I just got Ultimate Magic, and in the depths of Chapter 2 I found a section on spellbooks with Preparation Rituals that basically give you a one-shot or very specific advantage for each day that you prepare 3 or more spells from that particular book. But there are no rules for making your own preparation rituals. Am I missing something, or are we as players/gamemasters supposed to just wing it in designing more of these for ourselves?
I'm pressed for time at the moment, but this interests me. I'm thinking Barbarian, but that's very tentative; if we're lacking something like spellcasting or front-line battle types, I'll be glad to build to suit. I'll have time in the next 6 hours or so to put something together. I have PFRPG, APG and Bestiary handy. As for software, I have Firefox, and don't see myself getting anything more complex than that.
Willpower DM wrote:
Automatic languages for a half-elf - common and elven. Speak Languages gives fluency in one language per rank - 2 skill points giving fluency in sylvan and draconic. Stupid of me, should have noted that under skills... EDIT: Noticed too late that the boards went back on my default alias. This is Kyre Sannah, if anyone was confused about that.
Willpower, upon reflection I think I'll ditch the half-gnoll idea. I'm a little diffident about playing half-gnolls in this setting going with my preconceptions, so I think that rather than take a whole other thread to thrash this out, I'll just save it for another time. I'm starting to develop a whole different character type for this campaign. A fairly straightforward half-elven ranger is the basic starting point, but with potential development into the paladin class. How exactly are the paladin class features treated in this setting? Can paladins recover their 'lay on hands' capacity, for example? Does a paladin still have Divine Grace? Can he still use his 'smitey-sense' to Detect Evil? The abilities I got from the Invisible Castle site for a 32 point buy are these: STR: 12 (4 points), DEX: 14 (6 points), CON: 12 (4 points), INT: 10 (2 points), WIS: 14 (6 points), CHA: 16 (10 points)
Here, briefly, are the stats for the half-gnoll from B&B: ~STR +2, CON+2, INT-2, CHA-4
Appearance: Half-gnolls suffer the worst of both parents' features. They have canine snouts but no fur on their faces. Patchy fur and areas of longer hair cover the rest of their bodies. Their tales are naked and ratlike. They have clawed hands and digitigrade feet, and are generally not symmetrical with legs of different lengths and commonly a humped shoulder. This collection of features gives half-gnolls a patchwork, pathetic appearance. As far as their racial character goes, they are rabidly unlikeable. Their racial motto seems to be "WHAT THE HELL ARE YOU LOOKING AT?" EDIT: And yes, background feats/options would be welcome; this doesn't look like something we're going to find a splatbook for. And if the half-gnoll isn't accepted - I'll understand completely, I had forgotten what a specialized bloodletter the half-gnoll is, and how low that CHA was - I have other ideas. I can build a standard char race/class, no problem, but if you're really interested in experimenting I've had an idea for a half-giant type race that uses ocean giants for the variable instead of the desert/sun giants as statted in Psionics Handbook...
Ok, I was just looking over the name changes on this thread, and I'm starting to realize just how little I know of how to do this. What is the custom? Do I build another account on Paizo for my character? How much info should I make available to everyone but the GM, and where do I look for resources on things like 'where I come from'? As of this post, I'm going to have to log off soon; is someone will please clue me in I'll make necessary arrangements a few hours up the road. If all this is explained elsewhere, just shoot me a link. I should have a playable character/account within 12 hours. On a simpler level, we seem to have quite a few spellcasters here. Does anyone have any preferences regarding Arcane School or skills? I can imagine Quarrion being reasonably friendly with Jelloarm's halfling alienist; complimentary skill sets might be a good idea.
erian_7 wrote:
Hm. Want me to switch to a different bond? A party theme might be interesting, but there is something to be said for diversity. Also, Lordzack - just to be clear, we're starting at lvl 1?
Rolls:
4d6 ⇒ (4, 4, 5, 6) = 19
4d6 ⇒ (3, 2, 5, 5) = 15 4d6 ⇒ (2, 3, 6, 6) = 17 4d6 ⇒ (2, 5, 6, 6) = 19 4d6 ⇒ (6, 4, 1, 3) = 14 4d6 ⇒ (5, 4, 6, 2) = 17 Abilities:
I'm open to a cultural-specific name, but I'm considering naming him Quarrion. (I played a char of that name in a different campaign, so it has some sentimental value to me. He also was a wand-wielding wizard.)
I have never played Pathfinder before and am entirely unfamiliar with the Golarion setting, but I am interested in PBP and I do have the PFRPG. If it's agreeable, I have an elven wizard in mind, a sort of dynamic academic with a strong interest in aberrations and alien/extraplanar intelligences. Haven't statted him yet; I shall continue to check this thread to find out if I should go with him or a different character type. That's assuming there's still room, I know I'm a little late. |