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General Tabletop Discussion
*Pathfinder & Starfinder
Making the Universalist Wizard more appealing
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<blockquote data-quote="wakedown" data-source="post: 5217321" data-attributes="member: 15901"><p>Not having seen it in play, I was fairly "meh" about the Hand of the Apprentice.</p><p></p><p>I finally had a player go Universalist, and use the ability with an Elven Curve Blade as the weapon - masterwork of course from the bonded item ability.  She had an 18 Int, so +5 to hit wasn't too shabby.  The player hit almost every time she used it, got some good 1d10 rolls, and had most of the party "ooh"-ing at the ability to strike for 1d10 from range.</p><p></p><p>In general, I'm happy when the 1st level school/domain abilities give a wizard/cleric the ability to do "something else" in a combat scenario that isn't totally worthless.  There's plenty of domain abilities for clerics that are much worse than this (ie. spend a standard action giving someone +1 damage for 1 attack... really? for a god of war, this is what you get? the ability to make someone else better?)</p><p></p><p>Anyway in the right hands of a demi human with a good weapon, Hand of the Apprentice isn't too bad for 6-7 ranged melee attacks - keeping the wizard out of harms way while he/she strikes.   And the 1st level wizard probably only has 6-7 rounds per day they are looking for "something else to do" so it works out fairly well.</p></blockquote><p></p>
[QUOTE="wakedown, post: 5217321, member: 15901"] Not having seen it in play, I was fairly "meh" about the Hand of the Apprentice. I finally had a player go Universalist, and use the ability with an Elven Curve Blade as the weapon - masterwork of course from the bonded item ability. She had an 18 Int, so +5 to hit wasn't too shabby. The player hit almost every time she used it, got some good 1d10 rolls, and had most of the party "ooh"-ing at the ability to strike for 1d10 from range. In general, I'm happy when the 1st level school/domain abilities give a wizard/cleric the ability to do "something else" in a combat scenario that isn't totally worthless. There's plenty of domain abilities for clerics that are much worse than this (ie. spend a standard action giving someone +1 damage for 1 attack... really? for a god of war, this is what you get? the ability to make someone else better?) Anyway in the right hands of a demi human with a good weapon, Hand of the Apprentice isn't too bad for 6-7 ranged melee attacks - keeping the wizard out of harms way while he/she strikes. And the 1st level wizard probably only has 6-7 rounds per day they are looking for "something else to do" so it works out fairly well. [/QUOTE]
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Making the Universalist Wizard more appealing
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