Free Magic items (sort of...)


Advice


Hey community, I have been asked to join a game that will have no access to building/purchasing magic items in it. I was curious if there were any class abilities or feats (similar to Paladin's "Divine Bond" ability) that would allow me to apply the "Conductive" special weapon ability to one or more weapons.

Thank you all in advance,
Wormyxl


A gnome magus can use his favored class bonus to get it as somthing he can do with arcane pool that is the only solution i can think of atm.


Can't you use greater magic weapon to add +x equivalent bonuses?


BigDTBone wrote:
Can't you use greater magic weapon to add +x equivalent bonuses?

Afraid not. Both versions of the spell specify enhancement bonuses.


Sorry forgot, it is preferred to be on a ranged weapon and not a melee weapon (since magus works only with melee it is sub-optimal for my situation).


Wormyxl wrote:
Sorry forgot, it is preferred to be on a ranged weapon and not a melee weapon (since magus works only with melee it is sub-optimal for my situation).

There's nothing I can see in the Magus' Arcane Pool ability to limit it to melee weapons.

I'm on the Google Docs version of the PFSRD so the wording might be out-dated? My books also don't limit it in such a way.


That specific ability doesn't say anything about ranged vs melee, but the rest of magus' abilities do (unless you're myrmidarch which allows you to spell strike with a ranged weapon).


Arcane duelists (bard) arcane bond their weapon and can enchant it for cheap as per the wizard rules. I don't know if this counts as building a magic item or not, or if having 5 levels of bard is feasible for your build.

Just a 1 level dip in wizard and another class with caster levels will get you the same thing I think.


Do you have a concept that for something specific involves a dip to get the conductive property or do you just want to add effects to ranged attacks?

If the latter, Myrmidarch is a great way to go.

If the former, what you can spellstrike with is of little consequence if you're just dipping Magus for a level to get access to the Arcane Pool. Just cast True Strike on yourself on occasion when the shot really matter.


Skaldi the Tallest wrote:

Do you have a concept that for something specific involves a dip to get the conductive property or do you just want to add effects to ranged attacks?

If the latter, Myrmidarch is a great way to go.

If the former, what you can spellstrike with is of little consequence if you're just dipping Magus for a level to get access to the Arcane Pool. Just cast True Strike on yourself on occasion when the shot really matter.

you need 5 levels of magus to ad anything but +1 to the weapon:(


Fair enough. For some reason I'd thought that was mitigated by having a +1 weapon, but didn't check the language on anything other than "melee."

Apologies, Wormyxl.


Anyone know of a way to change/add to spellslinger's list of abilities? The build intent is to be an alchemist and conducive my bombs at people if I can get a short dip. If it isn't a short dip then I might as well be that class instead of any alchemist.


Any character without a familiar with a 13 charisma and Skill Focus (any knowledge) can pick up a bonded object ranged weapon by taking the feat Eldritch Heritage (Arcane) by level 7. Then you can enchant it is if you had Craft Magic Arms and Armor.


This works perfect for an Alchemist. Get Explosive Missile as your 4th level discovery and bomb from very long range. Never worry about the downside of a bonded object as you never actually cast spells you only use infusions. Two feats and a 13 charisma on your Alchemist is a fair price to pay to be able to get a very limited form of crafting in this kind of campaign I would think.


I believe that alchemists can get the discovery "explosive missile" at level 4 and turn their ammunition into ammo.

However in practice I have seen this become frustrating because the alchemist has to hit vs regular armor class instead of touch armor class and does not splash. It ended up being a trap ability for the alchemist.

I don't think that conductive would fare much better, especially since you trade 2 bombs for 1 ranged bomb missile attack, and it doesn't say ranged touch attack so I think its implied that the attack is vs regular AC.

In summary, I would just toss bombs were I an alchemist.


That is an awesome suggestion, but unfortunately it doesn't help the situation as the reason we can't build items is because there is no access to materials to enchant. This is the reason for wanting a class ability. I'm also sorry if it seems I keep bringing up arbitrary points that make these suggestions not work. It is one of those "I know it but don't think to mention it" situations. Thank you all for your help so far! :)


bfobar: the benefit of conductive is that I don't use up bombs if I miss, it allows me to shoot from much farther away, and the HOPE would be to dual wield and get the ability to alpha strike 2 targeted bomb admixture inferno bombs onto someone in one turn and watch them burn for 2d6+4xint per turn as I move on to another target (especially since I'll have an int mod of 7-ish).


I assume that you still have access to materials needed for an alchemist to make bombs and infusions? Otherwise you're really hooped.

Without arcane bond, I can't think of any other way to get conducting onto your weapon.

If your concept demands shooting exploding arrows, just get explosive missile and drink a dex mutagen and/or an extract of cat's grace/true strike/etc


Conductive only lets you use the ability on a single attack once per round.

I know of NO abilities that would let you bestow conductive on two weapons.


Also you can dual wield your own bombs and go crazy throwing them with fast bomb, two weapon fighting, and rapid shot. I think that spams 5 at level 9 with improved two weapon fighting.


I plan on having the ability to shoot/throw lots per round, but when I want to use a bomb or two at long range I would use two weapons to conduct the bomb to the long range target. It seems like this may be a forlorn cause, but I can still play the game so I'll live. Thanks again for all the help guys!


Cap. Darling wrote:
you need 5 levels of magus to ad anything but +1 to the weapon:(

Even as a gnome with their favored class bonus (assuming the weapon already has a +1)? I could see a gm ruling either way, personally.

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