Author Topic: [3.5] Wizard with fighter mechanics  (Read 21034 times)

Offline Amechra

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Re: [3.5] Wizard with fighter mechanics
« Reply #40 on: March 19, 2013, 04:47:17 PM »
I like the Bless line; it would go really well with Auspicious Aid Another, when you look at it.

Also, if you want to, I offer my Leader feats as something you can pillage off for the Summon feats (I personally feel that the way that they are now is unsatisfactory.)
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Offline Nanshork

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Re: [3.5] Wizard with fighter mechanics
« Reply #41 on: March 19, 2013, 04:57:35 PM »
I like the Bless line; it would go really well with Auspicious Aid Another, when you look at it.

Also, if you want to, I offer my Leader feats as something you can pillage off for the Summon feats (I personally feel that the way that they are now is unsatisfactory.)

Then fix them!  I personally think they're pretty neat.

Offline Amechra

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Re: [3.5] Wizard with fighter mechanics
« Reply #42 on: March 19, 2013, 05:13:50 PM »
I was talking about the Summon feats that Prime wrote, not my feats.

Though I personally feel that Lieutenants are a bit too strong.
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Offline awaken_D_M_golem

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Re: [3.5] Wizard with fighter mechanics
« Reply #43 on: March 19, 2013, 05:47:01 PM »

Awakened T-Rex? :P

I feel like this every morning.
 :D
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Offline Nanshork

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Re: [3.5] Wizard with fighter mechanics
« Reply #44 on: March 19, 2013, 06:08:11 PM »
I was talking about the Summon feats that Prime wrote, not my feats.

Though I personally feel that Lieutenants are a bit too strong.

Ahh, okay.  Apparently when I'm in a hurry I fail at reading comprehension.  Sorry about that.   :p

Offline Prime32

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Re: [3.5] Wizard with fighter mechanics
« Reply #45 on: May 19, 2013, 09:12:51 PM »
Not actually spells, but do the same thing

Beastspeaker [General]
Prerequisites: Handle Animal 1 rank
Benefit: Whenever you could learn a language, you may choose to learn the language of one type of animal (such as birds or horses), allowing you to communicate with creatures of that type as if under a speak with animals effect. You may treat these animals as humanoids with an Int score of 10 for the purpose of Bluff and Diplomacy checks. Druids and rangers with this feat usually learn the language of their animal companion.
Special: If a character with this feat gains the ability to speak all languages, this extends to the languages of all animals.

Universal Language [General]
Prerequisites: 4 ranks in Decipher Script, Perform (oratory) or Truespeak OR ability to speak four languages
Benefit: You have learned or developed a mystical language which connects all other languages. Any creature that understands at least one language can understand the Universal Language, though it does not gain the ability to reply in it. Likewise you understand all languages which could be learned by the Speak Language skill, though you may not communicate in them yourself. Illiterate creatures still cannot read. A character with this feat does not take the normal -4 penalty on Bluff checks made to influence a nonhumanoid creature, as long as he incorporates the Universal Language into his bluff.
Special: Creatures who cannot speak the Universal Language increase the DC of checks to copy, memorise or recreate a portion of the Universal Language by +10.
Special: A character with this feat treats Speak Language as a class skill for all classes.

Primordial Language [General]
Prerequisites: 6 ranks in Decipher Script, Perform (oratory) or Truespeak, Universal Language
Benefit: You have learned of a language with even deeper roots than the Universal Language, the Primordial Language. In addition to the benefits of the Universal Language, this language may be understood even by creatures that lack a language of their own (including animals) and you may likewise understand them. Illiterate creatures may read things written in the Primordial Language. A character with this feat does not take the normal -8 penalty on Bluff checks made to influence a creature of animal intelligence, and may make Diplomacy checks against such creatures; he must incorporate the Primordial Language into his attempt to gain these benefits.
Special: Creatures who cannot speak the Primordial Language increase the DC of checks to copy, memorise or recreate a portion of the Primordial Language by +15.

Divine Language [General]
Prerequisites: 14 ranks in Decipher Script, Perform (oratory) or Truespeak, Primordial Language
Benefit: You have learned the true first language, spoken by the gods themselves. In addition to the benefits of the Primordial Language you may communicate even with mindless creatures and inanimate objects, though it takes some time to accomplish (treat as a stone tell effect). You may make Bluff, Diplomacy and Intimidate checks against mindless creatures as if they were not mindless, as long as they incorporate the Divine Language.
Special: Creatures who cannot speak the Divine Language increase the DC of checks to copy, memorise or recreate a portion of the Divine Language by +20.

Offline xaotiq1

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Re: [3.5] Wizard with fighter mechanics
« Reply #46 on: July 26, 2013, 10:41:07 AM »
I know it's been a bit; but Prime, have you taken a peek at the True20 core rulebook? The Adept class gains powers as feats and activates them with a skill roll that indicates how powerful the effect of that power will be. I'm planning on using that system in my next campaign world to give it a whirl. 
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Offline FireInTheSky

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Re: [3.5] Wizard with fighter mechanics
« Reply #47 on: November 08, 2013, 01:10:23 AM »
The recency of Halloween has inspired me to perform another act of necromancy.

Lol. If you've got some feats to spare, here's a good combo for you:

Enchantment (Message) + Telepathy + Mindsight (+ Distant Casting, one or more times) = Telepathy+Mindsight at a range of 25'+5'/caster level (or 100'+10'/caster level, or 400'+40'/caster level) at the cost of 3 (or 4 or 5) feats!

EDIT: At 6th level, take Leadership, and grab a 4th level cohort with this build:
Human WizFightMech 2 / Feater 2, with 2 flaws
9 feats = Enchantment (Message), Telepathy, Mindsight, Distant Casting (Message), Teleport, Teleport Carrier x2, Extend Teleport, Distant Casting (Teleport)

Your cohort now has Telepathy+Mindsight to 120', and can Teleport himself and 4 others 110' (or more depending on base speed increasing items) at will!



I think the Wizard needs Diplomacy, Intimidate, and Heal as class skills, due to skills being used in spells. Perhaps bumping them up to 4+INT skills/level.
Considering the nerfing of spellcasting, and with several [Spell] feats requiring the use of skills, I recommend the following change: increase skill points to 4+Int (maybe even 6+Int), and, instead of increasing the skill list, state that taking any [Spell] or [Wizard] feat which uses a skill (or skill check) retroactively adds that skill to your class list. So taking Cure [Spell] adds Heal to your class list, and any cross-class ranks you had in Heal turn into class skill ranks (so you get half of them back to spend on other skills). The same with Enchantment (Charm) giving you Diplomacy, or Illusion (Image) giving you Bluff, and maybe even Telekinetic Manipulation [Wizard] giving you Disable Device, Forgery, Open Lock, and Use Rope.



EDIT2: You should probably stick a higher pre-req on Time Stop.
« Last Edit: November 08, 2013, 02:06:56 AM by FireInTheSky »

Offline altpersona

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Re: [3.5] Wizard with fighter mechanics
« Reply #48 on: November 08, 2013, 03:36:05 AM »
Iv always like the idea of spells as feats anyone could get access to.

initially, looking as this threads setup, im thinking sounds feat starved.

only knowing 18? spells (using every normal feat)

so, i did a little build work, its not perfect for sure (may not be correct at all)

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