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

Monk

The strength of your fist flows from your mind and spirit. You seek perfection—honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You’re a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.

During combat encounters...You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.

During social encounters...Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.

While exploring...You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you’re well suited to looking for danger or moving stealthily.

CRB p155

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.

Tiger StanceEnter the stance of a tiger, and make tiger claw attacks.

Flurry of BlowsMake two unarmed strikes with any body part. If both hit the same creature, combine their damage.

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.

StanceEnter a stance as an action. Cannot use two stances at once, or enter two on the same turn.

Weapon traits

AgileMultiple Attack Penalty reduced to -4.

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.

UnarmedUse your body rather than a weapon.

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
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

Grapple (Athletics)Attempt an Athletics check against an enemy's Fortitude DC. If successful, enemy is grabbed; or restrained on a critical success.

Escape (Unarmed Attack)Attempt an unarmed attack against the Athletics DC of a creature grabbing you (or Thievery DC of one who tied you up). Escape if successful; move 5ft on a critical success.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Flurry of BlowsMake two unarmed Strikes. If both hit the same creature, combine their damage and enhancements.

Tiger StanceEnter the stance of a tiger, and make tiger claw attacks.

Tiger Claw AttackUnarmed attack that deals slashing damage.

d8

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

Effects

#
#
#

3

Ancestry

Human

HumanoidHuman

25ft
Heritage
Versatile Human

Gain a bonus general feat.

1
5
9
13
17

Background

Martial Disciple
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1

Flurry of Blows, Powerful Fist

2
3

Mystic Strikes

4
5
6
7

May be master in skills, Weapon Specialisation

8
9

Metal Strikes

10
11
12
13
14
15

May be legendary in skills, Greater Weapon Specialisation

16
17

Adamantine Strikes

18
19
20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4

Monk

Class DC

Monk
Class DC
DC
=10 +
WIS
+

Ki Spells

 
Ki Spell
Attack
=
WIS
+
+
Ki Spell
Save DC
DC
=10 +
WIS
+

Incredible Movement

3
7
11
15
19
+10ft+15ft+20ft+25ft+30ft

Bonus to Speed when not wearing armor.

Path to Perfection

7
Path to Perfection

Become master in one saving throw.

11
Second Path to Perfection

Become master in a second saving throw.

If you succeed at this saving throw, you instead critically succeed.

15
Third Path to Perfection

Become legendary in one of the above two saving throws.

If you critical fail at this saving throw, you fail instead.

Perfected Form

19

On the first attack of your turn, any roll below 10 becomes 10.


Stances

Tiger Stance
10ft
Tiger Claw Attack
d8

AgileFinesseNon-lethalUnarmed

d4
Tiger Slash

Make a Tiger Claw attack. If it hits, push the target away 5ft.

On a critical hit, add your strength to the bleed damage.

3d8
14
4d8
Stance
Attack
Stance Savant

Enter a stance as a reaction

Master of Many Styles

At the start of your turn, enter a stance as a free action

Unarmed

Powerful Fist

When striking with your fist, deal 1d6 damage instead of 1d4.

Don't take the -2 penalty when making a lethal attack with a nonlethal unarmed attack.

3
Mystic Strikes

Your unarmed attacks become magical, allowing them to bypass resistances.

9
Metal Strikes

Your unarmed attacks are treated as cold iron and silver.

17
Adamantine Strikes

Your unarmed attacks are treated as adamantine.

Flurry of Blows

Flurry of Blows

Once per round, make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.

9
Fierce Flurry

If you hit with both Strikes in a Flurry of Blows, increase the weapon damage dice of each attack by one step.

19
Perfected Form

When you make an unarmed Strike, you can treat any dice whose roll was lower than 10 as if you had rolled a 10. If you do, your Strike gains the fortune trait.

Monk 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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