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
Other Resources: This product is also available on the following platforms:
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".
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.
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.
Nice, I like that you guys are actually trying to expand on the "item mastery" feats. Hopefully there are some good blasting feats in here, and maybe someday we'll get some of those APG sorcerer bloodlines for bloodrager.
Oh-ho! The Player Companion goodies just keep on coming! I was already going to subscribe for Arcane Anthology and Blood of Shadows...now I will have to keep it going beyond that! You are being so very cruel to my budget but encouraging to my imagination!
Blood hexes. I wonder if these are going to be something where a witch can sacrifice some hitpoints(or blood) for a more deadly kind of hex type. Maybe we get to see that knife used for more than just pointing at people and throwing. A small cut on the palm or skin and the witch might just have made all the blood vessels in your body explode, leaving only a pile of bone with some scraps of skin and muscle inside a suit of armour. Still takes a bit of hit point for that kind of thing, but making the commander or champion of a enemy force die like that tends to demoralize the rest of the enemy present just a tad.
In Any case, paizo is bleeding my wallet and tormenting me with good things i have to wait for. Curse you interceding months, why must you stand between me and nice things.
Or, perhaps blood hexes are the result of a witch engaging in blood magic to bulk up their hexes. If that the case, I'm sure this book will be accused of bloat.
I'm just waiting to see if there are magic style feats myself.
Hmm, that could be pretty interesting. Maybe a style feat line dedicated to touch attack spells, another dedicated to ray spells, or even one dedicated to divination spells that makes concentrating easier on them in combat and allows extra tricks? An area effect blast style could be neat too...Blooming Flower Style?
Anyways, I'm definitely going to get this, pretty much all the Tactics Toolbox books have been pretty high quality in terms of useful material - perhaps not as high as Weapon Master's Handbook, but that was pretty stellar. We'll have to see if Armor Master's Handbook carries on the torch for that line... (fingers crossed for Armor Trick feat).
I'm just waiting to see if there are magic style feats myself.
Hmm, that could be pretty interesting. Maybe a style feat line dedicated to touch attack spells, another dedicated to ray spells, or even one dedicated to divination spells that makes concentrating easier on them in combat and allows extra tricks? An area effect blast style could be neat too...Blooming Flower Style?
Anyways, I'm definitely going to get this, pretty much all the Tactics Toolbox books have been pretty high quality in terms of useful material - perhaps not as high as Weapon Master's Handbook, but that was pretty stellar. We'll have to see if Armor Master's Handbook carries on the torch for that line... (fingers crossed for Armor Trick feat).
was actually thinking more akin to avatar where putting yourself in a stance and particular state of mind could allow you access to magical talents.
I'm hoping this is the sourcebook that provides alternative game mechanics to enable viable and desirable counterspelling options ... and viable and desirable "stealthcasting" options as well. The latter of which has recently caused so much debate and uproar in these very forums.
Hmm, I'm wondering if there's something here that can make my bloodrager more effective.
This would be a good place for the "walk up and drop a Fireball at your feet" Bloodrager style that I've wanted since the class was announced.
Definitely would like to see something that, I pushed a bit during the playtest discussion for a "buff spells like Fireball if you target yourself with them" but alas.
Hmm, I'm wondering if there's something here that can make my bloodrager more effective.
This would be a good place for the "walk up and drop a Fireball at your feet" Bloodrager style that I've wanted since the class was announced.
I don't know if it helps you or if you're already aware of it, but blood salvation, in Advanced Class Origins, is a 3rd-level bloodrager spell. It makes you immune to damaging area spells you cast, and can be cast as a swift action while bloodraging. So you can actually walk up, drop a fireball at your feet, and take no damage. It's awesome.
Hmm, I'm wondering if there's something here that can make my bloodrager more effective.
This would be a good place for the "walk up and drop a Fireball at your feet" Bloodrager style that I've wanted since the class was announced.
I don't know if it helps you or if you're already aware of it, but blood salvation, in Advanced Class Origins, is a 3rd-level bloodrager spell. It makes you immune to damaging area spells you cast, and can be cast as a swift action while bloodraging. So you can actually walk up, drop a fireball at your feet, and take no damage. It's awesome.
Blood Salvation is a fantastic spell. However, I would love to pair it with Detonate! More versatility and greater area of effect (and likely the only way to avoid taking damage with that spell!).
Eldritch has no game definition. This makes it extremely useful to name things without risking the attachment of game mechanics you might not want included.
I am really digging what I am seeing from the Arcane Anthology and I really hope you do a Divine Anthology but this Magic Tactics Toolbox looks very geared torward arcane casters. Can you give any hint for something divine casters can gain from this book?
I'm curious to find out what blood hexes are, for some reason my first thought were hexes descended form bloodlines. But my guess now is that they actually deal with physical blood.
I'm curious to find out what blood hexes are, for some reason my first thought were hexes descended form bloodlines. But my guess now is that they actually deal with physical blood.
I prefer the bloodline/hex mixtures
-- Bloodline powers are usually static and come into play at their appropriate level and are set to their theme (all draconic bloodline power casters will have the same powers, archetypes excluded)
-- Hexes are picking and choose like rages powers (1, 2, &every other) and you pick and choose at your discretion and have an almost unique mechanic. (Same patron different powers) Some are unlimited uses when other doesn’t. (Example a witch can go into an infirmary and do the heal hex all day but one shot each)
... I'd like to see a mix of the 2, e.g. hex chosen powers that can fix the theme of a bloodline or work hand in hand with blood lines since there are almost too many blood lines to cater a hex or several to each bloodline
I'm curious to find out what blood hexes are, for some reason my first thought were hexes descended form bloodlines. But my guess now is that they actually deal with physical blood.
I prefer the bloodline/hex mixtures
-- Bloodline powers are usually static and come into play at their appropriate level and are set to their theme (all draconic bloodline power casters will have the same powers, archetypes excluded)
-- Hexes are picking and choose like rages powers (1, 2, &every other) and you pick and choose at your discretion and have an almost unique mechanic. (Same patron different powers) Some are unlimited uses when other doesn’t. (Example a witch can go into an infirmary and do the heal hex all day but one shot each)
... I'd like to see a mix of the 2, e.g. hex chosen powers that can fix the theme of a bloodline or work hand in hand with blood lines since there are almost too many blood lines to cater a hex or several to each bloodline
I that would require a sorcerer or witch archetype to make it work
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
It struck me, reading the description of this, that these "toolbox" books pay lip service to "learn to use your melee, ranged, magic, whatever abilities better," but the books aren't about that – they're about adding a bunch of new options which, in aggregate, are likely to make learning to be a good fighter or mage or whatever even more complicated. Isn't that backwards? Shouldn't we be learning to better use the basic tools before we get into all this new stuff? Or is learning to better use the tools we already have "left as an exercise for the reader"?
It struck me, reading the description of this, that these "toolbox" books pay lip service to "learn to use your melee, ranged, magic, whatever abilities better," but the books aren't about that – they're about adding a bunch of new options which, in aggregate, are likely to make learning to be a good fighter or mage or whatever even more complicated. Isn't that backwards? Shouldn't we be learning to better use the basic tools before we get into all this new stuff? Or is learning to better use the tools we already have "left as an exercise for the reader"?
My answer to this question would be, "Its worse to ostracize your veterans than to confuse your newbies." Because when you get right down to it, who is more likely to pick a Player Companion off of the shelf and purchase it, the new player or the veteran player? New players should (in theory) be introduced to the game through products like the Beginner Box and "learn the ropes" through products like the Pathfinder RPG Strategy Guide.
Player Companions like the Tactics Toolbox lines aren't aimed at new players so much as they're aimed at the intermediate ones; the folks who have been around the block a few times and are ready to up their game a bit. They're not quite the veterans (for whom much of the advice has the potential of being rhetorical), but they're not beginners.
As for your last question, traditionally each of the Tactics Toolbox products have about a half page of various "beginner tactics" and even some "advanced tactics" for a multitude of topics. Then there's new content to help improve the game in those specific areas. Typically learning the basic tools isn't an exercise for the reader, but just because tools are in place doesn't mean we can't (or shouldn't) make new tools or make the tools we already have better.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
That's two products with awesome updated cover art recently! Well done!
Bloodline mutations, that seems like it might be similar to Wildblooded or it could just be different varieties, I mean Wildblooded is described as a mutation in a particular bloodline. But who knows it could be completely different.