Illustration by Kieran Yanner

Ultimate Magic: Witches and Wizards

Tuesday, April 19, 2011

This week's theme is witches and wizards: two new familiars, two new patron themes, and two arcane discoveries.

New Familiars

The following are two of the many new familiars presented in Ultimate Magic.

Fox    CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
Offense
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Ecology
Environment any
Organization solitary, pair, or skulk (3–12)
Treasure none
Foxes are small, doglike carnivores with narrow snouts and bushy tails. A fox's master gains a +2 bonus on Reflex saves.

Hedgehog    CR 1/8
XP 50
N Diminutive animal
Init +3; Senses low-light vision; Perception +1
Defense
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +5, Will +1
Offense
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
Statistics
Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5
Ecology
Environment tropical or temperate forests
Organization solitary or pair
Treasure none
Special Abilities
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.

Hedgehogs are spiny, insectivorous mammals. When threatened, a hedgehog rolls up into a spiny ball as a defense mechanism. A hedgehog's master gains a +2 bonus on Will saves

Witch Patron Themes

The following are some of the alternative witch patron themes presented in Ultimate Magic.

Healing: 2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse**, 12th—pillar of life**, 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection.
Winter: 2nd—unshakable chill*, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere, 14th—control weather, 16th—polar ray, 18th—polar midnight*.

Arcane Discoveries

Arcane discoveries are a new option presented in Ultimate Magic. A wizard can learn an arcane discovery in place of a regular feat or wizard bonus feat.

Fast Study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.
Multimorph (Su): Your studies in transmogrification have increased your control over shapechanging spells. When you cast a spell of the polymorph subschool on yourself, you may expend 1 minute of the spell's duration as a standard action to assume another form allowed by the spell. You can do this as often as you like, subject to the duration of the spell. You must be at least a 5th-level wizard to select this discovery.

Sean K Reynolds
Developer

More Paizo Blog.
Tags: Design Tuesdays Familiars Feiya Iconics Kieran Yanner Pathfinder Roleplaying Game Wallpapers Witches Wizards
151 to 189 of 189 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Braer wrote:
hedgehogs are cool.

But cool enough to get +19 in Stealth?

In Stealth? A hedgehog is one of the unstealthiest ground-dwelling diminutive animals there is. They keep wheezing and snuffling and alerting every other non-deaf creature in about 15' around them of their existence, just because they know they can't be hurt due to their spines.

So what made them give hedgehogs +19 in Stealth?


Edward Thorn wrote:
Braer wrote:
hedgehogs are cool.

But cool enough to get +19 in Stealth?

In Stealth? A hedgehog is one of the unstealthiest ground-dwelling diminutive animals there is. They keep wheezing and snuffling and alerting every other non-deaf creature in about 15' around them of their existence, just because they know they can't be hurt due to their spines.

So what made them give hedgehogs +19 in Stealth?

Size modifiers.

Shadow Lodge

Combination of dark blue dye + boxing gloves + runnng sneakers. . .?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Abraham spalding wrote:
Edward Thorn wrote:
Braer wrote:
hedgehogs are cool.

But cool enough to get +19 in Stealth?

In Stealth? A hedgehog is one of the unstealthiest ground-dwelling diminutive animals there is. They keep wheezing and snuffling and alerting every other non-deaf creature in about 15' around them of their existence, just because they know they can't be hurt due to their spines.

So what made them give hedgehogs +19 in Stealth?

Size modifiers.

More specifically, 1 skill point, +3 from Stealth being a class skill for animals, +3 from having a 16 Dex, +12 from Size modifier = +19.


Beckett wrote:
Combination of dark blue dye + boxing gloves + runnng sneakers. . .?

Maybe this is a situation for that Anthropomorphic Animal ability for Alchemists mentioned last time.


Great thing in this blog post, although i was waiting for the magus archetypes but i can wait (i think).
Really hope that arcane discoveries find their way into classes (or variations of classes) that fit the theme (arcane bloodline sorcs, certain patron witches, certain bards etc.)
Also although i am really trying not to be drawn in the whole sorcerer vs wizard arguement, i will say that i really hope that sorcerers are going to get some more love than a few more bloodlines.


HOLY CRAP. I just imagined a witch with a hedgehog...

"Taste spiny justice, fiend!" She screams, hurling her shocking grasp-enchanted hedgehog at the foe.

"AAAAAAAAAAAAH!!!" screams the terrified hedgehog as it soars through the air.

-The Beast


Blazej wrote:


Yep. Just don't really see this as an error requiring immediate attention.

I think all errors require immediate attention. People will pay money for this book.

Blazej wrote:


For an Oracle of the Life Mystery, they are almost certainly going to have all the cure spells known automatically and that spell on their bonus spells list would only really benefit life oracles that learned all the inflict spells instead of cure spells (which would be odd thematically).

Well all their revelations are based on positive energy or healing.

If I where to GM I would only let oracles that uses positive energy take the life Mystery.

Blazej wrote:


Knowing they made a similar errata before changed my mind on how likely it is that this made be changed later on, but I still don't think that it really is an issue.

They have made an errata. the New bonus spell list.

detect undead (2nd), lesser restoration (4th), neutralize poison
(6th), restoration (8th), breath of life (10th), heal (12th), greater
restoration (14th), mass heal (16th), true resurrection (18th).

Link to APG errata
http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9nii

Blazej wrote:


I can only assume you meant "bonus" instead of "domain."

Yep. :-) Sloppy writing.


KaeYoss wrote:


Zark wrote:


True resurrection? If you need it you visit a cleric.

What cleric? The party doesn't have a cleric, and they're just about the only characters of level 17 and up that would help the party.

Remember that in the Pathfinder standard Campaign Setting, as well as in the games of many, many people, high-level characters are extremely rare. You can't just "visit a cleric" of near-epic levels, since there might not even be one in the country you happen to be in. And if there is, he might not sit there on his hands just waiting for you to come to him so he can bring your friend back.

The witch is a class that can serve as healer if you don't have a cleric on board. This enables them to do so better than before.

I must print this post of yours. First crapy post ever by KaeYoss ;-)

Seriously. So the party don't have a cleric? Then the witch will need Life Giver Hex since she doesn't have Raise dead or resurrection on her spell list.

Life Giver (Su): Once per day the witch can, as a full
round action, touch a dead creature and bring it back to
life. This functions as resurrection, but it does not require
a material component
.

My bold. If you play a healing Witch you would be VERY stupid not to pick the Life Giver Hex. I would say, you wouldn't play in character if you didn't.

You're not telling me the party won't need Raise dead or resurrection from level 1 - 17, but at level 18 all of the sudden they need True resurrection?
Resurrection can fix almost everything True resurrection can, unless one of the players play an elemental or outsider.

Life Giver Hex + restoration and you're ready to go.

KaeYoss wrote:


You can't just "visit a cleric" of near-epic levels, since there might not even be one in the country you happen to be in

That's a rather lame argument. At level 18 you can do pretty much anything (teleport, Plane shift, etc.) and if the GM doesn't help the players out in some way he/she is a jerk. In fact this would give the GM a very good reason to send the party out on a quest. Either before the razing of the dead companion or after.

Chances are it will be harder for a mid level party to find a cleric with Resurrection than it is for a high level party to find a cleric (or angel) that can help them out with a True resurrection.

As someone pointed out, most games don't run as high as level 18 so I'm not really upset about the Witch getting True resurrection I just think it's lame. Mass Heal would have been more nice and more useful. I just find the spell list disappointing. Especially them not getting heal as a bonus spell. I'm I upset the witch didn't get heal? You bet. Here is what I think of the spell list

    2nd) remove fear - nice. Not many level 1 spells that fit the healing theme.
    4th) lesser restoration - great, but she gets restoration later on so remove paralysis or resist energy could have been alternatives. Lesser restoration can be bought as a potion or a scrolls or wand. Still a great spell.
    6th) remove disease - nice but situational. I would have preferred Neutralize Poison
    8th) restoration - great
    10th) cleanse - Very good. I would have preferred Breath of Life though, but cleanse is a good spell.
    12th) pillar of life - crap. Give me heal.
    14th) greater restoration - Great, but you can perhaps do without it if you have restoration. Still a great spell.
    16th) mass cure critical wounds - crap. Give me heal or mass heal. (I had hoped there would be a Lesser Mass Heal spell in the new book, but I can stop hoping now).
    18th) true resurrection - crap.

still It's nice they gave us a patron with a healing Theme

edit:
And I love the hedgehog :-)


Having Heal as a Patron spell wouldn't be much more than a convenience since it's already on their base spell list for them to take as soon as they hit 13.

Personally I kinda like the idea of an arcane healer with access to a familiar and various other powers.


Zephyr Runeglyph wrote:

Having Heal as a Patron spell wouldn't be much more than a convenience since it's already on their base spell list for them to take as soon as they hit 13.

Personally I kinda like the idea of an arcane healer with access to a familiar and various other powers.

Nice catch. I totaly missed they have heal on their spell list.

I still think Pillar of life sucks, give me Breath of Life.

edit:
Mass cure critical wounds also suck.
At higher levels you need something powerful in battle and Mass CCW won't do. It isn't powerful enough. After the battle you can use wands.

Giving the witch both Pillar of ligh and Mass CCW is lame.


I play Pathfinder as a roleplaying game, don't have those problems.


Knoq Nixoy wrote:
I play Pathfinder as a roleplaying game, don't have those problems.

I will try that sometime, until then I use the rules ;-)

Mass cure critical wounds vs. Mass Heal. Mass heal rules, Mass CCW sucks.

Dark Archive

xXxTheBeastxXx wrote:

"AAAAAAAAAAAAH!!!" screams the terrified hedgehog as it soars through the air.

-The Beast

Only to be knocked out of the air by the original thrown familiar.

*ribbit*


Zark wrote:
Mass cure critical wounds vs. Mass Heal. Mass heal rules, Mass CCW sucks.

Then change them, or I don't see why all spells should be equally beneficial, not everything is fair in the world, all the more reason to be happy when a deity rewards with mass heal.


As much as I agree on Pillar of Life's uselessness, I can live with it. After all, I can't think of a SINGLE patron, domain, bloodline or mystery that doesn't have at least one useless spell. In fact, the healing patron is among the best bonus spell lists I've seen so far.

However, I'd still like some information on the Remove Disease matter. Not because I think the spell is useless (it's not, but it IS situational), but because it seems strange.


Knoq Nixoy wrote:


Then change them, or I don't see why all spells should be equally beneficial, not everything is fair in the world, all the more reason to be happy when a deity rewards with mass heal.

No we play by the rules and since the witch, unlike the cleric, actually got good and sexy high level spells I guess mass CCW will have to do.

Sure we could change the rules or create a new game or play another game, that's not what we want to do.
Me and our cleric player would be so happy if there where any good high level healing spells (and buff spells and protcetion spells).
But alas, there is only heal and mass heal.
and then the crapy mass cure spells.

Knoq Nixoy wrote:


not everything is fair in the world

Yes, your post just proved this. Your argument is excellent and relevant.


Blave wrote:

As much as I agree on Pillar of Life's uselessness, I can live with it. After all, I can't think of a SINGLE patron, domain, bloodline or mystery that doesn't have at least one useless spell. In fact, the healing patron is among the best bonus spell lists I've seen so far.

However, I'd still like some information on the Remove Disease matter. Not because I think the spell is useless (it's not, but it IS situational), but because it seems strange.

+1

You know what else is strange.
A witch turned on healing will probably go for the Healing Hex and the Major Healing hex.
All witches also have all cure spells on their list. Including ALL mass cure spells.
Pillar of Life AND Mass cure critical wounds ? I'm not amused.

Or let me put it this way:
Remove Disease, Pillar of Life and Mass cure critical wounds?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Zark wrote:


All witches also have all cure spells on their list. Including ALL mass cure spells.

Healing Patron witches get mass cure critical wounds as an 8th level spell, whereas normal witches get it as a 9th.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Hobo wrote:
That's a very cool and evocative piece of artwork. But holy moly; that's a big fox. Maybe it's actually a maned wolf?

They made mammals big in the cenozoic era... When Giant Sloths were really giant!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Zark wrote:
My bold. If you play a healing Witch you would be VERY stupid not to pick the Life Giver Hex. I would say, you wouldn't play in character if you didn't.

Not neccessarily. If you're a believer in natural cycles you might believe that healing should stop at violating the barrier between life and death.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I find that niche spells like Mass Cure Critical Wounds exist only for secondary healers, like druids and witches. Primary healers, like clerics, get Mass Heal instead, which is better in every way.

If you were to give Mass Heal to the druid or the witch, they would be stealing the cleric's status as a great high end healer.


Ravingdork wrote:

I find that niche spells like Mass Cure Critical Wounds exist only for secondary healers, like druids and witches. Primary healers, like clerics, get Mass Heal instead, which is better in every way.

If you were to give Mass Heal to the druid or the witch, they would be stealing the cleric's status as a great high end healer.

I endorse what the man with the blindfold said.


You know I use to think the same thing -- but here recently I've seen mass cure light wounds used to stellar effect several times.


Benchak the Nightstalker wrote:

Healing Patron witches get mass cure critical wounds as an 8th level spell, whereas normal witches get it as a 9th.

And? The spell still suck. Frankly I rather have Healers Blessing as a 8 level spell.

16 level witch casting Mass CSW or CCW? Difference? 1d8 = 4 hit points.

Kaiyanwang wrote:
I endorse what the man with the blindfold said.

Yes, but please point the man with the blindfold to the part "already on the list".

I would endorse any other bonus spell 8.


LazarX wrote:
Zark wrote:
My bold. If you play a healing Witch you would be VERY stupid not to pick the Life Giver Hex. I would say, you wouldn't play in character if you didn't.
Not neccessarily. If you're a believer in natural cycles you might believe that healing should stop at violating the barrier between life and death.

You actuallt pick my quote out of its context. I was talking about why True resurrection suck.

That said I think your post is great. Very cool and funny point. I'm not sure other players would be happy with that witch in the party, but the role playing would be great.
A witch like that could really use healers Blessing.

Fighter: Hey, raise the Paladin she died.
Witch: I heal people I don't raise the dead.
Fighter: But you helped me last week
Witch: I used my cure power (healers blessing). You were not really dead, I got you before your soul passed over.
Fighter: But the Paladin was your fried too.
Witch: The dead should stay dead. The Paladin of all should know. She's with her god now.

Again, Great take on the healing witch :-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Zark wrote:
Benchak the Nightstalker wrote:

Healing Patron witches get mass cure critical wounds as an 8th level spell, whereas normal witches get it as a 9th.

And? The spell still suck. Frankly I rather have Healers Blessing as a 8 level spell.

16 level witch casting Mass CSW or CCW? Difference? 1d8 = 4 hit points.

Kaiyanwang wrote:
I endorse what the man with the blindfold said.

Yes, but please point the man with the blindfold to the part "already on the list".

I would endorse any other bonus spell 8.

Never said it being a "bonus" spell was a good thing, only that there is a reason some classes get it rather than mass heal.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The Pillar of Life spell proves one thing.

That at least one person in Paizo's pantheon of designers plays a Holy Priest on World of Warcraft. :)

I like the spell its has some ongoing utility, and I like what it visualises to me.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Zark wrote:
LazarX wrote:
Zark wrote:
My bold. If you play a healing Witch you would be VERY stupid not to pick the Life Giver Hex. I would say, you wouldn't play in character if you didn't.
Not neccessarily. If you're a believer in natural cycles you might believe that healing should stop at violating the barrier between life and death.

You actuallt pick my quote out of its context. I was talking about why True resurrection suck.

That said I think your post is great. Very cool and funny point. I'm not sure other players would be happy with that witch in the party, but the role playing would be great.
A witch like that could really use healers Blessing.

Fighter: Hey, raise the Paladin she died.
Witch: I heal people I don't raise the dead.
Fighter: But you helped me last week
Witch: I used my cure power (healers blessing). You were not really dead, I got you before your soul passed over.
Fighter: But the Paladin was your fried too.
Witch: The dead should stay dead. The Paladin of all should know. She's with her god now.

Again, Great take on the healing witch :-)

Actually a less snarky response from the witch would be...

"I have been granted powers of healing from the powers beyond, but the power of life and death is reserved to the AlMighty Spirit." A slight adaptation from one of the great SF movies of all time. :)


I'm probably in the minority here as a casual consumer of Pathfinder product who actually has an interest in certain limited-utility aspects of the game often disparagingly referred to as "fluff" -- specifically, companion critters. Truth is, when I project myself into a character concept, I like to take pets along with me. I've enjoyed the dogs and cats and guinnea pigs and horses and snakes and whatnot in my life and I like game systems that allow some representation of such animals as more than just specialty weapons that can be easily reloaded or replaced.

To that end, I am sincerely interested in details about Ultimate familiars. Even a simple list would be enough to please me and possibly prompt a hardcover purchase. Can you toss me a bone, please?


LazarX wrote:
"I have been granted powers of healing from the powers beyond, but the power of life and death is reserved to the AlMighty Spirit." A slight adaptation from one of the great SF movies of all time. :)

"I can fan the flames where a spark remains, but only the gods can create life from nothing." Based on another of the great SF epics.


"Dammit, Jim! I'm a doctor, not a miracle worker."

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Jason Ellis 350 wrote:
LazarX wrote:
"I have been granted powers of healing from the powers beyond, but the power of life and death is reserved to the AlMighty Spirit." A slight adaptation from one of the great SF movies of all time. :)
"I can fan the flames where a spark remains, but only the gods can create life from nothing." Based on another of the great SF epics.

It's not Babylon 5 is it?


Why yes it is! One of my favorite SF shows, partly because it is one of the few that doesn't portray the future as a magical place that will have far fewer problems or as some dark dystopia that is only a prelude to something even worse....

Although the great characters probably has a lot to do with it as well.


Ravingdork wrote:


Never said it being a "bonus" spell was a good thing, only that there is a reason some classes get it rather than mass heal.

a) Not getting mass heal does not equal getting a mass cure spell. Especially not when:


  • She has access to a Su that duplicates the spell
  • the witch already got the spell on her list
  • The spell is not very good except as bulk healing between two fights
  • She already has another spells good for bulk healing after fights
  • Healing between fights can be done by using wands
  • Healing between fights can be done by using her Hexes
  • Healing between fights can be done by using Pillar of light and/or other spells
  • Healing between fights can be done by using wands and Spells/Su.
  • It's the only Patron spell list where two of the spells are also on the ordinary list.
  • Etc. etc.

As I said, I rather have Healers Blessing that Mass CCW.

b) I'm not sure a "healing witch" is, or should be, a secondary healer like the druid. She doesn't have resiste energy and lack some other protective spells so let her be good at healing.


So I've been looking at this fox familiar, and I'm confused. According to the APG, where the familiar was first listed, a fox's stat block should start as a dog, and then have the young template applied. That being said, the dex on the above post doesn't jive with what the young template does to a dog's dex. In fact, the dex should be 2 points higher. Which translates to another +1 dex, and thus a higher ac. So what's up paizo? Was that a typo? Or have we gone and changed things up to something else entirely?

Shadow Lodge

For the purpose of the playtest, using a Young Dog was the suggested way to go. Ultimate Magic will provide actual stats for a Fox instead, so those are what get to be used.

You may remember that the Fox and Pig were remove in the second round of the Witch playtest because there were no stats for them.


Dragonborn3 wrote:

For the purpose of the playtest, using a Young Dog was the suggested way to go. Ultimate Magic will provide actual stats for a Fox instead, so those are what get to be used.

You may remember that the Fox and Pig were remove in the second round of the Witch playtest because there were no stats for them.

Bishop083 is correct.

Advanced Players Guide, New Familiars, pp.69-70 wrote:
These familiars make use of statistics presented in the Pathfinder RPG Bestiary (on the noted pages), specifically the house centipede (43), king crab (50), greensting scorpion (242), fox (dog with the young template, 87), octopus (octopus with the young template, 219), and scarlet spider (258).

However, I am sure the stats in Ultimate Magic will supersede the APG fox's stats.

1 to 50 of 189 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Paizo Blog: Ultimate Magic: Witches and Wizards--New Familiars All Messageboards

Want to post a reply? Sign in.