Pathfinder
products are published under several different lines of books.
There's the Roleplaying Game line, which consists of the hardcover
rulebooks. There's the Pathfinder Campaign Setting
and Pathfinder Player Companion
lines, and of course, Pathfinder Adventure Path
amongst others. Each line gives an indication of what people can
expect from the books published in it—rules
material, adventures, etc.
However,
within the lines, there are sometimes smaller series—not
generally officially marked as such, but with naming patterns to
indicate them. There are the Revisited
and Unleashed books in
the Campaign Setting,
or the Blood of...
books in the Player Companions.
One of the smaller groups
like these is the Origins
books, with Mythic Origins,
Advanced Class Origins,
and now Occult Origins.
These books are companions to
rulebooks (Mythic Adventures,
Advanced Class Guide,
and Occult Adventures
respectively), with each one introducing the concepts of their
respective rulebooks in the world of Golarion and, primarily,
offering lots of new player options. I've commented in my reviews of
the last two that Origins
is a bit of a misleading name, as they don't really discuss the
origins of the new material or even the origins of characters using
that material. That said, Occult Origins
is better in this regard and actually does briefly discuss how
characters become some of the occult classes.
In
fact, Occult Origins
is definitely the best of the Origins
books to date. Paizo has refined the series with each successive
book. Occult Origins
is a book of mostly “crunch” (i.e. mechanical rules options for
characters), but it is the best kind of crunch—the kind that
supports the flavour of the setting as well as giving characters fun
new options. The material in this book is full of flavour that both
expands the world of Golarion and expands our understanding of it.
And this only serves to
enhance the gaming experience.
From
the moment you open this book, you get a feel for its flavour. The
inside front cover contains an overview of the “Planes of Occult
Power”. These are the standard Inner Planes of the setting, but
from the esoteric point of view introduced in Occult
Adventures. There is a diagram
of the Inner Planes and a sidebar detailing how occult things like
spirits, phantoms, and the Cosmic Fire relate to these planes.
The
book proper begins with an introduction broadly explaining how the
occult and the occult classes fit into Golarion. Although it is a
brief discussion that doesn't have the space to go into a lot of
detail, it nonetheless firmly grounds the occult into the setting.
What I particularly like about this section and the book as a whole
is that it maintains the sense of mystery and rarity that is an
important part of the occult as introduced in Occult
Adventures. Mythic
Origins strangely manages to
make mythic characters feel commonplace, but Occult Origins
does not fall into that trap. Even though players have the option to
be any class (subject to GM discretion, of course) and could even
make entire parties of occult characters, the book places them into
the world in such a way as to maintain their
unusualness.
After
the introduction, roughly half the book focuses on the new classes
introduced in Occult Adventures,
offering new options for each. As in Occult Adventures,
the kineticist gets the longest section, at four pages, while the
other five classes get two pages each. Golarion has long had cultures
that don't break the elements
up into the standard four
air, earth, fire, and water, and Occult Origins
acknowledges this by adding two new elemental specialisations for
kineticists: void and wood. Void is similar, though not identical, to
aether (the fifth element in Occult Adventures).
Whereas aether is force, void is the substance of the Negative Energy
Plane. Void kineticists are called chaokineticists. Phytokintecists
(wood) are primarily found in Tian Xia, but can be found
in other areas of the world, too. The majority of the kineticist
section is taken up by descriptions of talents for the two elements,
and of the six classes, kineticists actually get the least “fluff”
description. Nevertheless, the Golarion flavour is still quite
strong.
The
section on mediums provides a lot of background information about
their place in the world. In particular, we learn a fair amount about
Geb and Nex, two nations that have not received a lot of detail to
date. We are introduced to the Nexian channeller, a medium archetype
that lets the medium channel the spirit of Nex (the founder of the
nation of Nex) instead of one of the six standard spirits. The Nex
spirit is a modified archmage spirit. Despite
only being two pages in length, there's a surprising amount of
information in this section, and the Nexian channeller is a perfect
example of how to blend mechanical options with world flavour.
The
section on mesmerists focuses on the role of this class in the
nations of Nidal and Cheliax. There are some new tricks and masterful
tricks, as well as a few new spells. There are also “devilbane
gazes”, which are a form of bold stare improvements developed by
Chelish mesmerists.
The
two pages dedicated to the occultist discuss how someone on Golarion
becomes an occultist and introduce the reliquarian, an archetype
devoted to a god and that can cast divine instead of psychic spells.
The section also contains a selection of “sacred implements” that
occultists can choose in place of an implement school. Each sacred
implement is specific to one of Golarion's gods. Unfortunately,
there's not enough room to include an implement for every god, so
there are only seven here (one of which is Aroden—possible because
sacred implements contain residual energy left behind by their
associated gods at some point in the past). However, these seven
provide a good enough introduction to sacred implements that GMs can
easily create additional ones for the other gods as they are needed.
The
section on psychics discusses their place on Golarion, but actually
goes beyond this with a short description of the role psychics play
on other worlds like Akiton and Castrovel. The section also contains
some new amplifications and two new psychic disciplines:
enlightenment and rebirth.
The
section on spiritualists discusses how phantoms are viewed by other
people in the world—particularly how they are viewed by the church
of Pharasma. Since phantoms are the spirits of the dead, many people
naturally see them as undead abominations and they see spiritualists
as either necromancers or people restraining souls from their
rightful journey into the afterlife. It makes for an interesting but
difficult place that spiritualists have in the world. This section
contains an archetype (the fated guide), a new emotional focus
(remorse) and a couple of new feats.
After
the six occult classes, Occult Origins
offers six new archetypes for other classes. These
focus on adding a few occult abilities to non-occult classes. I find
these archetypes to be the least interesting material in the book.
They don't quite have as much
world flavour as other things in the book (although a couple of them,
like the Harrowed Society student, an arcanist archetype, have more
flavour than the others).
Following
the archetypes is a selection of new occult feats. Many of these tie
into occult skill unlocks, which constitute one of my least favourite
parts of Occult Adventures
(see my review of that book
for my reasons), but these feats do have a lot of colour to them.
None of them are particularly Golarion-specific, but they maintain
the occult flavour
encountered throughout the the rest of the book.
The
next section includes some new occult rituals, each tied into the
legends and mysteries of various parts of the campaign setting. I
really like the idea of rituals—primitive magic that anyone can
potentially use—and Golarion's history is rife with inspiration for
rituals. Invoking the hero-god
is a ritual from lost Sarkoris, while Peacock Spirit's
tranquil roar invokes one of the
ancient gods of Thassilon.
The
final two sections focus on spells, the first on Occult Spells and
the last on Psychic Spells. It's not entirely clear what the
difference between these two are, other than none of the psychic
spells are available to non-occult classes while the occult spells
are. Given that Occult Adventures
doesn't distinguish between spells in this way, I'm not sure why this
book does. It actually makes finding specific spells more difficult
(not to mention that there
were already some new spells earlier in the book) as you don't
immediately know which section to look in. That aside, there are some
interesting spells here, particularly subjective reality,
which allows the caster to convince herself that a real target is
actually an illusion. The caster can then treat the target as an
illusion, even being able to walk through the target.
On
the whole, Occult Origins
is definitely the best of the Origins
books. It offers a great selection of new options for characters,
particularly the occult classes, but what's best about these new
options is that they are steeped in world flavour. This book succeeds
admirably in making the material from Occult Adventures
fit seamlessly into the Golarion setting.
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