School and bloodline 1st level powers. Which one stay useful?


Pathfinder First Edition General Discussion


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i was considering the powers that arcanists get at first level, and so many of the 3+ability per day powers are all but useless after a few levels. as a result i've decided to go through as many as i can find and rate them as worthwhile at high levels, meh, and WHY?!?
1)

abjuration::
the basic power is a short duration protective circle that buffs AC and saves for one round per level, and scales as you level up. Meh power as it doesn't stack with several common magic items and spells, but hardly bad.
counterspell school's disruption power is WHY?!? as it requires you to e next to another caster to be of any use. it's very rare for a wizards duel to devolve into a slap-fest while either side still has spells. may be worthwhile with specteral hand.
Banishment school's unstable bonds is Meh, as while it requires a touch attack and only works on a very limited number of foes, it can effectively take a balor out of the fight for a few rounds with no save or spell resistance.

2)
Conjuration::
standard is Meh at low levels, and WHY at anything above. direct damage at short range.
creation school's create gear is meh as it's circumstancial, but for the right character it can be worth its weight in gold. worthwhile for a skill monkey character like a arcane trickster, where having the right gear at the right time can be the difference between success and failure.
teleportation school's shift? HELL YEAH! short range teleport... i rest my case.

3)
Divination::
stock standard is a solid buff that remains good at every level. good with quicken spell-like ability and spectral hand.
Foresight's prescience is among the best powers in the game, period. it gives you a roll at the start of your turn which can be substituted for any roll you have to make. it can be a literal 'i win' button.
Scrying's send senses is another great power, allowing rapid and safe recon without expending spell slots. if anything it gets better at higher levels, where forewarning can change a fight from desperate to a cakewalk.

4)
enchantment::
base ability is meh, as its powerful 'daze with no save' only works with touch and on equal or lower hd. useless if multiclassing.
the Manipulator's beguiling touch is useless in combat, but excellent for the face of the party. can be good or WHY?!?, depending on campaign.

5)
evoker::
base ability is meh at low, WHY at mid+. direct damage, high reliability.
Generation school's wind servant is meh, with its potentual utility being enough to make up for its lack of combat usefulness at mid+ levels.
Admixture school's versatile evocation is very good, better at higher levels when you have more spells to throw around.

6)
illusion::
blinding ray is meh, but at all levels.
Phantasm's Terror is meh as it only works on creatures of your hit dice or lower, but is otherwise a powerful ability.
Shadow's Binding darkness power is good, and at times may even be a better choice than your spells.

7)
necromancy::
grave touch is a meh power soley because it's range touch.
Life's share essence is a meh buff spell, which can be worthwhile in some situations. best used when you're already wounded, as nonlethal damage will heal at the same time as the lethal damage and effectively doubles the effectiveness of healing you recieve.
Undead's bolster is meh, a minor and short-lived buff that only aids undead. not bad for the bad guy, but of limited use for the average player.

8)
transmutation::
telekinetic punch is meh at low levels, WHY?!? at mid+. direct damage.
Enhancement's augment power is bad at low levels, but above level 4 it becomes a solid and flexable buff. at level 10 it becomes equivelent of three second level spells, though only one at a time. worth quickening.
Shapechange's battleshaping is WHY?!?, as it gives you a natural weapon. you're a wizard, who gets access to all the beast shape spells and their equivelents when needed. i cannot see this being useful for anyone other than an eldrich knight.

9)
universal::
WHY?!? with the exceptions of the EK with quicken spell-like ability feat, and a wizard who wants to get the most out of the icicle dagger spell at low levels, which can be worthwhile with the Rime Spell metamagic feat.

10)
Elemental schools::

Air: direct damage. see above.
Earth: direct damage with some control pretentions. decent at low levels, tails off fairly quickly.
Fire: direct damage, see above.
Water: direct damage, see above.
Metal: defensive buff, not too bad. saves money on braces of armour and slots on mage armour.
Wood: direct damage with bleed. slightly better damage than normal direct damage, but lower accuricy.

that's wizards done for now, i'll delve into sorcerers in a bit.

Grand Lodge

Not bad - should be added to the Guide to Guides


part 2: bloodlines.

Core rulebook:

Aberrant. direct damage, see above.
warped wildblood. decent at all levels, not brilliant due to allowing a save.
Abyssal. grants natural weapons without reach, and as such is effectively worthless for a heavy caster.
Arcane. no 3+ability/day power.
Sage wildblood. direct damage, see above.
celestial. meh at all levels. direct damage spell with healing capacity.
Destined. as divination school power.
Karmic wildblood. poor choice. touch range, unreliable duration and requiring an attack while also allowing a save.
Dragonic. see Abyssal.
Linnorm wildblood. direct damage, see above.
Elemental. direct damage, see above.
Fey. very very good. touch range lockdown with no save or HD limit. can only hit a target once per day, but can take most foes out of the fight for a round at first level.
Infernal. meh. it's got target limitations and doesn't stack with itself. inferior to necromancy and undead powers.
Undead. see necromancy power.
Sanguine wildblood. self heal ability, which is excellent. may cause a social faux pas.

APG:

Aquatic. WHY?!? touch range direct damage that only deals nonlethal, though it does also give a minor penalty to the target.
Seaborn wildblood. decent, effectively a combined trip/bull rush combat manuver which gives a save instead of targeting CMD.
Boreal. very good buff, gives potent damage boost at low levels and remains worthwhile at mid-high levels. worth quickening.
Deep earth. ranged trip attack with no risk to yourself, using your level and charisma for manuver bonus. solid ability that remains worthwhile at higher levels.
Dreamspun. good power at levels where sleep is useful or if you have a witch with the sleep hex in the party.
Protean. limited use at higher levels, but worthwhile for a control sorcerer. rating meh.
Serpentine. the best of the natural weapon powers, as it allows for constitution damage. Meh at best, and only if you're willing to risk close combat.
Shadow. nigh on useless direct damage. ranking: WHY?!?
Starsoul. direct damage power that is suprisingly good against cavalry (hits both rider and horse) and swarms. wildblood varient deals cold damage. both are slightly above normal direct damage as they can damage swarms at low levels, were such encounters are a serious threat.
Stormborn. slightly inferior version of Boreal power, as it cannot buff ammunition. see above.
Verdant. This one rocks. reach, high modifier combat manuver ability that can be used for any of three manuvers. stays valid at high levels.

ultimate magic:

Accursed. slightly below undead bloodline and necromancy school powers, as its range doesn't quite make up for lack of stacking with other fear effects and the fact that it allows a save.
Djinni, Efreeti, Marid, and Shaitan. all short range direct damage, see above.
Maestro. long range daze with scaling max hit dice and no save. solid at all levels. (remember that you cannot target a creature that has been dazed by this ability cannot be targetted for a second time for one minute. also am uncertain about the 'no save' declaration, which is part of the reason for the ability's high rating. citation needed.)
Rakshasa. very campaign dependent, and can be anything from useless to invalueable.


as i only have access to the CRB, APG, UC and UM any bloodlines or school powers not from these sources will need to be added by someone else.


Orc bloodline: May be useful in physically-focused group as a buff. Meh to WHY?! otherwise.

Oni bloodline: Continous pain damage attack. Scales better than most damage bloodline powers but it's melee touch and nonlethal limiting it's usefulness to meh most of the time.

Pestilence bloodline: No save sickness for 1 round/2 levels. Very-very useful as it bestows -2 penalty to saves but requires touch to deliver.


can anyone confirm or deny the lack of save on the Maestro bloodline's ability? thanks.

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