Hand of the Apprentice


Lost Omens Campaign Setting General Discussion


Except when you have a Human Wizard who takes 2-Handed Sword as there "Weapon of Choice" and can wield it as a fighter with a 20 strength. I don't feel like it balanced with any of the other abilities, for example

Abjur-Protective Ward +1 deflect for 1 rnd
Conjure- Acid dart does 1d6 +1/2 caster levels (MAX at 20th 1d6+10)
Divin-Diviner's Fortune your C/L for 1 Atk or Skill check 1 crtr once
Enchant- Dazing Touch Daze creature for 1 rnd if Your HD or under
Evoc-Energy Ray does 1d6 +1/2 caster levels (MAX at 20th 1d6+10)
Ill-Blinding Ray 1 rnd Blind Up to or under your HD. Only usable x1
Necro- Grave Touch 1d6 +1/2 caster levels (MAX at 20th 1d6+10)
Uni- Hod Apprentice - Draw weapon as free action and attack within 30' with your atk bns and your int at modifier to atk and strength.

I believe that all of the first level powers are weak except for Universalist HoA. Just imagine when a Universalist wizard obtains a Fiery 2 handed sword of OP with a High int.

I think that because the wizard in not committed to a particular school he gives up the specialist abilities. After all why would I want to specialize in any other school when I can use my HoA with any weapon I'm proficient with and is magically imbued with any kind of ability I want. Then I can pick any spell that you want on top of that. I think the whole Universalist is OP and seriously needs to be NERFed

Dark Archive

Solientious wrote:

Except when you have a Human Wizard who takes 2-Handed Sword as there "Weapon of Choice" and can wield it as a fighter with a 20 strength. I don't feel like it balanced with any of the other abilities, for example

Abjur-Protective Ward +1 deflect for 1 rnd
Conjure- Acid dart does 1d6 +1/2 caster levels (MAX at 20th 1d6+10)
Divin-Diviner's Fortune your C/L for 1 Atk or Skill check 1 crtr once
Enchant- Dazing Touch Daze creature for 1 rnd if Your HD or under
Evoc-Energy Ray does 1d6 +1/2 caster levels (MAX at 20th 1d6+10)
Ill-Blinding Ray 1 rnd Blind Up to or under your HD. Only usable x1
Necro- Grave Touch 1d6 +1/2 caster levels (MAX at 20th 1d6+10)
Uni- Hod Apprentice - Draw weapon as free action and attack within 30' with your atk bns and your int at modifier to atk and strength.

I believe that all of the first level powers are weak except for Universalist HoA. Just imagine when a Universalist wizard obtains a Fiery 2 handed sword of OP with a High int.

I think that because the wizard in not committed to a particular school he gives up the specialist abilities. After all why would I want to specialize in any other school when I can use my HoA with any weapon I'm proficient with and is magically imbued with any kind of ability I want. Then I can pick any spell that you want on top of that. I think the whole Universalist is OP and seriously needs to be NERFed

Except that since it functions as mage hand, with only the changes listed, you are still limited to 5 lbs. or less. The only two-handed weapon that falls into that category is a quarterstaff. Besides, the description says "ghostly hand" (singular), so that also would preclude using a weapon that required two hands to use, IMO.

EDIT: and besides, even a 20th level wizard with a 30 INT and using a +5 weapon (of any kind) could either attack at +25 (worse than most fighters) and do a limited amount of damage (say 2d6+5+1d6 for your fiery example), or cast meteor swarm or wail of the banshee. So, no, I don't think HoA is overpowered. The Universalist's capstone ability, Mastery of All Schools, on the other hand ...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

By the rules, I think that you are limited to a one-handed weapon. In the case of my wizard I let him have a greataxe, and with his INT of 20, that meant +5 to hit and +5 to damage.

Would you like to know how often he uses that greataxe? 1st level - after he'd burned through his spell points, same for 2nd and 3rd. I think he's used HoA maybe 5 times from level 4 through 12.

Yes, very scary.

Edit: Yes, I know that what I allowed is beyond the RAW of the ability. It was fun (for me and the player). Come on, semi-scrawny wizard carrying a greataxe? Priceless. Plus it allowed for Savah having been the one to have trained him in the use after he almost cut a hand off in his backstory.


chavamana wrote:

By the rules, I think that you are limited to a one-handed weapon. In the case of my wizard I let him have a greataxe, and with his INT of 20, that meant +5 to hit and +5 to damage.

Would you like to know how often he uses that greataxe? 1st level - after he'd burned through his spell points, same for 2nd and 3rd. I think he's used HoA maybe 5 times from level 4 through 12.

Yes, very scary.

Edit: Yes, I know that what I allowed is beyond the RAW of the ability. It was fun (for me and the player). Come on, semi-scrawny wizard carrying a greataxe? Priceless. Plus it allowed for Savah having been the one to have trained him in the use after he almost cut a hand off in his backstory.

Unfortunately my group wizard is using the HoA every combat, often causing spacing problems. See I ruled that the weapon has to take up space and a party member can not occupy the same space as the weapon. This means he is typically blocking the path of other party members.

Liberty's Edge

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

You are indeed limited to a 5lb weapon. Also, HotA scales like the other feats. The reason HotA gets such a large bonus is because most of the other attack options are some kind of touch attack, thus they negate armor bonuses.

As the Wizard levels up HotA is a subpar option for damage. If that's all he's using.. well. Wipe wipe wipe. :)

Dark Archive

Gosh, it would indeed be sexier if it could affect weapons over 5 lbs. :)

My Magic Domain Cleric of Urgathoa would love to use it with his Favored Weapon Scythe, for instance. Heck, I wouldn't mind if I could use it with a Small Scythe, to get a smaller damage die, but keep the x4 Crit, for that matter!

But he's stuck with Dagger, Quarterstaff, Club, Light Mace and Shortspear, etc. I suppose a Sickle would fit the theme of the reaper / death goddess.

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