Please help create my party - for totally new players. They gave character ideals...


Advice

Lantern Lodge

I'm running a game for 5 cousins of mine.
To get them interested, I told them to pass me each an ideal of what "fantasy character" they would like to role play as and I would piece together their characters for them.
They are TOTALLY NEW. (aka never played a drop of table top RPG before.) But they do love a good story and board games.
However, making 5, lv 3 characters is harder then I thought, and I would appreciate some help here!

25 point buy
2 traits
+2 extra skill points per level. (To give more skills to use.)
Add any extra feats, Alternative Racial rules, weapon proficiency as needed for story and flavor reasons. (The game is for fun.)
SWAP any stats bonus for another an needed. Example, Arwen is getting a +2 to Cha in place of a +2 to Dex/Int, to fit the ideal of Arwen more.

The 5 character ideals are:
(A number wanted lord of the rings characters.)

1) Arwen, from lord of the rings.
As a Elf Oracle of Time. (Lesbian lover of the Dwarf.)
Played by the Half-Orc player's sister. She's a nurse in real-life.
She picked Time Hop and Rewind Time as her Revelations. But I thinking of throwing in Knowledge of the Ages as a bonus to fit the Arwen ideal.

2) Aragorn, from lord of the rings.
As a Half-Elf, 2hd Ranger
Played by the youngest of cousins. Going to be related to both the Arwen character and the Half-Orc. (The 3 are brother and sisters in real life.)

3) Legolas, again from lord of the rings.
As a Elf, Archer (Fighter - Archer Archetype)
Played by the oldest of the 5 players. Wanted a high DPR Legolas, "somethings that can pin-cushion anything". I suggested Archer archetype due to already having a Ranger in party.

4) Female Half-Orc, Sorceress, Infernal Bloodline
This cousin of mine, wants a "evil" character. Only evil character in party. LE. She also took the longest to settle on a character... (Power gamer...)

5) Female Dwarf, Alchemist (Grenadier archetype.)/or maybe rogue.
Lesbian lover of the Arwen character. (Don't ask, my cousins are kinda crazy.)
She wants to play a Dwarf and a "sneaky" class. Was going to suggest Rogue, but I realize that rogue's sneak attack can be hard for Totally New players. So I suggested a "bomber" Alchemist, who can throw bombs to her heart contend, while still having a lot of options for RP.
Will likely swap +2 Wis for +2 Dex/Int.

I will be writing up their character sheets and copy and pasting "class/race, powers, feats, spells descriptions" on to a couple of pages, printing them out as an easy reference for each of them.

I need stats spreads, item, powers, spells... and all the stuff that makes a Pathfinder game run.
Please help!


Aragorn would do good with the Skirmisher archetype. I find this easier to use than the regular ranger, because you don't get spells to prepare. The bond would have to be between friends. It's just so much better unless you want to spend a feat on Boon Companion. Remember that Half-elves can replace skill focus with exotic weapon proficiency. sawtooth blades or wakizashis ftw. Or if he wants, I believe Big Game Hunter is mixable with Skirmisher. Free exotic weapon proficiency to firearms makes a great switch-hitter.

Arwen... never saw her as an oracle of time, but sure. She'll most probably be battlefield control. Tell the player that she needs to plan what role she wants to play and stick to it. Character design decisions affect oracles a lot.

For Legolas, I believe the highest DPR archers are fighters and zen archers. I believe there's an elf feat to add int bonus to arrow damage. A level of Dawnflower Dervish Bard might work too, giving him Dervish Dance without prerequisites.

For the Sorc, please tell her to sculpt the character's code of honor REALLY well. I think this is the easiest way to keep a Lawful Evil character in the game. Also tell her that evil can mean selfish, rather than stereotypical evil. She's going to be the party face for sure. If she wants to be a really good enchanter, crossblooded with Fey is excellent. Sylvan if you want an Animal Companion. Get Boon Companion to boost this up.

For the dwarf, let her decide on what she wants to do. Grenadiers are a lot better in battle, while Rogues are better off-battle. To make a battle-rogue, Scout/Thug is a great option. Charge to sneak at lv4. 10 foot move to sneak at lv8. All while sickening. If she decides to go Alchemist, I am quite a fan of the Grenadier (Other than Beastmorph Vivisectionist). The ability to add alchemical items to weapons is wicked for level 1. Martial weapon proficiency to composite longbow with the help of monetary traits like Rich Parents or the one form Legacy of Fire or maybe even something like a Ranseur so you could help Aragorn at melee, add a Tanglefoot bag. and poof. instant control.

Lantern Lodge

The Skirmisher is a good choice. Thanks!
I was wondering what to do if they decide to continue pass this 1 game and reach level 4. The ranger spells, don't quite fit the "Aragon" ideal.

Picked Oracle of Time for Arwen, after realizing that in the movie she was able to see the future and predict the son she is to have with Aragon. The whole "warrior princess" look she had at the river was not even in the books, so a more "lady-princess" look was selected. Going to maker her a support build, sort of a battlefield healer, buffer and secondary fighter.

To make her a secondary fighter, I thinking of house ruling that all elves uses Dex to hit. Damage is still based on Str. This will allow Arwen and Legolas to fight, without me having to spread their points thin.
(Basically a bonus feat for the elves.)

Btw, I can't seem to find the feat to add int bonus to arrow damage. Can you show me the link for it?

For Legolas, I'm thinking of giving him survival via a trait, Elven Accuracy feat and the Light Step feat. Light Step is part of a feat tree, but Legolas was clearly walking on snow in the movie and I don't think Light Step is overpowered. What do you think?

Trying to avoid crossblooded, as it means more paper work, but thanks again for reminding me to tell her to have a code of honor. Sometimes, I just think evil = anything goes. Being selfish, would be a great way for her to RP without breaking the party.

Finally on the Dwarf, I'm thinking of giving her certain Rogue abilities like Disable Device and Trapfinding, while taking out the alchemist +4 to str/Dex/Con ability.
Sort of making her a Alchemist/Rogue hybrid. Or a Rogue with no sneak attacks but have the ability to throw bombs... again is this doable?


The rogue bomb thing would be houseruled, But I don't see it as game breaking. You have the vivisectionist. Just don't forget to make a rogue talent called: Alchemist Bomb Discovery.

I found the feat. It's called Focused Shot. Apparently it's a bad feat that only applies to single shots, must be 30 feet away, and is considered precision damage.


One thing to keep in mind when adapting characters from movies and novels is the characters in the movies and novels are usually pretty high level. Characters from the Lord of the Rings in particular.

For the Legolas character I would go Zen Archer for a couple of reasons. He may be an archer but he is going to get into melee combat so will need a decent AC. The only way to get this with a fighter is with armor which Legolas did not wear. The monk also gets a decent amount of skills which is something Legolas had. The bonus feats also ignore prerequit

I would also suggest bumping the level to 6th as that is when most classes start to get the cool abilities.


the problem with bumping to level 6= They're all new.

Dark Archive

One thing I would suggest is to not give them a bunch of extra stuff at level 1. If you give everybody extra feats and revelations and skill points, the point where the players grow into their characters is lessened. It will be more complicated for them, and the impact won't be as large when they are able to level up and get their new abilities.

I'll start posting ideas for builds with the Time Oracle, but I hope you take my initial suggestion to heart. Leveling up isn't nearly as much fun if you're already super-powerful.


Squawk Featherbeak wrote:
the problem with bumping to level 6= They're all new.

That may be an avantage. It will give a chance to see why to keep playing.


Here is my build for Legolas at 6th Level

LEGOLAS CR 5
Male Elf Monk (Zen Archer) 6
LG Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +15
--------------------
DEFENSE
--------------------
AC 22, touch 19, flat-footed 19 (+2 armor, +3 Dex, +1 natural, +1 deflection)
hp 39 (6d8)
Fort +6, Ref +9, Will +10
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Unarmed Strike +6 (1d8+2/20/x2)
Ranged +1 Longbow, Composite (Str +2) +9 (1d8+10/20/x3)
Special Attacks Flurry of Blows +9/+9/+9/+5, Ki Strike, Magic, Zen Archery
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 10, Int 10, Wis 19, Cha 8
Base Atk +4; CMB +6; CMD 25
Feats Acrobatic Steps, Deadly Aim -2/+4, Elven Weapon Proficiencies, Improved Precise Shot, Improved Unarmed Strike, Light Step, Monk Weapon Proficiencies, Nimble Moves, Perfect Strike (2d20) (6/day), Point Blank Master: Longbow, Composite, Point Blank Shot, Precise Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Poverty-Stricken, Reactionary
Skills Acrobatics +12, Climb +8, Escape Artist +9, Knowledge (History) +6, Perception +15, Sense Motive +10, Stealth +12, Survival +11, Swim +8 Modifiers Silent Hunter
Languages Common, Elven
SQ AC Bonus +5, Fast Movement (+20'), High Jump (+6) (Ex), Ki Archery (Su), Ki Arrows (Su), Ki Defense (Su), Ki Pool (Su), Slow Fall 30' (Ex), Unarmed Strike (1d8)
Combat Gear +1 Longbow, Composite (Str +2); Other Gear Amulet of Natural Armor +1, Bracers of Armor, +2, Cloak of Resistance, +1, Efficient Quive, Handy Haversack, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/7
Perfect Strike (2d20) (6/day) - 0/6
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+6) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Light Step You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Perfect Strike (2d20) (6/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


A few little suggestions- do NOT let her play evil, this could be bad for newbies, lead to stealing from the party, pvp, and outrageous stuff like random killing torture of NPCs and stuff.

A rogue is WAY more simple than a alchemist what with the indirect damage, spellcasting, discoveries and what happens when a bomb misses. By comparison, SA is nothing. Just go rogue.

Start them at level 1 or 2 no higher. You can give them all Toughness as a bonus feat without breaking anything.

Dark Archive

Here is both a level 1 (which I would suggest for new players) and a level 3 build for an Elf Oracle of Time. Since they get proficiency with the shortbow and longbow, that's something to take advantage of.

Elf Oracle of Time 1:

Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 15

Feats Point-Blank Shot

Revelations Rewind Time

Curse Tongues

105gp average to start

25gp studded leather
30gp shortbow <-- upgraded to a longbow at the earliest convenience
15gp longsword

She can ranged attack at +4 (1d8/x3), +5 and 1d8+1 when close, and can still fight in melee adequately. She has more than enough charisma to cast buffs on herself and others, and her rewind time revelation is great for that missed shot.

The level 3 version:

Elf Oracle of Time 3:

Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 15

Feats Point-Blank Shot, Precise Shot

Revelations Rewind Time, Momentary Glimpse or Time Hop or Time Flicker or Knowledge of the Ages

with 3000gp

1,250gp +1 chain shirt
500gp masterwork longbow (Str +1)
750gp wand of cure light wounds
365gp masterwork longsword

At level 4 she can put a point into charisma to grab a 16, which is perfectly fine for an oracle of time, as they don't spend a lot of time casting on enemies anyway. She's got something to do every round whether it's healing/buffing, closing to melee (probably to flank with someone) or firing at spellcasters.

Once again I'd caution against making them too powerful too soon. There's a reason characters are supposed to be a little weak at level 1, and it's so you can have that growing process. If you give them too many powers and too many feats, one, they won't really know how to use them all, and two, they won't have that basis of feeling mortal in their early levels.

Dark Archive

Here's an Aragorn in traditional switch-hitter (thanks Treantmonk) style.

Human Ranger 1:

Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10

Feats Power Attack, Quick-Draw

Favoured Enemy Orcs or Animals or Humans

175gp to start

50gp greatsword
8gp morningstar
50gp scale mail
30gp shortbow <- upgraded to a composite longbow at level 2

Almost full melee, but with quick-draw he can start off firing his bow, and then put it away to quick-draw his sword when he gets into melee.

At level 3

Human Ranger 3:

Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10

Feats Deadly Aim, Power Attack, Rapid Shot, Quick-Draw

Favoured Enemy Orcs or Animals or Humans

3000gp

350gp masterwork greatsword
800gp masterwork composite longbow (Str +4)
1450gp +1 breastplate

His combat style is the ranged one, but most of his other feats from here on out will be devoted to melee. He doesn't need precise shot because when everyone is closed to melee he should be in the thick of it. This is a very powerful character, and versatile. Good AC, enough wisdom to cast his ranger spells, 7 skill points per level (no need to buff that honestly), and a really hard hit (typical attack routine is greatsword power attack +7 [2d6+9/19-20]).

Dark Archive

Here's a Legolas Archer build. I would actually say no to the Archer archetype because it gives up a lot of great fighter abilities for not-so-great trick shooting. What I would do is give him the weaponmaster archetype, so that he can be totally devoted to his bow.

Elf Fighter (Weaponmaster) 1:

Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 10

Feats Point-Blank Shot, Precise Shot or Rapid Shot (Picking up the other at level 2)

175gp

75gp Longbow (going composite as soon as he has the dough)
15gp Longsword
25gp Studded Leather
15gp Buckler

He won't have a lot of damage at this point, but he'll be hitting at +5 accurately. He'll take off very fast and start doing a ton of damage very soon.

Elf Fighter (Weaponmaster) 3:

Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 10

Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot

Weapon Training Longbow +1 to attack and damage

3000gp

600gp masterwork composite longbow (Str +2)
315gp masterwork longsword
1,250gp +1 chain shirt
165gp masterwork buckler

At this point he's sitting very pretty. His attack routine is +6/+6 (1d8+5/x3), (+7/+7 [1d8+6/x3] when in point-blank range) and it'll only get better. Pick up weapon focus at level 4 and weapon specialization at level 5, manyshot at level 6 and he will definitely be making pincushions.


First off, I recomend staying at lv 3 for the start, you get enough abilities there to start, 6 is too much to take in at once.

Aragorn can be a switch hitter strait from treantmonk's guide.

I concur that Evil is not good(har har) for new players. Too much disruptive outrageous behavior.


It does seem painful to lose all those skills that Legolas would seem to have. Acrobatics, Stealth, and what-not.

If I were running a Legolas, I'd be tempted to run the Zen Archer route, too, if Ranger were off the table.

Dark Archive

Um, some spell suggestions for an Oracle, and then I'll look at an Infernal Sorcerer.

1st - Bless, Comprehend Languages, Divine Favour, Protection from Evil, Sanctuary, Shield of Faith

2nd - Aid, Calm Emotions, Hold Person, Lesser Restoration, Weapon of Awe

Next an attempt at an "evil" sorcerer. Although make sure you put limits on her behaviour such as "must have an in-character reason to help and stay with the group", and "must not run around killing everyone".

Half-Orc Infernal Sorcerer 1:

I wasn't sure whether the player wants a blasty caster or a controlly caster, but Infernal naturally leans towards the latter, so that's what I went with.

Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 19

Feats Spell Focus: Enchantment

Spells Known 1st - Charm Person, Grease 0 - Acid Splash, Detect Magic, Message, Prestidigitation

70gp average

35gp light crossbow
2gp dagger
25gp scroll of mage armour

He has a DC 18 charm person, which is still a DC 13 in combat. Make friends, make them kill each other! Actually, that does sound pretty evil.

Half-Orc Sorcerer 3:

Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 19

Feats Spell Focus: Enchantment, Toughness

Spells Known 1st - Charm Person, Grease, Magic Missile, Protection from Good
0 - Acid Splash, Detect Magic, Mage Hand, Message, Prestidigitation

It's too bad about protection from good, but the rest of the bloodline spells will be excellent. Magic Missile hits a sweet spot at level 3, which means it's a good time to take it. Grease and Charm Person remain excellent options. Toughness was so the player doesn't feel so squishy, but if he wants higher DCs, grab another Spell Focus, or Greater Spell Focus: Enchantment.

Dark Archive

Eben, I think just being an elf and having a high dexterity would give him access to a lot of those skills naturally. Wearing a mithral chain shirt with a 22 dexterity gives him an innate +6 to acrobatics and stealth, which is very high compared with the average person.

For disable device on the alchemist, they get it as a class skill so no worries. If you want them to be even better at it, the Crypt Breaker archetype gives him roguish trapfinding and some talents while sapping his mutagen and making his bombs better at killing undead and constructs. Excellent in an undead-heavy game, and the alchemist still has access to his great extract list.


Secane wrote:
... I told them to pass me each an ideal of what .....

The correct word is 'idea' not ideal.

Sorry, pet peeve of mine.


Fair enough. The only issue would be at that point that the Aragorn character has a higher potential for stealth than Legolas.

Like I said... if it were me that's what I'd do, but the OP has some ideas already that may work well for his group.


I also tend to enjoy finding interesting ways to interpret my concept.

Dark Archive

Here's a Dwarf Cryptbreaker Alchemist, with the racial wisdom into int instead, as you said.

Dwarf Cryptbreaker 1:

Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 8

Feats Point-Blank Shot, Throw Anything

Extracts known Bomber's Eye, Cure Light Wounds, Expeditious Retreat, Reduce Person, Shield, Targeted Bomb Admixture, True Strike

105gp

25gp studded leather
35gp light crossbow
5gp longspear
8gp morningstar
25gp alchemist's kit

He's gonna be a little weak in combat at first, but he'll be able to true strike himself a few times a day to hit with his bombs, and he'll have all the trapfinding of a rogue. He's got balanced stats because alchemists don't need a ton of intellect, but they need a bit of wisdom to balance out their poor will save. Light crossbow is for when he's out of bombs or out of range, and it's all just such a cool weapon for a tombraider. The morningstar is for the inevitable skeletons.

Dwarf Cryptbreaker 3:

Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 8

Feats Point-Blank Shot, Precise Shot, Throw Anything

Discoveries Mutagen <- because +4 to dexterity and +2 to natural armour is a good thing for a bomb-thrower

3000gp

335gp masterwork light crossbow
1,100gp mithral chain shirt
165gp masterwork buckler
5gp longspear
25gp alchemist's kit
100gp masterwork thieves tools
1,000gp +1 cloak of resistance

Point-Blank and Precise Shot mean his bombs are accurate and good. Mutagen gives him a +4 to dexterity, so AC and more accuracy. The crossbow remains a good backup, and the cloak covers his poor will save.

EDIT: Derp, forgot magic items for the level 3 sorcerer. Well, standard stuff, like scrolls of one-off spells and a cloak of resistance. If you want to go crazy, give her a mithral buckler for +1 to AC with no arcane spell failure chance.

Silver Crusade

Everyone reading this beforehand should also help a bit with total newbies.

The Exchange

First off: congrats and thanks for helping new players take an interest. However, I feel like you're not doing your cousins any favors in the long run with all these "softball" advantages (high point-buy, spare skill points, etc.). Once they get around to making their own PF characters, they're bound to notice that their new characters are super weak compared to the ones you rolled up. Just a heads-up.

On to individual recommendations:
1) Elf oracle of time: I don't have UM, so I don't know this particular mystery. Sounds like she picked it out herself, so fire away - although ordinarily I'd recommend sticking to basic rules so the new player only has to look through 5-6 pages without switching books...

2) Half-elf ranger: Sounds straightforward. If you start below 4th level, he doesn't have to bother with spellcasting until later (leaving it to the players who chose spellcasters.)

3) Elf fighter: Building 2 totally different rangers would show the players how flexible PF classes can be, but I have no beef with the archer. Be sure to throw in some of the neat ranged-attack feats (with a fighter, DPR almost takes care of itself.)

4) Half-orc sorceress: As long as your cousin understands the obligations of playing the "token evil party member" this build should do fine. Pick spells that are either very straightforward (such as burning hands) or allow lots of customization without the need to refer to the rules much (such as disguise self.)

5) Dwarf alchemist: I second the notion that a rogue would be easier to grasp (there are a lot of alchemy rules to read...) Knowing how to qualify for sneak attack can actually come pretty quickly for a new player - especially if you make it a point to build toward Improved Feint.

Although I was harsh toward the idea of using high-level characters in their very first session, that doesn't mean you shouldn't let them advance fairly quickly. If they start at 1st you shouldn't feel bad about advancing them to 2nd after only two battles, for instance: by then they should have some idea what they're doing, and you can always slow to a more traditional pace later...

Lantern Lodge

THANK YOU!
Thanks everyone for all this info!

Mysterious Stranger you put a good case for Zen Archer. I would ask him if he wants to change.

Mergy, THANK YOU. I ask for help and you gave me all 5 builds! You can't believe the time you just saved me. (The game is pushed to this Saturday. I have NO TIME to make the characters.)

Maxximilius, thanks for the link! I'm forwarding it to everyone to read before the game. :)

On "over-powering" their characters - 2 of my cousins are leaving for oversea studies next month. This is just for us to have some fun, it most likely won't move pass this one game. Hence the pumped up characters.

However, this would give them a taste of Pathfinder as a means of telling a good story, which could lead to more adventures in the future.

Thanks again.

PS, Mergy, I was thinking of making Arwen, the Orcale of time a "beautiful elf princess" stereotype. Is it possible to lower her Dex to 15 and up her Charisma to 18?

Dark Archive

Not a problem, I actually really like making characters.

If you want to change her stats that's fine, but always be aware of the mechanical implications. Beauty can be a combination of any of the stats to be honest, although charisma is the only one mentioned in the CRB. Dexterity would make her graceful, and the charisma would show that she's got presence. The stats as are favour archery with spellcasting to buff herself and allies. If here charisma is higher you'll get higher spell DCs, but the cleric/oracle list tends to not be very offensive, so she may find that it doesn't do her a great deal of good until she gets to higher levels. Of course, hold person is an exception, and she could definitely get away with an 18 charisma if she made good use of that spell.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Please help create my party - for totally new players. They gave character ideals... All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice