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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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.

Yeah, I know you can't get power attack with energy blades (which is why I used it in the example; I know how it'd work with a physical).

But does it have to be the offhand? I know it was ruled that although the language used in the book for shield bashing is 'with your offhand', there's no actual rule that shield has to be offhand and other weapon has to be main. Which is what made me ask... Is there any reason you can't declare the shield as the mainhand for full str and power attack damage, and the kinetic blade as the offhand and gets neither?

FAQ wrote:

Shield Bash: If I make a shield bash, does it always have to be an off-hand attack?

The text for a shield bash assumes you're making a bash as an off-hand attack, but you don't have to. You can, for example, just make a shield bash attack (at your normal, main-hand attack bonus) or shield bash with your main hand and attack with a sword in your off-hand.

Update: Page 152—In the Shield Bash Attacks section, in the first sentence, delete “using it as an off-hand weapon.”

Paizo Employee Editor

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Grumpus wrote:
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

Oops! Sometimes these words sneak off on their own accord. You really got to keep a close eye on them, otherwise they wander into other sentences (and occasionally other books)!

Contributor

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

Non-Occult classes didn't get anything in Psychic Anthology. Maybe in a future product!


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
PannicAtack wrote:
I do find it disappointing that the new corruption doesn't have a corresponding Oracle curse like the others.

It's worth remembering those curses also didn't appear with the original curses, for the most part, and were separate even from the corruptions that were in the book, so it's not really that surprising, even if it would have been cool.


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The Kindness phantom sidebar showed this kind of backwards compatibility is possible, if space and time constrained. In this case I'm sure the Horror Realms corruption curses hadn't been published when this book was written.


It would be good for someone that worked on the panoplies to chime in regarding the "hold" wording issue and their intent... Is that particularly likely, or is that question being made into an FAQ more likely?


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Plausible Pseudonym wrote:
The Kindness phantom sidebar showed this kind of backwards compatibility is possible, if space and time constrained. In this case I'm sure the Horror Realms corruption curses hadn't been published when this book was written.

Oh yeah, it's definitely possible, I just wouldn't consider it something for you to expect; rather, it's a pleasant surprise that they included a provision for it to work with the id rager, which isn't even from a Pathfinder RPG book. At least, that's my point of view. Though I suspect you're right that that's a reason it didn't appear.


PannicAtack wrote:
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.

I don't think the totem companion actually gets an emotional focus. Emotional focus is a subset of phantom, which phantom animal replaces. Phantom animal only gives the critter the abilities of a phantom included on the phantom table -- emotional focus is not one of those things and the replacement boosts at 7th and every 5 levels thereafter seem to suggest those were meant to replace the usual boosts a phantom would get from those emotional focus powers.

So no Kindness or Devotion dogs, for instance.


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. ^_^

Isabelle Lee wrote:
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.

Isn't the Phantom Blade proficient with all the martial weapons anyway?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Entryhazard wrote:
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. ^_^

Isabelle Lee wrote:
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.
Isn't the Phantom Blade proficient with all the martial weapons anyway?

A Phantom Blade is, a Kinetic Knight is not.


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I haven't gotten my copy yet but I am looking forward to learning why a psychic needs an Anthology to use his powers. LOL


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Yeah, the whole shield-as-weapon proficiency nonsense is the same struggle a cleric of Gorum wanting to use armor spikes faces.


So...opinions on the new Mesmerist feats (Stare and Trick)...?
I can see having some fun with some of the trick feats in particular....


Trick feats give some much needed flexibility and expanded use ahead of manifold tricks, but I'm not sure about the synergy. Contingent Trumuck requires two trick feats as prerequisites, but except for Spell Trick I don't see how you ever use others at that point and spell trick is only available at level 10.

I think the Vexing Trickster helps pull it all together.

The stare feats are good and low enough level that they obsolete a lot of older choices, but you only need one until late career.


For the Kinetic Knight's Elemental Blade class feature, do you gain the form infusions listed in addition to the infusions you would normally pick up at those levels, or in lieu of?


In addition to, and earlier than normal. ^_^

I'm told that kinetic knights of certain elements run the risk of having very limited choices - they essentially can't select any form infusions, since they automatically get the only ones they can use. It'll smooth itself out as more options are released.


Isabelle Lee,

Any chance for clarity on Totem Spiritualist companion? Do they or do they not gain an emotional focus?


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That's not my section, unfortunately, so I can't speak with any authority about the decisions made. Maybe the author will chime in, though. ^_^


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Revisiting the spells in this one, and between Burst of Force and Rend Body (with save and possibly casting time fixes) I think the Psychic is pretty stacked now in mid/high level Evocation abilities if you're inclined to go with a concentration there via Spell Focus and Toppling/Intensify/Empower Metamagic. Mydriatic Spontaneity from Blood of Shadows is great in this toolbox, too.

I always wish for more Necromancy spell tools to provide an alternative to mind affecting builds, but Evocation has sneaked into a really solid alternative focus school that can do a little more than just straight damage.

You can now also do the most metal battle possible against a creature with Fast Healing. Pluck all of its limbs off one by one with Rend Body, allowing it to heal enough each time not to die from the next Rend, then after the last limb is gone use Explode Head for the finisher.


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Isabelle Lee wrote:
That's not my section, unfortunately, so I can't speak with any authority about the decisions made. Maybe the author will chime in, though. ^_^

Okay thank you! :)


Thomas Seitz wrote:
Isabelle Lee wrote:
That's not my section, unfortunately, so I can't speak with any authority about the decisions made. Maybe the author will chime in, though. ^_^
Okay thank you! :)

Not the author but the ability replaces phantom, and doesn't grant emotional focus, so they don't get it. (The table it lists does not include emotional focus.)


Quid,

It replaces normal abilities, not special abilities. I've always assumed emotional focus was a special ability.


Thomas Seitz wrote:

Quid,

It replaces normal abilities, not special abilities. I've always assumed emotional focus was a special ability.

It gets the special abilities listed on the table. The table does not list emotional focus. (Plus, the additional abilities gained at emotional focus levels is strong supporting evidence.) But designer comment would certainly clear that up.


Yes, Quid, yes it would.

Paizo Employee Developer

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Sorry, no emotional focus. The emotional focus is part of the phantom's statistics, which are now wholly replaced by animal companion statistics. A phantom animal only gets whatever an animal companion's stats include plus the specific abilities listed on table 1-11. The intent from the beginning was to not have an emotional focus for the phantom animal and I realize now that adding a line stating in the entry would have cleared things up.

Sorry for the confusion!


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Aether Architect reminds me of a 3D printer :-)


Luis Loza wrote:

Sorry, no emotional focus. The emotional focus is part of the phantom's statistics, which are now wholly replaced by animal companion statistics. A phantom animal only gets whatever an animal companion's stats include plus the specific abilities listed on table 1-11. The intent from the beginning was to not have an emotional focus for the phantom animal and I realize now that adding a line stating in the entry would have cleared things up.

Sorry for the confusion!

Thank you for that clarification Luis. :)


If by 3D printer you mean rainbow colored building blocks as hard as a wall of force, then yes;)

RPG Superstar 2014 Top 32

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Our wild-shaped druid got a lot of good use out of "Telekinetic Strikes" last night.
I am quite pleased with this product coming from someone who rarely buys player companions.


For Aether created by Aether Architect, can it be dispelled or does it function like Wall of Force and have resistance to dispelling ?

Can aether objects be moved (with telekinetic haul using burn you'd have some good leeway)?

Can I use Aether Architect to repair a hole in a ship ? (if it's like wall of force I'd say no because it would be rooted to the location.)

Can I made siege engines such as ballista ?

Can I make a huge statue of Sarenae/(Liberty) and animate it with Aether Puppet to walk around


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Isabelle Lee wrote:
Jonas Seaborn wrote:
Would it be compatible with Omnikinesis for switching out talents ?
Personal opinion: I'd allow it as long as you had the feat. If you were accessing it via race or subtype, same applies, except that you couldn't go outside your element. This is based on the line in omnikinesis about meeting other prerequisites of the talents (i.e., having the feat or racial qualification).

Was about to ask this same question with different cases based on whether you got the feat by taking it or getting it by subtype but apparently already covered :-)

Thanks Isabelle Lee for the well worded response.


Happy to help. ^_^


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Here's a cool thing: Phantom Blade and Fractured Mind archetypes for the Spiritualist (sort of) stack. The only things Fractured Mind alters are spell casting (untouched by Phantom Blade) and trades away all of the few features that Phantom Blade left behind (detect undead, calm spirit, see invisibility, call spirit).

Now the obvious issue is that what the Fractured Mind grants is SLAs tied to your phantom's emotional focus, which you don't have. But it seems like no problem at all to allow you to pick one for this purpose only and I can't see a reason for a reasonable GM to object as there would be zero spillover benefits to your sword from getting this situational emotional focus.

A Fractured Mind/Phantom Blade combo would be someone who has split off their own emotional focus to make a blade and cast spells from their own psyche, rather than one who captured an outside spirit and reshaped it as a (emotionally neutral or bland) weapon. The roleplay of talking to and struggling against a sword that is literally just a piece of your own mind is awesome.

Would I actually recommend this? Not necessarily. The gained SLAs won't be usable with Spellcombat or Spellstrike, which makes a few emotional foci bad. But Anger, Dedication, Fear, and Jealousy all have potential, as does the new Kindness.


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Isabelle Lee wrote:
Happy to help. ^_^

Thank you for Kinetic Crafting


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Plausible Pseudonym wrote:

Here's a cool thing: Phantom Blade and Fractured Mind archetypes for the Spiritualist (sort of) stack. The only things Fractured Mind alters are spell casting (untouched by Phantom Blade) and trades away all of the few features that Phantom Blade left behind (detect undead, calm spirit, see invisibility, call spirit).

Now the obvious issue is that what the Fractured Mind grants is SLAs tied to your phantom's emotional focus, which you don't have. But it seems like no problem at all to allow you to pick one for this purpose only and I can't see a reason for a reasonable GM to object as there would be zero spillover benefits to your sword from getting this situational emotional focus.

A Fractured Mind/Phantom Blade combo would be someone who has split off their own emotional focus to make a blade and cast spells from their own psyche, rather than one who captured an outside spirit and reshaped it as a (emotionally neutral or bland) weapon. The roleplay of talking to and struggling against a sword that is literally just a piece of your own mind is awesome.

Would I actually recommend this? Not necessarily. The gained SLAs won't be usable with Spellcombat or Spellstrike, which makes a few emotional foci bad. But Anger, Dedication, Fear, and Jealousy all have potential, as does the new Kindness.

I believe that Mark has said that the fractured mind alters phantom by adding the SLA you get based off of your phantom. It just doesn't explicitly say so.


Probably because that wouldn't make any sense unless it were the Phantom casting the SLA. But they aren't, so the phantom isn't altered, nothing about it changes as a result of your character getting an ability to cast some SLAs and losing some other non-Phantom SLAs.


What archetypes do Mesmerists have in this book? Are there any that grant access to the Psychic class spell list or grant offensive abilities (eye rays, gaze attacks, etc etc)? Is there a feat that improves the chance that the psychic inception bold stare affects beings immune to mind affecting abilities? What about a feat that lets a Mesmerist's hypnotic stare affect two targets at once instead of just one?


Berselius wrote:
What archetypes do Mesmerists have in this book? Are there any that grant access to the Psychic class spell list or grant offensive abilities (eye rays, gaze attacks, etc etc)? Is there a feat that improves the chance that the psychic inception bold stare affects beings immune to mind affecting abilities? What about a feat that lets a Mesmerist's hypnotic stare affect two targets at once instead of just one?

Archetypes:

1. Autohypnotist. You get an extra -1 to the effects of your hypnotic stare, but you suffer the full effect of your own stare and bold stares. (Not Painful Stare, thank god for small blessings.) On subsequent rounds (after you establish it) you can burn a swift action to remove or reduce by half the penalties on yourself, but there's a chance this also removes all effects on the target. It's bad.

At 5th level you can make your stare effect everything within 10' of your target. Whew! But at half effectiveness. Well, that's something. Oh, and it take a standard action to expand it to an AoE and friendly targets are also effected. It's REAL bad.

You don't trade much to get these abilities except your self respect and all the self inflicted penalties and terrible action economy that their use or mitigation entails, so that's something, I guess

2. Material Manipulator. Add all Wiz/Sorc Illusion (glamer) and Illusion (shadow) (wait, didn't I have most of these already??) spells on to your spell list. Plus all Transmutation spells, which is admittedly really good.

Half a page is also devoted to tediously describing an ability to modify the physical appearance of your friends. It's basically sophisticated and over detailed Alter Self for disguise purposes, but without any mechanical benefits other than increased size and eventually age penalties/bonuses. I don't understand why this is in there at all.

3. Projectionist. You're really good at possessing inanimate objects. You also get a bonus possession feat. It's not bad.

4. Vexing Trickster. This makes you really good at flexibly using tricks to buff your party and spread them around more broadly than you could before. At 6th level you can implant two (juiced and much better than normal) tricks into a single individual, at 14th level you can put three. It's really good!

--
Nothing grants the Psychic spells. Nothing improves psychic inception. Only the really bad Autohypnotist can effect more than one target with his stare, assuming you're willing to burn a standard action, only apply half the penalty to secondary targets, and suffer the full effect yourself until you try to remove it with a later swift action and possibly drop the entire effect. It's REALLY BAD.

--
There are some good stare feats that inflict nasty conditions (confused, blinded, or lose dex bonus to AC) and are available at lower levels than much worse options in OA (die in a fire, already terrible fatiguing stare). There are also a whole new set of trick feats that give you flexibility and expanded use of your tricks. All are useful, a couple are amazing, one is obscenely overpowered (it's a contingency effect you can install in others).

A mesmerist fan can easily justify buying this book for the Vexing Trickster and the feats.


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Isabelle Lee wrote:
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. ^_^

I'll second that request :-)

Dark Archive

Berselius wrote:
What about a feat that lets a Mesmerist's hypnotic stare affect two targets at once instead of just one?

A stare-focused 'Basilisk' Archetype that allowed one to stare at two people at the same time (or even three, if one has the Eye of the Arclord feat and the third eye open!) could be awesome...


here and here is Mark saying "emotional power actually alters the phantom ability emotional focus, even though it isn't called out."

Emotional focus is a part of the phantom. Thus having no phantom means having no emotional focus which mean no good for having both archetypes at once.


I disagree with Mark but I agree with your second paragraph in this particular circumstance. You absolutely need a houserule, it's just a houserule that doesn't give you something for nothing, the lack of a emotional focus is just the lack of a flavor for the ability, not a lack of what you pay to get the ability.


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Set wrote:

A stare-focused 'Basilisk' Archetype that allowed one to stare at two people at the same time (or even three, if one has the Eye of the Arclord feat and the third eye open!) could be awesome...

My brain refuses to picture this archetype's iconic in any way other than Marty Feldman.

Paizo Employee Developer

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Now that plenty of people have seen the book, let me quickly talk about one of my favorite parts about the phantom blade.

When designing the class, I came to the bit in the bladebound magus entry about a black blade becoming indestructible with a point in its pool. I though about giving the phantom weapon that same property, but I figured I could make something more interesting. This is where the weapon of the mind ability was born.

I thought it would be neat to have the phantom weapon "rebuild" itself if destroyed. The easiest way was to have it repair while harbored in the spiritualist's mind. This brings back the harboring aspect of the phantom, which I feel is an iconic aspect of the phantom. This brings up a question, however: is the phantom blade out of luck when their phantom weapon is destroyed?

I didn't want to punish any phantom blades for having their weapon destroyed, but I also didn't want the safety of the weapon to become and afterthought. Thus, the idea of empowering the spiritualist's body with phantom energy while harboring the weapon. The phantom blade already had the intent of providing any possible weapon as a phantom weapon, so why not unarmed strikes? (Also, I'm a big fun of monks and unarmed attackers, so it was a good chance to slip that in!) Unarmed strikes take a lot of investment to get working effectively compared to a weapon though, so the phantom blade needed a little more punch. That's why she gets a slower progression of flurry of blows. I feel that it's enough to make unarmed strikes as appealing as other weapons, without stepping on any brawler or monk toes. All in all, I grew very proud and excited of those 130ish words and I hope other people out there are, too!

Anyway, this is all a long-winded way of explaining that the phantom blade can ORAORAORAORA!

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yay! But, uh,

Luis Loza wrote:
That's why she gets a slower progression of flurry of blows.

They don't get an ability like that (unless you mean the 15th level ability to add the Speed ability to their Phantom Weapon).

Paizo Employee Developer

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Rysky wrote:
Yay! But, uh,
Luis Loza wrote:
That's why she gets a slower progression of flurry of blows.
They don't get an ability like that.

Ha, you're right! Still thinking of an early draft in which she did. Still can ORAORA, just not ORAORAORAORAORA. :D

Silver Crusade

2 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Luis Loza wrote:
Rysky wrote:
Yay! But, uh,
Luis Loza wrote:
That's why she gets a slower progression of flurry of blows.
They don't get an ability like that.
Ha, you're right! Still thinking of an early draft in which she did. Still can ORAORA, just not ORAORAORAORAORA. :D

Awww, Flurry of Spirits would have been so cool.


Rysky wrote:
Luis Loza wrote:
Rysky wrote:
Yay! But, uh,
Luis Loza wrote:
That's why she gets a slower progression of flurry of blows.
They don't get an ability like that.
Ha, you're right! Still thinking of an early draft in which she did. Still can ORAORA, just not ORAORAORAORAORA. :D
Awww, Flurry of Spirits would have been so cool.

For true Jojo flavor, it's got to be the Phantom that's doing the actual flurrying though.


Would someone be kind enough to give an example of using Kinetic Crafting with a Void/Aether kineticist and how converting talents for prerequisites for making magic items.


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Gordrenn Higgler wrote:
Would someone be kind enough to give an example of using Kinetic Crafting with a Void/Aether kineticist and how converting talents for prerequisites for making magic items.

It's probably going to require a fair amount of GM fiat, to be honest. Off the top of my head, I'd consider associating wood and aether with the wood and void element wizard schools, and tying void to negative energy and necromancy magic. At the very least, aether should work with any force or telekinesis effect.

I'll try to give it some thought. ^_^

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