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Old 01-01-2010, 01:57 PM   Top  -  End  -  #6
Saph
Firbolg in the Playground
 
 
Join Date: Dec 2006
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London, England.
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6. The Classes (In-Depth)


For those who like arcane casters, here’s a more detailed look at two of the Pathfinder classes, the sorcerer and the wizard. I’ve picked the Sorcerer because they’ve gained the greatest sheer volume of new class features, and because their new abilities are probably the most fun. The Wizard is in there because my current character is one, and because this forum is obsessed with Wizards. Since I know at least a quarter of the regular posters on this forum are going to jump straight to the bits that deal with Wizards and ignore everything else, I figure I might as well play to my audience.

Class features and other changes that Sorcerers and Wizards get from 3.5 will be rated on the highly scientific scale of Excellent, Good, Meh, and Lame.


Sorcerers In Depth


Every Pathfinder Sorc has a Bloodline, which gives them a different set of abilities. I don't have time to analyse them all, so I'll just do the Arcane Bloodline, as that's the one the Pathfinder rules assume as the 'standard' one.

Stuff All Sorcerers Get

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Hit Die: d6.
More HP is a good thing. Verdict: Good.

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Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Use Magic Device, the best skill in the game, on a class with Cha as its primary stat! Verdict: Excellent!

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Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
. . . which they should always have had, really. No real mechanical benefit, but it's occasionally handy, it makes sorcerers more distinct from Wizards flavour-wise, and it's free. Verdict: Good

Bloodline-Specific Stuff

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Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Flavour text, yadda yadda.

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Class Skill: Knowledge (any one).
You already have Know (arcana) and probably not that many spare skill points. Verdict: Meh.

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Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Now this is more like it. Bonus spells are exactly what you want as a Sorc and the list here is pretty damn good. The only spells I'd consider 'meh' on that list are Identify and Wish; the others are all useful, letting you spend your precious spells known slots on stuff you actually want. Verdict: Excellent!

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Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
The list isn't all that amazing, but there are some decent choices on there. Besides . . . hey, free feats. Verdict: Good.

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Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Kind of like Metamagic Spell Focus. Decent if you're a metamagic Sorc, but the spells you're most likely to use metamagic on are probably the ones without a Save DC. Verdict: Meh.

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Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Yeah, right. Magic is your chew toy like any other Sorcerer.

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Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.
This is a good one; either a familiar or the wizard's bonded item. Both are useful. Verdict: Good.

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Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Kind of like the Rapid Metamagic ACF from the 3.5 PHB2. Would be nicer if you could use it a bit more often. Still, metamagic is useful. Verdict: Good.

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New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
You just can't ever have enough spells known, and this gives you extras of any level you like. Verdict: Excellent!

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School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Very nice. It's Spell Focus and Greater Spell Focus for free. Verdict: Excellent!

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Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Yeah, like it says. It looks good, but the truth is that by 20th-level you probably won't care about item charges, and you'll almost certainly have already found some way around the metamagic issue. Verdict: Meh.

Wizards In Depth


Pathfinder wizards get notably fewer new class features than sorcerers, so I can cover all of the wizard specialities instead of only one.

Stuff All Wizards Get

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Hit Die: d6.
HP is nice. Verdict: Good.

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Class Skills: The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Nothing very exciting here. Wizards now get Appraise as well as the equivalent of Forgery and Speak Language, which is okay, but nothing to write home about. Verdict: Meh.

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Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object . . . Once a wizard makes this choice, it is permanent and cannot be changed . . .

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
This is nice, very nice. The ability to spontaneously cast any spell from your spellbook, even if it's only once per day, adds a lot of flexibility. In addition you can enchant the bonded item, which is almost as good as getting an item creation feat for free.

There are, however, two catches. You give up your familiar, which (as those skilled in the art of familiar-fu will know) is a significant loss. In addition, if you lose the item, spellcasting becomes ridiculously difficult. I'd say the benefits probably outweigh the drawbacks, though, and in any case you can choose not to take it if you’re planning to get some use out of your familiar. Verdict: Good.

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Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
This is probably the biggest buff for wizards. Now being a specialist doesn't cut you off from schools! While adventuring, you probably still won't make a habit of using opposition schools; the opportunity cost of losing two spell slots is too high. But the ability to use something like, say, Contingency during days off is great. Verdict: Excellent!

So, What Do The Specialists Get?

In general, the answer is "not that much". However, there are a few standouts. Illusionists probably benefit the most, and Diviners get some abilities that are excellent at high levels (but weak at low ones). Universalists and Enchanters do worst out of the deal, with Universalists coming in last by a mile.

Abjurer

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Conjurer

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Diviner

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Enchanter

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Evoker

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Illusionist

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Necromancer

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Transmuter

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Universalist

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Last edited by Saph : 01-02-2010 at 06:46 AM.
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