Step 1: Determine Concept
I am
Janhur Stormwine, a half-elven sellsword.
Step 2: Choose an Ancestry: Half-Elf (2 Free stat boosts. No flaw. 8 hit points.).
Ancestry Feat: Half-elf. Elven speed (increase your Speed by 5 feet), Low-light vision (you can see in dim light as well as you can in bright light).
Languages: Common, Elven.
Traits: Human, elf, humanoid.
Step 3: Choose a Background: Nomad (1 boost to CON or WIS, 1 Free boost; Gain Assurance Skill feat with Survival; Trained in a terrain-based Lore skill).
Assurance (Survival)
Even in the worst circumstances, you can perform basic tasks with your skill. Choose a skill you’re trained in when you first select this feat. You can forgo rolling a skill check for your chosen skill to instead receive a result of 10 (do not apply any of your bonuses, penalties, or modifiers).
If you’re an expert in your chosen skill, you receive a result of 15; if you’re a master, you receive a result of 20; and if you’re legendary, you receive a result of 30.
Step 4: Choose a Class: Fighter (key stat boost = STR. Secondary stat boost = CON)
Step 5: Finalize Ability Scores
5.1 (Start with 10s): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
5.2 (adjust by Ancestry): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10
5.3 (adjust by Background): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10
5.4 (adjust by 4 free boosts): Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10
5.5 (adjust by Class): Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Step 6: Apply Your Class
HP: 21 (10 + Ancestry + CON)
Proficiencies: Perception (E), Fortitude (E), Reflex (E), Will (T)
Class DC: 15
Skills (3 + INT): Athletics (T), Survival (T), Crafting (T)
Weapons: Trained in all Simple, Martial, and Exotic.
Armor: Trained in all armor and shields.
Signature Skills: Acrobatics, Athletics, Crafting.
Class Feature: {R} Attack of Opportunity
Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.
Class Feat: {R} Reactive Shield
Trigger: An enemy succeeds or critically succeeds against you with a melee Strike.
You use the Raise a Shield action and gain your shield’s bonuses to AC immediately. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Step 7: Determine Skill Modifiers
Add skill ability, + proficiency (Level - 2 for untrained, Level for trained, Level + 1 for Expert, Level + 2 for Master, Level + 3 for Legendary)
Acrobatics ($) +0
Arcana -1
Athletics (T)($) +5
Crafting (T)($) +1
Deception -1
Diplomacy -1
Intimidation -1
Lore (terrain) (T) +1
Lore (other) -1
Medicine +0
Nature +0
Occultism -1
Performance -1
Religion +0
Society -1
Stealth +0
Survival (T) +2
Thievery +0
Step 8: Buy Equipment (Inventory Sheet)
Start with 150 SP
Studded Leather Armor - 30 SP
Heavy Wooden Shield - 10 SP
Heavy Shield Boss - 5 SP
1x Dagger - 2 SP
1x Longsword - 10 SP
1x Shortbow - 30 SP
20x Arrows - 1 SP (2 SP total)
1x Backpack - 1 SP
1x Belt Pouch - 4 CP
1x Flint and Steel - 5 CP
1x Pup Tent - 8 SP
1x Bedroll - 1 CP
1x Rope (Hemp) - 1 SP
1x Waterskin - 5 CP
10x Rations (1 Day) - 5 CP (5 SP total)
1x Repair Kit - 30 SP
Coins: 14 SP, 5 CP
Step 9: Fill in the Finishing Details
Age (adulthood around 18, lives to about 150): 44 years old.
Alignment: NG
Deity:
AC: 10+DEX+Trained+AC Bonus = 14
TAC: 10+DEX+Trained+TAC Bonus = 13
Bulk: 6
Hero Points: 1
Resonance: 1