
Temperans |
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You do know that people in PF1 also complained about burn. Largely because people wanted to just make large blasts and didnt worry about mitigating it? So what your players describe was part of the regular Kineticist experience. Use to much burn and you will fall.
Also HP penalty isnt wonky. Its exactly what the alchemist is doing with his Mutagens.
Gather/Modify/Blast is the core loop of a Kinetist just like: Hunt/Flurry is the core loop of Rangers, Tumble/Strike is the core loop of Swashbuckler, Double Slice is the core loop of TWF, etc. In fact Kineticist are more versatile since they can choose when to Gather Power, for how long, and wether they should modify their Blast.
Kinetic Blast is a Flourish. The only way it was not in PF1 was Quicken Blast. Which can be replicated with a feat that lets you copy a blast.
Also yeah healing is going to feel bad when you are getting a bunch of Burn. That was always the cost of Burn. Again, if you over use Burn you will fall. That is just a basic Kineticist mechanic.

AnimatedPaper |

The guy arguing how difficult it would be to recreate Kineticists in Pathfinder has already done it. Twice.
Which is just to say, I'm not shooting from the hip here. I've taken community surveys, had brainstorming sessions, done rounds of playtesting, etc. I've written 57 pages of material for homebrew kineticists.
That's where I'm coming from when I talk about shooting your stuff early with focus points or gather power feeling clunky. Experience, not theory.
Then if in the end it cannot be done without using spell slots, it is better to not do it at all instead of failing the class design goal so profoundly. Spend that playtest energy and page count on a class archetype for a druid or sorcerer, rather than something that is just going to piss off a lot of the very fans they're trying to cater towards, including several active both on here and on reddit.
There's no reason they have to port anything. I would like to see a kineticist. I've said several times in several places that I'd like to see several slotless casters actually. But I'll live if they never make any.

manbearscientist |
My key lessons learned from playtesting all had one thing in common: Pathfinder 2E is not Pathfinder 1E. Trying to force 1E anachronisms on 2E simply doesn't go as intended.
Having an all-day HP penalty? Turns out, encounter math is tight in 2E and healing is abundant because it is assumed that you will enter each fight at full health. When exactly one class breaks that paradigm, they suffer.
Having a core action or set of actions is okay. Having a core turn is not. Tumble/Strike isn't one turn, it is:
Even with only 1/3 action left, you have many different permutations that can lead to a diverse set of gameplay outcomes. Having a hard-coded first and third option and one mutable second option locks you out of all those various options, ranging from additional move actions, standing up, hovering, or any of a diverse array of skill actions.
Again, this is a 2E issue. IN 1E, everyone had 'a turn'. Martials full attacks. Kineticist blasted. Spellcasters moved and cast a spell. You didn't worry about Intimidation or Grappling; if that wasn't your build, you wouldn't touch them with a 10-foot pole. Coming from a 1E mindset, it is easy to ignore the opportunity costs that didn't exist in the previous edition.
Kinetic Blast is a Flourish. The only way it was not in PF1 was Quicken Blast. Which can be replicated with a feat that lets you copy a blast.
Spells had the equivalent of Flourish in 1E as well, unless you had a feat to Quicken them. In 2E, nothing stops you from casting 2 spells per turn except the basic action economy. Want to cast message, shield, or true strike and burning hands on the same turn? You can.
And again, all variants of my kinetic blast have been one-action and had ample metamagic that could effect them. It wasn't so different from what you are proposing. My players who had a mix of 3.5, 1E, and 5E experience simply didn't appreciate the 'authentic' 1E experience of blasting once per turn. As they saw it the limitation didn't make it cooler, it just made it clunkier. The beauty of a three action system is that it doesn't come in-built with a ton of presumptive ideas of what you'll be doing on your turn, in what order, or with what limitations.
My players had much more fun when their options opened up. Instead of one core gameplay loop, they had:
This was a much more '2E' feeling. It had all the diversity of choosing different options for the blast AND all of the options a normal class could take.
Also yeah healing is going to feel bad when you are getting a bunch of Burn. That was always the cost of Burn. Again, if you over use Burn you will fall. That is just a basic Kineticist mechanic.
Just closing this out with repetition. The plethora of "basic kineticist mechanic[s]" that don't translate well to 2E is exactly why I think the class will struggle to make it to print. I wouldn't have spent the time and effort doing playtesting or rewriting various versions of the class if the more direct translations of the class worked out well after light playtesting.

manbearscientist |
Then if in the end it cannot be done without using spell slots, it is better to not do it at all instead of failing the class design goal so profoundly
It is not 'a kineticist clone'. It is any elemental focused blaster Avatar-lite class or class archetype. They are different, and could co-exist, or one could come into play before the other (and arguably has already).
You can see the initial kineticist preview here. Not once is based 'slotless' a core class theme
No, the theme is:
The kineticist class lets you play characters with strong elemental themes, just like those from all sorts of books, TV shows, movies, and other popular media. ... I hope you enjoy the kineticist and use her to make all the elemental-focused character builds you've only dreamed about playing until now, based on all sorts of books, TV shows, and movies. It's going to be a (kinetic) blast!
The mechanical design was a way to accentuate the thematic design, not a goal in and of itself. If we want to mention mechanics, it is very clear that kineticist could not exist at all in 2E:
All the other occult classes are spontaneous spellcasters, but the kineticist isn't a spellcaster.
That makes sense in 1E, where supernatural and spell-like abilities exist. But in a world where monks are spellcasters, so are kineticists.
If casting spells only a certain number of times per day isn't in line with the Avatar 'bending is a part of me' fantasy, then relying on focus spells is an equally egregious break. After all, you are only able to use your special abilities at ALL three times per combat, potentially even less at low levels. Why 3? Why 1 or 2 early on? It's all the clunk, but now noticeable on an encounter level.
Forcing the flavor to cow-tow to the mechanics is exactly the opposite of what the 1E kineticist is about and is the the type of 1E anachronism I have railed against.
Especially as I've been pretty clear that I'm taking about something that would pretty explicitly be marketed as 'not kineticist'. And elementalist magic in general isn't tied to non-Vancian mechanics; no one railed against Elemental Bloodline Sorcerers. If each casting class should eventually have a gishy equivalent that trades parts of casting for class features (Wizard > Magus, Cleric > Warpriest), a Sorcerer trading non-elemental access and slots for a 1-action attack cantrip and an ability to convert regular spells to focus spells would not only actually fulfill a 2E niche, it would arguably be a better representation of Avatar-esque elementalism.
It wouldn't be a kineticist. But that doesn't mean it shouldn't exist, just as Elemental Bloodline Sorcerers shouldn't be banned just for the insinuation. And while it certainly is thematic bleed-over, it is even possible they could co-exist, with kineticist mechanics coming from unreleased material, like alternative casting systems in upcoming books.

Grankless |

I'd like to note that Legendary Kineticist absolutely SLAPS. Super fun, well designed class, and I love what was done with Burn and the whole kit in general.
(Also, I like the psionic classes DSP provided us, but don't really envision any of them being quite so clearly delineated if they were ever to be reproduced in 2E's engine. Aegis and Soulknife could be two parts of the same class, for instance. And poor, poor Wilder.)

manbearscientist |
Legendary Games published Legendary Kineticists: Second Edition (PF2E) PDF a few weeks ago.
Vanessa Hoskins wrote it. And posted about it on the 3pp forum and Conversions forum.
As I've explained before:
And importantly, I recognize that 3PP and homebrew have different considerations than Paizo material. They don't have to consider every possible rules interaction, they can be more lax on balance, they don't need to consider precedent, and most importantly they can spend a LOT more time churning out bulk feats and features.
Those differences are what I'm referring to when I say that the kineticist is not easy to translate to a Paizo-level product. I like Legendary Kineticist, but I couldn't necessary translate some of my 1E kineticists to it as many I made were more utility focused. There are also definitely some areas that come into conflict with the above points.

AnimatedPaper |
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Especially as I've been pretty clear that I'm taking about something that would pretty explicitly be marketed as 'not kineticist'. And elementalist magic in general isn't tied to non-Vancian mechanics; no one railed against Elemental Bloodline Sorcerers. If each casting class should eventually have a gishy equivalent that trades parts of casting for class features (Wizard > Magus, Cleric > Warpriest), a Sorcerer trading non-elemental access and slots for a 1-action attack cantrip and an ability to convert regular spells to focus spells would not only actually fulfill a 2E niche, it would arguably be a better representation of Avatar-esque elementalism.
I honestly am not sure what you're talking about. Are you talking about your own creation, or a hypothetical conversion of the kineticist? If yours, nothing of what I say applies. Not only do I have no opinions on something I haven't seen, but my opinions would be meaningless even if I did, as I don't play at your table.
If we're talking about Paizo putting something out called the kineticist, then the primary draw for the class for me will be the mechanics, which involves no slots (though focus spells are fine). Others share that opinion, but I certainly don't pretend it is universal. I personally don't require a 1 to 1 conversion of mechanics, except the slotless casting. I also am not attached to the elemental theme; especially if it winds up being an Occult based class, then channeling the classic 4 elements and wood don't really fit the theme anyways.
Am I not allowed to want a slotless caster? Because that's kind of how you're coming across. I have no doubt it is difficult to make both fun and effective and not stomp all over PF2 rules as they are. But I pay money to Paizo for difficult.

manbearscientist |
I've drifted off-topic, but I guess my main point on the kineticist is that I started from a very 1E-oriented guideline (basically exactly what Temperans suggested) and drifted away from it through playtesting.
So I see a lot of things and I think "I remember working through that. It had this issue." That's about 70% of my posts in this thread. It was a revelation to me when I crossed the big hurdle of traditional casting and realized how cleanly it wrapped up 'neat thing acquisition', and the fact that Element choice as I imagined it was granting virtually the same things as a Bloodline choice.
If I saw the class as more blast focused I could perhaps go more the Legendary Kineticist route, but I see spells like Punishing Wind and couldn't imagine an aerokineticists NOT having the option to take something functionally equivalent. It is hard for me to justify the fantasy of 'master of this element' if other casters have access to flashy uses of that element that I am fundamentally locked away from because I mainly work with special versions of the blast and a few incidental spells.
That doesn't mean it is 'the only' way to do it, nor is it a good way to make "the kineticist". But "the kineticist" is something that really isn't well approximated in mechanics preexisting in 2E. I don't fault you in wanting a cantrips and focus spells class (again, I started there), but my experience is that you need something unprecedented to beat the firecracker problem without spells to fall back on. Again, without knowing the alternative systems they've tested I don't have a basis for what they could do to get around this.
Legendary Kineticist, for reference, does get around through unprecedented Focus Point manipulation. Gather Power alone can be clunky, but Accept Burn is a penalizing but freeing alternative that does give the system some flex without escaping encounter math. It does work, but again it isn't necessary "the kineticist".
To be honest, I almost think what you are talking about might be better represented with the Occultist. Give each implement at will and once-per-encounter powers that aren't focus spells and the whole class could be freed from Vancian magic (which always fit it awkwardly TBH). Using up the magic in an implement makes more sense than having exactly 3 big things to do each combat as wielder of the elements.

manbearscientist |
The challenge is in the extent, not the idea. There are 18 fire spells off memory, not counting focus abilities. You can feat-gate these, but that leads to feat bloat. Or you can give fire-themed abilities, but that leads to the above question (why can't my master of X do this version of X?)
With spells, neither applies. You just say "you can cast spells with X trait" and get all 18 without feat bloat or having to redesign. That is the elegance of tbe approach.

Temperans |
A Kineticist isnt a master of elements. Its a guy that somehow got elemental control. Also a Kineticist doesnt care if other have specific elemental spells. They have their own flexible elemental abilities.
A Kineticist from the start is not a spellcaster. Who cares that the Kineticist can't cast Punishing Wings. They can get Weather Master and create tornadoes.
You keep missing the forest for the trees and only looking at how easy spells are to implement. Ignoring the fact that there are many ways to implement Kineticists the remain loyal to the spirit of the original.
*******************
Having this discussion on Kineticist and I think Psychics really should return as a spell slot class with interesting Disciplines and Amplifications.
The Amplifications themselves are a lot like Focus Metamagic. Meanwhile, the Disciplines do a good job of determining how to recover the focus points in interesting ways. While also offering interesting bonus abilities.

BACE |
The challenge is in the extent, not the idea. There are 18 fire spells off memory, not counting focus abilities. You can feat-gate these, but that leads to feat bloat. Or you can give fire-themed abilities, but that leads to the above question (why can't my master of X do this version of X?)
With spells, neither applies. You just say "you can cast spells with X trait" and get all 18 without feat bloat or having to redesign. That is the elegance of tbe approach.
Hello. Someone else who worked on a kineticist homebrew here. I've never really gotten the chance to playtest mine, and obviously haven't worked on mine as extensively as you have yours (obvious from my perspective, at least). A lot of the stuff you've brought up here I agree with whole-heartedly, at least with regard to difficulties in translating the class to 2e. (I also, however, have to agree that a spell slot-less kineticist is pretty much essential to my idea of what a kineticist is, even if it isn't technically essential to the class.)
Having enough fire-themed abilities is a huge issue. And, personally, I definitely didn't want to make hundreds of feats just to cover all the bases. I made some generic spells that could be taken by any element, but even then there were plenty of gaps. I wonder if there's a way to give access to spells without forcing the character to use spell slots, though. What exactly this would look like, I'm not sure (something Focus-related, probably?), but it's definitely something you've now put in my mind.

Temperans |
manbearscientist wrote:The challenge is in the extent, not the idea. There are 18 fire spells off memory, not counting focus abilities. You can feat-gate these, but that leads to feat bloat. Or you can give fire-themed abilities, but that leads to the above question (why can't my master of X do this version of X?)
With spells, neither applies. You just say "you can cast spells with X trait" and get all 18 without feat bloat or having to redesign. That is the elegance of tbe approach.
Hello. Someone else who worked on a kineticist homebrew here. I've never really gotten the chance to playtest mine, and obviously haven't worked on mine as extensively as you have yours (obvious from my perspective, at least). A lot of the stuff you've brought up here I agree with whole-heartedly, at least with regard to difficulties in translating the class to 2e. (I also, however, have to agree that a spell slot-less kineticist is pretty much essential to my idea of what a kineticist is, even if it isn't technically essential to the class.)
Having enough fire-themed abilities is a huge issue. And, personally, I definitely didn't want to make hundreds of feats just to cover all the bases. I made some generic spells that could be taken by any element, but even then there were plenty of gaps. I wonder if there's a way to give access to spells without forcing the character to use spell slots, though. What exactly this would look like, I'm not sure (something Focus-related, probably?), but it's definitely something you've now put in my mind.
The way I see it. If you want to give a Kineticist a specific spell its then a Utility Talent. Since it is copying a spell specifically, then its a Class feat instead of a Skill feat.
I think people get too caught up on the "perfect copy" of Kineticist. But that was never an option. No PF2 class can perfectly copy PF1 characters, so there is no point trying to do that. Instead its best to focus on the essentials and try to get something close. If you can replicate a PF1 Kineticist using the double feat variant, I see it as a success.

manbearscientist |
It isn't too difficult to go totally slotless and still give access, it just comes with the firecracker problem. You just say: you can cast primal fire spells as focus spells heightened to the highest level you can cast.
You still have the issue of just being 3 deep, and it really messes with balance if you leave it at that. But as far as access, that is a way to do it.

BACE |
BACE wrote:manbearscientist wrote:The challenge is in the extent, not the idea. There are 18 fire spells off memory, not counting focus abilities. You can feat-gate these, but that leads to feat bloat. Or you can give fire-themed abilities, but that leads to the above question (why can't my master of X do this version of X?)
With spells, neither applies. You just say "you can cast spells with X trait" and get all 18 without feat bloat or having to redesign. That is the elegance of tbe approach.
Hello. Someone else who worked on a kineticist homebrew here. I've never really gotten the chance to playtest mine, and obviously haven't worked on mine as extensively as you have yours (obvious from my perspective, at least). A lot of the stuff you've brought up here I agree with whole-heartedly, at least with regard to difficulties in translating the class to 2e. (I also, however, have to agree that a spell slot-less kineticist is pretty much essential to my idea of what a kineticist is, even if it isn't technically essential to the class.)
Having enough fire-themed abilities is a huge issue. And, personally, I definitely didn't want to make hundreds of feats just to cover all the bases. I made some generic spells that could be taken by any element, but even then there were plenty of gaps. I wonder if there's a way to give access to spells without forcing the character to use spell slots, though. What exactly this would look like, I'm not sure (something Focus-related, probably?), but it's definitely something you've now put in my mind.
The way I see it. If you want to give a Kineticist a specific spell its then a Utility Talent. Since it is copying a spell specifically, then its a Class feat instead of a Skill feat.
I think people get too caught up on the "perfect copy" of Kineticist. But that was never an option. No PF2 class can perfectly copy PF1 characters, so there is no point trying to do that. Instead its best to focus on the essentials and try to get...
I'm not really trying to get a "perfect copy" of the pf1 kineticist. Just trying to, as you say, get "something close." Which to me, means getting some cool flavor in a way that lets you keep casting all day, even if it's at some detriment. I think that leaves plenty of room for flexibility. It's just a matter of what to put that flexibility into.
It isn't too difficult to go totally slotless and still give access, it just comes with the firecracker problem. You just say: you can cast primal fire spells as focus spells heightened to the highest level you can cast.
You still have the issue of just being 3 deep, and it really messes with balance if you leave it at that. But as far as access, that is a way to do it.
Yeah. The hesitation when I mentioned using Focus spells for this wasn't me being uncertain if it could be done. Like you said, it's pretty straightforward. Just a matter of whether or not that's the best way to do it, or if maybe there's some other system that can be used to say "Here, take some spells, except you cast them in this way as opposed to slots."

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Can I politely just ask the opposite of what the OP suggests without ruffling too many feathers?
I do NOT want to see Paizo pollute their game with Power Points, Mana, a Magic Pool, or any other contrived "I spend X points from my -whatever- Pool" added to the game. If they want something like this they can handle it with Focus Points and Focus Cantrips instead.

Temperans |
Why 3 deep?
See again you are not looking at the versarility of Infusions and the "pick what you want from the list" nature of Utility Talents. But at the spells other spell lists get.
A Kineticist is not bound by any spell tradition. Even if their spell detects as one. Just like Red Mantis Assassin gets Arcane spells and casts them as Divine.

AnimatedPaper |

Why 3 deep?
See again you are not looking at the versarility of Infusions and the "pick what you want from the list" nature of Utility Talents. But at the spells other spell lists get.
A Kineticist is not bound by any spell tradition. Even if their spell detects as one. Just like Red Mantis Assassin gets Arcane spells and casts them as Divine.
He means you only get 3 focus spells per encounter. In his playtests, it seems to be an issue that you would blow all of them in the first three rounds, and then just be pinging away the rest of the combat.
I'm not sure I see this as an actual design problem so much as a player-side one, myself, but I can see the limitation he means. I ran up into with my own homebrew as well.
Manbear, if I may ask, would you say your design aims more towards the 5E warlock than the 3.5? That seems more in line with the playstyle you seem to be seeking to replicate.

Temperans |
Well its a problem of how the talents and infusions are set up. If you have them directly cost Focus points but no way to reduce that cost then yeah it will be limited to only 3. Which is where Gather Power came in when combined with the Burn mechanic: It reduced the penalty by using up time.
You dont even need Focus Points, and simply use Burn as an unrecoverable resource. Which means power can go slightly up. Also makes the interactions a lot less complicated.
Also themetricsystem, Burn is mechanically less a pool of points and more, "how much life are you willing to lose?". However, its much easier to keep track using points.

AnimatedPaper |

Well even beyond that, if you're able to cast regular spells as focus spells, suddenly you're able to cast your top tier spells *every* fight 3 times, where regular casters get only 5-6 top slots for the whole day. That's why I said its more of a player-side issue: it is not a reasonable design goal to be able to outcast a sorcerer.
In that environment, slots are the natural solution. So would power points actually, to bring things back to the original problem. But that's trying to solve the wrong problem: a slotless caster should have compelling cantrips that you want to cast as often as possible, with your focus spells as a last resort.

BACE |
Well its a problem of how the talents and infusions are set up. If you have them directly cost Focus points but no way to reduce that cost then yeah it will be limited to only 3. Which is where Gather Power came in when combined with the Burn mechanic: It reduced the penalty by using up time.
You dont even need Focus Points, and simply use Burn as an unrecoverable resource. Which means power can go slightly up. Also makes the interactions a lot less complicated.
Also themetricsystem, Burn is mechanically less a pool of points and more, "how much life are you willing to lose?". However, its much easier to keep track using points.
What if a lot of infusions just...didn't cost focus? Making infusions cost actions already seems like it could be enough for a lot of the more mundane ones.
Also, people are getting so caught up on Focus Spells as the alternate casting mechanism. Maybe it's focus spells. Maybe it's 5e Warlock casting (which is technically still slots, but different enough it would still fill the same niche IMO). I don't really know. But I think there's definitely a way to get it working in a balanced, fun way. Just...nobody's come up with it yet.

PossibleCabbage |
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I don't care about points versus slots really, but I do want things like "The Occultist's potentially huge reservoir of mental focus" and "the kineticist's ability to do it's schtick being limited by strain on the body and nothing else" to come back.
Like the Occultist should be the class that breaks the "never more than 3 focus, never more than 1 point of refocus before level 12" rules.

Temperans |
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Agreed a Kineticist should revolve around the Kinetic Blast which is balanced very much like a cantrip. Things like burn are a cost to modify the Kinetic Blast, not just something to cast spells.
Utility Talents which are very similar to spells are just that: UTILITY. So there isnt much reason to be getting damaging spells to cast via Burn. That is not the goal.

WatersLethe |
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Agreed on Kineticists never having spell slots. They should behave much more like a martial.
Their cool abilities can be added in a lot of different ways. Just look at things like the Solarian and Barbarian. Barbarians can turn into dragons, and do it better than casters.

PossibleCabbage |
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My pitch for the Occultist would be to just do focus spells, but to do focus spells better than anybody. You can give the Occultist a multiplier effect via "focus invested into implements lets you cast multiple focus spells specific to that implement per point of focus invested". This lets the Occultist potentially spam their own focus spells more than other classes, but not letting them abuse other classes focus spells via multiclassing.
So something like: You have 2 focus, and a divination implement and a transmutation implement. You can invest one point of focus into your divination implement to give it 3 charges. Each charge can be used to cast a focus spell specific to your divination implement (but not focus powers specific to your transmutation implement, or other focus powers from multiclassing.) You can't regain invested focus until you have expended all charges in an implement, but you can recharge a spent implement during a 10 minute refocus activity. Uninvested focus can be used to pay for any focus power, including those tied to implements, but it's the standard "one focus per focus spell" rule- so it's more versatile but you get less bang for your buck.

AnimatedPaper |

I'm curious how the Occultist/Antiquarian will be translated, if it is.
It had the required proficiencies and potential options to be a Gish, though it did not require that. It was the first draft of resonance and talismans (at least from a flavor standpoint). Of all the OA classes, its list was the broadest and, ironically given its name, would most benefit from access to all 4 traditions to fully capture its 1e breadth.
I think I'd want to lean in on the Talisman aspect myself. I'll admit I haven't made as thorough a study of them as I should, but most grant access to a feat, trait, or crit option for 1 attack/round, right? What if they just went with a system that let you free style that? As part of your preparations, you picked options to prepare in advance. This would not be limited to the current options; just go straight to "and what feats do you want 1 round access to today?" Also , I'd want a pool of Quick Talismans you could make out of stuff lying around that you activated as part of the creation, like runes/ofuda in Wuxia stories. Would work best if you got a passive resonance bonus for having a certain amount of prepared but not expended talismans on your person, and possibly a focus spell that let you instantly create a number of level 1, or even level 0, talismans that last only a minute but let you gain that passive bonus.
I suppose my idea does not preclude Possible Cabbage's. The Ranger class is in some ways less of a class than 4-5 archetypes thinly held together by Hunt Prey; no reason Occultists can't be constructed similarly.

Kekkres |

The way I see keneticist working is roughly as follows:
Elemental blasts are focus cantrips, and scale as such.
These blasts can be can be modified combined or enhanced with numerous focus metamagic feats which are all free actions that cost focus
Burn is a reaction with a trigger of having 0 focus, you take your own blast damage (fort save for half) to regain 1 focus
Focus cantrips would be primal casting off con

manbearscientist |
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My main trepidation with basing the occultism off talismans is that it would likely be based off Alchemist. They might be able to do better with lessons learned, but I still see some issues (harder subclass divisions, for one).
Not impossible, mechanically interesting, but perhaps difficult to keep its martial abilities in line and add focus spells on top, as well as diversify builds.
I guess something with baseline martial proficiencies, archetype level free talismans, and a witch style pick your implement could be a decent chassis tk start with though.

AnimatedPaper |

I guess something with baseline martial proficiencies, archetype level free talismans, and a witch style pick your implement could be a decent chassis tk start with though.
Yeah, unlike Alchemy, there's just not enough there to build an entire class around, as they're all extremely minor buffs instead of even as useful as Alchemical tools. So at best, I'm thinking Alchemical Investigator level of actual talisman use in practice, even if the class flavor leans more into it.

Squiggit |

An occultist that makes talismans sounds more like an artificier.
The PF1 Occultist's implements were more permanent and, though not required, had a lot of implied flavor about being found or obtained rather than built (especially for archetypes like haunt collector or reliquarian).
And "person who manipulates implements and relics for magical power" is a pretty different (and preferable for me, if I'm being honest) conceptual niche than "person who crafts consumables" to the point where I honestly don't see any real connection at all between talismans and occultists.

AnimatedPaper |

And "person who manipulates implements and relics for magical power" is a pretty different (and preferable for me, if I'm being honest) conceptual niche than "person who crafts consumables" to the point where I honestly don't see any real connection at all between talismans and occultists.
I mean, to start: Talisman Crafter. But moreover, looking at the descriptions of talismans, a lot of them sound like the kind of implements an Occultist might have picked up, like a small hammer, the claw of an Owlbear, lock of hair from a murderer, tooth from a hanged man, etc..
I didn't imagine them being consumed exactly, more like charged. Just the exact powers that you'd get from charging an implement would be mechanically identical to a talisman. And of course you could reuse them.

PossibleCabbage |

I'm curious how the Occultist/Antiquarian will be translated, if it is.
It had the required proficiencies and potential options to be a Gish, though it did not require that.
IIRC it was a fairly popular class since the chassis was quite strong. Probably less popular than the Kineticist, but moreso than the medium, psychic, or spiritualist. So I would expect it back.
I think the Occultist would be fine if we leaned into the Gish aspect (after all "I want more spells" is a fine use for multiclassing.) If we look at the classes who have focus spells as part of their kit, it's just part of the toolbox not the focus of class features.
The Champion gets focus spells, but focuses on armor and reactions.
The Monk can have focus spells, but focuses on mobility and action economy.
The Ranger can have focus spells, but is generally unfocused by design.
The Witch/Sorcerer/Bard/Wizard/Druid/Oracle/Cleric can have focus spells, but the real focus is on spell slots.
So what if we took the chassis for the champion or the monk and instead of giving champion/monk stuff, we just made all the class features that aren't like "proficiency" tie into focus spell casting. You'd still have a strong chassis for things like armor and weapons (a thing the Occultist could be very good at in PF1) but the draw would be the flavor and the focus spells.

Ventnor |

AnimatedPaper wrote:I'm curious how the Occultist/Antiquarian will be translated, if it is.
It had the required proficiencies and potential options to be a Gish, though it did not require that.
IIRC it was a fairly popular class since the chassis was quite strong. Probably less popular than the Kineticist, but moreso than the medium, psychic, or spiritualist. So I would expect it back.
I think the Occultist would be fine if we leaned into the Gish aspect (after all "I want more spells" is a fine use for multiclassing.) If we look at the classes who have focus spells as part of their kit, it's just part of the toolbox not the focus of class features.
The Champion gets focus spells, but focuses on armor and reactions.
The Monk can have focus spells, but focuses on mobility and action economy.
The Ranger can have focus spells, but is generally unfocused by design.
The Witch/Sorcerer/Bard/Wizard/Druid/Oracle/Cleric can have focus spells, but the real focus is on spell slots.So what if we took the chassis for the champion or the monk and instead of giving champion/monk stuff, we just made all the class features that aren't like "proficiency" tie into focus spell casting. You'd still have a strong chassis for things like armor and weapons (a thing the Occultist could be very good at in PF1) but the draw would be the flavor and the focus spells.
Building on this, maybe one class path could involve improving talismans using focus spells.

Ramanujan |
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Talking of Psychic classes I really want a non-medium Fiend Keeper.
I loved the Fiend Keeper's flavour. But medium made zero sense as the chassis; 'I'm keeping a demon bound ... but also swapping it out for a different demon each morning'.
Basically I want to play Penric-esque characters (as per the novels by Lois McMaster Bujold), though not necessarily the spell casting part - that isn't what is important about the character for me.

Snes |
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Since we're generally discussing Psychic classes now, what about the Mesmerist? Class Archetype, Bardic Muse, different class entirely with new mechanics, what?
I've only ever read the class, so I have no particular attachment to it, but I'm curious what others think.
My thought was that multiple occult classes (psychic, mesmerist, possibly spiritualist) could be combined into one class with different disciplines. Just like druids pick an order to focus on one area of nature, this class pick a discipline to focus on one mental ability. Telekinesis, mind reading, hypnotism, maybe even communing with the dead could all be areas of focus.
You could also recreate psychic magic's emotion and thought components with a metamagic action or feat that replace any verbal and somatic components of a spell with "phrenic components" or something that lets them cast spells while remaining perfectly still and silent.

AnimatedPaper |

So, just spitballing an idea for the Medium, based a bit of the Rogue's Eldritch Trickster racket. What if they got a flexible multiclass dedication at level 1 (that is, a dedication you can swap out while doing preparations every morning) and with it flexible multiclass feats?
I've had more or less the same thought, and will eventually get around to homebrewing a version.
But there's a LOT of interest in a harrowed medium, including on the developer side I imagine (since it was their first thought). Some have suggested making a class feat for each harrow card, and your pick those up to create a pool of abilities you pick from each fight or day.

AnimatedPaper |

AnimatedPaper wrote:Since we're generally discussing Psychic classes now, what about the Mesmerist? Class Archetype, Bardic Muse, different class entirely with new mechanics, what?
I've only ever read the class, so I have no particular attachment to it, but I'm curious what others think.
My thought was that multiple occult classes (psychic, mesmerist, possibly spiritualist) could be combined into one class with different disciplines. Just like druids pick an order to focus on one area of nature, this class pick a discipline to focus on one mental ability. Telekinesis, mind reading, hypnotism, maybe even communing with the dead could all be areas of focus.
You could also recreate psychic magic's emotion and thought components with a metamagic action or feat that replace any verbal and somatic components of a spell with "phrenic components" or something that lets them cast spells while remaining perfectly still and silent.
At first I disliked this, but upon more reflection it is starting to grow on me. I'm fairly certain the Spiritualist will wind up included into the Summoner, but I could definitely be wrong. But even if it does, you can still do this: if the Druid can pick between casting, a pet, healing, and transformation, I don't see why a Psychic wouldn't be able to choose from casting, mind games, a pet, and channeling spirits.

Ventnor |
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Talking of Psychic classes I really want a non-medium Fiend Keeper.
I loved the Fiend Keeper's flavour. But medium made zero sense as the chassis; 'I'm keeping a demon bound ... but also swapping it out for a different demon each morning'.
Basically I want to play Penric-esque characters (as per the novels by Lois McMaster Bujold), though not necessarily the spell casting part - that isn't what is important about the character for me.
I could see Fiend Keeper being an expanded archetype like Cavalier or Dragon Disciple.

Squiggit |

My thought was that multiple occult classes (psychic, mesmerist, possibly spiritualist) could be combined into one class with different disciplines. Just like druids pick an order to focus on one area of nature, this class pick a discipline to focus on one mental ability. Telekinesis, mind reading, hypnotism, maybe even communing with the dead could all be areas of focus.
I don't think this one makes a lot of sense in practice. It sounds really good and has been something I've thought about before, but if you just look at the current design trends, class paths are mostly fairly minor in what benefits they give and I don't think you could really capture the full essence simultaneously of the Spiritualist, Mesmerist, Psychic and others all by just swapping out a couple class features.
That's not to say you couldn't emulate some of them with archetypes and alternate class paths, but I don't think they really make sense all being mashed together.

Joyd |

I believe that the Spiritualist probably belongs as part of the Summoner, and I say that as somebody who absolutely loves the Spiritualist. I think the classes have more to gain by pooling their coolness than they'd get by being split out.
My basic pitch for the class would be that you'd made a doctrine-like choice at character creation between
A) having a companion that is a significant force in combat (and possibly having slightly diminished casting, like a warpriest; I do think it's important that the companion feels powerful from one to twenty, even if it means that the character has to be limited in other ways to compensate.)
and
B) having a companion that's more analogous in its role to a familiar, but having a font-like pool of summon spells
The actual balance between these options isn't something that I have intuitions about; the size of the font, the gap between how good in combat the companions are, and whatever other fringe benefits you'd want to put in there are all knobs you could turn. Summoners probably get bard-like proficiencies, with light armor and simple weapons, plus maybe a few thematic-but-not-amazing other weapons.
In a manner similar to bloodline, your companion's family (regardless of your "doctrine") determines which list you cast spells from. Families would be similar the ones used by the Unchained Summoner, providing some default abilities, with "Phantom" as an option that has the Occult spell list attached.
Various other things that are attached to the classes could be relegated to feats, appropriately rebalanced, of course. For example, the emotion aura and the random SLAs could go there. I feel like the idea of an emotion aura on an angel or demon or arbitrary outsider is reasonably flavorful. (You could probably also just drop the random SLAs.)
That does make for a potentially overstuffed class, and in particular you'd really need to be careful not to step too hard on the sorcerer's toes, but I think the overall package makes sense.