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

Rogue

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

During combat encounters...You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.

During social encounters...Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

While exploring...You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

CRB p179

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.

Sneak (Stealth)Move at half speed. The GM rolls your stealth check in secret. Gain +2 from cover or +4 from greater cover. You cannot sneak without concealment.

Disable a Device (Thievery)Achieve 1 success (2 on a critical) towards disabling a device. Thieves' tools may be required.

Pick a Lock (Thievery)Achieve 1 success (2 on a critical) towards opening a lock. Thieves' tools may be required.

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.

IncapacitationCreatures with a level more than twice the spell level, or more than the item level, treat the result of a check to incapacitate as one step higher.

SecretThe GM rolls this check in secret.

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.

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
Intimidation
=
CHA
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
Survival
=
WIS
Thievery
=
DEX
Underworld Lore
=
INT
=
=
=

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


Skill Actions

Sneak (Stealth)Move at half speed. The GM rolls your stealth check in secret. Gain +2 from cover or +4 from greater cover. You cannot sneak without concealment.

Disable a Device (Thievery)Achieve 1 success (2 on a critical) towards disabling a device. Thieves' tools may be required.

Pick a Lock (Thievery)Achieve 1 success (2 on a critical) towards opening a lock. Thieves' tools may be required.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

SeekSense undetected creatures in a 60ft cone; +2 to detect creatures in a 30ft cone.

Focus

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

Weapons

7
Weapon Specialisation
+2
+3
+4
15
Greater Weapon Specialisation
+4
+6
+8

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

7

Upgraded success at Reflex saves.

13

Reduced failure at Reflex saves.

On failing a Reflex save, take half damage.

17

Upgraded success at Will saves.

Effects

#
#
#

3

Ancestry

Elf

ElfHumanoid

30ft

Low-Light VisionSee in dim light.

Heritage
Whisper Elf

Listen to hidden creatures in a 60ft cone.

+2 to detect creatures in a 30ft cone.

1
5
9
13
17

Background

Criminal
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1
1d6
2
3

Deny Advantage

4
5
2d6
6
7

May be master in skills, Weapon Specialisation

8
9

Debilitating Strike

10
11
3d6
12
13

Master Tricks

14
15

May be legendary in skills, Greater Weapon Specialisation

16
17
4d6
18
19
20

Master Strike


Skill Feats

1
3
5
7
9
11
13
15
17
19
2
4
6
8
10
12
14
16
18
20

4

Rogue

Class DC

Rogue
Class DC
DC
=10 +
+

Sneak Attack

Sneak Attack
Damage Bonus
d6

Precision damage

When you attack a flat-footed opponent with an agile or finesse weapon/unarmed strike, or a ranged weapon.

Surprise Attack

On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted yet are flat-footed.

Deny Advantage

3

Not flat-footed to hidden, undetected or flanking creatures, or surprise attacks by creatures up to your level.

Weapon Tricks

5

When you make a critical hit with a suitable weapon, apply the weapon's critical specialisation effect.

Debilitating Strike

9

On hitting a flat-footed target, inflict an effect until the end of your next turn:

  • -10ft to target's speed

  • Target is enfeebled 1

15
Double Debilitation

Apply two effects.

Master Strike

19

When your strike hits a flat-footed creature and deals damage, they must also attempt a Fortitude save.

Critical Success
No effect
Success
Enfeebled 2 for 1 round
Failure
Paralysed for 4 rounds
Critical Failure
Paralysed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice)

Racket

Thief

DEX

When using a finesse melee weapon, you may add DEX to damage rather than STR.

Rogue 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

#
#
#
#
#
#
#
#
#
#

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