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Feat: Focused Spontaneity - Metamagic, Free Action - A spontaneous caster with this feat can spend a focus point to treat one non-signature spell in their repertoire as a signature spell until the end of the turn the focus point was spent in. (The wording would need to be cleaned up.)

This is on par with the wizards spell substitution. It would be great for a little more versatility. Not sure the level, but anything above 10 would be way too high.


Martialmasters wrote:
Isiah.AT wrote:
Martialmasters wrote:
Isiah.AT wrote:
...

Oracle? That's playtest material and subjected to change.

Dangerous sorcery+elemental bloodline result in and you cast one of your bloodline spells using a spell slot you get 2/spell level in damage bonus.

Yea, but me thinks it won't change much. It's all speculative including the build I posted.

I do get the bloodline with dangerous sorcery is 2/level, just can't figure out where the 3/level came from in the OP, less I read that wrong.

focus power is effected by bloodline but not dangerous sorcery, thats your 3/level

Oh! I totally was totally overlooking the proc from Focus Powers with Blood Magic.


Martialmasters wrote:
Isiah.AT wrote:
...

Oracle? That's playtest material and subjected to change.

Dangerous sorcery+elemental bloodline result in and you cast one of your bloodline spells using a spell slot you get 2/spell level in damage bonus.

Yea, but me thinks it won't change much. It's all speculative including the build I posted.

I do get the bloodline with dangerous sorcery is 2/level, just can't figure out where the 3/level came from in the OP, less I read that wrong.


Martialmasters wrote:

I've been researching build concepts for both as primarily blaster's because why not. I'm aware that the *power* of a caster has always been in it's utilities. But I also don't overly care. This is for fun and curiosity.

Now looking at them my first instinct is primal sorcerer is the hands down winner.

Level 6. Fireball+one action focus power comparison.

Sorcerer: 6d6+3+3+3d8+3= 18-69.

Wizard: 6d6+2d4+2= 10-48

Clearly the sorcerer has a commanding lead! Dangerous sorcery in conjunction with blood magic and a better damage scaling focus makes it quite powerful!

By level 20 those two features would be responsible for an extra 30 flat damage. That's crazy.

But what are the drawbacks?

1-primal signature spells for majority of the game are fire damage. Wich means if you want that juicy bloodline damage bonus you are casting fire. If you run into resistant enemies that begins to become troublesome. Immunity? Yeesh hope you learned some alternative blasts last level up since you can't auto heighten them.

The above is likely why the bloodline and dangerous sorcery features exist. To help overcome resistance via pure force. Overwhelming energy will probably be an auto include.

2- despite elemental toss nice scaling damy it's always going to be bludgeoning, it's an attack Wich means it's subjected to map of you used an attack spell or cantrip. Because it's an attack it can also miss.

What about the lowly Damage comparison for evocation wizards?

1-any spell you've learned you can prepare in a higher slot, no having to find/learn the higher level version. This means you don't have to just fireball. You could magic missile or hydraulic push. This is not a magic bullet but it's notable. For dealing with resistances.

2- while the focus power is much less damage. 10-25 damage at 20 instead of 10-80 for elemental toss. It's force damage, rarely resisted. It's not an attack, so can get used with attack spells and cantrips. In fact it auto hits. No DC. No...

Fire Oracle you can get +3 per spell level in damage vs +2 using the other methods. Not sure how you calculated +3.

Energy Conduit (+2/spell level damage)
Dangerous Sorcery (+1/spell level damage) you have to pick of sorcerer dedication.

There are a few crazy way to mitigate the damage from Energy Conduit if you can get Flame Form (immune to fire) or Reflective Scales (Damage Reduction + Extra Damage) through Mysterious Repertoire.

As far as Fire Immune, Baleful Polymorph can fix that. There are also a lot of Divine Spells that deal alignment damage on top of fire damage, so you can get around immunity and do some damage even if your fire damage is resisted.

The fire oracles focus powers add a lot of extra hurt and utility.

Blaze of Revelation (this is an all in and very risky feat when used) + Whirling Flames is the nuts and you can even throw Incendiary Aura in there for some extra pain.

Flaming Fusillade (Energy Conduit works, but dangerous sorcery doesn't, but you get the +1 damage back at higher level. is good for steady high DPS on multiple occasion and Incendiary Aura can bring in the pain here as well.

At least, this is how I read it. I am open to correction if I misread something.


Ascalaphus wrote:
Darksol the Painbringer wrote:
Ascalaphus wrote:

If we think Focus is a bit too cheap for refreshing use of this feat, we can think of more dire currencies.

"Accept a level of Doomed to regain a use of this ability" for example.

Sounds like a cool Evil-aligned feat where you can "loan" your soul to a vile patron for a temporary resurgence in power. But I find its application to a generic Quicken Spell feat to be a bit outlandish.

Yeah I agree, it's a bit dark. My earlier idea was "accept a level of Dying".

I do think it's interesting design space but it's too specific-flavor for this.

This could work to. The way I see burn working in this edition is to increase the drained condition, which can only be reduced by rest.


PossibleCabbage wrote:
What about "reduce your focus cap by 1 for the remainder of the day, if you have a focus cap of 0 you can no longer use focus spells" as a cost?

This would end up unbalanced in that this would be a far bigger penalty to oracles. Also how do you calculate their ability to push the curse 1 to 3 times a day?


Darksol the Painbringer wrote:
Timeshadow wrote:
You could always allow the feat itself to be taken multiple times so you could use it multiple times per day...Is the cost of a higher lvl class feat worth being able to cast multiple times per day?

This might be the best compromise, and as others have said, inputting a frequency of 10 minutes or more would make sense for balance purposes.

I still don't like the concept of taking the same feat over and over again simply because it has such universal applications. This can be remedied by new content publications, but until then, it's a problem, and even after then, it might still be a problem depending on what feat(s) get published.

I think it is the cool factor of overkill in the weaker fights people are looking for.


Alchemic_Genius wrote:
The Gleeful Grognard wrote:


1/day doesn't mean real world days. It is in game. So even if your group is as slow or non combative as you suggest it doesn't mean the next session will have the ability recharge.

Oh, I'm well aware of this. I'm not super familiar with the timescale most APs are done at, but for most "minor" encounters, I just tend to abstract them out to hazards. Drawing up a map for a 2 turn battle just seems silly to me. Due to having a number of folks in my group on flexible work schedules, I also tend to plan most adventures to conclude on the same game day they are started, so that weirdness can be avoided when a player who shows up to the first half cant make it to the second

I'm just kinda shocked that people are frequently running into scenerios where they have two or more fights per day that mandates a quickened spell

This is a good option to. I think the 1/hour restriction is a must if this feat is opened up to more than one use a day. It would other wise be broken.


Castilliano wrote:

In a game w/ 10-minute lulls, it's pretty simple to extend those to 1-hour lulls. Starting tough combats w/ a Quickened combo would make delaying worthwhile so I don't think 1/hour is feasible.

It really is a powerful feat, especially in games (i.e. Kingmaker) where you have only a few combats per day. If you think it needs to tuning to suit your playstyle, fine, but recognize Paizo had to balance it for all regular playstyles. So far in this thread each recommendation I've seen has made the feat mandatory.

Rolling two D20's and keeping the best is pretty strong, however Halflings get a feat chain that allows them to do just that.

It really depends on what you are doing, in most cases for various reasons in game and out, you do not have the luxury to sit around for 1 hour after every fight.

At 18th level, you are very much not gonna hold back in fights unless it is a mook fight, in which case, 1/hour makes you feel cool, while potentially still being able to use it in a boss fight later. In this situation at most you might be able to use it 3 times.

It isn't that Quickened Spell is weak, because it is not and combos really strong with other feats that reduce casting time in some way. It just feels like it needs a higher level companion feat that gives it a little more use, which is something that wouldn't break the game.


I was brainstorming a custom faction that is based around Sorcerers and giving them a focus power that lets them substitute a spell from a spell book. This is similar to the Wizard arcane thesis spell substitution and lends more weight to said ability in the lore.

In essence this focus power lets them reformat their pattern (Mage the awakening reference) so they can change the types of spells they can cast.


Originally I thought this should simply cost 1 focus point, but that is way broken. An 18th level improved feat that lets you use it once per hour seems reasonable.

It would be more limited than Synergistic Spell in the amount of times you could use it in one day and certainly more limited in one fight. Thought you would have more freedom to use it on any of your normal class spells and would not need to invest in as many feats.


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Rysky wrote:
Long life.

Relative to who/what? 6 years is a long life for a guinea pig. With out a specific call out it is simply flavor text.


I think the best route to go is to make the Big Bad more relatable and put the characters in a situation where they have to second guess killing them. While the are definitely a villain, their story is tragic and complex like many Batman villains. So killing the Big Bad should not be straight forward.

I tend to make my players question themselves and their characters when they kill most of my baddies and this has the perfect setup.


Fey powers are strictly worse than their spell counter parts.


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The balancing issue is the fact that the vancian system is being used. If the Arcanist system was being used, a Sorcerer heightening an unlimited number of spells would be balanced. The Vancian system currently being used does cause analysis paralysis when initially picking sorcerer and bard spells, but day to day for other classes.

Someone did point out that most fantasy uses the Arcanist systems, so new players having been exposed to that might find Vancian off-putting and weird. Arcanist systems are easier to learn and track than Vancian. While Paizo should attempt to correct balance issues, by their own admission they are also trying to make a game we would like to play. With that said, there have been many threads arguing against Vancian and for Arcanist.

It feels more as if Paizo is trying to stick with Vancian so as to not look like they are copying another popular game that uses Arcanist. Granted that game has faild in their magic design in terms of balance and class design. It is also worth pointing out that most systems use the Arcanist systems and the most popular systems are using the Arcanist system.

In general, the vast majority of spells in the playtest are balanced. Powers on the other hand are generally underwhelming and uninteresting, this is particularly for bloodline powers, particularly that of Fey and Angelic. Fey is clearly the worst as spells that do the same thing are strictly better. While Angelic bloodline powers are strictly better than spells cast to do the same thing, they are extremely limited use effects.

With that being said, people want powers that have moderate to common use that scale better than spells that do similar things. Heck some of the powers simply need to scale and that's why no one picks most that don't.

It is also worth pointing out that limited one a day powers seem silly, particularly when other classes get them at a lower level more than 1/day casting, particularly if you have to spend spell points. It is one more thing to track. The one a day seriously needs to go. Quick casting is an easy fix if it costs 2 spell points.

In any case, these are the major issues and they can easily be addressed while maintaining balance.


Bolstering a target against a scary person makes no sense. It's like Jason from Friday the 13 chopping your friend in half and you are only scared for 3 to 6 seconds. That is silly.

As far as magic in comparison to skills, it is an apples to oranges comparison. Magic is a limited resource that breaks reality, where as skills always have use. If magic was strictly better than skills, the skill system would have no use.


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If the arcanist system was used you can have the sorcerer spontaneously heighten will the Wizard has to memorize spells at the level they want to cast them for the day, with an option to heighten any two spells with a feat to boost to 4. This would level them out more.


Xenocrat wrote:
Aviana wrote:
Quote:

GUIDANCE CANTRIP

Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature
Duration until the start of your next turn or until dismissed
You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it’s bolstered.
Also, guidance is extremely lackluster, especially with the bolstered line. Was that really needed?
Agreed, this needs single action, no bolstered, or maybe range to make it at all worthwhile. Single action and range are the changes I would make.

Perhaps if the Bolstered on this was reduced to 1 hour it would work better while not bogging the game down.

Bolstered seems to be a real issue in spells and powers as is. In most cases, creatures should not get bolstered against a spell or power unless they critically succeed against it. Granted just like in real life one can only carry so much and would run out of grenades, the same is true for spells and spell slots.

Take blindness for instance, I know for a fact that if I keep lighting off white phosphorus that blindness will stick, perhaps permanently. I see the spell working in this capacity. It feels like an unnecessary over correction in the vast majority of cases.


Snickersnax wrote:

There may be other ways to run this, but I played with a Angelic Sorcerer in part 3, and he held his own quite well in comparison to the clerics.

The Divine Sorcerer ended up with a much larger spell selection than any of the clerics because the clerics often had multiple preparations of the same spell. This was somewhat funny given that there as been so much hate for Sorcerer spell selection versatility.

The Angelic Sorcerer took fighter archetype for armor and weapon proficiency and had Magical Striker and a magical shortbow, so was able to heal and shoot two arrows per round. With 15 spontaneously heightened heal spells available this is a very strong combination.

Other potent spells with this build were heroism for an additional +1 to hit and saves.

I have to say that this is one of the best arguments I have seen made. Sorcerer as is can have sheer variety of spells known in the day when compared to prepared spell casters.


I have been seeing some interesting arguments around the internet in regards to this topic and I would like to weigh in and have a discussion about it. Magic is supposed to come to sorcerers much easier than any other spell casting class, even wizard. It isn't a learned art for them, but a manifestation of personality and emotion.

With how easy magic comes to them, they should have the most flexibility when casting their spells. I have seen the argument that in previous editions, sorcerers might have been too flexible, however they had a very limited number of spells they knew, particularly when compared to now. Granted a lot more was tied into heightening spells in previous editions and they hard more spells slots, where as now all casters have the same base number of spell slots, making them all equal in this regard.

Sorcerer does not prepare spells, they simply know spells and they are innate for them, however when ever they learn a spell in a spell slot, it is stuck at that level unless they learn it at a higher level. In comes Spontaneous Heightening at 3rd Level.

"SPONTANEOUS HEIGHTENING
You learn to freely heighten some of your spells, even if you know only the base version of the spell. During your daily preparations (see page 192), you can pick up to two spells you know. You can cast those spells using any applicable higher-level spell slots you may have, heightening the spell to the level of spell slot used, even if you don’t ordinarily know the spell at the higher level."

Bard works the same way, however they Additional Heightening at 8th level, where as the sorcerer does not get it at all. Bard is also more of a learned spell caster where sorcerer is innate.

"ADDITIONAL HEIGHTENING
You can heighten addition spells. Spontaneous daily preparations, when selecting spells for spontaneous heightening, you can select up to four spells instead of two."

Wizard on the other hand has to prep spells before hand, but can heighten any spell in their spell book to any level spell slot they have when memorizing their spells. They also have the ability to easily surpass Bard and Sorcerer in number of spells known. Finally they get Quick Preperation at 4th level, which actually has a very high degree of flexibility, even more so than Additional Heightening in most places and the 10 minute requirement is very easy to meet.

"QUICK PREPARATION
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again."

With these examples in mind, sorcerer really falls behind when it comes to flexibility and really loses the theme of what they are supposed to be. This is the real issue and why they should spontaneously heighten any spell they know. This perhaps would also allow the Divine Sorcerer to make up for the fact that they don't have a channel ability like a priest.

If sorcerer were able to heighten any spell they cast, a new issue then arises with the fact that they would now have so many spells know that they become too flexible. That is a simple fix, decrease the number of spells they know.

Reducing the number of spells known and being able to heighten any of those spells, would certainly streamline the sorcerer in many aspects.


Could be worse. Wizards could be Sorcerers.


This would likely be fixed if there were more powers for specialist to choose from. Nothing on the level a Cleeic gets on the whole.


Tridus wrote:
Isiah.AT wrote:
100% agree that more domain powers need to scale better, which can be said about most powers. However giving access to all domain powers up front would be very unbalenced.

You don't have to get both powers up front, but when you only get one domain, having to spend a feat to get its second power is lousy. In the case of a domain like Travel, I can't see any reason why I'd ever burn the feat, whereas the Healing one is pretty good.

If all the advanced powers were good enough to be worth spending a feat on, it would probably feel better. Right now it's kind of a no brainer in some cases and just not worth it at all in others.

You have to take into count that no other class gets all their powers up front. If they did, even angelic sorcerer would be way too powerful with flight at first level and this is considered the worst class option. I agree with you that most advanced powers are not worth the feat, but there are some really good ones like protection and magic. It can also be said that many initial powera of domains are not worth the feat.

As far as the advanced power of healing, its mechanic should replace how core chennel works. In its place I think something that allows you to reroll 1&2 or even maximize the healing would be great. It even has scalability as you gain a bigger benefit with level. Its not direct scalability like adding more dice.

In anycase they would be worth a feat if they were useful at all levels.


Brienne of Tarth vs Arya she was certainly parrying with agile weapons. There was also that fight between John Snow and the guy with two daggers. Im anycase, if you are weidling aomething small you are going to try to engage as close as possible as it puts individuals with large weapons at a disadvantage.

Game of thrones is clearly fantasy, but so is Pathfinder.


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While I am on the subject, arcane Evilution should allow you to spend ressonence to invest in a scroll (not just ome). Essentially, this would be like investing in a wand, but you have to use spell slots to cast it. You are also limiting magical item usage the more scrolls you invest in. Though this could have unforseen consequences to be able to get spells from other lists, even if it is just one.

I think it might be even better if they got access to the Universal Wizards Arcane Focus abilities and feats.

Occult Evolution should give Bardic Lore. It feels more in theme with the forbidden knowledge and whispers that aberations (Lovecraft) invoke.

Fey should get Call of The Wild inplace od the current Primal Evolution for the same reasons I said Angelic should have a feat that lets them channel with resonance.

Finally, it is a no brainer to give Demonic a harm channel avility that uses spell points.


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DataLoreRPG wrote:

Gavmania:

I am also surprised they didn't do some kind of "Short Rest"/Healing Surge style thing. That could have done it as well.

Short Rest healing has its own serious problems. They should never consider implimenting it.

If they changed the Cleric Channel to strictly use 1 spell point like lay on hands, Channel would be fine. It is also more in line with not have x/day powers and magic items, which is the direction they said they were taking the game so it is less stuff to track. Further, paladins get the Channel Life feat at 4th level that uses spell ppints, while Sorcerer gets Divine Evilution, which only lets them channel once and goes back to the x/day thing they said they were getting away from. If anything the issue is inconsistency.


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100% agree that more domain powers need to scale better, which can be said about most powers. However giving access to all domain powers up front would be very unbalenced. As far as the magic domain, the way it is written, it seems you can use the concentration action on spells with durations that have no concentration to gain the benefits. This also seems true about similar powers and feats that grant benefits with the concentration action. Hopefully they clarify this soon.


Fuzzypaws wrote:
Since sorcerers in general are quite weak and nerfed into the ground, I've been thinking maybe they should actually get two spell lists for added versatility. Every sorcerer would always get Arcane, then they get Divine, Primal or Occult on top of that based on bloodline. The imperial bloodline could be an exception, granting an extra spell slot per spell level (or maybe just pick 1 extra spell known per spell level from any list) instead of the versatility of a second spell list.

If powers are going to be automatic for sorcerees, giving the Celestial Sorcerer Healing Font would be a pretty solid start.


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SnarkyChymist wrote:

Spontaneous Heightening should apply to all the Sorcerer's spells, and be their stick. Sorcerer's should be ably to heighten any spell they know when they want to, when they want to, so long as they have the spell slots to do it. No fiddling with what level you know a spell or selecting two special spells for the day, you simply need to know the spell. It can cost Spell Points if its felt it would be too powerful, but the ability to spontaneously heighten should be a major draw of the class.

You know fireball and want to cast it at 6th level. Done.

Prepared Casters have various advantages from flexibility, more spells to choose from at the start of the day to customize what they need, and dditional spell slots or slotless casting (Cleric's can can Heal with spell points, etc.). They can prepare for any situation if they have a bit of time and know how.

As a spontaneous caster, you don't have those benefits or luxuries. You're stuck with what you know. However, the compromise should be that you can use what you know in ways other classes simply cant.

Prepared should be flexible preparations. Spontaneous should be flexible casting. Why pick the Spell-Jock? Because they are a true prodigy, and posses a connection to magic that no amount of learning or dedication can emulate.

As a sorcerer I played in 5e said to taunt a warlock he defeated - "Lesser beings like you make pacts with great being like me."

I honestly think you make a really good point. Wizards get the quick preperation feat, which gives them far more flexibility. It is really difficuly to interupt 10 min rest, without unreasonbly singling out and picking on the player with that feat. There is nothing less fun than a GM punishing a player for legal pkay style that is not game breaking.

The point is strong that sorcerer should spontaneously heighten any spell they know. That way the bloodlines stack up better to their traditons spell casting counterpart. This is particularly glaring when stacking divine sorcerer against cleric. No one really accepts decision paralysis as being good reasoning for the way they heighten spells as is.

I don't agree that they should have the same number of class feats as Wizard because they get eshew materials feat for free. It makes sense that they would have this and would be super weird if they didn't. It does however make sense that they should get 2 additiinal class feats from what they have now along with their first level bloodline powers, just as the other casters are done in similae fashion. Further sorcerer should have the option of buying their advanced and greater powers with class feats.

There are two feats that only affect spells with no duration that should affect all spells, such as Wellspring Power and Widen spell.

Despite my previous comments, after doing some more readimg, these tweaks would go a long way to putting sorcerer where it needs to be.


Xenocrat wrote:
Isiah.AT wrote:

The glaring power difference is that a universal wizard can get drain arcane focus once a day per spell level you can cast. Drain Arcane focus is not limited to specific spell slots, so you can cast wish 10 times with it not including the original cast. Then there is focus conservation at 8 level that combos off this so you could technically cast wish and then an 8th level spell, totaling 20 free high level castings for casting one 10th and 8th level spell. The comboing gets a lot crazier when you bring 7th level spells and lower into the mix.

Sorcere gets wellspring spell at 20th level at the cost of not getting 2 10th level spell slots and get unlimited castings of any spell below 5th level once a minute. It also has to have no duration further limiting usefulness. It is pretty clear wizard hands down wins in this area.

I think it would work out better if wellspring of power was an automatic class ability at level one and has no level restrictions, but retaims the once a minute use. This alone would also make divine bloodline viable when compared to clerics.

That’s not how that works. That’s not how any of this works.

Drain Arcane Focus

"You expend the magical power stored in your arcane focus. This gives you the ability to cast one spell you prepared today and previously cast, without spending a spell slot. You must still complete the required spellcasting actions and meet the spell’s other requirements"

Universal Wizard
"You can choose not to specialize in an arcane school and to instead become a universalist wizard. If you do, you can use Drain Arcane Focus once each day per each spell level you can cast, instead of only once per day. You also gain an extra wizard class feat."

Focus Conservation
"Add a Somatic Casting action to the casting. You gain an extra use of Drain Arcane Focus that you can use to cast a spell with a level at least 2 levels lower than the triggering spell. You must use this extra use of Drain Arcane Focus before the end of your next turn, or you lose it."

First off you need to state a reason, otherwise you contribute nothing and have no argument.

Wish is 3 actions to cast so it does not work with focus conservation as I originally thougt. However you can create a long chain of free spells using focus conservation. You are casting the spell when you use drain arcane focus which neets the trigger for focus conservation if you add the somatic component.

Yes, you are right it is per spell level, meaning once for 1st, once for 2nd and so on. I simply read it wrong as I am sure many will, the whole point of the beta ;).


The glaring power difference is that a universal wizard can get drain arcane focus once a day per spell level you can cast. Drain Arcane focus is not limited to specific spell slots, so you can cast wish 10 times with it not including the original cast. Then there is focus conservation at 8 level that combos off this so you could technically cast wish and then an 8th level spell, totaling 20 free high level castings for casting one 10th and 8th level spell. The comboing gets a lot crazier when you bring 7th level spells and lower into the mix.

Sorcere gets wellspring spell at 20th level at the cost of not getting 2 10th level spell slots and get unlimited castings of any spell below 5th level once a minute. It also has to have no duration further limiting usefulness. It is pretty clear wizard hands down wins in this area.

I think it would work out better if wellspring of power was an automatic class ability at level one and has no level restrictions, but retaims the once a minute use. This alone would also make divine bloodline viable when compared to clerics.


Most games don't allow pc's to be coerced as it is more often than not easy to do and it take too much agency away.

Intimidatiin works because there is a combat aspect.

Spells work cause magic.

Deception works because thats a difficult one to play off, particilarly since the other player more than likely knows if it is a lie.


They are mostly viable as a class. They just need a few tweaks. Divine bloodline is the only one that is not viable.


The weapon quality should multiply the deadly dice, in this case 1d8, 2d8, and 3d8. This damage is on top of normal critical effects and is not doubled.


To the OP. Something tells me Oracle will be a prestige class for dvine spell casters.


These are the following combos a Divine sorcere can do:

Bless + Resilient Concentration + Blood Magic = buff + thp

Bane + Vicious Concentration = debuff + ongoing damage

Heal + Blood Magic = Healing + thp

Harm + Dangerous Sorcery = + 1 damage per level the spell is cast at on top of normal damage

Bless and Bane are two of a handful of oncentration spells that work with Resilient and Vicious.

While these keep up with what a cleric can do without channel divinity, the divine sorcerer is completly out classed by clerics im regards to damaging and healing when you factor the channel divinity in as it scaleable free cast of heal/harm.

Even with the divine evolution feat, they are way outclassed by a cleric. Perhaps giving divine sorcerer access to more channel divinity than whats availale but less than cleeic would put them slightly behind clerics in terms of healing and damage, but edge out clerics in other support as noted in Bless and Bane above.

I would even say divine sorcerer should have access to conical channel and selective energy.

As it stands, you might as well be a cleric or pick the fey bloodline for better healing and damage.


As is, it is not worth taking the feat. They need to time gate it or increase uses.


Divine wrath and Divine decree are bad choices for the spell list since they require a god, which is not a prerequisite for this bloodline. To me the idea of this bloodline is getting the spells without being tied to a god.


After consideration and talking to an individual more wise than me, I am in support of Vancian. If you think about it in the sense that Wizards charge up a spells magic during their preperation for quick release later, it makes sense. It is also balanced and differentiates spontaneous casters from non-spontanious casters. This lack of differentiation is on of the big reasons why Wizard and Sorcerer have huge power gaps.

A core mechanic of pathfinder and D&D is resource management, which is particularly true for casters since they are bending reality. There has to be a limit or casters will make the game unfun.

In anycase, at least there is conversation on this topic.


Isiah.AT wrote:

One of the biggest issues that I see is that Vanician Magic is largly still being used im this edition. It is a system that was developed in the 1970's as one of the first magic system and is overly complicated and does not make sense. Due to these factors, most groups put alternative versiins in place where a spell only has to be memorized once. Vanician Magic also creates a high barrier to entry for new players and will hit you in your income.

It is simpler to have all the spell casting classes know and/or be able to prepare a certain number of spells.

All classes should be able to heighten current spells available to a higher slot. The spells have been rebalanced in this system and can accomidate this.

It is also good that cantrips are unlimited cast and scale, just as a weapon can be attacked with limitlessly and scales in this system. It would be a balance issue that punishes players for no reason if it wasn't this way.

Degrees of success as is is pretty awesome and lends more variety to outcome.

Here is a funny read that puts how ridiculous Venecianabic is:
https://tvtropes.org/pmwiki/pmwiki.php/Main/VancianMagic


I see how it could be more the way you described than what I did. Granted you could also say flaming sphere is unaffected bexause the spell only summons it.

At least now when they read this they can provide better clarity.


You have a point about it costing spell points. A cooldown might limit castings in an encounter.

I am not sure how you calculated three spells in a round, but quick casting only affects one spell/instance of said spell. The first disintigrate has 1 action with quicken spell, true stikre is 1 action and the second disintigrate is two actions. In this instance you are wasting quicken spell unless you need your third action for something else.

Granted, you just pointed out how useful True Strike can be. So glad it is a leveled spell or it would be broken.


I think that part needs clarity about if it cost spell points, it is too vague as it is missing spell point cost possibly meaning it is at will. If it does have a coat, then the power is worthless and you might as well as use cantrips. Yes you have to invest in runes and other feats to scale the damage.

"Like cantrips, powers automatically use the highest level of spell you can cast from the class that gave you the powers. Unlike a cantrip, a power has a minimum level." Pg 193

You are right about Arcane Striker. With that being said, it isn't worth taking if you are a pure caster.


Forgot to point out that effortless contretion makes natures ally and summon monser unbreakable through damage.


I want to start off by pointing out that this is a power and as such is considered a spell. It is also scaleable from 1 to 10 automatically as all powers are and because it is listed at level 1, it is not considered a cantrip.

With that being said, with the way I am reading it, magic striker affects the weapon being used and reach increases the range of this spell to 60 feet and the other metamagic feats affect it. Further, if the weapon has any runes in it that affect attack or damage, they would still function as if a normal strike was made with said weapon. It is also an unlimited use option as no spell point cost is listed.

It seems to scale just fine due to limited range and the fact that you are picking the worst attack after calculating bonuses.


The way I am reading it, resiliant concentration and vicious concentration work on creatures that are summoned via natures ally and summon monster. The minion is an ally affected by the spell as it is keeping it bound on the plane making it part of the spell. Technically these spells are doing damage even if via the minion, just as flaming sphere is doing damage via the flaming sphere.

Is this RAI? If so, it opens things up for a sorcerer that wants to be a summoner, and is so far balanced.


While this feat should have limited use, the once a day use seems too limiting. I think this one would work better if it cost 2 spell points per use.


I am not sure if anyone pointed this out, but sorcerers get Eshew Materials automatically where as Wizard has to pay for it. I do think there is a strong argument for making the 6th and 10th level powers feats as it would allow for better customization.

It is however a bad idea to give all classes the same number feats, unless it is Wizard and Sorcerer.


Isiah.AT wrote:

Keep in mind this is a play test and paizo has given numerous disclaimers that this would not be final. They have mentioned that they still need help catching typos or how to better explain things. Normally this stuff would have been heavily edited before release, but instead they are allowing us to play test it for free. I can think of other companies that charge you and they have a much worse playtest.

Don't complain. Instead give objective feedback. If you don't understand something, simply ask for clarity.

This is objectivity.


Keep in mind this is a play test and paizo has given numerous disclaimers that this would not be final. They have mentioned that they still need help catching typos or how to better explain things. Normally this stuff would have been heavily edited before release, but instead they are allowing us to play test it for free. I can think of other companies that charge you and they have a much worse playtest.

Don't complain. Instead give objective feedback. If you don't understand something, simply ask for clarity.

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