Some rule questions (camp fire, alchemist, power refreshing)


Rules Questions


1) Regarding campfire.
What is the size of a campfire? 1 square (5feet * 5feet) or larger. And what is its light radius?
I understand that it is up to you to decide how large your campfire will be but I ask for an average campfire in order to use it as a baseline.

2) Is an alchemist considered a spellcaster? I guess yes, but is he an arcane one or something else like an untyped one (if something like this exists)? Do his extracts return to him after a night sleep or he doesn't need to rest in order to regain them? As for example a divine spell caster only needs to pray to regain his spells.

3) I am generally a bit confused on when exactly the powers of each class are refreshed, concerning spells and abilities that say that can be used X times per day. I would also like to know how does sleep interruption affects each of these cases.

Dark Archive

2-no, they arent technically a caster

3-sleep interruption doesnt matter. x/day powers don't require you to rest to regain them


Name Violation wrote:

2-no, they arent technically a caster

If he is not a spell caster can I use this trait for the alchemist class:

Magical Knack: You were raised, either wholly or in part,
by a magical creature, either after it found you abandoned
in the woods or because your parents often left you in the
care of a magical minion. This constant exposure to magic
has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks. Pick
a class when you gain this trait—your caster level in that
class gains a +2 trait bonus as long as this bonus doesn’t
raise your caster level above your current Hit Dice

Name Violation wrote:


3-sleep interruption doesnt matter. x/day powers don't require you to rest to regain them

If x/day powers do not require you to rest how do you keep track of when each use of them is replenished? Do they return to you at exactly 24 hours after their use?

Thank you very much for answering.

Grand Lodge

1: I use a campfire base to be: fire is 1 5' square. It sheds bright light within a 10' radius and drops one light level every 5' beyond that. You can see it from very far off, but it is not illuminating a very big area. Every time you double the area of the fire, double the range of the light levels.

2: I would allow the use of the trait, but rename it to alchemical knack or something similar. But that's just me.

3: Usually, for powers and abilities like this, have the character's player choose a time of day for the reset to occur. Be it morning meditation before leaving, brewing extracts and mixing bombs during the lunch break, or quietly contemplating the night sky before bed. It doesn't really matter if they actually *do* those things, just have them set a time that works within the game setting and stick to it.

Grand Lodge

Aris Kosmopoulos wrote:

If x/day powers do not require you to rest how do you keep track of when each use of them is replenished? Do they return to you at exactly 24 hours after their use?

Thank you very much for answering.

You get them all back in one big package after your 8 hour rest period. Consider it like a morning focus routine like the wizard preparing his spells only much shorter.


soloran wrote:

1: I use a campfire base to be: fire is 1 5' square. It sheds bright light within a 10' radius and drops one light level every 5' beyond that. You can see it from very far off, but it is not illuminating a very big area. Every time you double the area of the fire, double the range of the light levels.

2: I would allow the use of the trait, but rename it to alchemical knack or something similar. But that's just me.

3: Usually, for powers and abilities like this, have the character's player choose a time of day for the reset to occur. Be it morning meditation before leaving, brewing extracts and mixing bombs during the lunch break, or quietly contemplating the night sky before bed. It doesn't really matter if they actually *do* those things, just have them set a time that works within the game setting and stick to it.

Thanks for your help :-)

1) So campfire in your campaigns is weaker than a torch (20/40). Strange all my parties had the idea that a campfire is >= to the statistics of a torch. I never thought of it that way but I think you are right, since a the light from a torch if brighter and stronger because of the nature of the liquid used to fuel it comparing to the burning of wood :-)

2) So in the RAW magical knack is not legal for alchemist. Since in the description of the extracts it stated that

"When an alchemist mixes an extract, he
infuses the chemicals and reagents in
the extract with magic siphoned from
his own magical aura."

I had the idea that he uses magic. I do not know if he is a spellcaster but I think that magical knank is refered to magic, not casting. Am I right?

3) Ok regarding the x/day abilities I understood. What about arcane spell casting? Does the old rule (3rd edition) regarding interrupting sleep still exists.
I remember one hour extra per interruption and that you should rest before preparing spells. If yes what about bards and sorcerers that do not need to prepare?

Grand Lodge

Happy to help.

1: Yes, my campfires are a little weaker than torches light-wise, but they aren't designed to give off light, but heat instead. (That's the way I rule it as a DM)

2: The whole point of magical knack is that the character is so used to the activities and methods of "doing magic" that he has a higher effective class level. (note that since this effective level can never be higher than his total hit dice or levels, this trait is pretty useless to a single-class caster) The same can be said for an alchemist since it's all about the mundane aspects of the occupation and not the source of the power. An alchemist does draw upon his magical aura to produce the effects he does, but if he's been around labs, chemicals, beakers, and burners all his life then creating a formula or mixing up a bomb takes less time or is more effective than someone who started learning to do those things at "college age". So as a DM, I would allow an alchemist to take this trait, though I would change the wording to match the flavour of the intent.

3: It's totally up to you whether or not interrupted sleep will have detrimental effects on regular casters. Some groups like the extra little realism that not getting a full night's rest makes it hard to concentrate on intricate spells or formulae. Some groups just want to get their hitpoints and spells back so they can get "back to the action". Whether the penalty comes from the wizard not being able to focus because of lack of sleep, or an elven bard not being able to cast as effectively because he wasn't able to read the entire works of his favorite author before daybreak to give him confidence in his performance doesn't really matter. If the wizard needs rest to regain all his spells, then why not a bard, sorc, inquisitor, or alchemist? They don't have to prep spells ahead of time, but they still have to re-fill that "internal reservoir" of power to use. Just because the rule isn't in the book doesn't mean it can't be a house rule.


1- After years of camping I can say a campfire sheds about 15-20 feet of normal light and the same as dim. Since its ground level and a torch is held at or above head height I would say less than a torch but the fire is about the same.

2- The Alchemist is just that, a Potion making bomb throwing alchemist. The developer's have already made it clear they do not qualify for any prestige class where having caster level X is a requirement so I have to say no the trait doesn't work(how can you not use alchemy to qualify for a PrC then, using the same class feature, still qualify for a trait that would boost said feature.

3- Have their powers refresh each day at dawn... it is so much easier to keep track of having everyone's abilities refresh in the morning rather than having them pick different times of day, especially since other than spells, no class features have restrictions as to resting X hours first.
** Alternatively, I played with a group where the GM had a time dial and marked on it when players used their powers and they wouldn't recharge until 1 day later.. this seems like a hastle keeping track of when uses of lay on hands recharge individually if I were doing it but it was interesting.

**EDIT**
The Alchemy class feature says you use your Alchemist level as the caster level for your potions brewed - this again means you have no caster level but rather a class feature is being used as a substitute for crafting and duration and other effects based off of CL

Dark Archive

Per Core Rules and APG, regaining of spells each day by class:

Bard: No mention of study/contemplation, no sleep requirement.
Cleric: Choose a time - 1 hour of contemplation/supplication each day. No sleep requirement.
Druid: 1 hour or trance-like meditation (no time-of-day restriction). No sleep requirement.
Paladin: 1 hour of prayer or meditation (no time-of-day restriction). No sleep requirement.
Ranger: 1 hour of quiet meditation (no time-of-day restriction). No sleep requirement.
Sorcerer: No mention of study/contemplation. No sleep requirement.
Wizard: 1 hour studying spellbook. Must have 8 hours of sleep.
Alchemist: Mixing an extract takes 1 minute of work. Can be done anytime, but is usually at start of day, or before going on adventure. Can leave unmixed extracts open for field prep if desired. No sleep requirement.
Inquisitor: No mention of study/contemplation. No sleep requirement.
Oracle: No mention of study/contemplation. No sleep requirement.
Summoner: No mention of study/contemplation. No sleep requirement.
Witch: 1 hour communing with familiar (no time-of-day restriction). Must have 8 hours of sleep.


Actually at page 220 of the core book states that :

"Daily Readying of Spells: Each day, sorcerers and
bards must focus their minds on the task of casting
their spells. A sorcerer or bard needs 8 hours of rest
( just like a wizard), after which she spends 15 minutes
concentrating. (A bard must sing, recite, or play an
instrument of some kind while concentrating.) During
this period, the sorcerer or bard readies her mind to cast
her daily allotment of spells. Without such a period to
refresh herself, the character does not regain the spell
slots she used up the day before."

I also have the impression that whatever limitations apply to the other divine spell casters of the main book also apply at the Inquisitor and Oracle, so I think they need to mediate like a cleric.

As for the Summoner I think he works like the bard and sorcerer.

But I am not sure at all about how alchemist work. When do his available extracts per day replenish? Thes best idea I have heard until now is that of Soloran who suggested to set a specific time in the day like in the morning.


By RAW, items and abilities usable x/day regain a use 24 hours after the ability is used. This prevents the "use it or lose it" mentality which causes clerics to blow all their spells right before dawn; if you exhaust all three uses of a 3/day item mid afternoon on Day 1, the item is exhausted until mid afternoon on Day 2.

Dark Archive

Aris Kosmopoulos wrote:

Actually at page 220 of the core book states that :

"Daily Readying of Spells: Each day, sorcerers and
bards must focus their minds on the task of casting
their spells. A sorcerer or bard needs 8 hours of rest
( just like a wizard), after which she spends 15 minutes
concentrating. (A bard must sing, recite, or play an
instrument of some kind while concentrating.) During
this period, the sorcerer or bard readies her mind to cast
her daily allotment of spells. Without such a period to
refresh herself, the character does not regain the spell
slots she used up the day before."

I also have the impression that whatever limitations apply to the other divine spell casters of the main book also apply at the Inquisitor and Oracle, so I think they need to mediate like a cleric.

As for the Summoner I think he works like the bard and sorcerer.

But I am not sure at all about how alchemist work. When do his available extracts per day replenish? Thes best idea I have heard until now is that of Soloran who suggested to set a specific time in the day like in the morning.

Ah. Good catch.

So, per that same page.

Sorcerers and Bards (and strongly implies all arcane casters who do not prepare spells) - 8 hours sleep. 15 minutes concentration. Any spells cast within 8 hours [of concentration time??? - assuming this] count against your daily limit.

Divine Casters (all) - Select a time of day to pray and receive spells. If you miss that time of day, do so as soon as possible. No sleep requirement.

Divine Casters who prepare spells - 1 hour preparation.

So from this, I would make the assumptions:

1) Arcane casters all require 8 hours sleep to regain spells, but have no time-of-day requirement for when they regain spells.

2) Divine casters do not require sleep to regain spells, but spells are regained at a specific time of day.

3) All casters who prepare spells must spend 1 hour in preparation.

4) All spontaneous casters spend 15 minutes in concentration.

5) For spontaneous casters, spells that they have used within 8 hours of concentration have those spells count against their daily limit.

As far as the alchemist goes, I'm somewhat at a loss.

Questions that need answers from Paizo.

A) Is the Alchemist considered a spellcaster?
B) Can an alchemist use spellcaster feats? Metamagic feats?
C) Does the alchemist have a sleep requirement before regaining bomb/infusion/mutagen capability?
D) Does the alchemist have an 8-hour rule?
E) Since the alchemist can prepare some bombs early in the day, and some later, can he/she prepare unused bombs before bedtime and use them the next day? If so, do they count against the daily allotment?

Dark Archive

AvalonXQ wrote:
By RAW, items and abilities usable x/day regain a use 24 hours after the ability is used. This prevents the "use it or lose it" mentality which causes clerics to blow all their spells right before dawn; if you exhaust all three uses of a 3/day item mid afternoon on Day 1, the item is exhausted until mid afternoon on Day 2.

In the case of spontaneous casters, no. As Aris pointed out, page 220 of the Core Rules specifically defines an 8-hour rule. Spells cast within 8 hours of refreshment time (mmm. refreshment time...) count against that casters daily limit. This would overrule the general case of 24 hours.

Shadow Lodge

Brother Elias wrote:

A) Is the Alchemist considered a spellcaster?

B) Can an alchemist use spellcaster feats? Metamagic feats?
C) Does the alchemist have a sleep requirement before regaining bomb/infusion/mutagen capability?
D) Does the alchemist have an 8-hour rule?
E) Since the alchemist can prepare some bombs early in the day, and some later, can he/she prepare unused bombs before bedtime and use them the next day? If so, do they count against the daily allotment?

A-B) No, they've already stated that an alchemist is not a spellcaster and so cannot qualify for feats requiring a caster level.

C-D) Good questions that need answering.

E) Bombs go inert if not used the round they're mixed. I assume you meant extracts instead of bombs, as these last. If that's the case, its a good question. But I'm guessing that it would take up a slot until the 24 hour duration has passed.

Dark Archive

Eric Clingenpeel wrote:
Brother Elias wrote:

A) Is the Alchemist considered a spellcaster?

B) Can an alchemist use spellcaster feats? Metamagic feats?
C) Does the alchemist have a sleep requirement before regaining bomb/infusion/mutagen capability?
D) Does the alchemist have an 8-hour rule?
E) Since the alchemist can prepare some bombs early in the day, and some later, can he/she prepare unused bombs before bedtime and use them the next day? If so, do they count against the daily allotment?

A-B) No, they've already stated that an alchemist is not a spellcaster and so cannot qualify for feats requiring a caster level.

C-D) Good questions that need answering.

E) Bombs go inert if not used the round they're mixed. I assume you meant extracts instead of bombs, as these last. If that's the case, its a good question. But I'm guessing that it would take up a slot until the 24 hour duration has passed.

A-B) Missed that thread.

E) Yes, I meant extracts. There are a couple of choices.
1) Unused extracts could take up his daily allotment. In which case, he would be better off not preparing new extracts until he had used the old ones. (Since the alchemist does not have a time-of-day requirement, and can take time out to prepare extracts anytime). Effectively these become bonus extracts.

2) Unused extracts are still good until the 24 hour point. In this case, they would become "bonus" extracts over and above the daily limit. If you are going adventuring tomorrow morning, prepare extracts tonight, then prepare tomorrow's sometime in the morning, or even later in the day when you stop for lunch, brunch, second breakfast, elevensies, or whatever.

3) Extract slots have 24 hour limitation. Any extract cannot slot cannot be refilled until 24 hours after the previous slot was filled. This seems like it would be terribly tedious to track when each extract was used, so that you cannot prepare another extract in its place until exactly 24 hours had passed.

I'm not sure what the solution is. Extracts last 24 hours. You can prepare X extracts each day. It seems inconceivable that any adventurer would not stockpile at least some left over extracts for the next day. Even in the middle of a long adventure, I'd prepare half my extracts in the morning when I got up, and then I'd have them for unexpected combat (random monster, ambush, etc). If I were preparing to enter a specific combat, I'd make sure that I was topped up. If we had gone the day without encountering anything, then I'd make the rest of my days extracts just before bedtime. In the morning, I'd make a few extracts, but with last nights still good, I'd keep most of my daily extracts unmixed until I had either used the old ones, or they had gone bad.

Sure would be nice to get a definitive answer.


The time unit Day is not something clearly defined. It could mean 24-hours, however, I would call tomorrow morning a new "Day" even though morning is less than 24-hours away.
So, there's two views:

One: You can't use a per day ability for 24-hours after last using it. If you have more than one use of an ability, each use is tracked separately. Arguably, this could apply to all spells and spell slots as well. Meaning if you cast a spell at night, you can't use or prepare that spell slot the next night. Personally, I don't think this interpretation is supported by the rules.

Two: The "Day" starts at the same arbitrary time, every 24 hours. It could start at dawn, midnight, dusk, or any other time. Once the day ticks over, all your abilities refresh and you can memorize or prepare spells again. So if the "Day" Begins/Ends at midnight, any time after midnight you can prepare spells, provided you've had the appropriate rest beforehand.

Dark Archive

Update: 8 hour rule seems to apply to all casters, regardless of spell source.

Wizard has it mentioned under his spell preparation, and on page 220, it mentions that all divine casters have the 8 hour rule.

The party I was running tonight had a big combat around 4:30am in game time. The divine casters are somewhat screwed. The arcane casters are having to wait 8 hours after the fight to prepare/concentrate.


Brother Elias wrote:


E) Yes, I meant extracts. There are a couple of choices.
1) Unused extracts could take up his daily allotment. In which case, he would be better off not preparing new extracts until he had used the old ones. (Since the alchemist does not have a time-of-day requirement, and can take time out to prepare extracts anytime). Effectively these become bonus extracts.

2) Unused extracts are still good until the 24 hour point. In this case, they would become "bonus" extracts over and above the daily limit. If you are going adventuring tomorrow morning, prepare extracts tonight, then prepare tomorrow's sometime in the morning, or even later in the day when you stop for lunch, brunch, second breakfast, elevensies, or whatever.

3) Extract slots have 24 hour limitation. Any extract cannot slot cannot be refilled until 24 hours after the previous slot was filled. This seems like it would be terribly tedious to track when each extract was used, so that you cannot prepare another extract in its place until exactly 24 hours had passed....

Extracts are done up just like spells more or less. For each Extract he mixes up is one extract he is down untill he uses it or can trash it to replace it the next day when his allotment refreshes. Things he knows he will use most every day or encounter he will prolly premake in the mornings. The rest he will save to use for what ever happens then and there. Or just not need them that day at all.

Say an Alchemist can make 5 extracts. He makes 1 Barkskin knowing he can get a good run from the duration. Then makes 2 haste extracts knowing the DM tends to throw 2 encounters there way most days. That leaves 2 left to make on the fly. He uses the barkskin and 1 haste at the end of the day. Next morning he has a total of 4 extracts to play with since he still has one locked up in a haste.

Hope that helps explains it. At leasts its how i look at it.

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