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born_of_fire wrote:

Druids are prepared divine casters which means you can pick any spell that is on your spell list whenever you memorize spells. You can choose the same level 1 spell twice if you want to but you do not have to. You can choose to memorize different spells each time you prepare spells. Prepared divine casters are wonderfully versatile when it comes to spell selection.

The chart for determining your saving throws is with each class description.

I understand finding my scores for reflex, fortitude, and will but for instance, how would I find out a saving throw for a spell is 10+spellelvel+wisdom modifier?


Cavall wrote:

Let me explain.

No. There is too much.

Let me sum up.

1. You pick out of the feats section of the core book. There is a lot in all the books but you should stick to the basics that are simple to use, like Dodge or weapon focus to make it easy for you to understand. Everyone gets feats, your class abilities don't count as those feats, although some classes like fighter may add some extras on. You'll gain one every odd level.

2. You should flip to the back of the book to the spells section and find druid spells. Pick out the ones you can use. They are used one time each then you have to rest so pick carefully. 0 level spells can be used over and over without being used up. If you have a high amount of wisdom you may have more spells than you think because you could have bonus spells. There's a chart near the very front of the book for that.

3. 10 + Level of the spell + your wisdom bonus. So a level 1 spell and 18 wisdom would be 10 + 1 + 4 (as that's the bonus from 18 in your wisdom). So 15 for a level one spell, 16 for a level 2.

4. Depends on the spell. Read the spell most are save for half damage.

Basically the real sum up is snuggle down with the book for a day or so and get used to the base rules. Once you know the basics they don't change much.

The books are a jumbled mess and piss me off when I go through them, constantly have to go 50 pages apart to find answers or to make sense of a rule. I mainly stick to the forums and D20 for clarity.

So even though I can use a level 1 spell twice a day, it will only be that one spell I chose right?

Is there a chart for determining saves?


I just hit level 3 on my Druid and have gained a feat. Where can I pick my feat from? On my class table it shows I have gained trackless step. Is that my feat?

Also a few more things, I am allowed 2 level 1 spells a day, and 1 level 2 spell. When I am to 'prepare' a spell, in plain language does that mean these are the skills I will be using this session.

If I choose to use a spell like burning disarm, and my enemy makes his reflex save, what score would be necessary for his save to be successful? Would it be his score versus the strength of the attack?

If I rolled 3d4 against him, would that mean his save would have to over come that?


I just find humor in that literally the CRB hasn't done anything but introduce me to the ideas. The forums users and D20 have given me everything I want.


And in regards to the more snobby posts. I have played 4E, Warhammer, LOTRSBG, Hail Caesar, Lion Rampant, Dark Souls, and more tabletop games. Believe me, this s%$! is unique when it comes to learning it.


Okay makes waaay more sense. I meant to say that I learned to play the game here and that d20 page. The core rulebooks, or books are so horrid in terms of layout it is like piecing a puzzle together. It MAKES ME want to make a straight up scrub guide myself.


I am wrapping my head around the maximum dexterity bonus for armor. Does that mean I add that number to my dexterity score? Hmmmmm. Not understanding the +6. The description for it reads literally like it is a tentative number without explaining why. Me and 4 other friends have made our character sheets and have a good feel for what to do aside for the other stuff.

Understanding spells is ridiculous though, like I get our sorcerer can use sorcerer spells, but we don't understand if he has to train those domains/spelltypes before using them, we don't get how many you are allowed to have (in your arsenal) or use, and why. We all have packets for our classes and are learning.

I have learned to play this game and through wiki, none of the books.


But if I have access to 2nd level spells, can I use all of them, if requirements for stats are met? Also say I read this,

Melee +1 longsword +8 (1d8+5/19–20)

Would the +5 be indicative of a weapon or stat bonus?


ALSO say, I am level 3, does that mean I can use any spell in that tier as long as I meet requirements? Do I HAVE to learn spells?


Okay another thing, I'm observing a (enemy) character's offensive stats.

Melee +1 longsword +8 (1d8/19–20)

So to make sure I am reading that right, I'd assume he would have 9 added to his attack roll? He does 1d8 damage, and is a threat if it is in the 19 to 20 range?


Only things I'm having trouble finding now are how ability scores increase when leveling. I think I get almost all of it.


Also now that I have the table I think I understand the character creation now. It only took hours of multiple DAYS. I appreciate all the help. I am still a firm believer that this information needs to be streamlined better.


So if I do a standard attack, at that level I just add all the +attack numbers. If I choose to do my full round, I can break my attacks up?


When I read the table, a level 20 character has a BAB of +20/+15/+10/+5. What does that mean?


I am in a reapermini chat that is unpopulated if anyone wants to join and help me make sense of this stuff. I am currently the only painter in here.

https://hangouts.google.com/call/01uvpATfjyv_BtIQtxSxAAEE


Okay so what do I use, the class guide or players guide for classes?


I am using the full books....... I am using the advanced class guide for cavalier there is only two pages for it, no table.


I appreciate the response. I THINK I have filled out my gnome druid to his level 1 entirety. I feel like it takes forever to make a character because I keep flipping between pages to understand s@@#. I am now making an elf cavalier for my fiance, only problem is I have no idea how the class progresses because the advanced class guide only has like two pages with no tables for it.

Does leveling up for everyone work the same way? I assume each class gets unique skills. When I level up how many feats or skills do I get?


LeMoineNoir wrote:

DR is Damage Reduction. You reduce physical attack damage by the amount of Damage Reduction you have. If there is a special way to bypass this reduction, then it will be noted in the ability that grants it. For example, many Fey have DR/Cold Iron, meaning that attacks made with weapons made of Cold Iron are not reduced.

Touch AC is how hard it is to touch you. This mostly just factors in Dodge bonuses to AC, and not armor-based increases, and is most commonly targetted by spells.

Flat-Footed AC is for when you are unprepared for an attack, such as at the start of combat, before you have had the chance to go, or if you have been feinted. Armor bonuses are factored in, but not dodge bonuses.

I'm not quite sure what you mean by spell tracking though.

Attacks are made with several modifiers. The main one is BAB, or Base Attack Bonus, which is dependent on your class and level. You also add your size modifier to this, as well as either your Strength or your Dexterity bonus. Strength is used for melee attacks, while Dexterity is used for Ranged and some melee attacks if you have the Weapon Finesse feat.

So my Gnome can have a BAB of 2 at level 1? Using my plus 1 dex and plus 1 size? Spells have days and it's not explained, I don't understand the spells at all. I don't see the point of writing anything in the melee and ranged slots if those aren't used for anything. Take those off the character sheet.


What does the DR by health mean? Also how would the melee or ranged be used? I am a gnome, so I get a plus 1 to my size mod. My melee and ranged are both 1. Do I use that with my 20 on an attack roll, or is that an added bonus to my damage roll?


I appreciate these responses. I looked at the beginner book but it literally just fills things in for you, and doesn't show you how to. So that already is a big no help. By the hit points total I see DR what does that mean?

I still don't get AC, Touch and Flat Footed. I have padded armor that give's me plus 1 and my dex gives me plus 1. Does that mean my AC is 12, my Touch is 11, and my flat footed is 11? What makes the touch and flat footed different from just AC?!?!

EDIT: Also how in the hell are you supposed to keep track of spells 9 days out... What?!


I'll look into that for sure. This core rulebook is silly. For instance something that is not given explanation at all so far is how my Druid's hit die is D8, but my weapon's damage is 1D8. Does this mean that my hit die is what I attack with? Then my sword is what I follow up with? Don't know, never says. Going to have a gander at the beginner book I guess.


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I have sat down going on for probably 3 hours of my time trying to understand this core rulebook and make a damn character. This book has poor structure, I am CONSTANTLY going back to pages to remember a rule or to find a stat. I am over 100 (over 500 total) pages in and still do not know my CMB, CMD, Touch, Flatfooted, BAB, Spell Resistance, Melee, and Ranged. I understand the movement as it reads differently in different parts of the book. I've yet to get to combat. I do not understand what feats I can or cannot have or remember what the hell they do. I do not know my hitpoints, or what my animal companions hitpoints are.

Paizo listen. Your book may read well to veterans of 3.5, but my friends and I never played the thing! What you should do, if you haven't, is MAKE A GUIDE (that isn't this horrid core rulebook) that shows step by step how to make a character and what stats to fill and when. It is nonsense telling me how a skill works at level 3 on my druid when I don't even know what to do at level 1! Then placing a table in the middle of the text and having to read what s#!# means AFTER you've passed the table. Come on! I still don't have a full character sheet made, and I still don't know how to play your game. I'm totally turned off at this point and 4e sounds more appealing.

My fear with all of this gibberish text is that my friends and I are constantly going to have to revert back to this book to do things like open a door.