Role up a Character


  • Decide what kind of character you want to be. The basics: mostly fighting , mostly scouting/sneaking , or mostly slinging spells. This basic idea will help you decide where to place your ability scores.

Character Sheet

  • Go to ‘Characters’ on the menu to your Left.
  • On the ‘Character Quick Search’ bar , mouse over to the Right and click the " + " to create a new character.
  • Name your character now or there will be issues saving it.
  • Scroll down to ‘Dynamic Character Sheet’ drop down menu. I suggest choosing ‘Pathfinder RPG Universal Sheet’. I believe this one has the best flow , does most modifier calculations automatically , and is the easiest to manipulate.

Ability Scores

  • Roll 4d6 and keep the highest 3. Roll for each ability score.


  • Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat , such as barbarians , fighters , paladins , and some rangers. Strength also sets the maximum amount of weight your character can carry.


  • Dexterity measures agility , reflexes , and balance. This ability is the most important one for rogues , but it’s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons , such as the bow or sling.


  • Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points , so the ability is important for all classes. A character with a Constitution score of 0 is dead.


  • Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways.


  • Wisdom describes a character’s willpower , common sense , awareness , and intuition. Wisdom is the most important ability for clerics , druids , and can be for rangers. If you want your character to have acute senses , put a high score in Wisdom.


  • Charisma measures a character’s personality , personal magnetism , ability to lead , and appearance. It is the most important ability for paladins , sorcerers , and bards. It is also important for clerics , since it affects their ability to channel energy.

Choose a Race

  • Pick a race , applying any modifiers to your ability scores and any other racial traits. Please follow the link and use the information supplied here for your character. Let not the promise of ‘alternate racial traits’ from the website tempt you. This is the path to heartache and poverty. ( use the link , my page has all you need on races )

Choose a Class

  • I have provided links to the ‘Core Classes’ I would like us all to choose from. Venture not into ‘Alternate’ and ‘Archetype’ features. These are apocrypha and will lead you astray. Stick with the original imagining of the class.
Barbarian Druid Ranger Wizard
Bard Fighter Rogue
Cleric Paladin Sorcerer

Allocate Skill Ranks

  • Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses , such as the bonus received by humans).
  • It is easier for your character to become more proficient in ‘class’ skills , as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.
  • Then allocate these ranks to desired skills , but remember that you cannot have more ranks than your level in any one skill (for a starting character , this is usually one).
  • Visit Skills for more information.

Choose Feats

  • Determine how many feats your character receives , based on his class and level , and select them from those presented in Feats. All characters begin with at least 1 feat.

Determine Starting Hit Points (HP)

  • A character starts with maximum hit points at 1st level (the maximum number on its Hit Die). To determine a hit points for levels beyond 1st , roll the dice indicated by its Hit Dice.

Determine Additional Scores

  • Determine all of the character’s other mechanical details , such as his or her saving throws , initiative modifier , and attack values. All of these numbers are determined by the decisions made in previous steps , usually determined by your class choice.

Get Equipped

  • 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.
  • This gear helps your character survive while adventuring.
  • Discuss with your GM prior to ‘getting equipped’ because he has an altered system from the book. Equipment Lists

Convergence of Champions

Convergence of champions typhoid_mary GoblinSlayer tlpatranella pencilneckgeek