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General Tabletop Discussion
*Pathfinder & Starfinder
Making the Universalist Wizard more appealing
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<blockquote data-quote="Steel_Wind" data-source="post: 5215153" data-attributes="member: 20741"><p>Goes too far; however, it might be that you could modify the <em>Hand of the Apprentice</em> so that it wasn't so overpowered, while still giving it more flavor and a real advantage in combat.</p><p></p><p><strong>Example:</strong> At the time the weapon is thrown, the caster may discharge an elemental touch or range touch spell attack into the weapon before it it thrown. Provided the weapon at least touches the intended target, the elemental touch / range touch attack spell is successfully discharged at the intended target through the thrown weapon. The foe takes damage from the elemental spell per normal; however, the failure or success is all resolved on the same roll, using the Intelligence Bonus of the Wizard to resolve the to hit roll.  Whether or not the weapon fails to even make contact with the foe permitting the ranged touch attack to succed, the spell is also lost.</p><p></p><p>In this manner, a Universalist Wizards might throw a dagger using <em>Hand of the Apprentice </em>and cast, say, <em>Shocking Grasp</em> at the target through the dagger, at range.  Potentially, the target could be hit by both the physical damage of the thrown weapon as well as the spell damage  added to the augmented attack.</p><p></p><p>The <em>Hand of the Apprentice</em> thereby <u>allows a touch attack to become a range touch attack</u>; and a range touch remains a range touch; in all cases,  the spell must be prepared in order for the Wizard to use it and if the prepared spell is not a cantrip, the spell resource is then expended when it is cast in this fashion, per standard.</p><p></p><p>While <em>Shocking Grasp</em> is a very neat effect, the clear benefit to this allows a caster to use, say, a <em>Ray of Frost</em> or <em>Acid Splash</em> through the <em>Hand of the Apprentice </em>at the same time. Moreover, it allows the Wizard to hit more often to do some damage with the attack (so the target takes spell damage, even if it might not have its armor penetrated by the thrown weapon)</p><p></p><p>When <em>Hand of the Apprentice</em> is augmented by casting a spell to enhance it in this fashion, I would suggest it take a full round action for the caster to accomplish, increasing the time taken to accomplish the augmented attack from the standard action normally required.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5215153, member: 20741"] Goes too far; however, it might be that you could modify the [I]Hand of the Apprentice[/I] so that it wasn't so overpowered, while still giving it more flavor and a real advantage in combat. [B]Example:[/B] At the time the weapon is thrown, the caster may discharge an elemental touch or range touch spell attack into the weapon before it it thrown. Provided the weapon at least touches the intended target, the elemental touch / range touch attack spell is successfully discharged at the intended target through the thrown weapon. The foe takes damage from the elemental spell per normal; however, the failure or success is all resolved on the same roll, using the Intelligence Bonus of the Wizard to resolve the to hit roll. Whether or not the weapon fails to even make contact with the foe permitting the ranged touch attack to succed, the spell is also lost. In this manner, a Universalist Wizards might throw a dagger using [I]Hand of the Apprentice [/I]and cast, say, [I]Shocking Grasp[/I] at the target through the dagger, at range. Potentially, the target could be hit by both the physical damage of the thrown weapon as well as the spell damage added to the augmented attack. The [I]Hand of the Apprentice[/I] thereby [U]allows a touch attack to become a range touch attack[/U]; and a range touch remains a range touch; in all cases, the spell must be prepared in order for the Wizard to use it and if the prepared spell is not a cantrip, the spell resource is then expended when it is cast in this fashion, per standard. While [I]Shocking Grasp[/I] is a very neat effect, the clear benefit to this allows a caster to use, say, a [I]Ray of Frost[/I] or [I]Acid Splash[/I] through the [I]Hand of the Apprentice [/I]at the same time. Moreover, it allows the Wizard to hit more often to do some damage with the attack (so the target takes spell damage, even if it might not have its armor penetrated by the thrown weapon) When [I]Hand of the Apprentice[/I] is augmented by casting a spell to enhance it in this fashion, I would suggest it take a full round action for the caster to accomplish, increasing the time taken to accomplish the augmented attack from the standard action normally required. [/QUOTE]
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Making the Universalist Wizard more appealing
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