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Long time no see forum ;P Ok now, to business! Ladies and Gentleman! I present to you: JONNY’S SMALL GUIDE FOR CHARACTER CREATION FOR BEGINNERS This guide is meant to help GM's (and players) on the tasking of building a character for the PC's. This guid is incomplete, so it's here where I ask for your aid in this matter, and I'm open to criticism. P.D.: NO NEED TO READ THE WHOLE POST, MAYBE JUST READ WHAT YOU ARE INTERESTED IN AND COMMENT ON IT (ANY COMMENT IS GREAT HELP). Disclaimer: I do not claim to own any of the original material quoted from the Pathfinder RPG system. Ok, now, let's get started... As often as it is seen when creating a new campaign for beginners, some of those beginners might not have a clue of what they are doing, and sometimes when creating the classes and characters the system of an RPG is so complex that we don’t really leave much agency for the player to decide what they really want to be. So in the spirit of keeping it simple and more accessible to most players, here is a small guide that might help you aid your players to create a better character that suits them better. This guide also allows a tool that will help the Game Master understand what their players are expecting out of their play session. So strap in and let’s jump into the action! STEP 1: EXPLAIN THE PREMISE! Pathfinder RPG is a game about adventure, magic, monsters, and looting with friends! It may have many varied settings; it might be a high fantasy fairy tale full of all kinds of fey creatures, a noble quest bestowed on a group of worthy heroes, the tales of riches and plunder of pirates of the sea, or a grim tale of some foolish adventurers trying to stir the wheel of fate to something other than destruction, among others. It is important for the player to know what they are going to be playing for them to create their character accordingly, so when explaining what the game you are about to play is about, just keep it simple (that means, not as long as the last paragraph).
To be honest, I’ve never used this phrase (my actual favorite one is, “you wake up beaten and blindfolded in a world unknown”), but that is beside the point. The point is it works! You can extrapolate thousand if not millions of adventures with the “band of adventurers” opening line. You might elaborate a bit more after you’ve given your initial statement, but just remember; SIMPLE = UNDERSTANDABLE
STEP 2: WHAT RACE DO YOU WANT TO BE? Without frontloading all the information they need to know, present the player with the races they might be able to play with a short description of what makes them special. Additionally, in the description there can be a small space for some of the racial traits of the race. Alternative races are a reward, and players might not know why they want to play them yet. Races Available Dwarf: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others. Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble. Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations. Human: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.
STEP 3: WHO ARE YOU? Making a few simple questions you can help player make the right choices for the character he/she wants to play. Be sure to keep these questions in mind when building the story around your campaign.
Traits questions (these questions are 1 to 10 questions, then you add 8 to the result and that’s their ability score, or they could be Yes or No questions if you want to roll dice (3d6), and place the higher scores on the abilities marked with a yes). • Are you strong and muscular?
Preferences and lifestyle questions:
• Are you religious?
Ask and listen After having answered these questions, ask the player why he/she chose the answers that he/she chose. Don’t judge or try to correct them, just listen and you’ll know a lot more about your players and how you can help them enjoy themselves. Once you get to know the reasons behind their choices, ask them to write a short description about their characters in one or two lines. Tell them they may elaborate later on their character. Name and appearance This is also the time to give your player’s character a name, a nickname if it has one, and an appearance. These things are not just to write on a pretty paper and must be taken into account when playing (if possible). Additionally you might give them tools to build a costume portrait of their character, or skip the appearance features all together. Nerfing / Buffing (you may skip this step) So, this system gives out the possibility of having an overpowered player, or an underpowered one (the same as rolling dice to be honest) when you roll for the ability scores. To resolve this I have 2 suggestions, the boring one, and the creative. The boring one is to try to accommodate your player to the 25 point buy system for Pathfinder ability scores. That means doing the math and adding or subtracting points on the abilities with the consent of the player. Let me clarify that while I find this a boring option, I think it is very useful, the problem with it is that you tease the player with the bad taste of what it could have been but isn’t (although sometimes it is necessary if he rolls 18 three times in a row). The creative one adds more fun to the game! Usually a players is given 2 traits to choose from that will aid him on his quest to greatness. Say you have an underpowered player, add him 1 or 2 traits in addition of the 2 he might already choose. Say you have an overpowered player, and here is where it gets tricky. Add him a “weakness trait”. What’s that? Those don’t exist? Well make them exist, but be fair. I make the weakness bigger or smaller depending on how much I need to nerf the players character. I inspire myself in my own flaws to be honest, and just have a laugh when I see others roll playing it. Example: (Trait) Allergies: When coming into dusty rooms, or changing drastically of weather, or coming out of the water you have a 5% / 10% / 25% chance of being overcome by a sneezing frenzy that denies stealth checks immediately and gives you a -1 on attack rolls, saves, ability and skill checks. This way to add a roleplaying aspect to the game and nerf the player in a creative way which can be fun for him and the other players.
Step 4 CHOOSING A CLASS ... ok, it's incomplete, but I'm eager to hear your ideas and suggestions =D
So I'm making this campaign where Orcs rule the world and the PC's are forced to fight in an arena for entertainment of the orcs. So to survive they have to fight, and afterwards they are thrown back into the dungeons into their cells where most of the social interactions occur. Thing is, I want my players to feel like they are being challenged with every encounter, but I don't want to set an unbeatable campaign. I just want to make them feel like badasses even though they are trapped in this cruel world. I've never before killed my PC's, so if it happens I want to know how to approach it. Any help would be much appreciated!
Would you guys help me make a powerful elven race with the lore of the Eladrin from the Wizards of the Coast D&D? Also making a kind of high humans (Kardian) and high dwarfs (Durien or Durian, I'm not sure yet). It is for a campaing about the begging of time on a long forgotten kingdom that dates before the prehistoric Era. A high racial point build is permited, and might be desired. Coment pls!
I think the title is pretty self explicatory, but just to clarify; I mean to do a campaing where the PCs are dragons. From little whyrmlings to great wyrms and maybe beyond. The monster manual presents many statistics that allready help with this motive, but there is a problem. The CR rating between different dragons varies widely (for example, the red dragon is 3 CR above the black dragon). Needless to say, this presents a problem. I've been trying to solve this via hit die fixes and abillity nerfs, but the balnce is so delicate. I would really love some light on this matter. Thanx on advance =D
So I'm making a campaign that is set on the prehistoric time of the magical land of Kanin. In that Era the troglodytes have a widely expanded set of nations that rule over the world and tame dinosaurs and such, while humans and the other races are isolated in caves and remote islands being tribes man and worshiping the elements. The only humans, elfs, dwarfs, neanderthals and hobbits on the main lands are either slaves, "herd animals" to feed ogres, dragons, and other beasts, or small groups of timid races that dwell in there hideouts. Thing is, I want to make many interesting NPC's that can help the players feel connected and interested in this world. For example, I want to make a tribesman leader that sends the heroes on a journey to the main land, but I want him to be more that a quest giver. So I open the discussion; what makes for a good NPC and what for a bad one? Any help?
So, I'm making a campaing for my girlfriend who has agreed to game with me. She really likes high fantasy, and the world of the magic and fairies, unicorns, potions, nymphs, gnomes, glyphs, and so on. Still, a story to be compelling must have a conflict and a hero. But what will this hero defend if not a beautiful world. I want to create a world where the pixie faires are born from flowers and halflings tap their feet to bardic music along with forest nymphs that dance to the tone. I know my girlfriend doesn't enjoy bloodshed, but she herself enjoys being the hero (she herself has wrote a fantasy story, where the main characters fend of evil gnomes and kill their leader.) Might sound cheese to most of you, but still I need your help. Help me create the story of this world and the "why" it needs defending. I'll much appreciate it =D
So, I'm making a campaing and I want the PC's to meat this dwarf that it's an awesome blacksmith. He crafts swords, and shields, and armor, and has an axe named Mathilda. So, in order to have the PC's interested on having this dwarf as an ally to help them craft items, Mathilda the Dwarven axe must be a really good axe indeed. So the request is simple: Help me build Mathilda the dwarven axe =D (according to the crafting rules ovbiously =P) Any help?
I would like you to tell me your opinion, what could I change or improve.
Lore:
A common niakroz (Ekro-nian) is a monstrous humanoid that has long firefly like wings, fangs like a wolf, fierce eyes like the eagle, claws on both their feet and hands, and an extended nose cartilage that makes them appear a bit like a rhinoceros. One of the spirits of the realm (Udun, the being of power) decided to combine the essences of the niakroz race (Qainec, a spirit of resolution) with those of the common human of Kanimeta (Kardian, which are particularly resilient human) to make a new race. As a result appeared the Niakroz Hybrid (Ekro-Kardian & Ekro-Kardo) which were water down versions of their original races, but they were also really wide spreaded through the realm, outnumbering kardian and all other races. They inherit both the resolution of the Qainec and the versatility of the human. They lost the claws of the niakroz and the sturdiness of the kardian. The Niakroz Hybrid are fast, mobile creatures, not bound by tradition like their relatives the niakroz but with a versatile mind as normal humans. They can choose any type of lifestyle and defend it to death if they choose to, no matter if its lawful or chaotic, good or bad. They lost the fierce wild look of the niakroz and appear more like normal humans with niakroz trades like a smaller extended nose cartilage, smaller fangs, and fierce eyes. Only the most experienced and powerful Niakroz Hybrids develop wings, which extend off their back and can be hiden inside their skin as though they were never there. Extending wing for a Niakroz Hybrid is always painful, no matter how many times they do it. Niakroz Hybrids are passionate creatures. Some love art and knowledge, some love war and conquest, some choose to perfect their bodies, some give in to their darkest emotions, some seek to help and purify, some seek to harm and corrupt. Some believe in law or the spirits, and some choose the path of believing there is no truth. Race: Niakroz Hybrid Type 1 *Ekro-Kardo* (Version 1) Racial Traits
Racial Feats
So, I'm making a level 10 witch NPC, but I haven't thought about the spells she has. She is a character that will aid starter players (so I'm focusing on buffing allies, debuffing enemies, and battle field control). She also has the narrative of being a funny screw up that sometimes helps and sometimes doesn't. I have only thought of the following: 1st level spells
So, any help?
So if you guys have been following up, I made a race called the "Half Nymph" with the advance race guide playtest, and I wanted to add some racial feats that help her be a good wizard (she would obviously be a good sorceror or bard). If you haven't seen the Half-Nymph race I made, I'll post it here just so everybody is up to date =D Hope you guys can help! Half-nymph (Version 7) Racial Traits
Racial Feats
I'm creating an alignment chart for the "gods" of a campaing I'm GM'ing, and I'm having a hard time finding a spot for a creature of Death. This is my aligments chart
Anor
Eathoraz
Remin Keri
Tzidiuz Oroni
Ouruz-Ime
Veleath
Udun
Halke
So, as you can see, for me Death is neither good or evil, it is actually a law. Although not the only law, is the only creature with this aligment for my campaing. The problem is that PC's aligned with Lawful Neutral might not always want to be Aligned with death. So there is also this other god like creature that was not meant to be in this list, as it is a minor spirit, that I also have: Qainec
Qainec is a spirit of pure resolution. Qainec is not a unique being, but a actual "race" of spirits. So now I'm puzzled. Any help?
I need to know if the following are possible, and how many RP would they cost -2con, "+2 any other at choice (as human heritage racial trait)"
So as you can see, my problem is with the variable "+2 any other at choice (as human heritage racial trait)" Any recommendations? Would appreciate help! =D
So I'm making an NPC of a witch, and I almost allready got it all sort it out. She is supposed to fill the roll of a guide to a first level character (or characters), and she is there to relieve PC's from enemy fire, and to assist when things get too freaky. (she is not much of a melee damage maker since she has 9 strenght, which gives her a penalty of -1) Right until now she has 2 feats. Spell Hex (on bungle), and Split Hex (Also on bungle). She allready has brew potion as a feat since she has the Cauldron Hex, so no need for that. So I'm needing 4 more feats... any help?
I've been working on creating this race for a while, inspired on the Nymph, the Baccae, the Siren, and others. It's still wrok in process.
Half-nymph (Version 3) Racial Traits • Medium: Half-nymphs are Medium creatures and have no bonuses or penalties due to their size.
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