Character creation


Homebrew and House Rules


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Pathfinder Card Game Subscriber

So I’ve been toying with the idea of running a home brew campaign with the new Core Set and was wondering if anyone has any guidelines for allowing people to create their own characters. Specifically if there was a list of “skills” that could be adapted to allow them to pick from for each class. And if there was an editable character sheet that could be printed out to allow them to craft their character. Also, if this idea is too complicated feel free to let me know I’m just reaching for something too complex.


Jerc54321 wrote:
So I’ve been toying with the idea of running a home brew campaign with the new Core Set and was wondering if anyone has any guidelines for allowing people to create their own characters. Specifically if there was a list of “skills” that could be adapted to allow them to pick from for each class. And if there was an editable character sheet that could be printed out to allow them to craft their character. Also, if this idea is too complicated feel free to let me know I’m just reaching for something too complex.

An interesting proposition, to be sure. I think it would be hard to create a full system for powers, but you could probably isolate two or three "standard" powers per class - perhaps enough to have them choose two out of three, as well as minor variations on the powers - then have your players propose power feats and approve or deny them. That ought to be manageable as long as you have a good idea of how the game balance works and your players aren't too much of munchkins.

some standard power examples:

Barbarian:
*On your Strength or (Base skill, against monster, or against barrier) bury a card to add 1d10 (or equivalent skill)
*At the end of your turn, you may move (and move other characters - choose how) + Closing your location does not prevent you from exploring
*When you suffer combat damage, recharge a card to reduce it by 1

Cleric:
*Instead of your first exploration on your turn, discard (a type of card) to heal a local character 1d4+1 cards
-OR-
At the end of your turn, recharge (type of card) to heal a local character 1 card
*(Some variation of adding dice and the Magic trait to checks against undead)

Rogue:
(One of these powers should be only usable when you are the only local character)
*You may evade
*Recharge a card to add 1d6 to your combat check
*(Something about poison)

You should probably encourage interesting variations on these standard powers, as many of the existing characters have such.

Favored cards are also highly variable, but most classes get a combat card (weapon, spell, alchemical item). The exceptions are typically support classes:

There are more consistent guidelines for the other aspects of the characters, though, so that part's easy:
*The dice for your six base skills should add up to 42
*Derived skills vary but typically total from +4 to +6. Usually you get more if they're on weaker dice.
*There are fifteen total skill feats to choose from (although that probably makes less difference for single-campaign characters)
*Your starting deck should have 15 cards (excepting the Vigilante)
*There should be 10 card feats to choose from


Pathfinder Card Game Subscriber

Thanks for the ideas! I think I’ll have to put some work into collecting the skills before I even approach this idea.


You might find the PACG Wiki's Class Deck pages to be useful references, as each one has at least three characters of the given class. :)


Pathfinder Card Game Subscriber
foxoftheasterisk wrote:
You might find the PACG Wiki's Class Deck pages to be useful references, as each one has at least three characters of the given class. :)

Thanks! I was going to dig around the interwebs at some point. I actually was going to look at the Character Conversion document the community is working on as a way to find the correct wording for Core.

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