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Old 04-11-2020, 09:37 AM
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Creating A Character in Pathfinder 2nd Edition!

Character Sheet Set UpWell in order to play you have to have a character right? And it wouldn't be Dungeons and Dragons without a character sheet! Whether you are a pro at making sheets or brand new, my hope is that this guide will answer all your questions in terms of filling out a sheet for Pathfinder 2nd Edition!

At the time of making this guide, the site currently has not coded a sheet for everyone to use. Here is a link to a fillable PDF on google drive that someone made. It is by far the best I have come by and will make filling out a sheet far easier.

I have also attached an upload to this post for those who would rather not click on random links!

NOTE: IF YOU USE THE UPLOADED VERSION OPEN IT IN GOOGLE DRIVE OR YOU WILL HAVE NO WAY TO SAVE IT.
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File Type: pdf Form-fillable Pathfinder 2e Sheet w Calc (1).pdf (682.0 KB, 4 views)

Last edited by Totentanzen; 04-28-2020 at 10:17 PM.
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Let's Begin

Let's Begin!First I am going to give a general overview of the steps to create a character and then dive into each one in more depth.

Note: These steps are slightly condensed and possibly rearranged from what is in the book. I found that this makes it a little less overwhelming, and helps to avoid missing certain key elements!
  1. Create a concept: Here you will put together an idea for your hero. Think about what Ancestry, Class, and Faith if applicable, you want. Overall the broad scheme of your adventurer and what you might want to choose.
  2. Begin building your ability scores: Based on what Ancestry and class you choose, you get specific ability Boosts and Flaws. Now that you have the concept, you can plan on what stats are most important.
  3. Select an Ancestry: Hammer down what specific Ancestry (Race) you want to use.
  4. Pick a Background: This gives further depth to your character and other bonuses like ability Boosts and various Training in Skills.
  5. Choose a Class:Officially pick a class you want to use for your character, which solidifies the concept and sets the tone.
  6. Buy Equipment: What kind of adventurer would you be without Armor, weapons, and gear?
  7. Calculate modifiers: Figure out your perception, saving throws, Attack modifiers, and skill levels.
  8. Finishing Details: Taking the grinder to your character and polish it off by filling out the remaining parts that bring your character to life!

Last edited by Totentanzen; 04-28-2020 at 10:18 PM.
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Old 04-11-2020, 09:39 AM
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Character Concept

Character ConceptIf you have been playing Dungeons & Dragons for any length of time then this step might seem redundant. But for those who are new to the game, this can be an important step.

Just like you don't charge into battle without a weapon, you shouldn't charge into creating a character without an idea of what you want to play! So before we get into the technical aspects we have to put together something. Is it your heart's desire to play a Dwarf Alchemist? or maybe a Halfling druid? Each combination brings a unique set of skills and stats to the game so getting this together is important.

For this example, I am going to create a Goblin Wizard, because can you think of anything more ridiculous?

 

Last edited by Totentanzen; 04-28-2020 at 10:18 PM.
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Old 04-11-2020, 09:40 AM
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Ability Scores

Ability ScoresAs mentioned before, ability scores are the lifeblood of your character. They will help determine nearly everything else on your sheet. With that said it is important you understand what each ability is for.

StrengthDexterityConstitutionIntelligenceWisdomCharisma
Strength measures your character’s physical power. Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry. Dexterity measures your character’s agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character’s AC and Reflex saving throws. Constitution measures your character’s overall health and stamina.Constitution is an important statistic for all characters, especially those who fight in close combat. Your Constitution modifier is added to your Hit Points and Fortitude saving throws.Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.Wisdom measures your character’s common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws.Charisma measures your character’s personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others.

At this point, I went ahead and marked each ability score as 10 because that's the base score for each. You should have a general idea of what each ability does. Pg 22 & 23 in the Core Rulebook gives a quick rundown of what Boosts each ancestry gives, and what Primary & Secondary stats are important to each class. You should now have a decent idea of what stats are going to be most important to your character.

 

Last edited by Totentanzen; 04-28-2020 at 10:18 PM.
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Old 04-11-2020, 09:41 AM
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Ancestry

AncestryNow you need to officially pick your ancestry. Maybe after you read the descriptions for abilities you decided you wanted to try something different. That's fine! But once you start building a character it can be hard to go back and make changes. So decide on what Ancestry you want to go with.

This is where we really start to fill out our character sheet and it begins to come to life. With your Ancestry chosen we want to add the following to your sheet.

1. Hit Points
2. Size
3. Speed
4. Ability Boosts
5. Ability Flaw
6. Languages
7. Traits
8. Special Abilities
9. Heritages
10. Ancestry Feats


Hit Points: In each Ancestry section there is a spot off to the right that lists what your starting HP number is. For Goblins, they start with 6 Hitpoints. You will eventually add your constitution modifier to this, but we need to settle the ability scores first.
 


Size: The size of your character can determine a variety of things. Generally, most characters are medium which is your typical adult, while small would be roughly half the size of a normal adult.
 


Speed: Your base movement speed. Certain races move fast than others. This determines how fast you move each time you spend an Action to do so. It also gives the Dungeon Master an idea of how long it would take you to travel a certain distance outside of battle. For my example, a Goblin moves 25 feet so I added that to the speed category.
 


Ability Boost: Most Ancestries will provide you with an Ability Boost in two ability scores and then a free one to use as you please. Every time you apply an ability boost, you increase that ability score by +2. For humans, you get two free ability boosts in any category you wish. There is no right or wrong answer, and these choices will depend a lot on your character concept. Do you want a character who is tough and built like a tank? Or swift and nimble?

So because I am building a wizard I will choose Intelligence for my free boost & fill in the boost for Charisma & Dexterity.
 


Ability Flaw: Your Ancestry will show you an ability score that you are Flawed at. Every time you apply a Flaw you subtract from that score 2 points. Goblins are flawed in the Wisdom stat (who would have guessed?) so I will subtract 2 from that.
 


Languages: In D&D not everyone speaks the same language. While everyone speaks Common (what you could consider a universal tongue) different ancestries have special languages (Dwarven, Elven, etc) This is the time you would list those on your sheet. Also if you have an intelligence modifier of 1 or greater, you also get to choose other languages from a list on Pg. 65 of the core rulebook. As of now, my Goblin has an intelligence modifier of 1 so I can choose an additional language. Keep in mind that this modifier could go up as you finish your character so be mindful to come back at the end to finish.

Goblins have a rather limited option of languages listed on their ancestry sheet. I will pick draconic from it.
 


Traits: These by themselves have no impact on your actual character, but they do change how certain abilities and spells interact with you. Goblins have the traits: Goblin & Humanoid so I went ahead and marked it on my sheet.
 


Special Abilities: Ancestries will sometimes have special abilities like a Gnomes Keen eyes or a Goblins darkvision. At this time you would record those on your character sheet under the Ancestry Feats and abilities Section. Goblins get darkvision as I stated so I added it to my sheet.
 


Heritages: A heritage is chosen at level 1 and cant be changed. It's a way to show who your ancestors are, how they passed on abilities, and add a little more depth to your character. They also affect what options you have for feats in the future. These are listed under the ancestry page. Goblins have 5 choices.

For this example, I am going to go with Unbreakable Goblin. Reading it shows me that I get 10 HP for my ancestry instead of 6, and I take damage from falls as if they were half the distance.
 

 


Ancestry Feat: The last thing to take care of is choosing an Ancestry feat. These feats have traits associated with them, so if you choose an ancestry and/or a heritage that gives you multiple traits, you might be able to pull from a larger selection.

In this example, I am only a Goblin so I will choose the feat Burn it. This magnifies the damage I do with any fire-based spells or items. I list this on my sheet under the same area I wrote my other ancestry/heritage abilities.
 


Last edited by Totentanzen; 04-28-2020 at 10:20 PM.
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Old 04-11-2020, 09:42 AM
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BackgroundSo if ancestry tells us about your character's genetic history, the background helps to tell us about your character's life so far. Were you an acolyte of Bahamut? Or a Bounty hunter of some great city, picking out the slum of the world. The importance of these are not just for flavor, but they also provide 2 Ability Boosts, a Skill Feat, Trained Proficiency rank in two skills (One of which is a Lore Skill.

So for my example, I will go with the Scholar Background because I want my Goblin to be a genius. So going through it I get the following...
  1. Ability Boosts:I gain 2 of them, One of which has to be Intelligence or Wisdom, and the other is a free choice. I will choose Intelligence (Key ability) and Wisdom (Because I don't like negative ability modifiers.
     
  2. Trained Skill: The background will give you a choice of a few to choose from. I will go ahead and choose arcana to be trained in. I also gain the Assurance skill feat in athletics. This means I can take a 10 instead of rolling a dice and add my modifiers normally. Those rules can be found on Pg. 258
     
  3. Trained Lore Skill: Now lore is a specific set of knowledge your character has learned. What have they spent their life, however long or short, perfecting or seeking? The background will explain what subset of lore you pull your skill from and you can find what that lore is on Pg. 249 of the Core Rulebook. With the scholar background, I am given the Academia lore skill and am trained in it.
     

Last edited by Totentanzen; 04-28-2020 at 10:20 PM.
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Old 04-11-2020, 09:43 AM
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ClassesNow that you have the character set up with a general history you can begin to add the special class that they have chosen because of that history. There are a host of things in each class listing.

1. Playing the Class
2. Key Ability
3. 4 Free Ability Boosts
4. Hit points
5. Initial Proficiencies
6. Advancement Table


Playing the Class: This part is not necessary but it is a fun and helpful insert they have added to give you an idea how to roleplay your character. Some tabletop groups might not do much roleplaying but here on the crossing, most games are primarily made up of it. So read it you want some ideas how to play your character!

Key Ability: This is your class's most important ability score(s). They are the ones that tend to interact with your special abilities and skills the most. They are listed in the bold red section under the class page. Continuing my wizard, I get a boost to intelligence (Has my writing gotten fancier yet?)
 


4 Free Ability boosts: So I will be honest, when I read the book the first time I completely missed this part, it wasn't until someone else pointed it out that I realized that something so huge got roughly about 2 sentences in the book! it is on Pg. 26 Step 6 if you are curious.

Anyway, at this point you are given 4 free ability boosts to use. These are the last of the boosts, so use them wisely to finish off your ability scores. You must choose a different score for each, and no skill can go above 18 at level 1. I went ahead and choose Intelligence, Wisdom, Dexterity, and Constitution.
 


Now is the time to go back and finish anything that was waiting on your final ability scores. Languages for example. Since I have a modifier of 4 I should have any base languages I know from the start and then 4 additional.
 


Hit Points: Your Ancestry gives you a base level of hit points, to begin with, but your class is what determines how many hit points you get every time you level up. This is in the bold red section next to your key ability in the rulebook. My Golbin ancestry (mixed with my background) gave me a starting 10 HP. My wizard class gives me 6 HP. I combine those with my Con modifier (+1) which gives me 17 HP.
 


Initial Proficiencies: On the right side of the class page in the player handbook will list a host of things that your character is proficient in. The best way is to just go down the list and mark in on your page 1 by 1. *NOTE* At any time if you receive training, or the rank of trained, in a skill you already have, it does NOT increase the level of proficiency, you simply choose a different skill.

So the first thing a wizard gets is that they are trained in perception. This spot is just under the hit points on the character sheet. I also went and added darkvision to senses as that is applicable when making perception checks.
 


Next it lists the saving throws and what level of training I have in them. I am an in fortitude and reflex, but an expert in will. So I mark the appropriate boxes.
 


Next, we move onto skills. It says I am trained in Arcana, which I would mark on my sheet. But because I already have training in that stat, I get to choose a different one. I went ahead and choose stealth as my skill. Next, it will list how many other skills you get. In this case, a wizard gets 2 + a number equal to my Intelligence modifier. In my character's case it is 4. So I get 4 other skills to be trained in. I went ahead and chose Acrobatics, Occultism, Religion, and Thievery.
 


Now we move onto weapon proficiency, or what weapons can your character use without killing themselves. Wizards are not known for being weapon heavy so they have a specific list of items that are good to use. I listed them under the other categories.
 


Second to last we have your defense proficiency. Not everyone can wear full plate armor! The wizard is a prime example, they are not trained in ANY armor. But they are trained in unarmored defense. This is in the top middle portion on the first page.
 


The last one for the wizard talks about spells. Basically it's saying I am trained in Arcane spell attacks, and Arcane spell DC. Long story short, this just means you have access to spell casting. We will go over the details with this more in the next step and later with spells.

For this you mark that you are trained in both abilities.
 


Advancement table: This will be your primary guide to major changes in your class as you level up. It lists level by level anything new that happens. It is also a guide to tell you what Class Features you get to start with.

Ancestry, Background, & Initial proficiencies: This is somewhat redundant unless you completely skipped the beginning of your character creation, and what we did at the beginning of the class section, in which I wonder why you are here right now... Simply put, you get the proficiency you already had.

Arcane Spellcasting: This is one of the abilities listed under the wizard class. This is where it starts to go into more detail on what the spell casting is. It states that I can prepare 2-1st level spells each morning, and 5 cantrips. It goes on to tell you that you can prepare an extra cantrip, and an extra spell for each level you can cast if you are a specialist. What is a specialist? A specialist is a wizard that has chosen a specific school of spell casting to pull spells from, their chosen field one would say. We will go over the spell schools later. Now these spells that you prepare have to be from your spellbook which will be explained in a bit.

So a first level wizard, based off of the chart on Pg. 205 I get 5 Cantrips to prepare a day and 2 Level 1 spells a day.

For this you mark the type of spell casting you are trained for and whether or not you prepare them or spontaneous.
 


Prepare: Prepare means that you have taken the time to imbue the words of the incantations with power so that you can cast them at will. You can only prepare so many spells a day so you have to choose wisely. Note: Cantrips, while you can only prepare so many different spells, you can cast them as many times as you want.
 


Spell book:As a wizard I start the game with a spellbook worth 10 gp. It comes with 10 Cantrips and 5 1st level spells. I will choose those spells in the later section.

Acrane School: This was talked about under arcane spell casting and explains it a little further. For the case of my character, I am going to leave him as a universalist

Arcane Bond:I get the ability to bond with one of my items once a day to essentially cast a spell I already cast that day without burning a spell slot.

Arcane Thesis: I get to choose a special study that I have performed during my lifetime which will give me a special benefit. For this, I will choose spell substitution which will allow me to swap out a spell slot after 10 minutes of meditation.

Here is everything marked on the sheet:
 


Wizard Feat: We get 1 feat at level 1. For wizards, those are listed on pg 209. I will choose eschew materials, which allows me to avoid having to dip into my wacky tabachy pouch for materials to cast my magical spells.
 


Universalist Wizard: This allows me to use the arcane bond for a spell on every level I can cast, rather than just once per day. It also gives me an extra wizard feat and an extra first level spell. So with that in mind, I will choose Counterspell which is an ability that allows me to counter others' spells and possibly use a spell in return.
 

 


Last edited by Totentanzen; 04-28-2020 at 10:23 PM.
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Old 04-11-2020, 12:48 PM
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EquipmentNow that you have your character set they need equipment. Everything from a weapon and armor, to traveling gear and rations. Lists can be found in the book on various things.
  • Armor: Pg 275
  • Weapons: Pg 280
  • Gear:Pg 288

As a level 1 character, you start with 15 Gold pieces (or 150 silver pieces). I won't go into all the choices for everything but show you how they would be shown on the character sheet.

Armor: Wizards are very simple in this respect as they don't get armor. To wear some would wreak havoc on their magic casting abilities! So I will go with the basic Explorer's clothing. It costs 1 silver and provides no real protection, other than it has the comfortable attribute meaning I can rest in it with no issues. So you mark this in your worn items section and if it had a bulk number you would add that as well.
 


Next, you would mark this on your AC chart to show any changes. Some armor caps the amount of bonus you can get from Dexterity, and most armor gives you an actual bonus to your AC. That would be marked on the first page.
 


The last step is to add it to your worn items list and record the bulk. The bulk is the weight of the item and goes towards encumbrance. You will also see in this picture the space to record your wealth, make sure to deduct from it when you purchase something! A wizards clothing has no bulk (I mean it's plain clothes anyway) So I will not mark it. Although it does cost 1 SP so I deducted that from my total.

Weapon: The weapons listing is a little simpler but you have to fill out a few different things on the sheet. I'm a sucker for the cliche so I will be going with a Staff. I mean a what is a wizard without a staff? Not to mention it's free =D So I mark it under the gear section.
 


Next, we have to mark it the attack section. Sometimes a spell won't work and you have to give your foe a nice hard smack with your staff! So marking it with all the data. I am trained with a staff, I add my Strength Modifier when attacking, and add the damage points. It deals 1d4 normally and if I use two hands, it deals 1d8.
 


Gear: The last bit of equipment needed is gear to help you survive that cruel cruel dungeon master world. The adventurer's pack is a great choice for beginning items and we will use that to show how the gear section will work. It includes a backpack (containing the other goods), a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. It would look like this.
 


There are numerous other items and class kits you can check out but for the purpose of this guide, we only went over the basics in how to record it on the sheet.

Last edited by Totentanzen; 04-28-2020 at 10:31 PM.
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Old 04-11-2020, 02:03 PM
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SpellsNow the spell section is a massive chunk of rules. Because of this I will not go into it in complete depth but explain generalities to get you started.
  1. Schools of Magic
  2. Spell Attack roll and DC
  3. Spell Slots
  4. Cantrips
  5. Focus Spell
  6. Innate Spells
  7. Spell Choice

Schools of Magic:
There are 8 Schools of magic to consider. In general, the schools just explain why kind of spells they are, the most important part as these are like the traits of the world of magic. If an ability or feat would effect a magic school, you would be looking for one of these.

The schools are Abjuration (protect & ward), Conjuration (summoning), Divination (insight into past, future, present), Enchantment (effecting others), Evocation (magic energy used to harm others), Illusion (creating the semblance of reality), Necromancy (harness power of life and death), Transmutation (transform the physical world).

On top of this, you also have what is called the 4 schools of Magical tradition. Think of these as the hierarchical categories of what different magic users cling to. Almost all magic users have access to evocation spells, but not everyone can harness necromancy spells or be efficient with conjuration.

The 4 Schools are
Arcane (those who use logic and rationale), Divine (those who draw power from their faith), Occult (those who seek to understand the unexplainable), and Primal (those who work on instinct)

For the most part, these schools only guide the user towards the spells their character can use, but they also provide additional traits to the spells which can have a wider effect on abilities and the like.

Spell Slots:
Spell slots fall into 1 of 2 categories. Prepared and Spontaneous

Prepared spell users must spend time at the beginning of each day choose what spells they will have available and how many iterations of each they want to have ready. The positive side of this is that you have a larger variety of spells to use them, the downside is that if you don't have a spell prepared that you need you are out of luck.

Spontaneous spell users can choose what spell they want to cast at the moment they use it. As long as they know the spell and have a spell slot of the proper level they are good to go. The positive side of this is you have more variety at the moment for the issue at hand. The downside is your pool of spells, in general, is smaller than those who prepare their spells.

As a Goblin Wizard, my character will be using prepared spells as shown earlier under the prepared spell slot.

Cantrips: I like to think of these as baby spells. They generally have a limited range of use and are not very powerful. But because of this, there is no limit to the number of times you can cast them per day.

A wizard gets 10 cantrips to choose from and can prepare 5 a day. Unfortunately, the spell list on the sheet does not have room to list all 10 so I am going to just list 5 that I might consider using. You can get creative and make a stat block on your posts that show what spells you have or make something online. You can also use the note section on your sheet if that works for you. The important part is that you and the DM know what spells you have, and what rules go along with them.
 


Focus Spells: These are special spells given by either a special line of study, a diety, or from a specific source. They dictate how to use them as well and you are given points that can only be used to cast those specific spells.
 


Innate Spells: These spells are given either by your ancestry of a magic item. Those spots will dictate how often they can be used. As a goblin, I do not have any. But if I did they would be placed here.
 


Spell Choice: The last step is to finish off your spell choices for your first level spells. Wizard gets 5 level 1 spell slots. Follow the same procedure as cantrips and fill it out the way that is most efficient for you.
 


Last edited by Totentanzen; 04-28-2020 at 10:32 PM.
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Old 04-25-2020, 10:12 PM
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Tidying up.This last part is less of a step and more just going through your character and filling out any remaining part of your character that isn't explicitly stated in the creation guideline.

Here I went and added a name, Put my character level in the top right, and put in a zero for hero points.
 


On the third page is a spot to help flesh out your character. Here on the crossing a lot of this will be done in applications, which you will learn eventually, but this is a great place to jot down ideas of how you want your character to act and interact with the world. There is also a spot directly underneath for any campaign-specific information you want to have written on a case by case basis.
 


There we have it folks! You have your completed Pathfinder 2nd Edition character ready to play with! Below I attached a PDF copy of my completed sheet so you can examine more closely where everything is.

Thank you for taking the time to read it and I wish you happy adventuring!
Attached Files
File Type: pdf Boigs the lovable Goblin.pdf (1.10 MB, 3 views)

Last edited by Totentanzen; 04-28-2020 at 10:32 PM.
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