Skip to content
PodcastsGamesRPGBOT.Podcast

RPGBOT.Podcast

RPGBOT.net
RPGBOT.Podcast
Latest episode

672 episodes

  • RPGBOT.Podcast

    2014 DnD 5e BARBARIANS Levels 5 - 20 (Remastered): Woohoo! Smash, smash, smashy smash!

    2026-09-12 | 52 mins.
    At level 5, the Barbarian unlocks a revolutionary new combat technique: hitting the problem twice. From there, things escalate exactly as responsible game design intended. Randall gambles his way through Wild Magic, Tyler perfects the ancient martial art of being an unbearable pain in the ass, and Ash becomes a house-sized fairy with tiny butterfly wings, a returning elemental pike, and enough reach to poke somebody from the next county. Then Brutal Critical shows up and somehow the math becomes angrier than the Barbarian. Grab your greataxe, start screaming, and remember: if smashing something once didn't work, the rules now officially support smashing it again.
    Show Notes
    We're back with the second half of our 2014 D&D 5e Barbarian builds, taking Randall's Path of Wild Magic, Ash's Path of the Giant, and Tyler's Path of the Ancestral Guardian from level 5 all the way to 20.
    Extra Attack immediately delivers exactly what everyone came for: more smash. From there, the builds start developing very different personalities. Randall embraces the chaos of Wild Magic and Great Weapon Master, Tyler becomes increasingly obnoxious to anything trying to hurt his friends, and Ash discovers that being a flying, increasingly enormous fairy with a throwable elemental pike is every bit as ridiculous as it sounds.
    We dig into Instinctive Pounce, subclass features, feat choices, Relentless Rage, Persistent Rage, and the glorious absurdity of Primal Champion. We also spend a healthy amount of time asking why Brutal Critical is supposed to be exciting when critical hits refuse to happen on command.
    By the end, we have battlefield control, flying giants, magical gambling, angry ancestors, Polearm Master shenanigans, and Barbarians who are extremely difficult to kill. Basically, the class gets tougher, weirder, and significantly better at solving problems with repeated applications of a large weapon.
    Key Takeaways
    Level 5 is huge. Extra Attack effectively doubles the Barbarian's basic offense, while Fast Movement helps get the angry person into smashing distance faster.
    Instinctive Pounce is an excellent quality-of-life feature, letting you Rage and immediately move toward whatever has made the poor decision to exist nearby.
    Ash's Giant Barbarian becomes increasingly ridiculous. Elemental Cleaver turns his pike into a returning elemental weapon, and later features let his flying fairy become enormous, extend his reach, and attack enemies from extremely inconvenient places.
    Randall's Wild Magic Barbarian is built around controlled chaos. Bolstering Magic helps attacks and ability checks, while later features let him reroll Wild Magic effects and improve his odds of getting something useful.
    Tyler's Ancestral Guardian becomes an excellent defender. Spirit Shield reduces damage to allies, and Vengeful Ancestors eventually makes enemies regret hurting anyone except Tyler.
    Brutal Critical is the problem child. The crew likes the fantasy of gigantic Barbarian crits but argues that the feature arrives too rarely and scales too poorly to carry high-level damage.
    Polearm Master, Great Weapon Master, and eventually Sentinel turn the builds into increasingly nasty melee threats, particularly when combined with Reckless Attack and extended reach.
    Relentless Rage keeps Barbarians standing after hitting zero hit points, Persistent Rage finally makes Rage easier to maintain, and Primal Champion delivers a genuinely satisfying capstone with massive Strength and Constitution boosts.
    The overall verdict: Barbarians remain wonderfully straightforward at their core, but the subclasses are doing a lot of the heavy lifting at higher levels. Fortunately, sometimes all you really need is Rage, Reckless Attack, and another opportunity to smash something.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall Jamesd
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    CREATURES SHARING SPACES

    2026-09-10 | 1h 10 mins.
    Most RPG rules questions start with something reasonable, like Can I jump over this pit? or Does fireball set the curtains on fire? This one starts with a much more dangerous question: How many adventurers can we cram into one five-foot square before the rules collapse? Tyler digs into decades of D&D and Pathfinder rules looking for an answer, while Ash does increasingly questionable celebrity impressions, Randall weaponizes every edge case he can find, and Tyler's cats provide live demonstrations of why personal space is apparently optional.
    Show Notes
    This week, we're getting uncomfortably close as we dig into the surprisingly complicated rules for creatures sharing spaces. Can you walk through an ally? What about an enemy? Can a tiny creature just hang out in your square? What happens if somebody gets shoved into someone else? And, most importantly, can another player give you a piggyback ride and technically become your mount?
    We trace the rules from D&D 3.5 through 2014 and 2024 D&D 5e before arriving at Pathfinder 2e, comparing how each system handles movement, size differences, prone creatures, incapacitated creatures, forced movement, swarms, and all the weird situations where two creatures wind up occupying the same chunk of battlefield.
    Along the way, Tyler discovers that some rules are clearer than expected and others become significantly worse the longer you stare at them. Pathfinder 2e earns some praise for actually explaining what happens when creatures accidentally collide, while 2024 5e raises uncomfortable questions about exactly who falls prone and when. Meanwhile, Ash turns rules text into an excuse for a parade of impressions, Randall threatens the Grand Canyon with rules exploits, and the cats continue proving that tiny creatures respect neither game mechanics nor boundaries.
    DnD 3.5: Moving Through a Square

    DnD 5.x

    Shifting Combatant

    5e: Moving Around Other Creatures

    5.5: Moving Around Other Creatures

    PF2: Tactical Movement

    https://dicegoblin.com/ 

    RPGBOT.Podcast Episodes

    Combat Maneuvers

    Jumping

    Key Takeaways
    D&D 3.5 was surprisingly explicit about moving through allies, enemies, helpless creatures, and creatures of dramatically different sizes.

    2014 5e simplifies those rules considerably, but that simplicity creates some strange gaps when creatures accidentally or forcibly end up sharing a space.

    2024 5e improves several things, especially interactions with Tiny and incapacitated creatures, but its rule about creatures falling prone when a turn ends while sharing a space creates a whole new argument about what exactly end a turn means.

    Pathfinder 2e gives the GM a clear answer when creatures accidentally occupy the same square: somebody gets moved, somebody may fall prone, and the GM decides how the mess gets resolved.

    Pathfinder 2e also handles willing creatures, unwilling creatures, prone creatures, Tiny creatures, objects, and forced movement with much more specific rules. Tumble Through exists for a reason.

    Forced movement in Pathfinder cannot simply put a creature somewhere it cannot normally occupy, which immediately kills several wonderfully stupid launching-people-into-the-air strategies.

    Swarms are the exception everyone should remember. They want to share your space because getting directly on top of you is how they ruin your day.

    The ultimate lesson is that creatures sharing spaces is one of those rules nobody thinks about until it happens. Then everyone stops the game, opens three rulebooks, and discovers they've been doing it differently for years.

    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelygm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    UNEARTHED ARCANA: UNDERDARK OPTIONS - We're unenlightened!!!

    2026-09-07 | 1h 21 mins.
    Welcome to the Underdark, where the sun doesn't shine, everyone wants to murder you, and Wizards of the Coast has apparently decided what this place really needed was more light. Sorry, Unlight. Totally different. We've got a glowing Barbarian who can't turn off the high beams, a Rogue whose subclass starts working sometime around retirement age, a Wizard with healing powers and questionable workplace safety practices, and finally a perfectly reasonable solution to all of these problems: put a tadpole in your skull and become a Mind Flayer. Somehow, that's the part we liked.
    Show Notes
    This week, we head underground to dig through the latest Unearthed Arcana: Underdark Options, featuring three new subclasses, a Ceremorphosis feat path, and the Mind Blast spell.
    First up is the Path of Unlight Barbarian, a character who rages so hard they become a walking lantern. There are some genuinely useful ideas here, including radiant retaliation, blindsight, and the ability to make enemies glow, but the damage numbers struggle to keep up and several abilities feel strangely dependent on fighting invisible creatures. Worse, your Barbarian apparently has no dimmer switch, so raging in the Underdark turns you into a thirty-foot beacon advertising free adventurers to every monster nearby.
    Then we meet the House Agent Rogue, built around charm, betrayal, and stabbing people who thought you were their friend. The fantasy is great. The mechanics are considerably less cooperative. Several of the subclass's signature abilities depend on creatures being friendly or charmed, but the tools needed to make that happen reliably either arrive far too late or don't interact with the rules the way the subclass seems to expect. By level 17, the House Agent can finally do much of what we wanted it to do at level 3. That is one hell of an onboarding process.
    The Imaskari wizard fares better mechanically. It can convert elemental damage to radiant damage, spend Hit Dice to hand out temporary hit points, heal allies, remove conditions, and eventually curse enemies with Unlight until they explode. There are some strong ideas here, particularly the bonus-action healing and restoration options, but the subclass feels like several different concepts sharing an apartment because none of them could afford rent alone.
    And then somebody finally releases the tadpoles.
    The Path of Ceremorphosis is easily the most interesting material in the UA. It lets characters gradually embrace Illithid abilities through a feat tree, picking up Psionic Energy Dice, telepathy, defensive abilities, tentacles, and eventually full Ceremorphosis. At the end of the path, you can become an aberration, gain Mind Flayer abilities, and choose between eating brains or spellcasting.
    Choose spellcasting.
    Mind Blast alone makes the decision pretty easy. A massive cone, an Intelligence save, psychic damage, and the stunned condition is an incredibly nasty combination. With Psionic Energy Dice potentially letting a high-level character use it repeatedly without spending normal spell slots, this is also the part most likely to receive a visit from the balance hammer before publication.
    Overall, Underdark Options is a mixed bag. The Barbarian looks salvageable with better scaling and stronger flavor. The Rogue probably needs to go back to the drawing board. The Wizard works, but doesn't inspire much excitement. Ceremorphosis, however, feels like exactly the kind of weird, dangerous character option the Underdark should be giving us.
    The Underdark is full of Drow assassins, Illithids, Umber Hulks, ancient civilizations, horrific monsters, political intrigue, poisons, spiders, and things with entirely too many tentacles. There is plenty of material here.
    We're just still trying to figure out why everyone is so excited about Unlight.
    Key Takeaways
    Path of Unlight Barbarian has some solid ideas, but weak damage scaling and mandatory glowing hold it back.
    The subclass's reliance on blindsight and revealing invisible enemies can become very campaign-dependent.
    House Agent Rogue has a fantastic betrayal fantasy, but its mechanics don't reliably support that fantasy.
    Several important House Agent abilities arrive far too late, with some of the subclass finally functioning properly around level 17.
    The Imaskari wizard is probably the strongest of the three subclasses mechanically, especially as a secondary healer.
    Spending Hit Dice for bonus-action healing and condition removal gives the Wizard some excellent action economy.
    Unlight still feels underdeveloped as a concept. The hosts wanted something stranger and more distinctly Underdark.
    Ceremorphosis is the highlight of the UA and continues the promising idea of character paths built through feat trees.
    Some Ceremorphosis options are niche, especially the tentacle and brain-eating mechanics.
    Mind Blast is extremely powerful thanks to its large area, Intelligence save, and ability to stun.
    Repeated Mind Blasts fueled by Psionic Energy Dice look strong enough that they may need adjustment.
    The hosts generally liked the villainous path concept and want to see more options built around it.
    Final verdict: mixed bag. The subclasses need work, but becoming a Mind Flayer is apparently a perfectly reasonable career move.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    2014 DnD 5e BARBARIAN Levels 1 - 4 (Remastered): The Frat Bro' of the DnD World

    2026-09-05 | 1h
    Today we're building Barbarians, the D&D class for anyone who looked at tactical combat and thought, This needs fewer tactics and significantly more upper body strength. We've got Rage, Reckless Attack, enormous hit points, questionable wardrobe choices, and an ongoing debate over whether a shield is sensible equipment or an admission that you lack confidence in your own face. By level four, Ash has become a flying fairy giant with a pike, Tyler is weaponizing irritation, and Randall has embraced the ancient Barbarian tradition of solving probability with violence. Grab your protein shake, yell something incomprehensible, and roll initiative.
    SHOW NOTES
    In this episode of the RPGBOT.Podcast, we finally tackle the 2014 D&D 5e Barbarian from levels 1 through 4, and things immediately become louder, sweatier, and considerably less concerned with personal safety.
    We start with the fundamentals: Strength, Constitution, that glorious d12 Hit Die, armor choices, and why Unarmored Defense looks much better on paper than it usually works in practice. Then we get into Rage, the feature that turns getting punched in the face from a problem into something approaching a class strategy. We also talk about managing those limited early Rage uses and why running into every fight screaming may be thematically correct but mechanically questionable.
    At level 2, Reckless Attack gives Barbarians one of their defining tactical choices: advantage for you, advantage for everyone trying to murder you. Fortunately, Barbarians have a lot of hit points and remarkably little respect for consequences. Danger Sense adds some much-needed protection against Dexterity saves, because apparently surviving fireballs through sheer gym-bro intuition is a legitimate class feature.
    Level 3 brings Primal Knowledge and, more importantly, subclasses. We run through the Barbarian options, separating the powerful from the interesting and occasionally discovering that those are not the same thing. Ancestral Guardian is an effective defender but can feel repetitive, Wild Magic brings some desperately needed unpredictability, and Path of the Giant lets Ash fulfill the perfectly reasonable fantasy of playing a tiny fairy who gets angry, becomes enormous, and starts stabbing things from fifteen feet away.
    By level 4, the builds are taking shape. Tyler leans into Ancestral Guardian with a whip, shield, and Slasher to become an incredibly annoying battlefield defender. Randall grabs Great Weapon Master and combines it with Reckless Attack because accuracy penalties matter considerably less when you've already decided to roll everything with advantage. Ash takes Strike of the Giants, picks up a pike, and continues transforming his fairy into a flying problem with an increasingly ridiculous reach.
    It's everything you need to get a 2014 Barbarian through tier one: Rage management, big weapons, bigger hit points, questionable decisions, and enough tactical depth to prove that smash actually has several different settings.
    KEY TAKEAWAYS
    Strength and Constitution are the Barbarian's priorities. Dexterity helps, but investing heavily in it just to improve Unarmored Defense is usually difficult to justify.
    Medium armor is often better than it feels. The shirtless Barbarian fantasy is great, but half plate can save you a lot of ability-score investment.
    Rage is your core resource, especially at low levels when you only have a few uses. Don't waste it on fights that don't need it.
    Rage doesn't have to mean screaming fury. It can be cold focus, a physical transformation, magical power, or whatever fits the character.
    Reckless Attack is the Barbarian bargain: you get advantage on Strength-based attacks, but enemies get advantage against you. Fortunately, getting hit is already part of the job description.
    Danger Sense helps compensate for one of the Barbarian's defensive weaknesses by giving advantage on many Dexterity saves.
    Barbarians have limited utility outside combat, so backgrounds, racial abilities, and creative roleplaying can do a lot to make the character feel more rounded.
    Subclass power and subclass fun are not necessarily the same thing. Ancestral Guardian is strong but mechanically repetitive, while options like Wild Magic and Giant bring more toys to the table.
    Great Weapon Master pairs beautifully with Reckless Attack because advantage helps offset the feat's attack penalty.
    By level 4, the Barbarian already knows exactly what it wants to be: difficult to kill, extremely dangerous, and preferably standing much too close to whoever made the mistake of starting this fight.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
  • RPGBOT.Podcast

    PF2E WIZARDS Part 2 - Reality Is More of a Guideline

    2026-09-03 | 1h 9 mins.
    We're back with Pathfinder Wizards, and somehow giving Tyler ten more levels of spellcasting has not improved the situation. Ash has evolved from sneaky magical assassin into a nearly undetectable menace who can freeze time and ruin your life before you know he was there. Randall has discovered that there is apparently no such thing as enough bonded-item spell slots. And Tyler's angry robot can now scream at you until you die, drop meteors on your friends, and disintegrate whatever is left. At this point, these aren't adventurers. They're reasons cities have evacuation plans.
    SHOW NOTES
    We're finishing our Pathfinder 2e Wizard builds, taking Ash, Randall, and Tyler from level 11 all the way to level 20.
    At these levels, the Wizard starts showing exactly where its power lives. New class features are few and far between, defenses remain deeply Wizard-shaped, and some of the high-level feat choices are surprisingly thin. But the spells? The spells get ridiculous.
    Ash continues turning his Red Mantis Sprite into the world's most irritating magical assassin. Phantasmal Calamity wrecks minds, Redirect Teleportation makes escaping him considerably harder, Duplicate Foe lets him turn your own face against you, and his growing collection of invisibility and stealth abilities eventually makes finding him a campaign objective all by itself. By the time he picks up Disappearance and Legendary Sneak, the plan has basically become: you don't see Ash unless Ash has made a tactical error.
    Tyler's Rune Lord continues leaning into wrath, explosions, and increasingly hostile interpretations of spellcasting. Blinding Fury makes enemies literally too angry to perceive things properly, Falling Stars brings the expected amount of meteor-related destruction, and Scare to Death gives his angry robot the possibility of simply yelling at someone until they fall over dead. Naturally, Tyler immediately starts figuring out how to combine that with Sure Strike and Disintegrate because apparently death by terror wasn't conclusive enough.
    Randall keeps feeding the Universalist Wizard's bonded-item engine. Superior Bond and Reprepare Spell give him even more ways to keep spells flowing, because the answer to "When do you have enough spellcasting?" is apparently "What kind of quitter asks that question?"
    Along the way, we hit some of the Wizard's best high-level toys. Contingency lets you prepare for problems before they happen. Time Beacon lets you rewind a terrible turn and try again. Metallic Meteorite Glyph introduces the exciting tactical concept of repeatedly hitting someone with space rocks. Effortless Concentration frees up actions for sustained spells. Infinite Possibilities gives prepared casters a valuable wildcard when the perfect spell wasn't prepared that morning.
    Then we reach 10th-rank spells and restraint leaves the building.
    Ash stops time with Freeze Time and starts planning elaborate traps while everyone else stands around unknowingly waiting for reality to resume. Randall grabs Cataclysm because sometimes the correct number of damage types is all of them. Tyler considers Manifestation, giving him access to nearly any spell he could suddenly decide he needs.
    There is also an extended disagreement about line of effect after Ash discovers that Phantasmagoria cannot simply murder everyone inside a building without worrying about pesky things like walls. Apparently Pathfinder has rules specifically designed to keep Wizard war crimes within reasonable geographic boundaries. Ash takes the news well.
    By level 20, everyone somehow lands on Spell Shape Mastery, turning many of their favorite spell-shaping tricks into free actions. Ash becomes harder to identify, read, locate, or meaningfully interact with. Randall takes Lore specifically about Ash's Sprite, immediately putting himself on Ash's hit list. Tyler takes Too Angry to Die, because there was really no other possible ending for the angry robot.
    Twenty levels later, the Wizard remains exactly what it promised to be: fragile, complicated, occasionally frustrating, and capable of solving problems with a spell list large enough to qualify as infrastructure.
    Player Core 1 (affiliate link)

    Player Core 2 (affiliate link)

    Impossible Magic (affiliate link)

    Archives of Nethys

    Pathbuilder

    RPGBOT.Content

    Wizard Guide

    Wizard Ancestries and Heritages Guide

    Wizard Arcane Schools Guide

    Wizard Arcane Thesis Guide

    Wizard Feats Guide

    Remastered Arcane Spell List Guide

    KEY TAKEAWAYS
    High-level Wizards are still defined more by their spells than their class features.
    The Wizard's defensive and weapon progression remains painfully slow, so positioning and magical defenses continue to matter.
    High-level spellcasting is where the class really comes alive, with options like Contingency, Time Beacon, Phantasmal Calamity, Falling Stars, Disappearance, and a frankly unreasonable number of meteor-related solutions.
    Ash's Red Mantis build becomes an extremely capable infiltrator and assassin built around stealth, deception, illusions, invisibility, and making other people look responsible.
    Tyler's Rune Lord doubles down on damage, persistent effects, intimidation, and the general philosophy that being angry enough should eventually become a damage type.
    Randall's Universalist shows how powerful Drain Bonded Item can become when you keep investing in ways to recover and recycle spells.
    Reprepare Spell trades downtime for reusable low-rank utility, while Infinite Possibilities sacrifices some raw spell-slot power for tremendous flexibility.
    Effortless Concentration is an easy standout for Wizards who rely on sustained spells.
    Scare to Death on an angry Rune Lord is exactly as stupid and wonderful as it sounds.
    10th-rank spells are deliberately limited, but Freeze Time, Cataclysm, Manifestation, and the other options make that single slot feel appropriately enormous.
    Spell Shape Mastery is a fantastic capstone if your build has invested heavily in spell-shaping feats.
    Free Archetype opens even more directions, including Rogue or Captivator for Ash's assassin, additional spellcasting options for Randall, and apparently more explosions for Tyler.
    Pathfinder's line-of-effect rules are all that stand between civilization and unrestricted Wizard war crimes.
    Most importantly, Tyler got twenty full levels of Wizard and still wanted more.
    Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
    Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
    Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
    Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
    Meet the Hosts
    Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

    Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

    Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

    Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
    How to Find Us:
    In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
    Tyler Kamstra
    BlueSky: @rpgbot.net
    TikTok: @RPGBOTDOTNET
    Ash Ely
    Professional Game Master on StartPlaying.Games
    BlueSky: @GravenAshes
    YouTube: @ashravenmedia
    https://ashelydm.com/
    https://ashelydm.com/
    Randall James
    BlueSky: @GrimoireRPG
    Amateurjack.com
    Read Melancon: A Grimoire Tale (affiliate link)
    Producer Dan
    @Lzr_illuminati
More Games podcasts
About RPGBOT.Podcast
The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.
Podcast website

Listen to RPGBOT.Podcast, Tales from the Stinky Dragon and many other podcasts from around the world with the radio.net app

Get the free radio.net app

  • Stations and podcasts to bookmark
  • Stream via Wi-Fi or Bluetooth
  • Supports Carplay & Android Auto
  • Many other app features
RPGBOT.Podcast: Podcasts in Family