almost certainly still be Lawful Evil. The spirit oni isn't enough to justify breaking away from LE.)

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

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Plausible Pseudonym wrote:

3. Debilitating Pain (Mass). Compare to Synaptic Pulse (Greater) and this looks like a very good choice. Pluses: lower level, longer stun duration, automatic one round daze lock down even on a successful save! Only down sides are single target (but you can use it around your party), pain tag (but not much is immune to pain and vulnerable to compulsion), and an emotion component. (Also an M is listed in the component field but not in the spell text.)

It occurs to me that this is a great (though expensive) wand spell. The low save DC is irrelevant, since it guarantees a daze even on a success. So long as you aren't fighting something immune to mind-affecting effects, you can just daze-lock an enemy for the whole fight.

Contributor

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JiCi wrote:

Y'know, I really like the Outer Channeler archetype for the Medium. However, I noticed that there are missing outsider groups.

- Inevitables
- Proteans
- Asuras
- Demodand
- Divs
- Kytons
- Onis
- Qlippoths
- Rakshasas
- Formians
- Kamis
- Manasaputra
- Sahkils

Ok, now, I know you couldn't fit all of these in a booklet. I would have loved to get a Lawful Neutral group (Inevitables), a Chaotic Neutral group (Proteans) and a "Any Evil" group (Onis), to at least all 9 alignments covered.

It's a minor nitpick though! The archetype works just fine ^_^

I'm hoping some day I'll get the opportunity to add more outsiders to the outer channeler, but there is some growth that needs to happen before that becomes viable. (Assuming that whomever designs the new options, be it myself or someone else, follows the criterion I established in Psychic Anthology.)

1) An outsider subtype MUST have a Improved Familiar option to qualify for an outer medium option. This is a basic requirement of the class itself.

2) An outsider subtype MUST have a minimum of (7) different outsiders with CRs below 20 in order to qualify for an outer medium option. One of those seven is the aforementioned Improved Familiar option. The other six must roughly correspond to the six medium spirits. I established this rule because (a) I felt it was weird for a CR 20 blalor to claw its way out of the pits of Hell, only to shackle itself to some lame 1st-level medium, and (b) I felt it was weird to "channel" a creature you also had as a Improved familiar.

Using these two rules, inevitables, and proteans instantly don't qualify for outer mediums—neither has enough outsider types to meet requirement (2). The same is true for asuras, demodands, divs, kytons, qlippots, rakshasas, manasaputras, and sahkils.

Personally, I don't think kami need an Outer Medium archetype—they're native outsiders, so why would you need to "channel" them? They already exist on the Material Plane, and they already have the kami medium archetype. I think oni should have their own archetype too, an oni version of the kami medium. I haven't decided how I feel about rakshasa—I think I'd like a separate archetype for them too, since they're also native outsiders.

Formians also don't qualify—they're not outsiders in Pathfinder, they're Material Plane aliens. (I want to say they're aberrations, but they might be monstrous humanoids.)

I could see a strong argument being made against manasaputra outer mediums, since they sort of meditate in the center of the Positive Energy Plane and don't do much else. However, their flavor directly talks about them preferring to guide and influence mortals, so that flavor seems to make them perfect candidates for outer mediums.

At any rate, if you want to see outer mediums for more outsider subtypes, an important thing that needs to happen is the creation of a sufficient number of outsiders of that subtype.


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Ooh, Kindness focus for the Spiritualist Phantom.


Pannic,

You think better for Totem Spiritualist or Devotion?

Sczarni

Pathfinder Rulebook Subscriber

One thing i've noticed with the kineticist is their seeming lack of 'usable' energy substance infusions. I want a substance infusion, at level 1, for void which heals the kineticist for part of the damage dealt. I want a substance infusion for cold that may reduce movement speed or lower dex. Both lightning and fire get something, but cold and void do not.


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High-level Phantom Blade Spiritualists can spell combat + spellstrike + Harm.

Though people would like to know.

Alternatively, they can also spell combat + spellstrike + Heal undead enemies.

Sczarni

Pathfinder Rulebook Subscriber

if I change the spiritualist weapon into a gun, do I still need bullets? Or do I fire out spirit bullets?


I saw spell combat must wield her phantom weapon

Is that mean if Phantom Blade's weapon is in her consciousness, she can't Spell Combat with unarmed strike?


I have a question about what constitutes "hold" in the panoplies description, I made a rules thread but its not getting much attention, any chance we could get an answer to it? (or more FAQ clicks until it gets the required amount of attention)
Link Here

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Verzen wrote:
if I change the spiritualist weapon into a gun, do I still need bullets? Or do I fire out spirit bullets?

You would still need ammo, I would say.


Alexander Augunas wrote:

I'm hoping some day I'll get the opportunity to add more outsiders to the outer channeler, but there is some growth that needs to happen before that becomes viable. (Assuming that whomever designs the new options, be it myself or someone else, follows the criterion I established in Psychic Anthology.)

1) An outsider subtype MUST have a Improved Familiar option to qualify for an outer medium option. This is a basic requirement of the class itself.

2) An outsider subtype MUST have a minimum of (7) different outsiders with CRs below 20 in order to qualify for an outer medium option. One of those seven is the aforementioned Improved Familiar option. The other six must roughly correspond to the six medium spirits. I established this rule because (a) I felt it was weird for a CR 20 blalor to claw its way out of the pits of Hell, only to shackle itself to some lame 1st-level medium, and (b) I felt it was weird to "channel" a creature you also had as a Improved familiar.

Oh, so this is how it was conceived. If I go solely by the Bestiaries, then yeah, some outsiders are missing members. Then again, with all the modules, companions and APs out there, one would think that some groups would have been "completed" by now. Also, some creatures aren't in a Bestiary [yet]. For instance, the Codex Archon (as the Archon archmage) has only been presented in the Monster Summoner's Handbook, just like the Bishop Agathion (as the Agathion hierophant) is presented only Pathfinder #61: Shards of Sin. Finally, well, you've just busted a myth that every new outsider group presented in a bestiary came with a Familiar. I always thought it was the case.

Oh, BTW, you're gonna have to explain to me how it's not "ethical" for a Balor to serve a low-level medium, but it's perfectly fine for a Solar (CR 23; as the Angel guardian) to do the same :P

Alexander Augunas wrote:
Using these two rules, inevitables, and proteans instantly don't qualify for outer mediums—neither has enough outsider types to meet requirement (2). The same is true for asuras, demodands, divs, kytons, qlippots, rakshasas, manasaputras, and sahkils.

I agree with some groups, as Asuras have 6 members, Demodands have 4, Manasaputras have 5 and Sahkils have 5.

I will disagree with you on others though:
- Divs have 7, the Doru being the Familiar.
- Kytons have 11, the Augur being the Familiar.
- Qlippoths have 9, the Cythnigot being the Familiar.
- Rakshasas have 8, the Raktavarna being the Familiar.

But yeah, going back to the space problem, I understand that it could be one reason they were omitted.

Alexander Augunas wrote:
Personally, I don't think kami need an Outer Medium archetype—they're native outsiders, so why would you need to "channel" them? They already exist on the Material Plane, and they already have the kami medium archetype. I think oni should have their own archetype too, an oni version of the kami medium. I haven't decided how I feel about rakshasa—I think I'd like a separate archetype for them too, since they're also native outsiders.

Oh, totally forgot about this... whoops :P

Alexander Augunas wrote:
Formians also don't qualify—they're not outsiders in Pathfinder, they're Material Plane aliens. (I want to say they're aberrations, but they might be monstrous humanoids.)

I could have sworn I saw that somewhere in Pathfinder... It must have been an error... Sorry.

Alexander Augunas wrote:
I could see a strong argument being made against manasaputra outer mediums, since they sort of meditate in the center of the Positive Energy Plane and don't do much else. However, their flavor directly talks about them preferring to guide and influence mortals, so that flavor seems to make them perfect candidates for outer mediums.

Well, other members could be added later on.

Alexander Augunas wrote:
At any rate, if you want to see outer mediums for more outsider subtypes, an important thing that needs to happen is the creation of a sufficient number of outsiders of that subtype.

I see, thanks for the clarification ^_^


Could someone clarify whether the "you are your own ally" rules was intended to work for the Kindness emotional focus?


Alex Mack wrote:
Could someone clarify whether the "you are your own ally" rules was intended to work for the Kindness emotional focus?

It doesn't really matter, so far as I can recall. You could take a standard action to attack someone, and if you succeeded, you could... attack them again with your swift action, but for damage this time? It can't aid another on itself. Under some weird circumstances, it might matter after 17th for high DR, low AC enemies where it's worth two attack rolls to get Charisma to damage.


QuidEst wrote:
Alex Mack wrote:
Could someone clarify whether the "you are your own ally" rules was intended to work for the Kindness emotional focus?
It doesn't really matter, so far as I can recall. You could take a standard action to attack someone, and if you succeeded, you could... attack them again with your swift action, but for damage this time? It can't aid another on itself. Under some weird circumstances, it might matter after 17th for high DR, low AC enemies where it's worth two attack rolls to get Charisma to damage.

What makes you think that the first attack doesn't deal damage? It just says as a standard action make a melee attack. I don't think melee attacks normally do 0 damage.


As an idle curiosity, how would Kinetic Knight work with trying to TWF K.Blade+Board?

If I'm using an energy blast (xd6+ 1/2 con) targeting touch in one hand, and a shield (1d6+?str) in the other, where do I stand with regards power attack penalties and bonuses, how much of my str bonus does the shield bash get, that sort of thing?


Alex Mack wrote:
QuidEst wrote:
Alex Mack wrote:
Could someone clarify whether the "you are your own ally" rules was intended to work for the Kindness emotional focus?
It doesn't really matter, so far as I can recall. You could take a standard action to attack someone, and if you succeeded, you could... attack them again with your swift action, but for damage this time? It can't aid another on itself. Under some weird circumstances, it might matter after 17th for high DR, low AC enemies where it's worth two attack rolls to get Charisma to damage.
What makes you think that the first attack doesn't deal damage? It just says as a standard action make a melee attack. I don't think melee attacks normally do 0 damage.

Oh. Huh. That's even better than I thought. I was reading it as making a melee attack roll, with the effects fully spelled out: somebody else gets to attack. But it just says "melee attack", not the narrower "melee attack roll" that I remembered.

I'd avoid cheesing that rules interaction too hard on Id Rager for a level one super-pounce, but I think you're right about the FAQ messing up the intent there.


The Phantom Blade spiritualist actually makes a remarkable front-line healer. They can suppress/remove afflictions from their allies while simultaneously continuing to attack their enemies.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
QuidEst wrote:
Alex Mack wrote:
QuidEst wrote:
Alex Mack wrote:
Could someone clarify whether the "you are your own ally" rules was intended to work for the Kindness emotional focus?
It doesn't really matter, so far as I can recall. You could take a standard action to attack someone, and if you succeeded, you could... attack them again with your swift action, but for damage this time? It can't aid another on itself. Under some weird circumstances, it might matter after 17th for high DR, low AC enemies where it's worth two attack rolls to get Charisma to damage.
What makes you think that the first attack doesn't deal damage? It just says as a standard action make a melee attack. I don't think melee attacks normally do 0 damage.

Oh. Huh. That's even better than I thought. I was reading it as making a melee attack roll, with the effects fully spelled out: somebody else gets to attack. But it just says "melee attack", not the narrower "melee attack roll" that I remembered.

I'd avoid cheesing that rules interaction too hard on Id Rager for a level one super-pounce, but I think you're right about the FAQ messing up the intent there.

Ally: Do you count as your own ally? wrote:
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies.

Pretty sure that would cover this situation.


Throne wrote:

As an idle curiosity, how would Kinetic Knight work with trying to TWF K.Blade+Board?

If I'm using an energy blast (xd6+ 1/2 con) targeting touch in one hand, and a shield (1d6+?str) in the other, where do I stand with regards power attack penalties and bonuses, how much of my str bonus does the shield bash get, that sort of thing?

It'd be really feat intensive, considering as a human your two first feats would have to be TWF and MWP: Whatever shield you're using.

Also, remember that A. You can't Power Attack with Kinetic Blade energy blasts, because they're touch attacks, and B. Since your shield is your offhand, you'd get half Str without Double Slice.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dark Midian wrote:
Throne wrote:

As an idle curiosity, how would Kinetic Knight work with trying to TWF K.Blade+Board?

If I'm using an energy blast (xd6+ 1/2 con) targeting touch in one hand, and a shield (1d6+?str) in the other, where do I stand with regards power attack penalties and bonuses, how much of my str bonus does the shield bash get, that sort of thing?

It'd be really feat intensive, considering as a human your two first feats would have to be TWF and MWP: Whatever shield you're using.

Also, remember that A. You can't Power Attack with Kinetic Blade energy blasts, because they're touch attacks, and B. Since your shield is your offhand, you'd get half Str without Double Slice.

Kinetic Knight gets shield proficiency at 2nd level.


Thomas Seitz wrote:

Pannic,

You think better for Totem Spiritualist or Devotion?

Dedication sounds like the most obvious choice, though the big AA bonuses from Kindness do seem like a good fit.

Tho I admit I'm very fuzzy on animal companion-related stuff outside of cavaliers.


Rysky wrote:
Kinetic Knight gets shield proficiency at 2nd level.

That won't give proficiency with shields-as-weapons, though. It's the pre-errata shield champion brawler issue.

That said, a dip in something martial would straighten that right out. And samurai is right there. ^_^

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Isabelle Lee wrote:
Rysky wrote:
Kinetic Knight gets shield proficiency at 2nd level.

That won't give proficiency with shields-as-weapons, though. It's the pre-errata shield champion brawler issue.

That said, a dip in something martial would straighten that right out. And samurai is right there. ^_^

???


Shield Proficiency, whether the feat or the class feature that classes like this get, negates the nonproficiency penalty that applies your armor check penalty to all rolls that involve movement. It does not, however, negate the -4 nonproficiency penalty on attack rolls (in this case, on shield bashes) for wielding a weapon with which you are not proficient. To negate that, you need the appropriate Martial Weapon Proficiency.


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You could also be a Regional Recluse from Ilsurian if you want to do shield bashes without multiclassing.


I do find it disappointing that the new corruption doesn't have a corresponding Oracle curse like the others.

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