If your doing a fairly typical adventure activity, like hunting trolls in the wilderness, which spirits are supposed to be available? Looking at the favored locations line, none of them include a typical wilderness location. Are the favored locations supposed to be treated as limiting as they seem, as it would seem most places would lack a spirit?
|Grumpus RPG Superstar 2014 Top 32|
|Grumpus RPG Superstar 2014 Top 32|
I realize the GM can change any rule they want to fit their game.
I am more curious from a design perspective, if the intent of the class is to lose access to a major class feature during adventures void of suitable locations.
I'd simply assume most adventures wouldn't be void of suitable locations. Seance by a raging river (Champion), seance in a glade (Heirophant), seance in a valley where ambushes often occur (trickster), etc.
|JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16|
I wondered this also after reading the medium class. Not only in the middle of the wilderness, but lots of places in cities or villages or dungeons don't fit within any of the favored locations. (and once you start planar travel, there's entire planes that won't qualify, such as the elemental plane of air, or ethereal plane for example.) I don't see how favored locations as a limit is good for the class at all.
I think if you want to do something with that feature it should provide a small bonus if you seance a spirit in one, but not restrict you from pulling a spirit of your choice anywhere.
Arcane Redoubts, areas of unusual magic, libraries, schools
Arenas, battlefields, places of violence, practice yards
City Walls, forts, gates, keeps
Altars, churches, sacred groves, shrines
Council rooms, stages, theaters, throne rooms
Alleys, mazes, taverns, trap-filled locations.
Now, "FAVORED" Locations just means where you're most-likely to come by them.
However, some people are hitting the
retard SUPER-RAW button and taking that as "ONLY PLACE YOU CAN FIND THESE, EVER", even though the ability says that which Spirits are available at any given location is up to the DM entirely, with the Favored Locations just being a general guideline for what's most-likely:
Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends
Much of the class is very RP-heavy, and Spirits have "legends" of how they died, etc.
That's a wonderful bit of fluff and yet utter garbage as a mechanic, since it's forcing the DM to do more on-the-fly work than he already has going - $10 says most DMs allow you to have any Spirit available at every location, and every last one of them is a Murderhobo with an identical backstory, because who has time to come up with detailed legends for every single spirit a class conjures up DAILY when you have an entire GAME to run?
The Relic Channeler Archetype lets you play Shaman King and carry around objects containing your Spirits.
Each such Spirit has a permanent Taboo and any choice made (such as Skills, Spells, etc.) are also permanent, although you get MORE of those choices than the default Medium.
So, play a Relic Channeler, and you're golden.
You start off with 6 Relics - one for each of the 6 types available.
Oddly enough, however, there aren't any rules about you being limited to JUST 6 Relics, so there is a chance that the DM could let you gain more, thus potentially letting you have more than one Spirit per type.
That's probably in no-way the Intent of that class, but it's certainly one massive exploit that isn't denied, either.