|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Basics
Character Creation
Source
PRPG Core Rulebook pg. 14
From the sly rogue to the stalwart paladin, the Pathfinder RPG allows you to make the character you want to play. When generating a character, start with your character’s concept. Do you want a character who goes toe-to-toe with terrible monsters, matching sword and shield against claws and fangs? Or do you want a mystical seer who draws his powers from the great beyond to further his own ends? Nearly anything is possible.
Once you have a general concept worked out, use the following steps to bring your idea to life, recording the resulting information and statistics on your Pathfinder RPG character sheet, which can be found at the back of this book and photocopied for your convenience.
Step 1— Determine Ability Scores
: Start by generating your character’s
ability scores
. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
Step 2—Pick Your Race
: Next, pick your character’s
race
, noting any modifiers to your ability scores and any other racial traits (see Chapter 2). There are seven basic races to choose from, although your GM might have others to add to the list. Each race lists the languages your character automatically knows, as well as a number of bonus languages.
A character knows a number of additional bonus languages equal to his or her Intelligence modifier
.
Step 3—Pick Your Class
: A character’s class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.
Step 4—Pick Skills and Select Feats
: Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Chapter 5.
Step 5—Buy Equipment
: Each new character begins the game with an amount of gold, based on his class, 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. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.
Step 6—Finishing Details
: Finally, you need to determine all of a character’s details, including his starting hit points (hp), Armor Class (AC), saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for its Hit Die roll. Aside from these, you need to decide on your character’s name, alignment, and physical appearance. It is best to jot down a few personality traits as well, to help you play the character during the game. Additional rules (like age and alignment) are described in Chapter 7.
Age
Source
PRPG Core Rulebook pg. 168
You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table 7–1). Alternatively, roll the dice indicated for your class on Table 7–1 and add the result to the minimum age of adulthood for your race to determine how old your character is.
Table 7-1: Random Starting Ages
Race
Adulthood
Barbarian, Rogue, Sorcerer
Bard, Fighter, Paladin, Ranger
Cleric, Druid, Monk, Wizard
Human
15 years
+1d4
+1d6
+2d6
Dwarf
40 years
+3d6
+5d6
+7d6
Elf
110 years
+4d6
+6d6
+10d6
Gnome
40 years
+4d6
+6d6
+9d6
Half-elf
20 years
+1d6
+2d6
+3d6
Half-orc
14 years
+1d4
+1d6
+2d6
Halfling
20 years
+2d4
+3d6
+4d6
With age, a character’s physical ability scores decrease and his mental ability scores increase (see Table 7–2). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.When a character reaches venerable age, secretly roll his maximum age (on Table 7–2) and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.
Table 7-2: Aging Effects
Race
Middle Age
1
Old
2
Venerable
3
Maximum Age
Human
35 years
53 years
70 years
70 + 2d20 years
Dwarf
125 years
188 years
250 years
250 + 2d% years
Elf
175 years
263 years
350 years
350 + 4d% years
Gnome
100 years
150 years
200 years
200 + 3d% years
Half-elf
62 years
93 years
125 years
125 + 3d20 years
Half-orc
30 years
45 years
60 years
60 + 2d10 years
Halfling
50 years
75 years
100 years
100 + 5d20 years
1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
3 at venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Height and Weight
Source
PRPG Core Rulebook pg. 169
To determine a character’s height, roll the modifier dice indicated on Table 7–3 and add the result, in inches, to the base height for your character’s race and gender. To determine a character’s weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character’s race and gender.
Table 7-3: random Height and Weight
Race
Base Height
Base Weight
Modifier
Weight Multiplier
Human, male
4 ft. 10 in.
120 lbs.
2d10
× 5 lbs.
Human, female
4 ft. 5 in.
85 lbs.
2d10
× 5 lbs.
Dwarf, male
3 ft. 9 in.
150 lbs.
2d4
× 7 lbs.
Dwarf, female
3 ft. 7 in.
120 lbs.
2d4
× 7 lbs.
Elf, male
5 ft. 4 in.
100 lbs.
2d8
× 3 lbs.
Elf, female
5 ft. 4 in.
90 lbs.
2d6
× 3 lbs.
Gnome, male
3 ft. 0 in.
35 lbs.
2d4
x 1 lb.
Gnome, female
2 ft. 10 in.
30 lbs.
2d4
× 1 lb.
Half-elf, male
5 ft. 2 in.
110 lbs.
2d8
× 5 lbs.
Half-elf, female
5 ft. 0 in.
90 lbs.
2d8
× 5 lbs.
Half-orc, male
4 ft. 10 in.
150 lbs.
2d12
× 7 lbs.
Half-orc, female
4 ft. 5 in.
110 lbs.
2d12
× 7 lbs.
Halfling, male,
2 ft. 8 in.
30 lbs.
2d4
× 1 lb.
Halfling, female
2 ft. 6 in.
25 lbs.
2d4
× 1 lb.