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@baggageboy
"Expensive" seems to be the right word for it... ouch. And TWF isn't exactly feat-cheap either.

@Secret Wizard
Twist Away does look quite interesting, one way or another. "Fortitude Save" is such an ugly word...

@Mudfoot
Okay, that feat looks awesome. Pity we don't have a Wizard with a spellbook to borrow (that would be so fun!), but I'm sure we'll stumble over a few in the course of our adventures. Did I mention I don't have enough feats?

@Slim Jim
Thank you for the expansive suggestions, but I was really mostly looking for answers to the questions I actually asked, not a completely retooled build.


Str 10 / Dex 20 / Con 14 / Int 16 / Wis 12 / Cha 9
Feats: TWF, Weapon Finesse (from Rogue)
Traits: +2 Initiative, irrelevant
Gear: Rogue kit, studded leather, short sword, rapier (to be replaced by second short sword soon). Standard bargain bin level 1 stuff.


Hi everyone!
I'm currently playing a TWF-focused Tiefling Rogue and the great exp count has DINGED for the first time, meaning I get to select my first Rogue Talent. We're using Unchained rules, but sticking to Core for most of the rest.

I am strongly considering going Minor Magic -> Major Magic -> Dispelling (once I'm at Advanced talents) for reasons of backstory (the guy really wanted to become a wizard). However, I'm still thinking about both the spells and the order.

So, first question: In a campaign of average difficulty, do you think there are any Rogue Talents that need to be snatched up ASAP before starting with the magic stuff?

Second question: What spells would you grab? Right now, I'm leaning towards Acid Splash for Minor Magic. I get surprise rounds reasonably often and it's a touch-based flatfooted attack that can reliably deliver Sneak Attack damage for a nice first strike without me having to juggle hands for a bow or something. Plus, as a Spell-like ability, it doesn't come with verbal or somatic components, so it should be reasonably possible to stay in stealth. Plus, it's nice to have an energy attack against stuff with DR. Plus, spitting acid at people is just awesome. But I guess utility spells like Mage Hand or Prestidigation would be nice as well.

Second question .5: Major Magic. "Major". Um, yeah... I'm thinking Shield - it's not like I'm going to grab an actual shield otherwise and +4 AC is nothing to sneeze at, especially when I could usually cast it pre-combat without taking an action and TWF tends to leave one stuck in melee. Do you see any better spells flying around?


I think the first PC massively misread that "necessary for survival" clause. "Killing my enemies" does not belong in the same category as "sleeping, eating and so forth".

Also, the command "don't attack me" would be in fact superfluous. The target can take exactly two kinds of actions:
- those they are directed to take via the commands
- those that are necessary for day-to-day survival (those take precedence)

I would assume that if the second PC disappears and the first receives no further instructions, the primary instruction still stands, so they now have to search for PC 2 in order to subdue them.


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Personally, I wouldn't explicitly tell the AC, but if the players note that a 24 hits and a 23 doesn't, I don't see a reason to somehow further obfuscate the matter.


Schrödinger's Dragon wrote:
If you're still thinking about what kind of ring to make, I second Tonyz's suggestion of a Ring of Freedom of Movement.

Freedom of Movement is always nice. However, I'm playing a Conjurer with the teleportation school archetype, meaning that most times when Freedom of Movement is called for, I can just Dimensional Step or Shift away. As far as I can see, Freedom of Movement would be mostly helpful against paralysis and conditions that both impede movement and block sight (so basically... Solid Fog and/or being Swallowed Whole).

Also: Rupert seems like a great idea!


Java Man wrote:
The big weakness to objects that need to be held is you are prevented from using metamagic rods for non still spells.

Ouch, I hadn't even noticed that. I guess if I didn't find wands and rods relatively uninteresting anyway, I'd be inclined to petition the GM to rule that a hand holding a bonded object is considered free for purposes of somatic components.

In any case: Thanks, everyone! I guess I'm going for a ring then - both the ability to use at least one found item of the same kind and the lesser opportunity to use an item craft feat once that likely wouldn't see much more times of use anyway make it a pretty nice deal.


Oh, that +5 DC substitution is an interesting rule indeed, I didn't know that. Thanks for pointing it out! That of course makes things a lot easier.


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Hello, everyone!

Introductory background bla:
After an extended absence from anything D&D, I've recently taken up Pathfinder. My newly-minted wizard is just about to receive an invitation to the funeral of his dear departed mentor Professor Petros Lorrimor in Ustalav, where Carrion and Crowns will probably abound. And although the whole setup seems rather foreboding, he's really a big old softie and will probably attend anyway. Hooray for Wisdom dump stats!

But, on to the topic: This wizard (Conjuration specialist tending towards battlefield control) would of course never embark on such a journey without his trusted Arcane Bond. Since I've already noticed familiars just aren't made for me - I tend towards the whole "who's Blackwing?" thing - I've decided on a bonded object. The only question is: Which one should it be?

The options are rings, amulets, weapons, staves or wands.
Weapons are right out as I don't plan on using anything beyond the obligatory low-level crossbow.
Staves might be interesting, but I can only start enchanting them at 11th level when the campaign starts at level 1. So... nice idea, but I'm not holding an overgrown twig in my hand for 10 levels. Pass.

That leaves rings, amulets and wands.
Wands are interesting in general and the enchanting would at least start off at 5th level, but I'm not all that sure I really have any spells I want to cast 60 times in reasonably quick succession. Plus, it's once again one hand that I'd prefer to use on the crossbow at first - and since my wizard tends to bamf around the battlefield at least somewhat, dropping important items is really not something I'd like to do.
Amulets and rings really only occupy their slot that I'd put an amulet or ring on either way. However, this still leaves the question if there are good crafting options. I've looked a little through the standard magic items and found the old standys:
Amulet of Natural Armor - requires Bark Skin, a druid spell.
Ring of Sustenance - requires Create Food and Water, a cleric spell.
Ring of Protection - requires Shield of Faith, which sounds totally like a wizard spell, but is in fact clerical.
Ring of Wizardry - woohoo, a wizard spell requirement! And it is... Limited Wish...

So: What bonded items do your wizards use, what do they evolve into once they can be enchanted and why?