Senenmerek

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OK so, I'm making this character and came across this possible feat option. Here it goes:

My arcanist is being built with 1 level in crossblooded sorcerer as arcane/impossible bloodline with bloodline development arcane exploit. Then I got to reading about dragon disciples and thought about changing arcane over to dragon bloodline. Simple enough.

If I do this however, and decided to use a feat to obtain Eldritch Heritage as arcane bloodline, how does the arcane bond item work? Here are my thoughts:

"Arcane Bloodline
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item."

Now, I know that Arcanists Prepare spells like a wizard but use spell slots like a sorcerer. That being said, in the main page for arcanist in the Spell Casting section it says:

"An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared."

So, does this mean that my arcane bond item will cast any arcanist spell I have, including bloodline power spells granted from my crossblooded sorcerer bloodlines being boosted by my arcanist levels through bloodline development?

Yeah... lengthy question. Curious about the answer though. Playing a dragon disciple with all these other capabilities has caught my interest.


Hello, new to D&D/PF here. I'm in the process of making my first character for my first campaign ever, and could use a little advice.

I decided I wanted to play a crafting character, and decided to start off as a White Mage archetype Arcanist. After that, I would drop 1 level into a crossblooded sorcerer with the impossible and arcane bloodlines. In this way, I would take the extra arcanist exploit feat at level 1 (Since white mages give up their lvl 1 arcanist exploit for cure spells) and select the bloodline development exploit.

In this way I should be able to add my arcanist level to my sorcerer level when determining bloodline powers and abilities (Which my DM and I interpret as powers and spells) and means that I will have access to spells such as animate objects that normally I would need a divine caster for. Most spells from these bloodlines I can scribe into my arcanist book in order to cast, while others may require the use of my arcane bond item from the arcane bloodline to cast (since my sorcerer level will be level 1, but the arcane bond item power is based on arcanist+sorcerer levels via the description!)

All of this means that I should be able to craft permanent animated constructs, golems, and other wondrous items at very low levels due to the spontaneous generation power of the impossible bloodline at lvl 3 (granting the craft wondrous item feat and the ability to ignore a spell requirement on a crafted item at lvl 3). On top of that, I boosted my effective spellcraft level to 11 at level 1 thorugh traits, class and attribute bonuses, since I discovered that spellcraft could be used as the crafting check for magical and wondrous items instead of the associated crafting skill.

After hearing my plans during our 1 on 1 character discussion pre-campaign (he's doing it with everyone but we're good friends anyhow so we've discussed it at length), however, the DM decided to implement a couple of "house rules" in order to keep the game fun for everyone. His changes were:

-wondrous items require a blueprint to craft (through research or other means)
-the crafting rule for ignoring a crafting requirement (other than feats) in order to take a +5 DC on the crafting check cannot be used on the gold cost, and when used on the spell requirement (not counting spontaneous generation's spell ignoring ability) it will increase the DC check by 3x the spell level ignored
-spontaneous generation power of the impossible bloodline, when used to ignore a spell requirement, will impose a +2 DC to the crafting check instead of 0
-I'm not allowed to take traits such as inspired or tireless logic, among others.
-certain wondrous items may be limited/changed (i'm guessing he means things like the infinitely stacking +int enhancement ioun stones or the wish-crafted stat enhancement books, but i'm not sure)

His reason for these changes is that the game will be mostly made up of people like myself that are playing PF/D&D for the first time ever, but that they're not "Meta Gaming" as hard as I am, and that early game wondrous items will simply be game-breaking compared to my fellow players' capabilities. I understood that and didn't argue, but now I'm wondering if I should even bother with my crafting character that I wanted to play, or just roll a magus or something.

I did have an idea in mind for a skirnir-magus that could be interesting, but I really had my heart set on role-playing the "arcane artisan" of sorts. I don't want my endeavors to be fruitless though. Any advice would be helpful.