Bard Arcane Bond archetype ability


Rules Questions


Hi

the Arcane Duelist gets the ability to get a bonded weapon at level 5.

Now I read through the section on bonded items for wizards, and seems all it does is allow the wizard to cast a spell he knows, but didn't prepare.
Uhm... I'm a bard, I can cast any spell I know anyway.

So what exactly is this doing for me? Just give me the free craft feat so I can enhance this weapon (and only this) myself?


Quatar wrote:

Hi

the Arcane Duelist gets the ability to get a bonded weapon at level 5.

Now I read through the section on bonded items for wizards, and seems all it does is allow the wizard to cast a spell he knows, but didn't prepare.
Uhm... I'm a bard, I can cast any spell I know anyway.

So what exactly is this doing for me? Just give me the free craft feat so I can enhance this weapon (and only this) myself?

For wizards, it gives you an 'extra' spell (one that you may not have prepared, but not limited to that) -- I assume that this bards also gain this 'extra' spell (beyond your normal allotment of slots)


I agree with Tilnar, yes it's not as good as it is for prepared casters but at least you get one more casting per day.

Grand Lodge

If my understanding of the ability is correct, it is an extra spell that you can cast. It doesn't use up a spell slot. Now, for a spontaneous caster it is not as beneficial, but an extra spell per day is still good.

EDIT: Ooh, double ninja'd!


Oh completely missed that it really doesn't seem to take up a spellslot. So yeah, I guess that's not as bad then.


Basically you get an extra spell per day of the highest level you can cast. Not super powerful, but not useless.

Dark Archive

Pretty much, as long as you EVENTUALLY have the downtime it saves you 50% on the price of your weapon (Which you choose), you gain that weapon at no cost, and you don't even need a feat for it.

My personal favorite is to do this with your Black Blade as a Magus, through either multiclassing, or eldritch heritage.


Their is the added benefit of being able to use the hand holding the bonded weapon for somatic components that is a feature strictly related to the Arcane Duelist.

Their is a down side to having a bonded weapon it must be wielded when casting. So your character will be hard pressed to use magic on the sly and their weapon becomes a possible target to shutdown your casting not sure how important the first point is to you but the second one should certainly be considered carefully when choosing the archetype.

Dark Archive

Yeah but I don't see why having that as a weakness hurts the build at all unless the DM is a total dick.


I am not saying that it should be something that comes up every adventure but yea it should happen from time to time. If the group gets captured are they going to give them their weapons in there cells no. Disarm and Sunder are useful maneuvers should the DM never use them because they might inconvenience the party no. A DM is a dick if he had a disarm or sundering specialist in every fight. You need to go into the archetype knowing that after 5th level when you can't use your sword you are going to be boned when casting.

Dark Archive

Personally, I'd be super protective of the weapon anyway so if anything happened to it that would of course be dire, but likely one I could have avoided.


How do you avoid being sundered or disarmed?

Dark Archive

Narrater wrote:
How do you avoid being sundered or disarmed?

Using it 2-handed helps avoid disarms, and even a simple locked gauntlet would solve either as a first step avoidance system. Especially if you got/made a really NICE locked gauntlet (I personally love the Inheritors Gauntlet for this) to hold it in place. In fact it would actually be pretty neat to build one up where his weapon WAS a locked or gauntlet. That lets you get around a COUPLE things at least I believe.

And short of an adamantine weapon, or a specialized breaker (A sign that the weapon itself has been identified, and targeted[Also read 'Why your DM is a prick' for more info]), a weapon that will doubtfully be at least a +2 weapon will have sufficient hit points and hardness to handle more than 1 hit.

Liberty's Edge

Narrater wrote:
How do you avoid being sundered or disarmed?

Disarmed is easy. Weapon cord from adventure's armory. I'd also enchant it to make it more durable.

Sunder, well the best way to deal with that is to just make sure you have a really hard weapon and oil of repair.

Or you could always take the feats to increase your CMD, Disarm is practically a must have for the Arcane Duelist anyways.


Fair enough. I knew about the weapon cord I discounted it partially because it doesn't stop disarm just makes it less painful but I didn't relies they had the locking gauntlet in PF.

I figure that someone that sunders as a normal tactic is going to be good at it and I would not assume the weapon was tough enough to survive multiple blows.

Having looked over the locking gauntlet it does specifically state no spell casting with that hand. I personally would let the Arcane Duelist use it with his bonded weapon and still cast but I could see a DM ruling either way.

Liberty's Edge

Narrater wrote:

Fair enough. I knew about the weapon cord I discounted it partially because it doesn't stop disarm just makes it less painful but I didn't relies they had the locking gauntlet in PF.

I figure that someone that sunders as a normal tactic is going to be good at it and I would not assume the weapon was tough enough to survive multiple blows.

Having looked over the locking gauntlet it does specifically state no spell casting with that hand. I personally would let the Arcane Duelist use it with his bonded weapon and still cast but I could see a DM ruling either way.

Yeah, as would I. The issue witht he weapon cord is, that it allows for a free recovery of the disarmed weapon. More importantly it negates greater disarm. sinc ethe weapon is attached to your person, and say a monk takes it from you, he's still close to you and suffers more penalties since the weapon is still attended by you.

With the weaponcord, it's not a perfect fix, but it does reduce some risk. The locked gauntlet is nice, for beign a gauntlet, which you can punch with.

Either is a viable method. As shame though that a glove of storing wouldn't count for wielding.


Carbon D. Metric wrote:
Narrater wrote:
How do you avoid being sundered or disarmed?

Using it 2-handed helps avoid disarms

How does holding a weapon 2 handed helps you?


leo1925 wrote:
Carbon D. Metric wrote:
Narrater wrote:
How do you avoid being sundered or disarmed?

Using it 2-handed helps avoid disarms

How does holding a weapon 2 handed helps you?

It doesn't

PF SRD wrote:
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands).

Dark Archive

Quatar wrote:
leo1925 wrote:
Carbon D. Metric wrote:
Narrater wrote:
How do you avoid being sundered or disarmed?

Using it 2-handed helps avoid disarms

How does holding a weapon 2 handed helps you?

It doesn't

PF SRD wrote:
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands).

PRD- " If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands."

That means if someone is holding something in both hands then the DC is upped by 10. Sure you lose the players grip on one hand with the standard roll but they still are holding onto the weapon with the other. They can't use the weapon until they "draw" the weapon again on their own turn.


Carbon D. Metric wrote:
PRD- " If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands."

Note that it reads items. Plural.

To me, that lines seems to refer to forinstance dual wielding 2 weapons or a weapon and a focus component (each in a different hand). And not to one items held in two hands.

The other quote from the prd is the one that has to be used for 2 handed weapons ihmo.


Karel Gheysens wrote:
Carbon D. Metric wrote:
PRD- " If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands."

Note that it reads items. Plural.

To me, that lines seems to refer to forinstance dual wielding 2 weapons or a weapon and a focus component (each in a different hand). And not to one items held in two hands.

The other quote from the prd is the one that has to be used for 2 handed weapons ihmo.

The full quote from the SRD is this:

"If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands)"

This sentence clearly talks about multiple items held in differnt hands. Like dual wielding or whatever.

Two handed weapons are covered by the first sentence, otherwise it wouldn't need the bolded sentence in the bracket refering to stuff held two-handed. The next sentence with the +10 DC would take care of it already.

Dark Archive

Hmmm I suppose I relent then, but in any case GM paranoia should be no good reason to worry that you will lose or break something that you can take strides to be careful with.


Carbon D. Metric wrote:
Hmmm I suppose I relent then, but in any case GM paranoia should be no good reason to worry that you will lose or break something that you can take strides to be careful with.

If a GM wants to *§!§ you over, he can do that without breaking a sweat.

So a certain amount of trust that the GM will not just target your stuff all the time out of spite should be there.

that a BBEG can resort to sundering weapons makes sense though

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