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Hey all,

STR - 7 (-2)
DEX - 15 (+2)
CON - 13 (+1)
INT - 18 (+4)
WIS - 10 (+0)
CHA - 9 (-1)

I'm a male Elf Wizard and I made my character with PCGen. One thing I'm having a hard time figuring out is my attack bonus for my quarterstaff if I attacked with both ends.

My character sheet from PCGen shows that my total attack bonus for the quarterstaff is -10/-10. I know TWF gives a -6/-10 penalty to attacks, but can someone help me understand where the other -4 is coming from? It's been wrecking my brain for over an hour now and I'm going crazy, haha.

*EDIT*: I'm not wearing any armor either.

P.S. I'm currently carrying a medium load, so my armor check penalty is -3, if that helps at all (which I don't think it does).


Hey all,

I'm in a new pathfinder group and I'm a little confused about the way spell schools work for wizards.

My specialized school: Conjuration
My opposition schools: Necromancy & Transmutation

I understand that if I pick a spell from my opposition school(s) it takes up 2 spell slots. But what I'm confused on is which spells I'm allowed to pick from when I prepare my spells.

For instance, at level 1, can a Conjuration wizard pick a bunch of Evocation spells?

Also, aside from the bonus spells/abilities that come with picking a school, what benefits are there for specializing in a particular school?

Thanks, and sorry for the nub question.


Hi all,

I've been really interested in D&D and role-playing games for a *very* long time. Only thing is I've never had the friends or a group of people to actually play them with. So I'm finally trying to start a Pathfinder group with some friends.. it's a small group (4 total, including me). I'll be the DM and there will be 3 characters.

Now, I have a copy of the Core Rulebook, the Gamemastery Guide, and I'll be getting the Bestiary sometime next week. For the most part, my friends seem genuinely interested in playing (already a huge win for me) but now I'm struggling with the next step: how to actually start.

My *main* issue right now is this: Do I start with a published adventure or do I make my own?

Following that, if I were to go with a published adventure, do I pick a module or an adventure path? (Not quite sure on the differences, but the way I understand it is that modules are smaller, and easier to digest in one session) Which would be the best beginning module for 3 *totally new* players and one *totally new* DM?

Is it even smart for beginners to go the homebrew route? Eventually I would like to have my own campaign, so I figured why not just start with it?

So if anyone can shed some light on my questions that would be greatly appreciated! <3

-n0ah