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Pathfinder 1E Pathfinder RPG Characters


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Thunder Malloy, 1st Level Human Fighter

My first character for the Pathfinder RPG: Thunder Malloy, for Creamsteak's Pathfinder game. Creamsteaks' generosity allows all first level characters to start with 300 gp.

[imager]http://i6.photobucket.com/albums/y210/Frukathka/ThunderMalloy.jpg[/imager]
Code:
Name:		Thunder Malloy		Age:		16
Class/Level:	Fighter 1		Gender:		Male
Race:		Human			Height:		6'6" 
Alignment:	Neutral Good		Weight:		160 lbs.
Deity:		Gorum			Eyes/Hair:	Blue/Brown
Size:		Medium			Skin:		Dark Tan
Favored Class:  Fighter                 Racial Skill:   Acrobatics
                                
                                
[url=http://invisiblecastle.com/stats/view/16555/][COLOR=DeepSkyBlue]Ability[/COLOR][/url]		Score	Mod	HP: 22  
Strength	 18     +4	    	
Dexterity	 12     +1	AC:   18   =   10      5       2      1          |  17  |  11
Constitution	 15     +2	     Total    Base + Armor+ Shield + Dex + Magic | Flat | Touch 	
Intelligence	 11      0	                                                   Foot
Wisdom		 10      0	Init:  1      1      0
Charisma	  9     -1           Total = Dex + Miscl.

			Base   Ability     Misc.
Saving Throws	Total =	Save + Modifier + Modifier
Fortitude	  4      2       +2	    
Reflex		  1      0       +1	    
Will		  0      0        0    	    

Base Attack Bonus: +1

Grapple   5      1     4      0     
	Total = BAB + STR + Size + Misc

	       Attack              
Attack	       Bonus    Damage    Critical  Range  Type  Weight  Notes 
Great Sword     +6      2D6+6     19-20/x2   n/a     S    8 lbs  Weapon Focus
Heavy Flail     +5      1D10+6    19-20/x2   n/a     B   10 lbs 
Unarmed         +5      1D3+4        x2              B           Nonlethal Damage
              
              
                Key     Total    Ability    Level  Feat
Skill  	      Ability   Bonus    Modifier   Bonus  Bonus
Acrobatics      Dex      +10       +1        +4     +5
Climb           Str      +10       +4        +4     +2
Swim            Str      +8        +4        +4


[U][B]Feats[/B][/U]
Acrobatic
Skill Focus (Acrobatics)
Weapon Focus (Great Sword)


[b][u]Basic Posessions[/u][/b]
--------------------------------------
Item		       Weight   Cost
Great Sword             8 lbs.   50 gp
Chainmail              40 lbs.  150 gp 
Heavy Flail            10 lbs.   15 gp.
Heavy Steel Shield     15 lbs.   20 gp

Backpack                2 lb.     2 gp
Bedroll                 5 lbs.    1 sp
Caltrops x3             6 lbs.    3 gp
Crowbar                 5 lbs.    2 gp
Grappling Hook          4 lbs.    1 gp
100' Hemp Rope         20 lbs.    2 gp  
Trail Rations x8        8 lbs.    4 gp
Waterskin x2            8 lbs.    2 gp
Whetstone x 5           5 lbs.    1 cp

Acid (Flask)            1 lb.    20 gp
Sunrod x5               5 lb.    10 gp
--------------------------------------

 142        0       142
Basic  +  Magic  =  Total
Weight    Weight    Weight
                    Carried


100      200     300    300     600     1,500
Light	Medium	Heavy	Lift  Lift Off   Push
Load	Load	Load	Over   Ground     or
			Head             Drag

Money
-----
Copper    109
Silver    8
Gold      17
Platinum  0
 
Last edited:

Sweet, thanks. Here's my first go at a 3rd level half-elven cleric.
Code:
Class/Level:	Cleric 3		
Race:		Half-Elf			
Alignment:	Neutral Good		
Deity:		Sarenrae			
Size/Type:	Medium Humanoid	
Favored Class:  Cleric
Languages: 	Common, Elven
Senses: 	Low-Light Vision, Perception +10 vs. sight and sound
                                
                                
Ability		Score	Mod	HP: 20  
Strength	 13     +1	    	
Dexterity	 10     +0	AC: [not worrying about this for the moment]
Constitution	 12     +1	     	
Intelligence	 10     +0	Speed: 30                                            
Wisdom		 15     +2	
Charisma	 14	+2      Init:  0    

			Base   Ability
Saving Throws	Total =	Save + Modifier
Fortitude	  4      3       +1	    
Reflex		  1      1       +0	    
Will		  5      3       +2   

Resistances/Immunities:
	+2 on saves vs. enchantment
	immune to magical sleep effects 	    

Base Attack Bonus: +2
	Melee Attack Bonus: +3 (BAB plus STR)
	Ranged Attack Bonus: +2 (BAB plus DEX)

Weapon proficiencies: 
	Simple weapons
	Scimitar (deity's weapon)
	Longbow (half-elf choice)

Combat Maneuver Bonus (CMB): +3 (BAB plus STR plus special Size Mod)
Combat Maneuver DC (CMDC): 18 (15 plus CMB) [this is the DC opponents need to hit to use 
					       combat manuevers against this character]
              
                Key     Total     
Skill  	      Ability   Bonus     
Diplomacy	CHA	 +8 	(3 plus lvl plus CHA)
Heal		WIS	 +8 	(3 plus lvl plus WIS)
Perception*	WIS	 +10 	(3 plus lvl plus WIS plus racial)
			 (+8 vs. anything other than Sight and Sound)
     *Racial Skill Choice -- this is a class skill for this character

Feats
	Extra Turning
	Improved Turning

Spells:
	0 Level - prep 4, cast at will
	1st level - prep and cast 3
	2nd level - prep and cast 2

Domains: 
	Sun (sun's touch 1d8+1; light at will)
	Healing (rebuke death 1d4+1; cure light wounds 1/day)

Turn Undead 7/day [normally 5 per day, plus 2 more from Extra Turning feat]
	30' burst, heals living and harms undead 2d6 hp, plus undead
	must make DC 15 [normally 13, plus 2 for Improved Turning feat] Will 
	save or be frightened for d4+2 rounds
 
Last edited:

And I can already see that I misunderstood the half-elven racial skill thing. So ... let's remove knowledge: religion.

Comment: this doesn't look so different from core 3.5. The character can do a lot more healing, and a lot more minor magic at will. I already have house rules that provide more healing so that fits in well with the direction I'm heading.

This guy has a LOT of flexbility in terms of what he can choose to do on his turn. That's cool, but also potentially overwhelming.

This might be doable with eTools even...
 
Last edited:


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