Character Creation Thread

Oct 17, 2024 3:49 pm
Please posts all thoughts about what you will be running here.
Oct 17, 2024 3:52 pm
Character Generation Info
All characters begin at 1st level. You are not required to be a citizen of the Great City, called Alzorsia, but you may be if you desire. Purchase of the Great City Player's Guide is not required, but if you have access to it, you may use the options therein. Almost all of this adventure path takes place within the confines of the city (or beneath it). To generate your character, use a 25-point total.

Should you choose not to become a denizen of the Great City, you will need to explain your homeland (you get to make something up). It probably will not come into play outside of in-character conversation, but it might be a fun little exercise for the imagination. If you do choose to be a citizen, you need to describe what you have done up until you became an adventurer.

You may choose any of the following races for your character: aasimar, catfolk, dwarf, elf, fetching, gnome, goblin, gur, half-elf, half-giant, half-orc, halfling, hobgoblin, human, ifrit, kobold, orc, oread, ratfolk, roachkin, sylph, tengu, tiefling, or undine. If you choose to be a human citizen, you should choose your background (either Azindralean or Kortezian).

GURS
Gurs are half-bloods, being half-human and half-goblinoid (goblin, bugbear, or hobgoblin). As would be expected, those unfortunate goblin-blooded bastards known as gur (both singular and plural) have a tough time finding their place within the Great City. Most scoff or scorn them, not even so much for being of mixed decent, but mostly for being of goblin descent. Even others of mixed race, such as half-orcs, shy from their company, at least at first. The prejudices even persist within their own circles, with those of bugbear ancestry claim superiority
over those of hobgoblin ancestry, and so on.

HALF-GIANTS
In lost ages, a great race of tremendous beings walked the world whom early Azindraleans called the Irashmuthoin, a world loosely translating to mean "giant children". These giants were peaceful, quiet creatures. They lived simple communal lives, and developed intricate philosophies and idyllic technologies that easily surpassed those of human design. Still, even in the early years of humankind, these beings were a rare site, and eventually with the rise of more barbarous races, they faded into remote locations.

With the rise of the dungeon under the mountain, other races of giants emerged from deep within the earth. These creatures seemed the very antithesis of the Irashmuthoin, and dreamed only of power and conquest. Hill, fire, and stone giants wreaked violence and terror. Hunting the Irashmuthoin and driving them off, burning their castles, and seizing their lands. The world plunged into a dark era, from which few of these childlike giants emerged.

The Irashmuthoin are now all but extinct, though in their stead stands a second race. The sons and daughters of those who lived through the dark era. Transformed in those strange times, they are somewhat smaller than were their ancestors, though their culture suffers no deficit and they still perceive things beyond the senses of most mortals. The other races call them half-giants.

ROACHKIN
Once thought to be urban legend, a colony of despicable humans lives in the grime and filth of the Great City’s elaborate sewer system. Roachkin is a commoner’s term for any deep sewer dweller. These people are largely political exiles, escaped convicts, freaks, addicts, beggars, and all manner of degenerate humans who took to the sewers for refuge.

Beneath the city, in the ancient tunnels and newly crafted sewers, these people skitter about, shunning the warmth and sunlight of the surface like cockroaches. They steal what they can, surviving off the scraps of surface dwellers. Living in these depths has changed the roachkin. Long wracked by generations of poverty and abuse, their new society began to take on a different tone. Like stray dogs, these humans became feral. Their communities lost any resemblance to the flourishing folk of the surface, and they began to act like the creatures with which they cohabitated. Clustered in small dark spaces like roaches, fighting over scraps like rats and preying on their own like spiders, these people lead cutthroat lives in the disease-ridden muck.

Then, little more than twenty years ago, a babbling street prophet found enlightenment in the depths of the sewers and gathered these huddling masses as his filthy flock. The degenerate sewer-dwelling humans, already called roachkin by the few Great City citizens who knew of their existence, now had a leader. Papa Gib a long-bearded addict swore his visions would lead the roachkin into prominence among the dangerous denizens of the sewers. He began teaching all roachkin who would listen ways to survive and flourish in their disease-ridden home.

Eventually the roachkin learned to master their environment, developing traits that helped them to survive in the hostile sewers. They took the lesser creatures on as pets and protectors, managing to get a handhold in the underground rat race. Roachkin are fiercely territorial. It is as if they can smell their own and anyone delving into the sewers risk attack from these deranged folk. Roachkin roam in packs scouring the sewers for food and anything else that they can use to their advantage. Those who get in their way are either beaten back out of the sewers or picked clean for any useful gear or materials they may have. In the Great City, even the guards do not go down into the sewers in small forces.

Your GM has further information on these three new races, if you are interested.
Oct 17, 2024 4:08 pm
Hey everyone! I am thinking about playing a cleric. But I want to look through the settings deity list to confirm.

@WhtKnt would you be able to share that?

Edit: Oh boy, failed to see there was a whole thread for this. Never mind.
Last edited October 17, 2024 4:08 pm
Oct 18, 2024 1:57 pm
Thanks for the game invite. I've been researching the brawler and the slayer classes. My gaming is mostly D&D going back to the box set, with only one other P1E game I'm playing in currently. The options in P1E are staggering :) Every time I look its like - oh magus looks cool, oh shaman looks cool...

Just rewatching Captain America Winter Soldier, so the shield brawler is definitely on my mind :)

Travelling until Tuesday, so not sure how much time to get really into the crunch I'll have.
Oct 18, 2024 4:08 pm
Would it be possible for you to share the stat information for the setting specific races? I am most interested in the Half Giants and Roachkin.
Oct 19, 2024 2:00 am
I’m considering a Kortezian who has been disowned by his family and is working on the docks. Class-wise, Brawler or Unchained Monk.

Regarding Half-Giants though, are you using Psionics? A half-Giant Psychic Warrior is also appealing. :)
Oct 19, 2024 4:29 am
I will use psionics if someone wants to play a half-giant. I'm very busy tomorrow, but I will try to post the details of the races on Sunday.
Oct 19, 2024 11:57 am
I'm playing in a Pathfinder game using the psionic rules and they are definitely cool. Playing an Aegis and some of the stuff the psion and soul knife can do is pretty cool. I definitely see why people still play PF1 with all of these in game options for characters.
Oct 20, 2024 2:57 pm
Thank you for the invite. I missed it somehow. Okay, I'm going to stick to my Fire Elemental Sorceress, but I guess I will go with Ifrit instead of Suli.
Oct 20, 2024 3:29 pm
Zirah Al-Hadid
Female Ifrit Sorceress (Fire Elemental) 1
CN Medium Outsider (native)
Init +3; Senses Darkvision 60 ft., Perception +0

-----DEFENSE-----
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d6+2 Con +1 favored)
Fort +1, Ref +3, Will +1

-----OFFENSE-----
Speed 30 ft.
Melee scimitar +0 (1d6+1 fire, crit 18-20/x2)
Special Attacks Elemental Ray (1d6 fire, 8/day, ranged touch +3), Fire Affinity (+2 Cha (+1 DC) for fire spells)
Sorcerer Spells Known (CL 1st, concentration +5)
1st (5/day) – Burning Hands (CL 2, DC 17), Mage Armor, Magic Missile
0 (at will) – Detect Magic, Prestidigitation, Mage Hand, Dancing Lights

-----STATISTICS-----
Str 10, Dex 16, Con 12, Int 10, Wis 9, Cha 20
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Martial Weapon Proficiency (Scimitar)
Skills Bluff +9, Diplomacy +9, Knowledge (arcana) +4, Spellcraft +4
Languages Common, Ignan
Traits Fire Affinity (fire spells at +1 CL), Brazen Flame (melee attacks deal +1 fire damage)

-----GEAR-----
Scimitar, adventurer’s kit

-----SPECIAL ABILITIES-----
Elemental Ray (Sp): Ranged touch attack dealing 1d6 fire damage, usable 8/day.
Fire Affinity (Ex): Zirah’s caster level is increased by +1 for all fire-based spells.
Brazen Flame (Ex): Zirah’s melee attacks deal +1 point of fire damage.
OOC:

I was thinking of maybe changing out the +1 hitpoint per level for the Ifrit sorcerer favored bonus, but not sure how combat intensive the game will be? Also, in some games Ability Scores max out at 20, but Fire Affinity raises Charisma by +2 for fire related spells, so would that still be 22, or are we capping at 20?
Edit: Also, it's been a while since I played Pathfinder. Is the +1 damage for every 2 levels for Elemental Ray included at 1st level? So it would be +1 at 1st through 3rd level, +2 at 4th and 5th level, etc?
Last edited October 21, 2024 7:31 am
Oct 20, 2024 6:13 pm
Shadowknight says:
OOC:

I was thinking of maybe changing out the +1 hitpoint per level for the Ifrit sorcerer favored bonus, but not sure how combat intensive the game will be? Also, in some games Ability Scores max out at 20, but Fire Affinity raises Charisma by +2 for fire related spells, so would that still be 22, or are we capping at 20?
Edit: Also, it's been a while since I played Pathfinder. Is the +1 damage for every 2 levels for Elemental Ray included at 1st level? So it would be +1 at 1st through 3rd level, +2 at 4th and 5th level, etc?
There will be a fair bit of combat; I anticipate a mix. Your attributes can go as high as they are able within the rules, no cap. The damage bonus begins at the 2nd level.
Oct 20, 2024 6:32 pm
HALF-GIANT
+2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
Medium: Half-giants are Medium creatures and have no special bonuses or penalties due to their size, except as noted in the powerful build ability.
Normal Speed: Half-giants have base speed of 30 feet.
Low-Light Vision: A half-giant can see twice as far as a human in conditions of dim light.
Giant Blood: Half-giants count as both humans and giants for any effect related to race.
Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. A half-giant is considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space
and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Whenever a half-giant is subject to a size modifier or special size modifier (such as when calculating CMB and CMD), the half-giant is treated as one size larger if doing so is advantageous to him.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Abilities: 1/day - stomp. Manifester level is equal to 1/2 the half-giant’s level (minimum 1st). The save DC is Charisma-based.
Languages: Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, Ignan.
Favored Class: Psychic warrior.

ROACHKIN
+2 Dexterity, +2 Constitution, -2 Charisma: Filthy and despicable roachkin have little to offer in the way of social graces or etiquette. Instead, they’ve adapted to their strange, sickly environment by developing deftness and fortitude.
Medium: Roachkin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Roachkin have a base speed of 30 feet.
Low-light vision: Roachkin can see twice as far as humans in conditions of dim light.
Acrobatic: Roachkin receive a +2 racial bonus on Acrobatics checks.
Blind-Fight: Roachkin gain Blind-Fight as a bonus feat at 1st level.
Filth Resistant: Roachkin gain a +1 racial bonus on Fortitude saves against natural diseases.
Human Blood: Roachkin count as humans for any effect related to race.
Kin-Scent: Roachkin can make a DC 12 Perception check identify another of their kind by scent.
Languages: Roachkin begin play speaking Common and Undercommon. Roachkin with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Rogue.
Oct 21, 2024 3:09 pm
Thank you for the clarification. Like most Pathfinder players I go kinda crazy during the character creation process and just go overboard a little. Power hunger and infinite possibilities. Right now I am considering going multiclass with Zirah in the future, between Fire Elemental Sorceress and Whirling Dervish (Swashbuckler). The other way to do that (by staying in one class), is to just take Weapon Finesse and Dervish Dance at 3rd and 5th level. The struggle is real. Eventually, though I will calm down and stop being a power hungry goblin.
Oct 21, 2024 5:53 pm
I agree. Being new to PF1 mostly every is shiny. Yesterday I was reading over Oracle and Shaman. I usually love cleric variants and these all look cool. Finding hard to come up with a concept I want to keep.
Oct 21, 2024 7:05 pm
DrifterDwarf says:
I agree. Being new to PF1 mostly every is shiny. Yesterday I was reading over Oracle and Shaman. I usually love cleric variants and these all look cool. Finding hard to come up with a concept I want to keep.
One of my very first Pathfinder characters (way back in the day) was a Divine Bloodline Sorceress. That was incredibly fun. I think she eventually did multiclass into Witch to pick up a familiar and more healing spells.
Last edited October 21, 2024 7:07 pm
Oct 21, 2024 7:36 pm
Hello, thanks for the invite, I did not see the mail sorry to be late.

I am thinking of a catfolk, still hesitating between rogue or bard.
Oct 21, 2024 10:34 pm
Ok, I had an idea hit me from an older concept that seems like it would fit to this game. :)
[ +- ] Derias Zohl
Oct 22, 2024 1:20 am
Ok, I chose a catfolk Bard, although M.J. if you think a rogue would be better for the campaign, I can change without any problem or regret.
[ +- ] Lunori "Kitty" Berlnoult
Last edited October 22, 2024 1:23 am
Oct 22, 2024 2:21 pm
All looks good, YullyBear. Shadowknight, yours looks fine as well.
Oct 22, 2024 2:29 pm
I’ve added a sheet to our game, Breg the (Urban) Ranger. It should be viewable, but let me know if it’s not, and/or if we need to change anything.
Cheers everyone. :)
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