Return to Pathfinder

Half term is here and both my children have been working on their respective adventures. Both have chosen to create in Pathfinder, which for some reason they prefer to either 13th Age or 5e Dungeons and Dragons. This probably boils down to the fact that they have played more Pathfinder than anything else. With the senior child currently ensconced in his exams, the junior offspring has begun work on a Pathfinder adventure featuring two pre-generated characters. However, she is still not sure of the rules, so I've offered to help her with her studies.

In my view the best way to learn a game is start playing it, and the best way to get to grips with an RPG is to generate a character or two. Pathfinder, like Shadowrun, can be a shockingly complex experience for those not familiar with it, but luckily HeroLab was to hand. HeroLab is a great way to generate a Pathfinder PC swiftly without all the flicking through pages, sitting next to a pile of hardcover books. Without it, Pathfinder can start to feel like preparing for an exam!

Here, then is the character we came up with together - a 4th level halfling rogue. More on her once we actually manage to get some kind of adventure scenario going.

Chi Tomo
Female halfling rogue 4
N Small humanoid (halfling)
Init +4; Senses Perception +8


Defense

AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size)
hp 25 (4d8+4)
Fort +2, Ref +9, Will +1; +2 vs. fear
Defensive Abilities evasion, trap sense +1, uncanny dodge

Offense

Speed 20 ft. (15 ft. in armor)
Melee dagger +2 (1d3-2/19-20) or
   rapier +2 (1d4-2/18-20)
Ranged shortbow +8 (1d4-2/×3)
Special Attacks sneak attack +2d6

Statistics

Str 6, Dex 18, Con 10, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +0; CMD 14
Feats AntagonizeUM, Persuasive
Traits child of the streets, well-informed
Skills Acrobatics +7 (-1 to jump), Bluff +7, Climb +4, Diplomacy +5 (+6 to gather information), Disable Device +5, Escape Artist +5, Handle Animal +4, Heal +3, Intimidate +10, Knowledge (history) +3, Linguistics +5, Perception +8, Ride +4, Sense Motive +3, Sleight of Hand +6, Spellcraft +2, Survival +2, Swim +2, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ rogue talents (charmerAPG, rogue crawl), trapfinding +2
Combat Gear potion of bull's strength (4), caltrops; Other Gear neraplast armor, arrows (40), dagger, rapier, shortbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, mirror, piton (10), soap, thieves' tools, trail rations (5), waterskin, pony (combat trained), cheating gambler's kit, grappling hook, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, torch, 3,137 gp

Special Abilities

Antagonize Use Diplomacy or Intimidate to goad creatures
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Rogue Crawl (Ex) Can move at 1/2 speed provoking AoO and can 5 ft step while prone.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

As a child, Chi was an adopted street urchin in her village in the Duchy of Ulek. Having no relaives to live with, she was looked after by a lovely lady (Senora Ljiveto) who worked at the village tavern (The Golden Sword). She did not inherit a lot but managed to establish her reputation by slaying her first goblin while on a hunting expedition in the Axewood. Her parents (adventurers) would have been proud. Since then she has been respected as a person in her village. When the Greyhawk Wars broke out, she left to build her career in the north. In Veluna City she found a small lodging and fought hard as a scout for the big folk. The wars ended with victory, yet she did not return home and sought more adventure instead in Furyondy and the New Shield Lands.


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Comments

  1. Good luck!

    I somehow managed to run games of Shadowrun when I was sixteen, so I think the young have an advantage with these complex rulesets.

    ReplyDelete

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