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Too many times have I seen people make poorrly deisgned characters and become upset from it. This is for beginners making characters for the first time. A lot of it seems like common sense, I still see a lot of basic mistakes however. They seem to help out my PCs alot, but then again they usually make me make their characters. I don't like giving unsolicited advice to people but here it is regardlessly.
Rules by which I make character by.
Ahem, Smurf.
#1. Don't try and make your character do everything. The game is designed for characters to be dependent on other classes/characters.
#2. Don't spread your ability scores out too far. Having a +1 in everything is great ideally, but when you are a barbarian with a +1 con and str you sort of just boned yourself.
#3. Don't try and make your class something it is not. It rarely works.
#4. Make the most out of your ability scorres. Have a High Dex? Use light dex friendly armor, grab as many dex skills as possible.
#5. Fill a role the group needs and try not to copy another role.
Please keep adding to this list!

Mysterious Stranger |
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#10 Read the entire section on your class until you understand everything you can do. Pay attention to things you get at higher level so you can plan
#11 Read the entire section on your race and until you understand everything in it.
#12 Read the entire skill section at least once. and go back and study the skill you will be taking
#13 Read the entire section on feats at least once.
#14 Read anything else you think looks interesting.

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#15. If there are more experienced players in your group, listen to their advice about good choices to make. But also remember, this is your character, not theirs. Don't let them make you into a glorified extension of their own character. Listen to their advice, then if it fits your concept, go with it.
#16. If you're the sort of person that gets shy in new social settings, sit next to the GM. You'll get a little more attention that way.

Phneri |
#5. Fill a role the group needs and try not to copy another role.
Emphasis mine.
This is the one thing I consistently see people bork themselves on with a character.
Have a plan for what you want your dude to do. I don't care how good that plan is, simply having it will give your feat/power/skill/ability score selections a consistent focus, and that will be a good thing.

Kalyth |
#18 In character arguements and disputes can be great roleplaying opprotunities and can add a lot the feel of the story. Remember though to take in-character arguements as just that "In character roleplaying" don't get mad at a player because his character is rude or doesn't like your character. Its all for fun and in creating a great story for everyone. Don't dominate a session with In-character disputes but a good 5-10 minute roleplay session of two characters bickering can be fun.

EWHM |
Make sure that if you're not picking a class that is incredibly 'build-sensistive' in its utility if you're new to making characters. Fighters are very build sensitive---one with inadequate focus will lose a terrific amount of DPR versus a well build fighter. The power of the fighter in combat stems from having tons of little bonuses (weapon focus, weapon spec, improved critical, power attack, etc) all pointing in the same direction. Ironically in 3.x, a fighter is among the worst choices for new players, whereas in 1st/2nd edition it was among the best.

Aristin76 |

19# When in an encounter, watch, learn, listen, and ask quetions to others in the game that aren't directly involved to clarify.
20# For the love of Pete, come up with a concept for the chracter you want to play. You have to start some where. Do NOT pick a Class. Pick a concept, and then build the character. That drives me nutzo!!
21# It's okay to build a cool concept based character that isn't Highly Optimized. If it's a blast to play, then your doing it right.

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I would like to say thanks all for this. Good info here for new players.
I would like to emphasize this!
20# For the love of Pete, come up with a concept for the chracter you want to play. You have to start some where. Do NOT pick a Class. Pick a concept, and then build the character.
It can be even better to play around with writing up a short story on the character background. It will help you rp out situations in the future if you have a past for your character. It does not have to be a multi page story, even just a rough outline/ timeline for your character may give you enough of a past to work with. Your GM will also love it for the story hooks. It just makes the world more "fleshed" out.

vuron |

The game rewards specialization. Generalist characters can be fun but are almost always inferior to their specialist counterparts. 4 specialists in the 4 core roles is always going to have increased power over 4 jack of all trades characters.
That being said, specialists can struggle in non-standard campaign designs. If the party is ever split or features a lot of solo campaigning being competent in a variety of areas can be very useful. Most campaigns aren't constructed this way though.
Don't play against type too much. You can make a lightly armored, high skill character with a fighter but it's almost always better to choose rogue for that role instead. Being a special snowflake can be fun but being sub-par mechanically can mean that you aren't there when the rest of the party needs you.
Don't confuse roleplaying with mechanics. You can roleplay an optimized character and botch roleplaying an intentional gimped character. Stormwind fallacy etc, etc.
Make it so that you have at least something to do in all phases of the game. Even if you aren't the face character have something to do outside of combat encounters. Focusing exclusively on combat or social means that you are likely going to be bored during other phases. Many people do not like that style of game.

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22) Know the character generation rules used for the game you are joining, whether it is 4d6, drop lowest, or X point buy.
Corollary: Know what level you are starting at, whether it is 1st or 10th. And know the Wealth by Level, if needed.
23) Check with the GM if you want to use a non-Core feat (or other item).
Corollary: Make sure your build doesn't invalidate or trivilaize someone else's build.

Firest |

To expand upon what others have already posted, my first question when joining an new group is, "what kind of character does the party need?"
If the party already contains a fighter, rogue, and cleric, then you should probably look to creating a wizard or sorcerer. If you're in that situation but still want to play a fighty character, look at the bard or magus.

wraithstrike |
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#29 When looking at a "cool" ability think to yourself, "Is this going to come up in gameplay enough to justify me going through the trouble of getting it.
As an example taking 2 levels in a class/PRC to be able to stand up as a free action is probably not a good idea since the you may go through an entire campaign and never end up prone. Those levels could have been used for something else.

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If your group uses 20-point buy, the iconic characters are good for a beginning player. When I started playing PFS (after a hiatus of 20 years or so) I started with Merisiel the elvish rogue. I added two traits, and my version of the iconic is still my primary character.
My playing a rogue is in response to "What does the party need?" It is important, I think, for the new player to play a character that fills a gap in the party's composition.

DeathQuaker RPG Superstar 2015 Top 8 |

#2. Don't spread your ability scores out too far. Having a +1 in everything is great ideally, but when you are a barbarian with a +1 con and str you sort of just boned yourself.
30? As a corollary, however, there are differences between "spread too thin" and "well-rounded" and "min-maxed." Focus on a couple/few areas you want your character to be best at. (e.g., "He's fast and he's really smart." Okay, put your best scores in Dex and Int.)
And remember that ability scores are the start of how to build your character, they are not the be-all, end-all to everything (except maybe your caster DCs and concentration modifier). If there's something you want to be good at but don't/can't have the resources to have a high ability scores to back it, find other ways to boost it. For example, your character is low Cha but you want to be really intimidating, look at how you can build Intimidate with skill ranks, feats, etc.
To expand upon what others have already posted, my first question when joining an new group is, "what kind of character does the party need?"
If the party already contains a fighter, rogue, and cleric, then you should probably look to creating a wizard or sorcerer. If you're in that situation but still want to play a fighty character, look at the bard or magus.
With all due respect, this is NOT advice I would give to a BEGINNER. It should NOT be the new player's job to fill in the party's gaps, if there are any. That is a too stressful situation to be in.
A new player should be encouraged to play what they both feel most passionate about and most confident playing.
And for that matter, I've found that parties with unusual makeups can do fine in "gap filling" if they just do things creatively. If a player wants to volunteer to "fill a gap" great, but no one should ever play a character they feel pressured into (especially if everybody else got to pick their character without taking party build into consideration). However if a player group requests someone be the "gap filler" character, the request should be made to an experienced player who can know how to do that best, not the beginner who is still not even understanding fully what each party member's role is.

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TheOrangeOne wrote:
#2. Don't spread your ability scores out too far. Having a +1 in everything is great ideally, but when you are a barbarian with a +1 con and str you sort of just boned yourself.
30? As a corollary, however, there are differences between "spread too thin" and "well-rounded" and "min-maxed." Focus on a couple/few areas you want your character to be best at. (e.g., "He's fast and he's really smart." Okay, put your best scores in Dex and Int.)
And remember that ability scores are the start of how to build your character, they are not the be-all, end-all to everything (except maybe your caster DCs and concentration modifier). If there's something you want to be good at but don't/can't have the resources to have a high ability scores to back it, find other ways to boost it. For example, your character is low Cha but you want to be really intimidating, look at how you can build Intimidate with skill ranks, feats, etc.
Firest wrote:To expand upon what others have already posted, my first question when joining an new group is, "what kind of character does the party need?"
If the party already contains a fighter, rogue, and cleric, then you should probably look to creating a wizard or sorcerer. If you're in that situation but still want to play a fighty character, look at the bard or magus.
With all due respect, this is NOT advice I would give to a BEGINNER. It should NOT be the new player's job to fill in the party's gaps, if there are any. That is a too stressful situation to be in.
A new player should be encouraged to play what they both feel most passionate about and most confident playing.
And for that matter, I've found that parties with unusual makeups can do fine in "gap filling" if they just do things creatively. If a player wants to volunteer to "fill a gap" great, but no one should ever play a character they feel pressured into (especially if everybody else got to pick their character without taking party build into consideration). However...
Abilitys are 75% of character creation. 15% feats. 10% Traits. 10% skills. With out good ability set for the character your making. It dose not matter what Feats, Traits, or skills you have.
30? Realy any DM that lest exprenced players start with that point buy is in for alot of work. He will have to restat every entry in the bestry to challange them. And it dose not help new players make there characters. You can make a good character with a 15 point buy. It will be faster for new players by limiting there options.
I have made a 15 point buy oracle. Start with mystery battle gives you perception as a class skill. Then the trait vagabond child to give you disable device as a class skill. Now I started with a 7 Wis and 12 Dex. So at level one my perception is 2 and disable device 6. With level 3 I can take find traps cleric spell and greatly help my perception for traps. Starting Str 17 using a Bardech reach weapon for combat. Starting out BAB 0 + Str 3 = +3 to hit ( +1 to hit with soft cover ). Level 3 exotic weapon Fauchard and revelation weapon master. So you can do alot with a low point buy. Not a character I wold recomend for a new player.
As I posted earlyer as a new player. You realy want them to play one of each character type. It will help them learn the game better then any thing else. Where there making a character to fill in a gape in the party or not. Now none standard partys work if all your people playing are experanced enough to know how to plug the holes. See the character above for the divine caster being able to do the rogue job. There is no rogue in the group. We still have the rogue skills needed to by pass traps. Just not a type of character you want a new player geting there hands on trying to figure it out.
#30. KISS. (keap it simple *******.) Don't try and do every thing. Pick a character arche type and stick with it. Leave the complex and multi talanted alone untill you know the game realy well.

DeathQuaker RPG Superstar 2015 Top 8 |

30? Realy any DM that lest exprenced players start with that point buy is in for alot of work. He will have to restat every entry in the bestry to challange them. And it dose not help new players make there characters. You can make a good character with a 15 point buy. It will be faster for new players by limiting there options.
"30" was a reference to the number I was adding to the list of advice. It was followed by a question mark because I wasn't sure I'd followed on correctly (or if someone would ninja me). It was not a suggestion for a point buy. :) (And so yours should be 31)
As for the rest of your post, please understand I did not say stats were unimportant. I am just noting there are other ways to beef up abilities, as I think sometimes some people overlook the joy of stacking bonuses. This is especially important to point out if someone does the die-roll method for character generation and the new player is disappointed with the results (of course if it's entirely crappy, I'd say be nice and let them roll a new set). Or to someone who wants to build a crazy-MAD character, to show them how they can refocus their ability scores and still be good in the particular areas in which they are interested. (Again, with the example of the low Charisma character who still wants to be good at Intimidate--likely because they are a warrior-type who otherwise has wisely focused in stats like Str and/or Con).

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Don't worry if you don't know all the rules. Don't limit your imagination on the types of actions you want to take. If you can't do them, the GM should let you know, or at least let you know you can't do them well. Remember, this isn't a computer game. You can open that decorative door just to see what is on the other side.
Likewise, when you do declare what you want to do, the GM should let you know how things work to decide how well you do that action.

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You are corect DeathQuaker. In truth you don't want a new player with any thing crazy-MAD. They better know the game. Single focused characters are best when starting the game. Any thing MAD can and probly will drive new players mad from playing it.
The joy of stacking bouns comes after they learn the game. They will not know how to work this just starting out.

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For first time players I don't really see a problem with gap filling. They are new to the game and there fill in role will be focused on what they should be doing.
This is for beginners, I am assuming atleast half the group is new. If you have seasoned players then, yes play whatever you want. The seasoned [;ayers will make do with the gaps.
#34. Fighters are easy as heck to play and learn, but building them can be one of the hardest classes.

Scaleclaw |
Here it goes, i am a halfling slave of a noble family due to mistreatment and being harassed she has become timid and try to talk her way out of all situations over fighting since she never held anything that be considered a weapon in her life...She fears for her life and seeks some freedom.
How would i go about say this? making a character.

Kalridian |

@ Scaleclaw: If that is an honest post, I would encourage you to maybe look for another system. Of course socialplay-characters can be built in Pathfinder, but I would never run a campaign in pathfinder that fits for a pacifist/coward character.
I love Pathfinder, but all systems have strengths and weaknesses and pathfinder is and allways will be a rather combat oriented system.

Taku Ooka Nin |

Do not be afraid to play an NPC class as your first character, a good DM will let you be 1hd ahead of the rest of the party if you only use NPC classes.
Build optimized characters. If you are playing a character that relies on Save or Suck then PLEASE FOR THE LOVE OF APSU have your casting attribute be as high as possible so you are not worthless--Looking at you, Necromancers!
Melee characters are more fun for new players!
DO NOT PLAY A ROGUE AS YOUR FIRST CHARACTER! There is nothing inherently wrong with rogues, they just tend to die screaming while trying to aid the party in combat or die silently when they try to be super-sneaky and get caught in that room full of an encounter designed for the party.
DO Play a 2-Handed Fighter: Do you like big damage numbers? I DO! Do you like being simple and easy to play? I do! Do you like being an important member of the party? I do! And--if I do, you probably will to because NOTHING is worse than sitting there not knowing what you need to do.
Do not play complex classes at first! You will probably screw it up, play something easy to play.
Play a Switch-Hit Ranger who focuses in Archery BUT carries a big-two-handed sword for melee. This is the "I am sort of cheating but not really" way to play since you can hit everything you can see for the most part without it being complex.
Remember that you can use diplomacy, intimidation, and bluffing to get out of a lot of situations. It is at least worth a try.

Mark Hoover |

Here it goes, i am a halfling slave of a noble family due to mistreatment and being harassed she has become timid and try to talk her way out of all situations over fighting since she never held anything that be considered a weapon in her life...She fears for her life and seeks some freedom.
How would i go about say this? making a character.
She uses her words to resolve conflict. I would assume she's got a high charisma. She's also gotta be a decent slave so my guess is a substantial con too. Finally she's a Halfling, so at least middling Dex.
She fears constantly, so traits around being frightened and a slave. During her time as a slave what gave her the hope to carry on? Did she find religion? If so Oracle might be a good choice. Did she dream of striking out on her own like the legends of old? Perhaps Bard. Or maybe she wants nothing more than outright vengeance; rogue might be a nice touch.
Going with the stuff upthread: what does your group need? Fill in a gap w/this character. Finally, what do you want to accomplish with her? We know her past but where do you see her going?
15 Pt Buy:
Str 10, Dex 12, Con 14, Int 10, Wis 13, Cha 16
Traits: Freed Slave (Halfling), Reactionary
This might make a decent character.

peterrco |
#35 Remember that it is just a game. A big game with lots of different options and conflicting ideas on how to do things so don't be afraid to see the character as an experiment, the more characters that you build the better you will get a building them, and if the experiment fails and you don't enjoy your character... let it make a glorious sacrifice for the good of party, rip up the sheet, and try something different.

Akerlof |
20# For the love of Pete, come up with a concept for the chracter you want to play. You have to start some where. Do NOT pick a Class. Pick a concept, and then build the character. That drives me nutzo!!
This should be #0, really. Everything else about building your character is just answering "How do I implement my concept using Pathfinder rules?"
Sub part a.) Pick a concept of what you want to do in combat.
Sub part b.) Pick a concept of what you want to do outside of combat.
Sub part c.) Of those two, decide which will be your primary focus and which will be secondary.
Everything choice you make while creating your character should keep these in mind.
Your concept can be as simple or as complex as you want: It could be "I want to Hulk Smash! in combat and annoy the bard outside of it." Or it could be "I want to be a young noble dilettante whose sharp tongue gets him into no end of trouble, but so far no trouble that either his wit or his (expensively trained) dueling skills haven't been able to get him out of."

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Here's two I wish I knew:
#X: Everyone should have AT LEAST 12 Con, and melee characters 14 if possible.
#X+1: Never have less than a 16 in a stat you use to hit things with. (Str for most, Dex for ranged, Int/Wis/Cha for spellcasting-focused casters.)
I think when it comes to concept vs. class, it doesn't matter which comes first, but make sure your class and race can support your concept.
PS: We should really be tabulating these answers somewhere.

TempusAvatar |

#42: Ask! Ask the questions you need answers for! Your tablemates will help you.
If you don't know what gap to fill; ask! The players will let you know.
If you enter a room and are unsure what your options are after you hear a room description, ask your GM; he'll give you some options.
If you are in combat and unsure what you are capable of doing, ask. There is a list of actions in combat and how much effort each of them takes.

Cyrad RPG Superstar Season 9 Top 16 |

#43: Looking at a class's Hit Die is a good way to see how the class plays in combat.
- D10 or D12 means the class primarily uses weapon attacks.
- D8 means the class typically mixes weapon attacks with spells or other special abilities they possess.
- D6 means the class heavily relies on spells for contributing to combat.
#44: Not sure what to buy? Get a melee weapon, a ranged weapon, armor that your class is proficient in, and a class kit (like a barbarian's kit if you're a barbarian). That will give you everything you need to start your adventure!
#45: Actions define character. When writing a character background, focus on what they've done in the past rather than simply events that happened to them. When developing your character in roleplay, focus on doing things or reacting to what happens to them.