Well. I'm not a huge fan of the new schools, but even I can see that the focus spells improved. Especially for necromancy (boundaries) which is no longer stuck with Call of the Grave.
The improvements to wizard focus spells are somewhere between extremely minor and non-existent. Call of the Grave is still in the game, it just got shifted to Protean Form and changed into a fort save with no effect on success, which isn't any better than a spell attack on average. Boundary now has one of the worst focus spells in the game instead and it wasn't improved in any way.
Charming Push is a bit more usable than its old version. Earthworks no longer being an illusion has both up- and downsides, so it's no improvement either. The rest is basically unchanged - other than being shifted around a bit - as far as I can tell.
The new ones Community Restoration and Interdisciplinary Incantation aren't completely terrible, but nothing to write home about either. I can't see myself
The new schools are a downgrade in power/flexibility, even though they are better for flavor. It's not class-breaking or anything, but I have serious trouble picking one because none of them feels great. Universalist is the only one that got better.
Thesis is completely unchanged.
Got about 5 "new" feats, three of them stolen from other classes (with minor adjustments). Most of them are fine, but none are amazing. They overall don't change much.
Good minor buffs to some of the older feats, but again, nothing outstanding with the possible exception of Conceal Spell which is already causing pages-long discussions. Its ultimate quality will depend a lot on your GM unless paizo clarifies it further at some point.
Proficiency in all Simple Weapons is a decent upgrade but doesn't help much with spellcasting.
The class is overall about as strong/weak as it was, I would say.
There are some more general changes that can potentially affect a wizard, though. Armor and Weapon proficiency general feats now scale to expert at levels 13 and 11 respectively, so you can leave your Dex at 16 or 18 and still easily max out your AC. Or get bow for a decent 3rd action. Ancestry weapon feats have also been buffed and you get the whole line (full proficiency + weapon spec) for a single feat.
Spellcasting proficiency is universal instead of being tied to a tradition. So you can use your wizard proficiency for any spelcasting archetypes you might pick up. Wizard + Witch + Int Psychic can cast three traditions at full spell DC/attack.
The remastered version of Magical Shorthand turns success on Learn a Spell to Crit Success, so you can basically learn all spells at half price.
About Daze, would be cool if it was off-guard for 1 round in a fail or off-guard and stun 1 in a critical failure but I admit that this would make the AMPed version too strong and needing more adjustments.
Would it be too strong for the amp, though? Off-Guard for 1 round on a failure is a less powerful debuff than the clumsy 2 condition on Tempest Surge. The small Will save penalty and the even smaller chance to stun should easily be balanced by the fact that amped Daze deals only half the damage of Tempest Surge.
The Weakness to Mental damage is decent, but very hard to actually gain a noteworthy benefit from since very few classes are actually able to deal mental damage and even if they do, mental damage effects are often so weak that they will be below average, even with the weakness applied.
Captain Morgan wrote:
Admonishing Ray isn't good by any means, but it's still only slightly weaker than Hydraulic Push. I also tend to avoid looking at non-rule book stuff for balance discussions as the power of those things are all over the place.
A better analogue to Daze would be something like Phantom Pain, which outscales 2-action magic missile in damage - even on a success - and has some very potent debuff potential, all while being nonlethal.
I recently homebrewed daze to be a 2d4 cantrip scaling 1d4 each level instead of every other. Turning the stunned 1 crit fail into off-guard.
That seems fair, though it might make the amped version of the psychic a bit too strong at the low levels. That one would need some adjustments beyond "turn all dice into d10".
The Gleeful Grognard wrote:
The point of daze is that it is a non-lethal spell. Which is fine, but it really needs either heightend+1 scaling or to do persistent mental damage imo.
I don't know if nonlethal is a big part of it. The other nonlethal spells (few as they are) don't seem to suffer from so little damage just because they have this trait.
Off-guard could have been interesting but given the limited divine damage cantrips I would rather it deal more reliable damage.
Buffing the damage to 1d6 per heightened +1 might be slightly too much. At least if we stick with the chance to stun. But yeah, the only will targeting cantrip being a more reliable source of actual damage would be great, even if it loses the stuned condition. Or maybe change it to a a lesser debuff like clumy 1 for one round.
tbf, now that Divine has needles and spiritual damage damages everything alive, I wouldn't say that Divine list lacks damaging cantrips.
Void Warp is also significantly more usable than Chill Touch used to be.
Before the Remaster-Errata, there was some evidence that Daze might - at some point - have made its targets off-guard, probably on a regular failed save. The Errata quickly cleared that up and we're back to just some minor non-lethal mental damage and the once in a blue moon stunned 1 on a critically failed save.
I wonder what the intended balancing factor is with Daze. The damage is abyssmal (or should I say "Outer Riftal"?). The damage type is fine overall, though some things are immune and it will nearly never trigger any weakness. It being non-lethal is not really an upside since some creature are outright immune to this. Even if you can apply it and want to knock someone out, it only ever matters if you reduce an enemy to 0HP, which is unlikely to happen with Daze's low damage.
Daze has only three upsides, as far as I can tell. It has decent range (though more and more new cantrips show up with similar ranges, it seems). It targets Will, which is unique among cantrips. And it makes the target stunned 1 on a crit fail, making it potentially the most disrupting cantrip.
The problem is, on anything but a critical failure, the spell just doesn't do enough. I can cast Frostbite and I will most likely still deal more damage even if the enemy succeeds on their save.
So what's the intended use case of Daze? It can't just be crit fishing, can it? The rest of the spell is has a low performance, that it's borderline a wasted turn to ever cast Daze.
The idea of making the target off-guard for a round (or maybe just against the next attack coming its way) seemed quite balanced in my opinion. Would it really have been too much to turn Daze into a "low damage with debuff attached" cantrip? Maybe we could add the incapacitation trait to the stunned 1 effect on critfail in exchange.
nicholas storm wrote:
I don't see a big issue with schools. They put in the game the unified magical theory school which gives you one less spell per day but more flexibility and an extra feat. And if you don't like that option, you can always take spell blending and blend away all your school slots.
I disagree that Unified Theory has more flexibility. Or at least I would have strongly disagreed pre-master. For the remastered Wizard, Unified might in fact be the most flexible - which is kinda the whole point of the discussion around spell schools.
And "just take spell blending" is not a satisfying solution. That's like saying the Mastermind Rogue being bad isn't an issues because you can always play a thief.
While I agree with what you say about the language used, the rest of your post doesn't ring true to me.
I don't like the remastered wizard. That's hardly a surprise to anyone here, I assume. But I like the Wizard. I even have fun playing a Wizard.
None of that changes the fact that the wizard is the only class (so far) that took a significant mechanical hit to one of its main features. And no, the very minor improvements to weapon proficiency and feats are nowhere close enough to balance this, and they do nothing to improve the class overall.
It wasn't held off for PC2, which leads me to believe these wizard mechanics have a sizeable audience of satisfied players (it's not being held off like the alchemist who was postponed for purely mechanical reasons). I just have my fingers crossed that PF3 (if and when that happens) doesn't have any four slot casters bc it seems like four slots eats a lot of budget.
I'm pretty sure it wasn't held off for a later book because it's one of the four classic main classes.
And I refuse to believe that there is any class that wouldn't greatly benefit from more development time.
Have no practical experience with the new witch yet. I would expect flier, tough and independent being strong contenders for your first abilities if you want to actively use your familiar. Works much better with the 15 ft range familiars, of course, but the other ones are a bit questionable in usefulness anyway.
Add the lifelink ability and phase familiar - and don't forget that your familar dies at dying 4, nit at 0 HP! - and I think familiars won't die all that often unless the GM really wants to kill them.
1. The AoO happens during the cast (because otherwise it couldn't disrupt it on a crit). If the wizard goes unconscious because of the damage, the spell is disrupted and the spell slot lost.
Does he ever MAP2 or is it basically just one attack a round?
There's no one right answer to that. It depends completely on the situation.
In general, it's recommended to limit casters to one attack per turn since their lower attack bonus makes even MAP -5 attacks risky.
However, there can absolutely be situations in which a second attack is worth the risk. If you've just spend a Focus point on Inspire Heroics (or Fortissimo as I believe it is called now) to boost your whole party and then miss on your first attack, going for a second Strike can be worthwhile in an attempt to extend the duration of the buffed composition.
I want to figure out how to make a witch who is 15' from danger who does not die instantly.
Human Witch can have scaling heavy armor by level 3 without spending a single class feat on it!
Ok, probably not worth the investment, but seriously, getting the armor proficiency general feat at least once for a cheap +1/+2 AC is definitely something I would consider as a remaster caster. You could leave your Dex at 16 or 18 and invest the boosts you saved into another mental attribute so you can multiclass and make better use of your universal spellcasting proficiency.
That seems a weird way to balance things. It would meant paizo thinks the wizard is very weak compared to a psychic or bard.
Also, the arcane sorcerer bloodlines don't have similar low power budgets (and neither do arcane summoners).
1. It stacks with Lingering Composition.2. Lingering Composition costs an additional feat and a focus point. And you can always fail the Performance Check.
3. Many of the Warrior Muse specific feats like Couragous Assault are metamagic feats which you can't combine with Lingering Compostion.
4. If you want to make frequent use of those warrior muse metamagic feats, you need to recast your compositions frequently anyway. Having your composition last 3 rounds can simply be unnecessary so you might not pick up Lingering at all. Then it's nice to still have a way to extend the duration a bit.
By RAW, if the creature can't understand you, it does its best to help you, but it can't follows your commands to the latter because it can't understand them.
Most GMs I know still let the player determine the actions of the summoned creature, if only to not have to worry about yet another thing to control.
Not obsolete. The mew books are 99% the same rules. Changes are minor and with two noteworthy exceptions (removal of alignment and spell schools) most Changes are to individual spells, feats and classes.
The old content is still perfectly viable to play, the new stuff is readily available for free on AoN just like the old stuff.
But it IS a new book so you'd have to buy it if you want it.
Honestly I really feel like they should have just dropped the slot part of spell schools entirely and just give wizards 4 slots for each level instead of trying to hold on to it after getting rid of spell schools.
Yeah, the curriculum could just have been a list of spells (preferably a bit longer than what we currently got) the wizard learns automatically as levels progress.
Even assuming your GM is willing to allow you to switch out spells, you still end up with slots that van only be filled with a very limited amount of spells. I personally prefer to switch out my spells on every rest and if I only have one useful curricukum spell for each rank, I end up preparing the same spell in that slot ever day. That's just not fun for a prepared caster, even if the spell is a good or even outstanding one.
The only way to avoid this is by having your GM outright add a significant number of spells to your curriculum, which will be much harder to sell then switching out spells.
The whole point of that build would be the ability to cast three different traditions from slots.
And even if you go with arcane Witch instead, you still can't prepare your wizard spells in its slots. If I have to spend extra money on learning witch spells anyway, I'd rather Widen my spectrum by picking another tradition.
Doubling up on occult with Witch and psychic would also be fun, though, and a bit easier on the skill requirements. Worth considering.
It's not better or worse, just different.
Pros: Targets Reflex instead of Fortitude. Inflicts a -2 attack penalty on top of off-guard, so at least martial enemies are likely to waste an action standing up, which also trigger Reactive Strike and similar abilities.
Cons: Doesn't grapple. Immobilize is a harsh condition and getting rid of it doesn't only take an action (unlike prone) but will also affect the enemy's MAP. Grapple also potentially screws spellcasters.
No Crafting requirements for scroll adept is the best news I heard all day. Which might be a bit sad if you think about it. So better not think about it.
The one thing keeping me from going Wizard with Divine Witch and Psychic for triple tradition casting is the skills required. I definitely want Arcana and I would need Religion and occultism, which spends all of my skill increases and is partially redundant with Arcana' best skill feat Unified Theory.
Kinda bummed Wizard feats didn't get a bit more sauce. Did they at least get put to regular amount of skills like everyone else? I wasn't a fan of them having one less skill just because they used Intelligence.
I asked that on discord and the answer I got was: No change to skills. Still trained in arcana and 2+INT additional skills.
Disappointing, to say the least.
Shame, I hope we get other nice 1 action spells at some point.
(Yes, I know I can stil use them. I was just hoping we get more of them at some point and that seems unlikely when even the original ones are kinda gone.)
Corvo Spiritwind wrote:
Is there a reason the books had to be printed and it couldn't have been PDFs until things are vetted properly?
Same reason why PDFs aren't sold before the books hit the store, most likely: Paizo likes to work with local gaming stores and having those books on the shelves is free advertising.
If they sold the PDFs months before the books are actually printed and available in stores, the demand for the printed version would diminish and the stores would no longer carry the books at all, reducing the exposure of RPG fans to PF2.
It should be in the sidebar on page 234 of Player Core according to the GenCon preview stream.
The Raven Black wrote:
The rules basically say
"Your agile hand does maneuvers with -4/-8. Weapons might have maneuver traits but not agile, so these weapons will do maneuvers with -5/-10."
So it's at the very least strongly implied that an Agile Trip weapon will allow you to Trip at -4/-8.
The Rules Lawyer shows the rules from the book in this video around the 3 minute mark.
I also believe this particular rule was visible on one of the pages shown during the GenCon remaster panel.
Ironically, it feels like Warpriest went from extremely MAD to quite the opposite. No charisma needed for font and easy access to heavy armor so you don't need Dex. Increase Str, Con and Wis every 5 levels and you are done.
You could feasibly do something like 14 Int by level 5 and then multiclass into Magus for Spellstrike and Shielding Strike.
Previously, it was also mentioned that they were looking into removing the Hunt Prey requirement on some feats. Has anyone seen anything specific in the book?
As far as I know it has only been removed from the Mature Animal Companion which can now use its frde action to Stride and Strike freely instead of being limited to your hunted Prey.
Paul Zagieboylo wrote:
Do warpriests get convenient access to the fighter (or champion) feats that make shields not an abysmal drain on action economy? Or are you just expected to take Champion Dedication to get access to those, like you did before? I admit, it is a little less bad for warpriests because of Emblazon Armament and Raise Symbol, which at least makes raising your shield really good for the action cost.
Best option is most likely Bastion. Though Reactive Shield and Quick Shield Block look VERY juicy on a warprist now.
Duskwalker are coming in Player Core 2, so they are not part of the Nephilim. I guess the Boneyard isn't exactly part of the outer planes.
As for Aphrites and Ganzi, I would keep them separated for now. I doubt we'll get an official change to them anytime soon, seeing how they are from an Lost Omens book and I doubt those are fast to be remastered (or even just errata'd).
Think of Bear Hug more like Combat Grab (i.e. a Press attack that grapples on a hit). It's not suposed to work like the Grab creature ability - and in fact never did work like the Grab ability.
Some things I noticed:
- Significantly better saves with Raise Symbol.
This character would have loked quite different pre-master. Overall, this seems like a very good improvement. And you didn't even make use of most of the new warpriest stuff, so there's quite a bit of potential flexibility to shift the build more into warpriest or (thanks to full wisdom and full font) even more into a caster direction.