Pathfinder Player Companion: Magic Tactics Toolbox (PFRPG)

3.70/5 (based on 3 ratings)
Pathfinder Player Companion: Magic Tactics Toolbox (PFRPG)
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Master Your Magic!

Magic can do anything, but good tactics are the key to using it effectively. Hone your methods of spellcasting to a razor edge with Pathfinder Player Companion: Magic Tactics Toolbox! This handy volume includes effective spell strategies to augment allies, control the battlefield, or just blast foes—along with plenty of new spells and other rules options designed to work with these eldritch tactics.

Inside this book, you'll find:

  • Archetypes designed to increase a character's access to specific magic tactics, including the dimensional excavator, havocker, spell trapper, and more!
  • Magical options for characters of any class, including penalizing rods and rods of hindrance, new item mastery feats, and an array of wondrous items.
  • A multitude of new abilities, including investigator and rogue talents, metamagic feats and other types of spell-augmenting feats, and bloodline mutations.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-838-0

Note: This product is part of the Pathfinder Player Companion Subscription.

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3.70/5 (based on 3 ratings)

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Iron Casters...

5/5

I love this book. Good flavor, amazing options.

But what I love the MOST, is that this book made vanilla fighters great again. You might be saying, hold on, how can a book about magic make fighters great? Well, it introduces a new Martial Mastery option that lets fighters get "on the fly" supernatural abilities multiple times per day, such as flight, darkvision, see invisibility, and all sorts of cool options. It really revolutionizes fighters.

To check it out, just Google "Pathfinder Iron Caster".


Tons of weak choices with little flavor

2/5

There are a few things that are neat, but not solid thought out.

For example the pit alchemist. He is cool, but he can not use any of the other new pit mechanics in the book. They have a magical item to make pit more deadly, and a new pit spell that they can not use. This is a poorly edited document to not notice this.

Somethings are stupidly too powerful, like the blood mutations.

Despite being a magic splat book has no wizard or sorcerer archetypes, but 3 investigators!

In the end it feels like Paizo had a ton of magical like items that were scrapped from other books and plopped them into this.

Overall pretty weak book.


Solid new options

4/5

This is a pretty typical Paizo product, with several useful options and a few great ones.

Standouts:

1. Dimensional Excavator (Alchemist) archetype, use Create Pit line of spells as throwable extracts.

2. Questioner (Investigator) archetype, Bard casting in place of alchemy.

3. Divine Scourge (Cleric) archetype, hexes in place of channel energy, must choose the curse subdomain regardless of deity.

4. Bloodline Mutations, blaster support options for Sorcerer and Bloodrager.

5. Manifold Stare (Mesmerist feat), use your painful stare more than once per round. Can be purchased with Bold Stare improvements rather than feats, and you don't need more than one or two of those anyway.

6. Rod of Perilous Pits, add a 3rd level or below spell effect to anyone who falls into your pit spell.

7. Secluded Grimoire (spell), protect a spell book that you can remotely summon at any time.

8. Lore Needle (item), 3/day use your highest Knowledge skill ranks to answer any other Knowledge skill you're trained in.

9. Impenetrable Veil (spell), allows high level casters to stealth at any time, get a bonus on stealth checks, avoid blindsense or similar effects, and avoid divination trying to locate them.

There's also some of the usual bad: most of the feats are bad and many of the spells are meh. The new Blood Hexes are awful, with bad action economy, bad effects, and 1/day unless you're a Witch/Shaman who has better options than trying to damage people in order to (later!) trigger these things.

Overall, however, the gems outweigh the stinkers, and I'm glad I spent my money to support more work like this.


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Grand Lodge

1 person marked this as a favorite.

Here's hoping for some more options for Psychics and psychic magic in general. Maybe some more undercast spells?

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Mangaholic13 wrote:
Here's hoping for some more options for Psychics and psychic magic in general. Maybe some more undercast spells?

I'd figure that would be saved for a future "Psychic Tactics Toolbox".


I think they would go with calling it Occult Tactics.


So...how long until May's releases then?


I hope there is a bit in there for mundane people using magic items in weird ways.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Darche Schneider wrote:
I hope there is a bit in there for mundane people using magic items in weird ways.

Well, it does say it's going to have more item mastery feats...


1 person marked this as a favorite.
Luthorne wrote:
Darche Schneider wrote:
I hope there is a bit in there for mundane people using magic items in weird ways.
Well, it does say it's going to have more item mastery feats...

I think item mastery feats are a lot of fun! You can give your martial characters an arcane twist. Particularly good for fighters who have all those feats to use.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Fourshadow wrote:
Luthorne wrote:
Darche Schneider wrote:
I hope there is a bit in there for mundane people using magic items in weird ways.
Well, it does say it's going to have more item mastery feats...
I think item mastery feats are a lot of fun! You can give your martial characters an arcane twist. Particularly good for fighters who have all those feats to use.

Indeed, they're pretty fun, and I'm definitely curious about what new item mastery feats we'll get. Even though Fortitude is a bad save for the vigilante, I'd like to consider possibly taking some on a psychometrist vigilante with the avenger specialization, it seems very thematic. But we'll just see.


Will there be any love for kineticist, sorcerers, and/or oracles in this book?


I'm thinking Sorcerers are very likely, Oracles perhaps, Kineticists...doubtful.


2 people marked this as a favorite.

I'm hoping there are some new offensive touch attack spells. There really aren't very many of them, and several of them are more-damage-over-time effects. It would be nice to see more strong immediate effects for the wizard/sorcerer who is willing to live dangerously.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
David Neilson wrote:
I think they would go with calling it Occult Tactics.

More likely Occult Anthology.


Got my "Order Pending" notice! Cannot wait for the "Order Shipped" notice so I can grab the PDF! Very eager for this one. Most of the 'tactics' companions have been really good.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Fourshadow wrote:
Got my "Order Pending" notice! Cannot wait for the "Order Shipped" notice so I can grab the PDF! Very eager for this one. Most of the 'tactics' companions have been really good.

Same here, and I agree, Dirty Tactics Toolbox, Melee Tactics Toolbox, and Ranged Tactics Toolbox have all been very nice.


Bloodline mutations?? What is that?? Sounds interesting :-)


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Darctos wrote:
Bloodline mutations?? What is that?? Sounds interesting :-)

That is the term that they normally use for a variant of a bloodline that is usable by the Wildblooded Sorcerer archetype -- so I am guessing that this book has at least a couple such options in it. We should find out which ones they are next week.


Thanks David!


God's I hope this has more options for the keneticict.....


The mention of new Investigator Talents has intrigued me.


I'm sure we'll find out Monday.


I will wait and find out what is in this book before I decide if I will get it.


Considering I'm playing a drow noble wizard in someone's homebrew Mythic, I'll probably be getting this.


Well at least I will not have long to wait to find out what is this book.


nighttree wrote:

God's I hope this has more options for the keneticict.....

If there is, I doubt it will be much as there are much more magical classes than Kineticist. That might even go under Occult Tactics if there ever is one.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Got my shipping confirmation... unfortunately my internet is being very unagreebale atm >_<


Rysky wrote:
Got my shipping confirmation... unfortunately my internet is being very unagreebale atm >_<

Nyooooooo!!!!

Well, at least I can give you a headstart.

People are gonna obviously ask for the usual first thing: Archetypes for each class involved. So I am gonna go with the next one.

Is there any new mechanics in there? Or new uses for skills?

And Feat and spell names, if you have time.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

If my interwebs successfully let me download the pdf then I will try my best to answer.

Silver Crusade

6 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Druid - Drovier - Lets you buff your allies while giving up Wild Shape.

Witch - Havocker - gains Kineticist abilities (there ya go Nighttree :3)

Alchemist - Dimensional Excavator - they gain Pit spells.

Hunter - Patient Ambusher - trades teamwork feats for traps.

Magus - Spell Trapper - Magical Traps! At a distance!!!

Investigator - Cryptid Scholar - gives allies bonuses against creatures he identifies.

Inquisitor - Urban Infiltrator - does exactly what you think it does.

Cleric - Divine Scourge - trades out Channel Energy for Hexes (cause that's f#&@ing necessary XD)

Shaman - Overseer - gets mind controlling stuff.

Druid - Toxicologist - also does exactly what you think it does.

Questioner - Investigator - gains bardic spells and abilities.

There are also a bunch of damn feats and spells, but I'm about to fall asleep...

Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.


Are the bloodline mutations the same as wildblooded bloodlines and what are they?


Any options for clerics or wizards looking to improve their summoning?


Rysky wrote:
Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.

That is awesome. I was worried new options for AWT would be forgotten after Weapon Master's Handbook came out, but this is a pleasant (and excellent) surprise.

I hope this idea of one or two new AWT options in new books continues.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jaxom Dragonheart wrote:
Are the bloodline mutations the same as wildblooded bloodlines and what are they?

Basically they're buffs that you can choose to take instead of Bloodline powers or bonus feats.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gelarshie wrote:
Any options for clerics or wizards looking to improve their summoning?

Maybe? Sorry, I didn't look over the spells or feats that much.


Rysky wrote:
Questioner - Investigator - gains bardic spells and abilities.

Is there any chance that they stay Int-based rather than switching to Cha?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gisher wrote:
Rysky wrote:
Questioner - Investigator - gains bardic spells and abilities.
Is there any chance that they stay Int-based rather than switching to Cha?

They stay INT.


1 person marked this as a favorite.
Rysky wrote:
Jaxom Dragonheart wrote:
Are the bloodline mutations the same as wildblooded bloodlines and what are they?
Basically they're buffs that you can choose to take instead of Bloodline powers or bonus feats.

To expand a bit, there are three options: Blood Havoc, Blood Intensity, and Blood Piercing. They each replace either a set bloodline power by level (i.e. 1st lvl sorcerer and 4th level bloodrager) or can be selected as a bloodline feat at a level at least equal to the replaced power (so its great if you run out of decent bloodline feats)

Blood Havoc replicates the orc bloodline arcana, but only a certain spells (feat tax prerequisite for the most part)

Blood Intensity is a small daily use super Intensified Spell Metamagic (max increase is primary stat mod based rather than limited to 5)

Blood Piercing is another small daily use ability that reduces energy resistance and spell resistance by primary stat mod.


Thanks Rysky and Calth! Those sound like they may be very useful and much welcomed!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Rysky wrote:
Witch - Havocker - gains Kineticist abilities (there ya go Nighttree :3)

Could I know more about this?


3 people marked this as a favorite.
zergtitan wrote:
Rysky wrote:
Witch - Havocker - gains Kineticist abilities (there ya go Nighttree :3)
Could I know more about this?

You trade your familiar and first level hex for kinetic blast and kinetic focus, then the rest of your hexes for infusions. In order to use your infusions, you sacrifice prepared spell slots, rather than taking burn. Alas, I have already checked, and it does not stack with pre-errata Scarred Witch Doctor.

Question for the writers: Sagas say that only Skalds can take them. However, like one paragraph later it says Bards can also get them. Que?

(for context, non-subscribers, Sagas are basically Masterpieces).


Any chance we can get a spell list?


5 people marked this as a favorite.
Gelarshie wrote:
Any options for clerics or wizards looking to improve their summoning?

There's a new Conjuration (summoning) spell. Unleash the Hounds, 5th level, standard action cast, get a swarm of wolves. It's exactly as awesome as it sounds.


Sweet. I know what my wizard is picking up when I hit 9th level! :)


4 people marked this as a favorite.
FedoraFerret wrote:
Gelarshie wrote:
Any options for clerics or wizards looking to improve their summoning?
There's a new Conjuration (summoning) spell. Unleash the Hounds, 5th level, standard action cast, get a swarm of wolves. It's exactly as awesome as it sounds.

Is there a Divination spell called Who Let the Dogs Out?


5 people marked this as a favorite.
Thomas Seitz wrote:
Any chance we can get a spell list?

Gonna give spell name, approximate level (basically the cleric or sorc/wizard level), and brief description

Bone Fists ~2nd boosts NA, natural weapon damage, gives armor spikes
Flash Forward ~4th standard action charge then teleport back
Particulate form ~7th fast healing and immune to lots of extra damage things
Phasic Challenge ~8th 1 enemy and 1 ally can only affect each other
Spellcurse ~3rd damage target based on number of spells affecting it
Warp Metal ~4th alter shape of metal objects
Biting Words ~1st B,S,P ranged touch attacks
Bouncing Bomb Admixture 3rd bomb does direct damage to one splash target
Release the Hounds ~5th Summon wolf swarm
Roaming Pit 5-6th moveable create pit
Wall of bone 4th grappling wall
Akashic communion 3rd/4th knowledge checks with bonus, gm rolls, divination
Bind sage 4/5th planar binding for smart outsiders
Secluded grimoire 1st safely store spellbook
Alaznist's Jinx ~6th casters must make concentration checks to cast
Flexile curse ~5th creature causes worn defensive items to slowly break
Irregualr size ~4th shrink one set of creatures extremities causing penalty
Itching curse 1st minor penalty to most d20 roles unless they spend a move action
Kalistocrat's Nightmare 2nd/3rd creature turns coins touched into copper
Lost Legacy ~7th anti-diplomancer
Earsend 4th skinsend but with your ear, and you can hear through it
Hidden blades 2nd bonus to conceal weapons
Impenetrable Veil ~9th Stealth bonus, hide in plain sight from all senses, hide from divination
Innocuous Shape 4th polymorph into harmless appearing creature, don't appear threatening/dangerous
Lesser nondetection 2nd see name
Phantasmal reminder ~3rd deal unreducable damage, but rebounds on save
Symbol of distraction ~6th causes fascination and creatures move towards it
Touch of slumber ~5th causes nonhostile creature to fall asleep

And yes, bloodragers get flash forward, so with a regular quicken rod, primalists can swift action pounce full attack, and then full-round pounce full attack


Thanks Calth. I certainly like Spellcurse.

Scarab Sages Developer

5 people marked this as a favorite.
FedoraFerret wrote:

Question for the writers: Sagas say that only Skalds can take them. However, like one paragraph later it says Bards can also get them. Que?

(for context, non-subscribers, Sagas are basically Masterpieces).

Mea culpa.

Sagas were supposed to be skald-only. My apologies for allowing an errant piece of text to come in and directly contradict that.


That spell list sounds pretty cool, and considerably better than the Arcane Anthology list. I'm going to pick this one up.


2 people marked this as a favorite.
Rysky wrote:
Gisher wrote:
Rysky wrote:
Questioner - Investigator - gains bardic spells and abilities.
Is there any chance that they stay Int-based rather than switching to Cha?
They stay INT.

Thank you!

I've been wanting an INT-based "Bard" for the longest time! The Puppetmaster Magus got close to what I wanted, but from your brief description this sounds better. :)

Contributor

2 people marked this as a favorite.
Mythraine wrote:
Rysky wrote:
Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.

That is awesome. I was worried new options for AWT would be forgotten after Weapon Master's Handbook came out, but this is a pleasant (and excellent) surprise.

I hope this idea of one or two new AWT options in new books continues.

I'd imagine that as long as they get whichever devilishly handsome freelancer who originally wrote them to keep writing them, they'll continue wherever there's a teensy bit of space. (With Grandmaster Stephens' approval, of course.)

Contributor

3 people marked this as a favorite.

I wrote a lot of stuff that I'm super proud of in this one. (Bloodline Mutations, for example, began as a pitch I made to Owen.)

Of all the things I wrote in this book, however, the thing I'm the most proud of is the introduction. Describing what makes arcane, divine, and psychic magic similar mechanically, yet fundamentally different, remains one of the biggest challenges that I've ever tackled, and thanks to Owen's polish, I loved the outcome.

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