Whimsy subdomain change...why??


Rules Questions


I really don't understand the change. It's a radically different ability now...I liked the old one...it really let me play up the chaotic side of my Cleric. I could it to be a really cool effect, the whimsy of chaos distorting my abilities.

I had a positive energy Cleric that picked up Versatile Channeller for character reasons, he had a dark lineage he was fighting internally. I talked it over with my Dm and when I channeled, we rolled for the Whimsy effect, then rolled a d6, on a one it was negative energy as his dark side broke free and tainted his powers. It made for some memorable encounters. The Whimsy effect being such a great help (and curse), but it fit the character so well.

The "new" version.....I just...wow.
Is there anything even close to the old one out there?
Not having the books. We use the SRD a lot, as we save for the books we want....the Inner Sea Gods book, really seems to have rewritten a number of things...what a pain.


My only advice would be to pick up the Blood of the Angels book which has the original Whimsy Subdomain in it and just run with that one instead of the the one from Inner Sea Gods.


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Maybe the subdomain changed...on a whim? *ducks for cover*

Sczarni

Probably because the possibility of rolling 7d6 Channels at 1st level was too over-powered. Undead go boom.

The ability originally read that you rolled 1d6 extra dice when you Channeled, rather than one extra 1d6.

Grand Lodge

heh. You think that is bad.

Combine it with the Oracle curse that lets you add +4 to any one roll.

(1+1d6+4)d6 channel at level 2...


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hooooooly... I can't believe I misread that all this time. Old Whimsy is the true gambling domain.


Yeah, I REALLY like the old Whimsy, but... damn that's way too powerful. Although, their completely replacing it instead of just fixing the issues of it kind of sucks.

Me personally, I would use the old Whimsy still, but balance it with "maximum bonus of half your level" that way, at level one you could only get +1d6 but then at level 12 you can get the full 6d6 bonus, which by then that's not so bad.


What did it do before?

Sczarni

wraithstrike wrote:
What did it do before?
Whimsical Channel (Su) wrote:
When you channel energy, you may choose to first roll 1d6. On a roll of 1, you roll 1d6 fewer dice of damage or healing than normal (to a minimum of 1d6). On a roll of 2, 3, or 4, your channel energy attempt is unaffected. On a roll of 5 or 6, you roll 1d6 more dice of damage or healing than you would have otherwise.

So, at 1st level, no penalty, since the least you can channel is 1d6, but there was a 1 in 3 chance you'd get more dice, and a 1 in 18 chance you'd roll 7d6.

Made dipping one level in Cleric really worth it.

Lantern Lodge

Dread Knight wrote:
My only advice would be to pick up the Blood of the Angels book which has the original Whimsy Subdomain in it and just run with that one instead of the the one from Inner Sea Gods.

From Additional Resources

"Subdomains: all subdomains on page 27 are legal except the whimsy subdomain"

That option is closed off. :(


Secane wrote:
Dread Knight wrote:
My only advice would be to pick up the Blood of the Angels book which has the original Whimsy Subdomain in it and just run with that one instead of the the one from Inner Sea Gods.

From Additional Resources

"Subdomains: all subdomains on page 27 are legal except the whimsy subdomain"

That option is closed off. :(

Oh, well yes if you are running PFS. But, most people tend to assume you are NOT running PFS, at least outside of the PFS part of the messageboards. Especially when PFS makes rulings that contradict the RAW and the official clarifications of that RAW (case in point, that a half-orc (and other races with multiple racial subtypes) can take "orc only" AND "human only" (or other exclusive subtypes as they have) options... FAQ says yes, PFS says no)


Nefreet wrote:
wraithstrike wrote:
What did it do before?
Whimsical Channel (Su) wrote:
When you channel energy, you may choose to first roll 1d6. On a roll of 1, you roll 1d6 fewer dice of damage or healing than normal (to a minimum of 1d6). On a roll of 2, 3, or 4, your channel energy attempt is unaffected. On a roll of 5 or 6, you roll 1d6 more dice of damage or healing than you would have otherwise.

So, at 1st level, no penalty, since the least you can channel is 1d6, but there was a 1 in 3 chance you'd get more dice, and a 1 in 18 chance you'd roll 7d6.

Made dipping one level in Cleric really worth it.

Perhaps if you simply changed it so that instead of rolling extra/fewer dice of damage, it was just extra/fewer damage.

So roll a 1, and your 3rd level Cleric deals only 1d6 instead of 2d6 damage/healing.
Roll a 5 or 6, and your 3rd level Cleric deals 3d6 damage.

Though that really only gives you an average of 0.58 more healing/damage over the long run. Then again, as an always on effect, I'm not sure how powerful of an effect it should be (doesn't appear to be a once at 8th, twice at 16th type of effect).


Oh wow!
We all read it wrong, and I'm the rules guy in our group!
I never saw the *extra dice part*
We had it as :
1: -1d6
2-4: no change
5-6: +1d6

I wonder how I missed that!

Grand Lodge

That is apparently what it was supposed to be. The "1d6 dice" was supposedly just very poor wording choice.


I'm just imagining someone pulling out d% because it doesn't specify what size those 1d6 extra dice are.


We read at as adding 1d6 onto your channel, which is measured in d6's, simple and easy.


Kaisoku wrote:
Nefreet wrote:
wraithstrike wrote:
What did it do before?
Whimsical Channel (Su) wrote:
When you channel energy, you may choose to first roll 1d6. On a roll of 1, you roll 1d6 fewer dice of damage or healing than normal (to a minimum of 1d6). On a roll of 2, 3, or 4, your channel energy attempt is unaffected. On a roll of 5 or 6, you roll 1d6 more dice of damage or healing than you would have otherwise.

So, at 1st level, no penalty, since the least you can channel is 1d6, but there was a 1 in 3 chance you'd get more dice, and a 1 in 18 chance you'd roll 7d6.

Made dipping one level in Cleric really worth it.

Perhaps if you simply changed it so that instead of rolling extra/fewer dice of damage, it was just extra/fewer damage.

So roll a 1, and your 3rd level Cleric deals only 1d6 instead of 2d6 damage/healing.
Roll a 5 or 6, and your 3rd level Cleric deals 3d6 damage.

Though that really only gives you an average of 0.58 more healing/damage over the long run. Then again, as an always on effect, I'm not sure how powerful of an effect it should be (doesn't appear to be a once at 8th, twice at 16th type of effect).

This is exactly how we saw it. Only ever adding or subtracting one die, not 1d6 dice.

If it have the 1d6 of extra dive in either direction...well, early on, ya, you're pretty good as the min is always 1d6... But as you get up there, you could have your 7d6 channel dropped to 1d6

Shadow Lodge

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Atarlost wrote:
I'm just imagining someone pulling out d% because it doesn't specify what size those 1d6 extra dice are.

Nah, pull out your d1000's and go to town.

Grand Lodge

Of course if you do that and roll a one.... everybody is going to laugh at you

Shadow Lodge

FLite wrote:

heh. You think that is bad.

Combine it with the Oracle curse that lets you add +4 to any one roll.

(1+1d6+4)d6 channel at level 2...

I did this with a negative channeler. And it was amazing.

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