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

Champion

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.

During combat encounters...You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.

During social encounters...You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.

While exploring...You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing moral and ethical guidance.

CRB p105

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.

Retributive StrikeWhen an ally is attacked, give them resistance and strike their attacker.

10

Identify Magic (Religion/other)Take 10 minutes to identify a magical item, location or effect.

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

FlourishYou can only use this once per turn.

MetamagicUse directly before casting a spell to alter its effect.

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
10

Identify Magic (Religion/other)Take 10 minutes to identify a magical item, location or effect.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Retributive StrikeWhen an ally is attacked, give them resistance and strike their attacker.

Focus

1

Lay On HandsHeal and protect an ally, or harm an undead creature.

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

9

Upgraded success at Fortitude saves.

11

Upgraded success at Will 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

Street Urchin
Background Skill Feat

Proficiencies

General Feats

1
5
9
13
17

Advancement

1

Retributive Strike

2
3

Divine Ally

4
5
6
7

May be master in skills, Weapon Specialisation

8
9

Divine Smite

10
11

Exalt

12
13
14
15

May be legendary in skills, Greater Weapon Specialisation

16
17
18
19

Hero's Defiance

20

Skill Feats

2
6
10
14
18
4
8
12
16
20
Notes

4
Champion

Paladin

of
d

Devotion Spells

Divine Spell
Attack
=
+
+
Divine Spell
Save DC
DC
=10 +
+

Lay On Hands
Range
Touch
Target
1 willing ally or undead creature
Heal
Allies
=6 ×

Allies gain +2 AC for 1 round.


Damage
Undead
d6
=1d6 ×

Target must make a Fortitude save or suffer -2 AC for 1 round.

1pt

Retributive Strike

When an enemy damages your ally within 15 feet of you, the ally gains resistance. If the enemy is within reach, make a melee strike.

Resistance
+
=2 +
9
Divine Smite

If you hit, target takes persistent good damage:

Damage
pts
=
CHA
11
Exalt

When you use Retributive Strike, allies in range can spend a reaction to strike the target with a -5 penalty.

Shield Block

While you have your shield raised, you can use it to absorb damage.

Hero's Defiance

19

On being reduced to 0hp, recover 10d4+20 hp.

1pt

Paladin

Cause
Tenets
  • Never perform an evil act, such as murder, torture, or casting an evil spell.

  • Never knowingly harm an innocent, or allow harm when you could reasonably prevent it.

  • Act with honour, never taking advantage of others, lying, or cheating.

  • Respect the lawful authority of legitimate leadership, and follow its laws.

Anathema

If you violate your code of conduct, you lose your focus pool and divine ally until you demonstrate repentance.

Divine Ally

3
Blade Ally
Shield Ally
+2
hp
hp
Steed

Champion 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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