Learn to play: Pathfinder RPG

Flintlock

Pro Adventurer
Does anyone here play Pathfinder, Dungeons & Dragons, or any other tabletop RPG? I know it's a long shot, but I'm itching to play more regularly (my own group doesn't get together very often due to conflicting schedules), and I thought some people here might be up for some online sessions using Roll20. I found an old thread about Pathfinder, but it's in the archive, so I can't post in it.

Pathfinder is not a game that can simply be picked up and played, since it has quite a lot of rules. That's why I'm willing to run a tutorial, in this very thread, to get new players up and running. The tutorial will end in an introductory campaign. As the Final Fantasy series has demonstrated, the ideal RPG party size is somewhere between 3 and 5, so as long as at least that many people are interested, I'll run the tutorial, which will probably take about a week. I know there are already tutorials online, but nothing beats a personalised experience, in which you can ask questions freely. Sign up by making a post below.

In case you're not even familiar with the concept of a tabletop RPG, here's Wikipedia's introduction to the topic:
Wikipedia said:
A tabletop role-playing game, pen-and-paper role-playing game, or table-talk role-playing game is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.

Unlike other types of role-playing game, tabletop RPGs are often conducted like radio drama: only the spoken component of a role is acted. This acting is not always literal, and players do not always speak exclusively in-character. Instead, players act out their role by deciding and describing what actions their characters will take within the rules of the game. In most games, a specially designated player called the game master (GM) also known as DM (dungeon master) creates a setting in which each player plays the role of a single character. The GM describes the game world and its inhabitants; the other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM.

The terms pen-and-paper and tabletop are generally only used to distinguish this format of RPG from other formats, since neither pen and paper nor a table are strictly necessary.

And just in case you're worried about not being able to pick up the game, I'll share Pathfinder's most important rule with you straight away:
Paizo said:
The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Edit: you'll need a microphone to take part in the game sessions, though you're welcome to follow the tutorial even if you can't or don't intend to play.
 
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AvecAloes

Donator
I'll have to direct Force to this thread! We've both played Pathfinder before, and I know we both have also been in the mood to play again.
 

Keveh Kins

Pun Enthusiast
I've been dying to play Fifth Edition Dungeons and Dragons. Or any form of it really.

I blame Critical Role.

I'd totally be up for Pathfinder if one is willing to put up with someone who has never played before and knows nothing outside of a basic grasp of fifth edition rules from watching a stream :monster:
 

Strangelove

AI Researcher
AKA
hitoshura
i was actually going to look at d&d, but then i saw several manuals that have hundreds of pages and there are like half a dozen of them and i baulked a bit
 

Flintlock

Pro Adventurer
The rules can get pretty heavy, but my group doesn't play with all of them, and that's what we'd do here as well, especially at the beginning.
 

Clement Rage

Pro Adventurer
I'd totally be up for Pathfinder if one is willing to put up with someone who has never played before and knows nothing

This. I know a little bit about how some systems work, but haven't played much.

I've always wanted to play Shadowrun (I know this isn't it), but didn't want to slow down the veterans.
 

Flintlock

Pro Adventurer
Everyone is welcome, the point of the tutorial is to make sure that new players aren't completely lost when we play. :)

I'm going to edit my opening post to say that players need to have a microphone.
 

Hisako

消えないひさ&#
AKA
Satsu, BRIAN BLESSED, MIGHTY AND WISE Junpei Iori: Ace Detective, Maccaffrickstonson von Lichtenstafford Frabenschnaben, Polite Krogan, Robert Baratheon
Last I played a tabletop it was Numenara. 4th ed OG and dabbled in 3.5 before that! :3

I'm pretty into tabletop systems, but not sure if I'll be able to find the time. Even back in the day when I was running with a 4e group we'd rotate players in the party like a JRPG :monster: Getting everyone together at the same time was tough!
 

Dawnbreaker

~The Other Side of Fear~
This is most intriguing. I use to play D&D back in the day. I don't have a lot of time these days, but I wouldn't mind seeing what the schedule is looking like.
 

X-SOLDIER

Harbinger O Great Justice
AKA
X
Longtime 3.5 geek, and I've been playing D&D since I was about 10. I've played a bit of Pathfinder, since it's essentially a more refined version of 3.5 but right now, ALL my energy is going into 5e and the current campaign that I'll be running starting in a couple weeks otherwise I'd be up for diving into this with all of ya's.



X :neo:
 

Lord Noctis

Harbinger of Darkness
AKA
Caius Ballad
I'd gladly join in if I didn't already have two groups going right now. Oh well, maybe another time.
 

Flintlock

Pro Adventurer
Learn to play Pathfinder in five days
A tutorial by Flintlock

Contents

Day 1: Getting started
Day 2: Exploration and combat
Day 3: Character creation: the basics
Day 4: Character creation: choosing a class
Day 5: Character creation: preparing for your first adventure

N.B. Some parts of this tutorial have been copied from other Pathfinder resources.

Day 1: Getting started

Introduction

Pathfinder is a fantasy-themed tabletop roleplaying game. You've probably heard of Dungeons & Dragons before, right? Well, Pathfinder is very similar; in fact, it's based on version 3.5 of D&D.

In Pathfinder, you and other players take on the roles of heroes who form a group (a party) to set out on dangerous adventures. Helping you tell the story is the game master (GM), who decides what threats you face and what rewards you earn for succeeding at your quest. Think of it as a cooperative storytelling game where the players play the heroes and the Game Master is the narrator, controlling the rest of the world. You, the player, get to decide what your character does, what their personality is, and why they are an adventuring hero.

There is an enormous amount of freedom in Pathfinder. Within certain limits, you can make your character do whatever you want, and the game master will have to react, even if it doesn't fit with the story they had in mind. In one of my recent sessions as GM, for example, one of the player characters (PCs) was supposed to enter a magic academy with a strict wizards-only policy, but the party's rogue bluffed his way in, and I had to adjust. It ended up being a lot more fun and memorable as a result.

Fun is really what the game is all about. If you look for Pathfinder information online, you'll find a lot of people talking about the strengths of certain character classes over other ones, optimal equipment setups, and so on. My advice is to ignore them. Instead of trying to create the most powerful character possible, think of your character as a real person, with their own quirks and weaknesses. Imagine what kind of a history they have and what their motivations might be. Doing that will make sure that every one of your adventures is unique and rewarding.

How to play

Every group will develop their own playing style, but the general convention is that only dialogue has to be spoken in-character; actions can simply be described. For example, you might say, "I walk across the room and look out the window", to which the GM might reply, "you see some guards patrolling the streets". You are also free to talk to other players and the GM out of character, particularly when you need some rules to be clarified, but it's important to keep your player knowledge separate from your character knowledge. To illustrate the difference, suppose that one member of your party gets lost, and that while they're alone, they unexpectedly find some treasure. Even though you, as a player, will have witnessed this event taking place, your character won't know about it, so they shouldn't say "show us your treasure" as soon as the party is reunited.

Many, but not all, in-character actions require you to roll a die to determine their outcome (success or failure). A 20-sided die, usually denoted d20, is most commonly used, but Pathfinder also uses many other dice - d4, d6, d8, d10 and d12 - with the number after the "d" indicating how many sides the die has. Sometimes, dice have to be rolled more than once, in which case there will be a number before the die: 3d6 means "roll d6 three times and add up the results". Finally, some die rolls have modifiers: d8+1 means "roll d8 and add 1 to the result". When we play online, we'll be using simulated dice. Something as simple as walking (in the previous paragraph's example) does not normally require a die-roll, but using a skill, like climbing, does. More on that later in the tutorial.

Glossary of terms

You don't need to understand all of these terms now; this section is for you to consult while following the rest of the tutorial over the coming days. I've put the terms I've already used in bold.

Ability Modifier (Ability Mod): A number you add to your die rolls based on how good your ability scores are. The Ability Mods are STR Mod, DEX Mod, CON Mod, INT Mod, WIS Mod, and CHA Mod. Ability Mods go from –5 to +5. Higher is better.

Ability Score: The six numbers that represent your raw physical and mental talent: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Ability scores go from 1 to 20. Higher is better. Once you roll your ability scores, you can figure out your Ability Modifiers (after that, you almost never use your ability scores for anything).

Actions: On your turn, you can take up to three actions - a standard action, a move action, and a free action.

Alignment: Your character’s general morals and attitude. You may believe in following all the rules, breaking the rules when you feel like it, or something in between.

Armor Class (AC): A number representing how hard it is to hit and hurt you with an attack. Higher numbers are better. An average unarmored person is AC 10.

Attack: A d20 roll to try and hit your opponent. Attacks may be melee (up close) or ranged (10 or more feet away). Higher rolls are better.

Check: A d20 roll you make when using a skill (called a “skill check”) or natural talent (called an “ability check”). Higher rolls are better.

Class: A player character’s heroic profession.

Class Level: How powerful a character is in his or her class. All new adventurers start at class level 1, and as you complete quests and slay monsters you gain experience points and become more powerful.

Difficulty Class (DC): A number representing how hard a task is. When you roll to attack, resist a spell, or use a skill, you must roll equal to or higher than the difficulty class of that task. Easy tasks are DC 5, average tasks are DC 10, and hard tasks are DC 20 or higher.

Experience Points (XP): A measure of how well you are doing as an adventurer. If you gain enough XP, you gain another class level (also called “leveling up”).

Feat: A special trick you know or a talent you have that makes you better at something than the average person, such as being a fast runner or resistant to mind control.

Game Master (GM): The person controlling the monsters and describing the world you’re adventuring in.

Hit Points (HP): The amount of damage your character can take before you go unconscious.

Masterwork: A particularly finely crafted weapon.

Melee: A hand-to-hand attack (rather than a ranged attack like a bow or a thrown dagger). You can only make a melee attack if you are adjacent to your opponent.

Natural 1: When you roll 1d20 and it comes up a 1. It’s only a "natural 1" if that’s the number on the die - if you roll a 5 and you have a –4 penalty on your roll, it’s just a 1, not a “natural 1.” If you roll a natural 1 on an attack roll or saving throw, you automatically fail.

Natural 20: When you roll 1d20 and it comes up a 20. It’s only a "natural 20" if that’s the number on the die - if you roll a 16 and you have a +4 bonus on your roll, it’s just a 20, not a "natural 20." If you roll a natural 20 on an attack roll or saving throw, you automatically succeed.

Non-Player Character (NPC): Any character in the world controlled by the Game Master (innkeepers, goblins, and so on).

Player: You and every other person playing the game who isn’t the Game Master.

Player Character (PC): A character in the game world controlled by a player.

Race: A type of intelligent, civilized creature, such as a dwarf, elf, or human.

Ranged: An attack made at a distance, such as shooting a crossbow or throwing a dagger.

Saving Throw (Save): A 1d20 roll you make to resist a spell or special attack. Fortitude saves are for things you can resist by being tough, like poison. Reflex saves are for things you can resist by being agile, like traps and explosions. Will saves are for things you can resist with the power of your mind, like fear and mind control. Higher rolls are better.

Skill: Something you can learn to do and get better at over time, like climbing, picking locks, or swimming.

Touch Attack: A kind of attack where you only have to touch a creature for it to work, instead of having to hit the creature hard enough to get through its armor, shield, and magical protections. A touch attack could be a melee attack or a ranged attack, depending on what you’re doing.

Undead: A dead creature animated by a supernatural force, such as a zombie, vampire, or walking skeleton.

Homework

Get an idea of how the game works by playing through The Skeleton King's Crypt, a solo adventure. You don't need to know all the rules to play it; it's designed to help you learn. You can use this dice simulator if you don't have the right dice. Make a post in this thread to say how you got on and what you thought of it!

(Optional) You're going to be creating a character in the course of this tutorial, so you can start thinking about their background. Your first adventure will begin in a town called Sandpoint, so you can read up on it and figure out a reason for your character to be there.
 
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Kuroto

Pro Adventurer
I'd like to take part in this. I can't really promise yet because uni is starting and it looks like I'm going to be quite busy. But if I can make it I'll definitely play. :)

I've played with Flint once and I have a character, but I might create a new one if I have time.
 

Keveh Kins

Pun Enthusiast
So off I sauntered into yonder spooky cave, determined to find the cause of ye olde town's woes.

Not two steps into Casa Del Spookington and I was accosted by a tiny, green, blithering idiot who made an utterly baffling statement about the essence of my being. "You food now!" He cried.

"Nay!" I retorted. "I. Am. THETUTORIALCHARACTER!!!!" and sliced he and his poor metaphysics in two with a single hit. (Yay very high damage rolls!)

After taking a moment to compose myself and double check that I indeed was not, in fact, food, I looted the would-be philosopher's remains and pocketed some gold and a handy healing potion. I pressed onwards to a split in the cave.

To the east, a Corridor of Inarguable Spookiness, filled with cobwebs and the general sense of foreboding one experiences when waiting for unpleasant relatives to arrive at a dinner party.

To the west, a relatively clean Corridor of Significantly Less Spookiness. Naturally, I chose this one. I eventually found my way to a den wherein a young farmer boy was held inside a cage, and everything was fitted to accomodate the lesser size of a tiny, green, blithering idiot. The Metaphysicist Goblin's Abode! Turns out, he was endeavouring to eat the young lad, a revelation which enlightened me rather more to the meaning of his earlier exclamation.

Feeling a kinship with the young lad as we both had endured the threat of being eaten (whether some of us understood that threat or not), I freed him and he in turn handed me a mace that the blithering idiot Goblin, in all his blithering idiocy had failed to notice was stuffed down the boy's clothing. I can only imagine the Goblin assumed the boy to have some form of incredibly large testicle.

The boy departed and I as well, though not with him to the exit, but down The Corridor of Inarguable Spookiness. Distracted as I was by the aforementioned spooky atmosphere, I inadvertently set off a trap, but managed to leap back far enough to avoid the worst of it. If I had chest hairs, they would no doubt be singed.

I descended deeper into the cave and using my well honed perceptive skills, managed to avoid stepping into a pile of fungal growth I knew to be poisonous. I pressed onward and encountered the culprit behind the recent attacks on the nearby town. An undead, skeletal king who threatened to make me his new servant in the place of the now deceased tiny, green, blithering idiot.

We battled and I struck hard and true with my recently acquired mace and dealt amighty blow that left the Skeleton reeling, though he did manage to knick me with his own blade in retaliation. Undeterred, I drove the mace onto his head and with an almighty ker-thunk! he toppled to the ground, dead for true.

Pilfering what I could from the remains of his throne, I set off back to town where I was rewarded for my triumph by the townsfolk, who were beyond relieved to at last be free of the tutorial plot and sincerely hoped that another town would be chosen in future, as there are only so many times the farmboy can be bludgeoned over the head and kidnapped before serious cranial damage is done.

As for character creation, it's seriously intimidating me :awesome: Don't even know where to start
 

Flintlock

Pro Adventurer
Nice report! I played through it myself last night and had the same outcome, though in my stupidity, I forgot to use the mace against the King.

The character creation stuff is still optional at this point - we'll be looking at it in more detail from day three onwards - so don't fret over that. :)
 

Flintlock

Pro Adventurer
Learn to play Pathfinder in five days
A tutorial by Flintlock

Contents

Day 1: Getting started
Day 2: Exploration and combat
Day 3: Character creation: the basics
Day 4: Character creation: choosing a class
Day 5: Character creation: preparing for your first adventure

N.B. Some parts of this tutorial have been copied from other Pathfinder resources.

Day 2: Exploration and combat

Dungeoneering for dummies

While the rulebook contains quite a lot of rules for movement - walking and running speeds, carrying limits, and so on - I've never enforced them as GM, because they feel unnecessarily complicated. As long as the players are reasonable about it, it's enough for them to describe their movements in terms of "I walk to X". I usually assume that if some characters are slower than others, they'll travel at the slowest member's speed so as not to get separated (unless they tell me otherwise). That doesn't apply in combat, though - more on that later.

The game is also supposed to be played on a game map of 5 ft x 5 ft squares, so that everyone can keep track of their precise locations, but in order to cut down on the amount of preparation the GM has to do before each session, my group has always played without them. We do have dungeon maps sometimes, but they are just there to serve as a reference, and aren't necessarily to scale. We also have maps for bigger areas like cities and regions.

As you travel around, you'll encounter various people and things to interact with. For anything beyond basic conversation and actions, you'll need to use skills. There are rather a lot of them, so I'll just give a few examples.

Two of the most important skills in Pathfinder are Stealth and Perception. You will inevitably come across situations in which you want to avoid combat - if the enemy outnumbers you, for instance - which is where Stealth comes in handy. To use it, first tell the GM what stealthy action you intend to perform, like "I sneak behind the pillar to avoid being seen by the guard". The GM will then ask you to roll d20 and add your dexterity modifier to the result. Let's say you roll 14 and add 2 for a total of 16. The enemy soldier then opposes your Stealth roll with a Perception roll, adding his wisdom modifier. Let's say he rolls 11 and adds 1 for a total of 12. Since his (modified) Perception roll is lower than your Stealth roll in this case, he doesn't see you. The GM may also add a penalty to your Stealth roll if you are trying to do something particularly difficult.

Perception is also used to detect and avoid traps in dungeons. Different traps have different difficulty classes (DCs) - you have to beat* the trap's DC with your Perception roll to detect it. Since you obviously won't know where the traps have been placed, the GM will usually tell you when to make a Perception roll. (For different purposes, like overhearing conversations, you can ask to make the roll yourself.) If you set off a trap, you might still be able to avoid some or all of its effects by making a saving throw. Saving throws have their own mini-section below.

Many of the other skills are related to physical capabilities - Acrobatics, Climb and Swim, for example. As you might expect, more difficult actions have higher DCs, which you have to beat with a d20 roll (plus modifiers) to succeed. You can ask the GM how difficult something is before you decide to do it.

One final thing to consider while dungeoneering is visibility. Some races (which we'll be covering tomorrow) see better in low- or no-light conditions than others, but it never hurts to carry a backup source of light with you.

* "Beat" in Pathfinder practically always means "match or better", so you can succeed with a tie.

Combat - turns

Everything changes when it comes to combat. There are much stricter rules that have to be followed to make sure everyone - friend and foe - is treated fairly.

Combat is divided into rounds and turns. A round is completed when every combatant has had a turn. When it's your turn, you can take as long as you like to plan your actions, announce them to the GM, roll dice as necessary, and determine the results, despite the fact that a whole round - including everyone's turns - is supposed to represent just six seconds of real time in the battle.

Six seconds isn't very long, so you are quite limited in what you can do in one turn. There are three* main types of actions, as follows:

Free actions: a free action is something that takes virtually no time at all. Examples include speaking (a sentence or two), dropping a held item, and falling prone (lying flat on the ground). You can perform a reasonable number of free actions, at the GM's discretion, on each turn.

Move actions: A move action takes up a small amount of time in a turn. As a move action you can move (obviously) at up to your character's base speed, draw a weapon, pick up an item from the ground, stand up from a prone position, get on or off a horse, buckle on a shield, and so on. You can perform one move action per turn.

Standard actions: A standard action takes up most of your turn. As a standard action you can make a melee attack or a ranged attack, cast a spell, activate a magic item, or use a class feature like channel energy. You can also use a standard action to take a second move action if you prefer. You can perform one standard action per turn.

You don’t have to take all three types of actions on your turn. For example, if you are already holding a sword and standing next to an enemy, you could attack them with your standard action and not use your move action or free action. You can take your actions in any order - attacking and then moving away or moving to an enemy then attacking are both allowed. You can’t "save up" actions from one turn to use them on your next turn. A small number of actions take up a full round, which means you won't be able to perform any other move or standard actions at the same time (you might still be able to do some free actions).

* Strictly speaking, there are a few other types, but they come up so rarely that it's easier to refer to three.

Combat - attacking and defending

This is where the fun starts. Whether you're making a melee attack or a ranged attack, you begin by rolling d20 and then adding (or subtracting - some character classes aren't designed to use weapons) your attack modifiers. Let's say you roll 15 and add 2 for a total of 17. The GM will then compare this number to the enemy's Armor Class (AC). If your attacking roll beats the enemy's AC number, you score a hit, and then roll again to determine how much damage you deal. Every weapon has its own damage die - a simple dagger uses 1d4 (i.e. it does a maximum of 4 HP damage per hit), while a heavy crossbow uses 1d10. Some weapons have additional damage modifiers, like 1d8+1.

Each ranged weapon has its own operating range, and although you can still fire it from outside the range, you'll have to take a penalty on your attacking roll, making it harder for you to hit your target. You have to be at least 10 feet away from your target to use a ranged weapon.

You also have an Armor Class. It is calculated as follows: 10 (base) + armour bonus + shield bonus + dexterity modifier + other modifiers. When an enemy tries to attack you, their attack roll is compared to your AC. In other words, the better equipment you have, and the more agile you are, the more likely you are to evade attacks. "Other modifiers" refers to things like spells which give you temporary increases.

Casting spells works differently to using weapons. Although some spells have to "hit" in the same way a standard attack does (using d20), many of them are guaranteed to hit. In those cases, the target usually gets to make a saving throw - see the next section. If you choose to play a magic-casting class, you'll have to do a bit of reading into the spells available to you to see how each one works, because they're all different.

Saving throws

There are three types of saving throw: Fortitude (against things like poison and disease), Reflex (to dodge traps and avoid falling into pits), and Will (to resist mind control and many spells). Don't worry about when to use them, since the GM will always tell you. I'll just give a quick example: each guaranteed-to-hit spell cast against you will have its own DC, depending on the skill level of the caster. If you can beat that DC with a d20 roll (plus modifiers), you might take only half damage or avoid the effects of the spell altogether.

Taking damage

Your character will have a starting level of hit points (HP) that depends on a few things, like your class. If you reach 0 HP, you are disabled. That means you can take only one move action [x]or one standard action on your next turn, and if you choose to take a standard action, you'll lose another 1 HP, putting you at -1 in total and giving you the dying condition. If you are dying, you are unconscious, and you will continue to lose 1 HP every turn until you either become stable or reach the negative of your constitution (Con) score (I'll explain what Constitution is in tomorrow's lesson). So, for example, if your Con is 10, standard for a human-sized creature, you will be dying until you reach -10 HP, at which point you will become dead.

But you can just get an ally to use a Phoenix Down on you, right? Well... no. There are no Phoenix Downs, or any equivalent items, in the world of Pathfinder (unless the GM has decided otherwise, but that should go without saying by this point ;)). If you're dead, you're dead. There may or may not be some powerful magic somewhere in the world that can bring you back to life, but your comrades will have to decide if they are willing to abandon their current adventure to save you - the longer they wait, the more difficult it is to bring you back to life. It's far easier for them to make you stable before you become dead, by using a skill called Heal. Hopefully you won't have to worry about that, though!

Technically, monsters also die at the negative of their constitution scores, but often the GM will end a battle when they reach 0 HP to keep things moving along quickly. If there's only one Goblin left, and they're unconscious and bleeding on the floor, the three player characters really shouldn't have much difficulty finishing it off. :P

Combat - initiative and attacks of opportunity

Still with me? I know this has been a long lesson, but this will be the final part, so don't give up now. :)

When combat starts, every character has to roll initiative (d20 plus modifiers) to determine the order of their turns. The GM will also roll initiative for the enemies and any NPCs in the battle. Imagine you roll 14 and your comrades roll 12 and 17 respectively, while the enemies roll 16 and 9. The order of the turns will be as follows: Comrade B -> Enemy X -> You -> Comrade A -> Enemy Y -> and back to the start, depending on who's still alive.

Any character who comes under attack before they have a turn in battle is caught flat-footed and uses a slightly lower AC, without their dexterity bonus, to try to dodge the attack, so it's important for weak characters to have high initiative modifiers.

There is also the possibility for a surprise round of combat, either when you surprise the monsters or the monsters surprise you. This usually happens with an ambush, or when one group sneaks up on the other group. When this happens, the GM has each sneaky creature make a Stealth check and the other group makes Perception checks to notice the sneaky creatures. Anyone who fails the Perception check is surprised for the first round, meaning they can't take any actions and are vulnerable to attack by the non-surprised combatants. Anyone acting in the surprise round can make either a move or a standard attack, but not both - so ranged weapons come in particularly handy.

Normally, you can only perform an action on your turn, but one notable exception is the attack of opportunity. These are triggered by an opponent letting their guard down when they are adjacent to you, for example by turning away from you (to move elsewhere in the battlefield) or by concentrating on something other than the battle (like casting a spell). You can make only one attack of opportunity per round, even if multiple enemies would trigger such attacks from you, you must make the attack with a melee weapon, and you can choose not to make the attack if you prefer. The GM will usually alert you when you have the chance to make one, or when your action will provoke one from an opponent, giving you the chance to rethink your action (or do it anyway, if you're not worried about them hitting you). The attack of opportunity has to be resolved before the turn can continue, so if you're casting a spell, you'll have to survive the attack in order to successfully cast it.

If you want to move away from an opponent safely, you can take a five-foot step, but only if you make no other movement on your turn*. The downside is that you'll only be five feet away from them at the end of it. :P This fun video explains the whole concept pretty well:


* I initially wrote that you can't use a move action on the same turn as a five-foot step, but that's incorrect: you can still use the move action to do something like drawing a weapon, since that isn't a form of movement.

Homework

That's already a lot of information to take in, so your only homework is to make sure you understand it, and ask me if you have any questions about it. You could also browse the list of skills to see what they all do.
 
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Flintlock

Pro Adventurer
Writing this thing is hard work, but it's also teaching me a few things about the game (I feel like it's impossible to actually know all the rules), and it's fun. Right now, though, I'm far too tired to make another long post, so the next one will go up tomorrow.

In the meantime, I'll just let you know about what I have planned for a first game session: I'll run (i.e. be the GM) a pre-made adventure from the Pathfinder Beginner Box called Black Fang's Dungeon. I made an account on Roll20 yesterday and started playing around with stuff in preparation, and so far it feels like an awesome website/resource.

Since the adventure is designed for beginners, I'll give priority to inexperienced players, but if we still have space (it's designed for up to four players), others can join too. First come, first served. Once we've got a party together we'll arrange a time.
 

Flintlock

Pro Adventurer
Learn to play Pathfinder in five days
Technically six days now, but whatever.

Contents

Day 1: Getting started
Day 2: Exploration and combat
Day 3: Character creation: the basics
Day 4: Character creation: choosing a class
Day 5: Character creation: preparing for your first adventure

N.B. Some parts of this tutorial have been copied from other Pathfinder resources.

Day 3: Character creation: the basics

This is going to take a while

You may have noticed that character creation takes up the last three days of this tutorial, and you may be wondering why. Allow me to explain.

When you play Pathfinder, your game master (or someone else, if it's a premade adventure) will have spent hours designing the world, its cities and their inhabitants, its dungeons and their monsters, its history, not forgetting the outline of the story itself. All you have to do is show up and play, right? Wrong. I told you on day one that this is a "cooperative storytelling game", and the cooperative part has to come from the players as much as the GM. The more thought and imagination you put into creating your character, the more you (and everyone else at the table, including the GM) will get out of the game. After all, no RPG would be worth playing if it didn't have interesting characters.

If you've just started worrying about what you can come up with, stop. Nobody is expecting you to have a masterpiece of a character on your first game, or, indeed, ever. The aim of Pathfinder is still to have fun, remember. My most important piece of advice for character creation remains "don't be perfect". Everyone has flaws, and they are usually what make a character interesting. And when you're actually playing, don't be afraid to mess up. You're starting off at level 1, so you shouldn't be able to do everything brilliantly right away. Moreover, the most interesting and memorable parts of every game I play are those in which players/characters have to be creative to overcome their limitations or to rectify their mistakes.

If you're still hesitant about creating a character, just come up with one or two interesting traits or parts of their history, and fill in the gaps later. You could even use a random background generator to get you started. (Note: the D20PFSRD website contains a lot of information from various game expansions that we're not using, including the "traits" in the background generator. Stick to using the "Core Rulebook" section of the Paizo PRD as a reference wherever possible.)

Another reason I've dedicated 60% of the tutorial to characters is because there are just so damn many options. Whatever you end up with, you can be pretty sure that nobody else in the history of Pathfinder has played with the exact same character. Whether you come up with a back-story or a base character (with abilities, skills, and so on) first is up to you; either one can be adapted to suit the other.

Character sheets

At some point in the next few days, you're going to need to create a character sheet, which is how you'll keep track of your character's abilities, skills, and more. You can find them online, or you could download and print a pdf, but I think the easiest thing would be to use good old-fashioned paper and pencil (not a pen; you're going to be erasing things a lot) until your character is more or less ready, at which point you'll be able to transfer it to Roll20's own character tracking system.

Ability scores

Pathfinder uses a set of six ability scores to translate your character's physical traits and personality into gameplay mechanics. The abilities are:

  • Strength (STR): how strong you are. A high STR score means your weapons deal more damage. Fighters need high Strength.
  • Dexterity (DEX): how agile you are. A high DEX score means you’re better with ranged weapons and are harder to hit in combat.
  • Constitution (CON): how tough you are. A high CON score means you have more health and are better at resisting poisons.
  • Intelligence (INT): how smart you are. A high INT score means you get more skills.
  • Wisdom (WIS): how aware and intuitive you are. A high WIS means you are perceptive.
  • Charisma (CHA): how persuasive you are. If you like to talk your way out of trouble, you need a high CHA score.
Or if you prefer a tomato-based analogy:

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Each ability score goes from 0-20, with 10 representing an average human. The standard way of generating your ability scores is to roll 4d6 (i.e. four standard six-sided dice), discard the lowest value from the four dice, and add up the other three, write down the result, then repeat the process five more times. For example: on your first roll, if your four dice came up 6, 4, 3, and 3, you would drop one of the threes, leaving 6 + 4 + 3 = 13 as your total. Your final list of scores will look something like 16, 14, 13, 12, 10, 9*. You then get to decide which score corresponds to which ability, so if you're playing a "tank"-style character, you could assign the 16 and 14 to CON and STR. You don't have to do this right away. Tomorrow, when I talk about classes, I'll tell you which ability scores are most important for each one.

If you don't have four dice handy, just use the "Stat Roll" function on this online die roller with the "4d6 drop lowest" option selected.

An interesting thing about Pathfinder is that you will hardly ever use the actual ability scores you roll. Instead, you'll use ability modifiers that correspond to them. Scores below 10 have negative modifiers, while scores above 11 have positive modifiers. For example, if you manage to roll an 18 (the best possible outcome) for one of your scores, you would have a +4 modifier for skills that use that particular ability, whether it's STR, DEX or anything else. The table of ability modifiers is available here (search for "Abilities and Spellcasters" - you only need to look at the first two columns of the table for now).

* This is roughly the average roll, but yours could be a lot better or a lot worse. The official beginner box suggests re-rolling everything if your highest score is 13 or lower, so feel free to do that. Similarly, while you can live with one score being very low (less than 7), you might want to re-roll if you get more than one. Of course, nobody else will know if you decide to inflate your scores a bit, but if you choose to do that, then you've missed the whole point of playing Pathfinder.

Race to the top

Race is an important part of what makes characters who they are. By exploring the cultures and traditions of a character’s race, you can better understand where they come from and what makes them tick, thus immersing yourself deeper into the campaign world. On a practical level, each race in Pathfinder has unique traits that will affect the way you play the game.

The seven core races, along with their ability score modifiers, are as follows:

  • Dwarf: +2 Constitution, +2 Wisdom, and –2 Charisma
  • Elf: +2 Dexterity, +2 Intelligence, and –2 Constitution.
  • Gnome: +2 Constitution, +2 Charisma, and –2 Strength.
  • Half Elf: +2 bonus to any one ability score, chosen at the time of creation.
  • Half Orc: +2 bonus to any one ability score, chosen at the time of creation.
  • Halfling: +2 Dexterity, +2 Charisma, and –2 Strength.
  • Human: +2 bonus to any one ability score, chosen at the time of creation.
When we look at classes tomorrow, you'll see that there is a certain about of synergy between some races and classes. For example, elves make excellent rogues, since a rogue's most important stat is DEX, but mediocre fighters, thanks to their CON penalty. There's nothing stopping you from picking an unusual combination, but you might want to save it for your second character rather than your first. ;)

For more information, including descriptions of each race, and a list of their racial traits, visit the official Pathfinder reference document (PRD). There are just too many to list here.

Alignment

A lot has been written (elsewhere) about the alignment system common to Pathfinder, Dungeons & Dragons, and some other RPGs. Some people love it, others hate it. Those who love it find that it helps them, as players, better understand how their character would react in various situations, and thus role-play accordingly. Those who hate it accuse it of stifling creativity and providing an unnecessary source of tension within parties. Both opinions are valid.

There are two components to a character's alignment: one ranges from lawful to chaotic, the other from good to evil. Both components also have a neutral option, meaning there are nine possible alignments in total:

nK2b.jpg


Lawful characters tell the truth, keep their word, respect authority, honour tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favour new ideas over tradition, and do what they promise if they feel like it.

Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

You are largely free to choose any alignment for your character, but some classes require you to have a certain alignment; paladins, for example, must be lawful good, and lose all of their class abilities if they ever willingly do something evil. Regardless of your class, however, you are strongly encouraged not to pick an evil alignment, since your character is supposed to be a hero/protagonist in the story. That still leaves six options for you to choose from. If you are really determined to be evil, you should probably discuss it with your GM before the first game session.

Going back to the debate over alignments, my advice would be this: let it help you create your character, and then keep it in the back of your mind while you're playing, but don't let it straitjacket you into playing a certain style all the time. In real life, people are prone to acting out of character in certain circumstances, so there's no reason why your creation can't do the same. Your character's alignment can even change as the story progresses, perhaps if a dramatic event causes it to change. Remember, in Pathfinder, anything is possible!

Homework

This is where you need to actively start doing things, if you haven't already. Roll your ability scores and write them down (you don't need to assign them to specific stats yet). Pick a race and study that race's class features (don't worry if you don't understand all of them). Think about what alignment your character might have, remembering that you might need to change it to suit your chosen class tomorrow. Pick at least one or two interesting things about your character, either from their personality or their history. Decide their basic physical characteristics, like height, weight and gender. Let me know if you have any questions or problems. :)
 
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Flintlock

Pro Adventurer
Learn to play Pathfinder in five days
Hello? Is there anybody in there?

Contents

Day 1: Getting started
Day 2: Exploration and combat
Day 3: Character creation: the basics
Day 4: Character creation: choosing a class
Day 5: Character creation: preparing for your first adventure

N.B. Some parts of this tutorial have been copied from other Pathfinder resources.

Day 4: Character creation: choosing a class

Classy and fabulous

Choosing a class is one of the biggest decisions you have to make when creating a Pathfinder character. Not only does it affect just about every aspect of your gameplay, but it should also complement your character's back-story: If you play a barbarian, what is it that triggers your rage? If you're a sorcerer, how old were you when you first noticed your magical prowess? If you're a paladin, what cause are you fighting for?

There are eleven core classes in Pathfinder. Many more have been added in various expansion books, but for your first time, I suggest picking from the core classes. The way you set up your character depends heavily on this decision, so I'll give each class its own mini-section.

Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.

Alignment: Any non-lawful.

HP: 12 + CON modifier.

Skill ranks: 4 + INT modifier.

Equipment: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Level 1 class features: Fast Movement (move 10 feet further per round than a non-barbarian of the same race), Rage (for a limited number or rounds per day, the character gains STR and CON bonuses, but is fatigued afterwards).

Comment: Barbarians are equivalent to berserkers in Final Fantasy games. Their priority should be to attack, attack, attack, using melee weapons. They obviously have to be quite tough as well to be able to engage in close combat so much, so STR and CON are their priority abilities. DEX is also fairly important to help them evade attacks. The other three ability scores don't usually matter so much to them.

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

Alignment: Any.

HP: 8 + CON modifier.

Skill ranks: 6 + INT modifier.

Equipment: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).

Level 1 class features: Spells (from the bard spell list, can cast without preparing in advance), Bardic Knowledge (can use any Knowledge-based skill and gets a bonus when doing so), Bardic Performance (can use the Perform skill to create magical effects.

Comment: Bards are designed to buff their allies and debuff their opponents. They aren't completely helpless on their own, but dealing damage shouldn't be their primary focus. As such, CHA is their most important ability score, since their spells and performances depend on it. After that, I'd say it's a tie between CON, for increased survivability, and INT, for extra skills. DEX is marginally important, and the other two don't usually matter much.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

Alignment: A cleric's alignment must be within one step of their deity's, along either the law/chaos axis or the good/evil axis.

HP: 8 + CON modifier.

Skill ranks: 2 + INT modifier.

Equipment: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Level 1 class features: Aura (basically useless, creates an aura of your deity's alignment - good, lawful, etc. - around you that others can sense), Spells (from Cleric spell list, must be chosen and prepared in advance), Channel Energy (can release a wave of energy that be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted), Domain (additional powers according to deity's alignment), Spontaneous Casting (can cast unprepared cure spells).

Comment: Clerics are usually the best healers in Pathfinder. Like white mages in Final Fantasy games, however, they're not solely restricted to curing: they can cause status effects and are effective at damaging undead creatures. WIS is by far their most important ability score, since their casting depends on it. CON is next (you'll notice that it's important for more or less every class), the others don't usually matter so much.

Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Alignment: Any neutral.

HP: 8 + CON modifier.

Skill ranks: 4 + INT modifier.

Equipment: Druids are proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Level 1 class features: Spells (from the druid spell list, not those with opposed alignment, must be chosen and prepared in advance), Spontaneous Casting (can cast unprepared summoning spells), Nature Bond (additional powers according to choice of elemental domain, or the choice of an animal companion), Nature Sense (bonus when using Knowledge (Nature) and Survival skills), Wild Empathy (can influence animals).

Comment: No two druids are alike, since so much of their power depends on their alignment and elemental domain. A fire-worshipping neutral evil druid will act completely differently from an animal-worshipping neutral good druid. Some druids transform themselves in battle, others rely on summoned creatures and animal companions. WIS is usually their most important stat, because they need it to cast spells. Then comes CON, as usual, but what comes after that really depends on what kind of druid you want to play.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any.

HP: 10 + CON modifier.

Skill ranks: 2 + INT modifier.

Equipment: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Level 1 class feature: Bonus Feat (gain an additional feat).

Comment: Fighters are pretty straightforward tank/damage dealer characters, but that doesn't mean they can't be diverse or that they're boring to play. To start off with, you'll be the one killing every enemy on the battlefield while your allies fumble around with their low-level spells. You gain a bonus feat right from the word go. I'll explain more about feats tomorrow, but they can be very useful. You also have access to just about every piece of equipment in the game, so when your party finds an awesome piece of armour, you might be the only one who gets to use it. Fighters make good first characters (my first was a female dwarf fighter named Fallyn, in case you're wondering). They don't require a lot of back-story, since you won't have to explain why they have extraordinary/supernatural/spell-like powers. Their important stats are STR, CON and DEX, roughly in that order for melee fighters, or reversed for ranged fighters. WIS is up next, while the other two don't usually matter too much.

Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any lawful.

HP: 8 + CON modifier.

Skill ranks: 4 + INT modifier.

Equipment: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Monks are not proficient with any armor or shields, however. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his Armor Class (AC) bonus, as well as his fast movement and flurry of blows abilities.

Level 1 class features: Bonus Feat (gain an additional feat, but, unlike fighters, only from a small, monk-specific list), Flurry of Blows (can make multiple attacks as a full-round action), Stunning Fist (stun enemies with an unarmed strike), AC Bonus (higher Armor Class from WIS modifier).

Comment: Monks are interesting characters. Their strength is not in how hard they hit but in how many times they hit. At high levels, their Flurry of Blows ability can be used to hit seven times (it starts off at two). The problem is that high-level enemies tend to have something called Damage Reduction, meaning attacks that don't go over a certain threshold simply don't affect them. While there's nothing wrong with having some characters be weaker than others in a party, it's not always fun to feel useless, so playing a monk requires a lot of optimisation. For example, rather than going for pure strength, you might focus on combat manoeuvres (which can be used as part of a Flurry of Blows), allowing you to run around the battlefield tripping, grappling and otherwise harassing your enemies, helping your allies take them down. Still, STR is usually a monk's most important stat, followed by DEX, CON and WIS (for the AC bonus) in whatever order you prefer.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Lawful good.

HP: 10 + CON modifier.

Skill ranks: 2 + INT modifier.

Equipment: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Level 1 class features: Aura of Good (basically useless, creates an aura of good around you that others can sense), Detect Evil (sense an Aura of Evil as a move action), Smite Evil (grants bonus to attack rolls and AC against one evil creature of your choice per day).

Comment: Paladins are probably the ultimate "fluff" class. Fluff is a D&D/Pathfinder term that describes something which adds fun or flavour to a game but doesn't really add anything in terms of mechanics. While they definitely get stronger at higher levels, of a Paladin's three starting abilities, one is useless, one is only moderately useful, and the final, useful ability can only be used once per day to begin with. Additionally, as I mentioned before, if a paladin ever willingly commits an evil act, they lose their class features until they have atoned. If you can live with that, though, you'll probably have a great time role-playing your character. Also, unlike a fighter, a paladin can heal their own wounds (and those of others) from level 2 onwards, making them highly self-sufficient characters. Their ability score priorities are basically the same as for fighters, except that CHA (and INT, to a lesser degree) are more useful than WIS.

Role: Rangers are deft skirmishers, either in melee or at range, capable of skilfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Alignment: Any.

HP: 10 + CON modifier.

Skill ranks: 6 + INT modifier.

Equipment: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Level 1 class features: Favored Enemy (pick from the list on this page, get all sorts of bonuses against them), Track (bonus when following tracks/trails), Wild Empathy (can improve the attitudes of animals)

Comment: Another fun, easy class to role-play: your father was killed by an orc, so you've been hunting them ever since, and they're now your Favored Enemy. For example. Their abilities can be very useful in certain situations - more so in the wild than in towns and cities, obviously. At level 2, they have to choose to focus on either archery or dual-wielding, so their ability score priorities depend on that. DEX is first for archers, STR for dual-wielders. CON is next, as usual, while everything other than CHA has some use for them.

Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

Alignment: Any.

HP: 8 + CON modifier.

Skill ranks: 8 + INT modifier.

Equipment: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Class features: Sneak Attack (gain a free attack at the start of combat if your opponent is unaware of your presence), Trapfinding (bonus to finding and disarming traps).

Comment: The first thing to notice about rogues is their insane number of skill ranks: at eight, it's two more than any other core class, and six more than some of them. And since INT is usually a priority for them, they'll get even more. (Note: skill ranks are explained in a later section.) This tends to make them the jack-of-all-trades of most adventuring parties. At low levels, they're also excellent ranged fighters, with their Sneak Attack often giving the party a considerable head start. At higher levels, however, their usefulness in battle wanes, but they'll always be the most skilled characters out of battle. DEX is priority number one (unless you want a melee rogue), followed by CON and INT. The order after that depends on what skills you want to specialise in. Personally, I'd go for STR to enhance skills like climb and swim that can help you get in position for Sneak Attacks; the party's spellcasters are going to have higher CHA and WIS than you anyway, so you don't need to be the face of the party.

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

Alignment: Any.

HP: 6 + CON modifier.

Skill ranks: 2 + INT modifier.

Level 1 class features: Spells (from the sorcerer/wizard spell list, can cast without preparing in advance), Eschew Materials (bonus feat that removes the need for minor spellcasting materials), Bloodline Power (see comment below).

Comment: Sorcerers and wizards are the two primary offensive spellcasting classes in Pathfinder, and they share a spell list, so I'll start off by explaining the difference between them. Sorcerers have inherent magical abilities, meaning they don't need to study or prepare their spells, but limiting the number of spells they know. Wizards can study magic (and have done so already - make sure to include it in your back-story), and can learn virtually the entire sorcerer/wizard spell list, but must prepare the spells in advance in order to use them. In other words, a sorcerer always has their entire repertoire available to them in combat, while a wizard might have chosen to prepare the wrong spells for a particular day. To make up for this, wizards gain access to high-level spells one level earlier than sorcerers.

Anyway, back to sorcerers. The reason their magic ability is inherent is because they are from innately magical bloodlines. Maybe one of their ancestors was a demon, or a goddess, or even a dragon. Or perhaps their birth was part of an ancient prophecy. These bloodlines give sorcerers extra powers, as well as a couple of extra feats and spells to choose from. You can pick a bloodline here. No matter what you go with, your sorcerer's most important ability score will be CHA, since they use it to cast their spells. This will also make them an excellent face of the party, adept at bluffing, negotiating and intimidating. Since sorcerers tend not to wear armour and have low HP, DEX and CON are very important to them. I'd probably pick INT fourth since you won't have many skill points, and the other two don't really matter.

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their speciality, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Alignment: Any.

HP: 6 + CON modifier.

Skill ranks: 2 + INT modifier.

Equipment: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Level 1 class features: Spells (from the sorcerer/wizard spell list, must be chosen and prepared in advance), Arcane Bond (can form a bond with a familiar, which is a magical pet that gives skill bonuses, or with an amulet, ring, staff, wand, or weapon, which grant one free spell per day that doesn't need to be prepared), Scribe Scroll (can make a scroll of any known spell, which others can use to cast that spell once), Arcane School (see comment below).

Comment: Make sure to read the comment for sorcerers if you haven't already, since I discuss wizards there.

Much like sorcerers choose bloodlines, wizards can choose Arcane Schools. These schools include things like illusions, transmutation and necromancy. They grant the wizard an extra spell per day and some other powers, but at a cost: the wizard must also choose two opposing schools, whose spells become more difficult to cast. You can choose an Arcane School here. If you prefer, you can choose the Universalist school, meaning your wizard won't specialise in anything (and won't get an extra spell slot), but also won't have any opposing schools. Whichever school you pick, make INT your top ability score, since wizards use it for casting (the extra skill ranks never go amiss either). After that, DEX and CON are important, just like they are for sorcerers.

Skill ranks and class skills

You may have noticed that every character gets a certain number of skill ranks. These ranks are per level, including level 1, so the number corresponds to how many skill ranks you will start off with. But what is a skill rank?

Putting a skill rank into a skill means you get a +1 bonus on all your attempts to use that skill. In other words, you become better at it. You cannot have more skill ranks in any skill than your character has levels in total, so, for example, if you're playing a fighter, your two skill ranks (plus your INT modifier) must go into two separate skills. Once you reach level 2, you can increase both skill ranks to 2, or you can put ranks into two new skills, or a combination of those things.

You can find the list of skills here. Notice that there's a column that says "untrained". The skills with a "no" in that column cannot be used unless you have put at least one skill rank into them.

A class skill is a skill that your class is particularly good at. Every class has its own set of class skills; for the sake of brevity, I haven't listed them here, but you can find them on your chosen class page. Whenever you have put at least one skill rank into any of those skills, you get an additional +3 bonus to your attempts to use them.

Finally, each skill is tied to a certain ability, like STR or INT. You have to add your corresponding ability modifier to attempts to use those skills (even if your modifier is negative). The modifiers stack, so, if you're a very wise cleric making a Sense Motive check, for example, you might have a +4 WIS modifier, +1 from a skill rank and +3 from it being a class skill, for a +8 bonus in total. Not bad!

Homework

Choose a class, and make all the decisions associated with it. For example, if you want to play as a sorcerer, you'll need to pick a bloodline and some level 0 and 1 spells (level 0 spells are known as Cantrips for wizards and sorcerers, and Orisons for clerics and druids, and can be cast unlimited times per day). The number of spells you can know or prepare is stated in your class page, but don't forget to add bonus spells according to the table on this page (search for "Abilities and Spellcasters"). Then, allocate your skill ranks. This is probably the most complicated part of setting up a character, so don't hesitate to ask for help!
 
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Dawnbreaker

~The Other Side of Fear~
When I have more time I will read through all that, but awesome stuff there, Flint. <3 You're getting me so excited about this! xD
 

Dawnbreaker

~The Other Side of Fear~
double-post, sorry

Can I use a character I've already created? You know, from another game? I would be willing to re-roll his ability stats and such, but I've taken a shining to him, and would love another opportunity to play him again.

fyi, I want to be the tank. <3

also, is Paladin out? If so, I'll take the fighter then.
 

Keveh Kins

Pun Enthusiast
Ranger....or bard....?

This conflict is real. O_O

Incidentally, should we post up what classes/races we choose and their stats?
 
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