Random Character Creations


General Discussion


The new character creation system feels like the fight to avoid samey characters will be tougher than ever, but let's see how much randomization will help us out.

1. Start with either 10s or 4d6-minus-lowest.
2. 1d6 for Ancestry. Roll 1d6 to select the stat for free ability boosts.
3. 1d19 for Background. 1d2 when you have two choices for a boost, and 1d6 for free ones, rerolling if the ability selected is already 18.
4. 4 x 1d6 for free boosts. Re-roll if the ability selected is already 18.
5. Select class and feats.
6. Come up with a plausible story. See how far you can stretch the background in particular.

Ancestry table:

1: Dwarf
2: Elf
3: Gnome
4: Goblin
5: Halfling
6: Human

Background table:

1: Acolyte
2: Acrobat
3: Animal Whisperer
4: Barkeep
5: Blacksmith
6: Criminal
7: Entertainer
8: Farmhand
9: Gladiator
10: Hunter
11: Laborer
12: Merchant
13: Noble
14: Nomad
15: Sailor
16: Scholar
17: Scout
18: Street Urchin
19: Warrior

Ability table:

1: Strength
2: Dexterity
3: Constitution
4: Intelligence
5: Wisdom
6: Charisma

So, for a start... [Edit: the dice seem to have managed to reroll themselves. Added the original results.]

Ancestry: 1d6 ⇒ 2 (6) Human
Free ancestry boost #1: 1d6 ⇒ 1 (6) Charisma +2
Free ancestry boost #1: 1d6 ⇒ 6 (2) Dexterity +2
Background: 1d19 ⇒ 15 (3) Animal Whisperer
Wis or Cha boost: 1d2 ⇒ 1 (2) Charisma +2
Free background boost: 1d6 ⇒ 3 (5) Wisdom +2
Free boost #1: 1d6 ⇒ 2 (4) Intelligence +2
Free boost #2: 1d6 ⇒ 4 (4) Intelligence +2
Free boost #3: 1d6 ⇒ 2 (1) Strength +2
Free boost #4: 1d6 ⇒ 2 (4) Intelligence +2

Stats so far: Str 12 Dex 12 Con 10 Int 18 Wis 12 Cha 14

Class selection is a little more interesting because you want to pick something where your key stat isn't 18 already. So let's look for one that has Intelligence as a secondary... uh... damn. All right, let's at least embrace the opportunity for skill-monkey-ing and make them a bard with the Polymath muse.

Character story: Advika was born in Vudra and claims to have visited every one of the more than 100 kingdoms by the time e was 12. E comes from a family of travelling entertainers, and inherited a full measure of wanderlust from both eir parents. After striking out on eir own, e travelled with Keleshite caravans for several years as a guard and jack-of-all-trades and became comfortable with the company of animals as well as humans. Now e may be found with an adventuring party or exploring by emself, practicing a cheerful tune for the entertainment of only a pack animal.

[Edited to change pronouns after it occurred to me that if I'm going all in on the character concept of someone who is pursuing enlightenment in all things, e ought to be enby and pansexual as well.]


As much as I love what you've made, I feel obligated to point out the boosts rule where if gained at same time, multiple boosts would have to go to different stats, so the three instances of Intelligence boosting from the free boosts wouldn't be legal. Probably doesn't change too much, though.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

In addition, class choice would have given an ability score boost as well.


Gojirazard wrote:
As much as I love what you've made, I feel obligated to point out the boosts rule where if gained at same time, multiple boosts would have to go to different stats, so the three instances of Intelligence boosting from the free boosts wouldn't be legal. Probably doesn't change too much, though.

I thought that would be the case, but page 20 just says "as you see fit".


David knott 242 wrote:

In addition, class choice would have given an ability score boost as well.

That's why I said "so far".


Gojirazard wrote:
As much as I love what you've made, I feel obligated to point out the boosts rule where if gained at same time, multiple boosts would have to go to different stats, so the three instances of Intelligence boosting from the free boosts wouldn't be legal. Probably doesn't change too much, though.

Yeah, you need to take that into account for ancestry and background boosts, too.

Free ancestry boost #2 (Human): 1d5 (skip the previously boosted ability)
Free ancestry boost (other than Human): 1d4 (skip the 2 already boosted abilities)
--
Free background boost: 1d5 (skip the previously boosted ability)
--
Free boost #2: 1d5
Free boost #3: 1d4
Free boost #4: 1d3
Or alternately, roll 1d6 and 1d5 for the abilities you don't boost.


Again, I went through the detailed walkthrough on pages 19-20 as I did this and it said nothing about such a restriction. If it's buried somewhere else in the rulebook (add me to the list of people complaining about the amount of flipping back and forth it requires), then could some developer reading this please make a note to include it in the final version of the walkthrough?


To close the circle on this, yes, I've seen in other threads now that people have located the relevant rule. But it does badly need to be added to the walkthrough too.


This is just a random character I made.

Human (Scholar) Fighter 5
STR 19 = 10 + 2 (Human) +2 (Class) +2 (Background) +2 (1st) + 1 (5th)
DEX 12 = 10 +2 (1st)
CON 16 = 10 + 2 (Human) + 2 (1st) + 2 (5th)
INT 16 = 10 + 2 (background) + 2 (1st) + 2 (5th)
WIS 10
CHA 12 = 10 +2 (5th)

General
HP: 18; AC: 15; Touch AC: 12
Speed: 20 ft.
Trained Saving Throws (+0): Will*
Expert Saving Throws (+1): Fort, Reflex
Trained(+5): Exotic Weapons
Expert (+6): Simple weapons, martial weapons, exotic hammer weapons, armor and shields
Master (+7): Simple hammer weapons, martial hammer weapons.

*Bravery applies

Combat Actions
Warhammer Attack of Opportunity (Reaction): +13; 1d8+4 bludgeoning. Target is knocked prone on a critical hit.

Recognize Spell (Reaction): Skill check to recognize a spell being cast. +1 saving throw or AC against that spell on a critical success.

Shield Block (Reaction) Reduce the damage of an attack against you by 5 HP.

Warhammer (Any 1 Action): +15/+10/+5; 1d8+4 bludgeoning

Warhammer Swipe (1st two Attack actions): +15; 1d8+4 bludgeoning damage against two foes (single roll to beat both their AC to affect both). Target is knocked prone on a critical hit.

Warhammer Furious Focus (2nd Attack Action): +10; 1d8+4 bludgeoning; 3rd attack is at +10 attack bonus if this attack misses. Target is knocked prone on a critical hit.

Warhammer Shove (Any 1 Action): +9 vs Fort DC; The target moves back 5 feet (10 feet and prone on a critical success) and you can choose to follow. On a critical failure you can drop your weapon or become flat footed.

Shortbow (Any 1 action): +6/+1/-4; 1d6 piercing (+1d10 on a critical)

Raise Shield (Any 1 Action): +2 bonus to AC and Touch AC until the start of your next turn.

Warhammer Intimidating Strike (Any 1 action): +15/+10/+5; 1d8+4 bludgeoning and the target is frightened 1 and becomes flat-footed until the end of your current turn. Target is knocked prone on a critical hit.

Feats
Background: Assurance (Arcana)
Ancestry: General Training (Fast Recovery)
Fighter Class 1: Furious Focus
Fighter Class 2: Intimidating Strike
Fighter Skill 2: Quick Intimidation
General Feat 3: Combat Medic
Fighter Class 4: Swipe
Fighter Skill 4: Group Coercion
Ancestry 5: Skilled

Skills & Languages
Untrained (+3): All other skills.
Trained (+5): Lore (Academia), Athletics**, Craft, Arcana, Diplomacy, Acrobatics, Society
Expert (+6): Perception*, Intimidation, Medicine

Languages: Taldane, Goblin, Jotun

*Not actually a skill.
**Has a -2 penalty.

Equipment
Breastplate (80 sp)
Heavy Steel Shield (20 sp)
Warhammer (12 sp)
Short bow (30 sp)
20 arrows (2 sp)
6 sp

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