Occult Adventures Speculation and Discussion


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D6 full caster.
D8 full caster.
D8 0-6 caster (1).
D8 0-6 caster (2).
D10 1-4 caster.
D10, D12 non caster.
D8 non caster.
D10 0-6 caster?


I assume (hope) the kineticist takes its cue for some of its class abilities from the Telekinesis spell. I think it would be awesome to have a class that can use Grapple and other Combat Maneuvers from a distance.


Just hypothesizing, now, but I wonder what a psychic magic class with a "grit/panache" pool might look like? I mean, I think you almost have to have a Gun-Fu kind of class archetype for Gunslingers, but I could see the Grit Pool idea working for some kind of psychic magic martial class (not the kineticist). I guess it would be similar to the monk's ki- sheer force of will allowing them to push their bodies beyond physical limits. Or maybe manipulating probabilities or something.


Well since we have six classes I am hoping that we get two full casters, two 6th level casters, and the last two are non-casters.

I like the idea of at least one of them having a grit/panache-like mechanic.


"Psychic Warrior"

a combat focused psychic class that uses his abilities to ignore conditions and enhance his speed and strength, and maybe gets special abilities like being able to phase through walls, blindfight, etc

"Life force manipulator/Psychic vampire"

Basically a psychic healer class, that has the ability to manipulate energies to heal, without the use of divine power. Could also redistribute it, using his abilities to drain the energy of enemies or buff himself at another opponents expense

"Mystic"

Basically this would be more a prepared caster, something like a divine caster but not reliant on outside powers.

Not sure what else at the moment, but I would be pretty happy if at least one of the above made it in


Has anyone seen the movie, "Push"?

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Yes, and I love it. A telekinetic type of character could draw a lot of inspiration from that!

Dark Archive

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Dragon78 wrote:
Has anyone seen the movie, "Push"?

Lots of neat stuff in that. Both Minority Report (to a lesser degree) and Next are great movies specifically for Precognition stuff. A Precognitive fighter or martial artist type could be scary. To quote a Naltorian 'PreCop', from a Legion run, "It's kind of boring, actually. Like fighting an old movie you've seen a hundred times before..."

Oddly, telepathy has gotten so mainstream, in a way, that I don't think we've had any good showings for telepathy in movies for a while.

Lantern Lodge RPG Superstar 2014 Top 4

Outside of classes, what other kinds of things do you think would be fitting in Occult Adventures? The title itself evokes a pretty broad landscape, painted in with the boundaries of pulp-era mysticism. When you veer away from the new classes being introduced, what sort sof alternative systems, gameplay mechanics, or flavor would you be interested in seeing?


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Magical paintings(and other works of art), both magic items and monsters based on such things.

A reprint of the insanity rules and maybe some extended rules for that as well.

Monsters and magic items related to circuses, carnivals, world fairs, etc.

Magic items based on clothes and other items from the Victorian era.

Some more stuff from Lovecraft, Lewis Carol, etc.

Rules(and monsters) for adventuring in the dimension of dreams, dimension of time, astral, ethereal, etc.

Organizations based on psychic magic, supernatural study, hidden history, psychic investigation, standard detective agencies, strange groups similar to free masons, etc..

Lantern Lodge RPG Superstar 2014 Top 4

I think the insanity rules were already pretty robust, what kinds of expansion to that interests you?

Dark Archive

Robert Brookes wrote:
Outside of classes, what other kinds of things do you think would be fitting in Occult Adventures? The title itself evokes a pretty broad landscape, painted in with the boundaries of pulp-era mysticism. When you veer away from the new classes being introduced, what sort sof alternative systems, gameplay mechanics, or flavor would you be interested in seeing?

Something to do with non-undead spiritualism (in that not all souls that leave their bodies turn into undead, such as a person using astral projection or magic jar). Ghostwalk was the last product that dealt with that sort of thing in any depth (although it did use undead rules for much of it, only skipping the whole 'dying makes both your body and your soul turn corrupt and evil' thing).

Divination, from Tarot (Harrow) reading to séances and mediums seem a big part of occultism, as well as hermetic practices and philosophical alchemy (more about purifying the self and less about Jekyll & Hyde or throwing explosives around).

More about the corners of magic, the supernatural and the 'weird,' like golem creation and homunculi, warding circles, ley lines, places of power, sacred numerology, astrological conjunctions, and the properties to affect supernatural forces of such mundane things as silver mirrors or lines of salt or powdered silver, perhaps even incantation-like effects, magics used by non-spellcasters to make deals with devils or get themselves attacked by hounds of tindalos, etc. less about standard spells and class abilities.


Do they have rules for psychopathic or sociopathic personalities? Maybe some rules for personality disorders to go along with the insanity rules.

I also would like some focus on golem creation, homunculi, ley lines, sacred numerology, mundane items that effect supernatural forces, possession, astrological conjunctions, places of power, items and superstitions dealing with luck(good or bad), magician tricks, freak shows, hot air balloons, trains, record players/recorders, bicycles, clockwork devices, mana, auras, haunting rules for a specific item instead of a place, fairy circles, warding circles, and non-undead spiritual activity.


This might fit somewhere. A Paizo staffer shared this on his/her Facebook.


Not really sure what that has to do with the occult... did you mean to post that in Mikaze's thread?


Odraude wrote:
Not really sure what that has to do with the occult... did you mean to post that in Mikaze's thread?

That it can spark thinking, discussions and changes. Maybe something in the Bestiary.


This has nothing to do with this product at all.


Dragon78 wrote:
This has nothing to do with this product at all.

Depends on the points of view.

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Guy St-Amant wrote:
Odraude wrote:
Not really sure what that has to do with the occult... did you mean to post that in Mikaze's thread?
That it can spark thinking, discussions and changes. Maybe something in the Bestiary.

Which would be relevant to the Bestiary. This particular discussion is as not-relevant to Occult Adventures as whether or not Paizo is providing a slanted view of communist philosophies, or shortchanging atheism.

While I'm sure there's precedent for a class or system based around how monstrous (or merely unattractive) a character (female or male) can get, as a way of incentivizing or promoting unattractive / unsexy characters, perhaps based around creature grafts or body scarification or a slow progression into another creature type (such as a half-dragon or hag) or a character whose powers are dependent upon age category (encouraging playing of older characters, and not parties of hot young twenty-somethings), that, as I mentioned earlier about the Bloatmage, isn't really addressing the 'all X characters tend to be sexy,' so much as making an option for people to have 'fat superpowers' or 'ugly superpowers.' A class- or mechanic-based solution would hilariously miss the mark, IMO.

That said, such a mechanic / class option could be intriguing, and fit the more transformation-y/Jekyll & Hyde/Lovecraftian body horror aspects of the 'Occult' theme, and provide an excuse for some unsexy artwork (a woman halfway through a Dragon Disciple like transformation into an Aberration, via advancement of the Aberrant Bloodline Sorcerer features, frex).

But that still creates the muddled message that the only reason a female adventurer wouldn't be crazy hot, is if she gained super-powers from being ugly, which not only doesn't address the question of why all adventuring ladies have to be four-alarm babes (even if, like Feiya, that flies in the face of their backstory...), but actually kind of makes it worse by so egregiously missing the point.

Eh. It's late, and I'm cranky about the tone. I feel like someone just drove-by a bunch of threads and said 'Topic X! Discuss, my dancing minions, because I can't be bothered! Make my random proclamation topical for me!'


Set wrote:
Guy St-Amant wrote:
Odraude wrote:
Not really sure what that has to do with the occult... did you mean to post that in Mikaze's thread?
That it can spark thinking, discussions and changes. Maybe something in the Bestiary.
(snip)

It's not gaining superpowers from appearance, but kinda the opposite; X, Y or Z happen, most of the times, males get ugly while females get sexy (fiction writers tend to be too fond of (extreme) sexual dismorphism).


It would be cool to have some new types of Homunculi, especially a type that looks completely human.

Since psychic magic will be similar to arcane and divine then psychic based magic items will more then likely not be all that different. Though I am sure there will be some specific for psychic based classes.


Dragon78 wrote:

It would be cool to have some new types of Homunculi, especially a type that looks completely human.

Since psychic magic will be similar to arcane and divine then psychic based magic items will more then likely not be all that different. Though I am sure there will be some specific for psychic based classes.

SC: "You are my Homunculus."

H: "I'm also your wife/husband!"


It looks like the monsters in the book will be psychic magic versions of existing creatures in Pathfinder though I hope that we will get some new ones as well.


Dragon78 wrote:
It looks like the monsters in the book will be psychic magic versions of existing creatures in Pathfinder though I hope that we will get some new ones as well.

Psychic Dragons? (unless they are saved for regular Bestiaries).


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Guy St-Amant wrote:
Dragon78 wrote:
It looks like the monsters in the book will be psychic magic versions of existing creatures in Pathfinder though I hope that we will get some new ones as well.
Psychic Dragons? (unless they are saved for regular Bestiaries).

Pretty sure James Jacobs has already stated that there will be Psychic Dragons, yes.


They mentioned in that seminar Crystal dragons specifically as dragons from earlier editions with psionics that would be perfect to create psychic magic versions of.


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Pathfinder Lost Omens, Rulebook Subscriber

I would really love to see some robust investigation rules.


I still want to see thought eaters, brain moles, and other forgotten or unused psychic related creatures from back in the day.

Grand Lodge

OK, so something I'd like t see. Something that played off of Vril energy. I think it would have a pulpy feel and give Pathfinder another power source.


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Psychic combat would be cool. Probably as some kind of "mental" variant of the current Combat Maneuvers system? Using your relevant stat (Int, most likely) in place of Str?

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Pathfinder Roleplaying Game Charter Superscriber
Dragon78 wrote:

I still want to see thought eaters, brain moles, and other forgotten or unused psychic related creatures from back in the day.

As to the thought eaters, check out the Baku in Bestiary 3.

Skin 'em and remove the tusk, don't even need to really alter their abilities.

The moment I read that entry, predecessor to the thought eater is what immediately crossed my mind.


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I think thought eaters would be cool If in pathfinder they can look like a skeletal version of any type of animal(that has bones of course). So if you want it to look like a platypus, cat, wolf, owl, fish, or whatever but the size and stats would remain the same.

Maybe brain moles could be from a template for any animal and gains human level intelligence and psychic powers. They could use mole as a base creature if we have stats for regular moles.

Could use some psychic plants as well.


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Cthulhudrew wrote:
Psychic combat would be cool. Probably as some kind of "mental" variant of the current Combat Maneuvers system? Using your relevant stat (Int, most likely) in place of Str?

Charles Xavier, and some other Marvel psychics?

Dark Archive

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Dragon78 wrote:
It would be cool to have some new types of Homunculi, especially a type that looks completely human.

The Semblance of Transfusion alchemical item in the Alchemy Manual (p 15), could perhaps be made permanent at 10x the cost (peeking at the ideas on p 14 for an appropriate cost).

Combining constructs with 'psychic magic;'
Some sort of dedicated psychic constructs, basically ill wishes (or benevolent 'guides'?) given form and spun off from a psychic's mind, and set to an area (sort of a psychic haunt), or a person (as a malevolent presence that can mess with your dreams, or cause you to see things, or experience strange emotional storms, or even telekinetically rearrange your gear, tie your bootlaces together, loosen your armor straps, etc.), or even oneself (separating off a portion of one's mind to keep watch when one's conscious mind is asleep, or to give you a second chance to notice things, or just a +2 to rolls as it 'Aids Other' on your mental skill checks) could be neat.


A golem made of psychic energy or thought.

A psychic battle system/sub system would be interesting.

Contributor

Herald wrote:
OK, so something I'd like t see. Something that played off of Vril energy. I think it would have a pulpy feel and give Pathfinder another power source.

As we were putting Occult Adventures together, I championed my previous work with vril for inclusion. We decided that while we will certainly be exploring different psychic energies, vril specifically was a topic I had personally exhausted in two previous products: exploring it first as one of the core themes in Kobold Press's Sunken Empires before diving much deeper into the energy's unique properties in Deep Magic, which alone has over 8,000 words on the topic, including 8 feats, 2 items, a magus archetype, 2 sorcerer bloodlines, 2 wizard archetypes, and a fistful of spells. Sunken Empires has some of that as well, with a whole suite of vril-powered items like batteries, charged armor, arclights, and even firearms.

If you want to play with vril, there's no better place to start than there. Paizo doesn't reprint third-party material in such chunks, nor so readily, so sadly vril is unlikely to make an appearance in Occult Adventures, given that there isn't a whole lot more we could do with it that hasn't been done in the above products. The good news? If vril material was an available option for Occult Adventures, I'd have been the author writing it, and what I did in Deep Magic is exactly what I would have done with it. =-)


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if we do get "psychic constructs", I hope they use the idea of Tulpas. They fit in better with the ideas of this book, compared to say crystal golems or something.

Grand Lodge

Brandon Hodge wrote:
Herald wrote:
OK, so something I'd like t see. Something that played off of Vril energy. I think it would have a pulpy feel and give Pathfinder another power source.

As we were putting Occult Adventures together, I championed my previous work with vril for inclusion. We decided that while we will certainly be exploring different psychic energies, vril specifically was a topic I had personally exhausted in two previous products: exploring it first as one of the core themes in Kobold Press's Sunken Empires before diving much deeper into the energy's unique properties in Deep Magic, which alone has over 8,000 words on the topic, including 8 feats, 2 items, a magus archetype, 2 sorcerer bloodlines, 2 wizard archetypes, and a fistful of spells. Sunken Empires has some of that as well, with a whole suite of vril-powered items like batteries, charged armor, arclights, and even firearms.

If you want to play with vril, there's no better place to start than there. Paizo doesn't reprint third-party material in such chunks, nor so readily, so sadly vril is unlikely to make an appearance in Occult Adventures, given that there isn't a whole lot more we could do with it that hasn't been done in the above products. The good news? If vril material was an available option for Occult Adventures, I'd have been the author writing it, and what I did in Deep Magic is exactly what I would have done with it. =-)

A shame IHMO. I have been coming across it in many different publications I was reminded of it in Hellboy (More specifically Sledgehammer '44) and I realized that it would seem to be a good pulpy fit) Granted that you have a idea and direction on where you are going with the product undoubtedly you know what will fit and won't. I just have this idea of lost Azlanti mystics somewhere in far to the east that hid themselves away from the coming of the fall of their civilization. And as always, I can build that in my game.

All I ask is that it's very pulpy, very very pulpy.

Grand Lodge

Brandon Hodge wrote:
Herald wrote:
OK, so something I'd like t see. Something that played off of Vril energy. I think it would have a pulpy feel and give Pathfinder another power source.

As we were putting Occult Adventures together, I championed my previous work with vril for inclusion. We decided that while we will certainly be exploring different psychic energies, vril specifically was a topic I had personally exhausted in two previous products: exploring it first as one of the core themes in Kobold Press's Sunken Empires before diving much deeper into the energy's unique properties in Deep Magic, which alone has over 8,000 words on the topic, including 8 feats, 2 items, a magus archetype, 2 sorcerer bloodlines, 2 wizard archetypes, and a fistful of spells. Sunken Empires has some of that as well, with a whole suite of vril-powered items like batteries, charged armor, arclights, and even firearms.

If you want to play with vril, there's no better place to start than there. Paizo doesn't reprint third-party material in such chunks, nor so readily, so sadly vril is unlikely to make an appearance in Occult Adventures, given that there isn't a whole lot more we could do with it that hasn't been done in the above products. The good news? If vril material was an available option for Occult Adventures, I'd have been the author writing it, and what I did in Deep Magic is exactly what I would have done with it. =-)

Oh and I own Sunken Adventures. I really liked it. I guess it was also one of the reasons I was hopping for it.

Contributor

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Nice! Deep Magic takes those vril concepts introduced in Sunken Empires and really explores not only the energy itself, but its utilization by PCs, which is why its so heavy on archetypes and bloodlines and absent of the items that filled Sunken Empires. And I stayed pretty pure to the core of vril's concept, which means most classes indulge in the conversion of arcane energy into the more primitive vril energy, gain some psychic sensitivity, and ultimately sacrifice versatility for blasting power.

Which, ultimately, is why it was hard for us to re-conceptualize vril for Occult Adventures. Vril isn't the most versatile of psychic energies--it's a pretty raw esoteric substance that you can use to blast things, or heal things. Once you take those concepts to their design limits without delving into territory never hinted or explored by Bulwer-Lytton, its hard to revisit without either being unnecessarily redundant or indulging in inaccurate extrapolation. And there's no lack of pulpy concepts for this book to explore--like tulpas, maybe?--that we just deferred to my previous work on vril and moved on to other topics. That's unfortunate for those that might like to have explored it for PFS characters or in games where GMs defer to Paizo-exclusive content, but beyond that, the material's not only there, but written by the same guy who would have written it for Occult Adventures. =-)

I will say this, though--you're certainly on the right track for envisioning the sort of concepts this book explores.

Dark Archive

Brandon Hodge wrote:
As we were putting Occult Adventures together, I championed my previous work with vril for inclusion.

[tangent] The Vril stuff in Deep Magic is amazing! As a sort of 'primal magical manipulation,' pre-spells and rituals, more throwing energy around, it's kind of perfect (and kind of flies against the Realms standard of 'magic was better / more powerful / more advanced thousands of years ago.' [/tangent]


I second the desire for Tulpas. They are perfect for all of this.

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Cthulhudrew wrote:
They mentioned in that seminar Crystal dragons specifically as dragons from earlier editions with psionics that would be perfect to create psychic magic versions of.

I don't think the original gemstone dragons are OGL. Not that they couldn't do similar dragons with different names, but Paizo has avoided that sort of thing in the past. Curious to see how they'll handle that.

The Exchange

Pathfinder Roleplaying Game Charter Superscriber
Joe Wells wrote:
Cthulhudrew wrote:
They mentioned in that seminar Crystal dragons specifically as dragons from earlier editions with psionics that would be perfect to create psychic magic versions of.
I don't think the original gemstone dragons are OGL. Not that they couldn't do similar dragons with different names, but Paizo has avoided that sort of thing in the past. Curious to see how they'll handle that.

Crystal dragons are one of the five primal dragons, along with brine, cloud, magma, and umbral dragons. I believe they are in bestiary 2. They are not the gem dragons of yore.


Tulpas sound cool and you could have a wide variety of them. In fact make them a sub category of constructs like robots or clockworks.

I would love to get 5 gem dragons(diamond, emerald, ruby, sapphire, and pearl) but I doubt we will see them.


hhhmm...could we just end up seeing "Psychic" versions of the primal dragons then?

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MMCJawa wrote:
hhhmm...could we just end up seeing "Psychic" versions of the primal dragons then?

Psychic dragons that are more explicitly tied around psychic / occult abilities, such a telekinesis, telepathy (dreams?), spiritualism, etc. would probably be both more original and more thematic than random gemstone dragons with random not-terribly-'psychic' powers, like spitting up exploding gemstones or dehydrating breath weapons.

A spiritualist dragon might be surrounded by poltergeist like manifestations that randomly trip, bull rush, reposition, steal from and / or disarm people, while a dream dragon might cause those present to suffer waking dreams (hallucinations), and a pyrokinetic dragon might cause everyone in the area to catch on fire.

But that's assuming that there needs to be 'psychic dragons' (or psychic linnorms, with telepathic or pyrokinetic or whatever death curses, which might be at least a smidge more original) at all. Some other beastie could be slotted into that niche. Rather than have psychic outsiders or psychic dragons, perhaps there could be more focus on aberrations (a plethora of variant aboleth?) or undead or some other creature type. I'm not sure the game is screaming out for yet more devils, demons, etc. with psychic powers instead of spell-like abilities.


I am surprised we are not getting more Occult Adventures news, what with Dragoncon an all. I think last year the Arcanist was first announced at Dragoncon, for instance


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Aberrations would certainly be my go to for psychic energies. Outsiders and fey too.

Silver Crusade

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The outsider I'd like to see would be "Inner Demons", repressed memory and emotion given physical shape via ectoplasm.

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