Raise your character to the pinnacle of magical might with Pathfinder Roleplaying Game Ultimate Magic! Within this book, secrets arcane and divine lie ready to burst into life at the hands of all the spellcasting classes in the Pathfinder Roleplaying Game. In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialities, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?
Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginitive tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
Pathfinder Roleplaying Game Ultimate Magic includes:
The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.
Words of power, an innovative and flexible new spellcasting system.
New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.
Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.
New magical conditions called spellblihgts, as well as systems for crafting constructs, binding outsiders, and spell-dueling.
More than 100 new spells, plus detailed guidelines for designing your own.
Wow. I mean wow. This book is all about not being innovative. Magus- A+. Good work Paizo. Everything else is pretty terrible. For every gem they printed in the book, there are 3 more lumps of coal right around the corner.
The class archetypes seem to be all about allowing every class to fulfill every role.
The entire chapter about binding outsiders, spell duels, spell building, modifying constructs etc is situational at best. Wasted space on pre-generated spellbooks should have been a $2 release for printing purposes, not 6-8 pages in a manual size book.
Feats- About the only ones worth while are the ones that have "extra"" in the title.
Words of power. Let me just say that right from the beginning I thought Words of power was a clunky un-needed system. So I skipped that section and didn't let it raise or lower my opinion of the book. I realize that this section, specifically, is more of a "Not my cup of tea" area and others might find genuine enjoyment out of the system.
Spells. Sigh. Everyone always wants more spells. More options. Well- there comes a point when generating more spells is just bad. The use and need of them becomes exponentially worse. As such the quality of a spell is also worse. Spells are something that should be generated because you GENUINELY have an innovative idea. The spells in this book were not that. They were page fillers, and as such, there really isn't much worth while.
All in all, this book was a dropped ball. They could have generated the Magus class and alternate features and sold it for $10 soft cover or $5 PDF and they probably would have made more profit and had a product that was easily 200% higher in quality.
The first chapter is also the best. The Magus is nice and there are several very interesting archetypes here. I wish the Ranger had got a bit more of a generous treatment as I think the game could benefit from a class midway between Druid and Ranger but I'll live. If the whole book was of this quality, this book would get 5 stars easily.
Chapter 2: Mastering Magic
But, alas, the whole book is not of the same quality. This chapter is almost entirely horrible. The last section, designing spells, is phenomenal and much needed. Everything else is so very niche that feel like it deserved its own book, a book for people that need to bind outsiders, create and control constructs, and spell duel. Plus, seven pages devoted to premade spell books. How do you combine such advanced stuff and such beginners stuff into one chapter?
Chapter 3: Feats
Pretty good chapter. Paizo took an interesting tack here and made nearly all the feats in here related to class features. There are ways to improve Lay on Hands, Stern Gaze, Familiars, Eidolons, Bloodlines, Hexes and everything else. It's pretty neat. Seems a sort of logical continuation of the archetypes, allowing focus on certain aspects of a character.
Chapter 4: Words
Hrm. I'm not a huge fan of the system. It feels clunky and I'm not sure I could see myself using it, especially when there's a pretty good section on creating/researching new spells.
Chapter 5: Spells
A distressing mix of really niche stuff and really bad stuff with a few gems in there. Some of the stuff is wonderfully flavorful like Arboreal Hammer. Some of the stuff is just terrible like Cold Ice Strike. Cold Ice Strike is just a quickened Cone of Cold but only one level higher. Does it have an expensive material component to make up for this unbalanced blasphemy? No one knows because they forgot to include the component line. And there a number of other spells missing that line, too. That's some really basic information to not include. And then there are spells like Blood Crow Strike and Steal Ki which seem to only exist for the Qinggong Monk.
I was hoping for a bit more variety in the touch spell department, especially in the book in which the Magus was introduced. I was also hoping for a bit more offensive goodies for the Cleric/Oracle but was mostly disappointed.
I have only two more questions. Does the Reanimator Archetype replace bombs, and if so, with what?
Edit: The only reason I ask is because of some fluff that would work better for a Kingmaker character of mine. However, bombs are integral to my character's backstory, so if they are replaced, I will not even ask if I may update my character.
No it doesn't replace bombs but they do get less effective bombs.
I didn't see any "law" bloodlines. There are some based on creatures, but they are largely Bestiary I creatures, I think. There is a musical bloodline.
Tumor familiars are disturbing. They effectively allow an alchemist to have a familiar, but it lives in the alcemist's body when not in use...
That actually works incredibly well with my character. Radiation poisoning does strange, terrifying things. :P
I think you'll find a lot to like in this book then. There are a number of new alchemist discoveries that are pretty creepy in an 80's horror movie/flesh melting/toxic avenger kinda way.
I cannot wait to see what the new witch patrons are, as well as new familiar options. Anyone care to reveal a few, just to keep me satisfied until I can get the book?
There is 14 new patrons. Moon, Insanity, Stars, Spirits a few examples. There is 12 new familiars, one of the blogs I think listed all the new familiars.
Tumor familiars are disturbing. They effectively allow an alchemist to have a familiar, but it lives in the alcemist's body when not in use...
That actually works incredibly well with my character. Radiation poisoning does strange, terrifying things. :P
I think you'll find a lot to like in this book then. There are a number of new alchemist discoveries that are pretty creepy in an 80's horror movie/flesh melting/toxic avenger kinda way.
This is fantastic news. This could actually be just what I'm looking for. Numeria can really put an elf through his paces over the years. Any number of terrible afflictions can be turned to good use when you're an Alchemist, though. :P
I cannot wait to see what the new witch patrons are, as well as new familiar options. Anyone care to reveal a few, just to keep me satisfied until I can get the book?
There is 14 new patrons. Moon, Insanity, Stars, Spirits a few examples. There is 12 new familiars, one of the blogs I think listed all the new familiars.
Ah, thank you very much for the patron examples. Fourteen, fantastic! Also, I found the list of familiars -- thanks for mentioning it.
I guess I shouldn't even mention, spellblights(magical flaws), rules for spell duals, or the new rules to build and or modify constructs. :)
You vile temptress. I am sure you could corrupt the very Herald of Sarenrae. You doth tempt us much with faint whisperings of undisclosed secrets. Although I am not encouraging you, per se, I would not turn a deaf ear to those words which leak from the Fount of Knowledge. :P
I guess I shouldn't even mention, spellblights(magical flaws), rules for spell duals, or the new rules to build and or modify constructs. :)
You vile temptress. I am sure you could corrupt the very Herald of Sarenrae. You doth tempt us much with faint whisperings of undisclosed secrets. Although I am not encouraging you, per se, I would not turn a deaf ear to those words which leak from the Fount of Knowledge. :P
I guess I shouldn't even mention, spellblights(magical flaws), rules for spell duals, or the new rules to build and or modify constructs. :)
You vile temptress. I am sure you could corrupt the very Herald of Sarenrae. You doth tempt us much with faint whisperings of undisclosed secrets. Although I am not encouraging you, per se, I would not turn a deaf ear to those words which leak from the Fount of Knowledge. :P
It's in the job description. :)
Fair enough. You must be very good at your job, to sway the minds of so many mortals at the drop of a hat.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
No need to go into any specific details, but would someone kindly describe the "toxic avenger-esque" discoveries? All I really need is a name for each. From that I should be able to extrapolate the general use for each.
No need to go into any specific details, but would someone kindly describe the "toxic avenger-esque" discoveries? All I really need is a name for each. From that I should be able to extrapolate the general use for each.
Tentacle, vestigial arm, tumor familiar, to name some that stand out.
No need to go into any specific details, but would someone kindly describe the "toxic avenger-esque" discoveries? All I really need is a name for each. From that I should be able to extrapolate the general use for each.
Tentacle, vestigial arm, tumor familiar, to name some that stand out.
All are viable discoveries for my Kingmaker character, well supported by fluff. That's good.
Oh sexy, Dark Mistress, I beseech thee one question of mine: are there prestige classes? If so, what are they?
Sorry no. Just archetypes and other options.
Ugh, lame. My biggest pet peeve with Paizo lately; the lack of prestige classes. Archetypes are ok, but I'm not ok with replacing so many abilities for a theme. Prestige classes are a good alternative to those who either want to delve a little, midway, or all of it and it won't replace any class abilities in the process, just either make them longer to get to, weaker, or not get them at all (assuming a game stops at 20th level).
Well, I can at least look forward to the other goodies.
Is there really a Quicken Channel feat? How does it work? I assume the same as Quicken Turning from 3.5?
Are their feats similiar to WotC's Divine feats? As in, use a Channel Energy for some other benefit?
Any Bardic Music feats?
Is there a sidebar that gives guidelines on adding new spells to the Alchemist, Inquisitor, Magus, Summoner, and Witch spell lists? They promised that long ago.
You'd figure an Axiomatic and an Anarchic bloodline would've been a no-brainer, but alas! Those two alignment axes once again get the shaft. (Hint at the suggestion they do a Law vs Chaos adventure path sometime in the near future)
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Can the qinggong monk archetype be combined with any of the APG archetypes?
What does the clone master do? It sounds self-explainable, but it might not be. Is it growing clones in vats or do they spring up instantly on the battlefield? Can you do different things with them? Can you make them look like other characters or monsters?
Does the Beastbonded Witch get an animal companion instead of a familiar? If not, why is she called that?
Is it the Synthesist that is the "Guyver" archetype? If not, which one is it?
Can the Evolutionary "evolve" his eidolon during battle on the fly without having to level up?
Does the Broodmaster create multiple "lesser" eidolons or does he get rid of the eidolon to focus on summoned monsters?
Thanks for answering our questions guys. I'll try to return the favor someday if I ever receive a PDF earlier than the rest of you.
No one said there wasn't an anarchic bloodline in UM...
Which is weird considering there already is one in the APG - the protean bloodline.
I can only hope my subscription copies come soon. Is everyone else getting them because they live west coast? Or did they send out review copies? Since our Dark Mistress is the paragon of all reviewers?
My jealousy knows no bounds. Although it's probably for the best, considering I still have 28 papers to grade and finals after that.
I havne't delved deeply into it, just noticed that there is an Anarchic bloodline. I had the same reaction regarding the lack of an Axiomatic bloodline. I think it's because the Anarchic bloodline is part of a sorcerer archetype with multiple, mutated bloodlines. Maybe law just doesn't fit there...
Can the qinggong monk archetype be combined with any of the APG archetypes?
What does the clone master do? It sounds self-explainable, but it might not be. Is it growing clones in vats or do they spring up instantly on the battlefield? Can you do different things with them? Can you make them look like other characters or monsters?
Does the Beastbonded Witch get an animal companion instead of a familiar? If not, why is she called that?
Is it the Synthesist that is the "Guyver" archetype? If not, which one is it?
Can the Evolutionary "evolve" his eidolon during battle on the fly without having to level up?
Does the Broodmaster create multiple "lesser" eidolons or does he get rid of the eidolon to focus on summoned monsters?
Thanks for answering our questions guys. I'll try to return the favor someday if I ever receive a PDF earlier than the rest of you.
1) Not sure, short of looking at all the other archetypes I wouldn't know.
2) More or less. He can grow a clone of himself to awaken if he dies and some other stuff.
3) No, she has a closer tie to her familiar able to power it up some and some other stuff.
No one said there wasn't an anarchic bloodline in UM...
Which is weird considering there already is one in the APG - the protean bloodline.
I can only hope my subscription copies come soon. Is everyone else getting them because they live west coast? Or did they send out review copies? Since our Dark Mistress is the paragon of all reviewers?
My jealousy knows no bounds. Although it's probably for the best, considering I still have 28 papers to grade and finals after that.
It is based on which group you are in. They do the largest group first. Number of people with the same order. As far as I can tell it is random with in that group who gets it first. I didn't get a review copy. This is just part of my subscription.
Cloistered - loses some armor, weapons and domain, to gain some lores and knowledge based abilities.
Separatist - splinter clerics of the faith, their views on their god is outside the main stream. They lose the favored weapon but the second domain can be anything.
Theologian - loses one domain but becomes better with the other.
Undead Lord - bonuses with the undead.
Guess I shouldn't mention the variant Channeling either. :)