It Builds Character #2: Pathfinder

Welcome to the second in an occasional series called It Builds Character in which I use the character generation rules of various tabletop role-playing games to create a character and attempt to flesh them out into something distinctive.

It Builds Character #2: Pathfinder

The Game

For the second entry in this series, I’ll be using the rules of Paizo Publishing’s Pathfinder RPG, which I confess I have yet to play and am mostly unfamiliar with it. In fact, creating a character for this post will be the first time I’ve cracked open the core rule book. From what I gather it’s a generic fantasy role-playing game that was marketed as an alternative to Dungeons & Dragons’ 4th Edition for fans who enjoyed D&D’s 3rd (and 3.5) Edition and felt that 4th Edition threw away too much of the baby with the bathwater.

The Character

As I said, I’m not fully cognizant of how Pathfinder works right now, so the only thing I know for sure about the character I’m planning on creating is that they are going to be a wizard or equivalent magic-user and also probably male. Everything else is up in the air

STEP I: Determine Ability Scores

The rule book lists five different methods for generating ability scores, four of which revolve around the number of dice rolled and how they are assigned, and the fifth one uses a points buying system (we’ll see an example of points buying in the next entry in this series) – For simplicity’s sake, I opt for the “Standard” method which is to roll four six-sided dice (4d6) and discard the lowest one six times and then assign those scores to each of the six abilities – Strength, Dexterity, Constitution, Intelligence, Wisdom & Charisma. The rule book notes that for Wizards (like I want to be), spells are tied to the Inst ability, so I’ll keep that in mind as I roll and assign scores.

The rolls

13 (6+4+3+2)

11 (5+4+2+1)

11 (5+4+2+1)

15 (6+5+4+2)

10 (5+4+1+1)

11 (4+4+3+3)

That gives me a fairly even spread of scores, and looking at the chapter on ability scores, it seems like 10-11 is treated as the baseline level, so I have four baseline scores and two above average scores. Based solely on the fact that I’m told that Int is an important ability for wizards, and that in most fantasy, wizards can’t wear armor, so they need to be a little tough to avoid getting killed if they are hit by anything, I assign the scores as follows:

Str: 10 Dex: 11 Con: 13 Int: 15 Wis: 11 Cha: 11

I opted to make Str the lowest score as I assume that’s more for melee fighting, and my wannabe wizard wants no part of that kind of action.

STEP II: Pick Your Race

In Pathfinder there are seven base races to choose from: Dwarf, Halfling, Elf, Human, Gnome, Half-orc and Half-elf. They appear to be pretty much your generic fantasy archetypes. Each of the races comes with modifiers to the ability scores generated in Stage I as well as various other traits that might provide bonuses and drawbacks. I hadn’t really considered which race I wanted to be, but for some reason, the idea of a Dwarf who has gotten sick of living underground, mining and fighting goblins and has so become sunned by his clan and turned to spell books for solace appeals to me, so my character is going to be a Dwarf. That changes some of the ability scores, so now he has Con: 15, Wis: 13 and Cha: 9. Being a dwarf also confers a few special abilities, including being able to see in the dark, expertise at stonework and gem appraisal, being slow but hard to shift, and being proficient with battleaxes, warhammers and heavy picks. Based on my emerging character concept, those weapon abilities shouldn’t matter much. One of the sample Dwarf names is “Grunyan” which I like, but I decide to switch it up a bit and name  him “Garnam Blackaxe” as a generic Dwarven name.

STEP III: Pick Your Class

Well, I’ve kind of already done this with my assumption that Garnam will be a Wizard, so I’ll concentrate on that class (Other options included  Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue or Sorcerer). Classes define the abilities that the character might have, and different classes grant different abilities, as well as the number of Skills and Feats a character has access to at different levels (We’ll be looking at skills and feats in later steps of creating Garnam). A Wizard class grants Garnam certain special abilities at first level (subsequent levels as well, but I’m creating him as a new character, which makes him first level).  Firstly he gains access to the following skills: Appraise, Craft, Fly, Knowledge (all), Linguistics, Profession & Spellcraft. Most of these sound self-explanatory, but I will be looking up what exactly the Fly skill lets Garnam do later.

As I suspected, wizards can’t use shields or armor, but apparently can use clubs, daggers, crossbows and quarterstaffs. I think I’d favor a light crossbow, but we’ll see what happens later.

Another class ability wizards get is the ability to learn spells. Based on Garnam’s Int score, he can cast 3 level 0 and 2 level 1 spells per day.

A couple of other features of the Wizard class are something called Arcane Bond, and Arcane School. Arcane bond either allows an animal familiar or an object with a bonus spell stored in it. I’m opting to use an amulet as the bonded object, and keeping it hidden beneath Garnam’s beard so that nobody can steal it from him easily. As for Arcane School, that allows wizards to choose a type of magic to specialize in which gives spell bonuses at the cost of making other types of spells harder to cast. I’m opting to keep Garnam unspecialized, as I prefer being more of a generalist when it comes to magical abilities. Garnam also has the ability to Scribe Scrolls at first level, which may prove handy as he discovers more spells. He also gets a spellbook with his initial spells known. For Garnam, that means all 0-level spells and four first level spells (which we’ll get to later)

STEP IV: Pick Skills and Select Feats

If I’m reading correctly, then Garnam has 4 skill rank slots to start off with. I opt to use 3 of those slots on some of the class skills, namely Spellcraft, Knowledge (Dungeoneering) & Craft (Alchemy). That leaves one slot for a non-class skill, and I opt Sense Motive, as I think Garnam’s a suspicious little bugger.

On to Feats. Unlike skills feats are less tied to race and class, and often represent innate abilities rather than trainable ones. As such, they’re rather less common than skills, so Garnam only gets to choose one to start with. He opts for a Metamagic Feat, specifically Enlarge Spell, which doubles the range of any spell prepared using that feat, though it does use up a spell slot one level higher than normal (so a level 0 spell would use a level 1 spell slot)

STEP V: Buy Equipment

Now that we have some idea of Garnam’s abilities, it’s time to outfit him with a few choice items. As a Wizard, Garnam starts out with a mere 2d6 x 10 gold pieces to spend on equipment. I rolled (4+4), so have 80 gold pieces to spend. Gaarnam already has basic clothing to wear for free, so let’s see what he can afford in the way of weaponry, as he’ll need something when he’s out of spells…

I mentioned before that I see Garnam packing a light crossbow, which costs 35 of his initial 80 gold pieces. 20 bolts to load it with costs another 2 gold pieces, so he has 43 to spend on non-weaponry stuff. 20 of those immediately disappear on buying a spell component pouch and a blank spellbook. Another 2 go towards a backpack to keep the spellbook in, so only 21 gold pieces left. A bedroll and a day’s worth of trail rations  eat up another gold piece, as does a flint and steel. A vial of ink, two inkpens and 4 sheets of parchment eat up another nine gold pieces, leaving Garnam with 10 to spend over the course of his adventures.

Also, since there’s no other good spot for this, I’ve decided to use this space to figure out what the four first level spells Garnam will have already learned are:

Mage Armor

Summon Monster I

Sleep

Ray of Enfeeblement.

These give a broad range of abilities that include combat usefulness (weakening an enemy, summoning a creature to fight, rendering enemies unconscious and protecting Garnam from damage).

STEP VI: Finishing Details

And now, time to try and round Garnam out as a character. First off, we have a few more mechanistic items to take care of, so let’s deal with those. The first thing to deal with is why Garnam stands on the traditional alignment axes of Law vs. Chaos and Good vs. Evil. I’ve decided that as a suspicious little bugger, Garnam is scrupulously honest, but also rather pragmatic in his approach to things. He has a code he adheres to, but it isn’t necessarily one of self-sacrifice. He will kill if he has to, or if his code demands it, which I think makes Lawful Neutral the best fit for his alignment, but alignment is more of a relic of Pathfinder‘s antecedents, so I won’t worry over much about it.

Next up, we have the vital statistics. I opt to take the most mechanistic approach possible and roll on the various tables for Age, Height and Weight. Turns out that Garnam is a sprightly young dwarf of 63, who happens to be exactly 4 feet tall, and weighs in at 171 pounds.

The rest of teh details are up to me, so i decide that he has ashy blond hair, slightly ruddy skin, and a two foot beard that he braids into a vaguely runic shape.

Disillusioned with his family’s mining business at a young age, Garnam dreamed of living to seek his fortune in teh world outside of his home citadel, but he knew his parents would never approve. Every night, after a tiring day in the rockface, he would study runes of magic in the darkness of his bedchamber and eventually, Garnam discovered he had an aptitude for magic spells. He was able to cast a few minor cantrips, The thane of his clan, Garnam’s grandfather discovered this spell-casing and banished him from the citadel for his dabblings with magic, which the clan forbade. Now out in the wider world, Garnam seeks adventure to pay for more research to hone his magical abilities so that one day he can return home and show the value of magic to the Thane and have his honor restored. After being banished for (as he saw it) deceit, Garnam never lies, and he despises dishonesty in others. This has led to him becoming very good at telling if people are lying to him. Those that do, often end up with powder burns or crossbow bolts in non-vital anatomical regions.

All done. So we have a very rough sketch of a character, I may try and adapt Garnam into a short story of his own in the future, as despite being somewhat cliche, I can see potential for narrative there..

What do you think, loyal blog followers? Is this a series worth continuing? If so, are there any particular games and editions you’d like me to use to create characters?

Please leave some comments and let me know!

It Builds Character #1: Rogue Trader

Welcome to the first in an occasional series called It Builds Character in which I use the character generation rules of various tabletop role-playing games to create a character and attempt to flesh them out into something distinctive.

It Builds Character #1: Rogue Trader

The Game

For this opening entry in the series, I’ll be using the rules of Fantasy Flight Games’ Rogue Trader RPG, which is set in the Warhammer 40,000 universe. That universe is essentially Tolkienesque fantasy grafted into a far future space setting and with all the grim darkness turned up to ridiculous levels. There are no good factions but the human viewpoint race, the Imperium is essentially a hybrid of the medieval catholic church and a Naziesque regime writ large across the galaxy. In Rogue Trader the characters are generally the crew of a merchant starship that operates semi-autonomously and mostly within the auspices of the Imperium’s territory. Think a cross between pirates and the Firefly crew.

The Character

I don’t really have a fully formed character concept in mind right now, so I’m just going to go through each of the stages of character creation outlined in the rule book and see what emerges.

STAGE I: Generate Characteristics

I’m doing this in strict order like the rule book says, so it’s rolling 2d10 + 25 for each one. Let’s go:

Weapon Skill: 35, Ballistic Skill: 38, Strength: 39, Toughness: 37 Agility: 33, Intelligence: 31, Perception: 33, Willpower: 31, Fellowship:32

The rules say I’m allowed to re-roll 1 characteristic, so I’m opting to re-roll the Intelligence score of 31, I get a revised Intelligence of 36 (if the re-roll was lower, I’d be stuck with it)

Going by the characteristics, my Explorer (the games term for Player Characterss) is strong, and a pretty good shot. However, he’s not got a whole lot of Willpower, so I’m going to interpret that as being easily swayed or tempted. Possibly a little over eager to prove his dead eye shot nature or something along those lines. It’s still a skeleton of a character. Let’s begin fleshing it out.

STAGE II: Origin Path

This stage is a little weird to me. It’s basically a flowchart. There are 6 rows on the flowchart and you start at either the top or bottom row. I’ve opted to start at the top row (Home World) and work my way down. I can choose any of the 6 options here. In the end I opt for Forge World (which, as its name kind of implies is a world dedicated to the production of war materiel, for example a tank manufacturer), as that choice appeals to me more.

This allows me some bonuses and penalties.

First -5Weapon Skill and +5 Intelligence. Leaving me with WS 30 and Int 41. So my Explorer is now a very smart guy, but a bit crap in a melee situation.
I get the following skills:
Common Lore (Tech)
Common Lore (Machine Cult) which are Int based untrained Basic skills
I also gain the Technical Knock talent.
I’m allowed to boost any characteristic by 3. I decide to boost my Ballistic Skill up to 41, so I’m an even better shot.
As a citizen of a Forge World I’m more familiar with the credo of the Machine God than the Imperial Cult, so I’m penalized -10 for test involving knowledge of the Imperial Creed, and -5 for any Fellowship test for formally interacting with members of the Ecclesiarchy.

For my starting wounds my T bonus is doubled and a get a 1d5+1 bonus, so that’s 11 wounds.
Rolling a d10 and consulting the book, I find I have 3 starting Fate points.

For the next row of the chart, Birthright, I’m limited to selecting the option directly below Forge World, or either option adjacent to that option.
Of the options presented, I like the sound of Stubjack, which sounds like a type of mercenary. This gives me:
Quick Draw talent
Intimidate as a trained basic skill
+5 to either WS or BS. I choose BS, boosting it up to 46
On the downside, it’s -5 Fel, bringing that down to 27
I also now have 3 Insanity points
The next row is Lure of the Void, and I’m limited as the previous row was. I opt for Duty Bound as it seems to offer more more storytelling opportunities and freedom than the others. Now, I have to choose the type of Duty. I opt for Duty to my dynasty, which gives:
Rival (Rogue Trader family) talent
-3 Toughness (To a total of 34)
+1 Profit Factor for the group

Next row is Trial and Travails which is limited as the previous rows. I opt for Calamity as my choice. This gives me:
Light Sleeper talent
Either Hardy or Nerves of Steel talent (I choose Hardy)
-1 Profit Factor for the group

Next row is Motivation, limited as before.
As my fledgling character concept seems to want to be known as the greatest shot in the galaxy, I opt for Renown
This gives me the choice of a Peer talent or Air of Authority. I opt for the former.

The final row is career path. I opt for Explorator as that seems the most likely for a a lad from the Forge Worlds to enter into.

STAGE III: Spend Experience Points.

So far, just generating the character has spent 4500 Experience Points (XP). This means that I have 500Xp to spend on skills, talents and characteristics. The available options are determined by the career path selected above. so let’s see what skills are advances are available to an Explorator

First of all, I get the following package:
Common Lore (Machine Cult)
Common Lore (Tech) which I already had, so they’re boosted a level.
Forbidden Lore (Archeotech)
Forbidden Lore (Adeptus Mechanicus)
Literacy
Logic
Speak Language (Explorator Binary)
Speak Language (Low Gothic)
Speak Language (Techna-lingua)
Tech-Use
Trade (Technomat)
All of which revolve around intelligence.

I also get to start with a Mechanicus implant. (Basically a cybernetic augmentation) I opt for a Respirator.
Basic Weapon Training (Universal) Talent
Melee Weapon Training (Universal) Talent
Logis Implant Talent

Also have some equipment:
best-Craftsmanship lasgun, good-Craftsmanship power axe, Enforcer light carapace, multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate, Servo-Skull familiar

As an Explorator, I have the option of starting with up to two bionic implants. I decide to only take one, a Memorance Implant, but I do spend 200 of my 500xp upgrading it to good-Craftsmanship. This leaves me with 300Xp to spend on advances. I use them to purchase

Awareness
Drive (Ground Vehicle) and
Secret Tongue (Rogue Trader) skills.

STAGE IV: Giving Characters life.

This is mostly the non-mechanical aspects of fleshing out the character, and as such are much more subjective then the earlier stages. This is usually done more free-form and spit-balling with a GM, but here I’m just going to answer the questions posed and roll on tables presented. So it’s a mechanistic approach to a non-mechanistic section.

Name: I decide to use the naming tables, and opt for a Low Gothic first name paired with an archaic last name.
This leaves me with the moniker of: Harmon Siegmund which fits appropriately into the Warhammer 40,000 milieu enough for me.

Nature:
I tend to develop this during play, but for the purposes of this character, I’m going to go through and answer the questions presented.

What is your demeanor? Some of this I’d already decided upon. Harmon is going to be rather boastful, and prideful. So he has a big ego. However, that’s a front as he’s really rather shy, and is very quick to go along with other people’s suggestions.

Why are you a leader aboard a Rogue Trader vessel? this one is tricky. I decide that Harmon came with the ship, as it were as his ties to the Adeptus Mechanicus strike the Lord-Captain as very useful aboard such a complex machine with such intractable spirit. He’s also on board to explore…

Why does the Koronus Expanse call to you? Simple. Harmon seeks knowledge and lore that would be useful to the cult of the Omnissiah (The Machine God, an entity who is worshiped and sacrificed to so that all the equipment actually works). His personal quest is for unusual and exotic weaponry, particularly ballistic weaponry.

What will you sacrifice? Every scrap of my humanity to become the cold perfection of the machine. I’m willing to traffic with Xenos (aliens) and psykers (people with psychic powers, who are generally shunned in universe) in my quest for knowledge. However, I will not deal with those in the thrall of the ruinous powers (The dark gods of Chaos, personifications of humanity’s baser impulses, heavily influenced by the writings of Michael Moorcock). If Harmon suspects a hint of heresy of that nature, he will cease negotiations and begin targeting.

What is your ambition? It’s been covered above, but to be a legendary weapon wielder whose very name is spoken of throughout the Imperium in hushed tones of awe.

What are your hatreds? I distrust those who don’t hold the Omnissiah in the highest of regards. This has come to manifest itself as a hatred of Ecclesiarchs and other visible exponents of the Cult of the Emperor. As alluded to above, I also have a vast hatred for those who have traded knowledge of technology and ancient lore for knowledge and whispered promises from other, darker powers.

STAGE V: Ship Points and Profit Factor

Rolling on the table, the group (in this case just Harmon as there is no group) have a beginning Profit Factor of 60 and 30 Ship Points. Any Ship Points that aren’t spent on the initial ship are added to the Profit Factor, so let’s begin by constructing a ship and seeing what’s left, shall we?

Selecting a Transport hull, specifically a Vagabond-class merchant trader costs 20 ship points, leaving 10 for other components. Next it’s rolling for complications. It turns out this particular ship has an Ancient & Wise machine spirit. (-4 Hull integrity +10 to Maneuver Actions) and is a Wolf in Sheep’s clothing (-2 power, 3 components that either don’t register on scans or show as a different type)

For a plasma drive, I opt for the slightly bulkier and more powerful Lathe-pattern Class 1 drive, which costs me another Ship Point.
Warp Engines are the standard Strelov I, coupled with the normal Geller field.
Also opt for a single Void Shield array, and a Commerce bridge
Go for the Vitae pattern life sustainers, to avoid the worst smells on board. (Not an issue for Harmon and his respirator, but others in the group might be appreciative)
Voidsman Quarters are less cramped, so I pick those, and go with the Standard Mark-100 Auger Array for sensors.

That’s the required ship components built at a cost of 21 ship points. Leaving me 9 ship points, 11 space and 11 power for supplemental components (aside from a main cargo hold which was already included with the base hull.)

This ship needs some weaponry, so another ship point is spent to install some dorsal-mounted Mars pattern Macrocannons. Another 2 ship points are spent on reinforced interior bulkheads, increasing hull integrity by 3.
Also aboard are Librarium Vaults and Extended Supply Vaults at a cost of 3 more ship points.
The ship will be named later, perhaps.

That leaves 3 Ship points to increase the starting Profit Factor all the way up to 63.

STAGE VI: Select Equipment

As most of my equipment was included in the career path earlier, this is a short step. I’m allowed to roll acquire a single item of equipment without testing, assuming that it’s Acquisition Modifier is 0 or better. I decide that Harmon wants a side arm, which as a single man scale item is a +30, I want it to be of good craftmanship (-10) which means that I can choose one item that’s availability is no worse than Very Rare. Looking at the Armory, and deciding that it needs to be some form of projectile weapon as a variety for his energy-based lasgun.

After some contemplation, Harmon Siegmund adds a Ceres pattern Bolt Pistol to his inventory.

 

All done. So we have a rough outline of a character, I may try and adapt Harmon into a short story of his own in the future, one that’s not necessarily tied to the universe of Rogue Trader as he seems flexible enough to work in a few different science fantasy settings.

What do you think, loyal blog followers? Is this a series worth continuing? If so, are there any particular games and editions you’d like me to use to create characters?

Please leave some comments and let me know!