[Interest Check] Highly Newbie Friendly Pathfinder Society Forum Game

Pathfinder Basics:

We're getting close enough to starting that I should give a rundown of how Pathfinder works. It's pretty simple. Most of the time when you want to do something where there is a non-trivial chance of failure you roll a 20 sided die (d20) and add a number based on your competence to the result. If the total is equal to or higher than the Difficulty Class (DC) of what you were trying to do, you succeed. If it's lower, you fail. Sometimes succeeding the DC by a large amount, or failing by a large amount (always multiples of 5) will cause you to succeed or fail even more, but usually it's a binary pass/fail.

For example:

In combat if you want to attack someone you add your attack bonus with the weapon you're using to your d20 roll. If it is equal to or greater than the Armor Class (AC) of your opponent, you hit. If it is less than the AC, you miss.

When you target someone with a spell sometimes you make an attack roll, but usually the target makes a saving throw. You also make saving throws to avoid traps and other hazards. A saving throw is a d20 roll + your bonus in that save category, and you compare it to the DC of the spell or hazard.

Sometimes instead of comparing your d20 result to a DC, you compare it to the d20 result of another character. If A is trying to hide from B, a rolls a d20 + his Stealth bonus, and B rolls a d20 plus her Perception bonus. If A rolls higher, he succeeds in avoiding B's notice, but if B rolls higher she finds A.

The primary time you roll non d20s is for damage. Things deal damage in all kinds of different types of dice, from d4s to d12s. When rolling damage roll the appropriate die type, add any damage bonuses, and subtract the result from the target's hit points. If your hit points go into the negatives, you're unconscious. If they go into a negative number great than your Constitution, you're dead.

There are more rules that get stacked onto this basic premise, but they're mostly situational. If you understand these basics you can understand pretty much any aspect of the game.
 
I'll go with the suggested 18 dexterity.

I'll also have Acrobatics, Stealth and Perception and either Climb or Profession. Dumb question - how important is money in the game? I also like Profession because it gives me more stuff to do.
 
Profession only gives you stuff to do during down time. It almost never comes up in-game. Edit: Profession is stuff like Bar Tender or Goatherd. It's like you have a shitty second job to support your adventuring career. Like you're an actor who has to moonlight as a waitress.

Money is important, magic items are virtually a commodity, but you get so much more adventuring than professioning that it's a drop in the bucket.

You also need to decide which skill is your skill focus skill. Then it's on to feats.

Edit: Also you could take both, if you choose a skill point as your favored class bonus. You might as well if you're going to focus on skills. You either get a bonus hit point, a bonus skill point, or a special bonus based on your race/class combination. Looks like the half-elf monk one is some bullshit half bonus on a few very situational checks.
 
Okay, so feats.

You get one for free at first level, it can be any feat (although I'll suggest some below).

You also get a monk bonus feat. It can be chosen from among: Catch-Off Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Throw Anything. The best ones are Dodge (makes you harder to hit) Scorpion Style (lets you temporarily cripple someone's movement along with an attack) and maybe Combat Reflexes (lets you make more attacks of opportunity, which are special attacks you can only make when one of your opponents leaves a tactical opening.)

If you take Dodge as your monk feat and Mobility as your starting feat, you would qualify for Spring Attack as soon as you were high enough level for it. Spring attack lets you move, attack, then move and thereby stay out of range of retaliation.

You could also use your starting feat to take Skill Focus in any of the other skills you have (not acrobatics again, though), or weapon focus (unarmed) to make you more accurate with your martial arts. Monks are the only PFS class where Weapon Focus doesn't end up being a wasted feat half the time.

If none of that sounds like what you want I can help you come up with some other options, but the monk feat has to be from the list above.
 
dodge and weapon focus

Okay now you have to go download the PFS guide (the first thing I linked on this thread) and choose a faction from among those listed, plus two traits (only one from any given category though). That stuff's all in the guide and specific to PFS. Remember traits are as much character traits as they are the tiny bonuses they give, so choose what fits.

Once you're done that you just buy equipment, register, and you're ready to rock.
 
Good call with Taldor. That's my favorite faction.

If you read a little further into the booklet, there are a bunch of traits listed for each faction. So you can pick one of those as your first category.

http://www.d20pfsrd.com/traits/combat-traits

http://www.d20pfsrd.com/traits/race-traits

Have a look around those two categories for your seconds, they're probably your best bet. You can take any human or elf traits, because you count as both.
 
So if you're in the Taldor faction, your character must be something of an outcast. At least one of his parents is from the other side of the world, and the other was an elf, and he's now aligned with a very self-obsessed and status conscious country. He might be the kind of person inclined to over-sell his commitment to Taldor in an attempt to fit in. He undoubtedly gets stares and comments from children when back in Oppara.

Of course, around Absalom way, people are more used to weirdness and Taldor is happy for all the influence within the Pathfinder Society that it can get.

Edit: If this sounds like gibberish fear not: part of the point of First Steps is to introduce you to the setting.
 
Could everyone who has a character and who hasn't done so already make a Myth Weaver sheet for them? You don't need to use that site if you don't want, but I will need you to make a character sheet.

Also everyone is going to want to keep track of the weight and gold cost of all their equipment, because you're going to need to keep an equipment sheet. Basically you write down everything you own, the weight and cost, and then any changes (like if you buy a weapon, you note that, and if you expend 5 arrows you note that. You don't just subtract them from your total arrows, you'd write "expended 5 arrows"). This is basically the only thing players are expected to keep track of, aside from their character's hit points and spells. You're supposed to have a physical copy of this, and you'll be expected to submit it to your GM if you want to use this character IRL, but you're only ever going to use this character to game under me you can just keep a digital copy. You do need one though, I need to submit this shit for you to get XP and prestige for your adventures.
 
Oh btw, Dynastia: I should have pointed this out sooner, but unless you bought insufficient ammo on purpose so you could run out, I'd buy some more bolts.
 
It turns out that Invisible Castle is still a thing, so I'll use that for rolling dice. It's basically an online die roller where the results stays up forever. You can sort of cheat by rolling until you get the result you like and linking that, but then I can just retrace it and look at the 5 identical rolls that are also still there forever.

When whenever you need to roll dice just roll them there and link to the result like this:

Ranged attack roll 23.
 
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