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Pathfinder Summary Ability Scores Classic Standard Heroic Pool Purchased:

3d6 for each stat 4d6 (discard the lowest) for each stat 2d6+6 for each stat 24d6 (high power-28d6) divided how you want (min 3d6 to a stat) keep highest 3 rolled All stats start at a base of 10. Ability Points Cost Low Fantasy: 10 pts 7 -4 11 1 15 7 Standard Fantasy: 15 pts 8 -2 12 2 16 10 High Fantasy: 20 pts 9 -1 13 3 17 13 Epic Fantasy: 25 pts 10 0 14 5 18 17

Classes Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Favored Class A character begins play with a single favored class of their choosing. Whenever a character gains a level in his favored class he receives either +1 HP 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 can never be a favored class.
ADVANCEMENT
Character Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Experience Point Total Slow 3,000 7,500 14,000 23,000 35,000 53,000 77,000 115,000 160,000 235,000 330,000 475,000 665,000 955,000 1,350,000 1,900,000 2,700,000 3,850,000 5,350,000 Medium 2,000 5,000 9,000 15,000 23,000 35,000 51,000 75,000 105,000 155,000 220,000 315,000 445,000 635,000 890,000 1,300,000 1,800,000 2,550,000 3,600,000 Fast 1,300 3,300 6,000 10,000 15,000 23,000 34,000 50,000 71,000 105,000 145,000 210,000 295,000 425,000 600,000 850,000 1,200,000 1,700,000 2,400,000 Feats 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Ability Score 1st 2nd 3rd 4th 5th

Races Dwarf
+2 Constitution, +2 Wisdom, 2 Charisma Slow & Steady: base speed of 20 feet, their speed is never modified by armor or encumbrance. Darkvision: 60 feet. Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype. Greed: +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes. Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Lang: Common & Dwarven. Bonus Int. Lang: Giant, Gnome, Goblin, Orc, Terran, & Undercommon.

Elf
+2 Dexterity, +2 Intelligence, 2 Constitution Speed: 30 feet. Low-Light Vision Elven Immunities: immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses: +2 racial bonus on Perception skill checks. Weapon Familiarity: proficient with longbows (inc. composite longbows), longswords, rapiers, and shortbows (inc. composite shortbows), and treat any weapon with the word elven in its name as a martial weapon. Languages: Common & Elven. Bonus Int. Lang: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, & Sylvan.

Gnome
+2 Constitution, +2 Charisma, 2 Strength Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Speed: 20 feet. Low-Light Vision Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Gnome Magic: +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/daydancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnomes level. The DC for these spells is equal to 10 + the spells level + the gnomes Charisma modifier. Hatred: +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes Illusion Resistance: +2 racial saving throw bonus against illusion spells or effects. Keen Senses: +2 racial bonus on Perception skill checks. Obsessive: +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word gnome in its name as a martial weapon. Languages: Common, Gnome, & Sylvan. Bonus Int. Lang: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Half-elf
+2 to One Ability Score of their choice Speed: 30 feet. Low-Light Vision Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Languages: Common & Elven. Bonus Int. Lang: any they want (except secret languages, such Druidic)

Half-orc
+2 to One Ability Score of their choice Speed: 30 feet. Darkvision: 60 feet. Intimidating: +2 racial bonus on Intimidate skill checks. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: Once per day, when brought below 0 HP but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: proficient with greataxes and falchions and treat any weapon with the word orc in its name as a martial weapon. Languages: Common & Orc. Bonus Int. Lang: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Halfling +2 Dexterity, +2 Charisma, 2 Strength: Halflings are nimble and strong-willed, but their small stature makes them
weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Speed: 20 feet. Fearless: +2 racial bonus on all saving throws against fear. This stacks with the bonus granted by halfling luck. Halfling Luck: +1 racial bonus on all saving throws. Keen Senses: +2 racial bonus on Perception skill checks. Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: proficient with slings and treat any weapon with the word halfling in its name as a martial weapon. Languages: Common & Halfling. Bonus Int. Lang: Dwarven, Elven, Gnome, & Goblin.

Human
+2 to One Ability Score of their choice Speed: 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Common. Bonus Int. Lang: any they want (except secret languages, such Druidic)

Skills

You gain a +3 bonus to any Class Skill that you have at least one Rank in.
Class Bard Fighter Ranger Wizard
Bbn C C C C C C C C C C Brd C C C C C C C C C C C C C C C C C C C C C C C C C C C C

Class Skill Ranks per Level Barbarian 4 + Int modifier Druid 4 + Int modifier Paladin 2 + Int modifier Sorcerer 2 + Int modifier
Skill Acrobatics Appraise Bluff Climb Craft Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (nobility) Knowledge (planes) Knowledge (religion) Linguistics Perception Perform Profession Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device C = Class Skill *Armor check penalty applies

Skill Ranks per Level 6 + Int modifier 2 + Int modifier 6 + Int modifier 2 + Int modifier
Clr C C C C C C C C C C C C C Drd C C C C C C C C C C C C C Ftr C C C C C C C C C C Mnk C C C C C C C C C C C C C C

Class Cleric Monk Rogue

Skill Ranks per Level 2 + Int modifier 4 + Int modifier 8 + Int modifier

Pal C C C C C C C C C C

Rgr C C C C C C C C C C C C C C C

Rog C C C C C C C C C C C C C C C C C C C C C

Sor C C C C C C C C C

Wiz C C C C C C C C C C C C C C C C

Untrained Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Yes No No No No No No No No No No No Yes Yes No Yes Yes No No Yes Yes Yes No

Ability Dex* Int Cha Str* Int Cha Dex* Cha Dex* Dex* Cha Wis Cha Int Int Int Int Int Int Int Int Int Int Int Wis Cha Wis Dex* Wis Dex* Int Dex* Wis Str* Cha

Other Notes BAB = Base Attack Bonus Ability Check: d20 plus ability (or stat) modifier Initiative: Dex check Flat-Footed: No Dex bonus to AC, no O.A. AC (Armor Class): 10 + armor bonus + shield bonus + Dex mod + other (Enhancement/Deflection/Dodge/Natural/Size) Touch Attacks: Targets AC does not get to use armor, shield, or natural armor Attack Bonuses: Melee: BAB + Str mod + size mod Range: BAB + Dex mod + size mod + range penalty Damage: Melee or Thrown: Str mod Off hand: 1/2 Str bonus, or normal Str penalty. Two-Handed: 1-1/2 Str bonus, or normal Str penalty. Bows: Normal - Str penalty applies, but not Str bonus; Composite - Str bonus applies, but not Str penalty. Saving Throws: Base Save Bonus + Ability mod Fort-Con; Ref-Dex; Will-Wis Combat Maneuvers: Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip, Feint Combat Maneuver Bonus (CMB): BAB + Str mod + size mod Combat Maneuver Defense (CMD): 10 + BAB + Str mod + Dex mod + size mod Potential Modifiers: Racial, Class Bonus, Abilities (aka-stats), Feats, Skills, Items

Str AC BAB

Dex Fort CMB

Con Ref CMD

Int Will Skills

Wis Cha HP Speed Initiative Feats Class Abilities

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn. Armor: suits of armor. Belts: belts and girdles. Body: robes and vestments. Chest: mantles, shirts, and vests. Eyes: eyes, glasses, and goggles. Feet: boots, shoes, and slippers. Hands: gauntlets and gloves. Head: circlets, crowns, hats, helms, and masks. Headband: headbands and phylacteries. Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs. Ring (up to two): rings. Shield: shields. Shoulders: capes and cloaks. Wrist: bracelets and bracers.

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