Creating a Character

Creating a character is the first step in joining a game set in the Wayfarer's Guide, and often the beginning of a story in the same. However, this can be an ordeal of its own; the basic rule system, Pathfinder 1st Edition, is known for its many options and complex character creation when compared to some newer and more popular models... and the Wayfarer's Guide is even more so than normal. Particularly if you're making a titular Wayfarer. As such, this page exists to help coach you through the process, and to show you what you're getting into.
== Step One: Concept ==
The absolute starting point, your Concept is about who and what your character will be. It might be anything from a classic archetype of literature and media to a general idea about powers or role or playstyle, to a specific personality or look, to a representation of another character or person, including yourself. The more refined and detailed your concept, the easier it will be to sift through the vast number of resources at your disposal in order to make it happen.
One key element you'll need to have in your Concept, though, is the type of character you're making. There's a huge difference in how a Human on Earth and one on Gaea function, as there are between either and a Wayfarer, Hero, or Monster. You'll need to have this firmly in mind before starting the process, and stick with it until the character is ready to play.
=== Common Folk ===
=== Adventurers ===
=== Elites ===
=== Earthlings ===
=== Wayfarers ===
=== Heroes ===
=== Monsters ===
== Step Two: Level ==
Level refers to Character Level, an overall measure of their power, experience, and competence in the system... and largely determines what the character can withstand and do within their specializations. 
Usually, your Gamemaster will determine the appropriate Level for your Campaign. 
== Step Three: Abilities ==
The core of your character's mechanical performance, their Ability Scores measure their basic mental and physical capabilities without accounting for their training or talent in more specific applications of those capabilities. Their raw natural ability, in other words.
Unlike in normal Pathfinder, there are seven Ability Scores. These are:
• Strength: Reflects the character's overall muscular strength, how much they can push, pull, and lift, and how hard they can hit with brute force attacks.
• Constitution: Reflects the overall health, physical integrity, and resilience of the individual. It governs their endurance and resistance to injury, sickness, fatigue, and more.
• Dexterity: Reflects the hand-eye coordination, reflexes, and precision of the character. Important for evading harm of various sorts and attacking with precision, as well as a wide range skills requiring finesse and a steady hand.
• Intelligence: Reflects the character's memory, education, logic, and rational thought. Improves their retention of training, allowing them to have more skills and makes them more likely to have useful information on a given topic. It's also key to many supernatural powers.
• Wisdom: Reflects a character's awareness of their surroundings, others, and self, the strength of their will, and in many cases their faith and convictions. It also reflects their self-control, especially against their vices and sexual impulses. It's key to proper empathy and understanding, and many forms of supernatural power besides.
• Charisma: Reflects the character's spirit, presence, and personality, and their ability to influence the attitudes others with word and gesture alone. It influences their natural Mana reserves and is important to other magical powers as well.
• Libido: Reflects the character's sex drive, virility and fertility, and performance. It affects how easily aroused they are, how quickly and often they can recover from sex, and how rapidly their Lust accumulates.
As something of a guide, 10 is normal in any given Ability. An Intelligence of 10 is equivalent to an IQ score of 100, with 10 in the other scores being an appropriate equivalent in that area. Having a score lower than 10 is a sign of deficiency or disability... and in some cases disorder and degeneration.
Ability Scores are normally determined either by Point Buy, or buy rolling dice. The formula I usually use for the latter is 4d6, rerolling any 1's, and keeping the highest three. However, your Gamemaster will determine how you generate these results. Of note, a character's Race and Traits will impact their Abilities, raising or lowering them.
== Step Four: Race ==
Race, or perhaps species, is a term that encapsulates both the character's biology and their culture. It is species, breed, ethnicity, and cultural identity for most characters, though those inclined to Adventure are often outliers for one reason or another. Whether a Human from Earth or an Elf, Dwarf, Halfling, or Human from Gaea, or even a Monster like a Kobold or Goblin, every character has something analagous to a Race.
== Step Five: Class ==
== Step Six: Skills ==
== Step Seven: Feats ==
== Step Eight: Stunts ==
== Step Nine: Self-Defense ==
== Step Ten: Traits ==
== Step Eleven: Magic ==
== Step Twelve: Equipment ==
== Step Thirteen: Finishing Touches ==
Category:Game Mechanics
Category:Character Creation
Category:Pathfinder