Masada's Pen & Paper RPG Pitch
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Re: Masada's Pen & Paper RPG Pitch
I don't think I am. I know we said "Lets play Pathfinder" at 11-ish, and didn't leave Masada's place til 8 or so. And we weren't actually playing for more than two hours or so.
Fi Skirata- Knight
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Re: Masada's Pen & Paper RPG Pitch
At the request of Fontan, editing this (to the best of my abilities) to be a step-by-step guide to basic Pathfinder character creation.
Step 1 - Selecting a race, class, and determining ability scores.
For simplicity's sake we'll be making a Human Fighter as an example character named Dude McFighter,
and we'll be using Myth-Weavers' online character sheets (I use the experimental one, you should probably use the normal one).
So! Your DM invites you to a campaign and asks you to make a character and you decide to be a boring little human fighter with a big sword.
First and foremost, you must find out your class's basic requirements. The Fighter is the general party tank; he rushes out into the fray and hits stuff and, since he most likely wears the bulkiest armor, tanks the hits by said stuff. Basically, all he needs to be able to do is hit stuff and stay alive, and for this he will need, primarily, lots of only 2 of the 6 ability scores: Strength and Constitution.
A better description of all the 6 ability scores are found here.
Strength will be needed because to calculate if an attack will hit, you would roll a 20 sided dice (d20), and add both your Strength modifier (a bonus granted for high strength scores) and your base attack bonus (given to you on a chart for your class).
Constitution will be needed for bonuses to HP (from the Constitution modifier.) and fortitude saves (for resisting poison, disease, etc.).
Dexterity isn't necessary, but you'll want the bonuses it gives to your armor class (again, from the modifier.)
As for adjusting ability scores, I am too lazy for all those dice rolls and simply use a point-buy calculator which can be found here.
Step 2 - Filling the big, scary sheet.
We've already got our class, race, ability scores, our hit die, our basic saving throw bonus, our base attack bonus, and our class abilities just by looking at the section for Fighter on d20pfsrd
Now, as for weapons and armor, the player can start with any weapon and any armor listed in these top two lists: link
We said we wanted a big sword, but we also want to be practical here so we're gonna go with the Bastard Sword so we can wield it with two hands and one hand interchangeably. For armor, we unfortunately can't afford any heavy armor because the fighter only starts off with a measly 175 gold.
For now, we will stick with Scale mail.
Easy there champ, the spoiler below lists'm all and what they do, but some of it only your DM needs to worry about.
With that out of the way, only one part is actually left...
Step 3 - Class Features, Skills, And Abilities
Finally, before flavoring him up, we gotta list his abilities and feats. We'll start with feats, since they're the most complicated.
Feats are abilities or passive effects that you can select from a HUGE list that do all sorts of different things, be they anything from something he was trained to do or something he born with. This list is truly massive, and can be found here: link
Since our character is a Human and a Fighter, he probably gets the most feats allowed per any race/class combination in the entire game. His Human traits give him an extra feat, his class gives him one bonus COMBAT feat every level, and character advancement rules say that any race and class gains at least one feat at level 1, so he gets to start off with 3 feats in all.
We'll be taking Power Attack as the combat-only class feat, Quick Draw (so we can move after we unsheathe our sword) as his level 1 feat, and since we need to be proficient with exotic weapons to be able to hold the Bastard Sword with one hand: Exotic Weapon Proficiency (Bastard Sword). Then add-in the class-granted feats and abilities; Fighter gives us proficiency with every Simple and Martial weapon, along with any armor and shield. I have also added the favored class bonus; every time you gain a level in a classed that is marked as your favored class, you have a choice of gaining a +1 to your HP, a +1 to you skill ranks, or a race-specific favored class bonus. On the character sheet, I like to organize them by column, like so:
Moving on...
Skills!
Skills cover a wide variety of abilities; from gathering information with a diplomacy check to trying to craft potions with an alchemy check to even determining the spell your enemy is trying to cast with a spellcraft check and readying a proper counterspell. These skills can be applied to anything at the DM's descretion.
A full list of skills can be found here; click a skill to see what it's used for.
For our character though, the "Skilled" ability in the above picture is a Human racial trait that grants a +1 to your skill ranks and increases by 1 for every level he gains. This coupled with his base skill rank allotment is 3 + his Intelligence modifier (which is -1) which he can use to enhance his skills. It is recommended to only put ranks in your class skills (to get a +3 bonus) which, for Fighter, are posted near the top of this page: link
I never know what to expect in dungeons in regards to hazards; so when I'm stuck with just 2 skills to pick from, I try to be as mobile as possible and knowledgeable of traps and other terrain hazards, picking Climb, and Knowledge(Dungeoneering)
Also keep in mind that you cannot have more ranks in a skill than your current experience level
And with that, we are pretty much done, the very bottom of this version of the sheet is used for flavoring up your character with info on appearance, backstory, and other assorted goodies.
I did leave out the inventory section, but that is because the items you can buy and bring with you are rather situational. A list of said items may be found here.
If you have a question on stuff I left out, ask and thou shalt receive.
And here's one of my character sheets if you still need stuff to go on: Kagrynn, The kobold Magus
Step 1 - Selecting a race, class, and determining ability scores.
For simplicity's sake we'll be making a Human Fighter as an example character named Dude McFighter,
and we'll be using Myth-Weavers' online character sheets (I use the experimental one, you should probably use the normal one).
So! Your DM invites you to a campaign and asks you to make a character and you decide to be a boring little human fighter with a big sword.
First and foremost, you must find out your class's basic requirements. The Fighter is the general party tank; he rushes out into the fray and hits stuff and, since he most likely wears the bulkiest armor, tanks the hits by said stuff. Basically, all he needs to be able to do is hit stuff and stay alive, and for this he will need, primarily, lots of only 2 of the 6 ability scores: Strength and Constitution.
A better description of all the 6 ability scores are found here.
Strength will be needed because to calculate if an attack will hit, you would roll a 20 sided dice (d20), and add both your Strength modifier (a bonus granted for high strength scores) and your base attack bonus (given to you on a chart for your class).
Constitution will be needed for bonuses to HP (from the Constitution modifier.) and fortitude saves (for resisting poison, disease, etc.).
Dexterity isn't necessary, but you'll want the bonuses it gives to your armor class (again, from the modifier.)
As for adjusting ability scores, I am too lazy for all those dice rolls and simply use a point-buy calculator which can be found here.
- What a basic Fighter's abilities might look like.:
Step 2 - Filling the big, scary sheet.
- An empty character sheet.:
We've already got our class, race, ability scores, our hit die, our basic saving throw bonus, our base attack bonus, and our class abilities just by looking at the section for Fighter on d20pfsrd
- Half filled character sheet.:
Now, as for weapons and armor, the player can start with any weapon and any armor listed in these top two lists: link
We said we wanted a big sword, but we also want to be practical here so we're gonna go with the Bastard Sword so we can wield it with two hands and one hand interchangeably. For armor, we unfortunately can't afford any heavy armor because the fighter only starts off with a measly 175 gold.
For now, we will stick with Scale mail.
- wepon and armur:
Easy there champ, the spoiler below lists'm all and what they do, but some of it only your DM needs to worry about.
- what the magic numbers mean:
- Total Attack Bonus - Depending on feats (we'll go over later), this is affected by your class and the stat you use for attacking, which is usually Strength.
Crit - Your critical hit chance, denoted in the information for weapons in list posted above. For the bastard sword, it is 19-20 and x2, meaning if you roll a 19 or a 20 with the d20 you'll have a chance to do twice your normal damage
Special - A special effect the weapon may have, which, in this case, the bastard sword doesn't.
Range - Unless they have the Reach effect, melee weapons have a 5ft. range, meaning they can only hit any square next to the wielder. Ranged weapons can vary from 60ft. ~ 100ft.
Damage - The base damage your weapon will do along with any magical enhancements. Base weapon damages are always one or two of the 6 dice. For instance, the Bastard Sword uses 1d10, so you would roll a d10 one time for damage. The 20 sided die is never used for weapons damage.
Size - The weapon must be sized for you, it is set to medium because humans are considered medium creatures. Weapons that are smaller or larger, deal less or more damage and cost less and more, respectively.
Type - For weapons, this refers to damage type: Slashing, Bludgeoning, and Piercing which all have different effects on different enemies. For example, you wont get far going at a skeleton with a slashing weapon, but a bludgeoning weapon will smash'm up real good. For armor, it refers to the 3 types of armor: Heavy, Medium, and Light. These mainly effect speed, skill use, and spellcasting ability.
Chk pen (Check Penalty) - This affects your ability to use Strength and Dexterity based skills in the skill list we'll be getting to later. Heavier, bulkier armor usually has the worst penalties.
Max Dex - The maximum that your Dexterity modifier can affect your armor class. Basically, how much it affects your ability to dodge.
Spell Fail - Kinda goes without saying; if you're a wizard, don't wear armor and expect your spells to work. This number is a percentage that you roll a d10 and a Decader (a d%) to determine. Though I doubt a wizard would be dumb enough to wear heavy armor, so this probably wont happen.
Speed - This will affect how fast you can move. A human with no burden may move 30ft.(6 squares) per move action, but since our fighter is wearing medium armor, it's sorta weighing him down to 20ft., or 4 squares per move.
With that out of the way, only one part is actually left...
Step 3 - Class Features, Skills, And Abilities
Finally, before flavoring him up, we gotta list his abilities and feats. We'll start with feats, since they're the most complicated.
Feats are abilities or passive effects that you can select from a HUGE list that do all sorts of different things, be they anything from something he was trained to do or something he born with. This list is truly massive, and can be found here: link
Since our character is a Human and a Fighter, he probably gets the most feats allowed per any race/class combination in the entire game. His Human traits give him an extra feat, his class gives him one bonus COMBAT feat every level, and character advancement rules say that any race and class gains at least one feat at level 1, so he gets to start off with 3 feats in all.
We'll be taking Power Attack as the combat-only class feat, Quick Draw (so we can move after we unsheathe our sword) as his level 1 feat, and since we need to be proficient with exotic weapons to be able to hold the Bastard Sword with one hand: Exotic Weapon Proficiency (Bastard Sword). Then add-in the class-granted feats and abilities; Fighter gives us proficiency with every Simple and Martial weapon, along with any armor and shield. I have also added the favored class bonus; every time you gain a level in a classed that is marked as your favored class, you have a choice of gaining a +1 to your HP, a +1 to you skill ranks, or a race-specific favored class bonus. On the character sheet, I like to organize them by column, like so:
- filled class features:
Moving on...
Skills!
Skills cover a wide variety of abilities; from gathering information with a diplomacy check to trying to craft potions with an alchemy check to even determining the spell your enemy is trying to cast with a spellcraft check and readying a proper counterspell. These skills can be applied to anything at the DM's descretion.
A full list of skills can be found here; click a skill to see what it's used for.
For our character though, the "Skilled" ability in the above picture is a Human racial trait that grants a +1 to your skill ranks and increases by 1 for every level he gains. This coupled with his base skill rank allotment is 3 + his Intelligence modifier (which is -1) which he can use to enhance his skills. It is recommended to only put ranks in your class skills (to get a +3 bonus) which, for Fighter, are posted near the top of this page: link
I never know what to expect in dungeons in regards to hazards; so when I'm stuck with just 2 skills to pick from, I try to be as mobile as possible and knowledgeable of traps and other terrain hazards, picking Climb, and Knowledge(Dungeoneering)
Also keep in mind that you cannot have more ranks in a skill than your current experience level
- should look like this:
And with that, we are pretty much done, the very bottom of this version of the sheet is used for flavoring up your character with info on appearance, backstory, and other assorted goodies.
I did leave out the inventory section, but that is because the items you can buy and bring with you are rather situational. A list of said items may be found here.
If you have a question on stuff I left out, ask and thou shalt receive.
And here's one of my character sheets if you still need stuff to go on: Kagrynn, The kobold Magus
Last edited by Seccom-Masada on Fri Nov 13, 2015 7:12 pm; edited 5 times in total (Reason for editing : the pictures done broke, but i fix'm!)
Seccom-Masada- Esquire
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Join date : 2015-01-09
Age : 33
Location : At a box factory, Kaunas, Lithuania
Re: Masada's Pen & Paper RPG Pitch
GUYS ^^^ HE ADDED IT
Mr. Fountain- Knight
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Re: Masada's Pen & Paper RPG Pitch
BUMP BECAUSE FEESCH SAID TO
Seccom-Masada- Esquire
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Location : At a box factory, Kaunas, Lithuania
Re: Masada's Pen & Paper RPG Pitch
Oh, shit, I didn't know he had added that walkthrough. Wow. Alot of those spoilers won't open when I click em?
Fi Skirata- Knight
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Re: Masada's Pen & Paper RPG Pitch
They wont open because puush only keeps a certain amount of images saved, i'll have to capture them again, if you want.
Seccom-Masada- Esquire
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Join date : 2015-01-09
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Location : At a box factory, Kaunas, Lithuania
Re: Masada's Pen & Paper RPG Pitch
Wow, I never noticed that you edited in that explanation. You should update those pics, tho. Use imgur if you do.
Mr. Fountain- Knight
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Re: Masada's Pen & Paper RPG Pitch
Aaaaaand pictures are fixed, also added in one of my own character sheets for reference.
It's at the bottom.
It's at the bottom.
Seccom-Masada- Esquire
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Re: Masada's Pen & Paper RPG Pitch
BUMPING THIS ONE LAST TIME TO ASK:
WOULD YOU BABBYS ACTUALLY BE UP FOR THIS IF I PRE-MADE YOUR CHARACTER SHEETS OR SOME SUCH?
WOULD YOU BABBYS ACTUALLY BE UP FOR THIS IF I PRE-MADE YOUR CHARACTER SHEETS OR SOME SUCH?
Seccom-Masada- Esquire
- Posts : 145
Join date : 2015-01-09
Age : 33
Location : At a box factory, Kaunas, Lithuania
Re: Masada's Pen & Paper RPG Pitch
I... I would, yeah. I imagine we'd just put in requests for the kind of character we'd like to play?
Mr. Fountain- Knight
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Re: Masada's Pen & Paper RPG Pitch
Yeah. Probably, you tell me what you want the guy to be able to do and I could roll'm up accordingly.
Pathfinder already thought of this and has several pre-made characters.
Pathfinder already thought of this and has several pre-made characters.
Seccom-Masada- Esquire
- Posts : 145
Join date : 2015-01-09
Age : 33
Location : At a box factory, Kaunas, Lithuania
Re: Masada's Pen & Paper RPG Pitch
I can't believe I'm saying this, but fine, I'll cave. I'll play. I won't even demand a gunslinger, you know what I like, just give me whatever.
Fi Skirata- Knight
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Re: Masada's Pen & Paper RPG Pitch
Well, if you don't WANT to, you don't HAVE to.
When you put it like that, I feel like I'm forcing you.
'sides, Dungeon is looking about the same thing, anyway. :u
When you put it like that, I feel like I'm forcing you.
'sides, Dungeon is looking about the same thing, anyway. :u
Seccom-Masada- Esquire
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Re: Masada's Pen & Paper RPG Pitch
Then, maybe we'll just wait for Dungeon to cave or end.
Mr. Fountain- Knight
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Re: Masada's Pen & Paper RPG Pitch
I could do Dungeon and this, personally. I'm looking forward to this, honestly.
Fi Skirata- Knight
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Re: Masada's Pen & Paper RPG Pitch
Okay, then, Masada, go ahead and do the thing.
Mr. Fountain- Knight
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Re: Masada's Pen & Paper RPG Pitch
Alrighty then, I'll put up a post sometime. Might be up after I move.
Seccom-Masada- Esquire
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Re: Masada's Pen & Paper RPG Pitch
Cool, sounds good.~
Mr. Fountain- Knight
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