Treasury of Archaic Names: https://www.youtube.com/watch?v=_fcKH25MNJE
Hand drawn weapons time 5:55 here: https://www.youtube.com/watch?v=--XFX2U4PJE
Treasury of Archaic Names: https://www.youtube.com/watch?v=_fcKH25MNJE
Hand drawn weapons time 5:55 here: https://www.youtube.com/watch?v=--XFX2U4PJE
https://www.youtube.com/watch?v=iQ-8_dwoglU&t=320s
I am curious, even if it's a perfect poll, it's a pretty good one.
Have to wait to get imprvd familiar feat at level 7 for Faery Dragon (altho i might wait till Level 13 bcuz i need them other feats yo) . ONly level 3 for the Beheaded familiar, and it is GOOD.
Normal FamiliarImproved familiars https://paizo.com/threads/rzs2p4h4 and https://paizo.com/threads/rzs2tq34
It has been argued that way but the 2 lines in the description that states "using a common language" & "can communicate verbally" pretty much kills that idea. A common language lets them discuss anything their intelligence score can handle and a command word is exactly that, a single word that activates the magic item.
Worst case imaginable with the worst GM in the game you just have the command word on that wand/item be in that shared language the wizard/familiar use and keep going.
Mike Brock made a post about it on This thread
Wand use doesn't require the book for those few improved familiars - brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars - gained with the Improved Familiar feat
It can use a wand since it is slotless. It uses its master's UMD. No other animal companions or familiars can activate a magic item.
Faerie dragons fall into the biped category of familiars, meaning wand use is no problem (I know it's weird, but dragons can use their front feet as hands, and a faerie dragon is still a dragon). Having them become a target may or may not be a problem. The share spells class feature can do a lot to protect a familiar, but so can stuff like natural flight, which a lot of familiars get. Also false life on the familiar can be a life saver.
As for best, Faerie Dragon, or if they're not available, Lyrakien Azata is my personal favorite.
https://people.math.wisc.edu/~jheim/Pathfinder/
This smooth, lusterless gray ring is crafted of dark glass and has the image of a body carved into its band. Once per day, the wearer of this ring can perform a complex mental and verbal ritual, repeatedly whispering the ring’s command word, while touching any humanoid corpse that has been dead for less than 1 week. The creature must have had 7 Hit Dice or fewer in life. This ritual can be as short as 1 round or could last up to 24 hours. It requires both total focus and constant contact between the ring, the wearer, and the target corpse. Interruption of any kind spoils the ritual, requiring the wearer to begin anew. The wearer of the ring chooses how long this ritual will last, but that decision must be made before she begins the ritual.
On the ritual’s completion, an illusory duplicate of the creature touched—partially real and formed of animate ice cloaked in magical shadow—springs into existence. This functions as lesser simulacrum in all ways unless stated otherwise. The wearer of this ring gains a +10 bonus on the Disguise check when performing this ritual. The shadow creature appears in all ways to be hearty and full of life, equipped with all of the gear and clothing that was carried or worn by the corpse throughout the ritual. At the same moment the shadow creature is completed, the targeted corpse and all of its attendant equipment vanishes, melting away like snow.
The false creature brought into existence by the ring of the shadow victim has the same base ability scores, type, and subtype as the targeted corpse. It appears in all ways to be the same individual as the corpse touched, and it retains the general personality, attitude, abilities, and intellect of that creature.
However, this duplicate doesn’t possess any memories that the wearer of the ring doesn’t also possess, has no spell-like or supernatural abilities, can’t use activated extraordinary abilities, can’t gain the benefits of healing, can’t gain levels or increase its abilities, and can’t have more than 3 Hit Dice.
This false creature behaves much like the target did in life, except it has a starting attitude of helpful toward the ring’s wearer and is generally willing to assist the wearer in any endeavor. The shadow creature will take nearly any action to aid the wearer of the ring, including dangerous, foolish or suicidal actions. This semi-illusory creature remains in existence for a duration equal to 7 × the length of the initial ritual that created it, until the wearer removes the ring of the shadow victim, until the wearer activates the ring again, or until the creature is destroyed by violence, whichever comes first. At that time, the duplicate vanishes and the original corpse, unchanged from when the initial ritual was completed, appears in its place.
Bonded Items, let's straight compare them.
https://www.d20pfsrd.com/magic-items/
The standard rules don’t allow item creation feats to recharge charged items such as wands. This is because wands are the most cost-effective form of expendable spellcasting in the game (the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion). Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity. A wand‘s lower price increment would also mean that partially recharging the wand is easily done with a short downtime period (10 charges per day for a 2nd-level wand, 4 per day for a 3rd-level wand, and 2 per day for a 4th-level wand), making the wand even more useful and cost-effective.
A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.
RINGS
Can u trade them out… retrain for gp?? Yes. But keep reading.
Omg, woke up from nap, realized i never checked nonbonus feats … u totally get a lot - a feat every odd level so 10 feats or 11 feats for humans by level 19!!! https://www.d20pfsrd.com/classes/character-advancement/
Btw, 3400 ish feats total https://www.reddit.com/r/Pathfinder_RPG/comments/12e4aqf/how_many_feats_total/
Btw, weird options with Wood and Metal schools
http://legacy.aonprd.com/ultimateMagic/spellcastingClassOptions/wizard.html#_arcane-discoveries
Pathfinder
Shit. Need 8 feats, only get 5 feats by lvl 19. So what to pick. Isnt Varisian tatoo a feat (that requires spell focus feat)? So he skips Varisian. He talks about Varisian later, but doesn’t list as main feats. What?? Retrain feats is a thing, gp and 1 week and trainer.
3 people marked this as a favorite. |
https://paizo.com/threads/rzs2nyxp?Fire-themed-mage
Reposting:
Paizo BLASTER CASTER build:
Goal: Pile on the hurty-hurt with direct damage spells. You don't need battlefield control if the enemy is dead.
Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)
Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.
If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.
Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.
End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist.
Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration).
Magical Lineage Trait allows Intensify for free on chosen spell.
Spell Perfection allows free Quicken at higher levels.
===============================================
Play Hints:
Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.
Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.
Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.
At level 12 or higher, change it to Fire Snake.
Use Admixture specializing to change the element on the fly.
Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.
Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.
FEATS
Intensify Spell: Increases caster level damage cap +5 to apply to a specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to 7d4+7. Fireball to 15d6, Fire Snake to 20d6+40.
Empower Spell: Increase dmg by 50%.
Quicken Spell: Hit enemy with two spells/rd.
Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.
Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.
Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.
Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting at 5 levels higher then your own.
Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot.
Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165.
= 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.
Base level 5 spell slot is 20d6+40 dmg, 165 dmg.
BY LEVEL
At level 1, your Burning Hands should be 2d4+4 (avg 9)
At level 2, its unchanged.
At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.
At 4th, 6d4+12 (27), Intensified BH.
At 5th, Intensified BH, 7d4+14 (31.5).
At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.
At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).
8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)
9th - Intensified, Specialized Fireball is 11d6+22 (51).
10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.
12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.
14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)
15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1.
Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both.
16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.
Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.
If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.
==+Aelryinth
Eideann | Apr 18, 2012, 09:59 pm |
Elemental Bloodline (Fire) Gnome Sorcerer with Pyromaniac Racial Trait would be my first opinion. The ability to turn Cone of Cold and Chain Lightning into fire spells means as you get spell levels you are really collecting different shapes to do different amounts of d6 per caster level (+1 extra d6 due to pyromaiac) to (also once Fireball caps actually still be doing d6 per caster level (+1 extra d6) with the higher level spells.) Pick up Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus along with Spell Penetration and Greater Spell Penetration and you'll be lighting people on fire all over the place.
Also a Sorcerer who runs into a Fire Elemental can always cast Cone of Cold as cold damage, whereas a Wizard who has
Fairy dragon has sleep poison… 10 foot Reach how?? https://www.reddit.com/r/Pathfinder_RPG/comments/2hf8zi/familiars_scaling_with_hd_a_brief_guide_to/
Gotta be CL level 7, get feat of imprv familiar then can ….https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-faerie/
Faerie dragons sometimes ally with spellcasters, serving as curious, occasionally reckless, but always true familiars. An arcane spellcaster of at least 7th level with an alignment within 1 step of chaotic goodwho has the Improved Familiar feat may select a faerie dragon as a familiar.
Improved familiar.
Evolved familiar.
Which familiar did you, or will you, choose? A pseudodragonwith the Evolved Familiar trait would have a 10ft reach poison attack and, at 7th level, would be DC 19 before buffs (10 + 1Con + 2/(Wiz7+CL7-2)). With Boon Companion you could get the DC to 20 and with a Bear's Endurance spell or similar buff that could be quite a reliable way to take enemies out of a fight, as well as an effective way to deliver touch spells. Of course, it's not the strongest build out there but the idea is kinda fun
Your familiar which has half your health with you having a d6 HD (assuming its not a tumor familiar)? Is typically a tiny creature so it has to enter someones square to attack them provoking attacks? and its poison is too OP? and then take away its ability to assist?
But seriously why take away its ability to assist? there is literally a familiar archetype designed purely for assisting.
Bonded Item Ideas https://www.reddit.com/r/Pathfinder_RPG/comments/4c6gnh/bonded_item_options/
https://paizo.com/threads/rzs2q1ef
CORRECTION: You get like 12 feats or something -> Originally thought "Only get 3 more feats as wizard, ever thru lvl 19 wiz, so… probably can’t do imprvd familiar anyway."
That means you can only craft the wand and weapon at 5th level, the staff 11th (as a magical staff that can fire off spells), the ring at 7th, and the amulet at 3rd. I would like to use staves earlier than that, but that would increase the number of spells any mage could fire off to a point that almost no one would like.
I mean there's no feats to expand the power of the bonded item probably because it's going to be carefully controlled in a way that just resembles an extra spell or 'free' magic item.
The fact that people are talking about intelligent items though opens up the possibility of opening up an avenue in the action economy that I've never heard about exploiting. Generally, it's seen that familiars are the power-gaming go-to because you can eventually get them to start using wands or scrolls. Or to take a specific type of familiar (bodyguard, sage, and I forgot the others) to expand it.
————
Best info says Familiar is better… for xyz, but Focus Object better for raw power (spells and gold)… but if i can have a familiar improved with wand casting… i would pixk that https://www.reddit.com/r/Pathfinder_RPG/comments/owcce4/familiar_vs_bonded_item/
Blaster mage Bonded object guy says - tl;dr if you dig the versatility of the Bonded Item, I think it's a good choice. If you value having a Wand/Scroll monkey after Level 7 or so, the Familiar's going to be a good choice with plenty of other benefits on top.
And hey, if you're That Kind of Player, Bleed and Die For Your Master are now on the table: https://aonprd.com/SpellDisplay.aspx?ItemName=Die%20for%20Your%20Master
https://preview.redd.it/h5dyolxs2hc71.png?auto=webp&s=353fc38da0934517de2d939fd98dad21773be0d3
Others
Familiars are better unless you are weird like my groups where crafting is banned, Except for on bonded objects.
Crafting is silly, but being able to craft 1 single object the way you want it really elevates the class feature.
It would depend on the type of wizard you are looking for. Deliver touch spells can be very effective with the right build. Some familiar archetypes radically change how you handle your familiar. Om the other hand, the bonded item is mostly just raw power (spells=power, money=power)
If you get an improved familiar, can have them use wands or scrolls for even better action economy
Dude above curs in half cost of a golem staff. Like 300k gold to 155k gp.
This steam discussion has points about real PF also … like ppl love familiars https://steamcommunity.com/app/640820/discussions/0/3335371283881286814/
This talks about Optional Retraining for arcane bond err familiar. Saying the PF makers realized maybe was too stringent https://rpg.stackexchange.com/questions/121795/why-must-the-choice-of-an-arcane-bond-be-permanent
Talks about familiar being better because super csting penalty if lose bonded object https://paizo.com/threads/rzs2ubh1
Familiar is stronger. Bonded item is much easier to use.
Familiar
-2 feat equivalent abilities
-extra set of actions per round
-roll 2x on many skill checks
Item bond
-1 spell per day
-money from saved enchanting costs
-dont have to keep leveling a critter
I would also note that losing a bonded object isn't that big of an issue for several reasons
1. Concentration checks are fairly easy to make at mid-high level
2. Rings, the best option, are really really hard to break or lose
All closed content is legal and RAW for game usage, but cannot be published legally by Paizo (or anybody else). That's how the OGL works.
Just use the spells as they are unless you need to make a conversion to Pathfinder specifically.
Debby
All closed content is legal and RAW for game usage, but cannot be published legally by Paizo (or anybody else). That's how the OGL works.
Just use the spells as they are unless you need to make a conversion to Pathfinder specifically.
Debby