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<blockquote data-quote="AllisterH" data-source="post: 4123459" data-attributes="member: 51325"><p>So, in conclusion, a 5th level Elven wizard using PATHfinder rules gains when compared to a 3.5 RAW Elven Wizard,</p><p></p><p>+2 to Intelligence, which translates to Spell Focus in ALL the schools, PLUS more spells per day due to high intelligence.</p><p>+2 to overcome Spell Resistance (effectively Spell Penetration)</p><p>+10 HP</p><p>3 orisons he can cast at will</p><p>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.</p><p>1 extra feat and 1 extra metamagic feat</p><p>Item creation times cut in half.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Wait, should I even look at the cleric to see how much more powerful they made it?</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4123459, member: 51325"] 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? [/QUOTE]
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