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

Other Resources: This product is also available on the following platforms:

Hero Lab Online
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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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There are plenty of archetypes for kineticist, not that I like most(if any) of them. I prefer that class to get new wild talents and elements.

I am sure there has been a psychic archetype somewhere since OS. But I still prefer new disciplines anyway.

We know there will be archetypes for mesmerist and spiritualist. I am sure there will at least one archetype for occultist. I am not sure about mediums.


1 person marked this as a favorite.

"Nearly every" certainly suggests five out of six. Psychic does seem the likeliest to be missing an archetype, followed by Kineticist.

Hmm. It'd be interesting if the Spiritualist were to get a regular phantom, but one that returns to a weapon to grant combat bonuses rather than mental bonuses.


Dragon78 wrote:

There are plenty of archetypes for kineticist, not that I like most(if any) of them. I prefer that class to get new wild talents and elements.

I am sure there has been a psychic archetype somewhere since OS.

Nope, every single Psychic archetype was in Occult Adventures. Later books introduced at least 5 more disciplines, but zero archetypes.


Disciplines are more useful then archetypes anyway. Now if we could get more class specific feats for the OA classes.

Contributor

3 people marked this as a favorite.
Thomas Seitz wrote:
Well if Alex is this happy, it MUST be good. :)

*fidgets in chair*

Contributor

3 people marked this as a favorite.
Plausible Pseudonym wrote:
Dragon78 wrote:

There are plenty of archetypes for kineticist, not that I like most(if any) of them. I prefer that class to get new wild talents and elements.

I am sure there has been a psychic archetype somewhere since OS.

Nope, every single Psychic archetype was in Occult Adventures. Later books introduced at least 5 more disciplines, but zero archetypes.

That's because psychics are a lot like sorcerers—there isn't a whole lot to trade that isn't either A) part of the discipline or B) super flavorful to the class concept. (I count things like telepathy and detect thoughts as the latter.)


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For the record, there are some sorcerer archetypes that I quite like. I wouldn't mind having a crack at writing some psychic archetypes sometime... assuming that I haven't already done so, and they just aren't released yet. ;)


Alexander Augunas wrote:
Plausible Pseudonym wrote:
Dragon78 wrote:

There are plenty of archetypes for kineticist, not that I like most(if any) of them. I prefer that class to get new wild talents and elements.

I am sure there has been a psychic archetype somewhere since OS.

Nope, every single Psychic archetype was in Occult Adventures. Later books introduced at least 5 more disciplines, but zero archetypes.
That's because psychics are a lot like sorcerers—there isn't a whole lot to trade that isn't either A) part of the discipline or B) super flavorful to the class concept. (I count things like telepathy and detect thoughts as the latter.)

Oh, I totally agree. I think the only reasonable archetypes that have been published are Amnesiac, which just modifies spells and doesn't touch anything else, and Formless Adept, which is basically a discipline +++. The other two mess with the base class too much and offer bad abilities in roles that don't makes sense.

I don't think there's much room or opportunity for future good psychic archetypes. I'll not be surprised or disappointed if we never get another one.


On the other side of the coin, almost every kineticist archetype ranges from "meh" to "hot garbage".

Grand Lodge

Eh, Overwhelming Soul is very nice if you want to be a face.


At the cost of you being unable to interact with things with burn, basically. There are easier ways of being a face.

That's like saying if you want to have a high Will save, go be a Psychokineticist.


Can you imagine if they used the same space for all those kineticist archetypes and gave them more wild talents instead.


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Dragon78 wrote:
Can you imagine if they used the same space for all those kineticist archetypes and gave them more wild talents instead.

Yes. No thanks on that, though. It'd be incredibly frustrating having no archetypes at all, and while many of the archetypes do trade out more than they get, there are some fun options- Elemental Annihilator with a mental stat archetype for a mental-stat-based front liner, Blood Kineticist for some great character flavor at little cost, Dark Elementalist has one of the most sustainable long adventuring days, and Elemental Purist to give mono-element builds some variety. I'm hoping at some point we'll get an archetype that focuses on utility talents like a reverse Elemental Annihilator, or a stealthy archetype.

Archetypes are my favorite part of books. I know that you don't like them very much, but you'd probably get a bit tired of somebody posting in lots of product threads that we don't need any more hexes, talents, and bloodlines. I'd love for this book to have lots of wild talents and an archetype, and that doesn't seem unlikely.


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Alexander Augunas wrote:
Thomas Seitz wrote:
Well if Alex is this happy, it MUST be good. :)
*fidgets in chair*

*hands Alex a fresh bake chocolate chip cookie* Mom just pulled them out of the oven.


Ashram wrote:
On the other side of the coin, almost every kineticist archetype ranges from "meh" to "hot garbage".

I seriously wonder if anyone at Paizo understands what even makes the concept of the kineticist good, especially when you look at archetype design.


The archetypes for the kineticist range from "meh" to "crap". Wild Talents are a lot more useful and are actually needed.

There is not a single kineticist archetype that I would use. I like the class as it is, i just want more elements and wild talents.

Sovereign Court

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Anything in this book which could apply nicely to an elf psychic from Mordant Spire?

Silver Crusade

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More Mordant Spire stuff is always appreciated :3


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Isabelle Lee wrote:
I wouldn't mind having a crack at writing some psychic archetypes sometime... assuming that I haven't already done so, and they just aren't released yet. ;)

Achievement Unlocked :)


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Isabelle Lee wrote:
For the record, there are some sorcerer archetypes that I quite like. I wouldn't mind having a crack at writing some psychic archetypes sometime... assuming that I haven't already done so, and they just aren't released yet. ;)

I love my psychic sorcerers and am excited to see what you have in store for us! =D

Contributor

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Thomas Seitz wrote:
Alexander Augunas wrote:
Thomas Seitz wrote:
Well if Alex is this happy, it MUST be good. :)
*fidgets in chair*
*hands Alex a fresh bake chocolate chip cookie* Mom just pulled them out of the oven.

Dude, I weathered nearly seven months of Blood of the Beast anticipation. You're going to need a LEGION of chocolate chip cookies to break me.


I wonder if there will be any occultist instruments that cover the alternate schools of magic like air, wood, void, etc.

Contributor

QuidEst wrote:
Hmm. It'd be interesting if the Spiritualist were to get a regular phantom, but one that returns to a weapon to grant combat bonuses rather than mental bonuses.

That's a good idea!


I would be fine if the phantom stays as a weapon in both phantom form and when it is with it's master.


Alexander Augunas wrote:
This product makes me SO happy for reasons I can't yet disclose. ^_^

Sold.


Well lets see, there will be 4 pages of wild talents for 7 elements, depending how space each wild talent takes, there will be something like 5-7 wild talents for each element.


Don't forget about universal talents. ^_^


Yeah, forgot about the universal talents, so that means each one will get 4-7 talents. That is assuming they dividing them at least somewhat equally.

Designer

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Dragon78 wrote:
Yeah, forgot about the universal talents, so that means each one will get 4-7 talents. That is assuming they dividing them at least somewhat equally.

In some ways, universal could count as being for every element. Also Isabelle and I (mostly Isabelle for the thing I'm thinking of) have a few tricks up our sleeves.

Of course, we can't forget the deft dev work of Jason Keeley either!

Contributor

4 people marked this as a favorite.
Mark Seifter wrote:
Dragon78 wrote:
Yeah, forgot about the universal talents, so that means each one will get 4-7 talents. That is assuming they dividing them at least somewhat equally.

In some ways, universal could count as being for every element. Also Isabelle and I (mostly Isabelle for the thing I'm thinking of) have a few tricks up our sleeves.

Of course, we can't forget the deft dev work of Jason Keeley either!

Jason Keely is like the developer equivalent of the random attacking Pokemon mechanic in Pokemon Sun and Moon.

"Ah?! Where did this guy come from! Its charging me out of nowhere and...hey...I need this. I really, really needed this Pokemon."


1 person marked this as a favorite.
Isabelle Lee wrote:
Don't forget about universal talents. ^_^

Hoping there's a talent to replace the use of the Master Craftsman feat..


What else has Jason Keeley worked on?


I'm hoping the Medium gets some better spirits to play with...

Ones that don't have crippling prerequisites that is...(I'm looking at you so called legendaries)

Silver Crusade

That's kinda why they're Legendaries :3

Advocates

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
What else has Jason Keeley worked on?

He wrote monsters for Hellfire Compact, Wrath of Thrune, The Inferno Gate, Scourge of the Godclaw and Hell comes to Westcrown

He wrote the short story in In Search of Sanity.

He also contributed to Heaven Unleashed, Heroes of the Wild, and the "Pathfinder Chronicles appendices" in Hollow Mountain 1 and Hollow Mountain 3.

He's also written the PFS Scenarios Abducted in Aether and the upcoming To Seal the Shadow.


Some of those monsters were very good. I think I know who wrote my favorite ones, though.

Heaven Unleashed...some of that was good, some of it was very poorly thought out. I wonder which bit he did.


Thanks for the info Lindley Court.

I can't wait for February.


Dragon78 wrote:

Thanks for the info Lindley Court.

I can't wait for February.

I'm assuming March for now, since February lists has two Player Companion books.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
QuidEst wrote:
Dragon78 wrote:

Thanks for the info Lindley Court.

I can't wait for February.

I'm assuming March for now, since February lists has two Player Companion books.

They skipped a month at one point in 2016, so they've been trying to double-up for a while. February appears to be when they'll finally do so.

Stupid frickin' damp conditions in China delaying ink...


3 people marked this as a favorite.

I'd use my psychic magic to make it release sooner, but... I only worked on the kineticist section, so I can't do anything with psychic magic.


You can use your kinetic powers to make the printers move quicker;)...unless your element is void.


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Dragon78 wrote:
You can use your kinetic powers to make the printers move quicker;)...unless your element is void.

So... prohibited where void?

Liberty's Edge

QuidEst wrote:
Dragon78 wrote:
You can use your kinetic powers to make the printers move quicker;)...unless your element is void.
So... prohibited where void?

You son of a plaid wearing dolphin herder!


I really do like that cover.


4 people marked this as a favorite.
QuidEst wrote:
Dragon78 wrote:
You can use your kinetic powers to make the printers move quicker;)...unless your element is void.
So... prohibited where void?

Water you doing? Wood you stop that!


3 people marked this as a favorite.

Will there be any new psychic disciplines?


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Dragon78 wrote:
Will there be any new psychic disciplines?

I'm guessing that and/or new Psychic archetype(s). Much more likely the disciplines, as discussed. (It'll be hard to get me to switch off of Rebirth, though, since that one does such a nice job of smoothing the rough edges of spontaneous casting.)


I hope will get a little bit on psychic magic use by derros in this.


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Ambrosia Slaad wrote:
I hope will get a little bit on psychic magic use by derros in this.

I wouldn't object to that.

Contributor

Ambrosia Slaad wrote:
I hope will get a little bit on psychic magic use by derros in this.

Not likely under the current definition of player companion, I think.

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