| Chris Wasson |
I have a 3rd level wizard who has played UP in every scenario except 2 since he was created.
He now has just under 7k gold pieces and I don't really know what to spend them on.
I know in the future to get metamagic rods and rings of protection and fancy robes but all of that stuff requires a much higher fame rating
My wizards fame is currently 16
So my question to all you experienced pathfinders is what does a 3rd level wizard even want/need?
| gniht |
the way you'll want to focus your gear depends a lot on what the wizard build is and how you play him.
things you may consider:
handy haversack
arrow magnet
traveler's any-tool
eyes of the eagle
minor meta rods for +1 slot meta like extend, silent, selective
if in doubt, just don't spend anything yet. I went through a lot of games without much gear and it mostly doesn't seem like it mattered too much.
PS. the thing I have most wished I had so far was a rod for selective spell.
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My opinion, intelligence is king for wizard. Higher int means more skills, higher DCs, and more spells.
Unfortunately you'll need 18 fame as mentioned to have the buying power (unless you have it on a chronicle.)
After taking care of that, you'll find you don't have enough gold for everything you need.
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I'll second the Handy Haversack and the scroll library. Having a vast array of scroll options is much less handy when you need a standard action to dig them out...
Interestingly enough, there are item storage options other than "haversack" and "buried so far down in your pack that it takes you a bigger action to dig it out".
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Jiggy wrote:Interestingly enough, there are item storage options other than "haversack" and "buried so far down in your pack that it takes you a bigger action to dig it out".you have my interest
what are these options
Find where the rules give you the situation where retrieving a stored item is more than a move action; the answer to your inquiry is "everything else".
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The best Headband of Int you can buy is your primary item as a wizard. Wait for the prestige. Also decide what skill you want in it.
Cloak of resistance is also fairly important.
After that I would choose from:
pearl of power
ring of protection
amulet of natural armor
persistent lesser metamagic rod
handy haversack
eyes of the eagle
and of course a bunch of copied spells in your spell book now they are fairly cheap to copy from NPC wizards.
Maybe a couple of emergency scrolls. Though I prefer open spell slots for anything that isn't mega urgent.
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Lamontius wrote:Find where the rules give you the situation where retrieving a stored item is more than a move action; the answer to your inquiry is "everything else".Jiggy wrote:Interestingly enough, there are item storage options other than "haversack" and "buried so far down in your pack that it takes you a bigger action to dig it out".you have my interest
what are these options
man what
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what the-
I took your comment as saying there are good options for item storage/retrieval other than a handy haversack, in terms of action economy
if that is what you mean then I would like to hear them as I frequently play casters with tons of scrolls/wands/rods/potions/etc.
Spring loaded wrist sheaths?
Bandoliers?
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wizard items in order of importance.
Headband of Int
Cloak of resist
Belt of con less likely to die, better fort save, all win.
Eyes of the Eagle
Haversack
Cracked ioun stone for +1 init (I think it's dusty rose, but not sure)
Pearls of Power (2nd are an OK deal, but I usually only buy PoP 1's)
That being said, you probably don't have the fame for the belts right away.
I usually buy the Ioun Stone after my first adventure and spend 2 PP on wand of magic missile (at least you're always doing something on your turn!)
I buy a bunch of scrolls, you could add some spells to your spellbook, that's always useful :)
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what the-
I took your comment as saying there are good options for item storage/retrieval other than a handy haversack, in terms of action economy
if that is what you mean then I would like to hear them as I frequently play casters with tons of scrolls/wands/rods/potions/etc.
Spring loaded wrist sheaths?
Bandoliers?
Scroll box for scrolls
Bandolier for potionsSpring loaded wrist sheaths for rods/wands
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wizard items in order of importance.
Headband of Int
Cloak of resist
Belt of con less likely to die, better fort save, all win.
Eyes of the Eagle
Haversack
Cracked ioun stone for +1 init (I think it's incandescent blue, but not sure)
Pearls of Power (2nd are an OK deal, but I usually only buy PoP 1's)That being said, you probably don't have the fame for the belts right away.
I usually buy the Ioun Stone after my first adventure and spend 2 PP on wand of magic missile (at least you're always doing something on your turn!)
I buy a bunch of scrolls, you could add some spells to your spellbook, that's always useful :)
fixed that for you... It's a cracked incandescent blue ioun stone
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Spring loaded wrist sheaths by RAW state weapons. A wand is not categorized as a weapon. Expect table variation. None of the 3.5 action-saving items are legal in PFS. Pathfinder does have a couple interesting ones (the wrist sheath above) and for weapon-wields, the weapon cord (recover dropped/disarmed weapon as a swift). But that's pretty much it.
The HH is useful because of the extra storage capacity and removing objects do not provoke.
In terms of economy you're possibly saving that extra move action to take a 5 foot step to not provoke for recovering something from a normal backpack.
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Spring loaded wrist sheaths by RAW state weapons. A wand is not categorized as a weapon.
The sheath can hold one forearm-length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts.
Sounds like you've got an old version of the Adventurer's Armory and missed the errata.
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Spring loaded wrist sheaths by RAW state weapons. A wand is not categorized as a weapon. Expect table variation..
Actually, by RAW, the spring-loaded wrist sheath works the way a regular wrist sheath does. Both are in Adventurer's Armory. The regular wrist sheath specifically states that wands are valid for use. So, by RAW, there should be no table variation for wands if one brings the AA with them.
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There's the glove of storing, which is a free action to retrieve from, but it's 10,000 gp so not worth getting until higher levels.
I concur with the handy haversack. Besides avoiding AoOs, it's one of the cheapest extradimensional storage devices, allowing you to carry 120 lb of gear without weighing you down. Fill it with all sorts of utility things like rope, spikes, food, water, alchemical items, manacles, string, chalk, a mirror, a 10-foot pole, an extra set of thieves tools, a block and tackle, caltrops, a crowbar, a portable battering ram, shovels, a mining pick, etc. Why waste valuable spellcasting when you can get the same job done with the right tool?
There are also various books and journals on the equipment list in Ultimate Equipment that can give bonuses on skill checks, which are fairly affordable.
I also agree with getting scrolls and additional spells added to your spellbook. The cloak of resistance is also good. If you don't have one already, I always recommend picking up a wand of CLW so you can get healed easily without needing to rely on someone to bring a cleric or the like.
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I concur with the handy haversack. Besides avoiding AoOs, it's one of the cheapest extradimensional storage devices, allowing you to carry 120 lb of gear without weighing you down.
I forget what book it's from (either PFS Field Guide or Seekers of Secrets) but the pathfinder's pouch is pretty cool. It's a 1,000gp belt pouch with an extradimensional space that can hold 2 cubic feet of stuff, but the cool part is that it has no magical aura and can have its interface (i.e., access to the extradimensional space) turned on and off with a command word.
Can you guess why it's named after the Pathfinders? ;)
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To the original poster, get creative! Don't make a cookie-cutter wizard. There is no right formula. Here's some fun stuff to consider or save for:
• If small, save up for an ebony fly.
• +1 Silken Ceremonial Armor (can be later upgraded to spell-storing for vampiric touch).
• Gloves of Reconnaissance to help scout (can set up dimension door or turning the door of the room invisible to prevent a volley of attacks from those inside).
• Necklace of Fireballs I (for setting up huge explosions at low level).
• Lots of level 1 wands (Infernal Healing, Illusionary Calm, Vanish, Identify, Comprehend Languages, Ant Haul, Grease, Expeditious Retreat, Jump, Mage Armor, Mount, Obscuring Mist, Protection from Evil, Silent Image, Unseen Servant, Touch of the Sea, True Strike -- all great wands).
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+1 longbow
+1 greataxe
+1 hammer
Depending on the race.
Seriously though, you can afford a metamagic rod of enlarge, extend, or silent. One of those should fit your type of wizard and will see continual use. I also recommend a few more spells for your book. But save your money, if you are playing up and surviving you can skimp a little on treasure until the headband is available. Spend enough to keep alive of course... :)
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Lamontius wrote:You should ask Jiggy about his retrieve a pebble trick to avoid AoOs.
Handy Haversack just helps with avoiding AoOs
Heh, honestly it's a bad idea more often than it's a good one.
You retrieve an item (such as a pebble) from your pocket, provoking an AoO. Then you cast a spell without needing to cast defensively.
Of course, I was doing this with a fighter/wizard with high AC, low concentration, and too few spells to risk losing one to a failed check. Any other caster should probably just cast defensively anyway. And even if with my fighter/wizard, I still nearly got mauled to death when it turned out the mean kitty had Combat Reflexes!
Keep it in the back of your mind as an option, but for the love of Desna don't make a habit of it. :/
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jon dehning wrote:Lamontius wrote:You should ask Jiggy about his retrieve a pebble trick to avoid AoOs.
Handy Haversack just helps with avoiding AoOsHeh, honestly it's a bad idea more often than it's a good one.
You retrieve an item (such as a pebble) from your pocket, provoking an AoO. Then you cast a spell without needing to cast defensively.
Of course, I was doing this with a fighter/wizard with high AC, low concentration, and too few spells to risk losing one to a failed check. Any other caster should probably just cast defensively anyway. And even if with my fighter/wizard, I still nearly got mauled to death when it turned out the mean kitty had Combat Reflexes!
Keep it in the back of your mind as an option, but for the love of Desna don't make a habit of it. :/
Was this before or after you cast create pit to separate the evil caster from every one else? :)
I'm just happy I did not die a horrible death that adventure. Living. A rare occurrence for my rogue.
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I could have sworn someone said it was a DC 0 Knowledge (Nature) check to know that all felinoids had Combat Reflexes....
And my Magus just reached the point where using Spell Combat/Spellstrike with his Ray of Frost cantrip became a no-brainer.
Concentration, to cast defensively, is now something like +14 at 6th level for him.
+6 CL
+4 Int (just got a headband)
+4 Combat Casting
He gets a +1 to Concentration when casting Arcane Mark or Shocking Grasp, since his CL for those two spells counts as one level higher (Precocious Spellcaster)
Close Casting or whatever the name of the arcana that lets you uise a ray spell as a touch spell for Spellstrike...
So, yeah, most dedicated casters are going to have a concentration check good enough for many of their spells.
Ray of Frost: Automatic (unnless someone wacks him with a Readied attack)
Intensified Shocking Grasp needs a 2+ to cast (Magical Lineage for SG, so reduce level change by metamagic by one)
Mirror Image or Glitterdust needs a 5 or better to successfully cast defensively, but those are spells he is likely to be using before he gets to melee, anyhow.
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Rerednaw wrote:Spring loaded wrist sheaths by RAW state weapons. A wand is not categorized as a weapon. Expect table variation..Actually, by RAW, the spring-loaded wrist sheath works the way a regular wrist sheath does. Both are in Adventurer's Armory. The regular wrist sheath specifically states that wands are valid for use. So, by RAW, there should be no table variation for wands if one brings the AA with them.
That's what I get for listening to the GM instead of arguing. I stand corrected. :)