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This thread will consolidate all useful info on the various pen and paper RPG's we will run. Post here if you find any useful info and what game it is for; Pathfinder, Paranoia, etc. This first post will be updated as we get new info with links.
 
Repost, then new stuff. This is all for our Pathfinder campaign, which is a third-party expansion/revision of Dungeons & Dragons 3.5 Edition.

Ability Scores

The first thing to think about before you start playing D&D is what sort of character you'd like to have. Do you want to be fast or tough? Smart or wise? Would you rather talk your way out of trouble or fight? These traits are quantified as ability scores, of which there are six.

Strength: How physically strong you are. It helps you swing melee weapons harder, carry more stuff, and jump, climb, or swim.

Dexterity: How nimble you are. You act sooner in combat, you're more accurate with ranged attacks, and you're acrobatic and stealthy.

Constitution: How physically tough you are. Determines how much health you have and how good you are at shrugging off things like poison.

Intelligence: How logical and adaptable your mind is. Intelligent characters are better at learning skills, speaking languages, and casting certain kinds of arcane magic.

Wisdom: How perceptive and insightful you are. More intuitive than the sort of mental abilities governed by intelligence, wisdom gives you keener senses, deeper understanding and common sense, and a closer connection to nature and the gods.

Charisma: How strong-willed you are. You're charming, influential, and passionate, and you channel arcane magic in a more intuitive way than people who use intelligence.

Now for the numbers. Each of these six scores ranges from 3 to 18, with 10 or 11 being average for the random peasant you'll meet on the road. There are several ways to determine what numbers you get (including rolling randomly), but we will be using "point buy." That means you start with all 10s, and you get a pool of points you can use to improve them. Use this calculator, and choose "High Fantasy (20 Points)." If you want a good spread of stats, try this: 16, 14, 13, 12, 10, 10. Bear in mind that there are diminishing returns, so if you want an 18, you'll be sacrificing a lot in other areas. That might be a good idea for someone like a Wizard, who really only needs Intelligence and enough Constitution and Dexterity to survive. In general, even ability scores are better than odd ones because of the way modifiers work.

Speaking of which, every skill has a modifier associated with it. Usually, you don't use the full score when determining bonuses to things like attack rolls and skill checks.

3: -4
4, 5: -3
6, 7: -2
8, 9: -1
10, 11: 0
12, 13: +1
14, 15: +2
16, 17: +3
18, 19: +4
20, 21: +5

For example, if you've got 14 Dexterity, you have a +2 Dex modifier, which you would write in the box next to it. You add +2 to all initiative checks, ranged attack rolls, and Dexterity-based skill checks.

So, pick two or three of these stats that sound like they would describe your character, then try to match them up with the eleven available classes. If you see one of the "Advanced" base classes that appeals to you more (Cavalier, Summoner, Magus, Gunslinger, Oracle, Alchemist, Witch, Inquisitor), talk to me and I might make an exception. I'll warn you now that Gunslinger is not a very good class, and I don't really want to deal with guns in this campaign.

Classes

A class is a collection of abilities that you can use to approach the various problems presented to you throughout your career as a Dungeons & Dragons character. Most of those problems involve monsters' faces, and most of your abilities involve applying pain thereto. I'll divide the class list according to how much magic is available to each. Remember, a decent Constitution is important to everyone.

Pure Martial Classes

These classes have no spellcasting capability. They may have some powers that border on the supernatural or have a mystical flavor (like the Monk), but none of them will be shooting lasers out of their brains. They are typically simpler to use, start out stronger, and grow in power linearly.

Barbarian: HUEG MUSCLE SMASH THING. You're a powerful warrior with a connection to your bestial nature, and you can work yourself into a mindless rage to get really powerful for a short time. You'd rather take a hit than dodge it. One big difference; Pathfinder changed it so that your rage ends when you fall unconscious. Because this is potentially lethal, I am waiving this change. Abilities: Strength, Constitution.

Fighter: Instead of pummeling things with pure force like a barbarian, fighters pummel things with finesse. Your training manifests in the fact that you get more feats than anyone else, which are small passive boosts like traits in GW2. There's nothing saying you have to be Swordy McSwordguy, either; you can easily build a ranged fighter, for example. While you do have more raw combat ability and versatility than other classes, that only goes so far; the Fighter is notorious for being one of the most underpowered core classes. To that end, I'll be judiciously applying some improvements. If anyone decides to make a fighter, I'll be more specific. Abilities: Strength, Dexterity, Constitution.

Monk: You don't need weapons or armor. You just punch, kick, and wrestle your way to victory, using quick flurry attacks instead of a single heavy blow. You're incredibly agile, and your disciplined spirit gives you access to ki to enhance your attacks. Like the Fighter, the Monk is also currently kind of lackluster, so I'll be improving it too. For now, I definitely know that I will be granting Weapon Finesse as a bonus feat and letting you use Wisdom instead of Strength to boost your melee damage. I will probably also make the Qinggong variant standard. Abilities: Dexterity, Wisdom.

Rogue: Your weapons may be a lot smaller, but they sure hurt a lot. As long as an enemy is distracted by your giant friend, you get a massive damage bonus when you bury your dagger into his kidney. Do you also want more skills than anyone else? Sure, here you go. Sneak, flip, trick, and burgle everything. Abilities: Dexterity, Intelligence.

Partial Spellcasting Classes

These classes either don't get magic immediately, or they get it more slowly than their full casting counterparts. They're a decent mix if you want to get a taste for how combat works, but would rather save the complicated stuff for later.

Bard: Can't decide what you want to do? Then be a bard, and do everything. Skills, support spells, and a unique ability called bardic music that inspires everyone around you to do what they do better. The spells you cast are arcane (i.e. like a wizard's), but they're generally the least flashy kind. Illusions and mental compulsions are the order of the day, not fireballs or demon summoning. Abilities: Charisma, Dexterity, Intelligence.

Paladin: Lawful Good is Lawful Great.™ As a holy warrior chosen by your god, you seek out injustice and smack it with your massive glowing sword. Heal wounds and disease with a touch, stand as a bastion of courage for your allies, and smite evildoers. And hey, free magic horse. Abilities: Strength, Charisma, Constitution.

Ranger: You're a hunter, tracker, and survivalist. Pick a suite of fighting abilities that fits your lightly-armored style. Your affinity with nature gives you a few magical abilities and an animal companion. Abilities: Dexterity or Strength, Wisdom.

Full Spellcasting Classes

You get new spells every level, and they get as powerful as they can possibly get. These classes tend to start weak, but gain power quadratically until they're world-breakingly strong. If this campaign gets to high levels, I will keep a close eye on your capabilities so that you don't overshadow your non-magical allies. I'd rather this be fun for everyone than just have the wizard show off.

Cleric: You're not a squishy cloth-wearing priest. While Pathfinder has attenuated the combat abilities of clerics somewhat, you still have enough mettle to hold your own on the front line. Don't feel like you have to be a heal-bot, either; you are one of the most powerful spellcasters in the game. Abilities: Wisdom, Charisma.

Druid: Instead of the gods, your divine spells are drawn from the power of nature itself. Not only does this let you call down lightning bolts and summon animals to fight for you, but you also have the power to transform into an animal of your choosing. This works slightly differently in Pathfinder than 3.5, so don't neglect your physical ability scores. Abilities: Wisdom.

Sorcerer: You don't study arcane magic; it's literally in your blood. One of your distant ancestors was a magical creature, and you tap that latent energy to produce magic through sheer passion. While you can't learn as many spells as a wizard, you can cast what you know more often and on the fly. Abilities: Charisma.

Wizard: You're not some cocky sorcerer with magic blood; your command of magic comes through years of rigorous research. You carefully prepare spells ahead of time for a given day, and the breadth of your knowledge means that with appropriate forethought, you can do almost anything. Abilities: Intelligence.

What if you can't decide on one class? Every time you take a new level, you can pick a different class. So after one level as a bard, you can choose to take the second-level abilities for a bard or the first-level abilities for a sorcerer. Some classes like Monk and Paladin require you to maintain a lawful alignment, while Barbarians cannot be lawful. It's hard to make some combinations work (arcane casters have trouble with armor), so some hybrids might have alternatives (the Magus is like a Fighter/Wizard). Try to stick to two or three classes total, otherwise you end up diluting yourself. This can get complicated, though, and there's nothing wrong with sticking with one class all the way; Pathfinder encourages it.

Race

The next big thing that determines what sort of character you have is your race. Pathfinder gives the standard complement of Tolkien-esque races, but I might make alternatives. We'll do a poll.

Humans, Half-Elves, and Half-Orcs get a +2 bonus to one ability score of their choice. Elves, Dwarves, Halflings, and Gnomes have set ability score adjustments, but they get +2 to two and -2 to one. That's in addition to whatever you put into the point-buy calculator, so you can have one ability score as high as 20. Beyond that, each one gets some unique options. When in doubt, go with a human; you can excel at anything you choose. Otherwise, Half-Elves are good multiclassers, Half-Orcs are bruisers, Dwarves are tanks, Elves are casters, Halflings are sneaks, and Gnomes are crafters.
 
Class Features

Alright, you've picked a class. What does that give you? Let's look at a typical class table as an example, in this case the ranger. Scroll down just a little until you get to "Table: Ranger."

Level: The first column. As you progress through the class from level 1 to 20, you get new abilities. For now, you just get the ones on the first row.

Base Attack Bonus: This is a number that you add to every attack that you make. Rangers, like fighters and barbarians, have the best attack bonus; it ranges from 1 to 20. Clerics have a medium BAB of 0 to 15, and Wizards have a poor BAB of 0 to 10.

Fort/Ref/Will Save: Sometimes you'll be asked to make a saving throw against an effect of some kind. Fortitude saves allow you to resist bodily effects like poison or being turned to stone. You need to make a Reflex save when you dodge a fireball or a trap. Will saves are for seeing through illusions or rejecting attempts to control your mind. Your class provides a base bonus to some or all of these saves, which are further increased by your Constitution, Dexterity, and Wisdom respectively. Rangers have good Fortitude and Reflex saves (ranging from 2 to 12), but poor Will saves (0 to 6).

Special: These are your class features, the things that make you unique. At first level, rangers choose one Favored Enemy and get the Track and Wild Empathy special abilities. Scroll down to the Class Features section of the page to see what each one does.

Spells Per Day: How many spells of a given level you can cast. Notice that rangers don't have access to any spells whatsoever until level 4, and even then they only get 0 first-level spells. The thing is that with a high enough relevant ability score (in this case, Wisdom), you'll get bonus spells per day per this table. So with a Wisdom of at least 12, you can cast one first-level spell at level 4. Lucky you. Magic works slightly differently for each class, so it's probably best addressed on an individual basis.

There might be other columns for other classes. For example, monks have a column showing the attack bonuses for their Flurry of Blows feature. They should be self-explanatory for the most part.

Now scroll back up to the top and look at some of the other entries. After a bit of flavor and a few sentences about your role, you'll see:

Alignment: Some classes - monks, paladins, and barbarians - have alignment restrictions. Most do not. We'll talk about that later.

Hit Die: Every level, you gain hit points. You start with maximum hit points at first level, then roll randomly each subsequent level. You add your Constitution modifier every time. Since the ranger has a d10 hit die, you'd get 10 + Con mod HP at level 1, plus anywhere between 1 and 10 + Con mod at every level thereafter. Since rolling for HP has a tendency to be pretty volatile, I'll make it so that you get half your hit die + 1 + Con mod instead. Which means:

d6 hit die = 4 + Con mod
d8 hit die = 5 + Con mod
d10 hit die = 6 + Con mod
d12 hit die = 7 + Con mod

Slightly more than average (which is half + 0.5). You're welcome.

Starting Wealth: Use this cash to buy your starting gear, which will also be addressed in another post. Don't roll; use the average.

And now...

Skills

The next entry lists your Class Skills. Each class has a certain set of skills that come naturally to it - wizards and Spellcraft, for example, or rogues and Stealth. You also receive a certain number of skill points each level that you can invest into your skills. For each class:

Cleric, Fighter, Paladin, Sorcerer, Wizard: 2 + Int mod
Barbarian, Druid, Monk: 4 + Int mod
Bard, Ranger: 6 + Int mod
Rogue: 8 + Int mod

Humans get an additional skill point every level because they're special like that. You also get the choice between a hit point or a skill point every time you take a level in your favored class (chosen at first level; you get two favored classes if you're a half-elf).

If you put one point into a skill that's a class skill for you, then you get a permanent +3 bonus to it. You also add the skill's relevant ability modifier and any racial bonuses to checks you make. For example, Survival is tied to Wisdom, so add your Wisdom modifier, + 1 if you've put a rank in it, + 3 if it's a class skill, and +2 if you have a racial bonus.

Now, the maximum points you can put in any skill is equal to your current character level. That means at a level one ranger with 10 intelligence gets 6 skill points, so she'll just pick six different skills and put one point in each. It's more cost-effective to just get class skills, but if you see one you really like, go for it.

This system is much easier to understand than it is in 3.5e. Trust me.

Now let's talk about what each skill does.

Acrobatics: Balance on treacherous surfaces, move past enemies with provoking attacks, jump, or fall without hurting yourself. Eminently useful and highly recommended. Relevant Ability: Dexterity.

Appraise: Determine the value or existence of magical abilities in an item. Relevant Ability: Intelligence.

Bluff: Lie to someone, feint in combat, or insinuate a secret message via body language. Relevant Ability: Charisma.

Climb: Various climbing-related activities. Relevant Ability: Strength.

Craft: Make things. You have to specify what it is that you make; each is a separate Craft skill. Most useful for adventurers are Alchemy, Bows, Weapons, Armor, and Traps. In terms of jobs, Craft is for goods, and Profession (below) is for services. Relevant Ability: Intelligence.

Diplomacy: Improve an NPC's disposition toward you, ask them for favors, or gather information. Relevant Ability: Charisma.

Disable Device: Open locks and disable traps; essential for rogues. Relevant Ability: Dexterity.

Disguise: Change your appearance. Relevant Ability: Charisma.

Escape Artist: Free yourself from being tied up, grappled, or trapped in a small space. Relevant Ability: Dexterity.

Fly: This is one Pathfinder change that I don't like. We're not going to use it. Relevant Ability: Dexterity.

Handle Animal: Give animals commands and teach them tricks. Important for druids, rangers, and characters who intend to use mounts. Relevant Ability: Charisma.

Heal: Stabilize dying creatures and provide long-term care for wounded allies. This does not influence or provide access to magical healing. Relevant Ability: Wisdom.

Intimidate: Strong-arm someone into being temporarily cooperative, or demoralize opponents in combat. Relevant Ability: Charisma.

Knowledge: Book learnin'. This will give you access to lore and information on a given subject, including information on certain kinds of monsters (i.e. their vulnerabilities). Each subject is its own skill. Choose from Arcana (magic and magical creatures like dragons), Dungeoneering (underground environments and aberrations), Engineering (architecture, siege weaponry), Geography, History, Local (customs and folklore), Nature (plants, animals, fey), Nobility (politics and heraldry), Planes (and creatures thereof), Religion (deities and undead). Relevant Ability: Intelligence.

Linguistics: Decipher ancient scripts, create forgeries, and learn new languages. Relevant Ability: Intelligence.

Perception: See or hear creatures sneaking up on you, or notice details when searching for something. One of the most important skills in the game. Relevant Ability: Wisdom.

Perform: Music, dance, acting, oratory. Specify your chosen medium when putting points in this skill. Essential for bards. Relevant Ability: Charisma.

Profession: The companion to Craft, except for services instead of goods. There are lots of different professions, like baker, merchant, innkeeper, miner, trapper, sailor, and scribe. Relevant Ability: Wisdom.

Ride: Ride a mount, especially in challenging situations like combat. Relevant Ability: Dexterity.

Sense Motive: Determine whether someone is lying to you or if something isn't quite right. Intuition, basically. Relevant Ability: Wisdom.

Sleight of Hand: Pick pockets and hide small objects. Relevant Ability: Dexterity.

Spellcraft: Identify, learn, and prepare spells, and craft and identify magic items. Important for spellcasters, and essential for wizards. Relevant Ability: Intelligence.

Stealth: Avoid detection by hiding or moving silently, or pair it with Bluff to create a diversion. Relevant Ability: Dexterity.

Survival: Follow tracks, navigate, and fend for yourself in hostile environments. Relevant Ability: Wisdom.

Swim: Swim and prevent yourself from drowning. Relevant Ability: Strength.

Use Magic Device: Some magic items have certain requirements for use. This allows you to circumvent them. Extremely powerful in the right circumstances. Relevant Ability: Charisma.
Feats

One extremely influential way to customize your character is through feats. These are small, passive benefits that represent mastery of a certain ability. You get one feat at first level and another at every odd-numbered level. Humans get another bonus feat at first level, because humans.

There are far too many feats to address them one by one, and the SRD doesn't automatically filter out goofy stuff from non-standard supplements, but I'll recommend a few essentials. You might want to go through the feat filter pages and select only things from the CRB (Core Rulebook), or APG (Advanced Player's Guide) if you're feeling adventurous.

Combat Casting: If you try to cast a spell with enemies nearby, they can get a free attack against you and ruin your spell. This makes it easier to cast defensively. Source.

Combat Expertise: Make a less accurate attack, but increase your AC (i.e. make yourself harder to hit). This is the first step for lots of important combat maneuver feats, like Trip, Disarm, and Feint. Source.

Dodge: A quick and easy way to increase your AC. Source.

Point Blank Shot: If you see yourself making a lot of ranged attacks, this is essential. It's the first feat in its tree, and opens up access to Precise Shot (extremely important), Rapid Shot, etc. Source.

Power Attack: Make a less accurate attack, but increase the damage. Great for bruisers with two-handed weapons, and a prerequisite for key melee feats like Cleave. Source.

Selective Channeling: Clerics can heal everyone in combat, but it's just a big indiscriminate burst. This lets you ignore enemies in the area, increasing its usefulness significantly. Source.

Skill Focus: Got a skill that's really important to you? Pump it up. Source.

Spell Focus: Plan to use magic from one school a lot more than others? Evocation for blasty spells, necromancy for debuffs, that sort of thing? This will make those spells harder to resist. Source.

Toughness: A simple way to make yourself less fragile. Scales with level now, which is nice. Source.

Two-Weapon Fighting: If you want to dual wield, you will need this. Source.

Weapon Finesse: Want to use melee weapons, but have way more Dexterity than Strength (rogues, I'm looking at you)? This is your deal. Source.

Weapon Focus: Pick a particular type of weapon that you see yourself using a lot. Your attacks are now more accurate. Source.
Mind the prerequisites! If it looks too powerful for a first-level character, it probably is.

One key distinction: General feats are not Combat feats. Fighters can only select Combat feats as bonus feats for their class. Power Attack yes, Skill Focus no.
 
hmmm im between
  • Druid
  • Paladin free horsie!
  • Bard mooosic!
  • Cleric wrath of doom whatever that means



in that order.
 
What playstyle are you looking for? Healer, dps, tank, risk taker, hide in the back, buff bot, etc? That will probably help you narrow it down too.

Lol just thought of something. You can queue up some music on pandora or something for when you cast a spell. Play the music and sing then its cast. Talk about RP!
 
I could tooootally see Tristan as a bard. Definitely the class most likely to wear pink.

Gotta have that Charisma.
 
I could tooootally see Tristan as a bard. Definitely the class most likely to wear pink.

Gotta have that Charisma.

Yeah definitely going Cleric. I want to make her damage/healing if thats possible. Not sure if that will make me less effective. Have an idea on a deity and some abilities and feats though. Its a pain trying to look at this stuff at work. Half the shit is blocked and half isn't. Go home web filter, you're drunk.
 
This thread will consolidate all useful info on the various pen and paper RPG's we will run. Post here if you find any useful info and what game it is for; Pathfinder, Paranoia, etc. This first post will be updated as we get new info with links.
is it to late to join
 
I've been writing the equipment, stats, and setting for a Sci-Fi Mecha RPG
I couldn't help but think "Battletech" when I read that. I always thought playing the Battletech tabletop for the mech fights and then switching to a Shadowrun-esque role playing game when the characters weren't on the battlefield would be the coolest thing ever. It would make the strategy game so much more intense if you were actually invested in the characters piloting the mechs.
But yes, I digress...
 
I couldn't help but think "Battletech" when I read that. I always thought playing the Battletech tabletop for the mech fights and then switching to a Shadowrun-esque role playing game when the characters weren't on the battlefield would be the coolest thing ever. It would make the strategy game so much more intense if you were actually invested in the characters piloting the mechs.
But yes, I digress...

I know there are groups that have merged the BattleTech + MechWarrior systems, so that you get the 'Mech combat on the battlemap, and once the smoke clears, you also get the full support of the MechWarrior RPG system.

What I have in mind is more like Mass Effect + Armored Core for the setting and feel, with 50 foot tall Mecha that fight and maneuver with a high degree of mobility. It's focused on solving a galaxy-spanning mystery. The PC's act as a small, elite group of specially recruited mecha pilots and investigators primarily, but playing any other roles or a combination of roles such as bridge/ship crew is supported as well. The Captain of the ship (the Hanzo) is a PC with their own agenda. The Hanzo herself is a "stealth" ship capable of atmospheric flight so there's possibilities for direct fire support.
 
Gear

Everybody starts out with a certain amount of gold as determined by their class. Normally you'd roll for this, but we're just taking the average.

Barbarian: 105 gp
Bard: 105 gp
Cleric: 140 gp
Druid: 70 gp
Fighter: 175 gp
Monk: 35 gp
Paladin: 175 gp
Ranger: 175 gp
Rogue: 140 gp
Sorcerer: 70 gp
Wizard: 70 gp

There are ten copper pieces (cp) in a silver piece, ten sp in a gold piece, ten gp in a platinum piece.

Now, spend this on starting equipment. I recommend a suit of armor (unless you're not proficient), at least one weapon, any special tools your class needs, and an assortment of basic adventuring gear.

Armor

Unless you're a monk, sorcerer, or wizard, you're proficient with some kind of armor. It's generally best to use the heaviest tier of armor you can. Try to ignore everything that's not from the Core Rulebook (CRB).

Light Armor: Less encumbrance, but less protection. Studded leather and chain shirts restrict your movement and provide a small penalty to skill checks like Stealth and Acrobatics, which you can avoid if you stick with leather. Generally not an issue; AC is more important.

Medium Armor: Sort of a middle ground, naturally. Even if you're a heavy class, you can't afford any of the heavy armors yet. Just get scale mail instead. Your speed is also reduced to 20 feet (if it was 30) or 15 feet (if it was 20, unless you're a dwarf).

Heavy Armor: The best protection, but it comes at the price of reduced maneuverability. High armor check penalty, speed reduction, and you can only run at triple speed rather than quadruple.

Shield: Grab one if you're proficient. It's got a check penalty, but doesn't affect your speed. If you've got a bow, you might want a buckler; otherwise, you'll take a penalty to attack rolls if you use that hand to make attacks.

All of these carry an arcane spell failure chance. Basically, every arcane spell you cast while wearing armor has a certain chance to fail. Just... don't wear armor. Bards ignore this chance for light armor. Clerics, druids, paladins, and rangers use divine magic instead, so that's not an issue.

Weapons

Just about everyone can use simple weapons. These are things like clubs, daggers, crossbows, and other things that don't require a great deal of finesse or expertise to use properly. The real stuff is martial weapons, which are things like swords, axes, and longbows. Exotic weapons are rare and difficult to use without special training (spiked chains, double weapons, that sort of thing), and require a special feat that's generally not worth it. Again, stick with the CRB and keep things simple.

It's a good idea to have ranged capability of some kind. A light crossbow is the go-to weapon for simple weapon users, although it takes time to reload and you probably shouldn't rely on it too much. A variety of damage types is nice, in case you fight something resistant to slashing, bludgeoning, or piercing, but vulnerable to another.

Small and medium weapons deal different damage. A medium (i.e. human) longsword deals 1d8 plus your strength modifier, but a small (i.e. halfling) longsword only deals 1d6. Each weapon has different critical hit ranges. A longsword scores a critical hit on an unmodified attack roll of 19 or 20, and you roll its damage die twice (2d8 instead of 1d8). A battleaxe, on the other hand, only crits on a 20, but you roll its damage three times. Extra dice like sneak attack damage isn't multiplied in a crit.

Ranged weapons need ammunition. Arrows, crossbow bolts, sling bullets.

Special Tools

If you're a spellcaster but not a sorcerer, buy a spell component pouch. Wizards need a spellbook, paladins and clerics need a holy symbol, bards need a musical instrument. If you're trained in Disable Device (hey rogues), grab thieves' tools.

Miscellaneous

You'll want a backpack, rations, a waterskin, a bedroll, rope, and a light source (torches, sunrods, and so forth). You also get an outfit worth up to ten gold for free. Nobody wants to see that.

Carrying Capacity

But can you carry all this stuff? 3.5e/Pathfinder has complicated encumbrance rules, but we're going with 4e on this. Take your Strength score and multiply it by ten; that's the number of pounds you can comfortably carry without penalty. Twice that will slow you down as if you had medium or heavy armor, and five times that is the most you can drag.
 
Flavor

You're not just a collection of numbers, you precious little snowflake you. What makes you, you? As luck would have it, a number of other quantifiable variables.

Alignment

Alignment is a general description of your character's personality and values. Pick one from column A: lawful, neutral, or chaotic; and one from column B: good, neutral, or evil. Combine them together and get:

Lawful Good: Superman. Justice and the rule of law are in place to protect the weak. You may also have a rigorous code of ethics.

Neutral Good: Luke Skywalker. Give of yourself and do the right thing, politics be damned.

Chaotic Good: Robin Hood. Sometimes in order to help people, you have to bend the rules. You're probably kind of a free spirit.

Lawful Neutral: Batman. Justice untempered by mercy.

True Neutral: Doctor Manhattan. Either you're insular and self-interested, or you're devoted to the idea of keeping everything in balance.

Chaotic Neutral: Deadpool. Do whatever you want.

Lawful Evil: Darth Vader. Evil is always more efficient when it's guided by methodical execution.

Neutral Evil: Voldemort. What's the use of all that power lying around without someone like you to seize it, often at the expense of someone else?

Chaotic Evil: The Joker. Some men just want to watch the world burn.

A few classes have alignment restrictions. Monks must be lawful. Barbarians cannot be lawful. Paladins must be lawful good. Clerics need to be within one step of their god, but can't be neutral unless their god is neutral. That means a cleric of a lawful neutral deity can be lawful good, lawful neutral, or lawful evil.

As a party, you probably shouldn't be of an evil alignment. The other six are fair game, although a lawful good character and a chaotic neutral character might get on each other's nerves.

Physical Description

You can either pick a height, weight, and age that make sense, or roll randomly. Or you can just use the range of possible outcomes as a guideline to pick something plausible. Try to stay younger than middle age unless you want it to jack your ability scores around. For the height/weight part... First, roll what it says in the Modifier column, then add the result in inches to the base height. For a human male, I roll 2d10, get a 12, and add that to 4'10" (giving me a final height of 5'10"). Now I multiply that 12 by 5, giving me 60, and add that to the base weight (120 lb). That gives me a final result of 5'10" and 180 lb.

Background

Who are you? Where were you born? Where did you grow up? Did you have a happy childhood? Make many friends? How did you learn the skills that made you a fighter/wizard/thief? Did you have a mentor? Have you studied or encountered anything interesting?

Try to keep things mostly broad for now. I'll kind of build the setting around you guys. One thing, though - tell me one thing that you know in private. This could be a secret that you're hesitant to share with the rest of the party (whom you will not have met before the first session), or some small tidbit that might be woven into a larger story. If you can't think of anything, I'll give you something after you tell me a little about your character. It may or may not come up, and you may want to divulge it or continue to keep it secret once it becomes relevant.

Languages

Everyone starts speaking Common. You may also get some other languages based on your race (for example, elves speak Elven). Finally, add a number of bonus languages equal to your Intelligence modifier. Here are the available languages and the creatures that typically speak them.

Abyssal: Demons and chaotic evil outsiders
Aquan: Water elementals
Auran: Air elementals
Celestial: Angels and good outsiders
Common: Most humanoids
Draconic: Dragons and reptilian creatures
Druidic: Druids only (secret language)
Dwarven: Dwarves
Elven: Elves
Giant: Giants, ogres, trolls
Gnome: Gnomes
Goblin: Goblins
Halfling: Halflings
Ignan: Fire elementals
Infernal: Devils and lawful evil outsiders
Orc: Orcs
Sylvan: Fey and plant creatures
Terran: Earth elementals
Undercommon: Drow

Your race might only allow you some of these.

Metagaming

None of what we're doing is real, obviously. But we're all going to have a lot more fun if we can suspend our disbelief. One of the key hindrances to this is metagaming.

Basically, you need to address game-related concerns with an in-game mindset. You don't have a high Strength score; you're strong. You don't have five ranks in Stealth; you're sneaky. Talk about things in qualitative terms whenever you can, and we'll only let numbers intrude where necessary.

The worst thing you can do, however, is explicitly make decisions based on mechanics rather than within the strictures your own character's logic and awareness. Don't say, "I bet the DM hid a monster in that room;" instead, listen at the door and try to hear if there's something scraping around on the other side. Don't say, "I bet this NPC is going to die to elevate dramatic tension and demonstrate the stakes to us;" instead, treat the character as a person and not a red-shirt plot device. This stuff totally kills a session, and if it gets pervasive, I'll start imposing penalties. You can't win against me. I'm God, baby.
 
The worst thing you can do, however, is explicitly make decisions based on mechanics rather than within the strictures your own character's logic and awareness. Don't say, "I bet the DM hid a monster in that room;" instead, listen at the door and try to hear if there's something scraping around on the other side. Don't say, "I bet this NPC is going to die to elevate dramatic tension and demonstrate the stakes to us;" instead, treat the character as a person and not a red-shirt plot device. This stuff totally kills a session, and if it gets pervasive, I'll start imposing penalties. You can't win against me. I'm God, baby.

Bruce is in trouble :)
 
No, it's fine to make tactically optimal decisions. Just don't make choices purely on "I bet the DM would do this"-based logic.

Combat

WATCH OUT A BAD THING

Initiative

I'll ask you to roll initiative. Roll a twenty-sided die, then add your Dexterity modifier and anything you get from classes or feats. I then sort everybody in descending order, and the higher initiative acts first. Ties are broken by whoever has the higher Dex mod, or failing that, a roll-off.

Actions

It's your turn! What can you do? Every turn, you get one standard action, one move action, one swift action, and as many free actions as you can reasonably fit into six seconds. A standard action is doing something - attacking, defending yourself, drinking a potion. A move action lets you move your speed, or you can open a door, draw a weapon, or something similar. Some class features require a swift action.

You can also convert a standard action into a move action, allowing you to move twice your speed in a single round. You can also combine a standard and a move into a full-round action, which allows you to charge (double-move and attack), run four times your speed, or safely withdraw from combat.

Attacking

Draw your weapon as part of a move action (you can walk simultaneously). Get within range (adjacent if you're using a melee weapon, within one range increment if using a ranged weapon). Roll a d20, then add your base attack bonus and your relevant ability modifier (Strength for melee, Dexterity for ranged). If your attack roll is higher than your target's AC, then you hit. Roll your damage dice, then add your Strength modifier (for one-handed melee weapons), one-and-a-half your Strength modifier (for two-handed melee weapons), or nothing (if ranged).

If your attack roll before modifiers is a 20, you automatically hit. Roll again. If you hit, it's a critical hit, and you roll your damage two or three times; if you miss the confirmation roll, it's just a normal hit. Some weapons let you crit on a 19 or an 18; these are not automatic hits, but they still do critical damage after you make your confirmation.

On the other hand, if you roll a 1, that's a critical miss (if you also miss your confirmation). That means something bad happens. I'll decide what that is.

Defending

Ordinarily, I would roll a monster's attack against your static AC, but you lazy bastards have to pull your weight. Instead of your AC being equal to 10 + armor + shield + Dex mod + etc., ignore the 10 and just add all your bonuses to a d20 roll. The enemy crits if you roll a 1, and critically misses if you roll a 20. It makes sense, trust me.

Saves

You might need to resist magical effects. I'll call for a Fortitude, Reflex, or Will save if it's necessary. Roll a d20 and add the relevant bonuses for that save (the base save from your class plus your Constitution, Dexterity, or Wisdom modifier respectively). If you're casting a spell that requires an enemy to make save, add your spellcasting ability modifier (Int, Wis, or Cha) and the level of the spell to a d20 roll. If that beats a monster's Fortitude, Reflex, or Will defense, the spell takes effect.

Opportunity Attacks

Certain actions provoke free attacks from enemies. Don't move out of a square within an enemy's reach (usually adjacent). You can step one square as a free action to reposition or step away, but this precludes any other movement that turn. Don't make ranged attacks or (if you can help it) cast spells next to an enemy. You can also make a concentration check (1d20 + caster level + spellcasting ability mod) to cast defensively (DC 15 + 2x spell level). It's a lot easier to fail concentration checks in Pathfinder, though, so just stay back or step away first.

Flanking

One simple way to be tactically effective is to flank enemies in melee. If you and an ally are standing directly on opposite sides of an enemy, you each get a +2 bonus to hit. Furthermore, this allows rogues to deal sneak attack damage (which is really important).

Death and Dying

When you reach 0 hit points, you're not dead - you're staggered. You can only take single actions, and nothing too strenuous, or you take damage and start dying. From -1 to -9 hit points, you're unconscious and bleeding out. Roll 1d10; on a 1, you stabilize, and on anything else, you take a point of damage and continue dying. You're dead at -10, unless you haven't raised your...

Death Flag

Ordinarily, you have six action points. Spend one to roll a d20 twice and take the better of the two results, two to reroll a missed d20 or take an extra move action, or three to take an extra standard action. These replenish after an eight-hour rest (usually at the end of the day) along with your spells. You're also immune to death; you'll stabilize at -9.

During your turn, you can also raise your Death Flag. This gives you six extra action points immediately, but you can now be killed as normal. You probably won't be able to come back, so be prepared to succeed or die heroically.
 
Bruce is in trouble :)
No, the beautiful thing about D&D for me is that I get to really immerse myself into the story and scenario at hand. I only meta-game out-of-character, not during game. It's really important to remove what MY views are and what my CHARACTERS views are. It makes for a much better game overall.
 
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