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I love this book so much. I'm going to be delving deep in to the Arcadia stuff in some stuff I hope to write for our next campaign.

But, Paizo, you're killing me with these spines (Secrets of Magic too)... It just does not look like it belongs with the rest of my books on the shelf! The Mwangi Expanse book at least still has the top and bottom treatment. But man, it's just so whacky and off brand.

All that said, 11/10 would recommend.


Are the Tengu in the Halana Theocracy meant to replace the lore of the Syrinx in Arcadia? The felt somewhat similar to me in reading.


Darksol the Painbringer wrote:


The same thing that happens during Battle Medicine. Abstract, game-mechanic shenanigans.

Battle Medicine has traits that help to clarify it's reality a bit, even if it is absurd in a lot of ways. The issue isn't the absurdity of what is being done, it's that there appears to be a paradox surrounding the reactions (except the LE on IMHO). Even the Retributive Strike still suffers from the problem of "what is happening?!?!?" when the champion chooses not to step and strike.

Quote:


But to properly answer your questions:

Sorry, I might've mislead you with my questions. I totally get the rules around what these things are. Ultimately I think the point of the abilities was that they couldn't be countered, and they just exist as a balanced (which I think they ARE balanced) ability meant to allow the champion to protecc. But the implications of how the ability is written are staggering! I think the ability would've still been just as balanced with a simple Divine trait. How often are you in a situation where Divine powers won't work?


Yes! That's a perfectly good scenario, except the ability doesn't require the champion move closer than the 15 ft, and has neither the move, attack nor manipulate traits which means the champion can perform the reaction even while immobilized/restrained/grabbed.


Don't get me wrong, I'm fully happy to make my own rulings on this for the champion playing right now, and to make entirely different rulings for future champions based on what fits the character and the story best. But this is also like a "toast always lands on the buttered side" level phenomena! Also, why is the LE Champion the only one that has a bunch of traits on their reaction (aside from the damage scaling), when the NG reaction causes the enemy to "hesitate under the weight of sin." Is a construct really going to react to something emotional like that? I'd say no if I had a NG Champion using the ability, but technically there's no reason why not (other than GM ruling being the rule).

Personally, I'm not actually going crazy over this or anything, it just feels like these abilities never got fully transitioned from placeholder balance status to fully realized actions for the champion. Thankfully, my players are typically down for whatever I say is the situation. I'm mainly pointing out an odd idiosyncrasy and seeing what other GMs (and players) think about it!


So the three Good aligned Champion Reaction abilities give dr to an ally if they are damaged (or potentially grabbed/grappled) and as long as the ally and the enemy are both within 15 feet of the Champion. However, these abilities only have the "Champion" trait and not a lot of guidance is given for what is actually happening.

If the ability is essentially magic, why not give it the magical/divine trait. If that's the case, does this ability fail in anti-magic zones or places where the gods have no power? If it's divine protection, why can't the champion use it on themselves?

If this ability is some kind of physical intervention, why can the Champion do it from so far away? Also, since Grabbed, Grappled, Immobilized and Restrained only impact actions with Manipulate, Move and Attack traits, does that mean a Champion can do this reaction even if they're neck deep in cement? Even if they're blind?

If the champion is shouting "Duck!" then would being under the effects of Silence deny you this action?

What do you imagine is actually occurring when a champion enacts Liberating Step? Help!


Makes sense, and that was definitely my intent. Balance along with some flavor. I figured the was similar to the mend spell but since it involved biological understanding that a soul check and more time would be required. Do you think it does enough to minimize the impact a Wizard would have on balance? They would still have limited access and would also have to pump their heal skill to be effective.


The Boz wrote:
This. Also, this.

Those are both good, but I think have an entirely different flavor and application. Wouldn't you agree?


So this spell is an interesting twist to the age old issue of wizards and sorcerers (mainly wizards) learning spells that let them heal. I think I'm taking this in a way that helps to preserve balance and is appropriate to theme.

I know that normally a healing spell is of the Conjuration school, essentially that you're summoning positive energy from somewhere else that heals the living without effort.

This spell is instead a Transmutation spell. Instead of simply conjuring up the positive energy, it requires the caster have some sense of the person's body to reconnect damaged tissues, limbs or repair organs that have been wounded. It balances with the more pure healing spells because it requires the Heal skill to use successfully and because there is a risk to cause harm instead.

Let me know what you think!

Lesser Stitch
School Transmutation; Level Sorcerer/Wizard 1
Casting Time 1 Minute
Component V,S
Range Touch
Target Creature touched
Duration Instantaneous
Saving Through Will half
Spell Resistance yes
You use the magic of transmutation to attempt to close wounds and heal damage to the target. Doing so requires a Heal skill check of DC 15. A successful roll results in the restoration of 1D8 +1 per 3 points over the DC, in hp. Failure by fewer than 5 points has no effect, and failure by 5 points or more results in 1 point of damage per 5 points below the DC. This damage can cause the target to begin bleeding if below 0 hit points.

The DC for the skill check is increased by +2 for a creature of a humanoid or animal type the caster is unfamiliar with, and by +5 for any creature of another type the caster is unfamiliar with.

This spell has no effect on the undead or constructs.