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

Ranger

Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.

During combat encounters...You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.

During social encounters...When you speak, it’s with the voice of practical experience, especially involving wilderness exploration.

While exploring...You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it’s not overt.

CRB p167

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.

Hunt PreyPick a target as the focus of your attacks. Get +2 to seek and track, and reduce range penalty.

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.

Weapon traits

AgileMultiple Attack Penalty reduced to -4.

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
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.

TrackMove at up to half your travel speed while making checks every hour.

Perception

Perception
=
WIS
+
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Hunt PreyPick a single target you can see or hear. Get a bonus to Perception and Track your prey.

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
=
÷ 2

Saving Throws

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

Save DC = 10 + Save Bonus

Successful saving throws against poison reduce effect by 2, or by 3 for a critical success.

7

Upgraded success at Reflex saves.

11

Upgraded success at Fortitude saves.

15

Reduced failure at Reflex saves.

On failing a Reflex save, take half damage.

Effects

#
#
#

3

Ancestry

Dwarf

DwarfHumanoid

20ft

DarkvisionSee in darkness and dim light, but only in black and white.

Heritage
Strong-Blooded Dwarf

Poison Resistance = Level ÷ 2

Successful saving throws against poison reduce effect by 2, or by 3 for a critical success.

1
5
9
13
17

Background

Scout
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1
2
3
4
5

Trackless Step

6
7

May be master in skills, Weapon Specialisation

8
9

Nature's Edge

10
11

Wild Stride

12
13
14
15

May be legendary in skills, Greater Weapon Specialisation

16
17

Masterful Hunter

18
19

Swift Prey

20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4

Ranger

Hunter's Edge

Flurry

Multi-Attack
Against your prey:
-3
-6
With an agile weapon:
-2
-4
17
Masterful Hunter
Against your prey:
-2
-4
With an agile weapon:
-1
-2

+4
+4

Class DC

Ranger
Class DC
DC
=10 +
+

Trackless Step

5

Gain the benefit of the Cover Tracks action at all times. Anyone tracking you must make a Survival check against your Survival DC.

Nature's Edge

9

Enemies are flat-footed to you (-2 to AC) when in difficult terrain.

Wild Stride

11

Ignore non-magical difficult terrain.


Hunt Prey

Designate a single creature you can see or hear as your target.

Perception Bonus
+
Survival
Bonus
+

To Track your prey.

Ignore the first ranged increment penalty when within second range

19
Swift Prey

Use Hunt Prey as a free action a the start of your turn.

Ranger 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

#
#
#
#
#
#
#
#
#
#

6

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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