Can a cleric choose to gain holy sanctification after levelling


Rules Discussion


I have a Cleric of Torag who hasnt taken sanctification at level 1. Now I have gained a few levels I wish I had but cant find any information on whether its possible to become Holy once I have levelled.

Is there a mechanic to gain this trait ie via a Feat, Ritual or just choosing?


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You can retrain once it is a class feature. But it's up to your GM to decide how much time this retraining will need and if you will need a teacher. Or if you can simply pray for Torag and study its holy texts to learn what you need to do to be holy blessed by your god.


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I can vouch for that, Naturally you can retrain most class features and if you read on the Champions class page you see.

Champion/Anathema wrote:
If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your holy or unholy trait, your focus pool, and your blessing of the devoted. These abilities can be regained only if you repent by conducting an atone ritual. If your deity doesn't require the specific sanctification you had, your GM might let you retrain your sanctification and cause while still following the same deity.

There shouldn't be a difference between Cleric and Champion regarding this.


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I'd definitely allow it via retraining. Class features that require a choice are in the retraining list, and this is one of those. I'd probably make it require another member of the faith who is Holy to guide you, acting as an instructor.

Quote:
You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—it is always at least a month.

If for some reason that isn't allowed, you can get around it by getting a Faith Tattoo. The remastered version specifically can grant sanctification:

Quote:
When you get the tattoo and aren’t sanctified, you can choose to sanctify yourself to your deity.

That's mostly useful for a class like Oracle that normally can't sanctify, but it would let you sidestep the problem here too if for some reason retraining isn't an option.


OMG, PCs can get Sanctified for only 80 gp? And with what's essentially a hands-free 1st-level wand? Which costs 60 gp on its own??? Yes, the DC's low, but Sure Strike is common enough among deities as are Fleet Step or Soothe (perhaps for the save bonus).

This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.


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Castilliano wrote:

OMG, PCs can get Sanctified for only 80 gp? And with what's essentially a hands-free 1st-level wand? Which costs 60 gp on its own??? Yes, the DC's low, but Sure Strike is common enough among deities as are Fleet Step or Soothe (perhaps for the save bonus).

This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.

It also requires another investment, in a deity :)

I'm always a bit baffled when an argument 'just take this deity' is used, even for classes that always has one. I thought we are playing not just tabletop game, but roleplaying or at least story game, and deities should be important. [This is not directed at you personally, Castilliano, but in general]
So in this case I'd expect a character to have a deity and follow edicts and anathemas. Of course a GM can probably ignore this but this would feel hollow.


Castilliano wrote:

OMG, PCs can get Sanctified for only 80 gp? And with what's essentially a hands-free 1st-level wand? Which costs 60 gp on its own??? Yes, the DC's low, but Sure Strike is common enough among deities as are Fleet Step or Soothe (perhaps for the save bonus).

This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.

One of my players used it as an additional healing option. So he doesn't really care about the DC.


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Castilliano wrote:

OMG, PCs can get Sanctified for only 80 gp? And with what's essentially a hands-free 1st-level wand? Which costs 60 gp on its own??? Yes, the DC's low, but Sure Strike is common enough among deities as are Fleet Step or Soothe (perhaps for the save bonus).

This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.

There's no attack roll on Heal/Harm so Sure Strike won't help. :) Great emergency heal though.

Question here though: what would Sanctified on a Fighter actually do? Champion gets it on its strikes because Champion says so. Divine Casters have a bunch of Sanctified spells so this is really nice for the non-Cleric ones who can't sanctify normally since they can add the trait to all of those.

I'm not sure just gaining sanctified would do anything for a Fighter, though?


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The tattoo is mostly for non clerics divine casters, since they are the only ones benefitting from Sanctification.

That aside, I'd be fully ok with a non sanctified cleric retraining to it.

In some cases, I'd even recommend it:

Keeping in mind what Sanctification means, that you take active role in the war between Holy and Unholy, it 100% stands to reason that someone that had no interest in said war suddenly decides to get involved (your village getting destroyed by demons, friends getting caught by an Unholy agent, etc).

And I see no reason their deity, which is directly involved in said war, wouldn't grant them the power to fight in it.


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Yeah, class feature choices, even ones made at 1st level, are available for Retraining. Whether that is a simple Retraining or an Extreme Retraining is something that the GM and players at the table have to decide.

Most of the Class 'subtype' choices I would consider to be Extreme Retraining. The example given in the Retraining rules is a Witch changing their Patron. I would also include Sorcerer changing their Bloodline, Summoner changing their Eidolon, Wizard changing their Arcane Thesis, Gunslinger changing their Way, Swashbuckler changing their Style, etc.

There are some classes that I would be more relaxed on that though. The example in the rules for this are Druid changing their Order and Wizard changing their School. I would also add Bard changing their Muse. Mostly because Bard, like Druid, can get multiple of their options through feats, so it doesn't seem like the first choice is as intrinsic to the character.

And then there is Inventor - who gets a class feature at level 19 to change out their Innovation once a day during daily preparations. I don't see any good reason why an Inventor character couldn't do a simple Retrain of their Innovation before level 19 as well.

But for Cleric, the choice of Sanctification or not isn't the Class subtype. The choice of Deity isn't either, IMO. The Cleric subtype is the choice of Cloistered or Warpriest Doctrine. Changing your Doctrine would be an Extreme Retraining.

I would allow changing Deity as a simple Retrain. Depending on the particulars of the Deities, an Atone Ritual may also be needed.

Opt-In to add Sanctification to a Cleric of a Deity that already allows Sanctification would be a very easy Retrain. I wouldn't make that cost more than a day of downtime. Removing the Sanctification would be a more complicated process, but I would still consider that to be a simple Retrain. So probably about a week of downtime.


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Tridus wrote:
Castilliano wrote:

OMG, PCs can get Sanctified for only 80 gp? And with what's essentially a hands-free 1st-level wand? Which costs 60 gp on its own??? Yes, the DC's low, but Sure Strike is common enough among deities as are Fleet Step or Soothe (perhaps for the save bonus).

This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.

There's no attack roll on Heal/Harm so Sure Strike won't help. :) Great emergency heal though.

Question here though: what would Sanctified on a Fighter actually do? Champion gets it on its strikes because Champion says so. Divine Casters have a bunch of Sanctified spells so this is really nice for the non-Cleric ones who can't sanctify normally since they can add the trait to all of those.

I'm not sure just gaining sanctified would do anything for a Fighter, though?

You're the one who posted the link, so I'm unsure how you missed it: rather than Heal or Harm, the tattoo can instead cast the deity's 1st Rank spell, where Sure Strike is a common option (alongside others that age rather well). That's what I'm saying a Fighter (or most martials who can put extra oomph in a single two-action attack) would want. Heck, before Paizo added the time-out I was contemplating a falcata & staff w/ Sure Strike build (which is why I appreciate Paizo nipping that temptation).

As for Sanctified, it did occur to me later that a GM may say it does nothing for a Fighter, except there's also the Champion's version which does make Strikes Holy (if they're lenient). Nevertheless (as noted by shroudb) there should be a lot of non-Cleric divine casters who'd like it, and maybe a few Occult ones if they love Spiritual Armament.

And Errenor, of course RPing should be factored in. There are many beloved spells on Domain lists where I don't want to play any of the deities that provide it. :( But Sure Strike doesn't lack fun deities because it has dozens of options.


Castilliano wrote:
Tridus wrote:
Castilliano wrote:

OMG, PCs can get Sanctified for only 80 gp? And with what's essentially a hands-free 1st-level wand? Which costs 60 gp on its own??? Yes, the DC's low, but Sure Strike is common enough among deities as are Fleet Step or Soothe (perhaps for the save bonus).

This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.

There's no attack roll on Heal/Harm so Sure Strike won't help. :) Great emergency heal though.

Question here though: what would Sanctified on a Fighter actually do? Champion gets it on its strikes because Champion says so. Divine Casters have a bunch of Sanctified spells so this is really nice for the non-Cleric ones who can't sanctify normally since they can add the trait to all of those.

I'm not sure just gaining sanctified would do anything for a Fighter, though?

You're the one who posted the link, so I'm unsure how you missed it: rather than Heal or Harm, the tattoo can instead cast the deity's 1st Rank spell, where Sure Strike is a common option (alongside others that age rather well). That's what I'm saying a Fighter (or most martials who can put extra oomph in a single two-action attack) would want. Heck, before Paizo added the time-out I was contemplating a falcata & staff w/ Sure Strike build (which is why I appreciate Paizo nipping that temptation).

... wow, I completely missed that part of it! Yeah that's dirt cheap for what it does with the right deity!


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Exactly!
Well worth filling out one's Investment slots w/ some of those "free-hand wands" that only 1/3 more than the actual wands, at least for non-casters who make full use of their hands. And one's first tattoo is perhaps too much of a must-have for Divine casters, assuming there's value in Sanctification higher than the costs, though one might argue it patches up the gap for Angelic Sorcerers and others who maybe should've had a route already.


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Castilliano wrote:
This feels...off. Like "every Fighter needs this" off, but then again, it does require Investment otherwise yea, I'd be spamming these.

I love the Faith Tattoo with all my heart, but there's several small caveats to this to note.

1) It's a magical tattoo, which means that that investment is permanent. Trust me, having played previous characters loaded up with magical tattoos, Incredible Investiture is a godsent feat.

2) It's Activate ability is a "Cast a Spell" type, which means that its value for martials does require them to gain a spellcasting feature first via archetyping, or, alternatively, Trick Magic Item. Perhaps not a steep cost, but a cost nonetheless.

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