Geron Raveneye
Explorer
AllisterH said:So, in conclusion, a 5th level Elven wizard using PATHfinder rules gains when compared to a 3.5 RAW Elven Wizard,
+2 to Intelligence, which translates to Spell Focus in ALL the schools, PLUS more spells per day due to high intelligence.
+2 to overcome Spell Resistance (effectively Spell Penetration)
+10 HP
3 orisons he can cast at will
3 school powers (Universal): Hand of the Apprentice (At will, SU): Ghostly hand that uses your weapon to attack foes within 30 feet while you concentrate on it. Shield (2/day, SP): As the spell. Levitate (1/day, SP): As the spell. Keep in mind, in 3.5, the generalist didn't receive the extra spell per spell level a la the specialist. These extra powers are on TOP of what a 3.5 generalist wizard has.
1 extra feat and 1 extra metamagic feat
Item creation times cut in half.
You keep insisting that with these upgrades that the wizard no longer needs the Headband of Intellect but I don't think you understand truly WHY the stat boosters became ubquitous.
When 3.0 first appeared, WOTC honestly didn't understand the power of the stat boosters. Namely the fact that they are ALWAYS ON thus allowing you to use your own powers. Gamers naturally went for them (and frankly, this WAS in-character role-playing. Give me an option between a 2008 Chryseler 300 and a VW Beetle from the Flowerchild era and I'm taking the better option) and that's what made them the big six.
Not because they were NEEDED per se (that came later when WOTC realized its monsters at mid to high level were getting demolished) but because they were the BEST items.
Wait, should I even look at the cleric to see how much more powerful they made it?
Yep, that's what the elven wizard in Pathfinder gets over the elven wizard in D&D 3.5, and yes, I'd cut the bonus spells for high INT out as well, as they did with the specialist bonus spells already.
And yes, I keep insisting that this will make a Headband of Intellect, or wands of magic missile, easier to ditch. And I'm sorry, but all the arguments about why those "big six" are so ubiquitous simply boil down to one fact...because DMs allowed them to be. There is nothing in the RAW that translates to "player characters can order magical items from a menu". It is assumptions and expectations, and DMs that let themselves be overruled by the desires of their players (which isn't always bad as long as it doesn't lead to totally unbalanced games...which THIS did, as the discussions around 4E clearly showed). In my opinion, the power-ups Pathfinder gives the classes simply gives the DM a more solid argument to stand by his "Sorry, not available" when his players want to send their characters on a shopping spree through Magic-Mart.
I'd agree on toning down the wizard in Pathfinder, or rather on rebalancing his powers...at will cantrips and school powers as well as more feats make bonus spells completely unnecessary in my eyes, and I've said so on the Paizo boards as well. But even if they don't take them out...taking them out myself is, as far as houserules concerned, a lot less problematic than, say, taking out Attacks of Opportunities.
Clerics exchange their domain bonus spells for domain powers, and the regular turning for a burst of positive energy that hurts undead and heals living (or vice versa with negative energy). That's all, as far as I can see. But take a look...as you can see, our discussion about the wizard has already pointed me at something I'd misunderstood before.
