Memorysquid's page

Organized Play Member. 17 posts (23 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



1 person marked this as a favorite.

See I just think they've actually become challenging. Prior to this it was a figurative cakewalk. I found PFS mods required no thought whatsoever, minimal risk of failure and if anyone died it was through either complete inattention on the part of the players or something random like a lucky crit on a lowbie.

My surprise was almost complete when I realize mid-encounter on a 4th season mod that "Hey, we better start strategizing or the majority of the party is going to die here."

To be honest, my interest in further PFS play shot up about 100% after that mod. Prior to that the only reason to play was to have something enduring to bring to conventions. Now they seem interesting in their own right.

So, no flaming. You've got your opinion and I have mine. Just saying I find them far more interesting and challenging than they were previously. Squeaking out a victory from the jaws of a TPK is much more fun than drifting from encounter to encounter where the biggest challenge is seeing who kills baddies quickest.


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

Beast Bonded Witch has a 10th level SU ability to, as if using Magic Jar, take over another creature's body at will, as long as the PC & his familiar are currently sharing a body. The power specifies the Magic Jar like ability requires no receptacle. The spell Magic Jar references the receptacle in over 50% of the sentences in the spell's entry and almost all the mechanics. Removing all references to the soul receptacle from the spell leaves its function completely arbitrary.

In a homebrew, everyone can simply agree how it works, but I'd presume for PFS there needs to be a universally understood function? There is no clear way to determine that from what is left of Magic Jar if you delete all references to the jar itself and the jar's function from the spell.

The flavor text of the spell mentions it is an attempt to possess. The mechanics reference the fact that if a soul has nowhere to go, it dies. Normally the soul of the caster goes in the jar, and is then swapped to the target creature with the target's soul going in the jar.

With what's left of the RAW after removing all mentions of the jar, I'd presume the spell would function like a ghost's malevolence or a shadow demon's own magic jar, which are both described as possessions as well, and which I've never understood to be 'save or [literally] die' powers. I wouldn't have thought twice about this, however, several people including a VC have assured me I am wrong, and variously that only the witch power is fatal for the possessee or that all three would be.

Have I missed an errata, PFS clarification or otherwise on this? If not, can there be an official clarification for PFS specifically?