Advice on My First Pathfinder Character (I hope this is the right forum)


Advice


I chose a fighter because it was the least complicated but it was still kind of hard. I also want to make sure my character's backstory is in line with the lore.

https://www.myth-weavers.com/sheet.html#id=1309804


What are your specific questions ?


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1. I'm assuming those stats are rolled, because otherwise the 5 charisma must be wrong on a human
2. Your HP should be at least 12 (10 base +2 from con), if not 13 because of the favoured class bonus
3. Your speed should be 20ft in scale mail as it's medium armour (your armour is not "heavy", as you indicated on the sheet
4. If you have weapon focus on your battle axe the attack bonus increases by one to +6
5. Your battle axe (and other one-handed melee weapons) add your strength modifier to damage; it should be 1d8+4 for you
6. You are missing a feat; you should have three (one from 1st level, one from human, and one combat feat from first level fighter)
7. You should have four skill ranks, not two (2 from fighter, one from intelligence modifier, one from human) - if not a fifth rank from your FCB
8. Your climb and swim modifiers appear to be wrong, they are +11 and should be +2 (1 from rank, 4 from strength, 3 from class skill, -4 from scale mail armour check penalty, and -2 from shield ACP)

Your character fits fine with your background story, to answer your original question. If this is your first character however I'd recommend an easier class to build such as a ranger with the weapon and shield combat style (if you're attached to having a shield, otherwise a switch hitting ranger is an excellent first character to build & play); fighters are difficult to build as well as other classes.

Liberty's Edge

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  • How did you generate the attributes? (STR, DEX, CON etc.)
  • I see you have base WILL save of 2 - a fighter in Pathfinder has base FORT save 2, but 0 for WILL and REFL.
  • It looks as if you have 3 feats: Improved Initiative, Weapon Focus (Battle Axe), and Power Attack. That is a good selection for a fighter.
  • Weapon Focus gives you +1 to hit with that weapon. So with the battle axe, you have +6 to hit (1 BAB, 4 STR, 1 Focus), and damage 1d8+4. If you are using Power Attack, you are at +5 to hit, damage 1d8+6.
  • A human fighter with 13 INT would get 4 skill ranks (2 fighter, 1 INT, 1 human).
  • Under Pathfinder rules, you get maximum hit points at level 1, so you should have at least 12 (10 hit die, 2 CON). If you pt your favored class bonus into hit points, then you have 13 HP.

  • RPG Superstar 2012 Top 32

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    I also suggest playing a ranger. They're easier to play, easier to build, and they "teach" you various game rules as they advance in levels (bonus feats, spells, pets, etc.). They're one of the best introductory classes.

    Also, they get lots of skills, and from past experience, new players like to try to do a lot of activities that are based on skill checks, like climbing, hiding, searching, tracking, jumping, menacing, etc. I would suggest putting skill points in Acrobatics, Climb, Intimidate, Perception, Stealth, Survival, and Swim. If your campaign uses traits, you can use a trait to make Acrobatics a class skill.


    I've added the modifications based on the suggestions you guys made. As for how I managed to get my abilities I rolled them (4d6 best 3).

    I'm actually surprised that a ranger would be easier for newer players since I figured that all a fighter has to do is just run and hit things.


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    Martin Fournier wrote:

    I've added the modifications based on the suggestions you guys made. As for how I managed to get my abilities I rolled them (4d6 best 3).

    I'm actually surprised that a ranger would be easier for newer players since I figured that all a fighter has to do is just run and hit things.

    That is somewhat true, but it is far harder to make a good fighter than a good ranger when you're starting out. Not that either one is that much better than the other, just that it takes more system mastery to make fighters (i.e. all those feats).


    Malefactor wrote:
    Martin Fournier wrote:

    I've added the modifications based on the suggestions you guys made. As for how I managed to get my abilities I rolled them (4d6 best 3).

    I'm actually surprised that a ranger would be easier for newer players since I figured that all a fighter has to do is just run and hit things.

    That is somewhat true, but it is far harder to make a good fighter than a good ranger when you're starting out. Not that either one is that much better than the other, just that it takes more system mastery to make fighters (i.e. all those feats).

    Is there a guide that can help a beginner make a ranger since ranger isn't available in the Hero's Handbook in the Beginner Box.


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    Try this.


    Darksol the Painbringer wrote:
    Try this.

    I've actually started making a Melee type Ranger (I like fighting close up).

    This is what I have so far.

    https://www.myth-weavers.com/sheet.html#id=1315264

    My concept for the character is that he's a bounty hunter that tracks criminals down that escape into the wilderness outside the city.

    RPG Superstar 2012 Top 32

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    Both fighters and rangers can run up and hit things, but rangers can do a lot more outside of combat. It's not ALL hitting things. Just 90% hitting things. ;-)

    Personally, I like to maximize most of my skills, but keep 1 skill point per level dedicated to dabbling in stuff. A rank in Handle Animal, various Crafts, Knowledges, Professions (like sailor), and Ride can be fun and flavorful and useful. If you go ranger, at 4th or 5th level, a rank in Spellcraft can be handy.


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    SmiloDan wrote:

    Both fighters and rangers can run up and hit things, but rangers can do a lot more outside of combat. It's not ALL hitting things. Just 90% hitting things. ;-)

    Personally, I like to maximize most of my skills, but keep 1 skill point per level dedicated to dabbling in stuff. A rank in Handle Animal, various Crafts, Knowledges, Professions (like sailor), and Ride can be fun and flavorful and useful. If you go ranger, at 4th or 5th level, a rank in Spellcraft can be handy.

    Thanks for the help

    Pathfinder has a very steep learning curve.

    RPG Superstar 2012 Top 32

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    That's why the ranger is such a great introductory class.

    Besides having a great chassis (Full BAB, Good Fortitude and Reflex Saving Throws, 1d10 Hit Dice, 6+ Skills per level, Simple & Martial Weapons, Light & Medium Armor, and Shields), it introduces lots of Pathfinder rules sub-systems.

    1. Favored Enemy teaches you about different monster types, Wild Empathy teaches you about non-combat conflict resolution.

    2. The Ranger gains a small selection of combat styles, which then gives you a limited selection of bonus feats. This is easier to deal with than the Fighter's list of ALL Combat Feats from every book ever!

    3. Endurance essentially lets you sleep in Medium Armor, plus some bonuses. Favored Terrain teach you about the different terrain types.

    4. You get to choose an animal companion or a way to buff your allies. You also learn how to cast spells; they're helpful but not vital, so you can learn how to use magic without failing miserably if you choose the wrong spell.

    Etc. etc.


    SmiloDan wrote:

    That's why the ranger is such a great introductory class.

    Besides having a great chassis (Full BAB, Good Fortitude and Reflex Saving Throws, 1d10 Hit Dice, 6+ Skills per level, Simple & Martial Weapons, Light & Medium Armor, and Shields), it introduces lots of Pathfinder rules sub-systems.

    1. Favored Enemy teaches you about different monster types, Wild Empathy teaches you about non-combat conflict resolution.

    2. The Ranger gains a small selection of combat styles, which then gives you a limited selection of bonus feats. This is easier to deal with than the Fighter's list of ALL Combat Feats from every book ever!

    3. Endurance essentially lets you sleep in Medium Armor, plus some bonuses. Favored Terrain teach you about the different terrain types.

    4. You get to choose an animal companion or a way to buff your allies. You also learn how to cast spells; they're helpful but not vital, so you can learn how to use magic without failing miserably if you choose the wrong spell.

    Etc. etc.

    Question... Do you have to make a separate character sheet for your animal companion?

    RPG Superstar 2012 Top 32

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    You don't have to, but you really should.

    It's an entirely distinct character, so it should get its own character sheet. Also, it will have its own feats, skills, equipment (and possibly magic items!), armor or barding, etc. etc. Plus it has its own AC, hit points, BAB, Saving Throws, attacks, CMB, CMD, feats, skills, speed, etc. etc.

    Another tip:

    Make character sheets (or at least cheat sheets) for the summon nature's ally selections you expect to use. This is advice I usually give to druids and other summoners, but it applies to rangers too.


    SmiloDan wrote:

    You don't have to, but you really should.

    It's an entirely distinct character, so it should get its own character sheet. Also, it will have its own feats, skills, equipment (and possibly magic items!), armor or barding, etc. etc. Plus it has its own AC, hit points, BAB, Saving Throws, attacks, CMB, CMD, feats, skills, speed, etc. etc.

    Another tip:

    Make character sheets (or at least cheat sheets) for the summon nature's ally selections you expect to use. This is advice I usually give to druids and other summoners, but it applies to rangers too.

    What are "summon nature's ally selections"?

    Also is there any guide on how exactly one would make a character sheet for an animal companion?

    Finally, I want to know what you think of my ranger so far. https://www.myth-weavers.com/sheet.html#id=1315264

    RPG Superstar 2012 Top 32

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    Summon Nature's Ally is a ranger (and druid) spell that lets you magically create or summon an animal to fight for you. There are about a dozen choices to choose from for each Summon Nature's Ally spell; you can change your choice each time you cast the spell. If you are adventuring primarily in the desert, you don't have to worry about statting out octopuses and dolphins.


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    Like others, I would suggest using a Ranger with an archetype that eliminates the animal companion (good choice is the Freebooter).

    Fighters are actually trickier than they look, having so many open feats and a really bare bones chassis they need good game knowledge to build them up. Rangers come very packaged already.

    Edit: A ranger will also introduce you slowly into many of the other mechanics like casting. They are also more useful in general (skills! Ugh, fighters)


    Errant Mercenary wrote:

    Like others, I would suggest using a Ranger with an archetype that eliminates the animal companion (good choice is the Freebooter).

    Fighters are actually trickier than they look, having so many open feats and a really bare bones chassis they need good game knowledge to build them up. Rangers come very packaged already.

    Edit: A ranger will also introduce you slowly into many of the other mechanics like casting. They are also more useful in general (skills! Ugh, fighters)

    What do I have to add to my character if I choose the Freebooter?


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    All pathfinder classes can be customised with Archetypes which replace some class features with others.

    freebooter

    In this case you'd switch hunter's bond, favoured enemy and woodland stride, at the appropriate levels. The reason I reccomend this archetype is because it is a great team player and works in every environment agaisnt any enemy. It forces you to bond to your companions but with really nice bonuses.

    RPG Superstar 2012 Top 32

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    Freebooter is a great archetype!


    I guess I will go with that.

    So what do you guys think of my ranger so far?

    https://www.myth-weavers.com/sheet.html#id=1315264

    RPG Superstar 2012 Top 32

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    It looks OK, but some of your weapon maths have to be fixed.

    Melee should be +4 to attack (+1 BAB, +3 from Strength), and your Greatsword should be doing 2d6+4 damage (+4.5, rounded to +4, for using 1.5 to damage with two-handed weapons.

    You may also want to make a Power Attack field for your Greatsword; it would be +3 to attack, 2d6+7 damage.

    Your Longbow should be +3 to hit (+1 BAB +2 Dex).

    Initiative is +6 from your feat + Dex

    You might want to get Studded Leather Armor instead of Hide, same AC, but your speed would be 30 feet instead of 20.

    Combat Maneuver Bonus should be +4 (+1 BAB +3 Strength)

    I think your CMD should be 10 + 1 BAB + 3 Str + 2 Dex = 16

    You only get 2 feats:

    1. Power Attack
    2. (Human bonus) Improved Initiative

    So you need to drop Cleave, but that's OK, because Cleave kind of sucks. :-)

    You don't get your Combat Style until 2nd level, Endurance at 3rd, etc.

    For skills, I would consider swapping out Knowledge geography or Heal for Survival. Survival is what everyone expects a ranger to do, and you use it for Tracking, and it's just so dang useful.


    SmiloDan wrote:

    It looks OK, but some of your weapon maths have to be fixed.

    Melee should be +4 to attack (+1 BAB, +3 from Strength), and your Greatsword should be doing 2d6+4 damage (+4.5, rounded to +4, for using 1.5 to damage with two-handed weapons.

    You may also want to make a Power Attack field for your Greatsword; it would be +3 to attack, 2d6+7 damage.

    Your Longbow should be +3 to hit (+1 BAB +2 Dex).

    Initiative is +6 from your feat + Dex

    You might want to get Studded Leather Armor instead of Hide, same AC, but your speed would be 30 feet instead of 20.

    Combat Maneuver Bonus should be +4 (+1 BAB +3 Strength)

    I think your CMD should be 10 + 1 BAB + 3 Str + 2 Dex = 16

    You only get 2 feats:

    1. Power Attack
    2. (Human bonus) Improved Initiative

    So you need to drop Cleave, but that's OK, because Cleave kind of sucks. :-)

    You don't get your Combat Style until 2nd level, Endurance at 3rd, etc.

    For skills, I would consider swapping out Knowledge geography or Heal for Survival. Survival is what everyone expects a ranger to do, and you use it for Tracking, and it's just so dang useful.

    I've fixed everything up according to how you've said however I've noticed that Myth Weavers does some weird calculations on its own whenever I changed some of the numbers so I hope that didn't accidentally change something.

    RPG Superstar 2012 Top 32

    Improved Initiative is really good because your Freebooter Bane ability affects your allies, so you want it to go off before your allies go.

    If your campaign is using traits, Reactionary is a good option, since it gives you +2 to initiative.


    SmiloDan wrote:

    Improved Initiative is really good because your Freebooter Bane ability affects your allies, so you want it to go off before your allies go.

    If your campaign is using traits, Reactionary is a good option, since it gives you +2 to initiative.

    Unfortunately the campaign ended before it could start so now I'm just making this character sheet for the heck of it hoping to use it if you guys are doing online campaigns here or something.

    RPG Superstar 2012 Top 32

    Bummer. I don't do online campaigns, but there are a ton of them on the site. I think they're called Play by Post here. They have a whole forum and everything.


    Personally, I prefer the Guide Ranger to the Freebooter. Ranger's Focus has limited uses compared to Freebooter's Bane and isn't team-oriented, but it's twice as powerful and activates with a swift action. For party benefit, a Guide can grant everyone perception and initiative bonuses. And at higher level, Inspired Moment is basically instant-epic-takedown mode once per day for a Two-Weapon Style Ranger.

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