How are Arcane vs. Divine casters balanced?


Pathfinder First Edition General Discussion

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I played a cleric to level 14 ish and now have an arcane castor level 13. Clerics destroy undead heavy adventures. My arcane castor is ok now. I use/d stoneskin on both, my saves are suckyer as arcane, but I get rerolls as arcane. I liked my cleric on undead more than my arcane castor now. Evil outsiders also felt wrath of turn undead with spell. There isn't a comparable Mage ability to the turn undead that I've found with my eldrich knight.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kahn Zordlon wrote:
I played a cleric to level 14 ish and now have an arcane castor level 13. Clerics destroy undead heavy adventures. My arcane castor is ok now. I use/d stoneskin on both, my saves are suckyer as arcane, but I get rerolls as arcane. I liked my cleric on undead more than my arcane castor now. Evil outsiders also felt wrath of turn undead with spell. There isn't a comparable Mage ability to the turn undead that I've found with my eldrich knight.

Yes there is. It's called Blast Them To Smithereens With My Intensified Empowered Fireball.


LazarX wrote:
Kahn Zordlon wrote:
I played a cleric to level 14 ish and now have an arcane castor level 13. Clerics destroy undead heavy adventures. My arcane castor is ok now. I use/d stoneskin on both, my saves are suckyer as arcane, but I get rerolls as arcane. I liked my cleric on undead more than my arcane castor now. Evil outsiders also felt wrath of turn undead with spell. There isn't a comparable Mage ability to the turn undead that I've found with my eldrich knight.
Yes there is. It's called Blast Them To Smithereens With My Intensified Empowered Fireball.

I think that was an OOTS episode. ;-)


Faylon fang wrote:
I personally have never played either, but I have seen both done to the point of broken. from what I can tell you are not wrong but given the right spells, items, and feats an arcane caster can out do any member in the party except the healer.

Actually, it's more like...

Quote:
from what I can tell you are not wrong but given the right spells, items, and feats an arcane caster can out do any member in the party including the healer.

:3


Aioran wrote:
"Khashir El'eth wrote:
How is that "not good"? If there's decent respect for RP in your games, a char that auto-revives is noteworthy.
Respect for RP has absolutely nothing to do with balancing mechanics. It's not very good because the alternatives are better and what it offers is either not always useful or can be obtained without taking 20 levels in <relevant mystery> Oracle.

This is compounded by the fact that a "Reincarnated" Druid gains a similar ability at 5th level, making it useful over the majority of the characters career. The main drawback to this archetype being -2 Wildshape level and the replacement of several useful druid abilities with equally useful thematic ones (resistance to level drain, negative energy etc)

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

The way I see it, they are balanced in 3 ways.

1.) Arcane spellcasters have early access to offensive spells. Clerics have to wait a while before gaining actually useful combat spells, but a level 1 sorcerer can cast magic missile easily and often.

2.) Arcane magic has far greater versatility than divine magic. There are far fewer spells for fewer things. A wizard can unlock doors (with knock) turn invisible, spontaneously create extradimensional spaces, teleport, disintegrate items by pointing at them, shoot lightning from their fingertips, etc, etc. Whereas clerics, druids, and the like must content themselves with buffs and debuffs, healing and harming, and a small group of battlefield control or blast spells, but little variety.

3.) Arcane spellcasters (particularly sorcerers) have very little dependance on anything to gain their powers. They need not follow or conform to any belief system. Their power comes from their own blood, or from their own knowledge. Heck, even witches don't need to even so much as pay lip service to their patron. They still get the benefits. While this is basically fluff in most cases, the difference is enormous. Clerics, druids, paladins, inquisitors, and yes, even oracles, must follow certain beliefs and codes of conduct, and slipping up causes them to lose their class abilities. This puts their effectiveness, and all of their powers, at the mercy of the DM. A mistake costs much more to a paladin than to a magus. A magus can play around with his alignment like a see-saw and suffer no penalty other than the obvious, but an inquisitor or a paladin stand a chance to lose all of their powers and become glorified NPC warriors. And a cleric? They essentially become experts with fancy robes. Even a witch can replace her familiar if she screws up? A cleric? They have to find someone to grant them a 5th level spell just for starters to get their powers back. So yes, divine magic is stronger. But as they say, easy come, easy go. Its strong, true, but mis-use it...and you can kiss your powers good-bye.

Scarab Sages

Infernal Healing is the best out of combat healing spell in the game. A 1st level slot for 60hp (a minute of fast healing). A a wand of it can heal 3,000hp for 750gp - and its on the Sorc/Wiz spell list so arcane casters can heal now as well, and can heal really well.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber
minoritarian wrote:
Infernal Healing is the best out of combat healing spell in the game. A 1st level slot for 60hp (a minute of fast healing). A a wand of it can heal 3,000hp for 750gp - and its on the Sorc/Wiz spell list so arcane casters can heal now as well, and can heal really well.

Though there are probably immediate repercussions to use fiend blood...so only arcane spellcasters south of alignment border can do that. Though, again, that's less of a penalty for an arcane caster, so...yeah.

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