ICon's Kingmaker AP Pathfinder Create Characters - Page 10 of 48

Good for a first try, but there's - Page 10 - D&D / Pathfinder Archive - Posted: 26th Mar, 2014 - 3:55am

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20th Mar, 2014 - 5:25pm / Post ID: #

ICon's Kingmaker AP Pathfinder Create Characters - Page 10

Oh, I don't want to use anyone's characters. Maybe they might come back or something and then it will look bad. I'll try and create one and put it up when I'm ready.

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21st Mar, 2014 - 12:00pm / Post ID: #
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Characters Create Pathfinder AP Kingmaker ICons

Game Master says...

Using their character won't look as bad a them not posting for 5 months without explanation. I would even prefer they told me I am a terrible Dungeon Master before leaving. Do as you wish.

23rd Mar, 2014 - 4:55pm / Post ID: #

ICon's Kingmaker AP Pathfinder Create Characters Archive Pathfinder / D&D

How is this:

Female Human Rogue 1
True Neutral
Level 1: Rogue
HP 8
Strength 18 (+4)
Dexterity 17 (+3)
Constitution 10 (+0)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 5"
Weight: 115 lb
Eyes: Light Brown
Hair: Light Brown Straight
Skin: Tan
Total Hit Points: 9
Speed: 30 feet
Armor Class: 13 = 10 + 3 [dexterity]
Touch AC: 13
Flat-footed: 10
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 0 = 0 [base]
Reflex save: + 5 = 2 [base] + 3 [dexterity]
Will save: + 0 = 0 [base]
Attack (Handheld): + 4 = 0 [base] + 4 [strength]
Attack (Missile): + 3 = 0 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 4 = 0 [base] + 4 [strength]
Combat Maneuver Defense: + 17 = 10 + 0 [base] + 4 [strength] + 3 [dexterity]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 100 lb. Or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Common (? 1 more)
Acrobatic +2 on acrobatics and fly checks
Catch Off Guard No penalties for improvised melee weapons

Skill Name | Key Ability | Skill Modifier | Ability Modifier | Ranks | Misc. Modifier

Acrobatics [Dexterity]* 9 = +3 + 1 + 3 [class skill] + 2 [acrobatic]
Appraise Int 5 = +1 + 1 + 3 [class skill]
Bluff [Charisma] 1 = +1 Climb [Strength]* 8 = +4 + 1 + 3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy [Charisma] 1 = +1
Disable Device [Dexterity] 7 = +3 + 1 + 3 [class skill]
Disguise [Charisma] 5 = +1 + 1 + 3 [class skill]
Escape Artist [Dexterity]* 7 = +3 + 1 + 3 [class skill]
Fly [Dexterity]* 5 = +3 + 2 [acrobatic]
Heal [Wisdom] 0 = +0
Intimidate [Charisma] 5 = +1 + 1 + 3 [class skill]
Knowledge (Arcana) Int 2 = +1 + 1
Knowledge (Dungeoneering) Int 5 = +1 + 1 + 3 [class skill]
Perception [Wisdom] 0 = +0
Perform_1 [Charisma] 1 = +1
Perform_2 [Charisma] 1 = +1
Perform_3 [Charisma] 1 = +1
Perform_4 [Charisma] 1 = +1
Perform_5 [Charisma] 1 = +1
Ride [Dexterity]* 3 = +3
Sense Motive [Wisdom] 0 = +0
Sleight of Hand [Dexterity]* 7 = +3 + 1 + 3 [class skill]
Stealth [Dexterity]* 3 = +3
Survival [Wisdom] 0 = +0
Swim [Strength]** 4 = +4
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
This human chose +2 to dexterity (Already included)
Extra feat at first level (Already included)
Four extra skill points at first level (Already included)
One extra skill point at each additional level (Already included)
Sneak Attack +1d6
Trapfinding -- add half of rogue level to find traps, minimum +1
Evasion (Level 2) -- no damage on a successful reflex save
Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
Trap sense (Level 3) -- armor class and reflex bonuses against traps
Uncanny Dodge (Level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
Improved Uncanny Dodge (Level 8) -- cannot be flanked
Master strike (Level 20) -- each sneak attack either kills, paralyzes, or puts into coma. Class HP rolled

I will do equipment and background later, I wanted to get the first part out of the way.

24th Mar, 2014 - 12:25pm / Post ID: #
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Page 10 Characters Create Pathfinder AP Kingmaker ICons

Game Master says...

I was trying to suggest writing the backstory first and then fitting statistics to it, but whatever you prefer.

The first thing that strikes me are the Ability Scores. I don't use rolled ability scores for fairness. Far too high for 15 point buy, that's about 30 points. Unless you were going for a brutish rogue, I would drop strength. I would also suggest avoiding odd numbers, due to the way the modifier is calculated.

I don't want to interfere with your decisions too much, because I don't have a feel for the character you want, so I won't suggest a set of scores.

Apart from that, the further statistics are right (Until you change Ability Scores), but the armor choice will change a few numbers. Starting gold is rolled however, rogues receive 4d6 times 10 gold pieces.

24th Mar, 2014 - 12:30pm / Post ID: #

Characters Create Pathfinder AP Kingmaker ICons

I know the rolls seem too good to be true but it is what the generator gave me, honest. I know the strength is high but I didn't want anything keeping my character back especially since she might be hoarding treasure she gets so I want to keep the stats like they are if that's alright with you? Yeah she is a true neutral and doesn't take crap from anyone. So please let me know if its good and I will continue with the rest.

24th Mar, 2014 - 1:24pm / Post ID: #
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ICon's Kingmaker AP Pathfinder Create Characters

Game Master says...

Sorry, I'm afraid I can't let you keep them. It's not about the generator, nor me hating players. Everyone gets 15 points to spend on Ability Scores using the method in the Getting Started chapter. I just want to keep it fair. Within a few levels, magic will be able to overcome your character's shortcomings (Especially if you take Use Magic Device skill ranks later) but you have to earn it.

Based on the skills you picked being mostly Dexterity and Intelligence I guess you want a more traditional rogue. Strength must be reduced and consider the Weapon Finesse feat or plan to get the Finesse Rogue talent for second level.

Strength based rogues can also be a viable build and will find themselves in melee combat. A bit of Constitution would help, and dexterity can be much lower if you train into using armor.

Also 3 Traits need to be picked, but if you write a back-story I can suggest a few based on it. The back-story doesn't need to use specific setting information, if you want something specific, you can ask who the deity of war is or which nation is most like France or similar questions.

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25th Mar, 2014 - 4:51pm / Post ID: #

ICon's Kingmaker AP Pathfinder Create Characters - Page 10


I think I have leveled my character to level two properly, here is what I have. I have not added any of the coin or items found on the bandits as I have no one to discuss in game with where the items should go or how they might be split if up for grabs.

Shivas Shanti
Elf, Cleric(Merciful Healer) of Sarenrae 2
Lawful Good, Medium, Humanoid (Elf)
Initiative: +2, Senses: Low-light vision, Perception: +5
Exp: 1605

Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Wisdom: 16 (+3)
Intelligence: 10 (0)
Charisma: 12 (+1)

AC: 17, Flat-footed: 15, Touch: 12 (+5 Armor, +2 Dexterity)
HP: 12 (1d8+1+3)
Fortitude: +4 Reflex: +2 Will: +6 (All saves +2 vs Enchantment)
Immunity: Sleep

Speed: 30' (20 with med load)
Melee: 0 BAB Scimitar (1d6 -1, 18-20/x2)
0 BAB Dagger (1d4 -1, 19-20/x2) (10ft)
Ranged: 0 BAB (1d8 -1, x3) 100ft
Special Attacks: channel positive energy 4/day ([-]DC 11[-], 1d6, healing only)
Domains: Healing
Domain Spell-like Abilities: 6/day-rebuke death
Spells: (Caster Level 2cd, +2 to overcome Spell Resistance)
1st - 2+1
0 (At will) - 4
Weapon Familiarity: Elf

Base Attack Bonus +1
Combat Maneuver Bonus 0
Combat Maneuver Defense 12

Feats: Toughness

Traits: Blessed touch, Forlorn

Skills: Craft (Carts) +4
Heal +7, Knowledge (Arcana) +4
(+2 Spell craft to identify items)

Languages: Common, Elven

Special Qualities: Aura (Law, Good), Spontaneous Casting, Combat Medic

Money: 159gp 6sp 8cp
Horse, light (75gp)
Scimitar 1d6 (4 lbs.) 15gp
Longbow 1d8 (3 lbs.) 75gp
Arrows (20) (3lbs.) 1gp
Dagger 1d4 (1 lbs.) 2gp
Scale mail (30 lbs.) 50gp
Artisans tool's (5lbs.) 5gp
Back pack (2 lbs.) 2gp
Blanket, winter (3 lbs.) 5sp
Canvas (5 sq. Yards) (5 lbs.) 5sp
Fishhook (5) (-lbs.) 5sp
Flint & Steel (-lbs.) 1gp
Soap (1lbs.) 5sp
Water skin (4lbs.) 1gp
Whetstone (1lbs.) 2cp
Cleric's Vestments (6lbs.) 5gp
Cold Weather Outfit (7lbs.) 8gp
Rations (6 days) (6lbs.) 10sp
Holy Symbol, wood (-lbs.) 1gp
Tinderwig (3) (-lbs.) 3gp
Saddle bags (8lbs.) 4gp
Saddle Small (25lbs.) 10gp

Attached Image Edited: Canabusis on 25th Mar, 2014 - 4:54pm

26th Mar, 2014 - 3:55am / Post ID: #
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ICon's Kingmaker AP Pathfinder Create Characters D&D / Pathfinder Archive - Page 10

Game Master says...

Good for a first try, but there's a some details missing. I hope I can teach you how to level up, and you can also better judge characters for your own game.

I have your XP recorded at a bit higher, 1785. I believe I forgot to give the party experience for defeating the 4 bandits that were returning to camp, sorry! So that's where the missing 180 is from.

Hit dice should increase by 1d8. In my game, instead of rolling for it, since your die is a d8, you gain half the die (8/2=4) +1, so 5. Then you add Constitution and other bonuses (Like Toughness, but only from 4th level onward).

You also increase the number of +1 skill ranks you have. It depends on your class and is written there. You can put it into new skills, or the same ones.

Don't forget the bonus for gaining a level in your favored class. Either +1 hit points or +1 Skill ranks.

Don't forget to add another spell, remember how I had forgotten to include a spell for having high Wisdom. Information is on "Table: Ability Modifiers and Bonus Spells" In the Ability Scores chapter.

The DC for Channeled Energy also increases by one, but since you can't harm undead, you might as well omit that number altogether.

Finally, added personal items seem to be missing. Apart from what the party looted, Shivas should additionally have a copy of the Charter, a Small-sized Saddle, a Feather Token (Tree) from Gallian/Duma and a Chronicler's kit. Plus whatever you can get out of the party's loot pile. :D

Oh man, I had so much text copied, and I copied something else and lost it. Summing up, an LE Ronin sounds very interesting and appropriate. The Common he would know is Tian, not Taldane. The events of Jade Regent adventure are happening at the same time the explorers set off in my Kingmaker.

I would like to see the motivations behind his alignment, choice to become Ronin and to travel so far. You can begin the story in the middle of your journey and we can role-play a prologue.

Attached Image Edited: iCon on 26th Mar, 2014 - 6:03am

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