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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?


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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?