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Martialmasters wrote:
they're just not as fun to play as martials who get new ways to attack as they level. they have worse DCs and to-hit in general compared to martials and so they have to lean into the failure effects, which isn't fun. oh yeah, i get to do pity damage. skills provide, in general just as much an impact on combat as spells, and against lower level enemies you can guarantee they work instead of having to still rely on rolls for a more or less equal effect. I don't in general think it should be the best case scenario for a wizard to grapple or trip an adjacent foe(their chance to-hit will stay relevant if they use a traited weapon). not to mention their spell DPR and debuffing only stays relevant in their highest slots. basically casters seem relegated to more or less mostly just give yourself and allies 1-2 extra to-hit or AC or reduce it by the same amount on enemies(while also using actions occasionally to reduce the number of actions enemy's have), and if you feel like a gambler, you can use other spells, that could potentially do something really cool, if your enemy rolls really badly. if you in general have no problem with only ever moving numbers up or down, then this probably seems fine, but if you want to actually make choices in combat, the action economy and how spells are designed (more or less just choose what save to target, or buff allies with no roll) make most of those choices mostly only flavor and constrained.
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Vali Nepjarson wrote:
from my understanding, people who put forward this option have your spell list based on your lesson, and bonus spells based on patron, or vice versa. so you take an occult lesson and a cold patron if that's what you want, or a primal lesson and a curses patron.
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Temperans wrote: Hedge Witches (healing witches), Scarred Witch Doctors, Pact Witches, etc. are all archetypes of Witch; They are not new classes. To use "should they make this archetypes into classes" as an argument against single spell list is a blatant strawman. Of course they shouldn't be seperate classes, that's why no one every suggested it to happen, and why I and a few others talked about Class Archetypes. mmm, no it's not. strawmen are making a fake position to knock it down. making a position and defending it, can never be a strawman. in fact, you could potentially be making a "no true scottsman" fallacy here, by trying to argue that they aren't really potentially witch class material. this is more likely a semantical difference however, and isn't a the above fallacy, as it depends on the definition of witch, which hasn't been hammered down by even paizo yet. you could have also been making an appeal to tradition fallacy, just because something was done some way before has no indication on it's own how it should be done now.
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Bluenose wrote:
right because people playing them think they're not as powerful, but they're really just less fun.
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Rysky wrote:
i have to agree, this seems overly pedantic. the Empyreal lords and the archdukes of hell can all grant spells, and are deities, but they're also demigods. there are countless countless beings that can grant spells if you view the wider universe beyond golarion. inner sea gods and the book of the damned have a ton of information on deities that aren't the big crazy ones most people worship.
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ChibiNyan wrote:
yeah this whole, you're worse at applying effects so get a pity effect just isn't fun compared to actually being able to apply effects only on a success. I'd rather only apply on a success and have a decent time of doing it over, this.
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thenobledrake wrote:
considering the original topic was for a GM to paralyze a player(because npc stat blocks aren't made super well), i don't think you're arguing for what you think you are. it was a 35% chance a player would be paralyzed for a long time. generally i don't think abilities like that should have high DCs when used on players.
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Squiggit wrote:
before, DC didn't scale but the spell still did more. a 3rd level fireball, while lower saves had higher damage, meaning your cap went up, even if it was rarer unless you heightened it. now, a 3rd level fireball has a good DC but is guaranteed to do very small damage. with incap trait being a thing, a lot of things that would only need a good DC are still required to fight over your highest slots.
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imo, the real change, is casters are less fun to play than martials now. they just do less(generally 2-1 actions in a round) and everything they do has a feeling of mediocrity. martials get to do a lot more in a turn and have more options on what to do. while casters have a slew of spells to choose from, they tend to do a lot of the same thing just from a different angle. (ah yes, 3d6 damage but do i target fort or reflex?) so like casters get effects on a fail, but martials can choose to do damage and an effect only on success(like grapple or demoralize), but casters don't have that option. they just feel really boxed in, while martials are a bowl of spaghetti seeping out of the bowl. it's like they got the ability to do things on a fail, in exchange for being able to do a lot with their turn.
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Rysky wrote:
oh they could make them a full caster that has access to all spells of a school instead of a tradition. where they get to pick a school like every 6 levels. they'd probably still cast spells as occult though.
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Midnightoker wrote:
there's already Halcyon casting, god i already remember how to spell it now. which is a mixture of arcane and primal, would be neat if they got a full class.
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This was more relevant in the Divine list thread. But Something people may find interesting. Raksashas which are fiends/devils cast occult magic. I discovered this while looking through the bestiary for what cast occult stuff. Also poltergeist undead cast occult too.
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Midnightoker wrote:
Spring boarding off of this, imo, arcane has the best witch spell selection, with good necromancy, enchantment and polymorph spells. Like they have charm and baleful polymorph and can curse people, I don't think that list should be excluded either. I'd prefer they added all lists before limiting it to occult.
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Ruzza wrote:
which isn't what i said, i said, i don't prefer it because of it over 1e. that's all. Bluenose wrote:
that's because i'm currently playing a wizard. also i meant all classes feel really even, and merely showcased some of the classes with little differences. the differentest in my opinion, are bard and alchemist. the rest all rely heavily on the same mechanics and attack assumptions, it's why people complain casters don't have accuracy items on spells because rolling against AC while 1-3 behind means a lot in this system.
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Malk_Content wrote: Considering that outside of rogues folks can only get 3 non lore skills to legendary, the game cant assume specific levels for a skills rank. On top of that there is around a 4pt variability for related attribute, a 1-3 pt variability for equipment and a massive variability in skill feats. Overall at the lowest levels there may be a spread of over 10 and at the highest levels a spread of over 15. sure and if you look at DCs by level, in the game master section, the DC for a level 1 roll is 15 (difference of 14) and 20 is 40 (difference of 20) if you don't put any ability adjustments in there, then it stays on par with skill increases. basically, compare a character with the ability to boost charisma to a character who isn't capable, and that's fine, but they're both still at expected ranges, for themselves. like i don't think a comparison of a fighter and a sorcerer both trying to be good at deception is a good comparison. instead compare either a fighter who isn't focusing on deception with one, or the sorcerer with himself likewise. you end up with ranks and possibly a 1-3 item bonus, with maybe spells for a bonus all over the place. and yes, i know you can also boost charisma, but if you don't really plan on using charisma for anything but deception you're left out, so over the course of play it's a wash. everything else you do isn't a wash, but it's so hard to get those little bonuses out there. it really feels like an up hill battle to specialize. i don't particularly enjoy that kind of battle.
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Strill wrote:
1. it's more like, the game knows full well when most people will get a skill increase and is balance around that, and that it's the only reliable way to increase your skill bonus. 2. the chill touch thing is CRB... <_> a wizard -> chill touch -> any polymorph spell(i mean technically the polymorph spell needs a bestiary), or even just punching someone. you can always deliver touch spell attacks as part of a natural attack or unarmed strike if the spell hasn't discharged yet. 3. doesn't for me, spheres of might boosted melee up to caster level instead of 2e nerfing casters down to non-casters. that's not a bad thing mind you, just noting i do play with a playset that fixes a lot of martial class's issues in 1e. 4. i can't poison them, that's for sure. I don't do much damage per attack and so i rely on doing multiple attacks or using strong poisons. (i'm level 11 and i can do a 1d4 con 1d4 str poison with cure: 3, the creature is from bestiary 6 i think) Also most divination spells are uncommon, i'm using arcane eye and scrying to get us all information before hand. a list of all the splat books i'm using and what i'm using them for:
• Advanced Class Guide - Disable Construct (spell);
Heightened Awareness (spell); Memorize Page (spell); Mirror Polish (spell); Pierce Disguise (spell); Repair Undead (spell); Silent Table (spell); Stunning Barrier (spell) • Advanced Player's Guide - Ant Haul (spell); Create Pit (spell); Dancing Lantern (spell); Sculpt Corpse (spell); Stone Fist (spell); Stumble Gap (spell); Touch of Gracelessness (spell); Vanish (spell) • Advanced Player's Guide / Bestiary 2 - Hydraulic Push (spell) • Advanced Player's Guide Traits / Character Traits Web Enhancement - Resilient (trait) • Advanced Player's Guide Traits / Character Traits Web Enhancement / Ultimate Campaign - Magical Lineage (trait) • Advanced Race Guide - Aboleth's Lung (spell); Armor of the Pit (feat); Bestow Insight (spell); Prehensile Tail (alternate racial trait); Recharge Innate Magic (spell); Scorching Ash Form (spell); Sow Thought (spell); Touch of Combustion (spell); Undine's Curse (spell); Urban Grace (spell); Web Bolt (spell) • Advanced Race Guide / Bestiary / Blood of Fiends / Inner Sea Races - Tiefling (race) • Andoran, Spirit of Liberty / Ultimate Combat - Liberating Command (spell) • Blood of Fiends / Council of Thieves - +2 INT (race option) • Blood of Fiends / Council of Thieves / Inner Sea Races - Rakshasa-Spawn Tiefling (race option) • Blood of Shadows - Dancing Darkness (spell); Shadow Trap (spell); Touch of Blindness (spell) • Book of the Damned - Cocytus’s Deception (equipment); Glibness 1/day (race option) • Council of Thieves / Hell's Vengeance / Inner Sea World Guide - Infernal Healing (spell) • Curse of the Crimson Throne - Unlock Flesh (spell) • Dark Markets: A Guide to Katapesh / Ultimate Magic - Ray of Sickening (spell) • Deep Magic / Midgard Player's Guide / Player's Guide to the Crossroads - Shadow Shape (spell) • Deep Magic / Midgard Player's Guide / Zobeck Gazetteer - Compelling Question (spell); Orb of Light, Lesser (spell) • Faiths of Balance / Inner Sea Gods - Lighten Object (spell) • Faiths of Corruption / Inner Sea Gods - Lose the Trail (spell) • Faiths of Golarion / Inner Sea Gods - Deific Obedience (feat) • Heroes of the Darklands / Inner Sea Races / Inner Sea World Guide - Necril (language) • Inner Sea Gods - Evangelist (class) • Inner Sea Gods / Legacy of Fire - Face of the Devourer (spell) • Inner Sea Gods / Second Darkness - Secret Speech (spell) • Iron Gods - Semblance of Flesh (spell) • Mythic Adventures - Cape of free will +2/+3 (equipment) • Occult Adventures - Anticipate Thoughts (spell); Create Mindscape (spell); Anticipate Thoughts (spell); Hypercognition (spell); Mindlink (spell); Mindscape Door (spell); Quintessence (spell); Thoughtsense (spell) • Ultimate Combat - Illusion of Calm (spell); Moment of Greatness (spell); Negative Reaction (spell); Protection (it glitched out after this so i just manual wrote the rest) * Ultimate equipment (for mess kit) * Ultimate magic (for mostly like 10 or so spells) *Way of the Wicked AP (for magic items and traits specific to the AP) most of the splat books are for spells, and i actually clear everything i get with my GM beforehand. besides ultimate magic and occult adventures I think i could lose most of these spells.
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Malk_Content wrote:
i mean, it's as simple as there being expected levels where you'll have access to expert, master and legendary for skills. the most interesting skill interaction i've seen so far is the Iruxi's ability to change their scale color to match an environment to get a +2 to stealth. Strill wrote:
it's less what actions you perform and what effects you can apply to those actions. like using chilltouch to deliver strength damage through unarmed attacks, just as a really obscure thing i did in a battle. mind you, i've cooled off to the idea of the increased mobility in 2e, sure you get to do more in 1 turn, and AoO aren't a thing as much, but it makes most battles kind of flat, where movement feels less calculated(but makes it much easier to run from a mindscape), you either can flank or can't. in 1e, you might try to avoid AoO with acrobatics and get behind an enemy and now they're trapped. mind you i'm also a big fan of spheres of power and might, which takes a ton of emphasis off of full attacks. (you can for instance, choose to trade AC for temp HP each turn you do it, trip as a move action, attack twice as a standard action if using 2 weapons, can cause people to bleed and apply conditions for as long as they bleed, all in one turn at level like 6 or so on the right classes... and that's just how i'd imagine to play an armorless dual axe wielding barbarian in the system.) I'm currently playing in 1e a divination wizard with a focus on transmutation and summoning (not in-combat summoning, like summoning devils and elementals to perform tasks for me and the party). in combat he transforms into forms with very strong poisons and uses true strike to try to poison key targets. Another wizard in my party, is only really good at casting fireball, but has also brought a ton of utility spells to the table. same class but really different. just saying i think i prefer playing 1e, i don't think 2e is a worse game. I may come off as trying really hard to prove 1e is better here, but i'm just showing some of the reasons i prefer 1e. like i said, i can still GM for 2e and several of my player's seem to be happy playing it. i'll probably even play as a player eventually.
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I'm of two minds on pathfinder2e. on one hand i find it MUCH easier to GM for. a lot of the garbage rules that were more complicated than needed have been removed, and there are very easy rules to make almost anything very quickly. however, after my initial excitement of seeing how things are different from 1e, i've become less excited about actually playing it personally. Classes all have the felling they've been set up to end up doing about the same but in a slightly different way. like each melee class as an example, feels all even, except at the one thing their class ability alters.(fighter has better accuracy, barbarian, better damage, and ranger better reliability/adaptability) it's a fun game, but in that it's easy and quick to play, and nothing is likely to upset the gameplay. like besides being a charisma class, it's hard to make a character good at lying, at least more than anyone else can be. glibness is a +4 from a +20(it was favorite spell ;-;) idk, it's a fun game, but i think i'd prefer to play 1e as a player.
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casters just aren't as fun compared to martials. a martial moves a specific location and gets a concrete benefit. a caster spends 2 actions to get a vague notion of whats going to happen to the opponent. the cleric in my game has been doing most of their damage with daze, considering most of their encounters so far have ended up through their own navigation, ended on level+1 enemies, the damage and effects haven't been great. he's the party's healer, is a cloistered cleric and finds little to do until someone takes damage. he has fun, but noticeably less so in combat compared to dealing with out of combat stuff. with the change from proactive to reactive combat (targeting saves instead of boosting magic you know you'll use) i've seen a hit to people trying to maintain a theme. like the harm cleric mentioned above, and my group's cleric who wants to focus on non-violent options(you can't buff your sanctuary's ability to protect you without doing something to enemies). not to mention prepared casters targeting saves gets harder and harder the later in the day it gets.
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HyperMissingno wrote:
i strongly disagree, a hail mary is only a hail mary if you're unsure if you'll benefit. mind you none of the life focus spells are worth it at all, but say a fire mystery oracle can do 2d6 damage per spell level to multiple enemies, which might be able to kill the big bad or enough of the minions or make a difference. life oracle should have a focus spell that gives people fast healing and other ways of healing without specific effort on the oracle's part, otherwise their abilities will almost always go wasted.
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Cyder wrote: Kind of disagree. Divine and Occult are the 2 spell lists that make the most sense thematically for witches. There are loads of witch tropes in media and lore about making deals with devils and demons for power. sure, but at the same time those same witches getting power from demons don't tend to be what you'd call generically divine spells. i went and looked through the divine spell lists of all the devils. only 1 devil, the erinys, which are former angels, cast spells that are unique to the divine spell list, and most casts spells that aren't on the divine spell list at all. no wait, pit demons have a few as well, but most of their spells aren't normally divine spells. like i've said, i wouldn't really have an issue with them getting a divine tradition using another list, but the divine list itself is really not witchy.
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Midnightoker wrote:
i may or may not get to the rest later as i'm currently really tired. firstly we're comparing a divine witch to a cleric, not any other witch. so... it's more accurate to say witches get hexes and clerics get domain spells, which are both just choices of specific focus spells. also, doctrine aside, a cloistered cleric is more or less what i'd compare to a witch, a warpriest is a thing that exists, but it's a subclass of cleric and isn't that mechanically similar. to be clear i'm not saying every cleric is every witch, but a cloistered cleric is exceptionally like a divine witch. so the + for witches is a familiar that's super charged, and + for cleric is better HP, and have the entire divine list at any time, but have to deal with anathema. neither of those i feel dramatically change gameplay. i however, don't really think this justifies not having a witch, i just think it's not really as true as you make it out to be. also, unrelated summon fiend and the like is a REALLY bad spell for witches imo. planar binding makes much more sense which is a ritual.
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Temperans wrote:
right, so it's more or less, if a deities is granting divine magic, they're probably a cleric. sorcerers probably cast divine magic in the same way undead and outsiders do, and they're all heavily associated with gods, so it's likely their power source. and thus a witch casting divine spells is a cleric.
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Excaliburproxy wrote: Fire is probably the worst off of the three mysteries but its curse at least has direct offensive and defensive benefits. Listen, people just aren't thinking of how to properly utilize being on fire
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okay, my belief is that
I have a few presuppositions before continuing.
1. divine magic is sourced from divinities. (note: not spell, magic)
"Your deity bestows on you the power to cast divine spells."(CRBpg118) clear as day, a cleric at the least is bestowed their power, this of course is the prima example, and thus I expect no objections. "Your deity’s power grants you special divine spells called devotion spells"(CRB108) the champions focus spells seem to definitely be divinely empowered. ### next sorcerers, something that's somewhat controversial. "Angelic: Holy grace bestows divine spells upon you.
that last one is sure to swivel some heads, Urgothoa was of course the first undead(google urgothoa), a mortal turned divine. All supernatural vampire abilities have the divine trait(Bes318) as well as all of the undead i looked at(Bes349), but as far as i can tell vampires originate from the shadow plane('Blood of the Night'pg4-5), this is honestly a mess. I'm not sure if this is a gray area due to switching to pathfinder2e. 2e seems to have everything relating to undead be everything but primal, but all undead abilities with the spell type traits have divine added to them and not others. So do all undead gain their abilities in thanks to Urgothoa, or perhaps whatever power once turned her undead. At the very least all undead are in some way connected to Urgothoa. honestly i think this whole undead thing has thrown everything out the window. "The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few—if any—dare to stand in its way."(Bes196) and it casts divine spells. so either the Grim Reaper is itself a god, a divine force, or i have to change divine magic to also be everything relating to gods and undead. which lets face it, that isn't a very good rule. (i'm very interested now to discuss how undead tie into this whole divinity thing) ### "though arcane sorcerers study the secrets of their blood to unlock the power within themselves"
out of all of these, divine seems the least... well, 'the power is in me' of all the bloods. occult and arcane speak directly of power in the blood, and primal however seems to also be portrayed as faith and to it's credit also talks about your blood not being used directly. as for looking into how outsiders casts spells? I can't find anything on it, just they all have divine lists and tend to be associated with specific deities. probably will need a book specifically tied to it. I've read portions of the book of the damned and inner sea gods, but i don't recall anything specifically on that, and since the tenuous relationship of being a pf1e book, I won't go looking. ### "Ki Spells:... When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition."(CRB 157) this with what Ki is generally considered to be outside of pathfinder, and the 4 essences (CRB300) this places the essences Mind, Spirit and Life. I believe it uses the divine and occult traditions not due to their relevance to other types of magic, but because of the essences at play here. all 3 can easily be considered, and the only traditions not included are the 2 that include matter. it's not hard to see the symbolism. basically, i think ki spells can be mechanically divine spells, but have no real connection to other forms of divine casting. 2. i'm pretty sure this is clear.
Intelligence is used, and interestingly enough a witch can prepare from another familiar. (PZO2105pg36) this seems to mean that witches have a consistent method among themselves of preparing spells, at least among traditions. this likely means that the methods are empiral in some way and do not know who is using the magic to cast a spell. 3.
4. i mean i can't prove this one, only give anecdotal evidence of everyone posting in favor of divine lists on this forum. this whole debacle i think started because someone said they wanted a devil as their patron, and thought they couldn't even though the patron section explicitly lists archfiends as possible patrons. Thusly Because of the above and the inverse of 1. (non-divinities cannot give out divine spells) being especially problematic, I don't think witches having a divine tradition is very narrative or lore friendly. that's more or less my reasoning on a lot of issues. at least in my reading i learned that the inverse of archdukes of hell are Empyreal lords.
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MadMars wrote: Not in theology or religious studies, no. Non-theistic simply involves a lack of concern, atheism is active rejection. This is a common misconception in the west outside of academia due to lack of non-theistic religions sharing a portion of the cultural spot light. no that's just a gross over exaggeration by most theists. theism has to do with the belief in god, you can either believe something or not believe something. in relation to theism, you either believe a god exists or do not. there isn't a middle ground with beliefs, maybe fervor. I come from an epistemological heavy background though, and so you maybe referring to a Jargon from a different field, and thus we just differ merely due to what is useful in our philosophical circles. needless to say, what I meant by the first comment was that religious practices without gods from the east likely shouldn't be portrayed as universally occult in nature.
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Midnightoker wrote:
Sure, but they can also be occult. Reading into background of spells in the spell section and what ki actually represents. It's clear Divine or occult is an analog for spirit spells. Imo, of course
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Midnightoker wrote:
Tbc, I don't believe they ARE Divine spells in the strictest sense. They use the same proficiency, but aren't technically "Divine spells" in the sense we've been discussing. They are basically spirit essence spells. To be perfectly clear, 100% they don't have access to a Divine list.
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Henro wrote:
And then my gm thinks I'm minmaxing. The whole point of witches is patrons teaching outside their normal bonds anyway...
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RexAliquid wrote:
Yes, but not something they should make some special overclock ability for each curse.
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Rysky wrote:
sure but people were talking about getting like a patron and that restricting what lessons you can take. I like how it is i can take a ice lesson and then a fire lesson next if they're written. basically i can't work for a cabal of elementals or what not unless paizo would explicitly write it out.
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Miy2Cents wrote:
yes, if they use it to kill a random peasant they lose all their class abilities...
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on the sorc and monk thing, i guess it was a different thread. socerers use their blood as a conduit, they still don't cast the magic themselves. Monks being divine or occult is probably because Ki is technichally your spirit and thus could be technically either. Also it was probably to keep from calling eastern atheistic religious traditions universally occult.
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Temperans wrote:
it's more like, if you're going to grant someone divine spells, you might as well just hook them up the normal way, and this also means they can't suddenly betray you and keep all their magic. if they need to be super covert they'd not use divine magic, and hence why the witch exists as possible with deity patrons.
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Rysky wrote:
right, some campaigns, your patron won't ever be nailed down or interact in any meaningful way, some cmapaigns your GM will decide what your Patron is and bring it up later, with you not knowing what kind of deal you got into, and some campaigns you explicitly signed a contract with a fey lord, with the intent to eventually open a portal to the feywild. you can only have all 3 of these under this system.
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Rysky wrote:
would we be having this issue if the lessons abilities weren't separate and did the exact same thing but were just under the patron section? I don't think we would. I think this is mostly just a reaction to reading the patron section and seeing nothing mechanical in it.
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man a lot of people don't seem to realize that pathfinder has large sized weapon do no additional benefit and, except for a giant instinct barbarian, have double the bulk. it's written off as the weapon being too unwieldy to provide more benefit over a sword designed for your size.
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Mathmuse wrote: That sentence I quoted does not change the requirements on Refocus. According to the literal wording of the restriction on the Refocus spell, an oracle without a focus pool cannot use Refocus to reduce the severity of a curse because he or she doesn't have a focus pool and has not spent 1 Focus Point. while i do think they could put something in there about changing the requirement of refocus, i do think this is ultimately not worth writing out. it's abundantly clear from the text that they "can" do it, as it explicitly says they can. since the rules were written in full knowledge of the current refocus rules, it can be assumed this is specific overriding general.
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