Author Topic: Awakened Gelatinous Cube  (Read 37354 times)

Offline oslecamo

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Re: Awakened Gelatinous Cube
« Reply #20 on: May 31, 2012, 01:56:49 PM »
Though if it turns out to be too much trouble, I can remove or replace it. Or I can put more limits on its usage.
No, no, looks very nice as it is. Good work,  added to the list!

Well you gain some points already for the "WTF" effect.

Wait til you see what I do for the Gelatinous Cube Wizard PrC.   :plotting
Gelatinous Cube Wiz-

I demand the ability to play Gelatinous Pyramids. :p

Certainly good sir!

Gelatinous Pyramid
[Trait]

By luck, magic or a careful flurry of sword slices at a young age, you're now shaped as a pyramid instead of a cube.

Benefit:
You gain +1 AC as your new shape offers considerably less surface to hit.

Drawback:
You gain -1 HP per HD, as you have considerably less volume compared to a normal sibling with the same base.

Special:
You must be a Gelatinous Cube to pick this trait.
« Last Edit: May 31, 2012, 01:58:43 PM by oslecamo »

Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #21 on: May 31, 2012, 02:28:14 PM »
To be honest, I've been thinking that the wizard PrC is going to more-so be adapting the Arcane Ooze monster from MMIII into a Prestige Class (rather than a base class) that any Ooze can take levels in. It will still allow for a Gelatinous Cube mage, of sorts, but it will also allow a more traditional ochre jelly base, for instance. Of course, ochre jellies are boring monsters, and don't have a monster class yet because all they consist of is grapplers that burn their enemy while grappling.

Offline oslecamo

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Re: Awakened Gelatinous Cube
« Reply #22 on: May 31, 2012, 03:19:16 PM »
To be honest, I've been thinking that the wizard PrC is going to more-so be adapting the Arcane Ooze monster from MMIII into a Prestige Class (rather than a base class) that any Ooze can take levels in. It will still allow for a Gelatinous Cube mage, of sorts, but it will also allow a more traditional ochre jelly base, for instance.
Then I'll have to ask you to stop right there. Arcane oozes from MM III are not spellcasters. They're anti-spellcasters, both in fluff and crunch. You're still free to make a ooze wizard prc of your inspiration, but I won't allow it to be called Arcane Ooze, as much as I won't allow a water elemental class that shoots fireballs and is covered in flames.

Of course, ochre jellies are boring monsters, and don't have a monster class yet because all they consist of is grapplers that burn their enemy while grappling.
Not a valid excuse at all around here. Making "boring" monsters interesting is half the objective of this project (example: most the giant classes and all the animals and vermins).

Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #23 on: May 31, 2012, 03:22:59 PM »
What I meant was that it would have similar abilities , but I can see where you're going. I've been tossing around a lot of ideas to make it work. In all honesty, I had an idea that I liked better for the Gelatinous Cube Wizard, and had also considered just making up Arcane Ooze on its own.

As for ochre jelly being boring, I know half the job is to make them interesting. I'm just not sure whether I'm up to it or not. :)

Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #24 on: June 01, 2012, 09:56:47 AM »
I just noticed: the Iconic Body ability of the Awakened Gelatinous Cube says it gets a natural armor bonus equal to its Con score, rather than modifier. Was that intentional?

Also, the Will save column still needs to be fixed.

Offline Prime32

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Re: Awakened Gelatinous Cube
« Reply #25 on: June 01, 2012, 03:34:17 PM »
I demand the ability to play Gelatinous Pyramids. :p

Certainly good sir!

Gelatinous Pyramid
[Trait]

By luck, magic or a careful flurry of sword slices at a young age, you're now shaped as a pyramid instead of a cube.

Benefit:
You gain +1 AC as your new shape offers considerably less surface to hit.

Drawback:
You gain -1 HP per HD, as you have considerably less volume compared to a normal sibling with the same base.

Special:
You must be a Gelatinous Cube to pick this trait.
What, no bonus to Craft (alchemy)? The tea companies have lied to me!

Offline Amechra

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Re: Awakened Gelatinous Cube
« Reply #26 on: June 01, 2012, 04:59:43 PM »
I request the ability to play the Time Cube!
"There is happiness for those who accept their fate, there is glory for those that defy it."

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Offline phaedrusxy

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Re: Awakened Gelatinous Cube
« Reply #27 on: June 01, 2012, 05:02:56 PM »
I request the ability to play the Time Cube!
What the....  :???
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Offline Amechra

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Re: Awakened Gelatinous Cube
« Reply #28 on: June 01, 2012, 05:27:28 PM »
I found it linked from a review of FATAL.

It is insanity in a distilled form.
"There is happiness for those who accept their fate, there is glory for those that defy it."

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Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #29 on: June 01, 2012, 06:05:04 PM »
It is insanity in a distilled form.

I... I'll give you that much, for sure.

Surely though, as much as the Uber-Cube is a master of Dimensions in Space, I could deliver an ooze which is a master of time.

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Offline Wrex

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Re: Awakened Gelatinous Cube
« Reply #30 on: June 01, 2012, 06:11:36 PM »
Here are some ideas:


An Ochre Jelly is typically a thin sheet. Giving it climbing ability wouldn't hurt, as would the "ooze through cracks" ability. Things that revolve around what is basically an acid puddle would be appropriate.

A Gray Ooze is snakelike in it's motions and attack strategy. Making it into an acidic constrictor snake thing would be appropriate.


Offline oslecamo

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Re: Awakened Gelatinous Cube
« Reply #31 on: June 04, 2012, 09:08:56 PM »
Corrected gelatinous cube typos. Time Cube will probably have to wait until Summer. With luck.

Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #32 on: September 29, 2012, 04:23:58 AM »
Gelatinous Cube Wizard (PrC)


   
Normal gelatinous cubes are content to stay as they are, absorbing whatever food happens their way. Many Awakened cubes feel the same way, though most aspire to greatness. Some achieve this through purity of body and spirit, such as the Uber-Cube. Others still, against all expectations, achieve mastery over the arcane. Rare as they may be, these Gelatinous Cube Wizards tend to be perfect examples of great power coming in the strangest of forms.

Prerequisites:
-Must have taken all three levels of Awakened Gelatinous Cube
-Must have at least one rank in both Knowledge (Arcana) and Spellcraft

Hit Dice: d8
LevelBABFortRefWillSpecial
1st+0+0+0+2Spells, Ooze casting
2nd+1+0+0+3Bud Familiar, +1 Int
3rd+1+1+1+3Dissolve Spell
4th+2+1+1+4Extra School,+1 Int
5th+2+1+1+4Sacrifice Familiar
6th+3+2+2+5Absorb Dissolved Spell, +1 Int
7th+3+2+2+5Extra School
8th+4+2+2+6Improved Sacrifice Familiar, +1 Int
9th+4+3+3+6Cast Absorbed Spell
10th+5+3+3+7'Yer a Wizard, Cubey!', Familiar Reconstitution

Class Skills
The Gelatinous Cube Wizard's class skills are Balance, Climb, Concentration, Craft, Decipher Script, Escape Artist, Hide, Intimidate, Knowledge (all skills, taken individually), Move Silently, Profession, Search, and Spellcraft.
Skills Points at Each Level: 4 + int

Weapon and Armor Proficiencies: Gelatinous Cube Wizards gain no proficiency with any weapon or armor.

Class Features:

Spells: Beginning at 1st level, a Gelatinous Cube Wizard can cast spells as though it were a Wizard two levels lower than its combined levels in Awakened Gelatinous Cube and Gelatinous Cube Wizard, though its Caster Level is equal to its HD. Just as the Wizard class, the Gelatinous Cube Wizard uses Intelligence to determine the highest level Wizard spell it can cast; however, it uses its Constitution in place of Intelligence to determine the Saving Throws of its spells and its bonus spells per day.

To start, the Gelatinous Cube Wizard is limited to two schools of magic to cast spells from (though it may transcribe spells of any school into its spellbook). At 4th and 7th levels, it may select an additional school of magic to cast from.

Like a Wizard, the Gelatinous Cube Wizard must prepare its spells from a spellbook each day, and it receives a special, acid-resistant spellbook in which to study and prepare spells. This follows the same rules as the Wizard's spellbook.

If you choose to take levels in the Wizard class, you may choose to continue advancing the spellcasting gained from Gelatinous Cube Wizard, and those levels stack to determine new spells known, spells per day, and caster level.

Ooze casting (Ex): Gelatinous Cube Wizards are flexible casters in more ways than one. Unlike most spellcasters, Gelatinous Cube Wizards do not provoke Attacks of Opportunity for casting spells within a threatened square.

Furthermore, Gelatinous Cube Wizards need to learn to cast spells without the use of common spell components, as most dissolve immediately within their acid. You gain the Eschew Materials feat as a bonus feat. If you already possess Eschew Materials, you may instead select any metamagic feat in its place.

Bud Familiar (Ex): At 2nd level a Gelatinous Cube Wizard gains the ability to sprout a familiar from its body in place of one of its stub cubes by expending a use of its Bud special ability. This follows all of the rules for familiars granted to a Sorcerer or Wizard, except as follows:
  • When a Stub Familiar is killed, the Gelatinous Cube Wizard does not suffer any penalities besides the loss of the familiar
  • The Stub Familiar can be replaced by expending a new use of the Bud ability
  • Stub Familiars look like gelatinous versions of the animal they are emulating; like stub cubes formed from the Bud special ability, Stub familiars are oozes, rather than magical beasts; unlike stub cubes, stub familiars share the same stats as a familiar-version of the animal they are emulating and do not gain extra HD (and thus do not get abilities from the list of abilities Budded stub cubes can gain)
  • Since Stub Familiars are part of the Cube Wizard rather than animals or magical beasts, they do not gain all of the same abilities a normal familiar gets. Stub Familiars do not grant the alertness feat while within 5 feet of the Cube Wizard, nor do they gain the improved evasion ability or the ability to speak with animals of their kind. Instead, a Cube Wizard may treat their Stub Familiar as the source of any spell they cast, and may use the Familiar's senses to determine whether they can target a creature. Spells cast from the Familiar's space provoke attacks of opportunity as normal, as this requires greater concentration beyond the Cube Wizard's normal spellcasting.
  • Each time a new familiar is budded, the Gelatinous Cube Wizard may select a different animal from the list of standard familiars for the stub familiar to emulate
  • Only one Stub Familiar can be sprouted from the Gelatinous Cube Wizard at a time, though there are no restrictions on the normal uses of Bud
  • Stub Familiars take 24 hours to melt on their own, though just like Stub cubes, they can be dissolved by their creator as a free action
Use your effective Wizard level to determine the abilities of your Stub Familiar; Unlike other prestige classes, Gelatinous Cube Wizard levels count toward the special abilities of your Stub Familiar.

Stat boosts: The Gelatinous Cube Wizard becomes increasingly smarter as it continues its unique studies. It gains a +1 to its Intelligence score at levels 2, 4, 6, and 8 of this class, for a total bonus of +4 Int at tenth level.

Dissolve Spell (Su): At 3rd level, when you are engulfing an enemy spellcaster, you may spend a standard action to make a special attack against the target. If the target fails a Will save (DC = 10 + 1/2 your HD + Int mod), one randomly-selected spell or spell-like ability that the target possesses is automatically expended without effect. This ability can be used 1/day per 3 HD you have.

Sacrifice Familiar (Su): At 5th level, a Gelatinous Cube Wizard may dissolve its Stub Familiar as a free action during spellcasting to increase the potency of a single spell you are casting. When sacrificing a Stub Familiar in this way, select one of the following options to apply to the spell:
  • Increase the Spell's saving throw DC by +1
  • If the spell deals damage, increase the damage by +50%
  • If the spell's duration is not Instantaneous, double its duration (as though with the Extend Spell metamagic feat)
  • Gain +2 on caster level checks made to overcome a creature’s spell resistance.
  • Cast the spell either without verbal components or without somatic components (as though with the Silent Spell or Still Spell metamagic feats, respectively)
  • If the spell affects a single target and has a range greater than touch touch, it now affects a second target as well; if the second target is successfully hit by the spell and/or fails its saving throws against it, it suffers half of the effect (ie: it suffers 50% of the damage, is affected for half as long, takes only half the penalties, etc.); the secondary target is granted a reflex save to reduce damage down to 25%, or if the spell does not deal damage, reduce any saving throws for spell effects by 4.
A Stub Familiar can only be sacrificed once per round. Options that emulate metamagic feats do not increase the spell slot required to cast the selected spell.

Absorb Dissolved Spell (Su): At 6th level, when you succeed in the use of your Dissolve Spell ability, if the spell is on your spell list you may make a Spellcraft check (DC = 20 + Spell Level) to instantly learn the dissolved spell. A successful check means the spell magically scribes itself into your spellbook, and you can prepare it along with your other spells as long as you are capable of casting spells of that level. Failure means the spell dissolves and is expended from the target normally. This ability has no effect if the target spell is divine in origin or if you have already learned the spell. You cannot take 10 on this check, even if a feat or ability would normally allow you to do so.

Improved Sacrifice Familiar (Su): At 8th level, a Gelatinous Cube Wizard gains extra benefits to choose from when choosing to dissolve its Stub Familiar. When sacrificing a Stub Familiar as a free action during spellcasting, you may now select one of the options from the previous list, or one of the following options:
  • Increase the Spell's saving throw DC by +2
  • If the spell deals damage, you may deal maximum damage for all damage dice you would roll (as though with the Maximize Spell metamagic feat)
  • Ignore immunity to mind-affecting effects
  • Ignore resistance to the energy type of the spell, or treat immunity to the energy type of the spell as resistance 25
  • Gain +4 on caster level checks made to overcome a creature’s spell resistance.
  • If the spell affects a single target and has a range greater than touch, you may cast it as a chained spell, affecting a number of secondary targets equal to your Intelligence modifier. All secondary targets must be within 30 feet of the primary target, and no target can be affected more than once. Each secondary target that is succesfully affected by the spell suffers only half of the effect (ie: it suffers 50% of the damage, is affected for half as long, takes only half the penalties, etc.); secondary targets are granted a reflex save to reduce damage down to 25%, or if the spell does not deal damage, reduce any saving throws for spell effects by 4.
Cast Absorbed Spell (Sp): At 9th level, when you successfully use your Dissolve Spell ability, you may attempt to cast the dissolved spell yourself if you are unable or unwilling to absorb it (such as if it is a divine spell, is too high a level for you to learn and prepare, or if it is already scribed into your spellbook). Make a caster level check against the target spellcaster. Success means you are able to store the spell for a number of rounds equal to your Intelligence modifier. In any subsequent round in which you are storing the spell, you may cast it using the same action it would normally take to cast; treat the spell as though it were cast by the original spellcaster for the purpose of determining caster level, save DCs, and so forth, except that you choose the spell's target. You must supply any required somatic, verbal, or XP components for the spell, though you may use material or focus components from the original owner of the spell if you are still engulfing them and they possess the appropriate items. You may only have one spell stored in this way at any given time.

Failure on your caster level check means the spell dissolves and is expended normally.

Furthermore, you may now choose which spell you are attempting to Dissolve, Absorb, or Cast through this class feature.

'Yer a Wizard, Cubey! (Ex):' Upon reaching 10th level, your awesome arcane might and suite of unique skills mark you as a full-fledged mage... even if it took you a little longer to get there. You may now cast spells from two more schools of magic. Furthermore, choose one school of magic that you have access to; You may prepare one extra spell per day from your chosen school for each spell level. This does not allow you to cast spells of a level you do not have access to.

Familiar Reconstitution (Ex):
Finally, when you sacrifice a stub familiar, it reconstitutes after 2d4 rounds. You may still only have one stub familiar formed at any given time, so if a sacrificed familiar begins to reconstitute while you have another formed, it remains dissolved; likewise, if you sacrificed two or more familiars in one encounter, only one reconstitutes while the other remains dissolved. Any given familiar still dissolves 24 hours after it was originally budded from you.


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« Last Edit: November 21, 2019, 11:06:24 AM by VennDygrem »

Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #33 on: September 29, 2012, 04:33:23 AM »
Sometimes I deliver on my promises. This is one of those times. :P

Anyway, I really just punched this out, haven't done too much balancing on it yet. A couple notes:

I kept going back and forth on the stat boosts. I know casting classes often don't need the stat boosts, but I kept looking at classes like the Rakshasa, Ghaele, and Dragons, and figured "Why not?" Most Gelatinous Cubes aren't likely to start off with particularly high Int mods, so I figured I'd help it out a little. Originally I also had 2 points of con boost in there, but decided against it.

It's very likely overpowered, considering it gets spellcasting and a bunch of other goodies on top. It starts out kind of slow, then builds up pretty quickly. The idea is to keep it from becoming a dip class as much as possible, while making a full Gelatinous Cube Wizard a pretty scary opponent.

Also, originally I had the spellcasting even further behind, at -3 levels rather than -2, but felt that it might make the spellcasting too trivial at the level the character has it. Keeping all in mind that this is a Prestige Class meant to go on top of 3 levels of the base monster class. So, the question became, what's more appropriate? Wizard 1 or Wizard 2 casting at character level 4? This way it's a level behind a sorcerer as for spell progression, and should prove to still be useful; the other way just barely seemed to have spellcasting at a level that mattered.

Any help and advice would be appreciated.

(Also, is d8 too much? I originally did d6, then bumped it to d8. The base creature is d10's, but I'm not sure I've nerfed that factor enough)
« Last Edit: September 29, 2012, 04:35:10 AM by VennDygrem »

Offline littha

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Re: Awakened Gelatinous Cube
« Reply #34 on: September 29, 2012, 06:58:10 AM »
Take solace in the fact that strait wizard is still stronger.

Offline sirpercival

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Re: Awakened Gelatinous Cube
« Reply #35 on: September 29, 2012, 07:46:09 AM »
You've got some inconsistency between Bud Familiar and Stub Familiar.  Otherwise, phenomenal.
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Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #36 on: September 29, 2012, 11:06:07 AM »
I suppose I ought to use lowercase letters when mentioning the stub familiar, but the name of the ability is bud familiar. Bud being a verb, based upon the AGC's 'Bud' ability which itself refers to 'stub cubes' rather than 'buds.'

And littha, I do take solace in the fact that straight Wizard is stronger. :D

Offline oslecamo

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Re: Awakened Gelatinous Cube
« Reply #37 on: September 29, 2012, 11:47:13 AM »
Don't take too much solace yet.

Absorb Dissolved Spell right now allows you to learn spells that you already know.:psyduck

I believe school mastery was meant to grant you extra spell slots per day.

The increased DCs option of sacrifice familiar should be halved. Also the improved "chain" should be just 1 or 2 extra targets, not 1 per CL.

"Yer a Wizard, Cubey" should just be removed. Casting two levels behind with a bunch of extra goodies is already good enough, in particular when your CL is keeping up with your HD anyway.

Otherwise looks pretty cool, you make use of the original cube's abilities to synergize with the wizard casting in new and original ways. :clap

Offline phaedrusxy

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Re: Awakened Gelatinous Cube
« Reply #38 on: September 29, 2012, 12:02:46 PM »
Being able to cast a dissolved spell as an immediate action is pretty abuseable. Immediate action Genesis, anyone? I think you should leave it as the original casting time, but let them store a number of dissolved spells to use with this ability, much like a Spellthief can.
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Offline VennDygrem

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Re: Awakened Gelatinous Cube
« Reply #39 on: September 29, 2012, 12:10:56 PM »
Don't take too much solace yet.

Absorb Dissolved Spell right now allows you to learn spells that you already know.:psyduck
Check again. There's a bit at the end that says the ability has no effect if the spell is "divine in origin, or if you have already learned the spell."

I believe school mastery was meant to grant you extra spell slots per day.
I changed the wording to match the Wizard's 'Specialization' wording. Really, the ability is meant to make it so you have access to as many schools and have the same number of spells per day as a specialist wizard, even if only one of two levels behind and only after going through 13 levels to get it.

The increased DCs option of sacrifice familiar should be halved. Also the improved "chain" should be just 1 or 2 extra targets, not 1 per CL.
I figured it should be halved. Done. The improved chain is really just Chain Spell done up as a custom option since it only appears in a splatbook. The first version is actually a lesser version. However, I did feel it was a bit too big of a jump. I'll change it to reflect this.
Actually, the first idea I had was to use the sacrifice to reduce metamagic level increases, but I felt that that had been done a lot before and tended to end up causing way too many headaches, so I created a very limited version by making custom effects equivalent to appropriate metamagic feats.

"Yer a Wizard, Cubey" should just be removed. Casting two levels behind with a bunch of extra goodies is already good enough, in particular when your CL is keeping up with your HD anyway.

Hmm, I still feel like it needs a somewhat better capstone than just bringing the class up to the school access and spells per day of a specialist wizard, but really the spellcasting ought to be enough on its own. Plus the whole class is really to make becoming a wizard as a gelatinous cube somewhat viable. I suppose that's good enough.

Also, rather than just remove "Yer a Wizard, Cubey" I used it to rename School Mastery, since I believe that name exists elsewhere as an ability or something anyway.

Otherwise looks pretty cool, you make use of the original cube's abilities to synergize with the wizard casting in new and original ways. :clap
Thanks!

Being able to cast a dissolved spell as an immediate action is pretty abuseable. Immediate action Genesis, anyone? I think you should leave it as the original casting time, but let them store a number of dissolved spells to use with this ability, much like a Spellthief can.
Good point. I'll change that now.

-----------------------------
A question, now:
Is Sacrifice Familiar too limited in times per day? I didn't want to over-do it, but Bud is limited to 1/day/3HD. At level 3 (character level ~6), that's only twice per day and you need to decide between having a short-lived stub cube or a longer-lived familiar, but with the difficult decision at 6th class level over whether to sacrifice it for a boost to power. That was the whole idea, of course, but I'm wondering if I should maybe add a feat to allow the sacrificed familiar to reconstitute after a number of rounds, or minutes or some thing.

I'm probably thinking too hard on this. The cube wizard's not meant to be exactly like a regular wizard, so the fact that their familiar (formed out of their own massive body) can be popped for a quick spell boost is fine. I mean, at the end of the day, familiars can be nice for scouting or delivering touch spells and the like, but they're by no means the most powerful or useful class feature (unless paired with a lightning warrior, of course :rolleyes). Maybe a feat to gain one or two extra uses of bud, or of bud familiar, per day, at the most. *shrug*

---edit---
Another thought. Would it be too much to say that the GCW counts as a wizard of its effective wizard level for prerequisites, or is that too much? For instance, the Spell Mastery feat requires Wizard level 1st, though its effects would benefit any caster that prepares spells (assuming you wanted to invest a feat on it, say to qualify for Uncanny Forethought).
« Last Edit: September 30, 2012, 04:08:20 PM by VennDygrem »