
RoyAlan |
I have purchased hard copies of the core rules, Advanced player's guide, and many more books. I don't have much of any digital content to download when I buy my books Local.
I also bought the "Tome of Psionics" and I want very much to make psionic characters and play them. How can I do that?
Is there an official ruling for third party content, Like say; legendary games pdf featuring their Mesmerist and kineticist?

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Psionics are a D&D creation.
Since Pathfinder Society is Paizo's marketing tool for their products (just like Adventure's League is a marketing tool for D&D), there are no rules for using Third Party content (just like you couldn't play a Champion of Cayden Cailean in Adventures League).
But, there is good news. Paizo has a Mesmerist, and a Kineticist, as part of their First Edition ruleset. And there is a decent PFS1 community online, via Roll20 and Play-by-Post.
If you're only interested in 2E, though, you'll have to wait until those Classes are reprinted.

RoyAlan |
There has to be a way to use third party content!
reply to Nefreet- look at the extinction curse chronicle sheet,
under the section; key differences from scenarios
it seems that one can play outside the rules, when the chronicle sheet says you can, or am I mistaken?
Reply for keftiu- I am happy for you. Yet that option won't cut it for me. playing with "Wizard spells" makes me no different from any other caster. utterly replaceable, regardless of themes and trappings!
The 2E spell list doesn't even have telekinesis, for example.
You can claim to specialize in telekinesis as an occult sorcerer, but Many "psychic" spells don't scale with spell level, most of them only affect one target at a time. spell descriptions are immutable, static, and fixed. heh, mage hand tops out at 2 bulk, is that really balanced with an electric arc cast by a level 20 evoker?
if your going to play a caster - Just give up role playing and join the bad cliche of; Magic missile, burning hands, web, flaming sphere, acid arrows, lightning bolt, fireball, cloud kill, cone of cold, etc.
anything else and you may as well role up a fighter that only gets 6 hp.
other than the spells listed (or their general gist where spell names have changed) and you will run into the issues I mention above.
its as if the only "mage" type spell caster that is worth a damn is an evoker wizard. which is sad. Where are the telekinesis spells that affect more than one target, or have level equivalent "LIFTING" power?
they just aren't there.
you call your character an occult sorcerer, but don't call your character a "Psychic"...

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There has to be a way to use third party content!
reply to Nefreet- look at the extinction curse chronicle sheet,
under the section; key differences from scenarios
it seems that one can play outside the rules, when the chronicle sheet says you can, or am I mistaken?
What you're probably going to want, then, is to find a homegame with a GM willing to accept Third Party content. That's allowed under "Adventure Mode". So long as the game is loosely, generally identifiable as Pathfinder, you can then assign Chronicles from that game to one of your PFS characters.
And to really make it fit, assign those Chronicles to a character that hasn't been made, yet, then just hold onto them until Paizo reprints a Psychic caster class. I wouldn't count on that happening for at least a few years, but it does typically take a year or two to finish an Adventure Path..

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There has to be a way to use third party content!
reply to Nefreet- look at the extinction curse chronicle sheet,
under the section; key differences from scenarios
it seems that one can play outside the rules, when the chronicle sheet says you can, or am I mistaken?
You can play any character you want and which the GM permits in Adventure Paths. And while you can get credit for them for your society characters, you cannot play them in society scenarios.

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On the subject of spells, Across the board, spells are more generally balanced against non caster classes. Yes, if your objective is to do the maximum number of dice of damage, then Evocation is probably, as a general rule your go to spell.
But debuf spells, mesmerists specialty, are actually generally more powerful in that they have an effect even if the target succeeds.
And illusion has even more offensive capacity than it did before.
Telekinesis is a good example of a spell that was simply too powerful because it did *everything.*
But you can take Telekinetic Maneuver and we will most likely continue to get more telekinetic spells. (Kindled Magic has a spell called friend fetch that lets you pull your ally toward you.)

RoyAlan |
okay, but I wish I could have my wish. PSIONICS. the real deal.
I won't play a replaceable "Cog" called a "Spellcaster".
imagine, you create a Ghost bloodline for sorcerers. Your GM allows it. Your game Schtick is to be The-End-all-be-all of force trait spells.
You should be better THAN ANYONE ELSE at those spells, You should have capacities and capabilities that no other caster has with those spells.
but no. you can be replaced at the drop of a hat.
any spellcaster who knows the same spells is every bit as good as you are.
there is no difference. there is no trade off/hindrance and no benefit/boon. the spells are UTTERLY static, fixed, bland, and only a handful (those with AoE/multiple targets, Scaling across Spell levels, and those that give players Options) are actually going to benefit an adventuring party.
Spell casters are all the same. bland, tired ruts, rutted into the dirt.

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okay, but I wish I could have my wish. PSIONICS. the real deal.
I won't play a replaceable "Cog" called a "Spellcaster".imagine, you create a Ghost bloodline for sorcerers. Your GM allows it. Your game Schtick is to be The-End-all-be-all of force trait spells.
You should be better THAN ANYONE ELSE at those spells, You should have capacities and capabilities that no other caster has with those spells.but no. you can be replaced at the drop of a hat.
any spellcaster who knows the same spells is every bit as good as you are.
there is no difference. there is no trade off/hindrance and no benefit/boon. the spells are UTTERLY static, fixed, bland, and only a handful (those with AoE/multiple targets, Scaling across Spell levels, and those that give players Options) are actually going to benefit an adventuring party.Spell casters are all the same. bland, tired ruts, rutted into the dirt.
Those additional bonuses and capabilities typically come in the form of bloodline spells, which no one else can learn, and Bloodline magic no one else gets.
No one but a necromancer gets undeath's blessing and gets to heal people using negative energy. Only fey bloodline get fairie dust.
Have you actually played PFS2 casters? They play very differently than PFS 1 casters.

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Psionics is something that for PF1, was covered in a third party publication, re-imagining the basics from the 3.5 psionics book. It was more balanced, less confusing and had a better variety of classes than the previous material.
The bad thing is that it still worked with the point pool, which breaks this system, and would moreso in this new iteration than it did in 4th edition. (oh, god, did it break 4th edition)
A lot of the occult classes did a good representation of what the psionic classes could do, and they had LIMITed pools to pool from. What they don't do is give the nuke em option like the Psionic classes, where one uses all his pool for a powerful last option.
I have not seen or looked for the new Psionic third party book for the new edition as of yet, but from the structure of the classes and such, the point pools will be regulated to the class focus spells, and might augment the powers that the class has. Powers also might not be beholden to spell slots, or use cantrips that are augmented by powers and focus spells.
Paizo, though, is likely to use occult classes that are like the previous casters in structure, though a 5th spell magical tradition might be possible. We are getting (Alternate?) rules for Thessalonian magic (Rune Magic) that parallels with the PF1 version, most likely. There is also a (Alternate?) way to cast spells much in the vain of the Arcanist. (Why did we not do this from the beginning... sigh)
Magic use is going to be very exciting for the PF2 experience, but Psionics as it was before, likely not a thing.