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Pathfinder Society Character Creation Quickstart by Sam Sampson, based on work by Brent Gass Getting Started This document is intended to guide players through the steps of Pathfinder character creation, with a specific focus on Pathfinder Society (PFS) characters. Rules specific to PFS are noted in bold green text. There are two things to keep in mind during this process. The first is that a PFS character can be completely rebuilt prior to being played at 2nd level (characters start at 1st level). The ability to rebuild should help ease any worries about getting your character “exactly right.” Second, character creation is often a nonlinear process. For example, selecting your character’s Feats (special abilities) in Section 7 may lead you to change your mind about decisions made prior to that step. It’s a good idea to record your character’s information on scratch paper during this process, and then transfer the final information to your character sheet (see below). Finally--have fun and exercise your imagination, and you’ll find character creation a rewarding part of the roleplaying game experience. What You Need Rulebooks and Other Resources The Pathfinder Core Rulebook , or digital access to the Pathfinder Reference Document . The Pathfinder Society Roleplaying Guild Guide PDF. The Pathfinder Traits Document or the Pathfinder Advanced Player’s Guide . Basics A pencil Scratch paper A 3x5 card (optional) A distraction-free, writing-friendly work area Software Adobe Reader or similar for reading and printing PDF documents. A utility such as WinZIP for extracting ZIP files, with which Pathfinder documents are often distributed. Character creation software (optional). The most popular is the commercial product Hero Lab . Character Sheet Your character’s information is recorded on his or her character sheet. While you could make a handwritten character sheet, it’s easier to fill in a printed one. The official PFS Character Sheet is

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Pathfinder Society Character Creation Quickstart by Sam Sampson, based on work by Brent Gass

Getting Started

This document is intended to guide players through the steps of Pathfinder character creation, with a specific focus on Pathfinder Society (PFS) characters.

Rules specific to PFS are noted in bold green text.

There are two things to keep in mind during this process. The first is that a PFS character can be completely rebuilt prior to being played at 2nd level (characters start at 1st level). The ability to rebuild should help ease any worries about getting your character “exactly right.”

Second, character creation is often a nonlinear process. For example, selecting your character’s Feats (special abilities) in Section 7 may lead you to change your mind about decisions made prior to that step. It’s a good idea to record your character’s information on scratch paper during this process, and then transfer the final information to your character sheet (see below).

Finally--have fun and exercise your imagination, and you’ll find character creation a rewarding part of the roleplaying game experience.

What You Need

Rulebooks and Other Resources

● The Pathfinder Core Rulebook, or digital access to the Pathfinder Reference Document. ● The Pathfinder Society Roleplaying Guild Guide PDF. ● The Pathfinder Traits Document or the Pathfinder Advanced Player’s Guide.

Basics

● A pencil ● Scratch paper ● A 3x5 card (optional) ● A distraction-free, writing-friendly work area

Software

● Adobe Reader or similar for reading and printing PDF documents. ● A utility such as WinZIP for extracting ZIP files, with which Pathfinder documents are often

distributed. ● Character creation software (optional). The most popular is the commercial product Hero Lab.

Character Sheet

Your character’s information is recorded on his or her character sheet. While you could make a handwritten character sheet, it’s easier to fill in a printed one. The official PFS Character Sheet is

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located here: http://paizo.com/download/pathfinder/PZOPSS0000E-Sheets.zip. You are not required to use this sheet, however; just be sure the sheet you use is specific to Pathfinder and provides spaces for the information you need to record.

Inventory Sheet

PFS characters keep track of significant purchases with Inventory Sheets. A printable Inventory Sheet can be downloaded with the PFS Character Sheet: http://paizo.com/download/pathfinder/PZOPSS0000E-Sheets.zip.

0) Character Concept

Before getting into the detailed steps of character creation below, think of what type of character you want. This is your character concept. Will your character be a rough-and-tumble frontline fighter? Or a bookish but plucky spellcaster? Inspiration can come from media such as The Lord of the Rings, Game of Thrones and Elder Scrolls: Skyrim.

The bedrock of a character is its race, class (character type) and gender. Below the races and classes from the Core Rulebook are summarized.

Races

● Dwarves: a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins.

● Elves: the long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well.

● Gnomes: Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal.

● Half-elves: Relationships between humans and elves commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither.

● Half-orcs: Half-orcs are monstrosities, their tragic births the result of perversion and violence—or at least, that's how other races see them.

● Halflings: Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity.

● Humans: Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world.

Classes

● Barbarian: For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know.

● Bard: Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration.

● Cleric: Called to serve powers beyond most mortal understanding, clerics are more than mere priests--these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods.

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● Druid: Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls.

● Fighter: Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons.

● Monk: For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade.

● Paladin: Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil.

● Ranger: Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries.

● Rogue: Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor.

● Sorcerer: Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine.

● Wizard: The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard.

Having one or two combinations of race and class in mind is a great start to creating a character.

Next, flesh out your concept with one or two sentences or even just a few adjectives to get a start. Recording this concept on a 3x5 note card is a way to keep yourself from overdoing it.

Example Character Concept

“Justin” will serve as our example player. While interaction with a GM (or experienced player) isn’t necessary, Justin decides it will be helpful.

Looking over the races and classes, Justin first decides that the half-elves’ multicultural nature appeals to him. He would like to be a fighter, skilled with both bow and blade. To flesh out his character, on his 3x5 card he writes “my character is a member of a noble elven family. However, his human side expresses itself in impetuousness which made him an outcast of the family. He takes up the life of a caravan guard in the Eastern Wilds.”

2) Ability Scores

Your character’s fundamental characteristics are defined by six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These six scores form the basis of many other key statistics. PFS characters have scores ranging from 5 (abysmal) to 20 (extraordinary), with 10 being the human average. You should select better-than-average (typically 15 or better) scores for your class’s primary abilities, e.g. Strength for a melee fighter (see the table below). To determine your abilities,

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you will spend points to purchase an ability score of a certain value. The method PFS uses gives you 20 points to spend. The point amounts and costs of attributes are listed below for your convenience. A negative points cost indicates you add the number of points to your pool of available points.

Note: Your choice of race will offer one or more bonuses (or penalties) to apply to your ability scores. These modifiers are always applied after you spend points. Refer to Section 3 for details.

Table: Ability Score Costs

Score Points

7 –4

8 –2

9 –1

10 0

11 1

12 2

13 3

14 5

15 7

16 10

17 13

18 17

Table: Ability Importance by Class

Class Primary Secondary Tertiary

Barbarian Str, Con Dex, Cha Int, Wis

Bard Cha Dex, Int Str, Con, Wis

Cleric Wis Str, Con, Cha Dex, Int

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Druid Wis, Cha Str, Con Dex, Int

Fighter Str (melee) / Dex (ranged)

Str/Dex, Con Int, Wis, Cha

Monk Str, Dex, Wis Con Int, Cha

Paladin Str, Wis Con, Cha Dex, Int

Ranger Str (melee) / Dex (ranged)

Str/Dex, Con, Wis, Cha Int

Rogue Dex Str, Int, Cha Con, Wis

Sorcerer Cha Dex, Int Str, Con, Wis

Wizard Int Dex Str, Con, Wis, Cha

Ability Score Determination Example

It’s time for Justin to determine the ability scores for his half-elf fighter who is good with both sword and bow. His GM lets him know that Strength is used for melee attacks, and Dexterity is used for ranged attacks. The GM also recommends a solid Constitution (i.e. toughness) score to help withstand enemy attacks. A half-elf receives a +2 bonus to one ability of the player’s choice, and no penalty. Justin comes up with:

Ability Score Point Cost Racial Modifier Final Score

Strength 14 5 +2 16

Dexterity 14 5 - 14

Constitution 14 5 - 14

Intelligence 12 2 - 12

Wisdom 10 0 - 10

Charisma 13 3 - 13

Justin has wisely decided to use his racial modifier to add to his Strength, giving him a 16 total and

saving 5 points. His Dex and Con are also solid. That left 5 points for the other characteristics. Justin envisions his character as somewhat dashing and sharp, so he puts points in Charisma and Intelligence. With a 10 Wisdom, the character has average decision-making and willpower.

“Quick-Build” Scores

We can use the scores Justin used as a way of building a PC quickly. The scores are 14, 14, 14, 13, 12 and 10. Assign these scores so that the 14’s are in primary and secondary abilities, while considering

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your racial modifiers. Lower scores can go into tertiary abilities, and you can apply your racial penalty (if any) to the 12 or 10.

Another example would be if you want to have a 20 in a single ability. Use this array: 18, 14, 10, 10, 10, 8. Then add your racial bonus(es) to the 18 (and the 14). Applying a racial penalty to the 8 (for a total of 6) will make a character that is very weak in that area, so it may be best to apply it to a 10.

Determine Modifiers

Ability scores have a corresponding modifier. The modifier is the number you add to the die roll when your character tries to do something related to that ability. For example, Strength would be used to break down a stout door, while deciphering an ancient tome requires Intelligence. The following table shows the modifier for each score. A positive modifier is called a bonus, and a negative modifier is called a penalty. Record your modifiers on your character sheet.

Ability Score

Modifier

4–5 –3

6–7 –2

8–9 –1

10–11 +0

12–13 +1

14–15 +2

16–17 +3

18–19 +4

20–21 +5

3) Character Race

Refer to the Core Rulebook and choose a race, applying any modifiers to your ability scores (see the table below), and noting other racial traits on your sheet. The Core Rulebook lists the languages a character of that race automatically knows, as well as the bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.

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Table: Race and Ability Score Bonuses

Race Ability Bonus

Dwarf +2 Con, +2 Wis, –2 Cha

Elf +2 Dex, +2 Int, –2 Con

Gnome +2 Con, +2 Cha, –2 Str

Half Elf +2 to one ability score (your choice)

Halfling +2 Dex, +2 Cha, –2 Str

Half Orc

+2 to one ability score (your choice)

Human +2 to one ability score (your choice)

Human Ethnicity and Character Nationality

PFS characters inhabit the world of Golarion and have a nationality, and an ethnicity if they are human. Their ethnicity may provide them with an additional language. See the Appendix for the list of ethnicities and some selected nationalities. Complete information on Golarion is available in The Inner Sea World Guide.

4) Character Class

A character's class represents a profession and focus, such as fighter who specializes in melee combat or a wizard with mastery of magic. A character’s power is represented by a numerical character level from 1 to 20. (In PFS, most characters retire after reaching level 12.) A new character starts at 1st level in one chosen class, and gains abilities suitable to that class. As the character gains experience points (XP) for completing scenarios, he or she goes up in level, becoming more powerful and gaining new abilities. This document covers only the Core Rulebook classes; these classes are recommended for newer players as they are less complex than those provided by other books.

Consult the Core Rulebook and choose a class, noting 1st-level class features on your character sheet. Some classes have more involved decisions to make, such as the type of animal companion a druid has, and the spells your spell-casting character will start with. Consult the appropriate section of the rulebook to make these decisions.

Multiclassing

While a 1st-level character only has one class, a character can choose to gain a level in any class when a character level is gained. Perhaps your character concept is a blend between a fighter and a rogue. You select fighter at 1st level, and rogue at 2nd level. Your character is now 2nd character level with

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one class level in each class: a “fighter 1/rogue 1”. Such a character trades the benefits of specialization for a broader range of abilities. It is recommended only for more experienced players.

Favored Class

Each character begins play with a single favored class (half-elves have two) of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either +1 hit point (ability to withstand damage) or +1 skill rank (see below). The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Example: Justin has created a half-elf fighter. As a half-elf, he may choose two favored classes, so he chooses fighter and rogue. At 1st level he decides to gain +1 skill rank. If he chooses fighter or rogue at 2nd level, he may choose between the +1 hit point or another skill rank.

5) Character Traits Traits are abilities that add flavor and a minor mechanical benefit to your character. There are five categories of traits: basic, campaign, race, regional and religion. Basic traits are further subdivided into the combat, faith, magic and social subcategories. The Pathfinder RPG Character Traits Document details the basic traits. Many other resources provide other types of traits.

You may select two traits, each of which must be from a different category. (You may also select two basic traits, each from a different subcategory.)

Traits often modify your skill selection--study the next session (Skills) in conjunction with trait selection.

The following basic traits aren’t legal for PFS: Hedge Magician, Natural-Born Leader, and Rich Parents.

6) Skills

While abilities represent your character’s fundamental characteristics, skills represent specialized training in a particular field, such as Climb or Stealth. As your character advances in level, he or she will improve his or her skills and perhaps expand the number of skills trained.

Skills provide a die-roll modifier like abilities. Each skill is associated with an ability--for example, the Sleight of Hand skill is associated with Dexterity. The modifier is computed as the base ability modifier, plus the number of skill ranks assigned to the skill, plus any other modifiers.

Skill ranks represent the amount of training your character has in a skill. It is up to you to assign ranks based on your character concept. The number of skill ranks you receive at 1st level is based on your class and modified by your Intelligence modifier (minimum 1). For example, fighters and wizards focus on their weapons and magic respectively, and only receive a base of 2 skill ranks. Rogues, on the other hand, are known as jacks-of-all-trades and have a base of 8 skill ranks.

Determine the number of skill ranks your character receives by using the table below, and add your Intelligence modifier to that number (and any other bonuses, such as the bonus received by humans). Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your

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level in any one skill (for a starting character, this is usually one). Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier.

Once you have your list of skills finalized, note their modifiers on your character sheet.

Note: Humans gain an additional 1st rank at first level and one additional rank whenever they gain a level.

Table: Skill Ranks

Class Skill Ranks per Level (+Int modifier)

Barbarian 4

Bard 6

Cleric 2

Druid 4

Fighter 2

Monk 4

Paladin 2

Ranger 6

Rogue 8

Sorcerer 2

Wizard 2

Class Skills

Each class has a number of skills well-suited to it which are called class skills. Refer to the class description in the appropriate rulebook to find these for your chosen class. Your character is more proficient in these skills, assuming they are trained, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills in which you have at least one rank.

Trained-Only Skills

Most skills do not require the skill to be trained, i.e. to have ranks in it, in order to use the skill. Anyone can attempt to climb a tree using the Climb skill, for example. When using such a skill, simply

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add the ability modifier (e.g. Strength for Climb) to the roll. You should compute these skills in advance and note their modifiers on your character sheet.

Some skills do require training to employ, however. These are known as trained-only skills. Some examples include Knowledge, Spellcraft and Use Magic Device. If you do not have ranks in such a skill, you cannot use it--tasks that would require the skill automatically fail. The Core Rulebook lists which skills require training. For these skills, if you don’t have ranks in them, note their modifier as “--”.

Specialties

Some skills have specialties, denoted in parentheses, such as Knowledge (nature) or Profession (merchant). Knowledge has a specific list of specialties; Craft, Perform and Profession can have any reasonable (i.e. acceptable to the GM) specialty, though the Core Rulebook provides a list of common ones. Skill ranks only apply to a specific specialty--e.g., ranks in Knowledge (nature) do not affect Knowledge (history).

Armor Check Penalty

Physical skills like Climb and Stealth take a penalty based on the armor you wear--the heavier the armor, the higher the penalty. Record these skills on scratch paper--you’ll select your armor at a later step, and then be able to note the final modifier after applying the armor check penalty.

Example of Skill Selection

Justin must compute how many skill ranks he has. As a fighter, he starts with 2. His 12 Intelligence gives him 1 additional rank, as a 12 in an ability gives a +1 modifier. Then he chose to add another rank with his favored class bonus. So 4 total ranks--he consults his GM on what might be helpful. The GM mentions that the character concept is a good foundation for skill selection. The GM also recommends looking at the fighter’s class skill list for skills that the character would excel at naturally. Justin’s character spends a fair amount of time in the woodlands near the elven lands, so Justin assigns 1 rank each to Climb and Survival (which covers tracking and wilderness proficiencies), which are fighter class skills. Perception is a very useful skill, so he adds a rank to it. His background also suggests Knowledge (nobility), so he puts his final rank in that. He computes his trained skills as follows:

Skill Ability Ability / Modifier

Ranks Class Skill Modifier

Final Modifier

Climb Str 16 / +3 1 +3 +7

Knowledge (nobility) Int 12 / +1 1 - +2

Perception Wis 10 / +0 1 - +1

Survival Wis 10 / +0 1 +3 +4

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7) Feats

A feat is a catch-all term for an ability your character has mastered. Feats allow further customization of your character, making them deadlier in combat or specialized in certain skills. Skim the feats section of the Core Rulebook--this is a good way to focus or even create a character concept.

All characters may choose at least 1 feat at 1st level.

Humans receive a bonus feat at 1st level, for a total of 2.

Then check your race and class descriptions to see if you receive additional “bonus” feats. For example, fighters receive a bonus feat they may choose, but it must be one noted in the rulebook as a “Combat” feat.

Many feats have prerequisites--requirements that must be met in order to take them. Common prerequisites include minimum ability scores, the ability to cast spells or having other feats. This means you will not be able to select from every feat. If you see a feat that you like, but won’t meet the prerequisites for it at 1st level, make sure to plan ahead and take a prerequisite feat or adjust an ability score. You’ll receive a feat of your choice every odd-numbered level, plus bonus feats from your class.

There are a lot of feats, which is part of the fun, but it can make choosing them difficult. Discuss your concept with your GM and he or she will help you choose your feats.

Note your feats and a brief summary of what they do on your character sheet.

PFS characters may not take the Leadership feat and Item Creation feats.

Example of Feat Selection

Justin first checks his race and class descriptions--a half-elf receives Skill Focus as a bonus feat, and a fighter receives a bonus Combat feat. So he has two feats to select, plus the skill to which Skill Focus will apply (giving it a +3 bonus). He chooses Perception for Skill Focus, making its modifier +4 instead of +1. Now he discusses his concept with the GM. While skilled with the sword, often his character begins combat with his bow. His GM recommends the feat Point-Blank Shot, which improves his bow attacks against targets within 30 feet. This is a Combat feat so it can be the feat selected for being a fighter. After more discussion, Justin takes Improved Initiative--this feat makes you act quicker in combat, often beating enemies to the punch.

8) Hit Points (HP)

Hit points indicate how much physical damage your character can withstand. Your character will start a session at your maximum, but injuries will reduce your current hp, while healing will restore them up to the maximum. If your hp drop below 0, you fall unconscious; if they fall an amount below 0 equal to or more than your Con, you die. Powerful magicks can raise characters from the dead--but these magicks are seldom wasted on 1st-level characters...

The amount of hp a character has is determined by class--barbarians get the most, while sorcerers and wizards are flimsy by comparison. PFS characters start with maximum hit points for their class at 1st level, plus Constitution modifier. Each level thereafter, characters gain half the starting value of the chosen class plus 1 plus Constitution modifier.

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Table: Base Hit Points by Class

Class HP (1st Level) HP (Subsequent Levels)

Barbarian 12 7

Bard 8 5

Cleric 8 5

Druid 8 5

Fighter 10 6

Monk 8 5

Paladin 10 6

Ranger 10 6

Rogue 8 5

Sorcerer 6 4

Wizard 6 4

Note: if your 1st-level class is your favored class, you may add 1 hit point (or 1 skill rank).

9) Equipment

Each new PFS character begins the game with 150 gold pieces (gp) that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Usually you cannot use this starting money to buy magic items.

It’s best to start with weapons and armor (if any), add a backpack, and then add supplies suitable to your character concept. A rogue should have thieves’ tools, for instance, while a cleric needs a holy symbol.

Your Strength limits how much weight you can carry without incurring penalties--see the Core Rulebook for this information.

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10) Other Statistics

See below to determine all of the character's other statistics. All of these numbers are determined by the decisions made in previous steps, usually determined by your class choice.

Basic Statistics

Size

Gnomes and halflings are size “Small”--all other Core Rulebook races are “Medium”. Small creatures have a Size modifier of +1, which is used below, while Medium creatures have no Size modifier.

Speed

Medium creatures have a base speed of 30 feet, while Small creatures have 20 feet. Barbarians have fast movement, increasing their speed by 10 feet. Wearing medium or heavy armor, or carrying too much equipment, reduces your speed by 5 feet. Your GM will help you work out the details.

Vision

Humans and halflings have normal vision; elves, gnomes and half-elves have low-light vision; dwarves and half-orcs have darkvision.

Offensive Statistics

Initiative

Initiative determines how fast you react when combat begins. It is represented by a modifier:

Initiative: Dex modifier + other modifiers

Other modifiers may include the Improved Initiative feat (+4) and so on.

Attacks

You make a roll when you make an attack; the modifier is determined by your Base Attack Bonus, your weapon, your applicable ability modifier, and other modifiers. The table in each class description lists the Base Attack Bonus of each class--+0 or +1 at 1st level. Record this on your character sheet.

Your attack modifier with a melee weapon is:

Melee Attack: Base Attack Bonus + Str modifier + Size modifier + other modifiers

An example of an “other” modifier would be the Weapon Focus feat, which gives you a +1 bonus with a specific type of weapon.

Your attack modifier with a ranged weapon is:

Ranged Attack: Base Attack Bonus + Dex modifier + Size modifier + other modifiers

The weapon description in the Core Rulebook will give other statistics for each weapon, such as the amount of damage it does. The amount of damage a melee weapon or thrown ranged weapon does is modified by Str. So if the damage is listed as “1d6” and your Str modifier is +2, record “1d6+2” in the

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damage line. Str does not normally apply to ranged attack damage. Fill in the other applicable entries for each weapon you carry.

Combat Maneuver Statistics

Combat maneuvers cover offensive actions in combat other than weapon attacks, like grappling or bull rushing. Your combat maneuver bonus (CMB) is applied to a roll against your target’s combat maneuver defense (CMD).

Combat Maneuver Bonus: Base Attack Bonus + Str modifier + Special Size modifier*

Combat Maneuver Defense: Base Attack Bonus + Str modifier + Dex modifier + Special Size modifier*

*The Special Size modifier is -1 for Small creatures, and +0 for Medium creatures.

Defensive Statistics

Armor Class

Your Armor Class represents how difficult it is to harm you with an attack.

Armor Class: 10 + armor bonus + shield bonus + Dex modifier + Size modifier + other modifiers

Armor places a maximum on the amount of Dex modifier you can apply--consult your rulebook for the details.

You also have a flat-footed AC, which is used when you are unaware of an attack,

Flat-footed Armor Class: 10 + armor bonus + shield bonus + Size modifier + other modifiers

as well as a touch AC, which is used when an attack merely needs to make contact, ignoring your armor:

Touch AC: 10 + Dex bonus + Size modifier + other modifiers

Saving Throws

A saving throw (or save) is a roll made to avoid some misfortune, like succumbing to a giant spider’s poison, or being hit by a wizard’s fireball. The three saves are Fortitude (for resisting physical effects like disease and poison), Reflex (for dodging effects with agility) and Will (for resisting mental effects like mind control). Each is represented by a modifier whose base value is determined by class (see the table in the Core Rulebook). Your save modifiers are:

Base save bonus + ability modifier* + other modifiers

*Constitution for Fortitude; Dexterity for Reflex; or Wisdom for Will

10) Alignment

Alignment represents the moral philosophy of your character in two dimensions: Law/Chaos and Good/Evil. The nine alignments are therefore: Chaotic Good, Lawful Good, Neutral Good, Chaotic Neutral, Lawful Neutral, (True) Neutral, Chaotic Evil, Lawful Evil and Neutral Evil.

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Your class may restrict your alignment--e.g., a paladin must always be Lawful Good.

A PFS character may not be of an Evil alignment.

11) Final Details

Choose or make up a name for your character (or generate one randomly from an online resource), determine his or her age, and determine physical appearance (such as height, weight, eye and hair color etc.).

12) Choose a Faction

PFS characters must choose a faction. Factions are groups within the Pathfinder Society who vie for political influence over the direction of the Society and the Decemvirate, the Society’s ten leaders whose identities are a secret.

The factions are:

● Dark Archives: a primarily Chelaxian faction who study the evil relics housed in the Grand Lodge (PFS HQ).

● The Exchange: a trade-oriented faction recently formed from the retired Qadiran faction and the Sczarni crime syndicate.

● Grand Lodge: The most numerous faction, it seeks to advance the agenda of the Decemvirate. The Grand Lodge faction is a good choice if you are undecided.

● Liberty’s Edge: A primarily Andoran faction, it seeks to remove oppression and abolish slavery. ● Scarab Sages: A faction devoted to recovering the Ancient Osirian knowledge preserved by an

order of sages. ● Silver Crusade: A faction that promotes using Society resources to advance good and noble

causes. ● Sovereign Court: This primarily Taldan faction seeks to unite the disparate nobles of the Inner

Sea to promote more stability in the region.

Changing your faction is possible, but it costs a good number of a resource known as Prestige Points.

Appendix: Human Ethnicities and Selected Nations

Table: Human Ethnicities of Golarion

Ethnicity Bonus Language Real-World Analog Select Nations/Regions

Azlanti Azlanti Atlanteans Any

Chelaxians -- Western European Andoran, Cheliax, Varisia

Garundi Osiriani North African Absalom, Katapesh, Osirion, Rahadoum

Keleshites Kelish Middle-Eastern Katapesh, Osirion, Qadira, Taldor

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Kellids Hallit Stone Age Tribes Numeria

Mwangi Polyglot Subsaharan African Mwangi Expanse, Rahadoum, the Shackles

Shoanti Shoanti Native Americans, Aborigines

Lands of the Linnorm Kings, Varisia

Taldans (Taldan is Common)

Western European Absalom, Andoran, Cheliax, Qadira, Taldor, Varisia

Tians Tien Chinese, Japanese, Southeast Asian

Tian Xia

Ulfen Skald Scandinavian Irrisen, Lands of the Linnorm Kings, Varisia

Varisians Varisian Romani (Gypsies) Lands of the Linnorm Kings, Numeria, Ustalav, Varisia

Vudrani Vudrani East Indian Jalmeray

Selected Nations/Regions

Most PFS adventures take place in the Inner Sea region. The Inner Sea separates the northern continent of Avistan from the neighboring Garund. Avistan has numerous civilized nations, while vast stretches of Garund are jungles and steppes occupied by sparsely populated nomadic tribes. Across the ocean to the east is the exotic continent of Tian Xia.

● Absalom: Largest city (300,000) in the Inner Sea region; situated on Isle of Kortos in the Inner Sea; houses Grand Lodge (headquarters) of the Pathfinder Society.

● Andoran: former region of Cheliax; have abolished nobility and instituted democracy. ● Cheliax: empire in decline; ruling noble House Thrune is in service to Devil-God Asmodeus;

oppressive government; practice slavery. ● Five Kings Mountains: fractured Dwarven lands. ● Irrisen: icy nation ruled by the sinister White Witches of Baba Yaga. ● Jalmeray: island nation of majestic architecture, genies, and dozens of monastic orders. ● Katapesh: desert nation whose capital city (also named Katapesh) is a major trade hub;

Katapesh’s sole law is do not interfere with trade; Katapesh therefore offers many wares illegal in other nations, including slaves.

● Kyonin: idyllic, forested nation of the elves. ● Lands of the Linnorm Kings: frigid northern region of small Ulfen kingdoms; Ulfen are known

for launching raids via dragon-headed longboats. ● Mendev: northern kingdom that borders the Worldwound, a rift that leads to the Abyss,

abode of demons; life in Mendev revolves around the perpetual Crusades to drive back the demonic hordes.

● Mwangi Expanse: vast jungle wilderness; home to dinosaurs and many other dangers.

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● Numeria: nation of barren plains and primitive tribes where an extraterrestrial craft crashed many years ago, leading to the arise of strange technology.

● Osirion: desert land formerly ruled by pharaohs (“god-kings”); resurgent nation has opened its ruins to eager adventurers.

● Qadira: desert nation; satrapy of the eastern Padishah Empire of Kelish; focused on trade transported by camel, caravan and flying carpet.

● Rahadoum: small desert nation who has abolished worship of deities and instituted the Law of Man.

● Razmiran: theocracy of the recently arisen “living god” Razmir. ● River Kingdoms: region of ever-shifting boundaries of independent realms; haven for piracy

and vice. ● The Shackles: treacherous island region fought over by pirates and various navies. ● Taldor: decadent failing empire whose nobles engage in perpetual petty conflicts. ● Tian Xia: eastern continent; home of the Dragon Empires; exotic land of dragons, spirits,

honor and traditions. ● Ustalav: fog-shrouded land of gothic horror; formerly dominated by a lich-king known as the

Whispering Tyrant, currently imprisoned in a fortress known as Gallowspire. ● Varisia: wild frontier region with numerous new settlements.