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*Pathfinder & Starfinder
newbie Wizard takes step into a big, scary Pathfinder world
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<blockquote data-quote="Dingo333" data-source="post: 5536539" data-attributes="member: 6672910"><p>My break down of the elemental schools and their usefulness/effect</p><p></p><p>Air</p><p>+2 (+3 at 5,+4 at 10,+5 at 15) to fly skill, Not handy till you can cast something to let you fly, but as you get to cast fly on yourself at level 10, can be handy.</p><p>At level 20, the bonus is almost pointless, as you treat the roll as a natural 20 meaning, in a tornado, for a medium character, you have a result of 10 without ranks or dex added in</p><p></p><p>Blinding flash:1d6+1/2 wizard levels plus dazzled for 1-4 rounds. Good escape, bad offensive though. has a very limited range, and a save to half damage and negate dazzle.</p><p></p><p>Cyclone: Very good defense vs all but giants, siege engines, and magic, but as it is noticeable pretty easily, bad on stealth</p><p></p><p>Earth</p><p>+2 (+3 at 5th, +4 at 10th, +5 at 15th, +6 at 20th) to CMD vs a lot of effects. Usefulness depends on DM's use of those effects IMO, and even then, theses would be great for a melee based person, but terrible on a caster who doesn't wanna be hit. Bonus to hit and damage is likewise good, but bad idea for caster. At 20, not being blocked by a wall is good, but you can't see through said wall so, eh</p><p></p><p>Acid Cloud: 1d6+1/2 wizard levels, ranged area. Good offence and defense ability, can cover an escape or be an opening blast for an assault, Fort to negate sicken. Forts tend to be weaker then Ref saves in my experience so not as big a penalty as air school's</p><p></p><p>Earthglide: Useful for ambush or retreat, just watch the duration. speeding up yourself while gliding is a very good idea and is more stealthy then flying to the battle</p><p></p><p>Fire</p><p>Resistance to fire is awesome, immunity is better. At 20, feel free to plop your fireballs anywhere you want to, you wont get hurt. You also don't get vulnerability to cold like most things with fire resistance get. The fire sheath is great too for a defense move.</p><p></p><p>Fire Jet: 1d6+1/2 wizard levels, 20ft line, Ref to avoid catching on fire. Note that it can also set grass, trees, and that such on fire, which you can then take to defend yourself with.</p><p></p><p>Dancing Flame: Very good offence, keep allies safe in a fireball without using a feat, or move your walls of fire to cut off retreats and roast new enemies once they run from where you put it at first.</p><p></p><p>Water</p><p>(this one is honestly the weakest I feel, unless you are having your adventure on the high seas)</p><p>Scaling bonus to swim, eh, honestly, only in an adventure on the high seas is that gonna be worth it, same with the holding breath and swim speed, though the auto 20 is great in a skill you don't want to put skill points in</p><p></p><p>Cold Blast: see the air power, good to cover an escape or when cornered, but no offensive value.</p><p></p><p>Wave: This is actually decent, especially at sea as you could capsize a ship with a good roll. Also slow down pursuers, knock opponents off balance, literally turn the tides of the battle</p><p></p><p>As for spells, they are still all there, it just takes 2 slots to prepare an earth spell for an Air wizard. As far as I can tell, there are some spells that make me cry a little to lose, like reverse gravity and all I get is control weather and mass fly. Or some spells like Stoneskin, or the line of pit spells. But over all, the Air school has some of the better spells and you can still do fire and water spells with no penalties</p></blockquote><p></p>
[QUOTE="Dingo333, post: 5536539, member: 6672910"] My break down of the elemental schools and their usefulness/effect Air +2 (+3 at 5,+4 at 10,+5 at 15) to fly skill, Not handy till you can cast something to let you fly, but as you get to cast fly on yourself at level 10, can be handy. At level 20, the bonus is almost pointless, as you treat the roll as a natural 20 meaning, in a tornado, for a medium character, you have a result of 10 without ranks or dex added in Blinding flash:1d6+1/2 wizard levels plus dazzled for 1-4 rounds. Good escape, bad offensive though. has a very limited range, and a save to half damage and negate dazzle. Cyclone: Very good defense vs all but giants, siege engines, and magic, but as it is noticeable pretty easily, bad on stealth Earth +2 (+3 at 5th, +4 at 10th, +5 at 15th, +6 at 20th) to CMD vs a lot of effects. Usefulness depends on DM's use of those effects IMO, and even then, theses would be great for a melee based person, but terrible on a caster who doesn't wanna be hit. Bonus to hit and damage is likewise good, but bad idea for caster. At 20, not being blocked by a wall is good, but you can't see through said wall so, eh Acid Cloud: 1d6+1/2 wizard levels, ranged area. Good offence and defense ability, can cover an escape or be an opening blast for an assault, Fort to negate sicken. Forts tend to be weaker then Ref saves in my experience so not as big a penalty as air school's Earthglide: Useful for ambush or retreat, just watch the duration. speeding up yourself while gliding is a very good idea and is more stealthy then flying to the battle Fire Resistance to fire is awesome, immunity is better. At 20, feel free to plop your fireballs anywhere you want to, you wont get hurt. You also don't get vulnerability to cold like most things with fire resistance get. The fire sheath is great too for a defense move. Fire Jet: 1d6+1/2 wizard levels, 20ft line, Ref to avoid catching on fire. Note that it can also set grass, trees, and that such on fire, which you can then take to defend yourself with. Dancing Flame: Very good offence, keep allies safe in a fireball without using a feat, or move your walls of fire to cut off retreats and roast new enemies once they run from where you put it at first. Water (this one is honestly the weakest I feel, unless you are having your adventure on the high seas) Scaling bonus to swim, eh, honestly, only in an adventure on the high seas is that gonna be worth it, same with the holding breath and swim speed, though the auto 20 is great in a skill you don't want to put skill points in Cold Blast: see the air power, good to cover an escape or when cornered, but no offensive value. Wave: This is actually decent, especially at sea as you could capsize a ship with a good roll. Also slow down pursuers, knock opponents off balance, literally turn the tides of the battle As for spells, they are still all there, it just takes 2 slots to prepare an earth spell for an Air wizard. As far as I can tell, there are some spells that make me cry a little to lose, like reverse gravity and all I get is control weather and mass fly. Or some spells like Stoneskin, or the line of pit spells. But over all, the Air school has some of the better spells and you can still do fire and water spells with no penalties [/QUOTE]
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