An Exercise in Character Creation.


Pathfinder First Edition General Discussion

Shadow Lodge

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If this is the wrong part of the forums for this kind of thing please flag it for moving.

So a few days ago I had an idea to get through some of my free time. Taking third party products(that can be found online, such as the d20pfsrd site) and making characters with them to post online. The name of this little project is my attempt to be funny.

So, for now, I present the rules for The Broken Journal.

The purpose of this thread is to take third party options and make characters with them. Not just stat blocks through. I will be attempting to put little bits of story into the characters to give them depth.

Character Creation Rules
1) 15 point buy
2) Hit Points: Half Hit Dice +1 (d4 = 3, d6 = 4, and so on)
3) Automatic Bonus Progression.
4) Dynamic Magic Item Creation may be used.
5) No ability score below 10 before racial modifiers.
6) If possible each character will have a secret, an adventure hook, and a goal they want to accomplish.
7) Character Level will be determined by when the idea comes into it's own.
8) No gestalt.

Suggestions for character concepts are appreciated, as are contributions of characters using the above rules.

Shadow Lodge

Dragonborn3 wrote:

If this is the wrong part of the forums for this kind of thing please flag it for moving.

So a few days ago I had an idea to get through some of my free time. Taking third party products(that can be found online, such as the d20pfsrd site) and making characters with them to post online. The name of this little project is my attempt to be funny.

So, for now, I present the rules for The Broken Journal.

The purpose of this thread is to take third party options and make characters with them. Not just stat blocks through. I will be attempting to put little bits of story into the characters to give them depth.

Character Creation Rules
1) 15 point buy
2) Hit Points: Half Hit Dice +1 (d4 = 3, d6 = 4, and so on)
3) Automatic Bonus Progression.
4) Dynamic Magic Item Creation may be used.
5) No ability score below 10 before racial modifiers.
6) If possible each character will have a secret, an adventure hook, and a goal they want to accomplish.
7) Character Level will be determined by when the idea comes into it's own.
8) No gestalt.

Suggestions for character concepts are appreciated, as are contributions of characters using the above rules.

so this isn't a recruitment for an actual game then?

Ok ok
Hmm
Machimesmith and similar classes are good for certain mad scientist types

goal:

I once built one that dreamed of replacing the unskilled working class with relatively cheep constructs (clockwork servant and homucli in particular) which would help defend their area of a given country as a side effect of simply being stronger than a commoner (CR ~4 usually) and given that they don't need to eat or sleep, don't age and can repair themselves making them basically able to work forever with no pay. This frees up the commoners to do things like learn magic which would turn the nation into a military power the likes of which the world has never seen

secret:

The character is hiding from the technomamcer's guild of numeria safter a failed coup of them. The guild want him dead and they want to capture his Magnum opus, a loyal and powerful construct (basically animal companion+homuclous as a class feature)

Level it works best is 4-7 or higher

Shadow Lodge

Sorry, Lord, but this is not a recruitment thread. Just a little thing for me(and others) to work on. We often don't get to play around with third party due to an unfair stigma, after all. If it inspires people to allow more non-Paizo material into their games then all the better. :)

First up with have a Rougarou Bard using the Spheres of Power system. The inspiration is probably exactly what you think it is.

Lyall of Pack Marshrun:

Male Rougarou Bard(Soundstriker, Arcane Healer, Spheres of Power) 3
Chaotic Good Medium Humanoid(rougarou)
Init +2; Senses Low-Light Vision, Scent, Perception +X
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 [2 Dex, 4 Masterwork Chainshirt]
hp 24 (3 HD; 3d8+6+3)
Fort +4, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite +3 (1d4+1/x2) or dagger +4 (1d4+1/19-20); Bite -2 (1d4) and Masterwork Dagger +4 (1d4+1)
Ranged Masterwork Composite 1 Shortbow +5 (1d6+1/x3) | Point-Blank Shot +5 (1d6+1)
Special Attacks Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

This performance replaces inspire competence.
--------------------
Magic
--------------------
Caster Level 2; MSB +3; MSD 13; Concentration +4
Tradition Bardic Magic(Perform[Sing]); CAM (Casting Ability Modifier - Cha)
Spell Points 7 (Level + Cha Mod + Tradition)
Destruction - CL 2; DC 13; Range Close(30 ft); Talents Thunder Blast(drawback bonus); Drawbacks Energey Focus

Protection - CL 2; DC 13; Duration Ward(concentration or 1 round/level), Aegis(1 hour/level); Range Ward(Up to 20ft radius), Aegis(touch); Talents Energy Resistance(ward, aegis)
- Ward Barrier(6 HP, Break DC 16), Energy Resistance 12
- Aegis Deflection +1, Energy Resistance 12

Life - CL 2; DC 13; Duration Invigorate(1 hour); Range Touch; Talents None; Drawbacks None
- Invigorate 1 temporary HP, only usable on injured targets and cannot bring them above normal total HP.
- Cure 1d8+2
- Restore
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 8, Wis 12, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Triple Time(bardic masterpiece), Point-Blank Shot
Traits The Bridge(cosmic), Harvester
Skills Acrobatics +5, Appraise -1, Bluff +2, Climb +0, Craft(any) -1, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Handle Animal +2, Heal +1, Intimidate +2, Knowledge(geography) +4, Knowledge(history) +4, Knowledge(nature) +4, Knowledge(untrained) +0, Perception +5, Perform(other) +2, Perform(sing) +8,Perform(wind) +8, Profession(tanner) +2, Profession(trapper) +2, Ride +1, Sense Motive +1, Spellcraft +4, Stealth +5, Survival +1, Swim +4 Use Magic Device +6
Languages Common, Rougarou
SQ Change Shape(1/day, beast shape I, wolf only, swift action to change back), Natural Weapon(Bite, 1d4),
Other Gear Masterwork Chainshirt, Masterwork Composite 1 Shortbow, 20 arrows, Backpack, Bedroll, Whestone, Masterwork Dagger, Explorer's Outfit, Cold Weather Outfit, Combat Trained Elk, Leather Barding, Riding Saddle, Saddlebags, 2 Potions of Cure(1d8+1), Masterwork Music Horn
Coins 81gp, 8sp, 8cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1, Bardic Performance(10 Rounds per day), Countersong, Distraction, Fascinate, Inspire Courage +1, Channel Energy(1d6, 1/day, DC 13), Well-Versed, Wordstrike(1d4+3)

Goal:
Become a Speaker for the Past, a member of the tribe that holds the stories of the past and uses them to guide all into better futures.

Secret:
Lyall has recently discovered the home of a kitsune in his tribe's territory. Instead of driving the vixen out with a scouting party he has kept her a secret to learn stories beyond the scope of his tribe.

Shadow Lodge

Looking at the Machinesmith I can't help but be put off by the fact Mobius Suits are mentioned several times but not expanded upon on the d20pfsrd. This is a place where I'd remake the idea using Spheres of Power again(the versatility of the system is astonishing).

Shadow Lodge

A Paladin with Mystical Healing:
Oroth
Male Tiefling Paladin(Hospitaler) of Iomadae 5
LG Medium Outsider(native)
Init +5; Senses Perception +0, Darkvision 60ft
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 [1 Dex, 1 Deflection, 1 Natural Armor, 7 Armor, 2 Shield]
hp 40 (5 HD; 5d10+10)
Fort +9, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft., 40 when using Charge, Run, or Withdraw actions
Melee +1 Masterwork Cold Iron Longsword +7 (1d8+2/19-20) | Smite Evil +9 (1d8+7/19-20)
Ranged Masterwork Longbow +7 (1d8/x3) | Smite Evil +9 (1d8+5/x3)
Special Attacks Lay on Hands vs Undead +6 (2d6 positive energy/x2) | Smite Evil +8 (2d6+5/x2)

[Class] Spells Known/Prepared (CL Xth; concentration +X)
. . 1st (2/day) – Lesser Restoration, Hero's Defiance

--------------------
Statistics
--------------------
Str 13, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Base Atk +5; CMB +X; CMD X
Feats Improved Initiative, Mystical Healer(3rd party), Reward of Life
Skills Diplomacy +6, Handle Animal +6, Heal +8, Knowledge(nobility)+5, Knowledge(Religion) +9, Ride +1, Sense Motive +4
Traits A Shining Beacon, Magical Knack
Languages Common, Abyssal, Celestial
SQ Fiendish Sprinter, Light from the Darkness, Scaled Skin(+1 Natural Armor, Fire Resistance 5), Prehensile Tail, Paladin Favored Class Bonus x5
Other Gear Masterwork Heavy Shield, +1 Inheritor's Breastplate
--------------------
Special Abilities
--------------------
Aura of Good, Detect Evil, Smite Evil(+2 Attack, +5 Damage, ignore all damage reduction. 2/day), Divine Grace, Lay on Hands(2d6+1d6, 2d6+1d4+5 when healing others. Heal self 2 HP when healing others), Aura of Courage, Divine Health, Mercy(Fatigued), Channel Positive Energy(1d6+1d6, DC 14, 5/day), Divine Bond(Agathion Bond)

Goal:
Oroth wants nothing more than to get to the Worldwound and do his best as a combat healer to get the wretched area sealed permanently.

Secret:
Late at night one can sometimes find Oroth out on his own, practicing swordplay against imagined enemies. What he keeps secret is that his answer, when asked what he's doing, of "quieting his mind" is to stop the voices that urge him down a destructive path.

Here we have the neat feat Mystical Healer used to give a Paladin a little help keeping his buddies up and in good condition. Magical Knack helps a bit as well, bumping his caster level up to four for Mystical Healer.

Interestingly this feat is also a decent pick for any creature with Fast Healing or Regeneration.

I've decided to stop buying full amounts of gear. I find it's one of the most tedious things I do during character creation.


What level are we building?


Ancient Dragon Master wrote:
What level are we building?

As I understand it, level is whatever level is required for the character concept to reach fruition.

I would like to add one request that I would love to see here, that I believe fits well with the OP's attempt to get TPP into more games.

Please add a little bit about how the TPP has made something that would be difficult while only using Paizo books.
Let us show why the TPP is cool and awesome, and what it brings to the table over just the Paizo books.


Dragonborn3 wrote:
A Paladin with Mystical Healing: ** spoiler omitted **...

Drop your level 1 feat and pick up fey foundling for absolutely BS levels of self heal.

Another important thing to remember with that build is that a paladin's caster level is Paladin level - 3 I believe.
This makes Mystical Healing slightly less amazing.
Magical Knack drops this to Paladin level -1 I think.
Please correct me if I am wrong

That feat on a Life Oradin would be very powerful as well.

I do think that is an awesome feat


Dragonborn3 wrote:
I've decided to stop buying full amounts of gear. I find it's one of the most tedious things I do during character creation.

Completely agreed.


I will try get some builds together later.

Shadow Lodge

First off, thank you guys for your time. I appreciate it. If it's easier for you to use, here is the template I've been using for the statblocks.

J4RH34D wrote:
Dragonborn3 wrote:
A Paladin with Mystical Healing: ** spoiler omitted **...
Drop your level 1 feat and pick up fey foundling for absolutely BS levels of self heal.

I did think of that, but decided to make this character care more for healer others than himself. Also, it's really hard to justify every paladin seemingly having been kidnapped by fey. Absolutely BS indeed. ;)

J4RH34D wrote:

Another important thing to remember with that build is that a paladin's caster level is Paladin level - 3 I believe.

This makes Mystical Healing slightly less amazing.
Magical Knack drops this to Paladin level -1 I think.
Please correct me if I am wrong.

I took that into account. It's why I picked Magical Knack, after all. One thing I tried to find was if Lay on Hands and Channel Energy have separate caster levels. I came to the conclusion that they don't since they are supernatural abilities.

I picked paladin because I Tieflings make surprisingly decent back-up healers with their favored class bonus, and I like the idea of a Tiefling wanting to rise above his heritage with Iomadae as his guide. A different build would have been a lv11 Invigorator Paladin handing out Fast Healing 2d6+10.

Ultimately I could optimize the crud out of characters but that could cloud over the 3pp stuff. Like my next build, a scythe-wielding eidolon. I won't be using the standard "Quadruped Pouncing Death" build for it.


Question, do you spend a lot of time looking at TPP or are you looking at them now and trying to come up with builds for them

Shadow Lodge

A lot of what I'm going to be posting for classes is stuff I've looked at before. For feats I am looking at them for the first time and coming up with ideas. There are a lot more feats than classes, so it's easier to pick ones based on names and seeing if I'd like to use them.


Cool thing. Hectic day today so I will try get something tomorrow maybe.

Shadow Lodge

To showcase another 3pp feat that probably requires a gentleman's agreement for weapons like Scythes, I present the eidolon known as...

The Grim Leaper:

The Grim Leaper
CE Medium Outsider
Init +2; Senses Darkvision 60ft, Perception +16
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 [2 Armor, 2 Dex, 4 Natural, ]
hp 40 (5 HD; 5d10+10)
Fort +6, Ref +3, Will +4

--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Scythe +10 (2d4+6/x4) | Power Attack +10 (2d4+12/x4)

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 17, Wis 10, Cha 11
Base Atk +5; CMB +9; CMD 21
Feats Power Attack, Furious Focus, Leaping Strike
Skills Acrobatics +18, Intimidate +8, Perception +16, Stealth +18
Traits None
Languages Common
Free Evolutions Claws, Limbs(arms), Limbs(Legs)
Evolutions Skilled(Acrobatics), Skilled(Stealth), Skilled(Perception), Unnatural Aura, Undead Appearance, Weapon Training(Scythe), Improved Natural Armor
Other Gear None
--------------------
Special Abilities
--------------------
Unnatural Aura (Su): An eidolon is obviously of unnatural origin. Normal animals do not willingly approach the eidolon unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Undead Appearance (Ex): An eidolon appears as an undead creature, and mimics some of an undead creature's abilities and weaknesses. Negative energy heals the eidolon, and positive energy (including a cleric's channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold undead, and searing light) affect the eidolon as if it were undead. The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning.
At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Although the eidolon appears undead, it is still an outsider.

It will make it's check against Medium creatures easily, meaning most things will suffer 8d4+48 damage on a charge if they get hit. Nasty.

If the critical hit deck is being used I'd probably take the cards over the damage just to be fair.


Hmm I would probably say that the best way to showcase to a DM that the feat is worth it is to try as hard as possible to break the game using it, as early as possible.

Shadow Lodge

In that case Barbarian or Paladin would probably be best. They have the best self-buffs around. Though Rangers have Acrobatics as a class skill.


I'm actually in the middle of making a character that's a third-party archetype. She's a Swordsmith. I was trying to pick out a build for her. She's a 20 point buy though.


I was actually curious as to why the OP specified 15 pt buy. Most games I have seen use 20 point buy.

Shadow Lodge

15 is the 'standard' and the easiest to place. Also, again on the optimization front I wanted to avoid going too far in either direction. It makes it easier for others to take them and put them in their games too. It's easier to bump up a point buy than reduce it.


Agreed


Maybe after I finish my Swordsmith, I'll make another character that's completely third-party.

Shadow Lodge

My next creation will be a psionic character race/class combo. For a little added fun, I'll role for each(alphabetically, so Aegis is 1 for example).

Race: 1d10 ⇒ 4 Elan
Class: 1d10 ⇒ 4 Marksman

This will be interesting.

Shadow Lodge

Ylderic, the Elan Sniper:
Ylderic
Male Elan Marksman 7
Chaotic Evil Medium Humanoid(aberrant)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19 (4 Dex, 5 Armor, 2 Shield +1 Deflection, +1 Natural) (+2 vs Ranged Attacks)
hp 60 (8 HD; 8d10+16+4)
Fort +6, Ref +12, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Masterwork Light Mace +10 (1d6+1/x2)
Ranged +1 Masterwork Composite(1) Longbow +14 (1d8+5/x3) | Deadly Aim +11 (1d8+11/x3)

Marksman Powers Known (CL 8th; concentration +12)
Power Points 35
. . 2nd - Deflect, Dissolving Weapon, Ephemeral Bolt
. . 1st - Catfall, Offensive Prescience,
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 12, Wis 16, Cha 10
Base Atk +8/+3; CMB +9; CMD 24
Feats Point-Blank Shot(B), Psionic Talent(B), Precise Shot(B), Deadly Aim(B), Psionic Body, Skill Focus(Stealth), Deep Focus, Vital Strike
Skills Acrobatics +10, Autohypnosis +14(r), Climb +11(r), Knowledge(psionics) +8, Perception +10, Stealth +20, Survival +10
Traits Ambush Training, Iron Liver
Languages Common
SQ +2 Dex, Aberrant Blood, Medium, Normal Speed, Aberrant Nature, Naturally Psionic, Resistance, Resilience, Repletion, Psionic Aptitude, Favored Class Bonus(Marksman): +7 Power Points, Combat Style(Sniper), Wind Reader(11/day), Evade Arrows(+2), Style Technique, Favored Weapon(Bows, +2), Style Skill(Stealth, +2), Style Mantra(+3), Cover Fire, Style Ability(Second Chance), Disengage, Style Ability(Augmented Shot)
Other Gear +1 Masterwork Chain Shirt, +1 Masterwork Buckler, 20 arrows, 10 silver arrows, 10 cold iron arrows.

Adventure Hook:
Ylderic has set his sights on a wealthy merchant caravan and, for months, has been attacking it with a few other thugs he's hired. While they attack from one direction he picks off the guards from the other. People more skilled at taking on such bandits, like the PCs, are hired to end this "Sniper King" threat once and for all.

Fighting from a distance can be difficult but rewarding and Ylderic makes the most of it. Given time to set up a shot he can truly dish out some damage with his powers and class features. He can even shoot people without anyone noticing until it's too late.

Shadow Lodge

It's been a while, hasn't it? Well, to make up for that, here is a monster for GMs to slip to brand new player characters on the sly to help them become what they are meant to be: heroes.

If anything is missing or incorrect, let me know.

The Blade of Heroes:
Kohako Kin, the Sword of Heroes CR 6
Tsukumogami Sage 2
NG Medium Outsider(kami, native)
Init +2; Senses darkvision 60ft, low-light vision; Perception +13
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 23 [+2 Dex, +8 Natural, +5 Wis]
hp 62 (4 HD; 3d10+12+20+2d6+4); fast healing 5
Fort +5, Ref +8, Will +11
Defensive Abilities hardness 10; Immune construct traits, petrification, polymorph effects; Resist acid 10, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 30 ft., fly 30ft(clumsy)
Melee Blade +9 (1d8+4 plus chi gong/19-20), Slam +9 (1d8+4 plus chi gong/x2)
Special Attacks Chi Gong
Spell-Like Abilities (CL 6; concentration +8)
At-willLevitate, silent image

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 19, Int 15, Wis 20(17+1), Cha 14
Base Atk +4; CMB +8; CMD 25
Feats Improved Unarmed Strike, Muscular Reflexes, Dragon's Tattoos,
Martial Tradition None PAM Wis DC 17
Talents Boxing(Liver Shot)
Skills Acrobatics +7(2), Disguise +(5), Escape Artist +7(2), Perception +13(5), Sense Motive +13(5), Craft(tattoos) +10(5), Knowledge(Arcana) +8(3), Knowledge(religion) +8(3), Knowledge(Planes) +8(3), Knowledge(History) +10(5),
Languages Common, Sylvan, Celestial, telepathy 100ft,
SQ Animated Object Construction Abilities(Metal, Slashing Attack, Flight), Freeze, Merge with Ward, Ward, Esoteric Training(Infuser), ki pool(6), meditation(1d6), style talent(Boxing Sphere), Esotery(Combat Form)

Automatic Bonus Progression Resistance +1, Armor Attunement +1, Weapon Attunement +1, Deflection +1, Mental Prowess(Wisdom) +2

Kohako Kin is a sword of legend. It finds those most in need of assistance and then uses it's abilities, usually in secret, as best it can. Should it's current 'wielder' fall in battle but not die, Kohako Kin will continue the battle on it's own to ensure their survival as best it can. Should the wielder die, it will continue to pretend it is a simple large blade until such a time that it can move on without being seen.

When wielded in combat, Kohako Kin deals damage as a greatsword, katana, or similar two-handed slashing weapon sized for a medium creature.

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