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Low-level Wizards in PF2 - are they still underpowered?
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<blockquote data-quote="Campbell" data-source="post: 7786508" data-attributes="member: 16586"><p>The table</p><p></p><p></p><p>The Wizard table is deceptive. Specialists get an extra slot for spells of their specialty per level and Universalists get an extra use of Drain Bonded Item per spell level that can only be used on spells of that level. So Wizards effectively have 4 spell slots at 1st level.</p><p></p><p>So you can actually get close to the damage potential of an archer with a Universalist Wizard. Versatile Human. Pick Unconventional Weaponry (Elven Curve Blade). Pick up Fleet for added mobility. Have a higher speed than most humanoids is really helpful for ranged damage. Pick Reach Spell for Wizard Feat.</p><p></p><p>At the start of a fight use Hand of the Apprentice to hurl the sword for 1d8+4 damage. This can be used every fight. Switch to crossbow. Every other round you use a cantrip and do not need to move you can shoot the crossbow for added damage. Telekinetic Projectile is your main nuke. It does 1d6+4 damage and has standard critical hit effects. Plus hurling the environment at enemies. Tactical Nuke is Shocking Grasp augmented by Reach spell so a range of 30 feet. It does 2d12 damage plus 1d4 persistent if they are wearing metal armor. 4d12 on a critical hit. Also memorize Magic Weapon to give to the Barbarian on critical boss fight if needed.</p><p></p><p>You are still not going to keep pace with melee, but melee get all the nasties. Diseases, poisons, damage auras, grabs, paralysis, and all sorts of other mean and unpleasant things. Owlbears eat their insides. Otyguh grab them, give them a disease, move them all around, and constrict them. Ghouls give them a disease and paralysis. Sewer oozes cover them in filth. Cinder rats sicken them just for being adjacent. Gorillas frighten them. That does not even include garden variety Attacks of Opportunity and combat maneuvers. Those are just the low level creatures.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7786508, member: 16586"] The table The Wizard table is deceptive. Specialists get an extra slot for spells of their specialty per level and Universalists get an extra use of Drain Bonded Item per spell level that can only be used on spells of that level. So Wizards effectively have 4 spell slots at 1st level. So you can actually get close to the damage potential of an archer with a Universalist Wizard. Versatile Human. Pick Unconventional Weaponry (Elven Curve Blade). Pick up Fleet for added mobility. Have a higher speed than most humanoids is really helpful for ranged damage. Pick Reach Spell for Wizard Feat. At the start of a fight use Hand of the Apprentice to hurl the sword for 1d8+4 damage. This can be used every fight. Switch to crossbow. Every other round you use a cantrip and do not need to move you can shoot the crossbow for added damage. Telekinetic Projectile is your main nuke. It does 1d6+4 damage and has standard critical hit effects. Plus hurling the environment at enemies. Tactical Nuke is Shocking Grasp augmented by Reach spell so a range of 30 feet. It does 2d12 damage plus 1d4 persistent if they are wearing metal armor. 4d12 on a critical hit. Also memorize Magic Weapon to give to the Barbarian on critical boss fight if needed. You are still not going to keep pace with melee, but melee get all the nasties. Diseases, poisons, damage auras, grabs, paralysis, and all sorts of other mean and unpleasant things. Owlbears eat their insides. Otyguh grab them, give them a disease, move them all around, and constrict them. Ghouls give them a disease and paralysis. Sewer oozes cover them in filth. Cinder rats sicken them just for being adjacent. Gorillas frighten them. That does not even include garden variety Attacks of Opportunity and combat maneuvers. Those are just the low level creatures. [/QUOTE]
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Low-level Wizards in PF2 - are they still underpowered?
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