第三章 クラス

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Chapter 3: Classes

Just as your character’s ancestry plays a key role in expressing their identity and worldview,
their class indicates the training they have and will improve upon as an adventurer.
Choosing your character’s class is perhaps the most important decision you will make
for them. Groups of players often create characters whose skills and abilities complement
each other mechanically—for example, ensuring your party includes a healer, a combatoriented
character, a stealthy character, and someone with command over magic—so you
may wish to discuss options with your group before deciding.


The rules within each class allow you to bring a wealth
of character concepts to life. Perhaps you want to create
a brilliant but scatterbrained alchemist who can rattle off
complex formulas for alchemical items but has trouble
remembering his best friend’s birthday. Or perhaps you
want your character to be a muscle-bound swordswoman
who becomes as immovable as a mountain when she
hoists a shield. Maybe they’ll be a hot-tempered sorcerer
whose gesticulating fingers pulse with light from an angelic
ancestor. The choices you make for your character within
their class—such as a cleric’s choice of deity, a fighter’s
choice of weapon, or a sorcerer’s bloodline—bring these
visions to life within the context of the rules and the world.
The entries on the pages that follow describe the 12 core
classes in Pathfinder. Each entry contains the information
you need to play a character of that class, as well as to
advance them from their humble beginnings at 1st level to
the dizzying heights of power at 20th level. In addition to
the class entries, you might need to reference the following
sections, which detail additional character options and
how to advance your character in level.
• Leveling Up on page 31 tells you how to make
your character stronger when you get enough
Experience Points to reach a new level.
• Animal Companions and Familiars on page 214
provides rules to create an animal companion
or a familiar to share your adventures with. You
must have a class feature or feat that grants you a
companion or familiar to use these rules.
• Archetypes on page 219 gives you thematic
options that allow you to further customize your
character’s abilities. Though these rules are not
recommended for beginners, the archetypes in this
book allow you to gain abilities from other classes
starting at 2nd level.

Reading Class Entries
Every class entry includes information about typical
members of the class, plus suggestions for roleplaying
characters of that class and playing these characters in the
game’s various modes. Each class provides your character
with an ability boost to a key ability score; a number of
Hit Points they receive at each level; proficiency ranks for
various abilities, equipment, and skills; special abilities
from their class features; and more. Your character’s class
entry also provides the information needed when they
gain levels, so it will be a vital reference throughout the
course of your campaign.
Playing the Class
The first section of each class describes the interests and
tendencies typical of that class, as well as information
on how others view them. This can help inspire you
as you determine your character’s actions and define
their personality, but you aren’t obligated to play your
character as this section describes.
Key Ability
This is the ability score that a member of your class cares
about the most. Many of your most useful and powerful
abilities are tied to this ability in some way.
For instance, this is the ability score you’ll use to
determine the Difficulty Class (DC) associated with your
character’s class features and feats. This is called your
class DC. If your character is a member of a spellcasting
class, this key ability is used to calculate spell DCs and
similar values.
Most classes are associated with one key ability score,
but some allow you to choose from two options. For
instance, if you’re a fighter, you can choose either Strength
or Dexterity as your key ability. A fighter who chooses
Strength will excel in hand-to-hand combat, while those
who choose Dexterity prefer ranged or finesse weapons.
Additionally, when you choose your character’s class,
they gain an ability boost to their key ability score,
increasing that ability score by 2. For more about ability
boosts, see page 20.
Hit Points
This section tells you how many Hit Points your
character gains from their class at each level. To
determine your character’s starting Hit Points, add
together the Hit Points they got when you chose their
ancestry and the amount listed in this entry, which
equals your Constitution modifier plus a fixed number.
Classes that intend for characters to rush into battle
with weapons bared gain a higher number of Hit Points
each level, while those for characters who cast spells or
engage in trickery gain fewer.
Each time your character gains a level, they increase their
maximum Hit Points by the amount listed in this entry.
For more about calculating your character’s Constitution
modifier and determining their Hit Points, see page 26.
Initial Proficiencies
When you choose your character’s class, they gain a set of
initial proficiencies. Proficiencies measure your character’s
ability to perform tasks, use abilities, and succeed at checks.
Proficiency ranks range from trained to legendary. For
instance, a character who is trained with a longbow can use it
effectively, while a person who is legendary with the weapon
might be able to split an arrow from 100 paces away!
Each class entry specifies your character’s initial
proficiency rank in Perception, saving throws, attacks,
defenses, and either spells or class DC. You gain the trained
proficiency rank in at least one skill that is important to
your class, and you can choose other skills to gain trained
proficiency in—the exact number depends on your class. If
your class would make you trained in a skill you’re already
trained in (typically due to your background), you can select
another skill to become trained in.
A proficiency rank can unlock various feats and class
features, and it also helps determine the modifier for any
check you roll or DC you calculate related to that statistic.
If your character is trained in Perception, a saving throw,
or another statistic, they gain a proficiency bonus equal
to their level + 2, while if they have expert proficiency,
they gain a proficiency bonus equal to their level + 4. For
more about proficiency ranks, see page 13.
Spellcasting classes grant a proficiency rank for spell
attacks and DCs, which are further detailed in each
class’s entry.
If something isn’t listed in your character’s class entry,
their proficiency rank in that statistic is untrained unless
they gain training from another source. If your character
is untrained in something, you add a proficiency bonus of
+0 when attempting a check or calculating a DC related
to that statistic.
Advancement Table
This table summarizes the feats, skill increases, ability boosts,
and other benefits your character gains as they advance in
level. The first column of the class table indicates a level, and
the second column lists each feature your character receives
when they reach that level. The 1st-level entry includes a
reminder to select your ancestry and background.
Class Features
This section presents all the abilities the class grants
your character. An ability gained at a higher level lists
the required level next to the ability’s name. All classes
include the class features detailed below, and each class
also gets special class features specific to it. Many class
features require you to choose between options. Unless
the specific ability states otherwise, such decisions can’t be
changed without retraining (as explained on page 481).
Class Feats
This section specifies the levels at which your character
gains class feats—special feats that only members of that
class can access. Class feats are granted beginning at 1st
or 2nd level, depending on the class. Specific class feats
are detailed at the end of each class entry.
Skill Feats
This section specifies the levels at which your character
gains feats with the skill trait, called skill feats. Skill
feats can be found in Chapter 5: Feats, beginning on
page 254. At 2nd level and every 2 levels thereafter, most
classes gain a skill feat, though rogues gain them earlier
and more often. Your character must be trained in the
corresponding skill to take a skill feat.
General Feats
This section specifies the levels at which your character
gains general feats. Most classes grant a general feat at
3rd level and every 4 levels thereafter. At each of these
levels, you can select any general feat (including skill
feats) as long as your character qualifies for it. More
information can be found in Chapter 5: Feats (page 254).
Skill Increases
This section specifies the levels at which your character
can increase their proficiency rank in a skill. At 3rd level
and every 2 levels thereafter, most classes grant a skill
increase, though rogues gain them earlier and more often.
Your character can use a skill increase to either become
trained in one skill in which they’re untrained or become
an expert in one skill in which they’re already trained.
If your character is at least 7th level, they can use a skill
increase to become a master of a skill in which they’re
already an expert. If they’re at least 15th level, they can
use an increase to become legendary in a skill of which
they’re already a master.
Ability Boosts
At 5th level and every 5 levels thereafter, your character
boosts four different ability scores. Your character can
use these ability boosts to increase their ability scores
above 18. Boosting an ability score increases it by 1 if
it’s already 18 or above, or by 2 if it starts out below 18.
For more about ability boosts and applying them during
character creation, see page 20.
Ancestry Feats
This section serves as a reminder of the ancestry feats
your character gains at 5th, 9th, 13th, and 17th levels.
Ancestry feats are detailed in each ancestry entry in
Chapter 2, which begins on page 32.

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