Why would anyone ever play a Separatist?


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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
GâtFromKI wrote:
Gorbacz wrote:
"Godless" Clerics = Player Advocacy Movement saying for "screw you DM, sorry, Mister Cavern, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!"
Is there any difference with the separatist?

The separatist is the option to take when your setting or DM does not allow godless clerics or that you want the patronage of a god. Which can be rather important on getting your character raised if the Big Unfortunate happens to him.


Gorbacz: the godless cleric is used to force the DM to accept your choice of domains!
Me: is there any difference with the separatist?
LazarX: with the separatist, you can force the DM to accept your choice of domains while pretending you're not a godless cleric.

... OK ...

... But again, how are the godless cleric and the separatist different in term of Player Advocacy Movement?

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
Gorbacz wrote:
"Godless" Clerics = Player Advocacy Movement saying for "screw you DM, sorry, Mister Cavern, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!"

Why do you hate PAM, Gorbacz?

Sovereign Court RPG Superstar 2011 Top 32

Am I the only person who has created a campaign world where all the allowed philosophies/causes are defined ahead of time? My world has a list of deities and philosophies that can have clerics. Philosophies outside the list might exist, but they don't provide divine magic. I find the separatist archetype sufficiently useful.

Basically, in a world where clerics can already pick any two domains, yes, the archetype has less value. But it does have value in some settings so let it be useful there, and don't use it in settings where it is trash.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
ryric wrote:
Am I the only person who has created a campaign world where all the allowed philosophies/causes are defined ahead of time?

No.

Silver Crusade

Pathfinder Adventure Path Subscriber
TriOmegaZero wrote:
Gorbacz wrote:
"Godless" Clerics = Player Advocacy Movement saying for "screw you DM, sorry, Mister Cavern, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!"
Why do you hate PAM, Gorbacz?

Maybe because I'm a [REDACTED] GM who enjoys making those [REDACTED] players cry their [REDACTED] off? And I enjoy my ULTIMATE POWER over their sorry existences as well as the comforting thought that if they haven't quit playing with me for the last 15 years it means I've brainwashed them well enough?

Or maybe I just enjoy baiting PAMs because they're so funny when they get worked up. Cref: Cartigan, GatFromRandomCaps.

Dunno, I'm not sure.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
GâtFromKI wrote:
Gorbacz wrote:
"Godless" Clerics = Player Advocacy Movement saying for "screw you DM, sorry, Mister Cavern, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!"

Is there any difference with the separatist?

Actually, the separatist is the ultimate PAM:
Player: I will play a godless cleric, because [blah].
DM: No, because [blah].
Player: then I'll play a separatist.
DM: What is a separatist?
Player: that's exactly the same, except Gorbacz on the Paizo's board says it's fine! Screw you, DM, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!

That's actually what's happening in PFS:
PFS: a cleric with the healing and the death domain makes no sense in Golarion.
SKR: screw you, PFS, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!
Didn't you see that's one of the main reason people are using this archetype?

That's why the archetype is so bad: the option existed before, but instead of allowing/refusing the former option, now peoples like you are using it as a Player Advocacy Movement because "SKR said it's cool, then you can't refuse it".

...Oh, sorry if I killed your poor strawman.

You're one of the funniest things that happened to this forum since Roy, sorry, CoDzilla left. :)


A Man In Black wrote:
hogarth wrote:
So in the case of the Separatist cleric archetype, you have to take it if you want the Separatist class feature.
Except that the core rules just let you have that normally.

I do not believe that the core rules allow you to worship a god and select a domain that is not available to that god. I could be wrong, I guess.

A Man In Black wrote:
Players should not be penalized for having greater freedom. Having more options available at one time can (and usually does) make a character more powerful. It's reasonable to want to offset that increase in power somehow. However, having the ability to have more options at character creation is not an increase in power.

Suppose wizards could pick and choose whichever school specialization powers they wished (e.g. the level 1 ability from Conjuration and the level 8 ability from Universal). You wouldn't consider that an increase in power?

A Man In Black wrote:
Something I haven't mentioned: this is not an archetype. This is an alternate class feature.

I don't make a distinction between the two.

EDIT: Actually, as I phrased it that's not true. What I mean is that I consider them both to be class variants and I don't particularly distinguish between a variant that changes one ability and a variant that changes multiple abilities.


Gorbacz wrote:
Or maybe I just enjoy baiting PAMs because they're so funny when they get worked up. Cref: Cartigan, GatFromRandomCaps.

There's a circumflex.

Silver Crusade

Pathfinder Adventure Path Subscriber
GâtFromKI wrote:
Gorbacz wrote:
Or maybe I just enjoy baiting PAMs because they're so funny when they get worked up. Cref: Cartigan, GatFromRandomCaps.

There's a circumflex on the "a".

Thanks, English isn't my first language and I've had no idea how to call that.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

English is my ONLY language and I had no idea.


Actually, I asked google to translate "accent circonflexe" from French to English. I didn't know how it's called in English before.

Anyway, this circumflex is here to annoy peoples who don't have it on their keyboard, therefore you are requested to put the accent. It's also here because my whole pseudo is "Gâterie from random caps", but the primary goal is to annoy peoples.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

I hâve no ideâ how to type it, so I will hâve to just copypâstâ it.

Silver Crusade

Pathfinder Adventure Path Subscriber
GâtFromKI wrote:

Actually, I asked google to translate "accent circonflexe" from French to English. I didn't know how it's called in English before.

Anyway, this circumflex is here to annoy peoples who don't have it on their keyboard, therefore you are requested to put the accent. It's also here because my whole pseudo is "Gâterie from random caps", but the primary goal is to annoy peoples.

Dammit, I should have picked the name "Górbąćz".

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

GâtFromKI wrote:

That's actually what's happening in PFS:
PFS: a cleric with the healing and the death domain makes no sense in Golarion.
SKR: screw you, PFS, you will NOT limit my choice of domains in ANY way, you opressive rule-0 mongering weasel!
Didn't you see that's one of the main reason people are using this archetype?

That's why the archetype is so bad: the option existed before, but instead of allowing/refusing the former option, now peoples like you are using it as a Player Advocacy Movement because "SKR said it's cool, then you can't refuse it".

...Oh, sorry if I killed your poor strawman.

At work, so I can't really make an in depth post, but just wanted to say this is absolutely right! A god with both the healing and death domains makes no sense in Golarion!

...well except for Pharasma, you know, the goddes of birth, death, and prophecy? She has both those domains. But other than her, yeah, nonsensical combination!


GâtFromKI wrote:
LazarX wrote:
To be more accurate Separatists are what they are because they stray from the church DOGMA.
That's not what the text say. The text talk about deity's teaching

What do you think is the intended meaning of "the unorthodox teachings of a deity"?

Also, given the circumflex discussion, is English your first language?


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Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Pathfinder gives a toolbox so GMs can create they campaign setting they want. Options are just that, options. If separatist doesn't work for you, leave it out! Easy as pie. MMmm. I like pie.


A Man In Black wrote:


It's kind of weird to have the idea that Mormons and Protestants and Shi'a Muslims go to hell encoded in the game rules.

Fortunately, we're not talking about Mormons, Protestants, and any stripe of Muslims with this feat, nor are we doing so with separatists. We're talking about player characters in an environment where the gods really do things and can directly affect a PC's life and afterlife.

Shadow Lodge

doctor_wu wrote:
Why would you want to play in a multiverse where the are 19,530 deities? That kills verisimilitude.

I'll run a pseudo Japanese setting w/the 6 million gods of Shinto.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Hyla wrote:
Fatespinner wrote:
I see what you're saying. The base cleric has the option of choosing to follow a "philosophy or concept" instead of a specific deity
Not on Golarion, no. James Jacobs recently stated that on Golarion you NEED a god to grant you spells and powers as a cleric.

Unless *your* DM says otherwise. I'm pretty sure James Jacobs isn't going to come over to your house and rough you up if you allow Clerics of a Philosophy in Golarion.

(And someone really smart said something a couple of pages back about why Clerics of a Philosophy make sense and have a real world precedent. That guy also explained why calling them "Godless Clerics" is misleading at best and seems like purposeful spin at worst. I don't remember who it is, but that guy's awesome).


Kelvar Silvermace wrote:
Hyla wrote:
Fatespinner wrote:
I see what you're saying. The base cleric has the option of choosing to follow a "philosophy or concept" instead of a specific deity
Not on Golarion, no. James Jacobs recently stated that on Golarion you NEED a god to grant you spells and powers as a cleric.

Unless *your* DM says otherwise. I'm pretty sure James Jacobs isn't going to come over to your house and rough you up if you allow Clerics of a Philosophy in Golarion.

Of course. But with this argument you can end any rules discussion.

BTW if you allow spellcasting clerics in Golarion that do not worship a actual god, you will have to change the setting a bit (Razmiran).

RPG Superstar 2010 Top 32

Benchak the Nightstalker wrote:
You'd prefer the players' choices be irrelevant? I find most players like to feel that their decisions matter.

Their decisions don't matter when they are between "the weak choice" and "the strong choice" with near-identical flavor text.


A Man In Black wrote:
Benchak the Nightstalker wrote:
You'd prefer the players' choices be irrelevant? I find most players like to feel that their decisions matter.
Their decisions don't matter when they are between "the weak choice" and "the strong choice" with near-identical flavor text.

Save that one may be setting appropreate, while the other might not.

Save that one may suit a character concept, while the other may not.

The relative strength of an option is not the only factor at play when building a character. Stop acting like it is the only thing that matters.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

A Man In Black wrote:
Benchak the Nightstalker wrote:
You'd prefer the players' choices be irrelevant? I find most players like to feel that their decisions matter.
Their decisions don't matter when they are between "the weak choice" and "the strong choice" with near-identical flavor text.

Two clerics choosing different deities have 'near-identical flavor text'?

Naw. I don't agree with that.

RPG Superstar 2010 Top 32

Zombieneighbours wrote:

Save that one may be setting appropreate, while the other might not.

Save that one may suit a character concept, while the other may not.

The relative strength of an option is not the only factor at play when building a character. Stop acting like it is the only thing that matters.

When is a Separatist setting appropriate, but a cleric with the exact same set of beliefs and affiliations using the philosophy clerics rules setting-inappropriate?

There's no reason to create new, pointlessly redundant rules that screw up character balance for no good reason. Stop pretending like my argument is "It's weak, therefore it's bad."

Benchak the Nightstalker wrote:

Two clerics choosing different deities have 'near-identical flavor text'?

Naw. I don't agree with that.

Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.

deinol wrote:
Pathfinder gives a toolbox so GMs can create they campaign setting they want. Options are just that, options. If separatist doesn't work for you, leave it out! Easy as pie. MMmm. I like pie.

It's a crap tool. It's reasonable to complain about being sold bad merchandise, on the forum made specifically for discussing that merchandise.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kelvar Silvermace wrote:
Unless *your* DM says otherwise. I'm pretty sure James Jacobs isn't going to come over to your house and rough you up if you allow Clerics of a Philosophy in Golarion.

You're right, he's still hasn't finished beating up all the Shadowrun and Earthdawn players yet.


Just thought I'd let you all know that this thread is hysterical.

Really, you people have nothing better to think about? And I have nothing better to do but read it.


A Man In Black wrote:


Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.

And there's the crux of the difference. There are campaigns in which the philosophy cleric rules don't apply. I don't use them, for example. So the separatist gives my players a way to pick an off domain of their choosing.

Different tools for different purposes. If you allow your cleric players to pick domains willy-nilly, don't use the archetype. If you are strict about your deities and domains, the archetype might work for your campaign.


A Man In Black wrote:
Zombieneighbours wrote:

Save that one may be setting appropreate, while the other might not.

Save that one may suit a character concept, while the other may not.

The relative strength of an option is not the only factor at play when building a character. Stop acting like it is the only thing that matters.

When is a Separatist setting appropriate, but a cleric with the exact same set of beliefs and affiliations using the philosophy clerics rules setting-inappropriate?

There's no reason to create new, pointlessly redundant rules that screw up character balance for no good reason. Stop pretending like my argument is "It's weak, therefore it's bad."

Benchak the Nightstalker wrote:

Two clerics choosing different deities have 'near-identical flavor text'?

Naw. I don't agree with that.

Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.

deinol wrote:
Pathfinder gives a toolbox so GMs can create they campaign setting they want. Options are just that, options. If separatist doesn't work for you, leave it out! Easy as pie. MMmm. I like pie.
It's a crap tool. It's reasonable to complain about being sold bad merchandise, on the forum made specifically for discussing that merchandise.

Any setting in which a cleric would take a hit for their deviancy from the set out gods of the gampaign setting. I have listed five broad examples of such up thread.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

A Man In Black wrote:


Benchak the Nightstalker wrote:

Two clerics choosing different deities have 'near-identical flavor text'?

Naw. I don't agree with that.
Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.

But the philosophy cleric doesn't worship a deity! She is, by the rules, "not devoted to any particular deity."

That's again an entirely different flavor than the standard cleric and the separatist.

If we allow clerics devoted to a god to just pick any two domains they want and call it a 'philosophy', what's the point of assigning domains to the gods in the first place?


I will simply throw in my $.02 In my campaign I do not allow Clerics of a philosophy either. Clerics Pick a god and pick 2 domains from that god.

This Archtype gives MY players more options. And to pay for that option the "off" domain is slightly weaker then the main. It works really well.

I can see why this option does not work for everyone, but for ME, and apperently several others it works fine.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Benchak the Nightstalker wrote:
A Man In Black wrote:


This archetype doesn't allow everything at once, either. It only allows two domains. You can use all sorts of derogatory language to refer to settings where domains aren't as restricted as in Golarion, but those restrictions exist because of in-universe reasons, not because of power reasons.

Why is it good for the game for a cleric of one god to be weaker than a cleric of another god, despite having exactly the same domains?

Because even though they both have the same domains, one person is worshiping a God thematically tied to that domain, and the other person isn't.

It makes sense that Gozreh, Goddess of the sea, is going to have more influence over water (and thus grant a stronger version of the Water domain to his/her clerics) than Shelyn, Goddess of art (who might have a sect dedicated to ice sculpture or fountains or something, but who has no real thematic tie to or influence over water).

On the other hand, it makes perfect sense for Cayden Cailean to grant the Liberation domain to the point that it seems like the only reason he doesn't is that deities can 'only' grant 5 domains, and the other 5 were equally important.Or for him to grant the Heroism subdomain of Glory. Or a worshiper of Desna with the Darkness domain (especially with the Night Subdomain). Norgorber with Darkness. Zon-Kuthon with Tyranny.

It seems to me like telling the player 'select one domain from the list, and then we'll discuss appropriate alternatives for your second domain if you don't like any of the other possibilities' is an infinitely better way to both give the player what they want, and to preserve deity flavor, than the Seperatist archetype, which could give you a Gozreh worshiper with the Artifice domain, Caileanites with the Tyranny domain, or Shelynites with Destruction, and only DM fiat to reject the cleric with the completely antithetical choices.


Benchak the Nightstalker wrote:
A Man In Black wrote:


Benchak the Nightstalker wrote:

Two clerics choosing different deities have 'near-identical flavor text'?

Naw. I don't agree with that.
Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.

But the philosophy cleric doesn't worship a deity! She is, by the rules, "not devoted to any particular deity."

That's again an entirely different flavor than the standard cleric and the separatist.

If we allow clerics devoted to a god to just pick any two domains they want and call it a 'philosophy', what's the point of assigning domains to the gods in the first place?

I think Man in Black's point is that the crunch is bad - why not allow the separatist the same breaks as one would allow a "cleric of a philosophy"?

If the philosophy-cleric is balanced (which it presumably is, since the designers/developers have deemed it appropriate for inclusion in the rules) then allowing a separatist (with different flavor material) to operate with the same underlying rules will presumably also be balanced.

I may have misunderstood him, however he makes a lot of sense in my view. If my interpretation is right, he isnt discussing the choice any DM makes with regard to flavor material or background - merely the rules the designers have made available for those who only allow deities with clerics but also allow separatists.

RPG Superstar 2010 Top 32

Zombieneighbours wrote:
It's a two way street. I really want A, I will give up B for it.

This is the crux of the nonsensical argument. Not every value of A, however greatly desired, needs to come at a cost! The only "rule" being broken is the rule that you must play the way the designers intended. This is not a real rule, or a valuable rule, or a useful rule, or an interesting rule.

Bill Dunn wrote:
And there's the crux of the difference. There are campaigns in which the philosophy cleric rules don't apply. I don't use them, for example. So the separatist gives my players a way to pick an off domain of their choosing.

Why don't you use them?

If it's because you don't want godless clerics, fine, make clerics of a philosophy need an appropriately-inclined patron.

If you don't want people mixing and matching domains at all, then this is just as ill-suited to your game.

If you think mixing and matching domains is somehow overpowered and must be prevented unless it comes at some sort of a cost, you're just wrong.

This archetype is a badly-designed tool because it doesn't address why clerics of a philosophy are disallowed, it's just a pointlessly weaker implementation of the same mechanical idea.

Steve Geddes wrote:

I think Man in Black's point is that the crunch is bad - why not allow the separatist the same breaks as one would allow a "cleric of a philosophy"?

If the philosophy-cleric is balanced (which it presumably is, since the designers/developers have deemed it appropriate for inclusion in the rules) then allowing a separatist (with different flavor material) to operate with the same underlying rules will presumably also be balanced.

That's not my argument, but it's another reasonable argument that this is a badly-designed archetype. It could pass like all other badly-designed archetypes as filler, except that it's a badly designed archetype that arises from a poisonous mindset: that players must be charged for not playing the way the designers intended.


A Man In Black wrote:
That's not my argument, but it's another reasonable argument that this is a badly-designed archetype. It could pass like all other badly-designed archetypes as filler, except that it's a badly designed archetype that arises from a poisonous mindset: that players must be charged for not playing the way the designers intended.

Ah well.. In that case, I agree with my misconception of what your argument is whilst not understanding what your actual argument is. (Although I suspect it's strong).

I'd be interested to hear an argument from someone with a solid understanding of the rules as to why a separatist should be penalised more for their domain flexibility than a cleric-of-a-philosophy.


I see a lot of insistence that there are only two ways to get different domains: separatist or cleric of philosophy. This is wrong. It's not even subjectively wrong. It's factually wrong. There are at least three ways.

In my games, I do not allow the separatist archetype. I do not allow clerics of philosophy. Part of the theme is that the old gods are mutable and sway with the tides of belief, so a player may, with negotiation and good reason, play a cleric of an existing god with a different domain, as if this domain were one of that god's allowed domains in the first place.

I've been doing this for ages. So much so that a couple of the gods now have about seven domains (with some restrictions amongst them) such as one granting animal, plant, weather plus any one element (cannot choose two elements).

The separatist archetype does nothing new and is pointless for me. If others adopted the same 'negotiate with the GM for a different domain' approach, it would be just as useless for them.


Umbral Reaver wrote:

I see a lot of insistence that there are only two ways to get different domains: separatist or cleric of philosophy. This is wrong. It's not even subjectively wrong. It's factually wrong. There are at least three ways.

In my games, I do not allow the separatist archetype. I do not allow clerics of philosophy. Part of the theme is that the old gods are mutable and sway with the tides of belief, so a player may, with negotiation and good reason, play a cleric of an existing god with a different domain, as if this domain were one of that god's allowed domains in the first place.

I've been doing this for ages. So much so that a couple of the gods now have about seven domains (with some restrictions amongst them) such as one granting animal, plant, weather plus any one element (cannot choose two elements).

The separatist archetype does nothing new and is pointless for me. If others adopted the same 'negotiate with the GM for a different domain' approach, it would be just as useless for them.

And that is great in a setting that works that way. But not all do.

Separatist gives yet another way of handling it. One more tool in the box. Thats all.


Zombieneighbours wrote:

And that is great in a setting that works that way. But not all do.

Separatist gives yet another way of handling it. One more tool in the box. Thats all.

Yes, but then your tools are "give your clerics access to any two domains freely with varying justifications required or implied" or "screw clerics who select domains outside of deity proscribed lists."

If the first option is balanced, why is the second one justified?

Flavor reasons are all good and well, but they don't require balance changes. At least, they shouldn't, and if that's the case, what use is the separatist? Why not just offer some roleplaying advice on handling splinter groups in churches instead?

Or is the argument that a new flavor option requires adjusts to game balance to be significant?


A Man In Black wrote:
Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.

Certainly one is stronger than the other, but it's also clear to me that the philosophy cleric is stronger than the "normal" cleric (assuming the philosophy cleric gets to choose any two domains and a favoured weapon without restriction). It's less clear that the "normal" cleric is stronger than the separatist cleric, since that's highly campaign-dependent.

What's your opinion of my example of a wizard variant who can pick and choose any school powers he likes (without giving up any other abilities)? Does that sound like a good idea to you, or not?


hogarth wrote:
Certainly one is stronger than the other, but it's also clear to me that the philosophy cleric is stronger than the "normal" cleric (assuming the philosophy cleric gets to choose any two domains and a favoured weapon without restriction).

This isn't a perfect truth. There's several deities that offer synergistic domains. It follows, that if it's alright for those clerics to exist, then deity domain lists aren't a real check on cleric power.

Or are clerics of Desna really just supposed to be better?


Spenser Lee wrote:
hogarth wrote:
Certainly one is stronger than the other, but it's also clear to me that the philosophy cleric is stronger than the "normal" cleric (assuming the philosophy cleric gets to choose any two domains and a favoured weapon without restriction).

This isn't a perfect truth. There's several deities that offer synergistic domains. It follows, that if it's alright for those clerics to exist, then deity domain lists aren't a real check on cleric power.

Or are clerics of Desna really just supposed to be better?

I understand what you're saying -- your preferred domain choices and favoured weapon choice may exactly match a particular deity, in which case there would be no benefit from being a philosophy cleric. (Desna is a fair example, although I suspect I wouldn't choose a starknife as a favoured weapon if I had my druthers).

But that doesn't mean that the philosophy cleric is equal to the theistic cleric; it just means that in a single case they're equal. Similarly, adding all cleric spells to the wizard spell list is a power boost for wizards even if one particular wizard refuses to use cleric spells. As long as there's at least one case where the philosophy cleric is more advantageous, that means it's a stronger class. (Not much stronger, I'll grant you, but still stronger.)


hogarth wrote:
But that doesn't mean that the philosophy cleric is equal to the theistic cleric; it just means that in a single case they're equal. Similarly, adding all cleric spells to the wizard spell list is a power boost for wizards even if one particular wizard refuses to use cleric spells. As long as there's at least one case where the philosophy cleric is more advantageous, that means it's a stronger class. (Not much stronger, I'll grant you, but still stronger.)

Well, you win on the starknife. Milani's not terrible either if you want a slightly more sane weapon.

Anyway, I still think your point misses the mark. If there's the option to already play roughly as powerful a cleric as you could without refluffing the philosophy cleric, in what real sense is the philosophy cleric stronger? It offers more options, but the maximum power you could squeeze out of those options is no more than what you could get under the original system regardless.

Plus, you can just as easily pick non-synergistic domains using the rules that way as you can within the cleric of a deity model.

Given that domains are a one time choice, and given the number and variety of gods already out there, and the potential for DMs to make many more, I'm not at all sure why this option is more powerful at all. At least, no more powerful than any cleric with travel and liberation is than a cleric with two elemental domains, and that power discrepancy is already baked into clerics with deities.

Grand Lodge

Ravingdork wrote:

Considering the option to play a cleric of a philosophy or other off-base religion (presumably costing you a favored weapon, but allowing you to pick any two domains*), why would anyone ever player a cleric of the Separatist archetype?

The latter is a strictly inferior option!

* Which both work at full power and without any penalties.

Because some people prefer to play a ROLEplaying game rather than a ROLLplaying game.

And certainly not inferior if used with a proper character background.

Creativity... try it some time.


Honestly, after reading all of this, I'm forced to come to the conclusion that the Separatist is a setting-specific archetype for Golarion - no different from Thassilonian wizards and Rondolero Duelists. It's readily adaptable to any setting where deities are absolutely required, but causes enough trouble when you try to integrate it into settings that stick to the Core on this subject that it doesn't belong there.

Why was it in Ultimate Magic (a rulebook nominally intended for EVERY setting)? Not totally positive, but the answers are probably out there.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Krome wrote:
Ravingdork wrote:

Considering the option to play a cleric of a philosophy or other off-base religion (presumably costing you a favored weapon, but allowing you to pick any two domains*), why would anyone ever player a cleric of the Separatist archetype?

The latter is a strictly inferior option!

* Which both work at full power and without any penalties.

Because some people prefer to play a ROLEplaying game rather than a ROLLplaying game.

And certainly not inferior if used with a proper character background.

Creativity... try it some time.

*snark* Somebody has a superiority complex. /snark

I've always found it humerus how people constantly use this straw man to totally ignore the real issues.

Just because someone calls me a "rollplayer" doesn't mean there isn't a problem in need of fixing.


Ravingdork wrote:
Just because someone calls me a "rollplayer" doesn't mean there isn't a problem in need of fixing.

This archtype works great for my home campaign, it works great for several other poster's campaigns as well.

If it works well for us, and you can simply ignore it, why does it "Need fixing" at all?


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Thefurmonger wrote:
Ravingdork wrote:
Just because someone calls me a "rollplayer" doesn't mean there isn't a problem in need of fixing.

This archtype works great for my home campaign, it works great for several other poster's campaigns as well.

If it works well for us, and you can simply ignore it, why does it "Need fixing" at all?

Because it sets a bad precedent. If it isn't addressed now we will likely see more of this rubbish in the future. It's already happening in fact.

I can already name a few examples of the game limiting old options with new material. Take the Inner Sea World Guide's Interplanetary Teleport for example. Suddenly, no one was allowed to use Greater Teleport to go to the moon. Nay I say. Things like that need to stop.

RPG Superstar 2010 Top 32

hogarth wrote:
A Man In Black wrote:
Two clerics with the same domains, deity, and beliefs, one using the separatist rules and one using the philosophy clerics rules.
Certainly one is stronger than the other, but it's also clear to me that the philosophy cleric is stronger than the "normal" cleric (assuming the philosophy cleric gets to choose any two domains and a favoured weapon without restriction). It's less clear that the "normal" cleric is stronger than the separatist cleric, since that's highly campaign-dependent.

The normal cleric is stronger than the Separatist cleric in all cases, unless some domains are dramatically weaker, because the Separatist gets weaker domain powers later in one domain. How can you possibly argue that one isn't stronger than the other, there?

As for the open-choice-of-domains cleric and the cleric who can choose only from one god's domains, then former is only stronger if there's two domains which are dramatically better than the rest and they aren't offered by a single god, or if there are two domains with uncommonly good synergy and they aren't offered by a single god. Neither is so, however, and even if they were, they should be fixed in some other way if it is so (for at least dozen reasons).

Wizards are dissimilar. I'm not going to entertain an argument by analogy that doesn't make any case that the analogy is relevant.

It was my understanding that clerics of a philosophy didn't get a favored weapon in PF, incidentally.

Thefurmonger wrote:
If it works well for us, and you can simply ignore it, why does it "Need fixing" at all?

It doesn't need fixing, really. It's one of many mediocre archetypes, and trying to fix them all is a fool's errand that would be appreciated by few even if successful. It's indicative of a malignant attitude in game design, however, and that's why I'm unhappy with it.


arioreo wrote:
The idea here is to extend the gods with additional lesser gods, demi-gods and half-gods. If we take the ancient Greek god as an example, we can see that Zeus has children with almost anything with 2 legs.

I couldn't get through the full thread without laughing at this and thinking, "And with more".

Sorry for the derail.

Anyways...I think AMiB would get a lot more conversions to his church if he stopped being a condescending person. His words make me angry, make me want to run quickly away from his ideas, and leave a bitter taste in my mouth. He wants to convince people of his "truth"? He'd better learn some diplomacy.

Granted, he's not the only one being a jerk. He's just the biggest example, not that that says much.

Anyways, now avoiding. Good day/evening/morning/tea-time.

RPG Superstar 2010 Top 32

Machaeus wrote:
Anyways...I think AMiB would get a lot more conversions to his church if he stopped being a condescending person. His words make me angry, make me want to run quickly away from his ideas, and leave a bitter taste in my mouth. He wants to convince people of his "truth"? He'd better learn some diplomacy.

Soft speech is pleasing. A sharp tongue is memorable.

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