Pathfinder2 – Class Build
Luna – Shoanti Oracle
- 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 an Shoanti Oracle.
Team Concept
Character is part of the Pathfinder Society.
Religious Concept
The character worships a God Densa.
Step 2 – Ability Scores
A starting character has 10 in all their ability scores, noting for Fighter the key ability score is Strength. (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 Human – Shoanti.
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 – Scholar (rb-cr) and Pathfinder Hopeful (lo-wg-22), Location – Tamiir-Quah
Step 5 – Choose a Class
Player has chosen to play a Oracle.
Step 6 – Determine Ability Scores
- Level 1 Ability Scores
- Background – Scholar (Wis, Cha) Pathfinder Hopeful (Int, Dex)
- Ancestry – Boosts (Dex Wisdom, Cha) Flaw (Str)
- Class – Cha
- Level 1 Advancement – Dex, Int, Wis, Cha
Str -1 – Dex +3 – Con +0 – Int +2 – Wis +3 – Cha +4
Step 7 – Record Class Details
- Total Hit Points – Race + Class + Con
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
- Basic Equipment
- Currency (started 15gp)
- Starting Amount –
- Current Amount –
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 ? of ? (Max Bulk ?)
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 – Human – Base Race
- Hit Points 8
- Size Medium
- Speed 25 ft
- Ability Boosts: Free, Free
- Ability Flaw: None
- Age: 15, with a life expectancy of 90.
- Languages: Common, plus additional languages per Int.
- 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: Human, Humanoid.
Ethnicities:
- Garundi – Osiriani Language
- Keleshite – Kelish Language
- Kellid – Hallit Language
- Mwangi – Mwangi Language
- Nidalese – Shadowtongue Language
- Shoanti – Shoanti Language (Native to Varisia)
- Taldan – Taldane Language, now also known as Common
- Tian – Tien Language
- Ulfen – Sklad Language
- Varisian – Varisian Language (Native to Varisia)
- Vudrani – Vudrani Language
PF2 Classes – Oracle – Level 01
- Boosts – Charisma
- Hit Points – 8 plus Con
- Proficiencies
- Perception (T)
- Saving Throws – Fort (T), Refl (T), Will (E)
- Attacks – Simple Weapons (T), Unarmed Attack (T)
- Defenses – Light Armour (T), Unarmoured Defense (T)
- Spells – Divine Spell Attack and Spell DC
- Ancestry Feats –
- Background Feat –
- Spell Repertoire –
- Mystery –
PF2 Classes – Oracle – Mystery Cosmos
- Mystery Benefit – Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage.
- Trained Skill – Nature
- Granted Cantrip – Dancing Lights
- Revelations Focus Spells – initial: spray of stars; advanced: interstellar void; greater: moonlight bridge
- Related Domains – darkness, moon
Curse of the Sky’s Call
- You have your head in the clouds – and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.
- Minor Curse – Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement.
- Moderate Curse – Your body is drawn further skyward. You are enfeebled 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for wind effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much.
- Major Curse (11th) As your body rises, you float just above the ground beneath you. You become enfeebled 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the Cloud Jump skill feat; and you don’t leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
- Player Choices
- Faction – Osirion
- Languages – Common, Shoanti, Bonus – Elven, Draconic
- Background
- Scholar– Boosts (Wis, Cha), Skills (Occultism, Lore – Academy), Feats (Assurance – Occultism)
- Location – Tamiir-Quah – Skill (Lore – Tamiir-Quah)
- Class Options – Boosts (Cha), Skills (Nature (Mystery), Religion (Class), Survival, Diplomacy, Medicine, Intimidation), Mystery (cosmos)
- Race Options – Boosts (Dex Wisdom, Cha), Flaw (Str), Ancerty (Quah Bond), Heritage (Versatile)
- Level 1 Boosts – Dex, Int, Wis, Cha
- Quah-Bond – Feat (Assurance – Acrobatics), Skill (Acrobatics)
- Versatile – Incredible Initiative
- Spells
- Focus (2) Cloak of Shadows (darkness), Spray of Stars (mystery)
- Cantrip (5) Dancing Lights (mystery), Forbidden Ward, Shield, Know Direction, Divine Lance, Guidance
- 1st level (2) Bless, Ray of Enfeeblement
Level 1 Mid Level Bonus
- Story Bonus – Level 1
- Language – Varisian (T Speak)
- Background – Pathfinder Hopeful – Boosts (Int, Dex), Skills (Lore – Pathfinder Society, Additional Lore)
- Additional Lore – Lore – Thassilonian
Level 2 Advancement
- Player Choices – Level 2
- Oracle Feat – Sorcerer Dedication (Bloodline (Imperial), Skill (Arcane, Society), Cantrip (Tanglefoot), Detect Magic (Bloodline))
- Skill Feat – Automatic Knowledge (Occultism)
- New Spells Known – Heal
Level 2 Mid Level Bonus
- Story Bonus – Level 2
- Feat – Pathfinder Dedication
- Skills – Stealth (T), Occultism (E), Lore – Pathfinder Society (E)
- Language – Varisian (E)
- Feat – Pathfinder Dedication
Level 3 Advancement
- Player Choices – Level 3
- General Feat – Ancestral Paragon (Cooperative Nature)
- Skill Increase – Religion (E)
- Signature Spells – Heal (1), Blood Vendetta (2)
- New Spells Known – Calm Emotion, Blood Vedetta
Level 3 Mid Level Bonus
- Story Bonus – Level 3
- Language – Chelaxian (E)
Level 4 Advancement
- Player Choices – Level 4
- Skill Feat – Thorough Reports (lo-wg) Pathfinder Agent Dedication
- Oracle Feat –
- New Spells Known (1) TBA SPELL
Level 4 Mid Level Bonus
- Story Bonus – Level 4
- Pathfinder Advancement – Deft Cooperation (lo-wg-24)
- Factions Advancement – TBA OPTION
Finished Example
Luna
Level 4 – Shoanti Oracle
- Traits: Medium, Barbarian, Human, Humanoid, Shoanti
- Human Shoanti Female Oracle 4
- Initiative +2 (Incredible Initiative)
- Perception +7 (Wis +T)
- Languages: Common, Chelaxian, Elven, Draconic, Shoanti, Varisian
- Skills:
- (Untrainted – lvl+mod) +3 Athletics (Str), +6 Crafting (Int), +8 Deception (Cha), +6 Lore – Other (Int), +8 Performance (Cha), +7 Thievery (Dex)
- (Trained – lvl+mod+2) +8 Arcana (Int), +7 (or 16) Acrobatics (Dex or Assurance), +10 Diplomacy (Cha), +10 Intimidation (Cha), +8 Lore – Academy (Int), +8 Lore – Tamiir-Quah (Int), +9 Medicine (Wis), +9 Nature (Wis), +8 Society (Int), +9 Stealth (Dex), +9 Survival (Wis),
- (Expert – lvl+mod+4) +10 Lore – Pathfinder Society (Int), +10 Lore – Thassilonian (Int), +10 (or 18) Occultism (Int or Assurance), +11 Religion (Wis),
- Automatic Knowledge (Occultism 18)
Str -1 – Dex +3 – Con +0 – Int +2 – Wis +3 – Cha +4
- AC 17 (unarmoured T),
- Fort +6 (Con +T), Refl +9 (Dex +T), Will +11 (Wis +E)
- HP 40 (Race 8, (Class 8 + Con Mod 0 x level) Class (8+0)*4 = 32)
- Speed 25 ft (Human)
- Proficiencies – (Trained) Armour (Light, Unarmoured), Simple Weapons, Unamend Attack
SPELLCASTING
- Arcane Spell Attack +10 (Cha +T)
- Arcane Spell DC = 20 (10+ Cha +T)
- Spells Known
- Revelation Focus Spells (2 Points) Cloak of Shadows, Spray of Stars
- Cantrips (5) – Detect Magic, Tanglefoot
- Divine Spell Attack +10 (Cha +T)
- Divine Spell DC = 20 (10+ Cha +T)
- Domains – Darkness
- Spells Known
- Revelation Focus Spells (2 Points) Cloak of Shadows, Spray of Stars
- Cantrips (5) – Dancing Lights (Mystery), Divine Lance, Forbidding Ward, Guidance, Know Direction, Shield,
- 1st level (3 Slots) Bless, Heal (S), Ray of Enfeeblement
- 2nd Level (3 Slots) Blood Vedetta (S), Calm Emotion,
- (S) Signature Spell – Can be heightened to higher level slots.
Curse of the Sky’s Call
- You have your head in the clouds – and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.
- Minor Curse – Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement.
- Moderate Curse – Your body is drawn further skyward. You are enfeebled 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for wind effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much.
- Major Curse (11th) As your body rises, you float just above the ground beneath you. You become enfeebled 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the Cloud Jump skill feat; and you don’t leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
ABILITIES
GEAR AND EQUIPMENT
Bulk Total = 0 with 0 Light Bulk
- Basic Weapons and Armor (0) [0 bulk, 0 light]
- Weapons –
- Armour and Shield –
- Ammunition and Others –
- Basic Equipment (0) [0 bulk, 0 light, 0 not listed]
- Currency (started 15gp)
- Starting Amount – ;
- Current Amount – ;
CHARACTER NOTES
- Background: Scholar and Pathfinder Hopeful
- Home Location: Tamiir-Quah Shoanti Lands
- Archetypes: Pathfinder Agent, Sorcerer
- Story Points
Character Feats
- Background – Pathfinder Hopeful (gm), Scholar (Level 1)
- Class – Sorcerer Dedication (Level 2)
- Faction – Pathfinder Dedication (gm)
- General – Incredible Initiative (Versatile), Ancestral Paragon (Level 3)
- Racial – Cooperative Nature (Ancestral Paragon), Quah Bond (Level 1), Versatile (Heritage)
- Skills – Additional Lore (Pathfinder Hopeful), Assurance – Acrobatics (Quah Bond), Assurance – Occultism (Scholar), Automatic Knowledge – Occultism (Level 2), Thorough Reports (Level 4)
PF2 Archetype – Sorcerer Dedication – Feat 2
- Source: Core Rulebook (rb-cr), Errata 1.0 – 2019-10-30
- Traits: Archetype, Dedication, Multiclass
- Prerequisite: Charisma 14
- Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
- You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
- In the spellcasting dedication feats, you can prepare or add to your repertoire common cantrips of your spellcasting tradition, whether from this book or other cantrips of that tradition you learn or discover.
- Special: You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
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 – Scholar
- Source: Core Rulebook (rb-cr-64)
- You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.
- Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
- You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and gain the Assurance skill feat in your chosen skill. You’re also trained in the Academia Lore skill..
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 Faction – Pathfinder Agent – Thorough Reports – Feat 4
- Source: Lost Omens World Guide (lo-wg-23)
- Tags: Archetype, Skill
- Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.
PF2 General Feats – Ancestral Paragon – General Feat 3
- Source: Core Rulebook (rb-cr-259)
- Traits: General
- Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
PF2 General Feats – Incredible Initiative – General Feat 1
- Source: Core Rulebook (rb-cr-263)
- Traits: General
- You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
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 – Human – Cooperative Nature – Ancestry Feat 1
- Source: Core Rulebook (rb-cr-58)
- Traits: Human
- The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
PF2 Races – Human – Quah Bond – Uncommon Ancestry Feat 1
- Source: Lost Omens Character Guide (lo-cg-12)
- Traits: Uncommon, Human
- Requirements: Shoanti ethnicity
- You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your quah (or another skill of your choice, if you’re already trained in that skill). You gain the Assurance skill feat in that skill, as the spirits’ help guides your actions.
- Lyrune-Quah – Religion
- Shadde-Quah – Athletics
- Shriikirri-Quah – Nature
- Shundar-Quah – Diplomacy
- Sklar-Quah – Intimidation
- Skoan-Quah – Medicine
- Tamiir-Quah – Acrobatics
PF2 Races – Human – Versatile Heritage – Heritage Feat
- Source: Core Rulebook (rb-cr-57)
- Traits: Human
- Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
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 or Skill Feats – Assurance – General Skill Feat 1
- Source: Core Rulebook (rb-cr p258)
- Traits: Fortune, General, Skill
- Even in the worst circumstances, you can perform basic tasks. Choose a skill your trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers)
- Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
PF2 General or Skill Feats – Automatic Knowledge – General Skill Feat 1
- Source: Core Rulebook (rb-cr p258)
- Traits: General, Skill
- Requirements: Expert in selected Skill, Assurance in selected Skill.
- You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.
- Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round
Content Updates
- 2022-04-10 – Updated with consultation with the Player of the character.
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

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