Can I use PFS pregens or do I have to use the Bash's pregens?


Beginner Box

Scarab Sages

I have several events in my area and will likely be running multiple sessions myself.

What is the difference (except that the Box's pregens are way weaker) between using the Box's pregens and the Standard Pregens for PFS at 1st level?

I am only asking becuase I will likely have a table at 5, 6, or 7 players... and I want to make sure that as many people as possible can play.

Should I roll up some pregens using the 15-point ability score cost and have their descriptions and abilities <i>reduced</i> (see posts in other threads for examples of the things they left off of the Box's pregens like Attacks of Opportunity and Armor Class modifiers to skills) like it has been for the Box's Pregens?

Lantern Lodge

Hi DarthGoob,

I'm running some Beginner Box Bash! this weekend myself.

I'd recommend you use the Beginner Box Bash! pregens, not PFS pregens, for the following reasons:

The purpose of the Beginner Box Bash! is to highlight the Beginner Box characters and rules. Everything a player needs is on his character sheet, including feat and spell descriptions, and the layout of the character sheets really help new players understand the game better. If you use PFS pregens, then you're really not demo-ing an important aspect of the Beginner Box for new players - it's ease of use.

I wouldn't worry about two players using the same pregen. Just give them different names, and they could be twin brothers or sisters. Players are going to make their own choices during the game anyway, and the character becomes their own.

However, if you want to demonstrate the Beginner Box further, and you have the time before your first session, download and print out some blank character sheets, and also the Beginner Box Player Pack. As the Player Pack suggests, allow a Fighter character to swap out his feats, or a Cleric character to change her god to Erastil, or let a player create a Barbarian! This should give you more than enough variety for a six-player table.

I hope you have fun at the Bash! this weekend. It looks like a lot of fun :-)

Cheers,
--
Stephen (DarkWhite)
Pathfinder Society 4-Star GM
Venture-Captain, Australia


Pathfinder Roleplaying Game Charter Superscriber

BB pregens I would think as that is the event. Why not printout additional BB pregens?

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

As far as I am aware, it is the Beginner Box Pre Gens only, PFS Pregen not made to "Teach" new players the rules so that kind of goes against the whole idea of the event.

I would suggest you just have players play the same Pre gen if you have more then 4 players.

Scarab Sages

Dragnmoon wrote:

As far as I am aware, it is the Beginner Box Pre Gens only, PFS Pregen not made to "Teach" new players the rules so that kind of goes against the whole idea of the event.

I would suggest you just have players play the same Pre gen if you have more then 4 players.

The Player's Pack and the option to just switch out feats and skill points makes it a faster "re-do" than I thought (especially with all of the rules that are removed from this version).

Thanks everyone!

Sczarni RPG Superstar 2014 Top 16

adventure text wrote:
Players are encouraged to use the provided pregenerated characters, but may create their own 1st-level player characters if time permits at your event.

I read that as allowing 1st-level Beginner Box characters.

I went ahead and created two more to allow a table of six with no repeats. Here's what I came up with:

Amiri:
Amiri, Human Barbarian

Alignment CG
Gender Female
Race Human
Class Barbarian
XP 0
Level 1

Ability Scores:
STR 17 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 8 (-1)

Racial Traits:
Speed 40ft (8 squares)
Bonus Feat
Bonus Skill Ranks

Skills:
Acrobatics 1 rank, total +5
Bluff total -1
Climb 1 rank, total +7*
Diplomacy -1
Heal -1
Knowledge (Nature) 1 rank, total +4
Perception 1 rank, total +5
Ride total +1
Sense Motive total +1
Stealth total +1
Swim 1 rank, total +7*

Proficiencies:
Shields, Light armor, Medium armor, Simple weapons, Martial weapons

Class Features:
Hit Points 17*
Fortitude +4*
Reflex +1
Will +1*
RAGE (4 + CON rounds per day):
+2 bonus on melee attacks, melee damage, damage with thrown weapons, skill checks using STR, and Strength checks
+2 Fortitude and Will saves
-2 AC
+2 Hit Points
Can't use Bluff, Diplomacy, Disable Device, Knowledge, or do anything requiring patience or concentration
After raging, you are fatigued for twice as long as you were raging

Weapons and Attacks:
Initiative +1
Melee +4*
Ranged +2
Greatsword: attack +4, damage 2d6+4, crit 19-20x2
Throwing Axe: attack +2, damage 1d6+3, crate 20x2, range 10ft, ammunition 2

Greatsword stats while raging: Attack +6, damage 2d6+6
while Power Attacking: Attack +3, damage 2d6+7
while Power Attacking *AND* Raging: Attack +5, damage 2d6+9

Armor and Armor Class:
Studded Leather +3, DEX +1
Total 14 (12 when raging)

Feats:
Power Attack
Toughness

Equipment:
Greatsword
Studded Leather armor
Throwing Axes x2
Flint and Steel
Rope
Adventurer's kit (backpack, bedroll, belt pouch, sack, clothes, torches x10, trail rations x5, waterskin)
5gp

* indicates that you gain +2 to this roll when raging

Harsk:
Harsk the Archer

Alignment LN
Gender Male
Race Dwarf
Class Fighter
XP 0
Level 1

Ability Scores:
STR 12 (+1)
DEX 16 (+3)
CON 15 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 6 (-2)

Racial Traits:
Speed 20ft (4 squares)
Darkvision 60ft
Hatred: +1 attack vs. Orcs and Goblins
Hardy: +2 saves vs. Poison and Spells
Weapon Familiarity: Battleaxes and Warhammers

Skills:
Acrobatics +3
Bluff -2
Climb +1
Diplomacy -2
Heal +2
Knowledge (Dungeoneering) 1 rank, total +4
Perception 1 rank, total +3
Ride +3
Sense Motive +2
Stealth +3
Swim +1

Proficiencies:
Shields, Light Armor, Medium Armor, Heavy Armor, Simple Weapons, Martial Weapons

Class Features:
Hit Points: 12
Fortitude +4
Reflex +3
Will +2
Bonus Combat Feat (option from Player Pack instead of Weapon Focus)

Weapons and Attacks:
Initiative +3
Melee +2
Ranged +4
Heavy Crossbow: attack +4, damage 1d10, critical 19-20x2, range 80ft, ammunition 40 (move action to reload)
Greataxe: attack +2, damage 1d12+1, critical 20x2

Armor and Armor Class:
Scale Mail +5, DEX +3
Total 18

Feats:
Rapid Reload (Heavy Crossbow)
Precise Shot

Equipment:
Heavy Crossbow
Greataxe
Scale Mail
Alchemist's Fire
Flint and Steel
Adventurer's kit (backpack, bedroll, belt pouch, sack, clothes, torches x10, trail rations x5, waterskin)
25GP

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