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Perhaps a Gods weapon should be considered Martial for a Champion?

If I remember correctly (at work, no book to hand) being an Elf with Elven Weapon Familiarity makes the advanced weapons martial ones for you...

So something like this.


To me, this is something requiring roleplaying more than rules.

Have the PC wizard ask around town for any wizards willing to sell access to their collection? Or perhaps a trade of spells, the PC may have some the city wizard doesn't.

As for cost, how much does the wizard feel his collection is worth and what is the PC willing to pay? Let the haggling begin!

Any games I've ran have had shops in bigger cities selling components and materials spellcasters need. Plus some potions, spells and low power items to sell on to eager (rich) adventurers. Perhaps such a store exists for your PCs to use.


Lady Melo wrote:

By Core from what I can tell Sorcerer Dedication only gives 1 spell with 1 slot, which I found to be a bit too limiting compared to prepared casters multi-class. You would not even have the advantage of heightening the sorcerer spells so until you can take breadth feat you are at a strict disadvantage and only a mild advantage much later with the breadth feat.

I have house ruled sorcerer dedication to give the bloodline spell + a spell of your choice (still only a single cast though). At least then at all times you an chose between the 2, and a bit more of the bloodline flavor comes through.

I would be more inclined to house rule getting 2 spells, but not Bloodline spell, leaving it at taking the feat for that. But either way, yes it seems a poor choice that never really makes up for it later on.

Unfortunately, as a player, I don't get to house rule anything. Will need to speak to DM. Until then, I'm looking at taking either Wizard or Cleric Dedication, depending on the choice of magic I want.


Quandary wrote:
But if totally different spells each day is your priority, a Wizard or Cleric is probably better for you.

This doesn't make sense to me. Sorcerer class at 1st level gets 3 slots and 2 first level spells. They decide at time of casting which of the 2 spells they use. So can cast in the following orders 111, 112, 121, 122 etc

Through Dedication you get 1 slot and 1 spell. None of the flexibility the Sorcerer normally gets.

The wizard class starts with 2 slots and 5 first level spells. They decide at the start of the day which to memorise. More spells options, less flexibility at time of casting.

Through Dedication you get 1 slot and 2 spells. Still have the benefit of more spells in trade for no flexibility.

So in comparison, the classes are each good in their own way. The dedication feats not so much. Sorcerer just sucks compared to the others.


Blave wrote:
No, spontaneous spellcaster can't add spells to their repertoire beyond those granted archetype.

Other than the Breadth feat at 8th level, I assume.

If this it the case, Sorcerer Dedication is a poor choice.

Guess it's time to look at Wizard or Cleric instead.


Sorry if this has been answered elsewhere, I couldn't find it.

I'm making a 5th level fighter, with Sorcerer Dedication. I get 2 Cantrips as standard. Then with the Basic Spellcasting feat I get one 1st level spell slot and spell.

But can I add additional spells to give me options?

As we all know, the Sorcerer class gets a number of spells, a number of slots and the ability to choose what to cast during the day, as required. Hence the benefit of being a Sorcerer over a Wizard/Cleric/Druid.

If I take Wizard Dedication, it reads that I get more spells than slots, allowing me to pick from a range each day when memorising. "You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook."

But I don't see the same for Sorcerer, thus eliminating the benefit of choosing Sorcerer Dedication over Wizard for example. "You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered."

Any clarification would be appreciated.


Dante Doom wrote:

Potions are not "spells in a can" anymore.

They are universe magic items, all you need to create they are there formula and the feat

So as long as you have the formula... Nice.

My wizard picked up magical crafting at weekend and was looking at options for the free formula you get. Group has no cleric so being able to brew some healing would be nice.


Thanks Fowlj for the response, however it doesn't answer the question I was asking. Or if it does, I'm not seeing it.

I'm asking if Wizards can now craft what used to be called 'Divine' items and Clerics craft 'Arcane' items. I've not see this distinction used and am wondering if I've overlooked it.


I've searched and searched, couldn't find this already answered so apologies if it has been.

Looking through the book, I see some items require certain spells to be cast (staves being main ones) as part of creation.

This indicates other items do not. So in theory, you can brew up some invisibility potions without being able to cast invisibility. You know how to do it one way, not the other.

Great, I'm fine with that.

So can Wizards make Healing potions? Can Clerics make Invisibility potions and so on?

Or have I missed the one line in the book that answers this?

Thanks in advance for any clarity on this.


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swordchucks wrote:
I'd honestly have been happy to just make Channel Energy an option for the spell pool and leave it at that. I don't dislike Channel, I just dislike how strong it made clerics compared to any other healing option. Even with this, clerics are still better healers than the other classes since the goodberry boost was terrible (and completely missed what was wrong with it in the first place).

I'd argue they should be the strongest.

They could make your channel power linked to your domain. Healing clerics can Heal, other clerics do other things. That way only the dedicated Healer is a super healer.

Would be a major overhaul of the channel ability, as you would need powers for all domains, but would make the channel ability more thematic, give your cleric a stronger identity.

More "I'm a cleric of protection and channel to shield allies!" than "I'm a cleric of protection and channel.... to heal... yeah I guess it protects, but prevention is better than a cure, right?"


shroudb wrote:

heal is still the most powerful healing spell in the game

and for a healing focused character, with Cha to boot, you can always go for healing domain and get extra heals from your SP.

A staff of healing also allows you to spontaneously convert spells to heal by spending your RP.

Now, 0+Cha may be a touch too little (a lot of folk are saying 1+Cha would have been better)

but before, you could have a cleric with 0 investment in healing being a better healer than, as an...

Higher domain powers and magic staves don't help 1st level characters.

Treat wounds at 1st level will be 1hp of healing for most people.

I'm not saying Clerics are bad now, but it's a serious hit to the low level Clerics.


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Ediwir wrote:

As of 1.6, Channel has been reduced to only work Cha bonus times per day, from 3+Cha bonus.

While this is a fairly big nerf, cutting Channel values by a large amount (but not a huge one - remember Domain powers, Cha bonus, and Paladin's spell point powers), it still does not address the spell list.

I still hope Paizo will boost the Cleric's spell list, but it'll be a while before I can see that.

1st time poster, just to come on a complain about this nerf.

Reducing the number of times per day, fine. But make it the 3 part of the equation, not the Cha Mod part.

You can now have a starting Cleric with no channel uses a day, meaning the only way they get to impact the group is to use their 2 spells a day as Heal spells. Not memorise something else and turn them into heal spells like 3rd Edition, just a simple memorise them as Heal. Like 2nd Edition.

2nd Edition!!! That edition sucked and Clerics even more so.

Just had 1st session of PF2 game, as a Cleric, and now they broke my character. Am Cha 16 so still get uses, but half as many and without anything else to back it up, I went from "I'll be a healing cleric!" to "Well I can still heal, but only half as much.... so no getting too hurt!"

With 4 other characters in the group and higher starting hit points than there used to be, folks will have to get used to remaining injured.

Being a healing focussed character, I went for a gnome with Str 8 and Dex 12. Was all about Wis & Cha. Regretting that now.