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Se trata de un generador de personajes para Pathfinder que os puede ayudar mucho a la hora de solventar las cosas más mecánicas.
En la mayoría de juegos de rol, un personaje se define mediante una serie de características físicas y mentales, que suelen ser Fuerza, Destreza, Constitución, Inteligencia, Sabiduría, y Carisma. Tener una puntuación alta o baja en cada una de ellas bonifica o penaliza como veremos luego.
Vamos a empezar. Esta es la pantalla inicial del generador de personajes. Seleccionad los botones en el orden habitual: Fuerza, Destreza, Constitución, Inteligencia, Sabiduría, y Carisma, y poned \'Point buy\' en la casilla junto a \'Roll the dice\'. Veréis que el recuadro de abajo os indica que según el tipo de campaña tenéis más o menos puntos de creación. Aquí usaremos 20 puntos, o sea, high fantasy.
Ahora viene lo interesante. Ponerse 10 en cada una de las características no cuesta nada, pero cuantos más puntos te pones en una, más te cuesta avanzar. La segunda pantalla muestra qué pasa si pongo 18 (el máximo) en una característica (aquí Destreza); eso me ha costado 17 de los 20 puntos que tenía, y ponerle 12 a Inteligencia y 11 a Carisma completa mis 20 puntos.
Según el tipo de personaje que queráis crear, deberéis poner más o menos puntos en una u otra característica, y este método asegura que no os pongáis 18 en todo. La Fuerza es más necesaria, evidentemente, para los guerreros y demás gente que pega, la Inteligencia para los magos (pero también para los ladrones, porque afecta a las habilidades, la Sabiduría para los clérigos, etc. Podéis también poneros puntuaciones bajas (hasta 3) en alguna característica, penalizándola, para obtener más puntos que subir en otra que creáis imprescindible (pero no suelo recomendarlo).
Y por último, si todo esto os resulta muy lioso, podéis usar los siguientes valores: 16/15/13/12/10/8 o bien 17/14/12/12/10/8, asignando uno a cada puntación; ambos dan 20 puntos.
Venga, haced pruebas, pensad si queréis haceros un guerrero, un clérigo, un mago, o un ladrón, por ejemplo, y hablemos de ello en esta misma escena.
Anaxagoras
Male Human Rogue 1
Neutral Good
Representing DarkMaste
|
|
Total Hit Points: 10
Speed: 30 feet
Armor Class: 15 = 10 + 3 [studded] + 2 [dexterity]
Initiative modifier: | + 2 | = + 2 [dexterity] |
Fortitude save: | + 1 | = 0 [base] + 1 [constitution] |
Reflex save: | + 4 | = 2 [base] + 2 [dexterity] |
Will save: | + 0 | = 0 [base] |
Attack (handheld): | + 2 | = 0 [base] + 2 [strength] |
Attack (missile): | + 2 | = 0 [base] + 2 [dexterity] |
Combat Maneuver Bonus: | + 2 | = 0 [base] + 2 [strength] |
Combat Maneuver Defense: | + 14 | = 10 + 0 [base] + 2 [strength] + 2 [dexterity] |
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: |
66 lb. or less 67-133 lb. 134-200 lb. 200 lb. 400 lb. 1000 lb. |
Languages: | Common (? 2 more) |
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]
Feats:
Two-Weapon Fighting | Reduce 2-weapon fighting penalties |
Two-Weapon Defense | +1 shield bonus if fighting with two weapons |
Skill Name |
Key Ability |
Skill Modifier |
Ability Modifier |
Ranks |
Misc. Modifier |
Acrobatics | Dex* | 6 = | +2 | + 1 | + 3 [class skill] |
Appraise | Int | 2 = | +2 | ||
Bluff | Cha | 0 = | +0 | ||
Climb | Str* | 6 = | +2 | + 1 | + 3 [class skill] |
Craft_1 | Int | 2 = | +2 | ||
Craft_2 | Int | 2 = | +2 | ||
Craft_3 | Int | 2 = | +2 | ||
Diplomacy | Cha | 0 = | +0 | ||
Disable Device | Dex | 6 = | +2 | + 1 | + 3 [class skill] |
Disguise | Cha | 0 = | +0 | ||
Escape Artist | Dex* | 6 = | +2 | + 1 | + 3 [class skill] |
Fly | Dex* | 2 = | +2 | ||
Heal | Wis | 0 = | +0 | ||
Intimidate | Cha | 0 = | +0 | ||
Knowledge (dungeoneering) | Int | 6 = | +2 | + 1 | + 3 [class skill] |
Knowledge (local) | Int | 6 = | +2 | + 1 | + 3 [class skill] |
Perception | Wis | 4 = | +0 | + 1 | + 3 [class skill] |
Perform_1 | Cha | 0 = | +0 | ||
Perform_2 | Cha | 0 = | +0 | ||
Perform_3 | Cha | 0 = | +0 | ||
Perform_4 | Cha | 0 = | +0 | ||
Perform_5 | Cha | 0 = | +0 | ||
Ride | Dex* | 2 = | +2 | ||
Sense Motive | Wis | 4 = | +0 | + 1 | + 3 [class skill] |
Stealth | Dex* | 6 = | +2 | + 1 | + 3 [class skill] |
Survival | Wis | 0 = | +0 | ||
Swim | Str** | 6 = | +2 | + 1 | + 3 [class skill] |
Use Magic Device | Cha | 4 = | +0 | + 1 | + 3 [class skill] |
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
Rogue
Class | HP rolled | ||
Level 1: | Rogue | 8 |
Anaxagoras's Equipment:
22 lb 2 lb 5 lb 3 lb
5 lb 4 lb
1 lb |
Weapons / Armor / Shield (from above) Backpack Bedroll Blanket, winter x1 Bottle Candle Crowbar Flasks x1 Flint and steel Grappling hook Lantern (hooded) Pouch x1 Rations (1 day) x4 Sewing needle Signal whistle Soap Climber's kit Thieves' tools Total |
More about Anaxagoras:
Ya tenemos el primero. Venga los demás, animáos.
A ver este que tal
Denuien
Male Elf Rogue 1
Chaotic Neutral
Representing Rais
Strength 7 (-2)
Dexterity 14 (+2)
Constitution 8 (-1)
Intelligence 19 (+4)
Wisdom 13 (+1)
Charisma 14 (+2)
Size: Medium
Height: 5' 6"
Weight: 105 lb
Eyes: Amber
Hair: Gold Wavy; Beardless
Skin: Pale
Total Hit Points: 8
Middle-aged
Speed: 30 feet
Armor Class: 12 = 10 + 2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: -1 = 0 [base] -1 [constitution]
Reflex save: + 4 = 2 [base] + 2 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): -2 = 0 [base] -2 [strength]
Attack (missile): + 2 = 0 [base] + 2 [dexterity]
Combat Maneuver Bonus: -2 = 0 [base] -2 [strength]
Combat Maneuver Defense: + 11 = 10 + 1 [hit dice] -2 [strength] + 2 [dexterity]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
23 lb. or less
24-46 lb.
47-70 lb.
70 lb.
140 lb.
350 lb.
Languages: Common Elven (? 4 more)
Feats:
Defensive Combat Training Use total levels as base attack bonus for CMD
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 6 =
+2
+ 1 + 3 [class skill]
Appraise Int 4 =
+4
Bluff Cha 6 =
+2
+ 1 + 3 [class skill]
Climb Str* -2 =
-2
Craft_1 Int 4 =
+4
Craft_2 Int 4 =
+4
Craft_3 Int 4 =
+4
Diplomacy Cha 2 =
+2
Disable Device Dex 6 =
+2
+ 1 + 3 [class skill]
Disguise Cha 2 =
+2
Escape Artist Dex* 6 =
+2
+ 1 + 3 [class skill]
Fly Dex* 2 =
+2
Heal Wis 1 =
+1
Intimidate Cha 6 =
+2
+ 1 + 3 [class skill]
Knowledge (dungeoneering) Int 8 =
+4
+ 1 + 3 [class skill]
Knowledge (history) Int 5 =
+4
+ 1
Perception Wis 7 =
+1
+ 1 + 3 [class skill] + 2 [elf]
Perform_1 Cha 2 =
+2
Perform_2 Cha 2 =
+2
Perform_3 Cha 2 =
+2
Perform_4 Cha 2 =
+2
Perform_5 Cha 2 =
+2
Ride Dex* 2 =
+2
Sense Motive Wis 5 =
+1
+ 1 + 3 [class skill]
Sleight of Hand Dex* 6 =
+2
+ 1 + 3 [class skill]
Stealth Dex* 6 =
+2
+ 1 + 3 [class skill]
Survival Wis 1 =
+1
Swim Str** -2 =
-2
Use Magic Device Cha 6 =
+2
+ 1 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Elf
+ 2 dexterity, +2 intelligence, -2 constitution (already included)
Immune to magical sleep
+ 2 racial bonus to saves vs. enchantments
Low-light vision -- see twice as far as humans in dim light
Proficient with longswords, rapiers, longbows, composite longbows, & shortbow
+ 2 racial bonus on perception checks
+ 2 racial bonus to overcome spell restance
+ 2 racial bonus on spellcraft to identify properties of magic items
Rogue
Sneak Attack +1d6
Trapfinding -- add half of rogue level to find traps, minimum +1
Evasion (level 2) -- no damage on a successful reflex save
Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
Trap sense (level 3) -- armor class and reflex bonuses against traps
Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
Improved Uncanny Dodge (level 8) -- cannot be flanked
Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.
Class HP rolled
Level 1: Rogue 8
Denuien's Equipment:
0 lb
1 lb
_____
1 lb Weapons / Armor / Shield (from above)
Thieves' tools
Total
More about Denuien:
yo tengo intencion de hacerme un lanzador de conjuros mago o hechicero
Rais, ya tenemos un pícaro (DarkMaste se te ha adelantado). En interés de la variedad, ¿podrías hacerte otro tipo de PJ? Necesitáis músculo y curación, por ejemplo.
Yo no tengo inconveniente en que haya otro pícaro. ;)
¡¡Saludos a todos!!
Master, te has dejado en el tintero a unos cuantos grandes roleros, quizá sería buena idea ampliar el cupo y darles cabida. De ese modo no importaría que se repitiese algún tipo de personaje. :)
Mmmmmmmm, vale tiraré por un druida....a ver, que he avisado, no se me cuele nadie.
Buenas a todos. Se presenta Tira Ekradim, espada de alquiler, mercenaria y aventurera. Salud.
Espero que la ficha este correctamente hecha y que, en algún momento, puede pasarla/tradudirla al castellano para entenderla bien :)
Pasamos a organizar una historia más o menos coherente :)
Denauien
Male Sylph Druid 1
True Neutral
Representing Rais
Strength 7 (-2)
Dexterity 11 (+0)
Constitution 8 (-1)
Intelligence 14 (+2)
Wisdom 15 (+2)
Charisma 19 (+4)
Size: Medium
Height: 5' 11"
Weight: 155 lb
Eyes: Violet
Hair: Silver Wavy; Beardless
Skin: Pale
Druid domain: None. Choose an animal companion.
Total Hit Points: 8
Middle-aged
Speed: 30 feet
Armor Class: 11 = 10 + 1 [padded]
Touch AC: 10
Flat-footed: 11
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 1 = 2 [base] -1 [constitution]
Reflex save: + 0 = 0 [base]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (handheld): -2 = 0 [base] -2 [strength]
Attack (missile): + 0 = 0 [base]
Combat Maneuver Bonus: -2 = 0 [base] -2 [strength]
Combat Maneuver Defense: + 8 = 10 + 0 [base] -2 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
23 lb. or less
24-46 lb.
47-70 lb.
70 lb.
140 lb.
350 lb.
Languages: Aquan Auran Common Dwarven Druidic
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Padded armor [light; + 1 AC; max dex + 8; check penalty 0 10 lb.]
Feats:
Animal Affinity +2 on handle animal and ride
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 0 =
+0
Appraise Int 2 =
+2
Bluff Cha 4 =
+4
Climb Str* -2 =
-2
Craft_1 Int 2 =
+2
Craft_2 Int 2 =
+2
Craft_3 Int 2 =
+2
Diplomacy Cha 4 =
+4
Disguise Cha 4 =
+4
Escape Artist Dex* 0 =
+0
Fly Dex* 0 =
+0
Handle Animal Cha 10 =
+4
+ 1 + 3 [class skill] + 2 [animal affinity]
Heal Wis 6 =
+2
+ 1 + 3 [class skill]
Intimidate Cha 4 =
+4
Knowledge (nature) Int 6 =
+2
+ 1 + 3 [class skill]
Perception Wis 6 =
+2
+ 1 + 3 [class skill]
Perform_1 Cha 4 =
+4
Perform_2 Cha 4 =
+4
Perform_3 Cha 4 =
+4
Perform_4 Cha 4 =
+4
Perform_5 Cha 4 =
+4
Ride Dex* 6 =
+0
+ 1 + 3 [class skill] + 2 [animal affinity]
Sense Motive Wis 2 =
+2
Spellcraft Int 6 =
+2
+ 1 + 3 [class skill]
Stealth Dex* 0 =
+0
Survival Wis 2 =
+2
Swim Str** -2 =
-2
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Zero-level Druid spells: 3 can be selected per day; unlimited casting
First-level Druid spells: 2 (1 + 1) per day
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Sylph
Sylphs are people with elemental air heredity and count as native outsiders.
This sylph was allowed to choose one ability to raise by +2 (already included). Sylphs conventionally get +2 dexterity, +2 intelligence, -2 constitution. Hand-edit if needed.
Darkvision to sixty feet
Sylphs do not breathe and therefore cannot drown or be suffocated or harmed by inhalant poison
+5 resistance to electricity
Feather fall spell once daily. Some say gust of wind instead.
Druid
Orisons
Spontaneous Casting (summon nature's ally)
Animal Companion, or may instead choose a cleric domain and bonus spells (hand-edit)
Nature sense: + 2 on Knowledge (nature) and Survival (already included)
Wild Empathy
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 4 now)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily
Concentration check: d20 + druid level + wisdom modifier vs. DC
Class HP rolled
Level 1: Druid 8
Denauien's Equipment:
21 lb
20 lb
1 lb
1 lb
8 lb
2 lb
_____
53 lb Weapons / Armor / Shield (from above)
Tent
Torches x1
Vial (for ink or potions) x5
Waterskins x2
Holly and mistletoe
Spell component pouch
Total
Animal companion: Wolf
Strength 13
Constitution 15
Dexterity 15
Intelligence 2
Wisdom 12
Charisma 6
Total Hit Points: 17
Size: Medium
Speed: 50
Natural Armor Class: +3 = 1 [base] + 2 [natural armor] -- add size, dexterity and armor modifiers as applicable)
Initiative modifier: 2 = 2 [dexterity]
Fortitude save: 5 = 3 [base] +2 [constitution]
Reflex save: 5 = 3 [base] +2 [dexterity]
Will save: 1 = 0 [base] +1 [wisdom]
Attack: +2 = +1 [base] + 1 [strength]; bite (1d6) plus trip
Combat Maneuver Bonus: + 2 = 1 [base] + 1 [strength]
Combat Maneuver Defense: + 24 = 20 +1 [base] + 1 [strength] + 2 [dexterity]
Special: scent
Skill: Acrobatics 2 [2 dexterity + 0 ranks]
Skill: Climb 1 [1 strength + 0 ranks]
Skill: Escape Artist 2 [2 dexterity + 0 ranks]
Skill: Fly 2 [2 dexterity + 0 ranks]
Skill: Intimidate 0 [-2 charisma + 1 ranks + 1 intimidating prowess]
Skill: Perception 8 [1 wisdom + 1 ranks + 3 class skill + 3 skill focus ]
Skill: Stealth 9 [2 dexterity + 1 ranks + 3 class skill + 3 skill focus ]
Skill: Survival 2 [1 wisdom + 1 ranks + 3 class skill ]
Skill: Swim 5 [1 strength + 1 ranks + 3 class skill ]
Feat: Combat Reflexes
Feat: Intimidating Prowess
Feat: Skill Focus -- Perception
Feat: Skill Focus -- Stealth
Feat: Spring Attack
Link, share spells (level 1)
Evasion (level 3)
Devotion (level 6)
Multiattack (level 9)
Improved evasion (level 15)
More about Denauien:
A ver ahira el druida.
Sí, a mí me gustaría traducir mi ficha y detallar lo que hacen las dos Dotes que he elegido.
Lo malo es que esta semana y la próxima las tengo fatal, tengo que preparar una batalla masiva.
Os pediría que pasárais los datos a una hoja de personaje simplificada (os la podéis bajar del Dropbox de Devir) y me pasárais un escaneo, para pegarlo en la ficha.
Lo podéis enviar a zjordi@yahoo.es.
No me deja, me dice archivo dañado o no compatible.
escanerar? en serio? xd aun existen? y los que no tengamos scaner que hacemos? no hay alguna que podamos modificar y te la mandamos por pdf?
Sí; si domináis el Adobe podéis rellenar la de Devir con la función 'firmas'.
He estado un poco out y no me estoy enterando muy bien de que ha pasado, como me he metido y que tengo que hacer XDDDDDDD Algun resumen para ponerme?
Con el dichoso Windows 8.1 y la versión de Adobe Acrobat que tengo, no tengo la opción de rellenar la ficha. :(
¿No vale si me hago una versión en Word?
Bueno, por fin lo he conseguido.
Me ha costado un esfuerzo más que considerable, pero creo que ya está.
He bajado la versión más actualizada de Adobe Acrobat, que en efecto esa sí tiene la opción "Firmas", que permite rellenar la ficha en PDF (aunque de aquella manera).
He hecho mi mejor esfuerzo y la he enviado por mail.
El primer mail está vacío, le di a enviar cuando quería darle a adjuntar. Sorry.