Pathfinder 1E So far not impressed with Pathfinder

BTW: Lightning Bolt? Horrible spell. Worse than Fireball in every way. Having both is pure redundancy, so Lightning Bolt never registered above "forgettable" to me.

It's a D&D-ism like a gelatinous cube. Very handy in a narrow dungeon. IME, not used that often, since we rarely do dungeon crawls like that, but it certainly could be very handy in some groups/adventures.
 

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That is why you have different spells for different situations as an Evoker and also why Alfonso stayed in the front. Need to stay flexible. Also why he took Track as a feat at low level as we didn't have a ranger (this was 3.5).
I sort of remember Heidelburg. Last time I was there was in '77. We visited the Cave and I had a few too many bottles of Mosel! All I know it was a long boat trip down the river to Nuremberg afterwards. Or was it Munich? I was too hungover to rememeber.
 

Wow, I was only just getting born in '77! But the Cave is still there...

Back on topic: lots of wilderness encounters in my campaign, so there's less chance of linin'em up like in a dungeon corridor, and Fireball's longer range has proven extremely useful on at least one occasion (Wyvern-mounted skymage scouting for us, didn't take the fall too well after his mount was fried...). But of course I agree that YMMV.

But I'd still like to nominate Fly as the single most useful 3rd level spell, both in and out of combat. Ever since I got that little spell, things have become dramatically easier for us where before they'd have been complicated (or in some cases just extremely foolhardy - you don't go making a bunch of hard Climb checks if a failure by 5 or more means you plummet into lava!).
 

It's a little funny, the sorcerer in my group is just about to turn 6th level and learn ONE single third level spell... And it's come down to Fireball or Fly. So yeah, those are very strong contenders for the top spot. Arcane bloodline, so Dispel Magic is an automatic pick from the bloodline.
 

It's a little funny, the sorcerer in my group is just about to turn 6th level and learn ONE single third level spell... And it's come down to Fireball or Fly. So yeah, those are very strong contenders for the top spot. Arcane bloodline, so Dispel Magic is an automatic pick from the bloodline.

Summon Monster III. Probably does more damage than the Fireball eventually, or perfectly capable of summoning something that can fly either you or someone else where you need to go.
 

Both of my games have extensive wilderness areas but my parties tend to hug the ground. Not sure why. Could it be the adult red that keeps dogging the party? Had a player in the Scarred Lands that decided he would fly over the trees in the Broadreach forest, you know where the wrack dragons tend to hang out. It was kind of funny watching him fly 2' off the ground for the rest of the adventure while the rest of the party walked. Nah, my parties don't cast fly often, they tend to find too many creatures that fly better than they do up there. Summon Monster III and above used to be a good spell, but they nerfed summoning spells in Pathfinder making them a one round action. Too easy to get interrupted now. My wife had her enemy EHP cast Summon Monster V and got hit with a fireball before the spell completed. Those DC 46 concentration checks are a pain in the ...! Not sure why everyone opps for sorcerors, a wizard will outshine them by 7th level and they are so much more versatile. Yeah it is harder to keep a low level wizard alive but worth it by 5th.
 

Summon Monster III. Probably does more damage than the Fireball eventually, or perfectly capable of summoning something that can fly either you or someone else where you need to go.
Damage-wise you might be right. Summoning spells are weird though, because they don't scale well. A point buy 32 character with triple the "normal" treasure summons the same monsters as a PB 25 character with standard equipment. The former character, though, is likely facing enemies that are impossible for summoned creatures to hit. I've found summoned creatures mostly useful for taking damage and granting flanking bonuses.

Flying-wise it will only get you where you're going if you can get there within 1 round/level (and unlike the fly spell, you can actually fall). But it is an extremely versatile spell.

Summon Monster III and above used to be a good spell, but they nerfed summoning spells in Pathfinder making them a one round action.
Those spells have always been a full-round casting time (link).
 

Full round yes, but not 1 round. The casting was considered to have taken from the start of the players action to the end of the players action in 3.5 and the spell took affect at the beginning of the next round. The difference in Pathfinder is you are considered to be still casting the ENTIRE ROUND and can be interrupted. 3.5 changed this from 3.0 and it seems Pathfinder is going back to 3.0 on this. Pathfinder distinguishes between 1 round and a full round where 3.5 did not. Part of the problem is the SRD was somewhat different than the printed Core Rules so you can't always go by what is written in the SRD in 3.5 without going to the source.

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. (page 174) and
Full-Round Action:
A full-round action consumes all your effort
during a round. The only movement you can take during a full round
action is a 5-foot step before, during, or after the action. You
can also perform free actions (see below) as your DM allows. The
most common type of full-round action is a full attack, which allows
you to make multiple melee or ranged attacks in a single round. (page 139)

Taken together this is different than pathfinder.

 


Umm... the link was generously provided, and you didn't click it. Summoning takes 1 round in 3.0, 3.5, and PF. No nerf there.

And I followed the link and replied. Yes it takes a round, however the casting action is a full round in 3.5. Please see my reply as to how a full round action is defined per PHB. Beyond that I am still bound by certain NDAs as to the how and whys of certain rules and their changes in 3.5.
 

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