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Pathfinder 1E Character Creation Guide (9!3!20)
Pathfinder 1E Character Creation Guide (9!3!20)
Pathfin n Guide
For ideal viewing, open the View tab, uncheck Print Layout, and set the Zoom to Fit.
To create a Pathfinder character, you must sort through and choose from a huge
variety of options. You’ll need to pick your character’s class, race, gear, and much more
before they’re ready to play.
I wrote this guide to fix two problems with the official character creation rules:
First, I dislike the order of steps in the official rules - players rarely create characters in
that order. My rules are organized more intuitively for new players. The second issue is
that new players often struggle to navigate all the different options. For most steps,
there are many, many possible choices - it’s difficult and time-consuming to determine
what’s best for you. My guide offers plenty of tips for narrowing down your options.
Altogether, this guide should be much more accessible for new players.
Be aware that character creation doesn’t always follow a neat, organized
chronology. You’ll likely go back and change previous decisions as your character
comes together. Experienced players tend to mix up the order quite a bit, but this order
should work best for new players.
Throughout this guide, I frequently reference two websites. The first is Archives of
Nethys, the official online source for Pathfinder content. The second is d20pfsrd. AoN
has more content than d20 and a better search function, but d20 is better organized,
especially when it comes to game rules. Personally, I use AoN to browse options for my
character and d20 to review the game rules.
If you’re unfamiliar with tabletop RPGs like Pathfinder or Dungeons & Dragons,
read through this page on how to play before you begin creating your character. You
should also reference this page if you come across any terms or abbreviations you’re
unfamiliar with. Throughout this guide, I’ll explain most of the rules and terms
relevant to character creation. However, you’ll have to read plenty of other rules to
understand how to play the game (e.g. the Combat and Magic rules). You can navigate
d20 and AoN to learn any game rules not covered in this guide.
Step 1) Character Sheet
You’ll need to jot down all the details about your character on a character sheet.
The official Pathfinder character sheet can be downloaded for free here (listed as
“Character Sheet”). I’ll reference this character sheet throughout this guide. You
should also check out the “Basic Rules Cheat Sheet” on the same page.
There are many alternative character sheets, including printed templates, Excel
sheets, or even mobile apps. Many of these sheets are better organized and easier to
navigate than the official character sheets. However, you may find it confusing to
navigate these alternatives at this point. I recommend researching other character
sheets at some point, but it will be easier to follow this guide if you stick with the
official sheet for now.
Here’s an example of a completed character sheet for a 4th level Barbarian:
Throughout the example above, there are numbers corresponding to different stats
such as ability scores, skill bonuses, and saving throws. When your character attempts a
task, you typically roll a 20-sided die and add one of these numbers to the result. If the
final result is high enough, then he successfully completes the task. For example, if
your character wants to climb a tree, you roll a d20 and add his Climb skill bonus to the
result. If the final result meets or exceeds the Difficulty Class (DC) for climbing the
tree, then he successfully climbs it. If the result is less than the DC, then he fails to
climb it.
Most actions will follow this pattern – you roll a d20, add your bonuses, and hope
your result is high enough to be successful. Most of your decisions in character creation
will either A) increase bonuses to perform specific tasks, or B) grant new abilities.
1A) Tips to Keep in Mind
In the following sections, I’ll describe the specific choices you’ll make about your
character’s stats and abilities. Here are 4 concepts to keep in mind while navigating this
process:
1) Optimization. If your character is very weak compared to the rest of your party,
then he probably won’t be very fun to play. Often, we optimize our characters to
excel at a few specific tasks. I wanted my example character to be really good at
tripping enemies, so I gave her a bunch of abilities that improve her Trip combat
maneuver. As you’re building your character, consider what you want him to
excel at. You can find many other guides specifically dedicated to optimization -
this guide to Pathfinder guides is a good place to start.
2) Setting. Certain abilities will be more or less useful depending on the setting of
the campaign. If the adventure takes place in a wide variety of environments and
situations, then it’s important to be flexible. If the setting is more specific, then
figure out which abilities will be relevant. For example, if you’re playing a pirate
campaign, your character should probably be a decent swimmer. Also, your GM
may place restrictions on character creation based on the setting - ask them
about any restrictions or requirements before making any final decisions.
3) Narrative. This guide tells you how to put together a character in terms of game
mechanics, but his backstory, personality, and interests are entirely up to you.
These ideas can influence your choices about your character’s abilities, and vice
versa. If you want your character to be a suave smooth-talker, then you should
give him decent bonuses to the Bluff and Diplomacy skills. Likewise, if your
character has a high bonus to Intimidate, then you should consider how that can
be reflected in his personality and backstory.
4) Mistakes. New players are bound to make mistakes, but there’s plenty of ways to
fix them. The retraining rules allow you to recreate various aspects of your
character. You can even replace your character with an entirely new one, if
necessary. So, don’t worry too much about perfecting your character on your
first attempt.
Step 2) Class
Of all the choices you must make, classes have the most influence on your
character. Wizards are masters of magic and crafting, giving them a great deal of
utility; however, they’re unskilled with weapons and quite fragile. Barbarians lack
magic, but they can deal massive damage with their weapons, and they’re very hard to
put down. This page contains all the classes available to you.
A few notes about this page of classes:
1) Four classes have “(Unchained)” versions: the Barbarian, Monk, Rogue, and
Summoner. These are alternate versions of the class made to fix issues with the
original versions. For new players, I recommend using the Unchained
versions of these classes. The Unchained versions are generally better
balanced. The regular Summoner is too strong, so he often overshadows other
members of the party. The regular Monk and Rogue are too weak. Also, the
Unchained versions are generally easier to play. Certain builds work better with
regular versions of these classes, but you shouldn’t worry about that until you’re
more experienced.
2) The line of classes starting with “Companion” is actually a list of creatures that
adventure alongside your character, helping them with combat and other tasks.
Certain classes gain a creature as one of their class features (Hunters gain a
Companion, Witches gain a familiar, etc.). These creatures are not character
classes. If your chosen class gains one of these creatures, then you’ll need to
return to the appropriate page in Step 5.
3) The line of classes starting with “Adept” are restricted to non-player characters
(NPCs). Your GM uses these classes to generate background characters for your
adventure. You, as a player, cannot choose an NPC class for your character.
You likely wouldn’t want to, anyway – NPC classes are weak and boring
compared to regular classes.
2A) Navigating Class Pages
To help you navigate each class’s description, I’ll run through the regular Barbarian
class page as an example:
Summary and Role
Each class page begins with a couple paragraphs summarizing the class and its role in
the party. Start with these sections to narrow down your options without having
to read all the details.
Class Features
Scroll down past the large table to reach the most important part of the class – its Class
Features. Class features are abilities and bonuses that you gain with each level in the
class. These features are very impactful and vary wildly between classes. After reading
the introduction and Role sections, you should generally choose a class based on
its Class Features.
For example, some notable Barbarian class features include Rage, Uncanny Dodge,
and Damage Reduction. These features make the Barbarian very durable in combat, but
he doesn't gain much utility outside of combat. Be aware that even lengthy campaigns
may end before your character reaches 15th-20th level. Thus, you should usually focus
more on the first ~10 levels of Class Features.
Class Talents
One important class feature to highlight is Rage Powers. Every 2 levels, the Barbarian
can pick from a large list of Rage Powers that grant him special abilities while using
Rage. There are so many Rage Powers to choose from that they have their own page,
linked at the top next to “Barbarian Class Details.” Many classes have a similar feature,
granting new abilities from a large list roughly every 2 levels (e.g the Slayer’s Talents or
the Alchemist’s Discoveries). Browsing these powerful and unique abilities will often
help inspire a direction for your character.
The rest of the info on the class pages generally shouldn’t influence your decision as
strongly as the sections above. However, you’ll still need to understand these details to
finish creating your character. I’ll briefly explain the rest of the class page below. Note
that most of these concepts will be explained more thoroughly later in this guide.
Alignment, Hit Die, and Starting Wealth
Alignment e ssentially describes a character’s morality. Characters are first characterized
as either Lawful, Neutral, or Chaotic, and then as either Good, Neutral, or Evil. Some
classes, like the Barbarian, have alignment restrictions. Barbarians must be
“nonlawful,” meaning they can’t be Lawful Good, Lawful Neutral, or Lawful Evil. As
noted, there are significant penalties for violating alignment restrictions. However,
some GM’s waive alignment restrictions to give their players more freedom in character
creation.
Hit Die influences your character’s hit points. Characters with a high hit die
(max = d12) can take much more damage before dying. In contrast, characters with low
hit die (min = d6) are much more fragile and must carefully avoid getting hit. Starting
Wealth determines how much gold your character starts with. This number is irrelevant
past 1st level.
Skills
Class Skills are skills that this class excels at. Skill points are spent each level to increase
your bonuses to various skills. Each class gains a certain number of skills points per
level, and this number is further modified by your Intelligence and Favored Class
Bonus. Characters with the maximum skills points per level (8+Int) tend to have extra
utility outside of combat.
Stats and Proficiencies
This table summarizes several of the ways your character will grow stronger as he levels
up. Each time he gains a level, he can progress forward 1 level in his original class. He
can alternatively gain levels in multiple different classes, but I don’t recommend this
for new players.
His three Saves a
re defensive stats used to resist poisons, explosions, enchantments,
and more. Base Attack Bonus (BAB) determines your character’s accuracy with weapons.
Classes with the maximum BAB (+20/+15/+10/+5 BAB at 20th level) typically rely on
weapons in combat. Classes with the minimum BAB (+10/+5 BAB at 20th level) can’t
wield weapons very effectively, instead relying on spells.
The Special section summarizes when you’ll gain new class features or bonuses.
Spellcasting classes also have a section detailing how many spells they can cast.
Finally, the Weapon and Armor Proficiency section details what weapons and armor your
character can use without penalty. If your character tries to use weapons or armor he
isn’t proficient with, they’ll be much less effective.
Favored Class Options
Finally, there are Favored Class Options. Every time your character gains a level in a
favored class, he can gain a small numerical bonus based on his race. Alternatively,
characters of any race can choose to gain +1 HP or +1 skill point when they level up.
You’ll revisit these options when choosing your character’s race.
2B) C
ategories of Classes
With 44 class options, it can feel overwhelming to pick just one. Don’t worry too
much about choosing the “perfect” class. Every class has its fans, and they’re all
relatively powerful. As previously mentioned, the only classes with notable power
issues are the regular Monk, Rogue and Summoner (use the Unchained versions
instead). Also, if you aren’t happy with your initial decisions, you can always retrain or
create a new character.
To help you narrow down your options, I’ve come up with a few ways to categorize
classes. Keep in mind that these categories rely on rough generalizations - in practice,
these classes are extremely flexible. The decisions you make about your character
beyond his class can drastically change the role he plays.
For example, Unchained Rogues gain Sneak Attack damage by attacking from hiding
spots or flanking enemies. This means most Unchained Rogues must rely on careful
positioning in combat. In contrast, an Unchained Rogue with the Scout archetype can
just charge straight at enemies over and over to gain their Sneak Attack damage.
We can broadly categorize classes by distinguishing between Casters and Martials.
Casters fight with magical spells, but they cannot use weapons very effectively.
Spells have a huge variety of effects, such as lobbing fireballs, summoning fog clouds,
or translating languages. Thanks to their magic, Casters often have more utility outside
of combat compared to Martials. However, Casters have a limited number of spells per
day, so their power diminishes after consecutive encounters. Casters are also quite
fragile, so they must often protect themselves with defensive spells. Magic can offer
plenty of flexibility and strategic depth, but some players feel overwhelmed trying to
keep track of all their magical abilities.
Martials fight with weapons like swords, bows, fists, or claws, but they have no
magical abilities. Martials generally have more innate durability than Casters, and
they’re still quite effective after consecutive encounters. However, many Martial
characters lack out-of-combat utility compared to Casters - these Martials may feel
bored or left out when there’s nothing to beat up.
Mixed classes are a middle ground between Casters and Martials, using both spells
and weapons with moderate effectiveness. Typically, weapons are the main source of
damage for Mixed classes. In many cases, Mixed classes use their magic to enhance
themselves in combat, improving their damage, defenses, or mobility. Mixed classes
offer a great combination of versatility and reliability. However, they can be
complicated for new players because you must learn many rules concerning both
weapons and magic.
If one of these playstyles especially appeals to you, narrow down your options by
referencing Table 1.
We can also categorize classes based on their complexity.
Some classes are very complicated and rely on many rules - new players may find
these classes overwhelmingly confusing. In Table 1, I’ve ranked the classes based on
how beginner-friendly they are: 1 marks the most beginner-friendly, and 5 marks the
least. I recommend new players avoid classes marked with a 4 or 5. Again note that
these classes are very flexible, so these numbers are just rough estimates. A given class
might become significantly more or less complex depending on how you design and
play your character.
Arcane: Create magic through different means than the above categories.
❖ Arcanist, Magus, Sorcerer, Summoner, Summoner (Unchained), Witch, Wizard
Other: C
lasses which don’t quite fit the categories above.
❖ Gunslinger, Kineticist, Swashbuckler, Vigilante
2C) Multiclassing (Optional)
Multiclassing is not recommended for new players and can be skipped without penalty.
Every time your character gains a level, he can either gain a level in a class he
already has or gain a level in a new class. If he gains a level in a new class, he gains the
1st-level abilities associated with that class. Let’s say your character has 6 levels in
Fighter, and now you want him to use a gun. The next time he levels up, he can take 1
level in Gunslinger. This grants him all the 1st-level class features of a Gunslinger
(Gunsmith, Grit, and Deeds). He also gains the Gunslingers class skills and weapon
proficiencies. For that level, he uses the Gunslinger’s hit die and skill points per level,
and his BAB and Saves increase as listed for a 1st-level Gunslinger.
The trade-off is that this character can’t gain a 7th level in Fighter until he levels up
again. Multiclassing too much c an make your character very weak. Class features often
scale with the number of levels you have in that specific class, not with your overall
character level. For example, Casters gain access to more powerful spells. If you
multiclass too much with Caster classes, you’ll only have access to weak, low-level
spells. Thus, characters typically only multiclass for 0-3 levels, and Casters often avoid
it altogether.
Effective multiclassing requires a decent amount of game knowledge, so I don’t
recommend it for new players. It adds unnecessary complications and may result in a
weaker character. You may consider revisiting this option after your character has
gained a few levels and you’ve developed a better understanding of the game. Note that
multiclassing will not be immediately relevant if you’re starting at 1st-level (see Step 4).
Variant Multiclassing: There is an alternate set of multiclassing rules that doesn’t
require you to spend entire levels. Instead, at 1st level, you can choose one class for
your character to variant multiclass into. He gives up half of his feats in exchange for
several class features from that class. Specifically, he loses the feats gained at levels 3,
7, 11, 15, and 19, instead gaining new class features at those levels. See this page for
the specific class features gained from each class.
Variant Multiclassing allows you to gain class features of another class without
losing progress in your original class. However, some characters can’t afford to lose so
many feats. Also, Variant Multiclassing is often underwhelming compared to regular
Multiclassing. For example, regular Multiclassing for 1 level in Gunslinger is usually
more optimal than Variant Multiclassing in Gunslinger.
2D) Prestige Classes (Optional)
Prestige classes are not recommended for new players and can be skipped without penalty.
Prestige classes are additional classes that can only be taken if your character meets
certain prerequisites. Your character may need certain feats, skills ranks, class features,
and more before gaining levels in a specific prestige class. Otherwise, they function
much like regular classes.
Some prestige classes are considered rather weak, and they generally aren’t very
popular (with a few exceptions). They also typically aren’t available until after your
character has gained several levels. For these reasons, I recommend new players ignore
prestige classes.
Step 3) Archetypes (Optional)
Archetypes are optional, but I recommend new players learn about them.
An archetype modifies a class by replacing some of its class features with new ones.
Sometimes, it also modifies other parts of the class like Class Skills or proficiencies.
The first time you gain a level in a class, you can opt to use an archetype version of the
class instead of the regular version. You can even use multiple archetypes if they don’t
replace or alter the same class features.
Archetypes are a very useful and popular tool for further customizing your
character. For example, let’s say you want to play a Investigator. Your GM mentioned
that the campaign won’t involve many trap-filled dungeons, so the Investigator’s
Trapfinding and Trap Sense class features won’t be useful. To solve this issue, go to the
Investigator’s archetypes page and search for Trapfinding and Trap Sense in the
“Replaces” column. You’ll find many archetypes that replace these class features, such
as the Conspirator archetype.
You don’t have to choose any archetypes; you can always choose to play the regular
version of a class. However, archetypes are a fun way to further personalize your
character. I recommend browsing the archetypes of your chosen class if you have the
time.
Step 4) Starting Level
As your character advances through his adventure, he gains levels that increase his
power and grant him new abilities. As he levels up, he gains access to new class
features, feats, and more. Stats like HP, Base Attack Bonus, and Saves also gradually
increase.
Your character doesn’t have to start at 1st level; he can start at a higher level and
automatically gain higher-level stats, abilities, and wealth. Typically, the GM
determines the starting level for the characters. For new players, I recommend starting
somewhere between 1st and 3rd level so your character isn’t too complex at the start.
Once your starting level, class(es), and archetype(s) are determined, you can begin
filling out your character sheet. On the “Character Class and Level” line, you should
write down your class(es), any archetypes modifying your class(es), and the number of
levels you have in each class.
You can also fill in your character’s starting experience points. Your characters gain
experience after every challenge, eventually allowing him to level up. 1st-level
characters typically start with 0 experience, but your GM ultimately sets the starting
experience. The table on this page has general guidelines for experience and leveling.
Finally, you should fill in your character’s Base Attack Bonus (BAB) and Base Saves.
To determine these values, open his class’s page and navigate to the large table under
“Class Features.” His BAB, Base Fortitude Save, Base Reflex Save, and Base Will Save
are given here based on his current level. If he’s multiclassing, you’ll need to add up his
BAB and Base Saves from all his classes.
Step 5) Class Features
Once you’ve picked a class, you may have to make decisions about specific class
features. A 1st-level Hunter, for example, must choose an Animal Companion and an
Animal Focus. Some class features depend on which deity you worship, in which case
you should jump ahead to Step 14B. As your character gains levels, you will make more
choices about his class features. Keep in mind, future steps in character creation can
influence your decisions about class features - you may find yourself revisiting this step
later on.
Like many of the options in Pathfinder, some class feature choices are generally
stronger than others – the llama Animal Companion is cute, but he’s also weaker than a
wolf in just about every way. For guidelines on optimizing your class features, you can
reference class guides such as RPGBot’s Class Handbooks. To find more guides, just
search “pathfinder [class name] guide.” You definitely don’t have to choose the
strongest features all the time, but your character will feel underwhelming if you
constantly choose weak or overly situational options.
You can write your class features in the Special Abilities section. However, be aware
that this section usually becomes cramped and difficult to navigate after a few levels.
For this reason, I write my Class Features, Feats, and Traits on a separate sheet. I also
find it helpful to separate Passive Abilities (abilities that are always on) from Active
Abilities (abilities that you must activate somehow). Other players resolve this issue by
using alternate character sheets. If you’re making a 1st-level character, the regular
sheet should be fine for now; just be aware that you’ll likely end up reorganizing after a
few levels.
Some features require you to write information outside of the Special Abilities
section. If a feature grants you a bonus to a stat (skills, saves, CMB, etc.), then you
should add that bonus to the corresponding section. If your character gains spells,
you’ll have to add those to the Spells section (see Step 5A). If his class grants a creature
as a companion (Companion, Eidolon, Familiar, etc.), then you’ll need to fill out a
character sheet for them, too.
5A) S pells Known (Spellcasting Classes)
Most Casters or Mixed classes only know a certain number of spells from their spell
list. In this case, you’ll need to choose the spells they know at the start of the
campaign. See the Spells section of your character’s class to determine how their
spellcasting works, including how many spells they know and which spell list they use.
You’ll need to read most of the Magic rules to fully understand how each spell works
Some spellcasting classes gain additional spells known based on one of their ability
scores. If this applies for your character, you’ll need to choose additional spells known
after calculating his ability scores in Step 11. All spellcasters learn additional spells as
they gain levels, and some can also learn spells by studying magical items like scrolls.
A word of caution about choosing spells: Spells have plenty of powerful effects –
healing an ally, turning you invisible, or even summoning fearsome monsters.
However, many spells are quite situational or just plain bad (I’m looking at you,
Poisoned Egg) . Class guides or spell guides can help you avoid the weakest options.
You can write your known spells in the Spells section of your character sheet. Some
spellcasters learn too many spells to fit here, in which case I recommend a separate
cheat sheet. Note that the “Domains/Specialty School” section only applies to specific
classes, as mentioned in their descriptions.
Step 6) Skills (Preview)
Skills are used to determine how good your character is at various tasks, like
swimming, hiding, and identifying monsters. When a character uses a skill, he rolls a
d20 and adds his total bonus for that skill to the result. His total bonus for a skill is
based on the number of skill points he’s invested, the corresponding ability score, and
any other miscellaneous bonuses. Your decisions in character creation will influence
these bonuses, allowing your character to excel at certain skills.
At this point, I recommend looking through the skill descriptions so you generally
understand what each one does. For now, you don’t need to read all the rules for each
skill; just read the short summary at the top of each skill’s page.
Think about which skills might be most important for your character. Most Ninjas
want a decent Stealth bonus so they can pull off more Sneak Attacks. Wizards gain
magical crafting feats, so they typically invest in Spellcraft. Many decisions in character
creation can influence your skill bonuses, so it’s helpful to know which skills are most
relevant to your character. However, nothing’s set in stone right now - you’ll likely
change your mind about certain skills as you continue to develop your character.
Step 7) Ability Scores (Preview)
Ability scores are physical and mental stats that influence all of your character’s
abilities. I recommend you learn about all the ability scores and try to figure out which
ones are most important to your character. Many class features scale with a specific
ability score, making that ability score crucial to the class. For example, a Witch’s spells
and hexes scale with his Intelligence modifier. Thus, a Witch needs a high Intelligence
score to be effective. Reading through your character’s class page should help you
identify important ability scores.
I’ve listed brief descriptions of the 6 ability scores below. For more specific details
on these ability scores, you can visit this d20 page.
Strength (Str): Influences your accuracy/damage with melee weapons and your
ability to lift things. Str-based skills include Climb and Swim. Crucial for anyone
using melee weapons. Almost useless for Casters.
Dexterity (Dex): Influences your accuracy with ranged weapons and your reflexes.
Dex-based skills include Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight
of Hand, and Stealth. Important for almost all classes because it influences many
important combat stats (AC, Initiative, Reflex saves, and ranged attack rolls).
Constitution (Con): Influences your hit points, stamina, and resistance to effects
like poison and disease. There are no Con-based skills. Important for most classes
because hit points are extremely valuable in combat, and because it influences your
Fortitude saves.
Intelligence (Int): Influences your skill points per level, languages known, and
ability to memorize information. Int-based skills include Appraise, all Craft skills, all
Knowledge skills, Linguistics, and Spellcraft. Although skill points and the Knowledge
skills are both very useful, this ability score is often overshadowed by more
combat-focused scores like Dex or Con. Crucial for classes with Int-based
spellcasting.
Wisdom (Wis): Influences your intuition and willpower. Wis-based skills include
Heal, Perception, all Profession skills, Sense Motive, and Survival. Wis is fairly
important because Wis-based skills are very useful, and because it influences your
Will saves. However, Wis is still often overshadowed by Dex or Con. Crucial for
classes with Wis-based spellcasting.
Charisma (Cha): Influences your ability to influence, impress, and deceive others.
Cha-based skills include Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, all
Perform skills, and Use Magic Device. High Charisma is very useful in social
situations, but often irrelevant in combat. Thus, Cha is the least useful ability score
for many characters. Crucial for classes with Cha-based spellcasting.
Step 8) Race
Your character’s race determines what species they are (Human, Elf, Gnome, etc.).
Race options are listed here and here. Your character’s race influences several
important characteristics beyond his appearance.
Races significantly influence ability scores – each race grants bonuses (and often
penalties) to specific ability scores. You should choose a race that synergizes with your
class, boosting relevant ability scores and penalizing an irrelevant one. I recommend
using this spreadsheet (created by VestofHolding on Reddit) to navigate each race’s
ability score bonuses and penalties.
Most races gain a +2 bonus to 2 ability scores and a -2 penalty to 1 ability score.
There are a few exceptions to this rule in the “MiscAbilityBonuses” table on the
spreadsheet. Humans, Half-Orcs, and Half-Elves gain a +2 bonus to 1 ability score and
no penalties. These races are very versatile and commonly used. The other races under
“MiscAbilityBonuses” are usually banned for being too powerful.
You can further narrow down your choice of races based on their racial traits. Each
race’s page lists several abilities and stat boosts granted to members of that race. Races
also have alternate racial traits - you can swap out standard racial traits with these
traits. Some alternate racial traits replace a group of standard racial traits, so make sure
you don’t accidentally replace the same trait twice. If you’re looking for racial traits
with specific effects (e.g. a bonus to Sense Motive checks), you can use the AoN search
function. Check only the “Races” box and search for related terms.
The final way to narrow down your decision is by reading the descriptions at the top
of each race page. These descriptions provide info about each race’s culture. However,
some of this info might not apply to the setting used by your GM. Be sure to ask your
GM if your desired race works well within the campaign setting. Also, keep in mind that
these sections describe typical members of each race - your character can definitely
break racial stereotypes.
Once you’ve chosen a race, add it to the Race line. Your character’s race also
determines his size - most races are Medium (M), but some are Small (S). Small
characters gain a size modifier that modifies several of their stats, as noted in the race’s
description. Be sure to add your size modifier (if any) to the boxes below. In addition,
be aware that weapons sized for Small character do less damage, as noted in each
weapon’s description.
Your character’s race also influences his speed. Every race specifies a Base Speed,
and some races also gain Fly, Swim, Climb, or Burrow Speeds. You should note these
speeds in the boxes below. “SQ.” refers to the numbers of squares your character can
move on a standard game map. Each square is 5 feet wide, so divide their speed by 5 to
convert their speed into squares. For more rules about movement, see the combat rules
and movement rules.
You can add your racial traits to the “Special Abilities” section alongside your class
features. If any of these racial traits modify specific stats, be sure to include those
modifiers where appropriate.
8A) Favored Class Bonus
Favored Class Bonuses are small numerical bonuses that accumulate as your
character levels up. At the start of the adventure, you designate one class as your
character’s favored class. Any time your character gains a level in this class, he gains a
Favored Class Bonus (FCB). Any character can choose to gain +1 HP or +1 skill
point as their FCB.
dditionally, each class has FCBs for specific races listed at the bottom of the class
A
page. You can instead choose the FCB specific to your class and race. Be aware that
some races don’t have special FCBs for some classes. Check the bottom of a race’s page
to see what special FCBs it offers.
Notice that some FCBs are listed as fractions. Half-Orc Sorcerers, for example, can
add +½ point of damage to their fire spells. You only benefit from fractional FCBs when
reaching a whole number. Thus, you need to take this FCB at least twice to receive any
benefit.
If desired, you can choose a different FCB at each level. For example, a 4th-level
Half-Orc Sorcerer could take +2 skills points, +1 HP, and +½ point of spell fire damage.
Regardless of what you choose, I recommend writing it down somewhere (you’ll
probably have to use the Special Abilities section again). It’s tempting to just add FCBs
to your total HP or skill points and then forget about them, but this can cause
confusion down the line.
Sometimes it’s not clear what FCB to choose until after you’ve determined your
starting HP and spent your skill points. So, you may want to wait to choose FCBs until
after Step 12.
Step 9) Feats
Feats grant your character new abilities or bonuses to specific actions. They grant a
wide variety of effects, like allowing you to craft magical scrolls, catch arrows
mid-flight, or react more quickly to combat. At every odd level, your character gains
a feat. Feats can also be gained from class features or racial traits. Unless otherwise
noted, you can’t gain the same feat multiple times.
Feats are perhaps the most difficult option to navigate due to the sheer number of
them (over 3,400 by my count). Like spells, some feats are fantastically useful, but
many are terrible. Power Attack is very powerful – it offers a huge damage boost for
most melee characters. Monkey Lunge is famously useless – it increases your attack
range, but it also essentially prevents you from attacking.
There are a few ways to narrow down your options. First, there are plenty of feat
guides and class guides online. For example, if you want to play an archer, just search
“best archery feats pathfinder.” Additionally, use the AoN search function to search for
keywords related to your character. Just check the “Feats” box and search for any terms
relevant to your character. You’ll find plenty of feats to enhance various skills, class
features, and combat maneuvers just by searching their names. Alternatively, you can
just browse the feats manually. Most, if not all, of the feats should be listed in the
General Feats section.
In any case, you need to be mindful of feat prerequisites. Many feats can’t be taken
unless your character has met certain requirements first. To take Rapid Shot, a
powerful feat for ranged characters, you must first have the Point-Blank Shot feat and
at least 13 Dexterity. Some feats require a ton of prerequisites - Spring-Heeled Reaping
requires 5 prerequisite feats, +11 BAB, 17 Dex, and proficiency with light armor. To
obtain a feat like this, you must essentially build your entire character around meeting
those prereqs. Feat prereqs come in a variety of forms, requiring specific races, classes,
alignments, or even worship of specific deities.
Feat prereqs are a point of contention in the Pathfinder community. Many feel that
they can be overly restrictive, imposing unfun limitations on character creation. If you
feel that a specific feat preqreq is unjustified, then you can ask your GM to waive it or
substitute it for something else. Many groups implement homebrewed rules to cut
down on feat prereqs (these rules are the most popular). However, new players may
want to gain some experience before implementing any homebrewed changes.
Write your selected feats in the Feats section, and make sure to update any modified
stats.
Step 10) Traits
Like feats, Traits grants stat bonuses or new abilities. However, traits are only
gained at level 1, and they’re weaker than feats. Many traits just offer small numerical
bonuses
Every character gains 2 traits. There are 15 types of traits, and you can’t have
multiple traits of the same type. In addition to his 2 starting traits, a character can take
1 Drawback trait to gain 1 additional trait. Drawbacks traits negatively affect your
character. Thus, your character typically starts with either 2 or 4 traits. He can also gain
2 more traits by taking the Additional Traits feat.
Many traits have restrictions on who can take them. These restrictions aren’t fully
described on either website, so I’ll describe them here:
Combat, Faith, Magic, Social, and Equipment traits typically have no requirements.
Campaign traits are intended for specific Adventure Paths (official, pre-written
campaigns). These powerful traits generally aren’t allowed outside of the
corresponding Adventure Path. Additional rules here.
Cosmic traits are restricted based on your character’s birthday, using a system akin to
zodiac signs.
Faction traits are restricted to members of specific factions. Region traits are
restricted to characters from specific areas. The Pathfinder Wiki has details about
each faction and region. These factions or regions may not exist within the setting
used by your GM. If so, ask if there’s an equivalent faction or region.
Family traits are only beneficial in the presence of family members. In some cases,
your family member must possess the same trait for it to work. You can select
multiple family traits. You can choose to treat another close social unit as your
“family” - in this case, the Family trait is treated instead as a Social trait.
Mount traits require your character to have a specific mount, and they benefit either
the rider or the mount.
Some traits have oddly specific requirements, in which case you can ask your GM to
alter or waive the requirements. Notice that some trait descriptions begin with flavor
text explaining how your character acquired that trait. For example, Reactionary states
that your character is good at anticipating fights because they were bullied as a child.
Most players just disregard the flavor text, so don’t think of it as a strict requirement.
You can write your traits in the Special Abilities section, again updating any stats
they may affect.
Alternatively, you can reference Table 2 below. I added the “Effectiveness” column
to translate the modifiers into more tangible terms. Note that 10 is an average ability
score for non-adventurers (merchants, craftsmen, etc.). Adventurers are more capable
than the general population, with an average ability score closer to 13.
Table 2: Calculating Ability Score Modifiers
Ability
Ability
Score Effectiveness
Score
Modifier
≤3 ≤-4 Barely Functional
4-5 -3 Terrible
6-7 -2 Poor
8-9 -1 Below Average
10-11 +0 Average
12-13 +1 Above Average
14-15 +2 Above Average
16-17 +3 Great
18-19 +4 Great
20-21 +5 Exceptional
≥22 ≥+6 Superhuman
Notice that your ability score modifier goes up by 1 for every 2 points of ability score
above 10. You almost always use your modifier instead of your actual ability score, so
there’s very little difference between two ability scores with the same modifier.
The most common method for determining ability scores is the Point Buy system
(other methods listed here). This method is preferred because it gives you the most
control over your character. Each player receives points that you can spend to increase
your character’s ability scores beyond 10. You can gain extra points by decreasing
ability scores below 10. You typically start with 20 points, but that number may change
at the GM’s discretion. See Table 3 to determine the cost of each ability score.
Alternatively, you can use an online Point Buy calculator like this site. Note that racial
modifiers to ability scores are factored in after the Point Buy is complete.
Table 3: Ability Score Generation via Point Buy
Ability Point
Modifier
Score Cost
7 -2 +4
8 -1 +2
9 -1 +1
10 +0 -0
11 +0 -1
12 +1 -2
13 +1 -3
14 +2 -5
15 +2 -7
16 +3 -10
17 +3 -13
18 +4 -17
A few tips for optimizing your Point Buy: Your most important ability score should
typically be 17-19 after racial modifiers. I don’t recommend spending 17 points on an
18 ability score, it’s typically too expensive. If you need to reduce a score below 10 to
gain more points, try not to reduce Dex or Con - in most cases, they’re just too
important for your character’s survival.
Additionally, your character gains +1 to an ability score of his choice every 4
levels. Keep in mind that a +1 increase only changes the modifier if the ability score was
initially odd. If an ability score is even, then you must increase it by +2 to change the
modifier. I often leave my highest ability score as an odd number (17 or 19) so I can
increase it at 4th-level for an immediate boost in power. Most campaigns end before
level 16, so you should only plan on two or three +1 increases.
Outside of this situation, there is essentially no difference between two ability
scores with the same modifier. Thus, if you don’t plan on spending any ability score
increases on an ability score, you should save points by leaving it even. (There are other
ways to increase or decrease ability scores, but they’re always calculated in multiples of
2. Thus, your actual ability score is irrelevant in these cases - only the modifier
matters).
11A) Calculate Additional Stats
Once you’ve calculated your ability scores and modifiers, add them to your sheet.
Don’t forget to add racial modifiers. Now, you need to add specific ability score
modifiers to several more spots, highlighted below. You can add your modifiers to your
skills now, but I recommend waiting until the next step.
With these modifiers added, you can now calculate several of your stats. Below, I’ve
listed each stat to calculate and explained its significance:
HP: HP influences how much damage your character can take before dying. At 1st
level, your character’s hit points equal the max possible result of his class’s hit die
(e.g. 8 for a d8) + his Con modifier. You also add his Favored Class Bonus if you used
it for +1 HP.
At every level after 1st level, calculate his hit points gained by rolling his class’s hit
die and adding his Con modifier (and FCB, if used for HP). Alternatively, it’s common
to just take the average of the hit die (e.g. 4.5 for a d8) instead of rolling. Note that
decimals are always rounded down in Pathfinder.
Initiative: Initiative determines how quickly your character can act when a fight
breaks out. When determining combat order, you roll a d20 and add your initiative
modifier to the result.
Saves: Saves determine your character’s ability to resist certain effects. Fortitude
saves allow him to resist poisons, diseases, and similar effects. Reflex saves allow him
to dodge area-of-effect attacks or unexpected hazards. Will saves allow him to resist
attacks against your mind. When making a save, you roll a d20 and add your
corresponding saving throw modifier to the result.
CMB and CMD: Your character’s CMB (combat maneuver bonus) determines his
ability to perform a variety of combat maneuvers, like tripping, grappling, or
disarming enemies. These maneuvers are typically used in melee combat by Martial
or Mixed classes. Although, some of these maneuvers are rather weak, and you’re
often required to build your character around a specific combat maneuver to make
full use of it. When you attempt a combat maneuver, you roll a d20 and add your CMB
to the result.
Your character’s CMD (combat maneuver defense) determines his ability to resist
combat maneuvers. An opponent’s CMB check must meet or exceed your CMD to
affect you. Unfortunately, neither the CMB nor CMD sections contain a “Misc
Modifier” box - you’ll have to write one in if your class, race, etc. grants a permanent
bonus to either stat.
Languages: Your character starts the game with knowing extra languages equal to
his Intelligence modifier. See his race’s page to see what bonus languages you can
choose from. See this Linguistics skill description for information on the different
languages.
Carrying Capacity: Carrying capacity represents how much weight your character
can carry before it slows him down. Read this page for the full rules on Carrying
Capacity. Oddly enough, carrying capacity is actually based on your Strength ability
score (not your Strength modifier). Use these rules to fill out the following section:
You’ll revisit these numbers in Step 13 when you purchase gear. Carrying too
much heavy equipment can significantly slow down your character, but I’ll list
several tips to effectively increase your carrying capacity.
Class Features: Many class features scale with specific ability score modifiers - you
should update any calculations related to those class features now. If your character
casts spells, he can cast additional spells each day based on his spellcasting ability
score modifier. See this page to determine bonus spells per day. Some spellcasting
classes also gain bonus spells known based on that modifier (see their class page).
You should also calculate his Spell Save DC for each level of spell he can cast.
Step 12) Skills
Now that your Intelligence modifier is determined, you can spend your skill points.
You gain a +1 bonus to a skill for every skill point you spend on it. Any time you use a
skill, you roll a d20 and add a corresponding ability modifier, your skill points spent,
and any miscellaneous modifiers.
Every time your character gains a class level, he gains skills equal to that class’s Skill
Point per Level + his Intelligence modifier. He can also gain +1 skill point each level by
spending his Favored Class Bonus (recall Step 8). Once you’ve totalled your skill points,
you’ll need to spend them on any skills important to your character.
There are a few rules to keep in mind when spending skill points:
1) The total number of skill points invested into a skill cannot exceed your
character level. Thus, a 1st-level character can’t spend more than 1 skill point on
any specific skill.
2) Class Skills: Your class grants several Class Skills. If you have spent at least 1
skill point on a Class Skill, you gain an additional +3 bonus to that skill. Class
skills can be gained from other sources, like traits, racial traits, or feats.
3) Trained Only Skills: Skills marked with an asterisk on your character sheet are
Trained Only. If you haven’t spent any skill points on a Trained Only skill, you
either A) can’t use the skill, or B) can partially u
se the skill. See each skill
description for specific details.
With this info in mind, I have several tips for allocating skill points. Know that these
are tips for optimizing your character. The most optimal decision isn’t always the most
fun one, so feel free to diverge as you please.
Your first priority should generally be Class Skills. Putting 1 point in a Class Skill
gives you a total +4 bonus, compared to just a +1 bonus for other skills. Thus, it’s often
ideal to put 1 point in any relevant Class Skills. After that, you should look at relevant
Trained Only Skills - if you want to use one, you’ll need to put a point in it.
What determines if a skill is “relevant”? Generally, the most relevant skills to your
character are the ones that scale with his highest ability scores. A Ninja with 6
Charisma probably doesn’t need points in Diplomacy, especially not if there’s a Bard
with 18 Charisma in the party. Because you’re part of a team, it’s often best to
specialize in skills you can really excel at. Sure, the Ninja could put a point in
Diplomacy, upgrading it from awful to mediocre. But, if the Bard already has excellent
Diplomacy, you can just let him do most of the sweet-talking.
It’s also worth mentioning that a few skills just… aren’t that good. Specifically, I’m
referring to Knowledge (Nobility), Sleight of Hand, Perform, and Profession. Knowledge
(Nobility) and Sleight of Hand are really situational in my experience. Most campaigns
don’t require you to identify nobles or hide stuff in your hands very often. Perform and
Profession can be very fun and flavorful, but they don’t offer much mechanically. You
can earn money with those skills, but the amount is just pitiful for an adventurer. None
of these skills are useless, but they’re underwhelming for most characters.
As you may have noticed, Craft, Knowledge, Perform, and Profession are laid out a
bit differently on your character sheet. Each of these skills are broad terms. When you
put a point into one of these skills, you actually have to choose a specific subcategory
of that skill. For example, you might put 3 skill points into Craft (Alchemy), 1 skill point
into Craft (Weapons), and no skill points into other Craft subcategories. For most
purposes, separate subcategories are treated as separate skills. Possible subcategories
for each of these skills are explained in their descriptions.
There’s one significant difference between Knowledge and these other skills. When
you gain Craft, Perform, or Profession as a Class Skill, the bonus applies to every
subcategory of those skills. In contrast, you only gain specific subcategories of
Knowledge as a class skill.
Add any spent skill points to the “Ranks” column on your character sheet. Once
you’ve spent them all, you can calculate your total skill bonuses for each skill. Keep in
mind any miscellaneous modifiers you may have acquired, and make sure to factor in
Class Skills. If you haven’t spent any skill points on a skill, and it doesn’t have any
miscellaneous modifiers to worry about, it’s usually okay to leave it blank. If you do
need to use a skill with no points or extra modifiers, you just add your ability score
modifier to a d20 roll.
Step 13) Gear
With your character’s stats nearly finalized, it’s time to spend your starting gold.
There’s a huge variety of items to purchase, aiding you in combat, survival, exploration,
and more. If your character is 1st-level, their starting gold is listed on their class page.
As indicated on each class page, you can either roll dice for starting gold or take the
average. If your character is above 1st level, determine their starting gold with Table 5.
Know that I’ll explain Alignment, Deity, and Homeland in the following steps. Some
race descriptions mention restrictions in terms of hair or eye color. This page offers
guidelines for the typical Age, Height, and Weight of many races. If your race isn’t
listed here, then you can use a comparable race as a guideline.
Notice that characters who are middle aged or older receive penalties to all physical
ability scores and bonuses to all mental ability scores. Because Dexterity and
Constitution are so important to most classes, it’s usually suboptimal to play older
characters.
14A) Alignment
Alignment describes where your character falls on the moral spectrum. You have
two decisions to make about your character’s alignment. First, is he Good, Neutral, or
Evil? Second, is he Lawful, Neutral, or Chaotic? These terms are pretty
self-explanatory, but it can still be difficult to pinpoint the right alignment for your
character. Consult d20 for thorough details about each possible alignment.
Remember, some classes, feats, etc. are restricted to characters of specific
alignments. In addition, you should make sure your alignment works for your GM. If
your GM is writing an adventure for a group of heroes, you probably can’t play an Evil
character. Likewise, it’s often quite difficult to mix Good and Evil characters in the
same party. It’s fine for a party’s characters to disagree on some t hings, but you should
still all have a compelling reason to work together. Be aware that your character’s
alignment can shift over time if his behavior starts matching a different alignment.
14B) Deity
There are many deities in Pathfinder, and your character can choose to worship any
or none of them. You can find a full list of Pathfinder deities here, with additional
details on the Wiki. Generally, characters worship deities with similar interests and
values. Your alignment usually doesn’t have to match your deity’s, but they’re often
similar.
Some class features, feats, traits, and other options are restricted to worshippers of
certain deities. You may end up choosing a deity for a mechanical benefit, and then
updating your character’s interests to reflect that deity.
14C) Homeland
You should also consider where your character came from, and how they arrived to
wherever the campaign takes place. If the campaign takes place in the default
Pathfinder setting (Golarion), then you can read about different regions here. Ask your
GM if there are any restrictions on your homeland. Also, remember that Regional Traits
require you to be from certain areas - if you took one, then this should be reflected in
your character.
Step 15) Double-Check Your Character Sheet
At this point, you should have every necessary stat calculated and filled out. The
only remaining blank sections should be temporary modifiers, which are usually
adjusted mid-combat. If you have temporary modifiers that come up very frequently
(e.g. the Bloodrager’s Bloodrage), then you may want to write those in ahead of time.
Review your character sheet to make sure you’re not missing anything, and make sure
all your calculations are fully updated. If everything checks out, then you have finished
creating your Pathfinder character.
Step 16) Leveling Up
Every time your character levels up, you’ll need to update your character sheet.
Remember, you can choose to either gain levels in the same class or in other classes.
Statistics like his BAB, saves, hit points, and more will gradually increase with each
level gained in a class. He also gains feats and bonuses to ability scores based on his
overall character level. This character advancement page has some helpful reminders
for leveling your character.
Step 17) Retraining (Optional)
Sometimes we end up regretting a decision we made in character creation. Maybe a
certain ability isn’t as useful as you had hoped, or maybe you’ve decided on a new
direction for your character. After your campaign has begun, you can use the retraining
rules to change various aspects of your character. For example, if you aren’t happy with
a feat you took, you can retrain to swap it with a new one. Retraining requires time and
gold, so it can’t be done too frequently, but it’s still a nice safety net. For new players,
your GM may reduce or waive retraining costs.