How come no reviews on WOTC Mini handbook

I just picked up the book, so I will add my two cents. :) I like the new core classes.

The favored soul is a nice class but I would still rate a cleric as more powerful. The domain abilities and spells (esp. travel, sun, plant, & magic), turn undead (esp. with sun domain), earlier spells, and complete access to every spell of a given level give the cleric the edge. The wings ability of the favored soul is nice, but by 17th level most characters have access to a flight based magic item. The good reflex save and weapon spec with their deity's favored weapon are nice, but two stats for spells really hurts.

The Marshall is a great support class. The auras are great because of how much they help the party out. The medium BAB coupled with a lack of bonus feats means that there will still need to be a tank type in a normal party. Playing a Healer would bore me to tears. Nice cohort type thou.

The Warmage does not threaten a sorcerer in my opinion. The Warmage has almost exclusively evocation spells with no defensive spells availible. The lack of spells is illustrated by no fly, no teleport, no cloudkill, no ray of enfeeblement (my favorite), etc. Almost all Warmage spells are reflex based. Any creature with evasion is going to dance around a Warmage. Armor is nice, but I prefer greater invis with a teleport if the going gets rough with my sorcerer.

-Psiblade
 
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MerricB said:
It is a Specific Weapon costing 50,315 gp.
CL 13th; Craft Magic Arms and Armor, limited wish.

Under the normal rules, there are no provisions for changing its attributes, though, as usual, a DM could modify it as they liked.

With its cost, it's unlikely any character under 12th level would have one - by that time, you'll have encountered many different types of DR.

It's nice as a back-up weapon, but hopeless as your primary weapon.

Cheers!

But the DMG does have specific rules for adding extra magic to existing magic items. There is also provisions for creating your own magic items based on the rules and using those guidelines unless specificly prohibited there is no reason that you can't change the base weapon in a specific item. As long as a DM allows the creation of magic items then under the rules there is no reason that you can't have a +5 Battleaxe of Transmutation.
 


Greatwyrm said:
I like the Sudden Metamagics, but when you compare them to the standard feats, something just doesn't add up. Either one set is too weak (standard) or one too strong (Sudden). My only problem is if Still or Silent Spell should cost an extra level with the standards, why not the Suddens?

When this idea was first brought out (a recent Dragon, can't remember the ##) the Sudden feats were something like once per day, you can Still a spell of up to one level lower than the highest level you can cast. So, if you could only cast 5th level spells, you could only Sudden Still up to 4th. Had those limitations been left in, I'd be happy to use/allow them. Otherwise, things just don't add up for me.

Actually the 'Sudden X' metamagic feats are very different from what was in the Dragon (#305).

  • The version in the Dragon was meant to REPLACE the metamagic rules in the Players' Handbook
  • The Sudden X feats are usable WITH the PH feats
  • The Dragon article allowed you to take the feats multiple times for multiple uses; the Minis Handbook does not allow this.
 



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