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GM Screen
Basics
Source
PRPG Core Rulebook pg. 8
How to Play
Source
PRPG Core Rulebook pg. 8
The Pathfinder Roleplaying Game is a tabletop fantasy game in which the players take on the roles of heroes who form a group (or party) to set out on dangerous adventures. Helping them tell this story is the Game Master (or GM), who decides what threats the player characters (or PCs) face and what sorts of rewards they earn for succeeding at their quest. Think of it as a cooperative storytelling game, where the players play the protagonists and the Game Master acts as the narrator, controlling the rest of the world.
If you are a player, you make all of the decisions for your character, from what abilities your character has to the type of weapon he carries. Playing a character, however, is more than just following the rules in this book. You also decide your character’s personality. Is he a noble knight, set on vanquishing a powerful evil, or is he a conniving rogue who cares more about gold than glory? The choice is up to you.
If you are a Game Master, you control the world that the players explore. Your job is to bring the setting to life and to present the characters with challenges that are both fair and exciting. From the local merchant prince to the rampaging dragon, you control all of the characters that are not being played by the players. Paizo’s
Pathfinder Adventure Path
series, Pathfinder Modules, and Pathfinder Chronicles world guides provide everything you need to run a game, or you can invent your own, using the rules in this book as well as the monsters found in the
Pathfinder RPG Bestiary
.
What You Need
: In addition to this book, you will need a number of special dice to play the Pathfinder Roleplaying Game. The dice that come with most board games have six sides, but the Pathfinder Roleplaying Game uses dice with four sides, six sides, eight sides, ten sides, twelve sides, and twenty sides. Dice of this sort can be found at your local game store or online at
paizo.com
.
In addition to dice, if you are a player, you will need a character sheet (which can be photocopied from the back of this book) and, if the Game Master uses a map to represent the adventure, a small figurine to represent your character. These figurines, or miniatures, can also be found at most game stores. They come in a wide variety of styles, so you can probably find a miniature that relatively accurately depicts your character.
If you are the Game Master, you will need a copy of the
Pathfinder RPG Bestiary
, which contains the rules for a whole spectrum of monsters, from the mighty dragon to the lowly goblin. While many of these monsters can be used to fight against the players, others might provide useful information or become powerful allies. Some might even join the group, with one of the players taking on the role of a monstrous character. In addition, you should have your own set of dice and some sort of screen you can use to hide your notes, maps, and dice rolls behind. (Although you should be honest about the results of your dice rolls, sometimes the results are not evident, and openly rolling the dice might give away too much information.) Combat in the Pathfinder RPG can be resolved in one of two ways: you can describe the situation to the characters and allow them to interact based on the description you provide, or you can draw the situation on a piece of paper or a specially made battle mat and allow the characters to move their miniatures around to more accurately represent their position during the battle. While both ways have their advantages, if you choose the latter, you will need a mat to draw on, such as Paizo’s line of GameMastery Flip-Mats, as well as miniatures to represent the monsters or other adversaries. These can also be found at your local game shop, or at
paizo.com
.
Playing the Game
: While playing the Pathfinder RPG, the Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in response to those events. Unlike storytelling, however, the actions of the players and the characters controlled by the Game Master (frequently called non-player characters, or NPCs) are not certain. Most actions require dice rolls to determine success, with some tasks being more difficult than others. Each character is better at some things than he is at other things, granting him bonuses based on his skills and abilities.
Whenever a roll is required, the roll is noted as “d#,” with the “#” representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the “d.” For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d20 with a number of modifiers based on the character’s skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a “4” and the other d10 rolls a “2,” then you’ve generated a 42. A zero on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a zero. Some d10s are printed with “10,” “20,” “30,” and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down.
As your character goes on adventures, he earns gold, magic items, and experience points. Gold can be used to purchase better equipment, while magic items possess powerful abilities that enhance your character. Experience points are awarded for overcoming challenges and completing major storylines. When your character has earned enough experience points, he increases his character level by one, granting him new powers and abilities that allow him to take on even greater challenges. While a 1st-level character might be up to saving a farmer’s daughter from rampaging goblins, defeating a terrifying red dragon might require the powers of a 20th-level hero. It is the Game Master’s duty to provide challenges for your character that are engaging, but not so deadly as to leave you with no hope of success. For more information on the duties of being a Game Master, see Chapter 12.
Above all, have fun. Playing the Pathfinder RPG is supposed to be exciting and rewarding for both the Game Master and the players. Adventure awaits!
The Most Important Rule
Source
PRPG Core Rulebook pg. 9
The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.
Common Terms
Source
PRPG Core Rulebook pg. 11
The Pathfinder RPG uses a number of terms, abbreviations, and definitions in presenting the rules of the game. The following are among the most common.
Ability Score
: Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature’s most basic attributes. The higher the score, the more raw potential and talent your character possesses.
Action
: An action is a discrete measurement of time during a round of combat. Using abilities, casting spells, and making attacks all require actions to perform. There are a number of different kinds of actions, such as a standard action, move action, swift action, free action, and full-round action (see Chapter 8).
Alignment
: Alignment represents a creature’s basic moral and ethical attitude. Alignment has two components: one describing whether a creature is lawful, neutral, or chaotic, followed by another that describes whether a character is good, neutral, or evil. Alignments are usually abbreviated using the first letter of each alignment component, such as LN for lawful neutral or CE for chaotic evil. Creatures that are neutral in both components are denoted by a single “N.”
Armor Class (AC)
: All creatures in the game have an Armor Class. This score represents how hard it is to hit a creature in combat. As with other scores, higher is better.
Base Attack Bonus (BAB)
: Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature’s base attack bonus reaches +6, +11, or +16, he receives an additional attack in combat when he takes a full-attack action (which is one type of full-round action—see Chapter 8).
Bonus
: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.
Caster Level (CL)
: Caster level represents a creature’s power and ability when casting spells. When a creature casts a spell, it often contains a number of variables, such as range or damage, that are based on the caster’s level.
Class
: Classes represent chosen professions taken by characters and some other creatures. Classes give a host of bonuses and allow characters to take actions that they otherwise could not, such as casting spells or changing shape. As a creature gains levels in a given class, it gains new, more powerful abilities. Most PCs gain levels in the core classes or prestige classes, since these are the most powerful (see Chapters 3 and 11). Most NPCs gain levels in NPC classes, which are less powerful (see Chapter 14).
Check
: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, skill checks, ability checks, and saving throws.
Combat Maneuver
: This is an action taken in combat that does not directly cause harm to your opponent, such as attempting to trip him, disarm him, or grapple with him (see Chapter 8).
Combat Maneuver Bonus (CMB)
: This value represents how skilled a creature is at performing a combat maneuver. When attempting to perform a combat maneuver, this value is added to the character’s d20 roll.
Combat Maneuver Defense (CMD)
: This score represents how hard it is to perform a combat maneuver against this creature. A creature’s CMD is used as the difficulty class when performing a maneuver against that creature.
Concentration Check
: When a creature is casting a spell, but is disrupted during the casting, he must make a concentration check or fail to cast the spell (see Chapter 9).
Creature
: A creature is an active participant in the story or world. This includes PCs, NPCs, and monsters.
Damage Reduction (DR)
: Creatures that are resistant to harm typically have damage reduction. This amount is subtracted from any damage dealt to them from a physical source. Most types of DR can be bypassed by certain types of weapons. This is denoted by a “/” followed by the type, such as “10/cold iron.” Some types of DR apply to all physical attacks. Such DR is denoted by the “—” symbol. See Appendix 1 for more information.
Difficulty Class (DC)
: Whenever a creature attempts to perform an action whose success is not guaranteed, he must make some sort of check (usually a skill check). The result of that check must meet or exceed the Difficulty Class of the action that the creature is attempting to perform in order for the action to be successful.
Extraordinary Abilities (Ex)
: Extraordinary abilities are unusual abilities that do not rely on magic to function.
Experience Points (XP)
: As a character overcomes challenges, defeats monsters, and completes quests, he gains experience points. These points accumulate over time, and when they reach or surpass a specific value, the character gains a level.
Feat
: A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or restrictions. Creatures receive a number of feats based off their Hit Dice, but some classes and other abilities grant bonus feats.
Game Master (GM)
: A Game Master is the person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM’s duty is to provide a fair and fun game.
Hit Dice (HD)
: Hit Dice represent a creature’s general level of power and skill. As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster’s general prowess and ability. Hit Dice are represented by the number the creature possesses followed by a type of die, such as “3d8.” This value is used to determine a creature’s total hit points. In this example, the creature has 3 Hit Dice. When rolling for this creature’s hit points, you would roll a d8 three times and add the results together, along with other modifiers.
Hit Points (hp)
: Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature’s hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature’s hit points drop below 0, it becomes unconscious. When a creature’s hit points reach a negative total equal to its Constitution score, it dies.
Initiative
: Whenever combat begins, all creatures involved in the battle must make an initiative check to determine the order in which creatures act during combat. The higher the result of the check, the earlier a creature gets to act.
Level
: A character’s level represents his overall ability and power. There are three types of levels. Class level is the number of levels of a specific class possessed by a character. Character level is the sum of all of the levels possessed by a character in all of his classes. In addition, spells have a level associated with them numbered from 0 to 9. This level indicates the general power of the spell. As a spellcaster gains levels, he learns to cast spells of a higher level.
Monster
: Monsters are creatures that rely on racial Hit Dice instead of class levels for their powers and abilities (although some possess class levels as well). PCs are usually not monsters.
Multiplying
: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.
Nonplayer Character (NPC)
: These are characters controlled by the GM.
Penalty
: Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.
Player Character (Character, PC)
: These are the characters portrayed by the players.
Round
: Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order of initiative. A round represents 6 seconds in the game world.
Rounding
: Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.
Saving Throw
: When a creature is the subject of a dangerous spell or effect, it often receives a saving throw to mitigate the damage or result. Saving throws are passive, meaning that a character does not need to take an action to make a saving throw—they are made automatically. There are three types of saving throws: Fortitude (used to resist poisons, diseases, and other bodily ailments), Reflex (used to avoid effects that target an entire area, such as
fireball
), and Will (used to resist mental attacks and spells).
Skill
: A skill represents a creature’s ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its proficiency in that skill. As a creature gains Hit Dice, it also gains additional skill ranks that can be added to its skills.
Spell
: Spells can perform a wide variety of tasks, from harming enemies to bringing the dead back to life. Spells specify what they can target, what their effects are, and how they can be resisted or negated.
Spell-Like Abilities (Sp)
: Spell-like abilities function just like spells, but are granted through a special racial ability or by a specific class ability (as opposed to spells, which are gained by spellcasting classes as a character gains levels).
Spell Resistance (SR)
: Some creatures are resistant to magic and gain spell resistance. When a creature with spell resistance is targeted by a spell, the caster of the spell must make a caster level check to see if the spell affects the target. The DC of this check is equal to the target creature’s SR (some spells do not allow SR checks).
Stacking
: Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.
Supernatural Abilities (Su)
: Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability’s description includes information on how it is used and its effects.
Turn
: In a round, a creature receives one turn, during which it can perform a wide variety of actions. Generally in the course of one turn, a character can perform one standard action, one move action, one swift action, and a number of free actions. Less-common combinations of actions are permissible as well, see Chapter 8 for more details.
Character Creation
Source
PRPG Core Rulebook pg. 14
From the sly rogue to the stalwart paladin, the Pathfinder RPG allows you to make the character you want to play. When generating a character, start with your character’s concept. Do you want a character who goes toe-to-toe with terrible monsters, matching sword and shield against claws and fangs? Or do you want a mystical seer who draws his powers from the great beyond to further his own ends? Nearly anything is possible.
Once you have a general concept worked out, use the following steps to bring your idea to life, recording the resulting information and statistics on your Pathfinder RPG character sheet, which can be found at the back of this book and photocopied for your convenience.
Step 1— Determine Ability Scores
: Start by generating your character’s
ability scores
. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
Step 2—Pick Your Race
: Next, pick your character’s
race
, noting any modifiers to your ability scores and any other racial traits (see Chapter 2). There are seven basic races to choose from, although your GM might have others to add to the list. Each race lists the languages your character automatically knows, as well as a number of bonus languages.
A character knows a number of additional bonus languages equal to his or her Intelligence modifier
.
Step 3—Pick Your Class
: A character’s class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.
Step 4—Pick Skills and Select Feats
: Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Chapter 5.
Step 5—Buy Equipment
: Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.
Step 6—Finishing Details
: Finally, you need to determine all of a character’s details, including his starting hit points (hp), Armor Class (AC), saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for its Hit Die roll. Aside from these, you need to decide on your character’s name, alignment, and physical appearance. It is best to jot down a few personality traits as well, to help you play the character during the game. Additional rules (like age and alignment) are described in Chapter 7.
Age
Source
PRPG Core Rulebook pg. 168
You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table 7–1). Alternatively, roll the dice indicated for your class on Table 7–1 and add the result to the minimum age of adulthood for your race to determine how old your character is.
Table 7-1: Random Starting Ages
Race
Adulthood
Barbarian, Rogue, Sorcerer
Bard, Fighter, Paladin, Ranger
Cleric, Druid, Monk, Wizard
Human
15 years
+1d4
+1d6
+2d6
Dwarf
40 years
+3d6
+5d6
+7d6
Elf
110 years
+4d6
+6d6
+10d6
Gnome
40 years
+4d6
+6d6
+9d6
Half-elf
20 years
+1d6
+2d6
+3d6
Half-orc
14 years
+1d4
+1d6
+2d6
Halfling
20 years
+2d4
+3d6
+4d6
With age, a character’s physical ability scores decrease and his mental ability scores increase (see Table 7–2). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.When a character reaches venerable age, secretly roll his maximum age (on Table 7–2) and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.
Table 7-2: Aging Effects
Race
Middle Age
1
Old
2
Venerable
3
Maximum Age
Human
35 years
53 years
70 years
70 + 2d20 years
Dwarf
125 years
188 years
250 years
250 + 2d% years
Elf
175 years
263 years
350 years
350 + 4d% years
Gnome
100 years
150 years
200 years
200 + 3d% years
Half-elf
62 years
93 years
125 years
125 + 3d20 years
Half-orc
30 years
45 years
60 years
60 + 2d10 years
Halfling
50 years
75 years
100 years
100 + 5d20 years
1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
3 at venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Height and Weight
Source
PRPG Core Rulebook pg. 169
To determine a character’s height, roll the modifier dice indicated on Table 7–3 and add the result, in inches, to the base height for your character’s race and gender. To determine a character’s weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character’s race and gender.
Table 7-3: random Height and Weight
Race
Base Height
Base Weight
Modifier
Weight Multiplier
Human, male
4 ft. 10 in.
120 lbs.
2d10
× 5 lbs.
Human, female
4 ft. 5 in.
85 lbs.
2d10
× 5 lbs.
Dwarf, male
3 ft. 9 in.
150 lbs.
2d4
× 7 lbs.
Dwarf, female
3 ft. 7 in.
120 lbs.
2d4
× 7 lbs.
Elf, male
5 ft. 4 in.
100 lbs.
2d8
× 3 lbs.
Elf, female
5 ft. 4 in.
90 lbs.
2d6
× 3 lbs.
Gnome, male
3 ft. 0 in.
35 lbs.
2d4
x 1 lb.
Gnome, female
2 ft. 10 in.
30 lbs.
2d4
× 1 lb.
Half-elf, male
5 ft. 2 in.
110 lbs.
2d8
× 5 lbs.
Half-elf, female
5 ft. 0 in.
90 lbs.
2d8
× 5 lbs.
Half-orc, male
4 ft. 10 in.
150 lbs.
2d12
× 7 lbs.
Half-orc, female
4 ft. 5 in.
110 lbs.
2d12
× 7 lbs.
Halfling, male,
2 ft. 8 in.
30 lbs.
2d4
× 1 lb.
Halfling, female
2 ft. 6 in.
25 lbs.
2d4
× 1 lb.
Ability Scores
Source
PRPG Core Rulebook pg. 15
Each character has six ability scores that represent his character’s most basic attributes. They are his raw talent and prowess. While a character rarely rolls an ability check (using just an ability score), these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10.
Generating Ability Scores
Source
PRPG Core Rulebook pg. 15
There are a number of different methods used to generate ability scores. Each of these methods gives a different level of flexibility and randomness to character generation.
Racial modifiers (adjustments made to your ability scores due to your character’s race—see Chapter 2) are applied after the scores are generated.
Standard
: Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This method is less random than Classic and tends to create characters with above-average ability scores.
Classic
: Roll 3d6 and add the dice together. Record this total and repeat the process until you generate six numbers. Assign these results to your ability scores as you see fit. This method is quite random, and some characters will have clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific ability scores in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts, as their scores might not support given classes or personalities, and instead are best designed around their ability scores.
Heroic
: Roll 2d6 and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This is less random than the Standard method and generates characters with mostly above-average scores.
Dice Pool
: Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the GM should increase the total number of dice to 28. This method generates characters of a similar power to the Standard method.
Purchase
: Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table 1–1 on the next page for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.
The number of points you have to spend using the purchase method depends on the type of campaign you are playing. The standard value for a character is 15 points. Average nonplayer characters (NPCs) are typically built using as few as 3 points. See Table 1–2 on the next page for a number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters. This system is typically used for organized play events, such as the Pathfinder Society (visit
paizo.com/pathfinderSociety
for more details on this exciting campaign).
Table 1-1: Ability Score Costs
Score
Points
7
-4
8
-2
9
-1
10
0
11
1
12
2
13
3
14
5
15
7
16
10
17
13
18
17
Table 1-2: Ability Score Points
Campaign Type
Points
Low Fantasy
10
Standard Fantasy
15
High Fantasy
20
Epic Fantasy
25
Determine Bonuses
Source
PRPG Core Rulebook pg. 15
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table 1–3 shows the modifier for each score. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. The table also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
Table 1-3: Ability Modifiers and Bonus Spells
Ability Scores
Modifier
Bonus Spells per Day (by Spell Level)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
-5
Can't cast spells tied to this ability
2-3
-4
Can't cast spells tied to this ability
4-5
-3
Can't cast spells tied to this ability
6-7
-2
Can't cast spells tied to this ability
8-9
-1
Can't cast spells tied to this ability
10-11
0
—
—
—
—
—
—
—
—
—
—
12-13
+1
—
1
—
—
—
—
—
—
—
—
14-15
+2
—
1
1
—
—
—
—
—
—
—
16-17
+3
—
1
1
1
—
—
—
—
—
—
18-19
+4
—
1
1
1
1
—
—
—
—
—
20-21
+5
—
2
1
1
1
1
—
—
—
—
22-23
+6
—
2
2
1
1
1
1
—
—
—
24-25
+7
—
2
2
2
1
1
1
1
—
—
26-27
+8
—
2
2
2
2
1
1
1
1
—
28-29
+9
—
3
2
2
2
2
1
1
1
1
30-31
+10
—
3
3
2
2
2
2
1
1
1
32-33
+11
—
3
3
3
2
2
2
2
1
1
34-35
+12
—
3
3
3
3
2
2
2
2
1
36-37
+13
—
4
3
3
3
3
2
2
2
2
38-39
+14
—
4
4
3
3
3
3
2
2
2
40-41
+15
—
4
4
4
3
3
3
3
2
2
42-43
+16
—
4
4
4
4
3
3
3
3
2
44-45
+17
—
5
4
4
4
4
3
3
3
3
etc...
Abilities and Spellcasters
Source
PRPG Core Rulebook pg. 16
The ability that governs
bonus spells
depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells or use spell slots of a given spell level. See the class descriptions in Chapter 3 for details.
The Abilities
Source
PRPG Core Rulebook pg. 16
Each ability partially describes your character and affects some of his actions.
Strength
Source
PRPG Core Rulebook pg. 16
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat, such as fighters, monks, paladins, and some rangers. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
You apply your character’s Strength modifier to:
Melee attack rolls.
Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character’s Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
Climb and Swim checks.
Strength checks (for breaking down doors and the like).
Dexterity
Source
PRPG Core Rulebook pg. 16
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
You apply your character’s Dexterity modifier to:
Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like
scorching ray
or
searing light
.
Armor Class (AC), provided that the character can react to the attack.
Reflex saving throws, for avoiding
fireballs
and other attacks that you can escape by moving quickly.
Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks.
Constitution
Source
PRPG Core Rulebook pg. 16
Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.
You apply your character's Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).
Fortitude saving throws, for resisting poison, disease, and similar threats.
If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.
Intelligence
Source
PRPG Core Rulebook pg. 16
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.
You apply your character’s Intelligence modifier to:
The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
The number of skill points gained each level, though your character always gets at least 1 skill point per level.
Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
A wizard gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.
Wisdom
Source
PRPG Core Rulebook pg. 16
Wisdom describes a character’s willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
You apply your character’s Wisdom modifier to:
Will saving throws (for negating the effects of charm person and other spells).
Heal, Perception, Profession, Sense Motive, and Survival checks.
Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell’s level.
Charisma
Source
PRPG Core Rulebook pg. 17
Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. It is the most important ability for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
You apply your character’s Charisma modifier to:
Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
Checks that represent attempts to influence others.
Channel energy DCs for clerics and paladins attempting to harm undead foes.
Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell’s level.
Character Advancement
Source
PRPG Core Rulebook pg. 30
As player characters overcome challenges, they gain experience points. As these points accumulate, PCs advance in level and power. The rate of this advancement depends on the type of game that your group wants to play. Some prefer a fast-paced game, where characters gain levels every few sessions, while others prefer a game where advancement occurs less frequently. In the end, it is up to your group to decide what rate fits you best. Characters advance in level according to Table 3–1.
Table 3-1: Character Advancement and Level-Dependent Bonuses
Experience Point Total
Character Level
Slow
Medium
Fast
Feats
Ability Score
1st
—
—
—
1st
—
2nd
3,000
2,000
1,300
—
—
3rd
7,500
5,000
3,300
2nd
—
4th
14,000
9,000
6,000
—
1st
5th
23,000
15,000
10,000
3rd
—
6th
35,000
23,000
15,000
—
—
7th
53,000
35,000
23,000
4th
—
8th
77,000
51,000
34,000
—
2nd
9th
115,000
75,000
50,000
5th
—
10th
160,000
105,000
71,000
—
—
11th
235,000
155,000
105,000
6th
—
12th
330,000
220,000
145,000
—
3rd
13th
475,000
315,000
210,000
7th
—
14th
665,000
445,000
295,000
—
—
15th
955,000
635,000
425,000
8th
—
16th
1,135,000
890,000
600,000
—
4th
17th
1,900,000
1,300,000
850,000
9th
—
18th
2,700,000
1,800,000
1,200,000
—
—
19th
3,850,000
2,550,000
1,700,000
10th
—
20th
5,350,000
3,600,000
2,400,000
—
5th
Advancing Your Character
Source
PRPG Core Rulebook pg. 30
A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session’s experience point awards.
The process of advancing a character works in much the same way as generating a character, except that your ability scores, race, and previous choices concerning class, skills, and feats cannot be changed. Adding a level generally gives you new abilities, additional skill points to spend, more hit points, possibly a permanent +1 increase to one ability score of your choice, or an additional feat (see Table 3–1). Over time, as your character rises to higher levels, he becomes a truly powerful force in the game world, capable of ruling nations or bringing them to their knees.
When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level’s class abilities and then roll for additional hit points. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases, see Table 3–1.
Multiclassing
Source
PRPG Core Rulebook pg. 30
Instead of gaining the abilities granted by the next level in your character’s current class, he can instead gain the 1stlevel abilities of a new class, adding all of those abilities to his existing ones. This is known as “multiclassing.”
For example, let’s say a 5th-level fighter decides to dabble in the arcane arts, and adds one level of wizard when he advances to 6th level. Such a character would have the powers and abilities of both a 5th-level fighter and a 1st-level wizard, but would still be considered a 6th-level character. (His class levels would be 5th and 1st, but his total character level is 6th.) He keeps all of his bonus feats gained from 5 levels of fighter, but can now also cast 1st-level spells and picks an arcane school. He adds all of the hit points, base attack bonuses, and saving throw bonuses from a 1st-level wizard on top of those gained from being a 5th-level fighter.
Note that there are a number of effects and prerequisites that rely on a character’s level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.
Favored Class
Source
PRPG Core Rulebook pg. 31
Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Chapter 11) can never be a favored class.
Prestige Classes
Source
PRPG Core Rulebook pg. 374
Prestige classes allow characters to become truly exceptional, gaining powers beyond the ken of their peers. Unlike the core classes, characters must meet specific requirements before they can take their first level of a prestige class. If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class. Characters that take levels in prestige classes do not gain any favored class bonuses for those levels.
This chapter presents 10 prestige classes for you to choose from, and other prestige classes appear in other Pathfinder products. Some prestige classes are quite focused and heavy on flavor that might not be compatible with your campaign—consult with your GM before you start to work toward qualifying for a prestige class to make sure that the class is allowed
The prestige classes presented in this chapter are summarized below.
Arcane Archer
: An arcane spellcaster who draws upon ancient elven traditions to infuse his arrows with potent magical power.
Arcane Trickster
: A troublemaker and a scoundrel who uses arcane magic to enhance her thievery and trickery.
Assassin
: A remorseless murderer who kills for money and the sheer thrill of death-dealing.
Dragon Disciple
: An arcane spellcaster who has embraced his latent draconic heritage and, over the course of training and devotion, undergoes a partial transformation into a dragon.
Duelist
: A swashbuckling swordfighter who relies upon grace, poise, and acrobatics to win the day.
Eldritch Knight
: An arcane spellcaster who augments his magical skills with combat to create a deadly combination of weapons and magic.
Loremaster
: A spellcaster who devotes his life to research and rumination upon the mysteries of the world.
Mystic Theurge
: Equally devoted to divine and arcane magic, the mystic theurge combines both magical traditions into one incredibly diverse class.
Pathfinder Chronicler
: An explorer at heart, the Pathfinder chronicler travels to distant, exotic lands to expand her knowledge of the world.
Shadowdancer
: A mysterious adventurer who walks the boundaries between the real world and the realm of shadows, and who can command shadows to do her bidding.
Alignment
Source
PRPG Core Rulebook pg. 166
A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.
Alignment is a tool for developing your character’s identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.
All creatures have an alignment. Alignment determines the effectiveness of some spells and magic items.
Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.
Good Versus Evil
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.
Law Versus Chaos
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benef it from the potential that its individuals have within them.
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.
Alignment Steps
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric’s alignment must be within one step of the alignment of her deity.
Lawful
Neutral
Chaotic
Good
Lawful Good
Neutral Good
Chaotic Good
Neutral
Lawful Neutral
Neutral
Chaotic Neutral
Evil
Lawful Evil
Neutral Evil
Chaotic Evil
The Nine Alignments
Source
PRPG Core Rulebook pg. 166
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM’s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.
Lawful Good
: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good combines honor with compassion.
Neutral Good
: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Neutral good means doing what is good and right without bias for or against order.
Chaotic Good
: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good combines a good heart with a free spirit.
Lawful Neutral
: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral means you are reliable and honorable without being a zealot.
Neutral
: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Neutral means you act naturally in any situation, without prejudice or compulsion.
Chaotic Neutral
: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.
Chaotic neutral represents freedom from both society’s restrictions and a do-gooder’s zeal.
Lawful Evil
: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition,loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil represents methodical, intentional, and organized evil.
Neutral Evil
: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil represents pure evil without honor and without variation.
Chaotic Evil
: A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.
Changing Alignments
Source
PRPG Core Rulebook pg. 168
Alignment is a tool, a convenient shorthand you can use to summarize the general attitude of an NPC, region, religion, organization, monster, or even magic item.
Certain character classes in Chapter 3 list repercussions for those who don’t adhere to a specific alignment, and some spells and magic items have different effects on targets depending on alignment, but beyond that it’s generally not necessary to worry too much about whether someone is behaving differently from his stated alignment. In the end, the Game Master is the one who gets to decide if something’s in accordance with its indicated alignment, based on the descriptions given previously and his own opinion and interpretation—the only thing the GM needs to strive for is to be consistent as to what constitutes the difference between alignments like chaotic neutral and chaotic evil. There’s no hard and fast mechanic by which you can measure alignment— unlike hit points or skill ranks or Armor Class, alignment is solely a label the GM controls.
It’s best to let players play their characters as they want. If a player is roleplaying in a way that you, as the GM, think doesn’t fit his alignment, let him know that he’s acting out of alignment and tell him why—but do so in a friendly manner. If a character wants to change his alignment, let him—in most cases, this should amount to little more than a change of personality, or in some cases, no change at all if the alignment change was more of an adjustment to more accurately summarize how a player, in your opinion, is portraying his character. In some cases, changing alignments can impact a character’s abilities—see the class write-ups in Chapter 3 for details. An
atonement
spell may be necessary to repair damage done by alignment changes arising from involuntary sources or momentary lapses in personality.
Players who frequently have their characters change alignment should in all likelihood be playing chaotic neutral characters.
Definitions of Terms
Source
PRPG Core Rulebook pg. 374
Here are definitions of some terms used in this section.
Core Class
: One of the standard eleven classes found in Chapter 3.
Caster Level
: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class.
Character Level
: The total level of the character, which is the sum of all class levels held by that character.
Class Level
: The level of a character in a particular class. For a character with levels in only one class, class level and character level are the same.