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Alexander Augunas wrote:
Quote:
Suppose you choose to gain Claws. If you use a polymorph effect that grants you're chosen natural attack (Claws in this case), such as Prince Ozen's Blood of the Moon , do you gain the Insight bonus with those attacks? I guess it's the line "already possesses" that's hanging me up. I just want to make sure I'm reading it correctly.

If you've chosen claws and your true form doesn't have claws, you gain claws. If you then polymorph into a creature that does have claws, you get the insight bonus. If you polymorph into a creature that doesn't have claws, you gain claws in that form (as per the "adding effects" when you polymorph rules).

I will clean up the language to make this clearer:

"Natural Attacks*: Choose bite or claws. While the occultist is bound to the beast spirit, she gains the selected natural attack if she didn’t have it already; this bite attack deals 1d4 points of damage (or 1d3 points if she is Small) while the claw attacks deal 1d3 damage (or 1d2 points if she is Small). If the occultist already possesses the selected natural weapon or she gains it from another class feature, feat, spell, or ability, she gains a +1 insight bonus on attack rolls and damage rolls with her selected natural weapon instead. This bonus increases by +1 at 5th level and every four occultist levels thereafter, to a maximum of +5 at 17th level."

Note that while constellation aspects are balanced around being 1st-level granted abilities, they aren't granted abilities. Their abilities are intended to be based off of the occultist's level, not her binder level.

I think the damage is too low.

When the alchemist gets a bite and 2 claw attacks, it's 1d8 for the bite and 1d6 for the claws (lasts 10 min per level). Rangers can get two 1d4 claws with the nat attack style. Barbarian lesser beast totem gets 1d6 claws while raging or 1d8 gore attack. Ratfolk (small race) can get claws at 1d4.

I really think that the occultist should get 1d6 for the bite (1d4 if small) and 1d4 for the claws (1d3 if small).

Contributor

Quote:
For the expanded design you list "At 7th level, the mascareri adds the following mask designs to the list of designs that can be selected." twice. Should the second one be at 9th level?

Yes. Fixed.


Prestige class - divine exorcist. One of the prereqs is the bane class feature. Does the noble constellation aspect "bane" count for this?

Contributor

bookrat wrote:
Prestige class - divine exorcist. One of the prereqs is the bane class feature. Does the noble constellation aspect "bane" count for this?

Bane is an optional requirement; you only need one of those three to get into the class.

No, that would be the bane constellation aspect, not the bane class feature. The bane class feature belongs to the inquisitor.

Contributor

bookrat wrote:

I think the damage is too low.

When the alchemist gets a bite and 2 claw attacks, it's 1d8 for the bite and 1d6 for the claws (lasts 10 min per level). Rangers can get two 1d4 claws with the nat attack style. Barbarian lesser beast totem gets 1d6 claws while raging or 1d8 gore attack. Ratfolk (small race) can get claws at 1d4.

Kitsune, a Medium race, get a bite that does 1d4. Transforming into a fox (a Tiny creature) only reduces it to 1d3.

Natural weapon damage is weird.


I don't think it's worth changing to a larger die to be honest... It looks like it will actually scale really nice as it's currently written (maybe not as a primary attack at first, but lots of spirits offer claw attacks, and the insight bonus is WELL worth the lower die).

Sure, you might only be doing 1d4+2 at level 1, but it's going to go up quickly. I'm looking at the numbers on my character right now (who was never intended to be a "Natural Attack" character), and at level 9 with a base 14 Strength and no strength boosting magic items, if I was to use Fey Baraddu and Tyrant Cromwell, and turn into a Tiger, I would be looking at an "Alpha Strike" claw damage of 1d8+18, plus a bite for 2d6+14 (if my very quick math is correct).

Considering that's from a base 14 Strength, with no buff spells or strength magic item, I would say you have a really good chance of building a nasty natural attack character if you want to.

Also: In case anyone else didn't know, you can click on a spirits name in the list and they act as a book mark! Wow that's helpful.

Contributor

Dexion1619 wrote:
I don't think it's worth changing to a larger die to be honest... It looks like it will actually scale really nice as it's currently written (maybe not as a primary attack at first, but lots of spirits offer claw attacks, and the insight bonus is WELL worth the lower die).

That's basically what its balanced around. The ability is supposed to make you want natural attacks from other sources.

Quote:
Also: In case anyone else didn't know, you can click on a spirits name in the list and they act as a book mark! Wow that's helpful.

Warning: not all spirits have this. I think I only got up to 5th or 6th level spirits when I sent out v2 of the document.


Researching the Spirit is still at the rate of 1 week per spirit. Was that intentional?

Contributor

Derrick Harris wrote:
Researching the Spirit is still at the rate of 1 week per spirit. Was that intentional?

Please cite the page number so I can fix the error.


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9th-Level Spirits

The last batch of spirits to go through initial review, and some of the most powerful.

Spirit Analysis:

Alabaster, Timeless Tester
Alabaster is another time-based spirit, but she has mastery over time compared to the other spirits' dabbling. She is an amazing spirit.
Command Time: This functions as time stop, and with the capstone you can't be harmed by environmental effects and can walk across liquid surfaces as water walk. All around an amazing ability, both in and out of combat. Useful for any occultist build.
Alabaster's Brilliance: You get a +6 enhancement bonus to Int and gain binder level ranks in 3 random skills. The "random" part here makes the skill portion of the ability iffy and for a 9th-level spirit the ability to choose the skills doesn't seem too bad--not all builds will benefit from this, but if there was skill choice all would. "One Knowledge skill plus two others" would be a better limitation than random.
Dimensional Portals: You can create a wormhole with an entrance and exit point at max 100 feet apart. The wormhole doesn't disorient its users, so you can continue a charge, for example. While you have to say within 30 ft. of the entrance/exit, this is an amazing ability and can help set up your allies for flanking, bypass environmental hazards, and all manner of tricks.
Mortality Override: You are immune to negative levels and death effects and cannot die from old age. Another amazing ability considering the amount of creatures that have these effects at high level.
Reality Override: You can cast mirage arcana 3+Cha/day. A bonus situational ability.
Vestigial Bond: You replace command time with the ability to not die--you return to life 1d10 days later that you last slept with all your equipment as true ressurection. You're stuck in a poor pact with Alabaster for 1 month, but that's not a huge issue.
Influence: You are euphoric when others solve problems or puzzles and try to present as many of these to others as possible. Not a bad influence and can cause some amusing situations in-game.

Aladdar, The Unhindered
Aladdar, the horse master of old, allows a binder freedome of all kinds and has some anti-lockdown abilities.
Aladdar's Disjunction: As a melee touch attack you affect a target as mage's disjunction, but you target all active magic effects or one spell effect. With the capstone you have a binder level% increased chance to destroy an antimagic field. There is nothing better than stripping that warrior or mage of all her buffs. Being able to destroy an antimagic field is just a nice bonus.
Cageless Step: You can cast knock at will. Situational, but it's at-will, so it's a nice ability. Prisons won't really be able to hold you anymore.
Everlasting Freedom: You can't be targeted by imprisonment or similar effects and can cast freedom of movement 3+Cha/day. Another nice ability and can prevent some nasty effects.
Hide Among the Blind: You can turn invisible as greater invisibility for binder level minutes/day. Who doesn't like being invisible?
Ready to Run: You gain a bonus to initiative checks of half your binder level and are not flat-footed during a surprise round or before you've acted at the start of a turn. Going first is always good.
Vestigial Bond: You gain a pegasus in exchange for hide among the blind. You can also replace ready for action to get a named pegasus with greater teleport, planeshift, and shadow walk 2/day. This is a worthwhile exchange.
Influence: You are easily agitated and never risk your freedom or safety for any reason. Make sure not to get a poor pact as this is extremely detrimental.

Ashvattha, The Stem of Life
This spirit has a lot of good abilities, mostly plant-focused. With a slight revision the major would be awesome, but even as is this spirit should be considered by binders.
Baleful Teleport: You teleport a target as a touch attack, Will negates, with no Will save allowed with the capstone. The type of teleport effect and the distance traveled as well as the destination is random, so this is great for enemies but not really effective for allies, which lessens its versatility.
Animate Trees: You can transform a tree into a limited treant for 1 minute / binder level, at will but limited to one treant at a time. This allows you to get some additional assistance in combat and if you have the time, allows you to move a whole forest from one area to another, one tree at a time.
Gift of Magic: YOu can cast miracle 3+Cha/day, but you cannot make requests that require an expensive material component. This is a very strong and versatile ability.
Treespeech: You gain a constant speak with plants effect and plants start with an attitude of friendly or helpful. A useful ability as people don't really think about being quiet around their houseplants, so you can get some good information.
Tremorsense: You gain tremorsense 60 ft. Another good ability.
Vestigial Bond: It takes 28 days until you can use this ability the first time, as you need to create the staff for it. Once you do, you can change the staff into a treant companion, as changestaff, but it lasts for one day. Replaces animate trees and is a good exchange.
Influence: You speak slowly and lumber when you walk and you must protect all plants from harm. This can range from annoying to debilitating depending upon your definition of "harm." If you think picking an apple or climbing a tree is harmful you're going to be getting into a lot of fights.

The Beast That Births, Matron of Monsters
The Beast that Births has gotten some revisions and has come out stronger than before.
Birth Horrors: Some revisions to this ability; you can only summon a single monster (unless you have the capstone) and the ability is expended for the effect's duration and for 5 rounds after. However, with the effect lasting binder level rounds and the creatures gaining the spirit-touched template, this is an overall buff to a great ability.
Blood Drinker Same as before, but the amount of time a corpse can be dead has been increased to 10 minutes; another buff.
Child of the Beast: This form has been cleaned up and buffed and is now binder level hours/day instead of minutes/day.
Howl of Death: Revised to let you cast wail of the banshee 3+Cha/day. Although limited, it can now affect a creature more than once per day, so I consider it a buff.
Spirit Birth:/[i] Same as before.
[i]Vestigial Bond:
Cleaned up, but this is the same as before.
Influence: Same as before but now you have to try to create children whenever you can. This can be a very damaging influence.

Brother Calvis, The Undying Monk
Brother Calvis and still as strong as ever and is great for any binder.
Negate Death: Cleaned up but the same as before.
Erase from Reality: Slight revisions; now limited to once per creature per day, but it lasts binder level rounds intead of half binder level rounds. A nice buff.
Glimpses of the Future: Same as before.
Hasted Movement: A slight revision to allow you to cast haste on yourself at will instead of having a constant effect. Not a huge change and doesn't change its greatness.
Veiled Mind: Same as before.
Vestigial Bond: Same as before, but now states that you can be revived once per day.
Influence: Same as before.

Daeminthos, Crystal Eye of the Mind
Daeminthos's major has received a really nice upgrade while his other abilities are only slightly revised.
Crystal Shard: Revised--the initial attack has increased to 1d6/binder level as well as the psychic explosion, and the initial attack's target is also affected by the explosion. However, a successful Will save negates the explosion damage instead of Reflex for half. The capstone has also changed; those that fail their will saves are dazed for 1 round. Honestly, this has received a major buff and is much better than before.
Hold Monster: Same as before, but you can have multiple hold monster effects active as once and is now limited to once per creature per day.
Psychic Foresight: Same as before, but the motes' duration is the length of the pact instead of the length of the pact or 24 hours.
Psychic Sense: Same as before.
Telepathy: Same as before.
Vestigial Bond: Same as before, but cleaned up.
Influence: Same as before.

Dama, The Molded Man
Dama is the first human created from clay and grants a binder the endurance and flexibility of the substance as well.
Supreme Flexibility: As a free action you can gain the benefits of a feat you meet the prerequisites for, as long as it isn't usable a limited number of times per day or you haven't selected it yet. This lasts for 1 round, or binder level rounds with the capstone. If you plan for it, this can be an amazing ability, and it allows you to adapt to all sorts of situations.
Clay Body: You gain the compression ability, gain the shapechanger subtype, and can change into a human at will as alter self. While this isn't an amazing combat ability at this level it is great for infiltration and grabbing a minor feature or two.
Earthen Endurance: You gain a +6 enhancement bonus to Con. This is great, as extra HP are always a welcome addition to any character.
Remold: You can kill a humanoid creature as a standard action and reincarnate it as a human, Willl save negates. Oncer per creature per day, and can be used 3+binder levels/day.
Skilled: You gain a +4 insight bonus on all skill checks you're trained in. Although it's not as much as what you can from other spirits for specific skills, since this applies to everything this is very nice.
Vestigial Bond: You replace remold with the ability to have a clay construct animal companion as a ranger with the added ability to reshape it into any other animal on the list. This is worth giving up remold.
Influence: You're stubborn and single-minded and don't want to compromise. This isn't a terrible influence, as this describes a lot of adventurers already.

Eschalon, Son of the Blackened Sky
Eschalon is a CE spirit who has CE abilities that let you be the most evil binder possible.
Apocalypse from the Sky: You deal 1d4 damage/binder level to all creatures within 100 ft., half fire damage and half untyped, Reflex save for half. Those that fail are nauseated for 1d4 rounds, Fortitude negates. With the capstone, creatures within 10 ft. do not receive a Reflex save. While the damage die is low, the fact that this can hit everything within 100 ft. can be amazing--it can also be a huge hindrance without Selective Major Ability, unless your party is okay with taking damage.
Afterlife Denied: This ability functions as soul bind 3+binder level/day. Great to seal away a powerful being or one that might reincarnate and perfect for an evil binder if someone crosses them.
Aura of Desecration: You have a 20 ft. aura that functions as desecrate. Works well with Eschalon's other abilities.
Press into Servitude: This functions as power word kill once per creature per day. A creature that fails its Will save rises as a skeleton or zombie under your command. These undead are destroyed when your pact ends. A good binder may have a harder time with this ability, but an evil binder will love it.
Sow Misery: YOu can cast cursed earth once a day. Again, great for evil binders, but note that you have to provide the powered onyx worth 10k gold.
Vestigial Bond: You can cast control undead 3+Cha/day, with the duration increased to 1 hour/binder level. Replaces press into servitude. Choose this if you're going up against the undead; otherwise don't make the exchange.
Influence: You love killing and must kill when able. A terrible influence to be under even if you're evil.

Kaylos, Master of Wishes
Kaylos has received some buffs and necessary revisions to his abilities such that a good binder can use him to great effect to help others, albeit by humilating them.
Gate of Incineration: Revised and buffed--the range is increased to 60 ft. and the radius of the sphere is 30 ft. and the damage is 1d6/binder level. The capstone stays the same , sending the center target to the elemental plane of fire on a failed Reflex save. A great ability.
Div's Charm: Renamed from charm of the inferno, the skill bonuses are the same but no longer increase to binder level against targets of sinful desire.
Genie Lore: Same as before.
Sinful Desire: Some revisions here as well--it is no longer a mind-affecting compulsion effect, and so can affect creatures normally immune to such; the action has been increased to a standard action, but it also inflicts cowering (or shaken on a successful save) for binder level rounds. This ability now always causes the target to confess their desire, and that is also a buff. Once per creature per day but better than before.
Twisted Wish: Limited to 3+Cha/day overall and you always provide the material component from wish unless you target is cowering from sinful desire. The negative aspect of the wish has also been reduced to "directly harming, hampering, or humilating the target or directly leading to such an outcome." This is quite broad and can allow a good binder to grant wishes like a trickster spirit.
Vestigial Bond: Revised to now provide a doru div as a familiar and replaces genie lore instead of twisted wish. Much easier to use now and I can see binders taking this companion now.
Influence: Same as before, and not inherently evil.

King Mutaros, Vengeance Unfulfilled
King Mutaros has received some larger revisions and his major's range has been reduced to what is essentially melee range. Still strong, but I'm not sure he's as good as his old self.
Sparks of Anger: Revised; now deals 1d6 damage/binder level, half electricity and half sonic; with the capstone the damage is always maximized. The range has also been reduced to 10 ft. which is slightly bad. It can still be a good ability, but the range limitation hurts.
Heartbreak: A buff, you can now cast earthquake 3+Cha/day.
Fumes of Fury: You no longer have legendary warrior and instead can expel a cloud of poisonous gas that causes creatures within to make a Fort save or die, limit of once per creature per day. Honestly I like this new one better as more binder builds can benefit from it.
Roar of the King: Weakend a bit--no longer an AoE, this is single target but leaves them permanently deafened. It scales at 1d6/3 binder levels, so a slight buff. Unlimited use, and combined with the new fumes of fury not as bad as it could be.
Unstoppable Vengeance: Same as before.
Vestigial Bond: You gain a resolute weasel. This is a quite underwhelming companion and I'd take another spirit's over this one.
Influence: Same as before.

Malebolge Moors, 13 Traitors of Hell
Their abilities have been switched around and revised and the Malebolge Moors are stronger for it.
Power Word Torment: The old word of torment has been promoted to major, and now functions as power word stun but with increased HP ranges if you have the capstone. This ability can be good, and the capstone's increase is 10%, so you'll have a wider range of enemies to affect.
Hellfire Flensing: This replaces the old hellfire grasp and is similar to the old major. You deal 1d6 / 4 binder levels, half fire and half untyped, with a melee touch attack. It also inflicts 1d6 Cha (Fort save for half).
Infernal Aspect: Same as before.
Infernal Immunity: Same as before.
Magical Expiration: Takes the old word of torment's spot--you have 13 invisible eyes floating around you, and when a creature within 30 ft. is targeted by a spell that you have identified you can expend one eye as an immediate action to counter the spell, as greater dispel magic. A great ability--makes sure you have a high Spellcraft.
Vestigial Bond: Same as before, but replaces magical expiration.
Influence: Same as before, but you are now prideful and lash out at those who insult that pride. Not a crippling influence, but you will not be well-liked.

Prometheus, Man's First Flame
Like his real-world legendary counterpart Prometheus has a lot of flame-related abilities and has very nice abilties.
Breath of the First Flame: 30 ft. cone attack that deals 1d6 fire damage/binder level, Reflex half. With the capstone half of the inflicted damage is untyped. A nice AoE.
Child of Prometheus: You can turn into a red or gold dragon as form of the dragon III for binder minutes/day. Another useful ability and gives you a lot of versatility.
Debt of the First Flame: 3+Cha/day you can gain a fire shield[/] (fire only) and [i]overwhelming presence effect (dragons, humanoids, and monstrous humanoids only) for binder level rounds. A good mesh of abilities and the limited types have some very powerful creatures, so its effectiveness isn't reduced much.
Draconic Reservoir: You gain a constant draconic reservoir effect. It can only absorb fire damage, but can absorb up to 60 points of damage and unleashing stored energy allows you to store more. You can use your vestigial companion to use breath of the First Flame[i] to power up this ability if needed. This is a nice ability, but it'd be nice if the energy unleashing was also modified to allow you to spend more at once, maybe 1d6/4 binder levels.
[i]Dragon's Ember:
You can cast produce flame binder levels/day and can expend a use as a standard action to healing a creature for 1d6+binder level. The versatility and increased uses per day make this a much better ability.
Vestigial Bond: You gain a fire elemental that has the form of a dragon and can fly and replaces child of Prometheus. If you have other spirit abilities that mimic what you can get from form of the dragon III then you can make the exchange with little worry.
Influence: You fix problems with trickery rather than strength and you must attempt to reverse or repair any acts of cruelty that you learn of. Most good binders won't find this a problem.

Tartarus, The Hungering Void
The most difficult spirit to bind with a DC of 50, Tartarus has some very strong abilities that help control the battlefield.
Damnation: You summon a black gate to Tartarus underneath a creature, Reflex negates. If the target fails its save tendrils lash out and grapple the target as black tentacles for binder level rounds. Each round the tentacles maintain the grapple they attempt to banish the target to Tartarus, as plane shift, Will negates. If the target moves out of the gate's space the gate vanishes. With the capstone the gate is permanent until the target moves out of the black gate or is banished. A highly-useful ability as it can imprison some of your foes for eternity. The only issue is that moving out of the space should be easy for most creatures at high levels due to teleport effects or sheer strength.
Hungry Pit: You can cast hungry pit 3+Cha/day. While this is a useful ability, I'd rather have it be 1 pit at a time, unlimited uses per day.
Lore of the Dead: You know all the abilities and weaknesses of any creature that you encounter as if you succeeded on a Knowledge check to identify them. Highly useful since you don't need to take any actions or have any ranks in Knowledge skills.
Wail of the Banshee: You can cast wail of the banshee 3+Cha/day. Very useful against low Fort targets and has a good AoE.
Wall of Suppression: This functions as wall of suppression for binder level minutes/day. Used correctly this ability can be devastating.
Vestigial Bond: You replace wail of the banshee to get the ability to raise a humanoid that dies within 100 ft. as a ghost, as quickened animate dead. After 1 full round of manifesting the ghost follows your commands for 1 round/level before dissapating. You can use this 3+Cha/day. This can be quite powerful, provided you're fighting humanoids. If you're not, then I would not suggest taking it.
Influence: You seek to punish others for all offenses and you must cause agony at every opportunity. A bad influence to have as you'd punish even small offenses and it applies to your party as well.

The Worglord, First Among Heroes
The Worglord proves he should still be a binder's first choice when getting Level 9 Spirits.
Stuff of Legends: A huge change to this ability, but in all honesty the previous ability was completely overpowered. This ability allows you to take 20 on a d20 roll as a swift action, and if you use it on attack it threatens a critical but is expended for 10 rounds instead of 5. With the capstone you can instead use this ability to maximize the damage caused by one attack, spell, or ability. This new ability is better balanced and is stronger in that it can maximize your damage.
Crush Windpipe: Cleaned up immensely and revised for the target to suffer a -4 Fort penalty; otherwise it is the same mechanically as before.
Defy Destiny: Increased to 3+Cha/day and still a great ability.
My Will Be Done: A large buff; while it is now a swift action instead of immediate the bonus is increased to half binder level and you are no longer fatigued. It also applies to any Strength-based or Dexterity-based check, which makes it much stronger.
Sculpted Physique: Same as before, and is an amazing minor ability.
Vestigial Bond: You must be bound to The Beast that Births and give up child of the beast. In exchange you get pounce. I'm not sure if gaining pounce is worth giving up a vestigial companion, however.
Influence: Same as before, and not a terribly invasive influence. Depending upon the binder their companions may not notice a difference.

Errors:

P242, Alabasater, Reality Override: "Mirage arcana" should be italicized.

P243, Aladdar, Legend: "...stable master of a preposterous kingdom."

P243, Aladdar, Personality Influence: "You must never risk your often freedom or safety..."

P244, Ashvattha, Legend: This mentions 5 elements created (excludes void) and then mentions the seventh element, wood. It seems it should mention "void" as well.

P244, Ashvattha, Treespeech: "Effect" should not be italicized.

P245, The Beast that Births, Name: "That" is capitalized where it's not capitalized anywhere else.

P245, The Beast that Births, Legend: "...the monsters of the world came to the bed the Beast and ten by ten..."; "When the gods took notice of the Mother of Monsters, they hide her away..."

P245, The Beast that Births, Howl of Death: "Wail of the banshee" should be italicized.

P246, Brother Calvis, Legend: "...only one individual ever stave off the perils..."

P247, Daeminthos, Legend: "After wisking him away..."; "...too immature to grasp the complex therumes..."

P247, Daeminthos, Crystal Shard: "Targeted that fail..."

P247, Daeminthos, Psychic Foresight: "Whenever you roll a d20, you may spent one mote..."

P248, Dama, Manifestation: "Thousands of human faces appear all clay used in Dama's ceremony..."

P248, Dama, Vestigial Bond: Refers to "druid" and "camel."

P249, Eschalon, Manifestation: "...the world around you becomes cold and dark that slices through your bones."

P250, Kaylos, Ceremony: "You polish a red game..."

P250, Kaylos, Legned: "...banished to a small gemstone and left to the moral realm."; "...it would use their wishes commit atrocities..."

P250, Kaylos, Twisted Wish: "Sinful Desire" needs to be italicized.

P252, King Mutaros, Heartbreak: "Earthquake" should be italicized.

P253, Malebolge Moors, Totems: Mentions "Dama."

P253, Malebolge Moors, Legend: The last sentence should be split in two: "...and erased them from history as punishment for their crimes. They languished within his bowels for ten thousand years..."

P253, Malebolge Moors, Power Word Torment: "Power word stun" should be italicized.

P253, Malebolge Moors, Hellfire Flensing: Listed as "Hellfire F lensing."

P253, Malebolge Moors, Physical Sign: "You flesh rips, tears, and mends itself..."

P254, Prometheus, Legend: "Drooling over the glistening fat, the chose the bones and broke their teeth upon the bones wrapped within them..." "Bones" should refer to "fat."; "...created an eagle who would plucked out his innars and gnawed at his soul until he vanished forever."

P255, Tartarus, Legend: "...while they languished away on the Abyss."

P256, The Worglord, Description: "The Worglord was the subject of the known world's first hero and the slayer of..."

P256, The Worglord, Legend: "...the Worglord defeated many a monster in while he was alive..."

Questions:

Q: Serapith, Scouring Light: Should the dmamage be reduced to 5d6 or half on a successful save?

Q: Evening Star, Wilting Mist: Should the dmamage be reduced to 5d6 or half on a successful save?

Q: Rajah Amajaloma, Annihilation Ray: Should the dmamage be reduced to 5d6 or half on a successful save?

Q: Aladdar, Aladdar's Disjunction: This ability states that it has a "range of touch, targets the touched creature, and requires a successful melee touch attack." The wording here should be target instead of creature since it can affect objects as well. It also targets "all magic effects active on a single target" but then mentions "one spell effect." Does it still require a touch attack to affect a spell effect?

Q: Ashvattha, Baleful Teleport: The wording states that the distance teleported is determined by a d% without the capstone. Does this mean that the distance traveled is the maximum amount allowed by the d% roll? With the capstone it mentions choosing the distance teleported--does this allow you to choose the exact distance teleported or just the teleportation effect used (as the table refers to "Distance Teleported")? Is the effect supposed to be a random target location even if you hit the capstone?

Q: Ashvattha, Treespeech: Does the initial attitude of friendly or helpful also apply to plant-type creatures?

Q: Brother Calvis, Vestigial Bond: This ability states that you can be affected by true ressurection once a day, but then says if you die a second time during the pact that your soul is lost to the byways. Should this be changed to the old wording of "once per pact?"

Q: Daeminthos, Psychic Foresight: Do these motes refresh or are they limited to the duration of the pact as written? This would make shorter pacts much more beneficial and longer pacts negate some of the usefulness of the ability.

Q: Dama, Supreme Flexibility: You cannot select a feat you have already chosen with this ability. Does this last for the duration of the pact or is it limited to 24 hours? Normally abilities/features granted by spirits cannot be used to qualify for feats--is that still true for this ability?

Q: Dama, Remold: Listed as usable 3+binder level/day.

Q: Eschalon, Afterlife Denied: Listed as usable 3+binder level/day.

Q: King Mutaros, Sparks of Anger: Should the range be 10 ft. for this ability?

Q: King Mutaros, Fumes of Fury: Is this ability centered on you or is the edge of the cloud focused on you? The cloud has a 15 ft. radius?

Q: King Mutaros, Roar of the King: This ability doesn't mention a target--the old ability had an area of effect and the new ability sounds like it is single targeted, but it is not explicity stated "...as a move action against a single target..." It also doesn't mention a range on the ability.

Q: The Worglord, My Will Be Done: This ability has been updated to apply to "one Strength- or Dexterity-based check or skill check." A Strength- or Dexterity-based check also includes skill checks, so the wording is superfluous. Also, the new wording allows it to apply to attack rolls (Strength-based check) and Reflex saves (Dexterity-based check). Is this intended?

Since it was mentioned earlier:

How to bind Tartarus (DC 50):

Quote:

20 = Cyclops Helm or the Worglord's Stuff of Legends

10 = Half Binder Level (Level 20 binder)
9 = Charisma 28 (Starting Cha of 18, +6 item, +4 increase from Level 20)
3 = Circlet of Persuasion
2 = One totem
4 = Bolster Binding (Grants competence bonus, same as Cloak of Constellations or Endless Chalk)
2 = +4 Spirit-Attuned Weapon
2 = Spirit Focus
2 = Constellation Focus
2 = Favored Spirit Trait

56 = Binding Check

If you have Capstone Binder (or a Dedicated Vest) you'll gain the Capstone Empowerment.

If you are an Occult Scholar, you'll add your Int bonus to the binding check, adding an additional +6 (with a starting Int of 10 and a +6 Int item), allowing you to get the Capstone even without Capstone Binder.

Note that this doesn't include all possible bonuses (all favored totems and favored ally), just what are the most common.

Also, if your goal is only to avoid the Personality Influence, you can drop up to +6 points of bonuses, or +10 if you have Unyielding Personality since it reduces the DC to not get the influence to 46 instead of 50.

Granted, with Occult Mastery you don't suffer the Personality Influence at 20 and you gain the capstone as long as you make a good pact, but he above can be adjusted to a non-Level 20 Occultist.


Alexander Augunas wrote:
Derrick Harris wrote:
Researching the Spirit is still at the rate of 1 week per spirit. Was that intentional?
Please cite the page number so I can fix the error.

My apologies. Page 82 under Researching the Spirit.


Question. Is there lore on the plane of Tartarus? For example, if I managed to send a lich to the Tartarus plane via the Tartarus spirits major ability, would the lich be able to just plane shift back to our plane like it was a trifle? Or does Tartarus have a sort of natural dimensional anchor going on?

If there isn't lore on the plan of Tartarus (outside of the spirit) I'd love to see some. Hopefully it's already planned.


On Page 83, the example with Aza, it still references 1 week for research as well.


Third Mind wrote:

Question. Is there lore on the plane of Tartarus? For example, if I managed to send a lich to the Tartarus plane via the Tartarus spirits major ability, would the lich be able to just plane shift back to our plane like it was a trifle? Or does Tartarus have a sort of natural dimensional anchor going on?

If there isn't lore on the plan of Tartarus (outside of the spirit) I'd love to see some. Hopefully it's already planned.

Tartarus already has plenty of lore in our own mythologies. It was the place that the Greek gods imprisoned the Titans. And it's the place where the wicked were imprisoned and punished for their sins. Lots of various gods, mythological creatures (like the cyclops), and named persons were sent to Tartarus to be imprisoned.

Based on this, I would hazard a guess that you can't leave Tartarus of your own free will without something major. In the Planescape setting, Tartarus was also known as Carceri - a place easy to get into but difficult to leave. You could only leave Carceri by sailing the River Styx (and touching the waters caused you to permanently lose your memories, no saving throw) or by one of the few gates (each with their own challenges to get to and through). You could not just pane shift out.

Contributor

Third Mind wrote:

Question. Is there lore on the plane of Tartarus? For example, if I managed to send a lich to the Tartarus plane via the Tartarus spirits major ability, would the lich be able to just plane shift back to our plane like it was a trifle? Or does Tartarus have a sort of natural dimensional anchor going on?

If there isn't lore on the plan of Tartarus (outside of the spirit) I'd love to see some. Hopefully it's already planned.

I'd like to get some lore done on it myself! There are some factors that are going into whether or not we'll have space for the plane, though. Dario and I are already discussing slimming down the number of organizations in the book so we can include stuff like that. (Between SoPM, VoPM, and the Unbound books, we originally had 20 organizations, and of those 20 were only thought maybe 11 of them were super cool, so we're talking about dropping those 9 that are sort of iffy, saving them for another product, to instead talk more about planes and cities.)

Contributor

bookrat wrote:
Based on this, I would hazard a guess that you can't leave Tartarus of your own free will without something major. In the Planescape setting, Tartarus was also known as Carceri - a place easy to get into but difficult to leave. You could only leave Carceri by sailing the River Styx (and touching the waters caused you to permanently lose your memories, no saving throw) or by one of the few gates (each with their own challenges to get to and through). You could not just pane shift out.

Since one of my contributions to Pact Magic has been to absolutely litter it with mythological references, you can bet that this isn't very far-off from what I'd like to do with Tartarus.

Contributor

Dexion1619 wrote:
On Page 83, the example with Aza, it still references 1 week for research as well.

Fixed.


Based on folks' experience with pact magic, what would you say the power level of the occultist class is compared to Paizo classes? Would it be equivalent to a wizard, cleric, Druid, or some other class? Would you call it one of the top tier classes?

If a character wanted nothing more than power, the best current option would be the wizard. Would the occultist using pact magic be able to honestly compete?

Contributor

Derrick Harris wrote:
Alexander Augunas wrote:
Derrick Harris wrote:
Researching the Spirit is still at the rate of 1 week per spirit. Was that intentional?
Please cite the page number so I can fix the error.
My apologies. Page 82 under Researching the Spirit.

Ah, gotcha. Fixed.


Speaking of Tartarus, the vestigial bond says that you use the ghost template. Where can this be found?

Contributor

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bookrat wrote:

Based on folks' experience with pact magic, what would you say the power level of the occultist class is compared to Paizo classes? Would it be equivalent to a wizard, cleric, Druid, or some other class? Would you call it one of the top tier classes?

If a character wanted nothing more than power, the best current option would be the wizard. Would the occultist using pact magic be able to honestly compete?

This is a tough question. For one, it is EXTREMELY difficult to compare occultists to, say, standard spellcasters because they don't use the same resources. Occultists are about the long-haul, so an occultist isn't going to need to stop and rest as much as a spellcaster would. (They have use/day abilities, but they're usually the exception, not the rule.)

In terms of power, I would say that the occultist is very comparable to a witch/cleric hybrid class; they have the awesome supernatural powers of the witch combined with a few limited use abilities and the capability to be decent at martial fighting. I the occultist is more versatile than the witch, but less versatile than the cleric and again, not as good at nova-ing. The class itself is really designed to be a sort of supernatural bard as well; a jack-of-all-trades class that can fulfill any role based upon the daily needs. But they don't really have the group-buffing power of the bard and while they're good at knowledges, they don't have the sheer skill versatility of the bard either.

I would place them around the witch's power level; better in some situations, worse in others.

Contributor

bookrat wrote:
Speaking of Tartarus, the vestigial bond says that you use the ghost template. Where can this be found?

Bestiary 1.


Alexander Augunas wrote:
bookrat wrote:
Speaking of Tartarus, the vestigial bond says that you use the ghost template. Where can this be found?
Bestiary 1.

It was more of a hint that it should be referenced. :)


1 person marked this as a favorite.
Bookrat wrote:

Based on folks' experience with pact magic, what would you say the power level of the occultist class is compared to Paizo classes? Would it be equivalent to a wizard, cleric, Druid, or some other class? Would you call it one of the top tier classes?

If a character wanted nothing more than power, the best current option would be the wizard. Would the occultist using pact magic be able to honestly compete?

I don't personally think it's in the same league as full casters, especially the wizard. Of course, there aren't many non-full casters that would be. Therefore, no, in terms of "phenomenal cosmic power", I don't think it competes. That said, with prior knowledge (or maybe a lot of expel spirits) you get a lot of versatility and can actually take on different roles as needed fairly solidly.

If I want to make a front line fighter that day, Marat, Cromwell and Arthu could make that happen and be relatively competitive. Do I think the party may need a healer? I might take reserve spirit and throw Ubro in there. So it's versatile and does a fairly solid job at it, but, it's not at a full casters level. Surprisingly though, this is one of the few classes that was able to take me away from a full caster, as generally they're my preference for class choices. I sacrifice power sure, but I get some unique stuff and tons of flavor.

Also, I did know what the original Tartarus was. I was merely wondering what this Tartarus would be both mechanically and lore wise. That said, Alexander gave me hope for this. At the very least, I'll assume it's not easy to get out of the plane and that it's not fun for those who are there.

That said, any chance on adding a dimensional anchor to his major ability? Seems like teleporting and phasing are easy to come by at such high levels.


Question about the Spiritbound Mask talent for the Mascareri

Does the reserve spirit in the mask have the same 1 minute/binder level use per day, or can you extend how long you're able to use the reserve spirit by spending mask points to keep the mask on for longer?

I rather enjoy the sound of the second option as it adds some strength to reserve spirit.

Also, I believe I know the answer but are you able to create more than one Spiritbound mask at a time as long as you have enough points in your mask pool?

Contributor

bookrat wrote:
Alexander Augunas wrote:
bookrat wrote:
Speaking of Tartarus, the vestigial bond says that you use the ghost template. Where can this be found?
Bestiary 1.
It was more of a hint that it should be referenced. :)

I need to check, but typically things from Bestiary 1 and the Core Rulebook aren't referenced.


Alexander Augunas wrote:
bookrat wrote:
Alexander Augunas wrote:
bookrat wrote:
Speaking of Tartarus, the vestigial bond says that you use the ghost template. Where can this be found?
Bestiary 1.
It was more of a hint that it should be referenced. :)
I need to check, but typically things from Bestiary 1 and the Core Rulebook aren't referenced.

Fair enough.

Contributor

Quote:
That said, any chance on adding a dimensional anchor to his major ability? Seems like teleporting and phasing are easy to come by at such high levels.

I would rather talk about what it means to be sent to Tartarus, if I can. Sort of like how you wouldn't want a "baleful plane shift" spell to tell you that you would get set on fire if you were sent to the Elemental Plane of Fire.


Alexander Augunas wrote:
Derrick Harris wrote:
Alexander Augunas wrote:
Derrick Harris wrote:
Researching the Spirit is still at the rate of 1 week per spirit. Was that intentional?
Please cite the page number so I can fix the error.
My apologies. Page 82 under Researching the Spirit.
Ah, gotcha. Fixed.

Thank you much.


Alexander Augunas wrote:
I would rather talk about what it means to be sent to Tartarus, if I can.

Fair enough. After all, if you send a lich to Tartarus and there's no information on what that entails, he may just pop back our plane and be like, "Well that was refreshing. I didn't know they served Mai Tai's there. Anyways... back to enslaving souls and stuff."

Not that a lich would actually have a problem getting out of the tentacles along with a bunch of other things, but if you can't get the commander, get a minion.

Contributor

Orich wrote:
P248, Dama, Vestigial Bond: Refers to "druid" and "camel."

Camel is wrong, but druid is correct. All animal companions, regardless of the class that grants them, possess an effective druid level.

Contributor

Quote:
P244, Ashvattha, Legend: This mentions 5 elements created (excludes void) and then mentions the seventh element, wood. It seems it should mention "void" as well.

It does, in the very first line as a matter of fact.

Quote:
In the beginning, there was nothing.


Alexander Augunas wrote:
Quote:
P244, Ashvattha, Legend: This mentions 5 elements created (excludes void) and then mentions the seventh element, wood. It seems it should mention "void" as well.

It does, in the very first line as a matter of fact.

Quote:
In the beginning, there was nothing.

Ah--gotcha. Guess I was used to seeing the list of all seven together by that point. :)


So, I realize that Dantalios essentially is giving you the Fleet feat with his Fleet minor ability, but is there any chance it will scale a bit over levels?


Now that I'm looking into tartarus a lot more, I'm realy liking it. I'm a bit torn between wanting the major ability to be single target vs set area (and effecting everyone in that area). It seems like the area version would be more in flavor with tartarus' chaotic nature (doesn't care who it effects and is willing to allow collateral damage), but the single target really helps balance the ability in terms of power (especially since it's reuable every 5 rounds). Although as a single target, it'll create some odd situations when a gigantic gate opens up beneath a colossal creature and everyone else occupying the same squares ignore all the slithering tentacles.

I do have a question about this save or "vanish" ability though; typically in PF save or die spells require two saving throws, but this ability requires two saving throws AND two rounds of a successful grapple. It seems too much, especially for a single target ability (it also makes it odd having black tentacles not being an area effect).

How has this worked in play testing? Does it seem well balanced or under powered (it's definitely not over-powered)?


Page 253, minor ability: My copy reads "Hellfire F lensing" with a space between the F and the rest of the word. Typo or artifact due to me reading the document on my phone?


Pathfinder Starfinder Roleplaying Game Subscriber

Quick question, should a summoner be able to take the Spirit-Touched evolution if they haven't completed the Knowledge Tasks for the spirit in question, even if they can't actually bind spirits themselves? It doesn't say you need to, but it seems reasonable, but on the other hand, you could argue the eidolon could have a connection to the spirit without the summoner knowing of said spirit, so I wasn't sure.

Is there a particular reason the seal-etched occultist no longer starts with a free binding tattoo? It's going to be hard to afford it at 1st level. You can probably scrounge up 100 gp by 2nd level, but at that point, it feels like it might as well replace your 2nd level binder secret instead...

And, incidentally, you seem to have an error with occultist starting wealth. Says it's 2d6 x 10 gp (average 10 gp), and the average of 2d6 x 10 gp would be 70 gp, I believe.

In Achaelous' legend, it says the Deianira is the daughter of the Kingdom of Rivers. I believe she should either be the princess of the Kingdom of Rivers, or the daughter of the King of Rivers.

For Coralene's Unexpected Slip, do you have to have line of sight to where you're teleporting to, or can you attempt to teleport past locked doors and other similar tricks?

For Dantalios' legend, it reads, "But with every step he took, his body aberrate as wicked claws sprouted from his hands and feet..." I don't think aberrate is a word?

Is Dantalios intended to have aberration (any) as both his favored ally and his favored enemy? (I'd think hags/monstrous humanoids would be appropriate as his favored enemy...)

For Eos Dei's legend, it reads, " Some say, that what could not be salved of Eos Dei..." Should be saved, I believe?

In Milo of Clyde's legend, it reads, "...though he is well-known as monologuing spirit..." Should be 'as a', I believe?

For Milo of Clyde's Milo's Lucky Break, is it intentional that this ability does nothing at 1st level (when you could choose to select him)? Admittedly, this is also true for most of the minor granted abilities that give skill boosts (as well as Verbose's All Tongues), but it seems a bit odd to have a major granted ability that doesn't do anything at a level you can bind the spirit at. Of course, perhaps it's intentional that not all 1st level spirits are good choices to start off with?

For Milo of Clyde's Milo's Truthtelling, it reads, "...it cannot speak and deliberate and intentional lies for 1 minute per binder level you possess..." Should probably be, 'speak deliberate and intentional lies'?

For Vishgurv's Thrall Shape, it reads, "This ability is polymorph effect." Should be 'a polymorph effect'?

Kinda wish Hessant could empower other weapons, or at least make you proficient with longswords, but I suppose it makes him more attractive for pact magic archetypes for martial classes...or tengu, half-orcs with the City-Raised alternate racial trait, and other such...


Quote:
For Milo of Clyde's Milo's Truthtelling, it reads, "...it cannot speak and deliberate and intentional lies for 1 minute per binder level you possess..." Should probably be, 'speak deliberate and intentional lies'?

I think it's supposed to read, "...cannot speak any deliberate and intentional lies..."


bookrat wrote:
Page 253, minor ability: My copy reads "Hellfire F lensing" with a space between the F and the rest of the word. Typo or artifact due to me reading the document on my phone?

Nope, not your phone. I saw the same error while analyzing the Level 9 Spirits.


I'm going to start looking at Chapter 5, Spells. I've started reading the chapter in depth and will post my analysis as soon as possible.


Page 282, 5th paragraph in the spells section, "At each new divine exorcist level, she gains one or more knew spells, as indicated on Table"

I make that mistake all the time.


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Orich wrote:
bookrat wrote:
Page 253, minor ability: My copy reads "Hellfire F lensing" with a space between the F and the rest of the word. Typo or artifact due to me reading the document on my phone?
Nope, not your phone. I saw the same error while analyzing the Level 9 Spirits.

I see that a lot (spaces inserted between F and L) when I copy text between formats - PDF to plain text, most of the time.


Where can I find the Societal Obedience feat? It's not in the feats chapter.

On page 284, the Divine Exorsist is called "Saelendrian exorcist" instead. This is in the Occult Bane section.

Contributor

bookrat wrote:

Where can I find the Societal Obedience feat? It's not in the feats chapter.

On page 284, the Divine Exorsist is called "Saelendrian exorcist" instead. This is in the Occult Bane section.

I haven't put it in the feat chapter yet. I got sidetracked making corrections from this thread. Basically, its worded exactly like Divine Obedience (from Inner Sea Gods) except with references to organizations instead of deities.

Contributor

Orich wrote:
bookrat wrote:
Page 253, minor ability: My copy reads "Hellfire F lensing" with a space between the F and the rest of the word. Typo or artifact due to me reading the document on my phone?
Nope, not your phone. I saw the same error while analyzing the Level 9 Spirits.

That was fixed when it was brought up.

Contributor

Third Mind wrote:
So, I realize that Dantalios essentially is giving you the Fleet feat with his Fleet minor ability, but is there any chance it will scale a bit over levels?

Probably not. If I recall correctly, that's his lesser ability. (All spirits are balanced assuming that one of their minor granted abilities is weaker than the other three. Usually its the skill check bonus ability, but sometimes I change it up.)

Contributor

Quote:

I do have a question about this save or "vanish" ability though; typically in PF save or die spells require two saving throws, but this ability requires two saving throws AND two rounds of a successful grapple. It seems too much, especially for a single target ability (it also makes it odd having black tentacles not being an area effect).

How has this worked in play testing? Does it seem well balanced or under powered (it's definitely not over-powered)?

It was a mook-killer, which is what it is designed to be. I didn't want you (the players) to be able to have an unlimited ability that effectively allows you to autokill one high-level enemy every 30 seconds.

Contributor

Orich wrote:

Q: Serapith, Scouring Light: Should the dmamage be reduced to 5d6 or half on a successful save?

Q: Evening Star, Wilting Mist: Should the dmamage be reduced to 5d6 or half on a successful save?

Q: Rajah Amajaloma, Annihilation Ray: Should the dmamage be reduced to 5d6 or half on a successful save?

Wilting mist should be half damage, because its only 1d6 points per level. Scouring Light and Annihilation Ray deal more damage (2d6 per level) and therefore have a bigger risk if the save fails. They're also balanced around being disintegrate.

In the future, if your question is essentially questioning my design choices / noticing something is weird, don't phrase it as a question. Just say, "Hey, I noticed that these three similar abilities don't follow the same pattern. What gives?"

That's a LOT easier for me to answer because I don't have to decipher what you're actually trying to ask me.


Alexander Augunas wrote:
Orich wrote:
bookrat wrote:
Page 253, minor ability: My copy reads "Hellfire F lensing" with a space between the F and the rest of the word. Typo or artifact due to me reading the document on my phone?
Nope, not your phone. I saw the same error while analyzing the Level 9 Spirits.
That was fixed when it was brought up.

I missed it the first time. :)

Contributor

bookrat wrote:
Alexander Augunas wrote:
Orich wrote:
bookrat wrote:
Page 253, minor ability: My copy reads "Hellfire F lensing" with a space between the F and the rest of the word. Typo or artifact due to me reading the document on my phone?
Nope, not your phone. I saw the same error while analyzing the Level 9 Spirits.
That was fixed when it was brought up.
I missed it the first time. :)

Its cool. I don't think I ever said that I fixed it. For typos, I usually just fix them and move on because what else am I going to say? "Yes, you are so right that the word "egiht" is spelled wrong in that sentence. :-P

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