Dear Paizo, who deleted mystery benefits?!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I recall the blog saying something to the effect of you could choose to interface with the new oracle curse for greater than normal powers, or don't, and still be perfectly playable.

I'm just not seeing it. All of the cursebound feats and abilities don't look appreciably more powerful than other class' feats to me. To me, it looks like normal feats with extra steps and penalties.

So they stripped the cooler, thematic mechanics and identify, then gave us the illusion of choice. Except their are actually fewer choices now, because most people aren't going to want to interact with the curse penalties for lackluster benefits when they can just archetype out or something.

The oracle is no longer an oracle. But a blank slate scaffolding on which to build your archetype upo. (And not a very good one at that, which is why people are turning to other classes for their oracle needs.)


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Pathfinder Adventure Path Subscriber

We must be looking at different cursebound feats because more than half of them are way more powerful than anything another class gets for equal level feats. Theymight be about equal to something that costs a focus point, but you get those too on a separate resource tracker so you can do both.

Some of the cursebound feats are difficult to use effectively and require very flexible builds to use.


Unicore wrote:

We must be looking at different cursebound feats because more than half of them are way more powerful than anything another class gets for equal level feats. Theymight be about equal to something that costs a focus point, but you get those too on a separate resource tracker so you can do both.

Some of the cursebound feats are difficult to use effectively and require very flexible builds to use.

Which cursebound feats stand out to you, and how would you use them? What do you mean by "very flexible builds" and can you share an example?

If I were to pick up any of the cursebound feats, it would be because they fit my character thematically. I described my oracle in my wall of text a few posts ago so I won't do so again here, but the ones that fit him are...

Oracular Warning, as it's what's left of call to arms and is still functional for what I used it for, which was the bonus to initiative and temp HPs for allies even if we have been robbed of 1 temp HP on odd levels due to PF2 math

Whispers of Weakness fits as the spirits remembering their old foes, but after using Oracular Warning I'd only get to use it once until after level 11. Meh

Meddling Futures sort of fits him, as it might represent the warring other versions of his spirits attempting to influence his actions. But I'm not keen on giving up so much to chance so probably not

Thousand Visions is another that fits his theme, and since its purpose is to lessen bad RNG, I like it

as for the rejects...

Debilitating Dichotomy, with my curse? lol correction, this would not interact with battle's curse. But I still don't like willingly taking damage and it doesn't fit my theme

Roll the Bones of Fate is just bad teamsmanship. An ability that might eff with my party's actions negatively? Nah

The Dead Walk, Trial by Skyfire, and Waters of Creation just look like spells turned into feats. They're powerful, sure. But I wouldn't design my build with them as a goal. Ditto for Conduit of Void and Vitality being a force multiplier that might be worth the cursebound point, but too situational for my tastes. And Mystery Conduit is level 20 and so of course it's amazing. But is it better than an extra 10th level spell slot?

aside: lol, I ended up on the page with the "sample" battle oracle. Pictured is an orc in half-plate armor with a greatsword. Attribute scores? "Since you'll be using your spells on yourself more than your enemies, aim for a broader balance of Charisma with Strength or Dexterity, as suits your chosen weapon. Higher Constitution will improve your survivability in battle." Feats? Not an armor one in sight

You know what else will improve your survivability in battle? Arrrmorrr. Plus it reduces the need to multi-attribute split so many points into Dex


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The Cursebound feats vary wildly in usability and effectiveness, and IMO they're front loaded. That's great if you're some other class taking Oracle Archetype: you can get a couple of useful abilities on a separate resource. It's one of the reasons the archetype is so good now. All four level 1 Cursebound abilities are good and apply to a wide variety of builds.

It's a problem for a full Oracle, because levelling up should give you access to better Cursebound abilities the way other class feats scale up, and that's very much a mixed bag. At the extreme end, there's only two that the archetype can't get, and one of those is very situational while the other just feels unnecessary now that the class has so many resources (both more spell slots and extra abilities) vs the old version.

But point by point...

- Foretell Harm is good if you want to use damage spells. More so if you can hit a weakness. You know who else would love this? A Sorcerer/Druid/Magus/etc with Oracle Archetype with lots of damage type options to hit weakness more often. The Divine List isn't exactly overflowing with damage type options, limiting how often you get the full benefit.

- Nudge the Scales is a ranged 1 action heal that can't miss and doesn't use spell slots. The healing amount isn't huge, but anytime someone needs a quick heal or you have a third action to use and someone is damaged, this is good. Lots of use. The other ability is handy in that "most of the party wants to play Undead and I don't" situations, which isn't really that frequent but is an easy solution.

- Oracular Warning is an Initiative bonus that stacks with the Scout Exploration Activity. An easy +3 to the entire groups initiative is a difference maker. The THP isn't much but every bit helps.

- Whispers of Weakness is just nice. Automatic knowledge that would take multiple Recall Knowledge checks to get (unless you've got a Thaumaturge) and a bonus to attack them. Lots of value here.

- Meddling Futures is an actively worse version of the old Ancestors curse, which wasn't exactly that good to begin with. I just sigh.

- Knowledge of Shapes requires other feats to actually use and is limited to just Widen/Reach, which is... fine, I guess, but it's a pretty significant investment in both feats and resources. It not working with other spellshape feats is also unfortunate.

- Thousand Visions is handy if you need it, though its coming at a double cost with the penalty it imposes on top of Cursebound.

- Debilitating Dichotomy is one I like. Reasonably scaling damage that doesn't use spell slots or focus points is nice extra sustain if you're in a "lots of fights a day" situation, and good to have anyway when fighting low-Will enemies. Extra fun if you have Bon Mot or archetype into Imperial Sorcerer to lower their Will save (or you are a Sorcerer taking it via the Oracle archetype).

- Roll the Bones of Fate would be good except for the 10 minute cooldown making it very limited for a feat this level, and also for the effect on a 4. My DM saw that and just sighed because of all the extra rolling and remembering to do it for every creature in a fight that it entails.

- The Dead Walk is one people really seem to like (and it is thematically cool), but IMO its actual damage output is underwhelming for a level 10 feat, especially since its straight up worse damage than Debilitating Dichotomy even if you hit twice... and since these are spell attack rolls (aka the worst attack roll in the game), that isn't even remotely guaranteed. Yes, you don't hurt yourself, but you're also getting very poor scaling out of the deal so the damage gap just gets worse as you level. I really think I can find better things to do in a fight than use this four turns in a row to get the scaling damage from it.

- Trial by Skyfire is meh except in a specific situation where you can land it on fire weak creatures and have your allies not be troubled by the damage. It also requires you to be in harms way, and I'd really rather not be in melee range at this level.

- Waters of Creation heals all creatures, including enemies, so you need positioning to use it. Compare to Rebuke Death, which has more range, doesn't heal enemies, can be used with a variable number of actions, and can also bring people up without raising Wounded, and this is just subpar. (The flavor text on this says allies, but the actual effect says "creatures". Might be another errata candidate.)

- Conduit of Void and Vitality is cool in a very specific situation where you need to use a 3 action heal and need another action. I rarely use 3 action heal so I don't find this very compelling. The extra healing only works if you're already Cursebound before you cast it, so unless you've got Oracular Warning its not guaranteed to be there and isn't a lot.

- Mystery Conduit just isn't worth it for a level 20 feat with how many resources the class has now. I've got piles of spell slots, focus spells, and Cursebound spells, and probably wands/scrolls/staff/activate items since this is level 20. When am I REALLY going too want to cast a pile of 5th level spells that have no duration? I mean maybe if I could abuse it to cast long duration buffs, but that doesn't work. Meanwhile a 10th level spell slot is also available for this feat. That's a no brainer.

That's not exactly a super impressive list considering the Cursebound cost, vs what other classes can do without that.


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Unicore wrote:

We must be looking at different cursebound feats because more than half of them are way more powerful than anything another class gets for equal level feats. Theymight be about equal to something that costs a focus point, but you get those too on a separate resource tracker so you can do both.

Some of the cursebound feats are difficult to use effectively and require very flexible builds to use.

I mean yes, from a pure power perspective, the oracle is a four slot six focus caster.

It's just that all that power is floating in a void, now. Almost all the cursebound feats are not tied to any mystery, so there's no real distinguishing trait between mysteries anymore. Most of the curse and mystery tied reasons to use specifically your mystery focus spells are also gone now. Your four spell slots are now filled with the same generic divine spells everyone else takes, because there's no incentive to take flavourful spells anymore.

Remaster oracle is a powerful class, to be sure. It just accomplished that by removing every bit of theme and flavour from premaster oracle, and the cursebound feats are embolic of that - powerful options that don't actually care what mystery you have.


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Ravingdork wrote:

I recall the blog saying something to the effect of you could choose to interface with the new oracle curse for greater than normal powers, or don't, and still be perfectly playable.

I'm just not seeing it. All of the cursebound feats and abilities don't look appreciably more powerful than other class' feats to me. To me, it looks like normal feats with extra steps and penalties.

So they stripped the cooler, thematic mechanics and identify, then gave us the illusion of choice. Except their are actually fewer choices now, because most people aren't going to want to interact with the curse penalties for lackluster benefits when they can just archetype out or something.

The oracle is no longer an oracle. But a blank slate scaffolding on which to build your archetype upo. (And not a very good one at that, which is why people are turning to other classes for their oracle needs.)

You should look again. The cursebound actions are focus spells that don't cost focus points. (And the oracle focus spell feats had some real bangers to begin with.) My old oracle could use oracular warning, whispers of weakness, and debilitating dichotomy in the first round. But then I had no focus points left to use amped guidance, and might have even locked myself out of revelation spells for the rest of the day. Now I can do all that and still have a full focus pool for whatever else. As long as I don't mind whatever penalties my curse has, of course.

That + 4 slots has really given the class a sustainability boost, and things like Oracular Warning and Foretell Harm are just free action power increases. I hate what happened to the battle mystery, but you can't deny the class for some really powerful (but generic) tools in exchange.

Radiant Oath

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I run a Cosmic oracle, which had (and still has) the mildest downsides to being cursebound. As a pure caster, I don't care if I'm enfeebled and easy to be moved around. But it used to come with floating off the ground and a bit of DR. Used to take Vision of Weakness, Advanced Revelation, Divine Access (Cosmic Caravan), and Rogue dedication for linguistics (It's dumb that people who came through the Thassilon time jump don't have starting access Azlanti).

Still taking Vision of Weakness (basically no change) and Rogue dedication. Not sure if Advanced Revelation for Interstellar Void is worth it. The spell is... ok. Divine Access for my domains... I'll probably drop.

So all told.. I have more spells, and lose my DR. But the cosmic part feels like it lost a lot of flavor.

Shadow Lodge

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Note to those looking at Oracle dedication: there's a possible trap there. Unless you also gain a focus pool from somewhere, if you take cursebound feats you don't have any way to bring your curse back down.


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Ferious Thune wrote:
As someone posted above, the blog said that they removed the benefits of the curse. But they didn’t. They moved the benefits of the curse (and changed them). They removed the benefit of the Mysteries, and that’s just weird to me.

That is a good point. The blog post was talking about the progressive benefits of being at a higher cursebound level. It didn't mention any reasoning for why the permanent level 1 Mystery Benefits were removed.

-----

Another point that I think people are talking past each other about:

Several classes have 'subclass' choices defined by which feats the player decides to take. Fighter and Monk being the ones that come to mind to me immediately. Oracle now at least partially joins those ranks. Probably more akin to Druid (Order Explorer feat chain) or Bard (Multifarious Muse) in that you can branch out into the cursebound abilities of other Mysteries.

So to use an oracular themed idiom, it feels like a self-fulfilling prophecy to say that you avoid the curse penalties entirely by not taking or using cursebound actions and then complain that Oracle feels generic because all they have is the standard Cleric Domain focus spells and Divine tradition spell slot spells.


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thistledown wrote:
Note to those looking at Oracle dedication: there's a possible trap there. Unless you also gain a focus pool from somewhere, if you take cursebound feats you don't have any way to bring your curse back down.

Heh. That is actually a bit amusing.

I put this into the 'litmus test for GM compatibility' level of rules glitch. Technically, yes - Refocus requires having a focus pool in order to use the activity. Any GM strictly enforcing that for a multiclass Oracle trying to reduce their Cursebound level is probably a GM that I would avoid playing with.


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thenobledrake wrote:
Captain Morgan wrote:
...but like a third of the curses are so bad you'll rarely want to risk them.

This is exactly where people insisting former oracle was "better" lose me.

All of the new curses are far easier to tolerate in practical campaign scenarios than the former curses are, but there's some kind of mental block making it so that where new curses can be bad because they're hard to deal with old curses are good because they're hard to deal with and that doesn't register as nonsense.

Turning the whole discussion into a kind of No True Scottsman because anybody that had a problem with old oracle's mechanical implementation, and apparently also anyone that thinks the new oracle actually does have the same lore despite mechanical differences, isn't a real oracle fan.

You're doing that thing again where you've dug yourself into a rhetorical hole so deep you can't see the light anymore. Squiggit already commented on the Scottsman baloney, so I'm just going to talk about your other stuff.

First off, no one is saying the old oracle was "better" in an objective sense. We are all talking about personal preference here. Secondly, the old curses didn't require GMs to structure campaigns around them. They required the Oracle player to structure their play around them. And if they did that, the curses did not become universally easier to play in the remaster.

Ancestor: You needed to build your character to be good at strikes, spells, and skill checks so you can use whichever one you roll. In exchange you got juicy bonuses. Now, you get clumsy, which is pretty much just universally bad with no way to mitigate beyond staying out of range.

Battle: the curse itself is actually easier to deal with. In exchange, the mystery was robbed of anything that made them able to wade into battle. You can see why we don't like this trade, right?

Bones: Both take a penalty to fort saves. The old one hurts your max HP (drained) and makes non-magical healing heal you less, in exchange for a litany of bonuses including making yourself immune to ghosts. Now, the heal spell (which is used in combat way more than non-magical healing) and the harm spell alike both hurt you, and you take extra damage from ghosts. Side grade at best.

Cosmos: the penalties of rhe curse are almost identical, and remain negligible on pure casters... but you lost all your physical resistance in exchange for a few extra bad spells in your repertoire.

Flames: Certainly easier to ignore now, though if you used the play style the old mystery pushed (ie moar fire) those penalties didn't exist and you got constant concealment as a defensive buff.

Life: this got way, way worse. Your minor penalty was used to apply to being healed equal to half your level, a neglible amount when compared to the big d12 heals you could apply. (Literally +2 HP per rank increase compared to -1 per rank you lost.) Sure, there was other stuff like others not being able to magically heal you, but who else is bringing magical healing with a life oracle in the party? Now your penalty can literally get eight times as high and you have no d12 heals to compensate for it.

Lore: This one got better, at least until you hit curse bound 4 when it becomes much worse.

Tempest: Neglible before and negligible now, but actually got worse under the remaster.


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One question that has come up a couple times in this thread. Note, I'm not commenting on the rest of Captain Morgan's post with this reply.

Captain Morgan wrote:
Bones: ... Now, the heal spell (which is used in combat way more than non-magical healing) and the harm spell alike both hurt you,

What part of the new Bones Mystery says that Heal is going to treat the Oracle like an undead creature and try to do Vitality damage?

Certainly, the Bones Mystery curse is going to make it so that the Oracle can get hammered by Vitality Lash (though even that one has a loophole in the spell's targeting line since the Bones Mystery doesn't give void healing by name either). But the curse doesn't say anything about Vitality healing that I can see.

So casting Heal on a Bones Oracle would still cause a Vitality Healing effect that the Bones Oracle is neither immune to nor harmed by.

Unless I am missing something.


Tridus wrote:
Divine Access does this at level 11. I don't really like how it works in that you have to pick a domain, then pick a deity with that domain, then you get spells. Finding what the spell options actually are is a lot of page flipping since some of those domains have quite a few deities (even more if alternate domains are valid).

Yeah, which I wish they just stuck to it if they were going do it later down the line anyway. Especially now that the old Divine Access is no longer available at 4th level. The free spells are truly appreciated but if they are not to your liking, getting a key spell from your domains before 11th level is missed by several mysteries.


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thistledown wrote:
Note to those looking at Oracle dedication: there's a possible trap there. Unless you also gain a focus pool from somewhere, if you take cursebound feats you don't have any way to bring your curse back down.

PFS clarification makes it clear that Oracle Archetype can refocus to lower Cursebound even if they do not have a focus pool. Source is under Player Core 2.

PFS clarifications are not errata, but we're already using them for things like "how many spells per level do we actually get?" since the book contradicts itself on that. So I feel this is pretty likely how the errata will go when it does turn up and is what I'm using.


Pathfinder Adventure Path Subscriber

I was never that interested in the battle oracle, not from PF1 nor onward, but I am very sympathetic to "some specific oracles builds just don't work the same way they used to, and I am struggling to realize a character I was playing before." This has been the challenge of the remaster for very many classes, although I agree that the case is a little different for the oracle because the oracle has been a very Paizo class from the beginning so the changes are all about dialing in the mechanics, not trying to make the narrative of the class different and unique.

I don't think any oracle really wants more than 2 cursebound feats, maybe 3 that you want to use frequently before level 11. It is kind of like continuing to choose focus spell feats when you already have 3. Flexibility is an important part of PF2's design...but spending multiple class feats on things you will rarely use is a way to building a character that has too many options to be practically useful. This is a constant danger of prepared caster classes and their spells known too, and part of why some players have such disappointing experiences with the wizard.

but a second or third cursebound option can play much more like a fighter who has sweep and a single target focused feat. you don't need to use everything all the time, as long as you use everything frequently enough not to feel like it is dead weight on your character sheet. The Oracle is pretty loaded for great feats in house compared to many other caster classes, and the fact that they aren't bound to only one mystery makes them way more attractive to me personally, because you can mix and match and make your oracle's narrative more unique to your vision of your character rather than playing a character that feels more like a video game chassis to me, which is a throwback back to the 1e Oracle.

I think the difficult choice that the developers made was for the mystery to be focused around what focus spells you get and a couple of other small ribbons, instead of tying it to class features that had to be balanced against each other on top of everything else the class chassis gives you. I think it was the right choice, but I can totally understand why a lot of people like more uniqueness per class feature. Characters really can define themselves with their spell selection and their class feats though, especially the remastered Oracle.


Finoan wrote:

One question that has come up a couple times in this thread. Note, I'm not commenting on the rest of Captain Morgan's post with this reply.

Captain Morgan wrote:
Bones: ... Now, the heal spell (which is used in combat way more than non-magical healing) and the harm spell alike both hurt you,

What part of the new Bones Mystery says that Heal is going to treat the Oracle like an undead creature and try to do Vitality damage?

Certainly, the Bones Mystery curse is going to make it so that the Oracle can get hammered by Vitality Lash (though even that one has a loophole in the spell's targeting line since the Bones Mystery doesn't give void healing by name either). But the curse doesn't say anything about Vitality healing that I can see.

So casting Heal on a Bones Oracle would still cause a Vitality Healing effect that the Bones Oracle is neither immune to nor harmed by.

Unless I am missing something.

You're right, RAW. You're not undead, so Heal's damage can't target you and you get healed. Longer explanation:

The Curse says you are vulnerable to vitality and void damage, and can be hurt by both even if one normally has no effect on you. For a living character, you're normally immune to Vitality damage, and now you're not. So something that does vitality damage (like a Jyoti's breath weapon) now hurts you when it wouldn't.

Heal does Vitality based healing. We're going with a living creature, so you can be healed by it. Nothing changes here.

Heal is capable of doing Vitality damage. If someone does a 3 action Heal and you're in the area, what happens? Well... Heal's damage version only targets undead. You're not undead, so even though you're vulnerable to Vitality damage and the spell is doing Vitality damage in the area, RAW you don't take any of it because you're not a valid target.

The problem is... is that what's supposed to happen? Is the intention that damage from Heal SHOULD be able to hurt you because you can now take Vitality damage? Almost all sources of Vitality damage in the game have wording to the effect of "target undead" or "against an undead". You're not undead, so none of these affect you. Vitality Lash also says "void healing", which you don't have, so that doesn't affect you either.

So, RAW this curse makes you vulnerable to a damage type while almost every source of that damage type doesn't treat you as a valid target, hence it usually does nothing. I don't know if that's the intention because if it is, they could have made the curse's wording a lot simpler by saying "you gain weakness 2 to Vitality damage if you have Void Healing, or weakness 2 to Void damage if not." No need to talk about if you normally take it or not. All that extra wording kind of implies they wanted Vitality damage to hurt you as well but if so, they didn't actually do that very effectively.


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Captain Morgan wrote:
Tempest: Neglible before and negligible now, but actually got worse under the remaster.

It was not negligible, you are forgetting out of combat. As you were unable to reduce your Curse under minor you were permanently shuffling things around with crazy winds, which was very much of a big issue for a lot of out of combat stuffs (stealth, social encounters, searching rooms, etc...).

Scarab Sages

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Finoan wrote:
Ferious Thune wrote:
As someone posted above, the blog said that they removed the benefits of the curse. But they didn’t. They moved the benefits of the curse (and changed them). They removed the benefit of the Mysteries, and that’s just weird to me.

That is a good point. The blog post was talking about the progressive benefits of being at a higher cursebound level. It didn't mention any reasoning for why the permanent level 1 Mystery Benefits were removed.

-----

Another point that I think people are talking past each other about:

Several classes have 'subclass' choices defined by which feats the player decides to take. Fighter and Monk being the ones that come to mind to me immediately. Oracle now at least partially joins those ranks. Probably more akin to Druid (Order Explorer feat chain) or Bard (Multifarious Muse) in that you can branch out into the cursebound abilities of other Mysteries.

So to use an oracular themed idiom, it feels like a self-fulfilling prophecy to say that you avoid the curse penalties entirely by not taking or using cursebound actions and then complain that Oracle feels generic because all they have is the standard Cleric Domain focus spells and Divine tradition spell slot spells.

The cursebound abilities are generic within the class. Even the starting ability is shared by at least two mysteries. Yes, they help differentiate an Oracle from another class, but they lost their ties to the mysteries, because any Oracle could have them.

Nothing about Foretell Harm is specific to Tempest, other than Tempest granting it. It combines well with Tempest, because you get a lot of energy spells. But there is no Tempest flavor in the feat. Nor is there Flames flavor in the feat. It’s a generic Oracle feat that those Mysteries happen to get for free.

What Mysteries should have been is structured the way that elements are for Kineticist. Kineticist can have 6 subclasses with 15 unique feats each, plus the composite feats. Oracle Mysteries can’t have 1 feat that is unique to them (excepting Bones which has some legacy feats from a different book). The only things that define a mystery now are the three focus spells and the curse.

EDIT: Honestly, if they had left the Mystery Benefit and made the old Minor Curses always on (the small flavor effects, not being cursebound 1), it would have gone a long way towards keeping the flavor. Even if they couldn’t write a bunch of new feats. Instead it feels like they went to the other extreme in pulling the majority of the flavor out of the class, just because people didn’t like being forced into major curse effects.


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Pathfinder Adventure Path Subscriber
Ferious Thune wrote:
Finoan wrote:
Ferious Thune wrote:
As someone posted above, the blog said that they removed the benefits of the curse. But they didn’t. They moved the benefits of the curse (and changed them). They removed the benefit of the Mysteries, and that’s just weird to me.

That is a good point. The blog post was talking about the progressive benefits of being at a higher cursebound level. It didn't mention any reasoning for why the permanent level 1 Mystery Benefits were removed.

-----

Another point that I think people are talking past each other about:

Several classes have 'subclass' choices defined by which feats the player decides to take. Fighter and Monk being the ones that come to mind to me immediately. Oracle now at least partially joins those ranks. Probably more akin to Druid (Order Explorer feat chain) or Bard (Multifarious Muse) in that you can branch out into the cursebound abilities of other Mysteries.

So to use an oracular themed idiom, it feels like a self-fulfilling prophecy to say that you avoid the curse penalties entirely by not taking or using cursebound actions and then complain that Oracle feels generic because all they have is the standard Cleric Domain focus spells and Divine tradition spell slot spells.

The cursebound abilities are generic within the class. Even the starting ability is shared by at least two mysteries. Yes, they help differentiate an Oracle from another class, but they lost their ties to the mysteries, because any Oracle could have them.

Nothing about Foretell Harm is specific to Tempest, other than Tempest granting it. It combines well with Tempest, because you get a lot of energy spells. But there is no Tempest flavor in the feat. Nor is there Flames flavor in the feat. It’s a generic Oracle feat that those Mysteries happen to get for free.

What Mysteries should have been is structured the way that elements are for Kineticist. Kineticist can have 6 subclasses with 15 unique feats each, plus the composite feats. Oracle...

I know the kineticist is a popular class, and I can understand why. It is innovative and really built well into many features of PF2. At the same time, it is a bit of a nightmare class from a development perspective. Nothing in it interacts very well with anything else in the game. It took the space of two classes to publish in a book and publishing new stuff for the kineticist basically either requires just focusing on one specific element, or publishing 6 times as much material as providing bonus feats for another class. Even publishing an entirely new element (like making a void or vitality kineticist) would mean needing to publish hybrid blasts for how those elements interact with every other element...and that makes it a bit of beast to ever do any further development.

I personally would not want the Oracle falling into the same trap of having to publish 1 or two feats for every single mystery at every level, as that really leads to less useable content in any book that supports it. Especially when you don't have means of poaching options.

Edit: The bonus spells known from the mystery pull more weight now too, especially with the extra slots to cast them from.

Scarab Sages

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I understand the designers deciding they can’t write 15 unique feats for every Mystery. 1 unique feat for every mystery would be an improvement over what is in the remaster. They also threw out material they had already written, both from the APG Oracle and from 1E.

The bonus spells are nice, and again, it’s not an issue of the new version of the class being less powerful. It is arguably and probably even objectively more powerful. It’s certainly simpler to run. The issue is the parts of the flavor that were inexplicably removed, and things like what happened to Battle which are plain bad and more complicated than what they replaced. Simple: You’re a Battle Oracle. You get to use a Martial weapon. Complicated: You get to use a Martial weapon after you cast a focus spell, which you have to sustain, unless you hit someone that round, in which case it sustains for free. But out of combat, you forget how to use that weapon.


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Unicore wrote:
I personally would not want the Oracle falling into the same trap of having to publish 1 or two feats for every single mystery at every level, as that really leads to less useable content in any book that supports it. Especially when you don't have means of poaching options.

They didn't need to do that, though. They could have simply given each mystery a more substantive basic cursebound class feature and maybe a second one at when they unlock the major curse that's just... the original mystery benefit. They've actually used a lot of pagecount on chopping up mystery benefits and genericizing them! You could cut all of the cursebound feats out and replace them with cursebound class features.


Baarogue wrote:

>without the whole of the campaign being skewed to account for it, at least

Yeah, I'm gonna have to call citation needed on this statement you keep making. Who hurt you? My curse literally never disrupted the campaign nor required anyone to cater to me. Has anyone else experienced this?

Flames curse in a campaign that isn't hard-locked to close quarters.

Sure, I'm being mildly hyperbolic, but it's just like the old "we have to rest because the caster is out of slots" in that the old curses required special consideration outside the standard for a campaign. I bring up the flames curse because it's one that requires the GM to constantly be altering the descriptions from what they would normally say to what is actually visible to the flames oracle - like the "I have darvision" meme, but in reverse because the GM probably told you something you actually don't see.


Finoan wrote:

One question that has come up a couple times in this thread. Note, I'm not commenting on the rest of Captain Morgan's post with this reply.

Captain Morgan wrote:
Bones: ... Now, the heal spell (which is used in combat way more than non-magical healing) and the harm spell alike both hurt you,

What part of the new Bones Mystery says that Heal is going to treat the Oracle like an undead creature and try to do Vitality damage?

Certainly, the Bones Mystery curse is going to make it so that the Oracle can get hammered by Vitality Lash (though even that one has a loophole in the spell's targeting line since the Bones Mystery doesn't give void healing by name either). But the curse doesn't say anything about Vitality healing that I can see.

So casting Heal on a Bones Oracle would still cause a Vitality Healing effect that the Bones Oracle is neither immune to nor harmed by.

Unless I am missing something.

Man, how many times have I explained this specifically in response to YOU? Have you just ignored me every time?

If the target of a Heal/Harm spell is valid, both effects occur. Usually the target will be unaffected by one of them due to their physiology, but Bones' curse makes you harmed by both types of damage "even if one or the other normally has no effect on you." Such as if you aren't undead but have a Heal spell cast on you

See what I meant upthread about them needing to errata that? They need to make it clear the spell still follows the "if/then" rules w/i the spell's description. But that still wouldn't fix it for graystone and players like them unless they make it so only one or the other effect occurs because of reasons

>I'm currently building a Skeleton Bones Oracle. I figure that I'll make good use of its ability to be healed by vitality healing

If that vitality healing is coming from a Heal spell, welp they gotta brace themself for the vitality damage too. Because even by your reading, they're a valid target for it

edit: actually scratch that. They would need to errata Nudge the Scales too if their intent was to cause an undead/dhampir to not be harmed by vitality damage. Because Nudge the Scales only says you're healed by vitality healing effects, not unharmed by vitality damage. At least aligning with void straight up gives you the void healing ability, which includes immunity to void damage. But still no immunity to Bones' curse


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thenobledrake wrote:
Baarogue wrote:

>without the whole of the campaign being skewed to account for it, at least

Yeah, I'm gonna have to call citation needed on this statement you keep making. Who hurt you? My curse literally never disrupted the campaign nor required anyone to cater to me. Has anyone else experienced this?

Flames curse in a campaign that isn't hard-locked to close quarters.

Sure, I'm being mildly hyperbolic, but it's just like the old "we have to rest because the caster is out of slots" in that the old curses required special consideration outside the standard for a campaign. I bring up the flames curse because it's one that requires the GM to constantly be altering the descriptions from what they would normally say to what is actually visible to the flames oracle - like the "I have darvision" meme, but in reverse because the GM probably told you something you actually don't see.

Mmkay. Yeah, "everything's concealed" doesn't mean you're blind. Any player not reducing their curse between fights at least so they can see is the real problem, not their class


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Baarogue wrote:
edit: actually scratch that. They would need to errata Nudge the Scales too if their intent was to cause an undead/dhampir to not be harmed by vitality damage. Because Nudge the Scales only says you're healed by vitality healing effects, not unharmed by vitality damage. At least aligning with void straight up gives you the void healing ability, which includes immunity to void damage. But still no immunity to Bones' curse

Ideally, Nudge the Scales should just say you either lose or gain the void healing ability to save up on word count since having no void healing implies you heal with vitality anyway. Although, yes, I’m sure this is what they intended with Nudge.

Void healing should really just have a line on how it changes targeting or not. It needed it yesterday when it was still negative healing. Maybe then we can productively begin to figure out what is intended by the Bones curse.


Baarogue wrote:
Mmkay. Yeah, "everything's concealed" doesn't mean you're blind.

Ah yes... because the GM needing to change how they describe things (the thing I said) is the same as your character being blind (the thing you're putting in my mouth).

Nuance really is dead on the internet.

My point is that the GM, especially if running an AP, has a way they intended to describe an area. That description can end up providing information different than what a character would reasonably have, whether it's "there's a green hand painted on the white flag" that should actually be "there's a hand painted on the flag" because darkvision isn't in color (except for when it is), or it's providing details that should be less certain to have been noticed because the flames oracle is cursed to perceive the world differently.

And since the curse is such an integral part of the identity of the class, it seems weird to me if anyone was satisfied with not having it impact the game in every way the mechanics implied that it would. Especially if those people are complaining about the impact of curses being reduced with the remaster version.


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thenobledrake wrote:
Baarogue wrote:
Mmkay. Yeah, "everything's concealed" doesn't mean you're blind.

Ah yes... because the GM needing to change how they describe things (the thing I said) is the same as your character being blind (the thing you're putting in my mouth).

Nuance really is dead on the internet.

My point is that the GM, especially if running an AP, has a way they intended to describe an area. That description can end up providing information different than what a character would reasonably have, whether it's "there's a green hand painted on the white flag" that should actually be "there's a hand painted on the flag" because darkvision isn't in color (except for when it is), or it's providing details that should be less certain to have been noticed because the flames oracle is cursed to perceive the world differently.

And since the curse is such an integral part of the identity of the class, it seems weird to me if anyone was satisfied with not having it impact the game in every way the mechanics implied that it would. Especially if those people are complaining about the impact of curses being reduced with the remaster version.

But... everyone else in the party can see, right? Unless your GM gives handwritten descriptions to every person separately, there's no reason to shift the description for the one person in the party that's blind. Just, you know, give the maximum amount of description based on the highest senses and assume the PCs communicate with each other. It's not even a new problem, darkvision is common and many feats give weird senses like undeath-sense.


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Hey now, don't put words in their mouth. They're describing the very nuanced situation of a scene being described one way, as opposed to the way the oracle sees it... which is the same way except smokyyy


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Yeah this a bad argument.


Pathfinder Lost Omens, Rulebook Subscriber

In the distance a what seems like a pack of frenzied goblins is charging in your direction the sound of off key singing with nonsense lyrics can also be heard.
Flames oracle: Oh Oh do I see it? cause I want to fireball them. (dont even know if they can use fireball)
GM: well not exactly you just see smoke and a bunch of figures moving closer from farther away. Do you still want to fireball? You dont know they are goblins or what they are doing and no one else in the party has said they wanted to tell you that information.
Flames oracle: Oh im casting fireball at the goblins!
GM: you dont know they are goblins.
Flames oracle: right yeah, I cast fireball at them.

Some time later....

GM: well as the party digs graves for the goblin song troupe they ponder how they can get another act to perform at the coming festival.


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thenobledrake wrote:
That description can end up providing information different than what a character would reasonably have

When my character somehow has a strange perception of things, I put the burden on myself of translating the GM description into what my character perceives.

I won't shoot at you but having played 2 Oracles I really haven't seen any adaptation from the GMs I've played with.


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thenobledrake wrote:
Baarogue wrote:
Mmkay. Yeah, "everything's concealed" doesn't mean you're blind.

Ah yes... because the GM needing to change how they describe things (the thing I said) is the same as your character being blind (the thing you're putting in my mouth).

Nuance really is dead on the internet.

My point is that the GM, especially if running an AP, has a way they intended to describe an area. That description can end up providing information different than what a character would reasonably have, whether it's "there's a green hand painted on the white flag" that should actually be "there's a hand painted on the flag" because darkvision isn't in color (except for when it is), or it's providing details that should be less certain to have been noticed because the flames oracle is cursed to perceive the world differently.

And since the curse is such an integral part of the identity of the class, it seems weird to me if anyone was satisfied with not having it impact the game in every way the mechanics implied that it would. Especially if those people are complaining about the impact of curses being reduced with the remaster version.

I mean... Thousand Visions exists on Remaster Oracle, so the problem you're so overly worried about didn't actually go away. It's still a thing.

Lots of things cause concealment anyway for various reasons. This is not even remotely a game breaking problem or even a thing the GM has to work that hard to work around. You just tell that player "due to concealment you can't make out these details."


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Sorry for the delays responding, but... yeah. The Oracle still has issues. xD I'd like to have kept some form of mystery benefit, myself, even if you were forced to pay a feat tax for the basic functionality; I'd prefer it without the feat tax, of course, but I hear premaster basic functionality replication feats are part of the CUP, not the ORC, so they're covered by the Infinite license ;3 they'd probably have made it a tax so they could genericise them.

That said, I really wouldn't have wanted to see Life's extra 2/level HP be turned into something like "Your Hit Points increase by 9 for every level, instead of 8. If you are cursebound 3, they instead increase by 10 for every level, instead of 8." And I wouldn't have wanted to see Ancestors' extra ancestry feats get nerfed into "You gain the benefits of a Lv.1 ancestry feat if you're Lv.20 and cursebound 4. We choose which one, apply now and wait 6-8 business days for our decision." (I'm not even sure if I'm joking or not, the first one seems in line with how they nerfed the other stuff they carried over.)

Baarogue wrote:
yarrchives wrote:
Someone upthread said something about only two of the remastered mysteries having been playtested. What were the two, and where can I read that myself? So much about this book keeps making me think it got rushed, not just in the oracle (but definitely especially in the oracle) but other extra text that showed the care for clarity that went into the APG is just missing from PC2

There's no official confirmation, as far as I can tell, but it was a pretty common initial impression when PC2 came out. The class came across as them playtesting Cosmos & Flames, finding them satisfactory, and then just making everything else "similar" to them without actually testing anything. Notable standouts that support this are the Ancestors Curse being outright suicidal (and the feat that apes the premaster curse being mathematically incompatible with Ancestors Oracles)¹, the Battle Curse forcing no less than two feat taxes to restore the premaster form's basic functionality², the Bones Curse having a major ambiguity that either renders them unhealable or lets you ignore half the curse⁴, and the Tempest Curse being given a domain spell that explicitly does not work while Cursebound³. And, of course, the well-known spells goof, where one part of the class description says they get three spells per level, but another says four; it's been confirmed to be 4, but the error even being there reeks of "too rushed for proofreading." (The consensus still seems to be that Oracle suffers from not being playtested, though some people might be opening up a tiny bit to some of the other Curses. Most of them are poorly designed, though.)

Footnote 1: Ancestors:

1: Ancestors Curse makes you clumsy while Cursebound, on a class that only has light armour proficiency (and is thus expected to use Dex for AC and [Finesse] weapons if they Strike); anything that increases your Cursebound status thus makes enemy attacks more likely to hit and more likely to crit, and also makes you more likely to fail Ref saves. ...Your initial revelation spell is touch range. Needless to say, trying to engage with your Curse features is more likely to kill you the higher your Cursebound status, which is a weirdly common problem with PF2R Oracles.

Additionally, the class feat intended to replicate the original curse, Meddling Futures, provides a bonus that scales at roughly half the speed your curse does (or not at all, for the Strike ancestor's bonus), but with a catch: While the original version applied to your next turn and had a 50% chance of landing your desired result, this one applies to your next action and only has a 25% chance of getting the right roll. If you got a bad roll on the original, you had time to think about it, and plan out a move while everyone else is taking their turns; if you get a bad roll here, you're forced to figure it out or waste an action right then & there, very possibly slowing the entire game down. That said, let's look at each option and how it's flawed:

* Rolling the "Warrior" (Strike) option actually decreases your chance of landing a hit. Specifically, it ups the damage if you hit, but gives a flat +1 to the attack roll, while also increasing Cursebound... which, since you're using a [Finesse] weapon, gives you an accuracy penalty thanks to Clumsy. End result is that it breaks even if you're not Cursebound, but you fall furthur behind the more Cursebound you are.
* Rolling the "Adept" (skill) option is all right if you're using Perception or a mental skill, or if you're at a distance from the enemies. But if you're using a Dex skill (which you're somewhat incentivised to do, since you're a Dex AC build), it does not. (And if you're beside an enemy, then even if you were running a Str build and wanted to land a maneuver, you wouldn't want to risk rolling because the enemy's retaliatory attacks next turn will just crit you anyways.) You get +1 to the Perception or skill check, or +2 if you're Cursebound 3 specifically, for the cost of decreasing effective Dex by -1!
* Rolling the "Sage" (spell) option is the only actually-good result here. Your spells run off Cha, so the bonus isn't countered by the curse. The only downsides are that it makes you more likely to eat crits after, and that you only have a 25% chance of rolling it.
* Rolling the "Wanderer" (speed) option forces you to move, making you take a Stride, Burrow, Climb, or Fly action with a speed bonus. Unfortunately, there are two big problems with it. The most noticeable, as hinted at above, is that it replaces the premaster curse's "free" option; this makes the entire feat significantly worse, since you now have a 25% chance of getting your desired result (instead of the original 50% chance). The second, more subtle flaw, however, is that the list of movement options notably doesn't include Step, which is the only movement option you'd want to be forced to take if you were hoping for the Warrior or Adept result instead. The end result is that adding this option changes the original's "choose your preferred ancestor" option into an "eat crit AoO and die" option, that seems almost tailor-made to either kill you or ruin your turn.

[Also, there's a major, but easy to gloss over typo in the Adept ancestor: You get +2 if you're Cursebound 3. Not if you're "at least Cursebound 3", like the other three options say; the Adept one omits the "at least", so it stands out. As written, you only get +1 if you're Cursebound 4. Most groups will treat it as saying "at least", but the sloppiness is, shall we say, a bad omen.]


Footnote 2: Battle:

2: The new curse technically increases their AC cap, but the removal of medium/heavy armour prof forces a feat tax if you want to actually take advantage of it; with the changes to the Champion archetype, you have to spend a minimum of two class and/or general feats to regain your armour proficiency.

Similarly, the sheer incompetence of their initial focus spell effectively forces a feat tax if you want martial weapons, requiring you to spend an ancestry, class, or general feat to regain functional proficiency; this, unfortunately, renders the focus spell redundant, meaning that the Battle Oracle effectively has no initial revelation spell.


Footnote 3: Bones:

3: Bones Curse makes you weak to both vitality & void damage, suppresses any immunities & resistances you might otherwise have, and also makes it possible for both to damage you even if they normally wouldn't affect you, but it doesn't explicitly make vitality damage effects treat you as undead. (The lore treats you as somewhere between living & undead, but doesn't have any actual mechanical backing behind it.) This creates a MAJOR ruling question: Does "even if one or the other normally has no effect on you" allow undead-targeting vitality damage to target you as if you were undead, or not? If it does, then heal now damages you (since it damages undead), and may or may not heal you at the same time (since you're not actually undead). If it doesn't, then the vitality weakness is effectively wasted page space, since little to nothing does vitality damage to living creatures. Either way, no one can agree on which is correct, which is meant to be correct, and whether RAW supports or contradicts RAI. Going solely by the side conversation taking up about a sixth of this thread alone, this is absolutely something that would've been caught immediately if the Curse had actually been playtested.

Personally, my interpretation of it is that you can take vitality damage as if undead when a spell would deal vitality damage to undead, but those spells can't actually TARGET you to do damage, thus rendering the point moot. (E.g., heal's vitality damage would absolutely wreck your s***, but it misses because you're not a valid target, so you just get the healing. As far as the judge is concerned, you're guilty, but you get off on a technicality.)


Footnote 4: Tempest:

4: The Tempest Curse has been given the lightning domain, and by extension the domain spells charged javelin and bottle the storm. The first is functional, though a bit ambiguous; remember that spell attack rolls and ranged attack rolls are not the same thing! The second, however... not so much.

Bottle the storm functions by giving lightning resistance, and then absorbing the damage the resistance blocks to let you throw it back at an enemy, but the Tempest Curse gives you a weakness to lightning while active. And since you can't mitigate your curse, you can't gain lightning resistance, thus rendering the spell non-functional while Cursebound.

(It might also be worth mentioning that Tempest, along with Flames, seem to have been designed by a monkey's paw: Before the remaster, they wished for more spells that interact with their mystery features, an area they were sorely lacking in (since the mysteries were balanced around the assumption that they'd take Divine Access at Lv.1, even though it's an optional Lv.4 feat). The remastered versions got the spells they wanted, all right, but lost the features that the spells interacted with in exchange. I'm not sure if this is actually relevant, though, since I can't tell if it was a lack of playtesting, or just intentional spite.)

thenobledrake wrote:
Captain Morgan wrote:
...but like a third of the curses are so bad you'll rarely want to risk them.

This is exactly where people insisting former oracle was "better" lose me.

All of the new curses are far easier to tolerate in practical campaign scenarios than the former curses are, but there's some kind of mental block making it so that where new curses can be bad because they're hard to deal with old curses are good because they're hard to deal with and that doesn't register as nonsense.

Turning the whole discussion into a kind of No True Scottsman because anybody that had a problem with old oracle's mechanical implementation, and apparently also anyone that thinks the new oracle actually does have the same lore despite mechanical differences, isn't a real oracle fan.

The big difference is that the original Oracle's curses had both upsides and downsides, but the remastered version's are purely negative. This applies both to the mechanics, and to the fluff.

The original was designed so that engaging with your curse meant changing your playstyle, which made the class interesting and flexible; you were incentivised to engage despite the negatives, because it had a silver lining and a ton of flavour potential. Being unable to reduce the curse below minor also meant you were intended to spend most of the day with it active, which furthur encouraged you to push it harder so the benefits would kick in, too. It may not have been the ideal way to get you to interact with the feature, but the way it was designed did mean that you would end up engaging with it and the new playstyle if you picked the class. (Notable standouts include Life making you a superhealer that empathically siphoned harm away from their allies, Lore potentially being able to circumvent combats entirely if you used the knowledge well, and Ancestors being Ancestors.)

The new version, however... not so much. Each curse is now a strict downside with no benefits, and Cursebound feats only provide a fleeting benefit that'll last a turn or two at most. The curses hamper your "intended" gameplay while active (e.g., the Life Oracle is still designed to take damage for your allies, but has lost the higher HP and potent self-healing that makes it viable; you just end up taking more damage than your chassis can support), and in some cases run a very high risk of killing you outright (i.e., Ancestors, by turning you into a crit magnet). And importantly, you're no longer incentivised to aggravate them; bonuses tend to scale half as quickly as the curse, if at all, so increasing Cursebound is purely detrimental. (There isn't even a flavour reason to engage, since the flavour is anemic at best; the Curse tend to run contrary to the Mystery's flavour, with no silver linings. Case in point, the Life Oracle's flavour was originally that they're essentially an overflowing font of life force, and the curse represents how much is bursting out of them; the new Life Oracle's flavour, conversely, is that they're spending their own life force to heal people, and the curse represents how dead they are inside from spending their own life energy.) The end result is that while the original's curses gave you a bonus for engaging with them, and also had fun flavour potential to offset the mechanical penalties, the new curses have neither; they both make you perform worse, and are written to make playing your character feel worse, the more you engage your curse.

So, it seems weird, but there's a subtle but big reason: The old curses just felt better to engage with, since you got token benefits and neat flavour out of them, while the new curses just feel bad to engage with because the more you engage them, the harder they screw both you and your flavour.

thenobledrake wrote:
SuperBidi wrote:
Old curses were having strong impact but were coming with strong bonuses.

That's the problem, though.

The bonuses you were supposed to want came alongside the penalties that prevented the class from actually being functional - without the whole of the campaign being skewed to account for it, at least.

Meanwhile, the new Tempest curse imposes a -10 penalty to all of your speed at Cursebound 4, literally slowing your entire party down if they don't want to leave you behind. Might just be me, but that sounds like it skews the campaign to account for it a lot more than any of the old curses did.


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Pathfinder Rulebook Subscriber

Late to the "party" here, but boy, do I have some thoughts! I'll spare you them, though.

To be brief, I still check the internet every day in the hopes of finding Paizo announced they're going to take back the remastered oracle for a proper remastering. The design flaws in this class are staggering. Something I'd expect from certain wizards on a distant shoreline, but not from the likes of Paizo. The whole thing feels very, very rushed, and poorly proofread/playtested. I'm honestly surprised it made it into production looking like it did.


Pathfinder Rulebook Subscriber
Omega Metroid wrote:
Bottle the storm functions by giving lightning resistance, and then absorbing the damage the resistance blocks to let you throw it back at an enemy, but the Tempest Curse gives you a weakness to lightning while active. And since you can't mitigate your curse, you can't gain lightning resistance, thus rendering the spell non-functional while Cursebound.

Are you one of those people who thought the APG battle oracle wasn't allowed to wear armor?


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Squiggit wrote:
Omega Metroid wrote:
Bottle the storm functions by giving lightning resistance, and then absorbing the damage the resistance blocks to let you throw it back at an enemy, but the Tempest Curse gives you a weakness to lightning while active. And since you can't mitigate your curse, you can't gain lightning resistance, thus rendering the spell non-functional while Cursebound.
Are you one of those people who thought the APG battle oracle wasn't allowed to wear armor?

Will you please unpack that a little more? Because the way I read it you're making a false equivalency between the way the different bonuses and penalties to AC and saving throws (and everything else) work, such as the status penalty the old battle oracle's curse gave and the item bonus given by armor, and the way resistances and weaknesses work

You appear to be particularly ignoring, or perhaps unaware of, the way Tempest's curse is phrased. Since it's not on AoN yet if you don't own the book you may see it for yourself here on Pathfinder Nexus, but I believe the most relevant line to Omega's point is, "Any immunity or resistance you have to such spells and effects is suppressed."


Yeah. There are curses mechanics of which are debatable, but in this case interaction with the spell looks completely broken. The only way is to use the spell without being Cursebound.


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Pathfinder Rulebook Subscriber

Yeah misread part of the spell my bad.

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