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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Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Quote:
"Panoplies­—collections of occultist implements that harness the power resonating between the items"

Is this similar to the item sets from 3.5 when each item has individual powers but you get additional abilities when you use multiple items together?

Silver Crusade

zergtitan wrote:
Quote:
"Panoplies­—collections of occultist implements that harness the power resonating between the items"
Is this similar to the item sets from 3.5 when each item has individual powers but you get additional abilities when you use multiple items together?

Ooh, set bonus!


Panoplies is a weird and interesting sounding word.


Will there be any psychic themed archetypes for the non-occult classes?

Will there be any psychic disciplines?

Will there be any feats for kineticist?

Dark Archive

Alexander Augunas wrote:

Oh noes! I've been enabled!

Aether streams in the sky.
I can throw twice as high
Take a look
I'm in a book
A Murder Rainbow

I can sense everything.
Rogue's in flank
But his plan stank
He got murder rainbow'ed.

I can dodge everything
Bullets and rays
They just don't phase (me)
I'm a murder rainbow....
(A murder rainbow....)
(A murder rainbow....)
(A murder rainbow....)

Sorry for a short derail what makes murder rainbows able to dodge stuff and not be flanked?


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brad2411 wrote:
Alexander Augunas wrote:

Oh noes! I've been enabled!

Aether streams in the sky.
I can throw twice as high
Take a look
I'm in a book
A Murder Rainbow

I can sense everything.
Rogue's in flank
But his plan stank
He got murder rainbow'ed.

I can dodge everything
Bullets and rays
They just don't phase (me)
I'm a murder rainbow....
(A murder rainbow....)
(A murder rainbow....)
(A murder rainbow....)

Sorry for a short derail what makes murder rainbows able to dodge stuff and not be flanked?

Aether elementals have the elemental subtype, and thus are "Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."

Edit: And the bullets and rays are probably a reference to the aether elemental's telekinetic deflection.

Contributor

Luthorne wrote:
brad2411 wrote:
Alexander Augunas wrote:

Oh noes! I've been enabled!

Aether streams in the sky.
I can throw twice as high
Take a look
I'm in a book
A Murder Rainbow

I can sense everything.
Rogue's in flank
But his plan stank
He got murder rainbow'ed.

I can dodge everything
Bullets and rays
They just don't phase (me)
I'm a murder rainbow....
(A murder rainbow....)
(A murder rainbow....)
(A murder rainbow....)

Sorry for a short derail what makes murder rainbows able to dodge stuff and not be flanked?

Aether elementals have the elemental subtype, and thus are "Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."

Edit: And the bullets and rays are probably a reference to the aether elemental's telekinetic deflection.

— Aether elements can't be flanked and are immune to critical hits.

— Aether elementals are naturally invisible, so even if you could sneak attack elementals (like that one archetype in Planes of Power), chances are you'd be unable to see their vulnerable areas.

— Aether elementals have a high touch AC because they are extremely dextrous and add their Constitution bonus to their AC as a deflection bonus, meaning firearms and rays don't land easily against them.

But you don't have to take my word for it! (Ba-Da-Da!)


Aether elementals are powerful in general.


I really hope we get an occult Shaman archetype as well as a Mesmerist archetype that gives the class offensive eye rays or at the very least access to the spell list of the psychic class.

Silver Crusade Contributor

Depending on how you define "occult", I think the true silvered throne archetype (from Occult Origins) makes for a pretty decent occult shaman. ^_^


I was kind of hoping for an Shaman archetype with the ability to summon a limited phantom-like spirit animal (sort of like the Spiritualist class) and gain some psychic-based spellcasting abilities in return for giving up some class features (maybe wandering spirit and/or wandering hex).


Eye ray Mesmerist sounds like fun.


Dragon78 wrote:
Eye ray Mesmerist sounds like fun.

I know right? I just wish the Mesmerist had an archetype that gave it a tiny bit more offensive punch to it. The class itself always runs into trouble when it comes across something that is immune to mind-affecting effects (aka plants, constructs, undead, etc etc). I know it's primary a buff / debuff class but I feel that alone doesn't make it stand on it's own enough.


Berselius wrote:
Dragon78 wrote:
Eye ray Mesmerist sounds like fun.
I know right? I just wish the Mesmerist had an archetype that gave it a tiny bit more offensive punch to it. The class itself always runs into trouble when it comes across something that is immune to mind-affecting effects (aka plants, constructs, undead, etc etc). I know it's primary a buff / debuff class but I feel that alone doesn't make it stand on it's own enough.

I think the Vox archetype adds a bit of that, unless I'm misremembering.


QuidEst wrote:
I think the Vox archetype adds a bit of that, unless I'm misremembering.

Oh it does....I have been very pleased with the results ;)


A psychic themed hunter archetype with a psychic/occult themed animal companion or an animal based phantom would be cool.

Dark Archive

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animal based phantom. Lassie died Timmy. Next night Lassies back to haunt you. lol


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Lassie has comeback...for revenge, run Timmy;)

Just less then a month to go.

Contributor

3 people marked this as a favorite.
Dragon78 wrote:

Will there be any psychic themed archetypes for the non-occult classes?

Will there be any psychic disciplines?

Will there be any feats for kineticist?

Reply hazy, try again later...


2 people marked this as a favorite.

Is it later yet;)

Summon murder rainbow to fight phantom lassie.


1 person marked this as a favorite.
Dragon78 wrote:
A psychic themed hunter archetype with a psychic/occult themed animal companion or an animal based phantom would be cool.

Yup, and imagine how cool a phantom spirit animal would be? You wouldn't have to acquire a new one if it was killed. You'd just have to re-summon and heal it. :D

Dragon78 wrote:
Summon murder rainbow to fight phantom lassie.

But why? Phantom lassie is just so cute! I could hug him, and squeeze him, and love him, and feed him, and pet him, and name him George! :D


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Because Lassie wants revenge against poor little Timmy.

Wow, we need to find out more info about this product before the conversation gets really weird.


Shouldn't a corruption be in a non-player focused book. This is much more a DM tool then a players.


donato wrote:
Dragon78 wrote:

Will there be any psychic themed archetypes for the non-occult classes?

Will there be any psychic disciplines?

Will there be any feats for kineticist?

Reply hazy, try again later...

That's my line.


Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
Shouldn't a corruption be in a non-player focused book. This is much more a DM tool then a players.

Corruptions can be used by players and GMs. In the games that I have been in, corruptions have gone on players moreso than bad guys.

Contributor

1 person marked this as a favorite.
Zangy wrote:
Dragon78 wrote:
Shouldn't a corruption be in a non-player focused book. This is much more a DM tool then a players.
Corruptions can be used by players and GMs. In the games that I have been in, corruptions have gone on players moreso than bad guys.

I believe he means it's not an attractive option for players because of the "3 strikes, you're an NPC" part. Not something most players will seek out, either in game or in a book.


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Mr Mullen is correct, that is what I meant. I don't think it fits and would have served better in similar themed campaign setting book.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I seek out corruptions because they are fun and can lead to RP opportunities.

Contributor

Verzen wrote:
I seek out corruptions because they are fun and can lead to RP opportunities.

I think they're a cool concept, though the implementation feels pretty fast-moving and harsh. That being said, if a GM hit me with one and it was appropriate/thematic, I'd definitely play into it! Great storytelling potential in there.

I think there's a lot of barriers to their use in most groups, though - taking away player control can be a contentious issue.


I wasn't impressed with corruptions to begin with. Also not happy that the one psychic one is Akira based when I would have gone a different direction all together.

Liberty's Edge

Well some of the mechanical aspects of a corruption can be used for a variety of styles of corruption or potentially hazardous influences on the heroes. the 3 save npc thing is more up to the gm. There are other ways to about simulating the effects upon a player. in my mind you can actually mix and match certain powers and effects to craft different kinds of corruptions. plus there is one other element to corruptions. THEY CAN ONLY BE CURED BY THE GM INTERACTION AND ADVENTURING. if a player gets in a scrape with a were-creature, there are ways to immediately deal with it. fair enough. as you get later on, ways to remove disease, poisons, or curses grow increasingly available. it loses its sting.

Corruptions on the other hand are insidious. once they are applied(which might involve secret rolls and some careful passage of notes), they stick. very hard. Sure they offer more power, but they also have the chance to bite the party hard if they don't find a way to deal with them or remove them. They are a gm secret alternative to some conditions, and a way to increase player power without granting to much, or ways to turn a PC's experiences have some potential negatives. The Vampire is slain, but one of the players(likely having been bitten several times in a short span of time) is slowly turning into a vampire creature. The wolfsbane was able to prevent a total infection of Lycanthropy, but later on they feel the beast in their veins trying to break out. We will have to see what Psychic corruption entails, but if you don't like the way it is, Just ask the gm to tweak it a bit.


Someone I know said they have Psychometabolic Corruption and something about a Skull of Lost Secrets in it.


Not much longer to wait for this one.


Berselius wrote:
I was kind of hoping for an Shaman archetype with the ability to summon a limited phantom-like spirit animal (sort of like the Spiritualist class) and gain some psychic-based spellcasting abilities in return for giving up some class features (maybe wandering spirit and/or wandering hex).

A Shaman with psychic spellcasting would be awesome


I hope there will be previews for this one.


There are a few things I'm hoping for. first, a feat for kineticictes to quick charge as a swift. another is some way to get access to your main elements second blast. Also tele and void need a better composite option. I don't know what they could do for the problem with the level 7 talent (that you don't get if you expand and staying pure is hardly worth it) that you don't get or the fact that the class is a bit feat starved, but a fix for that would be nice.

I also have a cool idea for an archetype for the wood element: Paper user A La the anime Read or Die. make paper hard as steal, sharp as a blade (vorpal even) gain an armor bonus for defense (natural armor?), use colored paper to Disguise Self, lock pick, and sleight of hand. plant a paper doll on someone to track them A LA touchsight. create paper constructs. feather fall with paper and glide with paper airplanes.

here be a fight from said anime to give you an idea: https://www.youtube.com/watch?v=pEgiKVHtKEA


brightshadow360 wrote:

There are a few things I'm hoping for. first, a feat for kineticictes to quick charge as a swift. another is some way to get access to your main elements second blast. Also tele and void need a better composite option. I don't know what they could do for the problem with the level 7 talent (that you don't get if you expand and staying pure is hardly worth it) that you don't get or the fact that the class is a bit feat starved, but a fix for that would be nice.

I also have a cool idea for an archetype for the wood element: Paper user A La the anime Read or Die. make paper hard as steal, sharp as a blade (vorpal even) gain an armor bonus for defense (natural armor?), use colored paper to Disguise Self, lock pick, and sleight of hand. plant a paper doll on someone to track them A LA touchsight. create paper constructs. feather fall with paper and glide with paper airplanes.

here be a fight from said anime to give you an idea: https://www.youtube.com/watch?v=pEgiKVHtKEA

Keep hoping on the Supercharge feat. Considering even getting to get rid of 2 burn as a move action is an 11TH LEVEL class feature, you're never going to get a swift action Supercharge.


Ashram wrote:
Keep hoping on the Supercharge feat. Considering even getting to get rid of 2 burn as a move action is an 11TH LEVEL class feature, you're never going to get a swift action Supercharge.

not a supercharge feat a QUICKcharge feat. allows you to use empower on a blade/whip. currently, charge is the ONLY way to not burn for empower (let alone higher metas and composite. At some point, empower almost becomes necessary to compete. this means you can NEVER full attack with meta or composite without really eating it.

That isn't to say that you can use both your swift AND your move to charge (unless you chain on another feat [hypercharge?]) using the feat would force you to immediately use the gathered power rather than hold it like normal. feat basically allows you to move and empower or composite blast and gives the option to do so as a whip as well.

Ss a side note, just came up with a good composite for electric and telekenetic : railgun blast as seen in "A Certain Kind of Magical Index". another idea from the same show: give void a dispelling infusion.


Feats

I would love a feat that lets you use your con mod for attack rolls with your blast(ranged and melee).

A feat that gives you a simple blast from any element, that is easy to get at level 1, but you still have to wait to 7th level to get the composite blasts. Can be taken multiple times.

A feat that gives you a extra elemental defense from any element, can only be taken once.

Composite Blasts

Fire+Electricity

Wood+Wood

Telekinetic+Telekinetic(not force)

Cold+Electricity

Fire+Cold

Telekinetic+Electricity

Telekinetic+Cold

Telekinetic+Fire

Paper

I can see wood getting paper themed abilities without needing an archetype.

Wood
Hopefully will get some fey/first world themed abilities.

Void
Hopefully will get some abilities to create/control/hold undead.


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Expectation management time, I'm afraid.

Dragon78 wrote:

Feats

I would love a feat that lets you use your con mod for attack rolls with your blast(ranged and melee).

A feat that gives you a simple blast from any element, that is easy to get at level 1, but you still have to wait to 7th level to get the composite blasts. Can be taken multiple times.

You will not see either of these in a first-party product. (I can't speak for third-party - perhaps N. Jolly can speak to that.) The first allows you to maximize your Constitution with minimal drawback, wrecking the balance of ability scores, while the latter grants you a rare benefit at minimal cost and far before its time.

I could maybe see a version of the first for one or more of the archetypes based on other ability scores, especially if they still suffer burn normally. But I'd still tread very carefully around the idea.

The second? The only way I could see this is if it replaced your initial blast. This would also collapse the infusion system like a house of cards, unless you swapped out the infusions to which you had access. And then you would have people cherry-picking, combining the best blasts with the best utility elements. This would also mean that every future wild talent has to be balanced around this feat - if we weren't getting enough wild talents into print now, that certainly wouldn't help.

Dragon78 wrote:
A feat that gives you a extra elemental defense from any element, can only be taken once.

You almost certainly won't see this one in a Paizo product either - see my above point about mixing and matching. I only list it separately to note the existence of the Expanded Defense wild talent; nothing easier to access than that is likely to ever come your way.

If I tried to write this one, the requirements would include kineticist level 15 and access to three different elements via expanded element (basically demonstrating that your elemental access is already diverse enough to justify a completely different element's defense). And I'd still think twice.

Hopefully this gives you a little insight into the reasoning of kineticist design, and tempers your expectations against future disappointment. Mr. Seifter may be able to add additional detail to this, of course; I am but the pupil, and he the master. ^_^


By the way, I didn't mention the rest of your post because that stuff is all fairly reasonable. ^_^

Silver Crusade

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Pathfinder Adventure Path Subscriber

Wow Kalindlara, you sure did put some ranks in Profession (rules designer) over the last few months!

DISCLAIMER: This post is NOT: snarky, ironic, based on insider knowledge, referring to former flame-wars, aimed at driving TOZ up the wall and/or intended to cause property or personal damage. It's genuinely honest. Yes, you can mark the day in your calendars.


Yes, because everyone wants a negative dex score when playing a kineticist or any character who isn't a fighter with full plate and armor training;)


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Dragon78 wrote:

Yes, because everyone wants a negative dex score when playing a kineticist or any character who isn't a fighter with full plate and armor training;)

Considering you have no somatic components, it's not too hard for a kineticist to put on some full plate with either a dip to get proficiency or spending a few feats, and there are enough utility wild talents such as greater flame jet/gravity control/self telekinesis and wings of air that after a certain point you won't have to worry about the speed reduction. Or just save up for mithral full plate, get a steelbone frame, and either take the armor expert trait or the comfort enchantment and have full plate armor with no pesky armor check penalty.

Edit: Though I'll also note, not needing to depend on Dexterity doesn't necessarily mean a negative...it just means you can afford to focus solely on Constitution and only have 'okay' Dexterity.


I am lucky to have higher then 14 dex in most campaigns since we use 15-20 point builds and sometimes roll(4d6 drop the lowest 6 six times) plus I like having other stats that are positive especially int and wis or cha.


Dragon78 wrote:

I am lucky to have higher then 14 dex in most campaigns since we use 15-20 point builds and sometimes roll(4d6 drop the lowest 6 six times) plus I like having other stats that are positive especially int and wis or cha.

If you have a racial bonus to Dexterity it's pretty easy to get a 16, even a 15 point buy can let you get an array like 9/14/14/12/12/12 before racial modifiers, and elemental overflow can let you boost your Constitution and Dexterity even further, as well as your accuracy. And you don't need your Dexterity to be as high if you're using energy blasts, since they hit touch AC.


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Gorbacz wrote:
Wow Kalindlara, you sure did put some ranks in Profession (rules designer) over the last few months!

<3


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This book is going to be my Valentines Day present to myself.


Isabele how likely would a feat that gives a kineticist access to their elements other blast be? Say air picking up wind and electric?


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jedi8187 wrote:
Isabele how likely would a feat that gives a kineticist access to their elements other blast be? Say air picking up wind and electric?

Slightly more likely, but still not very. Basic blasts are a very limited-access resource for a kineticist, whereas feats are (comparatively) more plentiful. I find it highly unlikely that something like that would be made available via feat, at least without significant conditions (including, most likely, a level requirement).

If I Did It:
I'd run this by Mr. Seifter first, since I may be going overboard with this... but my first thought is something for multiclass kineticists. Perhaps a 7th-level character with at least one level in kineticist could select this feat to gain her element's other blast.

That said, I'm a bit less certain about this one. Perhaps Mr. Seifter will weigh in. ^_^

fires up Seifter Signal

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