The Sacred Art of Pendulum Divination: Unleashing Secrets with Occult Magic Yo-Yos

By admin

Occult magic yo-yo refers to the concept of using yo-yos as a tool for performing magical rituals or casting spells. In the realm of occult practices, yo-yos are believed to have the power to connect with spiritual energies and channel them for various purposes. The origins of occult magic yo-yo can be traced back to ancient civilizations such as the Mayans and Egyptians who used spinning tops and other similar toys as a medium for divination and communicating with the supernatural. Over time, this practice evolved into using yo-yos specifically, due to their unique spinning and string-based mechanics. Proponents of occult magic yo-yo believe that these toys possess a certain energy or vibration that can be harnessed and manipulated through specific movements and rituals. This energy is thought to be capable of influencing the physical world, as well as accessing realms beyond our own.

Occult magic yo yo

This energy is thought to be capable of influencing the physical world, as well as accessing realms beyond our own. Practitioners of occult magic yo-yo often incorporate various symbols, sigils, and incantations into their rituals to enhance the desired effect. By combining the physical motions of yo-yo tricks with these magical elements, they aim to manifest their intentions and connect with unseen forces.

Do small characters have any advantage over medium ones in 2E to make up for their disadvantages?

I used to play 3.5 DnD and played a PF campaign with friends, and for some reason I always had something for playing small characters.

In both games, being small gives an advantage in terms of attack bonus, AC and stealth but a disadvantage in contests of strength like grappling and other combat maneuvers and also in intimidation. Also, their physical attacks deal less damage.

In 2E, most of the differences between size categories have been removed, except small characters still have an obvious disadvantage in combat maneuvers since they're more limited in what opponents they can affect at all and start with less HP overall (except for unbreakable goblins).

So, is being small a complete disadvantage, or are there benefits from being small to compensate?

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The only real advantage I know of is the ability to ride smaller mounts and move through larger sized creatures without a check. I don't know how much of a compensation you consider that, and there could be more I don't know about. But the penalties for being size small are also less in this edition as well.

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I don't really think the size thing offers any serious disadvantages.

It's true you can't affect as many enemies with maneuvers because of you're smaller size, but if you're going to focus on maneuvers you're probably going to pick up Titan Wrestler. And that is true of both medium and small creatures.

The less hp, is a small difference that really only matters at the first few levels.

There are some advantages as tividar points out, but they're also small. Personally, I think the small penalties are balanced out by the small advantages.

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The ability to get into confined spaces is also a thing.

Hellknight Hill spoiler:

Goblin-God’s Treasure Room - The entrances to this chamber are narrow—a Small creature can move through them but treats them as difficult terrain, while a Medium creature must succeed at a DC 15 Acrobatics check to Squeeze through them.

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FlashRebel wrote:

In 2E, most of the differences between size categories have been removed, except small characters still have an obvious disadvantage in combat maneuvers since they're more limited in what opponents they can affect at all and start with less HP overall

Umm. While Halflings and Goblins start with 6hp, so do Elves. Gnomes and Leshies start with 8, same as humans, also a boost to Con. So the only issue is using Maneuvers vs. large creatures. That is literally the only drawback to being small. And it's fixed with a level 1 skill feat.

I've had small characters at an advantage for my home game as they assaulted a lair of gremlins, whose small abode would have been difficult to maneuver in for a long shanks. Thankfully I have two goblins, a gnome, and a kobold (homebrew ancestry), so they had no issues.

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BellyBeard wrote:

I've had small characters at an advantage for my home game as they assaulted a lair of gremlins, whose small abode would have been difficult to maneuver in for a long shanks. Thankfully I have two goblins, a gnome, and a kobold (homebrew ancestry), so they had no issues.

They're called the crack team?

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Pathfinder Rulebook Subscriber

It is also easier to carry a small character off the battlefield, which doesn't matter until it does, and then it tends to matter A LOT.

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Captain Morgan wrote:

It is also easier to carry a small character off the battlefield, which doesn't matter until it does, and then it tends to matter A LOT.

Yes, small creatures fit in a backpack and if it's empty, you then take an additional 2 bulk off too meaning you can still carry another under your arm with little issue. A strong 1st level person can carry off 3 small people.

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I know most people have already covered it, but the penalties that small characters used to get are no longer present. There are a "few" things that are different between them but honestly it's not enough to worry about needing set bonuses.

Great answers so far. Actually, I have pretty bad memories of trying to make viable small melee characters back in DnD and being easily shut down by any monster of large size who just had to initiate a grapple. A +8 relative bonus on top of absurd strength was all they needed. I ended up maxing out Escape Artist just to make sure I could break free and run away because of how poorly balanced this whole system was - past a certain point, Escape Artist was a get-out-of-grapples-free card against most monsters of non-aburd size.

It's actually a good thing that small creatures are no longer forced into specific roles not for some natural advantages but because of some glaring weaknesses. I mainly wanted to make sure I didn't miss anything.

Guess athletics checks to trip/shove/grab.

Beign small is a sensible disadvantage.

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Pathfinder Roleplaying Game Superscriber

Last session in my Age of Ashes campaign, the party was able to throw the two small party members over a hazard, but the heavier medium size party members had to walk through it.

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FlashRebel wrote:

In 2E, most of the differences between size categories have been removed, except small characters still have an obvious disadvantage in combat maneuvers since they're more limited in what opponents they can affect at all and start with less HP overall (except for unbreakable goblins).

So, is being small a complete disadvantage, or are there benefits from being small to compensate?

Honestly I think the real question is, is there any difference between small and medium creatures that matters.

From a pure combat standpoint small creatures are no harder to hit than medium ones but also do no less damage.

I don't actually like this. Smaller means less damage and less ability to dominate in a fight. It also means you are harder to hit nd can maneuver where the larger ones can't. This is part of the fun of playing the halfling or the gnome. I have no idea what they thought they were fixing.

If you played a little martial character you relied on dex and there were dozens of ways to make up for the size penalties. Unless I am missing something a halfing sized two handed sword does the same damage in his hand as the 6'5" half orc. How does that work out.

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Pathfinder Rulebook Subscriber

When you are a powerful, fancy protagonist, it's more about how you fight. And Small races really aren't that much smaller than the Medium folk anyway. Sure, you could make up the downsides of size in 1E, but generally not excel to the degree of others. 2E seems intent on letting any race do about as well as any of the others in a core competency, with options, unique features and the spread of other competencies being what sets them apart most of the time.

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Indi523 wrote: FlashRebel wrote:

In 2E, most of the differences between size categories have been removed, except small characters still have an obvious disadvantage in combat maneuvers since they're more limited in what opponents they can affect at all and start with less HP overall (except for unbreakable goblins).

So, is being small a complete disadvantage, or are there benefits from being small to compensate?

Honestly I think the real question is, is there any difference between small and medium creatures that matters.

From a pure combat standpoint small creatures are no harder to hit than medium ones but also do no less damage.

I don't actually like this. Smaller means less damage and less ability to dominate in a fight. It also means you are harder to hit nd can maneuver where the larger ones can't. This is part of the fun of playing the halfling or the gnome. I have no idea what they thought they were fixing.

If you played a little martial character you relied on dex and there were dozens of ways to make up for the size penalties. Unless I am missing something a halfing sized two handed sword does the same damage in his hand as the 6'5" half orc. How does that work out.

Same way a fighter in D&D 3.5 deals more damage than a tarrasque sometimes.

The mecanics really should not try to make reality and just focus on making a good game instead.

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I didn't expect so many answers to the thread, honestly.

Now for a funnier question, would you consider this as a benefit or a disadvantage of being small?

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FlashRebel wrote:

I didn't expect so many answers to the thread, honestly.

Now for a funnier question, would you consider this as a benefit or a disadvantage of being small?

I haven't ready any athletics check on the CRB, but I could have missed it.

In a combat scenario, I see that as a disadvantage for small races.

Quote:

PFS Legal Whirling Throw Single ActionFeat 6

Monk
Source Core Rulebook pg. 162
Requirements You have a creature grabbed or restrained.
You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.

Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.

Critical Success You throw the creature the desired distance and it lands prone.
Success You throw the creature the desired distance.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.

That said, apart from whirling throw I found nothing, but it is clear that throwing small creatures is easier than throwing larger ones.

And the bonus is probably meant to underline both size and weight differences.

Beign small is a sensible disadvantage.
Occult magic yo yo

While many may dismiss occult magic yo-yo as mere superstition or a novelty, proponents argue that it is a legitimate form of spiritual practice. They claim to have experienced tangible results from their rituals, such as increased luck, enhanced creativity, and even communication with entities from other dimensions. It is important to note that occult magic yo-yo should not be taken lightly or approached without proper understanding and respect for the potential consequences. As with any occult or supernatural practice, it is crucial to approach it with caution and the guidance of experienced practitioners. In conclusion, occult magic yo-yo is a belief and practice that involves using yo-yos as a medium for performing magical rituals and casting spells. Proponents claim that yo-yos possess a unique energy that can be harnessed and manipulated through specific movements and rituals. While some may view it as mere superstition, others consider it a legitimate form of spiritual practice..

Reviews for "Exploring the Dark Side: Using Occult Magic Yo-Yos with Caution"

- Sarah - 1 star
I was really disappointed with "Occult magic yo yo". The storyline was confusing and all over the place. It felt like the author couldn't decide what direction they wanted to take the story. The characters were also poorly developed and lacked depth. Overall, it was a confusing and unsatisfying read.
- Mark - 2 stars
I had high expectations for "Occult magic yo yo" but unfortunately, it fell short. The writing style was choppy and awkward, making it difficult to fully engage with the story. The plot had potential, but it wasn't executed well. The pacing was inconsistent, with slow parts dragging on and important moments feeling rushed. I wouldn't recommend this book to others.
- Emily - 2 stars
I found "Occult magic yo yo" to be predictable and lacking originality. The concept seemed interesting at first, but it quickly became stale and uninteresting. The dialogue was particularly weak and lacked depth. The characters were one-dimensional and the conflicts felt forced. Overall, it was a forgettable and unimpressive read.

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