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Pathfinder Second Edition

Compendium

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Reading Class Entries

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Every class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the game’s various modes. Each class provides your character with an attribute boost to a key attribute; a number of Hit Points they receive at each level; proficiency ranks for various abilities, equipment, and skills; special abilities from their class features; and more. Your character’s class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign.

Playing the Class

The first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your character’s actions and define their personality, but you aren’t obligated to play your character as this section describes.

Key Attribute

This is the attribute modifier that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this attribute in some way.

For instance, this is the attribute modifier you’ll use to determine the Difficulty Class (DC) associated with your character’s class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key attribute is used to calculate spell DCs and similar values.

Most classes are associated with one key attribute modifier, but some allow you to choose from two options. For instance, if you’re a fighter, you can choose either Strength or Dexterity as your key attribute. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or finesse weapons.

Additionally, when you choose your character’s class, they gain an attribute boost to their key attribute modifier, increasing that attribute modifier by 2. For more about attribute boosts, see Step 1 - Create a Concept.

Hit Points

This section tells you how many Hit Points your character gains from their class at each level. To determine your character’s starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number. Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer.

Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry. For more about calculating your character’s Constitution modifier and determining their Hit Points, see Step 7 - Record Class Details.

Initial Proficiencies

When you choose your character’s class, they gain a set of initial proficiencies. Proficiencies measure your character’s ability to perform tasks, use abilities, and succeed at checks. Proficiency ranks range from trained to legendary. For instance, a character who is trained with a longbow can use it effectively, while a person who is legendary with the weapon might be able to split an arrow from 100 paces away!

Each class entry specifies your character’s initial proficiency rank in Perception, saving throws, attacks, defenses, and class DC. You gain the trained proficiency rank in several skills—the exact number depends on your class, and some classes specify certain additional skills that you’re trained in. If your class would make you trained in a skill you’re already trained in (typically due to your background), you can select another skill to become trained in.

A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic. If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4. For more about proficiency ranks, see Playing the Game.

Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class’s entry. These classes rarely use their class DC.

If something isn’t listed in your character’s class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic.

Advancement Table

This table summarizes the feats, skill increases, attribute boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level. The 1st-level entry includes a reminder to select your ancestry and background.

Class Features

This section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the ability’s name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions can’t be changed without retraining.

Class Feats

This section specifies the levels at which your character gains class feats—special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry.

Skill Feats

This section specifies the levels at which your character gains feats with the skill trait, called skill feats. Skill feats can be found in Chapter 5: Feats. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat.

General Feats

This section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it. More information can be found in Chapter 5: Feats.

Skill Increases

This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use a skill increase to either become trained in one skill in which they’re untrained or become an expert in one skill in which they’re already trained.

If your character is at least 7th level, they can use a skill increase to become a master of a skill in which they’re already an expert. If they’re at least 15th level, they can use an increase to become legendary in a skill in which they’re already a master.

Attribute Boosts

At 5th level and every 5 levels thereafter, your character boosts four different attribute modifiers. This is described briefly in the class. For the full details on attribute modifiers and applying them during character creation, see Step 1 - Create a Concept.

Ancestry Feats

This section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels. Ancestry feats are detailed in each ancestry entry in Chapter 2.

Bard

An artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and quite often charming, the bard adventures with pizzazz and talent backed up by an impressive repertoire of occult magic.

Lem

Quick to side with the underdog, Lem, the halfling bard, has learned that his most powerful traits are his optimism and sense of humor.

Cleric

The cleric is dedicated to the worship of a single deity and draws divine magic from this devotion. Clerics can be vastly different depending on who they worship, and whether they’re cloistered clerics who pursue one of their deity’s domains or war priests who serve as the sword arm of their god.

Kyra

The human cleric Kyra has sworn her life and sword to Sarenrae, goddess of the sun, and her hand in marriage to the rogue Merisiel.

Druid

The druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose. A devotee of the wilderness, the druid finds nourishment in its power, allies among its creatures, and strength in its fury.

Lini

To experience all the wonders of nature, the gnome druid Lini travels with her closest friend, the snow leopard Droogami.

Fighter

With calculated daring and fearless determination, the fighter confronts their enemies while defending allies from harm. A master of the battlefield, the fighter is quick to exploit opportunities and strike any who stumble within reach of their blade or bow.

Valeros

Despite an earned reputation as a scofflaw, the human fighter Valeros is fiercely loyal to his friends and the Accidental God, Cayden Cailean.

Ranger

Resourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages. Whether they use a bow, crossbow, a pair of weapons, or snares, the ranger is a fearsome enemy and great ally in the wild.

Harsk

With keen eyes and the patience of an experienced hunter, the dwarf ranger Harsk finds himself most at home under the wide skies.

Rogue

Cunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their racket gives them the tools they need to get the job done, and their wide array of skill choices lets them specialize as they see fit.

Merisiel

The elf rogue Merisiel plans carefully but ultimately finds most problems are solved by daggers.

Witch

The witch is a versatile spellcaster who learns their magic from a familiar, sent to them by a powerful and mysterious patron. The witch’s mastery of potent hexes from their patron allows them to supplement their other spells with special tricks to solve any problem.

Feiya

Seeking to understand the source of her magic, the human witch Feiya is guided by her familiar Daji more than the vague emotions of her patron.

Wizard

The wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with confidence, without need for armor or weapons, enacting their will upon the world and bringing woe upon their enemies.

Ezren

The human wizard Ezren jumped into the study of magic late in life. He relies on this experience as much as his new arcane mastery.

Attributes

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