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 from one of the available classes.

You may need to pick a subclass, such as a Sorcerer's bloodline or Cleric's doctrine.

CRB p67

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

Class

hp
1
Saving Throws:

Fortitude

Reflex

Will

Proficiencies:

Perception

Class DC

Spell Attack/DC

Step Four

Add up the ability score bonuses you get:

  • Several +2 or -2 from your ancestry.

  • Optionally, take a -2 in two abilities to gain +2 in one other.

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

  • Several +2 from your class.

  • Free +2 to any FOUR abilities.

=(- 10 ) ÷ 2

Details

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

Calculate your hit points. Some of these come from your ancestry, and some each level from your class and constitution modifier.


Hit Points
hp
=
+ (
+
CON
) ×
1
+

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


Gain skill proficiencies from your background and class.

=
+
INT

Background Skill
Lore Skill

Step Five

Work out what your character owns.

CRB p271

Starting
Money
sp
sp

Equipment

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

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

Character

Ancestry
Background
Class
Archetypes

You must take three archetype feats before you can start another.

Skills

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

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus


2

Speed

Stride

Speed

Weapons

Multi-Attack Penalty
0
-5
-10
13
Weapon Specialisation

Actions

Attacks

=
=
=
=
Ammo
#
#

#
#

Health

Hit Points
hp
=
+ (
+
CON
) ×
+
hp
hp

Effects
#
#

Armour Class

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

Armour

Shield

Raise shield

+
AC

Shield block

hp
hp

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


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.

Focus

Focus
pts
=
+
pts
Focus
Level
=
÷ 2
+
1
pts

3

Ancestry

Fey-Touched Gnome
5
13
1
9
17

Advancement

1
2
3
4
5

Field Discovery

6
7

Master in skills, Perpetual Infusions

8
9

Double Brew

10
11

Perpetual Potency

12
13

Greater Field Discovery, Weapon Specialisation

14
15

Legendary in skills, Alchemical Alacrity

16
17

Perpetual Perfection

18
19
20
Proficiencies

General Feats

3
11
19
7
15
Bonus

Skill Feats

Background
4
8
12
16
20
2
6
10
14
18
Bonus
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
+
Splash
ft

Splash weapons don't add strength bonus to damage.

Advanced Alchemy

Prepare alchemical items.

1
2

#
#
#
#
#
#

Quick Alchemy

1
1

Swiftly mix up an infusion using a formula in your book, wihtout 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

10 light = 1 bulk

Backpack
-2

bulk of items in backpack

Expendables
Money
pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk


Invested Items

1
2
3
4
5
6
7
8
9
10

Armour

Shield

hp
hp
hp

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
p
p

7
GM Screen Hanger
AC
+
FORT
REF
WILL
Mini
Player Standee
Alchemist

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