do we already know if you can wield a superior implement in your offhand and still benefit from its superior properties when attacking with your mainhand implement?
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...
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...
Hi there,
although the Wild Mage paragon path is really cool, it's a bad path powerwise.
So our gaming group tried do change it into a strong, yet balanced paragon path to let one of our players play a wild mage without feeling weak.
What do you think about the changes?
Are they cool and...
Can you give us the text of the "Dual Implement Spellcaster" feat?
Is it really as good as it sounds? is the damage bonus a feat bonus? can you hold the second implement together with a shield in your offhand?
Thank you for sharing!
I like your system, but i think something "simpler" would be more useful for most players.
I think i will use your 1.0 system, this is a little bit too complex for my taste.
My guess:
"Hit Dice" = 5 HP per level, double "Hit Dice" at first level
Con = 14 (+2), you get 2 Bonus HP per level
At first level: 2 * 5 + 2 = 12 hp
At level 6: (1+6) * 5 + 6 * 2 = 47 hp