Pathfinder Character Creator

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Abilitiy Scores

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Racial Abilities

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Skills

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Feats

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Equipment

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Greetings Adventurer!

From the sly rogue to the stalwart paladin, Pathfinder allows you to make the character you want to play. When generating a character, start with your character's concept. Do you want a character who goes toe-to-toe with terrible monsters, matching sword and shield against claws and fangs? Or do you want a mystical seer who draws his powers from the great beyond to further his own ends? Nearly anything is possible.

Once you have a general concept worked out, this web app can help bring your idea to life.

Let's get started!

What is your character's name?

It's time to assign Ability Scores!

has six ability scores that represent his or her most basic attributes. These ability scores represent 's raw talent and prowess. These scores, and the modifiers they create, affect nearly every aspect of 's skills and abilities.

Point Buy

You have 20 points to spend on increasing your character's basic ability scores.

  • All ability scores start at a base value of 10.
  • You can increase an ability score by spending some of your points.
  • You can gain more points by decreasing an ability score.
  • No score can be reduced below 7 or raised above 18.
  • The higher an ability score, the more it costs to increase it further.

Strength

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Score: 10 (0)
Cost: 0

Dexterity

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Score: 10 (0)
Cost: 0

Constitution

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Score: 10 (0)
Cost: 0

Intelligence

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add
Score: 10 (0)
Cost: 0

Wisdom

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Score: 10 (0)
Cost: 0

Charisma

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Score: 10 (0)
Cost: 0

Strength

Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand combat, such as fighters. Strength also sets the maximum amount of weight your character can carry.

You apply your character's Strength modifier to:

  • Melee attack rolls
  • Damage rolls when using a melee or thrown weapon
  • Climb, Swim, and Strength checks
  • Strength checks (for breaking down doors and the like)
  • Dexterity

    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.

    You apply your character's Dexterity modifier to:

  • Ranged attack rolls
  • Armor class (Ability to avoid attacks)
  • Reflex saving throws
  • Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks
  • Constitution

    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.

    You apply your character's Constitution modifier to:

  • The number of hitpoints gained at each level
  • Fortitude saving throws, for resisting poison, disease, and similar threats.
  • Intelligence

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

    You apply your character's Intelligence modifier to:

  • The number of languages your character knows
  • The number of skill points gained each level
  • Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks
  • Wisdom

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

    You apply your character's Wisdom modifier to:

  • Will saving throws (for negating the effects of compulsions, charms, and other spells)
  • Heal, Perception, Profession, Sense Motive, and Survival checks
  • Charisma

    Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is important for clerics, since it affects their ability to channel energy.

    You apply your character's Charisma modifier to:

  • Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
  • Checks that represent attempts to influence others.
  • Channel energy DCs for clerics attempting to harm undead foes.