Animist Balance and How It Relates to the Thaumaturge, the PF1 Medium and the PF1 Occultist


Pathfinder Second Edition General Discussion

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Okay can we get clear on Anoint Ally though before this circles around forever – this ability does not require an encounter action to use, as you can repeat it endlessly during exploration since there's no limit and thus you can always start encounters with it already active if you so choose. You can't do the same with vessel spells, or channeler's stance, or generally any of the 'setup' actions that have been proposed for the Animist.

Of course it's fair to acknowledge that this will take your exploration action at some tables, but that doesn't matter for a comparison that strictly looks at blasting capability. It's not some sort of bias towards the sorcerer, the setup just actually works differently (i.e., much more conveniently).


yellowpete wrote:
Okay can we get clear on Anoint Ally though before this circles around forever – this ability does not require an encounter action to use, as you can repeat it endlessly during exploration since there's no limit and thus you can always start encounters with it already active if you so choose.

It has a duration of 1 minute; using it outside of encounters runs the risk of having it run out early unless you're prebuffing right outside the encounter, which is not a likely occurrence. Is that what you're suggesting?


For the record, The Slithering is a fan's favorite and actually includes "lots of oozes".

Two big PF2e campaigns, Blood Lords and I believe Season of Ghost, include lots of undead.

Wardens of Wildwood is advertised as lots of animals, druids and wood beasts (cannot vouch for it, didn't play it yet).

Triumph of the tusk is basically all orcs.

And converting things like Wrath of the Righteous will make you expect lots of demons.

So knowing this beforehand is actually a big help - in an ooze scenario, an occult caster will lose some steam; in an undead scenario, a holy divine caster will shine while a wit swashbuckler might fall short both mechanically and flavor-wise (if only you could insult undeads monkey-island style !).


Teridax wrote:
It has a duration of 1 minute; using it outside of encounters runs the risk of having it run out early unless you're prebuffing right outside the encounter, which is not a likely occurrence. Is that what you're suggesting?

No, I'm suggesting doing it either roughly every 30 seconds if the GM will let that fly without spending your exploration action on it (guarantees at least 5 rounds uptime in an encounter), or every 6 seconds otherwise.


yellowpete wrote:

Okay can we get clear on Anoint Ally though before this circles around forever – this ability does not require an encounter action to use, as you can repeat it endlessly during exploration since there's no limit and thus you can always start encounters with it already active if you so choose. You can't do the same with vessel spells, or channeler's stance, or generally any of the 'setup' actions that have been proposed for the Animist.

Of course it's fair to acknowledge that this will take your exploration action at some tables, but that doesn't matter for a comparison that strictly looks at blasting capability. It's not some sort of bias towards the sorcerer, the setup just actually works differently (i.e., much more conveniently).

It's pretty easy to pre-buff with. The arcane Explosion of Power is force damage which isn't very resisted. Anoint Ally is a 1 action at will ability that lasts a minute with no cost other than the 1 action.

The big plus of it with an Imperial Sorc is it activates off Ancestral Memories which shifts spell success in your favor. So you launch a big damage spell while explosion of power goes off with Sorcerous Potency and a reduced save by the enemy or enemies. It is an absolutely brutal combination.

If you don't want to use Ancestry Memories, you could use two spells that are bloodline spells with Quicken and launch two blast spells that activate explosion of power so in a single round get a blast spell plus level damage and a blast-2 levels plus Level-2 damage plus two explosion s of power. This can all get pretty insane.

At high level not a whole lot of hit points left of just about anything you hit after that combination, especially if they crit fail a save. They could of course get lucky on the save and you suck. But I haven't seen that happen too often. Usually that combination is an absolute destroyer of enemies.


Blue_frog wrote:
For the record, The Slithering is a fan's favorite and actually includes "lots of oozes".

I have genuinely never even heard of the Slithering until now, so this is good to know -- except looking at these APs still, it's still a lot more than singular monster families. I did mention that sometimes you can prep players with things like "don't over-rely on void damage", which makes sense for Blood Lords, but the game of resistances and immunities isn't meant to be solved at character creation. In fact, nothing in PF2e is meant to be solved at character creation, that's an intentional departure from 1e.

yellowpete wrote:
No, I'm suggesting doing it either roughly every 30 seconds if the GM will let that fly without spending your exploration action on it (guarantees at least 5 rounds uptime in an encounter), or every 6 seconds otherwise.

So you are telling me, in genuine seriousness, that your exploration strategy as a Sorcerer is to continually poke one of your allies every 6 seconds and expect your GM to let this fly without enemies reacting at all to some mage loudly and repeatedly anointing their ally across their dungeon? Because I don't see any GM letting this fly, and if a player tried doing this at my table I would give them warnings to stop, not because it'd make the Sorcerer too good at blasting, but because it'd be repetitious, irritating to constantly track, and a clear attempt to twist the original mechanic out of shape. Given that the anointment requires a drop of blood, I would also say it's not terribly sensible for a Sorcerer to bleed themselves dry just for this purpose.


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In our games, we don't allow "permanent" anoint ally, but we do allow it before opening a door in a dungeon or entering a shady place.

"I'm doing Anoint Ally every 6 seconds" won't work, but "Ok, so we hear raucous laughter behind this door, there might be a few bugbears there, I use Anoint Ally on our champion before he bursts the door open" makes perfect sense.


Blue_frog wrote:

In our games, we don't allow "permanent" anoint ally, but we do allow it before opening a door in a dungeon or entering a shady place.

"I'm doing Anoint Ally every 6 seconds" won't work, but "Ok, so we hear raucous laughter behind this door, there might be a few bugbears there, I use Anoint Ally on our champion before he bursts the door open" makes perfect sense.

This is how we do it as well.


Teridax wrote:


yellowpete wrote:
No, I'm suggesting doing it either roughly every 30 seconds if the GM will let that fly without spending your exploration action on it (guarantees at least 5 rounds uptime in an encounter), or every 6 seconds otherwise.
So you are telling me, in genuine seriousness, that your exploration strategy as a Sorcerer is to continually poke one of your allies every 6 seconds and expect your GM to let this fly without enemies reacting at all to some mage loudly and repeatedly anointing their ally across their dungeon? Because I don't see any GM letting this fly, and if a player tried doing this at my table I would give them warnings to stop, not because it'd make the Sorcerer too good at blasting, but because it'd be repetitious, irritating to constantly track, and a clear attempt to twist the original mechanic out of shape. Given that the anointment requires a drop of blood, I would also say it's not terribly sensible for a Sorcerer to bleed themselves dry just for this purpose.

What I said is the mechanical representation of what I'm suggesting. It's completely analogous to other exploration activities like Defend, where you use one action that has unlimited mechanical availability every 6 seconds. There's even a guideline on improvising activities exactly like this. There's also no indication that it's supposed to be any louder than raising a shield would be.

PF2e is a mechanics first game where flavor is best treated as free – just like I don't have to fictionally describe my character as repeatedly walking for 4 seconds, then lowering and again raising a shield for 2 seconds ad nauseum, I also don't have to fictionally describe them as smearing blood over the paladin every 6 seconds. I can just say 'I'll keep up the blood rune on the paladin as my exploration activity' just like I say 'I keep my shield raised as my exploration activity'. That's no more irritating to track or repetetive than any other exploration activity. I can even flavor it as Deriven and Blue_frog do, saying that it's mechanically my exploration activity, but really what it represents is me quickly placing the rune when we're about to run into trouble.

And I'd question the good sense of a GM who's making me count my blood drops for this or insist that I'm 'bleeding dry' when the ability does no bleed damage or any kind of other damage to myself. This extreme simulationist approach is wholly inappropriate for the system (are you going to keep track of how much total bleed damage people have taken as well throughout the day, convert that into liters somehow and calculate when it can no longer transport enough oxygen to keep them standing? sure hope not).


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As others are starting to admit, even proponents of prebuffing with Anoint Ally would only deem it reasonable in the case where an encounter is imminent and telegraphed, only a small subset of total encounters. Flavor is a part of mechanics, and if you deem it reasonable for the Sorcerer to bleed themselves and anoint an ally every 6 seconds to pre-buff in an extremely metagamey way, it stands to reason you’d probably want to realize how much blood your character is losing for this extremely metagamey tactic.


You could if you wanted to get an AC such as a bird and put Anoint Ally on them with the sole purpose of sending them stand next to things to blow up. Players in general like to put it on a PC ally because not many sorcs get AC. If you had free archetype or wanted to use Anoint Ally better, an AC works just as well.

If you use Anoint Ally on a mature AC, you can anoint it and have it move then blow up all in one round.

There are ways to set it up that are very efficient.


I don't understand the charge of metagaming here. What is the player knowledge that is being used in a problematic way here which the character wouldn't have access to? Is it just that there is an expectation of upcoming combat encounters? Because then using Defend also is metagaming. Otherwise, please elaborate.


yellowpete wrote:
I don't understand the charge of metagaming here. What is the player knowledge that is being used in a problematic way here which the character wouldn't have access to? Is it just that there is an expectation of upcoming combat encounters? Because then using Defend also is metagaming. Otherwise, please elaborate.

If the DM allows it, you can do it. I don't see why not. Anoint Ally has the manipulate trait, so there is no real sound. DM could technically say you run out of blood. That would be funny.


To be clear, there's no problem with a GM saying 'I suppose that would technically work but it feels cheesy to me somehow, let's not do this during exploration'. Perfectly viable choice, it's their table. There is a problem if they instead pretend that the reason why it won't work is that the character doesn't have enough blood. That explanation is just not viable on so many levels.


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To me, it's more about suspension of disbelief.

It's easy to envision a champion doing the defend action, we've seen it many times in movies and books. It's just a guy moving cautiously with his shield raised.

It's a bit harder to envision a sorcerer sticking next to his buddy, cutting his own finger every six seconds to draw a rune on his back. Sounds ridiculous, looks ridiculous, and would probably be impossible to do for more than a couple minutes without losing focus somehow.

So yeah, mechanically a DM could allow it, and more power you if he does. But a lot of tables (including mine and it seems Deriven's and Yellowpete's as well) might not let it fly.

Being able to use it on short notice when you know a fight is coming is pretty powerful anyway - especially in dungeon crawling, where you usually scout ahead and have the jump on mobs.

What I believe no GM will allow, though, is having it on you in more social situations. If you're talking with the bandit chieftain and are expecting trouble, the simple fact of drawing a bloody rune on your friend might cut the conversation short.


yellowpete wrote:
I don't understand the charge of metagaming here. What is the player knowledge that is being used in a problematic way here which the character wouldn't have access to? Is it just that there is an expectation of upcoming combat encounters? Because then using Defend also is metagaming. Otherwise, please elaborate.

Your strategy relies on knowing that combat is turn-based and that turns last around 6 seconds. It’s pretty self-evident that characters in-game would not be aware of this knowledge, and most people would be unwilling to hemorrhage for hours on end just to get an exact 54 seconds of uptime on a combat ability, which would be particularly awkward during social interactions to boot.

Dark Archive

If I ran with a player using Annoint Ally as an exploration activity, I'd probably give them drained 1. Otherwise, I don't see any issue with spending an action to slap it on an ally before they open every door with a potential threat on the other side.


Blue_frog wrote:

To me, it's more about suspension of disbelief.

It's easy to envision a champion doing the defend action, we've seen it many times in movies and books. It's just a guy moving cautiously with his shield raised.

It's a bit harder to envision a sorcerer sticking next to his buddy, cutting his own finger every six seconds to draw a rune on his back. Sounds ridiculous, looks ridiculous, and would probably be impossible to do for more than a couple minutes without losing focus somehow.

Yeah, if a table is just not flexible but rather very literal with the flavor of abilities then I can see this as a valid reason to want to avoid this. There are some less ridiculous interpretations that are yet compatible with the flavor as written imo, but I won't quibble about that as it's fundamentally a very subjective issue.

Teridax wrote:


Your strategy relies on knowing that combat is turn-based and that turns last around 6 seconds. It’s pretty self-evident that characters in-game would not be aware of this knowledge, and most people would be unwilling to hemorrhage for hours on end just to get an exact 54 seconds of uptime on a combat ability, which would be particularly awkward during social interactions to boot.

I don't see how periodically using Anoint Ally during exploration relies on knowledge about turn-based combat resolution. It relies on the knowledge that the rune disappears after a minute and a desire to keep it from fading, which the character can reasonably have both.

But also, if I'm misunderstanding and it does actually rely on that somehow, does Defend then also rely on that knowledge, since it represents Raising your Shield every 6 seconds? I don't understand how this would create any asymmetry between the two activities.

Dark Archive

I think the key point is that Defend is an exploration activity, Annoint Ally is not. Defend gives the benefit of having your shield raised but is not the same as Raise Shield. Same relationship between Search and Seek. Annoint Ally does not have an exploration activity that keeps it up at all times.

However, there is this sub-section of exploration activities:

"Improvising New Activities

If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.

You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn’t sustainable over the longer time frame of exploration."

So I think using Annoint Ally as an exploration activity can be ran as RAW but its still early and my coffee hasn't woken my brain up completely yet.


yellowpete wrote:
I don't see how periodically using Anoint Ally during exploration relies on knowledge about turn-based combat resolution.

If you didn’t know about turns and their durations, why would you be anointing your ally every 6 seconds? Why not every second or every 47 seconds?

yellowpete wrote:
But also, if I'm misunderstanding and it does actually rely on that somehow, does Defend then also rely on that knowledge, since it represents Raising your Shield every 6 seconds? I don't understand how this would create any asymmetry between the two activities.

Are you saying that bleeding yourself out for hours is equivalent to keeping your shield raised?

Dark Archive

Forgive me for using Google AI answers:

Trying to define "a drop":

A single drop of water typically has a volume of approximately 0.05 milliliters (mL).

The new cells are formed in the bone marrow and transported through fine bones to the bloodstream. On a normal basis the rate of loss and reproduction is about 50 millilitres per 24 hours.

That translates to roughly 0.035 mL of blood produced a minute.

Yeah, a drop of blood a minute would actually actively slowly exhaust a typical human of their blood overtime.... I think after an extended period, a realistic penalty is warranted.

Dark Archive

Oh, but further:

Generally, a person can lose up to 10% of their blood volume (approximately 500 milliliters) without feeling any significant effects.

And:

The average adult human body contains about 5 liters of blood, though this volume varies by factors like weight, age, and sex.

So 10% of 5000 mL is 500 mL which is far more than the 50 mL produced in a 24 hr period....

So maybe, the character actually wouldn't suffer any adverse effects from a very slow continuous bleed (1 drop/minute).


Teridax wrote:
If you didn’t know about turns and their durations, why would you be anointing your ally every 6 seconds? Why not every second or every 47 seconds?

The character would find out that they're too slow to do it every second, and also that this leaves them with no time to do anything else. Likewise, they would know that if the interval is too large, they might be surprised in a moment when the rune is about to fade. So, they do it regularly enough to not be caught without it active, but not so much that it debilitates their ability to move, all based on in-world information they have access to. An average of a 6 seconds interval between applications is the mechanical representation of that as laid out in the section about improvised exploration activities, but it changes little if you imagine these intervals to fluctuate somewhere between 3 - 20 seconds in the fiction.

Teridax wrote:


yellowpete wrote:
But also, if I'm misunderstanding and it does actually rely on that somehow, does Defend then also rely on that knowledge, since it represents Raising your Shield every 6 seconds? I don't understand how this would create any asymmetry between the two activities.
Are you saying that bleeding yourself out for hours is equivalent to keeping your shield raised?

Well, let's not mix issues. This latest criticism of yours was specifically about metagaming around 6 second intervals, not simulationist concerns around blood loss. I'm trying to understand how this specific objection does not also apply to Defend, if it applies at all.


Pathfinder Adventure Path Subscriber

I don't think the Anoint Ally feat benefits from having a duration of only one minute and if the purpose of adding that limitation was to prevent people from allowing it to be spammed outside of combat then either it should have been a stance or even a 1 minute cool down between uses. It feels like a mistake to have the one minute limitation exist in a way that requires so much interpretation to play around.

Either just let it be limited to one ally at a time if it is something that can be spammed indefinitely (which is probably how I would house rule it if I had a player trying to do this) or make it "encounter mode only" if it isn't.


It is already limited to one target. Any old rune fades when a new one is applied.


Keeping a continually open wound such that you lose even as little as a drop of blood per second will have you lose over 2 liters in half a day, which is usually the amount considered to be fatal. It’s the same principle as when you’re told to fix leaks in your pipes and faucets even if it seems like a slow drip: it adds up, and quicker than you think.


Unicore wrote:

I don't think the Anoint Ally feat benefits from having a duration of only one minute and if the purpose of adding that limitation was to prevent people from allowing it to be spammed outside of combat then either it should have been a stance or even a 1 minute cool down between uses. It feels like a mistake to have the one minute limitation exist in a way that requires so much interpretation to play around.

Either just let it be limited to one ally at a time if it is something that can be spammed indefinitely (which is probably how I would house rule it if I had a player trying to do this) or make it "encounter mode only" if it isn't.

- 10mn duration with no cost would make it so you can actually have it on all the time, except perhaps a few social situations.

- "Encounter-mode only" would prevent you from using it even when you absolutely know there's someone behind that door.

1 minute duration is actually a nice middle ground.


yellowpete wrote:
Teridax wrote:
If you didn’t know about turns and their durations, why would you be anointing your ally every 6 seconds? Why not every second or every 47 seconds?
The character would find out that they're too slow to do it every second

The action takes around two seconds to perform. This is quite obviously a flimsy excuse to justify metagaming knowledge of turn duration.

yellowpete wrote:
Well, let's not mix issues.

I don’t think you understand that this is the issue. Keeping a shield raised while exploring is a perfectly reasonable thing to do. Continually opening a wound or keeping a wound continually bleeding is not. You are drawing a false comparison to justify your metagaming, and all to avoid spending a single action in combat.

Dark Archive

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Teridax wrote:
Keeping a continually open wound such that you lose even as little as a drop of blood per second will have you lose over 2 liters in half a day, which is usually the amount considered to be fatal. It’s the same principle as when you’re told to fix leaks in your pipes and faucets even if it seems like a slow drip: it adds up, and quicker than you think.

So I think your point here is that, unless the sorcerer has some means of magically extracting a drop of blood without breaking skin, the sorcerer is going to either need to create an open wound significant enough that it won't heal without intervention to regularly supply blood OR they will end up riddled with hundreds of pin pricks over the course of a day which in themselves will likely lead to infection or maybe exhaust the body through forcing it to actively heal multiple small injuries (not sure if that's really a thing). Yeah, I can see that.


Teridax wrote:
yellowpete wrote:
Teridax wrote:
If you didn’t know about turns and their durations, why would you be anointing your ally every 6 seconds? Why not every second or every 47 seconds?
The character would find out that they're too slow to do it every second

The action takes around two seconds to perform. This is quite obviously a flimsy excuse to justify metagaming knowledge of turn duration.

[...]

You are drawing a false comparison to justify your metagaming, and all to avoid spending a single action in combat.

The character, in the process of using Anoint Ally as an exploration activity, makes no use of knowledge about purely gamist concepts. The only thing they need to know is how long the rune lasts (which is observable to them). How combat is resolved makes absolutely no difference as far as I can tell, but maybe you can lay out more explicitly what exactly you think they wouldn't be able or likely to do without that knowledge and why, provided they still have the desire to always have a good amount of duration left on the rune and the in-world knowledge of how long a single application lasts.


yellowpete wrote:
The character, in the process of using Anoint Ally as an exploration activity, makes no use of knowledge about purely gamist concepts.

Using the action every 6 seconds exactly does, though, as pointed out already. As seems to be agreed upon as well, this would be quite literally draining for the character too, such that it would not be a particularly appealing strategy in-universe, to once again say nothing of how grossed out most creatures would be of your character continually rubbing your blood all over someone else in social situations. Your strategy is weird both in and out of character.


Pathfinder Adventure Path Subscriber

There is nothing in the feat that says the blood has to be fresh. Everything about the limits of the ability beyond its one minute duration is imaginative speculation. That is fine for players to do when they have to, but there is no reason players should have to do such mental gymnastics for a game ability that they are going to want to use all the time.

There is nothing in the ability that says it’s once a minute duration prevents its constant repeat usage so GMs either have to say “no, because that doesn’t feel right” or “sure” and then make an arbitrary ruling about whether it is happening often enough to work like the defend action or if they want to do something like say that it only lasts for 5 rounds in an encounter as that is an average of what it could be if the sorcerer was doing it every minute. Making up rules for the long term effect it would have on the sorcerer feels like you might as well just say “no, it doesn’t feel right.”

That doesn’t seem necessary for something like this. The vast majority of other things that work like this in the game are stances or spells that have cool downs. But mechanically, it doesn’t really feel like this is an ability that needs any restrictions at all, and I am not sure very many players would even take it if the feat was explicitly “this is an activity you have to do in encounter mode.”


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The very fact that the action has an action cost and a short duration suggests to me that it is intended to mainly be used during an actual combat encounter, not spammed beforehand to bypass those costs and limitations. Using the action before a telegraphed combat I think can be justified, the perma-bleeding not so much.


Unicore wrote:
I don't think the Anoint Ally feat benefits from having a duration of only one minute and if the purpose of adding that limitation was to prevent people from allowing it to be spammed outside of combat then either it should have been a stance or even a 1 minute cool down between uses. It feels like a mistake to have the one minute limitation exist in a way that requires so much interpretation to play around.

I'd probably stick that in "repeat a spell". Meaning yes it can be ready when combat starts but then keeping it at the ready becomes that character's exploration activity. No detect magic for you. :)

Our table has found that the connection or dividing line between exploration activities and the start of a combat is a place for active discussion. The GM wants to award smart preparation, but not to the extent of the end result being "the PCs always get a free combat round" or completely negating the concept of surprise. We are generally fairly conservative about it - if what you want to do is spam some ability that is clearly intended to be used in encounter mode, you can use that to explain or help or describe how you're doing one of the standard exploration activities, but at the end of your description, you still have to pick a standard exploration activity to be doing during exploration.


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Teridax wrote:
yellowpete wrote:
The character, in the process of using Anoint Ally as an exploration activity, makes no use of knowledge about purely gamist concepts.
Using the action every 6 seconds exactly does, though, as pointed out already.

The 1 action per 6 seconds was mentioned to illustrate why this is certainly justified as an improvised exploration activity, not to imply that the character in-world is somehow executing millisecond-precise actions like a metronome. The guidance on that (https://2e.aonprd.com/Rules.aspx?ID=2599) also says that exploration activities generally average to 1 action every 6 seconds, and to judge improvised activities based on that. Nothing changes about my general point if we treat the sorcerer as Anointing their Ally once per 6 seconds *on average* rather than with pin-point precision, and as such I think the metagaming criticism is quite bogus, not to mention it would apply to all exploration activities that are based on repeated actions.

As for flavor and simulationism, tables have different preferences and requirements. Like I already said, I think it perfectly legitimate to treat non-mechanical descriptions as unalterable (even though I personally like the 'flavor is free' approach more), and to deny the use of abilities in order to preserve the tone of the game.

For the simulationist argument however, it feels completely misplaced in the general context of the game system. PF2e is not a simulationist game, and lots of utterly unrealistic things happen in it all the time. A character sustaining the loss of 10 drops of blood per minute to me isn't even on the radar of ridiculousness when a character can be brought from the literal brink of death to having never been better within the span of a few seconds, even by non-magical means; or sustain multiple months of starvation only to be perfectly fine after eating a single bite of food and a few minutes of healing. It is clear that the game is saying: We don't care about these things too much, they won't be of importance in the kinds of stories we intend for you to tell with this system. So then, to forbid this Anoint Ally usage specifically on simulationist grounds because of blood loss seems awfully inconsistent unless you also generally alter the system in many other drastic ways to make it more 'realistic' (but also, you probably just want a different system at that point).


Pathfinder Adventure Path Subscriber

Also the ability very clearly does not call for fresh blood. The sorcerer could easily have blood in a vial on their belt they are using and just dipping their finger in it. There is no reason to create one specific story of how the ability might work and then project that as rules assumptions.


yellowpete wrote:
The 1 action per 6 seconds was mentioned to illustrate why this is certainly justified as an improvised exploration activity, not to imply that the character in-world is somehow executing millisecond-precise actions like a metronome.

Except you tried providing justification for that metronomic precision, so what is the truth? It's clear you're bending over backwards to avoid paying the cost of a single action in combat in a manner that's patently ridiculous.


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Sorry but you're heaping nonsense onto nonsense now. I'm not playing a sorcerer in any game, and whatever I do or do not write in this thread would have zero implications on what I could or could not do with one if I did, as that would be a matter of the table/GM and not of the paizo forums. Forget that this accusation is baseless and uncalled for, it's not even coherent.


yellowpete wrote:
Sorry but you're heaping nonsense onto nonsense now. I'm not playing a sorcerer in any game, and whatever I do or do not write in this thread would have zero implications on what I could or could not do with one if I did, as that would be a matter of the table/GM and not of the paizo forums. Forget that this accusation is baseless and uncalled for, it's not even coherent.

Okay, let's break this down a little then, starting with the following:

yellowpete wrote:
The character would find out that they're too slow to do it every second, and also that this leaves them with no time to do anything else. Likewise, they would know that if the interval is too large, they might be surprised in a moment when the rune is about to fade. So, they do it regularly enough to not be caught without it active, but not so much that it debilitates their ability to move, all based on in-world information they have access to.

This is you trying to provide a narrative justification for a Sorcerer constantly rubbing blood on an ally every few seconds throughout the whole adventuring day, every adventuring day. So no, I'm not "heaping nonsense", I'm pointing out that your own purported strategy is nonsense, not to mention gross and weird. Whether or not you play a Sorcerer, the fact is you're still aggressively pushing this blood-rubbing Sorcerer strat in this argument, despite the fact that even people normally fine with making concessions would not go as far as you are. Even I mentioned that Anoint Ally is a perfectly okay thing to do as a prebuff before entering an encounter you know will happen in the next few seconds, but you are still insisting on pushing this to the extreme, to a degree that breaks immersion and would almost certainly be irritating to deal with at the table.


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The 'constantly rubbing blood' part is your own characterization and not mine (nor part of the feat text, which leaves much up to the imagination) – I don't feel inclined to flavor or describe it that way or to make it gross or weird at the table. If someone simply cannot or does not want to imagine 'sustaining' this ability in any other way in their magical fantasy world, I've already said that I regard rejecting things for reasons of tone/flavor as perfectly fine. It's the simulationist objections (lack of enough blood) and the gamist ones (metagaming??) that were highly inconsistent and nonsense, respectively.

As for being irritating to deal with at the table, I think 'I keep my blood rune up on X while we explore' is hardly different from 'I keep my shield raised while we explore' in that regard; It's resolved in seconds.


yellowpete wrote:
The 'constantly rubbing blood' part is your own characterization and not mine (nor part of the feat text, which leaves much up to the imagination)

The feat is called "anoint ally" and is described as such:

Anoint Ally wrote:
You forge a mystical connection with an ally using a drop of your blood, allowing them to benefit from your magic. You place a blood rune on an adjacent ally that lasts for 1 minute.

Now to be clear, you're perfectly allowed to be gross and weird at your table if everyone else is cool with it, that's not the main criticism of your strategy. The criticism is that you're relying on this convoluted strategy and a whole lot of rules lawyering all to avoid spending an action in combat, in a manner that does not gel terribly well with the fiction. Contrary to your insistence, constantly bleeding yourself is not equivalent to constantly holding a shield up while exploring -- you may try to argue that they're the same if you completely ignore what these actions entail, but as this thread shows, you typical GM is going to react very differently to one compared to the other. It is not going to be the end of your world if your Sorcerer has to spend an action in combat anointing an ally when they didn't pre-anoint right before a telegraphed combat, and if it really is for you, then consider what it is you're trying to get out of all this.


Blue_frog wrote:

To me, it's more about suspension of disbelief.

It's easy to envision a champion doing the defend action, we've seen it many times in movies and books. It's just a guy moving cautiously with his shield raised.

It's a bit harder to envision a sorcerer sticking next to his buddy, cutting his own finger every six seconds to draw a rune on his back. Sounds ridiculous, looks ridiculous, and would probably be impossible to do for more than a couple minutes without losing focus somehow.

So yeah, mechanically a DM could allow it, and more power you if he does. But a lot of tables (including mine and it seems Deriven's and Yellowpete's as well) might not let it fly.

Being able to use it on short notice when you know a fight is coming is pretty powerful anyway - especially in dungeon crawling, where you usually scout ahead and have the jump on mobs.

What I believe no GM will allow, though, is having it on you in more social situations. If you're talking with the bandit chieftain and are expecting trouble, the simple fact of drawing a bloody rune on your friend might cut the conversation short.

Blue Frog, have you seen anyone use the AC to position Explosion of Power yet? I think I'm going to try it. It would be nice to hear if anyone has done it as it gives the sorc more power over positioning. Sometimes my players are a pain about positioning.


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John R. wrote:
If I ran with a player using Annoint Ally as an exploration activity, I'd probably give them drained 1. Otherwise, I don't see any issue with spending an action to slap it on an ally before they open every door with a potential threat on the other side.

This can get more and more hilarious. Days have passed, the sorc is pale, drained 3, feels terrible, his pals all have blood runes all over them.

Sorc is begging for rests and is eating as much food as he can.

As they reach the entrance to the dungeon, the fighter is carrying the pale, unconscious sorcerer who has drained all his blood to keep the ally anointed.

___

Yeah. I'm not allowing that. The rules may allow it, but it looks crazy in play. Too strange.


Deriven Firelion wrote:


Blue Frog, have you seen anyone use the AC to position Explosion of Power yet? I think I'm going to try it. It would be nice to hear if anyone has done it as it gives the sorc more power over positioning. Sometimes my players are a pain about positioning.

We haven't done an AC yet, but in the party I was in the plant Eidolon was the usual target, but outside of the other pc's we also had an imp familiar which was a useful target in certain rare usecases.


Angwa wrote:
Deriven Firelion wrote:


Blue Frog, have you seen anyone use the AC to position Explosion of Power yet? I think I'm going to try it. It would be nice to hear if anyone has done it as it gives the sorc more power over positioning. Sometimes my players are a pain about positioning.

We haven't done an AC yet, but in the party I was in the plant Eidolon was the usual target, but outside of the other pc's we also had an imp familiar which was a useful target in certain rare usecases.

That's right. Familiars can be used as well. Make them more useful than they are.

Dark Archive

Deriven Firelion wrote:
John R. wrote:
If I ran with a player using Annoint Ally as an exploration activity, I'd probably give them drained 1. Otherwise, I don't see any issue with spending an action to slap it on an ally before they open every door with a potential threat on the other side.

This can get more and more hilarious. Days have passed, the sorc is pale, drained 3, feels terrible, his pals all have blood runes all over them.

Sorc is begging for rests and is eating as much food as he can.

As they reach the entrance to the dungeon, the fighter is carrying the pale, unconscious sorcerer who has drained all his blood to keep the ally anointed.

___

Yeah. I'm not allowing that. The rules may allow it, but it looks crazy in play. Too strange.

XD


All hail Bloodstump, the all powerful bunny wabbit familiar.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
LandSwordBear wrote:
All hail Bloodstump, the all powerful bunny wabbit familiar.

The Beast of Caerbannog!


John R. wrote:
Deriven Firelion wrote:
John R. wrote:
If I ran with a player using Annoint Ally as an exploration activity, I'd probably give them drained 1. Otherwise, I don't see any issue with spending an action to slap it on an ally before they open every door with a potential threat on the other side.

This can get more and more hilarious. Days have passed, the sorc is pale, drained 3, feels terrible, his pals all have blood runes all over them.

Sorc is begging for rests and is eating as much food as he can.

As they reach the entrance to the dungeon, the fighter is carrying the pale, unconscious sorcerer who has drained all his blood to keep the ally anointed.

___

Yeah. I'm not allowing that. The rules may allow it, but it looks crazy in play. Too strange.

XD

Heh, it's a funny image indeed, but it's not like that is the only way you could run it. Could be anything from applying it once and maintaining enough focus to keep the connection running to being attentive enough to apply it quickly when something happens. There's plenty of other stuff which would be weird if you just narrate it as repeating a specific combat action every 6 seconds.

Also, it being a bloodrune is something I as a gm would definitely allow the player to reskin as they see fit. Cool if that is how they imagine it, but it would not fit all Sorceror concepts. Heck, there are ancestries who do not even have blood to begin with, so this is something you need to be prepared to do anyway.


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Skeleton Sorcerers smearing people in bone marrow and androids producing nanite runes does sound pretty cool in and of itself, though; I'd hate to neuter the flavor of creating a rune out of your own magic-infused vital essence just because a player wants to do this nonstop in lieu of any actual exploration activity, and wouldn't want to grapple with what that could actually entail.

I'd also be wary of reflavoring this in a manner that doesn't capture the essence of the flavor text as well, because that can have implications elsewhere too. Suppose you're having a tense conversation with one or more creatures that could devolve into a fight at the first sign of hostility: if someone's keeping their shield constantly raised, that's going to be a surefire sign of getting ready for combat and so could trigger a fight... but so would drawing a blood rune on an ally, especially if you're doing it every few seconds. You could reflavor this as maintaining the rune while in close proximity, but if you completely do away with the bit that entails visibly placing a magical blood rune on an adjacent ally, which I'm sure that user would attempt to argue, then we start reaching a point where the action effectively has no roleplaying consequences whatsoever and doesn't trigger any suspicion, when the baseline action very much should.

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