Talk:Wizard

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NOTE: Pull familiars onto page, and make them all able to speak. Alternatively, let's simplify this greatly. Suggestion: A familiar gives a +1 to +3 scaling bonus on one skill of your choice and call it done.

Familiars

  • Should be comparable in usefulness/coolness/power to bonded item -- interesting/difficult choices are good!
  • familiars have two modes:
    • on the person of their master, in which case, they provide a buff based on which critter was chosen
    • away from their master, in which case they serve as eyes/ears for remote locations, and can even be the focal point of a limited number of spells
      • spells 3 spell levels lower than your max available spell level?
  • while on their master, they have no hit points, cannot be targeted, and can only be killed if their master is killed.
  • while away from their master, they have hit points (half master's? master's level + INT mod?) and can be targeted.
    • Note, however, that while away from their master, they do not threaten, provide flanks, or occupy spaces. They squeeze with anything that enters their space, without penalty for either creature.
  • need to create a table of buffs provided while on their master, based on critter chosen.
  • should probably review the familiar feats again to make sure they still work with these ideas.
  • should validate that these ideas are adequate to be comparable to a bonded item.

Wizard Example Build

(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)


Human, base stats: Str 8, Dex 10, Con 16, int 20, Wis 10, Chr 10.

Example Feats

1st Level: Dodge, Still Spell. These are always useful. Always.

3rd Level: Spell penetration. Because caster level checks are HARD.

5th Level: Spell focus, Silent Spell. Let's see them make THIS saving throw. More important, gags and silence spells don't do a thing any more.

7th Level: Dazing Spell. Your spells are terrible in their power. AS THEY SHOULD BE.

9th Level: Selective Spell. This lets you nuke at will, no matter what your pesky team-mates are doing.

10th Level: Elemental Spell, Acid. You know what's better than fireball? Acid ball.

11th Level: Widen Spell: Size does matter. Oh yes, it does.

13th Level: Maximize Spell. Finally! Some PROPER firepower!

15th Level: Greater Spell Penetration, Quicken Spell. Punch it through, baby, and then cast ANOTHER spell!

17th Level: Greater Spell Focus. Even harder saves.

19th Level: Spell Perfection. As a Wizard, perfection is your normal state.

20th Level: Intensify Spell. Yeap. Because a 30d6 Polar Acid Ray sounds about right.