Author Topic: [3.5] Wizard with fighter mechanics  (Read 21038 times)

Offline xaotiq1

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Re: [3.5] Wizard with fighter mechanics
« Reply #20 on: December 28, 2012, 12:07:34 PM »
Would one put the ability to become incorporeal or ethereal under Shapeshift?? Would they be their own feats or tactical options for that feat?

Oh, also, a couple ideas here:

Detect/Conceal Arcana [Wizard]
Prerequisites: Int 13+, Spellcraft 1 rank, Any [Spell] feat
Benefits: You may detect the presence, number, and strength of magical auras within 10' per four ranks in Spellcraft. You may make a Spellcraft check to determine the spell involved with each (Make one check per aura; DC 15+ half caster level)
Special: None

Barrier [Spell]
Prerequisites: Craft or Knowledge (Architecture/Engineering) 4 Ranks
Benefits: You can use this feat to create 1+1 5' cube of material or energy (the exact type is chosen when this feat is taken) for every 4 ranks you have in either Craft or Knowledge (A&E), whichever is higher. No section of the barrier remains when the spell ends or a section is destroyed (no selling your walls of iron  :P ). Each cube the caster sets must share at least one face with another cube. Solid barriers may be climbed upon. Barriers made of energy deal 2d4+1d4/caster level to any creatures attempting to pass through it.
Special:You can take this feat multiple times; each time choosing a different material with which to construct your barrier.
« Last Edit: December 28, 2012, 01:21:18 PM by xaotiq1 »
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Offline Prime32

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Re: [3.5] Wizard with fighter mechanics
« Reply #21 on: March 01, 2013, 08:30:57 PM »
Big dump of new feats.
(click to show/hide)
« Last Edit: March 02, 2013, 08:45:00 PM by Prime32 »

Offline Amechra

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Re: [3.5] Wizard with fighter mechanics
« Reply #22 on: March 01, 2013, 11:17:37 PM »
I'm liking the Conjure line. I'm liking it a lot; I'll have to see what shenanigans can be done with the whole thing, though.
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Offline veekie

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Re: [3.5] Wizard with fighter mechanics
« Reply #23 on: March 02, 2013, 12:09:41 AM »
No tools or furniture options?
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Offline FireInTheSky

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Re: [3.5] Wizard with fighter mechanics
« Reply #24 on: March 12, 2013, 03:09:49 PM »
Shapeshift [Spell] has no prereq listed.  Also, at first, do you get any abilities from the chosen creature, or do you only look like the creature?

For Energy Barrage [Wizard], is the attack still a touch attack, or does it turn into a regular attack?

Light [Spell] has no prereq listed.

Telekinesis [Spell] has no prereq listed.

Also, can you either copy the later Feats into the 2nd post, or link to them?

Offline Prime32

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Re: [3.5] Wizard with fighter mechanics
« Reply #25 on: March 12, 2013, 03:49:27 PM »
Shapeshift[, Light and Telekineses have] no prereq listed.
...should they?

Quote
Also, at first, do you get any abilities from the chosen creature, or do you only look like the creature?
You look like it unless it says you get anything.

Quote
For Energy Barrage [Wizard], is the attack still a touch attack, or does it turn into a regular attack?
I originally wrote it as a regular attack, but...

Quote
Also, can you either copy the later Feats into the 2nd post, or link to them?
Sure.

Offline FireInTheSky

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Re: [3.5] Wizard with fighter mechanics
« Reply #26 on: March 12, 2013, 04:10:37 PM »
Shapeshift[, Light and Telekineses have] no prereq listed.
...should they?

I dunno.  I just saw that all of the other [spell] feats did.

Quote
Quote
For Energy Barrage [Wizard], is the attack still a touch attack, or does it turn into a regular attack?
I originally wrote it as a regular attack, but...

Ok.  I don't really care either way, I just wasn't sure.

Offline Nanshork

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Re: [3.5] Wizard with fighter mechanics
« Reply #27 on: March 12, 2013, 05:49:46 PM »
This is very interesting.  How much more do you have planned to do, if any?

Offline awaken_D_M_golem

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Re: [3.5] Wizard with fighter mechanics
« Reply #28 on: March 12, 2013, 07:21:49 PM »
Fighter feats roll in at the same pace as
a Wilder's powers.  Wizard = ~Wilder is
of course do-able, but given the history,
the Wizard would need more juice.
Your codpiece is a mimic.

Offline Nanshork

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Re: [3.5] Wizard with fighter mechanics
« Reply #29 on: March 12, 2013, 11:44:17 PM »
You have a ritual that requires Gust of Wind but as far as I can tell there isn't a Gust of Wind feat...

Offline FireInTheSky

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Re: [3.5] Wizard with fighter mechanics
« Reply #30 on: March 13, 2013, 01:49:58 AM »
For Telekinesis and subsequent [Wizard] feats, if you take something like Imp.Disarm or Imp.Bull Rush, can you apply those to your Vector?

Offline Prime32

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Re: [3.5] Wizard with fighter mechanics
« Reply #31 on: March 13, 2013, 04:49:15 PM »
You have a ritual that requires Gust of Wind but as far as I can tell there isn't a Gust of Wind feat...
There will be eventually. Probably a general "weather" chain.

For Telekinesis and subsequent [Wizard] feats, if you take something like Imp.Disarm or Imp.Bull Rush, can you apply those to your Vector?
Just did a rewrite of Telekinesis, but yes, it's a normal combat maneuver except as stated otherwise.

Offline oslecamo

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Re: [3.5] Wizard with fighter mechanics
« Reply #32 on: March 13, 2013, 06:22:10 PM »
Great work here! Somehow hadn't noticed this before.

An half-random idea I had for this.

Make magic items that replicate some of the feats here, but they need "proficiency" to be used, with each proficiencly applying to one of group of spell-feats. So proficiency (Cure) would allow you to use items that replicate Cure feats.

Those items need to be held in one hand (perhaps both) and need some attunning action, so you can only keep one/two active at a time. Any lasting effects end if you no longer hold the item.

Offline Raineh Daze

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Re: [3.5] Wizard with fighter mechanics
« Reply #33 on: March 13, 2013, 06:24:55 PM »
... why is the strength of telekinesis (AKA, size-based effects) based upon the original size of the caster? What rationale is there for an ogre to have more mental push than a halfling? :huh

Offline Prime32

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Re: [3.5] Wizard with fighter mechanics
« Reply #34 on: March 13, 2013, 08:44:10 PM »
... why is the strength of telekinesis (AKA, size-based effects) based upon the original size of the caster? What rationale is there for an ogre to have more mental push than a halfling? :huh
Bigger brain, duh. :p

Offline Raineh Daze

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Re: [3.5] Wizard with fighter mechanics
« Reply #35 on: March 14, 2013, 04:34:02 AM »
Awakened T-Rex? :P

Offline veekie

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Re: [3.5] Wizard with fighter mechanics
« Reply #36 on: March 14, 2013, 05:13:57 AM »
Well, I'd personally have made Telekinesis completely size independent(both attacker and defender lose their size adjustments), but this is legit enough an approach, and works with a minimum of fuss.
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Offline Raineh Daze

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Re: [3.5] Wizard with fighter mechanics
« Reply #37 on: March 14, 2013, 07:30:25 AM »
Well, I'd personally have made Telekinesis completely size independent(both attacker and defender lose their size adjustments), but this is legit enough an approach, and works with a minimum of fuss.

Makes more sense to me--how come a mobile force has a size, anyway?  Larger creatures still have an advantage due to a tendency towards increased strength scores, anyway, rather than being bigger than something with no physical manifestation, if I'm reading things right.

Offline Amechra

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Re: [3.5] Wizard with fighter mechanics
« Reply #38 on: March 17, 2013, 05:55:59 PM »
You know what this needs?

Divination.

Perhaps start off with just enhancing spot, sense motive, and listen checks, and going up from there?

I mean, being able to see magical auras as an "innate" ability would be cool. As would, you know, hearing or tasting them.
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Offline Prime32

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Re: [3.5] Wizard with fighter mechanics
« Reply #39 on: March 19, 2013, 11:01:22 AM »
Aid Another is a neglected mechanic (because, y'know, it's horribly weak apart from out-of-combat skill use), so it seemed like an interesting base for a support character. I'm finding it hard to judge whether I'm handing out enough though, balanced against giving up most of your turn; the mini-sanctuary effect is supposed to compensate for that a little.

One idea I had was to turn weapon buffs into "whenever the buffed character hits with the weapon, the buffer can make an attack through his weapon and add together the damage of both", just so the support characters have a more active role in things, but I ran into a few issues like your ability to buff being dependent on your fighting skill.

Yeah there's a Good alignment restriction; evil characters get a Curse line with similar effects, but some of the buffing switched for debuffing.



Bless [Spell]
Prerequisites: Wis 13, good alignment
Benefit: You may make aid another attempts against allies within Close range (25ft +5ft/level), making a Knowledge (religion) check in place of the usual check. For every 10 points by which your check exceeds DC 10, the bonus granted increases by an additional +1. A single creature cannot carry multiple such blessings at the same time, though he may still benefit from a blessing and regular uses of aid another at the same time. Choose one of the following two forms for the blessing to take:
  • Enduring: You need not aid a specific action; rather, the target may apply this bonus to any roll or check it makes within the next minute (even if it could not normally be increased by aid another, such as a saving throw), after which the effect ends.
  • Instant: The bonus you grant is reduced by -2, but the target may roll twice and use the higher of the two results (or force the opponent to roll their attack twice and use the lower of the two results, if applied to AC).
Whenever you use Bless, you may choose to become unassuming to enemies for 1 round; they are still aware of your presence, but do not consider harming you unless they succeed on a Will save (DC = 10 + half your character level + your Wis modifier). Enemies may still target you with area effects, but only if the effect would accomplish something else at the same time (such as harming your allies). This effect is broken for all enemies if you perform an offensive action, or for a specific enemy if you are their only available opponent (or if all their available opponents are under this effect).
Special: Bless cannot be used to increase the Knowledge (religion) check used by another casting of Bless.
Special: You may select this feat multiple times, choosing a different form for the blessing each time.

Great Blessing [Wizard]
Prerequisites: Bless (enduring), Bless (instant)
Benefit: Whenever a creature gains your blessing, it gains the benefits of both an enduring and an instant blessing. These blessings may be applied separately or to the same roll, but their effects do not stack (i.e. combining both blessings would effectively result in an Instant blessing without the normal -2 penalty, and Blessed Smiting would add its damage bonus only once).

Manyfold Blessing [Wizard]
Prerequisites: Bless
Benefit: You may Bless two allies within range with the same action. If these are Instant blessings, you must grant the same kind of bonus to each creature affected.
Special: You may select this feat multiple times. Each time after the first doubles the number of blessings you may perform with the same action.

Blessed Protection [Wizard]
Prerequisites: Bless
Benefit: When a target of your blessing adds it as a bonus to AC but fails to block an attack, or adds it to a saving throw but fails their save, reduce the damage inflicted by the attack/effect (if any) by an amount equal to half your ranks in Knowledge (religion).

Blessed Smiting [Wizard]
Prerequisites: Bless
Benefit: When a target of your blessing adds it as a bonus to an attack roll, their attack is considered magic and good-aligned. In addition, they gain a sacred bonus on the accompanying damage roll equal to your character level + your Wis modifier.

Sacred Ward [Wizard]
Prerequisites: Bless
Benefit: Whenever you target a creature with Bless, it gains DR/evil for 1 minute equal to one-third your ranks in Knowledge (religion). If the creature is below half hp, it also gains an equal amount of fast healing, which cannot increase its hp above half its normal total.

Blessed Healing [Wizard]
Prerequisites: Bless, Cure
Benefit: In any round where you have used your Cure feat, you may use your Bless feat as a swift action. You may only Bless creatures who have been affected by your Cure.
« Last Edit: March 19, 2013, 11:03:45 AM by Prime32 »