Character Creation Outline

    Here is a quick outline of the character creation process:

    0) Get some Dice!

    Oh and isn't it lucky we just started offering dice in the store?!

    1) Get a Character Sheet

    You can either use an online sheet such as the ones at, use a Google Spreadsheet, a downloaded PDF, or for a true old-school feel, a standard piece of lined paper, whichever is most convenient for you and agreeable with your GM. Many GM's like to be able to refer to a player's character sheet between sessions so it is more common now to use some sort of online resource but use whatever works for you and your GM.

    Here are a few excellent options!

    2) 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. There are several methods to choose from for generating these scores so consult your GM to determine which method he is using.

    If your GM is using a point buy method, the point amounts and costs of attributes are included at right for your convenience.

    Note: Your choice of race will offer one or more bonuses to apply to your Ability Scores.

    Point Buy: If you will be using a "point-buy" method, the two following tables include the costs of purchasing ability scores.

    Table: Ability Score Costs
    Score Points
    7 –4
    8 –2
    9 –1
    10 0
    11 1
    12 2
    13 3
    14 5
    15 7
    16 10
    17 13
    18 17
    Table: Ability Score Points
    Campaign Type Points
    Low Fantasy 10
    Standard Fantasy 15
    High Fantasy 20
    Epic Fantasy 25

    If you'd like to roll your scores randomly using the Standard (4d6) here!

    In the section below click on the button for the number of points you are able to spend on Ability Scores. Click here to open this in a new window.

    3) Choose a Race

    Pick a race, applying any modifiers to your ability scores and any other racial traits. Each race lists the languages a character of that race automatically knows, as well as a number of bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.

    Note: See the Linguistics skill for more information pertaining to Languages.

    Table: Race and Ability Score Bonuses
    Race Ability Bonus
    Dwarf +2 Con, +2 Wis, –2 Cha
    Elf +2 Dex, +2 Int, –2 Con
    Gnome +2 Con, +2 Cha, –2 Str
    Half Elf +2 to one ability score (your choice)
    Halfling +2 Dex, +2 Cha, –2 Str
    Half Orc +2 to one ability score (your choice)
    Human +2 to one ability score (your choice)

    4) Choose a Class

    A character's class represents a profession, such as fighter or wizard. If this is a new character, he or she starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.

    If your character is a spell caster that prepares spells (such as a wizard) you will need to determine the spells your character starts with. Consult your GM to determine this list.

    Favored Class: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.

    5) Allocate Skill Ranks

    Discussion of Skills via Youtube

    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).

    Class Skills Each class has a number of favored skills, called class skills. Refer to Table: Skills Summary and look for your chosen class across the top row (abbreviated name.) Look down the column for your chosen class. Any skill with a "C" in it is a Class Skill for your class. It is easier for your character to become more proficient in these 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).

    Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.

    You can refer to Table: Skill Ranks (below) to determine your starting Skill ranks.

    Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Table: Skill Ranks
    Class Skill Ranks per Level
    (+Int modifier)
    Alchemist 4
    Barbarian 4
    Bard 6
    Cavalier 4
    Cleric 2
    Druid 4
    Fighter 2
    Gunslinger 4
    Inquisitor 6
    Magus 2
    Monk 4
    Ninja 8
    Oracle 4
    Paladin 2
    Ranger 6
    Rogue 8
    Samurai 4
    Sorcerer 2
    Summoner 2
    Witch 2
    Wizard 2

    6) 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 1 feat.
    • If your characters race is human you get 1 additional feat (for a total of 2).
    • If your characters class is fighter you get another feat (total 3).


    • Character is 1st level but is not a human and is not a fighter: Character gets 1 feat.
    • Character is 1st level and is a human or a fighter (but not both): Character gets 2 feats.
    • Character is a 1st level human fighter: Character gets 3 feats.

    7) Determine Starting Hit Points (HP)

    A character starts with maximum hit points at 1st level (the maximum number on its Hit Die) or if its first Hit Die roll is for a character class level.

    To determine a hit points for levels beyond 1st, roll the dice indicated by its Hit Dice. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally.

    Table: Hit Die by Class
    Class HD
    Alchemist d8
    Barbarian d12
    Bard d8
    Cavalier d10
    Cleric d8
    Druid d8
    Fighter d10
    Gunslinger d10
    Inquisitor d8
    Magus d8
    Monk d8
    Ninja d8
    Oracle d8
    Paladin d10
    Ranger d10
    Rogue d8
    Samurai d10
    Sorcerer d6
    Summoner d8
    Witch d6
    Wizard d6

    8) 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, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Usually you cannot use this starting money to buy magic items without the consent of your GM.

    The armor or other protective devices you purchase may affect his starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).

    Table: Starting Character Wealth
    Class Starting Wealth Average
    Alchemist 3d6 × 10 gp 105 gp
    Barbarian 3d6 × 10 gp 105 gp
    Bard 3d6 × 10 gp 105 gp
    Cavalier 5d6 × 10 gp 175 gp
    Cleric 4d6 × 10 gp 140 gp
    Druid 2d6 × 10 gp 70 gp
    Fighter 5d6 x 10 gp 175 gp
    Gunslinger 5d6 x 10 gp 175 gp
    Inquisitor 4d6 × 10 gp 140 gp
    Magus 4d6 × 10 gp 140 gp
    Monk 1d6 × 10 gp 35 gp
    Ninja 4d6 × 10 gp 140 gp
    Oracle 3d6 × 10 gp 105 gp
    Paladin 5d6 × 10 gp 175 gp
    Ranger 5d6 × 10 gp 175 gp
    Rogue 4d6 × 10 gp 140 gp
    Samurai 3d6 × 10 gp 105 gp
    Sorcerer 2d6 × 10 gp 70 gp
    Summoner 2d6 × 10 gp 70 gp
    Witch 3d6 × 10 gp 105 gp
    Wizard 2d6 × 10 gp 70 gp

    Making a Character Above 1st level

    If you are creating a character or creature at a level other than 1st you should consult your GM and the Wealth for Higher Level PC's table to determine your starting gold. See Table: Character Wealth by Level for details.

    Table: Character Wealth by Level
    PC Level* Wealth
    2 1,000 gp
    3 3,000 gp
    4 6,000 gp
    5 10,500 gp
    6 16,000 gp
    7 23,500 gp
    8 33,000 gp
    9 46,000 gp
    10 62,000 gp
    11 82,000 gp
    12 108,000 gp
    13 140,000 gp
    14 185,000 gp
    15 240,000 gp
    16 315,000 gp
    17 410,000 gp
    18 530,000 gp
    19 685,000 gp
    20 880,000 gp
    * For 1st-level PCs, see Equipment.

    9) Determine Saving Throws, Initiative, and Attack Values.

    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.

    10) Description & Personality

    Choose or make up a name for your character (or generate one randomly!), determine his or her age, alignment, and physical appearance (such as height, weight, eye and hair color etc). It is helpful to think of a few unique personality traits as well, to help you play the character during the game.

    11) Other (Starting Spells)

    If your character is a wizard (or any class that uses spellbooks) then you need to pick spells. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level wizard spells of his choice. The wizard also selects a number of additional 1st-level wizard spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).