Trying to verify if my character is Society Legal.


Pathfinder Society

Liberty's Edge 5/5

I have to apologize as I have just recently started playing both D&D as well as Pathfinder. This past Thursday, I created my first society character but am not sure if it is completely legal. The DM of the group I was playing with was not completely sure either. I have the character registered but I am not sure what information is required. Any assistance anyone can be will be greatly appreciated. Thank you in advance for your time.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Download the PFS Character Creation Guide from this site along with the Campaign Guidelnes. All your answers young one, will be within those two mighty tomes. You'll find them both within the Pathfinder Society section.

Sczarni 5/5 Venture-Lieutenant, Washington—Pullman aka Coraith

Well you should probably list out your character here if you are going to ask for help verifying it with other peoples assistance.

Before that though you should check the additional resources to check if its major components are legal.

http://paizo.com/pathfinderSociety/about/additionalResources

5/5 ⦵⦵⦵

STR: 10 DEX: 16 CON: 12 INT: 12 WIS: 16 CHA: 10

Your point buy is legit.

Your deity is within one step of you (not that that really matters for druids)

Your age is too young. Your elf is still currently in grade school :) . The age for an elf in pathfinder is

Elf 110 years +10d6 for a trained class like a druid.

You have one additional language to learn because you are smrt. choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc,
and Sylvan.

I would highly recommend sylvan because its the language of woodland critters and well.. druid.

You also know druidic as a free bonus language.

To see if the rest of your character is legal, I'd need to see the skills, feats, and traits added. Put them up when you get the chance, I have no life.

Sczarni 5/5 Venture-Lieutenant, Washington—Pullman aka Coraith

BigNorseWolf wrote:

Put them up when you get the chance, I have no life.

I need a paladin to smite undead will pay 5 Internet Points. GO GO!

Liberty's Edge 5/5

BigNorseWolf wrote:

STR: 10 DEX: 16 CON: 12 INT: 12 WIS: 16 CHA: 10

Your point buy is legit.

Your deity is within one step of you (not that that really matters for druids)

Your age is too young. Your elf is still currently in grade school :) . The age for an elf in pathfinder is

Elf 110 years +10d6 for a trained class like a druid.

You have one additional language to learn because you are smrt. choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc,
and Sylvan.

I would highly recommend sylvan because its the language of woodland critters and well.. druid.

You also know druidic as a free bonus language.

To see if the rest of your character is legal, I'd need to see the skills, feats, and traits added. Put them up when you get the chance, I have no life.

Thanks to all for the assistance to this point. I have downloaded the files that were mentioned and will have to review them later.

Age will be adjusted. By 110 years +10d6, should I use 110 as the base and roll a d6 and add 10 to the result. Sorry if it sounds like a stupid question as the last time I played any thing like this was about 22 years ago.

I did add both the Sylvan and Drudic languages on paper and will add to the registered character on here once I have everything straightened out on my physical sheet.

Skills - The only skills I have are the racial skills indicated in the Core Rulebook.

Feats - Animal Affinity

Traits - This is the one where there were questions on legality. The feats I chose were Finding Haleen and Dilettante Artist.

All the other abilities and weapons skills come from the Core Rulebook for the Elf Race and Druid class.

Thanks again for all your help on this.

Shadow Lodge

Xanster wrote:
BigNorseWolf wrote:


Age will be adjusted. By 110 years +10d6, should I use 110 as the base and roll a d6 and add 10 to the result. Sorry if it sounds like a stupid question as the last time I played any thing like this was about 22 years ago.

I did add both the Sylvan and Drudic languages on paper and will add to the registered character on here once I have everything straightened out on my physical sheet.

Skills - The only skills I have are the racial skills indicated in the Core Rulebook.

Feats - Animal Affinity

Traits - This is the one where there were questions on legality. The feats I chose were Finding Haleen and Dilettante Artist.

All the other abilities and weapons skills come from the Core Rulebook for the Elf Race and Druid class.

Thanks again for all your help on this.

You would roll 10 dice, or just choose a number after that.

You get skills from your class, intelligence, and potentially favored class, where you get +1 hit point or skill point.

Scarab Sages

+10d6 means that you would roll ten six-sided dice, and add the result to 110. ... Or you are allowed to just choose a number between 10 and 60 and add that to 110. As along as you fall in that range, you're legal.

Also, you get a number of skill points to add to any skills you like, based on the class you're playing, a bonus from your intelligence, and you may qualify for an additional skill p point based on what your favored class is.

[Edit: darn it! Ninja'd by THE ninja! Damnable aliens!]


BigNorseWolf wrote:


Your deity is within one step of you (not that that really matters for druids)

Just a small clarification here: Characters who worship a deity do have to be within one alignment step of their deity, regardless of their class. From the Guide to Pathfinder Society Organized Play, page 7, under Religion:

"Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity."

Characters can be atheists and not worship any deity, as long as they are not a Cleric.

To the OP:

For age, the +10d6 means you roll 10 d6s, add them together, then add that total to 110. So the range for an elf's age would be 120-170 years.

The way that skills work (the long version) is that you get a number of skill points per level based on your class. For Druids, it is 4. You always add your Intelligence modifier (in this case, +1 -- but just for reference, if you have a low Intelligence, you would get less skill points.) So you get 5 skill points per level. You can also get an extra skill point if Druid is your favored class and you decide to take +1 skill point as your favored class bonus. Every character gets 1 favored class, and every time they level, they can pick either +1 skill point or +1 HP so long as they take a level in their favored class (there are also alternate favored class bonuses you can pick based on your class and race combination, but the +1 HP or skill point is available to everyone.)

You can assign your skill points however you wish. Your class skills, which are listed under your class description, just give you a +3 bonus in that skill as long as you have at least 1 rank in that skill. You also always add the affiliated stat modifier to your final skill total.

So, for example. As a Druid, some important/common skills would be Handle Animal, Knowledge Nature, Survival, Perception, and Heal. At level 1, you have 5 skill points (4 from being a Druid, +1 for having 12 Int) so you put 1 rank into each of those skills. Since they are all class skills, you automatically get a +3 bonus. Then add the appropriate stat modifier to each. Respectively, they are Charisma, Intelligence, Wisdom, Wisdom, Wisdom, so you would get +0, +1, +3, +3, +3 from your stat modifiers. So your final totals would be +4, +5, +7, +7, +7. When you need to make a skill check, you roll a d20 and add your total in that skill to whatever you roll. So, if you are making a Perception check and you roll a 10, your total would be 17.

An important note is that you can't have more ranks in a skill than you have levels. So at level 1, you can't put all of your skill points into one skill.


As far as the traits go, I am not sure about Finding Haleen. It is from the Legacy of Fire Player's Guide, and the Pathfinder Society Additional Resources Page says that all traits on pages 7-9 from that book are legal. So, assuming the trait is within those pages, it seems legal. (in which case it's kinda broken; +1 HP and skill point on top of your normal choice when you gain a level in your favored class? Pretty nice.) But I don't own the book, so I can't look to be sure.

Animal Affinity and Dilettante Artist are definitely legal, though. Animal Affinity would give you another +2 bonus on your Handle Animal skill above what I had calculated in my previous post (and a +2 on Ride skill checks, as well.)

5/5 ⦵⦵⦵

Quote:
Age will be adjusted. By 110 years +10d6, should I use 110 as the base and roll a d6 and add 10 to the result. Sorry if it sounds like a stupid question as the last time I played any thing like this was about 22 years ago.

you roll 10 six sided dice and add 110 to the result, or you can pick a number between 116 and 170. (technically you could be older by society rules but your stats wouldn't move anywhere and they're reviewing how they want to do that, so its usually best just to assume you're at the normal starting age for an adventurer)

Quote:
Skills - The only skills I have are the racial skills indicated in the Core Rulebook.

You gain 4 skill points (from being a druid) and 1 skill point for being smart for a total of 5. You'll gain the same amount every time you level as a druid. You also get a favored class bonus, and can select either one hit point or one skill point.

You can only have as many ranks as you have levels, so this part is easy. You pick 5 skills and they get one rank each. I would suggest

Perception, Handle Animal,Diplomacy, Survival, Knowledge Nature

Perception has a +9 [+1 (for 1 rank), +2 for being an elf, +3 from your 16 wisdom score, +3 because it is a class skill for druids and you have a rank in it.] Thats almost as high as you can expect a skill to be at first level.

Handle Animal has a +6. I am assuming that you took an animal companion, and will have a +10 with him [ +1 (for 1 rank), +2 from your animal affinity feat, +0 from your charisma of 10, and +3 for it being a trained skill for druids that you have a rank in, and +4 ONLY with your animal companion)

This means you can't miss telling him to do a trick he knows unless he's injured.

Diplomacy has a +5 [+1 (for 1 rank), + 1 from the dilettante artist trait, +0 from your charisma of 10, No thats not NORMALLY a trained skill for druids, but because of your trait its a class skill for you and you get an additional +3 as if it were one of your class skills]

Survival +9 [+1 (for 1 rank),+3 from your 16 wisdom score, +3 because it is a class skill for druids and you have a rank in it, and +2 from your druid's nature sense] You're not daniel boon yet but you're getting there.

Knowledge nature 7 [+1 (for 1 rank), +2 for being a druid (nature sense), +1 from your 12 intelligence score, +3 because it is a class skill for druids and you have a rank in it.]

it is midnight, so i would double check my math.

Feats - Animal Affinity

Animal affinity is in the core rule book and fine.

Quote:


Traits - This is the one where there were questions on legality. The feats (traits) I chose were Finding Haleen and Dilettante Artist.

Finding Haleen is a campaign trait, and sadly not legal. No biggie, you'll have to find another one. I would suggest trying to find something that gives you stealth as a class skill.

Under the legacy of fire section it reads

no campaign traits are allowed

For a replacement i recommend

Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

From the apg seems to be legal. There's probably a slightly better trait that gives stealth as a class skill out there somewhere but until then there can beonly one.

Dilettante Artist (Elf) is from Taldor, Echoes of Glory

If you go to Additional Resources you will find

Traits: all traits on pages 13–14 (note that Divine Warrior should read "Your damaging divine spells gain a +1 trait bonus to damage" and Militant Merchant applies to Perception checks and the Perception skill)

So dilettante artist is legal. You should probably indicate which skill is becoming a class skill (and i would highly recommend diplomacy)

Picking traits has become my bane of character creation. They're spread out all over the place. There's a thread in the main area trying to put them all in one place.

Liberty's Edge 5/5

Wow, thank you all again for your responses and help with legalizing my society character. The information provided has been a tremendous help for someone just starting into this game and organized play. I guess I have a bit of updating to do on my character sheet but not as much as I thought. I hope I will get to the point where I can pay it forward and assist others in the future.

Grand Lodge 4/5 Venture-Agent, Nevada—Las Vegas aka kinevon

I would only add two things to the advice previously given, and it isn't character build advice, but advice on making some aspects of your character as smooth in play as possible.

And that advice is to thoroughly read the section in the Druid rules about Animal Companions; and to also thoroughly read the rules for Handle Animal in the Skills section of the rules.

Knowing those rules will help make it easier to play your character, and make life simpler for everyone at the table.

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