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PostPosted: Thu Jun 05, 2014 6:28 pm 
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Okay Storyteller. I'll start with the basics. Do you have any ideas on what you would like to play? Don't think about classes or races or anything - think more what do you want to be. I assume you are familiar with the common fantasy archetypes of wizards and warriors and thieves and whatnot? Do you want to be a courageous warrior, a powerful magic user or a cunning rogue? Do you want to be smart and knowledgeable, charismatic, strong or wise. Is there a character from a book or film or something that makes you think "I want to play a character like that"?

We can get into the hard details later but for now come up with a concept for the type of character you want to play. I'm pretty confidant we can find something that will be able to represent it in the game.

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PostPosted: Thu Jun 05, 2014 6:33 pm 
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Zinger2099 wrote:
Heh. Could I play my current character from your other game, but at like, a much younger age? Befpre he discovered the secrets of immortality (and is thus, still searching for it)?


I'm theoretically okay with that. Obviously you wouldn't have your Evil Boon from Fall of Amarath but other then that yeah. The only problem is I put alignment restrictions on this and in your current form your alignment would break that. Of course it makes sense that this early in your characters live (this being what some couple hundred years ago) you could have been a very different man - still a little arrogant and driven by power but much less of a raging d**k at this point. If your willing to tone down the evil a little (even if it's just playing a neutral character) I'd be perfectly happy to welcome Kronos back.

It'd be a great way to flesh out some of his backstory. And yeah, I'm okay with him being a little less evil at this point in his life. He's naive, and still maybe hopes that he can hold on to his conscience and become immortal. Little does he realize that the secret of immortality lies in the dark side, which, he'll eventually give in to. But he's not Darth Vader yet, he's still just Anakin.

Cool!

Let's make him...oh, I dunno... 27?

And I want to give him a different name. He renames himself (or is perhaps renamed by a higher power) Kronos after he undergoes his transformation which makes him immortal. So, same character, but he'll have a different name.

Actually, I kind of like the idea of him being named Anakin. XD

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PostPosted: Thu Jun 05, 2014 6:54 pm 
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Hmm. Just has a thought. For those of you are interested in trying something new I'm going to let people use the new Advanced Classes. Their currently in play-testing but hey why not?

Squinty_Eyes did a decent write-up of most of them here with a link in the last post to the PDF should you want to play one of the three classes he didn't cover. Just some additional options if people want them.

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PostPosted: Thu Jun 05, 2014 7:09 pm 
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PostPosted: Thu Jun 05, 2014 8:31 pm 
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Last time I played, I tried for too much of a... different character, per se.
I'd like to play a character much more myself this time, to get acclimated with the game.

In a survey I took I was told I was a Level 2/1 True Neutral Elf Bard-Wizard, so I'd like to play something along those lines.

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PostPosted: Thu Jun 05, 2014 9:07 pm 
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Elven Bard/Wizard? Yeah we can do that. Decent enough combo.

So I suppose I should ask this now; do you want to learn the character creation process from the ground up or would you be happier received a character pre-built to your specifications? I can do either but I kinda need to know know so I know where to go next.

Edit: What I mean by that is are you more concerned with the mechanics of the game or the role-playing side of it. If it's the former I can walk you trough the process, if its the later I can do most of the number crunching behind the scenes and present you with a character to play - you'll still have to final say in most things (class, race, how they act etc) but the math will come pre-done for you.

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PostPosted: Thu Jun 05, 2014 9:12 pm 
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If it's not too much trouble I'd like to experience character creation for myself.
It'll probably be of benefit to me for future games.

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PostPosted: Thu Jun 05, 2014 10:09 pm 
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Note: I apologize if the following comes of as me treating you like a child. That is not my intent but I have been accused of it multiple times in the past.

---

No problem at all! Okay then since we have an idea of what race and class combo you want to play the first step would be to produce some Attributes for you.

Attributes
Every character in Pathfinder is created on the basis of six attributes which determine what, in the broadest sense of the world, your character is good at. There are six attributes. You can read about them in greater detail here but below is a quick summary of what each does.

Strength is a measure of raw physical power. It determines how many tomatoes you can carry.
Dexterity is a measure of hand-eye-coordination. It determines how many tomatoes you can juggle.
Constitution is a measure of toughness. It determines how many bad tomatoes you can eat before getting sick.
Intelligence is a measure of knowledge and education. It lets you know a tomato is in fact a fruit.
Wisdom is a measure of intuition and perception. It lets you know not to put tomatoes in a fruit salad.
Charisma is a measure of personality. It allows you to sell someone a tomato-based fruit salad.

As a Bard/Wizard Intelligence and Charisma are very important to you.

Also as an Elf you gain a bonus to your Dexterity and Intelligence and a penalty to your Charisma.

The link I gave you above also tells you how to determine your attributes but in this case there are basically two methods; roll method or point buy.

Roll Method
Probably the simplest method; roll 4d6 and discard the lowest. Do this six times and assign the scores as you see fit to each of the six attributes. This method can produce truly exceptional attributes but can also produce some weaknesses.

Point Buy
This ones a little more complex. Each of your attributes stats at 10 and you have 20 points to assign to them as you see fit. However increasing an attribute above a certain level will cost more then 1 point as show below;

11-13 = 1 point
14-15 = 2 points
16-17 = 3 points
18 = 4 points

These costs are cumulative so raising a skill from 10 to 16 would cost 10 points (3 to get it to 13, 4 to get it to 15, and 3 to get it to 16).

If you have any questions about this please feel free to ask.

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PostPosted: Thu Jun 05, 2014 10:10 pm 
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In a survey I took I was told I was a Level 2/1 True Neutral Elf Bard-Wizard, so I'd like to play something along those lines.


Also is there any chance I could get a link to that survey (assuming it's online)? Sounds like it could be fun.

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PostPosted: Thu Jun 05, 2014 11:21 pm 
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I can't say I know which one he took, but I do know of one myself:

http://www.easydamus.com/character.html

Check it out if you want.
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Also haven't forgotten about this game, just need to gear up.

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PostPosted: Fri Jun 06, 2014 12:27 am 
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When do you want to start this (aka, by when do I need my character ready?)?

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PostPosted: Fri Jun 06, 2014 12:32 am 
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No huge rush - pretty much just when people have got their characters done.

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PostPosted: Fri Jun 06, 2014 7:45 am 
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I can't say I know which one he took, but I do know of one myself:

http://www.easydamus.com/character.html

Check it out if you want.
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Also haven't forgotten about this game, just need to gear up.


That's the one.

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PostPosted: Fri Jun 06, 2014 8:40 am 
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viewtopic.php?f=25&t=226&p=138626#p138626
14, 14, 6, 17, 16, 15

Well, then. Those stats are way too good to make the character I wanted lol!
I kind of wanted a very uncharismatic bard, if there ever was one.
BTW, isn't the race penalty for elves CON, not CHA?
STR 6
DEX 16
CON 14
INT 17
WIS 15
CHA 14

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PostPosted: Fri Jun 06, 2014 9:31 am 
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Opps. Yeah Elves racial penalty is Constitution. My bad. Well with that out of the way we have enough to start building your character properly then. Of course for that you'll need a character sheet.

Most people use Myth-Weavers for there sheets. It's free to sign up and the sheets do a lot of the math for you. I'd recommend it but if you want to use another method I'm fine so long as I can somehow see the thing.

Once you've acquired a sheet we can start filling out the details.

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PostPosted: Fri Jun 06, 2014 10:00 am 
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PostPosted: Fri Jun 06, 2014 10:21 am 
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Bard
Wizard

Okay let's fill out some of the math before making any more choices.

The links above will tkae you to the class pages for both the Bard and the Wizard (I assume you still want to be Bard 2 / Wizard 1?).

Hit Points
By checking the class pages you can find the hit points granted to you by each class; in this case it's a d8 by the Bard and d6 by the Wizard. Now normally you would roll these numbers but I'm letting everyone have maximum possible hit points so you don't need too. So that's 16 hit points (2d8 for Bard) and 6 (1d6 for Wizard) for a total of 22. Now if you look next to your Constitution you have a '+1 Modifier'. Because of this you get an additional +1 hit point at each level. You should now have a total of 25 hit points. Put that in your HP 'Total' box.

Saving Throws
Some of the math is already done here but you still need to add the base modifiers (second column in the row). To find these you have to once again look at the class pages - this time the charts. You see where it says 'Fort Save, Will Save', and 'Reflex Save'? Those are you base modifiers. As a level two Bard you have a +3 bonus to Reflex and Will, and as a level 1 Wizard you have a +2 bonus to Will saves. Add these together and you end up with; Fort +0, Ref +3, Will +5. Fill these in in the 'Base' column under Saving Throws.

Melee, CMB, Ranged
This is pretty much the same as Saving Throws; check the chart for both classes, add them together and then record them in the 'Base Attack Bonus' column of this part of the sheet. You should get a +1 for being Bard 2 and +0 for being Wizard 1 for a total result of +1.

Speed
This ones nice and easy. It's located in the middle of the page (just under INIT). Your Speed is 30ft - this is the standard speed for most races and since you won't be wearing heavy armour it will remain at 30ft.


I have to run to work but I'll continue this when I get back. If anyone wants to talk about Skills while I'm gone be my guest - it's what we'll be covering next anyway.

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PostPosted: Fri Jun 06, 2014 10:36 am 
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updated.

For the record, I plan on being a bleaker.

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PostPosted: Fri Jun 06, 2014 12:36 pm 
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Items Workspace part 2: The Sequel

By the way, how are hitpoints done? Max at first level (y/n)? Rolled, Low Average, Average-round-up, True Average (rounded how?)? This was a stupid question.... and it seems like I didn;t edit fast enough to remove it.

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The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


Last edited by Tevish Szat on Fri Jun 06, 2014 12:49 pm, edited 1 time in total.

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PostPosted: Fri Jun 06, 2014 12:48 pm 
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Hit Points
By checking the class pages you can find the hit points granted to you by each class; in this case it's a d8 by the Bard and d6 by the Wizard. Now normally you would roll these numbers but I'm letting everyone have maximum possible hit points so you don't need too. So that's 16 hit points (2d8 for Bard) and 6 (1d6 for Wizard) for a total of 22. Now if you look next to your Constitution you have a '+1 Modifier'. Because of this you get an additional +1 hit point at each level. You should now have a total of 25 hit points. Put that in your HP 'Total' box.

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