nogoodscallywag
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The Bard entry says a Bard has to have 10+ CHA score= spell level score in order to cast certain spells. Doesn't this pretty much mean ANY bard can cast up to 9th level spells, as long as they don't have a really low CHA score? Who would create a caster with a score of 7 in the preferred ability? Am i missing something?
ithuriel
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To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level.
That isn't 10 + score. A bard with cha 12 can only cast up to 2nd level spells.
At cha 16 a bard is capable of learning/casting all bard spells since they only go to 6th level. They just won't be very good at the ones that allow a save with the minimum caster score.
nogoodscallywag
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Ahhh i see this makes more sense.
i do have another question regarding spells.
Bards do not have to prepare spells, correct?
Therefore, a 3rd level Bard with a CHA 13 can cast as many 0-level spells as they wish, and 3 1-level spells and 1 extra 1-st level spell per day.
Since they don't need to be prepared, are virtually all 0- and 1-st level spells available, then? For instance, the spell sheet for the bard should simply contain all the 0- and 1-level spells which the bard chooses when ready to cast?
Or do they still need to pick 6 0-level and 4 1-level spells to choose from to cast, like a wizard has to have spells known before memorizing them to cast?
First time for us to create a Bard in Pathfinder rules...
I've got a generic Bard, all abilities at 13. Initiative is +1, AC is 15 with a chain shirt, flat-footed AC 14 and Touch AC 11. However, the chain shirt causes a 20% spell failure, correct?
BAB +2, and using a whip the bonus to hit is +3 with d3+1 dmg.
| Oliver McShade |
By RAW
Note = When they say you need a 15 to cast 5th level spells. They are not talking about the spell slots... but the actual level of the spell.
So you can still use those spell slots to fill with lower level spells, or spell take advantage of feats ((except the Heighten feat... which does raise the spell level of the spell)).
...........
NOT by RAW
Home brew games as DM, your free to do what you like. I drop the requirement in my games by 10, so anyone with INT 2 can cast 1st and 2nd level spells (like animals sorcerer's). You still need high INT to get bonus spells like INT 12+. Other than letting the classes take full advantage of there spell lists with out looking like carbon copies, it really did not effect the game much.... other than opening up animal and NPC races as casters to use against the PC. :)
| chavamana |
Since they don't need to be prepared, are virtually all 0- and 1-st level spells available, then? For instance, the spell sheet for the bard should simply contain all the 0- and 1-level spells which the bard chooses when ready to cast?
Or do they still need to pick 6 0-level and 4 1-level spells to choose from to cast, like a wizard has to have spells known before memorizing them to cast?
Actually neither.
A bard can freely cast any spell he KNOWS. The number of spells of each level that he knows is limited by the "Spells Known" table. (They work like sorcerers)
For example at 2nd level a Bard knows 5 zero-level spells and 3 1st-level spells.
| Grick |
However, the chain shirt causes a 20% spell failure, correct?
Weapon and Armor Proficiency: A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
BAB +2, and using a whip the bonus to hit is +3 with d3+1 dmg.
It's non-lethal damage. And remember, a whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
If your DM supports the Pathfinder Adventurer's Armory (or Legacy of Fire player's guide), try the Scorpion Whip: deals 1d4 lethal damage, even vs armor. It still provokes, but at least you can be effective.
| Abraham spalding |
Nope, all spell casters are like that.
EDIT: If your primary stat drops, such as from poison, it restricts your spell casting
This is not strictly correct:
Only ability drain will cause you to be unable to cast spells of a certain level or to lose bonus spell slots.
Ability damage and [/b] penalties[/b] only cause you to lose part (or all) of your bonus on DCs of your spells.
So if a poison (or anything else) does ability damage you can still cast with no problems other than a lowered DC -- if the poison does ability drain however, then you lose bonus spell slots and the ability to cast spells.
Also energy drain doesn't cause you to lose access to spells either -- it simply lowers you caster level (meaning you'll have lower damage, less effects, a harder time on concentration checks and spell resistance).
These are specific changes that were purposefully put into effect in the change from 3.5 to pathfinder.