| Controversy |
Hello! I'm about to play a gnome sorcerer in Pathfinder for the first time. I did read several sources, but I still have a few questions:
1) Draconic is probably the bloodline I'm picking. When it gives me the option of Quicken Spell, does that mean I still have to wait until I get my next feat, or can I start with Quicken Spell at level 1? If I can start at level 1 with quicken spell, can I use it on Level 0 spells? What about level 1?
2) Gnomes get +4 to Stealth, but Stealth is not a sorcerer or gnome starting skill. Does that mean I can't use Stealth, even when my gnome starts with such a great bonus, or can I put a point in stealth so I can take advantage of this bonus?
3) My GM is a strong believer in rolling stats and living with the consequences. I did roll a 6, so I decided to put it in my dump category, which is strength. Being a gnome, I get -2 to strength, so that leaves me with 4. Is this still playable or am I screwed? I guess other players will have to carry stuff for me? It just feels insanely low.
4) Spells that say ranged touch attacks apparently use Dex. My dex is 14. Is this high enough?
5) I want my craft to basically be "pharmacist", so I think alchemy or something similar. My character is too poor to start off with a alchemist lab. Any suggestions on role playing with a bad one? I was thinking artisan set, flasks, vials... make a crappy one that might be halfway passable.
| TheBulletKnight |
1. You could pick quicken metamagic, but you wouldn't be able to use it until you got 4th level spells, and only with 0 level spells.
2. As stealth is not a trained skill you can still use it. Class skills only means that the first point you put in it gives an extra +3 bonus, or if the skill requires class training, like sleight of hand or any knowledge.
3. It's a huge negative. I'd almost say to roleplayit as a deformity. Your carrying would be seriously affected, but luckily since you're a sorc, you won't need lots of weapons or armor. I recomend investing in a donkey or other pack animal for carrying.
4. It's a +2, so it's better than your strength bonus. In all seriousness though, it's not bad. It's not the best, but it'll help.
5. If you have access to the APG, look at the portable alchemist's lab. It's lighter and less expensive, but only gives a +1 instead of a +2. Otherwise, wing it.
| Dasrak |
1) The Quicken Spell feat has no prerequisites, so you can take it at 1st level if you desire (even if it wasn't on your bloodline bonus feat list). However, since it incurs a +4 spell level adjustment penalty, it is effectively impossible to use until you're a much higher level. The bonus feat from the Sorcerer bloodline is received at the 7th, 13th, and 19th level; until then, you don't need to worry about that list of feats.
2) You can use skills even if they are not a class skill. The only difference is that you would receive a +3 bonus if you had it as a class skill.
3) It's playable, but very risky if you run into monsters that can drain strength. Shadows in particular can kill you almost instantly. You will want a magic belt to boost your strength eventually to have decent carrying capacity.
4) Yes, 14 is a reasonable dexterity score for a Sorcerer.
5) You can still craft alchemical items without a lab, you just suffer a penalty (-2) for doing so without the proper tools. Alchemist Fire is a pretty good item at low levels.
ProfPotts
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5) You can still craft alchemical items without a lab, you just suffer a penalty (-2) for doing so without the proper tools. Alchemist Fire is a pretty good item at low levels.
Not quite true...
Alchemist's Lab: This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
... so Craft (Alchemy) is actually the only Craft skill where you don't need to buy tools to avoid the -2 penalty: you're always assumed to have them (I imagine just a basic pestle and mortar or something, most of the things you'll need - flasks and chemicals and the like - would be part of the crafting cost you pay when you actually use the skill to make anything).