| Dehrisan |
Ah, sorry about that.
1d6 + 6 + 5 + 5 + 4 ⇒ (4) + 6 + 5 + 5 + 4 = 24
My character is finished, information is in my profile. I purhcased several new spells at 1.5 times the standard costs, and they're simply included in my spells known.
It's in a format I've been using to save NPC in text documents right now, but if there's a different template you'd like me to use, just let me know and I'll be happy to change it.
| Dehrisan |
Alright, backstory. I'll try and be concise.
I've got a more detailed version, but I don't want to drown you in text, so I'll just list the abridged version.
Dherisan is one-quarter elf, three-quarters Varisian. His mother was struck with a powerful wonderlust when he was young, leaving him in the communal care of the clan. He was an observant but distant child, and always found himself looking beyond the surface of any situation. Developing an interest in the otherworldly, he formed a close bond with both the Shoanti druid his clan had "adopted" and an aged Varisian sorceress of the clan. He began to develop a curious understanding of the world around him that blended the sorceress's mystical teachings and the druid's reverence for the natural world.
When he was a teenager, Dherisan was approached by a gray-haired fox that began to follow him everywhere he went, and impart knowledge to him through his dreams. This was how he began to learn his witchcraft. Not long after coming of age in the clan, he struck out on his own, always having felt somewhat out of place in the close-knit clannish society of the Varisians.
Dherisan kept up the nomadic lifestyle and drifted through a number of local cultures, being familiar with the Varisians, the Shoanti, and even possessing a cursory understanding of the realm's goblins. He is driven by both a desire to understand the world, and to promote balance and harmony within it. To that end, he has speant the last several years serving as a mediator between local factions, promoting a live-and-let-live approach when and where he can.
Dherisan has always been interested in the same way that a biologist is interested in animals. To that end, he has come to Harp Port to observe the ecclectic blend of people and culture gathered to witness the supposed return of this legendary king.
| Canor |
I'm trying to work up a character but it is the first time I've ever done this, heh, I've never even played a live game so I'm kinda very lost. That being said Leshok can have my spot if everyone is ok with it cause I don' see being able to do this without some help and no one around here plays pathfinder. Thank you for the chance to play though.
| martinaj |
This is my first time playing a PBP game, so you aren't alone there, man. As long as you've got a solid grasp of the system, I'm sure you could just learn the niceties of this type of game as we go along.
As far as Pathfinder goes, don't let an unfamiliarity with the setting turn you away from it. Just come up with something generic that could fit into any campaign, or if you've got a neat idea, let someone know and maybe they could tell how it might fit into the world. You shouldn't have a problem as long as you've got the core rulebook.
| Canor |
I've got the core rule book and I've read it, I got some base stats using the 20 point build ...
Strength - 14 (+5)
Dexterity - 16 (+10)
Constitution -12 (+2)
Intelligence - 10 (+0)
Wisdom - 13 (+3)
Charisma -10 (+0)
Mostly it's the feats and adding the 5 levels that have me lost and confused.
I was wanting to play a slightly crazy wandering half elf monk
does the +2 for playing a half elf apply to my end ability result or add 2 points to my build? For example, would I apply it to the 16 I have in dex making it an 18 or would I put it in with the point build?
ulgulanoth
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Ruoren (Benoit), Checking in as well, finished everything on paper I'll just have to put everything on my profile and will be good to go?
Quick question: How does the bashing property work with spiked shield? Does it go up by three steps in total, or aren't they compatible at all?
no, they don't stack...
| martinaj |
I've got a couple question relating to the witch's "charm" hex.
The charm hex states that I make a series of soothing sounds and gestures which improves the attitude of a humanoid or animal by one step (provided they fail their save) as if I had succedded on a diplomacy check. At level 8, their attitude improves by two steps. This lasts for a number of round equal to my intelligence modifier.
Now here are my questions. If they succeed on their save, do they turn hostile or know that I have attempted to magically tamper with them?
Also, the diplomacy description states that I cannot use diplomacy to improve a creatures attitude by more than two steps using the diplomacy skill. If I improve their attitude with my hex, can I only continue to improve it one step further (or not at all at level 8), or can my hex stack with the diplomacy skill, allowing me to (for the duration of the hex) potentially increase their attitude by 3 or 4 steps?
Your ruling won't influence my build, because there are still advantages to having both the hex and the skill - I just want to know how they can be applied together before we start.
Capt. D
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I would really like to be a part of a pathfinder play by post game. I haven't done it before, but am really interested. I am a graduate student so I have time to post frequently and keep up. Please let me know if anyone is looking for players. I have a tendency to prefer divine casters and actually really enjoy the healer role.
Me too.
Well except the preferring divine casters part. I always lean towards necromancers or something similar when I get the chance to play.