
MysteriousMaker |
A mostly blank sheet. I left a few things filled in as examples, but try it. I have a full skill list somewhere, but I forgot where at the moment as I stopped using it in favor of listing only those with modifiers.
Closing spoiler tags are missing a bracket so it can be copied (hopefully).
[spoiler=Descriptives]
Race: Female Kobold
Age: 72 yo (Adult)
Size: Small Size, 2' 9" 28 lbs
Type: Humanoid (reptilian)
Level:
Classes:
Favored:
Social:
Faith:
Alignment:
Home:
Jobs: Trapper
Languages: Common,
[/spoiler
[Spoiler=Basics]
Str 10 (+0)
Dex 14 (+2)
Con 10 (+0)
Int 15 (+2)
Wis 12 (+1)
Cha 16 (+3)
Senses: Darkvision, light sensative, Perception +5
Aura: Good (see detect evil)
Init +2: Speed 30 ft.
BAB +3: CMB +2: CMD 14
Concentration +0 (d20+CL+ab mod)
Fort +4, Ref +5, Will +7
Immune:
Conditional:
AC: 19, ff 17, touch 12 (+5 Armor, +? Deflection, +2 Dex, +? Dodge, +1 Natural, +? Shield, +? Sacred, +1 Size)
w/ Shield spell: 23, 21, 12 (16 vs incorporeal)
HP: 22 ( HD: 1D10+4d6) (1st HD=10, 4*3=12 (HD * avg), 0 con*lvl)
DR:
Resist:
[/spoiler
[Spoiler=Skills]
[/spoiler
[Spoiler=Active]
[/spoiler
[Spoiler=Passive]
Racial
-name: description
Traits
-name: description
Feats
-name: description
Class
-name: description
[/spoiler
[spoiler=Spells Known]
CATRIPS
-
1-Expert Spells
-
2-Master Spells
-
[/spoiler
[spoiler=Equipment]
WORN/EQUIPPED
Weight: 16lbs of 24.75 light load
Weapon: +2 type dmg notes
HAVERSACK
Gold:
Weight:
00 light load
00 medium load
00 heavy load
[/spoiler
####
[spoiler=First level choices]
Base stats:
Race:
ART: (alternate racial traits and optional)
Class:
CSC: (Class specific choices)
Feat:
Languages:
Skills:
Favored class:
FCB: (favored class bonus)
[/spoiler
[spoiler=Nth level choices]
Class:
CSC:
Ab+: (ability score increase)
Feat:
Skills:
Spells:
FCB:
[/spoiler

Oceanshieldwolf |

MysteriousMaker wrote:....
I find it interesting how race/class combos is what most people call out for a character. I need a concept first, so I can pick a race and class that fit.
He's right on this, a concept should not be bound to a race class combinations. A concept is an Idea that does not rely on any one specific race or class and definitely not a specific race class combination, but an idea that does not rely on being defined by a single class or race.
I had no idea concept was so specifically designated as to what it shouldn't be. Just kidding. I completely disagree with both of you. I have a concept. A human fighter. He has a history and...hopefully a future. How is that not a concept?
I get more leery of folks who have a "concept" that uses race and class to "build" toward. I saw a lot of people asking how to "build" certain functions in PF1 advice threads and folks would reply saying "choose this race for x benefit". Completely bereft of "character" and completely beholden to mechanical aspirations. But even that is still a "concept".
So to me, I think of a race/class "concept" I want to explore via roleplay. Has worked well these past 40+ years. Didn't know I wasn't doing it the supposed way.

GM DarkLightHitomi |
1 person marked this as a favorite. |

I get more leery of folks who have a "concept" that uses race and class to "build" toward. I saw a lot of people asking how to "build" certain functions in PF1 advice threads and folks would reply saying "choose this race for x benefit". Completely bereft of "character" and completely beholden to mechanical aspirations. But even that is still a "concept".
So to me, I think of a race/class "concept" I want to explore via roleplay. Has worked well these past 40+ years. Didn't know I wasn't doing it the supposed way.
Hmm.
My experience is usually the opposite. People come up with a gimmick of mechanics, often just a race/class, and then they build everything else around that mechanical choice. The character concept becomes secondary and subservient to the mechanical concept.
The one thing I like better about “old school” gameplay is that the lack mechanics means most players create character concepts first, and mechanics second or not at all.

MysteriousMaker |
I would be interested in playing if we would be staying close to an 'old school' interpretation of sorts, but it would seem it is not the case :)
I’m not sure we can say that yet. I tend to use pf1/3.5 style mechanics while focusing on old school style play and thinking. But maybe that’s just me.

Albion, The Eye |

Albion, The Eye wrote:I would be interested in playing if we would be staying close to an 'old school' interpretation of sorts, but it would seem it is not the case :)I’m not sure we can say that yet. I tend to use pf1/3.5 style mechanics while focusing on old school style play and thinking. But maybe that’s just me.
Yeah, different interpretations are of course possible and will depend on the individual.
For me, 25pt buy + Archetypes + Advanced Class Guide + Advanced Player's Guide + Traits is already too dangerous. To each his/her own as always, of course.

RHMG Animator |

Lively discussion going on here. I like it.
To be true to myself, I usually come up with something I'd enjoy playing. That means a character concept first. I usually play subtle characters, something hard to do in PF1.
Would you define concept as;
an root idea not determined on race and or class,or an idea rooted on a specific races, classes or race/class combos?
if the former, how about all character submissions can not mention race, class, or both of them as the concept as part of the recruitment submissions.
So no one knows one or two aspects of the character, though could get a general idea.
And it would force a new perspective/path on making characters for submissions for some.

MysteriousMaker |
For me, either of those options can be just a gimmick.
To me, a character concept is a rough sketch of who the character is as a person. What is their personality like, their motivations and desires, and their way of approaching situations.
Something simpler such as a race/class combo, a particular mechanic to focus on like being a tripper, or a simple stereotype like a haughty noble, are all just gimmicks.

MysteriousMaker |
MysteriousMaker wrote:Check out “Calibrating your Expectations” by Alexandrian. Great article on the topic.Which topic specifically? That different interpretations of the game are possible?
More like the mechanics can have designs favoring different interpretations, and most notably that modern play and therefore modern opinions, do not jive with dnd 3.5 mechanics.
3.5 was designed very differently from what became the common view and therefore the common opinions.
It is interesting to read because it shows that the mechanics were designed around an old school way of playing that most modern players have no concept of. It also shows a depth of consideration in the design that most are oblivious to.
So whether you ever play with lots of mechanics or not, it is good to read for a better understanding of why 3.x is the way it is, and therefore why much of pf1 is the way it is. You get a better idea of how what paizo goes for is contrary to the original design.

EltonJ |

Check out “Calibrating your Expectations” by Alexandrian. Great article on the topic.
I just read it. Very interesting. If you want to do High Level play, then adjust the game's levels accordingly (20th level was designed for super heroic Demigods). Levels 1-5 are for gritty, realistic fantasy (note that this game takes place in that range). Levels 6 through 10 are for heroic fantasy. And so on.
The design of the game was based on specific tiers. So, if you are expecting a certain play experience, then the GM makes it possible. I only said that since 7 players is the upper limit of what the module could handle, I could handle more variety.
Though some classes work better within a certain tier than others. Investigators work best at levels 1-5. That's just an example. I could run a Call of Cthulhu type game with Pathfinder working around levels 1-5. As another example, Kieth Baker said he designed Eberron to work within a certain level range (which is why he didn't make a full Adventure Path within Eberron). Eberron games work best within the Heroic Fantasy tier.
This game is designed for gritty fantasy -- Which is why I would like to end it after the cult is defeated.

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What’s with all the race class combos? Doesn’t a character need more than that before even picking race and class?
I find it interesting how race/class combos is what most people call out for a character. I need a concept first, so I can pick a race and class that fit.
Well, for me, there are two reasons.
1. Announcing what race/class a player is looking at helps to eliminate duplication.
2. I took Warpriest as it is a class that I have not ran in PFS.

MysteriousMaker |
Older gameplay also relies heavily on the idea that the GM will adjust everything to the players, and on the idea that all roles can be filled in some capacity by any class through wits and clever item use (thus the extensive item list of “useless” items). Mostly that is because nothing was solved purely through a die roll. A healer can be replaced by extra use of potions and wands, traps can be found by careful exploration and use of animals, items, and negotiations with monsters (yes, in the past PCs would not always kill monsters). Offense can be handled by avoiding combat when possible and using tactics, techniques, and items when unavoidable. And so on. Combat as sport may dominate the community now, but combat as war dominated in the early days. The “requirement” of filling all roles in older adventures is more due to the shift in modern sensibilities than due to their designer’s intent.