OK - this response took quite awhile. I do appreciate the time you took for your response A.M.I.B.
Did we really need three separate threads pointing offsite to guides for a different game system?
I was originally going to put them in a single thread, but I wanted to keep responses for each class seperate for easier response.
Anyway, salient complaining.
After looking at your comments - a lot of stuff you bring up we are in agreement on. The stuff we aren't, we'll call "difference of opinion" OK?
Mounted Combat is great in any game where you can ride a horse. You rated Longstrider as great for rangers, and riding a horse is just plain better. Unlike other classes, it conveniently doesn't go obsolete for wizards.
I think you answered your own question (why I recommend this for Wizards, not Rangers). Generally I don't like mounted combat because horses can't follow you half the places you go. Phantom steed doesn't have that problem. This is also why I recommended Mounted Combat for Bards. Mounted Combat + Phantom Steed is a good combo.
Improved Familiar means you get familiars with hands and skill points. Can we abuse that? YES WE CAN.
Wow. I had an entire thread discussion regarding the various use of familiars (and improved familiars), and never updated the guide. Thanks for the headsup!
Yeah - Familiar + Speech + UMD = "Fun" - potentially you can have fun with Ravens and Wands too - but there's a bit of DM consideration as to what a Raven can carry in its claws there (Personally, I would think a wand while flying should be OK)
I've updated the Feat rating - take a look, sound better?
Toughness is not a blue feat. What the hell are you thinking? Did 3.5 clerics take Improved Toughness? Because PF wizards are just as tough. No, no, no, no, no.
You can't compare 3.5 to Pathfinder. Pathfinder Wizards aren't as tough as Pathfinder Clerics. Extra HP are always a good. Which feats would you recommend above Toughness that I haven't already rated blue? I don't think all that many feats are awesome Wizard options that I haven't already recommended.
Loremaster isn't that hot since you lose HP, at least three feats, and some specialist mojo to get...maybe four feats and a crappy feat equivalent. Wooooo.
We either completely agree, or nearly agree depending on whether you think Loremaster is slightly better than straight wizard, or slightly worse. Personally, I think it is marginally better. If you read the text beside the PrC in the guide, I'm hardly giving it a glowing recommendation ("It's not fantastic, but probably better than straight wizard")
Eldritch Knight is bad for gish wizards. It's bad for pretty much everyone.
I wasn't actually rating it as a Gish option, but as a "God Wizard" option - as in I don't generally recommend it. My statement that it was a Gish PrC wasn't intended to recommend it for Gish's, but instead make it clear that is what the PrC is supposed to be for - as in, not for non-gish wizards.
You host your shit on the PFRPG site, why do you not link to it.
I think you are mistaken - the link goes to:
www.d20pfsrd.com/extras/community-creations/treatmonks-lab/test. That should be the right place.
Riding dogs are beasts from Summon Monster II. Riding dogs are inexplicably under-CR, and this goes for the summoning lists. SNA2 and SM2 are all about the tripping attack dogs from hell (possibly literally, in the case of SM2).
They are on Summon Monster I actually, and I agree they are by far the toughest creatures on that list (better than pretty much the whole SMII list for straight combat). I'll mention that in the guide.
Fog Cloud is completely useless. When would you want Fog Cloud instead of Web?
That would require an entire thread. I've gotten great milage from fog cloud in 3.5, and it should work just as well using the Pathfinder rules IMO. That said, I like Web a lot too - though it got nerfed.
I guess the main difference off the top of my head is the requirement of anchor points that is the biggest Web drawback.
Locate Object is a Bonded Item winner. Super situational but exceedingly handy when you need it. Also decent as a scroll.
I'll talk to all the "bonded item winner" comments together. If your Wizard gets the opportunity to fill books with every spell in the game, then every spell you don't memorize is a bonded item winner. However, although you will fill your spellbook with every spell you can, when you get to pick which spells to add, you should pick the spells that you occassionally do want to memorize IMO. The situationally useful spells are definitely better to have in the spellbook than not to have them at all, or as scrolls - but getting them in that spellbook is not going to be a high priority unless you think it's a circumstance that has a reasonable likleyhood to occur...IMO.
Flaming Sphere isn't a blast; it's a 5' wide Wall of Flame. Use it to control the battlefield, not just burn a dude.
If they don't just walk through it anyways. Not a wall of flame fan for the same reason. If you use it to "burn a dude" he takes 3d6 damage. If you use it to "block a dude", if he gets tactical advantage by doing so, he walks through and takes...3d6 damage.
Gust of Wind is Win Fight Against Swarms. Just sayin'.
I had missed that. I put a note under the spell.
Keep in mind that Blink's disadvantages go away under the same circumstances as Invisibility's; you can summon, buff, BFC, etc. with no risk. Shame about nerfing Blinking rogues.
I'm not sure I read that spell the same way. The wording seems to me that you have a 20% chance to summon/buff/BFC etc in the ethereal plane, which has no effect on the prime material plane - where you need it to have effect.
Globe of Lesser Invulnerability turns off buffs and debuffs, which are rarely top-level. You're seriously underrating it.
You're discussing buffs of enemies in melee with you? Or the buffs of your allies who moved in trying to protect you from that enemy? It screws up both. Also, I do have a hate-on for the 1 round/level standard action defensive buffs. Long standing.
Confusion isn't as good as you rate it. How many enemies can you fit into a 15' burst? You'll only have a 1/4 chance of one of those enemies getting the attack confusion, and then they need a confused ally to be the nearest person. This is situationally useful, but Fear is better if you want AOE will-save-or-lose at this level, and Stinking Cloud and Black Tentacles are better if you want "Those guys waste about two turns making fools of themselves."
The goody about confusion is that the enemies end up fighting each other. If you have 2 enemies under the effect, if either of them gets the "attack nearest ally" result, they will both exclusively attack each other for the rest of the spell duration. We have a Beguiler in our 3.5 group, level 16, and he still uses that spell to good effect. The burst radius is unchanged in Pathfinder.
Illusory Wall is an illusion you can leave behind, and an utterly believable one. It's situational, yeah, but even if you're not going to make a get-away with it, it's a one-way mirror, since you can't see through it even if you disbelieve. It has in-combat uses and out-of-combat uses.
I'll agree that in the correct situation it can be better than Silent Image - but not enough situations to warrant 3 higher spell levels IMO. Since I've rated silent image a "must have" spell - illusionary wall becomes a bit redundant doesn't it? Maybe a scroll?
Rogues would beg to differ that Greater Invisibility is not an upgrade. Definitely not a red spell for them after the Blink nerf.
If you have a rogue in your party, and they have trouble getting into sneak attack position, it deserves more consideration. Someone brought that up at Paizo too. I guess I should add that to the comments for the spell. Very well, will do. I still can't recommend the spell IMO - with the viscous duration slash - I don't think it's a better spell overall than invisibility - which is 2nd level.
Divine casters, melee folks, and many rogues appreciate being enlarged. That's enough to justify Mass Enlarge.
Got to disagree on the number of party members who are going to get milage out of enlarge. Most rogues I've seen would consider enlarge a debuff not a buff.
"Then the combat use of lifting someone in the air, turning them backwards, and letting the party rogue at them (they get a will save to avoid this)." Or the combat use of snapping all the necks of your opponents with Telekinesis. Or maybe we shouldn't just make BS up and instead use the spell as written.
Actually, your example "snapping all the necks..." works too. Damage would be 1d3 + Int bonus per round, lethal damage (but it would require the grapple use of the spell). The point was eggagerated admittedly (see the beginning of the guide: "A note on style"), but if you get caught in Telekinisis - you're pretty much dead.
Permanent Magic Fang is worthless because Greater Magic Fang is hours/level and even the ranger can cast that at level 10 and have it last most, if not all, of an adventuring day.
I don't think you've made a strong case for "useless" IMO.
Forceful Hand is crazy bad. Like seriously what are you thinking. Anything that would actually want to close to you can bull rush it 10 or 15 feet easily. (Except that it doesn't have a printed CMD to bull rush it back, seriously WTF.) +20 CMB is pretty lame, when you realize that CMDs at this level range from 33 (on foes with plenty of ranged mojo) to 49(!!!). It only gets worse as you level up.
I would assume CMD would be CMB+10 since they don't specify a Dex modifier. The Elder Elementals are a bit out of whack with other creatures of similar CR (and they all show up on the CR 11 list).
If you take Elder Elementals off the list, the CMB's range from 29-38, with 33 being the most common score. Almost none of those creatures is as scary at range as close up IMO.
Create Undead is crazy useless because "created undead are not automatically under the control of their animator." Create Greater Undead sucks for the same reason.
Good call. Both are now red.
Disintegrate is "Polymorph Obstacle into Dust" and it does that job Really Well. Its failing as a combat spell doesn't really enter into it.
Except there are so many ways to deal with obsticles by this level...
Stone to Flesh is grisly, not grizzly.
It could be "grizzly" if there was a bear...yeah. Spelling and Grammar...sigh. Fine, fixed it.
and effects that are currently working on the statue are not suspended
Do you have a source for that? I assumed a flying wizard (which I'm sure you will be by that level) who takes statue form is going to come crashing down messily.
I notice Statue is not a Polymorph, so when all your equipment switches over with you, is it still active?
Dominate Monster is a permanent free cohort of whatever can't make a will save against you. You're rating it as a save-or-die, but it's not that. It's save-or-join-the-party-forever-or-until-we-replace-you.
My main problem with the "dominate" line is one phrase in the spell description, "any subject forced to take actions against its nature receives a new saving throw with a +2 bonus." This wording is vague enough that I would rely on the "join-the-party forever..." thing, depending on how strict your DM is in regards to the creatures "nature".
Shapechange is crap. The only utility it offers over Dragon Shape III is the ability to switch element types, or to dumpster dive for whatever goofy regeneration abilities Paizo accidentally gives to a giant, dragon, or plant. Right now, that's nearly worthless.
yep, switch element types, switch to troll for regen, 10 times duration...that's pretty much it. I don't think it's great, but it is better than DSIII.