Character Creation

Creating a character in Pathfinder is pretty easy. I’ll try to walk you through. If you have any questions, feel free to ask them. A really good resource for looking up rules, etc. is at http://www.d20pfsrd.com.

Determine Ability Scores

  1. Roll 3d6, drop lowest and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This is less random than the Standard method and generates characters with mostly above-average scores.
  2. Ability Scores:
    • Strength
    • Dexterity
    • Constitution
    • Intelligence
    • Wisdom
    • Charisma

Choose a Race

  1. Pick a race, modify ability scores and record abilities.
  2. Races:

Pick a Class

  1. Pick a class (you may choose a class archetype); buy skill ranks; record class abilities; record base attack bonus (BAB) and base saving throws; note weapon/armor proficiencies; pick spells; etc.

Choose one (or more) Feats as appropriate.

Choose two traits one regional, and one non-regional trait.

Buy equipment. You start with 200 gold pieces.

Complete your Character Sheet

1. Armor Class (AC) – AC represents how hard it is to hit you with an attack.

  • Normal AC = 10 + Dex + Shield + Armor + Size + Misc
  • Flat-Footed AC = 10 + Shield + Armor + Size + Misc
  • Touch AC = 10 + Dex + Size + Misc

2. Saving Throws – Saves represent your ability to resist or otherwise overcome some sort of effect.

  • Fortitude Save = Base + Con + Misc – Resists against poisons and diseases.
  • Reflex Save = Base + Dex + Misc – Dodge traps and explosions.
  • Will Save = Base + Wis + Misc – Overcomes magical influences.

3. Weapon Attacks – Describes with what and how well you hit your enemies with your equipment.

4. Combat Maneuver Bonus (CMB) – CMB represents how well you can perform advanced tactics and maneuvers against an opponent.

  • CMB = BAB + Str + Size + Misc
  • Possible maneuvers are:
    1. Bull Rush – power an opponent backwards
    2. Dirty Trick – temporarily distract an opponent with cheap shots
    3. Disarm – cause an opponent to lose their weapon
    4. Drag – drag an opponent out of their area
    5. Grapple – wrestle with an opponent
    6. Overrun – run through or over an opponent
    7. Reposition – forcibly control another opponent’s position
    8. Steal – take something that’s not yours
    9. Sunder – break an opponent’s armor, weapon or other item
    10. Trip – knock an opponent down

5. Combat Maneuver Defense (CMD) – CMD represents how easily you can resist or prevent an opponent’s combat maneuver

  • CMD = 10 + BAB + Str + Dex + Size + Misc

6. Skills – Skills are used to determine how well you perform or perceive particular tasks or events.

  • Skill Modifier = Rank + Ability Mod + Racial Bonus + Misc
    1. All class skills receive a +3 bonus if there is at least 1 Rank in that skill.
    2. Ranks cannot exceed your total character level.
  • Skills:
    1. Acrobatics – flip and tumble around
    2. Appraise – know the market value of an item
    3. Bluff – lie to someone
    4. Climb – duh
    5. Craft – make something
    6. Diplomacy – make friends and have them do stuff for you
    7. Disable Device – take something apart
    8. Disguise – play dress-up
    9. Escape Artist – escape bonds
    10. Fly – make maneuvers while under an ability that causes you to take flight
    11. Handle Animal – make and train a pet
    12. Heal – determine poison, illnesses and causes of death
    13. Intimidate – make enemies and have them do stuff for you
    14. Knowledge – different types of lore; know facts about certain creature types.
      1. Arcana – constructs, dragons and magical beasts
      2. Dungeoneering – aberrations and oozes
      3. Engineering – buildings and other structures
      4. Geography – lands, terrain, climate
      5. History – wars, historical events/people
      6. Local – humanoid creatures, local personalities and legends
      7. Nature – animals, fey, monstrous humanoids, plants, weather, vermin
      8. Nobility – lineages, heraldry and royalty
      9. Planes – outsiders and planar magic/locations
      10. Religion – gods and undead
    15. Linguistics – learn a language, write a poem
    16. Perception – sense or perceive details or events
    17. Perform – sing a song
    18. Profession – make money using a trade skill
    19. Ride – sit on a horse without falling
    20. Sense Motive – detect lies
    21. Sleight of Hand – pickpocket or small magic tricks
    22. Spellcraft – sense magic auras, determine magic effects
    23. Stealth – hide from stuff
    24. Swim — duh
    25. Use Magic Device – fiddle with a magic item until it works (or you die horribly)

Character Creation

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