[Interest Check] Highly Newbie Friendly Pathfinder Society Forum Game

I'm going to take a stab at building a character in a bit. Would have done it yesterday but I had a hell of an afternoon and was just feeling way too drained. How long would it take, expecially for someone with no little to no knowledge of pen and paper RPGs?
 
It can take about 2 hours if you have never done it before, but after awhile it should only take about 15 minutes. I can do it in under 5 in Hero Lab.
 
I would make your character first and then register it.
 
I use myth weavers usually, they have online form fillable sheets. You can use the pathfinder srd for information on making characters.
 
I'm happy to help epople make characters, maybe tomorrow because I am so fucking sick right now. I can't keep down water. (I made the mistake of walking to the store when i was feeling better). With help from an experienced player it's a fast process. An experienced, healthy player.

I have four registered characters now, which is enough to run a table. I'm pretty sure we'll end up doing two.
 
I'm about to start creating a character. Surtur suggested using Myth Weavers, which I'm just registering with, Is that a good place to start? I had a look at the Paizo PRD earlier and think I know what I'm doing, for the most part.
 
You should consider going to a doctor for an IM anti-emetic before you're too sick to get yourself there. Feel better soon, buddy.

Thanks for the concern but this bug worked it's way through everyone I know in town. I'll live. I'm pretty much better now anyway.

I'm about to start creating a character. Surtur suggested using Myth Weavers, which I'm just registering with, Is that a good place to start? I had a look at the Paizo PRD earlier and think I know what I'm doing, for the most part.

Myth Weavers is good if you sort of know what you're doing. You might want to run your character idea past the braintrust over here before you build it to make sure you picked a niche you're going to get use out of and that there's nothing that class needs to be effective that you're missing.
 
I'll put 14 in Strength, Dexterity Constitution and Wisdom.

Skilled monk sounds cool, so I think I'll also bump up dexterity.

Should I make my character now or do I need to do other stuff first?

Okay so Half-Elf Monk, 14 Strength, 16 Dexterity, 14 Constitution and 14 Wisdom.

If you're going to focus on skills you should have a look at those now:

As a skill-monk you don't really have enough skill points to take cross class skills, so you should stick with your class skills. Dex is your strong ability so you should focus on Dex based skills.

Acrobatics you should take for sure. As a skill-based monk that's what you'll be saving the day with 75% of the time. It lets you balance on ledges, tumble around enemies, break your fall, jump far or high, all sorts of important stuff.

Stealth is very useful, especially since you won't wear armor. I'd strong suggest considering it. Hiding is useful for everyone, but actually being good at it is a huge boon.

Perception isn't Dex based, but it's Wis based (another of your better abilities) and arguably the best skill in the game. You use it to catch people using stealth, notice secret doors or ambushes, and all kinds of vital stuff. Veteran players almost always take it. Half Elves also get a bonus to this, so you could have a very solid Perception skill.

Climb is Str based and allows you to, surprise surprise, climb stuff. Get good enough at it and you can scale sheer castle walls. In my opinion it's the best mobility skill that doesn't require magic to use.

Escape Artist is a Dex based skill. You only find yourself attempting to escape from bonds rarely, but when you do you're glad you have this. This skill comes up a lot when the players lose a fight to someone with no interest in killing them.

Profession is a skill tied to a profession, so you could have Profession (Cobbler) or Profession (Bouncer). Any job you want, within reason, you can prety much have. You use it to roll to make money between adventures. Some people like to take them so that they can have more money/be part time adventueres and therefore losers.

Sense Motive, Wis based, lets you tell when other people are trying to use social skills against you. If you suspect someone is lying to you, you can roll this skill and, if you succeed, the GM will tell you if they're being sincere. You can also tell when people aren't giving you the whole story, or see through other forms of deception.

There are lots of other skills, but I would highly recommend limiting yourself to the ones above, which are your strongest choices. As a half-elf monk you can pick four of them. I'd probably go Acrobatics, Stealth, Perception and then a fourth based on what you want to focus on.
 
Última edición:
I'm about to start creating a character. Surtur suggested using Myth Weavers, which I'm just registering with, Is that a good place to start? I had a look at the Paizo PRD earlier and think I know what I'm doing, for the most part.

Myth Weavers forces you to only be able to make legal choices, but it still assumes you know what effect those choices will have. It's probably better building one step-by-step with me (although you can use MW if you think you're up to it).

What I'd start with is having a look at the race and class lists (I've linked them about a million times in this thread) and seeing what looks interesting.
 
I should have also mentioned, for the monk: Half-Elves get one Skill Focus feat for free, so you'll need to pick one of your skills to get a sizable bonus to.
 
Billionth post in a row:

@GNP: If you drop your monk's Con down to 10 you could bump your Dex all the way up to 18 (which is sort of the "normal human maximum".) This would cost you two hit points (town to 8 from 10) and it would reduce your fortitude saving throw (making you more susceptible to poisons, diseases, and magic that directly attacks your anatomy instead of your soul). Monks have good saving throws in all three categories so it would be less of a big deal for you to lose some fort, although if you keep the 14 Con then you will have very good saving throws all around. The 10 Con 18 Dex version is more specialized, so you'd be better at what you're good at, but in return you'd have a small weakness in terms of your below-average "toughness".

Granted, the extra Dexterity will mean you're hit less often, which is often better than having more hit points. Con is also not tied to any of your skills, and indeed is tied to almost none. I can't think of any that it effects in Pathfinder. There is a skill from an old edition of D&D that Pathfinder doesn't use anymore that used Con, though. It wasn't a monk class skill I don't think.
 
As of right now I'm leaning towards an Elven Sorcerer, mainly because in all the RPGs I've ever played I've gone for a more run of the mill melee class, so I figure if I'm delving into pen and paper RPGs it might be worth shaking things up a bit more.
 
As of right now I'm leaning towards an Elven Sorcerer, mainly because in all the RPGs I've ever played I've gone for a more run of the mill melee class, so I figure if I'm delving into pen and paper RPGs it might be worth shaking things up a bit more.

Okay, well I might recommend waiting until your second character to shake things up; there's a big leap between video game RPGs and pen and paper RPGs. A lot of old stuff will become new again because of the sheer level of freedom. Like imagine a game like Mass Effect only you could make up your own dialogue or decisions and the story just had to roll with the punches. I recommend starting with what you've had fun with before.

But if you do want to be an elf Sorcerer, you should play an elf Wizard. Wizards are the Elf favored class, and they're just uniformly better than sorcerers if you have a brain. Sorcerers are a less powerful easy-mode version of wizards.

Edit: Unless you want to play a spellcaster/social character. That's when sorcerer is your stronger pick.
 
Última edición:
It seems ZombieGaryOak is building a Magus I think.

So we have a Cleric, Barbarian, Special Forces, and Paladin who are 100% finished, I have their PFS IDs and everything.

Still being cooked up are a Magus, Monk, Sorcerer and one soft TBD. So two tables for sure. I'm assuming Surtur wants to play with ZGO so I think I'll go Surtur, Dynastia, Randall Fragg and ZombieGaryOak for the first table. That leaves the second table with a Paladin, a Monk, and Sorcerer and a fourth class (hopefully a healer of some kind).

So what I'll probably do is run First Steps for the second table, since it's got more new players and first steps is a great "first adventure", and then I'll just some other scenario for the first table. I've got a bunch of fun ones.

I don't want to run the same adventure for both groups because then it discourages people from reading the other game because of spoilers.
 
Atrás
Top Abajo