Natan Linggod 327 |
Robert Jordan wrote:I agree it has a lot of moving parts, I don't think that's a bad thing I rather like complexity.I'd normally agree with you - I prefer a bit of complexity; it's the reason I was so disappointed with 5th Edition - WAY too simplified vs. Pathfinder.
This, tough, is a case of over-complexity.
You have, purportedly, 54 spirits in total. Every spirit has 4 abilities.
That's TWO-HUNDRED EIGHT different abilities to read through, to decide what you're going to take and how they'll mix and match. IN THE FIRST BOOK.
CLERICS don't have that much homework, even with all Domains and Subdomains present.
At lv12 you have Cha+6 spirits, with 2 abilities each, to choose from. That enough is pretty hefty, but add in their interactions, and you're slowing the game to a dead stop.
I'd understand, and totally support, a flat number of Spirits equal to your Cha modifier - at least then you only need to worry about picking out your spirits once (plus if you increase your modifier, but that's obvious) and don't have to use spreadsheets to keep track of all their interactions.
There's a reason things like this have never been done before, at least to this extent - the amount of time both in and out of game to prepare things on a DAILY basis is just so time consuming that, even if this proves to be the best class in the game that negates the use of all other classes ever, you'd do best to just avoid it like the plague.
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I want this class to be neat, I want it to be playable & have people play it, and I want to like this class, but right now, FATAL is looking less complex than this class.
I respectfully disagree. Compared to the number of spells a cleric or druid has access to , from which he chooses every day, the Mediums 54 spirits aren't that complex. That's not even counting Domain powers and other class abilites.
Finding which ability/spells to prepare for the best synergy/combos requires reading through a huge number of spells and abilities.
Contrasted to the Medium, where every spirit has a set group of abilities and spells, the Medium is simpler to set up.
What does make it complex are the interactions with multiple spirits with alignment/ability matching.
Personally, I would go the other way and give Mediums access to all the spirits, just as a cleric has access to all spells on the cleric list. The 3.5 Binder had access to all the vestiges available to his level, with varying degrees of interaction, and it played fine. One of my favourite classes to play actually.
So far the Medium is my second favourite of the playtest after the Occultist. I haven't found it particularly difficult to play except when working out which spirit grants what according to their alignment/ability matching. Even then it didn't take me any longer than when I sort out spells.
I think just making it First spirit grants everything of its level, Second spirit grants abilities but not the highest level, Third spirit grants everything but the highest two, Fourth spirit grants the lowest ability. Reasonably straight forward.
Natan Linggod 327 |
Let's put it this way - rather than a single class where I'm required to switch Spirits in and out and mix & match like a lunatic EVERY DAY, I'd prefer a fairly stable base class who doesn't get many spirits, and thus have a "sneaky option" a "fighting option" etc.
That even makes the possibility of having a whole party of Mediums more viable:
4 3/4-BAB Half-Casters with decent abilities, a good set of skills, and each has (probably) 3-4 Spirits and no 2 identical between them, so that each fills certain rolls and they're all useful.
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Right now, it'd be... well, a lot more complicated, with 4 characters who just do everything ever, all at the same time.
Again, I'll have to disagree there.
You aren't 'required' to switch spirits every day. You can just stick to the same ones over and over.
BUT the class gives you the option to playing the jack of all trades, so if you want, you can switch every day.
With the ability to switch you can still have a party of Mediums with every one picking a role and choosing the same spirits. Or you can switch around roles when party members get bored with doing the same thing every day.
If the base class is mostly about flexibility and variety then there is also room here for an Archtype for what you want. A Medium who picks and specializes in a handful of spirits and never changes them.
QuidEst |
Haven't playtested this yet, but man. This has some of the most creative stuff I've seen in a long time!
Thoughts just from reading: I immediately went to the Rabbit Prince, happy to see my favorite card there. It'd be really nice if the Lesser ability provided an alternative perk if you already have Weapon Finesse. If you're going the dexterity route, you kind of need that feat consistently, not "while I haven't asked Prince for too many favors". (Maybe if you have Weapon Finesse, it counts as both strength and dex consistently?)
Lots of really cool stuff, especially on the evil spirits.
Mentioned before, but Frozen In Place is impossible until 15th level (!) without haste, or 8th level with haste. Can they ever break free? I think Wax Dip needs longer duration or something along those lines. I really want to see this functional, because it is a really neat and creative mechanic. (Now… get something with natural attacks in there with it, and you can have some fun earlier on.)
VM mercenario |
Haven't playtested this yet, but man. This has some of the most creative stuff I've seen in a long time!
Thoughts just from reading: I immediately went to the Rabbit Prince, happy to see my favorite card there. It'd be really nice if the Lesser ability provided an alternative perk if you already have Weapon Finesse. If you're going the dexterity route, you kind of need that feat consistently, not "while I haven't asked Prince for too many favors". (Maybe if you have Weapon Finesse, it counts as both strength and dex consistently?)
Lots of really cool stuff, especially on the evil spirits.
Mentioned before, but Frozen In Place is impossible until 15th level (!) without haste, or 8th level with haste. Can they ever break free? I think Wax Dip needs longer duration or something along those lines. I really want to see this functional, because it is a really neat and creative mechanic. (Now… get something with natural attacks in there with it, and you can have some fun earlier on.)
This is a great idea! All spirits that give you feats should have a clause saying if you have this feat the bonus increases or you get an extra thing or something.
cartmanbeck RPG Superstar 2014 Top 16 |
It'd be really nice if the Lesser ability provided an alternative perk if you already have Weapon Finesse...
I have a similar concern with The Beating, since it gives you Improved Unarmed Strike but it's not permanent, so you can't use it for feat pre-reqs. I would suggest that there be a line in any of the ones that give you a bonus feat that says something like "If you already have this feat, you instead gain _______". For the Beating, I would suggest a simple damage increase with unarmed strikes, as if you were a size larger.
Xararion |
Let's put it this way - rather than a single class where I'm required to switch Spirits in and out and mix & match like a lunatic EVERY DAY, I'd prefer a fairly stable base class who doesn't get many spirits, and thus have a "sneaky option" a "fighting option" etc.
That even makes the possibility of having a whole party of Mediums more viable:
4 3/4-BAB Half-Casters with decent abilities, a good set of skills, and each has (probably) 3-4 Spirits and no 2 identical between them, so that each fills certain rolls and they're all useful.
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Right now, it'd be... well, a lot more complicated, with 4 characters who just do everything ever, all at the same time.
I respectfully disagree with you for the most part on this. I agree that the spirits switching can get complicated with the way the interactions between multiple spirits are done.
However reducing the importance of spirits and making it half-caster and taking away bunch of spirits, limiting spirits to two and starting to fill the rest with class abilities just makes the class be more similar between each other. Party of four mediums would all have the same powers, with only difference being the one, two with a feat, spirits they have equipped, and if spirits are so few, you'd have to make a stable spell list, which would mean the four mediums draw from the same, probably small, pool of standard magic that every other class already draws from. Unless the spirits would be much more robust than they currently are you'd end up with fairly nondescript class, with minor flair from it's spirit that is adequate fifth man at best and not much more, you wouldn't make four characters with mostly same abilities, even if one got few points more to hit and other got trapfinding and a dice or two of sneak attack.
Terminalmancer |
By my reading I get +1 to AC & Reflex saves (as a Dex spirit) and a +1 to Attack/Dmg (as a Str spirit) correct ?
As a note—wording will be clarified to indicate that Rabbit Prince applies before the first attack roll is made, but if you accept the power, you are committed to using Dex to hit and Str to damage on all your attacks.
Serisan |
QuidEst wrote:It'd be really nice if the Lesser ability provided an alternative perk if you already have Weapon Finesse...I have a similar concern with The Beating, since it gives you Improved Unarmed Strike but it's not permanent, so you can't use it for feat pre-reqs. I would suggest that there be a line in any of the ones that give you a bonus feat that says something like "If you already have this feat, you instead gain _______". For the Beating, I would suggest a simple damage increase with unarmed strikes, as if you were a size larger.
Actually, you can use The Beating to get feats with IUS as a prerequisite. You simply can't use the feats that have IUS as a prerequisite if you don't have The Beating's lesser power. This is based on the same logic as using potions of Fly to put ranks in the Fly skill or use a +CON belt to get CON-requiring feats.
Hobbes87 |
Let me start off with saying that I really love the concept of the medium and its truly unique class mechanic. I enjoy the higher level of complexity and customizability that this class affords. I have been reading all the posts here and mulling over my thoughts on the class.
Overall design and power level
I think this class gets a great deal of sticker shock due to the influence mechanic and the number of spirits which leads to misinformed opinions about the class overall. A number of posts want to pigeonhole this class into a mêlée only class and make unfair comparisons to pure mêlée classes such as barbarian and fighter. A level one barbarian is one of the most powerful (if not the best) classes at that stage and using that as the bar of competency for every new classes which can go into mêlée is not an appropriate design goal.
From the role description: "Mediums are flexible and versatile, filling whatever role the party needs at the moment by channeling the right spirit." In plain print it outlines that the design goal of this class is to be versatile and function as a switch hitter. At this moment, I don't think that the class truly accomplishes that goal too well with the current mechanics and spirits available with this playtest especially at early levels. Though based on this design goal, you need to give up something for this intended flexibility to balance with other classes where all the class features are tailored for a particular role. As such, I don't think a switch hitter medium should be as powerful as say a fighter or paladin in mêlée.
The versatility notion is put at odds when you consider spirit selection focused solely on one role thereby giving up your flexibility and switch hitter capabilities. To me this seems to be the decision of focusing on an ability stat or an alignment when choosing which spirits to know. Until you get Dual Vessel, this versatility vs specialization holds up due to the trancing restrictions, but after you have two spirits seanced your options greatly open up even if you are specialized in a single stat. Whether or not this versatility is on par with like a paladin's/ranger's spells, is the question to be considered when asking for better saves, HD, or BAB.
I actually think the most fair comparison for this class is the Hunter. Both classes have d8 HD, 3/4 BAB, and the Animal Focus ability is similar to trancing to get the spirit/séance bonus. I think the Medium is getting the short end of the stick as it gets 2 less skill ranks, worse saves, no animal companion , and delayed / drastically limited spell casting. I feel like the Medium could at least use the Hunter class as a template for the core of the class.
QuidEst |
No game yet, so theorycrafting!
Thought exercise is to figure out how to effectively get the Rakshasa/Liar combination. Those two together make an awesome noble corrupted by dark spirits, and at later levels I think it'd be a fantastic GM boss. The noble has given themselves over to the spirits entirely in exchange for getting to experience it as a passenger, and the boss fight includes a bunch of lower-level thralls. Thinking Half-Elf for core races, or Kitsune for any race.
Ugh. The secondary spirit mechanics are really just hate-stomping on this. You can't take charisma as a secondary on anything else until level 11, nor can you . That's fine for strength, but the others feel lackluster as an off-ability secondary. (They may be useful, but they don't let you do anything in combat better except "not die", which isn't very exciting.) I feel strongly pushed towards focusing by ability, which is a nuisance when grouping powers by alignment looks a lot more fun.
… oh bother. Rakshasa and Liar only match alignments in the playtest. So outside the playtest, that means not even being able to trance for the other until 5th. Not without getting primary Liar, secondary CE Int (Snakebite) for +2 to skills. At 11th, get either Liar or Rakshasa as primary, get the other as secondary, and tertiary has to be the alignment on the primary with the ability of the secondary. Liar gets more out of being primary, because secondary Int actually grants a bonus.
When I go at this with something in mind, it really doesn't feel as flexible as first glance implies. It's strongly pressuring you to play with just one ability at a time. That'll be better when that means "pick spirits from this set of nine" than "pick spirits from this set of three".
Ways that this could be fixed:
- An archetype that gets you around the whole business of needing to match X or Y. You get very limited spirits to choose from daily, but they provide both their ability score bonus and level appropriate spirit powers. Maybe your daily choice is eventually just which one is primary, secondary, etc. (Non-primary spirits could lose influence.)
- A feat that lets you pick your secondary more freely. You pick the ability score bonus of either the primary or secondary.
- Just do away with the complex mechanics of "this or that". When you pick your secondary, etc., they grant both. That encourages diversity of ability scores rather than uniformity. Your tertiary is never just a "spirit tax" that exists only to bridge the primary and secondary you actually want.
- Give Cha a bonus too. The obvious choice is spellcasting DC. Might make Charisma too good, but it does help the class function as a decent caster, just like Strength helps it function as a decent fighter.
nighttree |
Sorry, I generally meant a medium who was built to be able to contribute when making attacks with weapons (ranged or melee, but especially melee) was doing well. That is general a medium with a Strength spirit (or a spirit than can count as Strength), but medium with high in some kind of accuracy stat have been doing fine in general. The ones that haven't been doing well in a fight were, for instance, a medium with Str and Dex 12 to have lots of Int, and a medium with Str 7 and Dex 12ish with maxed out Cha.
With medium, since you're doing an AP with a longer scope, I'd like you to watch for places where your versatility helps and calling non-standard spirits gives you something cool. In a PFS game I recently saw, the party had 3 days to explore a place, and the medium had the party use the second day for several passes with the Hidden Truth after beating all the enemies on day 1. That's...
OK...so first night of play-test was pretty much a wash for the medium. I spent the majority of the session holding action, as there wasn't much of anything I could do. I landed one hit the entire game (using Rabbit Prince to go for a dex based fighter type)...the rest of the time there simply wasn't anything meaningful I could really do. Swarms, Animated objects, undead, etc, where all completely out of my league. We started at 1st level, and leveled to 2nd mid way through the session, shared seance with my companions, which gave them a minor boost that never actually came into play. We will be doing a play-test next Saturday at 8th level....hopefully that will be a little more rewarding experience.
EDIT: Medium REALLY needs spells right from the get go...it's the only way I can see them having a chance of contributing in a meaningful way at low levels.
Xararion |
Just as a comment to the idea that Medium would have been better if you'd have spells from the get go. Do you feel that the ability to cast unerring weapon or entropic shield would have given you more meaningful actions to use against the swarms, undead and other creatures that your party faced, since those two are the spells that rabbit prince gives at first level.
Serisan |
Just as a comment to the idea that Medium would have been better if you'd have spells from the get go. Do you feel that the ability to cast unerring weapon or entropic shield would have given you more meaningful actions to use against the swarms, undead and other creatures that your party faced, since those two are the spells that rabbit prince gives at first level.
If the Medium had spells at 1st level, I'd actually pay attention to the spell lists.
Unrelated side note: 3rd level is pretty terrible for the Medium. WOOO! I get an extra use of an ability that I haven't used once! I'm hoping the early-level fix that Mark has talked about addresses this to some degree. The really odd thing here is that Trance has an abnormal progression vs. comparable skills - Smite, Judgment, etc. get additional uses at 4, 7, 10..., while Trance is 3, 6, 9...
Maybe move Trance to the standard progression and put something juicy at 3? Looking at the other 4-level casters, Paladins get 3 abilities at 3, Bloodragers get 1, and Rangers get 2. Only the Paladin is getting abilities that are dependent on other features, though (Mercy). Trance 2/day is completely tied to the Trance class feature, so it's nothing new.
This would put 4th level as Spirit Bonus +2 and Trance 2/day, which compares favorably to the following (less spellcasting, since that's obvious):
Bloodrager: Eschew Materials, Bloodline Power
Paladin: Channel Energy, Smite 2/day
Ranger: Hunter's Bond (typically the Animal Companion)
Dolarre |
1 person marked this as a favorite. |
I want to be a voice counter to the calls for more spell-casting. We have enough spell casters. The taste that a 4 level caster gives is just enough. If the class needs more to do, shift the lesser powers of the spirits ( or better yet, add something) to some form of active use power instead of a passive ability. Something like the first level powers of soccer bloodlines, that would always be available when you trace into that spirit.
No more spell-casting please!
nighttree |
Just as a comment to the idea that Medium would have been better if you'd have spells from the get go. Do you feel that the ability to cast unerring weapon or entropic shield would have given you more meaningful actions to use against the swarms, undead and other creatures that your party faced, since those two are the spells that rabbit prince gives at first level.
Those two spells specifically ? Probably not....however if I had spellcasting available I may have bothered to even look at the spells different spirits offered.
As it was, most of the spirits didn't really offer anything that would have had any meaningful effect on the game....that's kind of my point...
Mark Seifter Designer |
Xararion wrote:Just as a comment to the idea that Medium would have been better if you'd have spells from the get go. Do you feel that the ability to cast unerring weapon or entropic shield would have given you more meaningful actions to use against the swarms, undead and other creatures that your party faced, since those two are the spells that rabbit prince gives at first level.If the Medium had spells at 1st level, I'd actually pay attention to the spell lists.
Unrelated side note: 3rd level is pretty terrible for the Medium. WOOO! I get an extra use of an ability that I haven't used once! I'm hoping the early-level fix that Mark has talked about addresses this to some degree. The really odd thing here is that Trance has an abnormal progression vs. comparable skills - Smite, Judgment, etc. get additional uses at 4, 7, 10..., while Trance is 3, 6, 9...
Maybe move Trance to the standard progression and put something juicy at 3? Looking at the other 4-level casters, Paladins get 3 abilities at 3, Bloodragers get 1, and Rangers get 2. Only the Paladin is getting abilities that are dependent on other features, though (Mercy). Trance 2/day is completely tied to the Trance class feature, so it's nothing new.
This would put 4th level as Spirit Bonus +2 and Trance 2/day, which compares favorably to the following (less spellcasting, since that's obvious):
Bloodrager: Eschew Materials, Bloodline Power
Paladin: Channel Energy, Smite 2/day
Ranger: Hunter's Bond (typically the Animal Companion)
The new ability may well be coming at 3rd. It's either that or 2nd. And let's just say, I'm glad to see the list of what nighttree couldn't handle, as the new ability should specifically handle all of them except animated objects (no one's really great at handling those before adamantine anyway; I'd say a Big Sky medium with a two-handed weapon, specialization in Strength spirits, and high Strength may be the best 1st level character for smashing 'em, though, since you ignore 4 hardness).
nighttree |
The new ability may well be coming at 3rd. It's either that or 2nd. And let's just say, I'm glad to see the list of what nighttree couldn't handle, as the new ability should specifically handle all of them except animated objects (no one's really great at handling those before adamantine anyway; I'd say a Big Sky medium with a two-handed weapon, specialization in Strength spirits, and high Strength may be the best 1st level character for smashing 'em, though,...
As a side note...we are going to take a different approach on the next round and just do a crawl specifically using a variety of different monster types to see what is and isn't a problem.
Mark Seifter Designer |
Mark Seifter wrote:The new ability may well be coming at 3rd. It's either that or 2nd. And let's just say, I'm glad to see the list of what nighttree couldn't handle, as the new ability should specifically handle all of them except animated objects (no one's really great at handling those before adamantine anyway; I'd say a Big Sky medium with a two-handed weapon, specialization in Strength spirits, and high Strength may be the best 1st level character for smashing 'em, though,...As a side note...we are going to take a different approach on the next round and just do a crawl specifically using a variety of different monster types to see what is and isn't a problem.
Cool beans! I am glad to see that my new ability helps you where you would have needed it, such as with swarms.
I'm going to be running a playtest with the new ability on Tuesday, so we'll see how it goes. It's at 13th level, and I kind of wanted to see a Unicorn medium at that level (+7 Aid Another that lasts for 5 d20 rolls, and trance to give each of us a limited wish? Best support ever!), but then I realized that the support would be so good, we wouldn't get to see if the vs-full-AC kineticist and/or the occultist could hit enemy AC without it.
Xararion |
I'm bit hazy on how the unicorns fortuitous aid works. Aid another gives your aid target bonus against a single target for single roll, and unicorn makes the bonus last for rounds equal to charisma modifier. Is this roll still limited to being what you actually aided at, for example to attack against that particular enemy target.
Similarly, can Unicorns aid another be used to boost AC of an ally, and if it can, how would the duration/targeting work for that instance, because +7 AC is nothing to sneeze at, but +7 AC against one target who is likely dead in 1-2 rounds is less worthy of a fullround action.
Mark Seifter Designer |
I'm bit hazy on how the unicorns fortuitous aid works. Aid another gives your aid target bonus against a single target for single roll, and unicorn makes the bonus last for rounds equal to charisma modifier. Is this roll still limited to being what you actually aided at, for example to attack against that particular enemy target.
Similarly, can Unicorns aid another be used to boost AC of an ally, and if it can, how would the duration/targeting work for that instance, because +7 AC is nothing to sneeze at, but +7 AC against one target who is likely dead in 1-2 rounds is less worthy of a fullround action.
It's a single target for now. At level 13, I think it's very possible that the ally will use up all 5 of their +7 AC and saves or +7 hit and damage before that enemy perishes (for instance, full attacks sometimes have that many attacks).
And if you want to keep your standard actions for yourself, there's always timely aid for that clutch attack roll or save.
bibliothecarius |
While we're clarifying the Unicorn, the Fortuitous Aid ability mentions "ignoring other abilities that alter the bonus you grant when you aid another."
So if I have the Swift Aid feat, can I use it together with Fortuitous Aid and grant Spirit Bonus +2 with a swift action? Or are they not compatible at all? How about the Bodyguard feat, which doesn't alter the actual bonus?
Mark Seifter Designer |
While we're clarifying the Unicorn, the Fortuitous Aid ability mentions "ignoring other abilities that alter the bonus you grant when you aid another."
So if I have the Swift Aid feat, can I use it together with Fortuitous Aid and grant Spirit Bonus +2 with a swift action? Or are they not compatible at all? How about the Bodyguard feat, which doesn't alter the actual bonus?
Those are both not using your fortuitous aid ability, but instead using swift aid and bodyguard (it's why later abilities say things like "when using fortuitous aid" rather than "when using aid another"). I'll make sure to clarify in the final.
Mark Seifter Designer |
Million dollar question, Mark: Did either of the playtests that went up in the last 12 hours roll well enough for more spirits?
You know, I suddenly rolled 2 d20 this morning, and Linda said "Oh, did two people just post medium playtests?" No further unlocks yet, but I'm rolling along with you guys!
bibliothecarius |
Those are both not using your fortuitous aid ability, but instead using swift aid and bodyguard (it's why later abilities say things like "when using fortuitous aid" rather than "when using aid another"). I'll make sure to clarify in the final.
Yeah, thought that might be too good to be true. Thanks, Mark.
Xararion |
The document says that the bonus persists for charisma modifier amount of rounds, not rolls, but with how you speak of the ability it seems it's meant to be rolls. Would this be safe assumption?
I don't feel that maxing out charisma is quite worth it for the single target bonuses that unicorn can grant though. Even accounting in the 3 stat increases you get by 13, you'd have to have 17 in charisma, 15 before racial modifier. This would leave your ability to contribute in combat to fairly limited degree, and you'd just be spending all your rounds hoping you happen to be next to an ally so you can refresh their aid another bonus or change it to still living target. By comparison at lvl 13 bard can give +3 competence bonus, and only requires a single action for it, and while unicorn can theoretically do it for all day without problems, bard grants the bonus to entire party to all targets. Bard in this case is more action efficient since they don't rely on just spending their actions in activating their buff, though it is smaller.
+7 to five attacks to hit and damage is still good don't get me wrong, but not sure worth maxing charisma.
Mark Seifter Designer |
The document says that the bonus persists for charisma modifier amount of rounds, not rolls, but with how you speak of the ability it seems it's meant to be rolls. Would this be safe assumption?
I don't feel that maxing out charisma is quite worth it for the single target bonuses that unicorn can grant though. Even accounting in the 3 stat increases you get by 13, you'd have to have 17 in charisma, 15 before racial modifier. This would leave your ability to contribute in combat to fairly limited degree, and you'd just be spending all your rounds hoping you happen to be next to an ally so you can refresh their aid another bonus or change it to still living target. By comparison at lvl 13 bard can give +3 competence bonus, and only requires a single action for it, and while unicorn can theoretically do it for all day without problems, bard grants the bonus to entire party to all targets. Bard in this case is more action efficient since they don't rely on just spending their actions in activating their buff, though it is smaller.
+7 to five attacks to hit and damage is still good don't get me wrong, but not sure worth maxing charisma.
There is a round limit and also a roll limit. Also, the bonus stacks with, say, timely inspiration, which the bard does not.
Xararion |
Ah, didn't notice the roll limit before, my bad entirely there. Still, you're dealing with fullround action done under specific circumstances (melee adjacent to an ally next to a specific enemy), unless you can use your fortuitous aid with different method compared to normal combat aid another. And if you maxed your charisma to pull the +7 off, you probably don't have stats that really encourage you to be anywhere near an enemy worth that high a buff, but that might just be my assumption there.
Mark Seifter Designer |
Ah, didn't notice the roll limit before, my bad entirely there. Still, you're dealing with fullround action done under specific circumstances (melee adjacent to an ally next to a specific enemy), unless you can use your fortuitous aid with different method compared to normal combat aid another. And if you maxed your charisma to pull the +7 off, you probably don't have stats that really encourage you to be anywhere near an enemy worth that high a buff, but that might just be my assumption there.
Actually, you don't need Charisma for the +7. It rises based on your medium level :)
Xararion |
Oh you're right, I apologise, I've continually read the thing wrong on that regard, the only thing charisma influences in that ability is the round based duration. So yeah, my bad there, the ability is good if situational and could be used by semi-combat capable mediums.
Not combat focused mediums though, since there is no point in having unicorn be not your primary spirit, since at least that way you get full powers from it, in addition to the spirit bonus from strength, but you do forfeit the combat powers from the strength spirits, so you are still at best decent.
Deadmanwalking |
Not combat focused mediums though, since there is no point in having unicorn be not your primary spirit, since at least that way you get full powers from it, in addition to the spirit bonus from strength, but you do forfeit the combat powers from the strength spirits, so you are still at best decent.
This is true at the moment, but according to Mark not necessarily in the final version. The Paladin, for example, is a Strength spirit that apparently counts as a Charisma spirit under certain circumstances. To make that particular combination work you'd need to specifically have three spirits and go Paladin, Keep, Unicorn, but it's only one example.
Xararion |
Obviously I couldn't take into account spirits that aren't out yet, but that's entirely fair point anyway. Having to keep three spirits specifically up for that is not ideal as it is little on the side of the "maybe little too complex" in the threefold spirit interaction rules, but I guess it is possible then. Thank you for enlightening me on the possibility though.
Exguardi |
Hello medium Mediums! I've been working on a Medium build with a buddy of mine for most of the afternoon, and we noted something that might be a useful, minor upgrade to the Intelligence spirits; the Medium actually has a very nice skill list, so perhaps it would be nice if in addition to adding a flat bonus to skill checks, the Intelligence spirits gave some option to gain bonus ranks when Trancing?
That way they could be a little more versatile in "skilled" situations, calling in their spirit's knowledge in a much more direct way.
bibliothecarius |
It's entirely possible my search skills are failing me here, but was it ever answered whether the medium's caster level is equal to their class level or class level - 3? I know rangers and paladins have the latter, but it's not explicit in the medium's spells section. Not a hugely pressing matter, but I figured it's something that will eventually require some clarification.
alair223 |
1 person marked this as a favorite. |
Hi Mark,
Repeating my questions from a while ago:
The Beating: The beating stats that all allies in melee are considered flanking with its intermediate ability, for the purposes of teamwork feats do they all count as flanking with you as I have a heavy teamwork Medium build in mind.
Similarly with the supreme ability do you count as flanking with yourself?
Does dissolution require you to deal damage to apply this effect, as I read it I only need to hit?
The Liar: What is the duration of infatuation? Does it end if I swap spirits or do I have a bunch of people stalking me forever waiting for sempai to notice them?
It does currently seem like the strength spirits are giving methods of attack, either by granting new attack options or weapon proficiency. Though I would like to see one of them that is useful for ranged combatants.
Shisumo |
Mark Seifter wrote:OK...so first night of play-test was pretty much a wash for the medium. I spent the majority of the session holding action, as there wasn't much of anything I could do. I landed one hit the entire game (using Rabbit Prince to go for a dex based fighter type)...the rest of the time there simply wasn't anything meaningful I could really do.Sorry, I generally meant a medium who was built to be able to contribute when making attacks with weapons (ranged or melee, but especially melee) was doing well. That is general a medium with a Strength spirit (or a spirit than can count as Strength), but medium with high in some kind of accuracy stat have been doing fine in general. The ones that haven't been doing well in a fight were, for instance, a medium with Str and Dex 12 to have lots of Int, and a medium with Str 7 and Dex 12ish with maxed out Cha.
With medium, since you're doing an AP with a longer scope, I'd like you to watch for places where your versatility helps and calling non-standard spirits gives you something cool. In a PFS game I recently saw, the party had 3 days to explore a place, and the medium had the party use the second day for several passes with the Hidden Truth after beating all the enemies on day 1. That's...
What's your build like, and what were you up against? The Rabbit Prince-based build I've been playing with is +6 attack with 1d10+6 damage at 1st level - that's pretty respectable, I think!
nighttree |
What's your build like, and what were you up against? The Rabbit Prince-based build I've been playing with is +6 attack with 1d10+6 damage at 1st level - that's pretty respectable, I think!
Keep in mind this was level one and two....
Human Str 11 Dex 14 Con 12 Int 12 Wis 13 Cha 16 (rolled, we don't do point buy)Started with....
Traits: Harrow Chosen, Ancestral weapon (Rapier)
Feats: Harrowed & Imp Innit.
Leather Armor, Rapier, etc...etc...
I had a +5 to hit, 1D6 dmg with the rapier @ 1st.
Known Spirits, Rabbit Prince, Vision, Owl.
Well lets see, we faced rat swarms, Giant Centipedes, Angry mob, Stirges, Animated objects, haunts....
Hangman Henry IX |
bibliothecarius wrote:Those are both not using your fortuitous aid ability, but instead using swift aid and bodyguard (it's why later abilities say things like "when using fortuitous aid" rather than "when using aid another"). I'll make sure to clarify in the final.While we're clarifying the Unicorn, the Fortuitous Aid ability mentions "ignoring other abilities that alter the bonus you grant when you aid another."
So if I have the Swift Aid feat, can I use it together with Fortuitous Aid and grant Spirit Bonus +2 with a swift action? Or are they not compatible at all? How about the Bodyguard feat, which doesn't alter the actual bonus?
If you clarify fortuitous aid is not the same as aid another, remember to change the wording for the seance boon so it stil works.
Korab Short - Medium |
Several questions arise using the Demon Lantern Spirit.
1. The summoned Wisp is identified specifically as a creature, but other than AC no type or statistics are provided. There are various defensive and offensive powers and abilities that depend on these definitions.
2. Can the Demon Lantern Wisp somehow hide in a Dancing Lights spell? It may be implied but not stated.
3. There is a save listed for the damage of a killed wisp. Is that to negate or half the damage?
4. What is the radius of the dying wisp light explosion as it could conceivable not be in the immediate proximity of the slayer, because of its size and or the use of some affects or missile weapons.
5. It says that its movement draws attacks of opportunity, however, it doesn't appear to threaten or harass a target in any way - so it can just be ignored.
6. It would seem that speed and/or range are necessary.
Excaliburproxy |
Several questions arise using the Demon Lantern Spirit.
1. The summoned Wisp is identified specifically as a creature, but other than AC no type or statistics are provided. There are various defensive and offensive powers and abilities that depend on these definitions.
2. Can the Demon Lantern Wisp somehow hide in a Dancing Lights spell? It may be implied but not stated.
3. There is a save listed for the damage of a killed wisp. Is that to negate or half the damage?
4. What is the radius of the dying wisp light explosion as it could conceivable not be in the immediate proximity of the slayer, because of its size and or the use of some affects or missile weapons.
5. It says that its movement draws attacks of opportunity, however, it doesn't appear to threaten or harass a target in any way - so it can just be ignored.
6. It would seem that speed and/or range are necessary.
For 4, it does not seem to have a radius. It only targets the creature that killed it. It does not even seem to need to be in melee with the creature it damages, rules as written. Currently, I think the wisp is mostly only good for penalizing area of effect abilities.
For 6, that is in the spell dancing lights.
Mark Seifter Designer |
For 4, it does not seem to have a radius. It only targets the creature that killed it. It does not even seem to need to be in melee with the creature it damages, rules as written. Currently, I think the wisp is mostly only good for penalizing area of effect abilities.
It also does not target a specific number of creatures or require an attack roll (it just explodes on its destroyer), so it's an excellent swarmkiller. Most swarms are contractually required to gnaw on all creatures in their area :D
Silver-hawk |
Excaliburproxy wrote:It also does not target a specific number of creatures or require an attack roll (it just explodes on its destroyer), so it's an excellent swarmkiller. Most swarms are contractually required to gnaw on all creatures in their area :D
For 4, it does not seem to have a radius. It only targets the creature that killed it. It does not even seem to need to be in melee with the creature it damages, rules as written. Currently, I think the wisp is mostly only good for penalizing area of effect abilities.
There is no requirement that causing an attack of opportunity, that the offended actually takes it.
Say the destroyer shoots the wisp w a crossbow or magic missile, the death explosion still goes to the person who destroyed it?
Silver-hawk |
For 6 - In play I made the assumption that the movement was the same as the spell, but it is not intuitive. As a creature its statistics, may be different from the spell.
Korab Short - Medium wrote:Several questions arise using the Demon Lantern Spirit.
1. The summoned Wisp is identified specifically as a creature, but other than AC no type or statistics are provided. There are various defensive and offensive powers and abilities that depend on these definitions.
2. Can the Demon Lantern Wisp somehow hide in a Dancing Lights spell? It may be implied but not stated.
3. There is a save listed for the damage of a killed wisp. Is that to negate or half the damage?
4. What is the radius of the dying wisp light explosion as it could conceivable not be in the immediate proximity of the slayer, because of its size and or the use of some affects or missile weapons.
5. It says that its movement draws attacks of opportunity, however, it doesn't appear to threaten or harass a target in any way - so it can just be ignored.
6. It would seem that speed and/or range are necessary.
For 4, it does not seem to have a radius. It only targets the creature that killed it. It does not even seem to need to be in melee with the creature it damages, rules as written. Currently, I think the wisp is mostly only good for penalizing area of effect abilities.
For 6, that is in the spell dancing lights.