new to game, need help


Advice


so I started pathfinder with the ACG which obviously spoiled me, the rules and everything was much more mechanical and simple, now im new to a pathfinder group, going to have a our second session tomorrow, and the GM himself doesn't know as much as id like, I bought a core rule book after the session and noticed we missed lots of things where I chose sorcerer, we never gave me a bloodline, and we didn't give me the eschew materials feat, so I just wanted to clarify that when I went back through and made my own character, I did it correctly. so ill ask a series of questions,

1. am I indeed supposed to start with the eschew materials feat and a bloodline, and does that bloodline make me start with a skill? cause I chose draconic and seemed like it makes me have perception, correct?

2. how does the extra languages work? before when making the character with him, I had a +4 on my intelligence and only got 3 languages (im a human sorcerer) but on mine, I ended up with 3 languages by having a +2 modifier for intelligence, so was I supposed to get 5 languages in the other sheet I made with him, being common, and then 4 chosen ones?

3. my hit points I have is marked as 9, which is 6 for my hit die, and +3 for my chosen toughness feat, is that correct, because when I made the character with him, I was 7 HP and I couldn't figure out how he got that total, is there anything else that adds to hit points at level 1 other than your hit die and feats? and am I doing the hit die health right, like a d6 hit die means 6 HP and a d10 hit die means 10 HP ?

4. I couldn't for the life of me figure out how to determine speed on fly on the character sheet as well as the maneuverability part, also the DR which I assume means difficulty rating, couldn't find that either, also couldn't find burrow anywhere, so could those be explained to where I can understand them?

5. the spell process was pretty mind blowing for me, and I wanted clarification if I was right, im a level 1, new, human sorcerer, with a charisma of 16, so +3 I have marked down that I know detect magic, read magic, ray of frost, acid splash, as my level 0 cantrips, and shield magic missle, and shocking grasp as my level 1 spells, is that the correct amount of spells? also whats it mean for me knowing and using them, like I have down that I know all my 0 levels per day, and 3 level 1 per day, but spells known I have 4 for level 0 and 2 for level 1, so does that mean I can only know 2 level 1's each day even though ive learned 3 of them? or did I do something wrong, really just any confirmation with some good not complicated explanation of how the learning and knowing spells things go would be nice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
alkatrazshock wrote:
1. am I indeed supposed to start with the eschew materials feat and a bloodline, and does that bloodline make me start with a skill? cause I chose draconic and seemed like it makes me have perception, correct?

Yes, you start off with the Eschew Materials feat for free (that is, it does not count against your general feats at odd levels). You also get a bloodline, along with its bloodline arcana and any other abilities appropriate to your class level. You don't get a new skill, it simply becomes a class skill for you, which gives you a +3 bonus with that skill, but ONLY if you put ranks into it.

alkatrazshock wrote:
2. how does the extra languages work? before when making the character with him, I had a +4 on my intelligence and only got 3 languages (im a human sorcerer) but on mine, I ended up with 3 languages by having a +2 modifier for intelligence, so was I supposed to get 5 languages in the other sheet I made with him, being common, and then 4 chosen ones?

As a human, if you have a 20 Intelligence you should know six languages. Common, plus any from your racial language list (which, for humans, is pretty much all of them). Sorcerers may also speak draconic. The language the class gets you is added to your racial list of options. It still counts against your number of languages known.

alkatrazshock wrote:
3. my hit points I have is marked as 9, which is 6 for my hit die, and +3 for my chosen toughness feat, is that correct, because when I made the character with him, I was 7 HP and I couldn't figure out how he got that total, is there anything else that adds to hit points at level 1 other than your hit die and feats? and am I doing the hit die health right, like a d6 hit die means 6 HP and a d10 hit die means 10 HP ?

You get max HP at 1st-level, then need to roll for future levels. For a sorcerer, that's 6.

If you have toughness, that goes up to 9. However, your Constitution modifier is also added to that. For example, if your sorcerer has 14 Constitution (+2 modifier) and the Toughness feat at 1st-level, you would have 11 hit points. You add that Constitution modifier over and over again every time you level up, so that 14 Constitution will mean +40 HP at 20th-level.

You may also add your favored class bonus to hit points, possibly getting you +1 extra hit point at 1st-level (and all future levels if you don't multiclass and keep taking that same option).

alkatrazshock wrote:
4. I couldn't for the life of me figure out how to determine speed on fly on the character sheet as well as the maneuverability part, also the DR which I assume means difficulty rating, couldn't find that either, also couldn't find burrow anywhere, so could those be explained to where I can understand them?

Most medium humanoids, such as humans, begin with a speed of 30 feet (6 squares if you use a grid map). Small humanoids, such as gnomes and halflings, have a speed of 20 feet. Maneuverability only applies to fly speed.

You can find your speed listed under your racial entry. Unless it says you can fly or burrow or swim...you can't.

EDIT: Actually, you can swim even without a swim speed, provided you make successful Swim skill checks. Having a swim speed makes it SO MUCH easier, however. The same is not true of the fly skill, however. Even if you have ranks in the Fly skill, you still need a means of flight (such as having wings, or being the recipient of a fly spell).

alkatrazshock wrote:
5. the spell process was pretty mind blowing for me, and I wanted clarification if I was right, im a level 1, new, human sorcerer, with a charisma of 16, so +3 I have marked down that I know detect magic, read magic, ray of frost, acid splash, as my level 0 cantrips, and shield magic missle, and shocking grasp as my level 1 spells, is that the correct amount of spells? also whats it mean for me knowing and using them, like I have down that I know all my 0 levels per day, and 3 level 1 per day, but spells known I have 4 for level 0 and 2 for level 1, so does that mean I can only know 2 level 1's each day even though ive learned 3 of them? or did I do something wrong, really just any confirmation with some good not complicated explanation of how the learning and knowing spells things go would be nice

There are two categories: The spells known list, which is the list of spells your character is capable of casting AT ALL, and the spells per day, which tells you how often you can cast the spells that you know.

So your spell list probably looks something like the following:

Sorcerer Spells Known (CL 1st, Concentration +4)
1st (4/day) - magic missile, shield, shocking grasp
0 (at-will) - acid splash, detect magic, ray of frost, read magic

You only know the spells shown above and, barring the odd exception, can only cast from this list. You could not cast cure light wounds (a cleric spell) or feather fall (a sorcerer spell you don't know) for example.

However, you could cast magic missile four times a day, or shocking grasp four times a day, or any combination of your 1st-level spells totaling up to four 1st-level spells cast per day (such as two shield spells and two magic missile[i] spells).

Thanks to your cantrips class ability, you can cast your 0-level spells as often as you want. You could cast a thousand [i]acid splash spells if you had the time to do it.

A high casting stat (Charisma for sorcerers) can increase your spells per day (but not your spells known), which is why I have you listed as having four 1st-level spells above, even though the class table says you only get three. You can find the rules for bonus spells slots for high ability scores in the Getting Started section of the core rulebook.

Spell-like abilities possessed by certain races (such as gnomes) or monsters (such as dragons) work differently. They can be "cast" as many times as listed. For example, a demon with the following line under spell-like abilities...

3/day - fireball, dispel magic, magic missile

...can use each of those spells three times per day EACH. He also doesn't need components, since spell-like abilities (though similar to spells) are innate abilities.

I hope that helps your understanding of the rules.

Also, Paizo keeps all of the rules for their hardback books online at this site. It is an amazing reference tool that may help you to answer your own questions. If that doesn't work, we'll be here waiting for you.


Ravingdork wrote:
alkatrazshock wrote:
1. am I indeed supposed to start with the eschew materials feat and a bloodline, and does that bloodline make me start with a skill? cause I chose draconic and seemed like it makes me have perception, correct?

Yes, you start off with the Eschew Materials feat for free (that is, it does not count against your general feats at odd levels). You also get a bloodline, along with its bloodline arcana and any other abilities appropriate to your class level. You don't get a new skill, it simply becomes a class skill for you, which gives you a +3 bonus with that skill, but ONLY if you put ranks into it.

alkatrazshock wrote:
2. how does the extra languages work? before when making the character with him, I had a +4 on my intelligence and only got 3 languages (im a human sorcerer) but on mine, I ended up with 3 languages by having a +2 modifier for intelligence, so was I supposed to get 5 languages in the other sheet I made with him, being common, and then 4 chosen ones?

As a human, if you have a 20 Intelligence you should know six languages. Common, plus any from your racial language list (which, for humans, is pretty much all of them). Sorcerers may also speak draconic. The language the class gets you is added to your racial list of options. It still counts against your number of languages known.

alkatrazshock wrote:
3. my hit points I have is marked as 9, which is 6 for my hit die, and +3 for my chosen toughness feat, is that correct, because when I made the character with him, I was 7 HP and I couldn't figure out how he got that total, is there anything else that adds to hit points at level 1 other than your hit die and feats? and am I doing the hit die health right, like a d6 hit die means 6 HP and a d10 hit die means 10 HP ?

You get max HP at 1st-level, then need to roll for future levels. FOr a sorcerer, that's 6.

If you have toughness, that goes up to 9. However, your Constitution modifier is also added to that. For example, if your...

that clears it up mostly, did you mean to not answer 5?

Liberty's Edge

1. You get Eschew Materials for free, and you get Perception as a Class Skill, which means you get a bonus to it if you put points in...but you don't have to if you don't want to.

2. 5 languages is correct for a human with a +4 Int modifier, and 3 correct for a human with a +2.

3. 9 is correct for a 1st level character with Toughness (assuming a Constitution modifier of +0). Which, btw, is related to the answer to your question about what else adds to HP: Constitution does. You add the Constitution modifier. Also, you get a Favored Class bonus, which is usually either a Hit Point or Skill Point every level, your choice per level. As for what hit dice mean, you're right for 1st level, but you need to roll them (or use an average or something) at 2nd level and higher.

4. You don't have a fly speed at 1st level, and DR is Damage Reduction which you don't have either. Some characters have one or both, which is why they are on the sheet, but 1st level characters almost never have either.

5. Okay, number of spells known is what you should have on your sheet, so 4 0th-level, and 2 1st-level. Those are the only spells you can cast. Now, your spells per day should be 4 1st level spells per day, which means that's the number of spells you can cast which means, if you have, say, Shield and Magic Missile as spells known you could cast Magic Missile 4 times, Shield 1 time and Magic Missile 3 times, or Shield 4 times, or whatever other combination you like.

On a different note, I'd strongly recommend switching out your spell selection. Magic Missile and shocking Grasp are...less than great, and while Shield is good, Mage Armor is better.

EDIT: Ninja'd. Ah, well.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

When you hit the reply button, it only copies so much of the original post before cutting off. I had to go back and edit the post to get the rest of it.

(Note also, that you can only edit your posts on these forums within the first hour of posting.)

Check again, you will find your answers.

The Exchange

alkatrazshock wrote:


1. am I indeed supposed to start with the eschew materials feat and a bloodline, and does that bloodline make me start with a skill? cause I chose draconic and seemed like it makes me have perception, correct?

You get whatever is on the chart for your class (so in this case, page 72). So, yes, you gain the eschew materials feat and a bloodline. The class skill you gain access to is just that - access to a class skill. It doesn't give you any points in it, it only makes it so that the skill goes from a cross-class skill to a class skill (ie you get a +3 bonus if you put points into that skill).

alkatrazshock wrote:
2. how does the extra languages work? before when making the character with him, I had a +4 on my intelligence and only got 3 languages (im a human sorcerer) but on mine, I ended up with 3 languages by having a +2 modifier for intelligence, so was I supposed to get 5 languages in the other sheet I made with him, being common, and then 4 chosen ones?

This can be a bit complicated as a human. Typically you always start with the common language, and you gain one extra language for each +1 of intelligence score you have (so a 12 int would be 1 extra language, a 14 int would be 2 extra, and so on).

However, it is not unusual to also gain your human ethnicity's language as a bonus language (this is a fairly recent rules addition from the inner sea world guide that some people don't recognize in home campaigns). The proper languages can be found in the Inner Sea World Guide under human ethnicities. Then, your class may add languages as well (such as how druids gain the druidic language).

alkatrazshock wrote:
3. my hit points I have is marked as 9, which is 6 for my hit die, and +3 for my chosen toughness feat, is that correct, because when I made the character with him, I was 7 HP and I couldn't figure out how he got that total, is there anything else that adds to hit points at level 1 other than your hit die and feats? and am I doing the hit die health right, like a d6 hit die means 6 HP and a d10 hit die means 10 HP ?

Your constitution bonus adds to your hit points at every level. For instance, if you have a 14 con you'll gain 2 hit points to your total for every hit dice you posses (which for most characters is simply equal to their level). You can also gain another hit point per level if that's the option you choose for your favored class bonus.

michelle.pustka@gmail.com4. I couldn't for the life of me figure out how to determine speed on fly on the character sheet as well as the maneuverability part, also the DR which I assume means difficulty rating, couldn't find that either, also couldn't find burrow anywhere, so could those be explained to where I can understand them?

Most characters don't have a fly, burrow, or climb speed. There are certain races or spells that will give you the ability, but if you can't find anything it's safe to assume that your speed is 0.

DR is damage reduction. It is usually 0 as well.

alkatrazshock wrote:
the spell process was pretty mind blowing for me, and I wanted clarification if I was right, im a level 1, new, human sorcerer, with a charisma of 16, so +3 I have marked down that I know detect magic, read magic, ray of frost, acid splash, as my level 0 cantrips, and shield magic missle, and shocking grasp as my level 1 spells, is that the correct amount of spells? also whats it mean for me knowing and using them, like I have down that I know all my 0 levels per day, and 3 level 1 per day, but spells known I have 4 for level 0 and 2 for level 1, so does that mean I can only know 2 level 1's each day even though ive learned 3 of them? or did I do something wrong, really just any confirmation with some good not complicated explanation of how the learning and knowing spells things go would be nice

The correct amount of spells you should know is found on table 3-15 (page 73). You should know 4 zero level spells, and 2 first level spells.

You can cast zero level spells as many times as you want per day. You only get four first level spells per day to cast in any combination you'd like (cross reference table 3-14 to find your base spells per day with table 1-3 found on page 17 in order to add your bonus spells per day due to your high charisma score). This means that you can cast four magic missiles per day OR three magic missiles and a shield OR two magic missiles and two shields, and so on.

As an addition, it's important for you to play this game however makes you happy. If you really enjoy the idea of shield and magic missile as your spells and only having a 16 charisma, then by all means continue to do so.

However, as a new player you might find it helpful to have an idea of what works well mechanically and what doesn't, so I'm providing you with a link to class guides in case you feel the need to be more powerful. I find that a lot of newer players become very upset when they imagine their character to be, say, the best fighter in the land, only to have a poorly built character that can't match their ideas when the dice come into play.

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/advice/guideToTheGuides

The Exchange

I figured when I got a phone call in the middle of my reply that someone would beat me to it, but I'm leaving this post here anyway just in case a different explanation may help for some reason.


Check out this thread HERE
It should help you out in getting started.

1. A sorcerer gets eschew materials as well as a lvl 1 feat. when a feat is marked "bonus" it is essentially free and doesn't count against anything else you get at that level. Sorcerers power comes from their bloodline, this is he essence of all sorcerers and so you must choose one at lvl 1. Perception becomes a class skill. This means when you put your first rank (maximum ranks in one skill = character level) into a class skill, you gain a bonus +3 to it. This is a one time bonus for putting your first rank into it.

2. Language, you start with your races language, additional languages known can be anything from the language list from your race. You gain 1 of these languages for each modifier to intelligence, so with INT 16 that is +3, therefore you get common, +3 languages from your list. You can then put ranks into linguistics to gain 1 new language for each rank (does NOT have to be from your race list, this is only for the start before skill ranks have been assigned).

3. HP is (Dice roll + CON modifier + Feats + favored class bonus). Favored class bonus is where you choose a single class and at each level add 1 bonus skill rank OR 1 bonus hp OR a bonus from your race list (if it says 1/2, then it must be taken 2 times before it grants that benefit), at each new level that 1 class levels you gain 1 of these bonuses. So 6 (max at first level) + 3 (toughness) + 0 (CON modifier) + 1hp (favored class: sorcerer). At lvl 2 you will ROLL your hit dice and take whatever result that is and ADD it to current HP.
HP (10) + Die roll (lets say 4) + feat (0 until lvl 4) + Favored class (1) = 15hp.
If at lvl 2 you chose to be a wizard instead (stupid idea, don't do that), you would NOT get a +1 skill OR +1HP OR +1 racial bonus, because wizard is NOT your favored class,

4. Fly is based on the spell fly or once you gets wings, 60ft. Maneuverability is the bonus you add on top of your skill ranks when making fly checks (sorcerer gains +0).
DR is damage resistance. This is how much damage is reduced from the total of each attack type not listed. IE: DR5/B means bludgeoning weapons do full damage, Slashing and piercing weapons do -5 damage. You should not have DR to begin with, monsters usually do though. DR can be type (P, S, B), material (Cold Iron, Adamantine, Silver), magic, alignment, whatever comes after DR/ is the thing that gets through, DR- means everything gets reduction.
Burrow is either a spell, natural ability, or spell like ability that lets you traverse through the ground (usually at 1/2 base land speed), you should not have this at lvl 1.

5. A sorcerer knows all of the spells of each level the table under sorcerer says. You only know this many spells (plus bonus spell for bloodline at levels). For casting, you can cast as many spell of each level as the spells table says + charisma. So at level 1 you KNOW 4 cantrips, AND 2 lvl 1 + bloodline spell. (Mage armor is a bonus known at lvl 3). You can cast UNLIMITED cantrips (that you know), as well as 3 + 3 lvl 1 spells (of the 2 that you know). You can simply cast these spells without having to prepare them, you cannot learn more spells except by levelling, but increasing your CHA will mean you can CAST more each day. After 8 hours of rest your "slots" refill. You can trade a lvl 2 slot for a lvl 1 slot, or a lvl 9 slot for a lvl 2 slot, you can never trade a lower slot for a higher slot. You must be of the level to access the slot before you can trade down. So the bonus spells per day above your level mean nothing for now.

You need to lose one of your lvl 1 spells, you do not know it yet. When you level it will pop into your characters head then =p

EDIT: WOW, tons of Ninjas!


Deadmanwalking wrote:

1. You get Eschew Materials for free, and you get Perception as a Class Skill, which means you get a bonus to it if you put points in...but you don't have to if you don't want to.

2. 5 languages is correct for a human with a +4 Int modifier, and 3 correct for a human with a +2.

3. 9 is correct for a 1st level character with Toughness (assuming a Constitution modifier of +0). Which, btw, is related to the answer to your question about what else adds to HP: Constitution does. You add the Constitution modifier. Also, you get a Favored Class bonus, which is usually either a Hit Point or Skill Point every level, your choice per level. As for what hit dice mean, you're right for 1st level, but you need to roll them (or use an average or something) at 2nd level and higher.

4. You don't have a fly speed at 1st level, and DR is Damage Reduction which you don't have either. Some characters have one or both, which is why they are on the sheet, but 1st level characters almost never have either.

5. Okay, number of spells known is what you should have on your sheet, so 4 0th-level, and 2 1st-level. Those are the only spells you can cast. Now, your spells per day should be 4 1st level spells per day, which means that's the number of spells you can cast which means, if you have, say, Shield and Magic Missile as spells known you could cast Magic Missile 4 times, Shield 1 time and Magic Missile 3 times, or Shield 4 times, or whatever other combination you like.

On a different note, I'd strongly recommend switching out your spell selection. Magic Missile and shocking Grasp are...less than great, and while Shield is good, Mage Armor is better.

EDIT: Ninja'd. Ah, well.

so I shouldn't know all 3, I should only know 2 of the spells? care to give advice on what spells are better I couldn't find anything great combat wise, magic missle was an auto hit, and shocking touch gave me an option to fight close up if it came to it because im clearly not very good with strength and therefore weapon fighting


Guardianlord wrote:

Check out this thread HERE

It should help you out in getting started.

1. A sorcerer gets eschew materials as well as a lvl 1 feat. when a feat is marked "bonus" it is essentially free and doesn't count against anything else you get at that level. Sorcerers power comes from their bloodline, this is he essence of all sorcerers and so you must choose one at lvl 1. Perception becomes a class skill. This means when you put your first rank (maximum ranks in one skill = character level) into a class skill, you gain a bonus +3 to it. This is a one time bonus for putting your first rank into it.

2. Language, you start with your races language, additional languages known can be anything from the language list from your race. You gain 1 of these languages for each modifier to intelligence, so with INT 16 that is +3, therefore you get common, +3 languages from your list. You can then put ranks into linguistics to gain 1 new language for each rank (does NOT have to be from your race list, this is only for the start before skill ranks have been assigned).

3. HP is (Dice roll + CON modifier + Feats + favored class bonus). Favored class bonus is where you choose a single class and at each level add 1 bonus skill rank OR 1 bonus hp OR a bonus from your race list (if it says 1/2, then it must be taken 2 times before it grants that benefit), at each new level that 1 class levels you gain 1 of these bonuses. So 6 (max at first level) + 3 (toughness) + 0 (CON modifier) + 1hp (favored class: sorcerer). At lvl 2 you will ROLL your hit dice and take whatever result that is and ADD it to current HP.
HP (10) + Die roll (lets say 4) + feat (0 until lvl 4) + Favored class (1) = 15hp.

4. Fly is based on the spell fly or once you gets wings, 60ft. Maneuverability is the bonus you add on top of your skill ranks when making fly checks (sorcerer gains +0).
DR is damage resistance. This is how much damage is reduced from the...

I don't mind all the replies, its very helpful to see all the different answers, so exactly fer sure how many spells can I cast per day? I can cast infinite cantrips or zero level spells, but whats the limit on the level ones? I believe ive seen one answer that was like 7 times, and yours seemed like 6 unless I read it wrong, someone else seemed to say 4, I just remember reading something about know bonus spells for having high charisma, my charisma is a +3 modifier, so I think that's where I got the 3rd spell, so I guess I get an extra cast? not spell known?

The Exchange

The link I posted has many guides that all rate the spells (and often give advice how best to use them). You should check it out.

You should really understand, though, that dealing damage isn't really the wizard or sorcerer's best role. Leave that to the fighters, it's what they do.

Follow my link above and click on "Treantmonk's Guide to Pathfinder Wizards: Being a God". I know you're playing a sorcerer, but wizards play very similarly and he explains a LOT of things regarding what works for wizards and sorcerers. For sorcerer specific things (like bloodlines and such), I'd suggest the Inner Power guide.


alkatrazshock wrote:
Deadmanwalking wrote:

1. You get Eschew Materials for free, and you get Perception as a Class Skill, which means you get a bonus to it if you put points in...but you don't have to if you don't want to.

2. 5 languages is correct for a human with a +4 Int modifier, and 3 correct for a human with a +2.

3. 9 is correct for a 1st level character with Toughness (assuming a Constitution modifier of +0). Which, btw, is related to the answer to your question about what else adds to HP: Constitution does. You add the Constitution modifier. Also, you get a Favored Class bonus, which is usually either a Hit Point or Skill Point every level, your choice per level. As for what hit dice mean, you're right for 1st level, but you need to roll them (or use an average or something) at 2nd level and higher.

4. You don't have a fly speed at 1st level, and DR is Damage Reduction which you don't have either. Some characters have one or both, which is why they are on the sheet, but 1st level characters almost never have either.

5. Okay, number of spells known is what you should have on your sheet, so 4 0th-level, and 2 1st-level. Those are the only spells you can cast. Now, your spells per day should be 4 1st level spells per day, which means that's the number of spells you can cast which means, if you have, say, Shield and Magic Missile as spells known you could cast Magic Missile 4 times, Shield 1 time and Magic Missile 3 times, or Shield 4 times, or whatever other combination you like.

On a different note, I'd strongly recommend switching out your spell selection. Magic Missile and shocking Grasp are...less than great, and while Shield is good, Mage Armor is better.

EDIT: Ninja'd. Ah, well.

so I shouldn't know all 3, I should only know 2 of the spells? care to give advice on what spells are better I couldn't find anything great combat wise, magic missle was an auto hit, and shocking touch gave me an option to fight close up if it came to it because im clearly not very good with strength and...

The trouble with touch spells it that you must CAST them, and THEN attack with them, casting while beside an enemy can incur an attack of opportunity (a single free strike against you), if it hits it can cause you damage as well as risk losing the spell, defensive casting helps, but if you fail the concentration check it fizzles and the slot is lost. Touch spells are great for casting then moving up and touching an enemy with heavy armor as touch is easier to hit than AC (armor class), Magic missile is fine as an autohit spell, that can hurt most things, but shield completely negates it, and it doesn't do great damage at later levels, still not a BAD spell to have. Since you will have a really small known spells list, you really want to plan what spells you will be using. There are guides on what type of "caster" you want to be, controller, blaster, enchanter, utility, face, etc.

The Exchange

alkatrazshock wrote:
I believe ive seen one answer that was like 7 times, and yours seemed like 6 unless I read it wrong, someone else seemed to say 4, I just remember reading something about know bonus spells for having high charisma, my charisma is a +3 modifier, so I think that's where I got the 3rd spell, so I guess I get an extra cast? not spell known?

I think you're confusing spells known and spells per day. They're two separate things.

You know 6 total spells (4 cantrips and 2 level one spells). You can cast the four zero level spells you know an infinite amount of times per day (well, I suppose it caps at 14,400 times per day since each cast is 6 seconds long). Your first level spells, however, can only be cast four times per day in any combination among your first level known spells.

Liberty's Edge

alkatrazshock wrote:
so I shouldn't know all 3, I should only know 2 of the spells?

Correct.

alkatrazshock wrote:
care to give advice on what spells are better I couldn't find anything great combat wise, magic missle was an auto hit, and shocking touch gave me an option to fight close up if it came to it because im clearly not very good with strength and therefore weapon fighting

I strongly recommend Color Spray. That's only good at relatively close distances, but it incapacitates multiple opponents completely, rather than hurting one a bit. The hit die limits mean you'll eventually want to replace it, but for the first three levels or so, it's probably the best offensive spell in the game.

Just in general, spellcasters don't tend to do well focusing on damage. You should look at spells that freeze people in place, knock them unconscious, turn them into toads, drop them into pits, and so on. That's where the good stuff is, mostly.

alkatrazshock wrote:
I don't mind all the replies, its very helpful to see all the different answers, so exactly fer sure how many spells can I cast per day? I can cast infinite cantrips or zero level spells, but whats the limit on the level ones? I believe ive seen one answer that was like 7 times, and yours seemed like 6 unless I read it wrong, someone else seemed to say 4, I just remember reading something about know bonus spells for having high charisma, my charisma is a +3 modifier, so I think that's where I got the 3rd spell, so I guess I get an extra cast? not spell known?

Yes, you get an extra casting from Charisma, not an extra spell known. And check the chart here for the base number. At 1st level, that's 3 1st-level spells per day, add a bonus one from Charisma, and that's 4.


Demoyn wrote:
alkatrazshock wrote:
I believe ive seen one answer that was like 7 times, and yours seemed like 6 unless I read it wrong, someone else seemed to say 4, I just remember reading something about know bonus spells for having high charisma, my charisma is a +3 modifier, so I think that's where I got the 3rd spell, so I guess I get an extra cast? not spell known?

I think you're confusing spells known and spells per day. They're two separate things.

You know 6 total spells (4 cantrips and 2 level one spells). You can cast the four zero level spells you know an infinite amount of times per day (well, I suppose it caps at 14,400 times per day since each cast is 6 seconds long). Your first level spells, however, can only be cast four times per day in any combination among your first level known spells.

ok, I understand, just the last question of exactly how is it known that my spells per day is 4? is it an auto set thing, or is it depending on my charisma amount or level? nevermind, answered above

The Exchange

alkatrazshock wrote:
ok, I understand, just the last question of exactly how is it known that my spells per day is 4? is it an auto set thing, or is it depending on my charisma amount or level? nevermind, answered above

Look at table 3-14 on page 72 of the core rulebook. Your spells per day there are determined by your level. In this case, you're level 1, so you can cast 3 first level spells per day as a base.

Then, look at table 1-3 on page 17 of the core rulebook. Your primary casting attribute is determined by your class (you can find this information in your class under the "spells" section). For a sorcerer your primary casting attribute is charisma.

According to the table, a charisma of 16 gives you a bonus spell per day for level 1 spells, level 2 spells, and level 3 spells. You must wait until you are able to cast spells of higher levels before you can add the bonus (so, for example, you'll get that bonus second level spell once you hit level sorcerer level 4).

Adding your 3 base level one spells per day to your 1 bonus level one spell per day gives us a total of 4 level one spells per day.

To extend this out, if you were a level 9 sorcerer with a 16 charisma you'd be able to cast per day 7 level one spells, 7 level two spells, 7 level three spells, and 4 level four spells.

Hopefully this helps. It's really beneficial to look at the charts while reading this description. It can be a pain to learn where to look for all the references needed, but once you figure it out you'll find it very easy in the future.


Here's my quick opinion on choosing spells for a sorcerer:

You'll have few spells, and so the more versatile, the better. Since you start knowing two first-level spells, it's important to make them count. I typically recommend one offensive and one defensive spell.

For offense, you want something that will take out as many combatants at once as possible, or something that will affect a larger area of the combat zone for a longer time.

My favorite offense spells for the sorcerer:

  • Color Spray: Good against multiple opponents, and keeps them out of the action long enough for the fighter-types to deal with them.
  • Grease: Versatility. Force people to slip and fall or slow down through a region of the combat. Or, give someone a get-out-of-grapple-free sheen. Or, force someone to make saves to keep using a weapon or tool. All with one spell.
  • Enlarge Person: Not for you, but for the fighter.

My favorite defensive spells for the sorcerer:

  • Mage Armor: Lasts hours and is a straight +AC.
  • Protection from Evil: Less AC and lower duration, but it also prevents summoned creatures from touching (read: attacking) the target and can suppress mind-affecting spells. So, it's versatile.

There are other spells worth considering under the right circumstances (Animate Rope if you're doing a lot of sailing, Silent Image if your GM likes illusions, Obscuring Mist if your party knows how to use it, Mount is the best first-level summoning spell) but since you're new to this, you're probably better off with the above list.

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