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

Druid

The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it— and an agonizing death to those who take it too lightly. You are one of those who hear nature’s call. You stand in awe of the majesty of its power and give yourself over to its service.

During combat encounters...You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.

During social encounters...You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can’t have all that they desire.

While exploring...Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.

CRB p129

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

Command An Animal (Nature)Attempt a check against the target's Will DC; the GM may adjust the DC based on attitude or circumstances. Fail if the target is hostile or unfriendly.

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.

FlourishYou can only use this once per turn.

ManipulatePhysical action that may trigger reactions.

MetamagicUse directly before casting a spell to alter its effect.

Weapon traits

AgileMultiple Attack Penalty reduced to -4.

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

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
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Herbalism Lore
=
INT
Intimidation
=
CHA
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 Magic (Nature/other)Take 10 minutes to identify a magical item, location or effect.

Command An Animal (Nature)Attempt a check against the target's Will DC; the GM may adjust the DC based on attitude or circumstances. Fail if the target is hostile or unfriendly.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Focus

1

Heal AnimalHeal one creature, touch or ranged.

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

9

Upgraded success at Will saves.

Effects

#
#
#

3

Ancestry

Gnome

GnomeHumanoid

25ft

Low-Light VisionSee in dim light.

Heritage
Sensate Gnome

Imprecise scent allows you to find creatures within 30ft.

+2 Perception to locate a hidden creatures.

1
5
9
13
17

Background

Herbalist
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1

Shield Block

2
3
4
5
6
7

May be master in skills

8
9
10
11
12
13

Weapon Specialisation

14
15

May be legendary in skills

16
17
18
19
20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4

Druid

Druidic Order

Animal Order

Anathema
  • Using metal armor or shields

  • Despoiling natural places

  • Teaching the Druidic language to nondruids

  • Committing wanton cruelty to animals

  • Killing animals unnecessarily

Animal Companion

You gain a young animal companion.

Heal Animal

Touch one creature

Healing
d8
=

One creature within 30ft

Healing
d8 +
=

Class DC

Druid
Class DC
DC
=10 +
WIS
+

Spellcasting

1
2
3
4
5
6
7
8
9
Primal Spell
Attack
=
WIS
+
+
Primal Spell
Save DC
DC
=10 +
WIS
+

Wild Empathy

Communicate with creatures on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.


Cantrips

Spells

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

Druid Feats

2
6
10
14
18
4
8
12
16
20

5

Spellbook




p
p
p
p
p
p
p

p
p
p
p
p
p
p

p
p
p
p
p
p
p

6

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

#
#
#
#
#
#
#
#
#
#

7

Animal Companion

Attributes

STR
DEX
CON
INT
WIS
CHA

Abilities

Work Together
Advanced Manoeuvre
Specialisation

Image © Paizo Publishing
Name
Animal Age
1d_
2d_

+1 Str, Dex, Con, Wis

+2

+2 Dex, +1 Str, Con, Wis

+3

+2 Str, +1 Dex, Con, Wis

Skills

Acrobatics
=
DEX
Athletics
=
STR
Deception
=
CHA
Intimidation
=
CHA
Nature
=
WIS
Performance
=
CHA
Stealth
=
DEX
Survival
=
WIS
Thievery
=
DEX

Perception
=
WIS

Actions

Spend an action to command your animal companion.

Otherwise they will act as they please.

Animals get two actions which they take on your turn, and no reactions.

Support

Speed

Speed

Attacks

=
+
d
+
=
+
d
+
=
+
d
+

Health

Hit Points
hp
=
+ (
CON
×
)
hp

Effects
#

Armour Class

Armour Class
AC
=10 +
DEX
Barding

Saving Throws

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

Inventory


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