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

Fighter

Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.

During combat encounters...You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.

During social encounters...You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.

While exploring...You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.

CRB p141

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.

Tumble Through (Acrobatics)Attempt a check against an enemy's Reflex DC. If successful, move through their space at half speed. If you fail, trigger reactions.

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.

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.

OpenMust be the first open or attack action this turn.

PressUse this directly after another attack.

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.

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

FatalOn a critical hit, increase the damage die size and add one more damage die.

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

ForcefulThe second attack on a turn gains a damage bonus equal to the number of damage dice. The third gains twice that bonus.

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

SweepAttack multiple enemies. Gain +1 to attack a different enemy on the same turn.

ThrownCan be thrown as a ranged weapon. Use your Strength modifier for the attack bonus.

TwinUse as a pair. When attacking with the second of these on a turn, gain a damage bonus equal to the number of damage dice.

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
Farming 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

Tumble Through (Acrobatics)Attempt a check against an enemy's Reflex DC. If successful, move through their space at half speed. If you fail, trigger reactions.

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


7
+2

2

Speed

Stride

Speed

Actions

Attack of OpportunityMake a melee strike when a creature within your reach acts, attacks or moves. On a critical hit, their action is disrupted.

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

3

Upgraded success at Will saves.

When you become frightened, reduce it by 1.

9

Upgraded success at Fortitude saves.

15

Upgraded success at Reflex saves.

Effects

#
#
#

3

Ancestry

Human

HumanoidHuman

25ft
Heritage
Skilled Human

Trained in one skill.

5

Expert in that skill.

1
5
9
13
17

Background

Farmhand
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1
2
3

Bravery

4
5

Weapon Mastery

6
7

May be master in skills, Weapon Specialisation

8
9

Combat Flexibility

10
11
12
13

Weapon Legend

14
15

May be legendary in skills, Improved Flexibility, Greater Weapon Specialisation

16
17
18
19

Versatile Legend

20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4

Fighter

Class DC

Fighter
Class DC
DC
=10 +
+

Attack of Opportunity

Attack of Opportunity

When a creature within your reach acts, attacks or moves, you may make a melee strike.

If you make a critical hit, the enemy's action is disrupted.

Bravery

3

Any time you become frightened, reduce the amount by 1.

Fighter Weapon Mastery

5

Simple and martial weapons.

Advanced weapons.

Gain the critical specialisation effect for all weapons for which you have master proficiency.

13

Simple and martial weapons.

Advanced weapons.


All simple and martial weapons.

All advanced weapons.

19
Versatile Legend

All simple and martial weapons.

All advanced weapons.


Fighter Feats

1
4
8
12
16
20
2
6
10
14
18

Combat Flexibility

9

Choose a temporary feat each day, up to level 8. You must qualify for the feat.

15
Improved Flexibility

Gain a second temporary feat, up to level 14. Your first temporary feat may be used to qualify for the second feat.


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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