Occult Adventures ReviewThe book has 274 pages, 7 chapters, and very little fluff. The chapters are as follows:
- 1: Occult Classes
- 2: Archetypes
- 3: Feats
- 4: Psychic Magic
- 5: Occult Rules
- 6: Running an Occult Game
- 7: Occult Rewards
The intro is pretty standard. It goes over the fluff of "occult", lists the books referenced in this book, talks about what is an occult adventure (boiled down: mind over combat, mysteries within mysteries, raw power isn't everything, etc.), an explanation of psychic magic (I'll go over that later), and other standard D&D book intro stuff.
Chapter 1 - The Occult ClassesThe book has 6 new base classes (and 0 prestige classes, I like that). I'll go over each in order and give a brief overview, hopefully hitting all relevant points.
No classes have alignment restrictions. Each class has racial favored class options for the PHB races.
Please note that I'm not great at playing spellcasters so there isn't much analysis about spells.
KineticistThis class is the closest official thing to a 3.5 Warlock that I have come across. According to the fluff, kineticists are living channels for elemental matter and energy.
Relevant Stats: D8 HD, 4 skill points/lvl, medium BAB, high Fort and Ref saves and low Will save. Simple weapon and light armor proficiencies.
At first level you pick a primary element: aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). Each element adds two class skills and has a list of specific wild talents that can be selected, there are also universal talents. I will go over these later.
In addition you get an elemental attack (called a kinetic blast) and a defense. Air defense gives you miss chance against ranged weapons, stone gives DR/Adamantine, aether gives temp hp, fire damages creatures that attack you, and water gives armor or shield bonus to AC. The bonuses increase based off your burn which I will go over next.
Burn is the basic casting mechanic for their spell-like abilities. Instead of freely casting things willy-nilly like a Warlock you take a burn cost. For each point of burn you accept (either from casting or boosting a spell-like abiliy), you take 1 point of damage per class level. This can't be healed except by a full-night's rest which removes all burn. There is a limit to how much burn can be taken a round. There are multiple ways to reduce burn as class features, the main one involves spending time gathering power to reduce the next burn cost.
Starting at 3rd level you gain bonuses to attack and damage with your kinetic blast based on your current level of burn.
Starting at 5th level you gain the ability to accept burn to alter kinetic blasts with metamagic feats (starting with Empower and going through Maximize, and Quicken as you go up levels).
At 6th level you gain a buffer, accepting burn to fill the buffer to spend that burn later.
At 7th and 15th level you can either gain another element or increase the power of an already gained element. There are composite element blasts for damage variance.
20th level, accept burn to use any kinetic blast you don't know or to change any one wild talent to another for 24 hours.
Wild Talents
You gain a wild talent almost every level, alternating between the two main types of Infusion and Utility. Think of Infusion talents as a combination of Warlock eldritch essences and blast shapes, with utility talents comparable to invocations.
Each wild talent has a listed effective spell level (which makes ruling easier), and a kineticist selects wild talents as a sorcerer (selecting a talent above 1st requires being of a level double that of the effective spell level). In addition, each element has a list of wild
talents that can be chosen.
There are too many to even do a cursory analysis (although I realized that if I wanted to make a Jedi I'd use this class).
Infusion Talent overview:
There are infusion talents for making your kinetic blast take the form of a weapon (with well defined rules), some aoe/crowd control stuff, debuffs, etc.
Utility Wild Talents overview:
Lots of generic stuff here, some minion creation, it's all over the place. Very few numerical buffs and very few things that have direct
spell correlations. All of the passive stuff has no burn cost. There is also a healing talent. The only one that pops out to me as OMG is a ninth level Fire talent that can bring you back to life (but Fire is not an automatic choice by any means).
My thoughts: I like it, a lot. This is probably my favorite class in the book but I'm biased against traditional spellcasters. I like the flexibility, I like the pretty much everything honestly. It's probably tier 3 but I'm not the best at that kind of thing. Okay, I really like the idea behind this class but there was a lot of kneejerk nerfing due to the at-will nature of the class abilities. Also you can't reduce the burn cost of your abilities that aren't blasts. I'd say tier 4, low end. Not useless but you've got to plan around things and build it properly to be useful.
MediumMedium's channel spirits into themselves, they are binder-esque half-casters.
Relevant Stats: D8 HD, 4 skill points/lvl, medium BAB, low Fort and Ref saves and high Will save. Simple weapon and light/medium armor proficiencies.
The Medium is a spontaneous half-caster (0-4th level spells). Without in depth analysis the spell list seems decent. Lots of buffs and debuffs with some utility spells thrown in.
The main class ability of the Medium is the Spirit. I will go over individual spirits later. Every day you can perform a seance to channel a spirit (there are six basic types so no large binding list and you only get one).
Instead of higher level spirits, each spirit has abilities that are granted at higher levels. In addition, channeling a spirit grants it 1 point of influence over you. Some spirit abilities give it more influence. When it gets 3 you get a combination of penalties as well as bonuses on saves vs possession and mind-affectingeffects. If it gets 5 influence you become an NPC for the rest of the day under
control of the spirit. You can grant it influence to boost a failed d20 roll after knowing the result.
At second level you can take a taboo (each spirit has examples) to gain free uses of the boost ability. Breaking the taboo gives -2 to a whole bunch of rolls for an hour and grants the spirit 1 influence. Hitting 5 influence from the violated taboo you get more bad stuff.
At third level you get bonuses against haunts (which who uses those outside of adventure paths?) The bonuses aren't bad, just specialized.
At fifth level you can perform a seance and ask dead people questions, getting better at it at higher levels. You also get other divination abilities.
14th level gives you Astral Projection (but limited, no magical gear for example).
20th level, can channel any of the spirits for a round, no limit to the uses but influence accrues per spirit.
There are other interesting abilities but that's the gist of it.
Spirits
Each spirit grants bonuses to you, a second bonus to you and everyone there for the seance, and then a lesser, intermediate, greater, and supreme power (Gained at 1st, 6th, 11th, 17th levels).
Archmage
Gives bonuses on Concentration checks and Int Checks/Int-skill checks. Also bonus damage to spells.
Lesser: More spells cast and spells known for that day.
Intermediate: Cast spells without expending a slot by accepting influence.
Greater: Cast any sorcerer/wizard spell of a level you can cast by accepting influence.
Supreme: 1/day cast any sorcerer/wizard spell of any level without expending a spell slot.
Champion
Bonus to attack, non-spell damage, Strength checks, Str-skill checks, and Fort saves. Also bonus damage to non-spells.
Lesser: All martial and one exotic weapon proficiency.
Intermediate: Extra attack on a full-attack.
Greater: Effective pounce.
Supreme: Bonus combat feats.
Guardian
Bonus to AC and Con checks, Fort saves, and Reflex saves. Also bonus to CMD.
Lesser: Heavy Armor and Shield proficiency.
Intermediate: DR/- and acid, cold, electricity, fire, and sonic resistance.
Greater: Increase AC of yourself or adjacent hit creature.
Supreme: 1/day ignore effects of a single attack/spell that hit you.
Hierophant
Bonus to Wis checks, Wis-skill checks, and Will saves. Also bonus to healing against allies.
Lesser: As Archmage Lesser but cleric/oracle spells.
Intermediate: Channel energy, choose positive or negative during seance.
Greater: Grant creatures bonuses when healing them to full hp. Gain bonuses when killing creatures with positive/negative energy.
Supreme: 1/day cast miracle, choose option that doesn't require powdered diamond.
Marshal
Bonus to Cha checks and Cha-skills, as well as the boost to failed rolls. Also bonus as one of the other spirits. Each participant can choose separately.
Lesser: Grant the boost to failed rolls to allies.
Intermediate: Grant allies bonus to either saves or attack/damage as standard action.
Greater: Grant spirit 1 influence to give an ally an extra attack or standard action.
Supreme: Gain lesser boost to failed rolls at no influence.
Trickster
Bonus to Dex checks, all skills, and Reflex saves. Also bonus to a single skill.
Lesser: Gain bonus with two skills.
Intermediate: Sneak attack.
Greater: Grant spirit 1 influence, melee touch attack to steal a buff spell active on traget (starting with highest spell level). Has restrictions.
Supreme: 1/day choose d20 roll instead of rolling. Also greater polymorph self at will, can mimic specific individuals.
My thoughts: Nowhere near as good as the binder. I think it's just something of a meh class. Who runs into Haunts? If you're wanting a fifth wheel kind of guy (the way bards are traditionally seen) or a cohort or something it could be interesting as a buffer. Probably tier 3 as well because spells.
MesmeristMesmerist's bend others to their wills, hypnotizing others and wielding power over lesser minds.
Relevant Stats: D8 HD, 6 skill points/lvl, medium BAB, low Fort and high Ref and Will save. Simple weapon (plus some) and light armor proficiencies.
The Mesmerist is a spontaneous half-caster (0-6th level spells.) Without in depth analysis the spell list seems as decent as the Medium. Buffs, debuffs, other interesting stuff.
1st level, bonus on all bluff checks and can qualify for the feint line of feats without Combat Expertise or Int requirements.
Also gains Hypnotic Stare, one of the core class features. Focus stare on a creature to give it a Will save penalty (it doesn't need to know you are watching it). This is mind-affecting. Also, once per round the Mesmerist can cause the target of the stare to take extra damage from an attack.
Mesmerist's can implant hypnotic suggestions in allies to grant them minor boosts, one trick per person and they can only be activated once. Nothing amazing but not bad. Higher levels grant more tricks per ally. Better tricks are available at 12th level.
2nd level gain Cha bonus to Will saves.
3rd level, Stare gains additional penalties that function in a similar manner to paladin mercies. (There is a list, pick one every time you get an option, every option applies).
3rd level, 3+Cha mod/day remove mental status effects.
5th level, increase to HD cap for enchantment and illusion spells such as color spray.
11th level, can deceive truth-detecting magic.
20th level, jump through some hoops to gain a permanent thrall as dominate monster.
My thoughts: I like this one too. It has some nice archetypes (spoiler: Cult Master) and is a very nice debuffer. I'd say tier 3. All these classes are probably tier 3. That's a good thing.
OccultistThe occultist is the most...interesting class. They focus on implements and cast magic through them.
Relevant Stats: D8 HD, 4 skill points/lvl, medium BAB, low Will and high Fort and Ref save. Simple and martial weapon and light/medium armor plus shield proficiencies.
Spontaneous class (0-6th). Spell list has options all over the place.
Spells: Spells are only gained by choosing implements (see below). Each implement chosen gives you one spell known per level you can cast of that school.
Implement schools: This is what it's all about. Start with 2, get more later. Each implement is really a school and you can pick the same one more than once. For each choice of a school you need a corresponding implement (there's a list of what's appropriate and it doesn't have to be a magic item). You also get a resonant power (investing mental focus, I'll go over that later), a base focus power (a way of spending mental focus), and then focus powers you get as you go up levels. You don't get them retroactively so pick what you want the most first. I'll do an overview of those too.
Mental Focus: get a pool of points and divide them up however you want among your implements. This adjusts what bonuses and abilities you can use. When you run out of points in an implement it loses its bonuses.
2nd level, bonus to UMD.
2nd level, free identify and learn historical significance of items.
5th level, aura sight spell for free as standard action.
8th level, can draw "magic circle against (alignment)" by expending a mental focus.
8th level, can pay outsiders to answer questions or deliver messages.
12th level, can draw binding circles.
20th level, select an implement school and get a lot of bonuses for it.
Implement schools
Abjuration
Gain bonus to saves based on assigned mental focus.
Expend mental focus to prevent damage.
All of the focus powers you can choose are defensive in nature as expected.
Conjuration
Gain bonus to CL for Conjuration spells which only applies for determining duration based on assigned mental focus.
Expend mental focus to cast summon monster spells
The focus powers allow you to create things, heal, crowd control, and teleport.
Divination
Gain bonus to Perception checks and enhanced vision abilities based on assigned mental focus.
Expend mental focus to gain a bonus to any ability check, attack roll, or skill check.
The focus powers are all divination effects.
Enchantment
Gain bonus on all Cha checks and Cha-skill checks based on assigned mental focus.
Expend mental focus to daze or stagger foes.
The focus powers include buffs, debuffs, and enchantment spell effects.
Evocation
Gain bonus damage to evocation spells based on assigned mental focus.
Expend mental focus to create a damaging energy ray.
The focus powers are all offensive evocation effects or emulation/adjusting evocation spells.
Illusion
Gain concealment miss chance based on assigned mental focus as an activated ability.
Expend mental focus to create ghost sound or minor figment effect.
The focus powers are all illusion effects, some offensive.
Necromancy
Gain the ability to control more HD of undead based on assigned mental focus.
Expend mental focus to create a mind-effecting fear effect.
The focus powers are almost all buffs or debuffs, there is also a temporary undead creation one and a familiar/homunculus creation one.
Transmutation
Gain a bonus to a physical ability score based on assigned mental focus.
Expend mental focus to grant an enhancement bonus to a weapon.
The focus powers are mostly buffs or utility.
My thoughts: I can't decide if I love this class or hate it. It's just so...weird with it's spells known. You'll never feel like you have enough is my guess. But it's very different, and I like different. Might end up being tier 4 instead of 3, I honestly don't know.
PsychicIt's a psychic...
Relevant Stats: D6 HD, 2 skill points/lvl, low BAB, low Fort and Ref and high Will save. Simple weapon proficiency.
The psychic is the occult spontaneous full caster. Very large spell list, looks good to me.
At first level you pick a discipline, this effects your casting stat. You also get bonus spells and powers like a sorcerer bloodline. I'll go over those last.
You get a pool of points called the Phrenic Pool, you use these to fuel class abilities.
Phrenic Amplifications: you pick from the list and spend your pool points to adjust spells. There are a lot of these. Buff summoned monsters, improve specific spells, do more force damage with force spells, etc. More powerful ones available starting at 11th level.
2nd level, detect thoughts spell 1/day for free. Can convert spell slots to detect thoughts.
9th level, telepathic bond spell 1/day for free. Can convert spell slots to telepathic bond.
17th level, 100 foot telepathy.
20th level, pick arcane sight, fly, haste, heroism, nondetection, or tongues. Be permanently under the effect of the spell, cannot be changed. Also pick a phrenic amplification to be used for free.
Psychic Disciplines
The granted abilities listed are in the order they received them, condensed if it makes sense. The capstone is at 13th level.
Some disciplines grant more abilities than others, the progression is 1st, 5th, 13th but some levels have more than one ability. I'm tired so not listing the levels but they are in order.
Abomination
Charisma is casting stat.
Decent bonus spells.
Gain a sort of spell rage ability that gets more powerful over time.
Gain SR eventually.
Dream
Charisma is casting stat.
Meh bonus spells.
Siphon creature's dreams to gain bonuses against them.
Tamper with creature's dreams using Intimidate/Diplomacy to make it do specific things.
Pretend you're playing Inception and steal information from dreams.
Take over sleeping bodies temporarily.
Faith
Wisdom is casting stat.
Meh cleric spells as bonus spells.
Worship a deity as a cleric.
Spontaneously cast cure/inflict spells as a cleric.
Gain bonus on all saves.
Limited use of the prayer spell effectively.
Lore
Wisdom is casting stat.
Meh divination bonus spells.
Gain phrenic pool points when getting answers from divination spells.
Memorize written or audio information perfectly.
Bonus to Automatic Writing checks (see Chapter 5).
Mage's Magnificent Mansion effect with bonuses to knowledge skills for research.
Pain
Charisma is casting stat.
Okay bonus spells.
Deal bonus non-lethal damage with spells.
Gain phrenic pool points with bonus non-lethal damage.
Lay on Hands as paladin of lower level.
Debuff status effects as a rider to damaging spells.
Psychedelia
Wisdom is casting stat.
Good bonus spells.
Bonus against drugs.
Create a mutagen-like mixture.
Penalties to creatures who use mind-affecting spells or abilities against you.
Confusion aura around you.
Rapport
Charisma is casting stat.
Good bonus spells.
Create empathic link with allies.
Daily use bonus on saves through empathic link.
Share memory spell as spell-like ability at will.
Free teamwork feats.
Share skill bonuses through empathic link.
Self-Perfection
Wisdom is casting stat.
Good bonus spells.
Wis to AC as monk.
Wis to physical ability and skill checks limited times per day.
Can heal self limited d8 hp per day or remove status effects.
Immunity to diseases and poisons.
Tranquility
Wisdom is casting stat.
Okay bonus spells.
Bonus to will saves limited times per day.
Calm emotions spell-like ability limited times per day.
Immune to fear and confusion. In addition, can suppress those in others as a standard action for 1 round.
My thoughts: Full caster, tier 2. Well there goes my guess that they'd all be 3. Other than that it's kind of bland, even with the ability to affect your spells and boost them. Then again I've always thought that full casters were kind of bland. At least it's not a prepared caster.
SpiritualistThe Occult summoner who has a spirit companion.
Relevant Stats: D8 HD, 4 skill points/lvl, medium BAB, low Ref and high Fort and Will save. Simple weapon proficiency.
The Spiritualist is a spontaneous half-caster (0-6) with a spell list that looks comperable to the Summoner.
The spiritualist gets a phantom, those choices will be last. All the rules look the same as the Eidolon. However, you can either have it manifested ectoplasmically, incorporeally, or stored in your consciousness.
Each has specific rules as to how it affects the phantom.
Class abilities are pretty much the same as the summoner with a few exceptions.
3rd level, bonded manifestation. Limited rounds per day gain bonuses as the phantom partially manifests around you. Ectoplasmic gives bonuses to ac and ectoplasmic tendrils eventually. Incorporeal gives concealment and bonuses vs attack incorporeal creatures, then can become invisible and eventually incorporeal with a fly speed.
5th level, detect undead at will.
9th level, see invisibility 1/day for 10 minutes.
10th level, greater phantom bonuses.
20th level, immune to mind-effecting spells/effects and possession while spirit is in conciousness.
Phantoms
Have a chart like eidolons but just get slam attacks, no evolutions.
Instead of base forms you choose an emotional focus. This affects their good saves. Each gives a bonus to two skills (and skill focus in those skills while confined to conciousness). They get more abilities as you level.
Anger
Skills: Intimidate, Survival
Phantom gets bonus to Str and penalty to Dex.
Does more slam damage.
7th - Can generate aura to grant creatures bonus to attack and penalty to ac.
12th - 1/day enlarge person and rage spell on phantom.
17th - 1/day wail of the banshee
Dedication
Skills: Diplomcay, Sense Motive
Iron Will as bonus feat
Bonus against creatures that attack the phantom's master
7th - Aura that grants defensive bonus to allies.
12th - Phantom fully manifests if master is caught unawares by an attack.
17th - Phantom immune to all detrimental mind-affecting effects and possession, also immune to banishment, dismissal, etc.
Despair
Skills: Intimidate, Stealth
Bonus to attack creatures under a fear affect.
Slam attacks cause mind-affecting fear effects.
7th - Aura of despair causes enemies to take save penalty.
12th - Crushing Despair spell like ability 3/day
17th level - no save on the slam attacks cause mind-affecting fear effects.
Fear
Skills: Intimidate, Stealth
Phantom gains Stealthy feat
Slam attacks cause mind-affecting fear effects.
7th - Aura that amplifies fear affects of enemies.
12th - Greater fear on slam
17th - Aura makes allies immune to fear.
Hatred
Skills: Acrobatics, Perception
Phantom gains Weapon Finesse feat
Phantom can designate target to focus on for bonuses.
7th - Aura that damages opponents who deal damage to phantom or Spiritualist.
12th - Sneak Attack vs designated target
17th - Granted designated target bonuses to allies.
Jealousy
Skills: Appraise, Bluff
Phantom gains Deceitful feat.
Creatures the phantom hits get penalties to attack other targets.
7th - Aura to stagger enemies who do not target phantom.
12th - Extra damage vs. targes who attack the spiritualist.
17th - 1/day phantom and spiritualist can swap places.
Zeal
Skills: Acrobatics, Survival
Phantom gains bonuses to tracking
Phantom has higher crit threat range and multiplier.
7th - Aura to grant allies bonus to attack and saves.
12th - Phantom can stay manifested even when spiritualist is unconscious or asleep.
17th - 3/day reroll failed attack or save.
My thoughts: I'm on the fence. I don't like playing casters, I always get bored and I don't like vancian spellcasting. I like the phantom, maybe more than the Eidolon. It's less customizable (and if you don't know I love customization) but it's customizable enough and you get an aura buff no matter what (as long as it's manifested somehow. Probably tier 3 again.