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== Pathfinder== Though it has since been errataed, [[Pathfinder]] racial archetype "Scarred Witch Doctor" used to make for the true muscle wizard- or better, muscle [[witch]], since it is an archetype for that class, and available only to orcs. Basically it solves the problem of [[orc]]s having -2 to all of the mental stats by replacing Int with Con for everything that it is casting-related. That's right, you cast with the same stat that gives you hp and fortitude save, and you still have also a racial +4 to strength, so go CAST FIST. It is unclear if this archetype is available to [[half-orc]]s, since they get everything normal humans get in terms of classes, so logic dictates they should also have their other half's race toys. But now you have a perfectly legit Muscle Wizard, and a freakin' orc with a voodoo feeling at that. 'Nuff said. Unfortunately, the Advanced Class Guide's errata negates this, instead replacing the changed casting stat with a +2 to Int. Or, of course, you can just take the Alchemist class and have all your build based around strength-enhancing mutagens. However, while being technically a spellcaster who solves problems with your mighty fists, you won't get to cast them since alchemists don't cast at all. Rather, they drink distilled magic in the form of extracts, which otherwise work as wizard's spells, getting even [[Vancian Casting]] - well, vancian brewing, and are mostly augment spells. Take the grenadier archetype, and infuse your fists with bombs. Technically no "cast fist," but still Enlarge Person and then [[Fist of the North Star|they are already dead]]. To literally cast using your fists, play the Esoteric [[Magus]] archetype, which essentially takes [[Monk]]-style punching and Ki pool and slaps it onto the Magus. Weaker than a regular Magus, true, but you can punch people with Shocking Grasp while your fists are magically on fire for tons of damage and [[lulz]]. Or, play a human [[Oracle]] with the Dark Tapestry Mystery and the Black Blood Curse, you'll cast from charisma rather than fist but if you're a human you can take a racial trait that gives you 3 Skill Focus feats(at 1st, 8th, and 16th lvl) in exchange for your first level bonus feat. Take Skill Focus Diplomacy at first level this gives you access to the Eldritch Heritage feat chains for the Pit-touched and Serpentine Sorcerer bloodlines one of which gives you a poisoned bite attack based on constitution and the other gives you an Inherent +6 to constitution. Your Skill Focus Knowledge Planes at 8th level gives you access to the Eldritch Heritage feat chain for the Abyssal Sorcerer Bloodline, giving you two claw attacks and more importantly a +6 Inherent Bonus to strength. Your curse makes you nearly immune to disease, poison, and negative energy and completely immune to cold. Your Mystery gives you Shapechange(all polymorphs up to Form of the Dragon 3 at will for 3 hours), immunity to acid, immunity critical hits and sneak attacks, and DR5/-. And if you take Divine Protection(Cthulhu is my copilot) and Dual Cursed as an archetype you use your charisma bonus for all saves and can reroll any failures on any d20 once a day. Now you have Str 44, a DC 38 poisoned bite, 403dpr from 9 natural attacks with the right spells on you, 324hp, and full caster levels. So go CAST TENTACLE you cheese eating faggot of a munchkin. Fighter has received alternate Weapon Training abilities. They can now use the Item Mastery weapon training to cast spells through their magic weapon, though they are limited to one school per feat choice. This can be circumvented, however, with the Barroom Brawler feat, which lets you gain any combat feat you want (spontaneously). Item Mastery is not a combat feat, but Advanced Weapon Training (Item Mastery) is (and it bypasses the requirement that the item enchantment must be tangentially related to the spell school). Barroom Brawler only applies once per day, but you can use the Abundant Tactics weapon training to use it more times per day. You can use the Warrior's Spirit weapon training to give your weapon any specific enchantment, which will open up the Item Mastery options to 'any of them.' This means you can (1) hold literally anything (as an improvised weapon), (2) enchant it, and (3) cast a spell through its magic. Very late in the system's life Paizo finally realized making monks pay a premium for magic weapons was retarded and introduced enchantable handwraps which allows you to skip that last step.
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