Slander
Explorer
After three years, we're rebooting our campaign with a new DM. She has stated divine magics will be the standard for the setting and arcane magics will be rare. Access to new arcane spells have to be found, quested for, or otherwise approved by the DM. One of the players in the group is set on playing on playing a Wizard, but I have a concern that he (and possibly the DM) is not aware of how the limitations will affect his character.
In my mind, a Wizard's lack of access to a wide variety of spells gives hom the short-end of both the Sorceror and Wizard. A Wizard without a wide selection of spells effectively has the "Known Spell" limitation of the Sorceror combined with the "Prememorized" limitation of the Wizard. Lack of the Sorceror blasting-any-known-spell ability or the Wizard large-spell-selection ability simply makes the core Wizard weak in this setting.
So I'm going to propose a slight variation on the Wizard class. I do need to make one thing clear first: using some of the alternate spell-casting systems that are out there (True Sorcery, Elements of Magic, Advanced Magic, Wheel of Time, etc) definitely won't be an option. I like a lot of these alternate systems (TS is my current favorite), but the DM is intent on sticking to Core books. I'm hoping to slightly tweak the existing class just enough to keep it competative in our group and still get her approval.
So, here are my proposed class changes to create what I'm currently referring to as the Hedge Wizard.
HEDGE WIZARD
Hit Dice: d6
Skill Points: 4 + Int modifier
Available Skills: As Wizard
Base Attack Bonus: Medium
Replace Scribe Scroll w/ Brew Potion at level 1 (reflecting an Alchemal mindset; yes I know it normally has a 3rd level prereq)
Allow access to Expert Potion Brewer feat (see below)
Increase weapon selection to all simple weapons
Spells Per Day: As Wizard
Spellbook: As Wizard, except the Hedge Wizard does not automatically learn new spells at level advancement. All new spells must be found, quested for, or otherwise approved by the DM (to keep things in line with her stated intent).
FEAT: Expert Potion Brewer
Prereq: Brew Potion, Caster level 3+
Benefit: (From Mongoose Quint Fighter) Basically allows the Wizard to create potions for a limited number of spells he does not know at an increased cost. The feat can be taken multiple times. Spell selection for this feat would still have to go through DM approval.
These changes downplay the casting portion of the Wizard class and the bag of tricks normally available to him in favor of better combat survivability and reliance on potions and other alchemal items.
I realize this class would be overpowered if it had access to a full compliment of Wizard spells. But again, the DM has stated access to arcane spells is going to be very restricted. I've considered implementing a "Spells Known" limitation for this class to mechanically keep it in line, but since we're starting at level 1, it's not a big priority now.
Anyway, do you think this goes far enough to keep a Wizard character without a variety of spells competative in an otherwise standard party?
In my mind, a Wizard's lack of access to a wide variety of spells gives hom the short-end of both the Sorceror and Wizard. A Wizard without a wide selection of spells effectively has the "Known Spell" limitation of the Sorceror combined with the "Prememorized" limitation of the Wizard. Lack of the Sorceror blasting-any-known-spell ability or the Wizard large-spell-selection ability simply makes the core Wizard weak in this setting.
So I'm going to propose a slight variation on the Wizard class. I do need to make one thing clear first: using some of the alternate spell-casting systems that are out there (True Sorcery, Elements of Magic, Advanced Magic, Wheel of Time, etc) definitely won't be an option. I like a lot of these alternate systems (TS is my current favorite), but the DM is intent on sticking to Core books. I'm hoping to slightly tweak the existing class just enough to keep it competative in our group and still get her approval.
So, here are my proposed class changes to create what I'm currently referring to as the Hedge Wizard.
HEDGE WIZARD
Hit Dice: d6
Skill Points: 4 + Int modifier
Available Skills: As Wizard
Base Attack Bonus: Medium
Replace Scribe Scroll w/ Brew Potion at level 1 (reflecting an Alchemal mindset; yes I know it normally has a 3rd level prereq)
Allow access to Expert Potion Brewer feat (see below)
Increase weapon selection to all simple weapons
Spells Per Day: As Wizard
Spellbook: As Wizard, except the Hedge Wizard does not automatically learn new spells at level advancement. All new spells must be found, quested for, or otherwise approved by the DM (to keep things in line with her stated intent).
FEAT: Expert Potion Brewer
Prereq: Brew Potion, Caster level 3+
Benefit: (From Mongoose Quint Fighter) Basically allows the Wizard to create potions for a limited number of spells he does not know at an increased cost. The feat can be taken multiple times. Spell selection for this feat would still have to go through DM approval.
These changes downplay the casting portion of the Wizard class and the bag of tricks normally available to him in favor of better combat survivability and reliance on potions and other alchemal items.
I realize this class would be overpowered if it had access to a full compliment of Wizard spells. But again, the DM has stated access to arcane spells is going to be very restricted. I've considered implementing a "Spells Known" limitation for this class to mechanically keep it in line, but since we're starting at level 1, it's not a big priority now.
Anyway, do you think this goes far enough to keep a Wizard character without a variety of spells competative in an otherwise standard party?