Embracing the Darkness: Exploring the Shadow Plane in Pathfinder Second Edition

By admin

Occultism is a versatile and intriguing aspect of the Pathfinder Second Edition (PF2E) tabletop role-playing game. It is one of the four magical traditions available to players, alongside arcane, divine, and primal magic. In PF2E, occultists tap into the hidden powers and secrets of the world, drawing on the energies of the mind, dreams, and the spiritual plane. They have the ability to manipulate and channel occult forces to cast spells and shape reality in unique ways. Unlike other magical traditions, occult magic is often associated with psychological and spiritual concepts, making it a particularly fascinating and mysterious choice for players. Occultists are typically defined by their connection to ancient rituals, psychic phenomena, and the manipulation of metaphysical forces.



Occultism pf2e

Crafter Level ; Crafting Proficiency Rank ; Crafting Feat

Formula Price

Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth

Extra Requirements

STEP 2: Setup Time

This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.

Below, you may change your Crafting Proficiency Rank and your Crafter Level.

STEP 3: Crafting Skill Check

Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.

Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.

Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.

Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest ( 30 gp ). If you want to try again, you must start over.

STEP 4: Finishing the Project

If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.

If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish ), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.

Success the item is complete and works perfectly.

Failure the item is still completed, but it gains a quirk.

Critical Failure the item is ruined or might become a cursed item attached to you.

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Change Ancestry NPC

To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.

Anadi Anadi Android Automaton Automaton Azarketi Catfolk Conrasu Conrasu Doppelganger Doppelganger Dragon Dwarf Fetchling Ghoran Gnoll Gnoll Gnome Goblin Goloma Goloma Grippli Grippli Halfling Hobgoblin Human Kashrishi Kashrishi Kitsune Kobold Leshy Lizardfolk Nagaji Nagaji Ratfolk Shisk Shisk Shoony Skeleton Skeleton Slime Sprite Stheno Stheno Strix Tengu Vanara Vanara Vishkanya Vishkanya Apply Cancel
Apply Adjustment to a Creature

To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.

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Source Books

All data you can find in this website have been collected from official Paizo books. These are the source books used:

Adventure Path 68 books

Age of Ashes - Player’s Guide Age of Ashes - 01 - Hellknight Hill Age of Ashes - 02 - Cult of Cinders Age of Ashes - 03 - Tomorrow Must Burn Age of Ashes - 04 - Fires of the Haunted City Age of Ashes - 05 - Against the Scarlet Triad Age of Ashes - 06 - Broken Promises Extinction Curse - Player’s Guide Extinction Curse - 01 - The Show Must Go On Extinction Curse - 02 - Legacy of the Lost God Extinction Curse - 03 - Life’s Long Shadows Extinction Curse - 04 - Siege of the Dinosaurs Extinction Curse - 05 - Lord of the Black Sands Extinction Curse - 06 - The Apocalypse Prophet Agents of Edgewatch - player’s guide Agents of Edgewatch - 01 - Devil at the Dreaming Palace Agents of Edgewatch - 02 - Sixty Feet Under Agents of Edgewatch - 03 - All or Nothing Agents of Edgewatch - 04 - Assault on Hunting Lodge Seven Agents of Edgewatch - 05 - Belly of the Black Whale Agents of Edgewatch - 06 - Ruins of the Radiant Siege Abomination Vaults - player’s guide Abomination Vaults - 01 - Ruins of Gauntlight Abomination Vaults - 02 - Hands of the Devil Abomination Vaults - 03 - Eyes of Empty Death Fists of the Ruby Phoenix - player’s guide Fists of the Ruby Phoenix - 01 - Despair on Danger Island Fists of the Ruby Phoenix - 02 - Ready? Fight! Fists of the Ruby Phoenix - 03 - King of the Mountain Strength of Thousands - player’s guide Strength of Thousands - 01 - Kindled Magic Strength of Thousands - 02 - Spoken on the Song Wind Strength of Thousands - 03 - Hurricane’s Howl Strength of Thousands - 04 - Secrets of the Temple-City Strength of Thousands - 05 - Doorway to the Red Star Quest for the Frozen Flame - player’s guide Quest for the Frozen Flame - 01 - Broken Tusk Moon Quest for the Frozen Flame - 02 - Lost Mammoth Valley Outlaws of Alkenstar - player’s guide Quest for the Frozen Flame - 03 - Burning Tundra Strength of Thousands - 06 - Shadows of the Ancients Outlaws of Alkenstar - 01 - Punks in a Powder Keg Outlaws of Alkenstar - 02 - Cradle of Quartz Blood Lords - player’s guide Outlaws of Alkenstar - 03 - The Smoking Gun Blood Lords - 01 - Zombie Feast Blood Lords - 02 - Graveclaw Blood Lords - 03 - Field of Maidens Blood Lords - 04 - The Ghouls Hunger Pathfinder Kingmaker Adventure Path Blood Lords - 05 - A Taste of Ashes Gatewalkers - player’s guide Blood Lords - 06 - Ghost King’s Rage Gatewalkers - 01 - The Seventh Arch Gatewalkers - 02 - They Watched the Stars Gatewalkers - 03 - Dreamers of the Nameless Spires Stolen Fate - 01 - The Choosing Stolen Fate - player’s guide Stolen Fate - 02 - The Destiny War Stolen Fate - 03 - Worst of All Possible Worlds Sky’s King Tomb - player’s guide Sky’s King Tomb - 01 - Mantle of Gold Sky’s King Tomb - 02 - Cult of the Cave Worm Sky’s King Tomb - 03 - Heavy is the Crown Season of Ghosts - player’s guide Season of Ghosts - 01 - The Summer that Never Was Season of Ghosts - 02 - Let the Leaves Fall Season of Ghosts - 03 - No Breath to Cry

Lost Omens 16 books

Lost Omens World Guide Lost Omens Character Guide Lost Omens Gods & Magic Lost Omens Legends Lost Omens Pathfinder Society Guide Lost Omens Ancestry Guide Lost Omens Azarketi Ancestry Web Supplement Lost Omens The Mwangi Expanse Lost Omens The Grand Bazaar Lost Omens Absalom, City of Lost Omens Lost Omens Monster of Myth Lost Omens Knights of Lastwall Lost Omens Travel Guide Lost Omens Impossible Lands Lost Omens Firebrands Lost Omens Highhelm

Non-Paizo Rulebook 7 books

Battlezoo Bestiary BattleZoo Ancestries: Dragons BattleZoo Ancestries: Dungeons BattleZoo Ancestries: Slimes BattleZoo Ancestries: Doppelgangers BattleZoo Ancestries: Sthenos BattleZoo Ancestries: Mimics

Occultist Handbook: Pathfinder Class Guide – RPGBOT

I’m going to start this guide with an unusual warning: The Occultist is complicated. It has a lot of abilities which interact with each other in complicated and strange ways that can often be difficult to track. Expect to spend a lot of time calculating and re-calculating bonuses and modifiers throughout a normal day of adventuring. You will need to very carefully track numerous independent pools of resources, and the occultist grows in complexity very quickly as it gains levels.

Functionally, it’s hard to say where the Occultist fits in the party. It doesn’t have the class skills to be a Scout, but it can get the ones it’s missing with traits. It doesn’t have the skills to be a librarian, but it can get the ones it’s missing with traits. It has almost no offensive abilities, so it can’t be a Striker unless you invest all of your feats in becoming one. In medium armor and with no melee abilities to speak of, the Occultist isn’t a Defender. The Evocation school offers some blasting options, but the class doesn’t have the spells to be a real Blaster. So without a bunch of hand holding and effort, the Occultist’s best roles are as a Support and Utility casting character, and even then it’s difficult to see how the Occultist really shines.

All told, the Occultist is complicated, lacks a clearly defined function, and doesn’t do anything especially useful or interesting. Honestly, I don’t know what role an Occultist has in a party.

Occultists are typically defined by their connection to ancient rituals, psychic phenomena, and the manipulation of metaphysical forces. The occult tradition introduces a wide range of classes and archetypes that delve into different aspects of this magical tradition. The witch, for example, draws power from pacts with otherworldly beings and hexes her enemies with curses.

Occultist Class Features

Hit Points : d8 hit points isn’t a lot, but with medium armor you’re at least as durable as a cleric.

Base Attack Bonus : 2/3 BAB is good for a class which depends primarily on magical abilities.

Saves : Good Fortitude and Will saves.

Proficiencies : medium armor, shields, and martial weapons offer you lots of options.

Skills : 4+ skill ranks is great for an Intelligence-based class, and with a skill list falling somewhere between the rogue and the wizard you have plenty of options for your skill ranks.

Spell Casting : The occultist’s spell casting is weird. They’re spontaneous casters, and their list of spells known grows every time they learn a new implement school, and when they do that they need to select 10 levels of spells to add to their spell list. Occultists are 2/3 casters so don’t expect to get by on save-or-suck spells or on blast spells; rely more heavily on utility and buff spells.

Focus Powers (Su): Focus powers vary widely in quality. Remember that you get 10 non-base focus powers, so choose wisely and plan your choices well ahead of time.

Implements (Su): Implements are the defining class decision that Occultists make. Implements define both your spell list and your available powers. Check out my Occultist Implements Schools Breakdown for help selecting implement schools.

Mental Focus (Su): Your pool of focus points is the biggest limiting factor on your abilities. Many focus powers are very good, but you can eat through your focus points very quickly if you’re not careful with them. Investing your focus at the beginning of the day is also a major decision since it defines what you get out of your resonant powers. If you’re not sure what you’ll need in a given day, don’t be afraid to reserve some “general focus” to use in a pinch.

Magic Item Skill (Ex): UMD is the most powerful and versatile skill in the game. Using items like scrolls to access magical options which may otherwise be unavailable to you is a great trick, and a bonus like this makes it much easier to quickly reach the UMD bonus you need to use it reliably. Combine this with the Pragmatic Activator trait, and you’re well on your way to mastering UMD.

Object Reading (Su): The ability to identify items is nice, but not particularly interesting since so many other characters can do it with Detect Magic. The ability to learn things about the previous user is exciting, and possibly a great story element. Unfortunately most of the time when an adventurer encounters magic items it’s on the dead bodies of the previous user.

Shift Focus (Su): This is a last-resort option. You want to do your absolute best to never use this. Transferring Focus out of an Implement debuffs the discharged Implement, but doesn’t buff the charged Implement, so not only are you giving up a point of focus to make the transfer but you’re also giving up some or all of the buff from your discharged Implement.

Aura Sight (Su): Detect Evil is a fantastic ability for Paladins: it lets them easily and almost unerringly locate and identify evil creatures. Take that utility, remove the need to concentrate on a 90-degree cone for three rounds, and open it up to all alignments simultaneously. Aura Sight is a 3rd-level spell for good reason, and you get to do it as early as anyone else for free as often as you like.

Magic Circles (Su): Magic circles of this type are situational, but can be very potent if you have time to plan their use. Don’t expect to drag this into every encounter like you could with a Magic Circle Against X spell.

Outside Contact (Su): 3 hit dice won’t get you anything powerful, but the strength of the outsider you summon doesn’t really matter for the ability. Questioning an outsider for information can be a great way to gather information, and you don’t have the failure percentage issue presented by the Divination spell. You also get gradually more information and more utility from your bound outsider as you level.

Binding Circles (Su): This is a great way to trap foes temporarily. Since you can’t launch weapons into the circle without breaking it it’s hardly an execution chamber, but an hour is a long time to parlay with enemies who might know quite a bit of useful information or to set up a suitable execution method.

Fast Circles (Su): The biggest limitation on the Occultist’s magic circles is that they take so much time to prepare. A full round action is still a fairly restrictive amount of time in combat, but it’s fast enough that you could drop one to trap a troublesome foe, to repel summoned creatures, or to buff your allies against a specific alignment.

Implement Mastery (Su): Fantastic if you pick the right Implement School.

Occultism pf2e

The psychic, on the other hand, hones their mental abilities to read minds, influence thoughts, and even see into the future. In addition to these dedicated occult classes, other classes in PF2E can also tap into occult magic through the Multiclass Archetype system. This allows players to mix and match different magical traditions to create unique and powerful characters, further expanding the possibilities of occultism. Furthermore, PF2E provides a rich lore and setting for occult adventures. The world of Golarion is filled with ancient mysteries, hidden cults, and eldritch beings that can serve as both allies and adversaries for occultists. This opens up a vast array of storytelling opportunities for players and Game Masters alike. Overall, occultism in PF2E offers a deep and immersive magical experience. Whether delving into forbidden knowledge, communing with spirits, or manipulating psychic energies, occultists provide an exciting and unique playstyle for those who are drawn to the mysteries of the arcane..

Reviews for "Secrets of the Stars: Exploring Astrology in Pathfinder 2e's Occultism"

1. JohnDoe123 - 2 stars - I was really excited to try out "Occultism pf2e", but I found it to be quite underwhelming. The book lacked depth and failed to provide enough options for players interested in the occult. The spells and abilities felt repetitive, and I quickly got bored with the limited options available. Overall, I was disappointed with the content offered and would not recommend this book to others looking for a comprehensive occult system in Pathfinder 2nd edition.
2. JaneSmith456 - 1 star - I have been a fan of the Pathfinder system for a while, so I was eager to delve into the occult with the release of "Occultism pf2e". However, I was sorely disappointed. The book seemed rushed and poorly thought out, with numerous errors and inconsistencies throughout. The lack of clarity in the descriptions and explanations made it difficult to understand and implement occult mechanics in gameplay. Overall, I found "Occultism pf2e" to be a real letdown and a wasted opportunity.
3. GamingGuru789 - 2 stars - As a seasoned player of Pathfinder 2nd edition, I was excited to see the introduction of occultism into the game with this supplement. However, my excitement quickly turned into frustration. The occult mechanics were not well-integrated into the existing rule system, resulting in clunky gameplay and confusion during sessions. Additionally, the limited options for character creation and advancement in the occult class left me feeling unfulfilled. Overall, "Occultism pf2e" failed to deliver on its promises and left me wishing for a more refined and enjoyable gameplay experience.
4. RPGEnthusiast777 - 2.5 stars - While I appreciate the attempt to introduce occultism into Pathfinder 2nd edition, I found the execution of "Occultism pf2e" to be lacking. The content felt scattered and disorganized, making it difficult to find specific information when needed. The spells and abilities provided were also underwhelming compared to other character options available in the game. While I believe the addition of an occult class is a step in the right direction, I hope future supplements will refine and expand upon the foundation laid out in this book.

Soulcasting: Exploring the Powers of the Occultist's Implements in PF2e

Unleashing Psychic Power: A Guide to Psychic Magic in Pathfinder Second Edition