That staff is pretty well balanced... but that balance is achieved at a horrific cost.smootrk said:I would probably allow a number of different feats in exchange, possibly two feats. Another good option, is the Staff option that was located in a relatively recent Dragon Magazine. It exchanges familiars for a 'signature' staff that can produce special effects, effectively a Staff-Familiar (and gains additional hardness/hp as the caster increases in level). It even forms the basis for an additional feat tree based on the staff.
FalcWP said:Plus, unless all wizards and sorcs in a world get bonuses from their staffs, an opponent would still need a reason to sunder the staff... rather than, say, the wizard or sorc.
Do either of you remember the dragon magazine article that had the staff familiar rules in it? The Article's main goal was to represent the staff's role in the rules as it was in fiction, history, myth and legend. That means that the majority of npc’s will know more erroneous and exaggerated myths than the actual effects the loss of the staff will cause.Thanee said:Yeah, sundering a wizard's staff should not be high on the list of your average non-metagaming opponent.
An thats the rub, the thugs have little access to arcana. Local; likely, History: remote chance if they have listened to a few bard songs but arcana is simply too esoteric.FalcWP said:Yeah, I can just see thugs jumping at the chance to earn the ultimate ire of a powerful wizard.
You're forgetting that the familiar has the same ranks the master has, so a familiar is practically a garanteed Aid Another +2 bonus to any skill check the master tries.XCorvis said:I agree that it's worth a feat, but not for that reason.
Having a familiar gives you:
A slightly reduced version of Alertness.
A bonus that is exactly identical to a feat (+2 reflex is Lightning Reflexes, +3 HP is Toughness, etc...).
Ability to deliver touch attacks via familiar, use the familiar to spy/scout and several other things that don't get used too often.
The weakness of possibly loosing the familiar and being penalized for it.
I'd say the last two cancel out, so that's like 1 and 3/4 feats of bonus. They're weak feats, so let's just call that one decent feat. I allow my PCs to trade it for any wizard feat.
In most games I'm in, people only use familiars for the alertness and psuedo-feat bonuses, not for anything else. They hide the familiar in their pocket and pretend they don't exist so they don't get killed. As both a player and a GM, I'd rather just get a regular feat in place of the walking target that is a familiar.
frankthedm said:That staff is pretty well balanced... but that balance is achieved at a horrific cost.
The article's purpose is to place the wizards staff in the archtype role it has in mythic history and fiction, rather than the spell battery the D&D ruleset makes them. A noble goal and one the article does well.
But drawback is when the staff gets sundered, the XP hit is 500 per caster level save for half IIRC. Do either of you remember the dragon magazine article that had the staff familiar rules in it? The Article's main goal was to represent the staff's role in the rules as it was in fiction, history, myth and legend. That means that the majority of npc’s will know more erroneous and exaggerated myths than the actual effects the loss of the staff will cause.
frankthedm said:Do either of you remember the dragon magazine article that had the staff familiar rules in it?