Sundering a holy symbol


Pathfinder First Edition General Discussion


Is this a thing? I know a lot of cleric spells don't require a divine focus, but this still feels too overpowered, and like I'm missing something important.


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No you're not missing anything. It can be done. I think the reason it's not done so much is because turn about is fair play. From a player side of things you're destroying your loot and baiting the GM to destroy your weapons, spell component pouches and other similar objects. From the GM side, it's just antagonizing your players. Really sundering or similar tactics are something to be used sparingly in my opinion.


It would seem to be as the sunder attempt can be against something held "or worn". If hit does more damage (after hardness) than item has HPs it can either be destroyed or left with 1hp in and the broken condition. Assuming the PC doesn't have it stored, and when I've played a cleric my holy-symbol was always out and easily identifiable.

Sunder is one of the "nuclear" options that some groups choose to avoid. The idea being that PCs don't sunder monster/NPCs gear, and the GM won't have monsters/NPCs start sundering the PCs expensive gear either.

IMO for my game, if its a one off rare action during a climatic boss fight, as a GM I wouldn't look at that as becoming "a thing we do". In a one-shot I ran last weekend there actually was a unique helmet the bbeg had on that the players needed to remove/destroy so in that case it would have been a preferred method.

I just don't want the game to turn into a sunder-fest - I suppose its hard to know when you've crossed that line though until it becomes glaringly obvious that the PCs are mad about their stuff getting broken.


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Holy symbols are cheap. Carry (or even wear) a few extra. Expensive items are where sundering gets really annoying.


The problem isn't so much the value of the symbol as it is it's tactical significance in this case. The cleric either ends up wasting move actions to draw more symbols or is crippled. It's the sort of thing that if abused can easily escalate quickly as either players or GM start to get frustrated by their characters getting shut down by cheesy tactics they can't defend against.


Fuzzy-Wuzzy wrote:
Holy symbols are cheap. Carry (or even wear) a few extra. Expensive items are where sundering gets really annoying.

its a good point mechanically and by the rules.

But for theme and flavor, I've always considered them more similar to a wizards bonded item or familiar. Not just a wooden sickle over sunset - but a revered holy object with direct linkage to the deity's power, and not something to be handled lightly or tossed around for risk of sacrilege.

To me sundering, stealing or otherwise messing with a cleric's holy symbol is like stealing a thief's lock-picks or trying to kill a familiar/companion. "them's fighting words."


Completely a thing if you're into sundering, just like the wizard's spell component pouch. They can be stolen with little effort, too. That's why it's conventional wisdom to carry more than one, and why things like holy symbol tattoos can be useful.


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That's why I usually spring for holy sybol tattoos or the birthmark trait


p-sto wrote:
...characters getting shut down by cheesy tactics they can't defend against.

CMD is a thing as much as AC. Maintain it or suffer the consequences.

If anything, PF had the right idea of making breaking an opponent's toys at least semi-viable. After all, sundering an enemy's shield is a pretty iconic fighting move. Except that D&D/PF is very poor in modelling that reality for various reasons.

Silver Crusade

Sundering or stealing a cleric's holy symbol or wizard's spell component pouch is a perfectly valid tactic. This is why my PCs always carry backups. I don't see why people are opposed to using this tactic when possible.


Strategy wise I have always thought it was a good idea. I just haven't done it to a player, and I wouldn't do it more than once in a campaign.

Grand Lodge

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do it once in a while is a good tactic. I think the Nemesis should be aware of the item either in use or previous interaction before you start taking away the items.
Doing it every battle makes you a bully and a jerk and other words we all know but I will not type out.


Fuzzy-Wuzzy wrote:
Holy symbols are cheap. Carry (or even wear) a few extra. Expensive items are where sundering gets really annoying.

Pretty much this. Carry a cheap Holy symbol but actually use your holy symbol tattoo/birthmark. Let people smash your held one if they want to waste an action.

p-sto wrote:
No you're not missing anything. It can be done. I think the reason it's not done so much is because turn about is fair play. From a player side of things you're destroying your loot and baiting the GM to destroy your weapons, spell component pouches and other similar objects. From the GM side, it's just antagonizing your players. Really sundering or similar tactics are something to be used sparingly in my opinion.

Pretty much. Most people don't find having their stuff broken fun and like destroying their loot even less.

Once in a while this can work when the magic McGuffin needs smashed but IMO that only works if you keep it rare.


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Fromper wrote:
Sundering or stealing a cleric's holy symbol or wizard's spell component pouch is a perfectly valid tactic. This is why my PCs always carry backups. I don't see why people are opposed to using this tactic when possible.

Like lots of differences of opinions it probably comes down to each persons group dynamics and past experiences.

IE: Objective situation: GM sunders your magic great-ax/divine focus/bonded item.

Subjective circumstances may result in one group just wanting to go rip the guts out of the NPC who did it (or their boss), and its a tool the GM used to build some hatred for the antagonist. The group or individuals because of the time they've played together don't take it as a personal attack or the GM taking it out on the players, and they know the lost items replacement costs eventually will balance out because its a collaborative story and the GM's not punishing anyone (at least not long term).

Another group could look at this same situation as just another time their GM screwed over the players, and trying to figure out how to get back at the GM via some kind of in-game mechanic in the future. We see those posts from time to time "Help me beat my GM's xyz rule", and we see similar "help me overcome my players xyz power".

There are groups where the antagonists are sitting at the table - not in the game, and the group dynamics make something like sundering a holy symbol a personal issue vs a PC vs BBEG issue.

Silver Crusade

There's two big differences between sundering someone's favorite magic weapon and sundering a holy symbol.

1. Backup holy symbols cost 1 gp. Everyone should have a backup. Magic weapons cost real money.

2. Holy symbols are easy to sunder. Pretty much any hit will do it. Magic weapons require real amounts of damage, so the enemy will be aware that the first hit might not be enough to do it. Thus, if the enemy wants the weapon out of your hands, disarm is more reliable.

So treating the sundering of a cheap holy symbol with the sundering of a PC's best equipment is silly. They're two entirely different situations.


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Fromper wrote:

There's two big differences between sundering someone's favorite magic weapon and sundering a holy symbol.

1. Backup holy symbols cost 1 gp. Everyone should have a backup. Magic weapons cost real money.

2. Holy symbols are easy to sunder. Pretty much any hit will do it. Magic weapons require real amounts of damage, so the enemy will be aware that the first hit might not be enough to do it. Thus, if the enemy wants the weapon out of your hands, disarm is more reliable.

So treating the sundering of a cheap holy symbol with the sundering of a PC's best equipment is silly. They're two entirely different situations.

Plenty of magic items ARE their holy symbols. Symbol of Luck, Choker of the Rough Beast, Vestments of War, Symbol of Sanguine Protection, Recondite Holy Symbol, Glory Medallion, Golden Holy Symbol, Malleable Symbol, Ornament of Healing Light, Demon Mother's Mask, Charlatan's Symbol, Cassock of the Clergy, Amulet of Euphoric Healing and Sacred weapons.

So do you stop using that perfectly valid tactic when it happens to be a magic item that costs thousands of gp? And if you do, how to you justify tactics changing because THIS one IS a "someone's favorite magic weapon" or item?

Really all the "perfectly valid tactic" does is force people to buy holy symbol tattoos and pick up the Eschew Materials/False Focus. So after people can afford 100gp, the tactic is over unless you find an intellectually challenged caster or the foe is getting you to waste an action destroying an unneeded symbol/pouch. Heck, everyone that has a free hand carry a holy symbol and see how many actions the bad guys waste.


Eyup. This is why my mesmerist wears 2


Consider: A PC cleric hit by a sundering of her holy symbol is limited in her spell selection for the rest of the combat. She can still cast other spells. When would spending an action to do this be in an enemy's best interest, if an average combat takes three rounds? Seriously? Compare doing this with sundering a meleer's weapon or armour, or even the cleric's armour.

Also, sundering a holy symbol for the "other team" doesn't usually cost you much. A LG cleric often doesn't want much to do with CE unholy symbols.


If sundering is such a big deal because of price of magic weapon/holy symbol/item, disarm (or steal) is always an option.


Sissyl wrote:
Consider: A PC cleric hit by a sundering of her holy symbol is limited in her spell selection for the rest of the combat. She can still cast other spells. When would spending an action to do this be in an enemy's best interest, if an average combat takes three rounds? Seriously?

very likely. The number of cleric spells they can cast without one is pretty limited, its most of the good ones, and the cleric needs a good one they can cast that they memorized today: its pretty likely to be worth the action at higher levels if the cleric is tossing around some of the nastier spells.

Also makes a lot of sense for the mooks, who have a slight action economy advantage over the party. Not so much with the one big bad at the end of the dungeon.


p-sto wrote:
The problem isn't so much the value of the symbol as it is it's tactical significance in this case. The cleric either ends up wasting move actions to draw more symbols or is crippled. It's the sort of thing that if abused can easily escalate quickly as either players or GM start to get frustrated by their characters getting shut down by cheesy tactics they can't defend against.

I don't like it so it is cheesy.


For the "destroying loot is bad" people: You don't have to destroy things you sunder. Giving broken is enough to give penalties and can be repaired easily.


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There's even a feat to intimidate people when you do it.

Iconoclast


Aether elementals are what you really need to watch out for. They can find you with blindsense, fly up to you with constant invisibility, and hurl your holy symbols or other crucial items 480 ft away with a standard action. They can do this as much as they want to whomever they want, with no save or check or other means of defending yourself. And to top it all off, they have very low CRs, can easily be summoned by any idiot with summon monster, and can even serve as familiars to spellcasters. Now that's what I call cheese.


Against wizard's you don't typically even need the feats. Not like you are worried about giving the wizard an attack of opportunity.

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