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Improving Wizard Implement Features
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<blockquote data-quote="Samurai" data-source="post: 4785226" data-attributes="member: 3850"><p>Here's what I did:</p><p></p><p><strong>Wizard: Arcane Implement Mastery</strong> – The abilities gained have been revised, though still follow the same focus for that item.</p><p></p><p><strong>• Wand of Accuracy</strong>: As an Immediate Interrupt once per encounter when you fail an attack roll, you may roll again, this time with a bonus equal to your Dex bonus. You must keep the 2nd result.</p><p></p><p><strong>• Orb of Imposition: </strong> As an Immediate Interrupt once per encounter when a target succeeds at a save against an effect created by the wizard, you may force them to discard that roll and try again, this time with a penalty equal to your Wis bonus. Or you may extend an at will spell 1 turn, as normal.</p><p></p><p><strong>• Staff of Defense: </strong> Once per encounter as an Immediate Interrupt, when you are hit by an attack, you may force the attacker to discard that roll and try again, this time with a penalty equal to your Con bonus. They keep the 2nd roll.</p><p></p><p></p><p></p><p>Also, to boost the offensive power of Warlocks a bit, I gave them their own Arcane Implement Mastery:</p><p></p><p><strong>Warlock: Arcane Implement Mastery</strong> –Warlocks may choose to master 1 Warlock Implement at creation. There are 3 choices:</p><p></p><p><strong>• Wand of Deadly Curses:</strong> Once per encounter as a free action, after you’ve hit a target under your Warlock’s Curse but before rolling damage, you may choose to automatically deal maximum Curse damage while using the wand. If this attack kills the target, you gain double the effect for your pact (Teleport up to 6 squares if Fey, gain double the temp HP if Infernal, and gain a +2 bonus for the Star Pact, etc)</p><p></p><p><strong>• Rod of Infused Invocations:</strong> Once per encounter as a free action, the Warlock may choose to do one of the following: </p><p> <p style="margin-left: 20px"><span style="color: White">* He may change 1 damage type keyword from a spell he casts while using the rod. For example, he could change it from cold to Radiant if facing undead, or change Fire to Cold if facing a foe immune to fire. Changing the damage type in no way affects the damage or power’s effect. This affects any ongoing damage caused by the spell as well.</span></p> <p style="margin-left: 20px"><span style="color: White"> * Or he may choose to attack a different defense than the spell normally affects, choosing between AC, Fort, Ref, or Will.</span></p><p></p><p><strong>• Pact Dagger: </strong> Once per encounter as a Minor action, you may slash yourself with the dagger (for your usual damage, typically 1d4+ Str + any bonus for a magic weapon). The damage counts as and replaces any magic bonus of the Pact Dagger for attack and damage rolls until the end of your next turn. There is no attack roll needed to slash yourself, and no chance of a critical hit.</p></blockquote><p></p>
[QUOTE="Samurai, post: 4785226, member: 3850"] Here's what I did: [B]Wizard: Arcane Implement Mastery[/B] – The abilities gained have been revised, though still follow the same focus for that item. [B]• Wand of Accuracy[/B]: As an Immediate Interrupt once per encounter when you fail an attack roll, you may roll again, this time with a bonus equal to your Dex bonus. You must keep the 2nd result. [B]• Orb of Imposition: [/B] As an Immediate Interrupt once per encounter when a target succeeds at a save against an effect created by the wizard, you may force them to discard that roll and try again, this time with a penalty equal to your Wis bonus. Or you may extend an at will spell 1 turn, as normal. [B]• Staff of Defense: [/B] Once per encounter as an Immediate Interrupt, when you are hit by an attack, you may force the attacker to discard that roll and try again, this time with a penalty equal to your Con bonus. They keep the 2nd roll. Also, to boost the offensive power of Warlocks a bit, I gave them their own Arcane Implement Mastery: [B]Warlock: Arcane Implement Mastery[/B] –Warlocks may choose to master 1 Warlock Implement at creation. There are 3 choices: [B]• Wand of Deadly Curses:[/B] Once per encounter as a free action, after you’ve hit a target under your Warlock’s Curse but before rolling damage, you may choose to automatically deal maximum Curse damage while using the wand. If this attack kills the target, you gain double the effect for your pact (Teleport up to 6 squares if Fey, gain double the temp HP if Infernal, and gain a +2 bonus for the Star Pact, etc) [B]• Rod of Infused Invocations:[/B] Once per encounter as a free action, the Warlock may choose to do one of the following: [INDENT][COLOR="White"]* He may change 1 damage type keyword from a spell he casts while using the rod. For example, he could change it from cold to Radiant if facing undead, or change Fire to Cold if facing a foe immune to fire. Changing the damage type in no way affects the damage or power’s effect. This affects any ongoing damage caused by the spell as well. * Or he may choose to attack a different defense than the spell normally affects, choosing between AC, Fort, Ref, or Will.[/COLOR][/INDENT] [B]• Pact Dagger: [/B] Once per encounter as a Minor action, you may slash yourself with the dagger (for your usual damage, typically 1d4+ Str + any bonus for a magic weapon). The damage counts as and replaces any magic bonus of the Pact Dagger for attack and damage rolls until the end of your next turn. There is no attack roll needed to slash yourself, and no chance of a critical hit. [/QUOTE]
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