Constructing Epic and Interesting Heroes
PATHFINDER

blank_fillable_pfrpg.pdf | |
File Size: | 1828 kb |
File Type: |
Step 1 - Generate Attribute Scores
Grab a piece of paper, a pencil, and four 6-sided dice (4d6).
Next, you are going to roll 7 numbers. You do this by rolling all 4 dice together, then taking only the THREE HIGHEST NUMBERS from the roll, add those numbers together, then write it down somewhere on the paper. That is 1 number. Do this an additional six times (7 numbers total), then pick the six HIGHEST numbers.
So, if you followed directions well, you should have six numbers in front of you in a range from 3 to 18. (if any of your rolls are higher than 18, make sure that you are ONLY ADDING TOGETHER the THREE HIGHEST numbers from four rolled each time.
These numbers will become your Attribute Scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (six Attributes/six numbers).
Note: do NOT assign these numbers anywhere yet; that comes later, when we know what our race and class are.
Don't feel like rolling? - you can also use the Point-Buy System.
Each attribute starts at 10. You can "buy" higher attributes by spending points (you start with 15). No attribute can be raised above 18 in this way, and, though you can "pull" points from other stats (therefore lowering them), you cannot decrease a stat below 7 in this way.
Next, you are going to roll 7 numbers. You do this by rolling all 4 dice together, then taking only the THREE HIGHEST NUMBERS from the roll, add those numbers together, then write it down somewhere on the paper. That is 1 number. Do this an additional six times (7 numbers total), then pick the six HIGHEST numbers.
So, if you followed directions well, you should have six numbers in front of you in a range from 3 to 18. (if any of your rolls are higher than 18, make sure that you are ONLY ADDING TOGETHER the THREE HIGHEST numbers from four rolled each time.
These numbers will become your Attribute Scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (six Attributes/six numbers).
Note: do NOT assign these numbers anywhere yet; that comes later, when we know what our race and class are.
Don't feel like rolling? - you can also use the Point-Buy System.
Each attribute starts at 10. You can "buy" higher attributes by spending points (you start with 15). No attribute can be raised above 18 in this way, and, though you can "pull" points from other stats (therefore lowering them), you cannot decrease a stat below 7 in this way.
Steps 2 and 3 - Select Race and Class
We group these together because, although they are considered separate steps, each should be completed with the other in mind.
Pathfinder has a long list of possible Races to choose from, though we try to avoid the custom Race Builder races. If you wish to use a built Race, please first seek DM approval, and there is a limit of 10 RP (Race Points) in the beginning.
A character's Race often grants them bonuses and penalties to specific Attribute Scores to represent the natural physical and mental capabilities of the Race, and some also grant additional abilities and powers. You can read more about the races offered in Pathfinder by visiting here.
In addition, one must select their character's Class. A Class represents the character's role, their powers and play style, and how they fit into the fantasy world as a whole. It is the primary path of character progression in the entire game, and remains the one thing that drives the character forward as they become stronger.
...No pressure, right? But seriously, Pathfinder supports multi-classing (or taking levels in other classes when you level up!) very well, so if you pick a class and find out later that you'd like to try a different one, you may select another when you get stronger. You can see your list of available classes here. Try to avoid the 3rd party classes (unless you have DM approval).
Then, with your Race and Class selected, you should have a better idea what Attributes should get your high numbers and what can have your lower numbers. Fighters, for example, should have higher Strength (melee) or Dexterity (ranged) and Constitution (better health and survivability) as their primary Attributes. Spellcasters, like a Wizard, should focus on mental stats to be a better mage, so Intelligence and Wisdom should be higher. Pay attention to your Class's primary attributes to tell you what you'll need... Then assign one number to each attribute, increasing or decreasing numbers based upon your Race.
When you have assigned your scores, write next to each its Modifier. Your Modifier represents a bonus or deficit you receive from your natural ability in each of your attributes. Use the following "table" for reference:
Score Range = Modifier
3 = -4
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
Pathfinder has a long list of possible Races to choose from, though we try to avoid the custom Race Builder races. If you wish to use a built Race, please first seek DM approval, and there is a limit of 10 RP (Race Points) in the beginning.
A character's Race often grants them bonuses and penalties to specific Attribute Scores to represent the natural physical and mental capabilities of the Race, and some also grant additional abilities and powers. You can read more about the races offered in Pathfinder by visiting here.
In addition, one must select their character's Class. A Class represents the character's role, their powers and play style, and how they fit into the fantasy world as a whole. It is the primary path of character progression in the entire game, and remains the one thing that drives the character forward as they become stronger.
...No pressure, right? But seriously, Pathfinder supports multi-classing (or taking levels in other classes when you level up!) very well, so if you pick a class and find out later that you'd like to try a different one, you may select another when you get stronger. You can see your list of available classes here. Try to avoid the 3rd party classes (unless you have DM approval).
Then, with your Race and Class selected, you should have a better idea what Attributes should get your high numbers and what can have your lower numbers. Fighters, for example, should have higher Strength (melee) or Dexterity (ranged) and Constitution (better health and survivability) as their primary Attributes. Spellcasters, like a Wizard, should focus on mental stats to be a better mage, so Intelligence and Wisdom should be higher. Pay attention to your Class's primary attributes to tell you what you'll need... Then assign one number to each attribute, increasing or decreasing numbers based upon your Race.
When you have assigned your scores, write next to each its Modifier. Your Modifier represents a bonus or deficit you receive from your natural ability in each of your attributes. Use the following "table" for reference:
Score Range = Modifier
3 = -4
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
Step 4 - Select Traits and Feats
Traits are extra bonuses that might tie into your backstory. Some DMs do not allow the use of Traits, but here at Questers' Way, we rule them to be legal.
At character creation, you may select 2 Traits for your character. If you take a Drawback, you may select a third trait (but no more after that, even if you take additional Drawbacks). The only other caveat with Traits is that you cannot select 2 Traits of the same type (so one cannot choose 2 Combat Traits). One can access and review all available traits and drawbacks here.
Next, select a Feat. Each character starts at level 1 with one Feat. There's a lot to choose from, so if this is your first time, we suggest sticking to the core Player's Handbook for now. Feel free to use the SRD on Feats here.
At character creation, you may select 2 Traits for your character. If you take a Drawback, you may select a third trait (but no more after that, even if you take additional Drawbacks). The only other caveat with Traits is that you cannot select 2 Traits of the same type (so one cannot choose 2 Combat Traits). One can access and review all available traits and drawbacks here.
Next, select a Feat. Each character starts at level 1 with one Feat. There's a lot to choose from, so if this is your first time, we suggest sticking to the core Player's Handbook for now. Feel free to use the SRD on Feats here.
Step 5 - Select Skills and Distribute Skill Ranks
One way that Pathfinder differs from others is through their Skill Rank system. Each level, player characters are awarded a certain of skill "ranks," like points, to distribute among their skills, giving them extra boosts to their playing numbers every level. When a player character gains a level in a class, they are in charge of distributing their ranks among their skills, never adding more to a skill to bring its total above their total level; so a level 3 character make a skill with 4 ranks in it, they can only bring it up to 3 ranks in total.
IN ADDITION: Each class has a number of skills that are considered "class skills," and might represent additional training from the class itself. IF a player has AT LEAST 1 rank in a class skill, that character gains an automatic +3 bonus (Training Bonus) to rolls with that skill. You do not gain the bonus if no ranks are in the skill and you cannot gain the bonus multiple times.
IN ADDITION: Each class has a number of skills that are considered "class skills," and might represent additional training from the class itself. IF a player has AT LEAST 1 rank in a class skill, that character gains an automatic +3 bonus (Training Bonus) to rolls with that skill. You do not gain the bonus if no ranks are in the skill and you cannot gain the bonus multiple times.
Step 6 - Buy Starting Equipment (Shopping!)
Starting Wealth (by class)
Barbarian --- 3d6 x 10 gp --- Average: 105 gp
Bard --- 3d6 x 10 gp --- Average: 105 gp
Cleric --- 4d6 x 10 gp --- Average: 140 gp
Druid --- 2d6 x 10 gp --- Average: 70 gp
Fighter --- 5d6 x 10 gp --- Average: 175 gp
Monk --- 1d6 x 10 gp --- Average: 35 gp
Paladin --- 5d6 x 10 gp --- Average: 175 gp
Ranger --- 5d6 x 10 gp --- Average: 175 gp
Rogue --- 4d6 x 10 gp --- Average: 140 gp
Sorcerer --- 2d6 x 10 gp --- Average: 70 gp
Wizard --- 2d6 x 10 gp --- Average: 70 gp
Buy your starting equipment here. Keep in mind that one cannot use weapons and armor that one is not proficient in without MAJOR penalties, so buy stuff you can use, okay?
Starting Wealth - ABOVE 1ST LEVEL
PC Level - Wealth
2 --- 1,000 gp
3 --- 3,000 gp
4 --- 6,000 gp
5 --- 10,500 gp
Barbarian --- 3d6 x 10 gp --- Average: 105 gp
Bard --- 3d6 x 10 gp --- Average: 105 gp
Cleric --- 4d6 x 10 gp --- Average: 140 gp
Druid --- 2d6 x 10 gp --- Average: 70 gp
Fighter --- 5d6 x 10 gp --- Average: 175 gp
Monk --- 1d6 x 10 gp --- Average: 35 gp
Paladin --- 5d6 x 10 gp --- Average: 175 gp
Ranger --- 5d6 x 10 gp --- Average: 175 gp
Rogue --- 4d6 x 10 gp --- Average: 140 gp
Sorcerer --- 2d6 x 10 gp --- Average: 70 gp
Wizard --- 2d6 x 10 gp --- Average: 70 gp
Buy your starting equipment here. Keep in mind that one cannot use weapons and armor that one is not proficient in without MAJOR penalties, so buy stuff you can use, okay?
Starting Wealth - ABOVE 1ST LEVEL
PC Level - Wealth
2 --- 1,000 gp
3 --- 3,000 gp
4 --- 6,000 gp
5 --- 10,500 gp