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We know that Vow of Poverty is on the low end of the spectrum, but what about the other side? What seems to achieve or surpasses the Paizo benchmarks that Jason Bulmahn mentioned?
I know about the infinite spell loophole, but that isn't really intended to work that way and will be errated soon enough.
The Alchemist's Cognatogen seems like a present into my lap right now. I have a bomb focused Alchemist and the Mutagen was just a withering vine of an ability. Now you can crank up the damage of bombs an additional +2 points, and losing strength isn't a big deal as the Mule Chords magic item, which is cheap pretty much solves carrying things around.
The Confusion Bomb sounds like it'll be errated also, so strong, but not no-save strong.
The Tumor Familiar gives the Alchemist Fast Healing 5? Sure...
The Pack Lord (Druid) and Broodmaster (Summoner) both seem like they could surpass the normal power of the class at low levels as you're dramatically increasing the number of attacks your character's little group can output, though at higher levels these creatures are going to have a hard time surviving.
The Qinggong Monk seems interesting, it seems to be an acceptable patch for the Monk in that you can tweak what you can do and slough off some of the stuff you don't want, however the benefit is still very constraining as you're giving up an always on ability for something that feeds off a limited resource. It seems like it's getting close to the benchmark, but not surpassing it. If the Qinggong Monk was just given each of those lists as a larger pool of Ki power options at all of those levels... well, then... that would have been a worthy upgrade!
The Paladin's Oath of Vengeance seems like a good trade off. With Wands of Cure Light Wounds, and Clerics about, the energy channeling for the Paladin isn't that big of a deal, but getting that extra Smite is a real upgrade.
There is so much stuff in this book, what are other people finding is rising to the top in terms of power scale?

hogarth |

A couple of things that I noticed:
The Words of Power spell Purify is better than the spell Restoration in several ways (no expensive components, no 1/week limit, shorter casting time, and it can also function as Remove Curse/Remove Disease/Neutralize Poison) although it doesn't cure ability damage or drain.
The feat Divine Interference seemed quite powerful (force opponents to reroll attacks a potentially large number of times per day).

HansiIsMyGod |

I've been mostly reading through spell descriptions as I find em most impacting on gameplay.
Various damage dealing spell effects have been improved. I still have to play test it and see how they scale compared to older similar spells and to martial character classes in dpr.
Several powerful enchantment spells were added, which was not needed in my opinion and a few other useful utility spells.
Other than that mostly bunch of spells that will see little or no use in combat.
Impact to blasting casters is the highest one obviously as enchantment spells were already very good.
I was hoping for more necromancy effects that don't deal with instant death but are still useful in combat. No luck so far.
The most "powerful" necromancy combat spell is pretty much not worth wasting an action on it even if it was free to cast unlimited use spell: Orb of the Void.

Dragon78 |

Well I would like to see more necromancy spells that use positive energy(ex:greater disrupt undead, positive energy wave, positive energy aura, negative energy resistance,etc)
More abjuration spells(ex: mass resist energy, protection from weapons-DR10/magic, Mass protection from energy, Fey skin-DR10/cold iron, etc.)

Nephelim |

Well, they DID include a section on defining and developing new spells, so that's a hole that can be plugged... though its not anything that we couldn't have done before, its helpful to have guidelines to work with.
Atavism looks like a nice spell, and the additional Poly spells for Undead and Monstrous Humanoids look like fun. I've been concentrating on the Druid stuff, because its most relevant to me, and so far I haven't seen anything overwhelming.

Jon Kines |

I've been mostly reading through spell descriptions as I find em most impacting on gameplay.
Various damage dealing spell effects have been improved. I still have to play test it and see how they scale compared to older similar spells and to martial character classes in dpr.
Several powerful enchantment spells were added, which was not needed in my opinion and a few other useful utility spells.
Other than that mostly bunch of spells that will see little or no use in combat.
Impact to blasting casters is the highest one obviously as enchantment spells were already very good.
I was hoping for more necromancy effects that don't deal with instant death but are still useful in combat. No luck so far.
The most "powerful" necromancy combat spell is pretty much not worth wasting an action on it even if it was free to cast unlimited use spell: Orb of the Void.
I've never understood why they don't expand the necromancer's arsenal in the way of debuffs and damage over time spells or combinations of both.

E I |
We know that Vow of Poverty is on the low end of the spectrum, but what about the other side? What seems to achieve or surpasses the Paizo benchmarks that Jason Bulmahn mentioned?
I know about the infinite spell loophole, but that isn't really intended to work that way and will be errated soon enough.
The Alchemist's Cognatogen seems like a present into my lap right now. I have a bomb focused Alchemist and the Mutagen was just a withering vine of an ability. Now you can crank up the damage of bombs an additional +2 points, and losing strength isn't a big deal as the Mule Chords magic item, which is cheap pretty much solves carrying things around.
The Confusion Bomb sounds like it'll be errated also, so strong, but not no-save strong.
The Tumor Familiar gives the Alchemist Fast Healing 5? Sure...
The Pack Lord (Druid) and Broodmaster (Summoner) both seem like they could surpass the normal power of the class at low levels as you're dramatically increasing the number of attacks your character's little group can output, though at higher levels these creatures are going to have a hard time surviving.
The Qinggong Monk seems interesting, it seems to be an acceptable patch for the Monk in that you can tweak what you can do and slough off some of the stuff you don't want, however the benefit is still very constraining as you're giving up an always on ability for something that feeds off a limited resource. It seems like it's getting close to the benchmark, but not surpassing it. If the Qinggong Monk was just given each of those lists as a larger pool of Ki power options at all of those levels... well, then... that would have been a worthy upgrade!
The Paladin's Oath of Vengeance seems like a good trade off. With Wands of Cure Light Wounds, and Clerics about, the energy channeling for the Paladin isn't that big of a deal, but getting that extra Smite is a real upgrade.
There is so much stuff in this book, what are other people finding is rising to the top in terms of power scale?
To be precise, the Tumor Familiar does not grant the Alchemist Fast Healing 5. Only when it is a part of him, does the tumor itself have Fast Healing 5. There is no mention of the Alchemist getting this.
Onto strong stuff, Bladebound seems like a fairly strong archetype. You give up one arcana to get an intelligent weapon that levels with you. Yes, you lose arcane pool points, but the weapon gains them as well (ends up being a net arcane pool gain of +1 if the blade is counted against a normal magus).
There's a lot of debate on the mechanics of a synthesist, but it seems like it could be a strong class, if the mechanics of it end up working like how the optimizers read it as.

Ravingdork |

Icy Prison has hidden strength. It is apparently a Save or Get Gimped spell that targets Reflex saves. That's very uncommon. Combined with the fact that it has an impact even with a successful save makes it very good.
I agree. I saw that spell and was like "YES!" (I have a cold-based sorcerer character.)

Ravingdork |

Skinsend is scary and awesome.
You magically tear off your own skin (all of it) and transfer your waking conscious into it. It walks around and does stuff at your command (even casting spells) as though it were you. Meanwhile, your skinless body lies helpless at a perpetual 0 hit points. Only powerful magic, like regenerate or heal can allow you to grow back your skin (destroying your old skin and forcing you back into your body as well).
Simply cast this spell. Adventure in your "skin" with near full abilities. If your skin "dies" while your consciousness is in it, the spell ends and you die.
However, if you use contingency to cast heal on your skinless body just before your skin puppet is destroyed, you are forced back into your body (which would be a LONG ways away and hidden like a lich hides his phylactery) and alive with a crap ton of hit points.
Unlike magic jar, there doesn't appear to be a range limit.
Simply reset the contingency, cast skinsend again and teleport back to the person who "nearly" killed you.
Rinse and repeat.
EDIT: Oh yeah, skinsend is only a 2nd-level spell.

Maerimydra |

Skinsend is scary and awesome.
You magically tear off your own skin (all of it) and transfer your waking conscious into it. It walks around and does stuff at your command (even casting spells) as though it were you. Meanwhile, your skinless body lies helpless at a perpetual 0 hit points. Only powerful magic, like regenerate or heal can allow you to grow back your skin (destroying your old skin and forcing you back into your body as well).
Simply cast this spell. Adventure in your "skin" with near full abilities. If your skin "dies" while your consciousness is in it, the spell ends and you die.
However, if you use contingency to cast heal on your skinless body just before your skin puppet is destroyed, you are forced back into your body (which would be a LONG ways away and hidden like a lich hides his phylactery) and alive with a crap ton of hit points.
Unlike magic jar, there doesn't appear to be a range limit.
Simply reset the contingency, cast skinsend again and teleport back to the person who "nearly" killed you.
Rinse and repeat.
EDIT: Oh yeah, skinsend is only a 2nd-level spell.
What exactly is the utility of this spell if you don't have contingency?

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What exactly is the utility of this spell if you don't have contingency?
Easy access to your (skinless) corpse for resurrection (assuming a low-level group could afford it) should you die?
Beyond that... I'm not seeing much. Aside from being able to walk around as living sheets of skin.

E I |
Terrible Remorse is way too powerful for a 4th level spell as written, but it's on track to be errata'd.
And that is at rounds/level.

pad300 |
Symbol of Mirroring is a party buff, not a trap.
1) Inscribe symbol on inside of someone's shield.
2) Before entering dungeon, Set off symbol with whole party (and no one else) gathered around.
3) Every person in the party has their own mirror image, which renews every round...
Also, the higher end undead anatomy spells are both exceedingly versatile and incredibly punchy, as most of the undead forms are actually templates, so they can overlay nearly any living critter. For example, Undead anatomy 4 allows the form of a "huge dragon lich"... depending on your choice of dragon that's a lot : Breath weapon, DR, blindsense, fear aura...

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Symbol of Mirroring is a party buff, not a trap.
1) Inscribe symbol on inside of someone's shield.
2) Before entering dungeon, Set off symbol with whole party (and no one else) gathered around.
3) Every person in the party has their own mirror image, which renews every round...
Part of trying out helpful symbols, along with symbol of healing. I'll be curious if it works out or not.

HaraldKlak |

Maerimydra wrote:What exactly is the utility of this spell if you don't have contingency?Easy access to your (skinless) corpse for resurrection (assuming a low-level group could afford it) should you die?
Beyond that... I'm not seeing much. Aside from being able to walk around as living sheets of skin.
But you got to love the flavor:)
I really feel like making an alchemist with this spell and the infusion discovery. Then he is going to hand his friends skinsend extracts labelled 'Cure Serious Wounds'. Best practical joke ever.

Abraham spalding |

Evolve Familiar -- Loving this idea.
The magus archetypes are great, and the fact that a single magus can take all of them is neat too.
Wizard options are looking very nice and I'm much happier with where the sorcerer is going to be now - he's become a much slippery and surprising character.
The superior summons is of superior taste as well... maximized empowered summon monster 5 (trait to reduce the spell level by 1) to get 8 lantern archons is going to be tasty (1d4=(4x1.5)=6+2=8).

Ravingdork |

Gene 95 wrote:Maerimydra wrote:What exactly is the utility of this spell if you don't have contingency?Easy access to your (skinless) corpse for resurrection (assuming a low-level group could afford it) should you die?
Beyond that... I'm not seeing much. Aside from being able to walk around as living sheets of skin.
But you got to love the flavor:)
I really feel like making an alchemist with this spell and the infusion discovery. Then he is going to hand his friends skinsend extracts labelled 'Cure Serious Wounds'. Best practical joke ever.
Sadly, it's personal range and thus can't be made into potions (unless the alchemist has some ability to surpass that, that I'm unaware of).
It IS on the alchemist's list though. :)
Maeirmydra: Since your skin has compression (see Bestiary II) it can get into places your cast normally wouldn't be able to, such as the small crack under the base of a locked door.
Infiltrate, do stuff (with near full combat capability) and then come out again. Sounds pretty useful to me.
It IS risky though. If your skin is destroyed while your consciousness is in it, you die. If you transfer your consciousness back to your body prior to its destruction (a standard action) you are stuck in your helpless/skinless body at 0 hit points (hopefully far from danger) until someone can heal you with powerful magics.

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I'm also looking at the Sound Striker bard. Lets a caster-bard deal more than his usual damage amount, though still less than an archer.
The Sound Striker underwhelmed me with its utterly weak-assed first ability. Luckily it's Inspire Competence rather than Courage that's replaced. I can see more use in the second ability, but even that is not dangerous by a long stretch. Those are some tiny, tiny damage numbers.
At least he can deal that damage every round while performing and continue to fire his bow and cast spells, right? That makes it quite worthwhile, then.
BTW, have you noticed Sacred Summons? That strikes me as extremely powerful. The full-round casting time of summoning spells are their greatest balancing factor. Rather than granting everybody a free chance of playing piñata with the conspicuously summoning cleric, he can now summon at the snap of a finger. Adding Superior Summons to that makes it only worse...

Zephyr Runeglyph |

Sadly, it's personal range and thus can't be made into potions (unless the alchemist has some ability to surpass that, that I'm unaware of).
It IS on the alchemist's list though. :)
He said extract, not potion. With the Infusion discovery, you can give any extract to anyone you want (and sometimes people you don't want).

Froze_man |

Evolve Familiar -- Loving this idea.
The magus archetypes are great, and the fact that a single magus can take all of them is neat too.
Wizard options are looking very nice and I'm much happier with where the sorcerer is going to be now - he's become a much slippery and surprising character.
The superior summons is of superior taste as well... maximized empowered summon monster 5 (trait to reduce the spell level by 1) to get 8 lantern archons is going to be tasty (1d4=(4x1.5)=6+2=8).
With the Magus archetypes you could technically take all of the, but some aren't really compatible, for example a quarterstaff can't be a black blade, and the staff magus loses the proficiencies for the weapons that can be.
Another fun little combo is that same trait that affects metamagic, combined with magic missile and toppling spell. Each missile would get a trip check at your full caster level plus prime stat. That's pretty scary for a level one slot, especially once you get near the missile cap

Cheapy |

Abraham spalding wrote:Evolve Familiar -- Loving this idea.
The magus archetypes are great, and the fact that a single magus can take all of them is neat too.
Wizard options are looking very nice and I'm much happier with where the sorcerer is going to be now - he's become a much slippery and surprising character.
The superior summons is of superior taste as well... maximized empowered summon monster 5 (trait to reduce the spell level by 1) to get 8 lantern archons is going to be tasty (1d4=(4x1.5)=6+2=8).
With the Magus archetypes you could technically take all of the, but some aren't really compatible, for example a quarterstaff can't be a black blade, and the staff magus loses the proficiencies for the weapons that can be.
Another fun little combo is that same trait that affects metamagic, combined with magic missile and toppling spell. Each missile would get a trip check at your full caster level plus prime stat. That's pretty scary for a level one slot, especially once you get near the missile cap
Whoops, I was confusing Concussive Spell with Toppling! I was thinking "It's strange that Toppling needs Sonic..."
A lesser rod of toppling will be one of my purchases from now on for Wizards / Sorcs. If only you could change elemental damage to be Force :(

pad300 |
Murderous Command is a 1st level cleric spell. It can still win fights at 20th... The wizard getting full attacked by his bodyguard is a lethal effect. It's also great if extended. They haven't printed a PF version of Chain Spell yet, but sooner or later.
I also do not understand how this did not make the witch spell list...

Cheapy |

The void-touched Wildblooded bloodline is pretty nifty IMO.
If someone fails their save vs an evocation spell of yours (pick one guy only if the spell affects multiple targets), they are silenced for a round. Offers an interesting method for dealing with casters.
Their minute meteors also deal cold damage instead of fire, so it'll affect more.
And finally, at level 9 they get Ice Storm + Deeper Darkness once per day, and they can use it more as they level up.

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For what it's worth Ultimate Magic introduced several new get out of dead free options at a fairly low level.
Clone Master Alchemists can craft a Clone for 5000gp at 8th level. If they are killed they wake up in the clone.
If a Reincarnated Druid dies she reincarnates (as the spell but without material components) in a new body after a day. (After 5th level)
Both choices have the downside of giving up a bit of character power. If never dying is important now you have some fairly low level options.

Olwen |

BTW, have you noticed Sacred Summons? That strikes me as extremely powerful. The full-round casting time of summoning spells are their greatest balancing factor. Rather than granting everybody a free chance of playing piñata with the conspicuously summoning cleric, he can now summon at the snap of a finger. Adding Superior Summons to that makes it only worse...
Sacred Summons is not very different than Animal Shamans from the APG, though. And Animal Shamans don't even need to spend a feat for that. So I'm not sure it's unbalanced. Sacred Summons and Superior Summons are good, but not obviously much more than Augment Summoning itself, I think.

Sylvanite |

Catharsis wrote:BTW, have you noticed Sacred Summons? That strikes me as extremely powerful. The full-round casting time of summoning spells are their greatest balancing factor. Rather than granting everybody a free chance of playing piñata with the conspicuously summoning cleric, he can now summon at the snap of a finger. Adding Superior Summons to that makes it only worse...Sacred Summons is not very different than Animal Shamans from the APG, though. And Animal Shamans don't even need to spend a feat for that. So I'm not sure it's unbalanced. Sacred Summons and Superior Summons are good, but not obviously much more than Augment Summoning itself, I think.
The summoner also can use his summon monster spell-likes as a standard action.

spalding |

Is the Wildblooded option something that applies to any/all Bloodlines you have, even those from Eldritch Heritage or Mixed Bloodlines for example?, or can you select one Bloodline to be Wildblooded and another to not be?
It's an archetype for a specific bloodline. So an alternate alternate.

hogarth |

Olwen wrote:The summoner also can use his summon monster spell-likes as a standard action.Catharsis wrote:BTW, have you noticed Sacred Summons? That strikes me as extremely powerful. The full-round casting time of summoning spells are their greatest balancing factor. Rather than granting everybody a free chance of playing piñata with the conspicuously summoning cleric, he can now summon at the snap of a finger. Adding Superior Summons to that makes it only worse...Sacred Summons is not very different than Animal Shamans from the APG, though. And Animal Shamans don't even need to spend a feat for that. So I'm not sure it's unbalanced. Sacred Summons and Superior Summons are good, but not obviously much more than Augment Summoning itself, I think.
Not to mention that Words of Power summoning spells only take a standard action to cast.

Fred Ohm |

The soundstrikers Weird words could be useful if you can use them all vs the same target. The text is ambiguous about that. It'd be phenomenal if it was treated as a spell. Hellooo toppling spell.
I think you can. Else it would have read "each word affect one different target within 30 feet." Plus, it would be strange to have an attack roll for something you can't direct.
As it is, with a bard with a 18 charisma score, it deals twice the amount of damage of Scorching Ray (85 against 42), if all ranged touch attack rolls succeed and if all (fort) saving throws fail.It should be well-worth exchanging suggestion for high charisma bards.

thenovalord |

Murderous Command is a 1st level cleric spell. It can still win fights at 20th... The wizard getting full attacked by his bodyguard is a lethal effect. It's also great if extended. They haven't printed a PF version of Chain Spell yet, but sooner or later.
I also do not understand how this did not make the witch spell list...
In a tier 1-2 PFS, against an oracle level 3-4......this is definite character death country

Nephelim |

Sacred Summons is not very different than Animal Shamans from the APG, though. And Animal Shamans don't even need to spend a feat for that. So I'm not sure it's unbalanced. Sacred Summons and Superior Summons are good, but not obviously much more than Augment Summoning itself, I think.
Also useless to Summoner Druids, which gives me a sad.

Abraham spalding |

Abraham spalding wrote:The magus archetypes are great, and the fact that a single magus can take all of them is neat too.
Wait... what? I totally missed the idea that you could stack arcetypes, as long as they don't overlap. Am I reading that right?
Wow.
Yup it's awesome that way. So long as they don't over lap on what they give up.

draxar |

Oterisk wrote:A elf level 2 mindchemist alchemist / 6th level synthesist summoner can have a +45 to any knowledge skill checks. Is that potent?How does that work exactly?
Some of it, at a guess...
Possibly +8 from having a intelligence of 26 (18 starting, +2 elf, +2 levels, +2 item)
+2 more from an Intelligence Cognatogen (+4 mental enhancement potion, equivalent to a mutagen)
Then add that +10 again, as the 'perfect recall' ability of the Mindchemist lets you add it twice
+8 from Eidolon – it's a 1 point evolution to get that on any skill.
+3 from class skill
+3 from skill focus
+8 from 8 levels learning it.
= 8 + 2 + 10 + 8 + 3 + 3 + 8 = 42
So, I'm missing a trick somewhere, but that's still not bad. I assume the trick is somewhere in the five levels of Summoner that I'm not particularly using there. Possibly another +1 from a trait.
I also note that, perhaps more impressively, a level 2 mindchemist/level 1 Synthesist Summoner could get:
+7 from intelligence 24 (18 base, +2 racial, +4 from Cognatogen)
+7 from that applied again
+8 from Eidolon 'skilled' evolution
+3 from it being a class skill
+3 from actual skill ranks.
So, that's knowledge rolls at +28, at level three.