The Cleric Remastered

Tuesday, October 24, 2023

Hi, this is Landon! As Halloween and the Remaster approaches, one question burns in our minds: who’s going to torch all these undead while simultaneously healing the entire party? As you can probably guess, that’s still going to be the party’s cleric, but let’s dive into some changes.

Pathfinder 2e iconic cleric, Kyra

The cleric remains defined by their god, so before we get into the cleric, we should talk about the Remaster’s changes to deities and the cosmos. While the Remaster sees the removal of the nine alignments, edicts and anathemas still provide descriptions of a god’s desires and prohibitions to guide their followers’ behavior at a much finer level than alignment. But there’s still an endless struggle over the souls of the planes. The new system of divine sanctification (whether holy or unholy) represents a dedication to join that fight. Some gods now allow for sanctification—even when serving a goddess like Sarenrae who rose through the angelic ranks, joining her in the fight is ultimately a personal choice—where some gods now require that their clerics swear allegiance actively, like Asmodeus and Iomedae.

Alignment damage used to be a major tool here, but it sometimes got in the way of the cleric’s story. A cleric of Lamashtu might have dealt evil damage to scatter those standing up against the Mother of Monsters, but that often didn’t reflect the god’s will. Some gods were neutral, and all gods had enemies who opposed to their beliefs but weren’t of an opposite alignment. The Remaster’s new spirit damage type lets gods’ wrath manifest much more broadly, harming anything with a spirit, down to oozes that need to be scoured away. Clerics who undergo divine sanctification can infuse many of their spiritual abilities with holy or unholy power, so a divine lance cast by a holy character will still damage almost anyone, but it will also trigger the weaknesses of demons and devils. On the flip side of the coin, divine wrath excludes the allies who are helping a cleric do their god’s work, even if the alliance is a little peculiar.

Beyond these changes, we also took the opportunity to smooth out some rough edges. All clerics will see their divine font simply give them a number of bonus heal (or harm) spells regardless of their Charisma score, giving clerics a little more flexibility in how they allocate their attributes. The warpriest got improved weapon proficiencies where it could, raising martial weapons to expert at 7th level and their deity’s favored weapon to master at 19th. Along with Focus Point recovery becoming a bit easier for everyone in the Remaster, quite a few domain spells were improved or replaced, like pulse of civilization now giving wide access to the lore of nearby cities rather than one public fact and ignite ambition working as a reaction that the target notices only on a critical success.

A lot of the remastered classes have gotten a few new feats to help tell their stories better. Even with its changes, the cleric didn’t get left out on this front. As a powerful cleric, your god might protect you so dearly that they punish those who harm you, or you might reinforce your shield with the strength of your divine font. But there are also smaller miracles, like blessing the area around you to heal your allies out of combat or presenting your religious symbol to protect against the world’s varied hardships.

Raise Symbol [one-action] — Feat 4

Cleric
Requirements You are wielding a religious symbol.

You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it’s raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead.

If the religious symbol you’re raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.


Sacred Ground — Feat 4

Cleric, Consecration, Divine, Exploration
Prerequisites harmful font or healing font
Frequency once per 10 minutes

You pray continuously for 1 minute to call a subtle shadow of your deity’s realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level.

If you have a healing font, this activity has the healing and vitality traits and heals living creatures. If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can’t damage creatures in any case.

Even my personal favorite cleric feat, Channeled Succor, spent some time in the fires of the Remaster to rise again as Restorative Channel, which interacts with the new, broader curative spells like cleanse affliction and clear mind. I’m stoked to have a new toolbox to channel all my new healing goodies. Especially with those spells all still helping when the counteract check doesn’t quite come through, it’s a good time to be freeing your friends from vexing conditions.

I hope you enjoy all these new options next month when Pathfinder Player Core is released. In the meantime, may your injured party be surrounded by a horde of low-level undead.

Cheers!

Landon Winkler (they/them)
Developer

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Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
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Pathfinder Roleplaying Game Superscriber

Healing Light!
May the Dawnflower smile upon you!


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Nifty changes. Moving fonts away from charisma is real nice.

Envoy's Alliance

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Stop the presses!! Void effects can have the healing trait now!


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Very happy to see that with the change to spirit damage Divine Wrath is still friendly.


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Pathfinder Rulebook Subscriber

woah Raise Symbol is so evocarive, love it.


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Scrip wrote:
Stop the presses!! Void effects can have the healing trait now!

I would hope so. It has always been a little strange that Harm didn't have or gain the Healing trait when healing undead. Or that Heal didn't lose the Healing trait when dealing damage to undead.

Even stranger that Oil of Unlife doesn't have the Healing trait since healing undead things is all that it is capable of doing.


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breithauptclan wrote:
Scrip wrote:
Stop the presses!! Void effects can have the healing trait now!

I would hope so. It has always been a little strange that Harm didn't have or gain the Healing trait when healing undead. Or that Heal didn't lose the Healing trait when dealing damage to undead.

Even stranger that Oil of Unlife doesn't have the Healing trait since healing undead things is all that it is capable of doing.

Well, technically undead are immune to Healing. Says so right in the Undead trait:

https://2e.aonprd.com/Traits.aspx?ID=160

Quote:


Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.

Likewise, Soothe doesn't affect undead, despite not having the Positive/Vitality trait. Despite the fact that it probably should. Because it has the Healing trait. This had to be explicitly clarified/fixed in the Blood Lords Player's Guide and Book of the Dead.

I can only assume the remaster will change that somehow.


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Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Paizo Employee Design Manager

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breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Pretty safe bet.

Player Core wrote:


undead (trait) Once living, these creatures were infused after
death with void energy and soul-corrupting unholy magic.
When reduced to 0 Hit Points, an undead creature is destroyed.
Undead creatures are damaged by vitality energy and are healed
by void energy, and don’t benefit from healing vitality effects.


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breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Yep, just was providing clarity for why Harm (a Core Rulebook spell that will also be reprinted) might not have the Healing trait: to avoid confusing people.

Verdant Wheel

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It looks like spell slots can go farther with consolidation of condition removal spells.

I might actually “default” prepare one or two of those now with my PFS cleric!


I'm happy to see void healing getting cleaner support in core, since we've got Blood Lords, dhampirs, and playable undead. Our party's Warpriest will be happy with the changes too!


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Michael Sayre wrote:
breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Pretty safe bet.

Player Core wrote:


undead (trait) Once living, these creatures were infused after
death with void energy and soul-corrupting unholy magic.
When reduced to 0 Hit Points, an undead creature is destroyed.
Undead creatures are damaged by vitality energy and are healed
by void energy, and don’t benefit from healing vitality effects.

Call me crazy but shouldn't there be a line saying they benefit from void healing effects? The way it's written it makes it seem like all vitality effects damage them and all void effects heal them, which isn't true


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Gaulin wrote:
Call me crazy but shouldn't there be a line saying they benefit from void healing effects? The way it's written it makes it seem like all vitality effects damage them and all void effects heal them, which isn't true

Not if "Vitality energy" is a defined damage type.

And as long as it is made clear that damage effects do not cause healing and healing effects do not cause damage even if there do exist energy types (such as Vitality and Void) that can do both.

If those are both the case, then it is clear that the Undead trait as it is presented will only cause the Undead creatures from being healed or restored or otherwise affected by Vitality Healing effects. Without causing any additional restrictions with Void Healing effects.


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As someone who played a Warpriest of Cayden Cailean through Extinction Curse with an Emblazoned Armament Shield... I would've loved the Raise Symbol feat. Kudos!

Horizon Hunters

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The feats look amazing! The cleric is becoming much more proactive in this version. Aside from the new feats, the removal of alignments and CHA no longer being "mandatory" opened up new possibilities.


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Michael Sayre wrote:
breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Pretty safe bet.

Player Core wrote:


undead (trait) Once living, these creatures were infused after
death with void energy and soul-corrupting unholy magic.
When reduced to 0 Hit Points, an undead creature is destroyed.
Undead creatures are damaged by vitality energy and are healed
by void energy, and don’t benefit from healing vitality effects.

I like that this language also means there's no problem with using Treat Wounds on a zombie, since that is healing without the vitality trait. That particular feat tax is now dead.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
breithauptclan wrote:
Gaulin wrote:
Call me crazy but shouldn't there be a line saying they benefit from void healing effects? The way it's written it makes it seem like all vitality effects damage them and all void effects heal them, which isn't true

Not if "Vitality energy" is a defined damage type.

And as long as it is made clear that damage effects do not cause healing and healing effects do not cause damage even if there do exist energy types (such as Vitality and Void) that can do both.

If those are both the case, then it is clear that the Undead trait as it is presented will only cause the Undead creatures from being healed or restored or otherwise affected by Vitality Healing effects. Without causing any additional restrictions with Void Healing effects.

Well taking a look at some spells in RoE, such as hungry depths which says it deals void damage. Unless I've been running it wrong, such a spells void damage (just the void damage portion) would just deal no damage to undead. A new player might see this newly worded undead trait and either rule the void damage is energy so heals the undead, or void damage would damage the undead. I could be reaching a bit but I wouldn't blame a newbie for being confused. Maybe all undead will also have void in their immunity stat block I guess?


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Raise Symbol is fairly OP...not a fan of it tbh...Sacred Ground is cool though...was worried about power creep with the "Remaster" and it begins.


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Gaulin wrote:
Well taking a look at some spells in RoE, such as hungry depths which says it deals void damage. Unless I've been running it wrong, such a spells void damage (just the void damage portion) would just deal no damage to undead. A new player might see this newly worded undead trait and either rule the void damage is energy so heals the undead, or void damage would damage the undead. I could be reaching a bit but I wouldn't blame a newbie for being confused.

It is hard to get this defined properly with just the traits. The best way to do this is to put in the definitions of energy types and damage that healing doesn't do damage and damage doesn't do healing.

For example:

Gaulin wrote:
Maybe all undead will also have void in their immunity stat block I guess?

Void immunity would mean that the creature is also immune to Void Healing effects.

The Exchange

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foxpwnsyou wrote:
Raise Symbol is fairly OP...not a fan of it tbh...Sacred Ground is cool though...was worried about power creep with the "Remaster" and it begins.

Can't consider it OP when we don't know the new power baseline across the board.

Sacred Ground excites me as someone who enjoys playing a healer. I'm hoping there's a feat line attached to it to grant some improvements.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
breithauptclan wrote:
Gaulin wrote:
Well taking a look at some spells in RoE, such as hungry depths which says it deals void damage. Unless I've been running it wrong, such a spells void damage (just the void damage portion) would just deal no damage to undead. A new player might see this newly worded undead trait and either rule the void damage is energy so heals the undead, or void damage would damage the undead. I could be reaching a bit but I wouldn't blame a newbie for being confused.

It is hard to get this defined properly with just the traits. The best way to do this is to put in the definitions of energy types and damage that healing doesn't do damage and damage doesn't do healing.

For example:

Gaulin wrote:
Maybe all undead will also have void in their immunity stat block I guess?
Void immunity would mean that the creature is also immune to Void Healing effects.

Yeah I could see another explanation elsewhere about energy types. Would be pretty confusing for a newbie still to have to flip through the book to get all these specific definitions but it would work. It's just odd to me to say vitality energy damages (so vitality damage damages, makes sense) but void energy heals (now we change the definition of void energy to only healing heals). Personally it won't be a problem in my games or anything but it really doesn't seem especially clear to me. No sense getting worked up about it when we don't have all the pieces though.


Given this is an Exploration feat, does Sacred Ground means you can move around with it, or is the 30ft Burst stuck in an area? If it is the latter, this becomes a much less useful feat compared to just sticking with Ward Medic or Pearly White Spindle on everyone, in terms of resourceless healing...

Lantern Lodge RPG Superstar 2015 Top 32

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I'm hoping Raise Symbol is also a feat that Champions can access!


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Pathfinder Lost Omens, Rulebook Subscriber

Well Aeon Stones are uncommon by default, which means you aren't guaranteed them in any campaign. Secondly this can stack with ward medic as long as people are willing to wait a minute.

I'm really excited for these Cleric updates, Cleric was already a class I really enjoyed and this makes it even better.


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Pathfinder Lost Omens Subscriber

Looks like clerics and witches are the real rockstars of the remaster! I'm liking the (un)holy system more as time goes on as well; it's got much less baggage than alignment and is easier to play around with homebrew-wise. I'm really glad the gods are getting to be their messy, complicated selves instead of being forced into boxes some dude from Wisconsin made up 50ish years ago.


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Eoni wrote:
Can't consider it OP when we don't know the new power baseline across the board.

You can if you were expecting balance to stay roughly where it is and wanted current material to be around about as hard as it currently is.

That said, while powerful I am not too concerned by it. It gives melee clerics a nice boost but ranged clerics were already moving in more effective defensive ways (greater or total cover is better, and casting is still action intensive).

This will be more a matter of how accessible it is for other classes. A champion would REALLY want it imo, as will anyone with bastion.

Grand Lodge

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foxpwnsyou wrote:
Raise Symbol is fairly OP...not a fan of it tbh...Sacred Ground is cool though...was worried about power creep with the "Remaster" and it begins.

It's powerful, but, it's a significant investment to get the double benefit - you have to take another class feat (emblazon armaments) and forgo emblazoning your weapon to instead emblazon your shield. And losing that +1 to weapon damage early on is a hard thing to give up.

I'm playing a frontline tank cleric in a campaign currently, and using emblazon armaments, so this will be a decision I need to make. Damage or better saves....hmm...


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With every blog post on the topic I love the Remaster more!


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My kneejerk here is that 19th is still too late for warpriest clerics to get master proficiency in weapons. Speaking from the experience of "I played through edgewatch with a warpriest cleric", having to deal with expert weapon proficiency through the bulk of the teen levels is suffering.
Otherwise, I like what I see, and still nice to see that it's getting master proficiency at all.


I'm excited for warpriest! No dumping casting stat for Cha/ free fonts, heavy armor, spirit damage. There's never been a better time to start serving a diety


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Honestly, I don't see a single character in which I would choose to take Sacred Grounds. The healing is just...lackluster, even if you use it as a healing source alongside another things like Treat Wounds.


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Bp3500 wrote:

My kneejerk here is that 19th is still too late for warpriest clerics to get master proficiency in weapons. Speaking from the experience of "I played through edgewatch with a warpriest cleric", having to deal with expert weapon proficiency through the bulk of the teen levels is suffering.

Otherwise, I like what I see, and still nice to see that it's getting master proficiency at all.

Very true; personally, I would move it to 15th level, and make it to where they get Master in their Armor proficiencies at 19th, since they are meant to actually get in the thick of things like everyone else, even despite their 8 HP per level; being 1-2 AC behind even the likes of a Rogue or Alchemist seems silly to me.

This way, they don't have the same progression as a martial (except maybe for Master in Armor), but also aren't left out to dry at the endgame, either (since their only real damage support comes in the way of Channel Smite, which is both limited and sometimes ineffective).

It would have also been awesome to see the Warpriest get an option to select Strength as their Key Ability Score (but still rely on Wisdom for their spell DCs).

With any luck, changes like this could still be errata'd later, but for now, this is what we get.


I do like the Raise Symbol feat a lot, especially when it works with a shield and works with other existing Cleric feats. I wouldn't mind if the Holy Symbol was more of an option for Clerics to utilize with their character besides feeling like something they are obligated to carry or put on their character sheet "just because." (Maybe some Holy Symbol magic items based on each deity?)

It is also interesting that Clerics can invest in an out-of-combat 10 minute healing feat that provides auto-healing for everyone at a reduced rate compared to Treat Wounds in the higher levels, but given that it only takes 1 minute to set up, I wonder if it is meant to be combined with Treat Wounds for even more out-of-healing effectiveness? If so, I'm not sure how I feel about it, since it makes using it along with Treat Wounds awkward, where you now have to track 11 minutes worth of activities versus 10. Maybe if it also added your Wisdom modifier, it wouldn't seem so terrible numbers-wise, since healing anywhere from 4 to 27 hit points (based on level and modifier) every 10 minutes is still pretty weaksauce.


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Note that if you emblazon your weapon to become a holy symbol, you can use Raise Symbol with two handed weapons. That's nice for clerics of a number of faiths. Also, a war priest with weapon and shield can spend 2 actions to raise symbol, and then raise shield, if they want. +2 to saves is sometimes going to be worth it, especially if you are raising shield and striking anyway. Its a nice 3rd action.


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exequiel759 wrote:
Honestly, I don't see a single character in which I would choose to take Sacred Grounds. The healing is just...lackluster, even if you use it as a healing source alongside another things like Treat Wounds.

Since it is in an AoE, I can see it being useful for the party members who only got scratched up a bit. We need to have the Ward Medic Continual Recovery Medicine healer tending to the two front liners for 20 minutes to get them back most of the way to full, and then twenty minutes of Sacred Grounds will top them up as well as the others.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

An emblazoned raise symbol need two feats and is only as good as a spellguard shield for the raise bonus, it doesn't enable you to shield block spells like one... Otherwise, with only that one feat, you need a shield in one hand and your symbol in the other, and use two actions to have bothe +2 to your AC and Saves. I don't see it as OP as some people claim. xD

And for me, I mostly see Sacred Ground as a "from now on, it's really ok to handwave everyone fully healed when camping", as it doesn't need any roll, so can't fail, and doesn't use any resources. xD

Liberty's Edge

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Elfteiroh wrote:

An emblazoned raise symbol need two feats and is only as good as a spellguard shield for the raise bonus, it doesn't enable you to shield block spells like one... Otherwise, with only that one feat, you need a shield in one hand and your symbol in the other, and use two actions to have bothe +2 to your AC and Saves. I don't see it as OP as some people claim. xD

And for me, I mostly see Sacred Ground as a "from now on, it's really ok to handwave everyone fully healed when camping", as it doesn't need any roll, so can't fail, and doesn't use any resources. xD

Yes. I think Sacred Ground is for the Clerics who want to heal with magic and not with Medicine.


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Darksol the Painbringer wrote:
Bp3500 wrote:

My kneejerk here is that 19th is still too late for warpriest clerics to get master proficiency in weapons. Speaking from the experience of "I played through edgewatch with a warpriest cleric", having to deal with expert weapon proficiency through the bulk of the teen levels is suffering.

Otherwise, I like what I see, and still nice to see that it's getting master proficiency at all.
Very true; personally, I would move it to 15th level, and make it to where they get Master in their Armor proficiencies at 19th, since they are meant to actually get in the thick of things like everyone else, even despite their 8 HP per level;

They are still a full caster. Very likely they won't be sacrificing Wisdom now.

Your proposal would be far too good.


Eoni wrote:
foxpwnsyou wrote:
Raise Symbol is fairly OP...not a fan of it tbh...Sacred Ground is cool though...was worried about power creep with the "Remaster" and it begins.

Can't consider it OP when we don't know the new power baseline across the board.

Right, we'll probably find that all monster DCs were raised by 2 in Monster Core.


Lol. That would suck


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Arachnofiend wrote:
Michael Sayre wrote:
breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Pretty safe bet.

Player Core wrote:


undead (trait) Once living, these creatures were infused after
death with void energy and soul-corrupting unholy magic.
When reduced to 0 Hit Points, an undead creature is destroyed.
Undead creatures are damaged by vitality energy and are healed
by void energy, and don’t benefit from healing vitality effects.
I like that this language also means there's no problem with using Treat Wounds on a zombie, since that is healing without the vitality trait. That particular feat tax is now dead.

Not necessarily. The Treat Wounds action does specify that it needs to be performed on a living creature. I'm hoping that feat tax is also gone, would mean my skeleton gunslinger in Kingmaker could learn a different feat, but I'm not certain it's gonna happen.

Treat Wounds wrote:
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

Emphasis mine.


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Pathfinder Rulebook Subscriber
The Gleeful Grognard wrote:
Eoni wrote:
Can't consider it OP when we don't know the new power baseline across the board.

You can if you were expecting balance to stay roughly where it is and wanted current material to be around about as hard as it currently is.

That said, while powerful I am not too concerned by it. It gives melee clerics a nice boost but ranged clerics were already moving in more effective defensive ways (greater or total cover is better, and casting is still action intensive).

This will be more a matter of how accessible it is for other classes. A champion would REALLY want it imo, as will anyone with bastion.

Good point on multiclassing. I'm predicting the cleric dedication to be the quickest route to Sanctification for a lot of characters, which is a major damage buff against the right foes.

I'm not super worried about this feat for War Priests because they already had great survivability but tight action economy for actually raising a shield. It feels like w much better pick for cloister clerics who would have third actions, but a two feat investment to get the full effect is significant. You could be getting Healing hands or another focus spell/point instead.


The Raven Black wrote:
Elfteiroh wrote:

An emblazoned raise symbol need two feats and is only as good as a spellguard shield for the raise bonus, it doesn't enable you to shield block spells like one... Otherwise, with only that one feat, you need a shield in one hand and your symbol in the other, and use two actions to have bothe +2 to your AC and Saves. I don't see it as OP as some people claim. xD

And for me, I mostly see Sacred Ground as a "from now on, it's really ok to handwave everyone fully healed when camping", as it doesn't need any roll, so can't fail, and doesn't use any resources. xD

Yes. I think Sacred Ground is for the Clerics who want to heal with magic and not with Medicine.

That is pretty cool.


breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Oops... I've been soothing a lot in my Blood Lords campaign, and it has affected our vampire companion!


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ItsAllGravy wrote:
breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Oops... I've been soothing a lot in my Blood Lords campaign, and it has affected our vampire companion!

It is supposed to.

It even says that Soothe should work to heal Undead characters in the Official 4th printing errata.


ItsAllGravy wrote:
breithauptclan wrote:
Calliope5431 wrote:

Well, technically undead are immune to Healing. Says so right in the Undead trait:

Undead Trait

I can only assume the remaster will change that somehow.

The Undead trait that is also defined in the Core Rulebook ... The Core Rulebook that is being Remastered and reprinted...

Yeah, I also expect that somehow the Remaster is going to fix that.

Oops... I've been soothing a lot in my Blood Lords campaign, and it has affected our vampire companion!

Yeah you're definitely supposed to, it's called out in Blood Lords and Book of the Dead.

It's just also contrary to the rules for undead in the old core rulebook. So I'm happy they're rewriting those so that things are clear.


S. J. Digriz wrote:
Note that if you emblazon your weapon to become a holy symbol, you can use Raise Symbol with two handed weapons. That's nice for clerics of a number of faiths. Also, a war priest with weapon and shield can spend 2 actions to raise symbol, and then raise shield, if they want. +2 to saves is sometimes going to be worth it, especially if you are raising shield and striking anyway. Its a nice 3rd action.

I think I prefer an Emblazoned Shield and just get all the benefits from 1 Action. When I played Warpriest I had to move a lot. Stride/Strike/Raise Shield was a pretty typical round for me.


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think cleric is my favourite of the remasters so far.

I kind of wish sanctified ground was a skill feat based on religion to open it up to more classes (even if it required ability to cast vitality energy spells as a pre-req). I find feats that grant pure out of combat utility something I want for skill feats not class feats. My divine sorc and summoner would love this. It would also buff the non spell cast utility of magic knowledge skills (arcane, occult, nature, religion).

Otherwise I love everything presented here. Cleric was already a super strong if a little boring class, not sure why it got a lot more love and help over ranger/wizard.


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Cyder wrote:
Cleric was already a super strong if a little boring class, not sure why it got a lot more love and help over ranger/wizard.

It may be a bit too early to say that Cleric got more help than Ranger and Wizard. We haven't actually seen everything that was changed. For any of those classes.

We have only seen the parts that were shown. And that may have been chosen specifically for any number of reasons - not just to show the most mechanically impactful changes.

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