Finishing Details

Hello adventurers of all shapes and sizes! Welcome to my guide and thank you so much for essentially checking out the last major step in the character creation series. We finally made it step 10, so we’re just gonna be looking at finishing details a lot of these don’t really have too too much to do with mechanics at least for the vast majority of classes. Although they’re just worth going over just so we can say we’ve talked about them and flesh them out. That being said, let’s take a look at the first subject of inquiry and that being alignment.

Alignment

Your character’s alignment is an indicator of their morality and personality. If your alignment has any components other than neutral, your character gains the traits (benefit) of those alignment components. This might affect the way various spells, items and creatures interact with your character.

So alignment is a really weird subject in the way that almost every game master and player have their own definition of how to quantify these various alignments. The way i look at it is when you’re talking about good and evil. Good characters will typically sacrifice their own personal interest and gain to help out others and evil people will harm others to further their own ambitions and for the most part that matches up in that case true neutrality would be really just pacifists like they won’t actively be the first one to throw a punch they’ll really only react to various things are not particularly ambitious in one way or the other.

And then we are talking about lawful versus chaotic it’s how much of a plan you have. So for example if you are a good person and you plan things out meticulously and it’s very organized and structured you would be a lawful good however if you just like helping people sporadically and spontaneous i’d say you’re chaotic good. That’s really just how i look at it and then neutral would be when you operate within a moral premise.

However it’s very loosely defined so buddhism for example. Once again kind of falling in line with that pacifist mentality. Ultimately a lot of gamemaster’s and a lot of players are gonna have different definitions. So feel free to put them down beneath in the comment section, i’m always really curious to discuss that kind of stuff of you guys anyways. The next thing we’re gonna take a look at is deities.

Deity

Write down the deity your character worships, if any. Champions and clerics must worship a deity.

For those particular classes there’s mechanical benefits based on the deity they choose. Pathfinder 2e has a ton of deities to look over and they’re all really interesting i really do like them. For the vast majority of classes though just take it as flavor i suppose. Let’s move on to the next thing we’te taking a look at here is Age.

Age

Now there aren’t any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement.

Just take it as flavor, different ancestries live for different lengths of time sometimes hundreds upon hundreds of years. So just make sure it’s relative to the ancestry, that being said though i don’t know. The book makes an argument that if you’re older it’s gonna be a little bit more difficult to change in your ways and maybe there’s some truth to that, maybe there’s not but as long as the roleplay is good, i don’t see a problem with the character being any age in particular. Now let’s move on… so the next thing the book addresses is gender and pronouns.

Gender And Pronouns

Characters of all genders are equally likely to become adventurers. Which is fine and cool, it might be worth noting that i feel like the way a lot of people are gonna use this as to like put their class. For example different class structures would have different pronouns assigned to various tiers right! So like lords, barons, knight things of that nature. So that’s probably a fair use for any is that particular spot.

But if you want to make it a more kind of gendered thing i suppose you can. I’d run it past the game master and maybe the table at large during a session zero. But i don’t see anything particularly wrong with that. Now let’s move on to Class DC.

Class DC

A class DC sets the difficulty for certain abilities granted to your character’s class.

We’ve gone over these a little bit when we’ve actually talked about class but it’s the DC is ten and plus your proficiency modifier plus the ability modifier and the ability you use is your key ability it’s at the beginning of every class. Once again you can already went over it but there it is just a little bit more late out.

The next thing we’re gonna talk about is Hero Points. I really love these i think paizo did a really good job, this is honestly how i’ve been using inspiration in all of my 5E games. Anyways so it’s nice to see it being a more official mechanic.

Hero Points

Your character (hero) usually begins each game session with one hero point, and you can gain additional hero points during the sessions by performing heroic deeds or devising clever strategies. Your character can use hero points to gain certain benefits, such as staving off death or rerolling a d20.

I really do love them, cool concept. Pro tip for some game masters out there, i would heavily experiment with the idea of treating these more like a celestial currency. For example if the characters facing an adversary that they have no chance of defeating on their owns.

They can spend a cumulative number of hero points. In a way to try and persuade a greater deity or greater power to help them out. I think that’d be kind of cool but that’s just my opinion. If you have any other ideas for them put it down beneath in the comment section. But let’s move on…now let’s take a look at armor class.

Armor Class

Your character’s armor class represents how difficult they are to hit in combat. Higher the armor class harder it is to hit them.

To calculate it it’s 10 plus your dexterity modifier up to a cap set by your armor plus proficiency plus any other modifiers. Pretty easy to understand when a creature rolls to attack they roll a d20 and then the number they compared to your AC to see whether or not they hit.

It’s pretty simple stuff but it’s definitely a worth addressing and then the next thing we’re gonna take a look at is bulk which is really just carrying capacity.

Bulk

So bulk determines how much weight they can comfortably carry. If they’re carrying a total amount of bulk that exceeds a five plus their strength modifier, they are encumbered. A creature can’t carry a total amount of bulk that exceeds 10 plus their strength modifier 10 light items make up 1 bulk.

This is something we’re gonna be doing a real deep dive in in the equipment section. So i’m not really gonna dwell on it too too much here. But ideally it you want to be carrying a less than five plus your strength modifier that’s ideal for speed and for a couple other mechanics but if you have to carry more you can and just be prepared to accept the consequences for it.

That being said! that’s really all you have to consider in terms of things we haven’t covered already. It’s pretty good, so congratulations on creating your first pathfinder 2e character. I really hope this guide was able to help you out. Let me know down beneath what kind of character you ended up with i’m always really curious. We also recommend you to check out our next article on leveling up. I hope you guys enjoyed and i hope you all have a great day and as always happy adventuring.

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