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Pathfinder Roleplaying Game: Strategy Guide PDF

162 Pages·2014·20.67 MB·English
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SSS GGG TTTrrraaaTTTeeegggyyy UUUIIIdddeee SSS GGG TTTrrraaaTTTeeegggyyy UUUIIIdddeee SSS GGG TTTrrraaaTTTeeegggyyy UUUIIIdddeee Credits Authors • Wolfgang Baur, Jason Bulmahn, John Compton, Jessica Price, and Sean K Reynolds Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, Sean K Reynolds, and Mark Seifter Cover Artist • Wayne Reynolds Interior Artists • Abrar Ajmal, David Alvarez, Branko Bistrovic, Marius Bota, Eric Braddock, Anna Christenson, Donald Crank, Ivan Dixon, Vincent Dutrait, Jorge Fares, Lucas Graciano, Paul Guzenko, Mauricio Herrerra, Andrew Hou, Tim Kings-Lynne, Damien Mammoliti, Mark Molnar, Jim Nelson, Mary Jane Parjaron, Paolo Puggioni, Maichol Quinto, Denman Rooke, Mike Sass, Bryan Sola, Craig J Spearing, Sandara Tang, and Thomas Wievegg Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Managing Editor • James L. Sutter Senior Developer • Rob McCreary Developers • John Compton, Adam Daigle, Mark Moreland, Jessica Price, Patrick Renie, and Owen K.C. Stephens Associate Editors • Judy Bauer and Christopher Carey Editors • Joe Homes and Ryan Macklin Managing Art Director • Sarah E. Robinson Senior Art Director • Andrew Vallas Art Director • Sonja Morris Graphic Designers • Emily Crowell and Ben Mouch Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Finance Manager • Christopher Self Staff Accountant • Ashley Gillaspie Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Licensing Coordinator • Michael Kenway Customer Service Team • Erik Keith, Sharaya Kemp, Katina Mathieson, and Sara Marie Teter Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Liz Courts, Lissa Guillet, and Chris Lambertz This book is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Strategy Guide is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Iron Gods, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. © 2014 Paizo Inc. First printing December 2014. Printed in China. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com 2 Table of Contents Introduction 4 Barbarian 40 Getting the Most Out of This Book 6 Bard 46 Important Terms and Concepts 7 Cleric 52 Druid 58 Character Themes 10 Fighter 66 Theme Selection Quiz 10 Monk 72 List of Themes 14 Paladin 78 Angel-Born 14 Ranger 84 Animal Friend 15 Rogue 90 Archer 15 Sorcerer 96 Battle Priest 16 Wizard 106 Berserker 16 Additional Details 114 Brute 17 Conjurer 17 Playing the Game 118 Crusader 18 Combat 120 Dragon-Child 18 Your Turn 122 Dual-Weapon Warrior 19 Action Types 124 Fire-Blooded 19 Attacks and Damage 126 Fury 20 Understanding Your Square 128 Healer 20 Analyzing the Battlefield 130 Illusionist 21 Combat Maneuvers 132 Knight 21 Big Hits and Bonuses 136 Maneuver Specialist 22 Death 137 Martial Warrior 22 Spellcasting 138 Nature Warrior 23 Tactical Considerations 140 Shadow 23 Combat Tricks 142 Shield Fighter 24 Narrative Play 144 Smasher 24 Exploration and Dungeon Delving 145 Stargazer 25 Diplomacy and Gathering Information 146 Thief 25 Meeting Important People 147 Traditional Mage 26 Stealth and Scouting 148 Trickster 26 Mysteries 149 Troubadour 27 Other Narrative Elements 150 Behind the Screen 151 Races 28 Advice for Better Gaming 152 Pathfinder Society 154 Class Guides 30 What’s in a Class Guide? 30 Index 158 3 Embark on a Grand Adventure! You’re holding an introduction to a world of adventure and creativity the parts of villains, allies, bystanders, and even the environment unlike any other form of entertainment: tabletop roleplaying games. itself, all while creating goals for the player characters to reach and Maybe you picked up this book because you wonder how roleplaying challenges for them to overcome. Over time, the characters grow in games (also known as RPGs) work and want a walkthrough that power, gain new abilities, and find fantastic treasures, useful tools, didn’t involve studying a large tome of rules. Or maybe you’ve and other loot to help them on their quest. been invited to play with some friends, and want to arrive better Everyone playing the game rolls dice at various times to determine prepared. Maybe you played the Pathfinder Roleplaying Game whether characters’ actions succeed or fail, as well as what impact Beginner Box and want the full experience that the Pathfinder rules those results have in the moment. This creates elements of chance have to offer, or have been playing for some time and would like a in the story you’re playing, and some of the best moments of friendly reference. roleplaying games come from overcoming odds in the story with a Regardless, we’re here to help. In this book, you’ll find a friendly little luck and clever use of the rules. and straightforward guide to making your own character and The Pathfinder Roleplaying Game is a fantasy game, where magic becoming confident in the basics of the Pathfinder Roleplaying Game. is real and elves, dwarves, and more roam the world. Most characters fall into traditional fantasy roles like wizards and barbarians, and What Is the Pathfinder Roleplaying Game? encounter classic monsters like orcs and dragons. As a player in the In the Pathfinder Roleplaying Game, you portray a heroic character game, you create such a character and interact with the world. This who teams up with other heroes in an epic tale of adventure and book walks you through creating a character so you can participate intrigue, full of dangerous quests and legendary rewards. In a typical in the game, and then teaches you how to do things with your game session, the Game Master (or GM for short) and the players character—including exploring, fighting monsters, and interactions create a story together in which the players act as the story’s main with other characters. It also provides some tips for getting the most characters, known as player characters (or PCs). The GM plays out of both your character and your gaming sessions. 4 INTRODUCTION Who This Book Is For Materials You’ll Need to Play Over the years that we at Paizo have been playing RPGs, we’ve In addition to this book and access to a copy of the Core Rulebook or noticed that many new players learn how to play with the help of the Pathfinder Reference Document, you should have the following a patient Game Master or fellow players. These teachers guide new things handy: players through character creation, show them which dice to roll in • A copy of a character sheet to use when making your character. different situations, and walk them through the basics of combat You can download and print copies of the character sheet and other and other encounters. useful materials for free at paizo.com/pathfinderRPG/resources. We know that not everyone has one of those people sitting by • A pencil for filling out your character sheet and updating it as their side at the gaming table. Some groups are composed entirely you play. of new players. Some players have limited time and can’t walk a • A set of roleplaying dice (see page 8). newcomer through the game. And even seasoned players might • People to play with. want to play a class they’ve never tried before, only to realize there’s an entire set of unfamiliar rules they now have to learn. Unfortunately, we can’t ship great GMs and expert players with every copy of the Pathfinder RPG Core Rulebook. Instead, we’ve made this book as both a guide for new players and a handy teaching reference for experienced roleplayers. This book will teach you the following: • The basic terminology and concepts used by the Pathfinder Roleplaying Game. • How to create player characters and advance them from level 1 to level 20. • The basics of combat, from moving around the battlefield and engaging with foes to more advanced tricks like combat maneuvers and tactical analysis. • The foundations of roleplaying, from meeting archmages and queens to solving mysteries and bargaining with dragons. You’ll also get an introduction to the Pathfinder Society organized play program—a worldwide fantasy roleplaying campaign that inducts you into an elite league of explorers, archaeologists, and adventurers. Pathfinders, as members of the Society are called, are dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil, exploring dark alleys and political intrigue and traveling to far-flung and exotic locales on Golarion, the world of the Pathfinder Roleplaying Game. What This Book Isn’t This book is a guide to playing the Pathfinder Roleplaying Game, but it isn’t a substitute for the Pathfinder RPG Core Rulebook. Many rules and concepts in the Pathfinder RPG have more nuances, situational applications, and unusual circumstances than can be fully explained in just a sentence or two. In those cases, this book will direct you to a page in the Core Rulebook where you can find a detailed explanation of that concept or possibility. You can also read the same material in the Pathfinder Reference Document (also known as the PRD) at paizo.com/prd, a free online rules resource provided by Paizo. This book also isn’t intended to give experienced players advanced insights or cunning new strategies for optimizing their characters. The various guides in this book will show you how to make a character that is effective and fun to play, but they are intended for new or inexperienced players as well as for those unaccustomed to playing that type of character. Players looking for more advanced tactics and advice should look on our messageboards at paizo.com, where players, GMs, and Pathfinder creators all share tips. 5 Getting the Most found a theme you like, its description directs you to the appropriate class guide for making that sort of character. out of This Book If you’re already familiar with the classes in the Pathfinder RPG (introduced in the Class Guides chapter) and want to create a You can use the Strategy Guide as a cover-to-cover guide to character without using a theme, feel free to skip this section. learning to play the game, as a handy reference to remind yourself of the basic game mechanics, and as a source of inspiration for Races (pages 28–29) advancing your character or creating new ones! In addition to a theme, your character also has a race. This describes what type of being your character is, such as a human, elf, or dwarf. Each race has a different set of advantages and disadvantages, Important Terms (page 7) which makes them favor some character concepts over others. Each Take a moment to read through these terms. Most terms are defined theme description in the previous section lists suggested races that when they are introduced, but there are a few that are so crucial to fit best with that theme, but you can choose any race you like—it’s describing how the Pathfinder RPG works that you should be aware sometimes more fun to play an unexpected combination. of them before you start making your character or reading about how to play the game. Instructions for Using the Class Guides (pages 30–39) Character Concept Quiz (pages 10–13) These instructions walk you through the use of the assorted class This short quiz helps you figure out what sort of character you might guides. Here you can learn what the different abilities and numbers like to play—whether your style best fits the mighty berserker, in each class mean, and how to fill those details out on your the wily illusionist, the skulking thief, and so on. Each of the quiz character sheet. answers lead to a theme (explained in the next section). Class Guides (pages 40–113) Character Themes (pages 14–27) Ready to make your character? If so, turn to the appropriate The Strategy Guide provides 26 character themes for you to choose class guide and get started. Each of the 11 core classes from the from. A theme is a set of inspirations for making a particular type Pathfinder RPG has a detailed walkthrough for making a beginning of character, such as an archer who takes out enemies from afar character, with suggestions for prioritizing your character’s most or a barbarian who smashes her way through obstacles and foes. important abilities and skills, descriptions of the powers he or she Each theme falls under the larger umbrella of a class, which is a has when starting out, and information on that class’s key rules and similarly structured but broader template for making a character. concepts. You’ll also find a guide to advancing (or “leveling up”) The quiz mentioned above helps you pick a theme, though you can your character, as well as specific tips for your theme. also choose one by browsing through the descriptions. Once you’ve Other Character Details (pages 114–117) This section helps you put the final touches on your character, such as figuring out what languages he or she knows, acquiring adventuring equipment, and noting down personal details. Playing the Game (pages 118–153) Once you’ve built your character and are ready for adventure, this section helps you learn how to play the game, introducing the basics of combat and narrative play and providing some insight into strategies that work for different sorts of characters against different types of foes. You’ll also find tips for learning more advanced combat and roleplaying techniques, as well as basic gaming table etiquette and advice on how to keep sessions exciting and fun for everyone. Introduction to Pathfinder Society Organized Play (pages 154–157) The Pathfinder Society Organized Play program (PFS) hosts a massive, worldwide multiplayer campaign in which thousands of people assemble in local game stores, homes, game conventions, and other locations to participate in an ever-evolving adventure in the Pathfinder setting of Golarion. You can find Pathfinder Society games in your area by visiting paizo.com/pathfindersociety. Best of all, there’s no experience required—newcomers are welcome! 6 INTRODUCTION Important Terms provide specific rules for your attempt, it has a variety of general rules that can be adapted to whatever you’re describing. and Concepts When the heroes get into a fight with others, that’s known as an encounter. These combats are often played out physically at the If you see a game term or concept referenced in the text and you table upon a map made up of a grid in which each square represents don’t understand what it means, check this section for a short a 5-foot-by-5-foot space. On this map, metal or plastic figurines explanation. (known as miniatures) or cardboard pawns represent the various characters’ positions and the current state of action. Players and the Game Master Key Terms In the Pathfinder Roleplaying Game, the players portray heroic characters Below are some terms that are used throughout this book, with who go on exciting and dangerous adventures. One participant called the their abbreviations noted in parentheses. Those with asterisks (*) Game Master (GM for short) works with the others to play out this story are discussed in further detail in the Playing the Game chapter. by portraying the characters the heroes meet, monsters they fight, and Player Character (PC): This is a character directly controlled by many other details that go into telling a compelling story. one of the players—typically a hero of the story you’re playing. As a player, you get to make all of the decisions for your character, Nonplayer Character (NPC): This is a character played by the such as what abilities the character learns and what equipment your Game Master (not one of the other players), such as a city guard or character carries. You also have control over other parts of your innkeeper, or even a monster such as a goblin. character, such as personality, motivations, exactly what he or she Level: This number indicates how experienced a character is. says, and how the character responds to various challenges. You can Characters start at 1st level, and by adventuring can rise as high as have your character try to do just about anything you can imagine, 20th level over time. When a character gains a level, he or she receives and even if the rules don’t describe exactly how to resolve your new abilities and enhancements. See Leveling Up on page 36. action, you and the GM can decide how (and whether) it might work. Dice (d4, d6, d8, d10, d12, d20, and d%): When the lowercase As a GM, you don’t focus on a single character, but rather describe and letter d is followed by a number, it refers to a die with that many reveal the world to the players as their characters explore it. You lay the sides. For example, a d6 is a six-sided die, and a d20 is a 20-sided groundwork for the story that everyone plays together, meaning you die. Sometimes you roll multiple dice and add them together; in these play the antagonists the characters confront, as well as the characters’ cases, the number of dice goes in front of the “d” and the type of die allies and any strangers they meet along the way. You also play the goes after it. For example, 4d6 means “roll four six-sided dice and world itself, choosing plot elements, describing cultures the heroes add them together.” See Roleplaying Dice on page 8 for more on this. meet, and even giving life to the landscape and weather. You are the Modifier*: This is a number added to a die roll or a number on your host, the director, and the supporting actors all in one. You’re also the character sheet. For example, your attack roll might have a modifier of arbiter of what is and isn’t allowed in the game or setting—yours is the +5, meaning that when you make an attack, you add 5 to the number final word on how rules questions or disagreements are to be decided. you roll on the d20 die to get your result (thus, a 12 on the die would Even though the players and GM may be playing characters at count as a 17, and so on). A bonus is a modifier that is +0 or higher; a odds with one another, you’re all playing out the story cooperatively. penalty is one that’s –1 or lower. Whenever a character attempts a stunt, makes an attack, or tries to Base Attack Bonus (BAB)*: This number is a modifier added to resist a harmful effect, a player rolls one or more dice, and the player your attack rolls. A higher number means you’re better at combat. and GM use the randomly rolled result to determine if that action Difficulty Class (DC)*: When you roll a die to attempt a challenging succeeds or fails. The GM challenges the players to overcome various action, this is the number your total (including any modifiers) must obstacles, but shouldn’t make the tasks impossible. Remember: if match or exceed to succeed at that action. Climbing a slippery wall, everyone has had a good time playing, and the players feel tested dropping prone to avoid dragon breath, and gaining a suspicious but triumphant at the end of an encounter, everyone wins! guard’s trust all have their own DCs that are determined by the GM. The higher the DC, the more difficult the challenge. Notable Concepts Armor Class (AC)*: This number represents how difficult a A roleplaying game is generally set up as a campaign or character is to hit with weapons and some spells, and works much adventure—a series of game sessions (usually four or so hours that like a Difficulty Class for attacks. The higher the AC, the harder it is you spend together playing the game) that combine into a larger to hit that character. An average unarmored person has an AC of 10. story. In each session, players pick up where the last session left off, Armor and various abilities can increase this number. decide what to do next, and then deal with both the results of their Hit Points (hp)*: This number represents how much physical harm decisions and whatever surprises the GM may throw at them. your character can endure. Successful attacks against your character The Pathfinder RPG has some similarities to both board games reduce this amount. When a character’s hit point total becomes less (especially in the elements of chance introduced into the game than 0, he or she falls unconscious, and may even die. by dice rolls) and video games (in that players play a character in Saving Throw*: This is a type of roll used to resist certain harmful a story), but Pathfinder is different from either in that it provides events, like overcoming a poisonous bite, dodging out of the way of players with far more freedom. You can attempt to go anywhere and an explosion, or resisting a mind-controlling spell. This is sometimes do pretty much anything in this game—even if the game doesn’t just referred to as a save. 7 Roleplaying Dice how good the character is at particular tasks and challenges. The Whenever you’re attempting a bold action, like swinging your sword following are the broad ideas and rules pieces that you’ll come up at a goblin, delicately disabling a trap, or intimidating a group of with as you make and play your character. brigands, you’re going to roll one or more dice and use the result to • Concept: To start with, you need a general concept of the sort of determine what happens next in the story. That means you’ll need a character you want to play. This tells you not only what sort of role set of roleplaying dice in order to play the Pathfinder RPG. you want in the story, but also which rules and options you should You’ll find the following in a standard set of roleplaying dice. focus on for that character. In this book, we provide a number of • d20: A 20-sided die. This is the die used for determining general concepts called themes (starting on page 14), each of everything from whether you manage to strike an enemy with which gives you an idea of what that character does and guides you your weapon to how well you convince a stranger to trust you, through choosing various options. how quickly you jump out of the way of an avalanche, and so on. • Class: Your class is a set of rules that determine your character’s • d12, d10, d8, d6, d4: These dice are used in different combinations approach to combat and other activities. Is she a spellcaster or (depending on your class, weapon, and other factors) to determine the a frontline fighter? Does she strike from the shadows or try to damage you do in combat, your character’s number of hit points, the convince enemies to become friends? If you choose a theme, it duration and results of spells and other effects, and more. Depending will specify which class to play and which options to start with. on the sort of character you’re playing and what abilities he or she For more on classes, see the Class Guides chapter starting on has, you might need more than one of a given die type. Many players page 30. benefit from having four d6s, and some benefit from having at least • Race: Your character’s race will play into his or her backstory and two d8s and two d4s. (Note that d4s can have their numbers on the rules, giving him or her bonuses to different abilities and skills. sides or the points—read whichever number is right-side up.) For more on races, see the Races chapter starting on page 28. • d%: This 10-sided die (instead of 1, 2, 3, and so on, its sides are • Ability Scores: Ability scores represent your character’s raw talent 10, 20, 30, etc.) is sometimes used in conjunction with a d10 to in a particular category. Every skill check, attack roll, and saving determine a number between 1 and 100. This is used more often throw—virtually every roll in the game, really—is based off of one by GMs than by players. of these ability scores. See Ability Scores on the next page. • Skills: Skills describe your character’s talent, experience, or Parts of a Character education in non-combat challenges (though they may also factor Your character is a combination of story elements you make up (such into combat) ranging from persuasiveness to crafting ability as personality) and a number of mechanical elements that describe to balance. See page 34 for more on skills. 8 INTRODUCTION • Feats: Feats are powers you can choose that enhance skills and Assigning Scores: Some GMs prefer for everyone to start on a level abilities, give you new options in combat, and otherwise help playing field, and have all of the players use the same set of numbers shape your character’s flavor. See page 34 for more on feats. in their ability scores: 15, 14, 13, 12, 10, and 8. If you use this method, • Other Information: Other important aspects of your character here’s a guide: that you’ll want to determine and fill in on your character sheet • Which ability is your character best at? Assign 15 to that. include things like your movement speed (how many map • Which one is your character second best at? Assign 14 to that. squares a character can move during a combat turn), your Armor • Which is your character’s biggest problem? Assign 8 to that. Class, your equipment, and more. See page 114 for these details. • Which ability is just average? Assign 10 to that. • Assign 13 to whichever of the two remaining abilities your Ability Scores character is better at, and 12 to the other. Characters in the Pathfinder RPG have six main attributes (known as There are several other methods your GM might have you use for ability scores) that influence pretty much everything they do in the filling in ability scores. See page 15 of the Core Rulebook for more. world, as well as how they react when others try to harm or interact with them. The six abilities are as follows. Leveling Up Your Character • Strength: This covers muscle and physical power. Strength is key As your character proceeds through the adventure, she will gain for those who engage in hand-to-hand (or melee) combat. experience, letting her learn new skills and become more powerful. • Dexterity: This covers agility, reflexes, and balance. Dexterity is This is known as leveling up. Some GMs determine when it’s time key for ranged combat, dodging attacks, sneaking, and various for characters to go to the next level by giving out experience acrobatic actions. It also influences who goes first in a battle. points (XP) for success in combat and other challenges; when a • Constitution: This covers health and stamina. This ability determines character reaches a particular XP threshold, he or she gains a level. a character’s hit points and ability to resist certain effects like Other GMs base level advancement on where the characters are in poison, making it an important score for everyone. the story, often letting characters level up after completing a section • Intelligence: This covers learned knowledge and deduction. Skills, of the adventure or overcoming a significant narrative challenge. languages, and some other mental elements are influenced by The class guides for your character class describe all the elements of Intelligence. Some spellcasting abilities are based on Intelligence. your character that change when you level up. • Wisdom: This covers intuition, perception, and willpower. Wisdom is key to resisting many mental effects and avoiding ambushes. Useful Materials Some spellcasting abilities are based on Wisdom. As mentioned before, though this book is loaded with advice about • Charisma: This covers strength of will, personal magnetism, how to create a character, get started in roleplaying, and learn ability to lead, and appearance. Charisma is key for interpersonal tactics for overcoming challenges effectively, you’ll need access to actions like making friends, bluffing, and even intimidating other the Core Rulebook or the Pathfinder Reference Document (PRD) at characters. Some spellcasting abilities are based on Charisma. paizo.com/prd. If you play often, it’s worth investing in your own The average ability score is 10 or 11. Having a score of 9 or 8 in copy of the Core Rulebook so you can tag important pages and look an ability means that your character is slightly hampered in that up rules on your character’s spells or powers during other players’ area. An ability with a score of 12 or 13 means your character has turns so you don’t hold up the action. a bit of an edge when that ability comes into play. Scores of 14 and Similarly, while a roleplaying group can share dice, it’s more higher mean your character is especially proficient or gifted in a convenient if you have your own. You’ll want a standard set of given ability. A character’s race (dwarf, elf, gnome, etc.) will apply roleplaying dice. If you’re playing a spellcaster, you may want to bonuses and penalties to different ability scores. pick up some additional d6s, since a lot of magical effects (like the Once you’ve come up with your character concept and made your damage from a fireball spell or the healing power from a cleric’s initial character decisions, you’ll determine your ability scores. Two channel energy) are calculated based on multiple d6 rolls. common methods for doing so are rolling for random scores and Many GMs have a collection of miniatures and can provide players assigning scores from a set list of numbers. Your GM will tell you with something to use to represent their character, but you might which method to use when creating your character. want a miniature of your own. You can buy prepainted plastic Rolling Randomly: Some people like to randomly roll their ability miniatures (such as those in the Pathfinder Battles line), or, if you’re scores because it adds uncertainty to the character-making process. feeling artistic, buy an unpainted metal or resin miniature and paint Roll 4d6, discard the single lowest die, add the remaining three it yourself. Cardboard pawns are another option, such as those in the dice together, and write the total on a piece of scratch paper or the Pathfinder RPG Beginner Box or the Pathfinder Pawns line. margin of your character sheet. Do this six times, and assign each of The GM needs several other tools, which are covered in more those numbers to your abilities in whatever order you choose. detail on page 8 of the Core Rulebook. Ready to start making your character? Turn the page to take the theme selection quiz, or go to page 14 to browse character themes. 9

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Master the Game! Unlock the secrets of the Pathfinder Roleplaying Game! Whether you’re a new player eager to jump into the action or an experienced roleplayer looking for insights and a convenient teaching tool, this 160-page guide is your new advisor at the gaming table. Unsure which feat to choo
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