Anyone interested in creating characters for us?


Pathfinder First Edition General Discussion


A few months/a year ago we started to play Pathfinder, we stopped for various reasons and now that winter is here again we would like to pick it up again, but we misplaced all of the character sheets.
We probably created the characters badly anyway, is anyone interested in creating the chars for us?

All 1st level, min/maxing wasn't intended.

  • A Sacred shield paladin, human, tank, with lots of hp and heavy armor, lawful good, worshipper of Iomedae.
  • Empyreal sorcerer human, lawful good, worshipper of Iomedae
  • Sacred Fist Warpriest, human, damage dealer, lawful good, worshipper of Iomedae
  • Hunter, dwarf, chaotic good, with "ethereal/ghost/divine" wolf animal companion worshipper of Iomedae
  • Combat oriented swashbuckler, chaotic good, no worship
  • Shapechanging elf druid, neutral good, worshiper of "nature"(?)

Thanks for your help, if you decide to help us out.


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Not enough character creation rules to work with here!


www.d20pfsrd.com and a sheet of notebook paper should do the trick


Sure.
*I give each of those characters a 15 in each stat & max HP. This includes any racial bonus.
*Any who don't already have a race stated are Human.
*Everyone has the same beginning feat. Choose 1: Either Dodge (+1 AC) or Improved Initiative (+4 initiative) - because who doesn't like more AC/going first? Humans have both.
*Everyone uses a weapon that does d8 damage
*Everyone is ?Good & is working together as a team.
*Everyone is adventuring because: To get rich.

Sorry, you're going to have to fill in the misc details, allocate skill points, etc.

There, done.

Happy adventuring!

I bet you could do better if you sat down as a group & had a character creation session....


If you give some more details (like what kind of content is available for use, any limits the party has agreed to set on the characters, etc.), then I'd be glad to help. If you're all still level 1 though and already have your races/classes/archetypes/play-styles chosen, then you really only need to decide on gear (which is easy and quick), traits, feats, and stats.


Thank you for your replies.
I really would love it, if we could avoid the character creation process, the last time I created the chars and we modified it accordingly to the players wishes, it worked out fine, I am just not that familiar with the system so I am sure I messed up on a couple of instances.

Captain Battletoad wrote:
If you give some more details (like what kind of content is available for use, any limits the party has agreed to set on the characters, etc.), then I'd be glad to help. If you're all still level 1 though and already have your races/classes/archetypes/play-styles chosen, then you really only need to decide on gear (which is easy and quick), traits, feats, and stats.

Thank you for your reply!

Content: We were thinking about keeping it simple and keep it to the core rulebook (except of course the special classes themselves). But if we "need" anything extra it wouldn't be a problem to include it.

The party is heavily "divine" centered. (The backstory of the group is that the "first" four of them are from the same monastery on a mission and the swashbuckler joined them when they were in a city encounter, the druid joined them when they were in a wilderness encounter).

Limits: I can't really think of any.
All level 1.
Races:

  • Sacred shield paladin, human.
  • Empyreal sorcerer aasimar (I made a typo above)
  • Sacred Fist Warpriest, human
  • Hunter, dwarf
  • swashbuckler, human (forgot to mention this one)
  • elf druid

Gear: I've figured we don't really need to address this, if they need a rope they have it, if they need a torch they have it etc.
Stats: I have no idea, I guess something balanced and reasonable?
I am not even sure which are the main stats for each of those classes...

  • Does the paladin need high charisma, if he wants to be a tankish/fighter, with high endurance and highish strength?
  • Does the sorcerer need high intelligence? The player wanted to play a powerful female witch type character, frail and fragile, but very clever.
  • The warpriest was intended as a sort of very wise martial arts monk, with some cleric/healing capabilities.
  • The hunter was playing a typical world of warcraft dwarven hunter with a big emphasis on his animal companion (which is a ghost/ethereal thing).
  • Swashbuckler is a combat oriented player, little bit a powergamer, he wouldn't mind a little bit of min/maxing.
  • The druid is a youngish player, who likes to play in shapechanged form (bear/panther), doesn't need much social skills, mainly focused on combat.

Feats: I am not very good with the feat system or the "background feat system (I don't remember what it is called). More +to Hit is always nice, I guess?

I hope somebody can help us out. In any case, thank you all for your time!


For stats, I'd recommend either a 15 ("standard fantasy") or 20 ("high fantasy") point buy.

Here's my suggestion for the human paladin:

Stats (15): Str 16, Dex 12, Con 12, Int 10, Wis 7, Cha 16
Stats (20): Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Stat hierarchy if rolling: Str = Cha > Con > Dex > Int > Wis (High Str means he can contribute meaningfully to combat. High Cha because paladin. Any tank will want a decent Con for more hit points. While your armor will limit your Dex considerably, having something is better than nothing. You can dump Int, but your already low skill points will get even lower if you do. Wis you can dump, but if you can afford shoring it up a bit you should.)
Feats: Toughness, Weapon Focus (his weapon of choice)
Equipment: His fighting style (and therefore equipment) will depend on his preference. For a full tank build, a one-handed weapon and light shield (a heavy shield keeps him from using Lay on Hands in combat) is probably his best bet. If he wants more damage, a greatsword is better. Fullplate armor if he can afford it, breastplate is probably the most realistic at 1st level (and it gives him something to save up for)
Skills: I left his Int alone because while a paladin will never have many skills, having none at all is no fun. At 1st level I recommend putting his skill points into Diplomacy, Knowledge (religion), and Sense Motive.

Might make suggestions for the other classes if I have time.


Mantriel wrote:
Does the paladin need high charisma, if he wants to be a tankish/fighter, with high endurance and highish strength?

Yes he does. Even a tank paladin will want a high Charisma, because Charisma determines a lot of things for a paladin-- his bonus to attack and AC when using Smite Evil, his Lay on Hands uses and the bonus to all his saves beyond level 2, his save DC to all his spells beyond level 4 (though frankly, if he's concerned about his spell save DC he's probably doing something wrong). Really the only paladin build that doesn't care as much about Charisma is a pure damage-focused build, and even then you'll want it to at least be decent.

Mantriel wrote:
Does the sorcerer need high intelligence? The player wanted to play a powerful female witch type character, frail and fragile, but very clever.

Does the sorcerer need high Intelligence? No. For a sorcerer, the only thing Intelligence will give her is extra skill points, higher skill bonuses, and extra languages. But if she wants to have higher Intelligence, by all means let her. A sorcerer's only primary stat is Charisma (or, for Empyreal sorcerers, Wisdom); beyond that, it's up to player preference.


For the druid, i would recommend the Feral Shifter Archetype, as it's a way of getting some semblance of shapeshifting before level 4. It replaces nature bond, but your party seems large enough ATM.


For the sorcerer, this one is trickier because aside from your casting stat (in this case Wisdom), it's heavily dependent on what the character wants to be good at. You said frail and fragile, but clever-- I'm going to assume her contributions to combat will largely be spells that don't involve attack rolls. Roleplaying-wise, 'clever' really means a combination of Intelligence and Wisdom-- Intelligence for knowing facts, Wisdom for making connections. Based on this character concept, she'd probably want a bit of Charisma as well, to be able to convince people of her right-ness or simply to force her will upon them.

Here's my suggestion:

(Stats for this, the paladin, and any others I manage to put together will include racial bonuses.)

Stats(15): Str 7, Dex 12, Con 12, Int 14, Wis 18, Cha 12
Stats (20): Str 7, Dex 14, Con 12, Int 14, Wis 18, Cha 14
Stat hierarchy if rolling: Wis > Int > Cha = Dex > Con > Str (Wisdom is by far your most important stat, since it determines your spell save DC's, your Will saves, and your Perception. Intelligence and Charisma don't do much for you from a purely mechanical standpoint, but help flesh out the character's flavor. Even characters who don't plan on wading into battle will want their AC to not be horrible, so bump up Dex if you can. You can mostly leave Con alone, but more survivability is useful to any character. Strength is your dump stat-- you aren't going to swing a weapon anyway.)
Feat: Spell Focus (her school of choice, probably Enchantment or Necromancy)
Equipment: Like many spellcasters, she can simply sit on most of her gold at low levels-- make sure she has a spell component pouch and maybe a crossbow, but no armor or shields will work so there's no need to budget for them. Maybe have some acid or alchemist's fire handy.
Skills: She should have about 4 skill points at first level-- I recommend choosing Knowledge (arcana), Knowledge (local) [not a class skill but to me it fits the theme], Perception [also not a class skill but always good to have], and Spellcraft.
Spells: For this theme, I recommend charm person and magic missile. (The reason for having magic missile is to avoid being utterly useless against anything mindless-- a problem I've both seen and experienced with these types of characters.)


SodiumTelluride wrote:
Mantriel wrote:
Does the paladin need high charisma, if he wants to be a tankish/fighter, with high endurance and highish strength?

Yes he does. Even a tank paladin will want a high Charisma, because Charisma determines a lot of things for a paladin-- his bonus to attack and AC when using Smite Evil, his Lay on Hands uses and the bonus to all his saves beyond level 2, his save DC to all his spells beyond level 4 (though frankly, if he's concerned about his spell save DC he's probably doing something wrong). Really the only paladin build that doesn't care as much about Charisma is a pure damage-focused build, and even then you'll want it to at least be decent.

Mantriel wrote:
Does the sorcerer need high intelligence? The player wanted to play a powerful female witch type character, frail and fragile, but very clever.
Does the sorcerer need high Intelligence? No. For a sorcerer, the only thing Intelligence will give her is extra skill points, higher skill bonuses, and extra languages. But if she wants to have higher Intelligence, by all means let her. A sorcerer's only primary stat is Charisma (or, for Empyreal sorcerers, Wisdom); beyond that, it's up to player preference.

Wow SodiumTelluride!

Thank you for your help. I always thought that creating the first two characters was the hardest! Thank you! :-D

The Sideromancer wrote:
For the druid, i would recommend the Feral Shifter Archetype, as it's a way of getting some semblance of shapeshifting before level 4. It replaces nature bond, but your party seems large enough ATM.

Sideromancer: I think you are right. I am not sure if we have done it in the past, but he could shapeshift from Level 1 and he had no animal companion. I probably forgot that we used an archetype.


I suggest using 20-point buy.

Do you want limit what books are used?


I wonder if Ravingdork has some of these in his character emporium.


Marius Castille wrote:
I wonder if Ravingdork has some of these in his character emporium.

Ravingdork has EVERYTHING in his character emporium.


Bloodrealm wrote:
Marius Castille wrote:
I wonder if Ravingdork has some of these in his character emporium.
Ravingdork has EVERYTHING in his character emporium.

I checked Ravingdork, I didn't see anything I was looking for.

I will have some free time on tuesday, I will try to create the rest of the chars, share it with you and I would be very happy if you could comment on them (did I miss something, did I make a mistake somewhere etc.)
I am working on the weekend and I have chors and errands on Monday.
Yay me*! :-(

Liberty's Edge

I don't know how to get a ghost etheral hunter animal companion RAW.
Here's a celestial one: http://www.d20pfsrd.com/classes/hybrid-classes/hunter/archetypes/paizo---hu nter-archetypes/divine-hunter

You can also go ghost rider cavalier or spiritualist for a spirit buddy.

I like to use this for stats: http://webpages.charter.net/tedsarah/Pathfinder/utilities/pointBuyCalc.htm
Swashbuckler somewhat min-maxed:
human, 7, 18, 14, 10, 12, 15, feats: weapon focus scimitar or cutlass, slashing grace

Sacred fist: 16, 14, 14, 10, 15, 8 feats: toughness, deflect arrows.


You didn't specify limits of books:
Didn't mention which god. So I'm going with one with Protection and glory like Iomedae.
Favored Class bonus to Skill point.
Lori (or whatever you name them), Warpriest 1
Init +2; Senses Perception +2
Defense
AC 14, touch 14, flat-footed 14 (+2 Dex, +2 Wis)
hp 9 (1HD, 1d8+1). Fort +3, Ref +2, Will +5;
Offense
Speed 30 ft
Melee Unarmed +5 (1d6+3/20x2, B)
Ranged Sling Hit +2 (1d4+3, x2, B), 10 bullets
or
Shuriken Hit +2 (1d2+3, 10 ft), 10
Special: Blessings: 3/day, use a blessings power-DC 13, Standard action.
Glory: Sanctuary 1 minute, attacking on ends it for attked creature not everyone else.
Good: Touch weapon, 1 minute, +1d6 dam vs evil + bypass DR/evil.
Statistics
Str 17, Dex 14, Con 12, Int 10, Wis 15, Cha 9. Base Atk +0; CMB +3; CMD 17
Feats Improved Unarm Strike, Deflect Arrow, Jabbing Style
Skills Acrobatics +6 (1 rank), Climb +3(no rank), Diplomacy -1(no rank), Heal +2 (no rank), Knowledge (Religion) +4 (1 rank), Spellcraft +0 (no rank), Swim +3 (no rank), Stealth +6 (1 rank); Languages Common,
Traits: 2 you pick
Treasure: Silver symbol of Iomedae, spell component pouch, 20 gp.

Spells:
At will Cantrip (3): Stabilize, Guidance, Light,
1st (2): CLW, Bless

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