CHARACTER CREATION GUIDE
1.
Choose class.
2.
Determine ability scores. There are 3 methods: a. Array of 15, 14, 13, 12, 10, 8 b. 15-point buy (see 1st box) c. Organic Method (roll 4d6 down the line, reroll 1, switch 2)
3.
Choose race. Add race adjustments to ability scores.
4.
Write ability modifiers (see 2nd box)
5.
Add Racial Features to sheet.
6.
Add Class Features to sheet (including Base Attack Bonus, Base Saves)
Magic Users should choose spells
7.
Choose Feat(s)
8.
Transfer ability score modifiers to entire sheet
9.
Choose Favored Class Bonus (+1 hp or +1 skill rank)
10.
Determine # of skill ranks, Spend skill ranks
11.
Buy equipment
12.
Add it up! (Hit points, AC, saving throws, weapon stats)
1
Point Buy Chart: 7 pts. 15 5 pts. 14 3 pts. 13 2 pts. 12 1 pts. 11 0 pts. 10 -1 pts. 9 -2 pts. 8
Ability Modifiers: 20-21 +5 18-19 +4 16-17 +3 14-15 +2 12-13 +1 10-11 0 8-9 -1 6-7 -2 4-5 -3 2-3 -4 0-1 -5
Class Skills: Alchemist: Appraise, Craft (any), Disable Device, Fly, Heal, Knowledge (arcana), Knowledge (nature), Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device. Arcanist: Appraise, Craft, Fly, Knowledge (all), Linguistics, Profession, Spellcraft, andUse Magic Device. Barbarian: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (nature), Perception, Ride, Survival, and Swim. Bard: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device. Bloodrager: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (arcana), Perception, Ride, Spellcraft, Survival, and Swim. Brawler: Acrobatics, Climb, Craft, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (local), Perception, Profession, Ride, Sense Motive, and Swim. Cavalier: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Profession, Ride, Sense Motive, and Swim. Cleric: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Sense Motive, and Spellcraft. Druid: Climb, Craft, Fly, Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Spellcraft, Survival, and Swim. Fighter: Climb, Craft, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Profession, Ride, Survival, and Swim. Gunslinger: Acrobatics, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (engineering), Knowledge(local), Perception, Profession, Ride, Sleight of Hand, Survival, and Swim. Hunter: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Spellcraft, Stealth, Survival, and Swim. Inquisitor: Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Knowledge (religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, and Swim. Investigator: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device. Magus: Climb, Craft, Fly, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Profession, Ride, Spellcraft, Swim, and Use Magic Device. Monk: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (history), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim.
Ninja: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (local), Knowledge (nobility), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device. Oracle: Craft, Diplomacy, Heal, Knowledge (history), Knowledge (planes), Knowledge (religion), Profession, Sense Motive, and Spellcraft. In addition, oracles receive additional class skills depending upon their oracle mystery. Paladin: Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility), Knowledge (religion), Profession, Ride, Sense Motive, and Spellcraft. Ranger: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (dungeoneering), Knowledge (geography), Knowledge(nature), Perception, Profession, Ride, Spellcraft, Stealth, Survival, and Swim. Rogue: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering), Knowledge (local), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device. Samurai: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Profession, Ride, Sense Motive, and Swim. Shaman: Craft, Diplomacy, Fly, Handle Animal, Heal, Knowledge (nature), Knowledge(planes), Knowledge (religion), Profession, Ride, Spellcraft, and Survival. Skald: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge (all), Linguistics, Perception, Perform (oratory, percussion, sing, string), Profession, Ride, Sense Motive, Spellcraft, Swim, and Use Magic Device. Slayer: Acrobatics, Bluff, Climb, Craft, Disguise, Heal, Intimidate, Knowledge(dungeoneering), Knowledge (geography), Knowledge (local), Perception, Profession, Ride, Sense Motive, Stealth, Survival, and Swim. Sorcerer: Appraise, Bluff, Craft, Fly, Intimidate, Knowledge (arcana), Profession, Spellcraft, and Use Magic Device. Swashbuckler: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (local), Knowledge (nobility), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, and Swim. Summoner: Craft, Fly, Handle Animal, Knowledge (all), Linguistics, Profession, Ride, Spellcraft, and Use Magic Device. Warpriest: Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge(engineering), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft, Survival, and Swim. Witch: Craft, Fly, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (planes), Profession, Spellcraft, and Use Magic Device. Wizard: Appraise, Craft, Fly, Knowledge (all), Linguistics, Profession, and Spellcraft.
2
Starting Gold: Alchemist: 3d6 x 10gp (105gp) Arcanist: 2d6 x 10gp (70gp) Barbarian: 3d6 x 10gp (105gp) Bard: 3d6 x 10gp (105gp) Bloodrager: 3d6 x 10gp (105gp) Brawler: 3d6 x 10gp (105gp) Cavalier: 5d6 x 10gp (175gp) Cleric: 4d6 x 10gp (140gp) Druid: 2d6 x 10gp (70gp) Fighter: 5d6 x 10gp (175gp) Gunslinger: 5d6 x 10gp (175gp) Hunter: 4d6 x 10gp (140gp) Inquisitor: 4d6 x 10gp (140gp) Investigator: 3d6 x 10gp (105gp) Magus: 4d6 x 10gp (140gp) Monk: 1d6 x 10gp (35gp) Ninja: 4d6 x 10gp (140gp) Oracle: 3d6 x 10gp (105gp) Paladin: 5d6 x 10gp (175gp) Ranger: 5d6 x 10gp (175gp) Rogue: 4d6 x 10gp (140gp) Samurai: 3d6 x 10gp (105gp)
Shaman: 3d6 x 10gp (105gp) Skald: 3d6 x 10gp (105gp) Slayer: 5d6 x 10gp (175gp) Sorcerer: 2d6 x 10gp (70gp) Summoner: 2d6 x 10gp (70gp) Swashbuckler: 5d6 x 10gp (175gp) Warpriest: 5d6 x 10gp (175gp) Witch: 3d6 x 10gp (105gp) Wizard: 2d6 x 10gp (70gp)
Starting Equipment: RANGED: Crossbow, light (1d8/19-20), 120’, P, move action to reload - 35gp, 4 lbs. Crossbow bolts (10x) - 1gp, 1 lb. Sling (1d4+STR), 50’, B - 0gp, 0 lb. Sling bullets (10x) - 5 lbs.
Adventurer’s kit (backpack, bedroll, belt pouch, iron pot, waterskin, 5 trail rations) - 7 gold, 18 lbs. Alchemist’s fire - 20gp, 1 lb. Explorer’s kit (rope, grappling hook, 10-foot pole) - 2gp, 22 lbs. Holy symbol, wooden - 1gp, 0 lbs. Holy water - 25gp, 1 lb. Lighting kit (flint and steel, 5 torches, 5 pints of oil, bullseye lantern) - 14gp, 13 lbs. Spellbook - free for some classes, 3 lbs. Spell component pouch - 5gp, 2 lbs. Thieves’ tools - 30gp, 1 lb.
Martial Weapons LIGHT: Sword, short (1d6/19-20), P - 10gp, 2 lbs. ONE-HANDED: Battleaxe (1d8/x3), S - 10gp, 6 lbs. Longsword (1d8/19-20), S - 15gp, 4 lbs. Rapier (1d6/18-20), P - 20gp, 2 lbs. Warhammer (1d8/x3), B - 12gp, 5 lbs. TWO-HANDED: Greataxe (1d12/x3), S - 20gp, 12 lbs. Greatsword (2d6/19-20), S - 50gp, 8 lbs. Ranseur (2d4/x3), P, disarm, reach - 10gp, 12 lbs. RANGED: Longbow (1d8/x3), 100’, P - 75gp, 3 lbs. Shortbow (1d6/x3), 60’, P - 30gp, 2 lbs. Arrows (20x) - 1gp, 3 lbs.
Simple Weapons LIGHT: Dagger (1d4/19-20), 10’, P or S - 2gp, 1 lb. Sickle (1d6), S, trip - 6gp, 2 lbs. ONE-HANDED: Morningstar (1d8), B and P - 8gp, 6 lbs. TWO-HANDED: Longspear (1d8/x3), P, brace, reach - 5gp, 9 lbs. Spear (1d8/x3), 20’, P, brace - 2gp, 6 lbs.
3
Carrying Capacity
Exotic Weapons LIGHT: Wakizashi (1d6/18-20), P or S, deadly - 35gp, 2 lbs. ONE-HANDED: Dwarven waraxe (1d10/x3), S - 30gp, 8 lbs. Katana (1d8/18-20), S, deadly - 50gp, 6 lbs. TWO-HANDED: Axe, orc double (1d8/1d8/x3), S, double 60gp, 15 lbs. Curve blade, elven (1d10/18-20), S - 80gp, 7 lbs. Falcata (1d8/19-20/x3), S - 18gp, 4 lbs. Hammer, gnome hooked (1d8/1d6/x3/x4), B or P, double, trip 20gp, 6 lbs. Urgrosh, dwarven (1d8/1d6/x3), P or S, brace, double - 50gp, 12 lbs. RANGED: Sling staff, Halfling (1d6 small/x3), 80’, B, 20gp, 3 lbs. Pistol (1d8/x4), 20’, B and P, Misfire 1, 1,000gp - 4 lbs. Musket (1d12/x4), 40’, B and P, Misfire 1-2, 1,500gp - 9 lbs. Blunderbuss (1d8), 10’ (or 15’ cone), B and P, Misfire 1-2, 2,000gp - 9 lbs. Encumbrance Effects Load, or Armor Type
Speed Max Dex Armor Bonus Check Penalty to AC (to STR + DEX skills) (30 ft.) (20 ft.) Run
Medium
+3
–3
20 ft.
15 ft.
×4
Heavy
+1
–6
20 ft.
15 ft.
×3
Strength Score
Light Load
Medium Load Heavy Load
1
3 lbs. or less
4-6 lbs.
7-10 lbs.
2
6 lbs. or less
7-13 lbs.
14-20 lbs.
3
10 lbs. or less
11-20 lbs.
21-30 lbs.
4
13 lbs. or less
14-26 lbs.
27-40 lbs.
5
16 lbs. or less
17-33 lbs.
34-50 lbs.
6
20 lbs. or less
21-40 lbs.
41-60 lbs.
7
23 lbs. or less
24-46 lbs.
47-70 lbs.
8
26 lbs. or less
27-53 lbs.
54-80 lbs.
9
30 lbs. or less
31-60 lbs.
61-90 lbs.
10
33 lbs. or less
34-66 lbs.
67-100 lbs.
11
38 lbs. or less
39-76 lbs.
77-115 lbs.
12
43 lbs. or less
44-86 lbs.
87-130 lbs.
13
50 lbs. or less
51-100 lbs.
101-150 lbs.
14
58 lbs. or less
59-116 lbs.
117-175 lbs.
15
66 lbs. or less
67-133 lbs.
134-200 lbs.
16
76 lbs. or less
77-153 lbs.
154-230 lbs.
17
86 lbs. or less
87-173 lbs.
174-260 lbs.
18
100 lbs. or less 101-200 lbs.
201-300 lbs.
19
116 lbs. or less 117-233 lbs.
234-350 lbs.
20
133 lbs. or less 134-266 lbs.
267-400 lbs.
Armor and Shields Light Armor
Cost
Armor/Shield Bonus
Max Dexterity Bonus to AC
Armor Check Penalty (to STR + DEX skills)
Arcane Spell Failure Chance
Weight
Padded
5 gp
+1
+8
0
5%
10 lbs.
Leather
10 gp
+2
+6
0
10%
15 lbs.
Studded leather 25 gp
+3
+5
-1
15%
20 lbs.
Chain shirt
100 gp
+4
+4
-2
20%
25 lbs.
Hide
15 gp
+4
+4
-3
20%
25 lbs.
Scale mail
50 gp
+5
+3
-4
25%
30 lbs.
Chainmail
150 gp
+6
+2
-5
30%
40 lbs.
Breastplate
200 gp
+6
+3
-4
25%
30 lbs.
Splint mail
200 gp
+7
+0
-7
40%
45 lbs.
Banded mail
250 gp
+7
+1
-6
35%
35 lbs.
Half-plate
600 gp
+8
+0
-7
40%
50 lbs.
Full plate
1,500 gp
+9
+1
-6
35%
50 lbs.
Buckler
5 gp
+1
—
-1
5%
5 lbs.
Shield, light
9 gp
+1
—
-1
5%
5 lbs.
Shield, heavy
20 gp
+2
—
-2
15%
10 lbs.
Shield, tower1
30 gp
+4
+2
-10
50%
45 lbs.
Medium Armor
Heavy Armor
Shields
1
Tower shields grant total cover from non-magical attacks (standard action), and impose a -2 penalty to all attack rolls.
4
Magic Items With your gold, you can buy anything in the Beginner Box, the Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and Ultimate Equipment! Here is a list of generic magic items from the Core Rulebook.
Items up to 2,500gp: Any masterwork weapon (+1 to attack bonus): +300gp Any +1 armor or shield: add +1,150gp to base price Any +1 weapon (+1 to attack bonus, +1 to damage): +2,300gp Composite shortbow (75+ gp) or composite longbow (100+ gp): Composite bows let you add your STR modifier to your arrow damage -- you must have that STR mod or you take a penalty to accuracy! Every +1 in STR costs 100gp. A composite (+1 Str) longbow (1d8+1 damage) is 200gp, and a composite (+2 Str) longbow (1d8+2 damage) is 300gp! amulet of natural armor +1: 2,000gp bracers of armor +1 (+1 to AC in place of armor): 1,000gp cloak of resistance +1 (+1 to all saving throws): 1,000gp elixir of hiding (+10 to Stealth for 1 hour): 250gp elixir of vision (+10 to Perception for 1 hour): 250gp potion that increases one ability score by 4 (+2 to modifier) for 3 minutes: 300gp potion of cure light wounds (heals 1d8+1): 50gp potion of cure moderate wounds (heals 2d8+3): 300gp potion of cure serious wounds (heals 3d8+5): 750gp ring of protection +1 (+1 to AC): 2,000gp scroll with a spell*: 25gp x spell level x caster level** wand of cure light wounds*** (heals 1d8+1, 50 charges): 750gp wand of magic missile***, Caster Level 1 (one missile automatically hits for 1d4+1 damage, 50 charges): 750gp wand with a spell***: 750gp x spell level x caster level** (highest spell level allowed: 4th) * must be on your spell list, or it takes Use Magic Device check (DC 20 + scroll caster level) to use ** if it's on your spell list but it's higher than your caster level, then 5% chance of failure for every level it's higher than your caster level *** must be on your spell list, or it takes DC 20 Use Magic Device check to use
Items up to 9,000gp: Any +2 armor or shield: add +4,150gp to base price Make medium armor mithral (has encumbrance effect of light armor and allows for +2 higher DEX bonus to AC): +4,000gp to base price Make heavy armor mithral (has encumbrance effect of medium armor and allows for +2 higher DEX bonus to AC): +9,000gp to base price 5
Any +2 weapon (+2 to attack bonus, +2 to damage): +8,300gp Any +1 weapon with a +1 special ability (e.g., corrosive, flaming, frost, keen, shock, etc.): +8,300gp amulet of mighty fists +1 (+X enhancement to attack bonus and damage, or +1 special ability): 4,000gp amulet of natural armor +2: 8,000gp belt that increases one of your physical stats by +2 (so your modifier by +1): 4,000gp bracers of armor +2 (+2 to AC in place of armor): 4,000gp cloak of resistance +2 (+2 to all saving throws): 4,000gp headband that increases one of your mental stats by +2 (so your modifier by +1): 4,000gp ring of protection +2 (+2 to AC): 8,000gp wand of cure moderate wounds*** (heals 2d8+3, 50 charges): 4,500gp wand of magic missile***, Caster Level 3 (two missiles automatically hit for 2d4+2 damage, 50 charges): 2,250gp wand of magic missile***, Caster Level 5 (three missiles automatically hit for 3d4+3 damage, 50 charges): 3,750gp wand of magic missile***, Caster Level 3 (four missiles automatically hit for 4d4+4 damage, 50 charges): 5,250gp wand of magic missile***, Caster Level 9 (five missiles automatically hit for 5d4+5 damage, 50 charges): 6,750gp *** must be on your spell list, or it takes DC 20 Use Magic Device check to use
Items up to 20,000gp: Any +3 armor or shield: add +9,150gp to base price Any +4 armor or shield: add +16,150gp to base price Any +3 weapon (+3 to attack bonus, +3 to damage): +18,300gp Any +3 combination of enhancement (+X to attack bonus and damage) and special abilities (+1: corrosive, flaming, frost, keen, shock, etc.) (+2: acid burst, flaming burst, holy, icy burst, shocking burst, unholy, etc.): +18,300gp amulet of mighty fists +2 (any +2 combination of enhancement bonus and special abilit(ies)): 16,000gp amulet of natural armor +3: 18,000gp belt that increases one of your physical stats by +4 (so your modifier by +2): 16,000gp belt of physical might (increases 2 physical stats by +2, modifiers by +1): 10,000gp belt of physical perfection (increases all physical stats by +2, modifiers by +1): 16,000gp bracers of armor +3 (+3 to AC in place of armor): 9,000gp bracers of armor +4 (+4 to AC in place of armor): 16,000gp cloak of resistance +3 (+3 to all saving throws): 9,000gp cloak of resistance +4 (+4 to all saving throws): 16,000gp headband that increases one of your mental stats by +4 (so your modifier by +2): 16,000gp headband of mental prowess (increases 2 mental stats by +2, modifiers by +1): 10,000gp headband of mental superiority (increases all mental stats by +2, modifiers by +1): 16,000gp ring of protection +3 (+3 to AC): 18,000gp 6