Brand new to Pathfinder


Pathfinder First Edition General Discussion


So my friends and I are actually fairly new to the tabletop RPG genre in general, we started playing 3.5 last summer, but just recently printed out some Pathfinder character sheets and made our characters. Usually, I am the DM (or I guess "GM" in Pathfinder), but I've also played a human paladin up to about level 5 or 6. We've yet to play our first game in Pathfinder, but I have a new character now, a Drow Sorcerer with an Abyssal bloodline.

This post is just for a few questions I have and may come up with in the future. The game and its endless content can feel overwhelming sometimes and its easy to get confused on some rules, at least for me. I believe I'm pretty clear, after reading for two days, on sorcerers and their mechanics but as someone who's never played a magic caster before, I do have a few questions.

First, I have a Charisma ability score of 17, which awards me one extra 1st level spell, 2nd level spell, and 3rd level spell per day, correct? However, at level 1, I only know 4 0 level spells, and 2 first level spells (plus an extra because I'm a favored class of the Drow), so the bonus spells for 2nd and 3rd levels don't benefit me in any way yet, right?
Also, it is my understanding that 0 level spells can be cast repetitively throughout the day, right? But if I use up my limit of 1st level spells per day I must rest or wait until the next day to reuse them? Are there any other alternatives?
Finally, could someone help explain to me the eidolon feat and its mechanics? Thanks a lot!

Hope that wasn't too long.

Dark Archive

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Yeah, you get bonus 2nd and 3rd level spells from a 17 Charisma, but you need to get higher level to know/be able to use the spells of that level.

Also, the Favored Class bonus that gives you extra spells only works on spells one level UNDER your highest level, which means you can only get extra Cantrips (0th level spells) with them right now.

Cantrips can indeed be cast infinitely, and yes, you only may cast your 1st level spells the number of times listed per day. After they are all expended, you must sleep for 8 hours before you can cast them again.

Eidolon feat? I don't follow. The Eidolon is a class feature for the Summoner, and a Sorcerer cannot get access to it.


Thanks! I didn't know that sleeping for 8 hours would be sufficient, thanks for the info.

And yeah, I was definitely looking at the summoner information for some reason by accident, haha thanks for clearing that up.

By default, without any sort of armor on, do I have a 100% chance to cast successfully? And do spells automatically hit and bypass armor class?

Dark Archive

When not wearing any armor, yes, you have 0% Arcane Spell Failure.

Most spells either ignore armor completely (of these, most have saving throws that target either Fortitude, Reflex or Will saves) or attack Touch armor class, which tends to be much lower than regular Armor class.

Magic Missile is an example of a spell that automatically hits, ignoring all armor and saving throws.


Good to know. If a saving throw against a spell is necessary, the roll needed to pass is 10 + Spell Level + my CHA modifiers, correct? So a saving throw against a 1st level spell cast by me would need a roll of 16 or higher to succeed, because I have +3 for my charisma modifier and +2 for my racial modifier.

Dark Archive

No. The saving throw of your spells is simply 10 + Spell Level (1, in this case) + 3 (Charisma modifier) = 14.


Ah okay, in what circumstances would my +2 for my Drow race come in play then?
Oh, and a friend showed me this (Table: Character Advancement and Level-Dependent Bonuses)
Do you simply choose what speed your party levels up or is it determined by your class or race?

Dark Archive

If you mean the "+2 racial bonus on saving throws against enchantment spells and effects" then that is only for spells cast AGAINST you, and only of that type.

As far as leveling goes, that's up to the DM. Some DMs track XP, some just decide when to level everyone up. DMs who track XP will pick one of those XP tracks, and it is the same for everyone in their game. because different races and classes all progress at the same rate in Pathfinder (except for some fringe cases that you don't really need to worry about).


Nope, I mean the +2 Dexterity, +2 Charisma, and –2 Constitution racial traits. I assumed the +2 Charisma added onto my spell save DC.

And that's good to know, thanks again for all the help!

Dark Archive

Well it does, sorta. But only in the sense that it increases your Charisma by 2, which would boost your Charisma modifier by 1.

Is that 17 Cha before or after you added the +2 from being a Drow?


Oh!! I thought it was a plus two to the modifier, not the ability score. So basically, my constitution, dexterity and charisma ability scores are changed by two which will only change my modifiers by 1? And my 17 in charisma is what I rolled before I picked the Drow race.

Dark Archive

That means you actually would have a 19 Charisma, which means you get a +4 to your save DCs, and 1 extra spell of each level 1-4 (though you obviously can't use the 2nd-4th level spell slots just yet. ;) ).

Racial modifiers get added on to your stats, so if you had rolled

Quote:
12 Str 12 Dex 14 Con 12 Int 12 Wis 14 Cha

As a Drow, those rolls would turn into

Quote:
12 Str 14 Dex 12 Con 12 Int 12 Wis 16 Cha


Sweet! I get even MORE spells :D that I can't use! Haha well thanks, that makes more sense.


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Keep in mind, you also do have to wait a day to refresh spells.

"To prepare his daily spells, a [sorcerer] must first sleep for 8 hours. The [sorcerer] does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells." (From the rulebook).

So each day you cannot refresh your spells unless you have rested 8 hours. So you cannot use all your spells, sleep for 8 hours, use all your spells, sleep 8 hours, use all your spells, sleep 8 hours, and have three uses of your Daily spells :)


Ah, okay. For spells, I've noticed that almost every spell says "V,S" under "components"

Here for example

What exactly do those stand for?

Oh, and how does one perform a ranged touched attack..?

Dark Archive

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You roll a ranged attack (1d20 + Dex mod + BAB + any assorted bonuses) against the target's Touch AC.

V, S means a spell has both Verbal (you MUST be able to talk to cast the spell) and Somatic (you MUST be able to gesture/move your hands to cast the spell) components to it. M means it has a material component, some of which may not be covered by the Eschew Materials feat you got for free at first level (because you're a Sorcerer).


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The V and S stand for Verbal and Somatic

V verbal means something needs to be spoken during casting
S somatic means the caster needs freedom of movement to make gestures during casting
M material means there is some physical component needed for the casting
F focus means some physical to be in the casters posession during the casting which may or may not be consumed at the time of casting.


A ranged touch attack is simply an attack that doesnt need to penetrate the enemy's armor to have an effect, so the enemy's armor class for the purposes of the attack don't include any armor or armor bonuses they might have, just like a normal touch attack. The difference of course is you can hit him from a distance instead of actually having to poke them.


I'm glad I started this thread. I'm learning things much faster than if I were solely searching the core rulebook :D thanks!
Now, sorcerers are a favored class of the Drow as previously discussed, and for that, I receive one extra spell of a level lower than my maximum casting level (so currently, just an extra cantrip). But the catch is that it must be a curse, pain, or evil spell. How do I know if it falls under one of these categories?

Dark Archive

I'm trying to find an example, but apparently I'm failing pretty hard at that. Generally they'll say things like

Quote:
School: Necromancy [Evil]

or something like that.

For the record, you're not required to take that Favored Class Bonus, you could just as easily take the HP or Skill Point FCBs, instead.


Oh, I totally forgot about those actually. Once I pick one (I'm leaning towards an extra skill rank, now), I've got it for good, every time I level up right?

Dark Archive

You can pick which you want, every level. You're not required to pick the same one every time. Once you take it, it never goes away, though, so that Skill Point, HP, or Bonus Spell will be with you forever.


Okay cool. So as a caster, I'm a pretty much limited to some kind of robe if I don't want to risk spell failure?


unless you are a divine caster, take arcane armor training, atcane armor mastery and hell knight signifier]hellknight signifier (you need arcane armor training for this).

Shadow Lodge

TheFlashFrame wrote:
Okay cool. So as a caster, I'm a pretty much limited to some kind of robe if I don't want to risk spell failure?

Or any non-armor clothing.


The Hellknight Signifier looks awesome, but I'm not lawful :(
I just read about crafting scrolls and potions and wands, do I understand this right? A scroll's basic purpose is to allow you to cast a spell even if you have run out of spells per day for that level of spell, right? And a wand's purpose is to allow you to cast a spell numerous times?


TheFlashFrame wrote:

The Hellknight Signifier looks awesome, but I'm not lawful :(

I just read about crafting scrolls and potions and wands, do I understand this right? A scroll's basic purpose is to allow you to cast a spell even if you have run out of spells per day for that level of spell, right? And a wand's purpose is to allow you to cast a spell numerous times?

In game you could change it by realizing following the law is a good thing because CG can injure people because your intentions may be good but you can be to reckless.


Drows are required to be chaotic though, can I still choose to switch to a lawful alignment?


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TheFlashFrame wrote:
Okay cool. So as a caster, I'm a pretty much limited to some kind of robe if I don't want to risk spell failure?

Keep in mind that this chance of failure is for spells with a somatic component. If a spell does not have a somatic component it can be cast with no chance of arcane spell failure.

Then you could use the feat Still Spell to cast some spells and ignore the somatic component.

I would nto do this all the time, but if needed it can be quite useful.


TheFlashFrame wrote:
Drows are required to be chaotic though, can I still choose to switch to a lawful alignment?

I couldn't find that you had to be chaotic but talk to your DM about it is my suggestion.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

The typical Drow is Chaotic (and Evil) but you're presumably not the typical Drow. Also, Drow are a bit more powerful, and complex, than the standard races. You might be better off with an Elf rather than a Drow for your first game as you don't get into awkward rules so much.


Quote:
Then you could use the feat Still Spell to cast some spells and ignore the somatic component.

Does this feat apply to all somatic spells at all times or are there limitations?

Quote:
You might be better off with an Elf rather than a Drow for your first game as you don't get into awkward rules so much.

That's something I considered, core races are probably a little safer to use right off the bat. As soon as I get a chance to review the other Elf races, I will.


TheFlashFrame wrote:
Quote:
Then you could use the feat Still Spell to cast some spells and ignore the somatic component.

Does this feat apply to all somatic spells at all times or are there limitations?

It is a Megamagic feat so it allows you to prepare spells as "still spells" but there is a cost. The spell slot shifts up. I am at work so I can't quote the specific pages, but if you go look at the Core Rules it talks about how to use these feats.


Hey, it's been a few days. But I'm back :D
I have a new question, this time pertaining to item creation. I read up about crafting scrolls and wands, etc. and I just have one curiosity. I assume the purpose of a scroll is to cast a spell of a magic level that you have run out of spells per day in? Firstly, wands are only capable of casting one specific spell right? And secondly, do wands serve the same purpose as scrolls except they hold a certain number of charges before being depleted?

Dark Archive

Scrolls, in use, are so you don't have to memorize certain spells (for prepared spellcasters) or burn spells/day or known on spells that aren't all that impressive (for spontaneous spellcasters). Like, who wants to keep Detect Undead memorized? But a scroll of Detect Undead works just as well and is pretty cheap.

Wands only cast a single spell, but have multiple charges of that spell, yes. Magical staves are similar, except they have multiple spells in them.


Sweet, thanks! If I use a scroll, does it use a spell/day of that spell level?

Dark Archive

Nope. I think you have to burn one of your spells/day to make it in the first place, though. I'm not very well-read on the item creation feats.

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