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===Secrets of Magic=== *'''[[Magus]]''' **The most famous part of the magus - that is, casting spells through swords - has changed a bit. The action can't benefit from any metamagic feats on its own, but it allows you to still hit things to cast. The class even gives you a boost to Strength or Dexterity at level 1 instead of Intelligence like you'd think. ***Spellstrike is also somewhat limited in use - either you recharge your use by expending an action or using one of your subclass-or-feat-exclusive focus spells. At 20 you can get a feat that makes you permanently Quickened (but only lets you make a Strike or recharge Spellstrike with that action). **Certain feats let you merge your weapon with magical items like scrolls and staves. This is usually not that helpful, especially when picking the subclass that makes you really good at using a staff as a weapon anyway. **Your spell slots are extremely limited (a paradigm the game calls "bounded casting"), with the maximum number of total slots you get being a paltry 4. These are always 2 slots each of the two highest spell levels your full caster friends will be casting, though, all the way up to 9th-level spells. (You get to Spellstrike twice with the same spell slot instead of getting 10th-level spells.) This is somewhat less limiting than it sounds, or would've been in 1e, given that most spells can be upcast. ***As you level up, you gain a small subset of spells made for minor conveniences, some determined by subclass. These spells are all given their own lower-level slots that you can expend, which is critical considering your limitations. ***You can still use wands, scrolls, staves, and the rare few items that give you more prepared spells, though, giving you around 4 extra prepared spell slots if your GM lets you find/buy a [https://2e.aonprd.com/Equipment.aspx?ID=462 Ring of Wizardry Type II+] and an [https://2e.aonprd.com/Equipment.aspx?ID=992 Endless Grimoire]. Treasure Vault added a [https://2e.aonprd.com/Equipment.aspx?ID=2258 staff] explicitly designed for Magi, which can shapeshift into a weapon of your choice, lets you turn a missed Spellstrike into area damage, and gives you a bunch of staff charges you'll probably just use to spam True Strike before your Spellstrikes. **You already start off proficient in medium armor. Great, that "armor proficiencies as you level up" part was a pile of shit anyways! **You gain a special stance that you can trigger after casting called Arcane Cascade. It deals extra damage (That can be typed depending on the spell you cast) and makes your weapon magical. ***Your subclasses also add a perk to this stance. Inorexable Iron grants temp HP if you wield a two-handed weapon with spells made to trap your enemies on your level. Laughing Shadow keeps to the one-handed weapon trope and acts more like a rogue, boosting speed and dealing extra damage to the flat-footed while using illusory magic. Sparkling Targe lets you use shields while in the stance and lets it block spells and your spells help you defensively. Starlit Span doesn't change your stance any, but it lets you Spellstrike with ranged weapons and provides spells meant to help you hit your mark. Twisting Tree makes staves way more versatile, granting special properties depending on how you hold it and letting you switch styles on the fly. Lost Omens Tian Xia is apparently going to add another Magus subclass when it releases between 2023 and 2024. *'''[[Summoner]]''' **Your eidolon is now strictly set to a specific preset form and determines which spell list you take (angels or demons or pychopomps for divine, beasts or plants or fey for primal, [[Spiritualist|phantoms]] of anger or devotion for occult, constructs or dragons for arcane). Unlike most pets, these eat into your action economy (unless you use certain class-based focus spells and actions to act in tandem with them)--though you still come out ahead if using Act Together to basically gain 4 actions each turn total. ***Each eidolon gains special abilities as they level up. They're also pretty clearly meant to be the frontliner as they get to level up their attack proficiencies much faster than you do. Each eidolon type has multiple forms focusing either on combat or on casting based on what you plan on using them for. ***These Eidolons cannot be customized like 1E did with points. Instead, you need to pick up specific feats in order to give them new features. ***You and your eidolon now share the same HP pool, which is a pretty healthy one at 10+Con Mod at level 1. On the plus side, this means that any AOE damage is effectively halved as it counts as if it only hit one of you and status conditions that hit both of you won't stack. **Last edition's free slots for casting summon spells gets condensed into feats that let you fit multiple summon spells into one spell slot. **Your spell slots are now OBSCENELY limited, with the maximum number of slots available to you being a paltry 4 and you never get level 10 slots. (Like Magus, you're stuck with Bounded Casting.) While you can auto-heighten any spells you've learned starting at Level 3, it also means that the aforementioned summoning feat becomes way more precious. ***This gimped casting ability is aided slightly by your focus spells. By default, you get two unique cantrips to augment either the eidolon's offense or defense as well as a spell to add some general utility buffs. **The Synthesist (that one archetype every munchkin and their mother used because it allowed you to min-max the summoner and eidolon as two halves of a perfect whole) comes as a feat with some severe hurdles: You're no longer able to cast any spells you know when merged (Eidolon casting is still fair game) or benefit from anything you wield that can't also affect it (chiefly things like potions or wands), all while using all the eidolon's stats -- including its mental ones.
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