Remastered Witch Patrons


Pathfinder Second Edition General Discussion

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Charon Onozuka wrote:
Personally, I wouldn't allow targeting hypothetical invisible enemies as a means to get around the targeting rules by repeatedly casting at the air. You can get around this by repeatedly targeting a teammate, but I think they should be allowed to feel a bit offended by it. ("Why do you keep growling at me??")

You can target your Familiar. Overall, you can't forbid its use without bending the rules.

Charon Onozuka wrote:
Sure it's flavor text and many GMs allow re-flavoring - but I'd argue there is certainly noise here.

You are casting a spell, so there's noise anyway. It can't be done stealthily.

Charon Onozuka wrote:
Yup, you'll start the occasional ambush early. Personally, I don't see ambushes actually occur as often as many assume, but there is that use. Compared to nearly every other familiar ability however, this is incredibly niche and will often be replaceable by normal familiar abilities.

You also map the dungeon for creatures. Don't forget this use. And inside dungeons you have walls and doors, so the noise of casting a spell and growling is not a problem.

Charon Onozuka wrote:
Abilities the rely of the GM bending over backwards to be good

The other way around: The GM shouldn't bend over backwards to forbid this ability (as you state you'd do by preventing its use on the air or that it should cause issues with other party members).


SuperBidi wrote:
Charon Onozuka wrote:
Personally, I wouldn't allow targeting hypothetical invisible enemies as a means to get around the targeting rules by repeatedly casting at the air. You can get around this by repeatedly targeting a teammate, but I think they should be allowed to feel a bit offended by it. ("Why do you keep growling at me??")

You can target your Familiar. Overall, you can't forbid its use without bending the rules.

Charon Onozuka wrote:
Sure it's flavor text and many GMs allow re-flavoring - but I'd argue there is certainly noise here.

You are casting a spell, so there's noise anyway. It can't be done stealthily.

Charon Onozuka wrote:
Yup, you'll start the occasional ambush early. Personally, I don't see ambushes actually occur as often as many assume, but there is that use. Compared to nearly every other familiar ability however, this is incredibly niche and will often be replaceable by normal familiar abilities.

You also map the dungeon for creatures. Don't forget this use. And inside dungeons you have walls and doors, so the noise of casting a spell and growling is not a problem.

Charon Onozuka wrote:
Abilities the rely of the GM bending over backwards to be good
The other way around: The GM shouldn't bend over backwards to forbid this ability (as you state you'd do by preventing its use on the air or that it should cause issues with other party members).

I don't think it's useless, certainly. And I think people who are saying "oh you can't target thin air" are being kind of obtuse. Bag of rats is a thing and has been since like 2000, if not earlier. Whether or not you allow it depends on GM taste. So I agree with you, SuperBidi.

But I don't think the scouting makes up for a somewhat total lack of combat abilities (barring weird situational stuff) - it's definitely not as good as Resentment, even if isn't manifestly trash.


Calliope5431 wrote:
I think people who are saying "oh you can't target thin air" are being kind of obtuse. Bag of rats is a thing and has been since like 2000, if not earlier.

Has it really been around - hated and reviled - for that long? And people still use it? Now that is some munchkinry with some serious staying power.

If it is intended for Keen Senses to be available permanently during exploration mode, then it would simply be an always-on type of thing - like the standard familiar abilities that give sensory upgrades.

Using targeting rule wording to cast a debuff Hex on your allies - or on nothing at all - in order to trigger Keen Senses just smells like a rules loophole exploit. So expect that GMs are going to treat it as such.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's been around in theorycraft that long, yes. I've never actually seen a table where it was really a thing in game, so it's always a little surprising to see someone bring it up as though it were serious concern.


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SuperBidi wrote:
You also map the dungeon for creatures. Don't forget this use.

Don't see this as too useful. With an imprecise sense the info you'll often get is "there is something vaguely in direction of room." Okay... a dungeon crawl expects there to be monsters/etc. in most rooms. This isn't as helpful as it first seems. At best you'll likely get "something big" or "a bunch of things" as descriptions to go off of.

SuperBidi wrote:
Charon Onozuka wrote:
Abilities the rely of the GM bending over backwards to be good
The other way around: The GM shouldn't bend over backwards to forbid this ability (as you state you'd do by preventing its use on the air or that it should cause issues with other party members).

LOL The GM actually playing by the rules (you can't randomly target air with mental spells) is hardly bending over backwards to discriminate against a PC. Also repeatedly casting an offensive mental spell on allied creatures (PCs/familiar/etc.) is something I'd expect to cause a reaction. (Even if just small "Why are you doing this? That's weird.")

This is a big issue with many GM Dependent abilities. What you think "should" be the interpretation has little guarantee of matching the GMs thoughts. If their interpretation is different than your assumptions, then your ability isn't nearly as effective as you thought and/or you complain that they're harming your character.

-----
Overall, the remastered Wild Patron just doesn't seem to pull its weight compared to the other available options. Is it usable? Yes, in large part thanks to the cantrip hex being improved. Can you growl repeatedly at people for the familiar ability? Sure, most groups will probably allow this and laugh off your character's strange behavior / make jokes about it. But otherwise, it seems incredibly lacking compared to the other available options (kinda like the pre-remaster Witch vs any other caster).


Finoan wrote:
Calliope5431 wrote:
I think people who are saying "oh you can't target thin air" are being kind of obtuse. Bag of rats is a thing and has been since like 2000, if not earlier.

Has it really been around - hated and reviled - for that long? And people still use it? Now that is some munchkinry with some serious staying power.

Yes it has lol. The original usage (and I'm sure there are earlier examples) was in D&D 3.0 with Ye Olde Great Cleave and Whirlwind Attack. You had a sack of rats, and you performed a Whirlwind Attack on it (and the guy next to the sack who you actually want to hurt). Attack one rat with Whirlwind Attack, kill it, get a Great Cleave into the main guy. Attack the next rat, kill it, get a Great Cleave into the main guy. Rinse, repeat, and you have a multiattack of "however many rats are in the sack". It was silly.

I'd say this is a much more benign usage, though. In that it's probably fine to use special senses like that in exploration mode, and is unlikely to break the game.


SuperBidi wrote:
Charon Onozuka wrote:
Personally, I wouldn't allow targeting hypothetical invisible enemies as a means to get around the targeting rules by repeatedly casting at the air. You can get around this by repeatedly targeting a teammate, but I think they should be allowed to feel a bit offended by it. ("Why do you keep growling at me??")

You can target your Familiar. Overall, you can't forbid its use without bending the rules.

Charon Onozuka wrote:
Sure it's flavor text and many GMs allow re-flavoring - but I'd argue there is certainly noise here.

You are casting a spell, so there's noise anyway. It can't be done stealthily.

Charon Onozuka wrote:
Yup, you'll start the occasional ambush early. Personally, I don't see ambushes actually occur as often as many assume, but there is that use. Compared to nearly every other familiar ability however, this is incredibly niche and will often be replaceable by normal familiar abilities.

You also map the dungeon for creatures. Don't forget this use. And inside dungeons you have walls and doors, so the noise of casting a spell and growling is not a problem.

Charon Onozuka wrote:
Abilities the rely of the GM bending over backwards to be good
The other way around: The GM shouldn't bend over backwards to forbid this ability (as you state you'd do by preventing its use on the air or that it should cause issues with other party members).

This would also exhaust you in exploration mode as you're using an action to cast, an action to move, and an action to command your familiar. So it only works if you're forcing the action to a crawl and using round-by-round time tracking the entire time you're in a dungeon.

Liberty's Edge

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The ability seems specifically designed to detect ambushes and discern what is beyond the door.

I do not see why GMs should try and forbid it


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Calliope5431 wrote:
I'd say this is a much more benign usage, though. In that it's probably fine to use special senses like that in exploration mode, and is unlikely to break the game.

Yeah, for balance it seems kinda sad that Keen Senses isn't something more along the lines of:

"Your familiar gets an imprecise sense with a 60 foot range: one of Tremorsense, Scent, or Wavesense. You can change which sense any time you cast a Hex, any time you Refocus, or as a 10 minute exploration activity."

I'd probably allow that as a houserule.

The Raven Black wrote:
The ability seems specifically designed to detect ambushes and discern what is beyond the door.

That's the problem. The standard sensory upgrade familiar abilities are designed to detect ambushes and discern what is beyond the door.

This Keen Senses ability has the restriction that it is only active while casting or sustaining a Hex. Which means that it is really designed to only be available during combat to detect hidden combatants.

So in comparison, it feels like a downgrade despite the doubled range.


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The Raven Black wrote:

The ability seems specifically designed to detect ambushes and discern what is beyond the door.

I do not see why GMs should try and forbid it

Yep, I strongly agree with that. I don't see why you'd cut back on that sort of utility - it's the entire point of the feature.

It'd be like making earth kineticists wait until combat to use Armor in Earth, because "there's no exploration activity for casting impulses, screw you". It's rare to see a GM be that punitive.

Horizon Hunters

Calliope5431 wrote:
It'd be like making earth kineticists wait until combat to use Armor in Earth, because "there's no exploration activity for casting impulses, screw you". It's rare to see a GM be that punitive.

Despite the existence of Defend, I have to ask permission to use the Dueling Parry action as a custom exploration activity. And the poor Mountain Stance Monks are completely out of luck since it is very explicit that Stances are not allowed outside of combat.


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Charon Onozuka wrote:
Don't see this as too useful. With an imprecise sense the info you'll often get is "there is something vaguely in direction of room."

You're describing a Vague Sense, Imprecise Senses allow you to pinpoint. But anyway, the point is not to have the exact square of the enemy but to have information about potential dangers, their size and numbers to adjust accordingly.

Calliope5431 wrote:
But I don't think the scouting makes up for a somewhat total lack of combat abilities (barring weird situational stuff) - it's definitely not as good as Resentment, even if isn't manifestly trash.

There is nearly always a best. Also, I feel that the Resentment Witch is overvalued. As of now, I haven't seen one in play so I want to have first hand experience before having a definite point of view on it.

Anyway, it's hard to compare a combat ability and an out of combat ability. So the Wilding Stewart Witch will stay an outlier.

Liberty's Edge

Finoan wrote:
This Keen Senses ability has the restriction that it is only active while casting or sustaining a Hex. Which means that it is really designed to only be available during combat to detect hidden combatants.

I mean absolutely no offense, but I honestly think this is an interpretation that goes beyond the RAW.

I think it is designed the way it is to not be usable as an always-on exploration ability but to be useful when PCs feel they might be walking into an encounter and wish to make sure.


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SuperBidi wrote:

You can always cast Wilding Word on your Familiar or whatever if the GM really insist in having a target.

I fully agree that it's weird to use it that way and that's strange there isn't a more obvious way of using your Familiar powers but it works and I hardly see how the GM could prevent it.

Well the penalty is obviously supposed to be applied to an opponent but I can see it as very thematic, very 'nature red in tooth and claw' to use it on your familiar. You growl "pay attention!" at your familiar. It gets a shiver down its spine at the thought of what would happen if it got in a fight with you, and focuses all of it's effort on figuring out what's going on around it. Very animalistic; you're reinforcing the pack dominance hierarchy/pecking order.

A good example of a situation where a GM should stop thinking "how do I say no" and start thinking "how do I make this cool?"


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Corabee Cori wrote:
Calliope5431 wrote:
It'd be like making earth kineticists wait until combat to use Armor in Earth, because "there's no exploration activity for casting impulses, screw you". It's rare to see a GM be that punitive.
Despite the existence of Defend, I have to ask permission to use the Dueling Parry action as a custom exploration activity. And the poor Mountain Stance Monks are completely out of luck since it is very explicit that Stances are not allowed outside of combat.

Yeeaaaaah. It's sort of bad.

Happily, every GM I've ever seen has allowed that sort of thing (and I've allowed Mountain Stance monks to start combat in stance as long as they pay the action for it on their turn retroactively) because it's just SO painful otherwise. "Your AC is down by 5 at the start of every fight" is quite simply lethal.

Liberty's Edge

Easl wrote:
SuperBidi wrote:

You can always cast Wilding Word on your Familiar or whatever if the GM really insist in having a target.

I fully agree that it's weird to use it that way and that's strange there isn't a more obvious way of using your Familiar powers but it works and I hardly see how the GM could prevent it.

Well the penalty is obviously supposed to be applied to an opponent but I can see it as very thematic, very 'nature red in tooth and claw' to use it on your familiar. You growl "pay attention!" at your familiar. It gets a shiver down its spine at the thought of what would happen if it got in a fight with you, and focuses all of it's effort on figuring out what's going on around it. Very animalistic; you're reinforcing the pack dominance hierarchy/pecking order.

A good example of a situation where a GM should stop thinking "how do I say no" and start thinking "how do I make this cool?"

Based on the pre-Remaster hexes, I thought about slapping your familiar and using Phase Familiar as a reaction to trigger the Keen Senses. Pretty flavorful too.


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The Raven Black wrote:
I think it is designed the way it is to not be usable as an always-on exploration ability but to be useful when PCs feel they might be walking into an encounter and wish to make sure.

... by using what is normally considered a hostile spell ... on your allies...

You are saying that was the intent and purpose that the game developers had when writing that ability?


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Finoan wrote:

... by using what is normally considered a hostile spell ... on your allies...

You are saying that was the intent and purpose that the game developers had when writing that ability?

It's definitely not the developers first thought but:

- It's RAW.
- It's in line with common sense (if your Familiar can detect during combat it's rather expected that it can outside combat).
- It's balanced (actually it's more balanced).

So it's more of a happy hickup than an issue. If it wasn't for this interpretation, I fail to see any use of both Wilding Words and Keen Senses outside super niche cases (which shouldn't be the case for what seems to be your main ability outside spellcasting).


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SuperBidi wrote:
If it wasn't for this interpretation, I fail to see any use of both Wilding Words and Keen Senses outside super niche cases (which shouldn't be the case for what seems to be your main ability outside spellcasting).

Which is why most players are going to look at the Wilding Steward patron as being horribly below the standard.

Only players who are morally opposed to houserules but aren't morally opposed to torturous logic are going to find the ability to be on-par with (not really better than) just using the standard familiar abilities.

So... I guess that is the ruling needed for PFS Witch players?


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Finoan wrote:

Which is why most players are going to look at the Wilding Steward patron as being horribly below the standard.

Only players who are morally opposed to houserules but aren't morally opposed to torturous logic are going to find the ability to be on-par with (not really better than) just using the standard familiar abilities.

So... I guess that is the ruling needed for PFS Witch players?

It's actually not really true. If the online community agrees on a point and if it spreads around, it tends to then suffuse into gaming groups and can end up rather common. There are many such weird rule cases that have been slowly accepted and that now people consider natural.

Now, considering how specific it is, it may never reach the Overton window and then, yes, it'll be specific to a few players/tables.

Liberty's Edge

Finoan wrote:
The Raven Black wrote:
I think it is designed the way it is to not be usable as an always-on exploration ability but to be useful when PCs feel they might be walking into an encounter and wish to make sure.

... by using what is normally considered a hostile spell ... on your allies...

You are saying that was the intent and purpose that the game developers had when writing that ability?

No. Since the condition is not "Cast a hostile spell on your allies".


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As Raven Black says, it can be cast in air.

Actually, from the reactions in this post, I think it's better to actually embrace this rule than to resist. It gives the Wilding Stewart Witch a perk and a mecanical reason to be played. And it works from a pure RAW point of view by casting the spell in the air so even if it's a bit far fetched it's not problematic.

So I'll just say: It's RAW, it's nice and if you think it's too weird just reflavor it for your table. Sometimes, weird unexpected things are good for the game.


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SuperBidi wrote:
So I'll just say: It's RAW, it's nice and if you think it's too weird just reflavor it for your table. Sometimes, weird unexpected things are good for the game.

I'll just say: It needs errata. Otherwise there will be a lot of table variation and hurt feelings when some people try to build a Wilding Steward Witch and expect to be able to use Keen Senses during exploration - only to have the GM ask, 'which hex are you casting and on who?' and then have to try to argue the case that they should be allowed to cast Wilding Word on your allies without causing hostilities.


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Finoan wrote:
I'll just say: It needs errata. Otherwise there will be a lot of table variation and hurt feelings when some people try to build a Wilding Steward Witch and expect to be able to use Keen Senses during exploration - only to have the GM ask, 'which hex are you casting and on who?' and then have to try to argue the case that they should be allowed to cast Wilding Word on your allies without causing hostilities.

There will be table variation as the ability is strongly GM dependent (as is anything related to senses). So it's certainly better not to use it in PFS, I agree.

But if your table variation comes from GMs who don't want to apply the rules as they are because they want to stick to a perceived intent and as such force their player to play something else... Well, I think discussion is the correct answer to that.


Pathfinder Rulebook Subscriber

Resentment is very nice, so is Flamekeeper. Those are my top two picks.

Silence, Shadow, and Spinner are interesting, though I feel like Silence is completely supplanted by the remaster guidance on Mosquito Witch, just like pre-remaster.

Wild feels awkward. The cantrip encourages a weird sort of playstyle and having the enhanced senses only last until the start of your turn doesn't feel great. Yeah you can keep it rolling via sustaining, but it's still a bit clunky. Scent + Free Action Point Out in general is kind of odd because nine encounters out of ten it's almost nothing, but the one time it does work it can basically end a fight gimmick entirely. Depending on the types of encounters in the campaign, Wild can be anything from slightly problematic to essentially not having a familiar ability at all.

Inscribed is bad. Really bad. "Don't assume malice" is a common refrain but I genuinely don't know how you get to the current Inscribed Witch without some intentionality there. Not only is discern secrets as immensely mediocre as ever (and the only hex cantrip to retain its 1 minute lockout), but they managed to invite a horrific patron ability to go along with it.


FYI, Familiar of Keen Senses is quite a bit better than (remastered) familiar sense options. It grants 60' imprecise scent, tremorsense (which can sense through walls, as long as they moved that round), or wavesense, but familiars/pets in player core only have options for 20' precise hearing or 30' imprecise scent, neither of which allow wall hacking.

And no, the elemental familiars in RoE didn't include any tremorsense options.

And if the GM is annoyed by the familiar using this during exploration, well you presumably invested some familiar abilities in speech and maybe flier and speed, so you've got fewer in toughness and damage mitigation so he can take a few shots at it in combat to make you weigh your choices.


Xenocrat wrote:
familiars/pets in player core only have options for 20' precise hearing or 30' imprecise scent, neither of which allow wall hacking.

Tremorsense and Wavesense are from Grand Bazaar. They weren't printed in Player Core, but they also aren't invalidated by Player Core either. They are still available.


SuperBidi wrote:
Actually, from the reactions in this post, I think it's better to actually embrace this rule than to resist. It gives the Wilding Stewart Witch a perk and a mecanical reason to be played. And it works from a pure RAW point of view by casting the spell in the air so even if it's a bit far fetched it's not problematic.

Honestly, I'd allow it in my games (with some joking on the side at the silliness of the situation), but don't think it saves the Wilding Stewart Witch from being bottom of the pack when it comes to Witch Patrons.

Normal Familiar abilities can get a very similar benefit, and I don't see the tactical value of imprecise senses to be as powerful as you seem to for the majority of situations (occasionally very useful yes, but not enough to redeem being the defining ability of the Patron).

Part of it may be Exploration mode needing to be detailed more & have examples/rules for how to handle familiars (especially familiar scouting, which will have massive table variation), but overall I have a hard time seeing Wilding Stewart as particularly good compared to what any other familiar can get or what other Witch Patrons offer.


Finoan wrote:
Xenocrat wrote:
familiars/pets in player core only have options for 20' precise hearing or 30' imprecise scent, neither of which allow wall hacking.
Tremorsense and Wavesense are from Grand Bazaar. They weren't printed in Player Core, but they also aren't invalidated by Player Core either. They are still available.

You're not my GM or anyone else's in this discussion, I would guess. That's for them to decide. Plenty on Reddit and the discords are deciding otherwise. For them, this is a significant difference in favor of this patron.


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Xenocrat wrote:
Finoan wrote:
Xenocrat wrote:
familiars/pets in player core only have options for 20' precise hearing or 30' imprecise scent, neither of which allow wall hacking.
Tremorsense and Wavesense are from Grand Bazaar. They weren't printed in Player Core, but they also aren't invalidated by Player Core either. They are still available.
You're not my GM or anyone else's in this discussion, I would guess. That's for them to decide. Plenty on Reddit and the discords are deciding otherwise. For them, this is a significant difference in favor of this patron.

Well, sure.

A GM can ban book content from their games if they feel the desire.

But saying that Tremorsense and Wavesense are universally unavailable post-Remaster because they weren't reprinted in Player Core makes about as much sense as saying that you can't play a Thaumaturge or Magus any more either.


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Charon Onozuka wrote:
Normal Familiar abilities can get a very similar benefit

The difference in range really makes a big difference. 30 feet is just next to you, using your Familiar for scouting at that range seems like a death wish (for the Familiar).

Charon Onozuka wrote:
I don't see the tactical value of imprecise senses to be as powerful as you seem to for the majority of situations

It's hard to really know the impact of this kind of abilities before actually trying them. I'll see from first hand experience starting tomorrow and be able to tell about it.

Liberty's Edge

Finoan wrote:
SuperBidi wrote:
So I'll just say: It's RAW, it's nice and if you think it's too weird just reflavor it for your table. Sometimes, weird unexpected things are good for the game.
I'll just say: It needs errata. Otherwise there will be a lot of table variation and hurt feelings when some people try to build a Wilding Steward Witch and expect to be able to use Keen Senses during exploration - only to have the GM ask, 'which hex are you casting and on who?' and then have to try to argue the case that they should be allowed to cast Wilding Word on your allies without causing hostilities.

Is Wilding Word that harmful in Remaster ?

I could just cast it on a nearby tree then.

Also I do not think the GM can force my allies (especially PCs) to start hostilities with my PC.

And alternately, unless it changed in Remaster, I slap my Familiar with my hand and protect it from damage with Phase Familiar, which triggers Keen Senses.


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The Raven Black wrote:

Is Wilding Word that harmful in Remaster ?

I could just cast it on a nearby tree then.

Also I do not think the GM can force my allies (especially PCs) to start hostilities with my PC.

And alternately, unless it changed in Remaster, I slap my Familiar with my hand and protect it from damage with Phase Familiar, which triggers Keen Senses.

I could also cast Chill Touch on our friendly Skeleton ancestry party member and claim that isn't hostile either. The worst that will happen is they become fleeing for one round.

By RAW the gimmick works. But it is a gimmick. In order for this Wilding Steward familiar ability to be useful it requires either a very specific scenario of combat, or to do bizarre things like casting Wilding Word on your allies or on a tree or on thin air, or slapping your familiar (which would cost you a focus point to use).

I'm calling out bad design. Why are you doubling down and trying to argue that it 'works just fine'? This is clearly worse than any other Patron familiar ability and that includes the one to let your familiar use flanking (that one is at least usable and useful in nearly every combat if you are willing to risk your familiar being adjacent to enemies).


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Finoan wrote:
I'll just say: It needs errata. Otherwise there will be a lot of table variation and hurt feelings when some people try to build a Wilding Steward Witch and expect to be able to use Keen Senses during exploration - only to have the GM ask, 'which hex are you casting and on who?'

"I'm casting Deceiver's Cloak. On myself. Then I sustain it for the next hour."

Familiar of Keen Senses works with any hex and there are several 'positive' hexes in the lessons. Life Boost and Blood Ward are both available starting at Level 2. So a PC who really wants to find ways to trigger this without an enemy has several feat options that make it simple to do so.

IMO the bigger rules problem is that all hexes are obviously written for use in Encounter mode not Exploration mode, so you have to get your GM's agreement to use an encounter ability in exploration mode, and work with them to decide what it does in terms of Exploration mode mechanics ("gives a benefit to Scout and/or Search activities" seems obvious). But if you are creating a level 1 Wilding Witch, and you get your GM's permission to use this ability in exploration mode, then you have several easily accessible ways to advance your PC so that when those exploration mode scenes happen you can trigger your familiar's ability without needing an enemy to target.


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I don't know if it's completely suitable for an exploration activity. You can easily cast a cantrip Hex every now and then and ask your Familiar what's around but if you are moving, the 60ft range may feel quite short.

On the other hand having a 60ft scan is often what you need to map most of the rooms around yours inside a dungeon. With the walls and doors, the casting of a spell shouldn't be a problem (especially as you can cast the spell in a previous room and then Sustain it when your Familiar perceives if you don't want to make much noise).

And if you find something that looks dangerous but is outside the 60ft range, you can then send your Familiar scouting while you Sustain the spell in the back (there's no range limit on how far your Familiar can be from you when using Keen Senses).


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SuperBidi wrote:
I don't know if it's completely suitable for an exploration activity. You can easily cast a cantrip Hex every now and then and ask your Familiar what's around but if you are moving, the 60ft range may feel quite short.

I was responding to Finoan's point about exploration mode. But my point holds just as well for encounter mode; if this is an ability you want to regularly trigger, there are several lessons that give you hexes that don't require an enemy target. I doubt very much that your party's front line melee PC is going to complain if you give them fast healing 2 or +1 to (some) saves as a means to trigger your familiar's keen senses.


Easl wrote:
I was responding to Finoan's point about exploration mode. But my point holds just as well for encounter mode; if this is an ability you want to regularly trigger, there are several lessons that give you hexes that don't require an enemy target. I doubt very much that your party's front line melee PC is going to complain if you give them fast healing 2 or +1 to (some) saves as a means to trigger your familiar's keen senses.

I was bouncing on your sentence about Exploration Activities. I fully agree with you, even if I don't think there's any need for extra Hexes as Wilding Word works fine in the air or on your Familiar.


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And again, this all sounds like a kludge to try and fix something that is clearly broken and just needs to be fixed.

Sure. Spend a focus point casting Deceiver's Cloak to deceive no one so that you can get Tremorsense for 1 minute.

Or just pick Tremorsense as a familiar ability that morning.


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Finoan wrote:

And again, this all sounds like a kludge to try and fix something that is clearly broken and just needs to be fixed.

Sure. Spend a focus point casting Deceiver's Cloak to deceive no one so that you can get Tremorsense for 1 minute.

Or just pick Tremorsense as a familiar ability that morning.

I don't really get what you want to achieve. We are all aware that to use the ability we need to use a small shenanigan. You seem to dislike the ability, fine, to each their own. So what?


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SuperBidi wrote:
Finoan wrote:

And again, this all sounds like a kludge to try and fix something that is clearly broken and just needs to be fixed.

Sure. Spend a focus point casting Deceiver's Cloak to deceive no one so that you can get Tremorsense for 1 minute.

Or just pick Tremorsense as a familiar ability that morning.

I don't really get what you want to achieve. We are all aware that to use the ability we need to use a small shenanigan. You seem to dislike the ability, fine, to each their own. So what?

To let everyone who is reading this know to expect pushback or at least strange looks from their GM and the other players at the table when they try it.

If I wasn't arguing the point, someone reading this might get the impression that this was something that is going to be universally accepted without question at every table that they play at. They might build a Wilding Steward character and then feel ambushed when they get to the table and no one likes what they brought and the gimmick that they are trying to use.

At the risk of a slippery slope argument - there is also the case that if the table is willing to allow this shenanigan in order to make the Keen Senses ability work, why not just houserule it so that it works without strange shenanigans?


Finoan wrote:
And again, this all sounds like a kludge to try and fix something that is clearly broken and just needs to be fixed.

It sounds like you're taking issue with the notion of a sensory power as an encounter mode power altogether. I get that. But if that's not your objection and you think a sensory power in encounter mode is a reasonable ability, then IMO the objection 'but what if there's no enemy I can use to trigger it' isn't valid because there are a bunch of hexes you can cast to trigger it which don't require an enemy. No shenanigan is needed; you want to know what sort of thing is around the corner or maybe how many. You cast a hex to give your familiar +1 to saves vs. the suspected enemy (or fast healing 2), this gives your familiar tremorsense 60' or imprecise scent 60', it tells you what it learns. All for 1 action. It's only conditionally useful, but in no way does it require any rules bending or GM interpretation.


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Finoan wrote:
At the risk of a slippery slope argument - there is also the case that if the table is willing to allow this shenanigan in order to make the Keen Senses ability work, why not just houserule it so that it works without strange shenanigans?

I fully agree that once a table realizes this is RAW, the best is to just ignore the shenanigan. Still, you need to cast a spell to activate it, it is a limitation (it makes noise, mostly) that shouldn't be handwaved by a houserule (well, you can, but you then buff the ability).


Easl wrote:
It sounds like you're taking issue with the notion of a sensory power as an encounter mode power altogether. I get that. But if that's not your objection and you think a sensory power in encounter mode is a reasonable ability, then IMO the objection 'but what if there's no enemy I can use to trigger it' isn't valid

Sensory options in encounter mode are fine.

The number of times that I have seen it be needed are few and far between, but when it does come up it is a very valuable benefit. But that limited rate of being useful makes having the ability be a permanent and unchangeable ability less valuable.

Using it in exploration mode is also fine. There are less costly abilities to do that with though.

Easl wrote:
there are a bunch of hexes you can cast to trigger it which don't require an enemy. No shenanigan is needed; you want to know what sort of thing is around the corner or maybe how many. You cast a hex to give your familiar +1 to saves vs. the suspected enemy (or fast healing 2), this gives your familiar tremorsense 60' or imprecise scent 60', it tells you what it learns. All for 1 action. It's only conditionally useful, but in no way does it require any rules bending or GM interpretation.

No, those ones instead cost resources. You have to spend a focus point to do it.

Granted, you can recharge that focus point. But that requires time. Unless you are using other resources to get it back faster (such as the Familiar Focus ability).

-----

My objection is simply that it is a kludge. It needs the devs to errata, or the table to houserule - or it is simply going to be inferior to other Patron options.


Finoan wrote:
Sensory options in encounter mode are fine.

The vast majority of turn-by-turn encounter time is going to occur with enemies present. And frankly, most of the witch patrons are set up to be used "only in encounter mode, only when an enemy is present." Shroud of Night and Evil Eye work the same way.

Quote:
My objection is simply that it is a kludge. It needs the devs to errata, or the table to houserule - or it is simply going to be inferior to other Patron options.

I would agree it's of more conditional value than some of the others. It probably would have been better paired with a "set up" hex cantrip like Nudge Fate. But from a mechanical perspective it works just fine. If you accept that sensory powers in encounter mode are fine, then this requires no kludge or shenanigan to get your sensory power up and running in most encounter mode rounds. You can turn it on using your free hex cantrip as often as Starless and Resentment patron witches can turn theirs on, and you can additionally turn it on and use it prior to a suspected combat, for a focus point.

Personally, I'd never pick "which witch" based on the perceived superiority or inferiority of their hex cantrip/familiar ability combo. I'm going to decide primal vs. arcane vs. divine vs. occult first, and only then think about which patron within that tradition I want to take (and with Arcane and Divine, that's a very short internal conversation lol). Silence in Snow is more directly combat applicable, but it is nice to have the other primal patron provide an info-gathering option...even if it's pretty conditional info gathering. Frankly, with three Occult patrons it would've been nice if Paizo had made one of them info gathering rather than all three focused directly on combat support. But that's just my preference, YMMV.


Easl wrote:
The vast majority of turn-by-turn encounter time is going to occur with enemies present. And frankly, most of the witch patrons are set up to be used "only in encounter mode, only when an enemy is present." Shroud of Night and Evil Eye work the same way.

But who are you detecting with Keen Senses in encounter mode?

The enemies that everyone already has Observed?

Its usefulness in encounter mode depends on having enemies that are hiding. And that those enemies can be detected using scent, tremorsense, or wavesense.

And yes, mechanically it works fine to cast Wilding Word on your allies to trigger the ability in exploration mode. Narratively that is harder to justify.


I really don't know why you insist on casting Wilding Word on allies...


SuperBidi wrote:
I really don't know why you insist on casting Wilding Word on allies...

Because of

Wilding Word wrote:
Targets: 1 creature

Casting it on a mundane tree or a square of space (that you have to deliberately trick yourself into thinking might possibly be occupied by an invisible and undetectable enemy) is as much of a houserule as just letting Keen Senses be turned on for 6 seconds with simply a concentrate action during exploration.


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Finoan wrote:
Casting it on a mundane tree or a square of space (that you have to deliberately trick yourself into thinking might possibly be occupied by an invisible and undetectable enemy) is as much of a houserule as just letting Keen Senses be turned on for 6 seconds with simply a concentrate action during exploration.

"If you choose a target that isn’t valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature."

So you can target whatever you want. The ability is triggered by casting the spell, not by any actual effect of the spell.


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Finoan wrote:
SuperBidi wrote:
I really don't know why you insist on casting Wilding Word on allies...

Because of

Wilding Word wrote:
Targets: 1 creature
Casting it on a mundane tree or a square of space (that you have to deliberately trick yourself into thinking might possibly be occupied by an invisible and undetectable enemy) is as much of a houserule as just letting Keen Senses be turned on for 6 seconds with simply a concentrate action during exploration.

Targeting is weird.

If I try to target an undetected invisible creature, I have to pick a square to target. But what happens if I guess wrong there's no one there? Do I get an "error 404: no creature here, you cannot cast this spell, please pick another space" before I cast it? Obviously not. The spell goes off and gets cast normally, it's just that it does absolutely nothing because there's no valid targets.

If you prefer, pretend you're in that situation. You can totally "cast at thin air" and waste that action.


And again it works mechanically, but is really silly to do narratively.

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