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

Bard

You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne’erdo- well and a jack-of-all-trades, it’s dangerous to dismiss you as a master of none.

During combat encounters...You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.

During social encounters...You persuade, prevaricate, and threaten with ease.

While exploring...You’re a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group’s adventure. Your spells and performances inspire your allies to greater discovery and success.

CRB p95

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 Magic (Occultism/other)Take 10 minutes to identify a magical item, location or effect.

Earn Income (Performance)GM sets the hidden DC of the check.

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

ConcentrateCannot use more than one of these at once.

FortuneAffects how you roll the dice. Can only use one fortune effect at once; fortune and misfortune effects cancel out.

ManipulatePhysical action that may trigger reactions.

MetamagicUse directly before casting a spell to alter its effect.

Weapon traits

AgileMultiple Attack Penalty reduced to -4.

DeadlyOn a critical hit, add another damage die.

DisarmCan use this weapon to disarm. Add the weapon's attack bonus to an Athletics check to disarm.

FinesseCan add your Dex rather than Str to attack rolls. Does not affect damage.

Non-lethalKnock an enemy out rather than killing them. -2 to make a lethal attack.

ReachCan be used to attack enemies 10ft away.

TripCan use this weapon to trip, with its reach. Add the weapon's attack bonus to an Athletics check to trip.

VersatileCan deal a different damage type.

CRB p282

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
Bardic Lore
=
INT
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Intimidation
=
CHA
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
Survival
=
WIS
Theater Lore
=
INT
Thievery
=
DEX
=
=

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


Skill Actions
10

Identify Magic (Occultism/other)Take 10 minutes to identify a magical item, location or effect.

Earn Income (Performance)GM sets the hidden DC of the check.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus


Keen Eyes+2 to seek out hidden or undetected creatures within 30ft. DC 3 to target a concealed creature, DC 9 to target a hidden creature.


2

Speed

Stride

Speed

Actions

Inspire CourageBonus to attack, damage and saves against fear for allies within 60ft.

+1

Focus

1

Counter PerformanceMake a performance to counter an auditory or visual effect. You and allies within 30ft can take that check in place of a saving throw.

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

Saving Throws

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

Save DC = 10 + Save Bonus

Upgraded success against emotion effects.

9

Upgraded success at Will saves.

17

Reduced failure at Will saves.

On failing a Will save, take half damage.

Effects

#
#
#

3

Ancestry

Halfling

HalflingHumanoid

25ft

Keen Eyes+2 to seek out hidden or undetected creatures within 30ft. DC 3 to target a concealed creature, DC 9 to target a hidden creature.

Heritage
Gutsy Halfling

Upgraded success against emotion effects.

1
5
9
13
17

Background

Entertainer
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1
1st
2
3

Signature Spells

2nd
4
5
3rd
6
7

May be master in skills

4th
8
9
5th
10
11
6th
12
13

Weapon Specialisation

7th
14
15

May be legendary in skills

8th
16
17
9th
18
19

Magnum Opus

10th
20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4

Bard

Muse


Bonus Feat
Lingering Composition

Cast a cantrip composition with a 1 round duration, while making a Performance check.

Critical Success
Lasts 4 rounds
Success
Lasts 3 rounds
Failure
Lasts 1 round, but costs no focus

Spellcasting

1st
2nd
3rd
4th
5th
6th
7th
8th
9th

Occult Spell
Attack
=
+
+
Occult Spell
Save DC
DC
=10 +
+

3

Signature spells can be heightened without learning separately.

Compositions

Composition Cantrips

Spells cast at will

Composition Spells

Spells cast using Performance.

1pt

Cantrips

Spells

1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Bard Feats

2
6
10
14
18
4
8
12
16
20

5

Spellbook

Bard




Composition Cantrips
Inspire Courage
+1

To attack, damage and saves against fear for allies within 60ft.

p
p
Composition Spells
Counter Performance

Roll a performance check to counter an auditory or visual effect. You and allies within 30ft can take that result in place of a saving throw.

p
p
p

p
p
p
p
p
p
p

p
p
p
p
p
p
p

6

Spellbook




p
p
p
p
p
p
p

p
p
p
p
p
p
p

p
p
p
p
p
p
p

7

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

#
#
#
#
#
#
#
#
#
#

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