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    OldWizardGuy

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    Default [3.5/Pathfinder] Wizard Feats (PEACH)

    Hi guys, I have been writing stuff for my next game, and I would like a critique

    All these feats Build on the same premise: enhancing the wizard's Arcane Bond ability. They do so in different ways and they are not all necessarily meant to work with each other. The first feat is there to make these feats 3.5 compatible, and effectively just gives 3.5 players access to an Arcane Weapon as per Pathfinder. Note that the first feat is effectively useless if your campaign uses Pathfinder.

    They are a bit tested now, with play testers rather happy so far.

    Arcane Weapon Bond
    You create a bond with a weapon, placing a bit of your magic in it.
    Prerequisite: Wizard 1.
    Benefit: You gain an Arcane Weapon, which allows you to spontaneously cast one spell from your spell book per day. See the Arcane Bond entry for more details; you may only bond a weapon with this feat. http://www.d20pfsrd.com/classes/core...Bond-Ex-or-Sp-

    Improved Arcane Bond: Arcane Weapon
    The bond you have with your weapon is stronger than other wizards; energies flow freely between the two of you allowing your spells to materialize more firmly.
    Prerequisites: Proficiency with selected weapon, Arcane Weapon Bond feat or Arcane Bond Class feature. Must select a weapon as the bonded object, known hereafter as Arcane Weapon.
    Benefit: As long as the Arcane Weapon is wielded, the Wizard gains a +1 bonus to his caster level. For every three feats that has this feat as a prerequisite that you have, you gain an additional +1 to your caster level plus your Arcane Weapon gains 5 hit points.
    Special: Your Arcane Weapon adds your caster level to its hardness score.

    Inner Strength
    As the bond continues to grow and your combat experience grows as well, you learn to draw forth your weapon's natural talents.
    Prerequisites: Improved Arcane Bond: Weapon, Base Attack Bonus +1.
    Benefit: Depending on the type of weapon your Arcane Weapon is, you gain a particular benefit. This benefit only applies when the Arcane Weapon is wielded.

    Light Melee Weapons (including guantlets) +1 bonus to melee attacks, this includes melee touch attacks.
    One Handed Melee weapons +1 bonus to spell damage. This damage can only be applied once per target per spell. This does not apply to any other type of damage other than hit points and only to spells that have a range of touch or close.
    Two Handed Melee Weapons +1 bonus to Armor Class. This bonus is lost whenever you lose your Dexterity bonus to Armor Class (if any).
    Ranged Weapons +1 bonus to ranged attacks, this includes ranged touch attacks.

    Mana Spike
    Like magic enhancing your Arcane Weapon, your Arcane Weapon is more attuned, drawing more mana, making your magic harder to resist.
    Prerequisites: Inner Strength, Caster Level 3rd.
    Benefit: Your Arcane Weapon grants you a +3 bonus to caster level checks to overcome spell resistance.

    Arcane Weapon Specialization
    Specializing in using your Arcane Weapon as much as your magic, you come one step closer to merging the two.
    Prerequisites: Inner Strength, Caster Level 3rd.
    Benefit: You may use an attack with your Arcane Weapon to deliver a spell. As a full attack action, you may take one attack with your Arcane Weapon. If the attack hits, it deals its damage plus the spell effect you imbued. You must specify what spell you are casting before the attack, and the charge is lost if you miss. The spell will only target the opponent hit regardless of how many targets the spell originally had the capacity to hit. Ranged Arcane Weapons cannot be used to exceed a spell's range; i.e. ranged Arcane Weapons can deliver a touch spell only within melee range.
    Normal: You cannot use weapons to deliver spells.

    Arcane Weapon Might
    Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's deadliness.
    Prerequisites: Inner Strength, Caster Level 5th.
    Benefit: You may use your Intelligence modifier instead of your Strength modifier for damage rolls with your Arcane Weapon (if applicable).
    Normal: You may only use your Strength modifier for damage rolls.

    Spell Strike
    Merging spell and martial proficiency, you imbue your Arcane Weapon with some of your stored magic to make it more accurate.
    Prerequisites: Inner Strength, Caster Level 5th.
    Benefit: As part of an attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon with power, granting all your attacks with your Arcane Weapon for one round a bonus equal to double the spell level you expended. Using a 0 level spell grants a +1 bonus, but burns out the cantrip for the rest of the day, making it unavailable to cast.

    Shard of Thought
    Wether or not you wanted to, you somehow gave your Arcane Weapon a semblance of Life.
    Prerequisites: Inner Strength, Caster Level 5th.
    Benefit: Your Arcane Weapon has a small shard of your persona imbued in it. It gains Intelligence, Wisdom, and Charisma, Sight and hearing 30 ft, Low-light vision, Empathy (owner only) one mile radius. Its aligment is the same as the caster.

    Arcane Weapon Focus
    Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's Acuracy.
    Prerequisites: Inner Strength, Caster Level 6th.
    Benefit: You may use your Intelligence modifier instead of your Strength or Dexterity modifier for attack rolls with your Arcane Weapon.
    Normal: You may only use your Strength modifier for melee attack rolls and Dexterity modifier for ranged attack rolls.

    Boundless knowledge
    Your Arcane Weapon now directs your thoughts into the proper location to create your spells.
    Prerequisite: Shard of thought, Caster Level 6th.
    Benefit: You do not need a spellbook anymore, as your Arcane Weapon acts as it now, with limitless space.
    Special: You only have to pay 25% of the material cost of adding a new spell to your Arcane Weapon.

    Improved Spontaneous Spell
    You further unlock your Arcane Weapon's natural affinity.
    Prerequisites: Inner Strength, Caster Level 7th.
    Benefit: You gain another use of your Arcane Weapon's ability to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared.
    Normal: You may use this ability once per day.

    Improved Inner Strength
    Your blood, sweat, and tears have strengthened your bond with your Arcane Weapon beyond anything you could have immagined.
    Prerequisites: Inner Strength, Caster Level 7th.
    Benefit: The benefits from your Inner Stength feat double.
    Special: You may use your caster level as fighter levels for feat prerequisites. You must still meet all other prerequisites.

    Stalwart Defender
    Your Arcane Weapon jumps in the way of blows that would otherwise land on you.
    Prerequisites: Shard of Thought, Caster Level 7th.
    Benefit: You add your Arcane Weapon's enhancement bonus to your Armor Class. This still counts as an Enhancement bonus to Armor Class.

    Loaded Weapon
    Outside the box doesn't begin to explain what you and your Arcane Weapon do. Your magics take forms most mages must actually imbue into a weapon, albeit only for a short amount of time.
    Prerequisites: Shard of Thought, Arcane Weapon Focus, Caster Level 8th.
    Benefit: Your Arcane Weapon may expend one of your spells to grant itself an enhancement bonus equal to the spell level expended; these can be used as an enhancement bonus or to give the Arcane Weapon new properties. The Arcane Weapon cannot have an effective enhancement bonus above +5; any extra spell levels may be used for new properties. Weapon properties that cost specific amounts of gold cannot be obtained using this feat. These bonuses last for a number of rounds equal to the intelligence modifier of your Arcane Weapon.

    Improved Shard of Thought
    You can't pin point exactly when it happened, but one day when you were talking to your Arcane Weapon, it began to respond.
    Prerequisites: Shard of Thought, Caster Level 9th.
    Benefit: Your Arcane Weapon persona has evolved. It gains a +1d4 bonus to one stat (casters choice), its sight and hearing improve to 60 ft, Darkvision, and gains Speech. It gains languages equal to its intelligence modifier, and can only learn them from its owner.
    Special: You gain the benefits of the Alertness feat as long as your weapon has LOS to you.

    Arcane Weapon Convergence
    To you, wielding your Arcane Weapon and wielding mighty spells means the same. Knowledge in one is knowledge in the other.
    Prerequisites: Arcane Weapon Focus, Caster Level 10th.
    Benefit: Whenever you attack with your Arcane Weapon, your Base attack bonus is equal to your caster level. This does not change your actual Base attack bonus, nor do you gain any more attacks when you make a full attack with your Arcane Weapon.

    Improved Mana Spike
    Your Arcane Weapon is fully attuned to the very core of magic, a chaotic font through which you draw power, destroying your enemy defenses.
    Prerequisites: Mana Spike, Improved Inner Strength, Caster Level 10th.
    Benefit: Your Arcane Weapon grants you a +3 bonus to caster level checks to overcome spell resistance. This is in addition to Mana Spike.

    Weapon of Power
    Harnessing your Arcane Weapon in hand, you know your spells are that much deadlier.
    Prerequisites: Arcane Weapon Might, Arcane Weapon Focus, Caster Level 10th.
    Benefit: Whenever you roll an attack or damage roll for any spells, as long as you are also wielding your Arcane Weapon, you gain its enhancement bonus to either type of roll.

    Loaded Spell
    As long as you and your Arcane Weapon are together, your magic and your might fluctuate back and forth taking whichever form is more convenient to both of you.
    Prerequisites: Shard of Thought, Improved Spontaneous Spell, Caster Level 10th.
    Benefit: As an immediate action, your Arcane Weapon can burn up any permanent enhancement bonuses (e.g. no Loaded Weapon bonuses) to grant you spell levels to use immediately. Each Enhancement point equals three spell levels which can be used to cast any spell that the wizard may have in his spellbook. These enhancement points, and all benefits they confer, including special abilities the Arcane Weapon may have, are lost for 1 minute per enhancement point spent.

    Speed of Thought
    You discover another way to imbue your Arcane Weapon, this time speeding your attacks at the cost of some accuracy.
    Prerequisites: Improved Inner Strength, Caster Level 12th.
    Benefit: As part of a full attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon, granting you an extra attack for each spell level of the expended spell at your highest Base attack bonus. All extra attacks suffer a cummulative -2 penalty.

    Bonded by Destiny
    Neither you, nor your Arcane Weapon, can entertain the thought of being apart.
    Prerequisites: Mana Spike, Shard of Thought, Improved Inner Strength, Caster Level 12th.
    Benefit: At any time, as a swift action, you can expend 4 spell levels worth of magic to immediately have your Arcane Weapon conjurered in your hand. This effect will work through any planar boundaries. Only deity level power may stop this effect from occuring.
    Special: The only other thing that may prevent the Arcane Weapon from appearing is if either the caster or the Arcane Weapon are in a dead magic zone.

    Melding the Arts
    Your martial prowless extends to your spells. You cannot discern what is magic and what is might when you swing your weapon anymore.
    Prerequisites: Arcane Weapon Convergence, Caster Level 13th.
    Benefit: Combat feats that apply to your Arcane Weapon also apply to your spells. Bonus damage applies only once per target per spell.
    Special: Arcane bonus feats gained (not retroactively) can be used for Combat feats as long as they apply to the Arcane Weapon.

    Superior Shard of Thought
    Your Arcane Weapon and you are mirrors of each other, and you are not quite sure who came first anymore.
    Prerequisites: Improved Shard of Thought, Caster Level 14th.
    Benefit: Your Arcane Weapon has a large shard of your persona imbued in it. It gains +1d4 bonus to each of its stats, Darkvision, and telepathy (owner only) up to one mile radius. Furthermore, the weapon can activate its own abilities as long as it is being wielded by the caster.
    Special: As long as the Arcane Weapon has LOS to the caster, the caster cannot be flat footed. The Arcane Weapon must be aware of the danger.

    For the Team
    Your Arcane Weapon protects you from the worst attacks, sometimes yanking you out of the way.
    Prerequisites: Improved Shard of Thought, Stalwart Defender, Caster Level 14th.
    Benefit: You may expend 2 spell levels to automatically turn a critical hit into a normal hit or to roll a reflex save as if you had the Evasion ability.

    Superior Spontaneous Spell
    You further unlock your Arcane Weapon's natural affinity.
    Prerequisites: Improved Spontaneous Spell, Caster Level 16th.
    Benefit: You gain another use of your Arcane Weapon's ability (for a total of three) to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared.
    Normal: You may use this ability once per day. Twice per day with Improved Spontaneous Spell.

    Supreme Shard of Thought
    Prerequisites: Superior Shard of Thought, Caster Level 18th
    Benefit: Your Arcane Weapon gains +1d4 bonus to two stats (casters choice), it's senses increase to 120 ft, and gains Blindsense. As long as you have your Arcane Weapon on your person, you may use whichever mental statistics (Int, Wis, Cha) your Arcane Weapon posses instead of your own. Since you both share minds within each other, effects such as poisons, spells, curses, etc that affect only one of the minds does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist.

    Body and Soul
    Prerequisites: Superior Shard of Thought, Caster Level 18th
    Benefit: If your Arcane Weapon is broken, you can willingly take 1 point of Constitution damage as a move action to have your Arcane Weapon fully repaired. If your Arcane Weapon is destroyed, you can willingly take 1 point of Constitution and Wisdom damage as a move action to have your Arcane Weapon fully materialize back in hand. This is not a replacement effect; it is the same Arcane Weapon reconstituded from the caster's body and soul.

    Bonds of Fate
    Prerequisites: Bonded By Destiny, Caster Level 16th
    Benefit: Bonded by Destiny costs 2 spell levels less to activate and can be used as an immediate action.

    Two Become One
    Prerequisites: Bonded By Destiny, Body and Soul, Supreme Shard of Thought, Caster Level 20th
    Benefit: As long as your Arcane Weapon is not destroyed, if you die (including, but not limited to, disintegration) your soul is still safe. As long as a caster has your Arcane Weapon when raising you, you suffer no ill effects from it, even if your body must be reconstituted and any material components cost half as much. If left alone, your Arcane Weapon will grow a new body, attached to it. This process takes one day for each caster level of the character.
    Special:Since you both share souls within each other, effects such as poisons, spells, curses, etc that affect only one of the souls does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist.
    Last edited by motionmatrix; 2011-07-25 at 07:28 PM. Reason: Added a hardness and Hp enhancement (there was no bonus for it anywhere else

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    Bugbear in the Playground
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    Default Re: [Pathfinder] Wizard Feats

    These are pretty neat. Just a couple of qualms.
    Why not, for Inner Strength, create effects based off the type of weapon (such as all martial sword-like weapons or all weapons with a curved blade) instead of a specific weapon. Doing this would allow players to use any weapon and would stop the feat from being abused.
    As for arcane weapon specialization it is one of my favorite feats listed there (the duskblade is one of my favorite core classes), but I would split it into two feats. The AoE thing is a bit much, considering what the feat already does. Maybe make it into another feat?
    And a question about Arcane Weapon Convergance. When it says it does not grant extra attacks does that just mean that the total number of attacks you can make is based off of your actual bab or that you are simply no longer able to make multiple attacks.
    As for speed of thought I would make it a -2 cumulative penalty for each attack added this way after the last one added. It's just 9 extra attacks at only a -2 are a little much.

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    OldWizardGuy

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    Default Re: [Pathfinder] Wizard Feats

    Quote Originally Posted by eftexar View Post
    Why not, for Inner Strength, create effects based off the type of weapon (such as all martial sword-like weapons or all weapons with a curved blade) instead of a specific weapon. Doing this would allow players to use any weapon and would stop the feat from being abused.
    That is a great idea, I will totally rework it.

    Quote Originally Posted by eftexar View Post
    As for arcane weapon specialization it is one of my favorite feats listed there (the duskblade is one of my favorite core classes), but I would split it into two feats. The AoE thing is a bit much, considering what the feat already does. Maybe make it into another feat?
    The feat specifies spells must still be in their proper range. If you have a melee weapon, you will only be able to deliver spells with a range of touch, regardless of the spell's actual range. You could use a dagger to do a fireball, but you would be in the center of it, assuming you didn't throw it.

    on the other hand, if you used a crossbow, you can shoot it, but if the bolt lands further than what your character's actual range would be by the spells rules, then the spell fizzles out.

    This may still be to powerful. I just wanted to make sure you understood my train of thought.

    Quote Originally Posted by eftexar View Post
    And a question about Arcane Weapon Convergance. When it says it does not grant extra attacks does that just mean that the total number of attacks you can make is based off of your actual bab or that you are simply no longer able to make multiple attacks.
    The amount of attacks you have is still based off your actual bab, I should reword that, perhaps an unnamed attack bonus equal to the difference of your level to your bab? sounds a bit complicated, just brainstorming.

    Quote Originally Posted by eftexar View Post
    As for speed of thought I would make it a -2 cumulative penalty for each attack added this way after the last one added. It's just 9 extra attacks at only a -2 are a little much.
    That is the reason why the feat limits you to use no more than 1/3 of your caster level. An 18th to 20th caster level means you can use up to a 6th level spell. Perhaps it should be 1/4, it would limit a 20th level caster to 5th? Not sure if this is broken. Will have to continue thinking. perhaps leave it as is and do the cumulative penalty anyways.

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    Bugbear in the Playground
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    Default Re: [Pathfinder] Wizard Feats

    Even with that train of thought (on the dusblade-esque ability), feats are not supposed to provide benefits that large (at least not without a drawback). Then again I am comparing it to the duskblade ability. I suppose though that it doesn't exceed the capabilities of some epic feats, so it might be fine as is.
    As for the bab thing, you could just list it as a bonus to all "attack rolls" and not your actual bab.
    And onto the feat with multiple attacks. If you don't want to limit the number of attacks any more you could just state that you don't add your strength bonus to these attacks or maybe you do but you take backlash damage. Another option is to state that these extra attacks must each be made against different targets. Truthfully I don't know about this one.
    Last edited by eftexar; 2011-07-08 at 08:14 PM.

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    OldWizardGuy

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    Default Re: [Pathfinder] Wizard Feats

    As written, Speed of thought must be broken. If combined with Arcane Weapon Convergence, a 12th level caster could use a 4th level spell. That means 2 attacks that he already has, then another 4 attacks. All with the effective bab of a fighter. Way too broken. Perhaps it should be a 1/6, which means an 18th level caster could add up to 3 attacks. and rather than a penalty, have them scale down as attacks gained from bab normally do, with a cumulative -5?

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    OldWizardGuy

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    Default Re: [Pathfinder] Wizard Feats

    Hey guys, I edited the original post and corrected a few things, changed others. Please take a look and tell me what you think.

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    Bugbear in the Playground
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    Default Re: [Pathfinder] Wizard Feats

    Ah speed of thought is definitely better. I would make two become one an epic level feat though.
    Melding the arts is cool and arcane weapon specialization is definitely more balanced.

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    Thumbs up Re: [Pathfinder] Wizard Feats

    I definitely like the idea of two become one, but yeah, it should probably be an epic feat, as it's fairly powerful.

    It's about time somebody came out with something like Arcane Weapon Focus!
    • Tired of rpgs with unnecessarily complex rules?
    • Don't wanna spend two hours on character creation?
    • Looking for a more flexible system?


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    OldWizardGuy

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    Default Re: [Pathfinder] Wizard Feats

    I know that Two Become One is rather epic, but Pathfinder doesn't actually have epic rules at the moment. I Don't mind breaking it down into two, maybe even three feats if it truly warrants it.

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    OldWizardGuy

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    Default Re: [Pathfinder] Wizard Feats

    How about we break up Two Become One: (and yes I sorta added a new one at the bottom, seemed as a proper extension)


    Supreme Shard of Thought
    Prerequisites: Superior Shard of Thought, Caster Level 18th
    Benefit: Your Arcane Weapon gains +1d4 bonus to two stats (casters choice), it's senses increase to 120 ft, and gains Blindsense. As long as you have your Arcane Weapon on your person, you may use whichever mental statistics (Int, Wis, Cha) your Arcane Weapon posses instead of your own. Since you both share minds within each other, effects such as poisons, spells, curses, etc that affect only one of the minds does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist.

    Body and Soul
    Prerequisites: Superior Shard of Thought, Caster Level 18th
    Benefit: If your Arcane Weapon is broken, you can willingly take 1 point of Constitution damage as a move action to have your Arcane Weapon fully repaired. If your Arcane Weapon is destroyed, you can willingly take 1 point of Constitution and Wisdom damage as a move action to have your Arcane Weapon fully materialize back in hand. This is not a replacement effect; it is the same Arcane Weapon reconstituded from the caster's body and soul.

    Bonds of Fate
    Prerequisites: Bonded By Destiny, Caster Level 16th
    Benefit: Bonded by Destiny costs 2 spell levels less to activate and can be used as an immediate action.

    Two Become One
    Prerequisites: Bonded By Destiny, Body and Soul, Supreme Shard of Thought, Caster Level 20th
    Benefit: As long as your Arcane Weapon is not destroyed, if you die (including, but not limited to, disintegration) your soul is still safe. As long as a caster has your Arcane Weapon when raising you, you suffer no ill effects from it, even if your body must be reconstituted and any material components cost half as much. If left alone, your Arcane Weapon will grow a new body, attached to it. This process takes one day for each caster level of the character.
    Special:Since you both share souls within each other, effects such as poisons, spells, curses, etc that affect only one of the souls does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist.

    Take into account it takes 9 feats to get to Two Become One now, so you pretty much have a minimum entry cap around maybe 16th level? That is one level away from casting 9th level spells.
    Last edited by motionmatrix; 2011-07-15 at 09:50 AM.

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    OldWizardGuy

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    Default Re: [3.5/Pathfinder] Wizard Feats

    I think this is the final revision, please comment and thanks.

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    Default Re: [3.5/Pathfinder] Wizard Feats

    Brilliant.

    (sorry, no constructive criticism)
    Lurker Extraordinaire

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    Default Re: [3.5/Pathfinder] Wizard Feats

    I would check out the Item Familiar feat in the SRD to help develop your ideas.

    http://www.d20srd.org/srd/variant/ma...mFamiliars.htm

    I would also have a mechanic that increases the Hardness and HP of your bonded object.

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    OldWizardGuy

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    Default Re: [3.5/Pathfinder] Wizard Feats

    Great Eye, I didn't realize that I did not add any HP or hardness to the Arcane Weapon.

    After thinking over, I added them as part of the original feat, since it seems to vibe properly there, but it scales so it is neither overpowered nor useless (at least I hope).

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    OldWizardGuy

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    Default Re: [3.5/Pathfinder] Wizard Feats (PEACH)

    So my players pointed out to me a couple of things, and I wasn't sure at which point it would be breaking so I hope you guys can give me an opinion.

    On the feat Loaded Weapon, it is never specified whether or not the enhancement bonus gained stacks with whatever enhancement bonus the weapon may already have. It is assumed the weapon does not lose its innate magical abilities, but should the enhancement bonus stack or overwrite?

    Allowing the feat to stack enhancement bonuses would eventually allow high level characters to give themselves an epic weapon for 5 to 10 rounds (average) assuming they have a magical Arcane Weapon and they use up a proper spell slot (probably 8th or 9th).

    I don't know that an 18th level wizard using up a 9th level spell slot to create an epic weapon for a few rounds really sounds broken.

    The other part of this that was brought up is that the feat should give you either:

    a) give the spell slot used worth of abilities +1.
    b) increase the duration to perhaps 1d4 rounds + Arcane Weapon's Int mod.
    c)both.

    what are your opinions?
    Last edited by motionmatrix; 2011-09-18 at 12:17 PM. Reason: Grammar Monster

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    Default Re: [3.5/Pathfinder] Wizard Feats (PEACH)

    Quote Originally Posted by motionmatrix View Post
    So my players pointed out to me a couple of things, and I wasn't sure at which point it would be breaking so I hope you guys can give me an opinion.

    On the feat Loaded Weapon, it is never specified whether or not the enhancement bonus gained stacks with whatever enhancement bonus the weapon may already have. It is assumed the weapon does not lose its innate magical abilities, but should the enhancement bonus stack or overwrite?

    Allowing the feat to stack enhancement bonuses would eventually allow high level characters to give themselves an epic weapon for 5 to 10 rounds (average) assuming they have a magical Arcane Weapon and they use up a proper spell slot (probably 8th or 9th).
    Enhancement bonuses overlap if they're from different sources. So if you have a +1 weapon and expend a 5th level spell slot to make it +5, it's +5, not +6. You still keep special properties though, so a +1 flaming keen speed weapon that you expend a 9th level spell slot on can be a +5 weapon with +4 worth of extra abilities, plus the flaming, keen, and speed abilities.
    I don't know that an 18th level wizard using up a 9th level spell slot to create an epic weapon for a few rounds really sounds broken.
    Introduce them to Shapechange. Now the wizard is a dragon storming the gates of Hell. Or a fiendish mouse spying on the devil army's commanders (although I wouldn't be surprised if the entrance to the command tent had an anti-magic field). Or a half-celestial dragon. Or a half-dragon planetar. Or a fiendish half-celestial paragon dragon (DR, SR, resistances, an immunity, and ridiculous HP, AC, attack roll, damage roll, saving throw, and speed bonuses). The spell (and Polymorph, and Alter Self) says nothing about templates, and none of them increase HD#, only ECL and CR. And even if he is killed, he comes back, because it was his Astral Projection! Now all the wizard has to do is use Astral Projection and Shapechange again, then Plane Shift back to wherever he was.
    Last edited by Jade Dragon; 2011-09-19 at 06:36 PM.

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    OldWizardGuy

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    Default Re: [3.5/Pathfinder] Wizard Feats (PEACH)

    So I guess your argument is that they can be a half-celestial, half-dragon, half-fiend, Divine rank 0 aboleth wielding an epic level weapon?


    hmm... I guess that is a possibility...

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    Default Re: [3.5/Pathfinder] Wizard Feats (PEACH)

    Quote Originally Posted by motionmatrix View Post
    So I guess your argument is that they can be a half-celestial, half-dragon, half-fiend, Divine rank 0 aboleth wielding an epic level weapon?


    hmm... I guess that is a possibility...
    As long as their hit die doesn't exceed their caster level I think so. Although I don't think you can get a divine rank. But the epic level weapon doesn't really change much compared to the superpower they've transformed into.

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    Default Re: [3.5/Pathfinder] Wizard Feats (PEACH)

    Shapechange is based on Polymorph which is based on Alter Self.

    Quote Originally Posted by "Alter Self
    You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
    Never can find my towel...

    So it goes.

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    Default Re: [3.5/Pathfinder] Wizard Feats (PEACH)

    Quote Originally Posted by Tacitus View Post
    Shapechange is based on Polymorph which is based on Alter Self.
    Gah, missed that (I had looked Alter Self over before, too). You're still an 18 hit die dragon at 18th level for 18 hours, so the epic weapon for a few rounds isn't broken.
    Last edited by Jade Dragon; 2011-09-22 at 03:36 PM.

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