Ruins of Aspia
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Step 0: Conceive a Concept
Come up with a concept you would like create or play. It wouldn’t hurt to run this by your GM.
Flesh out the concept with some character background. Some question tools below may be of assistance.
- How does your character solve complex problems?
- A well-meaning giant is thrashing a nearby town due to dire fever it has been subjected to from the town’s wastes polluting the giant’s drinking water.
- The mayor of a large city devoted to the gods has asked you to quietly remove a young political upstart leader in a quiet manner.
- You’ve been locked in the brig of an unknown ship, and are likely to be tried crimes you have not committed.
- What does your character want out of life?
- Why can’t they just have that?
- How does adventuring serve that goal?
- What tactics do they think are appropriate to get that?
- What tactics are completely inappropriate to get that?
- Where did your character come from?
- Do they have any quirks?
Step 1: Choose Class And Race
The following Races are approved for play:
- Core RuleBook:
- Dwarves (pg.21)
- Elves (pg.22)
- Gnomes (pg.23)
- Half-Elves (pg.24)
- Half-Orcs (pg.25)
- Halflings (pg.26)
- Humans (pg.27)
- Advanced Race Guide:
- Aasimars (pg.84)
- Dhampirs (pg.96)
- Ifrits (pg.126)
- Oreads (pg.144)
- Sylphs (pg.156)
- Tieflings (pg.168)
- Undines (pg.174)
All Classes from the Core rule book, Advanced Class guide, or other Official Pathfinder publications are permitted, excluding any which require the character to be Evil Aligned and the Gunslinger.
Step 2: Generate Ability Scores
Each character receives 20 points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.
Point Buy Table
|Ability Score||Points Cost|
Step 3: Choose Skills And Feats
Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). After skills, determine how many feats your character receives, based on his class and level.
Step 4: Buy Equipment
Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.
Step 5: Finishing Details
Finally, you need to determine all of a character’s details, including his starting hit points (hp), Armor Class (AC), saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for its Hit Die roll.