
dnoisette |
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I am still surprised to see no Guide for the Psychic.
Still too new?
After a lot of testing and debating whether I should try and write one, I've finally started my own guide.
I was very excited about the Psychic when Occult Adventures came out and focused exclusively on this class for a while.I also noticed that there seemed to be little interest for the Psychic on these boards, compared with other classes (mainly the Kineticist).
In the end, I decided to write this guide as a mean to highlight the potential of this class which I find has cool opportunities for interesting roleplay and gameplay.
The guide is not finished yet (still have to go through archetypes, magic items and sample builds - I have a few of those already). I hope to have it finished before Occult Origins comes out so I may keep updating it in October but I honestly don't know if I'll be able to meet this deadline.
Otherwise, I guess I can have it online by the beginning of next month, though I hope it will be earlier than that.
I'm quite nervous about it as English is not my mother tongue and writing this guide was a challenge but I sure hope it will inspire people and make them want to try the Psychic class. It's probably not the best at everything but I find it effective and fun to play and I would love to know people decided to give it a try!

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blackbloodtroll wrote:I am still surprised to see no Guide for the Psychic.
Still too new?
After a lot of testing and debating whether I should try and write one, I've finally started my own guide.
I was very excited about the Psychic when Occult Adventures came out and focused exclusively on this class for a while.
I also noticed that there seemed to be little interest for the Psychic on these boards, compared with other classes (mainly the Kineticist).
In the end, I decided to write this guide as a mean to highlight the potential of this class which I find has cool opportunities for interesting roleplay and gameplay.The guide is not finished yet (still have to go through archetypes, magic items and sample builds - I have a few of those already). I hope to have it finished before Occult Origins comes out so I may keep updating it in October but I honestly don't know if I'll be able to meet this deadline.
Otherwise, I guess I can have it online by the beginning of next month, though I hope it will be earlier than that.I'm quite nervous about it as English is not my mother tongue and writing this guide was a challenge but I sure hope it will inspire people and make them want to try the Psychic class. It's probably not the best at everything but I find it effective and fun to play and I would love to know people decided to give it a try!
Good on ya, Dno! If you need any help, feel free to ask. I should be around to help if I can.

dnoisette |

I am excited to see your guide come to fruition.
Well, I am very happy to announce that the guide is officially finished (for now that is) so you can have a look here if you want.
I'll probably open a thread for people to comment on it and help me improve it but I figured I might as well drop it here too, to be added to the list.
Once again, I would like to remind everyone that English is not my mother tongue so be nice to me if you find grammar mistakes or language issues. :)

Luthorne |
blackbloodtroll wrote:I am excited to see your guide come to fruition.Well, I am very happy to announce that the guide is officially finished (for now that is) so you can have a look here if you want.
I'll probably open a thread for people to comment on it and help me improve it but I figured I might as well drop it here too, to be added to the list.
Once again, I would like to remind everyone that English is not my mother tongue so be nice to me if you find grammar mistakes or language issues. :)
One thing I would note is that while the page of spell knowledge from Ultimate Equipment has that unfortunate arcane/divine issue, the spell lattice from Advanced Class Guide does pretty much the same thing and lacks that wording, functioning for any spontaneous spellcaster (and is arguably more thematic for a psychic in the first place). The only disadvantage is that it has weight (1 lb. per), unlike a page of spell knowledge.

Secret Wizard |

Any chance we might be able to see something on the Medium? Maybe I'm not looking in the right places, but I don't see that class discussed much at all recently.
The Occultist and the Medium are similar in that they are very versatile and advanced classes. There is no right way to build one of those, it's very based on player skill and party composition.

dnoisette |

One thing I would note is that while the page of spell knowledge from Ultimate Equipment has that unfortunate arcane/divine issue, the spell lattice from Advanced Class Guide does pretty much the same thing and lacks that wording, functioning for any spontaneous spellcaster (and is arguably more thematic for a psychic in the first place). The only disadvantage is that it has weight (1 lb. per), unlike a page of spell knowledge.
How the hell did I miss that? Thank you for bringing this to my attention, will add it to the guide ASAP. :D

dnoisette |

You're not stepping on anyone's toes here, no worries!
I'm glad to see some love for the Psychic and I can't wait to read your guide. :)
Also, you might wanna check this guide, apparently created 24 hours apart from mine.
It gives some ratings for spells as well so it might be useful to you.
Life's full of these little ironies, you wait for months and then *poof* two guides in a row!

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You're not stepping on anyone's toes here, no worries!
I'm glad to see some love for the Psychic and I can't wait to read your guide. :)Also, you might wanna check this guide, apparently created 24 hours apart from mine.
It gives some ratings for spells as well so it might be useful to you.
Life's full of these little ironies, you wait for months and then *poof* two guides in a row!
Fun Fact: When I first began working on my Alchemist guide, I only found out once I had begun it that the GITP crew were trying to work on one of their own. Although their guide never actually finished, and mine was amazing, so in the end, it's always great to finish what you start.

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Added the Psychic Guides to the Guides to the Guides

dnoisette |

Fun Fact: When I first began working on my Alchemist guide, I only found out once I had begun it that the GITP crew were trying to work on one of their own. Although their guide never actually finished, and mine was amazing, so in the end, it's always great to finish what you start.
Yeah well, I don't know if mine's amazing but I like the fact that whoever wrote that second guide focused on different aspects of the class too so in the end, I feel it's good to have both around because, while they do overlap on some features, they also provide different information on others. ;)

forger03 |

Forger's supplemental Guide to the Updated Magus
My own supplemental guide, augmenting the old "Walter's Guide to the Magus." Posted previously on the boards.

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Forger's supplemental Guide to the Updated Magus
My own supplemental guide, augmenting the old "Walter's Guide to the Magus." Posted previously on the boards.
Added to the Guide to the Guides. Might I suggest that you unbold the guide and only bold the key parts?

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Telekineticist Guide Completed: https://drive.google.com/file/d/0ByRf9gGg2fwGaUphWjlpNEhZbWM/view?usp=shari ng
Added to the Guide to the Guides.

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N. Jolly wrote:Although their guide never actually finished, and mine was amazing, so in the end, it's always great to finish what you start.So humble... :P
Truly is an amazing guide though.
Humility is for ugly people, and I am a shining star.
I have two new ideas in the pipeline, one that I'm currently working on and another that's just in the idea phase now.
-Guide to guide writing (incomplete)
-Guide to cheap items (not started)
The GTGW will probably be on the shorter end, while the GTCI will probably be longer and done in the style of my fave like guide, Bunko's Bargain Basement from 3.5.

James Gibbons |

Comments on this thread are related to Zenith's blog now right? Not the first post of this thread?
I'm wondering if you might be able to put at the bottom of your guide to class guides a "new in the last few months" section or something like that. I love reading the guides and I don't know any way too keep up to date with new guides coming out or what guides are still updated.

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Comments on this thread are related to Zenith's blog now right? Not the first post of this thread?
I'm wondering if you might be able to put at the bottom of your guide to class guides a "new in the last few months" section or something like that. I love reading the guides and I don't know any way too keep up to date with new guides coming out or what guides are still updated.
Yeah, the blog is where things are kept up to date now.
I think the best way to see what's been added recently is to go into this thread and just see the most recent posts. There are only a handful of guides that get added in other ways, and most of those are comments on the blog.

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Sekkan wrote:CTP's Medium guideAdded to the Guide to the Guides.
Got a discussion post as well?
I'm reading over it now, and I'm enjoying it, but CTP does good work, so it's no big shock.

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Broken Zenith wrote:Sekkan wrote:CTP's Medium guideAdded to the Guide to the Guides.
Got a discussion post as well?
I'm reading over it now, and I'm enjoying it, but CTP does good work, so it's no big shock.
Got it!

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Yo, scrolling though my G Docs, round this monk guide from someone who snagged my Alch guide. No discussion thread for it yet, could swear the name of the person who made it sounds familiar though but I don't know why.
Looks like they're still working on it, it's more of a focused guide, but looks like it's coming along well enough.
Sometimes I wonder if people don't get notified when someone puts my docs into a folder. As an aside, if you add one of my guides to a folder, I will almost certainly at some point look through that folder to see what else is there.

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CTP's on a roll, they have yet ANOTHER occult guide out, this time for the spiritualist. At this point, I'd actually like to see them do a kineticist guide just to help clean out the entire book at this point.
Also congrats on the alch guide, BZ! I'm glad to see people have another guide to choose from, alchemist is super fun to write about. Just included a link to your guide in the 'mad bomber' discussion of roles on my guide. I think I have like 4 guides linked to this thing at this point, it's slowly becoming a wikipedia of guides.

Christopher Rowe Contributor |

Do any of the guides feature detailed 1st-20th level or even 1st-10th level builds? I've checked about ten or twelve so far and they're in the main very useful and interesting, but the default organization for most of them is, definitely by design and understandably so, a bit broad strokes. If one were looking for, say, detailed skill/feat/equipment/ability score/etc/etc choices to make at each of the first ten levels to build an optimized FILL IN CLASS DESCRIPTION AND ROLE HERE, are there places to find such things? A PFS legal warpriest archer, for example, or an Unchained rogue focused on skills rather than damage, or, well, the possibilities are many to say the least.

Secret Wizard |

Do any of the guides feature detailed 1st-20th level or even 1st-10th level builds? I've checked about ten or twelve so far and they're in the main very useful and interesting, but the default organization for most of them is, definitely by design and understandably so, a bit broad strokes. If one were looking for, say, detailed skill/feat/equipment/ability score/etc/etc choices to make at each of the first ten levels to build an optimized FILL IN CLASS DESCRIPTION AND ROLE HERE, are there places to find such things? A PFS legal warpriest archer, for example,
That's really not the purview of a guide though - that's basically a build. Since each player wants different things, it's easier to ask for those in the forums or something.
That being said, my Brawler guide has a sample build page, but I've been thinking of redoing it to more basic builds honestly.
or an Unchained rogue focused on skills rather than damage
Now that's just folly. You make a build on a class to maximize the potential of the class chassis. I could as well make a Paladin full caster but anyone could see why that's not the best idea. UnRogue spends a sizable part of its power budget in sneak attack and finesse training, so it would be as smart as making a Sorcerer tank.
This is of course not the case if you go Eldritch Scoundrel.

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1 person marked this as a favorite. |

Do any of the guides feature detailed 1st-20th level or even 1st-10th level builds? I've checked about ten or twelve so far and they're in the main very useful and interesting, but the default organization for most of them is, definitely by design and understandably so, a bit broad strokes. If one were looking for, say, detailed skill/feat/equipment/ability score/etc/etc choices to make at each of the first ten levels to build an optimized FILL IN CLASS DESCRIPTION AND ROLE HERE, are there places to find such things? A PFS legal warpriest archer, for example, or an Unchained rogue focused on skills rather than damage, or, well, the possibilities are many to say the least.
Like Secret Wizard said, that's not exactly the purpose of a guide. As a guide writer, it's something I particularly avoid doing myself. I'll give an outline or a skeleton (my alchemist guide has three full level 5 builds), but never a full build. That's for the player to do.
People already say that guides make too many cookie cutter builds popular as is, the last thing I want to do is literally give a 'here's a 1-20 alch build that's amazing in every respect' (WHICH I COULD DO) and then just ask the reader to enter a name and backstory.
For a full build, I'd again either suggest asking the boards with an outline of what you want done (build for damage, utility, etc), or maybe just an NPC codex. I think B. Zenith has a 'guide to the builds' as well, that might be something more like what you're looking for.

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I have a question for colorblind people who use guides: Would adding a star rating next to the color rating be helpful in navigating them? I added a star rating to my Kineticist guide, and I want to know if it would be helpful to add it to my other guides (it will be hell doing this with alchemist, but QSS) to make it more easily accessible to people who are color blind.

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I have a question for colorblind people who use guides: Would adding a star rating next to the color rating be helpful in navigating them? I added a star rating to my Kineticist guide, and I want to know if it would be helpful to add it to my other guides (it will be hell doing this with alchemist, but QSS) to make it more easily accessible to people who are color blind.
I do it in my guides for the color blind folks. It's also handy for searches - you can just ctrl-f "(****)" if you are looking for four star options.

Lanitril |
Not being colorblind, I have to admit that I really like it too. I hadn't even thought of searching by number of stars, but it's great if you forget what color scheme they're using for the guide. I'm looking at you GITP guide writers! Some people try using purple for better than blue, when sometimes people use it for almost red. Some people using "gold" for better than blue, when orange is close to red for others. Some people using two blues and you forget which is which. Number of stars helps.

Derek Dalton |
No one likes playing the medic of the party. It's not flashy or glamorous but every party needs one. At low to mid level a party won't survive without one and at higher levels a medic can raise dead characters. Especially useful without any means to instantly travel to a city. Being the medic means you are a team player. In a standard party of four it is absolutely mandatory to have one. A Rogue or someone with it's abilities to disarm and disable traps and unlock doors another vital requirement. I have seen a party without these two things and they don't last long unless you have a generous and nice Game Master.
The Best medic is The Life Mystery Oracle. Everything about them screams Healer. All spells with the word Cure in them go on your spell list before anything else. The bonus spells for their mystery most all go towards healing and curing. One immediate disadvantage is Simple Weapons only and their curses. Medium armor and shield proficiency provide enough protection before magic.
To start depending on race Clouded Vision or Tongues are the least of the curses to deal with. I prefer Tongues since most PCs have the option depending on Intelligence to pick one of your languages you speak in combat. Clouded Vision is useful if you are picking a race that doesn't offer Dark vision.
I prefer Aaasimars over Humans. While the extra feat is hard to pass up the aasimar offers dark vision, bonus to Perception and three Channeling feats. The three together give your channeling a lot more versatility. With an Aasimar you then can take Tongues Curse which I have found the least restrictive.
Now the first revelation I often pick is Safe Curing. It lets you cast Cure spells with provoking attacks of opportunity. With medium armor and a shield you can stand behind the frontline warriors and heal with little fear. The second revelation is Channel. Pick Selective and Extra Channel quickly afterwards if not before. Those two revelations allow you to heal the party in a wide variety of situations without too much difficulty. I suggest Reach Metamagic feat at some point.
Being the medic I pick spells that heal or buff the party I don't get through my mystery. Blessing of Fervor being the best spell at mid level Heroes Feast at higher levels. This is where it becomes painful because your spell selection is limited and you need to consider party needs over your wants. This is where Channeling makes the difference. I play Lawful or True Neutral for this reason. Pick Versatile Channel. You now at a slightly lower power cause damage with your channel. With the assimar feats your channeling becomes offensive. A high Charisma and Extra Channel gives you the ability to inflict some damage in between healing party members.
The disadvantage for being the medic is you are not a damage dealer. A level or even two of fighter helps this somewhat. The first two levels of fighter give you two combat feats. I recommend Point Blank Shot and Precise Shot. I suggest using a bow unless you take a penalty for strength. The reload time on a Crossbow is a minimum of a Move action for a Light and for a Heavy a Full Round action. A bow has no reload time with damage comparable. While painful to do because you lose ninth level spells three levels of Gunslinger Musket Master Archtype gives you a boost in offensive capacity. At third level you reload Muskets as a one handed firearm, with Rapid Reload and Alchemical Cartridges this becomes a Free Action. D12 damage against Touch AC at Forty feet makes the loss of ninth level spells almost worth it.
Another route to take is take two levels of Envoy and one level of Holy Vindicator. At second level Envoy there is an ability that lets you channel both positive or negative energy at your level. The one level of Vindicator allows you to spend a channel to boost your AC by your channel damage.

JAMRenaissance |
I'd like to add the Guide I've created to the Master of Many Styles Monk.
Here is The Beginner's Basics To The Master Of Many Styles.
The discussion thread for it can be found here.

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I'd like to add the Guide I've created to the Master of Many Styles Monk.
Here is The Beginner's Basics To The Master Of Many Styles.
The discussion thread for it can be found here.
Added!

Derklord |

I notices that your list is missing the (IMO) best Qinggong Guide, Zenith.
Also (while I'm at it), thank you for your guide lists. You make my Pathfinder life a lot easier!