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Yes. The scenario does read "the party gains" blah blah blah, but you're not the first GM to misread it, and the bonuses are usually so esoteric that I never argue about it. :)

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I am curious, what did I miss in regards of what Zaratina has? Been looking over the thread a few times, but cannot see it...
as for finishing the game early, no problem for me. :)

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In response to the GM comment about my servitor: It's a standard action power, even though it's mostly based a spell that's usually a full round to cast:
Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can't have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

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It's a great class, bordering on overpowered, but requires careful planning. You can only take a limited number of implements and focus powers, and you have to decide how to allocate your points to be able to spend them on the different abilities. Those limited points are the factor that keeps it from being totally broken. That's why most occultists are elves or half-elves - the racial favored class bonus gives you extra mental focus points.

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I still need to get around to tinkering with an occult class... they seem a bit daunting, hence why I keep getting stuck on the regular classes and let other ppl play them and then have me go like.. whoaaaaa....

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In order of complexity, assuming no archetype, from least to most, I'd wager:
Spiritualist, Medium (Champion only), Occultist, Mesmerist, Psychic, Kineticist, Medium (full array)

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I tried playing a spiritualist in PFS, with the Geist Channeler archetype. It was fun having my incorporeal phantom flying around attacking, since at level 1 nobody has magic weapons-- until a clever enemy cast spiritual weapon and killed it, after which I was basically a bard with no performance. Not fun.
-Posted with Wayfinder

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In order of complexity, assuming no archetype, from least to most, I'd wager:
Spiritualist, Medium (Champion only), Occultist, Mesmerist, Psychic, Kineticist, Medium (full array)
Really? I thought psychics were pretty much just typical spontaneous casters, just with a different set of spells. I haven't looked that closely, but they don't seem that complex.
I actually have occultist and medium characters. The "champion spirit only" route seems to be the only way to build an effective medium, without an archetype anyway, so that's what I did. Which is a shame, because I love the concept of the class. It's too bad the execution isn't very good.
I've looked at mesmerists and kineticists, and they do seem complex. I'd say occultists are just as complex. As I said above, occultists just require some time to digest the choices and decide on your build. Once you've done the hard work up front, actually playing them isn't that difficult.

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Psychics have a secondary resource to spend on spell modifiers and mechanisms to regain that resource, which adds complexity over a wizard or even sorcerer or oracle.

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Re: Champion Mediums
I've got a level 3 medium that focuses on the Marshal spirit that does just fine. Gallant Inspiration is a heck of a class feature.

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Re: Champion Mediums
I've got a level 3 medium that focuses on the Marshal spirit that does just fine. Gallant Inspiration is a heck of a class feature.
But even with a taboo, you can only use it 5 times per day. I guess that's my biggest worry about the Marshal spirit - what else can you do in combat when you don't have that available?

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Is kineticist really considered complicated? I mean besides actually building one it is pretty straighforward. Gather Power and Blast every turn.
*shrug*
I have a much bigger issue getting my head around occultist's implements and whatever psychic has.
I think it's like occultist that way. If you've got your head wrapped around either class well enough to build one, then you shouldn't have problems playing it.

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Carlotta Valdez wrote:But even with a taboo, you can only use it 5 times per day. I guess that's my biggest worry about the Marshal spirit - what else can you do in combat when you don't have that available?Re: Champion Mediums
I've got a level 3 medium that focuses on the Marshal spirit that does just fine. Gallant Inspiration is a heck of a class feature.
You're still a capable combatant, (if you have appropriate stats- -I bought a 16 STR and bumped it to 18 with a half-orc's +2). You can apply seance bonuses to each party member as appropriate, so you can still get the +2 damage from the champion (for yourself and all of your fighter-y types, while still giving nonzero bonuses to the rest of the party).
At level 3 she swings a mwk heavy flail (proficient via racials) at +7 for 1d10+8. It's not earth-shattering, but it's enough. And since the spirit surge is an immediate action, it doesn't impact my action economy.
So on top of just swinging, I can add 1d6+2 to any failed check within 30 feet of me.
And, if I end up in a party where I become the de-facto primary melee, I could always go champion if I need to.

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I'm always glad when Janira survives. The first time I played this, the minotaur beat us all on init and critted her on the first round, so she was dead before we could even act.
As others have said, thanks for GMing.

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I remember GM'ing this one once and the minotaur went on a rampage and just taking out people... my dice loved me that day, but hated my players... had 2 crits that time... players were not amused with me :(

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One time I played it, my group disobeyed Janira about going into the cave, so we fought the minotaur at higher strength at the beginning. We defeated it, but it surrenders when surrounded and low on HP, so we actually managed to capture it alive. We kept its axe and turned it loose on the promise that it would leave us alone and never come to that area again.
You know you've done a replayable adventure too many times when you have multiple interesting stories from it. :)

GM NotEspi |

Done and done!
Reports submitted, sheets can be found HERE
Let me know if there are any issues with your sheets. I'll be gone for two weeks but I'll resolve any inconsistencies when I get back. If you notify me today, I should be able to resolve it before I leave.

GM NotEspi |

GM NotEspi |

Before I leave, guys, thanks for the game. The game went... *cough* swimmingly *cough*, and was incredible fun. Looking forward to another.
I do apologise, because I had no to make a debrief post. Between making and fixing sheets and packing stuff today, I had little to no time to make a writeup. But you all know the deal, likely.