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I have a player running a sorcerer. I notice the class has a limited number of known spells, but can cast them several times a day. The core rule book states they learn a new spell every level and have bloodline spells in addition. Does this mean that they can not learn new spells from studying scrolls or spell books until they level? That's my take on it. My player seems to think he can learn new spells in this manor without leveling. Wouldn't this make them just like a wizard, with a large selection of known spells?


This could be as simple as a survival check, or design a mini adventure to find the herbs. Here is a good article from Wolfgang Baur on roleplaying.

"Set the bar for your role-playing skill checks ahead of time and stick with them. The rough rule of thumb is that the DC should be roughly equal to 12 plus the party's level, so that a skill-based character with maxed-out ranks and an ability bonus expects to succeed 75% of the time -- and a character without skill ranks and no ability bonus succeeds less than 50% of the time."

http://www.wizards.com/default.asp?x=dnd/ab/20060824a


Nice advice. I think I'll give up sunder and focus on the howling barbarian, and beast totem. I'll also use the invulnerable barbarian build. This should be fun to play in combat, and will have intimidate to use during roleplaying. I'll also keep putting my ability scores into strength.

Where is Cornugon Smash?


You might use the idea of minions (1 hp) from 4th ed, and have some encounters with living minions to throw at the fighter. The fighter will feel tough as they cut through those suckers. Plus, they can pack a punch at the fighter, making the battle somewhat dangerous for him. And, when they die, they could be protected somewhat from being raised as zombies because of the big bad's power source.

As far as the undead, you should make it harder for the necromancer to control the undead in your adventure because of the big bad's power source.

Just some quick thoughts on this, though I don't know the mechanics of a necromancer. The rules are there as a guideline for you. You don't need to use all of them. Just let your players know this in advance. I too am new at dming pathfinder and there are just too many rules for me to keep track of. So, when I start my adventure next month, I won't be using all of them either. I will add on more details as I become more experienced.


I am playing my first barbarian and would like advice on how to make him effective in combat, having a decent AC, and ways to help his terrible will save. I don't mind a bad reflex save if I can improve my will save.

Here is what I have so far:

I have picked Half-Orc as my race for a bonus to intimidate and Orc Ferocity. Have an 18 Str 18 Con, 14 Dex, 12 Cha, 10 Wis & Int.

I was thinking of adding additional ability scores at 4th and 8th into CON so I can get: more HP, rage rounds, and FORT save.

I want to be able to sunder weapons, perhaps armor. Though how do I overcome all those armor HP with a DR 10 on metal objects? I see the Smasher rage power from the Advanced Players Guide would help this, but should I invest a rage power for this?

I like the rage ability Ground Breaker from the Advanced Players Guide, and would use it with the Combat Reflexes feat to get more attacks of opportunity. Or, should I just forget this and use the Cleave feat to get extra attacks?

I like the Clear Mind rage power to help me with will saves.

I like the Intimidating Glare rage power, with my bonus to intimidate as a half-orc. I picked this to offset my reduced AC while raging.

Suggestions?