Beginner Box - Player Pack.pdf

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Beginner Box Player Pack
This document contains bonus information for players
and GMs using the
Pathfinder RPG Beginner Box.
You should be familiar with the
Hero’s Handbook
before reading this.
TABLE OF CONTENTS
INTRODUCTION
BARBARIAN CLASS
CLERIC OPTIONS
FIGHTER OPTIONS
ROGUE OPTIONS
2
3
5
6
7
WIZARD OPTIONS
FEATS
ADVENTURING GEAR
CORE RULEBOOK
PREVIEW
CORRECTIONS
8
9
10
11
12
AUTHORS •
JASON BULMAHN AND SEAN K REYNOLDS
ARTISTS
• Eric Belisle, Concept Art House, Vincent Dutrait,
Jesper Ejsing, Jorge Fares, Jim Pavelec, Wayne Reynolds,
Mike Sass, Tyler Walpole, Kevin Yan, and Kieran Yanner
CREATIVE DIRECTOR
• James Jacobs
SENIOR ART DIRECTOR
• Sarah E. Robinson
MANAGING EDITOR
• F. Wesley Schneider
LEAD DESIGNER
• Jason Bulmahn
EDITING AND DEVELOPMENT
• Judy Bauer, Christopher Carey,
Patrick Renie, Sean K Reynolds, and James L. Sutter
EDITORIAL ASSISTANCE
• Rob McCreary, Mark Moreland, and
Stephen Radney-MacFarland
GRAPHIC DESIGNER
• Andrew Vallas
PRODUCTION SPECIALIST
• Crystal Frasier
PUBLISHER
• Erik Mona
PAIZO CEO
• Lisa Stevens
VICE PRESIDENT OF OPERATIONS
• Jeffrey Alvarez
DIRECTOR OF SALES
• Pierce Watters
SALES ASSISTANT
• Dylan Green
FINANCE MANAGER
• Christopher Self
STAFF ACCOUNTANT
• Kunji Sedo
TECHNICAL DIRECTOR
• Vic Wertz
CAMPAIGN COORDINATOR
• Michael Brock
SPECIAL THANKS
The Paizo Customer Service, Warehouse, and Website Teams,
Ryan Dancey, Clark Peterson, and the proud participants of
the Open Gaming Movement
The Pathfinder Roleplaying Game rules can be found online as
part of the Pathfinder Roleplaying Game Reference Document
at
paizo.com/pathfinderRPG/prd
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
PAIZO.COM/BEGINNERBOX
Pathfinder Roleplaying Game Beginner Box Player Pack
is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast,
Inc. Paizo Publishing, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game Beginner Box,
Pathfinder Roleplaying Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Modules, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo
Publishing. “Flip-Mat” is a trademark of Steel Sqwire. © 2011, Paizo Publishing, LLC.
1
WELCOME TO THE PLAYER PACK!
This collection of tips, tricks, bonus
abilities, and gear enhances the
Pathfinder
Roleplaying Game Beginner Box
with new
additions to the
Hero’s Handbook!
Here’s
what you’ll find in the next few pages.
NEW FEATS
Master the game with four new feats!
Channel arcane magic into your weapons!
Drive away undead with holy power!
NEW ADVENTURING GEAR
Spend your hard-earned gold pieces on new
adventuring equipment. Some of it is designed
to help you in combat, like thunderstones
that deafen enemies. Some of it aids your
skills, like a climber’s kit or masterwork
thieves’ tools. And some of it is just handy
for adventuring, like a battering ram to knock
down doors, tindertwigs for quickly starting
fires, and caltrops to keep enemies from
chasing you.
BARBARIAN CLASS
The barbarian is a melee class, like a fighter.
Instead of wearing heavy armor and gaining
extra combat feats, a barbarian wears light
or medium armor and has the power to rage,
becoming stronger and tougher, and also
gains special powers when raging. To truly go
berserk on the battlefield with your character,
try playing a barbarian!
NEW CLERIC OPTIONS
Explore your cleric’s wild side with Erastil,
god of the frontier, protecting farmers and
settlers, and teaching hunters how to track
and kill dangerous monsters. Also, enhance
your arsenal with six new spells available to
clerics of any god.
CORE RULEBOOK
PREVIEW
Still want more? The
Beginner Box
and
Player
Pack
are just an introduction to hundreds of
pages of races, classes, skills, feats, spells,
and magic items in the
Pathfinder RPG Core
Rulebook.
This preview of the complete
Pathfinder Roleplaying Game offers glimpses
of the druid, monk, and paladin classes,
combat maneuvers like grappling and
disarming, and new feats for crafting your
own magic items! Get a peek at some of the
high-level cleric and wizard spells!
NEW FIGHTER OPTIONS
Fighters gain new flexibility with five new
deadly combat feats. Shoot farther! Negate
an enemy’s flanking bonus! Take a 5-foot-step
when it’s not your turn!
NEW ROGUE OPTIONS
Rogues can choose from 12 new
talents that will help them stay alive.
Learn a free combat feat! Increase
your sneak attack range! Cast wizard
cantrips! Get an automatic 20 on your
initiative in the surprise round!
NEW WIZARD OPTIONS
In addition to six new spells, wizards
gain a new school, conjuration.
Conjurers focus on magic that creates
or moves matter and energy from one
place to another.
2
BEGINNER BOX PLAYER PACK
B
arBarian
1
ST
You are fast, strong, and skillful! You get
even stronger and tougher when you enter
a bloodthirsty rage!
LEVEL BARBARIAN CLASS FEATURES
w
rite tHese numbers in tHe
c
lAss boxes oF
s
ection
F:
F
w
ill
s
Ave
F
ortitude
s
Ave
r
eFlex
s
Ave
+2
+0
+0
H
it
P
oints
A
ttAcK
b
onus
s
Kill
r
AnKs
12
+1
4
D
m
ArK tHese clAss sKills in
s
ection
d
oF your cHArActer sHeet
:
A
crobAtics
c
limb
K
nowledge
n
Ature
P
ercePtion
r
ide
s
wim
F
RAGE
E
ARMOR AND WEAPONS
Barbarians can use the best weapons and all but the
heaviest armor! In Section E of your character sheet, check
shields, light armor, medium armor, simple weapons,
and
martial weapons.
Write
rage
in Section F of your character sheet. Next to that,
write
4 + CON rounds per day.
Raging makes you go berserk.
When in a rage, you gain these benefits and drawbacks:
Gain a +2 bonus on melee attack rolls, melee damage rolls,
damage rolls with thrown weapons, skill checks that use
Strength (such as Climb and Swim), and Strength checks.
Gain a +2 bonus on Fortitude and Will saving throws.
Take a –2 penalty to your Armor Class.
Can’t use the Bluff, Diplomacy, Disable Device, or Knowledge
skills, or do anything that requires patience or concentration.
Gain +2 hit points.
Starting or ending a rage doesn’t cost an action, but you can
only do it on your turn, and only if you’re not fatigued or
exhausted (Game
Master’s Guide,
page 94). A rage ends if you
fall unconscious. When the rage ends, you lose all of the above
benefits and drawbacks, and you are fatigued for a number of
rounds equal to how long your rage lasted × 2.
F
FAST MOVEMENT
Write
fast movement
in Section F of your character sheet.
Your racial speed increases by +10 feet. You lose this speed
bonus if you wear heavy armor.
!
3
YOU ARE DONE WITH 1ST-LEVEL BARBARIAN.
TURN TO PAGE 32 OF THE
HERO’S HANDBOOK.
CLASSES: BARBARIAN
2
ND
LEVEL BARBARIAN
12
ADD
HIT
POINTS
+1d12+CON
ATTACK BONUS
FORT SAVE
REFLEX SAVE
WILL SAVE
ADD
+1
+1
LEVEL UP
WRITE THE FOLLOWING NEW CLASS FEATURES IN SECTION F OF YOUR CHARACTER SHEET.
Your rage bonus to hit points increases to +4! You gain +2 rounds of rage per day!
ADD
NO
CHANGE
NO
CHANGE
RAGE POWER:
Pick one rage power from the list below. You can only use rage
powers while you are raging.
KNOCKBACK
As a standard action, you can make a melee attack roll against
an adjacent enemy. If you hit, the enemy takes damage and is
pushed back 5 feet (straight or diagonally).
SUPERSTITION
You gain a +2 bonus on saving throws against spells. At 4th
level, this bonus increases to +3. This rage power activates
automatically whenever you rage.
NO ESCAPE
Once per rage, when an adjacent enemy retreats from you, you
can move up to twice your speed to remain next to that enemy,
even though it’s not your turn.
SWIFT FOOT
Your speed increases by 5 feet. This rage power activates
automatically whenever you rage. You can choose this rage
power more than once, increasing your speed by 5 feet each time.
POWERFUL BLOW
Once per rage, you can decide to make a powerful blow with
an attack. If you hit, you deal +1 damage with that attack. At
4th level, this increases to +2.
RENEWED VIGOR
Once per day as a standard action, you heal 1d8 points of
damage + CON + 2. You must be at least 4th level to select
this rage power.
3
RD
LEVEL BARBARIAN
12
ADD
HIT
POINTS
+1d12+CON
ATTACK BONUS
FORT SAVE
REFLEX SAVE
WILL SAVE
ADD
+1
LEVEL UP
Your rage bonus to hit points increases to +6! You gain +2 rounds of rage per day!
WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
NO
CHANGE
ADD
ADD
TRAP SENSE:
You get a +1 bonus on Reflex saves against traps and a +1 bonus to your
Armor Class against traps!
+1
+1
+1
+1
4
TH
LEVEL BARBARIAN
12
ADD
HIT
POINTS
+1d12+CON
ATTACK BONUS
FORT SAVE
REFLEX SAVE
WILL SAVE
ADD
LEVEL UP
Your rage bonus to hit points increases to +8! You gain +2 rounds of rage per day!
WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
ADD
RAGE POWER:
Pick one rage power from the list above!
NO
CHANGE
NO
CHANGE
5
TH
LEVEL BARBARIAN
12
ADD
HIT
POINTS
+1d12+CON
ATTACK BONUS
FORT SAVE
REFLEX SAVE
WILL SAVE
ADD
+1
LEVEL UP
Your rage bonus to hit points increases to +10! You gain +2 rounds of rage per day!
WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
NO
CHANGE
NO
CHANGE
NO
CHANGE
UNCANNY DODGE:
Your enemies no longer get an attack roll bonus when flanking you!
Rogues can’t sneak attack you when they flank you!
4
BEGINNER BOX PLAYER PACK
C
leriC
O
ptiOns
This section introduces Erastil, god of
hunters and trade, and six spells available
to clerics of any god.
ERASTIL
Erastil is the god of hunting, trade, and farming. His clerics
protect frontier communities from predators and seek out
monsters that threaten peace.
HOLY WEAPON: LONGBOW
Erastil’s holy weapon is the longbow, used by hunters
and militia to hunt food and protect the homeland.
CALMING TOUCH
3 + WIS PER DAY
You can use calming touch a number of times per day equal
to 3 + WIS. You can touch an ally as a standard action to heal
it 1 hit point per cleric level. This also removes the fatigued,
shaken, and sickened conditions from the ally.
WOODEN FIST
3 + WIS PER DAY
You can use wooden fist a number of times per day equal to 3 +
WIS. As a free action you can make your hands as hard as wood
and covered in tiny thorns. When using this ability, add half your
cleric level (minimum +1) to your unarmed strike damage. Your
hands return to normal at the start of your next turn.
K
CLERIC SPELLS
BANE (1ST LEVEL)
RANGE
50 feet
DURATION
1 minute/cleric level
All enemies within range are filled with fear and doubt. They take
a –1 penalty on attack rolls and a –1 penalty on saving throws
against fear attacks. This is a fear effect.
MAGIC STONE (1ST LEVEL)
RANGE
touch
DURATION
30 minutes
You enhance three pebbles so they strike hard when thrown (range
increment 20 feet) or used in a sling. Each pebble adds +1 on its
attack roll. A creature hit takes 1d6+1 points of damage, or 2d6+2
points if it is undead. Once used to attack, a pebble loses its magic.
CONSECRATE (2ND LEVEL)
RANGE
30 feet
DURATION
2 hours/cleric level
You bless a 20-foot-radius area with holy energy. The DC to resist
channel energy in this area increases by +3. Undead in this area
take a –1 penalty on attack rolls, damage rolls, and saves. Casting
this costs 1 holy water and 25 gp worth of silver dust.
REMOVE PARALYSIS (2ND LEVEL)
RANGE
30 feet
DURATION
instantaneous
You free allies from paralyzing effects, such as a
hold person
spell or ghoul paralysis. If cast on one ally, the effect immediately
ends. If cast on two, each gets another save with a +4 bonus. If
cast on three or four, each gets another save with a +2 bonus.
GLYPH OF WARDING (3RD LEVEL)
RANGE
touch
DURATION
until triggered
You protect a 10-foot-square area with an invisible trap. When
touched, the trap explodes, dealing 2d8 points of fire damage (Reflex
half, DC 13 + your WIS). Rogues can notice or disable the glyph (DC
28). Casting this costs 200 gp of diamond dust and takes 10 minutes.
WATER WALK (3RD LEVEL)
RANGE
touch
DURATION
2 hours/cleric level
You touch one or more allies and give them the ability to walk on
any liquid (including mud, oil, snow, or quicksand) as if it were
firm ground. Divide the duration evenly among all the creatures
you cast the spell on.
5
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