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*Pathfinder & Starfinder
newbie Wizard takes step into a big, scary Pathfinder world
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5535469" data-attributes="member: 23094"><p>Welcome! I like Pathfinder. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p></p><p>Good choice - have you considered which school to focus in? Generalists generally [hah!] get the short end of the stick in PF.</p><p></p><p></p><p></p><p>I agree with the Rat - start at a 16 bought Intelligence (+2 Elf, +1 4th-level) and use those points to shore up your weaknesses. A Str 7 will make bowshots pretty weak (1d6/8 -2), and therefore a poor back-up weapon.</p><p></p><p>You can keep Charisma weak unless you plan on making a lot of opposed Charisma checks (which'll only happen if you're using selected Enchantment spells).</p><p></p><p></p><p></p><p>These are good ideas; also, consider making your Wizard favored class bonus go to hit points.</p><p></p><p></p><p></p><p>Good call on the bond; unless you're massively tricking out your familiar, it's the better choice. Craft Wondrous Item is a good choice regardless; my Magus just recently picked it up in our Rise of the Runelords campaign.</p><p></p><p>As far as it affecting you selection of bonded item, it doesn't matter. You're treated as having the proper creation feat whenever you meet the Caster Level prereq for purposes of your bonded item. So, if your bonded item is a weapon, you can Craft Magic Arms and Armor it as soon as you hit 5th-level, even if you don't pick up the feat.</p><p></p><p>If you make it an amulet, you can start making it a magic item immediately (since amulets are the province of Craft Wondrous Item, which you qualify for); if you make it a ring, you have to wait a bit longer.</p><p></p><p></p><p></p><p>Yes. You can, in fact, turn any item into your bonded item at a cost of 200gp per Wizard level and 8 hours of work. You might want to ask your DM whether or not you'll have to pay the extra fee for an item you're starting with (e.g., you could have found the ring at 1st-level and paid 200gp, or you could pay the full 1,000gp for making it your bonded item now). I'd allow it at no cost, but your GM might not.</p><p></p><p></p><p></p><p>In order to make a magic item with new abilities, first price out the item with all of those abilities. Then, subtract the value of what you've already got, and pay 1/2 of the difference in materials costs.</p><p></p><p>So, in your case, you've got it easy: making a ring of protection +2 from a ring of protection +1 is simplesauce. Deflection bonuses to AC cost the bonus squared times 2,000 gp. So ...</p><p></p><p>RoP +2 = 2 * 2 * 2,000gp = 8,000gp</p><p>RoP +1 = 1 * 1 * 2,000gp = 2,000gp</p><p></p><p>Difference: 6,000gp</p><p>Cost to you: 3,000gp, and 6 days of enchanting work</p><p></p><p>A ring of invisibility costs 20,000gp. Let's say that, instead of making your RoP+1 into a RoP+2, you wanted to make it a "RoP+1 and Invisibility."</p><p></p><p>First, start with the most expensive part, and then add 1.5x the cost of the less-expensive part:</p><p></p><p>RoInvisibility: 20,000gp</p><p>RoP+1: 2,000gp * 1.5 = 3,000gp</p><p>RoP+1&Invis: 23,000gp</p><p></p><p>Since you're starting with the RoP+1, subtract its price from what you want, and pay 1/2 the difference in materials cost:</p><p></p><p>RoP+1&Invis: 23,000gp</p><p>RoP+1: 2,000gp</p><p></p><p>Difference: 21,000gp</p><p>Cost to You: 10,500gp and 21 days of enchanting work</p><p></p><p></p><p></p><p>It is not a currently existing magic item, so whether or not you can make it relies entirely on your GM's permission - and he gets to decide the price, too (probably using the ring of invisibility as a guide). If you can, it'd require the Craft Wondrous Item feat (or a bonded amulet).</p><p></p><p>I'd allow it, but I'm pretty permissive in this case.</p><p></p><p></p><p></p><p>I would skip any and all attempts to mechanically represent this, and instead just reflavor any spell I cast as involving the pipe. Much less troublesome this way. Ferinstance, when you cast Obscuring Mist, have the mist pour out of your pipe to cover an area. Describe Identify (make sure to review the changes to this spell in PF! I don't even need this spell anymore!) as the clouds of smoke forming various runes describing the item's function. Use Prestidigitation to make the smoke form amusing shapes, etc.</p><p></p><p>Maybe later make a magical pipe that actually has "Cast X spell Y times / day."</p><p></p><p></p><p></p><p>If you were holding a melee weapon at the time, you should have been allowed an attack of opportunity. Were you unarmed?</p><p></p><p>Also, there's no such thing as a negative BAB; it can only go so low as +0. You might have a negative total attack bonus, but that's another thing entirely.</p><p></p><p></p><p></p><p>Consider taking the Weapon Finesse feat and using a finessable weapon - with the added benefit that touch attacks benefit from WFinesse, as well.</p><p></p><p></p><p></p><p>Pearls of Power. Invaluable assistance for the low-level wizard, and only 500gp a pop for the 1st-level variety (with CWI)!</p><p></p><p>Handy Haversacks to eliminate the need for a reasonably positive strength score.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5535469, member: 23094"] Welcome! I like Pathfinder. :) Good choice - have you considered which school to focus in? Generalists generally [hah!] get the short end of the stick in PF. I agree with the Rat - start at a 16 bought Intelligence (+2 Elf, +1 4th-level) and use those points to shore up your weaknesses. A Str 7 will make bowshots pretty weak (1d6/8 -2), and therefore a poor back-up weapon. You can keep Charisma weak unless you plan on making a lot of opposed Charisma checks (which'll only happen if you're using selected Enchantment spells). These are good ideas; also, consider making your Wizard favored class bonus go to hit points. Good call on the bond; unless you're massively tricking out your familiar, it's the better choice. Craft Wondrous Item is a good choice regardless; my Magus just recently picked it up in our Rise of the Runelords campaign. As far as it affecting you selection of bonded item, it doesn't matter. You're treated as having the proper creation feat whenever you meet the Caster Level prereq for purposes of your bonded item. So, if your bonded item is a weapon, you can Craft Magic Arms and Armor it as soon as you hit 5th-level, even if you don't pick up the feat. If you make it an amulet, you can start making it a magic item immediately (since amulets are the province of Craft Wondrous Item, which you qualify for); if you make it a ring, you have to wait a bit longer. Yes. You can, in fact, turn any item into your bonded item at a cost of 200gp per Wizard level and 8 hours of work. You might want to ask your DM whether or not you'll have to pay the extra fee for an item you're starting with (e.g., you could have found the ring at 1st-level and paid 200gp, or you could pay the full 1,000gp for making it your bonded item now). I'd allow it at no cost, but your GM might not. In order to make a magic item with new abilities, first price out the item with all of those abilities. Then, subtract the value of what you've already got, and pay 1/2 of the difference in materials costs. So, in your case, you've got it easy: making a ring of protection +2 from a ring of protection +1 is simplesauce. Deflection bonuses to AC cost the bonus squared times 2,000 gp. So ... RoP +2 = 2 * 2 * 2,000gp = 8,000gp RoP +1 = 1 * 1 * 2,000gp = 2,000gp Difference: 6,000gp Cost to you: 3,000gp, and 6 days of enchanting work A ring of invisibility costs 20,000gp. Let's say that, instead of making your RoP+1 into a RoP+2, you wanted to make it a "RoP+1 and Invisibility." First, start with the most expensive part, and then add 1.5x the cost of the less-expensive part: RoInvisibility: 20,000gp RoP+1: 2,000gp * 1.5 = 3,000gp RoP+1&Invis: 23,000gp Since you're starting with the RoP+1, subtract its price from what you want, and pay 1/2 the difference in materials cost: RoP+1&Invis: 23,000gp RoP+1: 2,000gp Difference: 21,000gp Cost to You: 10,500gp and 21 days of enchanting work It is not a currently existing magic item, so whether or not you can make it relies entirely on your GM's permission - and he gets to decide the price, too (probably using the ring of invisibility as a guide). If you can, it'd require the Craft Wondrous Item feat (or a bonded amulet). I'd allow it, but I'm pretty permissive in this case. I would skip any and all attempts to mechanically represent this, and instead just reflavor any spell I cast as involving the pipe. Much less troublesome this way. Ferinstance, when you cast Obscuring Mist, have the mist pour out of your pipe to cover an area. Describe Identify (make sure to review the changes to this spell in PF! I don't even need this spell anymore!) as the clouds of smoke forming various runes describing the item's function. Use Prestidigitation to make the smoke form amusing shapes, etc. Maybe later make a magical pipe that actually has "Cast X spell Y times / day." If you were holding a melee weapon at the time, you should have been allowed an attack of opportunity. Were you unarmed? Also, there's no such thing as a negative BAB; it can only go so low as +0. You might have a negative total attack bonus, but that's another thing entirely. Consider taking the Weapon Finesse feat and using a finessable weapon - with the added benefit that touch attacks benefit from WFinesse, as well. Pearls of Power. Invaluable assistance for the low-level wizard, and only 500gp a pop for the 1st-level variety (with CWI)! Handy Haversacks to eliminate the need for a reasonably positive strength score. [/QUOTE]
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