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Ahh, sorry, thank you everyone! Herolab confused myself and the player who was setting up his toon alongside me with all of these options, so that makes more sense now. Thanks!


So if the oracle gains the following upon level 1 (well at least either the Cure or Inflict half of them)...

1) Cure (Inflict) Light Wounds
2) Cure (Inflict) Moderate Wounds
3) Cure (Inflict) Serious Wounds
4) Cure (Inflict) Critical Wounds
5) Mass Cure (Inflict) Light Wounds
6) Mass Cure (Inflict) Moderate Wounds
7) Mass Cure (Inflict) Serious Wounds
8) Mass Cure (Inflict) Critical Wounds

...and can cast any of these options at Level 1, why would they ever use "cure light" when they could use "cure critical"? Is there something I'm missing here?


I talked it over more with the player, and we are going to go a different route. Thanks for all the thoughts though guys!


Xethik wrote:
What race? If Human, you can pick up Racial Heritage (Kobold), Draconic Aspect, and then Draconic Breath. At level 10, Draconic Paragon will up the damage. You could probably give Racial Heritage for free without it being broken.

They initially wanted to be a Fetchling, but might be open to changing...


Hey guys, I have a buddy who is going to be a part of a new campaign I'm going to run and he wants to play a swashbuckler who has a dragon father and ended up passing one (and only one) gift to him: a breath weapon. He's okay with it being piddly at the start, but wants it to ramp up to something useful eventually. My question to you guys is, how do I handle this? If he gets a beath weapon at level 1 what damage should it do / what range? How can I keep it from becoming OP compared to the legitimately regular sorcerer in the group who has draconic blood and will get a legit breath weapon at level 9? So, in general... advice?


I know this likely gets asked a lot, but I can't find the mechanic (or at least, the simple mechanic) for determining how a spellcaster can utilize spells and / or skills to determine the actually spell that has been cast (or the effects of the spell that has been cast) on an object. I know I can have a spellcaster determine that an object has magic on it, but what if they want to understand precisely what the spell is (or at the very least, what it does) - how do they go about this?


Once again you guys are INSANELY AMAZING!!! the passion and swiftness to which you help other Pathfinder'ers makes me so insanely happy to be playing this game. Thank you all so much for your advice!

EDIT: updated the original post to properly name the Longsword a Greatsword (doh!) and denote how we modified it so that it became a S sized, rather than a M sized, weapon.


Currently I'm running a Pathfinder campaign with four characters who all have (admittedly) fairly high stats (stupid rolling, ugh!) and usually do okay (character sheets here). We're presently running Rise of the Runelords (currently in the Catacombs of Wrath), and formally ran the Beginner Box's adventure which gifted the team with the +2 Greatsword (+3 against dragons) from it's end-game reward (which the Barbarian now utilizes, though we fudged it and made it "small" sized vs "medium" sized as the Beginner Box had it).

However, as noted in the sheets, the Barbarian can commit some serious melee damage, which often leaves the combat feeling unbalanced for the other players, and me feeling a bit frustrated as a DM when I see a CM 2 or CM 3 enemy get cut in half with a single swing from his sword.

As I'm new to Pathfinder & GMing I was curious what solutions are available for me to help ensure that the Barbarian isn't just wiping the floor with everything, and the rest of the team doesn't just sit back and just wait until he's finished killing everything (or have to deal with appropriately powerful monsters for the Barbarian, but overpowered monsters against the rest of the party).

Any thoughts?

EDIT: updated the post to properly name the Longsword a Greatsword (doh!) and denote how we modified it so that it became a S sized, rather than a M sized, weapon.


Thanks guys! Very helpful! Much appreciated! Exclamation point!


I was reading this in the core rulebook...

Quote:
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

...and was trying to understand: does that mean at the 4th level a Sorcerer can switch out a spell they previously learned and pick 1 new spell as well (essentially now knowing how to do 2 new things rather than just one, even though one is just a swap-out)?


You guys are AMAZING!!! Thank you so much!


I'm sure this is clear-as-day to people who play Pathfinder all the time... but I am fairly new to this and as much as I read and re-read the instructions in the book (or hunt for examples) I'm still confused. Honestly, the rulebook could REALLY use with some examples of how exactly damage is calculated in these instances (perhaps they're there, but I am missing them). So I am left unsure of how to calculate damage in a few instances and seek your help, fellow Pathfinder'ers.

First Question Example: if a standard melee weapon does 1d10+3 (a +3 because of a strength bonus on the character wielding it) and the character rolls a natural 20 therein granting them a critical threat. They roll again and roll higher than the enemies AC, therein confirming the critical hit. Now they need to roll damage, and since it was a critical, the weapon's damage is multiplied. In this example, does the character therein roll the 1d10 damage twice (e.g. 2d10) and then add a single +3 once they get the result of the 2d10 (i.e. a total maximum of 23 damage); or does the character roll the 1d10 twice (e.g. 2d10) then add the +3 bonus damage twice (e.g. +6) resulting in a total maximum of 26 damage?

Second Question Example: If the same character is now wielding a magic sword that has +1 on it; hence the sword would now regularly do 1d10+3+1 (the +3 for the character's strength bonus and the +1 for the item's magic bonus). In this example, what is the critical damage roll(s) they should perform?

Thanks in advance for your help everyone, I feel like such a n00b!


Thanks for all the replies so far! The sorcerer will be allowed to repick his spells, I'm going to help the other guys who rolled lower ability scores out by letting them up a few (ones as noted by people's recommendations), and I'll look for other ways to balance out combat scenarios. Thanks again guys!


Lamontius wrote:

Why are the Sorcerer and Druid swinging weapons in combat? Where does the Druid's animal companion factor in? Why is a d6 hit die 10-Con Sorceror even trying to get into melee combat at first level?

Neither are trying to get into melee combat. Thankfully they have those wits about them! They are using either ranged or spells. However, both feel tame and unhappy compared to the melee damage the barbarian is doing at level 1. They feel their spell sets are weak, that if they get attacked they'll be insta-zero'd, and that comparatively they aren't just anywhere near as powerful / interesting in combat.


Icehawk wrote:
Part of the problem with the Ranger appears to be that he is a druid.

HAH! Great catch. Ugh, we're all new to Pathfinder, so this is difficult for us all to get our heads around for now.

Updated the original post.


Apologies. Their character sheets can be found here.

Additionally, as it is likely apparent, I am very new to Pathfinder and have never GM'd before... hence I'm asking what is likely a n00b question. Apologies for that as well.


I currently have a new team I just started with, consisting of a level 1 barbarian, level 1 druid, and level 1 sorcerer. Not surprisingly the barbarian is doing pretty great in combat but the druid and sorcerer are mostly helpless right now (with HP, AC, etc, not to mention the damage they deal)

What is some good advice on how to balance out enemies (etc) so that the barbarian isn't bored cutting things in half with a longsword (+4 to hit, 1d10+3 ... or +6 to hit and 1d10+5 when he's raging) but at the same time the Sorcerer and Druid aren't swinging and missing every round?

Update: Their character sheets can be found here.