[Radiance House] Pact Magic Unbound: Grimoire of Lost Souls Backer Playtest Feedback


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Orich wrote:
pi4t wrote:
Looking at the SRD, it appears that it's not just the loremaster - most (all?) of the prestige classes don't get profession as a class skill. I guess you're meant to inherit your profession skill (or lack thereof) from your base classes? Either way, I think that wizard is a much fairer class to compare the occult scholar to than loremaster.
Personally I think the revisions to the Occult Scholar more than make up for the lack of Profession as a class skill. You can still take it, you just won't get the +3 bonus--or you can take a trait that gives it to you as a class skill if you really need it.

Oh, absolutely - I have no concerns about losing Profession making the archetype underpowered, the fluff just seemed a little odd.


pi4t wrote:
Oh, absolutely - I have no concerns about losing Profession making the archetype underpowered, the fluff just seemed a little odd.

I see the fluff as their obsession or love of knowledge is so much that it makes it tough to hold down a normal job, as a normal job would be bland and boring.

You could argue that they technically have Profession (Scholar) due to the copious Knowledge checks they have and as GM I would allow them to use a relevant Knowledge check to earn money in a large enough city, as only the larger cities would require that sort of job.

Contributor

Orich wrote:
pi4t wrote:
Oh, absolutely - I have no concerns about losing Profession making the archetype underpowered, the fluff just seemed a little odd.

I see the fluff as their obsession or love of knowledge is so much that it makes it tough to hold down a normal job, as a normal job would be bland and boring.

You could argue that they technically have Profession (Scholar) due to the copious Knowledge checks they have and as GM I would allow them to use a relevant Knowledge check to earn money in a large enough city, as only the larger cities would require that sort of job.

Scholar actually isn't listed as a profession under the Profession skill. If you're a scholar, its assumed that you take ranks in Knowledges, and that makes sense. What sort of questions could you answer with Profession (Scholar)? Whatever you studied, and what you studied would be symbolized by Knowledge checks, so Profession (Scholar) is basically a check to make a check.

Now, an occult scholar might have Profession (Scribe), I suppose, but even that is more appropriate for characters that earn a living actually WRITING things, rather than someone who makes a living studying and acquiring Knowledge. Simply writing a document would either be Linguistics or possibly Artistry (see Pathfinder Unchained).


Alexander Augunas wrote:
Orich wrote:
pi4t wrote:
Oh, absolutely - I have no concerns about losing Profession making the archetype underpowered, the fluff just seemed a little odd.

I see the fluff as their obsession or love of knowledge is so much that it makes it tough to hold down a normal job, as a normal job would be bland and boring.

You could argue that they technically have Profession (Scholar) due to the copious Knowledge checks they have and as GM I would allow them to use a relevant Knowledge check to earn money in a large enough city, as only the larger cities would require that sort of job.

Scholar actually isn't listed as a profession under the Profession skill. If you're a scholar, its assumed that you take ranks in Knowledges, and that makes sense. What sort of questions could you answer with Profession (Scholar)? Whatever you studied, and what you studied would be symbolized by Knowledge checks, so Profession (Scholar) is basically a check to make a check.

Now, an occult scholar might have Profession (Scribe), I suppose, but even that is more appropriate for characters that earn a living actually WRITING things, rather than someone who makes a living studying and acquiring Knowledge. Simply writing a document would either be Linguistics or possibly Artistry (see Pathfinder Unchained).

The list of professions in the CRB is not a complete or comprehensive list. This can be determined from the language of the text: "The most common professions are [list]."

Regardless, the entire point of the profession skill is to give a character a bit more background flavor, a little bit of knowledge relating to a skill, and a little bit of cash. The Occultist certainly doesn't need the extra flavor from profession, has plenty of knowledge already, and should be spending any free time researching new spirits rather than gaining a few silver.

Profession is not a skill the occultist needs or should ever waste points in.


Question. I'm just glossing through the prestige classes a bit and I see the Sacrificial Brand secret for the devotee. Does that keep bleeding essentially until you die, since magic can't heal it? Or can the devotee choose to stop it with more force of will (via standard action)? Does it even continue over time like I'm thinking for that matter? Or is it one time damage?

Also, probably been said already, if so, apologies, but it shows you get Diehard twice. Immediately gaining it at first, then again at 3rd.

Contributor

Third Mind wrote:

Question. I'm just glossing through the prestige classes a bit and I see the Sacrificial Brand secret for the devotee. Does that keep bleeding essentially until you die, since magic can't heal it? Or can the devotee choose to stop it with more force of will (via standard action)? Does it even continue over time like I'm thinking for that matter? Or is it one time damage?

Also, probably been said already, if so, apologies, but it shows you get Diehard twice. Immediately gaining it at first, then again at 3rd.

Sacrificial Brand is worded exactly the same as the Holy Vindicator's Stigmata.

The double Diehard error is a result of the Prestige Classes being accidentally added to the playtest document before I intended to release them.

Contributor

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I'm just about ready to put out v3. Some notes:
— First, there are a few new binder secrets in the book, including a rewrite of Boundless Abilities that I think is better balanced. Try it out, see what you think. If it goes over well, I'm going to include it in the update that I'm going to release for Occult Options 1. (There are a few OP secrets in there that I need to tone down.)
— Second, there's a bunch of new arcanist secrets.
— Third, Chapter 8 isn't done (and it probably won't be during the playtest because of the sheer amount of content that Dario and I need to write), but I'm going to add Chapter 9 to v3. This includes the change where the monsters were taken out of Rasputin and Doomed Salu'im's entries and moved to Chapter 9. Please make sure you check those spirits to make sure that they still read correctly.
— Fourth, there are a few new spells in Chapter 5. Temporal Vision is the big one, but there's also merfolk transformation. Check those out.
— Fifth, All of the new Add-On Starless Spirits will be in v3. Plus the table is fully hyperlinked so you can click any spirit on the table and immediately go to that spirit's page. I haven't decided how I want to do the "Jump by Spirit Level" Hyperlink, so I'll let you know when I decide. I might just do it as a bookmark or something.

Finally, there's ONE section that I have sitting on my lap that isn't done: the frehmin race. Here's the deal: your feedback has simmered down. Because there's less feedback, there's less changes and responses that I need to make, so I can work a little bit faster on the frehmin. I can probably finish the whole race by next week. Alternatively, I can update the playtest to v3 tonight or tomorrow and have it out to you immediately, but depending on how many changes and responses come up, it might take me as late as early June to get v4 out. What would you guys prefer?


Alexander Augunas wrote:
Sacrificial Brand is worded exactly the same as the Holy Vindicator's Stigmata.

I guess I'll look to that to see if I can figure it out then.

Alexander Augunas wrote:
The double Diehard error is a result of the Prestige Classes being accidentally added to the playtest document before I intended to release them.

Fair enough.

I'm up for V3 as soon as you're comfortable putting it out personally, whether tomorrow or otherwise. I won't be play testing the race, but I'm interested in giving it a look. So I can wait.

Edit: Figured out what confused me. Its not worded exactly the same from what I'm seeing. Devotee says "let loose a flow of blood", where Vindicator (from the PFSRD) says one "can stop or start the flow of blood." No biggie. Now that I know how it works in the other I'm good to go.


I'd rather see the new race and wait one more week for v3. I'm betting there's going to be a lot of feedback, and the longer we have to playtest it, the better feedback we can give.


Alexander Augunas wrote:
Finally, there's ONE section that I have sitting on my lap that isn't done: the frehmin race. Here's the deal: your feedback has simmered down. Because there's less feedback, there's less changes and responses that I need to make, so I can work a little bit faster on the frehmin. I can probably finish the whole race by next week. Alternatively, I can update the playtest to v3 tonight or tomorrow and have it out to you immediately, but depending on how many changes and responses come up, it might take me as late as early June to get v4 out. What would you guys prefer?

I prefer to have it as complete as you feel it needs to be before handing it out--as much as I'd like to have it this second, I don't want to give partial/incomplete feedback if waiting a week would result in full feedback.

That being said, I'm excited to see all the new stuff as well as all the changes!

And I'm also really liking the art direction for the book! The image shown in the update is really great--I'm guessing it's showing Aza making a pact with Aza'zati?


Orich wrote:
Alexander Augunas wrote:
Finally, there's ONE section that I have sitting on my lap that isn't done: the frehmin race. Here's the deal: your feedback has simmered down. Because there's less feedback, there's less changes and responses that I need to make, so I can work a little bit faster on the frehmin. I can probably finish the whole race by next week. Alternatively, I can update the playtest to v3 tonight or tomorrow and have it out to you immediately, but depending on how many changes and responses come up, it might take me as late as early June to get v4 out. What would you guys prefer?

I prefer to have it as complete as you feel it needs to be before handing it out--as much as I'd like to have it this second, I don't want to give partial/incomplete feedback if waiting a week would result in full feedback.

That being said, I'm excited to see all the new stuff as well as all the changes!

And I'm also really liking the art direction for the book! The image shown in the update is really great--I'm guessing it's showing Aza making a pact with Aza'zati?

"Art? What art?" I think to myself as I read this. "There hasn't been any art in the updates." And then as if on cue my phone beeps to inform me of a new email, and sure enough, there's the most recent update with some fantastic art.


I'd be happy to wait for a week and see if there's anything to give my feedback on. ^^

As a general note, I prefer my Lovecraftian horrors to have neutral morals, but I'm not sure how easy that would be to edit while still maintaining a good balance of alignments. XD Just a personal preference thing, representing how little they care - although I suppose one could argue that any spirit willing to make a pact inherently cares about things, and as such may not fall under that. On the other hand, partnering with a creature whose motives are totally unknown can also be fun...


On the one hand, my next chance to playtest will be Sunday, so getting the file before then obviously means I can get some game time in with new changes and give feedback.

On the other hand, we are likely to give you another 200 pages of data to read once you drop that update, so clearing you're docket before doing that makes a whole lot of sense.

Contributor

Orich wrote:
And I'm also really liking the art direction for the book! The image shown in the update is really great--I'm guessing it's showing Aza making a pact with Aza'zati?

Yes, she is!

Contributor

1 person marked this as a favorite.

More notes:

In v3, the Favored Class Options for the occultist will include three new races from the Advanced Race Guide / Bestiary 4: gathlains, wyvarans, and wyrwoods.


Alexander Augunas wrote:

More notes:

In v3, the Favored Class Options for the occultist will include three new races from the Advanced Race Guide / Bestiary 4: gathlains, wyvarans, and wyrwoods.

I'm looking forward to v3 and can't wait 'til I can get my hands on it. :)

Contributor

v3 Notes:
— The Occult Sadist and the Pact Protector archetypes (inquisitor) got some tweaks; the ones for the Pact Protector are fairly large. I'll be looking for feedback on those changes. Especially because I'm worried that the new pact protector is TOO good compared to the sibyl.

— Ubro got adjusted. He grants channel energy as a minor granted ability (1 + Cha; healing only, exactly like the life mystery revelation), has an ability that allows him to grant temporary hit points to another creature as his major, and his minor was altered to allow him to deal damage to undead and evil outsiders with his channel energy at the cost of the sand skill granted ability.

— I also adjusted Cave Mother's gather provisions ability to tone down the healing a little bit.


I like that change for Ubro. I'll take a good hard look at pact protector in comparison to Sybil.


My players will be entering an arena soon. I'm thinking of making a brawler (occult bruiser) as one of the bigger baddies to face off against a human bloodrager for one on one combat. I'm hoping to make the brawler win during the first encounter in the arena (non-lethal) and lose during a later non-arena encounter (after the PC's level up once). Anyone got some advice for some good spirirt's to bind with the brawler?

Contributor

All is going according to schedule so far. I'm not the frehmin alternate racial traits and am working on favored class bonuses. I'm trying to not simply cut-and-paste good ones from other races, but there are a few that are obviously going to have to be rehashed. (There's only so many ways to do a bonus like that and have it be meaningful.)


Alexander Augunas wrote:
Ubro got adjusted. He grants channel energy as a minor granted ability (1 + Cha; healing only, exactly like the life mystery revelation), has an ability that allows him to grant temporary hit points to another creature as his major, and his minor was altered to allow him to deal damage to undead and evil outsiders with his channel energy at the cost of the sand skill granted ability.

Sounds good to me. Can't wait to see it first hand when it comes along.


Alexander Augunas wrote:

v3 Notes:

— The Occult Sadist and the Pact Protector archetypes (inquisitor) got some tweaks; the ones for the Pact Protector are fairly large. I'll be looking for feedback on those changes. Especially because I'm worried that the new pact protector is TOO good compared to the sibyl.

— Ubro got adjusted. He grants channel energy as a minor granted ability (1 + Cha; healing only, exactly like the life mystery revelation), has an ability that allows him to grant temporary hit points to another creature as his major, and his minor was altered to allow him to deal damage to undead and evil outsiders with his channel energy at the cost of the sand skill granted ability.

— I also adjusted Cave Mother's gather provisions ability to tone down the healing a little bit.

The general description of the Pact Protector and Ubro changes sound good--while I didn't use Cave Mother much I'd like to see the revised healing of her ability as well.

With these updates you're giving us you're making me wish it was next week already. :D


Alexander Augunas wrote:

v3 Notes:

— Ubro got adjusted. He grants channel energy as a minor granted ability (1 + Cha; healing only, exactly like the life mystery revelation), has an ability that allows him to grant temporary hit points to another creature as his major, and his minor was altered to allow him to deal damage to undead and evil outsiders with his channel energy at the cost of the sand skill granted ability.

Thanks. :)


Alexander Augunas,

Sent you a PM, but can you contact me by email - help@pcgen.org. I fear the notification system doesn't work.

Cheers,
Andrew Maitland
PCGen Board of Directors


Happy Birthday Alexander... by the way. :D

Contributor

Playtest v3 is ALIVE!

Thanks for the birthday wishes, and I'll get back to you in a bit, Andrew. Gotta talk to Dario first.


Alexander Augunas wrote:

Playtest v3 is ALIVE!

Thanks for the birthday wishes, and I'll get back to you in a bit, Andrew. Gotta talk to Dario first.

Sorry I'm late, but Happy Birthday as well! And I just got the e-mail about the updated document, so I'm going to dig into it--normally you don't give out gifts on your own birthday, but I'll gladly accept it! :D


I'm probably just overtired, but I'm not seeing the playtest document in DriveThruRPG My Library at all, new or old. I got the email saying it was there, but I don't have an updated document or any document for the playtest.

When I follow the link to the "product", it says it is not available. Did my privileges get yanked or something?


Saw Occult Secret, and I just wanted to say thank you. :)

EDIT: And I just saw Spirit Imp. This sounds interesting.


Looking at the new spirits...

For Jacques Gaston's legend, it reads, "some day that his strikes were so accurate that he could carve a man in a way that when he collapsed," and I believe that should be "some say".

For Jacques Gaston's Psychological Warfare minor granted ability, it reads, "and you can use Intimidate to make a demorlaize attempt", which I believe should be "demoralize".

I almost wish you had managed to squeeze in the benefits of the Antagonize feat for Psychological Warfare, it feels like it would have gone nicely with it...but might have been too lengthy. Very fun vestigial boon, too.

For Pevwyrn Pervon's capstone empowerment, is it really necessary for it to not stack with empower? It's still only 3-12 damage per round when increased by 50%...still, maybe I'm underestimating it.

For Pevwyrn Pervon's Classically Schooled minor granted ability, it should be italicized.

For Pevwyrn Pervon's physical sign, it reads, "A puss-filled pimple the size of a gold piece appears on your body", and I believe you mean "pus-filled". I hope. Admittedly having a growth on your body filled with cats is pretty horrific and might be appropriate for pact magic, but still.

For Sybee Rose's blurb, you didn't capitalize her last name.

For Sybee Rose's Fireball major granted ability, you didn't italicize fireball.

For Kami Onmyoji's Guardian of Pacts minor granted ability, might I suggest rephrasing to, "you gain an insight bonus equal to your Charisma bonus (if any) on saving throws against effects that would suppress or exorcise your bound spirits, such as dismiss pact spirits†"?

For Kami Onmyoji's Repair the Ward minor granted ability, as written, you can use a standard action to gain fast healing 4 for a number of rounds equal to your binder level every time you use this ability, providing essentially infinite healing; is this intended? I suspect the intention was actually for you to gain fast healing 4 for a number of rounds up to your binder level per day, but I could be mistaken, since it is self-only.

For Triteia's ceremony, this is nitpicky, but I feel like you don't need a comma in "mundane, human artifacts".

For Triteia's Vestigial Bond, you have it listed as a Vestigial Companion.

(Incidentally, I really like Triteia.)

For Giza Sekhemet's legend, it reads, "the frehmins built an endearing civilization"; did you mean enduring? It feels weird to call a civilization 'endearing'.

For Inexorus' Axiomatic minor granted ability, it reads, "You can imbue one of your weapons with the axiomatic weapon special ability as a special ability". Should it be "special ability as a standard action" or something similar? Special ability as a special ability just seems oddly phrased.

For Hou-ou's blurb, it reads, "a sun bird whose selfless gifted granted his chicks, the ability to rise from the ashes of death anew." I believe it should be "whose selfless gift granted his chicks the ability to rise from the ashed of death anew"?

For Hou-ou's legend, it reads, "spiting their bones out at Hou-ou’s talons," and while it was spiteful, I presume you meant "spitting"?

For Hou-ou's legend, it reads, "and before burning alive he managed to bring a single ember back to his nest"...I don't have an easy rephrase off the top of my head, but I presume he was actually burning and alive at the time given the scenario, and the intent was that he managed to bring it back before he died of it?

For Hou-ou's Flesh Kindling minor granted ability, possibly same concern as with Kami Onmyoji's Repair the Ward, but he is an 8th level spirit, so perhaps it's fine?

For Hou-ou's From the Ashes minor granted ability, it reads, "When this occurs, you either gain 1 permanent negative level." I believe the "either" is a remnant from before you split it up into separate sentences?

For Saint Alexandria's Imbue with Occult Power major granted ability, it reads, "You cannot imbue an ally with imbue with occult power", and "imbue with occult power" should be italicized.

Also, for some reason you have a bookmark leading to Pevwyrn Pervon's entry at the bottom of the bookmark list, which seems odd. I will try to go over the rest of the spirits more carefully sometime in the future.


The occultist favored class option for the frehmin (on page 356) is unfinished; it says: "Occultist: Select 1 scholar spirit. While bound to".

Triteia allows for underwater adventuring, which is fun. Perhaps merfolk transformation can be ended with a break enchantment spell?

Contributor

Quote:
I almost wish you had managed to squeeze in the benefits of the Antagonize feat for Psychological Warfare, it feels like it would have gone nicely with it...but might have been too lengthy. Very fun vestigial boon, too.

I actually chose not to for the people who might be using my Psychological Combat product.

Quote:
For Pevwyrn Pervon's capstone empowerment, is it really necessary for it to not stack with empower? It's still only 3-12 damage per round when increased by 50%...still, maybe I'm underestimating it.

Empower effects never stack. See the Healing cleric domain's 8th level power.

Quote:
For Inexorus' Axiomatic minor granted ability, it reads, "You can imbue one of your weapons with the axiomatic weapon special ability as a special ability". Should it be "special ability as a standard action" or something similar? Special ability as a special ability just seems oddly phrased.

Yeah, that should list the action. Its supposed to be the same kind of action needed to use the bane class feature (inquisitor), so I think its supposed to say "swift action."

Quote:
For Kami Onmyoji's Repair the Ward minor granted ability, as written, you can use a standard action to gain fast healing 4 for a number of rounds equal to your binder level every time you use this ability, providing essentially infinite healing; is this intended? I suspect the intention was actually for you to gain fast healing 4 for a number of rounds up to your binder level per day, but I could be mistaken, since it is self-only.

I need to double check it, but I'm pretty sure that those rounds are supposed to be rounds per day.

Quote:
Triteia allows for underwater adventuring, which is fun. Perhaps merfolk transformation can be ended with a break enchantment spell?

Break enchantment, true form, wish, and miracle can all dispel merfolk transformation. (Merfolk transformation is a transmutation effect and a polymorph effect, and break enchantment and true form end those kinds of spells, respectively. I don't need to call out what ends the spell as a result.)


Cheers!

Contributor

This is what the frehmin's favored class bonus should be:

"The occultist adds +1/6 to any insight bonus that she gains from scholar spirits."

Contributor

AinvarG wrote:

I'm probably just overtired, but I'm not seeing the playtest document in DriveThruRPG My Library at all, new or old. I got the email saying it was there, but I don't have an updated document or any document for the playtest.

When I follow the link to the "product", it says it is not available. Did my privileges get yanked or something?

I actually *can't* yank anyone. If something's up, its on DriveThruRPG's end of things. Try again now that its been a few hours, and if it doesn't work, contact DTRPG's customer support.


Going to try writing up my take / "critiques" of the new spirits either later tonight or tomorrow night.

That said, I'm really liking the new early level secrets and I think I'll have to refresh myself on performance combat for Gaston. Never really bothered with it, so I'm curious as to why one may want to use it (thus the reading up).

AinvarG wrote:

I'm probably just overtired, but I'm not seeing the playtest document in DriveThruRPG My Library at all, new or old. I got the email saying it was there, but I don't have an updated document or any document for the playtest.

When I follow the link to the "product", it says it is not available. Did my privileges get yanked or something?

Not sure if this is relevant, but it took a couple hours before the update had shown up for me last night. Maybe it's available now?

Contributor

Third Mind wrote:

Going to try writing up my take / "critiques" of the new spirits either later tonight or tomorrow night.

That said, I'm really liking the new early level secrets and I think I'll have to refresh myself on performance combat for Gaston. Never really bothered with it, so I'm curious as to why one may want to use it (thus the reading up).

Performance combat isn't really something that the PCs control; after all, the GM has the say that an audience is present to witness the combat in order for it to be a performance combat. As a result, taking character building options that allow you to specialize in performance combat isn't all that great, because you're at the GM's direction when it comes to whether or not you get to use your special abilities.

This is why Jacques is a 1st-level spirit; you can take Amateur Occultist as a performance combat specialist and BOOM! You're not useless all the time.


Playtest v3 Archetype Analysis

Archetype Analysis:

Most archetypes have been cleaned up some and have some word revisions; however, I will only list the mechanical changes that are present.

Quote:

Alchemist

No changes.

Arcanist
Exploits:
- Binder Secret: This has been cleaned up and no longer limits the binder secrets that can be chosen; however, it also no longer states that the arcanist uses his arcanist level as effective occultist level for meeting prerequisites which limits the secrets able to be chosen.
- Pact Disruption: A new exploit, this allows an Arcanist to be able to use a dismiss pact spirits effect against a single target. Great for pact magic campaigns.
- See the Occult: This uses an arcane reservoir point to gain a 1-minute long buffed detect pact spirits. Can be very useful in pact magic campaigns.

Barbarian
No changes.

Bard
Soul Muse:
- Tunneled Lore: This has been replaced with Tunneled Musing (which still counts as Tunneled Lore). This grants the added benefit that a Soul Muse can seal pacts with spirits that are associated with any known bardic masterpiece as if they were part of the chosen constellation. This is a nice buff to the ability and synergizes well with Soul Musing.

Bloodrager
No changes.

Brawler
No changes.

Cavalier
No changes.

Cleric
Occult Priest:
- Tunneled Domain: This no longer replaces the cleric's domain spell slots, which is a nice buff.

Druid
No changes.

Gunslinger
Occult Avenger:
Revenge Pact has gotten a huge revision, now making the Occult Avenger viable for regular play and granting her a unique way to select bindable spirits.
- Bind Spirits: Now similar to other archetypes as the references to "mark" and "revenge pact" have been removed.
- Revenge Pact: A lot of good changes here. At 1st level you choose a creature type and can only seal pacts with spirits that have that creature type as its favored enemy. At 5th level and 5 levels thereafter you can choose an additional creature type which allows you to bind additional spirits. In addition, if a spirit lists two or more of your creature types as favored enemies you get a bonus to binding checks of your Wisdom bonus and you reduce the number of rounds the spirit's major ability is expended by 1 round, which stacks with Rapid Recovery / elf favored class bonus.

Hunter
No changes.

Inquisitor
Occult Sadist:
- Lore of the Wicked: Used to be Lore of Pain; this feature now allows the Occult Sadist to bind any spirit with an evil alignment component instead of only those belonging to the Fiend constellation. A very nice buff, both thematically and mechanically.

Pact Protector:
The Pact Protector has received a lot of upgrades and now retains diminished spellcasting instead of losing all spellcasting. A very nice revision.
- Bind Spirit: This now replaces judgement 1/day instead of removing all spellcasting.
- Diminished Spellcasting: Along with judgement 1/day, this is in lieu of losing all spellcasting.
- Pact Augmentation: This now replaces the later iterations of judgement instead of solo tactics/teamwork feats and is gained at 4th level instead of 3rd.
- Binder Secret: A new feature, the Pact Protector can gain a binder secret at 8th, 16th, 17th, and 20th levels, replacing second/third/true judgement. Alteration secrets cannot be taken nor can the Extra Binder Secret feat.

Investigator
No changes.

Magus
No changes.

Monk
Empyrean Friar:
The archetype now has a sidebar for the Unchained Monk.
- Binder Secret: The Empyrean Friar can no longer select alteration secrets nor take the Extra Binder Secret feat.

Occultist
Occult Scholar:
A lot of nice revisions to the Occult Scholar that harken back to its previous incarnation in PMU.
- Class Skills: No longer loses access to Perform (Cha) or Profession (Wis).
- Brilliant Binder: This now also applies Int bonus to Knowledge checks in addition to binding checks.
- Scholarly Revelation: Replacing Esoteric Brilliance, this now allows an Occult Scholar to once again select revelations from the Lore oracle mystery. Extra Revelation can no longer be taken unless the Occult Scholar has levels in oracle.
- True Revelation: Same as before, but no longer requires material components for vision while bound to a spirit.

Thaumaturge:
- Exploits: Occult Disruption and See the Occult have been added as possible selections.

Oracle
No changes.

Paladin
No changes.

Ranger
No changes.

Rogue
No changes.

Shaman
No changes.

Skald
No changes.

Slayer
No changes.

Sorcerer
No changes.

Summoner
Evolutions:
- Spirit-Touched: Revised for clarification as well as allowing those with the bind spirits class feature to be able to remove the personality influence from their eidolon with a binding check. A nice bonus to the evolution.

Swashbuckler
No changes.

Warpriest
No changes.

Witch
No changes.

Wizard
No changes.

Errors:

Quote:

p23, Discoveries, Expelling Bomb: "...effect instead of deal damage."

p23, Solar Orchid Sage, Description: "...study all manner of transmutive..." Should this be transmutative?
p23, Solar Orchid Sage, Expanded Formulae: "At 17 level..."
p23, Solar Orchid Sage, Expanded Formulae: "At 19 level..."
p24, Arcanist, Exploits, Pact Disruption: "This ability doesn't suppress any effects created by the spell." I'm not sure what this is referring to and seems it should refer to the granted abilities instead.
p25, Barbarian, Description: "...have managed to cling the old ways..."
p29, Sonnet of Ser Japh, Description: "You perform several lines of dreadfully somber poetry that crushes the mood of any who hear it." Should be "crush."
p30, The Tale of Teu and Lae, Effect: "Teleport," "entangle" and "chain of perdition" should be italicized.
p30, The Thing Out from Time, Effect: "Your repeat a performance is so horrifically terrifying that it causea a target to instantly die or fright."
p31, Soul Muse, Diminished Spellcasting: "...receives one fewer spells known at each spell level..."
p34, Brawler, Description: "Instead, they pursuit whatever occult lore..."
p39, Druid, Description: "...thriving in deep, ancient woods were pactless men fear to tread."
p41, Occult Avenger, Revenge Pact: The last paragraph duplicates information in the second half of the previous paragraph.
p42, Pactsworn Hunter, Diminished Spellcasting: "...receives one fewer spells known at each spell level..."
p43, Inquisitor Inquisitions, Description: "Inquisitors can gain an inquisition...in place of an inquisition."
p44, Occult Sadist, True Pain: "Heal" should be italicized.
p46, Magus, Description: "...magi seamlessly bend the power of the spirits that they bind with their blade work..." Should be "blend."
p46, Sibyl, Description: "...a sibyl is able to seamlessly bend blade and spirit together..." Should be "blend."
p46, Sibyl, Rapid Expulsion: "...select 1 spirit that he sibyl can seal a pact with an unbound spirit." Should be "...seal a pact with that is currently unbound."
p49, Seal-Etched Occultist, Description: "...thanks to the presence of a portal seal that is always on hand, literally." Should this be "portable?"
p49, Seal-Etched Occultist, Scribe Binding Tattoo: "...she does not need to pay for this tatto, but it must be one of the spirits that she occultist chose..."
p52, Spirit Realm Mystery, Gray Mockery: "As a standard action, you attempt a touched attack..."
p52, Spirit Realm Mystery, Untethered Soul: "...soul from its coil, causing you body to crumple into a heap."
p52, Spirit Realm Mystery, Vision of Terror: "Mirage arcana" should be italicized.
p52, Occult Medium, Diminished Spellcasting: "...receives one fewer spells known at each spell level..."
p55, Ranger, Description: "...perfectly suited for a specific enemy. The spirit's favored enemy." Should this be "...for a specific enemy: the spirit's favored enemy."
p55, Ranger, Occult Grudge: "A foe reaper does not gain the benefits of his favored enemey unless he his bound to a spirit."
p55, Ranger, Occult Combat Style: "...every four levels thereafter, foe reaper gains.." Should this be "the foe reaper?"
p56, Rogue, Description: "...combining many dispart traditions..." Should be "disparate."
p56, Rogue Talents, Monstrous Aspect: "True form" and "true seeing" should be italicized.
p56, Fringe Binder, Description: "...use their occult powers to augment their rogusih skills."
p57, Shaman, Description: "Although most shaman commune with spirits...Using this connection, these shaman become...believe that early shaman..." Should be "shamans."
p57, Shaman Hex, Description: "...are available to shaman who meet..." Should be "shamans."
p57, Spirit Realm Spirit, Constellation Aspects: "...the shaman gain the selected constellation aspect..."
p57, Spirit Realm Spirit, Ghost Whispers: "At 15th level she gain a constant..."
p57, Spirit Realm Spirit, Spirit Animal: "Attacks made against it have a 20% miss chance, as if it possesses a constant blur effect." Should be "possessed."
p58, Spirit Realm Spirit, Untethered Soul: "If the distance between the shaman and her body exceeds 100 feet per shaman level, the tether connecting your body and soul snaps, killing her instantly."
p58, Spirit Realm Spirit, Manifestation: "She become immune to charm and compulsion effects..."
p58, Occult Shaman, Description: "Occult shaman often form the backbone of..." Should be "shamans."
p58, Occult Shaman, Tunneled Lore: "...an occult shaman chooses the one constellation."
p60, Pactbane Slayer, Description: "...utilize pactbane slayers as ultime weapons of subterfuge..."
p62, Ravaged Bloodline, Ascend Beyond Reality: "Trap the soul" and "temporal stasis" should be italicized.
p62, Seal-Bound Sorcerer, Description: Has the Pactsworn Pagan's description.
p63, Evolutions, Description: "...are available to eidolons if it meets the..." Should be "they meet".
p63, Spirit Caller, Twin Spirit: "...copying all of its abilities and evolutions (from the twist companion class feature)." If this only applies to those feature's evolutions, the parentheses are unneccessary and it should read as "..evolutions granted by the twist companion class feature."; "...(except bonus featsm skills, and languages)..."
p64, Esoteric Dilettante, Description: "...many of high privileged find themselves..." Should be "high privilege."
p64, Esoteric Dilettante, Dilettante's Finesse: "...gains the benefits ofWeapon Finesse feat..." Should be "of the Weapon Finesse feat."
p64, Esoteric Dilettante, Dilettante Weapon Mastery: "...that critical is automatically conformed."
p65, Pactsworn Warpriest, Occult Ferver: "...use her fervor to heal a living creatuer who are bound to a spirit..." This ability refers to "her" while the other pronouns used in the Pactsworn Warpriest are masculine.
p66, Witch, Description: "...a potent vessel through witch they can experience..."

Questions/Observations:

Quote:

Q: How do the Starless spirits interact with Tunneled X features of archetypes? For example, would a Starless spirit still inflict a penalty on an Occult Chemist?

O: Occult Chemist: Like other classes, the Occult Chemist gives up bombs and 1 spell per day of each spell level and receives one constellation in its stead. However, the Occult Chemist has a penalty that applies whenever he is not bound to his constellation spirit; Tunneled Addiction doesn't count as Tunneled Lore, and even if so, the alchemist would still suffer the penalty when not bound to the initial chosen constellation. Due to these penalties that the other Diminished archetypes do not have, can the alchemist instead choose three constellations to bind to, similar to the Soul Weaver?
Q: Occult Exploiter, Diminished Spellcasting: Why does this affect spells prepared instead of spells per day? Unlike every other caster archetype this causes the Occult Exploiter to be delayed in getting higher level spells by one level. I think this should be 1 less spell cast per day instead to be more in line with the other archetypes.
Q: Bardic Masterpieces, The Legend of the Worglord: Since this requires at least 16th level and most characters should have +4 enhancement bonuses to their physical stats, should this grant a morale bonus instead?
Q: Unbound Occultist, Monstrous Aspect: Does the Unbound Occultist select one type of animal per monstrous aspect gained or do all monstrous aspects have to be abilities the animal possesses? Is this simply for fluff reasons? I don't see any animals that have "lifesense," for example.
O: Occult Medium: Curse of the Medium seems unneccesarily harsh; not only does the Occult Medium always suffer the personality influence and cannot suppress the physical sign, she gains an Oracle Curse with none of the normal benefits. Can this not just replace the Oracle's Curse instead and give some benefit as the Occult Medium gains levels? Perhaps a slow, scaling bonus to Will saves as the spirits protect their own, culminating with something similar to slippery mind?
O: Oracle/Shaman, Veiled Meditation: Veiled Meditation does not seem like an ability that I would use at all--the chance of it being successful is low (62% at 11th level when gained) and each question requires a Will save or be inflicted with a -1 penalty to pretty much everything. I would rather use Wisdom of the Spirits (if an Occult Medium) or memorize commune or divination instead. The benefit just doesn't outweigh the penalty.
O: Occult Shaman: The Occult Shaman gives up a lot in order to have Tunneled binding, losing most spirit abilities, one hex, and her wandering spirit. I would rather keep the base/greater/true spirit abilities of my chosen spirit and instead suffer from Diminished Casting. Wandering Pact is limited to 1/day (max 3/day at 20) and only lasts shaman level rounds--the idea is nice but I'm not sure if it's worth the trade-off. I'd be interested to see what the others think about the Occult Shaman and what it gives up.
O: Seal-Bound Sorcerer: Diminished Spellcasting hits the Sorcerer hard--not only are all bloodline spells lost but losing one additional spell known per level causes the Sorcerer to essentially be delayed by one level for his spells (as the Occult Exploiter). I think Diminished Spellcasting should apply to spells per day instead.
Q: Does the Weird Witch qualify for Extra Hex before 10th level or does she lose the ability to gain any feat that requires the "Hex" class feature?

Q: There are still some archetypes that give up all spellcasting in order to bind spirits and the trade-off does not seem equivalent with some:
- Bloodrager: As a 4th-Level caster losing spellcasting seems to be a fair exchange.
- Investigator: As a 6th-Level caster losing spellcasting completely does not seem to be a fair exchange for unrestricted binding; I would rather have Diminished Alchemy and Tunneled Lore along with the talent restrictions (no talent can be taken that affects alchemy).
- Magus: The sibyl archetype has a lot of pact-centric abilities which are nice; however, I'm not sure if losing all spellcasting is worth it. At higher-levels the sibyl can be amazing with Forgotten Arcana, Rapid Expulsion, and Lash of the Spirits, but at lower levels with a limited arcane pool the archetypes seems much more limited. I'll have to do some more investigation/build creation with the archetype to see how it plays out, but the Magus relies on his spells for defense/utility/buffing and I'm not sure if one spirit can match that.
- Paladin: Similar to the Bloodrager, I think losing 4th-Level casting is worth the exchange.
- Ranger: As Paladin, worth the exchange.


Alexander Augunas wrote:
AinvarG wrote:

I'm probably just overtired, but I'm not seeing the playtest document in DriveThruRPG My Library at all, new or old. I got the email saying it was there, but I don't have an updated document or any document for the playtest.

When I follow the link to the "product", it says it is not available. Did my privileges get yanked or something?

I actually *can't* yank anyone. If something's up, its on DriveThruRPG's end of things. Try again now that its been a few hours, and if it doesn't work, contact DTRPG's customer support.

Oh, I didn't think you would have - like I said, I was tired. For the record, in case anyone is curious - you only get access to your library if you log in with the correct profile. Just sayin'.

*sigh* Nothing to see here.


Alexander Augunas wrote:

Performance combat isn't really something that the PCs control; after all, the GM has the say that an audience is present to witness the combat in order for it to be a performance combat. As a result, taking character building options that allow you to specialize in performance combat isn't all that great, because you're at the GM's direction when it comes to whether or not you get to use your special abilities.

This is why Jacques is a 1st-level spirit; you can take Amateur Occultist as a performance combat specialist and BOOM! You're not useless all the time.

That's why I was happy to see the Boon replace the Vestigial Audience. That way if a player doesn't want to be forced into performance combat, it's optional.

That said, is there a save for Jacques' vestigial boon? There doesn't appear to be one written, and it's mind affecting so I'm assuming if there is one it'd be Will, but just wanted to make sure.

Also, I just noticed that the Thaumaturge Archetype for the Occultist gives Item Crafting as a possible exploit. But, under the Item Crafting exploit, it only allows you to take said feat if you can meet the prerequisites. Does this allow the Occultist to meet the prereqs for the item creation feats? Or would one need to still take Pact Effigy in order to take that exploit legally?


With Sybee Rose's False Death ability, would people not using the listed effects just know that you're not dead? Or is there a bluff score involved to tell normally? Or, would finding out normally just use the perception vs DC that's listed in the ability?


A quick look at pact protector: I like the new version. I think diminished spell casting works much better. With a quick look at Sibyl, PP does not seem too powerful in comparison. I'll do a more detailed analysis later on.

Too many family events getting in the way of my playtesting. :)


I'm still looking over the new file (had to work on an Armor Commission I picked up last week), but I'm really liking the new Secrets so far.

Vestigial Protection looks nice. One thing I did notice, it lists Amateur Occultist or Bind Spirit's as a prerequisite... Is there any way to get a Binder Secret using Amateur Occultist? I can't think of one (Might be missing something obvious).

Edit: Improved Vestigial Protection also list's Amateur Occultist as an option, so I'm guessing it's an error? Also Binder Level 17 for Improved Vestigial Protection... thats way too high.

Honestly, I don't see any reason for a Binder Level minimum for the ability. Investing 2 Binder Secrets and trading out your Vestigial Bond ability is more than enough.

I would argue that Improved Vestigial Protection should do a bit more than just extending the range and granting a miss chance on ranged attacks. Maybe it could also grant energy resistance 1/Binder level vs one type.

Contributor

Third Mind wrote:
That said, is there a save for Jacques' vestigial boon? There doesn't appear to be one written, and it's mind affecting so I'm assuming if there is one it'd be Will, but just wanted to make sure.

Currently, no. Its supposed to be similar to an antipaladin's aura of cowardice, except it basically functions as an always-on unwitting ally spell. If playtesting reveals that its too powerful, however, I'll look into changing it. (Too powerful = you would never ever consider taking vestigial audience over the vestigial bond.)

Quote:
Also, I just noticed that the Thaumaturge Archetype for the Occultist gives Item Crafting as a possible exploit. But, under the Item Crafting exploit, it only allows you to take said feat if you can meet the prerequisites. Does this allow the Occultist to meet the prereqs for the item creation feats? Or would one need to still take Pact Effigy in order to take that exploit legally?

You would need Pact Effigy.

Contributor

Third Mind wrote:
With Sybee Rose's False Death ability, would people not using the listed effects just know that you're not dead? Or is there a bluff score involved to tell normally? Or, would finding out normally just use the perception vs DC that's listed in the ability?

Its supposed to be all senses. I've updated the ability so it says that you need to make a Heal/Perception check if you're using your senses (including lifesense).

Contributor

Dexion1619 wrote:

I'm still looking over the new file (had to work on an Armor Commission I picked up last week), but I'm really liking the new Secrets so far.

Vestigial Protection looks nice. One thing I did notice, it lists Amateur Occultist or Bind Spirit's as a prerequisite... Is there any way to get a Binder Secret using Amateur Occultist? I can't think of one (Might be missing something obvious).

No, but cavaliers with the Order of the Occult Eye get Amateur Occultist and those binder secrets as bonus binder secrets as order abilities. Originally, vestigial protection and improved vestigial protection were part of that order.

Quote:
I would argue that Improved Vestigial Protection should do a bit more than just extending the range and granting a miss chance on ranged attacks. Maybe it could also grant energy resistance 1/Binder level vs one type.

Doubling the emanation is huge. Check out this page and look on the sidebar to visually see the difference between a 10-foot emanation and a 20-foot emanation.

At that point, adding a free entropic shied effect for everyone in the party is just icing on the cake.


ok, I can see where you are coming from with that. What about the level requirement? 17th level?

Contributor

Dexion1619 wrote:
ok, I can see where you are coming from with that. What about the level requirement? 17th level?

That shouldn't be there. It should just be bind spirit/Amateur Occultist and the vestigial protection secret. Going back to the "cavaliers can get this, but occultists get it sooner/are better at it."


OK Great. I thought it might have been supposed to be 7th, which is why I thought it should get a bump.

One last concern (After taking a second look at it): Might it be possible to lower the scaling level to 8th or 9th instead of 12th? The ability looks like it will function fine right up until about 8th-9th level, at which point the bonus to AC is going to suffer from stacking effects (some people may have a +2 Ring of Protection, or some other +2 Defelection bonus around then). I'm thinking, as written, 9th-11th is looking like a rough spot (But I might be wrong).

Honestly, with a lot of the new Feats and Secrets, it's possible to make some amazing character concepts now. This book will allow for an amazing Pact Magic Campaign.


Pathfinder Rulebook Subscriber

In the Thaumaturge archetype one of the listed greater exploits is Greater Spell resistance, which requires the spell resistance exploit which is not available to Thaumaturges. Additionally, the Thuamaturge unlike the Arcanist has no way to refill their reservoir even though it uses Arcanist exploits designed for spamming (flame arc, force missile, etc.). I might personally suggest being able to expend granted abilities for temporary reservoir points until the ability is no longer expended or the ability to dismiss a pact spirit for permanent reservoir points.

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