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The campaign I am running right now is a labyrinth. The party was abducted and placed within by mindflayers. Mindflayers have one very simple motivation for constructing such a maze... Food, surface dwellers are captured, cloned via a modified simulacrum spell. Then released into the maze, where its endless tunnels, traps, and monsters will stimulate the minds of any creature hoping to escape. The struggle for survival serving to merely season the 'crops' being harvested.

The mindflayers have conspired with several Neh-thalggu, whom wander the maze collecting the brains of the fallen. Once harvested they are brought before the Caulborn, who add the fallen creatures thoughts to the hive mind and then wipe any memory of the maze from the simulacrum before the clones are released again.

As my players have leveled some of them started to make the save from the caulborn's memory modification ability, resulting in horrifying recollections of having died that others can't remember. Many of which are easily dismissed as terrible nightmares.

My party wizard nearly lost his shit when he recognized his arcane mark in a part of the maze that he had 'never been in'...


Cevah wrote:

1) Thread necro of 5 years :-)

2) Cleric w/Eldritch Heritage gets a familiar w/o multiclassing
3) The Mystic Theurge does not grant a familiar, nor does it state it advances one, so it does not help the familiar's abilities.

/cevah

Vrischika111 wrote:


as per FAQ sorcerer arcana applies to ALL spells cast, I don't see why deliver spell wouldn't apply to ALL spells as well.

if limited to your class spell, it's mentioned

also note that shaman has a familiar which delivers touch spells (and is divine caster), not counting the multiple other ways to get a familiar

/Vrischika111

I understand that The Theurge does not directly grant nor state that it applies for the reasons of advancing a familiar. However in Vrischika's example above if you had a multi-class shaman3/wizard3 would he have 2 familiars?...NO, he would have 1 familiar that would work as if he were a wizard6/Shaman6.

That being said since the familiar functions at the highest level possible combining levels in all classes that grant you a familiar.

And since you are choosing to use the "+1 level of existing arcane spellcasting class" to advance your wizard spellcasting abilities I feel like this should not preclude advancing your familiar unless specifically stated otherwise or as ruled by your DM.

And as far as I know the only specifically stated preclusion for the theurge is that he does not get his 2 'free' spells for gaining a level in theurge, he must spend time/gold in order to learn and copy new spells. This represents his Arcane research that, in my opinion should include the arcane secrets that advance his familiars abilites.

I suppose the point I'm really trying to make is that the RAW for familiar states that it is class level based, when I feel like it should be caster level based.

My caster level represents the culmination of a life time of magical research, experimentation and learning. Part of which includes caring for your familiar.


My question to the tread is that you all have been completely ignoring the Mystic Theurge prestige class. According to the familiar page in the D20PFSRD

"Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative."

http://www.d20pfsrd.com/classes/core-classes/wizard/familiar

As stated above the abilities are granted based on COMBINED level in all classes that grant a familiar. If wizard is used as the prerequisite class to enter the Theurge path, shouldn't the Theurge levels count toward familiar abilities?

If that was the case a LVL 3 cleric, LVL 3 Wizard, LVL 10 Theurge should give Familiar abilities as a caster level 13. Granting the spell resistance and scry on familiar...

Just wondering what your thoughts were.


Would this supercede the normal healing for 8 hours rest? Or is it in adition to the normal healing?


I know the bleed dosen't stack, and I'm not trying to min/max this thing. So far as I know you only need one feat to feint as a swift action, yeah four damage a round is not awesome but the fact that you need not hit your oppponent to continue to do that damage helps, on top of the fact that you did 1D4+4D6 in order to cause the bleed in the first place. An NPC of CR8 typically has 9HD avg of D8, means HP hovering in the 60-70 range assuming you roll a base average (2,3,3,3,3) every round you put it on the ground in 5 rounds by yourself only attacking once per round. The only issue you face here is attack rolls but you have already helped yourslef there on the fact that you are hiting against flat footed AC (not always an improvement I know) but thats not anyhing a bit of magical buff or sweet gear can't fix.


With a cha:17 she should focus around a feint style in her combat, with feats that would allow for feinting as a swift action. Her opponents are flat footed, flat footed = sneak attack. Seeing as she gets 1D6 every other level even with a dagger she could still do formidable amounts of damage even without a str bonus. Can’t forget your rogue talents, take the one that gives 1 bleed for each D6 of sneak, swirl in a bit of dual wielding and you have a skinny little gnome who looks like they couldn’t hurt a fly but after 3 rounds in combat with her your laying in the gutter trying not to bleed to death.

I have played the face rogue before and no knife hurts more than the one in your back, especially if the guy who put it there is shaking your hand.

Also magic is the great equalizer, in later levels when the low STR means she couldn't stab the braod side of a barn, magic weapons and buff gear does wonders. Shes teh fcae you know she'll have the coin for it.


The way I see an Alchemist is a "proxy" of a spellcaster. So following the "quack like a duck" comparison as stated above, we must now categorize them as either spontaneous, or prepared spellcasters. Since an Extracts are his proxy of spells and the rules are clear that he must prepare them beforehand he is a prepared caster.

So as a Wizard being the easiest comparable 'prepared' caster, make the same argument. Wizard casts resist energy as the spell, he determines all variable spell effects as normal at the time of casting.

As with extracts, the reason that they are limited to the Alchemist is to prevent others from casting his spells without his permission. Much in the same way that a rouge who steals a wizards spell book is no more capable of casting his spells a the wizard is without it. The “spell/extract” is the power and the Alchemist/Wizard is the magical medium to translate metaphysical power into a physical form.

By infusing an extract and allowing another player to use it constitutes the giving away of a spell. Similar to a potion, or a scroll. But you have to look at how potions and scrolls work. A potion requires no magical aptitude to use, whereas a scroll requires magical ability. Potions do not. Infusions can be given to any one and used by any one. Much like a potion, although they are not potions, I agree.

However by making the argument that a Barbarian is capable of determining that his Infusion of resist energy is capable of making the selection of energy type at the time he drinks it would be similar to saying that infusions behave like a scroll. A barbarian cannot use a scroll, I have to assume that Infusions would be ruled the same as potions, except where specifically exempted by the RAW found in the APG, as a balancing issue.

Can’t have barbarians running around with scrolls now can we?


As for the PC selling items at half price as a shop owner I would assume that the 1/2 price ruling does not apply...

The CRB rules that PC's can only sell items at half price assuming that PC's are not taking time to find interested buyers, but are simply hauling their goods in to a shop and pawning them off on a shop owner who will then have to resell them.

When you are running a shop you are selling directly to a consumer at full price and cutting out the middle man.


If you do decide to go with drifting continents you have to consider certain things. I once designed a world of floating cities, they traveled in circuit. Some passing so close that for a brief moment you could merely step off one onto the other. These circuits were trade routes. One city circling between two others on a regular interval. The rougue in this campaign (dnd 3.5 rules) was trying to extort large sums of money for 'services rendered' froma wealthy merchant guild who had a disagreement over tax rates with local nobles.
The end result was him climbing to the underside of the city and wedging near a hundred imovable rods inbetween narrow crevices in the rocks. Locking this city into place. The market spiraled untill his bounty was paid.


I started a campign recently with just enough for an adventuring party. Our DM was in a ZERO XP mood, so we started at level 1.
We had a barbar, sorcerer, rogue, and looke dlike I was gonna get stuck playing cleric. However I decided to go Alchemist. I swindeled a handful of gold out of the party and used my brew potion class feature to start 'vending' cure lights at a third the price. Not the most economic so far as having to use an action to drink one, but keeps the party alive. They go up as your 'caster level' increases. and you get all sorts of other fun abilities as well, wich can be used to aid in keeping party members alive.

Now you can play an interesting class and at your level some potential for being good at a wide variety of things.
lvl 4 with your abilities...
14 dex (12with +2race) and 14 str(13 +1 lvl4) and your 18 in int.
this will give you 8 bombds per day, at 1d6+4 with 5 splash damage (not to mention adding 4 damage to any splash weapon you use)
The ability to bre any healing potions you need (all cures exept mass versions are on your 'spell list')
The ability to craft all sorts of useful alchemical items for both offense and defense. Bloodblock immediately ends bleed effects as well as bleding con damage. Plus if a player needs to be freed up to drink a potion you can whip out a tangle foot bag and give him the space they need to worry about their own health.

i find it like playing a cleric that passes on the responsibility, you have given the party what they need to take care of themselves. If they die it's their own fault.


Karlgamer: Elves do not sleep, it is odd that this fact is not stated in the pathfinder core books but is referenced in the companions.

Excerpt from " Pathfinder Companion Elves of Golarian "

Page 5
"Sleep
Though elves are immune to magical sleep effects, the
idea that they never rest is a myth. Instead, though
they do not fall unconscious the way other humanoids
do, elves may enter a deep trance that has the same
refreshing effect on the mind as human sleep. An elf
only needs to meditate in this fashion for 4 hours per
day."


I would have to agree that the wording was a bit too general in the bonus feat. I would always assume that Core trumps the smoky haze of expanded, and rule that an Alchemist can brew potions as normally as any spell casting class.

However with the Infusion discovery for extracts I believe we have found Pandora's box. Since the description does not specifically limit it, and extracts are not bound by the Core rules of brewing potions, add to it the draw back of an infusion continuously using an extract slot until imbibed I would have to give the players the benefit.