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Modified Wild Mage Paragon Path, please give Feedback

mrphoenix

First Post
Hi!

I tried to modify the Sorcerer Wild Mage Paragon Path (PHB2) because it's fairly weak but i do like its fluff. So i changed/strengthend the weak parts of it.
The "core feature" is the level 16 feature, which allows the Wild mage to enter a "Crit Mode" in which its critical hit chance is greatly increased. It might look overpowered but it statistically results in an critical hit increase of "only" 5% on average.

I aimed for a powerlevel between Demonskin Adept (Sorcerer PP) and Daggermaster (Rogue PP) while maintaining the fluff and theme of a Wild Mage.
What do you think, is this PP balanced or too good? It should be strong, but not overpowered.

WILD MAGE
“If you can control your power, you don’t have enough.”

Prerequisite: Sorcerer, Wild Magic class feature
The entropy of the Elemental Chaos flows in your veins. Your spells open arcane conduits to that plane and draw energy through – whatever energy is convenient impelled and empowered by the force of chaos itself. Your spells might be unpredictable, but their randomness gives them power.

WILD MAGE PATH FEATURES
Chaos Action (11th level):
When you spend an action point to take an extra action, roll a d6 to also gain one of the effects below. You can use this benefit once as a free action until the end of your turn.

d6 Chaos Action Effect
1 You become invisible until the start of your next turn.
2 You teleport a number of squares equal to 5 + your Dexterity modifier.
3 You gain temporary hit points equal to one-half your level.
4 Until the end of the encounter, each ally within 5 squares of you gains resist 10 to the damage type you resist with your Wild Soul.
5 You teleport an ally and an enemy within 10 squares of you, swapping their positions.
6 You and each ally within 5 squares of you each make a saving throw.

Wild Surge (11th level): When you roll a natural 1 on an attack roll for an arcane power, instead of using your Unfettered Power class feature, roll two d6 and choose one of the results to get one of the effects below.
If both dice show the same number use your Unfettered Power class feature as normal.

d6 Wild Surge Effect
1 The attack misses, and you and the target teleport, swapping positions after you resolve the rest of the attack.
2 The attack misses, and you drop prone and slide 3 squares away from the target.
3 The attack misses, and both you and the target are dazed (save ends).
4 Reroll the attack roll. If you roll a natural 1 again, you take 2d10 + your Charisma modifier damage, and you can’t use Wild Surge again during this encounter.
5 The attack hits instead of misses, and you are stunned until the end of your next turn.
6 The attack hits instead of misses.

Wild Flux (16th level): While you are not in a Wild Flux and you roll a natural 19 or 20 on an attack roll for an arcane power, after resolving the power you enter a Wild Flux state until the end of the encounter.
While fluxing you score critical hits with arcane powers with all hits resulting from even attack rolls.
You leave the Wild Flux after resolving an arcane attack power for which any attack roll was odd (before manipulations of the roll).

WILD MAGE SPELLS
Wild-Soul Bolts Wild Mage Attack 11
You unleash three randomly colored bolts drawn from the Elemental Chaos to batter your opponents.
Encounter ✦ Arcane, Implement; Varies
Standard Action Ranged 5
Special:
Roll 3d6. Make an attack for every d6 rolled, in any order. The result of the d6 determines the attack's damage types and effect (see below). You can't target a single enemy with different kinds of attacks.
Target: One enemy
Attack:Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage.
1 or 2. Blue: Force and psychic damage, and you slide the target 1 square.
3 or 4. Red: Fire and force damage, and each enemy adjacent to the target takes damage equal to your dexterity modifier.
5 or 6. Yellow: Fire and psychic damage, and you knock the target prone.

Torrent of Power Wild Mage Utility 12
You open a conduit to the Elemental Chaos. Its surging energy erupts uncontrollably.
Daily ✦ Arcane
Minor Action Personal
Effect:
Until the end of the encounter, whenever you roll the highest number on any die that is rolled to determine damage, roll that die again and add the additional result to the damage total.
If a reroll results in another maximum damage result, roll again and keep adding.

Entropic Beam Wild Mage Attack 20
A sparkling beam of whirling particles leaps from your hand towards your foes and jumps between them causing debilitating effects, ultimately bursting into a nova of brightest light.
Daily ✦ Arcane, Implement, Psychic, Radiant
Standard Action Ranged 10
Target:
One enemy
Attack: Charisma vs. Will
Hit: 1d12 + Charisma modifier psychic damage.
Effect: Roll a d12 to determine the attack’s effect.
1 - 4: All enemies within an area burst 2 centered on the target take 1d12 radiant damage.
5 - 6: The target is restrained (save ends). Repeat the attack and effect against the same or a different target within 5 squares of the creature last attacked by this power.
7 - 8: The target is dazed (save ends). Repeat the attack and effect against another target within 5 squares of the creature last attacked by this power.
9 - 10: The target is weakened (save ends). Repeat the attack and effect against the same target.
11 - 12: The target is stunned (save ends). Repeat the attack and effect against a target within 5 squares of the creature last attacked by this power, that you haven’t already targeted with this power during this turn.
 
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Starfox

Hero
I feel you have nerfed the powers compared to what is in the PH2. You have made them targetable and not area, which goes with the wild mage theme, but you have also weakened them.

Wild Flux gives you half an additional critical hit if you roll 19 or 20, with 1/4 of two criticals, 1/8 for three etc. This is a numeric series that IIR evens out to 1 critical on average, but with a big spread - which fits the theme of the build. If I read this right, this is in addition to the critical the attack roll itself might give, and it needs to be. This is an increase in power over the original Wild Flux, but not grossly so, and at the price of a delay - you have to make additional attacks to profit. Overall, a reasonable benefit, if a bit complex.
 

mrphoenix

First Post
First, thank you for your reply!

I'm surprised you find the powers weaker than the original, I think they are stronger, because you can hit one enemy several times and not only once.

Wild Flux should generate some "more random" critical sprees. If you are lucky and roll only even attack rolls you can crit 5 times in a row. It "feels" more chaotic than an just increased critical strike range. You are right - the spread is big - but thats the price of being able to crit 5 times in a row.
 

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