Talk:Wizard
NOTE: Pull familiars onto page, and make them all able to speak. Alternatively, let's simplify this greatly. Suggestion: A familiar gives a +1 to +3 scaling bonus on one skill of your choice and call it done.
Familiars
- Should be comparable in usefulness/coolness/power to bonded item -- interesting/difficult choices are good!
- familiars have two modes:
- on the person of their master, in which case, they provide a buff based on which critter was chosen
- away from their master, in which case they serve as eyes/ears for remote locations, and can even be the focal point of a limited number of spells
- spells 3 spell levels lower than your max available spell level?
- while on their master, they have no hit points, cannot be targeted, and can only be killed if their master is killed.
- while away from their master, they have hit points (half master's? master's level + INT mod?) and can be targeted.
- Note, however, that while away from their master, they do not threaten, provide flanks, or occupy spaces. They squeeze with anything that enters their space, without penalty for either creature.
- need to create a table of buffs provided while on their master, based on critter chosen.
- should probably review the familiar feats again to make sure they still work with these ideas.
- should validate that these ideas are adequate to be comparable to a bonded item.
Wizard Example Build
(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)
Human, base stats: Str 8, Dex 10, Con 16, int 20, Wis 10, Chr 10.
Example Feats
1st Level: Dodge, Still Spell. These are always useful. Always.
3rd Level: Spell penetration. Because caster level checks are HARD.
5th Level: Spell focus, Silent Spell. Let's see them make THIS saving throw. More important, gags and silence spells don't do a thing any more.
7th Level: Dazing Spell. Your spells are terrible in their power. AS THEY SHOULD BE.
9th Level: Selective Spell. This lets you nuke at will, no matter what your pesky team-mates are doing.
10th Level: Elemental Spell, Acid. You know what's better than fireball? Acid ball.
11th Level: Widen Spell: Size does matter. Oh yes, it does.
13th Level: Maximize Spell. Finally! Some PROPER firepower!
15th Level: Greater Spell Penetration, Quicken Spell. Punch it through, baby, and then cast ANOTHER spell!
17th Level: Greater Spell Focus. Even harder saves.
19th Level: Spell Perfection. As a Wizard, perfection is your normal state.
20th Level: Intensify Spell. Yeap. Because a 30d6 Polar Acid Ray sounds about right.