Build A Character

Character concept

Step One

Pick your race and heritage.

CRB p33

Ancestry

hp
1

Step Two

Decide how your character grew up.

CRB p60

Background

1

Step Three

Pick one of the available classes.

CRB p67

You may need to pick a subclass (bloodline, doctrine etc).

Class

hp
1

Step Four

Add up your ability scores:

CRB p20

  • Several +2 and -2 from your ancestry.

  • Optionally, -2 in two abilities and +2 in one other.

  • Two +2 from your background, one a free choice.

  • One +2 from your class.

  • Free +2 to any FOUR abilities.

=(- 10 ) ÷ 2

Ability Scores

Strength
10 +
STR
Dexterity
10 +
DEX
Constitution
10 +
CON
Intelligence
10 +
INT
Wisdom
10 +
WIS
Charisma
10 +
CHA

Calculate your hit points.

CRB p67


Hit Points
hp
=
+ (
+
CON
) ×
1

Step Five

Gain proficiencies from your background and class.

CRB p68

Your proficiency bonuses at level 1 are: 0, 3, 5, 7 and 9. They increase as you level up.

Become trained in a number of skills based on your class.

=
+
INT

If two sources give you training in the same skill, they don't add up. You may be able to spend the training elsewhere.

Proficiency

0

Saving Throws:

Fortitude

Reflex

Will

Proficiencies:

Perception

Class DC

Spell Attack/DC

Background Skill
Lore Skill

Step Six

Work out what your character owns.

CRB p271

Starting Money
sp
sp

Equipment

Kit
sp
Weapons
sp
Ammunition
sp
Armour & Clothes
sp
Gear
sp
Other
sp

Build A Character

Pathfinder Society

Available Options

Pathfinder Society characters must be at least young adults, and may not be evil.

Check online to see which options are legal.

https://paizo.com/pathfinderSociety

Step Seven

Register your character with Paizo.

Pathfinder Society

-
pts

Register on:https://paizo.com/organizedPlay/myAccount

Step Eight

Gain networking points to represent your training with the Pathfinder Society.

1pt

Your free consumable may be taken from your school's item list.

2pts

Trained in one lore skill. At level 5, gain a bonus skill feat.

3pts

Second free consumable taken from your school's item list, up to half your level.

Pathfinder Training

3

Networking points can be spent to buy consumables or lore skills.

Gain 50% extra downtime between missions (12 days rather than 8).


Scrolls
Spells
Swords

Step Nine

Pick a Pathfinder faction.

Faction

Faction
Faction Boon

Step Ten

Find a game through your local Venture-Captain or online.

Start each game with one hero point and a free comsumable.

Play

3
1

Holy water, lesser bomb (alchemist), lesser antidote, lesser antiplague, minor healing potion

3

Lesser healing potion, potion of water breathing

5

Moderate bomb

Boons

Step Eleven

Get rewarded for completing adventures.

Fame represents your standing within the Pathfinder Society. Fame can be use to purchase faction boons.

Reputation represents your standing within your faction. A higher reputation unlocks faction boons you can purchase.

Rewards

xp
12xp
sp
1
2
3

Boon
Treasure

Reference

Alchemist

There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

During combat encounters...You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.

During social encounters...You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While exploring...You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.

CRB p71

Actions
Single Action
2-Action Activity
3-Action Activity
Reaction
Free Action

CRB p17


StrideMove up to your speed.

StepCarefully step 5ft without provoking reactions.

StrikeAttack with a weapon or unarmed. On a critical success, deal double damage and possibly other effects.

ReleaseDrop an item or take one hand off a weapon. Does not trigger reactions.

DelayPostpone your turn until later; jump in as a free action. You cannot use reactions until then.

ReadyPrepare an action to take outside your turn on a certain trigger.

10

Identify Alchemy (Craft)Take 10 minutes to identify an alchemical item using alchemist's tools.

CRB p470

Proficiency
Untrained
Trained
Expert
Master
Legendary

Checks
d20+BonusDifficulty
≥ AC/DC + 10
≥ AC/DC
< AC/DC
≤ AC/DC - 10
Critical
Success
Success
Failure
Critical
Failure

Roll 20:one step higher

Roll 1:one step lower

CRB p444


Basic Saving Throw
0

No effect

½

Damage

1 ×

Damage

2 ×

Damage

CRB p449

Action traits

AdditiveSpend actions to add effects to bombs and elixirs. Can only use one additive effect at once. Additive number + item level cannot exceed your level.

Image © Paizo Publishing

Image © Paizo Publishing
-
1

3
XP
-
Image © Paizo Publishing
Character Name
Abilities
STR
DEX
CON
INT
WIS
CHA

Ability Modifier = (Ability Score - 10) ÷ 2

Proficiency
0

Character

Ancestry
Background
Class
Archetypes

of

3

of

3

of

3

Skills

Acrobatics
=
DEX
Arcana
=
INT
Athletics
=
STR
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Intimidation
=
CHA
Lore
=
INT
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
Survival
=
WIS
Thievery
=
DEX
=
=
=

AssuranceMay use 10 + proficiency bonus (inc level, but no other bonuses) rather than roll.


Skill Actions
10

Identify Alchemy (Craft)Take 10 minutes to identify an alchemical item using alchemist's tools.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Quick AlchemySwiftly mix up an infusion using a formula in your book.

Focus

1
2
3
Focus Level
=
÷ 2
Focus Points
+
1
pt

Weapons

13
Weapon Specialisation
+2
+3
+4

Attacks

Multi-Attack Penalty
0
-5
-10
=
=
=
#
=
#
=
#

Health

Hit Points
hp
=
+ (
+
CON
) ×
+
hp
hp

Armour Class

Armour Class
AC
=10 +
DEX
+
+
+
+
+
AC

Shield

Raise Shield

+
AC

Shield BlockDeduct hardness, then apply remaining damage to both shield and yourself.

Shield Block

hp
hp

Armour
=
÷ 2

Saving Throws

Fortitude
FORT
=
CON
Reflex
REF
=
DEX
Will
WILL
=
WIS

Save DC = 10 + Save Bonus

7

Upgraded success at Will saves.

11

Upgraded success at Fortitude saves.

15

Upgraded success at Reflex saves.

Effects

#
#
#

3

Ancestry

Goblin

GoblinHumanoid

25ft

DarkvisionSee in darkness and dim light, but only in black and white.

Heritage
Charhide Goblin

Fire resistance equal to half your level.

Check to remove persistent fire damage is 10 rather than 15, or 5 if somebody helps you.

1
5
9
13
17

Background

Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1
2
3
4
5

Field Discovery

6
7

May be master in skills, Perpetual Infusions

8
9

Double Brew

10
11

Perpetual Potency

12
13

Greater Field Discovery, Weapon Specialisation

14
15

May be legendary in skills, Alchemical Alacrity

16
17

Perpetual Perfection

18
19
20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4

Alchemist

Alchemy

Infused Reagents
Per Day
=
+
INT

Use infused reagents for either Advanced Alchemy or Quick Alchemy.


Alchemist
Class DC
DC
=10 +
INT
+
Throw Bomb
=
STR
+
Splash
5ft

Splash weapons don't add strength bonus to damage.

Advanced Alchemy

Prepare alchemical items each day.

Today's Items
1
2

#
#
#
#
#
#

Quick Alchemy

1
1

Swiftly mix up an infusion using a formula in your book, without spending the normal cost.

These last only one round.

7
Perpetual Infusions
0
9
Double Brew
2
2
11
Perpetual Potency
0
15
Alchemical Alacrity
3
3
17
Perpetual Perfection
0

Research Field

Bomber

You can choose to deal splash damage to only your primary target instead of the usual splash area.

5
Field Discovery
1
3

When preparing bombs with Advanced Alchemy.

13
Greater Field Discovery

Increase splash area to 10ft (or 15ft if you have Expanded Splash).

Formulas

+
+
+
+
+
+

Alchemist Feats

1
4
8
12
16
20
2
6
10
14
18

5

Inventory

Kit
Items

10 light = 1 bulk

Backpack
-2

bulk of items in backpack

Expendables
B
=5 +
STR
B
=10 +
STR

Money

pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk


Armour

Shield

hp
hp
hp

Image © Paizo Publishing

Invested Items

1
2
3
4
5
6
7
8
9
10

Scrolls


Potions

#
#
#
#
#
#
#
#
#
#

6

Formula Book


Bomb
+
p
Bomb
+
p
Bomb
+
p
Bomb
+
p
Bomb
+
p


p
p
p
p
p
p


p
p
p
p
p
p

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