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It's as open as can be.
Think of an aspect you want and give it a +1 to a +5 the higher the number the better you are at it. If it would apply to something your character is trying to do you add the bonus. Anything is possible.
Same is true for negatives. Pick things you're not so good at or aspects that could interfere and apply a -1 to -5 to them.
They can be epic or seemingly mundane doesn't matter.
If you look at Miho's sample sheet you can get a bit of an idea.
Armored: Reduces Damage
Art of Invisibility: Stealth
Attack: Self Explanatory
Barrier: Defense, Chance to negate attacks.
Beautiful: If it's helpful you get extra dice.
Combat Expert: Either a single technique or a knowledge.
Companion: Self Explanatory
Connected: Self Explanatory
Cute: Kind of like beautiful
Dexterous: Slight of hand,
Dimensional Pocket: Pull items from other dimensions.
Endurance Reserve: Modifies your endurance score.
Evasive: Works like barrier except you dodge.
Famous: Self Explanitory
Gear: An Item that works as another ability but requires possession.
Heightened Senses: ...
Illusionist: Create illusions
Ageism: easily dismissed because of you apparent age. (Old or Young)
Code of Conduct
Focus: Required to use an ability.
I still haven't gotten to the combat just yet.
I've only glanced over the book so far but it seems like for every rank you put into something you get extra dice when determining success or failure. Going with base zero means your overall point value can't exceed zero, so for every neat little thing you can do you need a negative in something else. Even something minor like being poor or a terrible cook.
I haven't gone over combat yet.
Alright so that bachelor party went on all night and I ended up late for work because of it. No sleep just a quick change and back to the grind.
If someone could be so kind as to post how many skills a paladin gets and what I've got to chose from, as well as starting equipment. With that I should be able to pull something together before the deadline. Thanks in advance.
What I've got so far.
Raised as a man of the cloth, Eisen is the 4th and only surviving son of Mark "The Red". From a young age Eisen lacked the aptitude for advanced studies and comprehensive knowledge but the young man possessed an unwavering conviction for justice, strength at arms and an uncanny knack for leadership. Whether to find lost treasure or fight off the local bullies, Eisen would often lead small groups of children on quests drawn from his own imagination.
When Eisen grew older his friends moved on and took to trade jobs. Farming, Crafting, Sculpting and Building. These tasks never set well with the young half-elf, his sense of wonder and adventure pulled him away from the mundane. His prevalence to fight injustice with the point of a blade distanced him from his fellow clergymen and Eisen was left with little choice but to leave his home and search out a place of his own.
He found life on the road to be exhilarating, all manner of beast stalked the wilderness and Eisen loved every moment of it. From fighting off thieves and bandits a few rabbid beasts even the occasional night celebrating with the fairer sex. Eisen had found peace of mind on the road but still he lacked a place to call home.
On a night of uncharacteristic drunkenness (never again will he dare to drink dwarven fire water) near Greatwall, Eisen found himself in a shared cell with a loon. A madman who rambled on about the strangest of things. All of which long forgotten by Eisen in his drunken state. But his sense of adventure drew him to accept a gift from the old man. A book with markings which made no sense at all to the paladin, but he had promised to protect the thing at all cost if for no other reason then to calm the strange man.
After his night in the brig Eisen was made to teach several recruits on how to handle a sword. As a form of "community service" required after the damages he had caused in his drunken state. A month long crash course on "how to die like a champion." Eisen liked to call it. His students didn't share his sense of humor.
Crunch will have to come later. And the background outline will also change now that I've scribed up some fluff.
5d6 ⇒ (6, 3, 4, 1, 6) = 20
3d6 ⇒ (6, 5, 3) = 14
6d6 ⇒ (4, 6, 1, 2, 1, 4) = 18
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (1, 3, 1) = 5
4d6 ⇒ (5, 1, 5, 6) = 17
16,14,14,9,5,16 (Paladin and probably a race with a Wis boost. Maybe Half-Elf. )
GMT-5 (Omaha,NE) It's 9AM as of this post. Posting everyday will not be a problem.
I don't have the book with me ATM (I'm at work) and I've got a bachelor party after work so I'll post something as soon as I can. Probably tomorrow after 3pm. If that's alright?
Acolyte (To be expanded upon later.)
@Louise Van Andel
I'd like to know more about the Schim.
Did you create this race from scratch or did you base it off another pre-existing culture?
Have you thought about the race's origins? Do they have ruins buried in the wasteland or perhaps are they from another plane, similar to the gnomes in golarion?
Society and Values?
Mostly I'm bored and would like to know how much thought you've put into your race as a whole.
Not to speak for the DM but tor those wondering about the learning center ...
"I prefer the players being more in charge of their world than I am. I'm not going to stop somebody from being inspired because of the setting. I'm flexible. I just provide the backdrop, additional actors and good dose of storytelling."
This^ implies that you can take a bit of liberty with your background so long as it fits the theme of the game and the intro provided in the 1st post.
---Lizardfolk used to be playable in 3.5 could start there as well.
Current character is a Changling or Half-elf Summoner. With as much steampunk flavor as I can mush into the Eidolon and my spells. Profession would be engineer so she'll work on machines of all kinds and her Eidolon will most likely be robotic themed.
Current Stats: Str, 10 Dex,14 Con,12 Int,14 Wis, 10 Cha 17
I should have at least an outline for a background up tonight before bed.