| Dynn The BeastMaster |
I understand that the list of bonus feats for the Wizard is rather limited, but the one downside I noticed most of all that is a downer was they still MUST meet the prerequisites. I understand why to a point but at the same time Rangers don't need to for their Combat Style Feats and Monks for their Bonus feats. Why is this not the case for Wizards?? None of them seem overpowering to the point where they should have to wait until 15th level to take Craft Staff as a BONUS feat, or any others a few levels later, because they see others that may be more important to take with the prerequisites that they meet at 11th and 13th. Can someone please explain this to me...
| Dynn The BeastMaster |
You are correct with that point made, however you still need a Caster level for creating them. I am looking more about the Arcane Discoveries in Ultimate Magic. All it says is that a Wizard can take them as a regular feat or a bonus feat. It doesn't say that as a bonus feat they can forgo prerequisites for them.
Fatespinner
RPG Superstar 2013 Top 32
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Crafting metamagic rods at half price from level 5 would be nasty, that's why.
^ Pretty much just this. The only feats most wizards would WANT to take as bonus feats that even have prerequisites worth mentioning are the crafting feats and maybe a very limited selection of others. Most wizards are going to be using those bonus feats primarily for metamagic feats, which usually don't have prerequisites at all.
Rangers are fairly unique on the "not requiring prerequisites for bonus feats" thing. The only other class I can recall with a similar shortcut is the monk. Fighters still need the prereqs for their plethora of bonus feats, as does every other class.
Fatespinner
RPG Superstar 2013 Top 32
|
All it says is that a Wizard can take them as a regular feat or a bonus feat. It doesn't say that as a bonus feat they can forgo prerequisites for them.
Arcane discoveries are wizard-only things. If wizards could ignore the prerequisites, then the discoveries wouldn't NEED prerequisites.
| Ravingdork |
Caster level is generally not a prerequisite of making magic items. Even if it were, you could forego it in many cases by adding +5 to the Spellcraft DC.
A low-level character could easily take 10 and beat a high DC, ending up with an inappropriately powerful item, particularly if they invested in Skill Focus or something similar.
| HaraldKlak |
Discoveries without having to fulfill prerequisites would quickly get broken (like having a 12 HD outsider at lvl 5, through True Name).
Feats and bonus feats need you to have the requirements. The monk and ranger doesn't need to do so for their bonus feats, because that enables them to make certain builds and get certain abilities, which would be very difficult given their MAD and amount of feats.
As such the question should rather be: "Why should wizards ignore reqiurements for their bonus feats?"
I can personally not think of a good reason.
| Ashram |
You can't take 10 on Craft checks, otherwise when it comes to crafting Arms and Armor, EVERY Fighter would take it and then build all of the equipment they need without fear of ruining the materials needed.
I see nowhere in the Skills section of my fifth printing Core Rulebook that says I can't take 10 on Craft checks. Is there no such thing as attempting to craft something carefully so I don't screw it up? You can't take 20 on Craft checks, because taking 20 on something means you fail at it plenty of times before actually getting it right and there is a direct penalty for failing a Craft check.
In other news, monk and ranger get to ignore feat prerequisites because melee needs all the help they can get; wizards don't need more power through getting feats way earlier than normal. Story at 11.