Isn’t the Thaumaturge Second Edition’s Inquisitor?


Pathfinder Second Edition General Discussion

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Starfinder Superscriber
Quote:

I mean, Cleric could just be the local village preacher who helps the common people with their lives and their relationship with forces beyond their control who never meets or answers to another person of their faith other than the person who trained them and their neighbors. That, to me, falls within the purview of "Cleric."

And when PossibleCabbage the GM is GM'ing PossibleCabbage's version of Golarion, that's your purview. But certainly the word clergy has far more applicability in universal terms. In the Roman Catholic ecclesiarchy The Pope, Archbishops, Cardinals, Bishops, and Abbots are all clerics and have varying levels of authority.

You can't say "Inquisitor means strictly its real world analogue when it helps my argument and Cleric means only what I think it means when it's detrimental to my argument".


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keftiu wrote:
I'm not opposed to an Arbiter or Intercessor, so long as it lets me play the characters I want and gets into my hands soon. I never would've thought Gunslinger, Kineticist, Magus, and Psychic would all beat the 2e Inquisitor out the door.

I agree and the fact that there's still no talk of Inquisitor (or whatever name it'll be) kinda confirms my concern that Paizo is avoiding designing anything with wisdom. No new wisdom classes and no wisdom subclasses in 3 years of releases. With Rage of Elements it seems like it'll be at least 4 years. I chalked it up to design plans but after they excluded Wisdom from the Psychic for some weird reason it's kind of getting a bit silly at this point. [/soapbox]


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I think the reason they're avoiding Wis classes is that the power budget is tricky. Wis is keyed to two of the four "recall knowledge" skills, medicine, perception, and Will saves. It competes with Dexterity for the single most powerful attribute in the game (and I'd give it the edge since Perception is like "a second saving throw"). You can hardly avoid having classes with Dex as a KAS, and we've had them from the beginning so they know how to do it.

The Cleric is sort of balanced around "You start with 18 Wisdom" since the Divine list has less in the way of "attention grabbing" spells than the other lists. But if you're like a frontliner who starts with an 18 Wis, you have to make sure the Inventor/Investigator/Thaumaturge/Kineticist not look at you enviously because they started with an 18 Int/Int/Cha/Con which are objectively less useful stats than Wisdom.


I know WIS was key for the 1e Inquisitor, but between 2e class design and them not needing to be nearly as much of a caster in this edition, I'd honestly like to have an 18 in what I make Strikes with. An Inquisitor/Arbiter/Intercessor of Ketephys should be at par with other martials using their longbow, and I wouldn't want one who follows Arazni to be shabby with her beloved rapier.

The playtest Kineticist's CON focus not paying into their accuracy or damage is something I'd prefer to avoid in the future.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It has been recently stated by Mark Seifter (iirc) that they aren't avoiding Wisdom as a key stat. When they push out a class that the team feels is appropriate to use Wisdom, they will. Fans might think/want certain existing classes to be Wis, but the team did not share the sentiment.


Ly'ualdre wrote:
It has been recently stated by Mark Seifter (iirc) that they aren't avoiding Wisdom as a key stat. When they push out a class that the team feels is appropriate to use Wisdom, they will. Fans might think/want certain existing classes to be Wis, but the team did not share the sentiment.

I'd certainly welcome it on a 2e Shaman, who already has good reason to be great at Medicine, Nature, and Religion.


I confess I'm curious what a frontliner with Wis as a KAS would look like, since the Shaman is most likely a caster (and not a wave caster) that potentially works differently from the CRB ones much like how the Psychic does.


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Ly'ualdre wrote:
It has been recently stated by Mark Seifter (iirc) that they aren't avoiding Wisdom as a key stat. When they push out a class that the team feels is appropriate to use Wisdom, they will. Fans might think/want certain existing classes to be Wis, but the team did not share the sentiment.

If this is true then their words and actions are at odds in addition to being at odds with player expectations, which is cause for concern. I find it impossible that there were no ideas for wisdom based classes/subclasses in the past 3 years given the Inquisitor is a fan favorite. Doubly so when Paizo designers release psychic wisdom paths on Pathfinder infinite.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think they key words there are player expectation and the desire of the developers. To be frank, the ideas of players are not always made with balance in mind, and sometimes the belief that their wants supercede those of the people making the game. Not suggesting this is you or anyone in particular, mind you, it is a blanket statment. And again, if the designers themselves decided, say, to not make the Psychic a Wisdom based class, that is their right to do so. There isn't some grand scheme here to deny players access to something they hope to see. But it will come at the time the designers deign to make it so. Any theory that they are doing anything less or more than that is simply that, a theory, devised by individuals who see the lack of something as more than what it is. Pretty much everything we have seen released thus far has followed a pattern and several themes. When a theme is conducive to a Wisdom based Clsss, then they'll do it. The issue, imo, is a sense of instant gratification and the desire to have one's cake and to eat it. These things take time. Not every foreseeable option is going to come all at once. I think people just need to take a step back and actual consider the amount of time and effort actually goes into designing a balanced game.

If anyone is unhappy with thw hard work that the people at Paizo do for us daily, I suggest and challenge them to make the efforts themselves. Infinite was made for that very reason. Not saying that is a solution; but maybe those who are wholly unsatisfied with the direction Paizo is currently going can grasp an understanding of the kinds of challenges the team goes through to bring satisfying content.


I just noticed they printed new feats for old archetypes in Knight of Lastwall, which is promising and makes me feel more confident that an archetype can be quite robust.


There's probably more value in printing more feats for existing archetypes than there is in printing more feats for existing classes. The promise of the system is that all of these things are extremely extensible, but in practice it seems like they prioritize column inches to "things lots of people can take" instead of "things specific to a certain class."

Like how many subclasses have they added to the game since the initial printing of the class? The superstition barbarian was in the playtest so that one coming was inevitable, but it's surprising there hasn't been another.


PossibleCabbage wrote:
Like how many subclasses have they added to the game since the initial printing of the class? The superstition barbarian was in the playtest so that one coming was inevitable, but it's surprising there hasn't been another.

Superstition Barbarian, three Evil Champions, one new Oracle Mystery, at least one Sorcerer Bloodline... I think that's it?


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The APG gave us Eldritch Trickster and Mastermind for the Rogue, too.


And a few Witch Patrons, I shouldn't forget... but it's not a class I have any interest in playing. My kingdom for a spontaneous, non-Familiar take on the Witch.

Maybe someday they'll get weird with the Class Archetypes again.


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The undead eidolon. I also consider deities (which determine your off list spells, your bonus spells, your focus spells, and additional skills) to be cleric subclasses, and we’ve gotten a fir number of those.

Actually that might be relevant to the current discussion; I would appreciate it if inquisitors likewise used the deity entries.


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We need more divine classes that don't answer to a specific God though. Clerics and Champions are already bound to a God, and we're not likely to get two divine gishes, so I'd prefer to be able to play one that's like "An Animist" or "A Pantheist" or "A Henotheist" or "A Panentheist."

Like I played a lot of Paladins in 1e and I didn't play a single one who had more than a casual relationship with a God. I have so many ideas for characters like this and I don't really love playing casters.


AnimatedPaper wrote:

The undead eidolon. I also consider deities (which determine your off list spells, your bonus spells, your focus spells, and additional skills) to be cleric subclasses, and we’ve gotten a fir number of those.

Actually that might be relevant to the current discussion; I would appreciate it if inquisitors likewise used the deity entries.

I'm also a big proponent of Inquisitors/Arbiters/etc using Deities. Access to Domains and Favored Weapons feels very core to the concept, IMO. Some way to grab the granted Cleric spells would be a real joy.

The bodyguard sworn to Arqueros, shielding her ward with a glowing spear and Protector's Sphere. The slayer of undead whispers a prayer to Tanagaar over their kukri, and shadows rise up to hide them from sight. The ninja assassin invokes Yaezhing to fill her target with terror, wounding the mind - just before her darkly-burning shuriken kill the body.

Now imagine if they had a limited ability to cast the deity-granted spells: the bodyguard gets Endure and Stoneskin, the undead slayer can eventually turn into a bird, and the ninja quickly grabs Invisibility.


PossibleCabbage wrote:

We need more divine classes that don't answer to a specific God though. Clerics and Champions are already bound to a God, and we're not likely to get two divine gishes, so I'd prefer to be able to play one that's like "An Animist" or "A Pantheist" or "A Henotheist" or "A Panentheist."

Like I played a lot of Paladins in 1e and I didn't play a single one who had more than a casual relationship with a God. I have so many ideas for characters like this and I don't really love playing casters.

I mean, you've seen me advocating for Shaman to be the class that pairs with the Inquisitor. There can be two cool Divine classes - three, if the Medium survives, but I could see parts of it's identity rolled into the Shaman.

As for your second point, Eberron's had both Clerics and Paladins devoted to a Domain, no deity needed, since 3.5, and 5e Paladins are empowered by their devotion to their oaths, rather than faith in a god. It feels like a simple sidebar - or potentially fuller Class Archetype - to decouple Champions from deities entirely. Heck, one of my big frustrations is how vestigial deity choice feels on Champions!


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There's enough space for a full class with the inquisitor. Champions are kinda one note and mostly just about being a defender with some healing aside from the evil ones anyways. There's a lot more roles a deity focused martial could hypothetically fill. Wave caster could be cool.


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PossibleCabbage wrote:

We need more divine classes that don't answer to a specific God though. Clerics and Champions are already bound to a God, and we're not likely to get two divine gishes, so I'd prefer to be able to play one that's like "An Animist" or "A Pantheist" or "A Henotheist" or "A Panentheist."

Like I played a lot of Paladins in 1e and I didn't play a single one who had more than a casual relationship with a God. I have so many ideas for characters like this and I don't really love playing casters.

I feel like part of the way to answer, "What if divine power but no god?" (at least speaking of animism...) is to establish deity statblocks for fonts of divine power that don't come from a particular entity. No reason a notional Shinto priest couldn't still be a Cleric. This would mean you could just as readily play champions of the same faiths if you saw fit, plus whatever comes of the Divine wave caster design space.

At the same time, priests of a deity are not restricted to divine spellcasters so no reason ordained adherents of other faiths must be, albeit I fully recognize that there is a notable gap for classes who directly gain power from their non-deity belief system and Druid doesn't do it for all


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Allowing champions and clerics with different approaches may be slightly more complicated to allow.

For example, I think that part of the champion powers depends also on the limits given by tennets, anathema, edicts, cause ( comparing tennets of good champions with tennets of evil ones, where the former have excellent stuff, and the latter way underpower ones).

A cleric is like the druid in terms of restrictions ( or maybe even less Restricted).

But giving generic classes that can be used for everything is IMO the right direction to pursue.

Then your Shinto priest example could be applied to anything.

"I want a divine prepared spellcaster who serves the xxxxxx"

Or

"I am going to play a divine gisher who hunt enemies of their people/church. I am deliberately also going to respect edicts and anathema of my deity, even if these are not going to affect my divine spell casting and abilities in any way"

Getting also rid of "mecanically silly" stuff ( unrestricted for no reason, but this also relates to wizard and rogue weapon proficiency, just to say some) like deity favored weapon in 2022 would be great too.

We already have sorc, witch and oracle which can do anything they want, and still make a full use of divine spellcasting, so it's already a possibility ( and their freedom of choice/act doesn't have a single drawback).

Ps: I know that players may already play a "divine sorcerer" As a "priest of something", but it's about mechanics ( forgo a class you like for its mechanics, just because of the unnecessary flavor limits).


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Sibelius Eos Owm wrote:
PossibleCabbage wrote:

We need more divine classes that don't answer to a specific God though. Clerics and Champions are already bound to a God, and we're not likely to get two divine gishes, so I'd prefer to be able to play one that's like "An Animist" or "A Pantheist" or "A Henotheist" or "A Panentheist."

Like I played a lot of Paladins in 1e and I didn't play a single one who had more than a casual relationship with a God. I have so many ideas for characters like this and I don't really love playing casters.

I feel like part of the way to answer, "What if divine power but no god?" (at least speaking of animism...) is to establish deity statblocks for fonts of divine power that don't come from a particular entity. No reason a notional Shinto priest couldn't still be a Cleric. This would mean you could just as readily play champions of the same faiths if you saw fit, plus whatever comes of the Divine wave caster design space.

We already have several of these, plus pantheistic deity stat blocks, plus 3 all-up classes that directly support characters who have divine magic from more esoteric sources. No reason more can't be made to cover stuff not yet done, such as Shamanism and Atheism (separate from the Laws of Mortality, which again we have).


The Oath Feats that Champions can take for specific foes (aberrations, celestials, dragons, fiends, undead, "evil creatures" who have "committed heinous atrocities") all feel like they deserve counterparts here. Paladins gain a spicy +4 damage on their unique Reaction when hitting the foes covered by their Oath - the equivalent of that on a Smite or while smacking the target of a Judgment would go a long way towards selling the fantasy.

Inquisitors of deities for whom that doesn't make sense can opt out, but your Pharasmin exorcist, Kazutali demon-slayer, or Lubaikoan rebel can bring the heat where it makes sense.


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I'm just going to say I want every divine class going forward to be able to be played without a patron deity. I've been asking for "non-deific Champions" since the playtest and I don't trust that they're going to offer this sort of thing after release- it needs to be built-in from the ground up.

Like the Playtest Oracle said

Quote:
An oracle draws power from multiple deities, each with their own alignments, agendas, domains, and anathemas

which got changed on release to

Quote:
Drawing on multiple disparate sources of power inevitably places an incredible stress on your body

They tried to tie the Oracle to the Gods! The Oracle which was *the* class for "I don't care about Gods, I just care about the divine aspect of Fire."


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PossibleCabbage wrote:
I'm just going to say I want every divine class going forward to be able to be played without a patron deity.

Amen!


PossibleCabbage wrote:
I'm just going to say I want every divine class going forward to be able to be played without a patron deity.

To be clear, when I said "deity" I was talking about the deity entries, which also cover non-deity entities and philosophies. In fact, that is quite literally exactly what I said.

Zabraxis wrote:
Ly'ualdre wrote:
It has been recently stated by Mark Seifter (iirc) that they aren't avoiding Wisdom as a key stat. When they push out a class that the team feels is appropriate to use Wisdom, they will. Fans might think/want certain existing classes to be Wis, but the team did not share the sentiment.
If this is true then their words and actions are at odds in addition to being at odds with player expectations, which is cause for concern. I find it impossible that there were no ideas for wisdom based classes/subclasses in the past 3 years given the Inquisitor is a fan favorite. Doubly so when Paizo designers release psychic wisdom paths on Pathfinder infinite.

You're not wrong, but just pointing out Luis is not part of the main design team. That's not a slight on his skill, but merely saying that he's on a different team and when someone says "the design team" decided this or that, they probably aren't talking about him.


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To give my 2 cents, there is a lot of space in the religious classes between the cleric and the champion, both mechanically and lore-wise. Those are quite specialised roles after all, and the thaumaturge really doesn't fill that space much, it is more of an all-round monster hunter than anything.

There are a lot of things that are floating around about what an inquisitor - or whatever it ends up being called, I really don't care - could and should end up doing. I'm just sitting here, thinking - why exactly should these be exclusive choices? Mechanically, these have no strong reason to be different. And on the lore front, there are many religions and they vary a hell of a lot, so why should the inquisitors be forced to be the same for everything?

For example, an asmodean inqisitor from Cheliax is most likely closest to the more "traditional" picture of an inquisitor, which is the part a lot of people won't like (for obvious reasons). Part of a large, strictly organized hierarchy and has a lot of power. Such inherently lawful Evil wouldn't tolerate the lone wolf shenanigans of the 40k inquisition, but the whole "death to the heretics" thing would absolutely apply here. Cheliax has a strong history of rooting out any non-devil worship (with some exceptions made for Zon-Kuthon worshippers), so here the heretic-hunter, spy and divine enforcer (to a lesser degree, that's more of a champion thing) would come out.

An erastilian inqisitor on the other hand would be a rare sight and could be more of a pseudo-part-timer like his other servants. Barely any or no organization, just one or two people that are part of the local community. They could swiftly deal with things that the villagers have problems with without potentially waiting for weeks for their aid to arrive. This could be a form of the "divine handyman" with a wider profile than "throw spells at it" (cleric) or "hit it real hard" (champion).

A third form could be abadaran inquisitors. They have a strongly connected and hierarchical structure like the asmodean people - being lawful and all that - but they are much, much less involved and aggressive. These guys are much more into the whole espionage and counter-espionage business, positions in the judiciary that require a subtle but hands-on approach (wandering magistrates for example), as well as the occasional court-sanctioned assassination of strongly disruptive elements like bandit leaders.

And the fourth form I can think of are the norgorberites. Norgorber is pretty much the deity that would most desire the more practical "religious rogue" vibe that the 1e mechanics apparently had (full disclosure - I've never touched 1e directly, so no idea if that assessment is true). All kinds of forms of organization, but it should generally be much more losse than the more lawful dudes. Assassination would satisfy the Blackfingers and Father Skinsaw aspects, while the whole "divine spy" thing practically screams Grey Master and Reaper of Reputation. Honestly, a Reaper of Reputation inquisitor that is constantly rooting around for people's secrets sounds extremely fun.

So yeah, this whole deal is flexible enough for pretty much everything. And, unlike Champions and like clerics, it actually works really well with neutral deities, because the laws of your deity are enough.


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I like those ideas. If we were going in a skill monkey direction I wonder if Divine Intercessions could be built in. Or if you could use things like Divine Ability scores for the KAS.


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Karmagator wrote:

To give my 2 cents, there is a lot of space in the religious classes between the cleric and the champion, both mechanically and lore-wise. Those are quite specialised roles after all, and the thaumaturge really doesn't fill that space much, it is more of an all-round monster hunter than anything.

There are a lot of things that are floating around about what an inquisitor - or whatever it ends up being called, I really don't care - could and should end up doing. I'm just sitting here, thinking - why exactly should these be exclusive choices? Mechanically, these have no strong reason to be different. And on the lore front, there are many religions and they vary a hell of a lot, so why should the inquisitors be forced to be the same for everything?

For example, an asmodean inqisitor from Cheliax is most likely closest to the more "traditional" picture of an inquisitor, which is the part a lot of people won't like (for obvious reasons). Part of a large, strictly organized hierarchy and has a lot of power. Such inherently lawful Evil wouldn't tolerate the lone wolf shenanigans of the 40k inquisition, but the whole "death to the heretics" thing would absolutely apply here. Cheliax has a strong history of rooting out any non-devil worship (with some exceptions made for Zon-Kuthon worshippers), so here the heretic-hunter, spy and divine enforcer (to a lesser degree, that's more of a champion thing) would come out.

An erastilian inqisitor on the other hand would be a rare sight and could be more of a pseudo-part-timer like his other servants. Barely any or no organization, just one or two people that are part of the local community. They could swiftly deal with things that the villagers have problems with without potentially waiting for weeks for their aid to arrive. This could be a form of the "divine handyman" with a wider profile than "throw spells at it" (cleric) or "hit it real hard" (champion).

A third form could be abadaran inquisitors. They have a strongly connected and hierarchical...

I recommed reading into the various Inquisitor archetypes. They all range from "search and destroy" to "wandering preacher" to "defend and lead".

If there is any class that would get the feeling of "operative" it is the Inquisitor with the multitude of tools to fit any job, their skills at teamwork (even while alone), and the multitude of tasks that they are able to do.

Some people in this thread talk about how Inquisitors are agressive and bad, but then you have Vigilant Defender Inquisitors who would rather defend the faithful than search for enemies. The Tactical Leader which can buff allies and oversee battle. The various Infiltrators and Seekers usually searching for information even if it means going into enemy territory.

Also note that different deities have/had different inquisitions (inquisitor domains) so the whole "X deity wouldn't have an Inquisitor do Y" is not even an issue outside of bad players. A player could literally pick and choose one of the inquisitions offered by a deity that fit the campaign and ignore the rest. I see no reason why PF2 wouldn't have the same system.


Captain Morgan wrote:
I like those ideas. If we were going in a skill monkey direction I wonder if Divine Intercessions could be built in. Or if you could use things like Divine Ability scores for the KAS.

That would be cool. Rogue has been king of flexibile key for too long.


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PossibleCabbage wrote:
We need more divine classes that don't answer to a specific God though.

I sort of agree with you, I especially want to see more exploration of animistic and pantheistic belief systems in PF2.

But I'm not sure the numbers line up with the sentiment. We have five spellcasters who can access the Divine tradition and only one of them actually cares about their deity at all.

Stepping away from spellcasters, we have three martials who can innately touch upon a divine power source and again, only one of them actually interacts with having a deity (and to be honest, even then the champion feels like an alignment character first and the follower of a deity second).

If anything it feels like characters associated with a deity are the underrepresented ones here.


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Squiggit wrote:
PossibleCabbage wrote:
We need more divine classes that don't answer to a specific God though.

I sort of agree with you, I especially want to see more exploration of animistic and pantheistic belief systems in PF2.

But I'm not sure the numbers line up with the sentiment. We have five spellcasters who can access the Divine tradition and only one of them actually cares about their deity at all.

Stepping away from spellcasters, we have three martials who can innately touch upon a divine power source and again, only one of them actually interacts with having a deity (and to be honest, even then the champion feels like an alignment character first and the follower of a deity second).

If anything it feels like characters associated with a deity are the underrepresented ones here.

One of my largest frustrations is that the Champion class feels so much more like the "alignment warrior" class than any sort of "knight of my deity" feeling. Between that and Warpriest Clerics being kind of a joke, I'm... surprised people feel like the devotees of the gods are over-represented in PF2.


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Squiggit wrote:
If anything it feels like characters associated with a deity are the underrepresented ones here.

But you can make literally any character a devout follower of a deity who is motivated by their faith. Having it always be a quid pro quo for "you get magic powers" probably isn't ideal. Of the characters who can access divine powers without an actual relationship with a God, they're pretty much all casters (the Summoner I guess can technically do that, but it's mostly the Eidolon that hangs out in the danger zone.) If we're going to get a second divine "you are comfortable in the middle of the action" class, it should overlap with the Champion as little as possible.

I think have the opposite opinion of the Champion as Keftiu. I want less "specific relationship with your deity" and more "you are motivated by your cause" from the class. Because if I have a character who is Lawful Good and all about that Lawfulness and Goodness- doing the right thing by the book every time, then I can just make that person an Iomedean or a Toragite if that's how I want to play that character. I don't need specific reinforcement from the rules to roleplay that.


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keftiu wrote:
Squiggit wrote:
PossibleCabbage wrote:
We need more divine classes that don't answer to a specific God though.

I sort of agree with you, I especially want to see more exploration of animistic and pantheistic belief systems in PF2.

But I'm not sure the numbers line up with the sentiment. We have five spellcasters who can access the Divine tradition and only one of them actually cares about their deity at all.

Stepping away from spellcasters, we have three martials who can innately touch upon a divine power source and again, only one of them actually interacts with having a deity (and to be honest, even then the champion feels like an alignment character first and the follower of a deity second).

If anything it feels like characters associated with a deity are the underrepresented ones here.

One of my largest frustrations is that the Champion class feels so much more like the "alignment warrior" class than any sort of "knight of my deity" feeling. Between that and Warpriest Clerics being kind of a joke, I'm... surprised people feel like the devotees of the gods are over-represented in PF2.

The champion is a class tied to specific roleplay, meaning you are forced to play in a specific way if you want specific feats or perks.

And while being forced by tennets, cause, anathema, edicts and alignment is tough, the cleric has it, imo, even harder.

Being tied to a specific weapon forces the war priest to choose their deity depends the build they'd like to play.

Found the weapon you'd like to use?
Let's see if the bonus spells are what you are looking for... Oh, snap!

And the comes the domain spells, if you'd like to have a specific one.

But apart from not being able to choose your deity because of how the class works, I find the war priest pretty good ( good tank, good heals, good support stuff).


keftiu wrote:
One of my largest frustrations is that the Champion class feels so much more like the "alignment warrior" class than any sort of "knight of my deity" feeling. Between that and Warpriest Clerics being kind of a joke, I'm... surprised people feel like the devotees of the gods are over-represented in PF2.

There is a difference between being represented and being represented well: I feel that there are a LOT of classes that access divine power and can worship a god but that doesn't mean that I feel that great about some aspects of those options like... well everything about the warpriest. I'd rather focus on making existing options better than adding more.

On champions, they have always been an alignment forward class so I'm not surprised by the class: it's why I don't play them. Maybe when they get to neutral and/or alignment agnostic causes/tenets.


Ly'ualdre wrote:
snipped

I agree with most of your points. I admit my bias towards wisdom classes/characters but I've operated in good faith that eventually the design team will get around to it. However, goodwill and patience has been chipped away with each passing year of being passed over. This is not a case of "a sense of instant gratification" as you put it but a slow drain of confidence and an erosion of trust.

With the current timeline of products and assuming they finally deign to work on wisdom appropriate classes the year after, it'll be 5yrs after release before anything wisdom related hits the streets. That's half the lifespan of 1e. That seems a blindspot far beyond the "wisdom doesn't seem appropriate" and designers desires defenses.

AnimatedPaper wrote:
You're not wrong, but just pointing out Luis is not part of the main design team. That's not a slight on his skill, but merely saying that he's on a different team and when someone says "the design team" decided this or that, they probably aren't talking about him.

A valid point. Maybe they should bring Luis on "the Design Team" to cover their wisdom mental block :)

Karmagator wrote:
Snipped

Well said. This kind of sub-classing is exactly what I had in mind when I said the good and evil aspects could coexist in the same class, except way more thought out and in-depth.

I'm mostly fine with Champions as is but they definitely lean heavily into an alignment class feel. The extra tenant restrictions from causes are the root problem (and in conflict with some valid deity's own edicts.) A class archetype that foregoes the deity and just works with the causes could cover the agnostic alignment warrior concepts.

I was holding out hope that the Shaman would be the pick your spell list for wisdom. Shamans & their analogs encompass a wide array of concepts across cultures from divine to occult to primal so choosing a list seems appropriate. The 1e class was an oracle/witch hybrid after all. Not so sure this will ever see the light of day given everyone's aversion to wisdom.

On the warpriest: I think it suffers a bit from the name associated baggage similar to the inquisitor. If they had called it something else I don't think it would see as much hate. This isn't to say I think it's good but I've softened on it being as bad as I originally thought.


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"erosion of trust" "finally deign to" "draining good will" seems like very loaded and intense language for something like this.

Paizo's only published ten new classes since PF2 came out. There are a lot of things they haven't done.

I'm not sure such an ascription of malice toward any one of those things is really warranted.


I have full faith (heh) that the 2e Shaman will happen someday and be a Wisdom class. There's clear interest in both Arcadia and Tian Xia from the lore half of the Pathfinder team, and the characters it enables are a big part of the fantasy in both places.


Squiggit wrote:

"erosion of trust" "finally deign to" "draining good will" seems like very loaded and intense language for something like this.

Paizo's only published ten new classes since PF2 came out. There are a lot of things they haven't done.

I'm not sure such an ascription of malice toward any one of those things is really warranted.

*sigh* Intensity was intentional and reflects my frustration, ascribing malice was not.

Designers are human and fallible, even the good ones (which I consider the Paizo team to be despite my intense language and wisdom soapbox.) They can have blindspots and pointing them out does not constitute "ascribing malice."

Scarab Sages

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PossibleCabbage wrote:
I'm just going to say I want every divine class going forward to be able to be played without a patron deity. I've been asking for "non-deific Champions" since the playtest and I don't trust that they're going to offer this sort of thing after release- it needs to be built-in from the ground up.

The way I remember it, clerics and paladins could go without worshipping a deity, but only because they decided the make Pathfinder fairly setting-neutral. With Second Edition, they wanted to include the setting more, so clerics and champions were obligated to have a deity.

So, I expect any future inquisitor-like class to require deity worship. I can see them going in a different direction for shaman, though.


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NECR0G1ANT wrote:
PossibleCabbage wrote:
I'm just going to say I want every divine class going forward to be able to be played without a patron deity. I've been asking for "non-deific Champions" since the playtest and I don't trust that they're going to offer this sort of thing after release- it needs to be built-in from the ground up.

The way I remember it, clerics and paladins could go without worshipping a deity, but only because they decided the make Pathfinder fairly setting-neutral. With Second Edition, they wanted to include the setting more, so clerics and champions were obligated to have a deity.

So, I expect any future inquisitor-like class to require deity worship. I can see them going in a different direction for shaman, though.

Put both in a book together and everyone's happy - me most of all :p


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Zabraxis wrote:
Squiggit wrote:

"erosion of trust" "finally deign to" "draining good will" seems like very loaded and intense language for something like this.

Paizo's only published ten new classes since PF2 came out. There are a lot of things they haven't done.

I'm not sure such an ascription of malice toward any one of those things is really warranted.

*sigh* Intensity was intentional and reflects my frustration, ascribing malice was not.

Designers are human and fallible, even the good ones (which I consider the Paizo team to be despite my intense language and wisdom soapbox.) They can have blindspots and pointing them out does not constitute "ascribing malice."

The problem is what the language being used implies. Talking about eroding trust and a loss of goodwill creates the suggestion that you were somehow owed or promised something in particular.

Likewise the use of phrasing like "human and fallible" again suggests that Paizo not publishing the specific class you were looking for is somehow a failure on their part.

It's reasonable to dislike a design choice, or be disappointed, even frustrated or a little upset, but imo it gets problematic to code that frustration in language that implies some personal betrayal or moral failing.


Squiggit wrote:

The problem is what the language being used implies. Talking about eroding trust and a loss of goodwill creates the suggestion that you were somehow owed or promised something in particular.

Likewise the use of phrasing like "human and fallible" again suggests that Paizo not publishing the specific class you were looking for is somehow a failure on their part.

It's reasonable to dislike a design choice, or be disappointed, even frustrated or a little upset, but imo it gets problematic to code that frustration in language that implies some personal betrayal or moral failing.

Since you seem more concerned with a tonal ad hominem attack and arguing semantics than any discussion of the points I've made I respectfully ask that we leave this at "agreeing to disagree."

If you feel I have violated forum rules feel free to report me to the moderators.


Starfinder Superscriber
PossibleCabbage wrote:

I'm just going to say I want every divine class going forward to be able to be played without a patron deity. I've been asking for "non-deific Champions" since the playtest and I don't trust that they're going to offer this sort of thing after release- it needs to be built-in from the ground up.

And I'm just going to say that if they ever dropped champions*/clerics requiring a patron deity in the core ruleset, I would unsub faster than you can say "Please cancel my account"

People talk about representation in Pathfinder being important. Well, as someone from a religion that says "yes, only those who have been given the sacrament of holy orders can do these things, acting on behalf of the divine" it's nice to see that reflected in clerics and champions.

* Yes, I know Paladins only had to be LG in PF1e and didn't require a patron. This never made sense to me and as a practical house rule matter Paladins were restricted to deities that were within one step of LG.


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The cleric should always be the "God" class, but the Champion should be open to anybody whose devotion to their cause is sufficient to access vital and spiritual essence.

It should be pretty clear from the Summoner, Oracle, Witch, and Divine Sorcerer that "Divine" magic needn't have anything to do with Gods. So it's really confusing to me why people want the lone existing martial divine class to not be open to people from non-deific traditions, regardless of their zeal.


Champion really should not be tied to a religion. While Inquisitor really should be tied to a religion.

Inqusitors are not a random skill character like a Rogue. But someone fully dedicated to their deity, to the point that they are willing to do anything for them. And I do mean anything.


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Leon Aquilla wrote:
PossibleCabbage wrote:

I'm just going to say I want every divine class going forward to be able to be played without a patron deity. I've been asking for "non-deific Champions" since the playtest and I don't trust that they're going to offer this sort of thing after release- it needs to be built-in from the ground up.

And I'm just going to say that if they ever dropped champions*/clerics requiring a patron deity in the core ruleset, I would unsub faster than you can say "Please cancel my account"

Suggesting you'd quit Pathfinder because someone else might be able to play the character of their dreams in a way that has zero effect whatsoever on you is kind of toxic as hell.


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I think that champion may be tied to a deity, but I also think they may be tied to an ideal, a Faith, a cause, a one moral code or even a Philosophy.

Rather than try to justify either the champion or the cleric because of their given name, I'd like to stop for a second and accept the fact the game is made of different classes.

Wouldn't be nicer to be just allowed to pick up the style of game ( class + archetype/dedication ) that fit us the most ( or that we would simply enjoy to recreate a specific character ) rather than having the game telling us "if you pick that specific class which has that specific mechanics/gameplay, you are forced to play it that way"?

To go even further explaining the concept:

If a player would like to make an armored character meant to be the defender of the group, why should they be forbidden from playing the character they have in mind?

Which means not having to think about stuff like

"If I want the champion reaction which make a strike, I have to play a paladin. Which means I have to be lawful good, revere a deity ( from a specific pool ) and be tied to causes and tennets"

but just the essential ones

"I want my character to be a mercenary. An old city guard. So i want them to be proficient in heavy armors. I want them to be sturdy, so I'll go champion. Now I have to decide which reaction is the best for my character."

But this may even go in the opposite direction

"I want to make a holy defender that strikes down the evil. I'll go with fighter because I want them to be a swordmaster, and I prefer legendary weapon rather than legendary armor proficiency. I'll be follow Sarenrae, and I think it makes sense to also get some divine spellcasting. I might go with the cleric dedication, but I'd prefer the sorcerer one because of spontaneous spellcasting"

And so on.

To have the game telling me "you have to do that if you pick that" is unnecessary, because I'd eventually do that concept in an infinite number of ways ( different combinations among classes and archetypes/dedication ), but most of all it would be flavor from my background and role play.

I somehow have the feel ( but maybe I am mistaking ) that some people need ( or just feel more at ease ) when the game explicitly pushes towards a direction rather than leaving room for anything that may come to mind.

The difference beween "I pick the cleric class" and "My character is going to be a cleric".


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I think the important thing about the Champion is that you are Championing something. You have a Cause you are zealously devoted to, which compels you to go out and stand for your cause. It's clear you can access divine power by having special blood, or imagining a demon, or thinking too hard about fire so I don't think that "I protect my people to honor my ancestors" or "I strongly believe in universal dignity up to and including the small gods in ordinary objects" shouldn't have heavily armored well... Champions.

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