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Compliant
2015-05-07, 12:45 PM
I'm a GM for a custom campaign and I added some Muscle Wizards (http://www.dandwiki.com/w/images/e/e4/Musclewizard.jpg) using the Scarred Witch Doctor (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/scarred-witch-doctor-witch-orc) as a caster base with a couple levels in the Brawler (http://www.d20pfsrd.com/classes/hybrid-classes/brawler) to give him the unarmed damage. So, right now they are Scarred Witch Doctor 1/ Brawler 4.

What I want help with is finding appropriate spells. I don't see the Muscle Wizards casting fireballs or summoning creatures, all of their spells are based off of physical abilities, something an impossibly fast or strong person could do.

I'm welcoming spells from any class spell list and either casting school but limited to up to 3rd level spells for now.

A few spells I've taken note of:
-Bladed Dash
-Inheritor's Smite
-Enlarge Person
-Boiling Blood
-Sonic Scream (I imagine it as a sonic clap like The Hulk)
-Pain Strike (but as a melee touch attack)

Secret Wizard
2015-05-07, 04:41 PM
Remember that Scarred Witch Doctor still needs INT to qualify for spells per day.

Spore
2015-05-07, 11:22 PM
Remember that Scarred Witch Doctor still needs INT to qualify for spells per day.

While this could be intentional for reducing powergaming issues I feel that this deserves a FAQ entry or a houserule. The witches' spells are stored in scarring the body and thus should be con-dependant. Plus you can't really push your options further. You are already a T1 caster (and your list will never be as varied as Wizards' so why bother having two casting stats?).

In addition some refluffed spells:
- Reduce Person: Intimidating your foes into getting smaller (cartoonish small)
- Charm Person: "A friendship forged from muscle." Alex Louis Armstrong, FMA
- Detect Secret Doors: Punching away anyway non-secret.
- Mount: The ticket is now diamonds. I'm on a horse.

Occasional Sage
2015-05-07, 11:34 PM
Blade Tutor's Spirit (http://www.d20pfsrd.com/magic/all-spells/b/blade-tutor-s-spirit) fits your bill.

Also, skimming the Magus list since they're melee casters:
Infernal Healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing)
Linebreaker (http://www.d20pfsrd.com/magic/all-spells/l/linebreaker)
Elemental Strike (http://www.d20pfsrd.com/magic/all-spells/e/elemental-touch)
Burst of Speed (http://www.d20pfsrd.com/magic/all-spells/b/burst-of-speed)
Force Hook Charge (http://www.d20pfsrd.com/magic/all-spells/f/force-hook-charge)
Steal Size (http://www.d20pfsrd.com/magic/all-spells/s/steal-size)

Psyren
2015-05-08, 12:37 AM
While this could be intentional for reducing powergaming issues I feel that this deserves a FAQ entry or a houserule.

Honestly I think it's fine, they already have nearly-at-will Hexes so even if they lose their bonus spells there's plenty they can do. And while trying to keep them makes you dependent on Int+Con, you could more or less say the same of normal witches too, just changing which stat is primary and which secondary.

Compliant
2015-05-09, 10:41 PM
Cool, Magus Spells are a good idea and thanks for the idea of changing the description of the spells, I guess as long as the effect is the same it's fine.