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Tormad wrote:
thank you very much grick. This seems like an awesome option for wizards that don't frequent the 15 minute adventuring day.

This option is actually amazing. I try to leave one spell slot a level open at the start of the day. Also, memorizing a Mnemonic enhancer and casting part way though the day is also very handy.


What about the Human racial sub "Heart of the Fields"

Nickademus42 wrote:

Tireless Rage is not the only way to not be fatigued. Actual fatigue immunity exists.

I agree with the others, you'd be fatigued even if immune.


Zmar wrote:
Can anyone sum-up the problem with the Geisha for me? I think I'm failing my perception check again.

Have you seen the Tea Ceremony? 10 minutes to do and only lasts for 10 minutes? Uses up 4 bardic performance for each ally? Terrible, however it is free and doesn't replace anything.

Scribe scroll for free..

Geisha knowledge is awful compared to bardic knowledge.


Dragonchess Player wrote:

For a gestalt sorcerer/wizard, you can focus on attack spells (and others that you'd want to cast multiple times) with your sorcerer spells known and still have utility spells prepared in your wizard spell slots. I'd look at picking up "baseline" spells (i.e., magic missile, web, haste, stinking cloud, etc.) and useful spells from your wizard opposition schools with your sorcerer spells known while using your wizard spellbook to learn as many other spells as possible.

In some respects, you will be able to get more use out of item creation feats like Scribe Scroll, Craft Wand, Craft Rod, and Craft Staff than a typical wizard, since you don't have to spend as much effort on covering the basics (i.e., what you're already using your sorcerer spells known to do). Metamagic feats will also be good choices, since you can both prepare and spontaneously apply them (and, with Craft Rod, make your own metamagic rods).

+1

Leave a lot of your wizard slots open, and fill throughout the day as you need them. Pick up the "fast study" arcane discovery from UM to cruise filling them up.

Spells you should have memorized as a wizard would be things would super versatility such as most illusions (the image series of spells), conjurations (major creation, fabricate) and divinations.

Save the sorc slots for the best combat spells.


My usual rule is "you fall 200ft the first round then 800ft every round after that."

Adds realism and the chance another character can save you.


If am am an abjurer with banned evocation and illusion, as soon as I
enter MT, I can memorize fireball and major image freely? Are my first
3 wizard levels specialized and all the others not? I can memorize
evocation and illusion spells that are level 3+, but not level 1 or 2?

If I am a cleric with the healing and repose domain, and I enter MT,
do I only get domain slots for 1st and 2nd level spells, and not the
rest?

It seems really complicated, and a lot to keep track off. I would be
under the impression, and have always played that you do. However, the
opposite of that is if I took the animal companion, It would stop
leveling as soon as a PrC out. If I took a familiar as an arcane bond,
it would stop leveling as a PrC out, but couldn't I use the bonded
object to cast any spell in my spellbook, or just the spells I knew
before I PrC'd out?

RAW per srd "A cleric gains one domain spell slot for each
level of cleric spell she can cast, from 1st on up.

RAW per srd "Each time a character attains a new wizard level,
he gains two spells of his choice to add to his spellbook." This one
we know is offical.

RAW per srd "In addition, specialist wizards receive an
additional spell slot of each spell level he can cast, from 1st on up.
Each day, a wizard can prepare a spell from his specialty
school in that slot."

RAW per srd "When a new mystic theurge level is gained, the character
gains new spells per day as if he had also gained a level in any one
arcane spellcasting class (specialist wizard) he belonged to before he
added the prestige class and any one divine spellcasting class
(cleric) he belonged to previously.

thoughts?


ElyasRavenwood wrote:

I have a Pathfinder Society Organized Play character that is a Mystic Theurge.

He has 3 levels of Cleric (of Pharasma) with the Healing and Repose Domain.
He also has 3 levels of Wizard (Necromancy specialist).
And finally he has 5 levels of Mystic Theurge.

What has remained at 3rd level and not advanced

Channel Positive energy is at 3rd level ability (turn undead as well)

The Domain abilities for Healing and Repose are at 3rd level
Rebuke death and Gentle rest.

Necromancy: Command undead feat 3rd level
Ability for necromancer Grave touch 3rd level

What has advanced and “stacked” with my mystic theurge levels

My character has gotten +1 level of existing arcane spell casting class and +1 level of existing divine spell casting class. The text says this encompasses spells per day, Spells Known, and caster level.

The text however is silent on weather I can spontaneously cast cure spells.
It is also silent on weather I get to add the two free spells to my characters wizard spell book as I advance or if my progression in Domain spells and Wizard school speciality slots continue.

I have continued to spontaneously cast cure spell I have assumed that that is part of your +1 level of existing divine class. I have also continued to add the domain slot spells, and the specialty school spell slot as well. I have assumed that those things are part of your “spells per day” progression” I have continued to add the two spells to my spell book for free at every level I have advanced in mystic theurge that would be part of your “spells known” advancement as well.

None of the GMs in the PFS games I have played in have either commented nor had a problem with this.

While this isn’t official, it isn’t completely off base.

I would say that your spontaneous casting of Summon Nature’s ally spells would progress with your mystic theurge levels.

I would also say that your access to Domain spells would continue as well.

How ever you are correct that none of your other abilities will...

Thanks for the reply. Are you getting your necromancy specialist spell slots for MT? Are you getting you domain spell slots for MT?


Let me resurrect this thread.

I have a Druid3/specialist wizard3/MTx

can i?

1. still swap out druid spells for SNA of any level or just spell levels 1 and 2 (my spell levels gained as a druid)

2. If I take a domain, do I get the domain spell slot for each level of MT, and the extra domain spell known, or just spells levels 1 and 2? (My spell levels gained as a druid)

3. Do I gain the specialists wizard extra spells slot per day for each level of MT, or just levels 1 and 2? (Spell levels gained as a wizard)

4. I know domain powers based a cleric levels (druid levels) and not caster levels will not advance.

5. I know that none of the other wizard abilities will advance, and druid abilities... I know I dont get 2 spells in my spellbook with MT levels..

thanks


Fnipernackle wrote:
Avanter wrote:
What if the Gun was only a touch attack if you are adjacent to who you are firing at... that way it provokes an AOO, and if they hit you, you have a chance of missing? or not... I love the idea of a gun slinger, but giving him d10 hp, medium armor and full bab... and making him a "ranged" combatant, drive me nuts. (Which is the same reason I don't like archer Rangers... get on the front line and soak some hits!!!)
Lmao. Can my sorcerer have d10 hit dice please?

The best is " The monk will tank while the ranger shoots arrows from the back..." uh new characters anyone?


What if the Gun was only a touch attack if you are adjacent to who you are firing at... that way it provokes an AOO, and if they hit you, you have a chance of missing? or not... I love the idea of a gun slinger, but giving him d10 hp, medium armor and full bab... and making him a "ranged" combatant, drive me nuts. (Which is the same reason I don't like archer Rangers... get on the front line and soak some hits!!!)