Pathfinder2 – Class Build
Barak – Dwarven Animal Druid
- Character Creation
- Step 1 – Create a Concept
- Step 2 – Ability Scores
- Step 3 – Ancestry
- Step 4 – Pick a Background
- Step 5 – Choose a Class
- Step 6 – Determine Ability Scores
- Step 7 – Record Class Details
- Step 8 – Buy Equipment
- Step 9 – Calculate Modifiers
- Step 10 – Finishing Details
- Level Advancement
- Finished Example
- Character Feats
- Content Updates

This is how a new character to the Wednesday night game is being built and brought into the campaign.
Character Creation
Step 1 – Create a Concept
As this campaign was based at the start of the Pathfinder era including a lot of the original concept was building characters using the core book, which were viable in the timeline.
Mechanical Concept
The player wanted to build a druid specialising in animals and the wild.
Team Concept
Character is part of the Pathfinder Society.
Religious Concept
The character worships a Nature God Gozreh.
Step 2 – Ability Scores
A starting character has 10 in all their ability scores, noting for Druid the key ability score is Wisdom. (Note, no longer using numbers, only the modifier to represent ability scores.
Str +0 – Dex +0 – Con +0 – Int +0 – Wis +0 – Cha +0
Step 3 – Ancestry
The characters base ancestry is Dwarven:
Step 4 – Pick a Background
Characters in the game get the standard background, plus a few extra options including a location as their home from before the pathfinder society and gaining a pathfinder society feat.
Chosen to have: Background – Scout (rb-cr-65) and Pathfinder Hopeful (lo-wg-22), Location – Riddleport
Step 5 – Choose a Class
Player has chosen to play a Druid.
Step 6 – Determine Ability Scores
- Level 1 Ability Scores
- Background – Field Medic (Wis, Str) Pathfinder Hopeful (Int, Cha)
- Ancestry – Con, Wis, Dex (Flaws Cha)
- Class – Wis
- Level 1 Advancement – Str, Dex, Con, Wis
Str +2 – Dex +2 – Con +2 – Int +1 – Wis +4 – Cha +0
Step 7 – Record Class Details
- Total Hit Points – Race + Class + Con = 8+8+3 = 19
- Spells Known (10 cantrips + 5 1st level spells)
- Prepared Spells [spell level] [H is for heightened]
- Cantrips (5 slots) – Guidance [0], Light [0], Ray of Frost [0], Read Aura [0], Stabilize [0]);
- 1st Level Spells (2 slots) – Magic Fang [1], Summon Animal [1]
Step 8 – Buy Equipment
Characters start with 15 gp worth of equipment. 10 items of a weight not listed count as a Light bulk (items bought in bulk lots as per the table count as 1 towards this and not automatically become light bulk)
Bulk Total = 6 with 7 Light Bulk
- Basic Weapons and Armor (7gp 1cp) [4 bulk, 2 light]
- Weapons – Bastard sword (4gp) [1], Sling (0cp) [L]
- Armour and Shield – Hide (2gp) [2], Wooden Shield (1gp) [1]
- Ammunition and Others – 20x Sling Bullets (1cp) [2L]
- Basic Equipment (7gp 9sp 2cp) [2 bulk, 4 light, 12 not listed]
- Adventure Kit: Incomplete (1gp 7cp) – Backpack (1sp)[N], Bedroll (1cp)[L], 10x pieces of Chalk (1cp)[N], 2x Belt Pouches (8cp)[N], 2x weeks’ rations (8sp)[2L], soap (2cp)[N], full waterskin (5cp)[1]; (no touches or rope)
- Druid Kit: Gear’s Only (1sp) – Bandolier (1sp)[N], Holly and Mistletoe (0cp)[N];
- Other (1gp 2sp 5cp) – 10xCandle (1cp)[N], Compass (1gp)[N], Mug (1cp)[N], Scroll case (1sp)[N]; Signal whistle (8cp)[L], Vial (5cp)[N];
- Healer’s Tools (5gp) [1] – Kit of bandages, herbs, suturing tools;
- Climbing Kit (5sp) [1] – 50 ft or rope, pulleys, 12x pitons, hammer, grappling hook, a set of crampons;
- Currency (started 15gp)
- Starting Amount – 7cp;
- Current Amount – 7cp;
Step 9 – Calculate Modifiers
Character is level 1, so all trained abilities add an extra +3 and all expert abilities add an extra +5. Any skill that does not have a T or and E just add the ability modifier.
Step 10 – Finishing Details
- Alignment – In this game, players only get to choose from Lawful, Neutral or Chaotic. Their actions in game will determine whether they are evil or good.
- Deity
- Age
- Gender and Pronoun – Male
- Bulk 6 of 8 (Max Bulk 13)
Level Advancement
- Starting Character
- Level 1 Mid Level Bonus
- Level 2 Advancement
- Level 2 Mid Level Bonus
- Level 3 Advancement
- Level 3 Mid Level Bonus
- Level 4 Advancement
Level 1 Starting Character
PF2 Races – Dwarven – Base Race
- Hit Points 10
- Size Medium
- Speed 20 ft
- Ability Boosts: Constitution, Wisdom, Free
- Ability Flaw: Charisma
- Age: 50, with a life expectancy of 350. (Changed from the base 25)
- Languages: Common, Dwarven
- Bonus Languages: Additional languages equal to your Intelligence modifier (if positive). You can choose from the following languages: Goblin, Jotun, Orcish, Terran or Undercommon (and any other regional language you have access to).
- Traits: Dwarf, Humanoid.
- Clan Dagger (Errata 2019-10-30): You get one clan dagger (page 280) of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
- 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.
- Ability Boost – Wisdom
- Hit Points – 8+Con Mod
- Proficiencies
- Perception (T)
- Saving Throws – Fortitude (T), Reflex (T), Will (E)
- Skills – Nature (T), Druidic Order (by Order), 2 plus Int mod
- Attacks – Simple Weapon (T), Unarmed Attack (T)
- Defenses – Light Armour (T), Medium Armour (T), Unarmoured Defense (T)
- Class DC Druid (T)
- Spells
- Primal Spell Attack (T)
- Primal Spell DC (T)
- Spells Per Day – Cantrips (5), 1st Level (2)
- Primal Spellcasting – Gain a craftbook with 10 cantrip and 5 1st level spells from the Primal spell list.
- Druidic Anathema –
- Using metal armor or shields (Druid)
- Despoiling natural places (Druid)
- Teaching the Druidic language to non-druids (Druid)
- Language: Druidic
- Druidic Order – Animal (cr131), Leaf (cr131), Strom (cr132), Wild (cr132)
- Shield Block – Shield Block General Feat
- Wild Empathy – You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
- Ancestry Feat –
- Background Feat –
PF2 Class – Druid – Druidic Order – Animal (br-cr-132)
- Order Skill – Athletics
- Druid Feat – Animals Companion (rb-cr-134)
- Focus Spells – Heal Animal (U rb-cr-400),
- Order Anathema – Commiting wanton cruelty to animals or killing animals unnecessarily (Animal Druid)
Animal Companion – Young – Base Stats
- Attributes – Str +2, Dex +2, Con +1, Int –4, Wis +1, Cha +0
- Proficiencies – unarmed attacks (T), unarmored defense (T), Fort (T), Ref (T), Will (T), Perception (T), Acrobatics (T), Athletics (T)
- Hit Points – Type + (Character Level x (6 + Con))
Animal Companion – Bird – Upgraded Stats
- Your companion is a bird of prey, such as an eagle, hawk or owl.
- Size – Small
- Melee (one action) Jaws (finesse) Damage 1d6 piercing
- Melee (one action) Talon (agile, finesse) Damage 1d4 slashing
- Attribute Boosts +1 Dex +1 Wis
- Hit Points – 4
- Skill – Stealth
- Speed – 10ft, Fly 60ft
- Support Benefit – The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
- Advanced Maneuver – Flyby Attack
- Player Choices
- Dwarven Heritage – Strong Blooded Dwarf
- Dwarven Ancestry – Rock Runner
- Dwarven Attribute Boost – Con, Wis, Str (Flaws Cha)
- Background
- Scout – Boosts (Wis + Con), Skills (Survival, Lore – Cavern), Feats (Forager)
- Location – Dwarves of Riddleport – Skill (Lore – Riddleport, Lore – Janderhoff)
- Class Options – Animal Order, Skills (Nature (Class), Athletics (Order), Acrobatics, Religion and Medicine)
- Level 1 Boosts – Str, Con, Wis, Cha
- Animal Companion – Owl
- Starting Primal Cantrips (Druid) – Dancing Lights (evo), Detect Magic (div), Disrupt Undead (nec), Guidance (div), Prestidigitation (evo), Produce Flame (evo), Ray of Frost (evo), Read Aura (div), Stabilize (nec), Tanglefoot (con);
- Starting 1st Level Spells (Druid) – Heal (nec), Magic Fang (tra), Pest Form (tra), Summon Animal (con), Summon Plants and Fungi (con);
Level 1 Mid Level Bonus
- Story Bonus – Level 1
- Language – Shoanti (T Speak)
- Background – Pathfinder Hopeful – Boosts (Int + Cha), Skills (Lore – Pathfinder Society, Feat Additional Lore)
- Additional Lore – Lore – Thassilonia
Level 2 Advancement
- Druidic Feat
- Skill Feat
- Druidic Spells – 2x New Spells up to 1st level
- Spells Per Day – Cantrips (5), 1st Level (3)
PF2 Classes – Druid – Order Explorer – Feat 2
- Source – Core Rulebook (rb-cr-136)
- Traits: Druid
- You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.
PF2 Class – Druid – Druidic Order – Wild (br-cr-132)
- Order Skill – Intimidation
- Druid Feat – Wild Shape (rb-cr-134)
- Focus Spells – Wild Morph (U rb-cr-400), Wild Shape (U rb-cr-401)
- Order Anathema – Becoming fully domesticated by the temptations of civilization (Wild Druid)
- Player Choices – Level 2
- Druid Feat – Order Explorer (Wild)
- Skill Feat – Additional Lore (Lore – Dwarven)
- New Druid Spells (2) Burning Hands (evo), Shocking Grasp (evo)
Level 2 Mid Level Bonus
- Story Bonus – Level 2
- Feat – Pathfinder Dedication
- Skills – Stealth (T), Nature (E), Lore – Pathfinder Society (E)
- Language – Shoanti (E)
- Feat – Pathfinder Dedication
Level 3 Advancement
- Alertness – Perception increases to expert
- General Feat –
- Great Fortitude – Fortitude increases to expert
- Skill Increase – Increase a skill, skill can go to expert
- Druidic Spells – 2x New Spells up to 2nd level
- Spells Per Day – Cantrips (5), 1st Level (3), 2nd Level (2)
- Player Choices – Level 3
- New Druid Spells (2) Animal Form (tra), Dispel Magic
- General Feat – Toughness
- Skill Increase – Medicine (E)
- Upgrade (Additional Lore) – Lore – Dwarven (E), Lore – Thassilonian (E)
Level 3 Mid Level Bonus
- Story Bonus – Level 3
- Language – Chelaxian (E) (As only bonus gain read/write and speak)
Level 4 Advancement
- Druid Feat –
- Skill Feat –
- Druidic Spells – 2x New Spells up to 2nd level
- Spells Per Day – Cantrips (5), 1st Level (3), 2nd Level (3)
Animal Companion – Mature – Upgraded Stats
- Attributes – Str +1, Dex +1, Con +1, Wis +1
- Attacks – +1 dice of damage
- Perception and Saving Throws – Upgrade to Expert
- Skills – Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert.
- Size – If your companion is Medium or smaller, it grows by one size
- Player Choices – Level 4
- New Druid Spells (2) Faerie Fire (evo), Respotration (nec)
- Skill Feat – Battle Medicine
- Druid Feat – Mature Animal Companion
- GM Added Equipment – Coyote Cloak (rb-cr-609), +1 Handwraps of Mighty Blows (rb-cr-611), Healing Potion – Minor (rb-cr-548), Owlbear Clar (rb-cr-569), Hunter’s Bane (rb-cr-567), Silvertongue Mutagen – Moderate (rb-cr-549), Tracker’s Goggles (rb-cr-616), Wayfinder (rb-cr-617)
Level 4 Mid Level Bonus
- Story Bonus – Level 4
- Pathfinder Advancement – TBA FEAT
- Faction Bonus – TBA OPTION
Finished Example
Barak Bloodguzzler
Level 4 – Dwarf Druid Animal Order
- Traits: Medium, Druid, Dwarf, Humanoid
- Dwarf Male Druid 4
- Perception +12 (Wis (4) +E (4+lvl)), Low-Light Vision
- Languages: Common (E), Chelaxian (E), Druidic (E), Varisian (E), Shoanti (E)
- Skills:
- (Untrainted – lvl+mod) +5 Arcana (Int), +5 Crafting (Int), +4 Deception (Cha), +4 Diplomacy (Cha), +4 Intimidation (Cha), +5 Lore – Other (Int), +5 Occultism (Int), +4 Performance (Cha), +5 Society (Int), +6 Thievery (Dex)
- (Trained – lvl+mod+2) +8 Acrobatics (Dex), +8 Athletics (Str), +7 Lore – Cavern (Int), +7 Lore – Dwarven Riddleport (Int), +7 Lore – Janderhoff (Int), +10 Religion (Wis), +8 Stealth (Dex), +10 Survival (Wis),
- (Expert – lvl+mod+4) +9 Lore – Dwarven (Int), +9 Lore – Pathfinder Society (Int), +9 Lore – Thassilonian (Int), +12 Medicine (Wis), +12 Nature (Wis)
Str +2 – Dex +2 – Con +2 – Int +1 – Wis +4 – Cha +0
- AC 18 Unarmoured (unarmoured +0 +Dex (2) +T (2+lvl)) or 21 Hide Armour (Hide +3 +Dex (2) +T (2+lvl)) or Shield Raised +2 (Wooden Shield +2 – Hardness 5, HP/BT 12/6)
- Fort +10 (Con (2) +E (4+lvl)), Refl +8 (Dex (2) +T (2+lvl)), Will +12 (Wis (4) +E (4+lvl))
- HP 54 (Race 10, (Class 8 + Con Mod 2 x level) Class (8+2)*4 = 40), Toughness (4)
- Speed 20ft (Dwarf)
- Proficiencies – (Trained) Armour (Light, Medium, Unarmoured), Simple Weapons, Unamend Attack
SPELLCASTING
- Druid Primal Spell Attack (T, Wis): +10
- Druid Class DC (T, Wis) 20
- Spells Per Day – Cantrips (5), 1st level (3), 2nd Level (2)
- Usually Prepared –
- Cantrips (5 as 2nd level spells) Dancing Lights, Disrupt Undead, Guidance, Prestidigitation, Stabilise
- Level 1 Slots (3) Burning Hands, Heal, Shocking Grasp
- Level 2 Slots (3) Animal Form, Dispel Magic, Restoration
- Usually Prepared –
- Spells Known: (Focus Point 1)
- Focus (1 as 2nd Level Spells) Heal Animal, Wild Shape (Animal Form, Pest Form)
- Cantrip (10): Dancing Lights (evo), Detect Magic (div), Disrupt Undead (nec), Guidance (div), Prestidigitation (tra), Produce Flame (evo), Ray of Frost (evo), Read Aura (div), Stabilize (nec), Tanglefoot (con);
- 1st Level (7) Burning Hands (evo), Heal (nec), Magic Fang (tra), Pest Form (tra), Shocking Grasp (evo), Summon Animal (con), Summon Plants and Fungi (con);
- 2nd Level (1) Animal Form (tra), Dispel Magic (abj), Faerie Fire (evo), Restoration (nec)
ABILITIES
- Wild Empathy (Druid) You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
GEAR AND EQUIPMENT
Bulk Total = 4 with, 5 Light Bulk, and 6 not listed
- Basic Weapons and Armor (4) [3 bulk, 2 light]
- Weapons – 2x Clan Dagger (1d4 P, Bulk L, Hands 1, Group Knife, Agile, Dwarf, Parry, Versatile B),
- Armour and Shield – Hide Armour (AC +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5ft, Str Req +2, Bulk 2, Group Leather), Wooden Shield (+2 AC, Bulk 1, Hardness 3, HP/BT 12/6),
- Ammunition and Others –
- Basic Equipment (2) [1 bulk, 2 light, 0 not listed]
- Explorer’s Clothing (Bulk L), Healer’s Tools (Bulk 1, Hands 2),
- Magical Equipment (8) [0 bulk, 1 light 6 not lists]
- Coyote Cloak (rb-cr-609, Bulk -), Handwraps of Might Blows +1 (rb-cr-611 Bulk-), Healing Potion – Minor (rb-cr-563 Bulk L), Hunter’s Bane (rb-cr-567, Bulk-), Owlbear Claw (rb-cr-569, Bulk-), Silvertongue Mutagen – Moderate (rb-cr-550, Bulk L), Tracker’s Goggles (rb-cr-616, Bulk-), Wayfinder (rb-cr-617, Bulk-),
- Currency (started 15 gp)
- Starting Amount – ;
- Current Amount – ;
CHARACTER NOTES
- Background: Scout and Pathfinder Hopeful
- Home Location: Riddleport Gasworks and Janderhoff
- Archetypes: Pathfinder Agent
- Anthema
- Using metal armor or shields (Druid)
- Despoiling natural places (Druid)
- Teaching the Druidic language to non-druids (Druid)
- Commiting wanton cruelty to animals or killing animals unnecessarily (Animal Druid)
- Becoming fully domesticated by the temptations of civilization (Wild Druid)
- Story Points
Mature Animal Companion – Bird
- Armour Class – 20 Unarmoured (Dex +T (2+lvl))
- Medium Owl
- Hit Points – 36 (Type (4) + (Character Level (4) x (6 + Con (2))))
- Perception +11 (Wis +E)
Str +3, Dex +4, Con +2, Int –4, Wis +3, Cha +0
- Proficiencies
- Attacks/Defence – unarmed attacks (T), unarmored defense (T),
- Saving Throws – Fort +10 (Con +E), Ref +12 (Dex +E), Will +11 (Wis +E),
- Skills – Acrobatics +9 (Dex +T), Athletics +8 (Str +T), Intimidation +6 (Cha +T), Stealth +11 (Dex +E), Survival +9 (Wis +T)
- Speed – 10ft, Fly 60ft
- Melee (one action) +10 Jaws (finesse) Damage 2d6+4 piercing
- Melee (one action) +10 Talon (agile, finesse) Damage 2d4+4 slashing
- Support Benefit – The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Character Feats
- Background – Pathfinder Hopeful, Scout
- Class Feats – Animal Companion (Level 1), Mature Animal Companion (Level 4), Order Explorer (Level 2), Wild Shape (Order Explorer)
- General Feats – Shield Block (Druid Level 1), Toughness (Level 2)
- Faction Feats – Home in Dwarven Riddleport (Location at Level 1), Pathfinder Agent Dedication (Level 2)
- Racial Feats – Rock Runner (Ancestry 1), Strong-Blooded Dwarf (Heritage)
- Skill Feats – Additional Lore (Pathfinder Hopeful), Additional Lore (Level 2), Battle Medicine (Level 4), Forager (Scout)
PF2 Background Feats – Pathfinder Hopeful
- Source: PF2 Lost Omens World Guide (pf2-lo-wg p22 and
M2100] p3) - Note: This feat is a free feat for all TRAP characters who have become trainee pathfinders with discussion and approval from GM.
- You’ve long wanted to join the adventurous Pathfinder Society. You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders.
- Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
- You’re trained in the Society skill and the Pathfinder Society Lore skill. You gain the Additional Lore skill feat.
PF2 Background Feats – Scout
- Source: Core Rulebook (rb-cr-65)
- You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.
- Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
- You’re trained in the Survival skill and a Lore skill related to one terrain you scouted in (Such as Forest or Cavern). You gain the Forager skill feat.
PF2 Classes – Druid – Animal Companion – Feat 1
- Prerequisites – animal order
- You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information
PF2 Classes – Druid – Wild Shape – Feat 1
- Prerequisites – wild order
- You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats
PF2 Classes – Druid – Order Explorer – Feat 2
- Source – Core Rulebook (rb-cr-136)
- Traits: Druid
- You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.
PF2 Classes – Druid – Mature Animal Companion – Feat 4
- Source – Core Rulebook (rb-cr-136),
- Prerequisite: Animal Companion
- Traits: Druid
- Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules for more information. Your animal companion is better trained than most. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.
PF2 Faction – Pathfinder Agent – Dedication – Feat 2
- Source: Lost Omens World Guide (lo-wg-23)
- Tags: Uncommon, Archetype, Dedication
- Prerequisite: Member of the Pathfinder Society, trained in Absalom
- Your pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained on one skill of your choice, expert in a skill of your choice in which you were trained. You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders.
- Special: You cannot select another dedication feat until you have gained two other feats from Pathfinder agent.
PF2 General Feats – Shield Block – General Feat 1
- Source: Core Rulebook (rb-cr-261)
- Traits: General
- Actions: Reaction
- Trigger: While you have your shield raised, you would take damage from a physical attack
- You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
PF2 General Feats – Toughness – General Feat 1
- Source: Core Rulebook (rb-cr p268), Errata 1.0 – 2019-10-30
- Traits: General
- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459).
- Errata: Reworded the recovery checks.
PF2 Location Feat – Home in <location>
- Requirement: A race that is accepted as part of the community. You have a family holding in the location that has an ancient runegate as part of the structure.
- Once you become a Pathfinder and gain access to the Home runegate option, you gain the “Activate Teleportation to <Location>” ritual and are trained in the appropriate skill for the ritual based on the location.
- You gain Lore – <Location> as you grew up here.
- Note: You know the location of a portal that can be activated in <Location> under your families control. Character cannot access it until they have more levels than uncommon elements in their character build, rare elements are treated as two elements for this purpose.
- And the new rituals learned by characters with purchase from the Tien Lantern Lodge faction of the Pathfinder Society.
PF2 Races – Dwarven – Rock Runner – Ancestry Feat 1
- Source: Core Rulebook (rb-cr-37)
- Traits: Dwarf
- Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and 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 when you roll a success at one of these Acrobatics checks, you get a critical success instead.
PF2 Races – Dwarven – Strong-Blooded Dwarf – Heritage Feat
- Source: Core Rulebook (rb-cr-37)
- Traits: Dwarf
- Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
PF2 General or Skill Feats – Additional Lore – General Skill Feat 1
- Source: Core Rulebook (rb-cr-259)
- Traits: General, Skill
- Prerequisites trained in Lore
- Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
- Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
PF2 General and Skill Feats – Battle Medicine – Medicine Skill Feat 1
- Source: Core Rulebook (rb-cr-258), Errata 1.0 – 2019-10-30
- Traits: General, Healing, Manipulate, Skill
- Action: One Standard Action
- Prerequisite: Trained in Medicine
- You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
- Errata: Changed words around healing
PF2 General and Skill Feats – Forager – Survival Skill Feat 1
- Source: Core Rulebook (rb-cr-261)
- Traits: General, Skill
- Prerequisite: Trained in Survival
- When using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
- Each time your proficiency rank in survival increases, double the number of creatures you can take care of on a success (eight at expert, sixteen at master, thirty-two at legendary). You can choose to care for half the number of additional creature and provide a comfortable living instead of subsistence living.
- Multiple smaller creatures or creature with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Content Updates
- 2022-04-10 – Updated the character based on player discussion.
- 2022-04-08 – Updating the layout and cleaning up the page with reusable content and updating for level 4.
- 2021-12-14 – Updates to character to help get it ready for play this week.
Pathfinder 2E
PF2 Menu: Adventures, Classes, Factions, Feats, Items, Races, Rules Updates
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, GM’s Luck Roll, Playtest Thoughts, Running Games over Skype, Tracking Experience
Class Build: Minion (Mitflit), Barbarian (Nexa Shoanti Half-Orc), Bard (Quest – Goblin), Cleric (Pimwinkle – Halfling, , Krol – Elf Half-Gnome), Druid (Barak – Dwarf, Cangacerio – Human Half-Elf), Fighter (Kordar – Elf Half-Human, Zed – Human), Monk (Willy – Human), Oracle (Luna – Shoanti), Ranger (Duzhar – Orc Half-Human), Rogue (Sparky – Dwarf), Sorcerer (Belath – Cheliax), Wizard (Parry – Elf Half-Dwarf)
Discussing the Rules: Animal Companions, Archetypes, Companions, Crafting PF2 Items, Feats, Minions, Playing the Game, Shapechanging, Summoning
Game Modes: Encounter, Exploration, Downtime
Feats: Background, General & Skill, Location
PF1 Conversions to Pathfinder 2: Adventures, Classes, Items, Faction
References: Creatures, Equipment, Items, NPCs, Spells
Thassilonian Resurgence Adventure Path (TRAP) Campaign
Design, Campaign, Campaign Journal, Runelords
Jade Regent Adventure Path (JRAP) Campaign
Personalities, Campaign Journal, Region – Minkai, Prophecy – The Broken One, Characters – Social Feats
Library of Books
B5, d20 System, Pathfinder, SW

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.
General Links
Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information
Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems
Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.