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View Full Version : Pathfinder Everybody starts Somewhere: N. Jolly's guide to creating Pathfinder Characters



N. Jolly
2015-01-01, 05:43 AM
Everybody starts somewhere (https://docs.google.com/document/d/15KHVxqBUXkSaMbPS32UVY_eGi5BuzaH3NNvm07__XU8/edit?usp=sharing)

Another secret project of mine, but one that I've wanted to make for a while now, I feel like this is really something I've needed to make for a while, since I haven't really seen a lot of guides like this. The guide itself isn't a lot like my other guides, as there's more snark and no overarching theme to this one, but it still holds a place in my heart for something that will hopefully help people learn how to build characters. It's not written for powergaming or optimization, just pure character building.

If you've got any interested in learning Pathfinder, please share this guide with them, since I want to help as many people as possible learn how to make characters.

deuxhero
2015-01-01, 04:18 PM
Good feats for warriors: Point Blank Shot, Power Attack, Weapon Focus (Any)

Pathfinder likes making you take it for lots of feats, but I can't really agree with telling beginners it is good. For replacing it, Lunge is a solid core feat most fighting types can use

NightbringerGGZ
2015-01-01, 04:52 PM
Great timing! I'm about to start a game with a bunch of friends who have very limited D&D experience, this will be a huge help. I'm actually going to allow pretty much anything outside of Core, but this will help get players started.

Feint's End
2015-01-01, 05:49 PM
A lot of the attribute priorities are odd to say the least. Dexterity is at least as important to casters as it is to fighters (more actually in most cases since fighters don't need one higher than 12 unless they go dex).
Another one is that rogues need wisdom? Instead of int or cha which are both decently (more) important to them?

As has been mentioned weapon focus is very bad too.

You might consider reworking some of the trap options.

N. Jolly
2015-01-01, 06:09 PM
Pathfinder likes making you take it for lots of feats, but I can't really agree with telling beginners it is good. For replacing it, Lunge is a solid core feat most fighting types can use

I gave Weapon Focus as a simple option, but replacing it for Lunge isn't bad, I'll give the sub there.


Great timing! I'm about to start a game with a bunch of friends who have very limited D&D experience, this will be a huge help. I'm actually going to allow pretty much anything outside of Core, but this will help get players started.

So do you think other classes should be included?


A lot of the attribute priorities are odd to say the least. Dexterity is at least as important to casters as it is to fighters (more actually in most cases since fighters don't need one higher than 12 unless they go dex).
Another one is that rogues need wisdom? Instead of int or cha which are both decently (more) important to them?

As has been mentioned weapon focus is very bad too.

You might consider reworking some of the trap options.

I threw casters into the dex pool, I just always hate having lopsided options. And Rogues need everything, but if you're going to make a Rogue, you need a good will save WAY more than good Int and Cha (which aren't as vital for not instantly dying.)

Weapon Focus has been removed, although I really don't want to include a section on 'trap options' as I dislike making a game seem bad by pointing out the flaws of the design. This is for new characters, they can learn that themselves, or maybe not and make endless post in Rogue threads about how they're still a viable concept.

NightbringerGGZ
2015-01-01, 06:24 PM
So do you think other classes should be included?

I get that you stuck to Core so as not to confuse new people with too much information, but personally I wouldn't mind seeing info for all classes out there. It wouldn't have to be anything too complex, but a quick description of each class and what it specializes in would be useful information. I've been giving my newbs descriptions like this when they ask:

Witch: The witch is an arcane spell caster with a more limited list of spells than a wizard. Your spells and other class features give you a lot of options for controlling the battle field, debuffing enemies and buffing allies. You also get a lot of fun features associated with witches from folklore.

N. Jolly
2015-01-02, 06:50 PM
Super big update

Added: how to calc saves
Added: how to calc AC (touch/flatfoot)
Added: all other classes
Added: tons of FAQ stuff
Added: how to multiclass

All in all, about 6 pages of additional content.

Scolopendra
2015-01-03, 03:57 AM
I wish me and some of my friends had read this before we did our first campaign this would have helped a ton :smallsmile: ... I mean it went all good in the end but if we had a better understanding on how to make characters that weren't really bad we wouldn't have gotten into that one situation where to survive being trapped by a bunch of enemies I (as a Grippli Alchemist) turned the druid's wolf into a suicide bomb.... He never let me near his next animal companion :smallfrown:

Elricaltovilla
2015-01-03, 10:36 AM
I'm really liking this latest guide. I'm introducing my roommates to Pathfinder soon, I'll be sure to share this guide with them so they can get an idea of how to do things.

Barstro
2015-01-03, 02:40 PM
Very nice guide. I do believe your have Inquisitor spells as prepared instead of spontaneous, though.

If the guide is truly intended for the uninitiated, you might want clearer descriptions of how the classes are different. Witches having Hex makes them very different in combat from Wizard, for instance.

Given how complex even the basics are, you have done an incredible job at simplifying it all for the new player.

Kol Korran
2015-01-04, 06:55 AM
Hey, I looked over at most of it. I think it's a very cool, elegant, and useful resource for new players. Our current group have veteran players, but if we will take on new ones, I will definitely point them towards it.

Nice jobe, well done! :smallamused:
oh, and thanks for doing it! :smalltongue:

N. Jolly
2015-01-05, 08:23 PM
I wish me and some of my friends had read this before we did our first campaign this would have helped a ton :smallsmile: ... I mean it went all good in the end but if we had a better understanding on how to make characters that weren't really bad we wouldn't have gotten into that one situation where to survive being trapped by a bunch of enemies I (as a Grippli Alchemist) turned the druid's wolf into a suicide bomb.... He never let me near his next animal companion :smallfrown:


I'm really liking this latest guide. I'm introducing my roommates to Pathfinder soon, I'll be sure to share this guide with them so they can get an idea of how to do things.


Very nice guide. I do believe your have Inquisitor spells as prepared instead of spontaneous, though.

If the guide is truly intended for the uninitiated, you might want clearer descriptions of how the classes are different. Witches having Hex makes them very different in combat from Wizard, for instance.

Given how complex even the basics are, you have done an incredible job at simplifying it all for the new player.


Hey, I looked over at most of it. I think it's a very cool, elegant, and useful resource for new players. Our current group have veteran players, but if we will take on new ones, I will definitely point them towards it.

Nice jobe, well done! :smallamused:
oh, and thanks for doing it! :smalltongue:

Thanks all, I really hope this guide helps you get new players into the game.

Just added a tips section, so now the guide is basically done, although I'm still taking suggestions for what to put in it if you think I've left anything out.

NightbringerGGZ
2015-01-05, 08:43 PM
Thanks all, I really hope this guide helps you get new players into the game.

Just added a tips section, so now the guide is basically done, although I'm still taking suggestions for what to put in it if you think I've left anything out.

I have 4 brand new players looking over the guide. I'll let you know what they think!

N. Jolly
2016-02-18, 08:31 PM
Hey everyone, been a while since I've gotten back to this, not like it really NEEDS to be updated, but with the new occult classes, where would you say they fall in the combat specialist/utility specialist/arcane caster/divine caster paradigm?

Ninjaxenomorph
2016-02-18, 09:04 PM
Hmm. The Kineticist is the odd man out, but the others are easy to peg. Mesmerist is sort of an anti-bard, Medium is versatile in that it can literally be all of those things, Occultist is a melee support utility caster, Spiritualist is a pet class that feels slightly more divine than the summoner but not as much as the Hunter, and the Psychic is one step off from the sorcerer.