
Fraust |

I think a person who only approaches it from one or the other every single time either hasn't been playing very long, or would be pretty boring.
More often than not I begin with stats, as ultimately this isn't an exercise in pure fiction, it's a game. There have been times where an idea comes first though.

williamoak |
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Sometimes I think of a cool concept, and I build around that. Sometimes I see an interesting ability, and I try to build around that. Then I find which stats works best.
I will be among the first to say that concept comes first. I hate games where you have to roll stats first, then build a character around it. I find it stifling.

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I find out what stat array the GM will allow and follow that up by selecting a class (usually after much thought) I can support with that. My next step is to crunch numbers/choose an optimal race, thereby coming to the most favorable stat array to suit that particular class's strong points; I do not cannibalize my own INT score. People that make their characters dain bread should have dry ice dropped in their pants. It is also common for me to plan a character from level 1 all the way to whatever our designated (if any) stopping point will be. Obviously this is subject to change depending on needs that may arise; future party composition, odd varieties of enemies, and other things of that nature. Personality and appearance are always chosen last; these are normally tailored to suit my chosen mechanics. The objective behind each character is to make absolutely certain it will be capable of performing adequately (see: at optimal levels) in multiple fields rather than tunnel visioning one; this is easy to accomplish in the Pathfinder system.

Lord Mhoram |

The most common way I do it is thus:
Think of a class/race/ability or combo I think would be fun.
Think of some basic personality and background that fleshes out the mechanical constructs.
Build most of the character.
When I am doing traits and feat to start with, I really finish the personality and background, and make sure to mechanically support those elements.
That is about how 60% of characters I make are built.
Others are pure concept. I had one that was just "I want to play a werewolf (or something like it)" I still haven't built him yet, as I haven't seen mechanics I really like, but that is concept first.
Sometimes starting with mechanics lend to great characters. When 3.0 first came out, they said "you can play as monsters". So I did, I went extreme and made a half celestial, half gold dragon Paladin. Pure powergaming in design. The character had so much depth - she had the blood of angels and a LG being in her veins - she never made an alignment mistake, was never really tempted in her life (that did come later in her life). So a lot of roleplaying with her trying to understand that other people didn't have the same "firm foundation" she did about stuff.

Buri |

I double team it in my head. I get an idea of class, that springs a concept most likely if I didn't start with one, in which case class is second, as I develop the character mechanically I also let the concept bubble up and often go back and forth tweaking mechanics to match concept and molding the concept so it's supported by the Pathfinder rules and Golarion setting. It's a very evolutionary approach. :)

Tinalles |
It partly depends on what stat selection method the group uses.
If stats are selected using point buy, I generally start with the concept first, because I know I can get the stats to make it work.
If stats are selected by rolling dice, I generally start with the stats and see what I can make out of them.

Cassidius |

I like to find a cool mini, modify it to make it cooler and see if the rules can fit the looks.
I've actually built characters several ways, but when a friend and I were creating our characters for our current game we came up with Cascade's idea. Minis are usually the last part of my character creation, but then finding the right mini, with the right race and equipment is impossible.
One way I really like to do it is to work on a voice first and then build the character out of that. I love a character with a unique accent, and they are always popular around the table. Of course it helps that my job requires a lot of driving so I get a lot of practice and my girlfriend having a speech therapy degree has been pretty helpful.

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The most common way I do it is thus:
Think of a class/race/ability or combo I think would be fun.
Think of some basic personality and background that fleshes out the mechanical constructs.
Build most of the character.
When I am doing traits and feat to start with, I really finish the personality and background, and make sure to mechanically support those elements.
This. Though I sometimes do migrate away from the original race/class/ability (like that time I said "I want to play a paladin, and I want him to be jaded, and be good at reading people, so he needs high sense motive, and I want him to have a fear of the dark... wait, this guy is an inquisitor.")

Ashiel |

My boyfriend and I both play Pathfinder.
My boyfriend builds from stats up, as in their stats come first, then their concept.Now, I'm the opposite, I'm concept first, and I build my stats around my concept.
So, how do you guys build characters?
It varies for me. Sometimes the concept comes first, sometimes the mechanics, more often than not it's a thing that occurs more or less in tandem, but no matter what part I start with the end result is a character (and I'd like to think a well developed character with hopes, dreams, motivations, and people and places they know and love).
Sometimes I see something mechanically that looks really fun and I want to try that. Sometimes I get an idea of a persona I'd like to play around with and then find a mechanical thing to go along with it (one of my great love of the psionics rules comes from this build method because given how fluffable psionics and stuff is, it's very easy to adapt their mechanics to the idea I had originally).
Sometimes it's a shared process. It's rare that I immediately start with a fully developed character from the get-go (I don't tend to copy existing characters from other mediums for example, though I know people who model their PCs after characters from books, movies, or video games), so often it begins with a concept (either narrative or mechanical) and then grows, merging with mechanics and concepts provoking new questions or ideas, which ultimately lead up into the final result.

Humphrey Boggard |

My boyfriend and I both play Pathfinder.
My boyfriend builds from stats up, as in their stats come first, then their concept.Now, I'm the opposite, I'm concept first, and I build my stats around my concept.
So, how do you guys build characters?
I listened to an interview with Jason Buhlman and he does the same thing as you. James Jacobs, apparently, works more like your boyfriend (which is funny because Jason works more on the rules and James works more on the stories). When I'm preparing a new character I listen to a lot of music and find a song or two that speaks to me.
Examples (character's I've recently played/am playing)
Seven Nation Army (White Stripes) and How It Ends (Devotchka) -> Nobu Matsuhisa, human Samurai.
Kiss With a Fist (Florence + the Machine) and I Fought the Law (The Clash) -> Alexander Basilius, human Brawler.
I almost played a Summoner after I heard The Monster (Eminem featuring Rihanna).

Tels |

I create characters whenever something strikes my fancy. Sometimes I'll watch a movie or show and think, "Wonder if that can be built in Pathfinder" and try to do so. Sometimes I'll come across an interesting feat and think, "A whole character can be built around this!" and try to do so.
Many times, though, when I build a character, I have some raw nugget of an idea of what I want the character to be. Like the Wizard I played in Kingmaker until I dropped out was built upon the idea of a 'magical Leonardo Davinci' in that he's a magical inventor. It was partly inspired by all the custom magical items I'd created and kept track of in a journal.
With my Wizard, I had an idea of a character I wanted to play, and picked the feats, stats and skills and traits to make it work. In this way, the rules fit the concept.
The Monk I'm playing in Legacy of Fire came about when scrolling through d20pfsrd.com while watching the first Conan movie. I happened to be reading Monk Archetypes when Subotai mentioned praying to the four winds and saw the Monk of the Four Winds archetype and read it. I really liked the idea of an unarmed guy charging up elemental energy in a fist or kick and unleashing it on someone. So I belt a Monk using the Monk of the Four Winds archetype, just so happened to sort of fit into Legacy of Fire and the 'Templars of the Five Winds' which he now aspires to join. *Bonus* One of the player's mentioned their go (Gorum) was 'strong as a mountain' and I had to respond with, "My god is stronger; he is the everlasting sky and your god lives underneath him."
With my Monk, I had a rules idea that I then built a concept around. I let his backstory and personality be decided by the mechanics of the character. His backstory ended up being built around the campaign trait Finding Haleen, and his personality ended being built around the same trait (that of a younger brother seeking out to rescue and defend his older sister). Events in the campaign also dictated how his personality has been shaped.

Rynjin |

Chalk me up in the "It changes a lot" column.
Sometimes I have a cool concept, and then I'm like "So how do I make this work in-game?"
Other times I'm like "I want a guy who can do X" and then figure up a character to go with it.
Sometimes I come up with a mechanical concept, and then a character concept for a guy that could use those skills...then realize the mechanical concept is kinda bad/really hard to make work/won't come together until like level 15 and then I start fiddling with random stuff until I find something that works.

Domestichauscat |

I ask the other players of the group what they are gonna play. Then I choose a class that we need. Like if we need a healer I'll be a cleric or an oracle for example. If we instead have all our bases covered, I then choose a class that I have not played before.
After the class is decided, I then stat it out with the character sheet. Lastly I make a name and do the backstory.

meatrace |

My boyfriend and I both play Pathfinder.
My boyfriend builds from stats up, as in their stats come first, then their concept.Now, I'm the opposite, I'm concept first, and I build my stats around my concept.
So, how do you guys build characters?
I do both/neither.
I usually keep a mental list of things I want to play (mechanically) as well as cool character concepts/names. Eventually they sort of pair up.
Example: For a story I wrote (never completed) about 5 years back, I created a character named Ariadne who was a timid teenage girl, blessed (or cursed) with the ability to heal the wounds of others. She was sold into slavery by her father, and came to the service of the Autarch as one of his many concubines. Despite living in the sun-blasted desert, she had pale skin and a bald head, which was indicative of the Grey Wasting, a terrible affliction that somehow her healing capabilities keeps at bay.
This season for PFS I promised my group I'd play the healer. I decided on Oracle. Then I remembered Ariadne, and made her a Life Oracle with Wasting curse. Then I looked into Oracles and made her Dual-Cursed and took Fey Foundling for good measure. She's pretty amazing...

Tholomyes |

The way I do it is start with the mechanics, and make a bunch (usually 10+) characters, and give them each a short backstory, personality, and so on. Then I give it a couple days and see which one I feel most excited about playing, both mechanics and RP wise, and from there, I flesh out the backstory more, and save the other characters for potential future games.

Umbranus |

For me it differs very much. Sometimes I have a concept and think about how to make it happen. Sometimes I find a feat combination and ponder which kind of PC it could fit to. Sometimes I realize my current group needs a certain kind of role and I start from there.
Often times I start at one point and while building I shift things around because something doesn't feel quite right and in the end I have a pc that has little in common with the first idea.
I decided I wanted to build a pc that has a similar flair to himself like a crane courtier from legend of the five rings. That is a samurai diplomat.
After thinking about it for a while and half building it some way or the other I ended up with a dex/cha focused archaeologist-geisha 1 / brawler 3 for some static bonuses to hit and damage.
For a long time I wanted to play a pc with the moonlight stalker feat but never found a good way to make it happen. Then, when we did our ACG playtest with level 5 pcs I noticed that the arcane bloodrager could have concealment whenever he raged and by that would qualify for moonlight stalker. All that was left was to generate my stats, choose my feats (mostly taken up by prerequisites) and buy equip and I was good to go.
Edit: One problem I run into at times is that I only build a pc for the level he is supposed to start at and then, some levelups later I realize that I have no clue where to take him or that all the obvious routes look boring.
Sometimes I manage to find a way, sometimes I loose interest in the guy after that point and feel the desire grow to try something else.

Detect Magic |

I compile fantasy artwork. When I want to make a character, I usually comb through my files for inspiration. Using the picture as a guideline, I put together the character's class, feats, and skills, before finally coming up with some sort of background. The most important thing for me is that the character retains my interest. A good image helps keep me focused (else I lose interest and begin working on a new concept).

Scott Williams 16 |

Often, I see a mini or picture somewhere and then build around it.
I choose stats, feats and such to fit the image my imagination provided for it.
Often the image helps me find the personality of the character as well, or at least, find the starting point.
I normal try to let in game events shape my characters, both in mechanics and flavor, it seems to make them "live" more strongly.
I'm also inspired by the crunch. Sometimes I see a combo or chain of feats and make a character that could use them, then put a face to them to breath life into them.

Cap. Darling |
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I most often start with a name. Lester Bonewhite, Ikaros Ilfamion or Duras Rashid Ibin Jabar Ibin Rashid Al Arahdin. Or somthing like that and then i work from there. And since a name is easy to find i often have more concepts than i need. Last time we were to start playing i showed up with 15 different characters. I like to have a simpel background with a strong reason for adventuering. I also mainly decide the motivations of the character and then let the personallity grow from that.

Ciaran Barnes |
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Most often these days I decide on the figure first, get it painted before (sometimes after, then work on the build using the figure to assist my choices. The latest case, however, I decided I wanted to play an mad alchemist, then decided I was playing a dwarf. I have no idea how I came to that decision BTW because I had previously worked out an elven alchemist, but I managed to track down an acceptable figurine, paint it, and use it for one or two sessions before the game ended.
Long story short, I like working on builds, but without a concept beforehand my roleplaying usually comes out flat.

Luthorne |
It varies a fair bit, especially depending on how much information I have about the game I'll be going into. Sometimes I know more or less what I'm getting into in general, especially with an Adventure Path that has a theme, like 'pirates' or somesuch. Other times, the GM just tells you to show up with a level one character and just grins mysteriously when you ask them what the game is actually going to be about.
But yeah...sometimes a race will appeal to me, and I'll try to think about what class would work well with it, what deity they follow if any, what about the deity appeals to them, and spin the rest of it from those kernels, like an android sage bloodline sorcerer whose spells manifest themselves in glowing circuit-like magical constructs that briefly hang in the air, piecing together a backstory about how it just clicked with some part of his artificial brain.
Other times it's a concept for a certain slant on a class, like an Egyptian-themed alchemist who seeks immortality, doing some self-mummification, refers to the energies they infuse their infusions with as 'ka', and tuck the idea away later for an appropriate Egyptian-themed game.
Sometimes I just want to try out a particular class or archetype that appeals to me when I run across it, and hook things into that, like a mad dog barbarian....hmm, dwarves get that bonus for extra rounds of rage, possibly important if being split between the barbarian and his animal companion...and when it comes to dwarves...one can't ignore the facial hair...thus...his animal companion must be a walrus. If he has a walrus as an animal companion, though, he is clearly from the frozen north, but rather than the typical dwarf dwelling in the icy mountains, more of a sea-faring dwarf, and hey, there are some alternate class traits for that...and, of course, his mustache shall be a thing of legend. And then tuck it away for an appropriate game.
And sometimes there's just a particular synergy between two classes due to racial features, class features, favored class bonuses, or a combination of classes that makes me want to ponder how to implement them...like a kobold's favored class bonus for sorcerer, throw in draconic bloodline to have some fun blasting things...then ponder what the combination suggests to me for personality and background that would be fun. Perhaps a kobold tribe that worships a gold dragon who has taken it upon themselves to take advantage of the kobold veneration of dragons to guide them towards righteousness? Definitely going to be a lot more party friendly in most games than a chaotic evil worshiper of Dahak who just wants an excuse to bring more glorious destruction, though that could certainly work for an evil game.
In the end, though, what tends to matter most to me is the creation of a thematic character that appeals to me, but is still useful to the party (because few things are as depressing as feeling like you're extraneous or not contributing). The initial inspiration can be a lot of things...an interesting tidbit about a deity's ideologies, reading something that appeals to me about one of the races, finding something about how members of a particular character class are viewed in a particular society...other times it's more mechanically-based, looking at a class' mechanics and pondering alternate ways of interpreting them, pondering how particular racial and class abilities might mesh, looking at certain kinds of spells that look neat and pondering a caster that could do well in specializing at them, even a feat or a trait that either allows something new, or even just suggests something that hadn't occurred to me before. Then play around with it and see if I come up with something I like.

Kirth Gersen |

I ususally have a personality, style, and background in mind when I start -- sometimes even a "voice." Then I try to see if I can get mechanics that match that, without totally hamstinging the character. Generally, in PF, that means I end up having to make compromises in both directions, which is unfortunate but unavoidable, given the limitations of the system (especially with regards to non-functional multiclassing and "Timmy card" "options").

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I ususally have a personality, style, and background in mind when I start -- sometimes even a "voice." Then I try to see if I can get mechanics that match that, without totally hamstinging the character. Generally, in PF, that means I end up having to make compromises in both directions, which is unfortunate but unavoidable, given the limitations of the system (especially with regards to non-functional multiclassing and "Timmy card" "options").
Interesting. I usually dont have a voice or personality until I have started playing the character. Even alignment is just a place holder untilt he character has faced a few moral choices with me at the helm. Not sure why but that just feels natural to me.

Kirth Gersen |

Interesting. I usually dont have a voice or personality until I have started playing the character.
That was how I did it in 1e -- every character started out with a race, class, and nickname, and didn't even get a real name unless he survived to 4th level or so. (I can still remember beaming with pride when "El Supremo" finally revealed that his real name was Balvor, and being miffed when the DM told me that "Thug" had gotten to the point where he needed an actual name. Then again, PC mortality seems to have been a lot higher back then.)

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Pan wrote:Interesting. I usually dont have a voice or personality until I have started playing the character.That was how I did it in 1e -- every character started out with a race, class, and nickname, and didn't even get a real name unless he survived to 4th level or so. (I can still remember beaming with pride when "El Supremo" finally revealed that his real name was Balvor, and being miffed when the DM told me that "Thug" had gotten to the point where he needed an actual name. Then again, PC mortality seems to have been a lot higher back then.)
I think a bit of that lives on in my group today. A PC isnt assured a place in the campaign they have to earn it. They do not come alive until we have have had a chance to breath life into them. Probably the reason we are not big on backstories either.

Zhayne |

1. Start with concept. Background, personality, abilities, style. No game-mechanics are included here; just purely narrative/flavor oriented. Unless I'm very familiar with the game world, things tend to be a little vague here, saying he's from 'a large city' or 'the capital' rather than naming a city. Every so often, I'll want to do an homage to a previous character, or one from fiction and adapt it to a fantasy setting.
2. Look over available materials to see what is available that helps me realize that concept. What combination of classes, feats, traits, skills, etc will get me as close as possible, within the class system constraints, to what I want to play. At this point, I'm operating purely mechanically; the flavor text is ignored.
2a. If I can't find anything that works at 1st level, look ahead to see if I can advance into the idea via multiclassing or a higher-level class ability. If not, accept that the character concept isn't doable in PF and go back to the drawing board. This happens a lot with my homages.
2b. Determine if I'm actually going to want to deal with the mechanics generated. Alignment mechanics and summoning, for instance, are two things I dislike. Being forced to deal with them makes it unlikely I'll go to step 3.
3. Start creation at whatever level the character will enter play at. Do the point buy, get the gear, etc.
4. Enjoy.