Character Creation Guide - Chapter 1 - Myth-Weavers


Character Creation Guide - Chapter 1

Character Creation Guide - Chapter 1

In The Beginning
To start things off, we will follow Paizo's character creation for Pathfinder 2.0.

Choose a concept, either simple, or complex, that you find interesting.
A merchant prince of the sands that got bored and said something he shouldn't have to dear old dad and got exiled. A street rat hoping to find a little higher perch to avoid getting eaten by the bigger rats. A wide-eyed naïve bookworm who fell in love with the life of a Pathfinder from the copper novels on Magnimar.
Whatever it is, have some idea of where you are from, and where your character thinks they are going.
You don't have to plan out your character's life - part of my job as a GM will be to throw you the proverbial curveball to allow your character grow. There's no reason we can't do that, even if this is a playtest!

Choose an ancestry - i.e. Race.
Pathfinder 2.0 has a different take on how race is applied to your character than it's predecessor.
You may notice that the "half" races are not listed, per se. They are Ancestry Feats. Not only do you get Ability Boots and Flaws for Ancestry, you get feats as well. It is these feats that you use for your Half-Elf or Half-Orc features.

Backgrounds take a similar role as traits for adding flavor to your character or providing depth.
Traits on steroids.
To begin with, we will be using the Campaign Backgrounds which will be listed below.

Yes, the age old dilemma - what class suits my character concept best?
The base Pathfinder classes plus the ever popular Alchemist are among your choices.
This helps determine how good you are at certain things. The proficiency levels are a concept one must come to grok, but there is potential there. Thankfully the playtest is free in PDF - so go to Paizo and grab yours if you don't already have it.

Basically, every stat starts at a 10, then you get Ability Boosts or Flaws (usually even numbered) in the following order:
  • Ancestry Ability Boosts and Flaws
  • Two Background Ability Boosts
  • Four Free Ability Boosts
  • One Class Ability Boost

That's right, it's skill time! And while Pathfinder version 1 paired down skills some, Pathfinder 2.0 has paired them down more. There are trained skills, and signature skills, and a whole new layer to understand the slimmer skill list. Do not be afraid to ask questions of myself, or other players making applications. The Myth-Weaver's Discord has a great Pathfinder channel filled with knowledgable folks.

150 silver.
Everyone gets 150 silver!
And don't worry, we've moved to the silver standard for most items.

Finishing Touches
Age. Weight. Eye Color. Alignment.
All that fluff and buff.
Pay attention to Resonance Points (page 396 in the playtest). At first level you don't need them as much, but you will as you get higher level.

Character Backgrounds

The following are the backgrounds to be used for your initial characters.
There will be no exceptions to this. I want to stick as close as I can to the playtest suggestions just to give the feedback that Paizo is looking for.


The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You gain the Terrain Stalker (rubble) feat, and you’re trained in the Ancient Osirion Lore skill.


One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You gain the Quick Identification feat, and you’re trained in the Esoteric Order Lore skill.


Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.
You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.


You had been working with a gang of goblin burglars, but that new leader was no good. It took a lot of guts to stand up to him, but you survived! Now you’re stuck with the longshanks, but maybe you can get back at the old boss.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You gain the Quick Repair feat, and you’re trained in the Criminal Lore skill.


As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You gain the Dubious Knowledge feat, and you’re trained in the Dominion of the Black Lore skill.


You’ve long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You gain the Additional Lore feat, and you’re trained in the Pathfinder Society Lore skill.

Application Example and Template

General Statistics
Name: Alessandra Komaris
Ancestry: Human (Varisian)
Size: Medium
Background: Family Friend
Class: Fighter
Deity: Pantheist
Alignment: NG
Age: 22
Gender: Female
Languages: Common, Varisian
Traits: Human, Humanoid

Character Block
Class DC: | HP: 20/20 | Speed: 25 ft
Perception: 3
AC: 15 | TAC: 14 | FF-AC: 14
Fort: 4| Ref: 3| Will: 2
Flail +5, 1d6+4 B; Disarm, Sweep, Trip
Heavy crossbow +2, 1d10 P
Whip +5, 1d4+4 S; Disarm, finesse, nonlethal, reach, trip
Shield +2 AC, +2 TAC, -1 Check
Chain Shirt +2 AC, +1 TAC, -1 Check
58sp remaining

Str: 18 | Dex: 12 | Con: 14
Int: 10 | Wis: 12 | Cha: 12

"Why get my hands dirty, when I can assist my companions in getting theirs dirty instead?" -Sandra Komaris

Crunch ~

Fluff ~ ~ ~ ~

As requested, here's another character sheet template for people to use if they like. Spoiler with the non-parsed code is at the very bottom of the post.

Welagard Goldenhand
Gender: Female
Age: 58
Ability Boosts: Constitution, Wisdom, Free
Ability Flaw: Charisma
Languages: Common, Dwarf
Hit Points: 10
Size: Medium
Speed: 20 feet
Bonus Languages: At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Giant, Gnome, Goblin, Orc, Terran, or Undercommon.
Traits: Dwarf, Humanoid
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Unburdened: If your Speed would be reduced by armour you wear or the encumbered condition, you ignore 5 feet of that reduction.
Alignment: Neutral
The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.

Ability Boosts: Dexterity or Intelligence, Free
Skill Feat: Terrain Stalker (Rubble)
Skill: Ancient Osirion Lore
Budding Osirionologist
Hit Points
8 + Constitution modifier

Perception: Trained

Saving Throws: Expert in Fortitude and Will, Trained in Reflex
Skills: Trained in a number of skills equal to 3 plus your Intelligence modifier

Armour: Trained in all light and medium armour not made of metal, Trained in light and heavy shields not made of metal
Weapons: Trained in all simple weapons and the scimitar

Spells: Trained in primal spell rolls and DCs and in attack rolls for primal spells

Class Features
Level 1: Anathema, ancestry feat, background, Druidic language, druidic order, initial proficiencies, primal spellcasting, wild empathy
Druid 1
Ability Scores & Skills
Class DC: 15 | Proficiencies: Untrained -1, Trained +1, Expert +2
STR 10

CON 14

DEX 12

INT 14

WIS 18

CHA 10

–1 Athletics

Fortitude +4

Reflex +2

+0 Acrobatics
+0 Stealth
+0 Thievery

+1 Arcana
+1 Crafting

+1 Lore
_+3 Anc. Osirion
+1 Occultism
+1 Society

Will +6
Perception +5

+0 Medicine
+5 Nature
+5 Religion
+5 Survival

-1 Deception
+1 Diplomacy
-1 Intimidation
-1 Performance

Vital Statistics
Hit Points
Armour Class
10 (base) + 1 (DEX modifier) + 3 (hide armour item bonus) + 1 (Trained medium armour proficiency)
Touch Armour Class
10 (base) + 1 (DEX modifier) + 1 (Trained medium armour proficiency)

Proficiencies & Languages
Class Features & Feats
Non-metal light armour/shields (T)
Non-metal medium armour/shields (T)
Druid armour prof.
Scimitar (T)
Simple weapons (T)
Druid weapon prof.


As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.

The following acts are anathema to all druids:
• Using metal armour or shields.
• Despoiling natural places.
• Teaching the Druidic language to non-druids.

Each druidic order also has additional anathema acts.
Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order power (see below), and an additional skill tied to your order. Though you can still gain class feats tied to other orders as you advance, you receive additional benefits when using abilities tied to your chosen order.

You gain a pool of Spell Points. Your maximum number of Spell Points is equal to your key ability modifier. You regain all your Spell Points when you prepare your spells.

You also gain a special spell tied to your order, which is called an order power. You cast this order power by spending 1 Spell Point, not by using spell slots. Your order power is automatically heightened to the highest level of spell you can cast. Some druid feats grant you more order powers and increase your pool of Spell Points.

Leaf Order: You revere plants and the bounty of nature, acting as a gardener and warden for the wilderness, teaching sustainable techniques, and helping areas regrow after disasters or negligent humanoid expansion. You are trained in Diplomacy. You also gain the Leshy Familiar druid feat. Finally, as your order power, you can cast goodberry at a cost of 1 Spell Point. Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them as necessary for survival.)
Druidic Order
You know Druidic, a secret language known only to druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. If you use sign languages instead of spoken languages, you know the sign language version of Druidic. Teaching the Druidic language to non-druids is anathema.
Druidic Language
You have the power to cast primal spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions. Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free. At 1st level, you can prepare two 1st-level spells and four cantrips each morning from the common spells on the primal spell list in this book, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your spell slots.

As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown on the Druid Spells per Day table on page 81.

Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Wisdom, your spell rolls and spell DCs use your Wisdom modifier.

Heightening Spells: When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them. This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips: A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a druid. For example, as a 1st-level druid, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level druid, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.
Primal Spellcasting
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.
Wild Empathy
Traits: Druid, Leaf Order

You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.
Special If you are a druid of the leaf order, your familiar has three powers instead of two.
Leshy Familiar
Traits: Dwarf

Your innate connection to stone makes you adept at moving across uneven surfaces. When you take the Step action, you can ignore difficult terrain caused by uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and you treat a success on the Acrobatics check as if it were a critical success.
Rock Runner
Traits: General, Skill

You’ve researched the fundamental tenets of many faiths enough to recognize notions about them that are unlikely to be true. When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead.
Student of the Canon

Spellcasting & Powers
Casting Ability: Wis, Spell DC: 15, Attack Roll: +5, Spell Slots: 2, Spell Points: 4
Casting: 10 minutes (Somatic, Verbal)
Range: Touch
Target: One freshly-picked berry
Duration: 1 day

You imbue the target berry with the bounty of nature, allowing it to heal and sustain far beyond its normal capacity. A living creature that eats the berry with an Interact action gains as much nourishment as a square meal for a typical human and regains 1d4 Hit Points plus your spellcasting ability modifier. If not consumed during the duration, the berry withers away.

Heightened (+1): You can target an additional berry.
+1 vs AC
1d4 B
Hands: 1
Group: Club

Two-hand d8: This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. If this trait applies to a magic weapon, the extra weapon damage dice from it being a magic weapon also increase in size while it’s being wielded with two hands.
Equipment & Wealth
Silver: 120, Copper: 9 | Bulk: 1 + 3 L | Resonance Points: 1
Type: Medium
AC Bonus: +3
TAC Bonus: +0

Dex Modifier Cap: +4
Check Penalty: -3
Hide armour

In Backpack

Flint & steel

Writing set

Rations (x10)
Rope, silk (50 ft)

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