UngeheuerLich
Legend
*snip*good reasoning
so i have to reconsider.
Still i have a problem: small quarterstaffs are still needed... (or an errata which adds *small* to the staff implements at least)
*snip*good reasoning
so i have to reconsider.
Still i have a problem: small quarterstaffs are still needed... (or an errata which adds *small* to the staff implements at least)
Where does it say they can't?
Rule: p158 Wizard Implements "A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to the attack rolls and the damage rolls of wizard powers"
Rule: p215 Weapon Groups "Weapon groups are families of weapons that share certain properties. They’re wielded similarly and are equally suited to certain kinds of attacks. In game terms, some powers and feats work only when you’re attacking with a weapon in a specific group."
Rule: p216 Definition of Staff Weapon Group "Staff: In its most basic form, a staff is a long piece of wood or some other substance, roughly the same
diameter along its whole length."
Rule: p218 Weapon Chart showing what weapon group a quarterstaff is in "Quarterstaff ... Staff"
So, RAW the wizard may use a staff as an implement, and a quarterstaff most definitely is a staff.
Either way, the text for wizards using the staff weapon group is the same text that swordmages use to be able to use any, say, heavy blade as their implement/weapon, so in order to claim it doesn't work by RAW, you're also effectively claiming that swordmages can't use longswords for their implement powers - only 'Heavy Sword Implements', of which none have been published.
Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement.
I didn't find "Disembodied hand" in AP. And second, the Spider helps me with my controlling. I'm quoting...
It's in the article on arcane familiars from last month's dragon magazine. You should check that article out.
str: 8
con: 13
dex: 15
int: 18
wis: 14
cha: 12
About the whole Staff thing... Read it all before, and neither me or my DM are convinced that a magic Quarterstaff can function as a Staff Implement. But that day that is allowed through a FAQ or anything I'll just retrain the feat and use a Staff instead![]()
The alternative is a boring game where all the powers do are damage and effects that end the next turn (like encounter powers most).
Edit: Anyway. What do you think about these stats?
The question is. Wand or Staff? Or none? A wand could save me a daily magic item use, and with "Keeper's Prescience" (lvl 24) it would even be better... And do I even have to mention "Trick of Knowledge" which gives me +2 to attack (with my arcane bonus it does easily), and being invisible with "Vanishing Act" I get CA to. That's a nice odd of hitting, both to all and solo (wand). What do you think?
My Wizard Build, suggestions?
First what this build is about.
- It's first role is a controller.
- The second is as an all knowing and being a utility wizard.
- And last he is a minor leader and I try to boost damage a little to.
- I have choose Eladrin as my race.
All knowing? Than take jack of all trades, one of the best feats in the game imo.
Your character background consists of four short sentences, and it tells me almost nothing, other than how you want to fight in combat.
Actually I have a really long background story. But that is written in Norwegian...