SimonDorfman's page

5 posts. No reviews. No lists. No wishlists.




Hello,
I'm using PCGen to build a character and it seems like it's offering me options that it should not be. I'd like to run the scenario past you rules experts before asking PCGen to make changes to their software. Here's what I've chosen so far when building this character:

Race: Half-elf
Favored classes: Sorcerer & Fighter
1st level: Sorcerer
1st level favored class bonus: Bonus Sorcerer Spell (0-level)

Why does PCGen offer me the Bonus Sorcerer Spell as an option? As far as I can tell, that option should only be available to Humans [1], not Half-elves [2]. Is there some rule that Half-elves can choose Human favored class bonuses?

Then, I add a second class level:
2nd level: Fighter
2nd level favored class bonus: Bonus Sorcerer Spell (0-level)

Why does PCGen offer me the Bonus Sorcerer Spell as an option again? Assuming there is some rule that allows Half-elves to choose this option, why would it be a valid choice when adding a Figher level (as opposed to a sorcerer level)?

Thanks very much in advance for any help,
Simon

[1] http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/humans.html# _favored-class-options
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

[2] http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfElves.ht ml#favored-class-options
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

PCGen v6.3.00-dev (Dec. 27, 2013)
Source Materials:
Pathfinder RPG Core Supplements


The scene:
Wizard rolls a 20 initiative and has an 18 dexterity (+4 initiative bonus) for a total initiative of 24
Fighter rolls a 4 initiative and has 10 dexterity (zero initiative bonus) for a total initiative of 4
Round 1, initiative 24: Wizard casts magic missile at fighter
Round 1, initiative 4: Fighter decides to delay until the wizard casts a another spell
Round 2, initiative 24: Wizard starts to cast another magic missile spell, but Fighter goes first and attacks with a throwing axe. Axe hits wizard and wizard fails his concentration check. The magic missile is wasted.

Question:
Round 3, initiative 24, who goes first, the wizard or the fighter?
The fighter delayed and then acted before the wizard in round 2, so maybe the fighter should go first. On the other hand, the rules say:

Quote:
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.

Since they are tied at 24 and the wizard has a higher initiative modifier, maybe he should go first. What do you guys think?


If a character takes these two traits, do the Initiative bonuses stack (+2 & +1 = +3 total bonus to initiative)?

Reactionary:

Quote:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Veteran of Battle:

Quote:
You have fought in several battles, and each time felt the presence of your god guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.