Pathfinder Reference Document
Pathfinder Reference Document
Pathfinder Society

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Iconic Characters

This chapter presents stat blocks for the iconic characters of the 11 core classes in the Core Rulebook at levels 1, 7, and 12. Unlike the stat blocks featured in the rest of this book, these statistics are built for use as player characters rather than nonplayer characters. Each uses the high fantasy (20 point) point buy system, and therefore has higher ability scores than a typical NPC would. The characters' wealth was determined by the Character Wealth by Level table.

Unlike the NPC stat blocks, which generally do not list mundane gear such as rope and torches, these PC stat blocks include appropriate adventuring gear the character is expected to have—they're ready for immediate adventuring. Of course you may change, add to, or subtract from their gear to suit your campaign, and players may want to alter how the iconics spent their wealth, though the total amount of gear should follow the Character Wealth by Level table.

Player Characters

If you need a PC in a hurry, the iconics give you options at character levels 1, 7, and 12—just grab one of the iconic stat blocks and go. This is particularly handy for games run at game stores or conventions, new players, last-minute additions, or when a player has simply run out of prep time or forgotten his character sheet. If you've never played a character of a particular class before, be sure to read the Tactics section of the stat block; it includes useful information about how the character prepares before combat and suggestions about what to do while in battle. If you use the iconics as PCs, ignore the challenge rating and XP value listed in the character's stat block—those only matter for monsters and NPCs.

The iconic characters are built as above-average characters, but not the absolute "best" or most powerful characters you potentially could build—they're more intended to represent typical examples or archetypes of their particular classes. The Pathfinder Roleplaying Game is very flexible, and thus gives you many different ways to make a character "the best" at something. In some cases that means he or she deals or heals the most damage in a round; in others, he or she has the most hit points, casts the most spells, or has the highest Armor Class. Not everyone agrees on what specializations make a given class the most fun to play, and if you'd rather play a character a different way, you can easily adjust the mechanical choices for these characters to reflect that, increasing some aspects at the cost of others. In general, however, these characters are designed to be well-rounded individuals who have a good chance of surviving level-appropriate adventures. For a new player needing a character on the spot, having a character who survives the first adventure is a much more rewarding experience than having a character who deals a lot of damage but dies before the adventure is finished!

Powerful NPCs

You can use the iconics as NPCs for your player characters to fight, study under, or contact for jobs or useful information. However, because the iconics have PC-level gear and use the 20-point ability score buy instead of the heroic array, their CRs are 1 higher than those of NPCs of the same level (1st-level Amiri is CR 1, whereas a 1st-level barbarian NPC is CR 1/2, and so on). These are the CRs listed in the iconics' stat blocks, and the characters' XP value is based on this adjusted CR. Feel free to use the iconics as tough leaders of groups of standard NPCs for a little extra challenge.

Iconic Characters

This section gives a quick description of each of the iconic characters. You can find more information about the histories and attitudes of these iconics—as well as meet some of the iconics created for newer classes in the Pathfinder RPG—in the "Meet the Iconics" blogs on

Amiri (Barbarian)

Amiri is a fierce tribal warrior from the north who left behind the lands of her chauvinistic tribe to escape the bonds of tradition. Her oversized bastard sword is a trophy from when she was sent on a suicide mission against a frost giant camp by her tribe's elders.

Lem (Bard)

Born a slave in a land under the shadow of devils, Lem was blessed with a quick wit that earned him easier work as an entertainer. He escaped from slavery, and looks for things to laugh about so he can forget the misery his fellow halflings endure back home.

Kyra (Cleric)

Kyra grew up near a small temple to the sun goddess Sarenrae, and when bandits attacked her village, the priestesses gave their lives defending the innocent. Standing in the burned ruin of the temple, young Kyra swore her life and sword arm to the goddess, promising mercy to the deserving and a quick death to those who glory in murder.

Lini (Druid)

Lini is an empathetic gnome with a talent for calming angry animals. Lini's nature bond class ability is with her snow leopard (small cat), Droogami. You may instead select a domain for Lini to replace her animal companion.

Valeros (Fighter)

Valeros is a good-hearted former mercenary whose longing for adventure convinced him to flee an arranged betrothal to a farmer's daughter. He is famous for his two swords, his love of strong drink, and his appreciation of pretty women.

Sajan (Monk)

Born into a warrior caste in a far-off land, Sajan fled his duties and home in search of his missing twin sister, a fellow martial artist. Under sentence of death in his homeland for desertion, he obsesses over finding clues that could lead him to his twin.

Seelah (Paladin)

Orphaned by a gnoll attack on a city of pilgrims, a starving young Seelah was fascinated by a paladin's shining helm. After her theft of the helm led to the paladin's death while defending the city, the guilt-stricken girl climbed onto the paladin's pyre—only to be saved by the other paladins, who took her in and made her one of them.

Harsk (Ranger)

Harsk is a gruff and driven dwarf, following a vow of justice to avenge his brother's death at the hands of giants. He prefers tea to ale, wanting to keep his senses sharp. Harsk's nature bond class ability is with his badger, Biter. You may instead select companions to replace the animal companion.

Merisiel (Rogue)

Orphaned at a young age and raised by humans in the slums, the elf Merisiel has seen many friends grow old and die in the decades it took her to become an adult. She believes in experiencing life to the fullest, for you never know when you'll meet an unexpected end.

Seoni (Sorcerer)

Born into a nomadic tribe, Seoni is gifted with magic and driven by dreams to explore the mysteries of her supernatural heritage. She is adorned with dozens of runic tattoos that indicate her high status in her tribe and aid her spellcasting.

Ezren (Wizard)

After years of trying to clear his father's name, Ezren abandoned his old life and became a wizard after his of research revealed that his father was indeed guilty of heresy. Ezren is a middle-aged man, and he has the ability score modifiers for that age category.

Pathfinder Society Iconics

The Pathfinder Society Organized Play program has a few special restrictions on certain feats, class abilities, and equipment in order to make sure the worldwide campaign goes smoothly. If you're using one of these iconic characters as a PC in a Pathfinder Society game and the PC has one of the restricted options, you can't use that option in the game. See the Guide to Pathfinder Society Organized Play for more information on these restrictions. The restrictions should have a very minor impact on the iconic PCs, and the characters are otherwise ready to use in Pathfinder Society.