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General Tabletop Discussion
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Familiar Replacement
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<blockquote data-quote="Destil" data-source="post: 804630" data-attributes="member: 1980"><p>Or perhaps craft wand from 5th to 11th, and craft staff from 12th on.</p><p></p><p>I'd say it should get some added benifit, since many of these bonuses arn't as good as a familiar:</p><p>a) a staff can't scout, relay information or make any checks (spot / listen)</p><p>b) Empathic link with the staff is nice to keep it from getting lost. With a familiar you can accualy get some basic information across it.</p><p>c) Touch is nice for flavor, but not any real benifit. With a familiar you can do a lot more.</p><p>d) Detect magic: rather nice, though it lacks the identifying ability of the cantrip</p><p>e)Scry on staff isn't nearly as useful as scrying on a familiar, since you need to leave it in place to use it</p><p>f) Shrink is useful, but not small enugh to really hide in general. Whad advantage does grow give?</p><p></p><p>So in echange for the benifits of touch attack delivery (quite useful for buffs, for instance), scouting, a usefull form of scry and some other misc. stuff (like making checks, and alertness), you get 4 cantrips / day, and a watered down form of daylight and detect magic.</p><p></p><p>As far as what I'd add / change:</p><p>I'd replace scry with <em>locate object</em>.</p><p>I'd allow <em>Darjims[sp?] instand summoning</em> on the staff once per week with no special material component needed at 15h level.</p><p>I'd add a bonus hardness progression to mirror the familiar's natral AC bonus progresison, and add the wizard's charachter level to the staff's maximum hit points.</p></blockquote><p></p>
[QUOTE="Destil, post: 804630, member: 1980"] Or perhaps craft wand from 5th to 11th, and craft staff from 12th on. I'd say it should get some added benifit, since many of these bonuses arn't as good as a familiar: a) a staff can't scout, relay information or make any checks (spot / listen) b) Empathic link with the staff is nice to keep it from getting lost. With a familiar you can accualy get some basic information across it. c) Touch is nice for flavor, but not any real benifit. With a familiar you can do a lot more. d) Detect magic: rather nice, though it lacks the identifying ability of the cantrip e)Scry on staff isn't nearly as useful as scrying on a familiar, since you need to leave it in place to use it f) Shrink is useful, but not small enugh to really hide in general. Whad advantage does grow give? So in echange for the benifits of touch attack delivery (quite useful for buffs, for instance), scouting, a usefull form of scry and some other misc. stuff (like making checks, and alertness), you get 4 cantrips / day, and a watered down form of daylight and detect magic. As far as what I'd add / change: I'd replace scry with [i]locate object[/i]. I'd allow [i]Darjims[sp?] instand summoning[/i] on the staff once per week with no special material component needed at 15h level. I'd add a bonus hardness progression to mirror the familiar's natral AC bonus progresison, and add the wizard's charachter level to the staff's maximum hit points. [/QUOTE]
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