Undefeatable 1: Wizards & Sorcerers (PFRPG) PDF

4.80/5 (based on 4 ratings)

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Undefeatable is a new supplement line for fans of the Pathfinder Roleplaying Game who are looking to add more interesting and different feats to their gaming sessions. Undefeatable 1 focuses on Wizards and Sorcerers and has over 20 feats including Cryptic Scribing, Eldritch Survival, and Vengeful Death that are perfect for use in any game setting. This 5-page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game gaming session. Written by Louis Porter Jr.

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4.80/5 (based on 4 ratings)

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Great Bang for the Buck

5/5

This an impressive little selection of wizard and sorcerer feats that add a lot of flexibility and customisability to any player wanting to play one of these character classes. The feats bend what's considered "normal" for an arcane spellcaster, but not at the price of being unbalancing. Great value for the price, and I recommend it to anyone wanting to add a little more flexibility to their magic-users.


4/5

If only the others were this good.
Many of the Feats are a trifle underpowered and don't perfectly fit the PFRPG final rules.


Great Stuff.

5/5

This is my favorite of the Undefeatable series (almost tied with the Barbarian one).

I've always thought that Sorcerers and Wizards were lacking in the amount of feats they had options to, and this really opens them up. They allow for great amounts of versatility and a lot of fun spell options. Nothing jumps out as being overpowered or abusable, and it seems like it would be easily added to any ongoing game.

Try them out!



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The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm evaluating each of the Undefeated feats for inclusion in my campaign, and I will be posting my findings to the discussion thread of each PDF. Here is the first, for #1: Wizards & Sorcerers. Each feat is graded A (usable without change) to D (needs extensive rework) or F (I would never include this feat).

Spoiler:

1. ADDITIONAL SPELL
* The name for this feat should be "Extra Spell Slot".
GRADE: A

2. ARCANE DISCIPLINE
* The primary reason to take a feat like this no longer exists in PFRPG -- spontaneous casters may now spontaneously Quicken spells with a standard casting time of 1 action without penalty. Without that reason, I can't see why any spontaneous caster would want the ability to prepare spells like a wizard.
GRADE: F

3. ARCANE DUALITY
* This should be a metamagic feat -- it even increases the levels of the spells prepared with it.
GRADE: B

4. ARCANE INSIGHT
* The name for this feat should be "Extra Spells Known".
* Prerequisite should be "Ability to spontaneously cast spells."
GRADE: B

5. ARCANE KINETICS
* This should be a spell, not a feat.
GRADE: F

6. ARCANE MULTIPLICITY
* This should be a metamagic feat -- it even increases the levels of the spells prepared with it.
* Arcane Duality should be required as a prerequisite (currently optional).
GRADE: C

7. ARCANE SHAPER
* Awkward mechanic: this metamagic feat changes prepared spells at casting time? Metamagic feats are applied at preparation time (for prepared casters). Needs work.
* Should have "ability to cast prepared spells" as a prerequisite (spontaneous casters would never need or want this feat).
* Quicken Spell is a strange prerequisite.
GRADE: D

8. BIND SPELL
* Awkward mechanic: tries to be ranged Arcane Strike, formulated as...a metamagic feat? Needs work.
* Should have "Arcane Strike" as a prerequisite.
GRADE: D

9. BREW GREATER POTION
* Awkward mechanic: Introduces an entirely new class of magic item in three sentences. The 3rd level limitation on potions exists for balance reasons. This concept could be the subject of an entire PDF by itself. Needs much work.
GRADE: D

10. CRYPTIC SCRIBING
* Linguistics would be a better key skill for this feat than Knowledge (Arcana).
GRADE: B

11. EFFICIENT STUDY
* Should have "1st level wizard" as a prerequisite as it deals exclusively with the wizard's spellbook class feature.
* Seems weak for a feat.
GRADE: B

12. ELDRITCH SURVIVAL
* This should be a spell, not a feat.
GRADE: F

13. GHOST TOUCH SPELL
* Seems to confuse ethereal and incorporeal states -- ghost touch weapons strike incorporeal, not ethereal.
* Does not indicate how the ethereal creatures may be targeted (etherealness requires true seeing to detect).
* Spell slot increase is probably too low -- two levels upwards seems about right.
GRADE: C

14. METAMAGIC MASTERY
* Should be available as a wizard bonus feat.
GRADE: A

15. POSTPONE SPELL
* I suspect this feat of awkward mechanics, but the text goes to great lengths to explain the ramifications.
GRADE: A

16. PRODIGY
* The class limitation is awkwardly worded.
GRADE: A

17. QUICK STUDY
GRADE: A

18. REDUCE SPELL
GRADE: A

19. READY SPELL
* Should have "ability to cast prepared spells" as a prerequisite (spontaneous casters would never need or want this feat).
GRADE: A

20. READY SPELL, GREATER
* This should be based off of a hypothetical "Greater Quicken Spell" metamagic feat that decreases casting time to an immediate action.
GRADE: B

21. SPELL SCHOOL SPECIALIZATION
* The benefit is weak compared to the prerequisites. Should increase the bonus to +2 caster level.
GRADE: B

22. VENGEFUL DEATH
* Very awkward mechanic: how can an uncast spell effect "trigger"? This feat apparently causes the creature to automatically cast a spell upon death, when the creature is incapable of casting. What if the creature is disintegrated or annihilated? Or in an antimagic field?
* This should most likely be a high-level spell, not a feat.
GRADE: F

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