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People
1
image.png
He/His
Ramiel
Aasimar
Oblate
Acolyte
Bloodrager
Greenrager
Iomedae
Neutral Good
Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or others.
Aasimar Heritage, Light Halo, Celestial Resistance Most Aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality.
Acolyte adds Persuasion and Lore (Religion) to the list of her class skills. She can also use her Wisdom instead of Charisma while attempting Persuasion checks.
Bloodragers possess an innate ability to engage arcane powers from their bloodlines through sheer rage. Their anger can draw them into a state of bloodrage that manifests their fury in supernatural ways determined by their ancestral heritage.
Greenrager is a powerful Bloodrager, a hybrid class combining the rage of barbarians with the spellcasting abilities of sorcerers. They possess incredible strength and endurance, drawing upon their inner rage to fuel their attacks and unleashing devastating blows upon their enemies. As a sorcerer, they have access to a variety of spells that can enhance their combat abilities or provide support to their allies. With their formidable physical prowess and magical abilities, Greenrager is a force to be reckoned with on the battlefield.
Iomedae, also known as "The Inheritor", "Light of the Sword" and "Lady of Valor" is the goddess of righteous valor, justice, and honor. Having served as Aroden's herald, she inherited many of the Last Azlanti's followers upon his death, and continues to espouse the ideas of honor and righteousness in the defense of good and the battle against evil.
Open
Evgenii M
2
image.png
He/His
Granite
Oread
Wanderer
Nomad
Slayer
Spawn Slayer
Gorum
Chaotic Evil
Oreads are stout, with stony hair and skin of earthy colours. A few show their elemental heritage even more explicitly, with shining skin, rocky outcroppings, glowing eyes, or crystalline hair but, despite this, oreads are still creatures of flesh and blood. They prefer practical clothing and simple adornments to complex jewelery.
Oread Heritage, Slow Movement, Energy Resistance, Acid Affinity, Keen Senses
Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find oreads to be quiet, dependable, and protective of their friends.
Nomad adds Lore (Nature) to the list of her class skills. She also becomes proficient with scimitars. Nomad's animal companion gets a +3 bonus to maximum HP.
Skilled at tracking down targets, slayers are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Slayers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers.
Spawn Slayer is an archetype in the Slayer class of a game that focuses on hunting and destroying demonic creatures. It is known for its exceptional tracking skills and is an ideal choice for players who want to tackle the game's demon-filled world. With its unique abilities and expertise, it is a valuable addition to any team looking to rid the world of demons and other evil entities.
Gorum, also known as "Our Lord in Iron," is a god of battle above all other pursuits; it is said that he would rust away into nothingness if there was ever a time with no more conflicts to be fought. His faithful believe he is present in every iron weapon of war that is forged.
Open
Evgenii M
3
image.png
He/His
Ezra
Aasimar
Noble
Emissary
Shifter
Child of Manticore
Gorum
Neutral
Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or others.
Aasimar Heritage, Light Halo, Celestial Resistance Most Aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality.
Emissary adds Persuasion and Knowledge (World) to the list of her class skills. She also becomes proficient with rapiers and bucklers.
Shapeshifting character that is more martially inclined than a spellcasting druid. With each new level, the shifter’s powers grow in new and surprising ways, creating a character that thrives in battle, exploration, and stealth.
The Child of Manticore is a specialized archetype for the Shifter class. It enhances the shapeshifting abilities of the player, allowing them to transform into a manticore with unique offensive and defensive abilities such as spikes, poisonous stinger, and flight.
Gorum, also known as "Our Lord in Iron," is a god of battle above all other pursuits; it is said that he would rust away into nothingness if there was ever a time with no more conflicts to be fought. His faithful believe he is present in every iron weapon of war that is forged.
Open
Evgenii M
4
image.png
She/Her
Lilith
Dhampir
Wanderer
Nomad
Cavalier
Disciple of the Pike
Atheism
Chaotic Neutral
Most dhampirs are tall and slender, possessing physical grace and unearthly beauty. While eye colour, skin hue, and hair colour resembles that of the mother, they also possess a ghostly pallor which people find unnerving. They tend to move with unworldly fluidity, and have a piercing gaze.
Dhampir Heritage, Negative Energy Affinity, Resist Level Drain, Undead Resistance Presented here are alternative dhampirs descended from specific breeds of vampires. A player may choose one of the following heritages for her dhampir in place of the traditional dhampir racial features (which are assumed to be born from less pure or mixed heritages).
The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs' status as a unique race, instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline).
Nomad adds Lore (Nature) to the list of her class skills. She also becomes proficient with scimitars. Nomad's animal companion gets a +3 bonus to maximum HP.
Mounted knights who specialize in charging into battle
This archetype specializes in using the pike as their main weapon, gaining abilities such as charging with it and making attacks of opportunity against enemies. They also learn teamwork feats to work more effectively with other pike users. The Disciple of the Pike is a skilled warrior who dominates the battlefield and defeats their enemies with their pike expertise.
On Golation, "atheism" usually denotes the belief that those beings commonly called "gods" are not worthy of the authority and reverence bestowed upon them by others. Atheists rarely doubt the existence of deities, and generally acknowledge that deities are very powerful beings, but deem them no more than that. Instead of gods, they tend to revere ideals such goodness or freedom, philosophies such as the Prophecies of Kalistrade or diabolism, or nothing in particular.
Open
Evgenii M
5
image.png
He/His
Gronk
Half-orc
Warrior
Guard
Barbarian
Mad Dog
Nethys
Neutral
Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful.
Orc Ferocity, Orc Weapon Familiarity, Intimidating, Skilled, Keen Senses
Half-orcs get the worst of both worlds. Still, while not exactly accepted, half-orcs in civilized societies tend to be valued for their martial prowess. They are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom - though sometimes it's easier just to crack a few skulls.
Guard adds Perception to the list of her class skills. She also becomes proficient with light armor, shortswords and crossbows.
Fierce warriors who tap into their primal rage for strength in battle
Mad Dog, the Barbarian, is a fierce and unpredictable fighter. He charges into battle with reckless abandon, wielding his weapons with deadly precision. His primal instincts drive him to fight harder and stronger, making him a formidable opponent. Mad Dog's wild nature can make him difficult to control, but his loyalty to his allies is unwavering. He may not be the most strategic of fighters, but his raw power and ferocity make him a valuable asset in any battle.
Nethys, also known as "The All-Seeing Eye", is a Garundi god who holds knowledge and magic above all things. He gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a god of magic, torn between destroying the world with one hand and saving it with the other.
Open
Evgenii M
6
image.png
She/Her
Sable
Tiefling
Warrior
Bounty Hunter
Arcanist
Brown-fur Transmuter
Nethys
Neutral Good
No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling’s bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.
Tiefling Heritage, Fiendish Resistance
Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human’s capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.
Bounty Hunter adds Stealth to the list of her class skills. She also becomes proficient with light armor, clubs, light maces and heavy maces.
Arcanists are a hybrid class, combining the Wizard and Sorcerer classes. They prepare spells from a spellbook, like a Wizard, but may cast from the spells they have prepared spontaneously, like a Sorcerer.
This archetype focuses on transmutation magic, allowing the Arcanist to change the properties of objects and creatures. The name "Brown-fur" suggests a connection to nature and possibly an affinity for animals. With their mastery of transmutation, the Brown-fur Transmuter can alter the physical properties of objects and creatures to better suit their needs in combat and exploration. As an Arcanist, they also have access to other schools of magic, making them a versatile and adaptable member of any adventuring party.
Nethys, also known as "The All-Seeing Eye", is a Garundi god who holds knowledge and magic above all things. He gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a god of magic, torn between destroying the world with one hand and saving it with the other.
Open
Evgenii M
7
image.png
They/Their
Aria
Aasimar
Regional
Shackles Corsair
Ranger
Flame Warden
Rovagug
Neutral Evil
Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or others.
Aasimar Heritage, Light Halo, Celestial Resistance Most Aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality.
Shackles Corsair adds Mobility and Athletics to the list of her class skills. She also becomes proficient with Scimitars. In addition Shackles Corsair gains a +2 bonus to CMD against trip attempts.
Skilled hunters and trackers who excel in outdoor environments
The Flame Warden is a Ranger archetype that specializes in using fire-based spells and abilities to deal damage and protect allies. This archetype can create walls of fire, summon fiery creatures, resist fire damage, and even heal themselves with fire magic. The Flame Warden is a powerful and versatile Ranger archetype that is ideal for those who enjoy utilizing fire in their gameplay.
Imprisoned since the Age of Creation, the god Rovagug, also known as "The Rough Beast", "The Great Destroyer" and "The Worldbreaker"
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Evgenii M
8
image.png
He/His
Zoltan
Gnome
Noble
Leader
Ranger
Demonslayer
Cayden Cailean
Neutral Good
Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wild flowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.
Defensive Training - Giants, Hatred - Reptilian Humanoids, Illusion Resistance, Gnome Magic, Obsessive, Slow Movement, Keen Senses
Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.
Leader adds Persuasion to the list of her class skills. She also becomes proficient with rapiers, longsword, greatswords and bucklers.
Skilled hunters and trackers who excel in outdoor environments
Demonslayer is a Ranger archetype skilled in hunting and fighting demonic creatures. They have a natural talent for tracking and exploiting weaknesses of these evil entities, and are precise with ranged weapons. Demonslayer's deep hatred for all things demonic drives their determination to rid the world of these creatures.
Cayden Cailean, the god of alcohol, bravery, and freedom, is one of the Ascended: those mortals who achieved godhood by passing the Test of the Starstone. Because legend tells that he passed the test while intoxicated, he is also known as "The Lucky Drunk", "The Drunken Hero" or "The Accidental God".
Open
Evgenii M
9
image.png
They/Their
Sarentha
Tiefling
Wanderer
Nomad
Bloodrager
Primalist
Urgathoa
Chaotic Evil
No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling’s bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.
Tiefling Heritage, Fiendish Resistance
Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human’s capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.
Nomad adds Lore (Nature) to the list of her class skills. She also becomes proficient with scimitars. Nomad's animal companion gets a +3 bonus to maximum HP.
Bloodragers possess an innate ability to engage arcane powers from their bloodlines through sheer rage. Their anger can draw them into a state of bloodrage that manifests their fury in supernatural ways determined by their ancestral heritage.
The Primalist is a powerful Archetype that combines the ferocity of a Bloodrager with the primal power of nature. These warriors tap into the raw energy of the natural world, using their connection to animals and the elements to bolster their attacks and defenses. With their unique abilities, Primalists can transform into powerful beasts, summon elemental spirits to aid them in battle, and even call down the fury of a raging storm. Whether charging into the fray with a primal roar or unleashing devastating spells against their foes, the Primalist is a force to be reckoned with on the battlefield.
Urgathoa, also known as "The Pallid Princess" and "Lady Despair," is the goddess of physical excess, disease, and the undead. She is mostly worshiped by dark necromancers, the undead, and those wishing to become undead. Sometimes those who live gluttonous lifestyles make supplication to her, as do those suffering from a serious illness. Her faithful believe she was the first creature to defy Pharasma and return, unnaturally, from the Boneyard and break free from the cycle of souls.
Open
Evgenii M
10
image.png
She/Her
Taolinn
Half-elf
Regional
Aldori Swordsman
Cavalier
Knight of the Wall
Gorum
Chaotic Good
Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.
Adaptability, Keen Senses, Elven Immunities
Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these "pureblood" half-elves tend to be viewed as bastards by humans and elves alike.
Aldori Swordsman adds Persuasion to the list of her class skills. She also becomes proficient with dueling swords and bucklers.
Mounted knights who specialize in charging into battle
This archetype is focused on defense and protection, making them a formidable ally on the battlefield. Knights of the Wall specialize in defending fortified positions and holding the line against enemy attacks. They are skilled in the use of shields and can use them to shield bash opponents, knock them prone, or even disarm them. This archetype also gains the ability to call upon divine aid to enhance their defenses, making them even harder to defeat. Overall, the Knight of the Wall is an ideal choice for players who want to play a tanky character that can absorb a lot of damage while protecting their allies.
Gorum, also known as "Our Lord in Iron," is a god of battle above all other pursuits; it is said that he would rust away into nothingness if there was ever a time with no more conflicts to be fought. His faithful believe he is present in every iron weapon of war that is forged.
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Evgenii M
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Gender
Gender
1
He/His
2
She/Her
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They/Their
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