A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

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    Default Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    Yet more feats for the revised wizard class. Just generalist wizard and a few more feats to make, then a whole bunch of revising.

    Apprentice Evoker [Arcane]

    You have started specialist training in evocation magic.

    Prerequisites
    Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (architecture and engineering) 4 ranks, Spellcraft 4 ranks, Combat Casting, Charisma 12.

    Benefit
    Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.

    You may turn constructs and intelligent magic items as a 3.5 cleric turns undead, by expending a use of Willpower.

    As a free action, you may spend a daily use of Willpower to enhance your melee attacks with energy damage until the end of that round. Any successful attack you make that round deals 1d6 points of acid, cold, electrical, fire, force, or sonic (your choice) damage per caster level to your target (in addition to any damage from the attack itself). While using this ability you may choose to make melee touch attacks in place of melee weapon attacks, natural weapon attacks, or unarmed strikes (and if your base attack bonus is sufficiently high you may make multiple touch attacks in this way). You may use this ability only once per round.

    Special
    A wizard with 5 or more ranks in Knowledge (architecture and engineering) gains a +2 bonus on turning checks against constructs.

    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.

    Master Evoker [Arcane]

    You have completed your formal training in evocation magic.

    Prerequisites
    Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (architecture and engineering) 9 ranks, Spellcraft 9 ranks, Apprentice Evoker, Combat Casting, Spell Focus (evocation), Charisma 14.

    Benefit
    Whenever you apply metamagic feats to an evocation spell, you may spend a daily use of Willpower to reduce the total metamagic adjustment of that spell by your Intelligence modifier (to a minimum of +1). The casting time of any spell you cast in this way is increased to one full-round action (or more, if it already had a longer casting time).

    In addition to spending daily uses of Willpower to enhance your melee attacks (as described under Apprentice Evoker), you may spend them to enhance your ranged attacks (including spells that make ranged touch attacks). While using this ability you may choose to make ranged touch attacks in place of any other attack (and if your base attack bonus is sufficiently high you may make multiple ranged attacks in this way). Ranged touch attacks you make in this way have a range of close (25 ft. + 5 ft./2 levels). You may use this ability only once per round.

    Arch-Evoker [Arcane]

    You represent the pinnacle of evocation magic proficiency.

    Prerequisites
    Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (architecture and engineering) 15 ranks, Spellcraft 15 ranks, Apprentice Evoker, Combat Casting, Greater Spell Focus (evocation), Master Evoker, Spell Focus (evocation), Charisma 16.

    Benefit
    Whenever you spend a daily use of Willpower to enhance your ranged attacks (as described under Master Evoker), if you choose to make ranged touch attacks the range of those attacks is increased to long (400 ft. + 40 ft./level).

    You can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses, by spending a daily use of Willpower. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. You decide whether to alter the spell’s energy type and choose the new energy type when you begins casting.

    Your evocation spells overcome any energy resistance that is less than your caster level, and ignore the hardness of inanimate objects and structures.

    Apprentice Illusionist [Arcane]
    You have started specialist training in illusion magic.

    Prerequisites
    Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (local) 4 ranks, Spellcraft 4 ranks, Deceitful, Charisma 12.

    Benefit
    Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand are always considered class skills for you. You gain one skill point for each cross-class skill rank you have already invested in those skills when you take this feat.

    A character with proof that your illusions aren’t real still needs to make a saving throw. A viewer that has been informed that one of your illusions isn’t real does not receive a +4 bonus on their saving throw.

    Special
    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand.

    Master Illusionist [Arcane]

    You have completed your formal training in illusion magic.

    Prerequisites
    Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (local) 9 ranks, Spellcraft 9 ranks, Apprentice Illusionist, Deceitful, Spell Focus (illusion), Charisma 14.

    Benefit
    Whenever you cast an illusion spell, you may spend a daily use of Willpower to cast it as an illusion (shadow) spell. If it was not already an illusion (shadow) spell, it becomes 1% real per caster level for any viewer that fails their save (any viewer that succeeds on their save is still completely immune to the illusion). If it was already an illusion (shadow) spell, this instead stacks with the base % “realness” for any viewer that succeeds on their save.

    Creatures that are immune to mind-affecting effects are not immune to your mind-affecting illusion spells, though they gain a +4 bonus on saves against such spells. Creatures with true seeing and similar abilities do not automatically save against your illusions, though they gain a +4 bonus on saves against such spells.

    Arch-Illusionist [Arcane]

    You represent the pinnacle of illusion magic proficiency.

    Prerequisites
    Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (local) 15 ranks, Spellcraft 15 ranks, Apprentice Illusionist, Deceitful, Greater Spell Focus (illusion), Master Illusionist, Spell Focus (illusion), Charisma 16.

    Benefit
    You may spend three daily uses of your Willpower to cast wish as a spell-like ability, with the proviso that you must succeed on a Bluff check against any creature that is harmed or aided by the spell (including yourself). If the wish produces a long-lasting effect (such as a magic item, a bridge across a crevasse, etc.), this Bluff check must be repeated every day for every creature that interacts with the effect. If your Bluff check fails then a creature is completely unaffected by the wish or its effects.

    Apprentice Necromancer [Arcane]
    You have started specialist training in necromancy magic.

    Prerequisites
    Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks, Improved Turning, Wisdom 12.

    Benefit
    Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.

    You gain the undead empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of undead. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).

    Whenever you use the undead empathy class feature, you may spend a daily use of Willpower (in addition any daily use you have already spent) to rebuke or command affected undead as a 3.5 cleric.

    Special
    A wizard with 5 or more ranks in Knowledge (religion) gains a +2 bonus on undead empathy checks.

    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.

    Master Necromancer [Arcane]

    You have completed your formal training in necromancy magic.

    Prerequisites
    Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (religion) 9 ranks, Spellcraft 9 ranks, Apprentice Necromancer, Improved Turning, Spell Focus (necromancy), Wisdom 14.

    Benefit
    Whenever a creature fails a save against one of your necromancy spells, it is shaken for the duration of the spell or for one round per caster level (whichever is longer). This stacks with any other fear condition produced by the spell.

    Creatures that are immune to fear are not immune to your necromantic fear effects (including the above ability), though they gain a +4 bonus on saves against such effects.

    You gain the energy drain special attack. Living creatures hit by your unarmed strikes, natural weapons, and melee touch attacks gain one negative level. You may make melee touch attacks in place of unarmed strikes. The DC for the Fortitude save to remove a negative level is 10 + one-half your character level + your Charisma modifier. For each such negative level bestowed, you gain 5 temporary hit points. These temporary hit points last one hour.

    Arch-Necromancer [Arcane]

    You represent the pinnacle of necromancy magic proficiency.

    Prerequisites
    Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks, Spellcraft 15 ranks, Apprentice Necromancer, Greater Spell Focus (necromancy), Improved Turning, Master Necromancer, Spell Focus (necromancy), Wisdom 16.

    Benefit
    Creatures that are immune to death effects are not immune to your necromantic death effects, though they gain a +4 bonus on saves against such effects. Whenever you kill a creature with a necromancy spell, you gain a +10 bonus on undead empathy checks against undead created from that creature.

    Whenever you create an undead creature (through create undead, greater create undead, or similar methods) you may spend a daily use of your Willpower. If you do, you automatically succeed on the next undead empathy check that you make against that creature.

    Undead whose CR is less than your CR minus 5 do not count towards your limit of controlled undead (whether by undead empathy, the animate dead spell, or other means).

    If you are undead, your level adjustment (if any) is reduced by 3 (to a minimum of +0).

    Apprentice Transmuter [Arcane]
    You have started specialist training in transmutation magic.

    Prerequisites
    Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Spellcraft 4 ranks, Great Fortitude, Intelligence 12.

    Benefit
    You gain the morphic empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of aberrations, oozes, creatures with the [Shapechanger] subtype, and creatures that have been magically mutated or transformed. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).

    Whenever you cast a transmutation spell on a creature, you may spend a daily use of Willpower to double all numerical bonuses and penalties of that spell. If that spell has a duration of at least one minute per caster level, you may also spend a daily use of Willpower to increase the duration of the spell to one hour per caster level.

    Special
    A wizard with 5 or more ranks in Knowledge (dungeoneering) gains a +2 bonus on morphic empathy checks.

    Master Transmuter [Arcane]

    You have completed your formal training in transmutation magic.

    Prerequisites
    Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering) 9 ranks, Spellcraft 9 ranks, Apprentice Transmuter, Great Fortitude, Spell Focus (transmutation), Intelligence 14.

    Benefit
    Whenever a creature with the shapechanger subtype fails its save against one of transmutation spells, it may not revert to its natural form as a free action.

    You gain the [Shapechanger] subtype and the aspect of nature wild shape variant as a 3.5 druid of your caster level. You activate this ability by spending daily uses of Willpower in place of uses of wild shape (and may use it freely, up to your daily limit of Willpower) but are otherwise subject to all 3.5 druid restrictions.

    Arch-Transmuter [Arcane]

    You represent the pinnacle of transmutation magic proficiency.

    Prerequisites
    Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (dungeoneering) 15 ranks, Spellcraft 15 ranks, Apprentice Transmuter, Great Fortitude, Greater Spell Focus (transmutation), Master Necromancer, Spell Focus (transmutation), Intelligence 16.

    Benefit
    Whenever you successfully cast a polymorph any object spell of permanent duration on a creature, you automatically succeed on morphic empathy checks against the polymorphed creature.

    You may spend a daily use of Willpower to add your caster level to Craft (alchemy) checks and may always take 20 on such checks. You may craft Philosopher’s Stones in this way with a successful Craft (alchemy) check (DC 50).

    Add your Charisma modifier as an arcane bonus to each of your physical ability scores.
    Last edited by rferries; 2017-07-03 at 02:47 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

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    Vancouver <-> Dublin
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    Default Re: Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    I think I've been too generous with the new class skills with each feat - presumably if you want to be a blaster-evoker you would already have chosen Intimidate as your social skill for the base class. (In fact instead of giving a choice for the social skill I might as well make them all class skills anyways!). Also, I've forced the whole turning checks/empathy checks in where they don't really make sense... think I'll trim them from the arcane feats when I do the revision.

    Finally, I think I'll give the base class a free arcane or divine feat at first level, to help set you on your way to an archetype. This will also allow me to break up the more powerful arcane and divine feats into multiple lower-power feats.
    Last edited by rferries; 2017-07-01 at 04:29 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    Changes:

    1) Added in more Willpower requirements.

    2) Decided against removing the empathy and turning checks just yet... still ungainly but I feel like Transmuters should be able to calm their Owlbears, at least :D

    3) Decided against giving a free bonus feat to the base class for now.

  4. - Top - End - #4
    Orc in the Playground
    Join Date
    Nov 2014

    Default Re: Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    Quote Originally Posted by rferries View Post
    Yet more feats for the revised wizard class. Just generalist wizard and a few more feats to make, then a whole bunch of revising.

    Apprentice Evoker [Arcane]

    You have started specialist training in evocation magic.

    Prerequisites
    Wizard level 1st, Intimidate 2 full Cross-class Ranks (to be converted into 4 full ranks when this feat is taken), Knowledge (arcana) 4 ranks, Knowledge (architecture and engineering) 4 ranks, Spellcraft 4 ranks, Combat Casting, Charisma 12.

    Benefit
    Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.

    You may turn constructs and intelligent magic items as a 3.5 cleric turns undead, by expending a use of Willpower.
    Very neat usage of the Turning ability! I think I might have to borrow this... ;)

    As a free action, you may spend a daily use of Willpower to enhance your melee attacks with energy damage until the end of that round. Any successful attack you make that round deals 1d6 points of acid, cold, electrical, fire, force, or sonic (your choice, chosen before the attack is decided) damage per caster level to your target (in addition to any damage from the attack itself). While using this ability you may choose to make melee touch attacks in place of melee weapon attacks, natural weapon attacks, or unarmed strikes (and if your base attack bonus is sufficiently high you may make multiple touch attacks in this way). You may use this ability only once per round.
    I like it a lot! I like how you limited it to your use of Willpower too.

    Special
    A wizard with 5 or more ranks in Knowledge (architecture and engineering) gains a +2 bonus on turning checks against constructs.
    I really don't want to step on another feats toes, but this really feels like it should have a similar affect to the feat that makes spells deal full damage against inanimate objects... Maybe a damage bonus vs. inanimate objects?

    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.
    Nice! This should be added to all of the feats that add skills to the class list.

    Master Evoker [Arcane]
    You have completed your formal training in evocation magic.

    Prerequisites
    Wizard level 6th, Intimidate 9 ranks, Knowledge (arcana) 9 ranks, Knowledge (architecture and engineering) 9 ranks, Spellcraft 9 ranks, Apprentice Evoker, Combat Casting, Spell Focus (evocation), Charisma 14.

    Benefit
    Whenever you apply metamagic feats to an evocation spell, you may spend a daily use of Willpower to reduce the total metamagic adjustment of that spell by your Intelligence modifier (to a minimum of +1). The casting time of any spell you cast in this way is increased to one full-round action (or more, if it already had a longer casting time).
    I feel this is the perfect evolution of this kind of ability and should be implemented where applicable with the other feats.

    In addition to spending daily uses of Willpower to enhance your melee attacks (as described under Apprentice Evoker), you may spend them to enhance your ranged attacks (including spells that make ranged touch attacks). While using this ability you may choose to make ranged touch attacks in place of any other attack (and if your base attack bonus is sufficiently high you may make multiple ranged attacks in this way). Ranged touch attacks you make in this way have a range of close (25 ft. + 5 ft./2 levels). You may use this ability only once per round.
    I like it a lot. Gives a lot of versatility while whittling away at an already small pool.

    Arch-Evoker [Arcane]
    You represent the pinnacle of evocation magic proficiency.

    Prerequisites
    Wizard level 12th, Intimidate 15 ranks, Knowledge (arcana) 15 ranks, Knowledge (architecture and engineering) 15 ranks, Spellcraft 15 ranks, Apprentice Evoker, Combat Casting, Greater Spell Focus (evocation), Master Evoker, Spell Focus (evocation), Charisma 16.

    Benefit
    Whenever you spend a daily use of Willpower to enhance your ranged attacks (as described under Master Evoker), if you choose to make ranged touch attacks the range of those attacks is increased to long (400 ft. + 40 ft./level).

    You can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses, by spending a daily use of Willpower. This ability can only alter a spell with the acid, cold, fire, force?, electricity, or sonic descriptor. The spell’s casting time is unaffected. You decide whether to alter the spell’s energy type and choose the new energy type when you begins casting.
    Very nice. I can see adding a few possible energy types as allowed by the DM, but otherwise being limited in use by uses of Willpower shouldn't have too much effect on other feats that do similar things. And it doesn't alter the spells level!

    Your evocation spells overcome any energy resistance that is less than your caster level, and ignore the hardness of inanimate objects and structures.
    This is perfect evolution of what I was talking about in the last feat... Very nice! I'm glad you split it up.
    Apprentice Illusionist [Arcane]
    You have started specialist training in illusion magic.

    Prerequisites
    Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (local) 4 ranks, Spellcraft 4 ranks, Deceitful, Charisma 12.

    Benefit
    Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand are always considered class skills for you. You gain one skill point for each cross-class skill rank you have already invested in those skills when you take this feat.

    A character with proof that your illusions aren’t real still needs to make a saving throw. A viewer that has been informed that one of your illusions isn’t real does not receive a +4 bonus on their saving throw.
    Very nice ability for Illusionists!

    Special
    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand.

    Master Illusionist [Arcane]
    You have completed your formal training in illusion magic.

    Prerequisites
    Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (local) 9 ranks, Spellcraft 9 ranks, Apprentice Illusionist, Deceitful, Spell Focus (illusion), Charisma 14.

    Benefit
    Whenever you cast an illusion spell, you may spend a daily use of Willpower to cast it as an illusion (shadow) spell. If it was not already an illusion (shadow) spell, it becomes [5% instead of] 1% real per caster level for any viewer that fails their save (any viewer that succeeds on their save is still completely immune to the illusion). If it was already an illusion (shadow) spell, this instead stacks with the base % “realness” for any viewer that succeeds on their save.
    Seems reasonable enough. I like it.

    Creatures that are immune to mind-affecting effects are not immune to your mind-affecting illusion spells, though they gain a +4 bonus on saves against such spells. Creatures with true seeing and similar abilities do not automatically save against your illusions, though they gain a +4 bonus on saves against such spells.
    This feels like it should be under Arch to me...

    Arch-Illusionist [Arcane]
    You represent the pinnacle of illusion magic proficiency.

    Prerequisites
    Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (local) 15 ranks, Spellcraft 15 ranks, Apprentice Illusionist, Deceitful, Greater Spell Focus (illusion), Master Illusionist, Spell Focus (illusion), Charisma 16.

    Benefit
    You may spend three daily uses of your Willpower to cast wish as a spell-like ability, with the proviso that you must succeed on a Bluff check against any creature that is harmed or aided by the spell (including yourself). If the wish produces a long-lasting effect (such as a magic item, a bridge across a crevasse, etc.), this Bluff check must be repeated every day for every creature that interacts with the effect. If your Bluff check fails then a creature is completely unaffected by the wish or its effects.
    This is way too OP... Wish without it being a wish through your sheer force of will? That's more in the area of Psionics. I like the thought of reality altering force of will abilities though, even though I know how broken they often can be...
    Apprentice Necromancer [Arcane]
    You have started specialist training in necromancy magic.

    Prerequisites
    Wizard level 1st, Intimidate 2 full Cross-class Ranks (to be converted into 4 full ranks when this feat is taken), Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks, Improved Turning, Wisdom 12.

    Benefit
    Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.

    You gain the undead empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of undead. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
    Some will probably say this is way too much, but I like it thematically a lot!

    Whenever you use the undead empathy class feature, you may spend a daily use of Willpower (in addition any daily use you have already spent) to rebuke or command affected undead as a 3.5 cleric.
    Makes logical sense. I like it.

    Special
    A wizard with 5 or more ranks in Knowledge (religion) gains a +2 bonus on undead empathy checks.
    This synergy bonus should increase at 10, 15, 20, etc.

    If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.

    Master Necromancer [Arcane]
    You have completed your formal training in necromancy magic.

    Prerequisites
    Wizard level 6th, Intimidate 9 ranks, Knowledge (arcana) 9 ranks, Knowledge (religion) 9 ranks, Spellcraft 9 ranks, Apprentice Necromancer, Improved Turning, Spell Focus (necromancy), Wisdom 14.

    Benefit
    Whenever a creature fails a save against one of your necromancy spells, it is shaken for the duration of the spell or for one round per caster level (whichever is longer). This stacks with any other fear condition produced by the spell.
    Nice little rider fear effect. It wont affect everyone, but nice none the less.

    Creatures that are immune to fear are not immune to your necromantic fear effects (including the above ability), though they gain a +4 bonus on saves against such effects.
    Powerful, but I feel it's not powerful enough to be in a feat by itself... middle ground...

    You gain the energy drain special attack. When you spend a use of Willpower before an attack, living creatures hit by your unarmed strikes, natural weapons, and melee touch attacks gain one negative level. You may make melee touch attacks in place of unarmed strikes. The DC for the Fortitude save to remove a negative level is 10 + one-half your character level + your Charisma modifier. For each such negative level bestowed, you gain 5 temporary hit points. These temporary hit points last one hour.
    Maybe it can act as some kind of heal effect on undead too?


    Arch-Necromancer [Arcane]

    You represent the pinnacle of necromancy magic proficiency.

    Prerequisites
    Wizard level 12th, Intimidate 15 ranks, Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks, Spellcraft 15 ranks, Apprentice Necromancer, Greater Spell Focus (necromancy), Improved Turning, Master Necromancer, Spell Focus (necromancy), Wisdom 16.

    Benefit
    Creatures that are immune to death effects are not immune to your necromantic death effects, though they gain a +4 bonus on saves against such effects. Whenever you kill a creature with a necromancy spell, you gain a +10 bonus on undead empathy checks against undead created from that creature.
    Pure gold as for a capstone for these feats.

    Whenever you create an undead creature (through create undead, greater create undead, or similar methods) you may spend a daily use of your Willpower. If you do, you automatically succeed on the next undead empathy check that you make against that creature.
    I don't feel like this is broken, but it is a really nice ability to have! Very limited usage, and very nice capstone ability.

    Undead whose CR is less than your CR minus 5 do not count towards your limit of controlled undead (whether by undead empathy, the animate dead spell, or other means).
    This is awesome, but should be started with the Master feat, with a minus 10, and then reduce that to minus 5 with this feat...

    If you are undead, your level adjustment (if any) is reduced by 3 (to a minimum of +0).
    For anyone playing any kind of undead creature, this is pure gold! Love 'free' level buy off!
    Apprentice Transmuter [Arcane]
    You have started specialist training in transmutation magic.

    Prerequisites
    Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Spellcraft 4 ranks, Great Fortitude, Intelligence 12.

    Benefit
    You gain the morphic empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of aberrations, oozes, creatures with the [Shapechanger] subtype, and creatures that have been magically mutated or transformed. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
    Yet another nice manifestation and usages of these abilities!

    Whenever you cast a transmutation spell on a creature, you may spend a daily use of Willpower to double all numerical bonuses and penalties of that spell. If that spell has a duration of at least one minute per caster level, you may also spend a daily use of Willpower to increase the duration of the spell to one hour per caster level.
    Supremely helpful and great usage of Willpower.

    Special
    A wizard with 5 or more ranks in Knowledge (dungeoneering) gains a +2 bonus on morphic empathy checks.
    Nice little rider bonus, synergy bonus should increase by every 5 ranks obtained.

    Master Transmuter [Arcane]
    You have completed your formal training in transmutation magic.

    Prerequisites
    Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering) 9 ranks, Spellcraft 9 ranks, Apprentice Transmuter, Great Fortitude, Spell Focus (transmutation), Intelligence 14.

    Benefit
    Whenever a creature with the shapechanger subtype fails its save against one of transmutation spells, it may not revert to its natural form as a free action.
    Very nice restrictor.

    You gain the [Shapechanger] subtype and the aspect of nature wild shape variant as a 3.5 druid of your caster level. You activate this ability by spending daily uses of Willpower in place of uses of wild shape (and may use it freely, up to your daily limit of Willpower) but are otherwise subject to all 3.5 druid restrictions.
    This is a super sweet ability! I've always loved the druids ability to shapeshift, but making the Wizard wait for the ability is a good decision.


    Arch-Transmuter [Arcane]
    You represent the pinnacle of transmutation magic proficiency.

    Prerequisites
    Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (dungeoneering) 15 ranks, Spellcraft 15 ranks, Apprentice Transmuter, Great Fortitude, Greater Spell Focus (transmutation), Master Necromancer, Spell Focus (transmutation), Intelligence 16.

    Benefit
    Whenever you successfully cast a polymorph any object spell of permanent duration on a creature, you automatically succeed on morphic empathy checks against the polymorphed creature.
    This seems a little too op... maybe a huge bonus on the check instead as you're literally 'changing it's mind'...

    You may spend a daily use of Willpower to add your caster level to Craft (alchemy) checks and may always take 20 on such checks. You may craft Philosopher’s Stones in this way with a successful Craft (alchemy) check (DC 50).
    Interesting capstone ability... I would have figured it to be more along the lines of figuring out how to change yourself into a something.... unspeakable XD

    Add your Charisma modifier as an arcane bonus to each of your physical ability scores.
    This is much more like it, though I still feel it's OP... maybe the bonus is only available when you are transformed in some way... and maybe use Intelligence instead of Charisma? I feel that you've got to be smart to change things, not just have the force of will...
    In conclusion, you've become pretty good at figuring out these feats! Good work!

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    Default Re: Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    At first I was going to comment that you could have fit all these in a single topic. Then I saw how much content is in each topic. Now I'm just wondering how long you've been working on all of this?
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    Default Re: Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    Quote Originally Posted by The Cats View Post
    At first I was going to comment that you could have fit all these in a single topic. Then I saw how much content is in each topic. Now I'm just wondering how long you've been working on all of this?
    You'd be surprised how short of a time you can jot down some ideas that become something awesome...

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    Default Re: Revamped Wizard, Take 2 (Arcane Feats: Evocation to Transmutation)

    AOKost - the added skill prereqs are nice but these feats already have so many prereqs that I think I'l leave them as is. Plus I cringe at the thought of having to edit them in for all the other specialisations too :D

    I've rephrased the Evoker ability as you suggested so that you can't switch energy types. I've also deleted force as an option - it's probably the only damage type people would choose in the majority of battles.

    Yep, Supernatural Sagacity synergy was reworked into all the other specialisations (as well as Druid Initiate).

    The illusionist ability to affect mind-affecting-immune creatures, as with the enchanter and necromancer equivalents, are accessible at lower levels so that your spells are useful throughout a campaign. There's a reason nobody in 3.5 specialises in schools where true seeing, death ward, mind blank, and constructs/undead all make your magic useless.

    The illusionist wish is indeed very powerful, so I might bump up the Bluff difficulty (maybe even make it so that you HAVE to fool yourself for it to work). The idea is that your illusions become so good they can fool reality itself.

    Re: necromancer energy drain - I didn't require Willpower to use it because I can't see wizards risking getting into melee range at higher levels. It's more of a flavour ability (if you're reduced to using it against a fighter you're probably about to be Power-Attacked straight into your grave anyways :D).

    Re: necromancer undead HD cap - I had it as a Master Necromancer ability, but there was too much potential for abuse. At high levels it allows you to play a true lord of the undead, DM-permitting.

    Arch-Transmuter empathy - note that you make the creature friendly to you, not necessarily willing to fight for you. This is the ability needed by those wizards who create owlbears and oozes and all the other creepy-crawlies they don't want to eat them in the end :D

    Charisma was used for the arch-transmuter physical bonus to encourage MADness (which I tried to build into most of these feats). It seems to be the ability of choice for Divine Grace, so I tied it to the transmuter ability, the abjurer ability, the High Priest abilities etc.

    Quote Originally Posted by The Cats View Post
    At first I was going to comment that you could have fit all these in a single topic. Then I saw how much content is in each topic. Now I'm just wondering how long you've been working on all of this?
    More than is healthy! I've had the ideas floating around for a few years, they just coalesced in the last few weeks though. Apologies for the deluge of posts, I've been monopolising the forum haha. I'll consolidate them all into a master post with my other homebrew at some point.

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