| Sangalor |
Of the possible items that a wizard can choose to form a bond with (staff, weapon, ring, amulet, rod, wand), which would you choose and why? Assume you're starting at level 1.
Also, what effects would you look to craft onto your bond?
I would take (and have in the past taken) a ring. It's easy to justify always having it around, and it does not limit you in as many ways as the other options. I would particularly stay away from bonded weapon, since this means you always have to have it in your hand (draw first in a battle, if you can!) and you cannot always have it with you ("Leave your weapons outside before you go into the throne room to talk to the king"...).
As soon as possible I would enchant it with something like featherfall, replace (or add) Wizardry later.
Treantmonk has written a good guide to wizards here, maybe that's interesting for you in case you do not know it :-)
| yeti1069 |
yeti1069 wrote:Of the possible items that a wizard can choose to form a bond with (staff, weapon, ring, amulet, rod, wand), which would you choose and why? Assume you're starting at level 1.
Also, what effects would you look to craft onto your bond?
I would take (and have in the past taken) a ring. It's easy to justify always having it around, and it does not limit you in as many ways as the other options. I would particularly stay away from bonded weapon, since this means you always have to have it in your hand (draw first in a battle, if you can!) and you cannot always have it with you ("Leave your weapons outside before you go into the throne room to talk to the king"...).
As soon as possible I would enchant it with something like featherfall, replace (or add) Wizardry later.
Treantmonk has written a good guide to wizards here, maybe that's interesting for you in case you do not know it :-)
I'm leaning ring as well, but some of the other things look interesting. Having a cheap metamagic rod, possibly with multiple instances of metamagic rod functions on it seems interesting. Featherfall looks interesting. Wizardry...that's a bit expensive isn't it?
Of course, I'm also attached to the image of the wizard's staff, though staves aren't coming into play until much later in level, so they probably make for rather poor early game bonds.
Treantmonk basically panned the idea of a bonded object, citing the issues that come up if you lose (have stolen or broken) the item. Personally, I've never really cared for a familiar, and I like, if nothing else, the 1 free spell per day.
| Sangalor |
Right now my Wizard in LSJ is using an amulet. When he gets high enough and has the wealth to do so, he is going to switch to staff, mainly for flavor reasons as he considers a fine staff to be a mark of a master magus. (curse you paizo for hijacking this name for a class:)
Actually, that's an interesting point. I had thought about but never implemented the idea of changing the bonded item later. Though it would cost a lot of money and require some time, this is a real possibility.
I would still stay away from weapons, but wand or amulet at first, ring or staff at a later time does look like a viable option.
Featherfall looks interesting. Wizardry...that's a bit expensive isn't it?
Featherfall is one of those spells that you REALLY want to be able to cast if necessary (falling down a cliff or such), but is a complete waste to spend a spell slot on if you do not need it. Having it in a ring has saved at least two of my characters before.
Since you can enchant the ring as if you had the feat, you could also consider a ring of sustenance, but you'd need a divine caster (or a scroll and a very good use magic device check) for it.Invisibility is also a great option for a ring, but - as wizardry - quite expensive and likely not something you can afford during the course of the first few levels.
Later, however, you can save huge piles of gold if you can create those wizardry rings on your own. And you even have the option of packing several interesting abilities (like featherfall+resist energy+invisibility+wizardry I) onto one ring without paying the high costs or worrying about blocking multiple slots.
Treantmonk basically panned the idea of a bonded object, citing the issues that come up if you lose (have stolen or broken) the item. Personally, I've never really cared for a familiar, and I like, if nothing else, the 1 free spell per day.
Yes, I actually also prefer the spell slot. But I think he wrote a great guide and his spell and feat ratings often give me ideas, so I added the link :-)
| Pendagast |
We regularly pool party money (there for are hardly ever balanced WBL wise)
Usually, as soon as we can afford it, the party tank gets the best armor we can buy so he gets 20+ac very early on (we have done this at 1st level before).
So pooling party money to get the wizard to have a ring of wizardry is early on isn't a half bad idea, I've never viewed using bonded item this way.
| james maissen |
Of the possible items that a wizard can choose to form a bond with (staff, weapon, ring, amulet, rod, wand), which would you choose and why? Assume you're starting at level 1.
Also, what effects would you look to craft onto your bond?
If you don't NEED to take advantage of the bonus crafting early then I'd suggest a ring.
You can enchant this one ring with multiple enchantments and do without forge ring.
You can't do without craft wondrous in most parties, so the advantages of an amulet are slight.
As to which effects.. as many as I could afford.. there are great rings out there.. counterspells, freedom of movement, etc.
-James
| thomas nelson |
I am confused by the Treantmonk panning of bonded object, an extra spell slot and a free item creation feat along with a potential masterwork weapon is pretty awesome, even with the potential issues.
I should also point out that a Bonded weapon is deceptively durable, a +1 weapon cannot be damaged by a non magical weapon, a +2 weapon can only be damaged by a +2 or better weapon and so on, there are spells that boost hardness and weapon hit points so they can fairly easily be made less vulnerable than you.
I spring for the 2 pounds of darkwood and go staff, enchanting it as a +2 as soon as possible so I can turn it to a pimp cane of power. The only issue is when I turn to my DM and say "I cast Hardening on my Staff", stupid immature gamers.
| yeti1069 |
Some really good ideas here. I don't know if I'll be taking any crafting feats at all. I probably should take one, since we're running King Maker and will definitely have a lot of downtime periodically. Still, feats are like toys, and taking a crafting feat is like giving one of my toys away to everyone else. Heh
0gre
|
It's not mechanically the best choice but I think I'll probably go with a wand next time I make a wizard.
It's thematic (Harry Potter BS aside)
Expendable items are arguably the best bet for something you want at a discount.
At first level it would likely be Magic Missile. Then once I burn that out upgrade to a Wand of Invisibility
Once you get beyond 8th level it's probably
| HaraldKlak |
Well, as the first bonded item, you should take whatever costs the most, like a musket or a composite longbow(+20), and sell it at the start of the game. Buying a new cheap item and paying the 200 gp to make your bonded item gives you a nice purse of coins to flaunt in the heads of the other level 1 characters ;-)
Abuse aside, I prefer a glove/gauntlet/spiked gauntlet. It is a rare item slot in my experience, while rings are usually dropping quite often. With the gauntlet you can both enchant it as a weapon (while you might not use it) or as a wondrous item on your hands slot.
| ZappoHisbane |
For those considering a bonded weapon, remember that two-handed weapons don't work. You need to keep one hand free to cast, and you also need to be wielding the weapon. James Jacobs has confirmed that simply holding a two-handed weapon in one hand isn't good enough.
Luckily a (quarter)staff can be wielded in one-hand as per its description, so at least that iconic visual is in. Potential Arcane Archers are out of luck with their bow though.
| Benicio Del Espada |
Some really good ideas here. I don't know if I'll be taking any crafting feats at all. I probably should take one, since we're running King Maker and will definitely have a lot of downtime periodically. Still, feats are like toys, and taking a crafting feat is like giving one of my toys away to everyone else. Heh
Craft wondrous is the best feat to take. If your campaign allows enough downtime, everyone in your party will want some haversacks, boots, cloaks, etc. Making those items at 1/2 price is very nice.
For your bonded item, ring FTW. Why? Rings are the hardest items to lose. I imagine you're wearing gloves of some kind at least some of the time.
Rings are also very expensive. You can't even forge them until 7th. But, oh, look at the "multiple enchantment ring I can make at wholesale that only works for me." That's right. Unlike a regular magic item, your enemies can't take it and use it against you.
Ring of Sustenance can be made at 7th. For cheap. What a nice ring for a spellcaster! Invisibility, protection, spell storing, wizardry... All big-ticket things to pay full price for. And you can't wear 4 rings.
Like Treantmonk says, lose your bonded item, and you're in trouble. I'll take that risk. Being able to cast any spell you know might just save your bacon, say, before you get captured and de-itemed.
That's easier at higher levels, but still... It's an automatic feather fall at low levels, too. Not one you have memorized, usually. Almost as good as a ring of feather falling.
Amulets are cool, but not as good for a wizard as a ring he can enchant himself. If you lose it before 7th, you lost a masterwork ring. Make concentration checks, and you can cast spells, anyway. Losing your spell book is a bigger problem. I hope your familiar can bring it to you, if it's still breathing.
| Borthos Brewhammer |
Of the possible items that a wizard can choose to form a bond with (staff, weapon, ring, amulet, rod, wand), which would you choose and why? Assume you're starting at level 1.
Also, what effects would you look to craft onto your bond?
My wizard in my friend's campaign (he does modules) has a wand bonded object and is going to go Dual Wand Wielder from complete arcane at 5. He'll be awesome!
| Ravingdork |
For those considering a bonded weapon, remember that two-handed weapons don't work. You need to keep one hand free to cast, and you also need to be wielding the weapon. James Jacobs has confirmed that simply holding a two-handed weapon in one hand isn't good enough.
Luckily a (quarter)staff can be wielded in one-hand as per its description, so at least that iconic visual is in. Potential Arcane Archers are out of luck with their bow though.
I never understood that silly, silly ruling. You don't have to hold an amulet or ring. Why does the weapon have such a harsh restriction? It's there, you're channeling your magic through it (or from it, or whatever). What's the problem?
| Sangalor |
For those considering a bonded weapon, remember that two-handed weapons don't work. You need to keep one hand free to cast, and you also need to be wielding the weapon. James Jacobs has confirmed that simply holding a two-handed weapon in one hand isn't good enough.
Luckily a (quarter)staff can be wielded in one-hand as per its description, so at least that iconic visual is in. Potential Arcane Archers are out of luck with their bow though.
Well, you could still spell and eschew materials all your spells ;-P
At level 15 with spell perfection that's an actual possibility, though....
| leo1925 |
For those considering a bonded weapon, remember that two-handed weapons don't work. You need to keep one hand free to cast, and you also need to be wielding the weapon. James Jacobs has confirmed that simply holding a two-handed weapon in one hand isn't good enough.
Luckily a (quarter)staff can be wielded in one-hand as per its description, so at least that iconic visual is in. Potential Arcane Archers are out of luck with their bow though.
Can you please provide us with a link to James' post?
Because i faintly remember that one of the devs (can't remember who) had said the exact opposite.| Sangalor |
ZappoHisbane wrote:For those considering a bonded weapon, remember that two-handed weapons don't work. You need to keep one hand free to cast, and you also need to be wielding the weapon. James Jacobs has confirmed that simply holding a two-handed weapon in one hand isn't good enough.
Luckily a (quarter)staff can be wielded in one-hand as per its description, so at least that iconic visual is in. Potential Arcane Archers are out of luck with their bow though.
Can you please provide us with a link to James' post?
Because i faintly remember that one of the devs (can't remember who) had said the exact opposite.
You can find a collection of these and other unofficial erratas including links here: Arcane Bond Questions. Hope this helps.
| leo1925 |
leo1925 wrote:You can find a collection of these and other unofficial erratas including links here: Arcane Bond Questions. Hope this helps.ZappoHisbane wrote:For those considering a bonded weapon, remember that two-handed weapons don't work. You need to keep one hand free to cast, and you also need to be wielding the weapon. James Jacobs has confirmed that simply holding a two-handed weapon in one hand isn't good enough.
Luckily a (quarter)staff can be wielded in one-hand as per its description, so at least that iconic visual is in. Potential Arcane Archers are out of luck with their bow though.
Can you please provide us with a link to James' post?
Because i faintly remember that one of the devs (can't remember who) had said the exact opposite.
Thanks.
| Ramarren |
Optimal or not, I've taken Staff as my Bonded Item, because I like it thematically. I paid the extra to have it made of Darkwood, and I plan on getting one head shod in cold iron, and one head shod in alchemical silver (or possibly even mithril).
during downtime, I'll toss cash into enchanting it every way I possibly can.
LazarX
|
I never understood that silly, silly ruling. You don't have to hold an amulet or ring. Why does the weapon have such a harsh restriction? It's there, you're channeling your magic through it (or from it, or whatever). What's the problem?
Because the arcane bond object isn't just something you put in your pocket and forget about it until you need that extra spell. It's something to be used thematically as a general focus for your spellcasting. If the player makes the choice to bond to an item that requires two hands to use, he faces the consequences of doing so. Staves can be used one handed because like rings, and amulets the thematic function of a staff is not neccessarily as a weapon but as a traditional conduit of magic effects.
| james maissen |
james maissen wrote:Yes you can. Crafting feats are a luxury, not a necessity. You can do just find without any crafting feats at all.
You can't do without craft wondrous in most parties, so the advantages of an amulet are slight.
The point remains that the free crafting on an amulet isn't as advantageous as the free crafting on a ring.
Whether or not you decide to take crafting feats, if you do then craft wondrous will have a greater return than craft ring by in large, yes?
And item crafting for the party is a very useful thing to bring to the table. These duties are best shared rather than concentrated.
But if for your particular wizard and group craft wondrous won't be available AND you need to craft early AND you will get better return from enchanting an amulet over a ring then go for the amulet, otherwise go for the ring.
-James
LazarX
|
I think there's a basic issue that people are forgetting with staves. In that they are not neccessarily weapons despite the fact that yes you can thump people with them.
Staves are not always quarterstaffs balanced for battle. Sometimes they're just long sticks that look impressive and serve as nothing more than as focusing containers for spells. When you use a Staff of the Magi or Staff of Power to cast a lighting bolt for instance, you're not swinging the the thing. You're standing tall with the staff planted on the ground, gripping it with one hand, and uttering arcane words of doom to your foes. The same motions can satisfy the requirements of arcane bond... in terms of staffs.
Things like sword and bows though are weapons in thier primary essence. The only way to use them is to wield them. If your arcane bond is a sword you're making sword passes with it to focus your magic.
| ZappoHisbane |
Things like sword and bows though are weapons in thier primary essence. The only way to use them is to wield them. If your arcane bond is a sword you're making sword passes with it to focus your magic.
Which is why you'll also want to take Still Spell if you want to cast with even the slightest bit of subtley. ;)
| Sylvanite |
I also think that Ring is the best overall choice.
On the subject of weapons, it's a ridiculous assertion to claim that you are making combat style moves with the weapon as part of casting the spell when all other bonded objects are just conduits that have to sit there and do nothing.
You specifically use a bow as an example of this....how exactly does that work? Are you pulling the string back and shooting make believe arrows as part of the spell casting? That's ridiculous. Why would a spell suddenly have MORE somatic components because you channel your magic through a weapon as opposed to a ring?
Why can't you use a polearm in the same way as a piece of wood to channel a spell through? You have to be swinging it around? Meh. Even if the devs have stated that, it's ridiculous : )
LazarX
|
LazarX wrote:Things like sword and bows though are weapons in thier primary essence. The only way to use them is to wield them. If your arcane bond is a sword you're making sword passes with it to focus your magic.Which is why you'll also want to take Still Spell if you want to cast with even the slightest bit of subtley. ;)
If you're using a blade as a focus to your magic... Subtlety is not your aim. :)
| ZappoHisbane |
ZappoHisbane wrote:If you're using a blade as a focus to your magic... Subtlety is not your aim. :)LazarX wrote:Things like sword and bows though are weapons in thier primary essence. The only way to use them is to wield them. If your arcane bond is a sword you're making sword passes with it to focus your magic.Which is why you'll also want to take Still Spell if you want to cast with even the slightest bit of subtley. ;)
Well, I had considered creating an Arcane Duelist Bard at one point who used a Flail. Going for flashy moves, disarming, tripping, that sort of thing. Of course being a Bard, there are still going to be some spells that you might want to cast in social situations. Flinging around a ball on a chain isn't exactly the right thing to do in those cases though. :D
LazarX
|
LazarX wrote:Well, I had considered creating an Arcane Duelist Bard at one point who used a Flail. Going for flashy moves, disarming, tripping, that sort of thing. Of course being a Bard, there are still going to be some spells that you might want to cast in social situations. Flinging around a ball on a chain isn't exactly the right thing to do in those cases though. :DZappoHisbane wrote:If you're using a blade as a focus to your magic... Subtlety is not your aim. :)LazarX wrote:Things like sword and bows though are weapons in thier primary essence. The only way to use them is to wield them. If your arcane bond is a sword you're making sword passes with it to focus your magic.Which is why you'll also want to take Still Spell if you want to cast with even the slightest bit of subtley. ;)
That's what the concentration check is for.
| leo1925 |
LazarX wrote:Well, I had considered creating an Arcane Duelist Bard at one point who used a Flail. Going for flashy moves, disarming, tripping, that sort of thing. Of course being a Bard, there are still going to be some spells that you might want to cast in social situations. Flinging around a ball on a chain isn't exactly the right thing to do in those cases though. :DZappoHisbane wrote:If you're using a blade as a focus to your magic... Subtlety is not your aim. :)LazarX wrote:Things like sword and bows though are weapons in thier primary essence. The only way to use them is to wield them. If your arcane bond is a sword you're making sword passes with it to focus your magic.Which is why you'll also want to take Still Spell if you want to cast with even the slightest bit of subtley. ;)
Don't forget that arcane duelist bards can use the hand holding their weapon for somatic components.
| Ravingdork |
Ravingdork wrote:Because the arcane bond object isn't just something you put in your pocket and forget about it until you need that extra spell. It's something to be used thematically as a general focus for your spellcasting. If the player makes the choice to bond to an item that requires two hands to use, he faces the consequences of doing so. Staves can be used one handed because like rings, and amulets the thematic function of a staff is not neccessarily as a weapon but as a traditional conduit of magic effects.
I never understood that silly, silly ruling. You don't have to hold an amulet or ring. Why does the weapon have such a harsh restriction? It's there, you're channeling your magic through it (or from it, or whatever). What's the problem?
Yes, I understand that a focus must be prominent (even though their are nor real rules to support that).
An amulet flashes from your chest, you hold your ring and cry for Captain Planet, you hold your weapon before you prominently, etc.
The thing is, I don't NEED to wield a weapon in both hands for it to be thematically prominent. I could take my greatsword, for example, thrust it into the earth, kneel down to one knee and focus my powers through it to the desired effect, all while only having one hand on its hilt.
THERE IS NO REASON FOR THE RESTRICTION WHATSOEVER.
It's a crappy and wholly arbitrary ruling. Nothing more.
| ZappoHisbane |
The thing is, I don't NEED to wield a weapon in both hands for it to be thematically prominent. I could take my greatsword, for example, thrust it into the earth, kneel down to one knee and focus my powers through it to the desired effect, all while only having one hand on its hilt.
THERE IS NO REASON FOR THE RESTRICTION WHATSOEVER.
It's a crappy and wholly arbitrary ruling. Nothing more.
It's not really a ruling, it's what the rules say. Here's the definition of 'wield' from Dictionary.com:
2. to use (a weapon, instrument, etc.) effectively]; handle or employ actively.
What you're describing is certainly evocative, and I'd certainly consider allowing it as a DM myself (especially for the aforementioned Arcane Archers) but the question was originally asked in a rules context. The rules say you have to wield the weapon, and two-handed weapons require two hands to wield.
| Ravingdork |
The rules say you have to wield the weapon, and two-handed weapons require two hands to wield.
*Checks arcane bond rules again*
Oh. I guess they do. So it's not an arbitrary ruling, just a bad rule.
| yeti1069 |
ZappoHisbane wrote:The rules say you have to wield the weapon, and two-handed weapons require two hands to wield.*Checks arcane bond rules again*
Oh. I guess they do. So it's not an arbitrary ruling, just a bad rule.
Agreed. That's a pretty stupid restriction. If using a weapon as a focus allowed you to make somatic gestures with the hand(s) holding the weapon, then it would be okay, I guess, but the way this has been ruled/described is overly restrictive for no reason.
0gre
|
The thing is... the original poster said specifically from level 1. You can't use craft magic ring until 7th level. Crafting an amulet at 3rd level you can gain the benefit of the item for a few extra levels. Plus there are a couple quite nice amulet options in the APG.
I still think if you are thinking about saving money the wand route is the best bet. Craft a ring/ amulet you save a little gold once. Craft a wand and you save all the time. A Wand of Dimension Door is pretty useful into higher levels. Eventually you can switch to a staff.
Rings are even less appealing in PFS where you can't create custom items.
| Soporific Lotus |
Some really good ideas here. I don't know if I'll be taking any crafting feats at all. I probably should take one, since we're running King Maker and will definitely have a lot of downtime periodically. Still, feats are like toys, and taking a crafting feat is like giving one of my toys away to everyone else. Heh
Craft wondrous item is ridiculous when the players have sufficient time to craft as much as they want and in Kingmaker you get a lot of down time.
I agree with Treant Monk that crafting feats are like selling your feats but it all depends on how much value you are getting out of them. If are able to basically double your own wealth and increase the wealth of everyone else by 25% that is worth a lot.
For example, I recently went through Curse of the Crimson Throne as a wizard with a bonded ring and took CWI as my third level feat and crafted as much as I could. By level ten I had made a +6 headband of INT, a + 2 belt of Dex and Con, a +2 ring of protection and amulet of natural armor, a +4 cloak of resistance, a blessed book, several pearls of power, I had made a ton of stuff for the rest of the party and I had gold left over to scribe scrolls and buy spells. It also let me upgrade our gear as we progressed. Not too bad for one feat.
By the end though I had wished I had taken a familiar instead of the bonded ring. I rarely used the extra spell and I had saved so much money using CWI that the money saved with the bonded ring was negligible.
| Sylvanite |
I actually think that craft wondrous item and craft magic arms and armor are the two most game breaking feats if the campaign allows frequent downtime and a fairly liquid wealth system. It essentially allows you to turn any item you find into the item you actually WANT, and any straight up GP treasure is actually doubled in value due to the feats. It annihilates the suggested wealth per character level and gives the party numerical benefits as well as hugely increased versatility.
If you consider the extra gear you have due to the feats to be the "mechanical" benefit of the feat, it would blow any other single feats out of the water numerically.
| thomas nelson |
I chose a longsword for my 1st level character. He'll be bouncing back and forth between wizard and fighter (until he qualifies for eldritch knight) so I figured I'll get some good use out of the weapon.
Optimal or not, I've taken Staff as my Bonded Item, because I like it thematically. I paid the extra to have it made of Darkwood, and I plan on getting one head shod in cold iron, and one head shod in alchemical silver (or possibly even mithril).
during downtime, I'll toss cash into enchanting it every way I possibly can.
Ok, Enchant as a weapon as soon as possible (at fifth and sixth level I told my party we where stopping for a few days for obscure magical reasons), Marius you want an adamantite longsword as soon as you can afford one. You want your tool to be hardened with the hardness spell (Heh, I cast hardness on my staff) and increase the hit points with the Rune of Durability spell, Mending is a vital Cantrip for you and Make whole Must be in your spellbook at all times.
| Dabbler |
I actually think that craft wondrous item and craft magic arms and armor are the two most game breaking feats if the campaign allows frequent downtime and a fairly liquid wealth system. It essentially allows you to turn any item you find into the item you actually WANT, and any straight up GP treasure is actually doubled in value due to the feats. It annihilates the suggested wealth per character level and gives the party numerical benefits as well as hugely increased versatility.
They are also the two most essential feats if your game has limited wealth.
| thomas nelson |
Oh, and if you can get your hands on it you want a copy of Sword and Sorcery's Relics and Rituals Excalibur, it has two spells Keepsake and Know thy Master that are great thematic spells to augment a bonded object without being munchkin about it.