silenttimo
|
Hi everyone,
I have 2 questions regarding wizards :
1) Is there somewhere a replacement option for a non-specialist wizard who doesn't want a familiar (I have seen an option in complete mage or PHB2 for specialist wizards)?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?
2) Is there somewhere an option or a feat that would allow a wizard to have access to one divine domain or pick up a few divine spells ?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?
thanks to you all...
Silenttimo
Moff Rimmer
|
Hi everyone,
I have 2 questions regarding wizards :
1) Is there somewhere a replacement option for a non-specialist wizard who doesn't want a familiar (I have seen an option in complete mage or PHB2 for specialist wizards)?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?2) Is there somewhere an option or a feat that would allow a wizard to have access to one divine domain or pick up a few divine spells ?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?thanks to you all...
Silenttimo
Regarding the lack of familiar. Take a look at the "Flaw" feats that were introduced in Unearthed Arcana. There is a Flaw for wizards in Dragon 327 where a wizard loses the ability to gain a familiar. Essentially, the wizard then gets a bonus feat to replace the familiar. Don't know that I have seen an alternate class progression as such, but this would do in a pinch.
Regarding the divine domain. Again, look at the Unearthed Arcana. There is a "Domain Wizard" in Unearthed Arcana that might work. The only other thing that I can think of is a prestige class way back in Dragon 280 that is for a sorcerer class that allows them to know additional spells as well as spells from different lists (like druid, cleric, or domain spells). Not quite what you are looking for, but it might give you a starting point.
Hope that this helps.
rokeca
|
Hi everyone,
2) Is there somewhere an option or a feat that would allow a wizard to have access to one divine domain or pick up a few divine spells ?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?Two options for you from Complete Divine...
Feat: Arcane Disciple - choose a domain appropriate to your deity. You can learn to cast the spells associated with that domain as arcane spells. You need to have a Wisdom score equal to 10+ the spell's level to prepare or cast a spell gained from the feat. Prerequisites are Knowledge (religion) 4 ranks, Spellcraft 4 ranks, and the deity's alignment.
Prestige Class: The Divine Oracle gives arcane casters access to the Oracle domain.
Sebastian
Bella Sara Charter Superscriber
|
I'd play around with the familiar-less options for specialist wizards and find one that works for the concept. I don't think any of them are unbalanced when applied to a straight wizard. The only other familiar replacement option I know of is from Unearthed Arcana:
Sorcerer/Wizard
A sorcerer or wizard might desire a more durable companion to accompany him on excursions into the wilderness.
Gain
Animal companion (as druid; treat sorcerer or wizard as a druid of half his class level).
Lose
Familiar.
Don't have any help re: domains.
| Xellan |
Feat: Arcane Disciple
Personally, I always thought the wisdom requirement was a bit goofy, considering the caster casts them as arcane spells. And I don't think the wisdom requirement 'adds' any sort of balance to the feat, since domain spells are fairly limited (do you really want to punish that wizard for taking Healing Domain, when there's no party cleric?)
Anyway...
Another couple of options for you:
Changelings have the Recaster class which allows them to choose two spells with the Expanded Learning class feature from /any/ class list. It's proven rather handy for my changeling wizard to have Spell Resistance, and he's chosen Pact of Return for some added survivability. The Recaster is in Races of Eberron.
There's also the Wyrm Wizard in Dragon Magic. It gives like one spell every other level from any class list added to the wizard's spell list of any level he can cast. There's a sacrifice of 3 spellcasting levels with this one, though, opposed to the Recaster's sacrifice of 1.
And I forget. Does the Sacred Exorcist still grant the Exorcism domain in 3.5? I'm too lazy to look for my book.
| I’ve Got Reach |
If you really want to abuse the broken D&D system, do what my player did - there is some sort of player option out there (its in a new book like PHB II or something like that) that allows a Specialist Wizard to remove the familiar and gain one of a number of special abilities. The broken one in question is called Arcane Jaunt (I think). Essentially, this horribly undefined and unbalanced ability allows the wizard to teleport 10 feet as an immediate action three times a day (this ped day value might be variable though).
Sebastian
Bella Sara Charter Superscriber
|
If you really want to abuse the broken D&D system, do what my player did - there is some sort of player option out there (its in a new book like PHB II or something like that) that allows a Specialist Wizard to remove the familiar and gain one of a number of special abilities. The broken one in question is called Arcane Jaunt (I think). Essentially, this horribly undefined and unbalanced ability allows the wizard to teleport 10 feet as an immediate action three times a day (this ped day value might be variable though).
Out of curiosity, what is broken about the ability? It seems pretty cool, definitely better than a familiar, but the only nasty use I can think of is using it to bypass locked doors or getting the wizard out of combat.
Reminds me a lot of the teleport movement ability you could get in FF Tactics with the Time Mage.
Moff Rimmer
|
Out of curiosity, what is broken about the ability? It seems pretty cool, definitely better than a familiar, but the only nasty use I can think of is using it to bypass locked doors or getting the wizard out of combat.
I agree. The locked doors thing is about the only thing that I can see that would be really frustrating thing about it -- especially at really low levels. But at mid to high levels, it's an incredibly cheap, one-shot version of blink. The limited use is the Intelligence bonus a day. I hadn't seen this before -- I'm glad you mentioned it.
Fatespinner
RPG Superstar 2013 Top 32
|
Sebastian wrote:Out of curiosity, what is broken about the ability?I agree. The locked doors thing is about the only thing that I can see that would be really frustrating thing about it -- especially at really low levels.
Umm... I saw that someone said it was an IMMEDIATE action, which means you can use it even after someone has wasted their movement getting to you for a charge attack and then blink away before they get to swing. Also, you could pop behind full cover after a ranged attacker declares their attack, wasting ammo (or even spells).
Seems kinda nasty to me. Still cool, but very nasty.
| I’ve Got Reach |
Out of curiosity, what is broken about the ability? It seems pretty cool, definitely better than a familiar, but the only nasty use I can think of is using it to bypass locked doors or getting the wizard out of combat.
Pardon the home-brew terminology, but its what we call at out game table a "Get Out of the Buck Shield". In another game we play (Transformers), there is this power-up you can buy for your transformer that allows it to negate on attack on it automaticly. This jaunt ability is essentialy is a "Buck Shield", except better.
Its broken because its undefined. Outside of the rules defined for immediate action, when exactly can this jaunt be activated? It sounds defined, but its not. Try it in play and you'll see what I'm talking about. 15 minutes into play, our DM and I(I am a player in this campaign) saw the problems adjudicating it right away. Do you teleport BEFORE the attack roll - BEFORE the spell is cast - and so on. We've had to house-rule the hell out of it, and I'm sure more are on the way.
Its unblanaced because who wouldn't want to "Get out of the Buck" 3 times (and this is just the combat benefits) instead of getting a +2 to their appraise skill? I'm ok with giving the Wizard a little something for the useless familiar, but this was outrageous. Its outrageous even compared to the other options available - when the player showed me the options, I chuckled to myself knowing the selection was a no-brainer (knowing my power-gaming friend).
| Jeremy Mac Donald |
Moff Rimmer wrote:Sebastian wrote:Out of curiosity, what is broken about the ability?I agree. The locked doors thing is about the only thing that I can see that would be really frustrating thing about it -- especially at really low levels.Umm... I saw that someone said it was an IMMEDIATE action, which means you can use it even after someone has wasted their movement getting to you for a charge attack and then blink away before they get to swing. Also, you could pop behind full cover after a ranged attacker declares their attack, wasting ammo (or even spells).
Seems kinda nasty to me. Still cool, but very nasty.
Good catch - I had not noticed the Immediate Action part. Definitly a little over powered if its an immediate action. It essentially is a 'remove me from horrible situation' multiple times a day.
| I’ve Got Reach |
Consider this: If a Wizard and Melee fighter go head up and the Wizrad can "Get out the Buck" three times as an immediate action, thats three free actions the Wizrd gets against the fighter in a straight up fight. Fighters already got enough to worry about without getting bucked by wizards, don't they?
How unbalancing is this ability? When asked to check the rules on this by our DM (the player of the Wizard PC handed me the book to read), I found that the player's PC was not a specialist mage, and I checked him on it. Know what he did? Smiled and selected two schools of which he would never be able to cast from - ALL FOR THIS JAUNT ABILITY.
In a word: Broken.
silenttimo
|
The Staff of the Magi article in one of the issues of dragon talks about replacing the familiar with the ability to have an imbued staff that a few minor tricks as the wizard or sorcerer go up in level.
Thanks everybody for your answers.
I'll check tgrough them and propose some to my wizard player.
Does anybody remember in what dragon this article about staff was ?
I know I have read it, and it's somewhere in my home, but the Dragon # would definitely help...
Thanks again !!
Fatespinner
RPG Superstar 2013 Top 32
|
Re: The Jaunt Ability
I believe it could be balanced by making it a swift action instead of an immediate one. This would allow a caster to pop out of melee to cast a spell without provoking attacks of opportunity a few times a day. Naturally, the ability itself is a spell-like ability that would provoke an attack of opportunity on its own but, if the AoO hits, you have a chance to lose the blink and then the attacker has used their AoO for the round and you can get your spell off with no fear anyway (unless there are multiple threats or someone with Combat Reflexes).
| Xellan |
Consider this: If a Wizard and Melee fighter go head up and the Wizrad can "Get out the Buck" three times as an immediate action, thats three free actions the Wizrd gets against the fighter in a straight up fight. Fighters already got enough to worry about without getting bucked by wizards, don't they?
Honestly, just how often does this situation come up? Think about what you're saying: A wizard. And a fighter. Going head to head.
No wizard in his right mind is going to allow this to happen in the first place.
What happens is you end up with greater survivability for a wizard in the low levels, should someone ever get through his buddies and close enough to take a swipe at him. At the higher levels, any wizard worth his salt is going to have a teleportation spell of some sort (Dimension Door is your friend) ready, cast the blasted thing, and be further away than the fighter can reach in one or two rounds. And meanwhile lob all the long and medium range spells he can at the guy.
Second, as for getting past doors. Again, there's the wisdom of the situation. Sure. A wizard /can/ use it to go jumping behind doors into unknown rooms, but is he gonna? Why on earth would he bounce into an unknown situation? It's a better tactic to have the rogue listen at the door, pick the lock, and jump through. And if they're locked up, the wizard can have a moment to shine and help the party escape. Is that such a bad thing?
How unbalancing is this ability? When asked to check the rules on this by our DM (the player of the Wizard PC handed me the book to read), I found that the player's PC was not a specialist mage, and I checked him on it. Know what he did? Smiled and selected two schools of which he would never be able to cast from - ALL FOR THIS JAUNT ABILITY.In a word: Broken.
Unless this was at character creation, the DM shouldn't have necessarily allowed the wizard to pick those schools and get away scott free unless he's going to let everyone do a little retroactive continuity on their characters. Specialization is a choice you make at first level, if one wants to be in accordance with the RAW.
But hey, it's his game and he may be perfectly fine with that. In the end, it still amounts to one thing: The wizard's greatest nemesis will remain another spellcaster. And let's not forget this thing is easily countered by a dimensional anchor spell. And there are magic items out there that lay that sort of smack down. A prepared enemy will give serious consideration to it if they place a high priority on neutralizing the party's wizard in a coming confrontation.
Moff Rimmer
|
Its broken because its undefined. Outside of the rules defined for immediate action, when exactly can this jaunt be activated? It sounds defined, but its not. Try it in play and you'll see what I'm talking about. 15 minutes into play, our DM and I(I am a player in this campaign) saw the problems adjudicating it right away. Do you teleport BEFORE the attack roll - BEFORE the spell is cast - and so on. We've had to house-rule the hell out of it, and I'm sure more are on the way.
I see what you mean -- especially if you allow an immediate action to happen in the middle of another person's turn. I agree with Fatespinner in that making it a swift action would probably eliminate a number of problems and issues with this ability.
Fatespinner
RPG Superstar 2013 Top 32
|
Honestly, just how often does this situation come up? Think about what you're saying: A wizard. And a fighter. Going head to head.
No wizard in his right mind is going to allow this to happen in the first place.
What happens is you end up with greater survivability for a wizard in the low levels, should someone ever get through his buddies and close enough to take a swipe at him.
Okay, you're probably right here, but what if we make a minor change in the scenario and change 'fighter' to 'rogue' or 'ranger.' The sneaky bastard crept right in under everyone's noses and is now brutalizing the poor caster. Wizards get into melee from time to time. They don't want to be there, but it happens. Giving them an instant out several times a day seems a bit much to me, but it could be balanced with my recommendation above, imo.
| Xellan |
Okay, you're probably right here, but what if we make a minor change in the scenario and change 'fighter' to 'rogue' or 'ranger.' The sneaky bastard crept right in under everyone's noses and is now brutalizing the poor caster. Wizards get into melee from time to time. They don't want to be there, but it happens. Giving them an instant out several times a day seems a bit much to me, but it could be balanced with my recommendation above, imo.
Well, here's a case where the ability needs to be read more closely.
First off, it /is/ defined.
It's an immediate action which, yes, means you can use it before an attack is resolved, but after the fighter (or whoever) wastes all that time getting to you. Immediate actions aren't fly by night, flibberdy gibbit, loosey goose undefined things.
An immediate action:
* Lets you act even when it isn't your turn.
* Is like a swift action
** You don't provoke attacks of opportunity
** You can use it and take your normal actions for the turn.
* Counts against your ONE use of a Swift or Immediate action. You can't use another swift or immediate action until /after/ your next turn, if you act when it isn't your turn.
* You can't use an immediate action if you're flat footed.
Second, the Immediate Magic ability specifically states, (PBH II, page 68): "You can't use this ability in response to an attack you aren't aware of. For instance, if an invisible rogue strikes at you, you can't activate Urgent Shield to gain a bonus to your AC against the attack. All effects last until the start of your next turn unless otherwise noted."
So, if that rogue manages to sneak up on the wizard, the attack is resolved normally and if it hits the wizard is going to eat a big old Sneak Attack Pie. Same goes for anyone who manages to catch the wizard unawares.
I don't think this ability is broken.
* It can't be used flat footed.
* It can't be used if the wizard is unaware of a coming attack.
* It does MUCH less than a wizard could do with his spells; it just adds survivability at lower levels, and gives him an ability he isn't going to use all that much at higher levels.
* As I pointed out earlier, it's easily countered by - no big surprise - another spellcaster.
Yes, it can be abused. Especially if the DM is unaware of the particulars of the ability. However, with a DM who is aware of its limits, the situations where it can be 'abused' are mitigated by the fact such uses are generally a 'bad idea'. A wizard does not go teleporting behind strange doors where he might get eaten by something that laughs off his puny mortal magics. If the party is captured by poorly equipped captors, they were probably going to escape anyway. Let the wizard shine a moment.
EDIT: I removed a somewhat snarky remark. My apologies to those who got to see it.
Sebastian
Bella Sara Charter Superscriber
|
I'm inclined to agree with Xellan - this ability isn't broken on the facts as given. 10' just isn't that far. The ability to get out of combat from time to time and dodge attacks is not that strong. Also, the statement that all a familiar does is give you a bonus to a skill is not true. The familiar also gives a bonus feat, a scout, and some other minor abilities. I'd say it's a fair trade.
Adam Daigle
Director of Narrative
|
Consider this: If a Wizard and Melee fighter go head up and the Wizrad can "Get out the Buck" three times as an immediate action, thats three free actions the Wizrd gets against the fighter in a straight up fight. Fighters already got enough to worry about without getting bucked by wizards, don't they?
How unbalancing is this ability? When asked to check the rules on this by our DM (the player of the Wizard PC handed me the book to read), I found that the player's PC was not a specialist mage, and I checked him on it. Know what he did? Smiled and selected two schools of which he would never be able to cast from - ALL FOR THIS JAUNT ABILITY.
In a word: Broken.
Some of these points were mentioned in above posts, but I still want to throw in my deuce.
Ten feet isn't that much. Five foot step then attack, use a reach weapon. Not that much of a problem for a fighter who can be useful and go at it all day unless the hit points are running low compared to a wizard who can only cast so much on a certain day. However, giving up two schools is pretty big in addition to losing a familiar. I'm not familiar with the ability, but if it implied being used for a certain specialist then the access to schools lost could be a major determining factor in choosing this ability. ( Or do they not do that anymore? No one I know plays specialists. )
I think the only tricky thing is immediate actions, to which the rules for have been posted for our enjoyment. I was kinda shocked when I saw that rules for immediate actions were introduced by WotC. I understand the image and idea that was being presented, but it, to me, seemed like a great way for showboating it's-all-about-me players to get the spotlight when its not their turn.
Anyway, like I said....
...my duece.
| Saern |
I agree, I typically don't like immediate actions, just on general principle. I'm not going to do anything about them, though.
I also think that this ability is better than what a familiar grants. The familiar grants a bonus to a couple of skills that wizards don't typically use or have good modifiers in, making it kind of a false boon. Familiars, unlike this ability, also come with a hefty liability in the case of their death.
I am familiar with this ability, and while it does raise my eyebrow, I would personally have to see how it plays out before I did anything major to it. This is one of those cloudy areas that is just murky enough that I really don't have a reason to immediately distrust the publishers.
If I were going to make the change, I would either make it a swift action, as recommended above, or, more likely, limit its use to once per day. Basing the uses on the Intelligence modifier is a bit too much, in my opinion. Limiting it to once a day gets the wizard away from an instant death situation one time in a 24 hour period.
But, that's if I were to change anything. That might end up nerfing the ability completely. Jumping ten feet puts the wizard right in line for a nice charge from a warrior, too. Then again, with a relatively large number of uses per day, the charging warrior could quickly find himself chasing the wizard for several rounds, completely negating his actions for that time, before catching up to him. This seems a little strong to me.
It's a sticky issue, I'll grant that. I deffinately think it should be watched closely by a DM to make sure it doesn't get out of hand. Perhaps the above situation could be remedied by imposing a one minute cooldown on the ability? That would more or less make it a once-per-fight thing, which is probably just fine.
Sebastian
Bella Sara Charter Superscriber
|
I also think that this ability is better than what a familiar grants. The familiar grants a bonus to a couple of skills that wizards don't typically use or have good modifiers in, making it kind of a false boon. Familiars, unlike this ability, also come with a hefty liability in the case of their death.
I think a familiar is an ability that is only as good as the effort you put into it. The best attributes of the familiar are its non-combat features. If you employ it as a messanger, scout, and information gatherer (particularly when it acquires the ability to speak with animals) it's fairly handy. It really rounds out the wizard/sorcerer and gives them something to do outside combat without burning through their spells.
The cooldown idea is interesting - sorta stealing the best technology from MMORPG's. Honestly, a cooldown period for most abilities would make a lot more sense than the current x times/day structure. Nice.
| Delericho |
I see no justification for allowing the Jaunt immediate action to be declared in the middle of another character's action (as opposed to in the middle of his turn). Therefore, if the Fighter declares he's going to charge the Wizard, the Wizard has the ability to Jaunt then and there... but once the Fighter has started moving the Wizard is stuck until the charge is fully resolved, including the attack at the end.
With that stipulation in place, I don't see the Jaunt as too powerful. Without it, I agree that the Jaunt is too powerful, as it gives the Wizard several rounds of free actions while the Fighter tries to chase him down.
| Jeremy Mac Donald |
I see no justification for allowing the Jaunt immediate action to be declared in the middle of another character's action (as opposed to in the middle of his turn). Therefore, if the Fighter declares he's going to charge the Wizard, the Wizard has the ability to Jaunt then and there... but once the Fighter has started moving the Wizard is stuck until the charge is fully resolved, including the attack at the end.
With that stipulation in place, I don't see the Jaunt as too powerful. Without it, I agree that the Jaunt is too powerful, as it gives the Wizard several rounds of free actions while the Fighter tries to chase him down.
I don't think this goes along with the intent of an Immediate Action. It's use is usually meant to interrupt something. While I certainly can see making the character decide whether to use this ability before its determined if something actually hits I think that they would get to know what's going on (be that a fighter charging them or a pit opening up under them) before having to decide. It seems to go against the point of an Immediate Action if you have to use it prior to the event for which it will be useful actually occures.
| Delericho |
I don't think this goes along with the intent of an Immediate Action. It's use is usually meant to interrupt something. While I certainly can see making the character decide whether to use this ability before its determined if something actually hits I think that they would get to know what's going on (be that a fighter charging them or a pit opening up under them) before having to decide. It seems to go against the point of an Immediate Action if you have to use it prior to the event for which it will be useful actually occures.
There are two parts to a charge: a movement and an attack. These are both part of the same full-round action.
Now, if you allow the Wizard to use his Immediate Jaunt after the move but before the attack, he's just successfully robbed the Fighter of all his actions for the round, while retaining his own turn. This cannot be the intent of the rules... or if it is then the Jaunt power is utterly broken. It's too low-level an ability for this to apply.
Note that this is distinctly different from the following sequence:
Fighter: I'm going to charge him...
Wizard (before the Fighter starts to move): Jaunt!
This then lets the Fighter either continue his charge to reach the Wizard (which is an entirely likely outcome in a real scenario), or choose to do something else entirely.
It's also distinctly different from the case where the Wizard has a Readied Teleport with the trigger "if he comes within 10 ft", or whatever - in that case the Wizard is also exercising his actions for the turn.
Unfortunately, the only example of an Immediate Action in the core rules is the Feather Fall spell*, which is of limited use as a guide as it cannot interrupt another creature's turn. The only similar scenario would be if the Wizard were Bull Rushed off a cliff, but then the Feather Fall does nothing to prevent the action, it just reduces the consequences.
* It's not listed as an Immediate Action, but that's what it amounts to, in the same way that a Quickened Spell is effectively a Swift Action, despite not being labelled as such.
silenttimo
|
BTW, thanks Moff, I found the Staff's article in Dragon 338...
I received nice answers about my first question here :
1) Is there somewhere a replacement option for a non-specialist wizard who doesn't want a familiar (I have seen an option in complete mage or PHB2 for specialist wizards)?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?
For those interested, check also Dragon #348 with two replacement options...
However, I have not found a good answer about my 2nd question, but maybe there is none ?!...
2) Is there somewhere an option or a feat that would allow a wizard to have access to one divine domain or pick up a few divine spells ?
If the answer is yes, WHERE would I find it (which book, what dragon # class act...) ?
If anybody could tell me if such a feat / option does exist, or tell me it sure doesn't exist, that would be great !!
| ericthecleric |
Silenttimo, For the 2nd question, I can think of two PrCs that might help:
Rainbow Servant, Complete Divine, pages 54-56.
Eldritch Master, Dragon 280 (so 3.0), pages 88-89.
You might or might not want to alter some details to improve their functionality in your world, like removing the alignment requirements from the Rainbow Servant, or replacing the outdated Scry class skill for the Eldritch Master.
You should note that while the EM class seems designed primarily for sorcerers, I don't see why it shouldn't work well for wizards; indeed, it might even be better for wizards.
silenttimo
|
Silenttimo, For the 2nd question, I can think of two PrCs that might help:
Rainbow Servant, Complete Divine, pages 54-56.
Eldritch Master, Dragon 280 (so 3.0), pages 88-89.You might or might not want to alter some details to improve their functionality in your world, like removing the alignment requirements from the Rainbow Servant, or replacing the outdated Scry class skill for the Eldritch Master.
You should note that while the EM class seems designed primarily for sorcerers, I don't see why it shouldn't work well for wizards; indeed, it might even be better for wizards.
the rainbow servant might be a perfect PrC for Savage Tide AP...
thanks for the input, I will think about it (since the wizard is LN and not LG).