First
Edition Advanced Dungeons & Dragons had a strange little add-on
at the back of the Player's Handbook:
psionics. Through a very lucky die roll during character creation,
your character could get a mind power that made your character
considerably more powerful than everybody else's characters. Psionics
were an optional part of the game that I personally never used and I
never played in a game that used them. However, they were clearly
used by some people because later editions of the game kept bringing
them back, and revising and refining the rules for them. Psionics
were always mind powers, but it varied whether they were completely
separate from divine and arcane magic, or just a third kind of magic.
But whichever approach was taken, they always used completely
different mechanics than spellcasters—such as the power points used
in Third Edition.
Psionics
have remained absent in official
Pathfinder products
(until now); however, that
hasn't stopped publishers of
Pathfinder compatible material
from adapting them. Dreamscarred Press has released
several very popular products on psionics, for
example. But as popular as a third party product might get, there are
always those players and gamemasters who want to see official
support.
So
along comes Occult Adventures,
released this past August, which brings psionics—sort of—into
official Pathfinder. The “psionics” in this book come in the form
of psychic magic, which is a third form of magic controlled entirely
by the mind. The thematic overlap between psychic magic and psionics
is clear, even though the book never actually uses the word psionics.
Renaming psionics as psychic magic separates this version completely
from Third Edition—important as psychic
magic uses completely different mechanics from Third Edition
psionics, unlike core Pathfinder, which is a revision of Third
Edition. In fact, psychic spellcasters use exactly the same mechanics
as arcane and divine spellcasters, bringing psychic magic completely
in-line with the rest of the game. This also has the added benefit of
making it possible to use both psychic magic and psionics from
companies like Dreamscarred Press in your games (there'll be a lot of
thematic overlap, but the systems remain distinct).
Occult
Adventures, however, is more
than just psychic magic (although psychic magic does take up a
significant portion of the book). It
introduces a variety of new options inspired by mythical powers of
the mind—things like auras, chakras, and possession. These things,
including psychic magic, are
collectively referred to as “the Occult”, a concept first
introduced in Occult Mysteries.
There's
a lot to like about Occult Adventures,
but perhaps the thing I like most is that the options within truly
succeed at giving a new and distinct feel to the game, something
Mythic Adventures
tried desperately to do, but didn't fully
succeed at. Occult Adventures
adds a level of mysteriousness to the game—which is quite a feat
given that Pathfinder is already filled with countless bizarre
creatures and magic, to the point that even the weirdest don't really
seem all that out of the ordinary. But
most of Pathfinder is built around gaining power and might.
Adventures involving the occult, however, focus more on mystery and
uncovering knowledge, and situations where great power may not
actually be of any advantage.
I
think Occult Adventures
is a book that GMs should consider carefully before using in any
particular campaign. You could open up the occult classes and other
options in the book for use in any standard campaign and they would
work, but I think you would lose some of the feel and essence of the
book. Instead, a campaign really should be planned around the
inclusion of these options. That doesn't mean the campaign has to be
all occult. You could easily have a campaign where none of the
players play occult classes, but still include elements of the
occult, for example. What I'm saying is that the inclusion of the
occult shouldn't just be random. It needs to be planned for and
developed. So you might not use the book in every campaign, but those
you do use it in will gain something special from it.
Occult
Adventures opens (after an
introductory overview of the book) with six new occult classes.
Pathfinder has reached a point where introducing more classes is a
bit...dangerous. By that, I
mean that there are now so many classes in the game that it's
difficult to add more without overlapping in some way with a class
that already exists. This is one of the major problems I have with
the Advanced Class Guide.
The ten classes in that book don't really add anything new to the
game; instead they purposely overlap with
already-existing classes. The six occult classes, however, manage to
find new, unfilled niches in a rapidly decreasing field.
For
the most part, I really like the occult classes. They each manage to
add something new and distinct to the game. If there's a downside to
them, however, it's that a couple of them are quite complex. They
have a stiff learning curve to playing them, making it difficult to
whip up a new character on the fly. In particular, this makes them
rather GM-unfriendly. Designing NPCs is a rather time-consuming
activity at the best of times. Designing a character with a class
like kineticist will take even more time. I can only hope that some
future NPC Codex-style
book eventually provides us with some pre-made ones.
First
up is the afore-mentioned kinteticist, which is both my favourite and
least favourite class in the book—favourite for its style and
originality; least favourite for its complexity. While reading the
kineticist section (which is one of the longest for any class in any
book at nearly 20 pages), I found myself frequently having to flip
back to reread parts in order to understand everything. Although I
figured it all out, after then going on to read the rest of the book,
I will
now have to reread the section again before actually creating a
kineticist character.
Kineticists
control the elements around them. Every kineticist chooses one of
five elements to be her primary one: aether (telekinesis), air
(aerokinesis), earth (geokinesis), fire (pyrokinesis) or water
(hydrokinesis). Kineticists gain a number of “talents” that
provide them with various abilities (there
are several categories of talents as well), a burn ability which lets
them go beyond their normal limits in return for other restrictions,
and several other abilities. In some ways, kineticists are
reminiscent of 3rd Edition warlocks in that they don't cast spells,
but instead use supernatural abilities to create magical effects. The
similarities pretty much end there, though.
What
I really like about kineticists is their flavour. They stand out as
being very different from other classes. They're
not spellcasters, but they're not non-spellcasters either. Like other
occult classes, their focus is on mental abilities rather than
physical ones, but those mental abilities create some pretty potent
physical effects.
Next
up is the medium, a class that channels the power of spirits—the
souls of long-dead powerful individuals from legend and myth. There
are six kinds of spirits, one for each ability score. These six kinds
of spirits also bear the same names as the mythic paths, which, while
potentially confusing, is logical and shows the interconnection of
all these kinds of things. Each kind of spirit provides the medium
with specific abilities and taboos. In this way, they work similarly
to sorcerer bloodlines or oracle mysteries (spirits are not like
animal companions or eidolons). However, mediums differ from
sorcerers and oracles in that they can change their spirit each day.
This makes for both a really interesting character class and a
greater level of complexity. Writing out a stat block for a medium
can present a difficulty
since so much can change depending on when characters encounter
them—more so than just swapping out prepared spells.
Mediums
also gain access to a small number of psychic spells, following the
same progression as a paladin or ranger, except that they also get
0-level spells (called “knacks”) from 1st level. Like all other
psychic spellcasters, they are spontaneous casters and don't have to
prepare spells. I like the addition of 0-level spells to the slow
spell progression. It gives mediums just a little extra twist.
The
next class is the mesmerist, which is one
of the more straight-forward
classes in the book. It is also, in my opinion, the least interesting
and the least successful at carving out its own distinct niche.
Mesmerists basically cover the same sort of role as enchanter
specialist wizards or any other spellcaster that focuses on
mind-control magic. They have
a middle spell progression like that of bards and gain similar access
to skills. Their abilities focus mostly around hypnosis and other
means of controlling people. One advantage to mesmerists is their
straight-forward simplicity, which is rather refreshing compared to
some of the other classes in the book. Designing a mesmerist
character will be a relatively quick activity.
Next
up is the occultist, a class which channels pyschic magic through
items called “implements”. There are several implement schools,
which correspond to the schools of magic. Occultists begin knowing
how to use only a couple implement schools, but gradually learn more
as they advance in level. The implements schools known affect not
only what spells an occultist knows, but also what spells are even on
the occultist's spell list (thus affecting whether the ability to use
various kinds of magic items like wands). It is possible for an
occultist to learn an implement school more than once to increase
access to spells from that school.
On
first read, the occultist can seem somewhat complicated, but once you
figure it out, designing one is actually fairly straight-forward. I
really like the flavour of a character that carries around a
collection of small trinkets, items that might seem worthless to
others, but allow the character to channel all kinds of magical
abilities.
The
next class is the psychic, which is the primary spellcaster of the
occult classes. The psychic is the occult version of the arcane
sorcerer and divine oracle. Every psychic has a psychic discipline,
which works similarly to a sorcerer's bloodline. Disciplines provide
bonus spells and various specific abilities. Of the occult classes,
psychics are perhaps the most variable as they are full spellcasters
and have access to the largest variety of spells. They have the most
options when it comes to specialising (and no doubt, future
supplements
will introduce more spells and more disciplines).
The
final class in Occult Adventures
is the spiritualist. Spiritualists make contact with spirits called
phantoms to differentiate them from the spirits of the medium. Given
the name spiritualist,
one might think that it would make more sense to call these ones
spirits, but I suppose phantom doesn't make much sense for mediums,
and I'm not sure what else to call mediums' spirits. At any rate,
phantoms work similarly to animal companions, and spiritualists do
not swap phantoms around day to day like mediums swap spirits.
Although the mechanics of phantoms work more like animal companions,
their flavour is more like that of a summoner's eidolon. Summoner is
one of my least favourite classes, so this has turned me off the
spiritualist a little bit, but I also have balance issues with the
summoner, which are not as readily apparent with the spiritualist.
The
second chapter of Occult Adventures
offers numerous archetypes, starting with archetypes for the new
classes, followed by a selection for other classes. The new classes
get four pages each (although kinteticist technically only gets three
and a half pages due to a half-page introduction to the chapter).
This amounts to four or five archetypes per class. These archetypes
do a good job of adding interesting variations to the classes. The
blood kineticist, for example, is a hydrokineticist who focuses on
manipulating the water in people's blood, while
the storyteller is a medium with just a hint of bard thrown in. The
storyteller focuses on the legends that their spirits forged in life.
Sha'irs are occultists who channel their powers through minor genies
(a concept that will be
familiar to people who use or used the old al-Qadim campaign setting
for AD&D) instead of
implements. The amnesiac is a
particularly interesting archetype for psychics. Amnesiacs only
remember a portion of their spells each day, but gain a spell
recollection ability that gives them a chance to then “recall”
other spells (essentially learning brand new spells).
Other
classes generally get one or two archetypes each, although there are
some classes (like cleric and oracle) that are not represented at
all. These new archetypes, not surprisingly, focus on adding a few
occult abilities to the older classes. By far my favourite of the
bunch is the promethean alchemist. Promethean alchemists can craft
constructs via alchemical research rather than magic and gain a
homunculus companion in place of the usual alchemist bomb and mutagen
abilities. This is the perfect archetype for people who want to play
a Doctor Frankenstein-style character or
some other mad scientist-type who wants to create life. Other
archetypes include the phrenologist (for bards), ghost rider (for
cavaliers), and the false medium (for rogues). Amidst these
archetypes there are also a couple of new cavalier orders and
sorcerer bloodlines as well. I particularly like the ectoplasm
bloodline. Overall, there's a lot of interesting variety.
Chapter
3 is new feats, while Chapter 4 is psychic spells. While there are a
lot of interesting options in these two chapters, in many ways, these
are also the most run-of-the-mill chapters in Occult
Adventures. New feats and new
spells are kind of a given in any book (even if they're somewhat more
important in this book), and there are so many feats and spells in
the game already, that it takes a lot to make new ones stand out and
be memorable. Nevertheless, there are a few that have caught my eye.
Xenoglossy, for example, is a fascinatingly bizarre feat that lets
you, through use of Linguistics checks, speak with another person who
doesn't share a common language with you. Synesthesia
is a spell that simulates the actual condition of synesthesia, where
sensory input is processed by non-standard senses, such as noises
having colours and so on.
One
thing, however, that makes psychic spells stand out from arcane and
divine spells is the alteration to components. The spell descriptions
still list components in the standard way (e.g. V, S, and so on)
since some of these spells can be cast by divine or arcane casters.
This similarly allows occult casters access to core spells like
detect magic. Instead,
occult casters interpret any somatic component (S) as an emotion
component instead, and any verbal component (V) as a thought
component. For emotion components, psychic spellcasters channel their
emotions as part of the spell's energy. Thought components represent
mental constructs that the spellcasters must picture in their minds.
These two components have no visual aspect detectable to other
people, truly linking psychic spells entirely to the mind.
Although
Chapters 5 and 6 represent a relatively small portion of the book,
they are the chapters that truly make the occult into something
unique within the game. These are the chapters that bring about the
most flavour and are, by far, the most interesting to read.
Chapter
5 is on “Occult Rules”, which include things like auras and
chakras. It begins, first, however, with occult skill unlocks. This
is the one thing in the book I'm not
particularly enthused about.
Although skill unlocks share a name with a similar option introduced
in Pathfinder Unchained,
they are not exactly the same thing (there are already too many
things with overlapping names in the game—race traits versus racial
traits, class level versus spell level—there really don't need to
be any more). Where Unchained's
skill unlocks provide a few new abilities to skills based on the
number of ranks a character has, the skill unlocks here are
essentially brand new skills and work like entirely new skills,
except they're not new skills. They are even presented in
alphabetical order by the unlock's name and not the base skill's
name. Dowsing, for example, is an unlock for Survival and has its own
rules for use, including DCs and so on.
Also,
in Pathfinder Unchained,
skill unlocks are only gained
through a feat and that feat gives you access to new abilities for
just one skill (although the new rogue class gets access to
additional skill unlocks). In Occult Adventures,
there is a feat (Psychic Sensitivity) for non-occult classes, but
characters capable of casting psychic spells automatically gain
access to all the
skill unlocks. I'm really not sure I like this all that much,
particularly because one of the improvements Pathfinder made over 3rd
Edition was consolidation of skills, yet this essentially
unconsolidates them (although it admittedly doesn't change the number
of skill points you have to spend). It also gives psychic
spellcasters numerous two-skills-in-one skills. Every rank in
Diplomacy, for example, now also gives a rank in Hypnotism. It just
feels like too much.
The
remainder of Chapter 5, however, contains a lot of very interesting
things, from the afore-mentioned auras and chakras, to rules for
pyschic duels (which are a bit complicated but look like a lot of
fun). There is a section which discusses possession. This is not so
much new rules on the subject, but a clarification on existing rules
that are spread out over numerous books and sometimes a bit
contradictory. Occult rituals are like primitive spells. Even
non-spellcasters can use them, but they come with a price. Every
ritual has a backlash and a penalty for failure.
Chapter
6 is on “Running an Occult Game” and offers advice for how
gamemasters can incorporate the occult into their games. There are
several suggested themes that GMs can use, as well as a number of
adventure seeds. The focus of this chapter is entirely on flavour and
it succeeds wonderfully. There are also a few new rules options for
GMs. Loci spirits are kind of like good versions of haunts. They are
created when psychic energy combines with powerful emotions. There
are also some new rules for haunts (as well as a clarification or
two) and several new sample haunts. The
chapter also contains information on using ley lines in the game, and
details on mindscapes—the locations where psychic duels are fought.
There
is an extensive section on “Esoteric Planes”. These aren't new
planes; rather, they are a different way of looking at the existing
planes. In particular, esoteric thought views the Positive and
Negative Energy Planes not as opposing creation and destruction
planes, but rather as two halves of the same thing. This section
makes for a fascinating read and is a great way to add a twist to the
typical understanding of planes in the game.
The
final chapter of the book provides new equipment and magic items.
This is another of those necessary chapters that can feel a bit
run-of-the-mill. However, there are some very interesting items here.
My favourite is the soul portrait.
This magical painting of the owner stops the owner from ageing
physically. Instead the picture of the owner ages. I can see lots of
fun things GMs can do with this item and an antagonist NPC who turns
out to be much, much older than she appears.
Overall,
Occult Adventures is a
great addition to the Pathfinder game. It does more than just
introduce a bunch of new classes and create Pathfinder's version of
psionics. It adds a whole new flavour and style of campaign
with new rules options that back that flavour up.
I eagerly look forward to trying out some of its ideas in a future
campaign.
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