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+ questions:
1.Could the feat Reserve Spirit be taken more that one time?
2.Kaylos Twisted Wish: does making a good pact means you cast wish absolutely freely (with mat. components), without all that restractions in two first sentences - as a spell? Does material components still needed during the poor pact?


"That said, I'm curious as to why you're listing problems with the Occultist class in the Volume 2 thread? The occultist class isn't in this product." - sorry, I've just got te two products simultaneously, and wrote everything in one place. Already divided it, wrote all about vol.1 here:
http://paizo.com/threads/rzs2pvu1?Pact-Magic-Unbound-Vol-1-FAQ-Submit-Your# 43
"In an upcoming product that I'm producing separately from Radiance House I am adding a binder secret that allows an occultist to use bestow pact malady on his own." - waiting for it)
"Most classes can take feats to gain additional spells known, yes, but not spell slots. The game's pretty stingy about spell slots." - why, there is some: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/runes tone-of-power - the first I recall, plus whole system of bonus spells for high ability scores - and items that help here. May be someting with ability simular to Reserve Spirit..
"I'll see what I can do to get them out sooner rather than later. ;-)" - you most kind)


That's originally from here: http://paizo.com/products/btpy92zr/discuss&page=2?Pact-Magic-Unbound-Vo l-2#85
"Except gain access to higher-level spirits?" - the fact is, one could multiclass and still get all spirits. No reason to stay till lvl 20.
"It is a complaint that I am looking to rectify with binder secrets, so if you stick with occultist you can take options no other class has access to. But those are still in the formulation stages of my brain and won't be in Volume 3." - somethere to find it later?
"One thing to point out is that Tome of Magic's binder capped out at 4 spirits at 20th level too" - well, 3.5 Binder was a cool concept, but technically a very weak class, so it got a heavy home-ruling time.
"And arguably, a wizard's 40 spells will not always be useful all the time. You'll have a hard time convincing me that many 1st level spells remain relevant at 17th level." - no, I mean that wizard can choose all his spells separately, and occultist could not - ending with half or more abilities that he really don't want. It's for flexibility here - 1-2 desired abilities/spirit, and 40+ desired spells at the same time. No space to display oneself)
"I don't think that the wizard should be the golden standard of class design." - if only your GM isn't an optimization whore...
"So why does it matter that the wizard can cast 40 spells per day when one of those are one-shot effects that are below 6th level? Just trying to understand what you're arguing for." - no, not total amount of spells matters - but the fact that a caster can choose every one of his spells directly. An occultist can't, he only have rooms for 4 set of abilities, only few of them are desired, and most of them he don't want for now. Also, he can't get access to other desired abilities just because there is no space. It isn't notably at low levels, but as the game progress, casters accumulate more and more spells - and only desirable ones, and occultist is stacked with his 4 room for everything - and that everything don't get close to arcane casters power level. So I argue either for more rooms or higher power level for high level abilities.
"That's one high-level spell that isn't aimed at you and your party, then. I'd rather have a bunch of summons take oodles of damage and die instead of that same amount of damage get inflicted upon characters who aren't expendable. (Aka PCs)" - well, usually it's aimed at summoner himself. High-level enemies tend not to pay attention to low-level something at all.
"Not sure what your point is. You want spirits that alter reality?" "If you play in a campaign where your GM allows you to fight one combat and then end the day, sure. Wizards will beat you every time. " - well, I mean that pretty thing like Time Stop, Dominate Monster, Gate, Prismatic Sphere/Wall, Polymorph Any Object, Imprisonment, Power Words, etc... Things that wins the battle and the day. The sad fact is - a party is being defeated is often a dead party, so it's vitally important to have something to oppose the BBEG here and now, especially if only caster (something like) is you.
The low and middle level spirits are just brilliant, nothing to say here. And comparing to other caster classes is great and effective, too. But the high level are much weaker compared to caster of equal level. I personally think it's not about spirits themselves, but because of 4 room limit. Just because the capacity of choice is equal for all classes at first, but great differ later.
"That said, I'm curious as to why you're listing problems with the Occultist class in the Volume 2 thread? The occultist class isn't in this product." - sorry, I've just got te two products simultaneously, and wrote everything in one place. Already divided it.


Question about Vestigial Companions nature - what are them? Do they remember the Occultist and everything else if he summoned them before? If the task was given to them that takes much time - a week, for example - would they continue doing it from the point the previous pact ended, or have to do all from the beginning? Do they have their own feeling, point of view, could they fall in love, hate someone, and remember it the next times he would be summoned? Do they have a free will? What if he dies - would he remember it? How "alive" is he? How he treats him self - as dead, alive, spirit, else? Could it be that two occultists with one spirit currently bound meets each other? And if both have the same vestigial companion with them - how that companions would react at each other?


Good day.
Got both vol.1 and vol.2, have some thoughts...
First, I totally love binders in 3.5 and seek a way to incorporate the pact magic system into Pathfinder too - so thank you a lot for your work.
About the books:
1. The Occultist class is a bit incomlete in comparison with other classes - after lvl 14 it is totally nothing to do there. No additional spirits, no interesting new abilities, many abilities do not scale with level. Only 4 spirits at once at 20 lvl is extremely few, as they have to be selected for 1-2 useful abilities each, leaving away another great abilities of other spirits - and a Wizard, for example, will have like 40+ spells, and EVERY one of them would be useful. Same with the high level spirits power - just few of them could be compared to spells of the same level. The fact the Occultist could spam low-level spell effects all day long costs notning as at higher levels all battles are won in few power moves. There could be doaens of low-level summons - they all would be killed with just one high level spell. Far better to have one limited uses but high level summon - for at least it will survive the first round. Not mentioning the lack of abilities that would be equivalent to high-level condition spells and spells that alter the realty - they usually makes the day. Again, the possibility of spamming it all day long plays a little role, first because Occultist can use it just one time in battle due to cooldown (and Wizard can cast his strongest spells every round), and second because an Occultist can't have all his strongies abilities at once, just as Wizard do.
2. The True Augmentation final ability is a bit broken - it says "when an occultist makes a good pact with a spirit, that spirit's granted abilities ... continue to function while in an antimagic zone unless the antimagic spell's caster level ... is equal to or greater than the occultist's level." For year playing RPG games I've never incountered a situation when enemies have CL LESS then PC. It is always either equal or greater. So this ability is useless - it won't work ever. May be a CL/EBL check here?
3. I love that Pack Maladies, great idea. But it appears that just everyone could cast bestow and remove malady - except the Occultist himself! Such a thematical thing - and is beyond the reach of the first character who should bestow it. Really want a spirit with pact malady abilities.
4. Every casting class can get additional spells/spell slots/spell-like/supernatural abilities above their maximum through feats and magic items. Something for an Occultist too, may be?
5. Prestige classes. Want them badly. Some. Any. Please)
That's all about "what I really want to see in the book 3". Again, I really love you work, thank you for it.
P.S. I'm not native English-speaker, so there may be mistakes in my text, I apologize in advance for that.