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Community
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*Pathfinder & Starfinder
Implement Mastery variant
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<blockquote data-quote="Lakoda" data-source="post: 4707788" data-attributes="member: 76039"><p><span style="font-size: 10px">Please let me know what you think, I am looking for anything that is highly unbalanced. I know what I am doing increases power, but if it is just too much, please let me know. I would love normal feedback/suggestions as well. -- Thanks!</span></p><p></p><p>I never really like the Wizard's Implement Mastery class feature. The options seem too sparse, too lacking, especially when the Staff option has the static bonus to AC. So, over the last few weeks I've been slowly working to tweak the implement mastery options to be (1) stronger, (2) provide a (somewhat situational) static bonus, (3) provide an encounter power, and (4) make your secondary ability score more meaningful (as it stands IMHO, the implement mastery options are a too small and too weak/lame attempt to make a secondary ability score important). Now, on to what matters.</p><p></p><p>The <strong>Defensive Staff</strong>'s property needs to be updated to work with the new <em>Staff of Defense</em> implement mastery: "Gain a +1 item bonus to your Fortitude, Reflex, and Will defenses. If you have the Staff of Defense class </p><p>feature, your passive benefit gains a +1 item bonus to the bonus to AC."</p><p></p><p>To expand on all this I creates some feats that improve the passive and active benefits of an Implement mastery.</p><p></p><p>Now, in a worse case scenario, an Orb mage could get a -2 from their orb passive ability, a -6 from an Earthenroot Staff or an Orb of Fickle Fate, a -2 from spell focus, and (assuming a Genasi wizards using ongoing fire damage) a -1 from Genasi Fire Affinity, would result in a -11. That's just too much, so I will change both the <strong>Earthenroot Staff</strong> and the<strong> Orb of Fickle Fate</strong> to provide a penalty to saving throws equal to 1 per tier of the item. That makes the worse case scenario a -8 (-7 for non-Genasi's using ongoing fire damage).</p><p></p><p>I also changed a few existing feats to fit with the secondary ability score paradigm I want. I changed War Wizardry to use Wisdom and I exchanged the use of Wisdom in Spell Accuracy to use Intelligence. I didn't like having a feat that is pretty important for a lot of Wizards be dependent on a secondary ability score - I know, it is probably unbalancing but killing allies really puts a downer into our game sessions and this makes it a bit easier.</p><p></p><p>Finally I added two more paragon feats to round out the Wizard's remaining secondary ability scores.</p><p></p><p>One last thing, it bothered me that there was no Master's Ward for Illusory Ambush At-will, so here is my version of such an item.</p></blockquote><p></p>
[QUOTE="Lakoda, post: 4707788, member: 76039"] [SIZE=2]Please let me know what you think, I am looking for anything that is highly unbalanced. I know what I am doing increases power, but if it is just too much, please let me know. I would love normal feedback/suggestions as well. -- Thanks![/SIZE] I never really like the Wizard's Implement Mastery class feature. The options seem too sparse, too lacking, especially when the Staff option has the static bonus to AC. So, over the last few weeks I've been slowly working to tweak the implement mastery options to be (1) stronger, (2) provide a (somewhat situational) static bonus, (3) provide an encounter power, and (4) make your secondary ability score more meaningful (as it stands IMHO, the implement mastery options are a too small and too weak/lame attempt to make a secondary ability score important). Now, on to what matters. The [B]Defensive Staff[/B]'s property needs to be updated to work with the new [I]Staff of Defense[/I] implement mastery: "Gain a +1 item bonus to your Fortitude, Reflex, and Will defenses. If you have the Staff of Defense class feature, your passive benefit gains a +1 item bonus to the bonus to AC." To expand on all this I creates some feats that improve the passive and active benefits of an Implement mastery. Now, in a worse case scenario, an Orb mage could get a -2 from their orb passive ability, a -6 from an Earthenroot Staff or an Orb of Fickle Fate, a -2 from spell focus, and (assuming a Genasi wizards using ongoing fire damage) a -1 from Genasi Fire Affinity, would result in a -11. That's just too much, so I will change both the [B]Earthenroot Staff[/B] and the[B] Orb of Fickle Fate[/B] to provide a penalty to saving throws equal to 1 per tier of the item. That makes the worse case scenario a -8 (-7 for non-Genasi's using ongoing fire damage). I also changed a few existing feats to fit with the secondary ability score paradigm I want. I changed War Wizardry to use Wisdom and I exchanged the use of Wisdom in Spell Accuracy to use Intelligence. I didn't like having a feat that is pretty important for a lot of Wizards be dependent on a secondary ability score - I know, it is probably unbalancing but killing allies really puts a downer into our game sessions and this makes it a bit easier. Finally I added two more paragon feats to round out the Wizard's remaining secondary ability scores. One last thing, it bothered me that there was no Master's Ward for Illusory Ambush At-will, so here is my version of such an item. [/QUOTE]
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