Common FAQ

How do I calculate my HP?

 * At Level 1, your HP is equal to your Hit Die (Plus your CON modifier, which the sheet should add automatically).
 * Each level afterwards, your HP is increased by half of your maximum Hit Die, and adding +1 to that number.

Example: Bob just created their character, Bob is a Fighter and his Hit Die is d10, Bob has 10 starting HP which becomes 13 because of his Constitution modifier of +3. Bob selects a Skill Point for his Favored Class bonus.

Bob just returned from an adventure and has advanced to Fighter level 2. He must take half of his Hit Die rounded up, which is 6. Bob also selects +1 Hit Point for his Favored Class bonus this level.

Bob has gained +6 hp from his Hit Die, +3 from his Constitution modifier and +1 from the Favored Class bonus, for a total of 10 extra Hit Points at level 2.

Animal Companion's HP is determined by multiplying the number of Hit Dice and the average of the die type. Example: A 2 HD Companion using D8 Hit Die (Average: 4.5) would have 9 HP. For fractional hitpoints, always round down.

Where is my character sheet?
All sheets are on the roll20 main page under the Journal Tab

My sheet looks.. odd, where do I enter the information?
By default, the settings tab is open. Click the gear to hide settings and show a normal character sheet.

Helpful Facts:

 * You can ignore the weight of your character's gold.
 * A character may begin play with one outfit valued at 10 gp or less at no cost. Additional outfits or articles of clothing must be purchased normally.
 * Small Characters can lift and carry less, but small weapons and armor weight half as much. Some small items like a bedroll will only weight one quarter of it's normal weight size


 * You gain a +1 to any Ability Score at levels 4, 8, 12, 16 and 20.


 * These two websites are very important and will help you find any info you need quickly, specially great during character creation (d20pfsrd, Archives of Nethys)


 * An easier and more efficient way to manage your items is to create a single entry called "Backpack", then list all of your items inside the description, with a number next to them indicating the weight (Example)


 * You can take Regional languages appropriate to the setting with the Linguistics skill or the starting languages if you have a bonus to Intelligence.


 * You can purchase animals. One is allowed only. They typically are untrained, but pack animal shouldn't matter. Prices are in ultimate equipment.


 * You are allowed to retrain aspects of your character, look here for details.


 * You can take Regional traits but you need to be able to justify it and have a RP reason for it.


 * For Religion traits, you can take them if the deity you worship is of the same alignment or the deity you worship is within one step of the alignment and is thematically appropriate.


 * Eastern weapons and armor have limited access. Talk to a GM before getting eastern gear. Here is the list.


 * Wizards and other Spellbook classes can add new spells to their spellbook, see the pinned message on 'Questions and Help' discord Channel.


 * You CAN upgrade Headband of Vast Intelligence into a Headband of Mental Prowess, by simply paying the difference in cost. (Same goes for the Belt counterparts).


 * Society Background Traits are legal. To have the 'Of the Society' traits, your backstory should include membership in an adventuring society or education tailored to the adventuring life (to be reviewed and approved by a GM).