Wizard Arcane Bond Enchanting - Society Play


Rules Questions


Hello,
I've read a number of threads on this so far and I'm still not clear on what is allowed for society play.

I have some confidence that:
1. you have to have to meet the CL requirement for the item you are creating.
2. You have to have sufficient fame to have been able to purchase the item at full price, though you only pay creation cost.
3. You can't make custom items.

Here is my big area of fuzziness though. It seems that I'd read that for PFS you must be able to cast the spell required to create the item. Which means....no amulet of natural armor, since wizards don't have barkskin..no rings of protection b/c wizards are missing shield of faith and so on.

Is anyone clear on how this is supposed to work?

Thanks


It is usually handwaved and you just pay the cost and get whatever item you want. But, if you want to be technically correct, anyone can supply a required spell when crafting magic items, it doesn't have to be the creator of the item. So the druid you are adventuring with can provide the spell. If your GM wants to be stingy, just pay for spellcasting services to have an NPC spellcaster cast the required spell for you. Or if you find a scroll of a needed spell during the adventure, use that.


yes..in home games I understand all of that is true. I'm specifically asking about society play. Are you saying that its generally handwaved in organized play?


Gwaedh wrote:

yes..in home games I understand all of that is true. I'm specifically asking about society play. Are you saying that its generally handwaved in organized play?

Yes. As long as you meet the fame requirements to purchase the item, you can do it. They handwave a lot of stuff where I play. I've seen GMs allow players to surgically implant ioun stones in their head. I don't go to that extreme. I've never seen anyone make Wizards jump through hoops to enhance their bonded item.

Grand Lodge RPG Superstar 2012 Top 32

Robert A Matthews wrote:
I've seen GMs allow players to surgically implant ioun stones in their head.

That's actually a thing, with published rules and everything. Seekers of Secrets was the book, I think.


Jiggy wrote:
Robert A Matthews wrote:
I've seen GMs allow players to surgically implant ioun stones in their head.
That's actually a thing, with published rules and everything. Seekers of Secrets was the book, I think.

Yes, but the DCs are ridiculously high and take several weeks to accomplish. And a failed check is supposed to cost you IIRC.

Grand Lodge RPG Superstar 2012 Top 32

Robert A Matthews wrote:
Jiggy wrote:
Robert A Matthews wrote:
I've seen GMs allow players to surgically implant ioun stones in their head.
That's actually a thing, with published rules and everything. Seekers of Secrets was the book, I think.
Yes, but the DCs are ridiculously high and take several weeks to accomplish. And a failed check is supposed to cost you IIRC.

A failed check causes CHA damage I think, and of course that can heal over time. And you have lots of time between scenarios, so you can try as often as it takes. Thus, campaign leadership clarified that you can just consider it successful since there's no permanent cost/consequence to failing and it can be done between scenarios.


Jiggy wrote:
Thus, campaign leadership clarified that you can just consider it successful since there's no permanent cost/consequence to failing and it can be done between scenarios.

Agreed to a point. They did not say that you can just consider it successful when you have no chance of success.

As long as you don't have a total -6 to Charisma checks, everyone can eventually make the DC20 Charisma check. It's the DC 30 Heal check (doing it yourself), and DC 25 Knowledge (arcana) check that some may not be able to succeed at. 1d6 Con for failing that btw.

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