So my friends and I recently started playing pathfinder and we have a few questions. We were using the templates mostly to base our characters off of, but what we didn't understand is from this PICTURE
1. He was a fighter, and the lonsword dmg was 1d8+4, we didn't understand where the +4 came from and how it could change depending on weapon. Also, we have no idea what the Attack Bonus of +5 means or the Bonus Attack Bonus and what it does.
2. Also, there is a druid in our group who has a 18 wisdom (+4 mod), and how do you determine how many spells he can prepare a day?
3. And how does pet fighting work?
So if someone could help me understand this better, it'd be much appreciated!
Hey there, and welcome to the game!
Now, I'll start off by pointing out that I don't know the Beginner Box, but since it's basically just a "lite" version of the full rules, the answers should be the same.
1. A character's damage bonus with a melee weapon is derived from their Strength bonus and any bonuses they get from feats and the weapon being magical. If that's a level 1 character, then I'm going to guess that he has a Strength score of 18, which gives a +4 damage bonus. The same bonus also applies to the character's to hit bonus, which is added to their class's Base Attack Bonus (+1 for a 1st level fighter), which means that he rolls 1d20+5 to hit (+1 from class, +4 from Strength) and 1d8+4 for damage on a successful hit (1d8 for a longsword, +4 from Strength).
2. A 1st level Druid has 3 0th level spells, and 1 1st level spell, plus a number of bonus spells from high Wisdom. A Wisdom of 18 gives gives one bonus spell of each spell level from 1 to 4, but he can't use spells from levels 2 to 4 until he gets high enough in level to cast them (he gets 2nd level spells at 3rd level, 3rd level spells at 5th level, and 4th level spells at 7th level, which is beyond the scope of the Beginner Box). So, at 1st level, the Druid has 3 0th level spells per day and 2 1st level spells per day.
3. Animal Companions/Familiars and pets work just like characters, and should usually be controlled by the player they belong to. They have their own initiative scores and actions, but may be limited in the actions they can be asked to perform by their owning character (who has to take actions of his own to tell them what to do). I would suggest reading the Handle Animal skill in the PRD to get an idea of how it works.
Good luck, and have fun!
Ah, should have zoomed in more. Longsword to hit seems to have +1 from BAB, +3 from Str, and +1 from somewhere else (is it a +1 magic weapon? That's the only place I can easily identify a +1 to hit and damage).
Anyway, as for the short bow, no. Projectile weapons (ranged weapons that are not thrown) do not get Strength modifier to damage unless they have an ability that lets them (there is a type of bow that gets this - composite bows, but they have a limit to the Str mod they can apply. This bow isn't one, so it just gets the dice for damage).
The Base Attack Bonus of +5 for this character is derived thusly: +1 BAB due to being a 1st level Fighter, +3 to BAB from his Strength score (16 or 17) and +1 to BAB when using a Longsword because he has the Weapon Focus (Longsword) feat which grants a +1 bonus to hit with the indicated weapon.
The Base Attack bonus is the modifier you add to a 20-sided die roll when you roll to hit an opponent in combat. Thus, if you were attacking with the Longsword, you would roll a d20(aka 20-sided die) and add the +5 bonus to the number indicated on the die. This result would be compared against the opponent's Armor Class (AC for short), if the result equals or exceeds the AC, you have hit him/her/it with your sword and roll damage.
Regarding the damage modifier of +4 for the Longsword attack, I would guess (that is all I can do without seeing the full character sheet) that the Fighter is assumed to be using the Longsword with both hands. When a PC uses a weapon with both hands they multiply their damage bonus from Strength by 1.5 (and round down). For this PC, he has a +3 bonus to damage from Strength but that modifier is multiplied by 1.5 resulting in 4.5 which is rounded down to 4. Thus his damage modifier with the Longsword is +4.
Each casting class specifies how many bonus spells are gained per day for high casting stats. If I recall correctly, it's something like Intelligence (or Wisdom) 12+ = 1 bonus 1st level spell per day; 14+ = 1 bonus 2nd level spell per day (in addition to the 1st level spell); 16+ = 1 bonus 3rd level spell per day (in additional to 1st and 2nd).
Please note that the Beginner Box does not give out as many bonus spells for high stat scores as Pathfinder Core rules do.
So I'm commenting on this thread cuz its labeled 'new to pf / rp games' and well, me and my friends have recently gotten into Pathfinder and this is a our first forray into games like this! we love it so far but really want to learn the rules and HOW to play....
My friends have dubbed me the GM (woohooo im excited!) however we spent hours trying to figure out basic rules with this beginners box and i felt that although we were learning some things, others eluding us...
Now I will admit i am a total noob to these types of games however i have played console rpgs like mass effect and fable and my friends have played online mmos like star wars old republic and feel like i should be picking up the game relatively easily but im not!
I'm struggling with the combat aspect and turns and rounds and what can be done in each round etc.... maybe im over complicating but the book says that in a typical round the attacker (after initiative has been decided) can do a standard action and a move... but what is the deal with a full round which can be more than ONE attack, charging an enemy, running etc?
And how does combat maneuvers factor in or where are they located in the combat situation?
Any help would be appreciated!
If you take a full-round action, you are giving up your standard and move actions to perform the full-round action. You seem to have grasped the most common situations in which a full-round action is used, by the way: making more than one attack on your turn, charging, running, etc.
Combat maneuvers are in the Special Attacks section of the combat chapter, which starts with Aid Another.
amaranthian, welcome to the game!
Chemlak covered the diff between a full-round action and other action kinds.
Combat Maneuvers are actions that allow you to essentially cripple your opponent, such as disarming your opponent of their weapon or shield, keeping them grappled and unable to move, or even tripping them and making them fall prone.
Most Combat Maneuvers can be done as part of another action if you have the right feat/weapon/weapon quality, while some take the place of an action. An example of this is a Sunder, which takes place of a melee attack.
When you decide on your maneuver, determine when it will take place and what kind of bonus you have for the maneuver. This is your Combat Maneuver Bonus(CMB). It is possible to have a greater bonus for one kind of maneuver than another. You then roll a d20 and add your bonus. If you meet or beat your opponent's Combat Maneuver Defense(CMD). It is possible, just like for the CMB, to have a higher bonus against certain maneuvers. For some maneuvers, you get additional effects if you beat your opponent's CMD by certain amounts.
The full list of combat maneuvers and their descriptions can be found here, including the maneuver called the Dirty Trick, introduced in the Advanced Player's Guide. If you're still using the beginner's box, I wouldn't recommend going into other books until you've got a good grasp of what you can and can't do in game.
One thing to keep in mind is that unless your weapon/weapon quality/feat says otherwise, most combat maneuvers provoke an Attack of Opportunity, and if the attacker succeeds, the damage is considered a penalty to your attempt.
Example: Boris the Fighter attempts to trip his rival. Boris rolls a 17 on the dice with a +4 to his attempt, giving him a total of 21 on his trip attempts.
Boris' rival has only a 20 Combat Maneuver Defense, so Boris would succeed, but Boris doesn't have an ability to keep his rival from getting an Attack of Opportunity, so Boris' rival gets to take a swing at Boris, and succeeds, dealing 5 damage to Boris.
Boris then takes the damage as a penalty to his first roll(17), and comes up with a total Combat Maneuver Check of 16 (17+4-5). Boris fails to trip his rival, but fortunately nothing bad happens to him instead.
Hope this helps you out!