Character Generation Guide

Character generation is a multi-step process. This guide assumes you are adapting an existing character from Sigrogana Legends 2 into Pathfinder Legends 2, and it's suggested order of operations is most appropriate for that style of development.

Step 1: Acquire a Character Sheet
  The character sheet is where all of the information on your character is stored. Open this sheet to view the template. Then press  File -> Make a Copy  to acquire a copy of your own to work with. The bottom tabs can be freely deleted if they are not relevant to your character, such as deleting the Animal Companion and Familiar tabs if your character lacks such an ally.

Step 2: Race
Your character's race is likely going to be the most straightforward element about them. Fill that in now, and review their racial benefits on the races page. You can scroll down slightly to copy their racial feats & abilities under the relevant tab on the lower left of the sheet.

Each race has some boosts to their ability scores, and some races have penalties. Take note of these boosts and penalties now. Throughout the next few steps, you will receive more boosts and penalties to record for now, and apply during step 5.

Step 3: Background
Background represents a character's history. Mechanically, each background comes with the following benefits.


 * Two Ability Score Boosts
 * Training in one Skill
 * One Skill Feat

Backgrounds are usually hand-crafted alongside your dungeon master to reflect a character's unique backstory. A list of some generic backgrounds can be found here. (Ignore references to Lore skills.)

Here is an example background: Sailor

Sailor
You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even fell in with a crew of pirates and scalawags.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You’re trained in the Athletics skill.

You gain the Underwater Marauder skill feat.

Step 4: Class
By now you are ready to make the most significant choice of character creation: Your class. Each class gains an ability boost to their key ability, or the ability score that is most important to functioning as that class, such as Intelligence for wizards, as well as your class hit points. The class' initial proficiencies will usually be ranked either 'Trained' or 'Expert'. Simply check the T or E box underneath the skill or saving throw in question for these proficiencies.

Each class has a 'class features per level' table that will help you to organize what you get at each level. When you select your class, ensure you record and understand all of the class features you get at level 1 on your character sheet.

The wiki pages for the PL2 standard classes can be found listed below, and the nonstandard classes can be found listed on their own page, with their wiki pages being in a variety of places, consult your DM if the nonstandard classes interest you.


 * Champion
 * Cleric
 * Fighter
 * Monk
 * Ranger
 * Rogue
 * Swashbuckler
 * Witch
 * Wizard

Step 5: Ability Scores
All characters begin with a 10 in every ability score.

 

Throughout steps 2 through 4, you will have received several ability boosts and penalties to your ability scores. Each of these boots is applied to a specific ability score, or to one of your choosing if it is referred to as a  'Free' Boost. An ability boost is worth 2 points in the ability score in question, unless that score is 18 or higher, in which case it is worth only 1 point. Two or more boosts received from the same source cannot be applied to the same ability score.

 

At the end of character creation, a character receives four Free Boosts that must be applied to four different ability scores, as per the Free Boosts restriction.

Any character may optionally take a Voluntary Flaw, which gives them one additional Free Boost at the cost of two Free Flaws. In this specific case, both Flaws can apply to the same ability score.

Use this checklist to ensure you have applied all of your ability scores properly.


 * Racial Boosts and Flaws (If any).
 * Two boosts from your Background.
 * One Boost to your Key Ability Score from your Class.
 * Four Free Boosts from Ability Score generation.
 * (Optional) One Free Boost and two Free Flaws from a Voluntary Flaw.

Step 6: Acquire Equipment
Depending on the nature of the adventure, your equipment may be sourced through a variety of methods. For the sake of a new character created in this system, assume you have 15 gold pieces worth of money to purchase gear. 15 gold pieces is worth 150 silver pieces, or 1,500 murai, or copper pieces. All of the items in the base game can be found here.

If you are uncertain where to begin or what to purchase, look at the class kit tab at the top of your class wiki page. It will provide a small suite of basic equipment for a class's needs.

Additionally, if you have some money left over, consider backup weapons, cheap potions or snares, climbing equipment, and especially healer's tools if you happen to be proficient with the medicine skill.

Your character will only be able to carry a certain amount of equipment, dependent on their strength. This is measured in an abstraction referred to as 'Bulk'. Though your character sheet has multiple types of inventories, this exists for the sake of the fiction, and there is no mechanical difference for an item's stored location.

Step 7: Final Calculations
Lastly, a few derived statistics need to be calculated.

Maximum Hit Points: Hit points at level 1 will be equal to: Racial base HP + Class HP + Constitution Modifier

Skills: Your class will grant you training in additional skills, with a bonus equal to your intelligence modifier. A negative intelligence modifier will penalize the additional skills being granted.

Alignment: Certain rare effects will key off of your character's alignment, so it is relevant. Be certain to record the most accurate alignment to your character's moral philosophy.