The difficulties of playing a post-remaster divine caster with pre-remaster divine spells


Animist Class Discussion


1 person marked this as a favorite.

Mostly what the title says. A lot of what a caster can do resides in what spells they have. We know the divine list is getting quite a few changes after the remaster. Just would like to know some guidelines on the devs part regarding what to do with spells like Divine Decree.

Do you want us to run them as they are now and give feedback accordingly or do you expect us to do something else? Substituting all damage these spells do for force damage maybe?

I just think it would be good having some sort of direction in this regard for the sake of the playtest. The divine list changes look big so I think asking is in order so we can give the best feedback we can.

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

I'm kinda confused on why page 3's sidebar doesn't specify they are trained in divine tradition, is that new format change or typo? Took me while to read what tradition they could cast

Liberty's Edge

3 people marked this as a favorite.
CorvusMask wrote:
I'm kinda confused on why page 3's sidebar doesn't specify they are trained in divine tradition, is that new format change or typo? Took me while to read what tradition they could cast

I really hope this isn't a typo, because it would mean that spell attack and DC are no longer tied to tradition at all, they're just your general spellcasting ability like weapon proficiency is your general fighting ability.

This makes multiclass archetype spellcasting, for example, so much easier to deal with.


1 person marked this as a favorite.
JRutterbush wrote:
CorvusMask wrote:
I'm kinda confused on why page 3's sidebar doesn't specify they are trained in divine tradition, is that new format change or typo? Took me while to read what tradition they could cast

I really hope this isn't a typo, because it would mean that spell attack and DC are no longer tied to tradition at all, they're just your general spellcasting ability like weapon proficiency is your general fighting ability.

This makes multiclass archetype spellcasting, for example, so much easier to deal with.

thats a good point, i sincerely hope thats not the case though.


1 person marked this as a favorite.

I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.

Scarab Sages Design Manager

4 people marked this as a favorite.
roquepo wrote:

Mostly what the title says. A lot of what a caster can do resides in what spells they have. We know the divine list is getting quite a few changes after the remaster. Just would like to know some guidelines on the devs part regarding what to do with spells like Divine Decree.

Do you want us to run them as they are now and give feedback accordingly or do you expect us to do something else? Substituting all damage these spells do for force damage maybe?

Make sure you're using the Pathfinder Core Preview document as called out in the playtest package. You'd use the new spirit damage wherever a current spell deals alignment damage.

Scarab Sages Design Manager

14 people marked this as a favorite.
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.

All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC proficiency progression. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.


Michael Sayre wrote:
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.
All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.

WAIT A SECOND

If I'm not mistaken this is HUGE

Correct me if I'm wrong, but this means I play a wizard and grab witch archetype with occult spells, those spells use my wizard spell attack and DC progression? Does this also make non int MCD use int? I assume no?

**Edit**

Noticed everyone already recognize this after. This is a fantastic change. Martials could mix and match incredibly well with Multiclassing, now spellcasters get this benefit too. I never considered this gap at all, and I'm extremely for it

Scarab Sages Design Manager

13 people marked this as a favorite.
AestheticDialectic wrote:
Michael Sayre wrote:
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.
All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.

WAIT A SECOND

If I'm not mistaken this is HUGE

Correct me if I'm wrong, but this means I play a wizard and grab witch archetype with occult spells, those spells use my wizard spell attack and DC progression? Does this also make non int MCD use int? I assume no?

You'll still use the ability modifier appropriate to the class granting you access to the tradition and spells. But the proficiency number added to the ability mod will be constant for all the spells you cast.

Sovereign Court

1 person marked this as a favorite.

That's an exciting change!


2 people marked this as a favorite.

Spirit damage is quite the glow up for divine spells bc it ensures that your damage is almost always on compared to alignment damage. I'm excited to blast with the power of God on my side in the remaster

Sovereign Court

7 people marked this as a favorite.

Actually the main thing I like about spirit damage is that clerics of neutral deities now have a lot more damaging spells too. It was a bit sparse playing for example a cleric of Gozreh. Divine Lance etc. didn't do anything for you, and disrupt undead has a rather narrow audience.


Michael Sayre wrote:
roquepo wrote:

Mostly what the title says. A lot of what a caster can do resides in what spells they have. We know the divine list is getting quite a few changes after the remaster. Just would like to know some guidelines on the devs part regarding what to do with spells like Divine Decree.

Do you want us to run them as they are now and give feedback accordingly or do you expect us to do something else? Substituting all damage these spells do for force damage maybe?

Make sure you're using the Pathfinder Core Preview document as called out in the playtest package. You'd use the new spirit damage wherever a current spell deals alignment damage.

Thanks a lot. Couldn't find anything relating to this, so I thought I'd better ask.

The changes to spellcasting proficiency are also great news!

Verdant Wheel

Pathfinder Lost Omens, Rulebook Subscriber
Michael Sayre wrote:
AestheticDialectic wrote:
Michael Sayre wrote:
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.
All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.

WAIT A SECOND

If I'm not mistaken this is HUGE

Correct me if I'm wrong, but this means I play a wizard and grab witch archetype with occult spells, those spells use my wizard spell attack and DC progression? Does this also make non int MCD use int? I assume no?

You'll still use the ability modifier appropriate to the class granting you access to the tradition and spells. But the proficiency number added to the ability mod will be constant for all the spells you cast.

I think this change is good for the game design, but has any thought been out into the negative impact this has on halcyon speaker archetype? Probably too niche to matter, but this is one primary benefit of that archetype (which gets a significant spotlight due to a popular AP). With this change, it will be difficult to justify the lag halcyon gets vs a basic multi class.


Pathfinder Rulebook Subscriber
Magis wrote:
Michael Sayre wrote:
AestheticDialectic wrote:
Michael Sayre wrote:
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.
All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.

WAIT A SECOND

If I'm not mistaken this is HUGE

Correct me if I'm wrong, but this means I play a wizard and grab witch archetype with occult spells, those spells use my wizard spell attack and DC progression? Does this also make non int MCD use int? I assume no?

You'll still use the ability modifier appropriate to the class granting you access to the tradition and spells. But the proficiency number added to the ability mod will be constant for all the spells you cast.
I think this change is good for the game design, but has any thought been out into the negative impact this has on halcyon speaker archetype? Probably too niche to matter, but this is one primary benefit of that archetype (which gets a significant spotlight due to a popular AP). With this change, it will be difficult to justify the lag halcyon gets vs a basic multi class.

Not a bad idea to flag it, but they probably aren't overly concerned with something that niche compared to the overall health of the game, and they will definitely have bigger fish to errata fry, like Arcane Cascade or the Psychic Refocusing.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Not sure I understand this "unified proficiency progression". How is it different from the current proficiency progression? Proficiency is defined, as I understand it, as "training level + character level" where the first term is either untrained (0), trained (+2), expert (+4), master (+6), or legendary (+8) and the second term is the character's class level (1 to 20). What changes? Is it just that if you gain access to a new tradition (e.g. a wizard (arcane) multiclassing into cleric (divine)) the multiclass dedication no longer needs to specify that you are trained in Divine spellcasting attacks and DCs? Or is it that currently you might have a "training level" in Divine spellcasting that would be different from your training level in Arcane spellcasting?


Pathfinder Rulebook Subscriber

You now just have a spellcasting proficiency.

A wizard with witch dedication to gain divine casting would use the same modifier for DCs and spell attacks for both.

A cleric using wizard dedication to pick up arcane spells would use their same base proficiency level but use their Int to calculate arcane DCs.

This is instead of tracking divine or arcane as separate things.


1 person marked this as a favorite.
Ed Reppert wrote:
Proficiency is defined, as I understand it, as "training level + character level" where the first term is either untrained (0), trained (+2), expert (+4), master (+6), or legendary (+8) and the second term is the character's class level (1 to 20). What changes?

The 'training level' value.

Currently, a Wizard that takes Cleric archetype will have different proficiency levels between their Arcane tradition and Divine tradition. Arcane goes up to Legendary and does so automatically. Divine tradition only goes up to Master, requires feats to get the boosts, and lags behind the Arcane boosts by a few levels.

And that is in addition to Wizard Arcane spellcasting using Intelligence ability and Cleric Divine spellcasting using Wisdom.

With the change, the proficiency level will be unified. So the Wizard with Cleric archetype will always use their higher Wizard class's 'spellcasting' proficiency value.

But the difference in ability - Wizard spells using Intelligence and Cleric spells using Wisdom - will remain.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I see. I think. :-)

Community / Forums / Archive / Pathfinder / War Of Immortals Playtest / Animist Class Discussion / The difficulties of playing a post-remaster divine caster with pre-remaster divine spells All Messageboards

Want to post a reply? Sign in.
Recent threads in Animist Class Discussion