Level One Elf - Sorcerer questions


Rules Questions

Grand Lodge

http://paizo.com/people/YenvenArcanscape

Hello all, I have a few questions about my character.

First,
I am not sure how to determine my characters DC checks for his Level 0 and 1 spells.

I am I correct in assuming that since he is an Elf you would apply his racial +2 spellcasting trait to the DC check?

For example a level one spell would be:

10 + 3(CHR) + 1(spell lvl) + 2(elf racial trait) = 16 DC

Is that correct?


No. The +2 applies to caster level checks to overcome spell resistence, not to your spell DC's.

As a sorcerer with a 16 cha, your DC's are 13 for level 0 spells and 14 for level 1 spells.

Grand Lodge

AvalonXQ wrote:

No. The +2 applies to caster level checks to overcome spell resistence, not to your spell DC's.

As a sorcerer with a 16 cha, your DC's are 13 for level 0 spells and 14 for level 1 spells.

Thank you very much.

On that same note, Burning Hands is described as Saving Throw Reflex half; Spell Resistance yes.

Does that mean if I cast the spell on monster I need to roll two checks? One to see if it gets past the monsters Spell Resistance and one to see if it saves vs Relfex?

Or is Spell Resistance something that only certain monsters have? Like a fire based creature that is somewhat resistance but not immune to fire DMG?


sveden wrote:
AvalonXQ wrote:

No. The +2 applies to caster level checks to overcome spell resistence, not to your spell DC's.

As a sorcerer with a 16 cha, your DC's are 13 for level 0 spells and 14 for level 1 spells.

Thank you very much.

On that same note, Burning Hands is described as Saving Throw Reflex half; Spell Resistance yes.

Does that mean if I cast the spell on monster I need to roll two checks? One to see if it gets past the monsters Spell Resistance and one to see if it saves vs Relfex?

Or is Spell Resistance something that only certain monsters have? Like a fire based creature that is somewhat resistance but not immune to fire DMG?

You as a caster don't roll saving throws; the monsters do. Only some monsters have spell resistance, and at low levels, they're very rare (dark elves do, and probably some other off races, but it's not going to show up often).

Grand Lodge

Thanks for the reply.

Can someone tell me what a monster with 5 fire spell resist would roll if I cast Burning hands on it?

It would roll a d20 and try to beat what DC?


sveden wrote:

Thanks for the reply.

Can someone tell me what a monster with 5 fire spell resist would roll if I cast Burning hands on it?

It would roll a d20 and try to beat what DC?

It wouldn't:

Fire Resistance subtracts from Fire damage taken, so whatever damage you do with your spell would be reduced by 5 points.
Spell resistance is different: as a level 1 Sorceror, you won't need to worry about spell resistance for a good while!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
sveden wrote:

Thanks for the reply.

Can someone tell me what a monster with 5 fire spell resist would roll if I cast Burning hands on it?

It would roll a d20 and try to beat what DC?

There is no such thing as 5 fire spell resistance.

There is Fire resistance 5 And spell reistance 5

It's possible for a monster to have one or both.

In the first case, Fire Resistance 5 would take 5 pts off of the damage it took. Your elven ability does not apply here.

In the second case the spell resistance would be the factor for the caster level check to see if the spell affects it at all. you would get a +2 to that check.

Grand Lodge

LazarX wrote:
sveden wrote:

Thanks for the reply.

Can someone tell me what a monster with 5 fire spell resist would roll if I cast Burning hands on it?

It would roll a d20 and try to beat what DC?

There is no such thing as 5 fire spell resistance.

There is Fire resistance 5 And spell reistance 5

It's possible for a monster to have one or both.

In the first case, Fire Resistance 5 would take 5 pts off of the damage it took. Your elven ability does not apply here.

In the second case the spell resistance would be the factor for the caster level check to see if the spell affects it at all. you would get a +2 to that check.

TYVM, you guys.

I've only played Pathfinder once so I appreciate being able get these questions out of the way before I get to the table.

I have a question about the "Rime Spell" feat I am going to ask next.


Spell Resistance is a special defense that some monsters have. It will be listed separately as Spell Resistance X where X is some number. This resistance means the creature is naturally resistant to magic and you have to make a caster-level+bonuses vs SR roll (after you successfully hit the target) to see if you punch through the resistance or if your spell fizzles on contact.

When a spell says spell resistance yes, it means the spell is resistible by a creature with spell resistance (not all spells are resistible).


santherus wrote:
sveden wrote:

Thanks for the reply.

Can someone tell me what a monster with 5 fire spell resist would roll if I cast Burning hands on it?

It would roll a d20 and try to beat what DC?

It wouldn't:

Fire Resistance subtracts from Fire damage taken, so whatever damage you do with your spell would be reduced by 5 points.
Spell resistance is different: as a level 1 Sorcerer, you won't need to worry about spell resistance for a good while!

To follow up, lets say you are 5th level and come up against something with Spell Resistance...

So you cast Burning Hands at it. To overcome Spell Resistance, you roll d20 + caster level (5) + Elf bonus (2). If you fail to total equal or over the Spell Resistance of the creature, the spell doesn't effect them at all.

Let's say you to beat that score. You roll your damage (5d4), for a total of 12 points. The creature then gets a reflex save for half damage.

Either way the damage will be reduced 5 (assuming we are talking about the 5 Fire Resistance). So it will suffer 7 points on a failed save, but only 2 on a successful save.

Make sense?

**ed: Triple Ninjaed!**

Grand Lodge

My character:

Bloodline - Elemental-Water

Feats: Rime Spell

Traits: Magical Lineage

My question is being a LVL one sorcerer can I cast "Burning Hands", turn it into a Cold damaging spell and enhance the spell with the meta-magic feat RIME SPELL?

I understand it turns the spell casting action from a standard action to a Full round action but does the magical lineage trait mean I cast it as a LVL1 sorcerer?

Second question, if I were to take Ray of Frost as a LVL0 spell would the entangle effect even do anything as RIME SPELL entangles for 1 round per spell level. Or is it assumed that it will entangle for at least one round no matter what?


sveden wrote:

My question is being a LVL one sorcerer can I cast "Burning Hands", turn it into a Cold damaging spell and enhance the spell with the meta-magic feat RIME SPELL?

I understand it turns the spell casting action from a standard action to a Full round action but does the magical lineage trait mean I cast it as a LVL1 sorcerer?

You don't get Burning Hands until level 3. Assuming you are level 3 or took the spell early, you cast Burning Hands (changed to [cold] due to your Bloodline Arcana) and you could use Rime Spell to entangle whoever is hit by it.

It would take up a level 1 spell slot. Burning Hands is Level 1, Rime Spell increases it by one, and Magical Lineage reduces that by 1.

sveden wrote:
Second question, if I were to take Ray of Frost as a LVL0 spell would the entangle effect even do anything as RIME SPELL entangles for 1 round per spell level. Or is it assumed that it will entangle for at least one round no matter what?

It wouldn't do anything. They are entangled for a number of rounds equal to the original level of the spell. The original level of the spell was 0, so 0 rounds.


sveden wrote:

My character:

Bloodline - Elemental-Water

Feats: Rime Spell

Traits: Magical Lineage

My question is being a LVL one sorcerer can I cast "Burning Hands", turn it into a Cold damaging spell and enhance the spell with the meta-magic feat RIME SPELL?

I understand it turns the spell casting action from a standard action to a Full round action but does the magical lineage trait mean I cast it as a LVL1 sorcerer?

Second question, if I were to take Ray of Frost as a LVL0 spell would the entangle effect even do anything as RIME SPELL entangles for 1 round per spell level. Or is it assumed that it will entangle for at least one round no matter what?

1) What the feat says is that you need (in the example of a Cold burning hands) to use a 2nd level spell slot to cast a Rime-affected spell. Applying magical lineage to that spell would mean that you'd need only to use a level 1 spell slot.

2) Nope. As written, it would entangle for 0 rounds.

Grand Lodge

Grick wrote:
sveden wrote:

My question is being a LVL one sorcerer can I cast "Burning Hands", turn it into a Cold damaging spell and enhance the spell with the meta-magic feat RIME SPELL?

I understand it turns the spell casting action from a standard action to a Full round action but does the magical lineage trait mean I cast it as a LVL1 sorcerer?

You don't get Burning Hands until level 3. Assuming you are level 3 or took the spell early, you cast Burning Hands (changed to [cold] due to your Bloodline Arcana) and you could use Rime Spell to entangle whoever is hit by it.

It would take up a level 1 spell slot. Burning Hands is Level 1, Rime Spell increases it by one, and Magical Lineage reduces that by 1.

sveden wrote:
Second question, if I were to take Ray of Frost as a LVL0 spell would the entangle effect even do anything as RIME SPELL entangles for 1 round per spell level. Or is it assumed that it will entangle for at least one round no matter what?

It wouldn't do anything. They are entangled for a number of rounds equal to the original level of the spell. The original level of the spell was 0, so 0 rounds.

Wait I'm confused... why can't I have Burning Hands until Lvl 3? Its a LVL 1 spell isn't it?

Burning hands


sveden wrote:
Wait I'm confused... why can't I have Burning Hands until Lvl 3? Its a LVL 1 spell isn't it?

At 3rd level you learn it for free due to your Bloodline.

You could take it at level 1, but you're spending one of your spells known to do so.

(A nice DM may allow you to re-learn that spell at level 3)

Grand Lodge

Grick wrote:
sveden wrote:
Wait I'm confused... why can't I have Burning Hands until Lvl 3? Its a LVL 1 spell isn't it?

At 3rd level you learn it for free due to your Bloodline.

You could take it at level 1, but you're spending one of your spells known to do so.

(A nice DM may allow you to re-learn that spell at level 3)

Ahh. Right, thanks for pointing that out.

If I instead chose magic missile can that spell be affected by Rime Spell? Can a magic missile be turned into COLD damage by my bloodline?


Grick wrote:
sveden wrote:
Wait I'm confused... why can't I have Burning Hands until Lvl 3? Its a LVL 1 spell isn't it?

At 3rd level you learn it for free due to your Bloodline.

You could take it at level 1, but you're spending one of your spells known to do so.

(A nice DM may allow you to re-learn that spell at level 3)

At level 4 (and 6, and 8, and 10, etc) you may forget one spell to learn another in its place.

So you *forget* Burning Hands and then at this point your bonus spell from your bloodline kicks in and viola you get Burning Hands back.

However for level 3 you'll be slightly gimped for spells known.


sveden wrote:
Can a magic missile be turned into COLD damage by my bloodline?

The arcana only works on spells that deal energy damage. I believe energy damage is only acid, cold, electricity, fire, or sonic. So Magic Missile, as a Force effect, is not energy damage, and can't be converted to cold, thus can't be used with Rime Spell.

I could be wrong on Force being a type of energy damage, though.

Grand Lodge

In the glossary of the Core Rulebook it defines energy resistance as:

Quote:

Energy Resistance

A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but it does not have total immunity.

Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn't matter whether the damage has a mundane or magical source.

When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

So does that mean that since some monsters have Force resistance that "force" is an energy attack and therefor able to be changed with the Elemental Bloodline?

Shadow Lodge

Force damage is not energy damage, so no, a Magic Missile cannot be turned into cold damage, and then affected by Rime Spell.

If you want a Level 1 spell that causes energy damage, you can choose Burning Hands. By choosing Burning Hands, you are able to do fire damage, or choose to do cold damage. When you reach third character level, then you receive an always-cold Burning Hands for free. You could change out your original Burning Hands (the one you took at first character level) for a new spell at fourth character level.

Here are other Level 1 spells you can choose that do energy damage that can be turned into cold:

Shocking Grasp
Corrosive Touch
Snapdragon Fireworks
Shock Shield

Shadow Lodge

sveden wrote:
So does that mean that since some monsters have Force resistance that "force" is an energy attack and therefor able to be changed with the Elemental Bloodline?

No monsters have force resistance, as far as I know. Force is not an energy type.

Grand Lodge

InVinoVeritas wrote:

Force damage is not energy damage, so no, a Magic Missile cannot be turned into cold damage, and then affected by Rime Spell.

If you want a Level 1 spell that causes energy damage, you can choose Burning Hands. By choosing Burning Hands, you are able to do fire damage, or choose to do cold damage. When you reach third character level, then you receive an always-cold Burning Hands for free. You could change out your original Burning Hands (the one you took at first character level) for a new spell at fourth character level.

Here are other Level 1 spells you can choose that do energy damage that can be turned into cold:

Shocking Grasp
Corrosive Touch
Snapdragon Fireworks
Shock Shield

OK that makes total sense. Thanks for the spell suggestions too.

Once again, thanks for helping me get these questions out of the way before I get to the table.

Shadow Lodge

Now that I think of it, I kind of like the idea of Snapdragon Rimeworks.

Grand Lodge

InVinoVeritas wrote:
Now that I think of it, I kind of like the idea of Snapdragon Rimeworks.

It only affects one target aka one 5' square right?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I really would not worry about running into spell and fire resistance in your first couple of levels.

Lantern Lodge

sveden wrote:
InVinoVeritas wrote:
Now that I think of it, I kind of like the idea of Snapdragon Rimeworks.
It only affects one target aka one 5' square right?

Yeah, the spell description lists the duration as 1 round per caster level.

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