Breaking the Curse: Ancient Remedies for Tooth and Claw Afflictions

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"A Curse of Tooth and Claw" In the vast and mysterious realm of nature, a curse lurks in the shadows – the curse of tooth and claw. With every breath, animals in the wild are subjected to the brutal reality of survival. This primal curse drives their every instinct and demands an unending struggle for existence. The curse of tooth and claw is deeply rooted in the laws of nature, where the weak fall prey to the strong, and the fittest survive. Animals, big and small, roam the Earth constantly aware of this curse, as it shapes the very fabric of their lives. The predator relies on its sharp fangs and killer instinct to secure its next meal, while the prey relies on its ability to stay hidden and outsmart its potential captors.


Allegiance: At the time that the character receives her first level in the Mystic advanced class, she must select an allegiance to afaith, concept, tradition or alignment. The Mystic may choose positive (good) or negative (evil) energy as an allegiance, but is not required to.

Allegiance At the time that the character receives her first level in the Mystic advanced class, she must select an allegiance to afaith, concept, tradition or alignment. Then you get 14 spell slots from taking 5 feats in a spellcasting multiclass 2 each of level 1-6 and 1 each of 7 and 8 , of which you can take 2 with your 10 class feats You can get a couple other class feats, but not enough to buy additional spell slots I m pretty sure.

Wizardry handbook of mystic spells and brews

The predator relies on its sharp fangs and killer instinct to secure its next meal, while the prey relies on its ability to stay hidden and outsmart its potential captors. For the predator, the curse is a double-edged sword. They possess the tools of destruction, but must incessantly hunt to satisfy their voracious appetite, or else succumb to the tormenting hunger.

Most spell slots?

I want to make a mystic theurge. By poaching spell slots via multiclassing, what's the highest number of spell slots I can obtain by 20th-level and how would I go about it?

I believe School Specialist Wizards have the most spells as a baseline, with 4 of each of levels 1-9 + 1 10th and 1 from their bonded item (Sorcerers having the same number of base slots but lacking the bonded item). Then you get 14 spell slots from taking 5 feats in a spellcasting multiclass (2 each of level 1-6 and 1 each of 7 and 8), of which you can take 2 with your 10 class feats (You can get a couple other class feats, but not enough to buy additional spell slots I'm pretty sure).

So that's 66 spells, not counting items that can give you additional ones - you get 3 more from a Ring of Wizardry, and if you want quantity over quality (and consider casting from a staff to be equal to an extra spell slot), you can convert a tenth level spell into 10 1st level spells by investing it into a Staff of the Magi, which also has 9 charges of its own (so 19 castings of Lock, the staff's only 1st level spell). There might be other items that give spells, I haven't checked them all.

Technically, both Sorcerers and Druids can have infinite spells per day, with a 20th level class feat that lets them cast a spell of 5th level or lower once per minute without expending a spell slot, but that's no fun.

WIZARD
Level 2: Sorcerer dedication (divine)
Level 4: Basic Sorcerer Spellcasting
Level 8: Bloodline Breadth
Level 10: Cleric dedication
Level 12: expert Sorceree Spellcasting
Level 14: Basic Cleric Spellcasting
Level 16: Expert Cleric Spellcasting
Level 18: Divine Breadth
Level 20: Master Sorcerer Spellcasting

This is not to say it's a good build. This simply seems to maximize spell slots. You are missing out on 10th level spell slots this way.

[EDIT]: Swapped wizard and sorcerer around so the wizard was the base class. Human would work even better then the above.

Pathfinder Adventure Path Subscriber

Adapted Cantrip
(Human 1)
Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.

If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

Adaptive Adept
(Human 5)
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.

Multitalented
(Human 9)
You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype.

If you’re a half-elf, you don’t need to meet the feat’s ability score prerequisites.

Ah, that's something I missed with mine - you need to be able to pick up Multitalented, to get your second dedication at 9th, since you have to have a space at 6th.

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Wizard universalist with bond conservation and superior bond and the L10 scroll Master feat and the familiar ability are the best single class slot count. Conservation bond allows chains of spells. For example a L10 drain bond goes to L8 to L6 to L4 to L2 in a chain. As well wording on drain bond isnt specific enough to discount primal or divine lists so you can use other MC class slots if so desired.

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I'd suggest something a bit different. Might not have the most spells slots you can get, but comes with quite some staying power and versatility.

Start of as sorcerer. Divine or Primal would give you the highest number of spell slots via Greater Vital Evolution, but Arcane and Occult would give you more flexibility via Greater Mental Evolution. Going Arcane will also increase yout proficiency for the Wizard spells you're about to get very shortly. Your choice.

From there, Multiclass to Wizard to get more spells. Wizard Dedication at 2, Basic Wizard Casting at 4, [Tradition] Evolution at 6, Arcane Breadth at 8. Now, at level 9, you get Multitalented and go for Alchemist Dedication. Not quite a spellcaster, but can grant you access to a lot of utility stuff that can save you quite some spell slots. Hand out Darkvision to the whole party, brew free healing Elixirs every day, use Cheetah's Elixirs instead of Longstrider and so on. Not to mention the shenanigans you can pull off by handing out Mutagens to your party.

Immediately upgrade this to Expert Alchemy at level 10. Then folows Expert Wizard Spellcasting at 12, Master Alchemy at 14. Level 16 has no use for any Multiclass feats so you can get your Greater Evolution without problems. Level 18 will be Master Wizard Spellcasting, of course. Level 20 either the free casting feat or the extra 10th level slot. I'd prety much always pick the slot, personally.

Now, going Alchemist insteaed of a second caster archetype has a few upsides. First of all, it's slightly less feat-intense so you can get a bit more out of your original class. The second and most important advantage however is pure numbers. You get 40 free alchemical items each and every day. Yes, those are much weaker than actual spells. However, you can have 40 level 15 items, whereas a caster multiclass only grants you a single 8th level spell.

Full Cleric Multiclass Healing (i.e. Heal in every single of your 14 spell slots) will heal 712,5 HP single target (2 action version). To produce that amount of healing, the Alchemist Multiclass needs about 8 of its batches. Leaving you with 12 bathes or 24 items which you can just use to do MORE. More healing, more versatility, more utility or even simply more damage when push comes to shove.

I've played a Wizard up to 7th level during the playtest (homebrew campaign). When PF2 was released, I retconned him to this build, using an Arcane Bloodline to keep the original flavor (spellbook and all) going. I'm still only level 7, but really looking forward to unlocking those alchemical goodies.

A curse of tootb and claw

The strong thrive under this curse, their teeth and claws providing them with the means to dominate over their rivals. However, their existence is far from easy, as they must constantly fight for territory and mating rights, battling against others of their kind who bear the same curse. The curse of tooth and claw extends beyond mere physicality. Animals develop incredible adaptations and strategies to survive, which can only be described as nature's way of evading this curse. Some animals camouflage themselves, blending seamlessly with their surroundings, while others form symbiotic relationships, relying on the help of others to overcome the challenges they face. Even in the face of such an intense curse, the animal kingdom also showcases the beauty of cooperation and maternal instincts. Many animals have developed complex social structures to protect and raise their young, reminding us that compassion can conquer the curse even in the most savage environments. For us, humans, this curse may feel distant and unfamiliar, shielded as we are by our modern comforts. Yet, it is a reminder of our own animalistic origins. A reminder that, deep inside, we too are bound by the same laws of nature. While we may have transcended the need for physical tooth and claw, we are still subject to the struggles and challenges of life. The curse reminds us that we are not invincible, that life is fragile, and that we too must adapt and fight to survive. The curse of tooth and claw serves as a testament to nature's relentless pursuit of balance and an awe-inspiring reminder of the infinite diversity and resilience of life. It is a testament to the power and wonder of the natural world, where even the most ominous curse yields remarkable beauty and unyielding determination..

Reviews for "The Tooth and Claw Curse: How Nature's Weapons Became a Bane"

1. Emily - 2 stars - I was really disappointed with "A Curse of Tooth and Claw." The plot was predictable and the characters felt flat and one-dimensional. I didn't care about what happened to them and found myself skimming through the pages just to finish the book. The writing style was also lacking; it lacked depth and failed to create any sense of suspense or excitement. Overall, this book was a letdown and I wouldn't recommend it to anyone looking for a thrilling read.
2. Matthew - 2.5 stars - "A Curse of Tooth and Claw" had an interesting premise, but it fell short in execution. The pacing was slow, leading to a lack of engagement with the story. The characters were underdeveloped and their motivations weren't clear, making it hard to connect with them. The writing style was also overly descriptive, bogging down the narrative and making it difficult to stay engaged. I had high hopes for this book, but unfortunately, it didn't live up to my expectations.
3. Sarah - 3 stars - While "A Curse of Tooth and Claw" had its moments, it ultimately failed to deliver a compelling story. The pacing was inconsistent, with long stretches of dullness followed by brief moments of excitement. The plot twists felt contrived and forced, and the resolution was rushed and unsatisfying. Additionally, the characters lacked depth and their actions often felt illogical. Despite some interesting ideas, the execution left much to be desired. Overall, I found this book to be mediocre at best.
4. Michael - 2 stars - I found "A Curse of Tooth and Claw" to be a tedious read. The plot meandered aimlessly, and the lack of a clear direction made it hard to stay invested in the story. The dialogue felt forced and unnatural, and the characters were forgettable. The author tried to incorporate multiple genres into the narrative, but it only resulted in a messy and disjointed storyline. I struggled to finish this book, and I wouldn't recommend it to anyone looking for a captivating read.
5. Olivia - 2.5 stars - I was really looking forward to reading "A Curse of Tooth and Claw," but it fell flat for me. The writing style was uninspiring and lacked creativity, making it difficult to stay engaged. The characters were clichéd and lacked depth, making it hard to relate to them. Additionally, the pacing was slow, with unnecessary filler scenes that added nothing to the overall plot. Overall, I was disappointed with this book and wouldn't recommend it to others.

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