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Old 5th November 2008, 04:54 PM   #1 (permalink)
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Anyone have the new Quintessential Wizard?

Wondering if anyone had this yet and what your impression were.

I'm really curious as to how everything balances with what we have in the Player's Handbook? Anything wonky? Anything seem waaaay off?

If not, this could be a really good resource for those of us looking for more options.
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Old 5th November 2008, 05:16 PM   #2 (permalink)
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I would be interested in hearing more about it too. Is there a table of contents online? Anyone know what paragon paths are inside?
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Old 5th November 2008, 06:21 PM   #3 (permalink)
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I had a chance to flip through it. I liked what I saw. There is tons of crunch: new spells, rituals, feats, rules for familiars, paragon paths, magic items, and guides for designing and playing wizards and designing wizard towers. It looks like a worthwhile book.

I don't know how balanced it is, and I'd be interested in hearing about that.
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Old 5th November 2008, 06:36 PM   #4 (permalink)
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Will it be for sale on rpgnow?
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Old 5th November 2008, 07:10 PM   #5 (permalink)
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What book are you talking about, ppl?

Sorry - found this preview.

Last edited by Snarls-at-Fleas; 5th November 2008 at 07:17 PM..
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Old 5th November 2008, 07:19 PM   #6 (permalink)
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This:
Mongoose Publishing : For All Your Gaming Needs ...
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Old 5th November 2008, 08:51 PM   #7 (permalink)
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I have asked Mongoose directly, and they said the Qint. Wizard will be available in PDF in approximately one month.
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Old 6th November 2008, 03:38 AM   #8 (permalink)
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I have asked Mongoose directly, and they said the Qint. Wizard will be available in PDF in approximately one month.
I wonder why this is. Malhavoc Press did it the other way around - releasing the pdf one month before the book. Perhaps Mongoose is doing it this way to discourage piracy.
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Old 6th November 2008, 08:02 PM   #9 (permalink)
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I wonder why this is. Malhavoc Press did it the other way around - releasing the pdf one month before the book. Perhaps Mongoose is doing it this way to discourage piracy.
Perhaps, though also they might be doing it to encourage sales of the physical book - which, you know, they had to sink money into doing an entire print run of, and which costs more - too.
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Old 9th November 2008, 08:57 AM   #10 (permalink)
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I just got the book today... I'll need some time to look through it, but it has a LOT of options for wizards. There are some optional rules that are different than the core stuff (such as wizard origins, which are pretty much like backgrounds, but it gives you a suggested list of powers/feats/etc like a build), and of course a bunch of wizard spells. Just from a quick glance, there's a lot of interesting powers, including some with the Weapon keyword (which use Int for attack and usually Int for dam - though i saw one that used Str for dam). There's also a couple of new cantrips.

There's a bunch of paragon paths (pyro- and cryomancers, chronomancers, and gloom necromancers to name a few), though no epic destinies that I see.

Bunch of new implements, including 4 new types of them (dragonmasks, hats, shields, and mirrors).

Here's the basic abilities of the 4 new implements (in addition to whatever magical effects the thing might have):

Dragonmask: 1/enc - extra elemental damage on an attack, or gain resistance
Hat: 1/enc - extend range of spell
Shield: 1/enc - force foe to reroll melee attk
Mirror: 1/enc - shift & gain concealment

Also, there's a new type of magic item with its' own item slot: the rune. You can have 2 runes tattooed on your body at a time (one on each arm). They have various abilities; they seem to either improve powers of a certain type or grant bonuses to skills. Though, two really stand out to me: one (a level 18 one) has a daily power that lets you regain a spent encounter power as a minor action; another (lvl 23) has a daily power that lets you regain a daily power. I haven't exactly pored over every magic item in the AV or PHB, but those two runes seem pretty damn good to me.

There's a few other things in the book, but that's all i've really looked at so far... There's also a TON of feats, and a chapter on wizard towers (not sure if they give any bonus to a character or not).
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Old 10th November 2008, 04:07 PM   #11 (permalink)
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Gloom Necromancers? Do you mean that the book has rules for Necromancy? Does it have anything for Necromancers on Heroic level?

That would make it a "must have" book. Providing the rules are good. I'm going to go to the nearest store today and see if they have the book.
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Old 11th November 2008, 12:47 AM   #12 (permalink)
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Also, there's a new type of magic item with its' own item slot: the rune. You can have 2 runes tattooed on your body at a time (one on each arm). They have various abilities; they seem to either improve powers of a certain type or grant bonuses to skills. Though, two really stand out to me: one (a level 18 one) has a daily power that lets you regain a spent encounter power as a minor action; another (lvl 23) has a daily power that lets you regain a daily power. I haven't exactly pored over every magic item in the AV or PHB, but those two runes seem pretty damn good to me.
Not sure about regaining encounter powers off the top of my head, but for daily powers there's Veteran's Armor from the AV, which as a daily power lets you regain a daily power at the cost of a free action and an action point.
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Old 11th November 2008, 05:14 AM   #13 (permalink)
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Gloom Necromancers? Do you mean that the book has rules for Necromancy? Does it have anything for Necromancers on Heroic level?

That would make it a "must have" book. Providing the rules are good. I'm going to go to the nearest store today and see if they have the book.
I'm not sure what you mean by rules for necromancy, but it does have a number of powers from all tiers that definitely have a necromantic flavor... As for the animation of dead creatures, the Gloom Necromancer can briefly animate a fallen enemy (though only if he himself dropped the foe using a necrotic power, of which there are a good number in the book).

Some of the feats look quite good... Wizard versions of the various epic weapon group-based feats for the different energy types, feats that improve your abilities with your chosen implement.... There's even forms of the old 3.5 metamagic feats, where you spend a healing surge and minor action to improve a spell you're casting.
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Old 11th November 2008, 02:07 PM   #14 (permalink)
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I'm not sure what you mean by rules for necromancy, but it does have a number of powers from all tiers that definitely have a necromantic flavor... As for the animation of dead creatures, the Gloom Necromancer can briefly animate a fallen enemy (though only if he himself dropped the foe using a necrotic power, of which there are a good number in the book).

Some of the feats look quite good... Wizard versions of the various epic weapon group-based feats for the different energy types, feats that improve your abilities with your chosen implement.... There's even forms of the old 3.5 metamagic feats, where you spend a healing surge and minor action to improve a spell you're casting.
That... might just do it. Yes, I think I like this new supplement. Wizards definitely needed some love...
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Old 11th November 2008, 03:00 PM   #15 (permalink)
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Sounding kind of decent so far. Might be some things in there that are a little unbalancing, but I'd have to take a hard look. If anything though, it sounds like it would add a solid amount of options for the Wizard...which seems to be sorely lacking in 4E so far. Considering the Arcane splat isn't coming out until the middle of next year we need more books like this!
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Old 11th November 2008, 04:11 PM   #16 (permalink)
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But are books like this legit to use? I does not seem to be printed by Wizard's. Is this an example of those 3rd party license people were talking about a few months ago?
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Old 11th November 2008, 05:18 PM   #17 (permalink)
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But are books like this legit to use?
Check with your dm.

It is a third party product, as you surmised. Whether or not that's cool depends on your campaign.
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Old 11th November 2008, 05:55 PM   #18 (permalink)
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Check with your dm.

It is a third party product, as you surmised. Whether or not that's cool depends on your campaign.
I second that! :-)
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Old 11th November 2008, 06:16 PM   #19 (permalink)
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There's a bunch of paragon paths (pyro- and cryomancers, chronomancers, and gloom necromancers to name a few), though no epic destinies that I see.
Cool sounding paragon paths! Any chance you could post a list of what ones are in the book?
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Old 12th November 2008, 12:27 AM   #20 (permalink)
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But are books like this legit to use? I does not seem to be printed by Wizard's. Is this an example of those 3rd party license people were talking about a few months ago?
If you were playing in the RPGA's LFR campaign, then, no, it wouldn't be legit to use. However, if you're just playing in a home game, you just need to get your DM's approval.

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Cool sounding paragon paths! Any chance you could post a list of what ones are in the book?
Sure, I'll do so tonight after I get home from class.
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