How to fill out a Pathfinder character sheet


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Behold! It is I, Dungeon Master Doom... hahaha! Before you is the PCCR (Pathfinder Character Creation Reference). Like any Dungeon Master, I like to create lists. As you may have discovered, there are many obscure and strange rules in this game as it is built upon (and stays true to) the most ancient roleplaying-game in existence. Thus filling out a character sheet no simple task, but it is the perfect reason for a Dungeon Master to create a list!!!

The PCCR lists each statistic on the official Pathfinder Character Sheet (and a couple more vital statistics not on the sheet, but hidden within it), accompanied by the page number (serving as an index), and a brief sentence of how the statistic is derived or calculated. It is then divided into nine parts: I. Character Background, II. Ability Scores & Hit Points, III. Skills, IV. Feats & Special Abilities, V. Equipment, VI. Speed, VII. Defense, VIII. Attack and IX. Spells.

As a bonus, after the PCCR is a checklist of the stats which change when your character rises in level. If you find this helpful, you might also like my YouTube channel where I ramble on about RPG's like a madman in my lair at http://www.youtube.com/user/DungeonMasterDoom

PATHFINDER CHARACTER CREATION REFERENCE (THE PCCR)
By Dungeon Master Doom
(For use with the 1st edition Pathfinder Core Rule Book & Character Sheet on pages 570-571)

I. CHARACTER BACKGROUND

---Character Name: Create a name for your character.
---Alignment (pg. 166-168): Choose from Lawful Good (LG), Neutral Good (NG), Chaotic Good (CG), Lawful Neutral (LN), Neutral (N), Chaotic Neutral (CN), Lawful Evil (LE), Neutral Evil (NE) and Chaotic Evil (CE).
---Player: Write your name here.
---Class and Level (pg. 30-83): Choose your class - Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard. You start the game at Level 1. (Write down the special abilities of your class listed in the description.)
---Deity: Clerics must choose a deity, but anyone may choose to worship or not worship any deity they wish. The list of gods is on page 43.
---Homeland: Choose a homeland after discussing this with your group.
---Race (pg. 20-27): Choose from Dwarf, Halfling, Elf, Human, Gnome, Half-Orc, Half-Elf. (Write down the special abilities of your race listed in the description.)
---Size (pg. 20-27): Your size is listed under your race description.
---Age (pg. 168-169): After you have chosen your race and class roll on Table 7-1: Random Starting Ages.
---Height and Weight (pg. 169-170): After you have chosen your race roll on Table 7-3: Random Height and Weight.
---Hair and Eyes: Choose your hair and eye color.

II. ABILITY SCORES & HIT POINTS

---*Ability Scores (pg. 15-17): The Ability Scores are Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHR). Roll 4D6 and subtract the lowest die, for each ability. Allocate these rolls among your ability scores.
---Ability Modifier (pg. 15-17): Use your ability score to determine your ability modifier on Table 1-3: Ability Modifiers and Bonus Spells.
---Temp Adjustment and Temp Modifier: These will remain empty unless you have special abilities from your race or class, etc.
---Hit Points (pg. 12, 30-83): Your hit points are determined by your hit dice listed in your class description. At Level 1 you are awarded the maximum dice roll. You may not add your CON bonus to your Hit Points at level one, as this bonus is only added to each ROLL of a hit die.
---DR (pg. 561-562): Damage reduction will remain empty unless you have special abilities, etc.
---Wounds/Current HP and Nonlethal Damage: These will remain empty until you suffer damage during the game.

*Methods for determining ability scores may vary, see pages 15-17. Pathfinder Society uses the purchase method of high fantasy campaigns.

III. SKILLS

---Class Skill (pg. 30-83, 86): Class skills are listed in your class description. Mark the boxes next to the skills listed in your class description. You gain a +3 bonus on all class skills that you put ranks into.
---Skill Ranks (pg. 86-87): The number of skill ranks you receive is determined by your class and INT modifier. Use Table 4-1: Skill Ranks. Skills with asterisks may only be attempted if you are trained in them; you must spend a skill rank on this skill in order to use it.
---Skills (pg. 86-109): Ability Modifier + Ranks + Misc. Modifiers. Write your ability modifier for each skill. Place your skill ranks in any skill you wish, the total number of ranks you may put in a skill is equal to your character's level. Misc. modifiers may be gained from your race and class, etc.
---Conditional Modifiers: This will remain empty unless you gain modifiers may come from your race or class, etc.
---Languages (pg. 16, 21-27, 101): When you learn a language you are fluent in it and do not need to roll dice in order to use it. The languages you know are determined by your race. You may also gain bonus languages equal to your INT modifier at Level 1, the languages you may choose from are listed under your race. A new language may be learned each time you put a skill rank in the Linguistics Skill.

IV. FEATS & SPECIAL ABILITIES

---Class Feats/ Special Abilities (pg. 30-83): Your class may grant you a feat or special ability unique to your class depending on your level, this is listed on the table in your class description.
---Level Bonus (pg. 30): Determine the number of feats granted by your current level on Table 3-1: Character Advancement and Level Dependent Bonuses.
---Feats (pg. 112-137): You may choose a number of feats equal to your class and level bonus. You must meet the requirements listed in each feat description in order to add it to your character.

V. EQUIPMENT

---Money (pg. 140): Your starting wealth is determined by your class, use Table 6-1: Starting Character Wealth.
---Encumbrance (pg. 171): Your STR score determines how much you may carry, use Table 7-4: Carrying Capacity. Mark the weights for Light Load, Medium Load and Heavy Load on your character sheet.
---Lift Over Head (pg. 169): This is equal to the greatest weight listed in your heavy load.
---Lift Off Ground (pg. 169): This is double your lift over head score.
---Drag or Push (pg. 169): This is five times your lift over head score.
---Equipment (pg. 140-163): You may purchase as much equipment as you can afford from the lists in the Core Rule Book. Complete equipment statistics are listed on their respective tables. Weapon tables are on pages 142-143. The armor table is on page 151. The adventuring gear table is on pages 158-159.

VI. SPEED

---Base Speed (pg. 180): Your base speed is determined by your race. Dwarves, Gnomes and Halflings have a speed of 20 feet (4 squares). Humans, Elves, Half-Elves and Half-Orcs have a speed of 30 feet (6 squares).
---With Armor (pg. 180): Dwarves, Gnomes and Halflings have a speed of 15 feet (3 squares). Humans, Elves, Half-Elves and Half-Orcs have a speed of 20 feet (4 squares).
---Fly (pg. 96): This will remain empty. Flight may be achieved through magical means, etc.
---Swim (pg. 108): Your swim speed is half of your base speed.
---Climb (pg. 90): Your climb speed is one quarter your base speed.
---Burrow: This will remain empty. Some creatures have the ability to burrow, etc.

VII. DEFENSE

---AC - Armor Class (pg. 179): All characters gain a complementary +10 to AC. Your armor bonus is determined by the armor you are wearing (pg. 151). The shield you are using determines your shield bonus (pg. 151). You may add your DEX modifier. Your size is determined by your race, your size modifier is determined on Table 8-1: Size Modifiers on page 151. The natural armor and the deflection modifier will remain empty unless you have a unique race or magic, etc.
---Touch - Armor Class (pg. 179): Touch is your armor class minus your armor bonus, shield bonus and natural armor.
---Flat-Footed - Armor Class (pg. 178): When you are flat-footed your armor class is equal to your AC minus your DEX bonus.
---Saving Throw (pg. 180): Base Save Bonus + Ability Modifier (see below).
------Base Save (pg. 30-83): Your class and level determines your base save bonus, use the table in your class description under Fort, Ref and Will.
------Ability Modifier (pg. 15-17): Fortitude is based on your CON modifier, Reflex is based on your DEX modifier, Will is based on your WIS modifier.
---Spell Resistance (pg. 217): This will remain empty. Spell Resistance may be gained through magic, etc.

VIII. ATTACK

---Initiative (pg. 178): Your initiative is equal to your DEX modifier.
---Base Attack Bonus (pg. 11, 31-83): Your class and level determines your base attack bonus, use the table in your class description.
---CMB (pg. 198): Your combat maneuver bonus is your Base Attack Bonus + STR Modifier + Special Size Modifier. Your special size modifier is as follows Fine -8, Diminutive -4, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
---CMD (pg. 199): Your combat maneuver defense is your Base Attack Bonus + STR Modifier + DEX Modifier + Special Size Modifier, and all characters gain a complementary +10. Your special size modifier is as follows Fine -8, Diminutive -4, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
---*Melee Attack Bonus (pg. 178-179): Base Attack Bonus + STR modifier + Size Modifier. Your size modifier is determined on Table 8-1: Size Modifiers on page 179.
---*Melee Damage Bonus (pg. 179): Your melee damage bonus is equal to your STR modifier. When using a two-handed weapon you may add 1-1/2 times your STR modifier (round down).
---*Ranged Attack Bonus (pg. 179): Base Attack Bonus + DEX modifier + Size Modifier + Range Penalty. Your size modifier is determined on Table 8-1: Size Modifiers on page 179. A range penalty may occur if you wish to attack a target beyond your weapon's range, see page 144.

*These vital statistics are not on the Pathfinder Character Sheet, but may be written in your weapon boxes.

IX. SPELLS

---Spells Known (pg. 30-83): The various class tables show how many spells (or spell slots) of each level a character can learn. Bards, Clerics, Druids, Paladins, Rangers, Sorcerers and Wizards may learn spells.
---Spell Save DC (pg. 216): Saving throws against your spells have a DC of 10 + Level of Spell + Ability Modifier (Wizards: INT; Bards, Paladins, Sorcerers: CHA; Clerics, Druids, Rangers:WIS).
---Spells Per Day (pg. 30-83, 218, 220): The various class tables show how many spells of each level a character can cast per day.
---Bonus Spells (pg. 17): The wizard gains a number of bonus spells of various spell levels based on his INT, see Table 1-3: Ability Modifiers.
---Conditional Modifiers: This may remain empty depending on your race and class, etc.
---Domains/Specialty School (31-83): Clerics choose domains granted by their deity (pg. 40-48). Sorcerers must choose a bloodline (pg. 71-77). Wizards may choose to specialize in a school of magic (pg. 78-82). Clerics, Druids, Paladins and Rangers cast divine spells (pg. 220-221); while Bards, Wizards and most Sorcerers cast Arcane spells (218-220).
---Spell List (pg. 224-371): You may choose spells available to your class in accordance to the number of your spell slots. Each time you cast a spell check one of the small boxes above your spell list, once it reaches the number of spells you can cast each day, you cannot cast any more spells of that level until the next day.

LEVELING UP

---Favored Class (pg. 31): Each time you gain a new level in your favored class you may choose to gain either +1 skill rank or +1 hit point.
---Hit Points (pg. 16): Roll your hit dice and add this score to your hit points. You may also add your CON modifier to this score; if your CON modifier is zero or below you are still awarded +1 hit point each level.
---Skill Ranks (pg. 87): You gain a number of skill ranks equal to your class bonus and INT modifier each level, see Table 4-1: Skill Ranks.
---Ability Scores (pg. 30): You may gain a permanent increase of +1 to an ability score depending on your level, see Table 3-1: Character Advancement and Level Dependent Bonuses. The increase of an ability score will have rippling effects on your stats if your ability modifier increases, be sure to review the PCCR steps when this happens.
---Base Attack Bonus (pg. 31-83): You may gain an additional bonus to your base attack bonus depending on your class, see your class table. Base Attack bonus has rippling effects through the CMB, CMD, melee attack bonus, and ranged attack bonus (see IV. ATTACK in the PCCR).
---Saving Throws (pg. 31-83): You may gain an additional bonus to your saving throws (Fort, Ref, Will) depending on your class, see your class table.
---Feats & Special Abilities (pg. 31-83): You may acquire new feats each level, see Table 3-1: Character Advancement and Level Dependent Bonuses. You may also gain new feats and/or special abilities depending on your class each level, see your class table.
---Spells Per Day (pg. 30-83, 218, 220): The character class tables show the increase number of spells you can cast per day depending on your level.

Dark Archive

It'd be a very good idea to make sure to mention that not everything here will hold true for every group.

I have never played in a group that required Clerics to have a diety (outside of my short foray into PFS) or roll for stats, for example.


Dot


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Seranov wrote:

It'd be a very good idea to make sure to mention that not everything here will hold true for every group.

I have never played in a group that required Clerics to have a diety (outside of my short foray into PFS) or roll for stats, for example.

Customization is what makes rpg's fun, and no group is ever the same. Game masters should feel free to make a copy for their players and adjust it how they wish.

This reference sheet is mainly concerned with the stats listed on the character sheet and the pages they can be found on in the Core Rule Book. I do appreciate the feedback, thankyou.


Seranov wrote:

It'd be a very good idea to make sure to mention that not everything here will hold true for every group.

I have never played in a group that required Clerics to have a diety (outside of my short foray into PFS) or roll for stats, for example.

On another note. I did put asterisks by the Ability Scores, and do have a foot note on how the Pathfinder Society calculates ability scores.

The page number of the ability scores are included in the description, allowing you to find the page that details the variety of ways ability scores can be calculated.


Seranov wrote:

It'd be a very good idea to make sure to mention that not everything here will hold true for every group.

I have never played in a group that required Clerics to have a diety (outside of my short foray into PFS) or roll for stats, for example.

I've thought about this and on an edit I will change "...and a brief sentence of how the statistic is derived or calculated." to "...and a brief sentence of how the statistic MAY BE derived or calculated."

Dark Archive

It's important to note that the CRB doesn't imply any of the forms of stat building is a "proper" or "canon" option. It mentions some groups roll for stats, some use point buys, etc. So mentioning that there ARE various options, instead of HOW to pick stats is probably a better option.

Grand Lodge

Dwarves aren't slowed down by armor.


Seranov wrote:
It's important to note that the CRB doesn't imply any of the forms of stat building is a "proper" or "canon" option. It mentions some groups roll for stats, some use point buys, etc. So mentioning that there ARE various options, instead of HOW to pick stats is probably a better option.

I think you will require a different guide, as noting a page number is not sufficient for your needs. This is a reference guide. Reference guides are aids which can be used to help people find their way through a book. This is more of an index, and the Pathfinder Core Rulebook is required when using this. If you do not want to consult the Pathfinder Core Rulebook while making characters, this guide is not for you.

I hope this clears up any confusion that you may be having.


Very useful reference document...I will probably steal it if I ever have a bunch of new players in my game...currently most of the people I play are experienced gamers or I might have one new player...and somebody can usualy help them out.

Though I did notice two mistakes...atleast something that is misleading. You should probable have a line in Character Background about choosing a favored Class...you also gain this bonus at first level if the class is your favored class.

Also you don't have to roll randomly for height or weight or even age...as long as you pick within the norms of the race.

If I do use it I would make those changes and include the options beyong core myself.

But very useful for new players.


DungeonMasterDoom wrote:

LEVELING UP

---Hit Points (pg. 16): Roll your hit dice and add this score to your hit points. You may also add your CON modifier to this score; if your CON modifier is zero or below you are still awarded +1 hit point each level.

Couple of points when reading this.

(1) "You may also add your CON modifier..", there is no "may" about this, you must add your CON modifier be it positive or negative. Your wording suggests this is optional, as in if you did have a -1 modifier then you don't have to factor it in.
(2) The wording also suggests that you gain an additional +1 HP each level minimum on top of your dice roll (no matter what you CON modifier is). My understanding is that you will always gain 1 hit point at worst (not an additional +1 hit point per level at worst).

Suggested new wording wrote:

LEVELING UP

---Hit Points (pg. 16): Roll your hit dice and add your CON modifier, even if negative, to the roll (as a minimum you will always gain at least 1 hit point each level). Add this score to your Hit Points.


Thank you! I recently jumped back into table top RPG in general after being absent for so many years. This is a BIG help!

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