The challenge is to make an interesting/awesome player character backstory fit for use in the Pathfinder RPG. All settings and books are approved for the purposes of this challenge. Please put the backstories in spoiler tags. This challenge is about fun and creativity so make sure you are having fun! :D
Don't get why people are down on the campaign. If the players don't want to play, they don't have to. If they do want to play, who are we to say whether the concept is good or bad?
Yep, my GM isn't forcing me at gunpoint to play this game. My group I'm in just wants to try a different style. I know the 10 point buy/low wealth/p6 changes might affect the balance, but I'll try this game anyways. If it doesn't work out we'll just go back to playing our old game so all should be good even in the worst case scenario.
@DrDeth and some other people who assumed bad things about my GM: My GM isn't a control freak and/or ''anal''. We simply want to play a different style of game that we usually don't do.
Anyways, thanks everyone! (Even the people who assumed the worst, it is nice for me to get new perspectives on things even if I don't agree with those perspectives, although I'd prefer it if you people didn't assume the worst).
For those wondering, I've decided to play as a magus (sub optimal for combat), my party members are playing a ranger (heavily using ideas from this thread), a barbarian, and an Oracle. Again, thank you all for your help!
It says ''The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp''. Does this mean that as you go up in level the wands get more expensive? For example, if someone decided to make a 1st level spell into a wand, if the persons caster level was 1, would it be cheaper than if the caster level was 10? Thanks in advance.
I'm going to be playing in a low wealth/10 point buy/p6 campaign (P6 is the E6 of Pathfinder, basically you stop leveling at level 6 and every 5000XP get a new feat). Our characters will start at level 6 with 800 gold pieces+average starting wealth each. The books allowed are the core rulebooks, APG, ARG, UC, and UM. The DM has told me that all spellcasters (besides divine ones) are shunned and feared in the campaign world, (crafting magical armor/weapons/etc is not shunned though) and its pretty much illegal in most areas to be a spellcaster, although we can still play as spellcasters and I believe one of my fellow players is going to play a sorcerer (Not sure about the others, there are 4 of us not counting the GM).
I'm just looking for general optimization advice for this campaign and interesting ideas. I'm also interested about ''cheese'' too, although I'm probably not going to use ''cheese'' (I don't want to be doing 1000 damage a round, although it'll still be interesting to read about it. :P) Thanks so much in advance!
When wizards gain new spells at level 2 and above, do they apply their int modifier? For example if one had 18 int, and reached level 2, would they gain 6 new spells instead of only 2?
Here's the SRD text.
''Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school''