[PF2] Cleric class preview + spells per level

Morrus

Well, that was fun
Staff member
The latest Pathfinder 2nd Edition preview takes a look at the Cleric! Plus we get some insight into meta magic feats and spellcasting basics. As always, this information will be added to the Pathfinder 2nd Edition Compiled Info Page!




  • +2 Wisdom boost at 1st level.
  • Spell DC is 10 + level + Wis modifier.
  • Class features --
    • Deity and Domain (favoured weapon, domain access, domain powers - special spells which use Spell Points, which are equal to the cleric's Wisdom).
    • Anathema (acts against the deity's will).
    • Channel Energy (see below).
    • Divine Spellcasting (see below).
    • Proficiency rank with divine spells goes to expert at 13th level, master at 16th, legendary at 19th.
  • Divine Spellcasting --
    • 2 x 1st level spells at 1st level.
    • +1 spell per even level.
    • +1 spell level per odd level.
  • Channel Energy --
    • 3 + Cha modifier uses of heal or harm per day, heightened to your highest available spell level
    • Deity choice determiners whether you can heal, harm, or get a choice.
  • Class Feats --
    • Communal Healing (1st level) -- gain HP when you heal others.
    • Turn Undead (1st level) -- undead who critically fail saves against your heal must flee.
    • Expanded Domain (1st level) -- gain initial power from a second domain; can select this again for a third.
    • Advanced Domain (4th level) -- gain advanced power from your domain.
    • Channeled Succor (8th level) -- instead of heal, you can also remove curse, remove disease, remove paralysis, or restoration.
  • Metamagic Feats --
    • Reach Spell (1st level) -- add Somatic Casting action to add 30' range.
    • Command Undead (4th level) -- change harm effects to undead control effects.
    • Heroic Recovery (8th level) -- add an action to heal to also give attack and speed bonuses.
    • Metamagic Channeler (20th level) -- apply metamagic to harm and heal without adding an action.
It looks like metamagic feats often cost an extra action.
 

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On the Paizo comments a lot of people are annoyed that classes get less than PF1, less class features and have to pay feats to get them back. The counter argument is that you get those feats instead of class features, just meaning you can chose how you want your class - rather than stuck with what is written. The same applies to races/ancestries. Either argument aside it does seem that all classes and races are nerfed, you don't have enough feats at level 1 in PF2 to get all the features to equal level 1 PF1. We haven't seen what backgrounds and Archetypes exactly do yet tho. I think this is a good thing, spread the power - but people don't like having things taken away I guess.

Secondly a lot of comments about only getting, max, 3 spells memorised per spell level. Another good thing IMO, to lower the power of casters vs mundanes; and also casters won;t have the spell to do automatically what other classes roll skills etc for all the time. There is the concern about 15 min adventure day tho, but that is partially offset by scaling cantrips.

These things mostly look good to me, as a DM normally I don't care about PC's having less than PF1. As long as they are better balanced against each other and opponents, it's irrelevant - but there is a lot of the Endowment Effect going on ;)

Very interested to see the entire Playtest tho, very hard to get a feel with these tiny titbits - not that it hasn't released the rage on Paizo!
 
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CapnZapp

Legend
What's the point of PF2 if casters end up as OP as in PF1?

Luckily for us (but maybe not for Paizo) we have 5E. It has proven beyond a shadow of doubt you can create a game with better class equality AND still have popular casters.

It would be very sad indeed if they go through all this trouble and STILL* fix none of 3.0s endemic issues; caster supremacy and spell dependency being one of the worst.

Both 3.5 and PF was sold on the promise of fixing d20 but none of them came even close. 5th edition now sets the bar; finally and truly fixing most if not all of d20. In comparison 3.0, 3.5 and PF look frigging *identical* - they may differ in some of the details, but have exactly the same set of huge unsolved issues.
 

Aldarc

Legend
What's the point of PF2 if casters end up as OP as in PF1?
What's the point of your soapbox tirade evangelizing 5e when it's clear that the parity between casters and mundanes will be less than it was in PF1 due to some significant nerfs that Paizo is making? It's honestly getting tiring.

Both 3.5 and PF was sold on the promise of fixing d20 but none of them came even close. 5th edition now sets the bar; finally and truly fixing most if not all of d20. In comparison 3.0, 3.5 and PF look frigging *identical* - they may differ in some of the details, but have exactly the same set of huge unsolved issues.
No, it wasn't. Not particularly. It was mostly sold on the continuation of the 3.X d20/OGL system, the publisher and fan dissatisfaction with WotC and 4E, and backwards compatibility.
 

Jacob Lewis

Ye Olde GM
Luckily for us (but maybe not for Paizo) we have 5E. It has proven beyond a shadow of doubt you can create a game with better class equality AND still have popular casters.
Who is "us"? If you meant to say "Luckily for me and other 5e fans", then yes. You're very lucky to have the game you like. And it proves that a lot of people don't like a lot of change. If PF2 only creates another version of 5e just to make the 5e fans happy, what is the point? Or even a clone version of PF1? If it's not different enough, then it's not really worth the effort. 5e is just different enough to be the cleanest version of D&D to date, but not inspiring to everyone.

PF2 gains my interest because it shows me something new with every preview. Will the end product grab my full interest? That remains to be seen. But I for one am already more invested in what could be great than what I've already seen reprinted for decades. Good news is there is room for both.
 

Ancalagon

Dusty Dragon
The spell DC formulae change is *huge*. DC is *not* dependent on spell level, but PC level.

First, this means that at high hevels, low-level spells like hold person are still a threat.

Second, this is very similar to 5e, where the DC is caster level dependent, not spell level dependent. BUT there is no bound accuracy! So a high level caster spell DC will be *brutal*. The gap between the spell DC and your "bad save" may be tremendous.
 

Ghal Maraz

Adventurer
[MENTION=1]Morrus[/MENTION]:

- the expert proficiency in divine spellcasting is at 12th level, not 13th;

- it's strongly implied that, when getting a new spell level, you get two spell per day;

- 10th level spells aren't gained at 19th level: details are still unknown.
 

zztong

Explorer
I'm of mixed and unsettled feelings about Anathema.

On one hand those kinds of codes are really cool when a player chooses to make them part of their character. On the other, I dislike them being specified and required by the game system. Given a blank slate, players come up much more interesting variations that take into account a wider and richer personality.

Plus, I don't really see "the gods" as choosing to micromanage their followers. Its much more interesting for "the gods" to be imperfect beings that are more interested in bickering among themselves. When I run the game, I can of course choose if and how to deal with Anathema. Like the Paladin code, I would likely choose to ignore them. Otherwise interpretations of these "contractual" behaviors typically become sore spots between player and DM enough to discourage people from playing those classes. My observation has been that under some DMs who strictly enforce the Paladin code, players rarely (if ever) play Paladins. This isn't perhaps what you want for the Cleric class given that many games depend on healing being available on demand.

Yet, Anathema restrictions do add flavor to the class.

I guess there's plenty to ponder.
 


houser2112

Explorer
I'm starting to see how PF1.0 advocates are going to be very unhappy with the new 2.0.

I don't know why; PF2 classes are looking a lot more modular than PF1, essentially allowing you to build your own class. It's better this way than finding archetypes that trade out the features you don't like and hoping they will give you ones you do.
 

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