Muscle Wizard: Difference between revisions

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== How To Use Your Muscle ==
== How To Use Your Muscle ==
* The player race Illumian uses their strength bonus for additional spells per day, just as other races use intelligence or wisdom.  You can FLEX your way to additional level nine spells.
* The player race Illumian uses their strength bonus for additional spells per day, just as other races use intelligence or wisdom.  You can FLEX your way to additional level nine spells.
* Take the "Improved Grappling" feat, for hundreds of lethal and nonlethal damage per round without provoking attacks of opportunity
* Take the "Improved Grappling" feat, for hundreds of lethal and nonlethal damage per round without provoking attacks of opportunity. For bonus grappling, take an Octopus familiar. Either that or any of the other familiars that give +2 to your grapple rolls, just for that extra little fuck you to your opponents.
* There's a feat that lets you intimidate creatures with low-to-no intelligence, and a feat that lets you add your Str bonus to Intimidate. So one might easily wrestle a [[Tarrasque]] non-lethally to 0HP, and then punch it until it gives you a piggyback ride.
* There's a feat that lets you intimidate creatures with low-to-no intelligence, and a feat that lets you add your Str bonus to Intimidate. So one might easily wrestle a [[Tarrasque]] non-lethally to 0HP, and then punch it until it gives you a piggyback ride.
* There's also a feat (Lost Tradition) in the Green Ronin supplement ''Bastards and Bloodlines'' that lets you switch your primary spellcasting stat. Switch it to Str and you're ready to go.
* There's also a feat (Lost Tradition) in the Green Ronin supplement ''Bastards and Bloodlines'' that lets you switch your primary spellcasting stat. Switch it to Str and you're ready to go.

Revision as of 19:15, 14 August 2014

mother of god
mother of god

Wizards use Intellect. Sorcerers use Charisma. Clerics use Wisdom. What about spellcasting based around other stats, like constitution or dexterity? How might they work?

What a horrible idea. Let's do it.

Psion

With 3rd Edition Psions, you could choose a stat to be your primary attribute. So, pick constitution, and be a metabolism psion. Pick Strength, and be FLEX MENTALLO, MAN OF MUSCLE MYSTERY

Wizard/Monk

D&D 3.5 core, with a few feats from Complete Warrior.

Level 20 (Wizard 5/ Monk 15), Goliath race.

Feats: Improved Natural Attack, ImpTWF, Double Hit, Deft Opportunist, Extend Spell, Combat Reflexes, etc.

Items: ask your DM if you can count Spiked Gauntlets as an Unarmed Attack (like brass knuckles) for Monk abilities

Damage: 5d6 +STR +whatever enhancement the gauntlets have. Increases to 6d6 +1d8 +STR +gauntlets with Enlarge Person. 5 attacks per round, or 7 with Flurry of Blows. Then add a Haste spell... jesus.

Cancer Mage

Like many bad ideas, we'll start with the Book of Vile Darkness.

There's a Prestige Class called Cancer Mage. The first level ability allows you to ignore any negative effects of a disease. In the same book there's a disease called Festering Anger, which makes your dick fall off and gives you 'roid rage, but grants a +2 to Strength, with an additional +2 per day.

Druid gets to cast Animal Companion as many times as they want before the game; let the Cancer Mage contract this disease years before the game.

How Do I Do This Without Breaking the Game, Though?

Glad you asked. There's ways.

In 3.0/3.5, focus on a conventional Wizard or Sorcerer, grab a bunch of self-buffs, Tenser's Transformation, and let the hunt begin. Your only ranged offense should be Bigby's Hand Spells. Because fists.

What buff spells are in the arcane lists, though? All I see are Heroism (Wiz 3), Transformation (Wiz 6), Iron Body (Wiz 8) and Shapechange (Wiz 9). Transformation kills your spellcasting, and Iron Body hits you with 50% spell failure, so it's unlikely you can have both of those. The spells in 3.x dropped the names of Gygax's friends, so the Bigby's Hand spells are just named Interposing Hand (Wiz 5), Forceful Hand (Wiz 6), Grasping Hand (Wiz 7), Clenched Fist (Wiz 8), and Crushing Hand (Wiz 9).
In no order: Blur, True Strike, Displacement, Greater Invisibility, Haste, Stoneskin, True Seeing, Fly, Enlarge Person, Bull's Strength, et al. Buffing before a fight is a time-honored wizard practice. You have lots of them, as well as all the best crafting feats so it's not like giving yourself a hilariously overpowered magic dagger or providing yourself with the doses of Kharn Mode Potion will prove difficult. Just be ready with something to ward off the inevitable dispel magic attempt.

How To Use Your Muscle

  • The player race Illumian uses their strength bonus for additional spells per day, just as other races use intelligence or wisdom. You can FLEX your way to additional level nine spells.
  • Take the "Improved Grappling" feat, for hundreds of lethal and nonlethal damage per round without provoking attacks of opportunity. For bonus grappling, take an Octopus familiar. Either that or any of the other familiars that give +2 to your grapple rolls, just for that extra little fuck you to your opponents.
  • There's a feat that lets you intimidate creatures with low-to-no intelligence, and a feat that lets you add your Str bonus to Intimidate. So one might easily wrestle a Tarrasque non-lethally to 0HP, and then punch it until it gives you a piggyback ride.
  • There's also a feat (Lost Tradition) in the Green Ronin supplement Bastards and Bloodlines that lets you switch your primary spellcasting stat. Switch it to Str and you're ready to go.

Muscle Wizardry in Last Stand

An entire segment could be written about how to run a Muscle Wizard in Dawn of War 2's Last Stand mode. Almost all of them, fittingly, are for the Chaos Sorcerer, who's quite manly for being a spellcasting wizard-guy. You are urged to check his page out for some ideas on how to do this.

Links