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Real life has not permitted me the time to do a proper review. However, 101 Urban Spells is as excellent as others in the series. Of the typical terrain types, urban is my least favorite but I could see the value and use of almost all the spells. While I did not see any game changing ones like the Ken series of spells in 101 Swamp Spells I would recommend this to anyone whose characters spend most of their time in an urban setting.
I found The Lost Lands: Fields of Blood to be an excellent addition to my collection. I have lived in Denver for the past 22 years and traveled the Great Plains extensively and never imagined the depth of adventure that a temperate grassland had available. This is a must have book for anyone needing to either run or design an adventure/campaign in a grass land.
One minor comment about the construction, while excellent as expect from FGG the paper feels different and comes across as cheap.
I really like the She'er Falen build. Very well done.
Kazmüd Khazmüd wrote:
School Savant sounds pretty cool, we'll have to look into it. Also, I cannot not imagine a less necessary class than the Warpriest.
Thanks for being willing to take another look at the Arcanist. I think the Warpriest is a case of missed opportunity. It would have made a great substitute for the Cleric in the PFCRB. Closer in concept to the AD&D Cleric.
Listened to the Hybrid Classes episode. Pretty intense review of the 10 classes. I think the arcanist is better than you make it out to be. The arcanist archetype, School Savant, allows it to substitute for a wizard and the casting mechanic is better than either a wizard or sorcerer. I prefer blockbusters over god wizards so in my opinion the arcanist works better for it.
I have been trying to love the warpriest as an alternative to the paladin and like you found it kind of boring in comparison.
Just got this today and I am pleased with what I am finding. My favorite spell so far is Echoing Bell. A wonderful solution to dealing with monsters with blind sense and tremor sense. The other spell that grabbed my attention is Vampire Destroyer Weapon. My initial concern with the spell was that it is not cumulative with other weapon enhancing spells. Being very literal this means that the paladin weapon bond, magus arcane pool will not mesh with it. However once I understood how powerful the spell really is I decided the author found a good balancing point.
I highly recommend this PDF.
Looking forward to your new guide.
I found a couple of editing errors last night. The spell list have a reference to the spell, Wooden Dragon, which does not appear in the spell section. Also several spell reference greensight, which is not in the PDF.
Overall, I am pleased by the quality and balance of the spells. The concept introduced in 101 Swamp Spells of being able to define your allies and summon them to you has been artfully introduced to a forest setting.
I'll keep reading.
Picked it up, I'll look over it this weekend.
I would love for you to write a more generalized Magus guide. Walter did a great job but the newer material changes some of the assumptions.
The cost of two feats and two arcana does make picking up Precise Strike reasonable. It is not an option, which a character can have without a cost. Also put me in the camp where Precise Strike works with Spell Combat and either Dervish Dance or Slashing Grace.
I never realized the Elemental schools were closed lists. I just assumed a fire spell in a later book was a Fire Elemental school spell and elemental spells were also automatically added.
Kolokotroni - I tend to agree with you the arcanist may have a significant effect on arcane casters. Personally, I really like the hybrid casting mechanism. It all depends on the final class features. The ability to convert spells and magic items into arcane points may put the class over the top as the best arcane caster class.
The_Lake - the dex to damage feat may be a game changer.
Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on OBS. Cheers!
As usual a great review, but I have some comments. I think you may be a little too critical on the theurge, while I agree it has the potential to be one of the most powerful classes it is dependent on the campaign setting. If the campaign setting is on the lines of the World's Largest Dungeon, where acquiring new spells for its spell book and prayer book are extremely limited, the class is going to be limited to the 2 arcane spells and 2 divine spells gained each level mostly. If the character is part of a rebel alliance campaign and constantly on the run from the evil empire, access to spells to buy may also be a problem.
Given a campaign setting where spells are readily available I agree the theurge will be great crafter.
I received my copy on Saturday and have been reading it when I could over the weekend. Very well done and I am working on a review of it. A couple of surprises, the concept of the Geomancer seems perfect for the Theurge but is wizard only. The second is the spell Elflord's Battle Armor is not available to the magus. Very good book overall.
Wolfgang Baur wrote:
Great to hear, I am looking forward to receiving mine. One question, when do we, backers, get the PDF?