Hello once again everyone and a happy new year from germany!
Now, back to business:
I want to straighten the edges of the wizard class where I see them but I really would like your input on this.
My version is not nearly finished but I will post a link nontheless since post-editing is still not allowed here.
Anyways, I think I start with listing my basic changes I am planning and hope you guys will brainstorm with me:
- Skill points: 4 + Int.
All my classes receive a minimum of 4 skill points per level. I know the wizard will got plenty through his high INT, but it's something I simply do.
- Class skills: Craft, Fly, Intimidate, Knowledge (all), Linguistics, Profession, Spellcraft, and Use Magic Device.
I dropped Appraise since the only obvious reason was to "detect" magic items, but detect magic does the trick much butter, so I dropped it and added Intimidate and UMD to the list. I think every class should have at least one social skill and Intimidate fits quite well: "Fear me and my arcane powers or I will turn you into a toad! (and please don't realize that I am a 1st level wizard)".
I also think that a wizard should be quite adapt at handling magic items, so UMD was really missing here. Sure CHA won't be great for the wizard but class skill bonus might ease up on this.
- Bonus feats: 1 feat every 4th level (instead of 5th).
One more feat and a bit smoother progression. I simply prefer it.
- Spellcasting: +1 Spell per spell level.
This is part of one major change, because a specialist no longer receives an additional spell slot. It was the one reason no one would play a universalist and this is my way of fixing this. Specialists will get other benefits and other penalties.
- Arcane Bond:
I want to change the way familiars and Arcane Objects work. For now, I will simply drop the Concentration penalty for losing the Arcane Object. But I am thinking of adding a small Concentration bonus or penalty when having or not having the Arcane Object.
Familiars will receive a bigger nerf to be honest. I want to nerf the action economy trick with an improved familiar and UMD. It's simply too good and even more unbalancing than the wizard himself.
I want the familiar to be actually useful for scouting, delivering spells from a distance and helping when learning or crafting.
I would like to add one or two additional bond options but actually can't think of any ATM. Maybe making bonded weapons (athame) into a seperate bonded item type.
- Arcane School:
Now as I said, specialists no longer receive the additional spell slot. Instead, they receive +4 on ALL skill checks (usually spellcraft) and +1 spellcaster level when dealing with spells from their school, and start with one additional specialty spell at 1st level.
The opposition schools receive the mirrored penalty: -4 skill checks, -1 spellcaster level, and they count as two spells when chosen as new spells at 1st level or on level up.
(They no longer need two slots to be casts)
The Universalist gains neither bonuses nor penalties, as usual.
I will also look at all the school powers and try to bring them all at eye level if possible. I guess I will need your help especially on this part.
Well, I guess that's it. Maybe add some more Arcane Discoveries when I can think of some, we will see.
Thanks for reading and hopefully for many constructive posts.
Link to the Improved Wizard