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I'm looking for some clarification/feedback/validation on Divine Source. One of my Wrath of the Righteous players wants to take this ability, and I want to make sure I'm implementing it properly.

Divine Source (Su) wrote:


(1) You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains.
(2) Select two domains upon taking this ability.
(3) These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral.
(4) You grant access to these domains as if you were a deity.
(5) Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots.
(6) In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier.
(7) Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains).
(8) If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others.
(9) At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.

Based on my reading, I stipulate the following:

1) A LG Oracle must take both Law and Good domains as their first choices, per sentence 3.
2) Said LG Oracle would add the spell lists of their selected domains (up to their tier) to their spells known per sentence 5.
3) In addition to adding the spells to their spell known list, said Oracle can use one Domain spell per spell level (limited by their tier) as a SLA, per sentence 7.

Any disagreements?

Now here come my questions.
4) Does a character get access to the Domain powers of their selected domains? The language stipulates access to spells limited by Tier, but doesn't mention granted powers (or other abilities, for example Travel's +10' of movement). It's sort of odd they could give those powers to others but not have access to it themselves, so I'm inclined to grant them.
5) Per sentence 9, when selecting subdomains, is the character required to already have the Associated Domain? A cleric would not normally be allowed to have both a subdomain and it's associated domain, but it strikes me that the character should do so in this case.
6) Sentence 8 strikes me as a little clunky. Does this imply that divine caster characters who worship a particular deity also get domain slots? My immediate reaction is no - this is intended for Inquisitors, Domain Druids, Sacred Servant Paladins, etc. who have Domains already.
7) For those domains and subdomains that grant Miracle as their 9th level spell, isn't this a license to have a no-material component (SLA) "very powerful request" Miracle each day? If the character is granting their own Miracle, that pretty much blows the "out of line with the deity's (or alignment's) nature is refused" clause out of the water, assuming the player is acting in character. As GM I'm feeling a need to introduce a heretofore undisclosed Overpower to moderate such a thing.

Any feedback is appreciated. Thanks.


Anyone have some advice for the following?

A Mythic Champion wants to spend a use of Mythic Power to make a Sudden Attack:

Sudden Attack (Ex) wrote:
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Prior to their turn, they failed their save against a Misfortune Hex by a Witch:

Misfortune (Su) wrote:
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

How many times should the Champion roll for the attack, and which result do they need to take? Twice? Three times per the multiplying rules? The best? Worst? The average?

My personal inclination would be to allow the Mythic ability to trump the non-Mythic one, but what if they were both Mythic? (E.g. an Archmage Witch with Mythic Accursed Hex or another Mythic modifier)

It hasn't happened yet, but given one of my players is a newly Mythic Witch, I see it happening very soon. Any advice is welcome.