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Pathfinder 1E Pathfinder Sneak Peeks Part 2 (New thread)

I like the change to specialization myself. Still makes use prohibited spells pretty prohibited, but doesn't put a blanket THOU SHALL NOT CAST!! clause on them.

Agreed. The loss of an entire school of magic - let alone two schools - always seemed too severe to me, given the relatively minor bonuses you gained when you specialized. Making prohibited spells just be harder to learn seems much better (granted, I'd add in another penalty, like taking a -1 penalty to your caster level with such spells, but this is still far and away better than just banning them outright).

Hand of the Apprentice...meh. +11 to attack at 10th level doesn't seem that sexy. Why would I attack with a +3 club when I have....you know....spells?

Probably when you're in one of those situations where your spells are expended, or you don't have any useful ones prepared, I suppose. I like it as a fall-back ability so that wizards can now make a relatively useful martial attack, without having to close to melee range.

The only other thing I'm annoyed at, and really its a pretty minor thing, was making the metamagic ability a x/day ability, instead of spell level/day thing.

To me its a little counterintuitive to say you can do this 2/day....but what I mean is either 1 metamagic level 2/day or 2 metamagic levels 1/day.

Just say you get two free metamagic levels per day and call it a day.

But otherwise the mechanic should help keep the lower levels spells useful as you go to higher levels.

I agree that they should have just broken it down by spell levels/day, but since that's what it works out to anyway, the description problem isn't really an issue.
 

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I'm pretty iffy on this one. The metamagic specialist seems pretty powerful, and I find it odd that this went through when one of Paizo's big issues with Psions was with the nova. It reeks of the same thing we saw all through 3.5 - magic/psionic transparency whenever it benefits the wizard, and everything a psion can do, wizards have to be able to do it better. It also feels of stepping on sorcerer toes. The disallowed school thing too I think didn't go too far. I agree with adding a -1 CL modifier on top of the takes up two slots thing. That's right, both.

The Wall of Force thing does make sense. The big problem behind Wall of Force is that the only way to get rid of it is with another wizard. It went into that whole "Only spellcasters are allowed to play" issue that some people had hit. The new change means you can break it - it's just going to be hard and take awhile. It won't stop the oncoming rush of lava, but it will delay it long enough for you to scamper away.
 

I am not a fan of most of the spell changes. I think they got Wall of Force right, but that's the only one I'm seeing. I really dislike the changes to Web; making it a grapple check means that most of the enemies affected will leave the area of effect in the first round, since a grapple check is a standard action. Plus, the grapple DC equaling the save DC means that, unless you have some really high stats, most people will beat it fairly easily. Plus, the DC will not scale, meaning that the spell will become even less useful as time goes by. And I know what some of you are think: "Oh, but it's only a second level spell, it shouldn't be good past a certain point." Well, what the devil is the point of even having low-level spells at higher level if they don't actually do anything?

I wish that the only thing making me feel good about the rampant magic nerfs is realizing that it's better than playing 4E. :.-(

Still, I know that the majority of people don't mind Tyranny of Fun style play. So happy gaming, y'all.
 

School loss was harsh, but the extra spells gained should not be discounted. With the extra spells, the Wizard and the Sorcerer were always very very close to each other in spells per day - which of course is a point speaking against the Sorcerer.

Regarding EroGakis concern with Web - another problem I would see is that if you still use Web at higher levels, it might require a lot of rolling but with little effect. But having too many viable "game changers" each spell level won't be a good solution, either.
I guess in the end you will no longer memorize the "former" game changers and instead pick up other utility spells - that might not be cruicial in combat, but will be useful outside of it.
 

Also not happy about the Hand of the Apprentice damage nerf. I saw it coming, but still makes me sad; weapon damage plus strength? Not many wizards have even halfway decent strength scores. The Intelligence bonus to damage was not that strong. I don't think it needed nerfing, especially for an ability that now has a limited number of uses per day.
 


Multiclass preview is up on Paizo's Blog.

Seltyiel
Male half-elf wizard 5/fighter 5/eldritch knight 10
LE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +21
DEFENSE
AC 25, touch 19, flat-footed 20 (+6 armor, +4 deflection, +5 Dex)
hp 174 (15d10+5d6+70)
Fort +18, Ref +17, Will +12; +2 vs. enchantments, +1 vs. fear
OFFENSE
Speed 30 ft.
Melee +2 keen axiomatic shocking burst longsword +24/+19/+14/+9 (1d8+7/17–20)
Ranged ray +22 (by spell)
Special Attacks force missile (9/day), intense spells +2 damage
Spells Prepared (CL 15th)
7th—grasping hand, prismatic spray (DC 23), spell turning
6th—chain lightning (2, DC 22), disintegrate (DC 22), form of the dragon I, greater dispel magic
5th—cone of cold (2, DC 21), polymorph, teleport, wall of force
4th—dimension door, ice storm, stoneskin, wall of fire (2), wall of ice
3rd—dispel magic (2), fireball (4, DC 19), fly (2), haste (2)
2nd—invisibility (2), mirror image, scorching ray (3), see invisibility
1st—magic missile (3), shield (2), true strike (2)
0 (at will)—detect magic, mage hand, mending, ray of frost, read magic
Prohibited Schools: enchantment, necromancy
STATISTICS
Str 14, Dex 20, Con 16, Int 23, Wis 8, Cha 10
Base Atk +17; CMB +19; CMD 38
Feats Arcane Armor Training, Critical Focus, Critical Mastery, Disruptive, Empower Spell, Greater Weapon Focus (longsword), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Penetrating Strike (longsword), Power Attack, Scribe Scroll, Skill Focus (Diplomacy), Spellbreaker, Staggering Critical, Tiring Critical, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +26, Fly +28, Intimidate +23, Knowledge (arcana) +29, Knowledge (planes) +29, Perception +21, Spellcraft +29, Stealth +25
SQ arcane bond (bat), armor training +1, bravery +1, diverse training, elf blood, spell critical, weapon training (heavy blades +1)
Combat Gear cube of force, potion of cure serious wounds (4), quicken metamagic rod, rod of cancellation, scroll of limited wish (2), staff of evocation, wand of lightning bolt (CL 10, 50 charges); Other Gear +2 keen axiomatic shocking burst longsword, +4 etherealness leather armor, belt of physical perfection +2, boots of teleportation, cloak of resistance +5, hand of glory, headband of vast intelligence +6, orange prism ioun stone, pearl of power (two spells), ring of protection +4, ring of regeneration, ring of wizardry (III), vibrant purple ioun stone (dimension door, shield)
 

Ring of Regeneration is now worth the cost at 90K. Before it was healing/hour, but now it acts like fast heal (1 hp/rd) and prevents bleeding effect.

The characters weapon picture and tactics (Crits for effects) show a scimitar (for higher threat range), but the they are using a longsword...

Why?

Form of Dragon is weaker variant of righteous might but arcane at least. Plus, 1/use breath attack.

Almost every spell is a attack spell... maybe he is overcompensating just a little.
I'll admit some people like "moar Dakka".

Wouldn't Wizard 6/Fighter 4/Eldritch knight 10 be better? Same BAB, same prereqs, but 8th level spells.

Just a thought. Maybe Fighter 5 gives an awesome ability better than 8th level spells. :p
 
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I'm liking what I'm seeing, Eldritch Knight wise; adding some features to class was desperately needed.

The evocation specialist ability mentioned is blah, IMO. Being able to shoot one magic missile 9 times per day for a tiny amount of damage will never be useful beyond 3rd level, if then.

Still, good preview overall.
 

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