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


Product Discussion

301 to 350 of 1,105 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Doing a quick read through of the new stuff, I love the Mascareri, it has a very Majora's Mask vibe to it.

For the expanded design you list "At 7th level, the mascareri adds the following mask designs to the list of designs that can be selected." twice. Should the second one be at 9th level?

It's a very flavorful class, the number of uses you get per day seems fairly reasonable for how long it lasts and it seems like you're able to get a lot of masks as well. Overall it seems strong enough to be considered over getting a 4th bound spirit from straight occultist, especially with the reserve spirit stuff they get.

Excellent work!


First off, thank you for the mention in the update--I'm honored! I'm only sorry I wasn't able to get through the rest of the spirits before the update; I'll make sure to look through the last levels this weekend, time permitting!

Alexander Augunas wrote:
Orich wrote:
Q: Vestigial Companions, General: For those companions that are humanoid companions, how does the binder determine the stats of the companion? Are they created via point-buy (as normal NPCs) or are they based off an entry in the Bestiaries/NPC Codex?
Read the vestigial companion section and see if that answers your question before I do.

I've gone ahead and reread the updated Vestigial Bonds section, and I think the part that I'm still tripping over is:

Quote:
Typically, a binder selects a vestigial companion's feats whenever it is summoned.

I think if it were "features" instead of "feats" it would read better to me, as the next two sentences mention the binder building the companion once and the GM prebuilding the companion.

This would translate to the binder selecting any feature in addition to feats; for eidolons it would translate to Evolution Points and Forms, and for NPC-class companions, stats and racial traits (unless the description overwrites the selection, as with Moy and a generic human).

I may be overthinking the wording, but it brought to mind RAW vs. RAI.


Another minor error I noticed: Eos Dei's Crushing Loneliness doesn't list a save to avoid the effect, but the last sentence reads, "Whether or not the save is successful, a creature cannot be the target of this granted ability again for 1 day." Not sure if there was supposed to be a save (I would presume a Will save if so), or if the first part of the sentence was a reference to an older version which offered a save?

Contributor

Fallenreality wrote:

Doing a quick read through of the new stuff, I love the Mascareri, it has a very Majora's Mask vibe to it.

For the expanded design you list "At 7th level, the mascareri adds the following mask designs to the list of designs that can be selected." twice. Should the second one be at 9th level?

It's a very flavorful class, the number of uses you get per day seems fairly reasonable for how long it lasts and it seems like you're able to get a lot of masks as well. Overall it seems strong enough to be considered over getting a 4th bound spirit from straight occultist, especially with the reserve spirit stuff they get.

Excellent work!

The Prestige Classes are in the document?

Crap. They aren't done yet. Oh well, I suppose.

Contributor

Quote:

I think if it were "features" instead of "feats" it would read better to me, as the next two sentences mention the binder building the companion once and the GM prebuilding the companion.

This would translate to the binder selecting any feature in addition to feats; for eidolons it would translate to Evolution Points and Forms, and for NPC-class companions, stats and racial traits (unless the description overwrites the selection, as with Moy and a generic human).

I may be overthinking the wording, but it brought to mind RAW vs. RAI.

Ah, I see.

Well, for cohorts, alternate racial traits shouldn't be available, but it could use some sharper wording for those cohorts.


Alexander Augunas wrote:


The Prestige Classes are in the document?

Crap. They aren't done yet. Oh well, I suppose.

Might be because the magic items are after the prestige classes in the book, so you gave us everything up to the magic items including the prestige stuff.

Overall they look pretty solid though. I've mainly looked at Greensprout and the Mascareri


I am so rocking the Endless Chalk.

I do sort of find it funny / interesting that to decrease the time it takes to take a pact by 1 minute (leaving 9 minutes anyways) that one either has to pay 2,000 (rod of the instant pact [which doesn't really make the pact instantly])-10,000gp (spirit mat [which is only for 1 spirit and could be slightly worse if you rely on totems]) or a feat (scribe binding tattoo) and some money there too. I mean, it still takes 9 minutes anyways. I wonder how much a difference 1 minute less makes.

But I digress. A lot of flavorful items here though. Lens of Scribing and Skull of Questioning come to mind.

Question on the Orb of Soul Binding, is the primary benefit meant to quicken pacts? It seems to drop the pact time to 6 minutes (drawing the seal and 5 minutes) empathy. Or is it more to hold the spirit for later, in case you want to come back and bind it?

Contributor

Quote:
Question on the Orb of Soul Binding, is the primary benefit meant to quicken pacts? It seems to drop the pact time to 6 minutes (drawing the seal and 5 minutes) empathy. Or is it more to hold the spirit for later, in case you want to come back and bind it?

Its real benefit is to have one person summon a spirit into the orb, then have a whole bunch of people seal a pact with that spirit relatively quickly. Note that you don't have to be the one to summon the spirit in order to seal a pact with it; anyone can once the spirit has been summoned and your binder level is high enough.

Think of it as the occult tutorial mode; you summon a spirit for your newbie apprentice so they "get the feel" for what its like to be bound to a spirit.

Contributor

Quote:
Doing a quick read through of the new stuff, I love the Mascareri, it has a very Majora's Mask vibe to it.

That was one of the feels that I was going for.


Wow, thanks for the mention! I am honored!

I'm not sure if this really matters or not, since you're probably going to chance it up later, but on page 1 in the table of contents, it reads that Chapter 6 is magic items and Chapter 7 is Esoteria. In the current version of the playtest (v2), Chapter 6 is prestige classes and Chapter 7 is magic items.

I like the updated Root Stance from the Tree Constellation Aspects; mechanically it works much better (although I did really like the idea of literally being rooted to the ground). There is a typo - the first 'her' needs to be removed, "While the occultist is bound to the tree spirit, she uses her 2 + her occultist level..."

I'll take a look at the prestige classes later, for now - Magic Items!

Occult Warding: I really like the idea of adding your armor's enhancement bonus to your saving throws. However, when it's against only supernatural (su) abilities, +4 seems a little pricy. Should this actually be +3, or is this well playtested already and/or comparable to core magic items? The rest of the armor and the weapons all seem fairly priced (and well written).

Loops of Forced Requisition: this magic item cracks me up. Pure hilarity - and I can see evil uses by my evil bad guys with it. Mwhaha. Only issue is the typo: halplessly. It's either helplessly or haplessly. Can't be both. :)

Ring of Reincarnation: typo, "...as aYouth of his race..." Missing a space and have a random capitalization.

Rod of the Muse: Nifty? I'd say so! A light touch gives a fine point to draw with = painless tattoos!

Metamagic, Occult Infusion: Typo: "...that he makes to avoid loosing the spell..." It's losing, not loosing. Unless you're Rotsky.

Staves opening paragraph typo: "A staff has 10 changes..." should be 10 charges.

Endless Chalk: I wish I had this back when I was teaching. Especially the lack of powder on the fingers - just thinking of it makes me cringe.

Mirror of Spirit Reflecting: I've always thought items like this were cool. Menacing mirrors hanging in some lab peering out at you always drive up the imagination. But at 60k? For what's effectively a permanent 2nd level spell, this seems way too expensive. Especially considering the limited application - it only reveals binders and their bound spirit. Consider that another limited 2nd level spell only costs 5k to make permanent (see invisibility). I feel like this should be 15-20k instead (and the exorcist's revealing box should be around 7-10k). Is there a particular formula used to determine magic item prices (my own pricing is through the highly technical "gut feeling" method).

Skull of Questioning: You have a talking skull and it's not a Mimir? Son, I am disappoint. All kidding aside, Planescape is probably still under copyright.

Spirit Mat: I feel that the wording needs to be updated for clarity and accuracy. Currently, the spirit mat says that it has a spirit's seal already drawn on it, and it can be unfurled in 1 round and used as a spirit's ritual reducing the time to perform the ceremony by one minute.

According to the Pact Magic chapter, there are four steps to a spirits ritual (so how is the mat being used AS the ritual?): 1) drawing a seal, takes 1 minute (which should be one round with the mat as you unfurl it), 2) performing the ceremony, takes 1 minute (how does the mat reduce this part by one minute?), 3) & 4) aren't relevant for this item.

There is a confusion of words here that don't match up with the definitions defined in earlier chapters. As written, it changes the seal drawing step to one round, then reduces the ceremony step by one minute, and can possibly also be used as the entire ritual.

Teeh of Lehran-Darv: does a tooth need to be removed first before implanting a Lehran-Darv tooth? This would be in line with other body part magical items. Also, why can't toothless creatures use it (and what about a human who's lost all their teeth?) - shouldn't this read "creatures without mouths cannot..."?

That's it for now. I'm loving the items!


Third Mind wrote:
I do sort of find it funny / interesting that to decrease the time it takes to take a pact by 1 minute (leaving 9 minutes anyways)

Where are you getting the 10 minutes from?

On page 85, the details of the Pact Ritual are described as the following:

Step 1: Drawing the Seal - 1 minute (can be reduced to 5 rounds for a 50% miss chance)

Step 2: Perform the Ceremony - 1 minute (can be reduced by one round for a -2 penalty, consecutive for each round reduced)

Step 3: Watch the Manifestation - 1 round

Step 4: Barter - no time given.


8th Level Spirits[\b]

Spirit Analysis:

[b]Ahnel Soltanis, The Astral Seeker

Ahnel Soltanis is an elven spirit who proves a great boon for travelers of the planes.
Astral Backlash: When you're struck by a melee weapon you deal 1d8 + binder level force damage to all adjacent enemies (Fort save for half); the target that struck you is dazed for 1d4 rounds (or stunned for 1d4 rounds with the capstone). While this ability deals force damage, the damage it deals is low and the requirement that you have to be hit by a melee weapon also reduces its versatility. I think with higher damage or a lesser condition imposed on all adjacent targets would make this stronger.
Ahnel's Opening: You can cast dispel magic or knock 3+binder level/day. Dispel magic is always useful and knock is situational, so the increased uses per day (up from 3+Cha/day like most other minors) helps balance this out.
Astral Voyage: You can cast lesser astral projection 3+Cha/day. Situational, but great for when you need to go to the Astral Plane.
Keeper of Portals: You gain "detect portals." It's like detect magic, but with a range of 1 mile and works on teleportation effects and portals. You can, with concentration, determine the exact spot the portal leads. Situational, but when you are able to travel the planes this is an invaluable ability.
Planar Expert: You gain a bonus to Knowledge(Planes), Survival, and Diplomacy checks with Outsiders (non-native), as well a bonus to set direction of gravity on planes with subjective gravity. A decent suite of abilities, but if you're traveling the planes these turn superb.
Vestigial Bond: You gain a nosoi psychopomp in exchange for astral voyage.
Influence: You seek to be the master at what you do and attempt to mediate issues with your friends. Not a bad influence to have, as most adventurers do both these things.

Doomed Salu'im, The Army At Time's Horizon
An ergon spirit, Doomed Salu'im has some nice time/space-related abilities and has a unique familiar.
Temporal Banishment: You erase a target from time for 5 rounds, functioning as temporal stasis but with the creature being aware of the time it spent outside reality and it actually vanishing from the field. A Will save negates the effect, and the targets gets an additional save each round it's under the effect as a full-round action. With the capstone, if the creature fails all its Will saves it is erased from time forever and can only be recovered by divine intervention. A powerful ability and useful to take that one enemy out of the fight. The capstone you save for those irredeemable foes that deserve oblivion.
Body of Eyes: You gain all-around vision. Very nice, as preventing flanking can save you from some nasty attacks.
Orb of the End-Times: You can cast orb of the void 3+Cha/day, but an undead creature who collides it functions as undeath to death. Great overall.
Poetic Justice: Once per creature per day you can recite a 1-minute long poem (10 full-round actions) to place a mark of justice on a target; this bestows a pact malady instead of a curse. Note that this mark lasts even after your pact ends. Useful for ensuring a target complies with your demands.
Time Vision: You're able to scry into the past or future of your location. with an exact, specific event you'll have a 35% + binder level chance to be successful. It may be low, but it also has no limit on its uses. Great for figuring out what happened somewhere or what's going to happen.
Vestigial Bond: You gain an autrok ergon as a familiar, which is introduced in this entry. It can steal magic items and gains a Dark Beyond Constellation Aspect, as well as some other nice abilities. You replace orb of the end-times, but it looks like a worthy trade.
Influence: You are paranoid (like most adventurers) and you must carry all corpses that you encounter. You had better have several bags of holding or shrink item or burn them all into ash and carry that. A rough influence to have.

Essek Avix, The Twins Rejoined
Essek Avix has lost his overpowered major but he still has a lot of use.
Split the Twins: This ability has changed a lot, but was necessary. The new ability allows you to create a spectral double of yourself in your space as a swift action, granting you a second turn at initiative count - 20 (-10 with the capstone). You take x2 damage for 1 round after using this ability. Only your non-spectral counts for effects that happen on your turn. Not as powerful as the old ability, but the old ability was overpowered, no matter how much I loved it.
Ferocious Display: Same as before.
Intimidating: Same as before.
Titanic Growth: Revised and explicitly states that this can target ANY binder of ANY type, so it works with your vestigial companion as well as whatever you're polymorphed as. A very nice ability.
Unwilling Shield: Same as before, and synergizes well with the new major.
Vestigial Bond: Same as before.
Influence: Same as before, but you're now also tight-lipped about yourself.

Evening Star, Bloody Mist of the Hills
Evening Start receives some buffs and is still a useful spirit to bind. If you like having simulacrums, this is the spirit for you. Have fun replacing a town!
Wilting Mist: Same as before with a few minor revisions. The damage has increased to d6 intead of d4 and the capstone causes targets to become nauseated and sickened.
Mist Body: Same as before, but now limited to binder level minutes/day.
Horror from Beyond: Same as before, but revised for clarity; now limited to 3+Cha/day.
Troll Shape: Same as before, but buffed to binder level minutes/day.
Ventriloquism: Clarified to work exactly as ventriloquism.
Vestigial Bond: Revised from before and reduced in power. This ability is now limited to once per day, taks an hour to use, and has a duration of 1 hour / level or instantaneous if you spend money. The creature looks like itself and there is no limit to the amount of simulacrums you can create.
Influence: Same as before, but cleaned up.

Goliath, The Infernal Forge
The first kyton has great abilities that help you prevent damage and cause damage with chains.
Chains of Hell: This ability functions as chains of perdition, but the chains use your Cha to determine CMB. In addition the chains can make grapple attempts and deal 1d8+Cha damage to grappled opponents. This effect lasts 4 rounds. With the capstone it can be increased to 1 round/binder level, but the cooldown won't start until the effect ends. This is a great lockdown ability.
Excruciating Pain: As a standard action a target suffers -4 on all d20 rolls for 1 round, Will negates. A great ability to help out your allies.
Goliath's Mettle: You gain a +2 to Fort and can reroll a Fort save before (free action) or after (swift action) the result is revealed. While it's limited to Fort, a lot of enemies have abilities that target Fort.
Kyton's Chains: You're proficient with spiked chains and instead of your major acting as it normally does you can instead wield the chains as a +5 flaming vicious wounding spiked chain, gaining a +2 shield bonus as well. You can drop the chains as a move action and they'll resume their normal function. Note that this doesn't modify the duration of your major. Great ability even if you aren't focused on using a spiked chain.
Steelskin of Goliath: As an immediate action grant yourself damage reduction 10/- until the end of the turn. Great ability.
Vestigial Bond: You replace kyton's chains with an augur kyton.
Influence: You savor causing pain, taking time to inflict death. While it doesn't force you to cause pain to those that don't deserve it, it will prevent you from finishing a fight quickly (on your part).

Mana, Observer of Lost Magic
Mana has received some very nice buffs and is great for any magic focused binder.
Magic Ray: Cleaned up and revised--each ray now inflicts 1d6 damage/2 binder levels. You only fire 4 rays if you are showing Mana's sign. A nice buff.
Aberrant Sight: You gain all-around vision as well as constant arcane sight and Occult sight:. A great minor.
Antimagic Ray: Cleaned up and revised--functions as antimagic field in a 20 ft. cone with a duration of concentration, with a limit of binder level minutes. You can use this 3+binder level/day. A very nice buff.
Break Magic: Now limited to 3+Cha/day, but also can function as greater dispel magic. It needed to be toned back some.
Stunning Gaze: Buffed to a 30 ft. line and the duration of the stun is 1 round/binder level. You're no longer immune to the effect, but this is another nice buff.
Vestigial Bond: Same as before.
Influence: Same as before, but the emphasis on hoarding has increased.

Mother Medusa, She of Snakes and Stone
You get to bind Mother Medusa who can poison and turn foes to stone.
Mane of Coils: When you make a full attack, instead of your normal attacks you make a single bite attack against all targets within reach and your reach increases by 5 ft. for this attack. You deal 1d6 damage and inflict poison; with the capstone living creatures lose their immunity and bonuses to save vs. the poison. The poison seems a little weak, and the bite damage is negligable, but this can be a good ability if used correctly.
Aura of Vanity: As a standard action you affect all intelligent creatures within 10 ft. as lock gaze, limited to once per creature per day.
Gaze of Medusa: You have a gaze attack that affects everyone within 30 ft. as flesh to stone. Limited to 3+Cha/day. Being able to turn people to stone is nice, and with lock gaze you should be able to guarantee people are looking at you.
Horrific Form: You gain all-around vision and frightful presence, using your binder level as your HD for its DC. A useful ability.
Shun Curses: You gain spell resistance of 16+binder level and +half binder level vs. curses. Situational, but you really don't want to get curse, either.
Vestigial Bond: You gain a viper snake, replacing aura of vanity. I would suggest taking a different companion.
Influence: This influence hurts--you loathe organized religions and defact any religious site you encounter, in addition to praise love (good) and revenge (bad).

Overmind, Seneschal of Far Travels
Overmind has seen some revisions but is similar to his previous incarnation.
Temporal Leap: Cleaned up and the cooldown has been revised to not start until after the ability ends.
All-Knowing: Renamed from all-knowing eye; otherwise same as before.
Overmind's Eye: You can now cast arcane eye 3+Cha/day.
Overmind's Foresight: Slightly buffed--this is now an untyped bonus to initiative and will stack will Improved Initiative.
Regulate Movement: Cleaned up and limited to 3+Cha/day.
Vestigial Bond: Same as before.
Influence: Slightly buffed in the fact that you only organize to the last detail plans that you are expected to follow.

Rajah Amajaloma, Devour of Souls
Rajah has gotten a few buffs and cleanups of her abilities.
Annihilation Ray: Buffed to deal 2d6 negative energy/binder level, but a Fort save reduces it to 5d6 instead of half.
Apocalyptic Immunity: Same as before.
Aura of Blight: Cleaned up and buffed to deal 1d6 negative energy/binder level and no longer requires touch.
No Escape: Same as before but cleaned up, and now you cast dimensional anchor 3+Cha/day.
Unseen by Gods and Men: Same as before.
Vestigial Bond: Same as before.
Influence: Same as before. Not an influence you would want to be under.

Roshar, The Burning Prophet
Another LG spirit, Roshar has a lot of nice abilities.
Aura of Immolation: You deal 1d4 fire damage/binder level (with capstone, half untyped) to everyone within 20 ft. (Reflex half). For the next 1d4+1 rounds creatures that hit you take 1d4 fire damage. Nice damage and area of effect, even if fire damage is a more common resistance. The capstone does help mitigate this, however.
Channel the Sun: As a standard action you can activate/deactivate a 20 ft. aura that functions as daylight. A nice ability, especially when dealing with undead.
Mend the Broken: This ability functions as lesser restoration, restoration, or greater restoration. Usable 3+Cha/day. These spells are mandatory at higher levels of play, so this is a great ability.
Sprigs to Snakes: You can transform a wodden object or tree into a snake of equal or smaller size (as polymorph any object). You can also channel energy to command reptiles as Command Undead 3+Cha/day. This ability is highly useful--turn parts of the bridge your enemies are on into snakes and watch the havoc ensue!
Pilgrim's Skills: Bonuses to Knowledge(Geography), Knowledge(Religion), and Survival, and you always know which direction is north. Very useful for navigating the wilderness or new lands.
Vestigial Bond: You gain a constant find the path effect and you gain a 20 ft. aura of water walk, replacing channel the sun.
Influence: You take at least one round of watch during camp and you take no more than the bare minimum of rest on a journey. A good influence for a good spirit.

Ryoku Ria, Truculent Transmogrifier
Transmogrification is the name of this spirit, and his abilities are very good at it. You can ensure your party's ability to cope with all sorts of situations.
Declaw: Select one natural attack type of a target within 30 ft. and remove it (and an ability that could be granted by beast shape IV with the capstone) for binder level minutes, Fortitude negates. This is a polymorph effect, so it won't affect enemies who are polymorphed, unfortunately. This can still be great against all manner of enemies, though.
Aura of Aspects: As a full-round action all allies within 30 ft. gain the benefit of greater animal aspect, changing the granted ability as a standard action. No limited uses which makes this a much better ability; you can help adjust your party to different obstacles.
Pack Shape: You can cast animal shapes 3+binder level/day. Another great ability.
Ryoku's Revamp: You can cast polymorph any object 3+binder level/day. And another great ability.
Ultimate Transmogrification: Greater polymorph binder level minutes/day.
Vestigial Bond: You replace ultimate transmogrification so that pack shape can also allow the shapes of alter self, elemental body II, or plant shape I.
Influence: You obediently follow the directions of superiors and act complacent and grateful at all times.

Septigenius Maximus, Immortal God-King
Septigenius mainly receives slight revisions, but his Vestigial Bond has been made more powerful and soothing caress is no longer overpowered.
Gaze of Transmutation: Same as before, but cleaned up.
Antidote: Reduced to 3+Cha/day, but functions as remove disease and neutralize poison at the same time.
Kingly Precautions: Renamed from Septigenius Maximus's Precautions; same as before.
Mummify: Same as before, but cleaned up.
Soothing Caress: Revised; failures no longer cause the standard condition and the creature doesn't receive a penalty to Perception or Sense Motive checks, and is not under the effect of charm monster. Necessary due to the old ability being so good.
Vestigial Bond: Revised and cleaned up; since this is a Boon you can now have a troupe of skeletons in exchange for soothing caress. Since the skeletons can use alter self at will to turn into humans they're useful as followers.
Influence: Same as before.

Solterra, Grandmother Earth
Another good spirit, and a half-orc, Solterra has a lot of powerful abilities against her favored enemies.
Grandmother's Banishment: This ability functions as banish pact spirts, banishment, or, with the capstone, imprisonment against aberrations, constructs, oozes, and undead. A useful and versatile ability.
Aura of Revealing: Any aberration, ooze, outsider, or undead that passes within 30 ft. of you is dispelled of illusions/polymorph effects. Limited to once per creature per day. Situational, but it's also free and can protect you from ambushes or other tricks.
Create Life: You can cast terraform once a day and it lasts for binder level minutes unless you provide the material component, in which case its duration is as the spell. Situational and it's once a day use and limited duration is a negative, but this can be a good ability.
Grandmother's Kiss: You can reattached severed limbs for free and cast regeneration once per creature per day.
Prune the Unnatural: You can target aberrations, oozes, outsiders, and undead as disintegrate. 3+Cha/day.
Vestigial Bond: You replace prune the unnatural with the ability to cast summon nature's ally IX 3+binder level/day. A good ability, and depending upon what you're fighting for the day worth the replacement.
Influence: You're revolted by aberrations and undead and uncomfortable around outsiders. You always make room for guests or travelers that seek your shelter or protection. This influence shouldn't affect you nor your party much if you are good.

Young Krios, Author of Sedition
Young Krios has had a slight name change an gotten some buffs to his abilities.
Shrink Head: Same as before, but has been slightly buffed--the capstone benefit for successful saves stacks and now only miracle or wish can undo the shrunken head.
Fate's Whispers: Same as before.
Off with Their Head: Slightly buffed--although reduced to a melee touch attack, the damage is now 1d10+Cha damage and as a full-round action you can attack with this ability with your normal rate of attacks. In addition, the vorpal effect is no longer limited to just the head.
Noble Tongued: Same as before.
Undetectable Presence: This ability now only grants nondetection and others reading your thoughts.
Vestigial Bond: Same as before, but cleaned up.
Influence: Worse than before, as now you must attempt to seize power when the opportunity arises.

Errors:

P224, Ahnel Soltanis, Description: "...soul whose ignorance great enough that the gods..."

P225, Doomed Salu'im, Totems: "...with sand from the neigh unreachable..."

P225, Doomed Salu'im, Temporal Banishment: "...effects of temporal status..."; "Temporal stasis" should be italicized.

P227, Essek Avix, Totems: "You possess the sibling of the same gender..."; "You are an elf, possesses either the half-dragon template..."

P227, Essek Avix, Legend: "From the moment they ere born..."

P227, Essek Avix, Unwilling Shield: "Unwilling shield" should be italicized.

P227, Essek Avis, Signs and Influence: "Everrona affects you..."

P228, Evening Star, Legend: "...as the red mist rolls closer and closer to the down."

P231, Mana, Description: "...a member of an primeval race..."

P231, Mana, Legend: "Legends say the gods had never intended for mortals to wield magic, though because of the arrogance of a lowly ghoul they needed to reign in this magnificent gift."; "The king of the Observers..."

P231, Mana, Stunning Gaze: "You unleash Mana's rage confusion as a gaze..."

P233, Medusa, Legend: "...her fair and beautiful skin began ugly..."; "Her visage was so horrifyingly that..."

P234, Overmind, Legend: "Among the few beings that actively participates in interviews..."

P234, Overmind, Temporal Leap: "You aware of all events..."

P235, Rajah Amajaloma, Manifestation: "...a black shadow overtakes swallows the jellyfish whole..."

P235, Rajah Amajaloma, Legend: "The war become blood and there were..."

P235, Rajah Amajaloma, Annihilation Ray: "Death knell" and "soul bind" should be italicized.

P237, Roshar, Description: "Roshar was an infaliable saint who..."

P237, Roshar, Legend: "Rather than save himself, Roshar spend three days..."; "Hours later, legions of angels descended upon the Atlan Empire, heralding the beginning of the end for the Atlan Empire."; "...forests blocked his path, and Lord of Darkness sought..."

P238, Ryoku Ria, Legend: "...Ryoku set to creating mysical draught that would cure the townsfolk..."

P238, Ryoku Ria, Sign: "...granted abilities, your scintillates in random waves of color."

P239, Septigenius Maximus, Mummify: "Mage's Disjunction" and "antimagic field" need to be italicized.

P239, Septigenius Maximus, Vestigial Bond: "...you gain the service of a trope of skeleton minions..."

P240, Solterra, Legend: "...insists that her visitor refers to as 'Grandmother'..."

P240, Solterra, Aura of Revealing: "Greater dispel" should be italicized.

P241, Young Krios, Description: "...sorcerer who used his innate to help him..."

P241, Young Krios, Shirnk Head: "Miracle" and "wish" should be italicized.

P241, Young Krios, Fate's Whispers: "Sending" should be italicized.

P241, Young Krios, Untectable Presence: "Detect thoughts" should be italicized.

Questions:

Q: Ahnel Soltanis, Astral Backlash: What is the range on the daze/stun of this ability? If I get hit by a 15 ft. reach attack, would the daze/stun still affect the target? By wording, the stun is also 1d4 rounds, correct?

Q: Ahnel Soltanis, Ahnel's Opening: Should this be 3+binder level/day or 3+Cha/day?

Q: Essek Avix, Split the Twins: To clarify, your spectral double does not take damage?

Q: Essek Avis, Unwilling shield: How many shields can you have in effect at once?

Q: Evening Star, Vestigial Bond: The simulacrum has a +10 racial bonus to Disguise to look as itself, but it's described as a "gray, parasite-ridden husk." How many simulacrums can be created by this ability with the 12-hour version? Based on the wording it seems that as long as you spend the money you can have the simulacrums (much like casting the spell). Since this is a Vestigial Boon, it does stack with having a Vestigial Companion?

Q: Goliath, Totems: When you perform the ceremony twice to satisfy a totem, do you roll two binding checks?

Q: Mana, Antimagic Ray: Should this be 3+binder level/day or 3+Cha/day?

Q: Rajah Amajaloma, Annihilation Ray: When the target is affected by soul bind, does the corpse transform into the gem needed as in the old ability?

Q: Roshar, Sprigs to Snakes: Is there a maximum size for the wooden object to be transformed into a snake?

Q: Royku Ria, Pack Shape and Ryoku's Revamp: Should these be 3+binder level/day or 3+Cha/day?

Q: Solterra, Aura of Revealing, Prune the Unnatural: Should these abilities only work on Solterra's Favored Enemies? If so, then it needs to drop Outsider and add Construct.

Q: Solterra, Vestigial Bond: Should this be 3+binder level/day or 3+Cha/day?

I hope to have the 9th level spirits completed tomorrow.


The spirit analysis section of your post appears to not be working.

The spirit reviews have been awesome btw, really helpful and they've shown me how good some spirits I overlooked on my first pass are.


bookrat wrote:

Where are you getting the 10 minutes from?

On page 85, the details of the Pact Ritual are described as the following:

Step 1: Drawing the Seal - 1 minute (can be reduced to 5 rounds for a 50% miss chance)

Step 2: Perform the Ceremony - 1 minute (can be reduced by one round for a -2 penalty, consecutive for each round reduced)

Step 3: Watch the Manifestation - 1 round

Step 4: Barter - no time given.

Huh. So it does. I must have been going by the old rules before the new book. Oops. Well, 2 minutes and a round isn't bad at all haha.

So as it stands right now, if you have a Rod of the Instant Pact and a suitable Spirit Mat (of your favorite spirit) then it'd take 2 rounds and a standard action to bind the spirit (without the use of totems)? Or are they not allowed to be used together for some reason (space perhaps)?


Third Mind wrote:
bookrat wrote:

Where are you getting the 10 minutes from?

On page 85, the details of the Pact Ritual are described as the following:

Step 1: Drawing the Seal - 1 minute (can be reduced to 5 rounds for a 50% miss chance)

Step 2: Perform the Ceremony - 1 minute (can be reduced by one round for a -2 penalty, consecutive for each round reduced)

Step 3: Watch the Manifestation - 1 round

Step 4: Barter - no time given.

Huh. So it does. I must have been going by the old rules before the new book. Oops. Well, 2 minutes and a round isn't bad at all haha.

So as it stands right now, if you have a Rod of the Instant Pact and a suitable Spirit Mat (of your favorite spirit) then it'd take 2 rounds and a standard action to bind the spirit (without the use of totems)? Or are they not allowed to be used together for some reason (space perhaps)?

I guess that's one advantage to being new to this system - no prior system confusion. :)


Someone else may have already noted it. Under the scribe binding tattoo it says "...allowing an occultist to skin this step when performing the spirit’s ritual." Which I assume is meant to be skip.

Also, thanks as well for the name drop. :)

I will say this for Dantalios, I don't think I'd ever show his physical sign and creep out children for just 5 extra feet of movement. Is it meant to scale? Or just stick at 5 extra ft. as it is currently?


A quick before I forget (just looked at the V2 document): Is Lady Jarah now a 1st level spirit, or is this an error?

Contributor

Arcanic Drake wrote:
A quick before I forget (just looked at the V2 document): Is Lady Jarah now a 1st level spirit, or is this an error?

Where does it say that she is Level 1? That's an error.

Contributor

Quote:
So as it stands right now, if you have a Rod of the Instant Pact and a suitable Spirit Mat (of your favorite spirit) then it'd take 2 rounds and a standard action to bind the spirit (without the use of totems)? Or are they not allowed to be used together for some reason (space perhaps)?

You can use them together, as long as they modify different aspects of the pact (such as one modifying the seal-making process and one modifying the bargaining process).


Crud--it was late at night and I missed my update window. Let me try that again!

8th Level Spirits

Spirit Analysis:

Ahnel Soltanis, The Astral Seeker
Ahnel Soltanis is an elven spirit who proves a great boon for travelers of the planes.
Astral Backlash: When you're struck by a melee weapon you deal 1d8 + binder level force damage to all adjacent enemies (Fort save for half); the target that struck you is dazed for 1d4 rounds (or stunned for 1d4 rounds with the capstone). While this ability deals force damage, the damage it deals is low and the requirement that you have to be hit by a melee weapon also reduces its versatility. I think with higher damage or a lesser condition imposed on all adjacent targets would make this stronger.
Ahnel's Opening: You can cast dispel magic or knock 3+binder level/day. Dispel magic is always useful and knock is situational, so the increased uses per day (up from 3+Cha/day like most other minors) helps balance this out.
Astral Voyage: You can cast lesser astral projection 3+Cha/day. Situational, but great for when you need to go to the Astral Plane.
Keeper of Portals: You gain "detect portals." It's like detect magic, but with a range of 1 mile and works on teleportation effects and portals. You can, with concentration, determine the exact spot the portal leads. Situational, but when you are able to travel the planes this is an invaluable ability.
Planar Expert: You gain a bonus to Knowledge(Planes), Survival, and Diplomacy checks with Outsiders (non-native), as well a bonus to set direction of gravity on planes with subjective gravity. A decent suite of abilities, but if you're traveling the planes these turn superb.
Vestigial Bond: You gain a nosoi psychopomp in exchange for astral voyage.
Influence: You seek to be the master at what you do and attempt to mediate issues with your friends. Not a bad influence to have, as most adventurers do both these things.

Doomed Salu'im, The Army At Time's Horizon
An ergon spirit, Doomed Salu'im has some nice time/space-related abilities and has a unique familiar.
Temporal Banishment: You erase a target from time for 5 rounds, functioning as temporal stasis but with the creature being aware of the time it spent outside reality and it actually vanishing from the field. A Will save negates the effect, and the targets gets an additional save each round it's under the effect as a full-round action. With the capstone, if the creature fails all its Will saves it is erased from time forever and can only be recovered by divine intervention. A powerful ability and useful to take that one enemy out of the fight. The capstone you save for those irredeemable foes that deserve oblivion.
Body of Eyes: You gain all-around vision. Very nice, as preventing flanking can save you from some nasty attacks.
Orb of the End-Times: You can cast orb of the void 3+Cha/day, but an undead creature who collides it functions as undeath to death. Great overall.
Poetic Justice: Once per creature per day you can recite a 1-minute long poem (10 full-round actions) to place a mark of justice on a target; this bestows a pact malady instead of a curse. Note that this mark lasts even after your pact ends. Useful for ensuring a target complies with your demands.
Time Vision: You're able to scry into the past or future of your location. with an exact, specific event you'll have a 35% + binder level chance to be successful. It may be low, but it also has no limit on its uses. Great for figuring out what happened somewhere or what's going to happen.
Vestigial Bond: You gain an autrok ergon as a familiar, which is introduced in this entry. It can steal magic items and gains a Dark Beyond Constellation Aspect, as well as some other nice abilities. You replace orb of the end-times, but it looks like a worthy trade.
Influence: You are paranoid (like most adventurers) and you must carry all corpses that you encounter. You had better have several bags of holding or shrink item or burn them all into ash and carry that. A rough influence to have.

Essek Avix, The Twins Rejoined
Essek Avix has lost his overpowered major but he still has a lot of use.
Split the Twins: This ability has changed a lot, but was necessary. The new ability allows you to create a spectral double of yourself in your space as a swift action, granting you a second turn at initiative count - 20 (-10 with the capstone). You take x2 damage for 1 round after using this ability. Only your non-spectral counts for effects that happen on your turn. Not as powerful as the old ability, but the old ability was overpowered, no matter how much I loved it.
Ferocious Display: Same as before.
Intimidating: Same as before.
Titanic Growth: Revised and explicitly states that this can target ANY binder of ANY type, so it works with your vestigial companion as well as whatever you're polymorphed as. A very nice ability.
Unwilling Shield: Same as before, and synergizes well with the new major.
Vestigial Bond: Same as before.
Influence: Same as before, but you're now also tight-lipped about yourself.

Evening Star, Bloody Mist of the Hills
Evening Start receives some buffs and is still a useful spirit to bind. If you like having simulacrums, this is the spirit for you. Have fun replacing a town!
Wilting Mist: Same as before with a few minor revisions. The damage has increased to d6 intead of d4 and the capstone causes targets to become nauseated and sickened.
Mist Body: Same as before, but now limited to binder level minutes/day.
Horror from Beyond: Same as before, but revised for clarity; now limited to 3+Cha/day.
Troll Shape: Same as before, but buffed to binder level minutes/day.
Ventriloquism: Clarified to work exactly as ventriloquism.
Vestigial Bond: Revised from before and reduced in power. This ability is now limited to once per day, taks an hour to use, and has a duration of 1 hour / level or instantaneous if you spend money. The creature looks like itself and there is no limit to the amount of simulacrums you can create.
Influence: Same as before, but cleaned up.

Goliath, The Infernal Forge
The first kyton has great abilities that help you prevent damage and cause damage with chains.
Chains of Hell: This ability functions as chains of perdition, but the chains use your Cha to determine CMB. In addition the chains can make grapple attempts and deal 1d8+Cha damage to grappled opponents. This effect lasts 4 rounds. With the capstone it can be increased to 1 round/binder level, but the cooldown won't start until the effect ends. This is a great lockdown ability.
Excruciating Pain: As a standard action a target suffers -4 on all d20 rolls for 1 round, Will negates. A great ability to help out your allies.
Goliath's Mettle: You gain a +2 to Fort and can reroll a Fort save before (free action) or after (swift action) the result is revealed. While it's limited to Fort, a lot of enemies have abilities that target Fort.
Kyton's Chains: You're proficient with spiked chains and instead of your major acting as it normally does you can instead wield the chains as a +5 flaming vicious wounding spiked chain, gaining a +2 shield bonus as well. You can drop the chains as a move action and they'll resume their normal function. Note that this doesn't modify the duration of your major. Great ability even if you aren't focused on using a spiked chain.
Steelskin of Goliath: As an immediate action grant yourself damage reduction 10/- until the end of the turn. Great ability.
Vestigial Bond: You replace kyton's chains with an augur kyton.
Influence: You savor causing pain, taking time to inflict death. While it doesn't force you to cause pain to those that don't deserve it, it will prevent you from finishing a fight quickly (on your part).

Mana, Observer of Lost Magic
Mana has received some very nice buffs and is great for any magic focused binder.
Magic Ray: Cleaned up and revised--each ray now inflicts 1d6 damage/2 binder levels. You only fire 4 rays if you are showing Mana's sign. A nice buff.
Aberrant Sight: You gain all-around vision as well as constant arcane sight and Occult sight:. A great minor.
Antimagic Ray: Cleaned up and revised--functions as antimagic field in a 20 ft. cone with a duration of concentration, with a limit of binder level minutes. You can use this 3+binder level/day. A very nice buff.
Break Magic: Now limited to 3+Cha/day, but also can function as greater dispel magic. It needed to be toned back some.
Stunning Gaze: Buffed to a 30 ft. line and the duration of the stun is 1 round/binder level. You're no longer immune to the effect, but this is another nice buff.
Vestigial Bond: Same as before.
Influence: Same as before, but the emphasis on hoarding has increased.

Mother Medusa, She of Snakes and Stone
You get to bind Mother Medusa who can poison and turn foes to stone.
Mane of Coils: When you make a full attack, instead of your normal attacks you make a single bite attack against all targets within reach and your reach increases by 5 ft. for this attack. You deal 1d6 damage and inflict poison; with the capstone living creatures lose their immunity and bonuses to save vs. the poison. The poison seems a little weak, and the bite damage is negligable, but this can be a good ability if used correctly.
Aura of Vanity: As a standard action you affect all intelligent creatures within 10 ft. as lock gaze, limited to once per creature per day.
Gaze of Medusa: You have a gaze attack that affects everyone within 30 ft. as flesh to stone. Limited to 3+Cha/day. Being able to turn people to stone is nice, and with lock gaze you should be able to guarantee people are looking at you.
Horrific Form: You gain all-around vision and frightful presence, using your binder level as your HD for its DC. A useful ability.
Shun Curses: You gain spell resistance of 16+binder level and +half binder level vs. curses. Situational, but you really don't want to get curse, either.
Vestigial Bond: You gain a viper snake, replacing aura of vanity. I would suggest taking a different companion.
Influence: This influence hurts--you loathe organized religions and defact any religious site you encounter, in addition to praise love (good) and revenge (bad).

Overmind, Seneschal of Far Travels
Overmind has seen some revisions but is similar to his previous incarnation.
Temporal Leap: Cleaned up and the cooldown has been revised to not start until after the ability ends.
All-Knowing: Renamed from all-knowing eye; otherwise same as before.
Overmind's Eye: You can now cast arcane eye 3+Cha/day.
Overmind's Foresight: Slightly buffed--this is now an untyped bonus to initiative and will stack will Improved Initiative.
Regulate Movement: Cleaned up and limited to 3+Cha/day.
Vestigial Bond: Same as before.
Influence: Slightly buffed in the fact that you only organize to the last detail plans that you are expected to follow.

Rajah Amajaloma, Devour of Souls
Rajah has gotten a few buffs and cleanups of her abilities.
Annihilation Ray: Buffed to deal 2d6 negative energy/binder level, but a Fort save reduces it to 5d6 instead of half.
Apocalyptic Immunity: Same as before.
Aura of Blight: Cleaned up and buffed to deal 1d6 negative energy/binder level and no longer requires touch.
No Escape: Same as before but cleaned up, and now you cast dimensional anchor 3+Cha/day.
Unseen by Gods and Men: Same as before.
Vestigial Bond: Same as before.
Influence: Same as before. Not an influence you would want to be under.

Roshar, The Burning Prophet
Another LG spirit, Roshar has a lot of nice abilities.
Aura of Immolation: You deal 1d4 fire damage/binder level (with capstone, half untyped) to everyone within 20 ft. (Reflex half). For the next 1d4+1 rounds creatures that hit you take 1d4 fire damage. Nice damage and area of effect, even if fire damage is a more common resistance. The capstone does help mitigate this, however.
Channel the Sun: As a standard action you can activate/deactivate a 20 ft. aura that functions as daylight. A nice ability, especially when dealing with undead.
Mend the Broken: This ability functions as lesser restoration, restoration, or greater restoration. Usable 3+Cha/day. These spells are mandatory at higher levels of play, so this is a great ability.
Sprigs to Snakes: You can transform a wodden object or tree into a snake of equal or smaller size (as polymorph any object). You can also channel energy to command reptiles as Command Undead 3+Cha/day. This ability is highly useful--turn parts of the bridge your enemies are on into snakes and watch the havoc ensue!
Pilgrim's Skills: Bonuses to Knowledge(Geography), Knowledge(Religion), and Survival, and you always know which direction is north. Very useful for navigating the wilderness or new lands.
Vestigial Bond: You gain a constant find the path effect and you gain a 20 ft. aura of water walk, replacing channel the sun.
Influence: You take at least one round of watch during camp and you take no more than the bare minimum of rest on a journey. A good influence for a good spirit.

Ryoku Ria, Truculent Transmogrifier
Transmogrification is the name of this spirit, and his abilities are very good at it. You can ensure your party's ability to cope with all sorts of situations.
Declaw: Select one natural attack type of a target within 30 ft. and remove it (and an ability that could be granted by beast shape IV with the capstone) for binder level minutes, Fortitude negates. This is a polymorph effect, so it won't affect enemies who are polymorphed, unfortunately. This can still be great against all manner of enemies, though.
Aura of Aspects: As a full-round action all allies within 30 ft. gain the benefit of greater animal aspect, changing the granted ability as a standard action. No limited uses which makes this a much better ability; you can help adjust your party to different obstacles.
Pack Shape: You can cast animal shapes 3+binder level/day. Another great ability.
Ryoku's Revamp: You can cast polymorph any object 3+binder level/day. And another great ability.
Ultimate Transmogrification: Greater polymorph binder level minutes/day.
Vestigial Bond: You replace ultimate transmogrification so that pack shape can also allow the shapes of alter self, elemental body II, or plant shape I.
Influence: You follow the orders of your superiors and are grateful and complacent at all times. Not a bad influence if you tend to be in the background in your party.

Septigenius Maximus, Immortal God-King
Septigenius mainly receives slight revisions, but his Vestigial Bond has been made more powerful and soothing caress is no longer overpowered.
Gaze of Transmutation: Same as before, but cleaned up.
Antidote: Reduced to 3+Cha/day, but functions as remove disease and neutralize poison at the same time.
Kingly Precautions: Renamed from Septigenius Maximus's Precautions; same as before.
Mummify: Same as before, but cleaned up.
Soothing Caress: Revised; failures no longer cause the standard condition and the creature doesn't receive a penalty to Perception or Sense Motive checks, and is not under the effect of charm monster. Necessary due to the old ability being so good.
Vestigial Bond: Revised and cleaned up; since this is a Boon you can now have a troupe of skeletons in exchange for soothing caress. Since the skeletons can use alter self at will to turn into humans they're useful as followers.
Influence: Same as before.

Solterra, Grandmother Earth
Another good spirit, and a half-orc, Solterra has a lot of powerful abilities against her favored enemies.
Grandmother's Banishment: This ability functions as banish pact spirts, banishment, or, with the capstone, imprisonment against aberrations, constructs, oozes, and undead. A useful and versatile ability.
Aura of Revealing: Any aberration, ooze, outsider, or undead that passes within 30 ft. of you is dispelled of illusions/polymorph effects. Limited to once per creature per day. Situational, but it's also free and can protect you from ambushes or other tricks.
Create Life: You can cast terraform once a day and it lasts for binder level minutes unless you provide the material component, in which case its duration is as the spell. Situational and it's once a day use and limited duration is a negative, but this can be a good ability.
Grandmother's Kiss: You can reattached severed limbs for free and cast regeneration once per creature per day.
Prune the Unnatural: You can target aberrations, oozes, outsiders, and undead as disintegrate. 3+Cha/day.
Vestigial Bond: You replace prune the unnatural with the ability to cast summon nature's ally IX 3+binder level/day. A good ability, and depending upon what you're fighting for the day worth the replacement.
Influence: You're revolted by aberrations and undead and uncomfortable around outsiders. You always make room for guests or travelers that seek your shelter or protection. This influence shouldn't affect you nor your party much if you are good.

Young Krios, Author of Sedition
Young Krios has had a slight name change and has received some nice buffs to make his abilities better.
Shrink Head: Same as before, but has been slightly buffed--the capstone benefit for successful saves stacks and now only miracle or wish can undo the shrunken head.
Fate's Whispers: Same as before.
Off with Their Head: Slightly buffed--although reduced to a melee touch attack, the damage is now 1d10+Cha damage and as a full-round action you can attack with this ability with your normal rate of attacks. In addition, the vorpal effect is no longer limited to just the head.
Noble Tongued: Same as before.
Undetectable Presence: This ability now only grants nondetection and others reading your thoughts.
Vestigial Bond: Same as before, but cleaned up.
Influence: Worse than before, as now you must attempt to seize power when the opportunity arises.

Errors:

P224, Ahnel Soltanis, Description: "...soul whose ignorance great enough that the gods..."

P225, Doomed Salu'im, Totems: "...with sand from the neigh unreachable..."

P225, Doomed Salu'im, Temporal Banishment: "...effects of temporal status..."; "Temporal stasis" should be italicized.

P227, Essek Avix, Totems: "You possess the sibling of the same gender..."; "You are an elf, possesses either the half-dragon template..."

P227, Essek Avix, Legend: "From the moment they ere born..."

P227, Essek Avix, Unwilling Shield: "Unwilling shield" should be italicized.

P227, Essek Avis, Signs and Influence: "Everrona affects you..."

P228, Evening Star, Legend: "...as the red mist rolls closer and closer to the down."

P231, Mana, Description: "...a member of an primeval race..."

P231, Mana, Legend: "Legends say the gods had never intended for mortals to wield magic, though because of the arrogance of a lowly ghoul they needed to reign in this magnificent gift."; "The king of the Observers..."

P231, Mana, Stunning Gaze: "You unleash Mana's rage confusion as a gaze..."

P233, Medusa, Legend: "...her fair and beautiful skin began ugly..."; "Her visage was so horrifyingly that..."

P234, Overmind, Legend: "Among the few beings that actively participates in interviews..."

P234, Overmind, Temporal Leap: "You aware of all events..."

P235, Rajah Amajaloma, Manifestation: "...a black shadow overtakes swallows the jellyfish whole..."

P235, Rajah Amajaloma, Legend: "The war become blood and there were..."

P235, Rajah Amajaloma, Annihilation Ray: "Death knell" and "soul bind" should be italicized.

P237, Roshar, Description: "Roshar was an infaliable saint who..."

P237, Roshar, Legend: "Rather than save himself, Roshar spend three days..."; "Hours later, legions of angels descended upon the Atlan Empire, heralding the beginning of the end for the Atlan Empire."; "...forests blocked his path, and Lord of Darkness sought..."

P238, Ryoku Ria, Legend: "...Ryoku set to creating mysical draught that would cure the townsfolk..."

P238, Ryoku Ria, Sign: "...granted abilities, your scintillates in random waves of color."

P239, Septigenius Maximus, Mummify: "Mage's Disjunction" and "antimagic field" need to be italicized.

P239, Septigenius Maximus, Vestigial Bond: "...you gain the service of a trope of skeleton minions..."

P240, Solterra, Legend: "...insists that her visitor refers to as 'Grandmother'..."

P240, Solterra, Aura of Revealing: "Greater dispel" should be italicized.

P241, Young Krios, Description: "...sorcerer who used [b]his innate to[\b] help him..."

P241, Young Krios, Shirnk Head: "Miracle" and "wish" should be italicized.

P241, Young Krios, Fate's Whispers: "Sending" should be italicized.

P241, Young Krios, Untectable Presence: "Detect thoughts" should be italicized.

Questions:

Q: Ahnel Soltanis, Astral Backlash: What is the range on the daze/stun of this ability? If I get hit by a 15 ft. reach attack, would the daze/stun still affect the target? By wording, the stun is also 1d4 rounds, correct?

Q: Ahnel Soltanis, Ahnel's Opening: Should this be 3+binder level/day or 3+Cha/day?

Q: Essek Avix, Split the Twins: To clarify, your spectral double does not take damage?

Q: Essek Avis, Unwilling shield: How many shields can you have in effect at once?

Q: Evening Star, Vestigial Bond: The simulacrum has a +10 racial bonus to Disguise to look as itself, but it's described as a "gray, parasite-ridden husk." How many simulacrums can be created by this ability with the 12-hour version? Based on the wording it seems that as long as you spend the money you can have the simulacrums (much like casting the spell). Since this is a Vestigial Boon, it does stack with having a Vestigial Companion?

Q: Goliath, Totems: When you perform the ceremony twice to satisfy a totem, do you roll two binding checks?

Q: Mana, Antimagic Ray: Should this be 3+binder level/day or 3+Cha/day?

Q: Rajah Amajaloma, Annihilation Ray: When the target is affected by soul bind, does the corpse transform into the gem needed as in the old ability?

Q: Roshar, Sprigs to Snakes: Is there a maximum size for the wooden object to be transformed into a snake?

Q: Royku Ria, Pack Shape and Ryoku's Revamp: Should these be 3+binder level/day or 3+Cha/day?

Q: Solterra, Aura of Revealing, Prune the Unnatural: Should these abilities only work on Solterra's Favored Enemies? If so, then it needs to drop Outsider and add Construct.

Q: Solterra, Vestigial Bond: Should this be 3+binder level/day or 3+Cha/day?


Fallenreality wrote:

The spirit analysis section of your post appears to not be working.

The spirit reviews have been awesome btw, really helpful and they've shown me how good some spirits I overlooked on my first pass are.

Thanks! I'm glad they've been of use. If you think I've missed the mark on anything, let me know.

Contributor

Quote:
Titanic Growth: Revised and explicitly states that this can target ANY binder of ANY type, so it works with your vestigial companion as well as whatever you're polymorphed as. A very nice ability.

While this is intended (working on any binder), this line actually isn't needed in the description because the default granted ability rules state the same thing.

Contributor

Quote:
Young Krios has had a slight name change and has received some nice buffs to make his abilities better.

... its actually a name fix. Neither Dario nor I caught the error in Volume 1. Just like how Daeminthos's name had a type in Vol 1.


I really like the Spirit Attuned Weapon Quality, and can see it as a popular option for those who select the Occult Weapon Secret.

That said, +2 bonus seems high/expensive (Min 18,000gp for a +1 Spirit Attuned). It's bonus to binding checks is dependent on it's enhancement bonus (which is going to be low unless you put a huge investment into it), and it's ability to overcome DR of the Spirits alignment is dependent on getting a Good Pact and somewhat situational.

It is one of the few way's to gain a non-typed bonus to Binding Checks, and I'm not sure how that should be priced, but my gut say's it's currently high.

Edit: Also, Table 5-2 List's Seething as a +1 Bonus, but no such ability is shown. It also lists Occult Bane as a +2 bonus, but the abilities description say's it is +1.

Magic rings: Band of Augmentation . Currently, this ring gives you a Pact Augmentation, and if you already have that Augmentation, you treat you're level as 4 higher. However, for the most part, Pact Augmentations are not level dependent (with the exception of the Spell Resistance and Toughness Augments).

Contributor

Quote:
Step 4: Barter - no time given.

It should be 1 minute of continuous action, similar to a Diplomacy check.

But in any case, yeah. I made the pactmaking process a LOT faster in the Grimoire. [Fixed.]

Contributor

Quote:
Q: Ahnel Soltanis, Astral Backlash: What is the range on the daze/stun of this ability? If I get hit by a 15 ft. reach attack, would the daze/stun still affect the target? By wording, the stun is also 1d4 rounds, correct?

As long as it is with a melee attack, then yes, the target would be affected by the dazed effect. And yes, the capstone modifies the condition, not the duration.

Quote:
Q: Ahnel Soltanis, Ahnel's Opening: Should this be 3+binder level/day or 3+Cha/day?

3 + Cha.

Quote:
Q: Essek Avix, Split the Twins: To clarify, your spectral double does not take damage?

For all purposes, there is no separate creature with this ability any more. You gain to act twice during the round (the second time on your initiative –20) and for 1 round afterward you take double damage from all sources. The extra round and extra damage are supposed to replicate the whole "two creatures" mechanic of the old ability while drastically reducing how complicated / wordy the old Split the Twins was.

Basically, none of the assumptions or wording of the original split the twins applies to the new one. That old ability was completely thrown out.

Quote:
Q: Essek Avis, Unwilling shield: How many shields can you have in effect at once?

As many as you want.

Quote:
Q: Evening Star, Vestigial Bond: The simulacrum has a +10 racial bonus to Disguise to look as itself, but it's described as a "gray, parasite-ridden husk." How many simulacrums can be created by this ability with the 12-hour version? Based on the wording it seems that as long as you spend the money you can have the simulacrums (much like casting the spell). Since this is a Vestigial Boon, it does stack with having a Vestigial Companion?
Quote:
No one asked.

I didn't find Split the Twins very well worded when it talked about ongoing effects. Does this make sense?

"Split the Twins: You create a double of yourself as a swift action, granting yourself a second turn. After activating split the twins, you take a second turn during the round on your initiative count –20 as a spectral duplicate of you appears in your space. In addition, you take x2 damage from all sources for 1 round after using this ability. This damage multiplier stacks with all others. While using this ability, any effects that active on you only count your first turn each round when determining their duration, expenditure, or when their effects trigger (such as with poison or making a new saving throw). After using this ability, it becomes expended for 5 rounds."

Quote:
Q: Essek Avis, Unwilling shield: How many shields can you have in effect at once?

One. [Updated.]

Quote:
Q: Evening Star, Vestigial Bond: The simulacrum has a +10 racial bonus to Disguise to look as itself, but it's described as a "gray, parasite-ridden husk." How many simulacrums can be created by this ability with the 12-hour version? Based on the wording it seems that as long as you spend the money you can have the simulacrums (much like casting the spell). Since this is a Vestigial Boon, it does stack with having a Vestigial Companion?

— It says that it can be used once per day, in the very first line. The 12-hour version doesn't modify that restriction; it only adds a gp cost and changes the duration. If you want to bind Evening Star every day for a month AND pay the money, you could have a bunch of simulacrums.

— You seem to be misunderstanding the vestigial bond abilities; you can only have ONE vestigial bond, period, regardless of whether it is a boon or a companion. This wasn't clear in v1 but has been made extremely clear in v2.

Quote:
Q: Goliath, Totems: When you perform the ceremony twice to satisfy a totem, do you roll two binding checks?

No; binding checks are made in Step 4 — Barter with the Spirit, not Step 2. This would obviously increase the amount of time it takes to summon the spirit, however.

Quote:
Q: Mana, Antimagic Ray: Should this be 3+binder level/day or 3+Cha/day?

3 + Charisma. [Fixed.]

Quote:
Q: Rajah Amajaloma, Annihilation Ray: When the target is affected by soul bind, does the corpse transform into the gem needed as in the old ability?

Yes. [Fixed.]

Quote:
Q: Roshar, Sprigs to Snakes: Is there a maximum size for the wooden object to be transformed into a snake?

No, but the object needs to be made entirely of wood.

Quote:
Q: Royku Ria, Pack Shape and Ryoku's Revamp: Should these be 3+binder level/day or 3+Cha/day?

Yes.

Quote:
Q: Solterra, Aura of Revealing, Prune the Unnatural: Should these abilities only work on Solterra's Favored Enemies? If so, then it needs to drop Outsider and add Construct.

Sort of. First, the aura is getting a bit of an overhaul to clarify it a bit better and tone it down a little bit.

"Aura of Revealing: While you are bound to Solterra, you emit a 30-foot aura that dispels any illusions or polymorph effects active on creatures or objects within its area, functioning as though you had used greater dispel magic to make an area dispel centered on you. Whether or not your caster level check is successful, a creature or object cannot be the target of this granted ability again for 1 day. You can use this ability for a number of rounds each day equal to your binder level. These rounds don’t need to be consecutive."

Second, Solterra's favored enemies should read as follows:

"Favored Enemy: Aberration (any), Construct (any), Ooze (any), Outsider (any), Undead (any), and Any (creatures with the extraplanar subtype)."

Finally, Solterra's Prune the Unnatural will be updated to affect any creature that she considers to be a favored enemy.

Quote:
Q: Solterra, Vestigial Bond: Should this be 3+binder level/day or 3+Cha/day?

Yes.

Contributor

Quote:
That said, +2 bonus seems high/expensive (Min 18,000gp for a +1 Spirit Attuned). It's bonus to binding checks is dependent on it's enhancement bonus (which is going to be low unless you put a huge investment into it), and it's ability to overcome DR of the Spirits alignment is dependent on getting a Good Pact and somewhat situational.

It gives a bonus on binding checks AND it allows the weapon to count itself as a weapon of the spirit's alignment for the purpose of overcoming damage reduction. For example, if you use the weapon to bind a Lawful Good spirit, then your weapon overcome DR/good, DR/lawful, DR/good and lawful, DR/good or lawful, DR/good and magic, and so on. That said, the example given REALLY sucks, so I'm fixing that.


Skull of Questioning: First things first... Awesome. However, it mentions that the Skull answers questions as if using Speak with Dead , and Speak with Dead only allows the corpse to answer questions about things it knew in life... This could be troublesome, who knows what the spirit would have known in "life". Might I suggest changing this to Divination ? Seem's to fit better, as this is the spell used when employing the Inquiry Binder Secret.

Contributor

Quote:
Edit: Also, Table 5-2 List's Seething as a +1 Bonus, but no such ability is shown. It also lists Occult Bane as a +2 bonus, but the abilities description say's it is +1.

Fixed.


I'm really enjoying the changes so far, but I had a couple concerns that I hadn't seen brought up yet.

Ubro's Healing Surge:You channel a rush of positive energy as a
standard action, functioning as a cleric’s channel energy. Use
your binder level as your cleric level when determining the
effects of your channel energy. You can only use healing surge
to heal and creatures can benefit from your healing surge a
number of times per day equal to half your maximum spirit
level. After using this ability, it becomes expended for 5 rounds.

So at 3rd level when you get him, you can only benefit from it once per day? At seems like a harsh restriction for a major ability. Any chance of changing the formula to start out at 3 times per day, then increase once per 6 levels (totaling 5 channels at 15th level).

I really like that you added a way to switch Cornelius Button after the binding roll (that kept me from using him in the past). I do miss the several kinds of bombs that he could throw. If you are concerned that the stinking cloud and dispel magic are too strong at level 5, you could add them as options at later levels.

Thanks for all the good work so far.


WhiteMagus2000, did you get the updated PDF? The Bombs now work more like Alchemists Bombs, and you get one discovery per 4 Binder Levels. It's actually a much more elegant solution in my opinion.

Ubro's Healing Surge: Yeah, that restriction is a bit harsh. I think limiting it instead to each target benefiting 3+chr per day would be better (bringing it in line with channel energy).


Hey Alex, not sure if you accidentally missed my questions, critiques, and corrections in this post, or if you just haven't gotten to them yet. I'm only making this comment because you seem to have moved on and gone to all the comments after the post.


With the Occult Scholar, is there any chance of making it so that your int modifier is added to uses per day/damage for spirit abilities as well? It would make losing the pact augmentations a bit easier as well as making it a good archetype for a caster occultist.


I hadn't checked my e-mail in a couple days. Thanks.

I agree those new bombs do look good with a smooth, intuitive feel to them.

Contributor

bookrat wrote:
Hey Alex, not sure if you accidentally missed my questions, critiques, and corrections in this post, or if you just haven't gotten to them yet. I'm only making this comment because you seem to have moved on and gone to all the comments after the post.

Didn't skip; I'm mostly doing spirit stuff for now save for a few, smaller fixes to magic items.


Alexander Augunas wrote:
bookrat wrote:
Hey Alex, not sure if you accidentally missed my questions, critiques, and corrections in this post, or if you just haven't gotten to them yet. I'm only making this comment because you seem to have moved on and gone to all the comments after the post.
Didn't skip; I'm mostly doing spirit stuff for now save for a few, smaller fixes to magic items.

Ah... Going in order of the book. Good approach.


Devotee prestige class, Sacrificial Brand: selecting it twice makes it a move action, selecting it thrice makes it a swift action. There's some (rightful) critiques of the pathfinder system where "improving" abilities forces them to become a new type of action. Especially when swift actions are limited per round and there's so many different ones to choose from. I highly recommend that this ability be changed so it give the player the option to make it a move/swift action. This will set it up so they can choose to use something else for swift and activate their brand via move, or even standard - depending on tactical situations.

If there's any other ability that improves by making something go from standard to move to swift, I also recommend changing those so the player has the option of using the slower action if they choose to.


Alexander Augunas wrote:
Arcanic Drake wrote:
A quick before I forget (just looked at the V2 document): Is Lady Jarah now a 1st level spirit, or is this an error?
Where does it say that she is Level 1? That's an error.

Says it in her description, not in the chart of spirits, but in her "stats" so to speak.


I have a question regarding the Beast Aspect, Natural Attacks.

Relevant portion of Natural Attacks wrote:
Natural Attacks*: If she already possesses the selected natural attack, she gains a +1 insight bonus on attack rolls and damage rolls with her selected natural weapon. When her binder level reaches 5th and every four binder levels thereafter, this insight bonus increases by +1, up to +5 at 17th level.

Suppose you choose to gain Claws. If you use a polymorph effect that grants you're chosen natural attack (Claws in this case), such as Prince Ozen's Blood of the Moon , do you gain the Insight bonus with those attacks? I guess it's the line "already possesses" that's hanging me up. I just want to make sure I'm reading it correctly.


Side Note: Apparently I won't be able to do first in game playtest until Monday now... :/ I'll let you know after that though!


Dexion1619 wrote:

I have a question regarding the Beast Aspect, Natural Attacks.

Relevant portion of Natural Attacks wrote:
Natural Attacks*: If she already possesses the selected natural attack, she gains a +1 insight bonus on attack rolls and damage rolls with her selected natural weapon. When her binder level reaches 5th and every four binder levels thereafter, this insight bonus increases by +1, up to +5 at 17th level.
Suppose you choose to gain Claws. If you use a polymorph effect that grants you're chosen natural attack (Claws in this case), such as Prince Ozen's Blood of the Moon , do you gain the Insight bonus with those attacks? I guess it's the line "already possesses" that's hanging me up. I just want to make sure I'm reading it correctly.

I was curious about the same thing when I first read it.

Basically, no. You either get claws (a natural attack) OR if you already have a natural attack you gain an insight bonus.

I kind of wish it was set up as a tier system, so you either get a +1 insight bonus OR nat attack at the first tier, and then each time after you gain an additional +1. So if you already have a nat attack, you gain a +5; if you don't then your max is +4. But I think it was supposed to be set up with either a nat attack or an insight bonus, not both.


That was my first thought as well, but considering that no standard races have a natural attack, and the only way to get one would be with dipping into another class or Using something like Eldrich Heritage, it just seemed weird that it would work that way.

Contributor

Quote:
Occult Warding: I really like the idea of adding your armor's enhancement bonus to your saving throws. However, when it's against only supernatural (su) abilities, +4 seems a little pricy. Should this actually be +3, or is this well playtested already and/or comparable to core magic items? The rest of the armor and the weapons all seem fairly priced (and well written).

Nothing else in the game grants you an enhancement bonus to saving throws. Its going to stay at a +4.

Quote:
Ring of Reincarnation: typo, "...as aYouth of his race..." Missing a space and have a random capitalization.

There's actually a space there and Youth is an age category.

Quote:
Mirror of Spirit Reflecting: I've always thought items like this were cool. Menacing mirrors hanging in some lab peering out at you always drive up the imagination. But at 60k? For what's effectively a permanent 2nd level spell, this seems way too expensive. Especially considering the limited application - it only reveals binders and their bound spirit. Consider that another limited 2nd level spell only costs 5k to make permanent (see invisibility). I feel like this should be 15-20k instead (and the exorcist's revealing box should be around 7-10k). Is there a particular formula used to determine magic item prices (my own pricing is through the highly technical "gut feeling" method).

I agree...somewhat. I originally priced it as true seeing, but it isn't as versatile as true seeing. An effect closer to see invisibility (2nd level) is a better comparision. The formulate would be SL (2) x CL (3) x 2,000 = 12,000 gp x 2 because see invisibility's duration is measured in minutes. The final price is 24,000 gp.

Quote:

Spirit Mat: I feel that the wording needs to be updated for clarity and accuracy. Currently, the spirit mat says that it has a spirit's seal already drawn on it, and it can be unfurled in 1 round and used as a spirit's ritual reducing the time to perform the ceremony by one minute.

According to the Pact Magic chapter, there are four steps to a spirits ritual (so how is the mat being used AS the ritual?): 1) drawing a seal, takes 1 minute (which should be one round with the mat as you unfurl it), 2) performing the ceremony, takes 1 minute (how does the mat reduce this part by one minute?), 3) & 4) aren't relevant for this item.

There is a confusion of words here that don't match up with the definitions defined in earlier chapters. As written, it changes the seal drawing step to one round, then reduces the ceremony step by one minute, and can possibly also be used as the entire ritual.

Does this clear up the spirit mat for you?

"This 5-foot worn leather mat is carefully decorated with the seal of 1 specific spirit. A binder can unfurl a spirit mat as a full-round action instead of drawing that spirit’s seal when he attempts to make a pact with the spirit whose seal is adorned upon the mat. Using a spirit mat effectively reduces the time that it takes to complete Step 1 of the pactmaking process from 1 minute to 1 round without causing the binder to suffer any penalties on her binding check. A binder doesn’t qualify for any totems that the spirit possesses that relate to drawing its seal when using a spirit mat, such as where the seal is drawn or what it is drawn with."

Quote:
Teeh of Lehran-Darv: does a tooth need to be removed first before implanting a Lehran-Darv tooth? This would be in line with other body part magical items. Also, why can't toothless creatures use it (and what about a human who's lost all their teeth?) - shouldn't this read "creatures without mouths cannot..."?

Does this clear it up for you?

"A tooth of Lehran-Darv must first be implanted into a creature’s mouth before it can be used. Creatures without mouths or that do not naturally possess teeth cannot benefit from a tooth of Lehran-Darv. A creature must have ample space in its mouth to implant a tooth of Lehran-Darv; if the creature isn’t missing any teeth, it can remove one of its existing teeth as a full-round action that deals 1 point of Charisma damage to it. Once a tooth of Lehran-Darv has been inserted, the creature immediately suffers the personality influence of its associated spirit for as long as it remains within the creature’s mouth, though any penalties accrued for disobeying the spirit’s influence disappear after 24 hours, including those accrued while the creature is bound to the associated spirit."

Contributor

Quote:
Skull of Questioning: First things first... Awesome. However, it mentions that the Skull answers questions as if using Speak with Dead , and Speak with Dead only allows the corpse to answer questions about things it knew in life... This could be troublesome, who knows what the spirit would have known in "life". Might I suggest changing this to Divination ? Seem's to fit better, as this is the spell used when employing the Inquiry Binder Secret.

This change has been implemented.

Contributor

Quote:
Ubro's Healing Surge: Yeah, that restriction is a bit harsh. I think limiting it instead to each target benefiting 3+chr per day would be better (bringing it in line with channel energy).

I'm compromising and changing it to 1 + Cha instead. I know its atypical for a spirit progression (and I'm sure TONS of people will ask me if its a typo, but its A) more in line with the oracle revelation, rather than the cleric class feature and B) giving you a full progression of the cleric's only real non-spellcasting feature.

Contributor

Quote:
With the Occult Scholar, is there any chance of making it so that your int modifier is added to uses per day/damage for spirit abilities as well? It would make losing the pact augmentations a bit easier as well as making it a good archetype for a caster occultist.

No. The occult scholar trades combat bonuses for major skill bonuses via its revelation / hex abilities.

Contributor

Quote:
Says it in her description, not in the chart of spirits, but in her "stats" so to speak.

Fixed.

When referencing that, call it her "summoning rules."

Contributor

Quote:
Suppose you choose to gain Claws. If you use a polymorph effect that grants you're chosen natural attack (Claws in this case), such as Prince Ozen's Blood of the Moon , do you gain the Insight bonus with those attacks? I guess it's the line "already possesses" that's hanging me up. I just want to make sure I'm reading it correctly.

If you've chosen claws and your true form doesn't have claws, you gain claws. If you then polymorph into a creature that does have claws, you get the insight bonus. If you polymorph into a creature that doesn't have claws, you gain claws in that form (as per the "adding effects" when you polymorph rules).

I will clean up the language to make this clearer:

"Natural Attacks*: Choose bite or claws. While the occultist is bound to the beast spirit, she gains the selected natural attack if she didn’t have it already; this bite attack deals 1d4 points of damage (or 1d3 points if she is Small) while the claw attacks deal 1d3 damage (or 1d2 points if she is Small). If the occultist already possesses the selected natural weapon or she gains it from another class feature, feat, spell, or ability, she gains a +1 insight bonus on attack rolls and damage rolls with her selected natural weapon instead. This bonus increases by +1 at 5th level and every four occultist levels thereafter, to a maximum of +5 at 17th level."

Note that while constellation aspects are balanced around being 1st-level granted abilities, they aren't granted abilities. Their abilities are intended to be based off of the occultist's level, not her binder level.


Alexander Augunas wrote:
Nothing else in the game grants you an enhancement bonus to saving throws. Its going to stay at a +4.

Fair enough. I was debating it, so I put the question up.

Quote:
Does this clear up the spirit mat for you?

Yes.

Quote:
Does this clear [Teeth of Lehran-Darv] up for you?

Yes.

Thank you.


Thanks for clearing that up.

1 to 50 of 1,105 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Product Discussion / [Radiance House] Pact Magic Unbound: Grimoire of Lost Souls Backer Playtest Feedback All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion