MMCJawa |
Insain Dragoon wrote:6 classes you say....
A d6 hit die full caster
A d8 hit die full caster with less variable spells
A d8 hit die 1-6 caster with lots of versatility
A d8 1-6 caster who got cool combat abilities
A d10 1-4 caster
A d10 or d12 no caster who uses psychic magic, but more like a resource similar to Ki.I have a feeling at least 3 of those are right.
Also tons of archetypes
Tons of feats
Tons of new spells.
Since this is gonna be a Gencon hardcover we can expect at least some level of rushing. Hopefully they will learn from the ACG.
I really hope so too. Ive seen a couple of people here mad about the editing in their book and I'm afraid that Occult aadventures is going to have the same problems.
I really wish there was a dev comment addressing these issues, because it's getting harder to have faith that this book won't suffer the GenCon rush.
And apparently Gencon is early this year, as in Late July. So if this is timed to be a Gencon release, they will have at least a couple weeks less than normal presumably to finish the book.
Brandon Hodge Contributor |
Brandon Hodge Contributor |
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I've seen it used by people on the forums, but always in lowercase - thus, at least I presumed, not indicative of an actual name, just a descriptor. I couldn't tell you if it was by a dev or not though, and I'm too lazy to go look it up.
Psychic Mage - I have no idea, but you definitely should rename him, folk. I mean those two part base class names are just... wrong. Definitely wrong. Thank gods they changed Favoured Soul to Invoker.
Would have been more appropriate to have aimed for WotW's post from earlier in the thread. Still very early in the class design phase--we really want to hear what everyone wants to see in this book, but let's not jump to too many conclusions about what's set in stone when we haven't even poured the concrete yet.
Landon Winkler |
Would have been more appropriate to have aimed for WotW's post from earlier in the thread. Still very early in the class design phase--we really want to hear what everyone wants to see in this book, but let's not jump to too many conclusions about what's set in stone when we haven't even poured the concrete yet.
I really want simple classes with low book-keeping. At-will abilities or token pools rather than expansive spell lists, not having a ton of fiddly attribute bonuses, things like that.
Obviously, tastes vary a lot, so I expect to see a few classes I'm not interested in along with a couple I am.
Hopefully at least one or two are "magic but simple," though, allowing for magical characters I can hand to a brand new player.
Cheers!
Landon
Odraude |
Good point on the rushed front. I think I might wait until the second edition is published before buying, how long does this usually take?
It can take a while. I'll admit, I'm very hesitant in buying another fall Paizo hardcover if it's going to have the same editing problems as the ACG. I just really wish there was some dev comment that addresses this issue.
As it stands, there isn't one and it leaves me probably skipping out on this until there is some assurance that the editing will be addressed.
Lemartes |
One possible advantage of 'psychic magic' is that it won't necessarily have any sort of artificial arcane/divine divide regarding healing effects. Psychic healing and surgery is not an uncommon psi trope, so psychic magic may finally offer up a viable non-Cleric healer option without any sort of backwards-compatible 'only Clerics can cast cure spells / restore energy levels / cure blindness or paralysis / regenerate missing limbs / raise the dead' nonsense, since they won't be 'casting cure spells' at all.
This would be a great idea.
On another note, I'm not so crazy about it being psychic magic. I would like to think it's separate from magic. I guess design wise that causes a lot of problems.
At will powers were pointed out above I like the idea of a lot of at will powers. Also another idea might in addition to the at wills for the more powerful abilities that maybe you make a roll to unleash them and every time you fail it raises the dc of the roll to cast all of your higher level powers. Rest reduced this at a rate of one per hour. Or whatever that's a rough idea. Psychic strain mechanic? ;)
I have a lot of other ideas on how this could work if anyone is interested.
Set |
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Brandon Hodge wrote:Still very early in the class design phase--we really want to hear what everyone wants to see in this bookpsychic knife -- the focused totality of one's telepathic powers
Cassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.
Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.
"Also, I can [beat you up] with my mind!"
toxicpie |
To actually discuss, I really hope there's a psychic healer and a purely combat-focused class which uses psychic abilities to bolster her strength.
And, as also said, I hope all of these classes aren't Vancian casters. Not that there's anything terrible about Vancian magic, it would just make an awesome, much-needed (for my personal enjoyment ;D) change.
Odraude |
Samy wrote:Brandon Hodge wrote:Still very early in the class design phase--we really want to hear what everyone wants to see in this bookpsychic knife -- the focused totality of one's telepathic powersCassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.
Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.
"Also, I can [beat you up] with my mind!"
It reminds me a lot of The Sorrow "fight" from Metal Gear Solid 3, where the boss hits you with tendrils that show you your doom (or someone's doom) .
Athel |
Or constant use of your powers causes fatigue, exhaustion, daze, and possibly insanity in extreme cases.
I'm filled with visions of a spontaneous psychic caster (in the style of the sorcerer) who can actually exceed their spells per day at the expense of physical or mental strain. The element of giving 110% is a really heroic and interesting mechanic for a new magic system.
"I use Telekinesis again!"
"You can't afford another failed save!"
Lemartes |
To actually discuss, I really hope there's a psychic healer and a purely combat-focused class which uses psychic abilities to bolster her strength.
And, as also said, I hope all of these classes aren't Vancian casters. Not that there's anything terrible about Vancian magic, it would just make an awesome, much-needed (for my personal enjoyment ;D) change.
Yes!!! For the combat one (or rather one that only alters their body) I like the idea of amping up all physical abilities and getting fast healing, regen, morphs like: gills, steel skin, acid fume aura, cannon limbs that shoot corrosive slime or burrowing needle bugs that explode inside people...etc etc. Obviously some of what I mentioned is very high level.
I'll say it again...cannon limbs!!! ;)
Lemartes |
Dragon78 wrote:Or constant use of your powers causes fatigue, exhaustion, daze, and possibly insanity in extreme cases.I'm filled with visions of a spontaneous psychic caster (in the style of the sorcerer) who can actually exceed their spells per day at the expense of physical or mental strain. The element of giving 110% is a really heroic and interesting mechanic for a new magic system.
"I use Telekinesis again!"
"You can't afford another failed save!"
Yeah I called it the psychic strain mechanic above, but I like the way you detailed what I was thinking better than me. :)
Orthos |
And, as also said, I hope all of these classes aren't Vancian casters. Not that there's anything terrible about Vancian magic, it would just make an awesome, much-needed (for my personal enjoyment ;D) change.
Unfortunately, the word from the devs prior to this said that a format similar to the current arcane and divine casters was very much their intent.
Landon Winkler |
Unfortunately, the word from the devs prior to this said that a format similar to the current arcane and divine casters was very much their intent.
I don't like Vancian casting myself, but there's a certain logic to it.
We're already modeling arcane and divine magic with the same system. They're two things that are arguably more different than, say, psychic magic and arcane magic.
So making arcane and divine magic the same while arcane and psychic magic are different is... weird.
Which isn't to say I wouldn't love to go through and revamp the classes so they all reflect their flavor better, but I think there's a strong argument for Vancian psychic casters with the game as it is.
Cheers!
Landon
DM_aka_Dudemeister |
I know this is a bit of a tangent but I'm hoping there might be some inspiration from the Avatar: The Last Airbender/Legend of Korra series.
Terrakinesis (Moving rock, earth, metal)
Pyrokinesis (Electrokinesis, Spontaneous Combustion)
Aerokinesis (Moving air, floating etc)
Hydrokinesis (Moving, freezing water, blood)
Set |
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I know this is a bit of a tangent but I'm hoping there might be some inspiration from the Avatar: The Last Airbender/Legend of Korra series.
Terrakinesis (Moving rock, earth, metal)
Pyrokinesis (Electrokinesis, Spontaneous Combustion)
Aerokinesis (Moving air, floating etc)
Hydrokinesis (Moving, freezing water, blood)
While I don't really think of any of that but pyrokinesis as 'psychic,' I certainly would like to see more spells (or class options, like variant Domain / Bloodline / Specialist School powers / Hexes / Revelations / etc.) that utilized the elements of air, earth and water, so that one could make something more of an elemental themed sorcerer or wizard, without having to dip into acid, cold and electricity effects.
Earth domain clerics and elemental earth Bloodline sorcerers flinging wee blobs of acid at people *can* be fluffed as 'earth' if you squint hard enough, but really don't feel as 'earth-y' as flinging actual rocks at people, or making the ground tremble beneath their feet, or something. Same for water domain clerics and elemental water Bloodline sorcerers using cold attacks, which aren't necessarily any more thematically 'water-y' (or even less!) than jets of steam doing fire damage. Streams of water that knock people over, or stinging salt spray that temporarily blinds/dazzles, or even a dehydration attack could be far more appropriate for a Water themed character who *isn't* a Winter Witch, or comes from Sargava or some other tropical zone.
Third party stuff, like the Genius Guides to Air and Earth Magic, have at least picked up that ball.
Cthulhudrew |
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Knowdirection has the podcast that talks about Occult Adventures up. The OA stuff starts around the 31 minute mark.
Highlights:
Wanted psychic magic to keep it more like existing magic systems; didn't want people to have to learn a new system to play alongside the existing system.
Kineticist- Tele-, pyro-, aero-, hydro-kinesis. Stuff pulled from the elemental planes through the ethereal into the real world. Can do these sorts of things (like shoot rays of fire) all day long. Still working on "burning yourself out" (kind of like overclocking, is the way it sounds). Not a caster.
Spiritualist- 6 level caster. Has one spirit he can channel and talks to (gets some skill bonuses from it), can manifest it into the real world. It can be incorporeal and cast through it; he can make it ectoplasmic and it now has a form that can attack with.
Saving the other 4 classes for the coming playtest.
Will contain info on how to run an Occult game- auras, chakras, how the core game deals with the Astral and Ethereal. New spells, archetypes (possibly psychic version of magus).
Monsters, including psychic versions of classic monsters (like in Mythic Adventures). Crystal Dragons should be psychic (according to Jason). Might be demons and other monsters that classically had psychic touches (such as duergar).
Magic items- crystal balls, tinfoil hat.
Mystic definitely got name dropped at the end, as did (possibly) the Occultist.
Dragon78 |
Yeah, they said the psychic magus will be an archetype, if create it at all anyway.
So, will the spiritualist be the first class with a undead companion mechanic, only time will tell.
I can't wait to see the Kineticist, it the class that interest me the most.
Didn't they say the Occultist is now the Mystic or did I miss heard them?
Set |
Oh boy! The Ethereal plane is finally going to be interesting, it had been largely ignored in favor of the Shadow Plane and the First World.
True! The astral and ethereal planes have been mostly ignored for quite some time, so it's interesting to see some development there.
Robert Brookes RPG Superstar 2014 Top 4 |
zergtitan |
the kinetisit shouldn't just be a blaster, but should be able to perform things like, mage hand, levitation, shield, and fly. but should be able to access them like choosing exploits or choosing hexes as some would want their kinetisit to not fly and some would want a shield.
Also perhaps a melee option that would allow them to channel such blasts through their weapons for added damage, such as bow or staffs.
if they do all that i will be happy. :)
though flight shouldn't be limited to minuets per day at higher levels like the flight hex, but unlimited after a certain level.
Dragon78 |
I am hoping that at least one class uses Cha(Kineticist or Spiritualist), at least one uses Wis(Mystic), and the rest use Int.
I would say that cha makes sense for the Spiritualist since you have to relate to your spirit(and maybe other spirits) and also communicate with people on what the spirits have told you.
Kineticist
-I would like them to have at least a cleric's HD/Ba if not a fighter's HD/BA.
-I hope it gets a good fort and will saves.
-I hope it has at least 4+Int skill points.
-I hope it gets additional class skills based on what type of kineticist you choose.
For the telekinetic field of interest for the Kineticist I would like to see the following abilities:
-Using telekinesis to create a feather fall effect on your self and others.
-Textile telekinesis- using your prime(or highest) mental stat as your strength score, ether as a limited use or gotten at higher levels at will.
-Telekinetic leaping- add prime/highest mental stat to jump checks, standing jump is treated as running start, maybe some other bonuses.
-Can walk/run on walls and/or ceilings.
-Telekinetic flight- can fly like the fly spell, limited in the beginning but no limit at higher levels.
-Some kind of telekinetic force field or barrier.
-Ability to stop multiple projectiles like arrows and bullets.