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Right, so I have a group of people that are doing a Skull and shackles game. One of them wants to try out the siege mage and while digging the flavor is completely off-put by the terrible abilities.
He likes the concept of controlling siege weapons but the archetype is incredibly limited, so I put this out here as a plea to help a friend. Were you given the task of making the Siege mage a viable option in a campaign that will be using Siege weapons quite often what would you do?
So far my concepts have been:
1.removing cantrip loss,
2. making the siege weapon bond thing an at will ability
and the Int modXday thing being mental control of multiple (likely Intmod or 1/2Int mod # of weapons (*only one instance of the ability may exist at any one time*.) at the same time.
3. A multi siege weapon attack would be a full round action, not sure If I ought to apply penalties to the attack due to the complexity of using multiple siege weapons at the same time as a single person or just calling it magic and blowing off an actual explanation. Might just use the broadside rules. not sure
4. Making the Spell Sac swift action mechanic function with the now increased number of weapons a Siege mage can fire at the same time so you can justify not just using the spell slot for a fireball.
5. Siege engineer gains Animate objects as an arcane spell, not sure if any other spells relating to the Siege engineering thing that exist which are not already on the wizard list but any thoughts on that would be cool too.
Any thoughts, suggestions or opinions to my additions to the to my budding concept would be enjoyed and digested for future use.