Professional PCs: About My Character (Part 3)
So, Now I can actually make a character. In a lot of ways this is the boring part. 🙂
Because it’s going to affect so many other choices, I like to do ability scores first when making a Pathfinder character. I often adjust those choices from time to time during the process (when the character creation rules allow that), but knowing what my character’s natural abilities are helps me know what he or she can do, and what the character is likely to focus on in the training that leads up to 1st level.
So, I know Krokar is a half orc who plans to kill a god, and who embraces tactics but it better known for being a fanged killer. I can work with that.
With a 25 point buy and a character is hits things first, soak up damage second, and casts spells third, I want a big Strength and Constitution, and a fair Wisdom. I also like the idea of being quite intimidating.
I drop 16s in Strength and Constitution, eating 20 of my 25 points. I wrestled with that for a good long time. There are lots of ways to boost hit points – the Toughness feat, favored class bonuses, and so on. So do I really want a 16 Constitution? Would a 14 not be just as good, and much cheaper at 5 points?
On the other hand, inquisitors have a d8, so I don’t have as many hit points as a fighter with the same Constitution score. And for hp calculations after 1st level, I don’t know if we are doing maximum, or rolling the hit dice, or some formula. If we roll and I get a 1, I’m going to want to use those other hp addition methods even if I already have a 16. So, that stays.
That leaves mw with 5 points to spread out among my Dex, Int, Wis, and Cha. I need at least an 11 Wisdom if I want to cast spells. Of course, I COULD sell off something I don’t need as much. For example, with 6 skill points/level as an inquisitor, I could go down to an 8 Int and still have more skill points/level than a typical fighter. That’d let me buy my Dexterity up to a 12, for example, which would be an etra point of AC and Reflex saves, even in very heavy armor.
But I don’t see Krokar as dumb, even if he’s not a genius either. Similarly he’s not clumsy and not unstriking. No matter how much it might make sense from a pure effectiveness point of view, it doesn’t match my character concept to sell an ability down below 10.
I decide to go with a 14 Wisdom, thinking I’ll put my +2 racial bonus to any one ability score from being an Orc in, and end up with three 16s, ensuring I can cast 5th and 6th level inquisitor spells when I am much higher level.
But I don’t.
As I go to make that note, it just doesn’t feel right. Krokar is a massive brute in my mind, and he just isn’t equally strong and wise. He may get there. I kinda hope he does. But right now he’s too brash, and too dedicated to the patently insane idea that he’ll kill his own god. One could certainly argue that praying to the god of war for the power to challenge the god of war is not wise. even if it worked in this case.
Instead, I put my racial +2 into Strength, ending with Strength 18, Dexterity 10, Constitution 16, Intelligence 10, Wisdom 14, and Charisma 10. I’m not 1005 convinced about that Charisma, but certainly there are physically imposing individuals who just don’t know how to make the most out of their visual look. I decide to ponder at as character design goes forward. I can always adjust, later.
First, since the Advanced Player’s Guide is available, I want to look at alternate racial traits. I decide right off the bat I’m not willing to sacrifice the “intimidating” feature for anything. Getting +2 on Intimidate checks ties into my character concept too well.
But then I spot “Toothy,” which gives me a bite attack. My character history calls out his noteworthily large tusks, so this seems a perfect fit. Since I’m using a greatsword the natural attack would be a secondary attack most of the time – low chance of hitting, low damage, but I like the idea and it means Krokar has options if he’s disarmed or captured. I decide to take it.
Next, there are the standard 2 traits many campaigns allow, and the GM confirms we can pick 2 from the APG. Looking through those, I immediately liked the sound of “History of Heresy,”
“You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings. As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells.”
This trait would literally do me no good since my first level is in a divine spellcasting lass. And Krokar hasn’t exactly turned his back on religious teachings, he’s just taken a different message than expected from it. I still note it down, in consideration. It’d be a strong roleplaying touch to support my character history with a trait that’s useless to me, though it might also make the GM feel like I was asking for something to be done with that choice, and I don’t want to add any pressure in a light and fun campaign.
Then I run into Indomitable Faith.
“You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.”
I suspect telling your religious teachers you plan to kill their god WOULD be unpopular, so this actually seems a closer match to my character history, if not quite as a weird-fun choice.
In combat traits, I find Courageous.
“Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.”
Krokar’s entire childhood wasn’t brutal, but the part where the lost his whole family and came to hate his chosen god is. And, I like the idea that opposing your own deity takes courage.
I go with Indomitable faith and Courageous, because I like what they say about Krokar’s mental state, and how he got there.
As I noted, inquisitors get a lot of skill points. I put a rank each in Intimidate, Knowledge (nature), Knowledge (religion), Perception, Sense Motive, and Spellcraft. The Intimidate is supposed to be his natural (and growing) ability to be menacing. The rest is his formal religious training in Absalom.
About the only class feature choices I need to make as a 1st level inquisitor are my domain and my spells known. Domain is easy – the tactics subdomain of war. It’s one of the things that drew me to Forum as a god, and it fits nicely into Krokar’s character history. I don’t get a lot of spells know. 0-level I take detect magic, light, stabilize, and virtue, in an effort to get a mix of utility and tactical options. I wouldn’t give a half orc light normally at 1st level, but Krokar sees the benefit of making allies able to see.
For my first level spells, I take cure light wounds (because I don’t know if we’ll have a cleric and, anyway, it should help keep Krokar in the fight if things go south), and magic weapon. That last is another effort at a tactical choice. If we run into ghost rats, for example, being able to make a weapon magical will have a big upside. Also, it’s less likely to step on the toes of a cleric, if we have one. I can pick up more standard options, like bless, divine favor, and protection from (alignment) later after I see who else is in the group.
Though I don;t have to select it, it’s also worth noting that stern gaze works nicely with my desire to be intimidating. I pretty well decide to stick with my 10 Charisma. Krokar will get scary just fine, and leave diplomacy and deception to charisma-focused members of the team.
I get a single feat. I’ve played a fair number of human fighters in my time, so this feels light, but them’s the rules, and honestly there’s no feed I need to make this character feel right, which is nice. I can explore some other options.
I suspect Power Attack is a must-have eventually, and lots of feats will come with that as a prerequisite, but I don’t qualify for it right now since my base attack bonus is +0.
I could do Weapon Focus (greatsword) to represent Krokar’s training, but it doesn’t feel right. Krokar is a monster in combat, but he focused on tactics in his training. Later, the inquisitor’s teamwork feats will represent that nicely, but for the moment even if I took a teamwork feat it’s unlikely anyone else will.
Other than “hit it harder,” most of Krokar’s current tactical options involve spells. He doesn’t have a LOT of those at 1st level, but using them judiciously in combat may be the best way to get the feel of someone who does more than slice at targets. And if I am casting in combat, with my non-maximized Wisdom, casting defensively is far from a sure thing.
So, despite not being interested in a major spellcasting focus, I take Combat Casting. It’s a solid feat with high use throughout my career, and right now it represents Krokar having studied when martial magic can tip the scales in a conflict.
We have a LOT of money for 1st level characters, 300 gp each, but we still can’t go crazy. I pick a greatsword, and decide I like the idea of a long suit of chainmail for his main protection. That’ll likely change to a breastplate later on, but the 50 gp savings is worth it to me right now. I also get a light crossbow for ranged fights, and a morningstar as a back-up weapon.
That leaves me plenty of money for a backpack, rope, blanket, food, and so on. Since I have darkvision and light, I skip torches or lanterns.
And that’s it, my 1st level character is basically done! I hope you found the explanation of my process interesting (and if not, why are you still reading this?). Assuming the campaign lasts long enough for me to level up Krokar, I may revisit this idea and go over the choices I make at each level.
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