Beginner Box - Hero's Handbook.pdf
(
20533 KB
)
Pobierz
®
™
Hero’s Handbook
how to CreAte A ChArACter
Letters in circles refer to the sections on the blank Character Sheet.
1 A
chooSE youR RAcE:
7 A
chooSE A chARAcTER nAME AnD gEnDER
and write them on your character sheet.
8 C
DwARF
pAgE 14
pAgE 15
ElF
huMAn
pAgE 15
wRiTE youR RAciAl TRAiTS
on your character sheet:
dwarf
(page 14),
elf
(page 15),
or human
(page 15).
2 A
chooSE youR clASS:
9 e F
wRiTE youR clASS FEATuRES
on your character
sheet: cleric
(page 16),
fighter
(page 22),
rogue
(page 24),
or wizard
(page 26).
clERic
pAgE 16
FighTER
pAgE 22
RoguE
pAgE 24
wizARD
pAgE 26
10 d
EiThER pick ThE SuggESTED SkillS
for your class
(page 33)
or choose your own skills
(pages 34–39).
3 b
Think AbouT ThE AbiliTy ScoRES
(page 13)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
11 I
EiThER pick ThE SuggESTED FEATS
for your class
(page 33)
or choose your own feats
(pages 40–43).
4 b
Roll youR SiX AbiliTy ScoRES
Roll 4d6, add together the best three. Repeat five more times.
Write the ability scores on your character sheet
(page 13).
Modify your ability scores according to your race
(page 13)
.
12 J
EiThER pick ThE SuggESTED EquipMEnT
for
your class
(page 33)
or choose your own equipment
(pages 44–49).
13
Do ThE FiniShing TouchES
for your character
(page 32).
5 b
FiguRE ouT youR AbiliTy MoDiFiERS
and write
them on your character sheet
(page 13).
14 K
iF you ARE A clERic oR wizARD, pick which
SpEllS you pREpARE
for your first adventure (or
wait until the Game Master tells you to prepare your
spells). Cleric spells start on
page 19,
wizard spells start
on
page 29.
6 A
chooSE An AlignMEnT
and write it on your
character sheet
(page 13).
®
™
Hero’s Handbook
This book is for players wanting to learn the Pathfinder Roleplaying Game.
Game Masters should be familiar with this book and the
Game Master’s Guide.
Find more free
Beginner Box
content at
paizo.com/beginnerbox.
TABLE OF CONTENTS
SKELETON KING’S CRYPT
EXAMPLE OF PLAY
GETTING STARTED
CREATING A CHARACTER
RACES
CLERIC
FIGHTER
ROGUE
2
9
10
12
14
16
22
24
WIZARD
FINISHING YOUR CHARACTER
SKILLS
FEATS
EQUIPMENT
PLAYING THE GAME
LEVEL UP!
INDEX
26
32
34
40
44
50
63
64
AUTHORS •
JASON BULMAHN AND SEAN K REYNOLDS
COVER ARTIST
• Alberto Dal Lago
INTERIOR ARTISTS
• Alex Aparin, Eric Belisle, Kerem Beyit,
Jeff Carlisle, Concept Art House, Victor Pérez Corbella,
Eric Dechamps, Vincent Dutrait, Sara Forlenza, Paul Guzenko,
Mauricio Herrera, Andrew Hou, Warren Mahy, Steve Prescott,
Scott Purdy, Dave Rapoza, Wayne Reynolds, Dan Scott,
Mac Smith, Craig J Spearing, Florian Stitz, Sarah Stone,
Svetlin Velinov, Tyler Walpole, Eva Widermann,
Ben Wootten, Kevin Yan, and Kieran Yanner
CARTOGRAPHY
• Jason Engle
SPECIAL THANKS
The Paizo Customer Service, Warehouse, and Website Teams,
Ryan Dancey, Clark Peterson, and the proud participants of the
Open Gaming Movement
Playtesters
• Markus Alexander, Robert Busey, Micah Frederick,
Tyler Greene, Skye Hernden, Peter Johnson, Cameron Kelley,
Rikky Moore, Ari Rangel, James White, and Tyler Williams
This game is dedicated to J. Eric Holmes, Frank Mentzer,
and Tom Moldvay
The Pathfinder Roleplaying Game rules can be found online as
part of the Pathfinder Roleplaying Game Reference Document
at
paizo.com/pathfinderRPG/prd
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,
Stephen Radney-MacFarland, Erik Mona, Sean K Reynolds,
Lisa Stevens, James L. Sutter, and Vic Wertz
EDITORIAL ASSISTANCE
• Rob McCreary and Mark Moreland
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
FINANCE MANAGER
• Christopher Self
STAFF ACCOUNTANT
• Kunji Sedo
TECHNICAL DIRECTOR
• Vic Wertz
MARKETING DIRECTOR
• Hyrum Savage
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
PAIZO.COM/BEGINNERBOX
Pathfinder Roleplaying Game Beginner Box
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.
HERO’S HANDBOOK
S
keleton
k
ing
’
S
C
rypt
SOLO ADVENTURE
ARE YOU
READY FOR
ADVENTURE?
T
he following pages
conTain a shorT quesT ThaT
you can play by yourself
.
y
ou don
’
T need To know
The rules of The game jusT
yeT
—
This advenTure will
Teach you some of Them
.
i
f you wanT To skip
This quesT and head
sTraighT inTo making
a characTer
,
go To
page
10. o
Therwise
,
read on
!
To play, you need a piece of scratch paper,
a pencil, and the dice that came with
the
Beginner Box.
To begin, read
Entry #1
and do whatever it
tells you to. Most entries
will tell you to go to another
entry or give you several
choices. Only read
entries that you are
told to read. Your
choices will determine
whether the character you
play lives or dies. Choose wisely!
DICE YOU NEED
6
d6
8
d8
20
4
d4
d20
You are a brave warrior hailing
from the town of Sandpoint,
in a land called Varisia on the
coast of the great Steaming Sea.
Life in the small town is simple, but also
hard—the surrounding wilderness is full
of goblins and other monsters. Lately,
these monsters have been growing
bolder, carrying off children and
livestock from outlying farmsteads. In
desperation, the terrified townsfolk
have turned to you for protection. The
mayor, a kindly woman named Kendra
Deverin, has promised you a reward of
1
100 gold pieces if you can clear out
a nearby dungeon where some of
these creatures are said to live.
It’s a dangerous job, but you know
in your heart that you’re up to the
challenge. You gather up your gear—a
sturdy suit of chainmail armor and your
father’s old longsword—and head off
into the woods, following the crude map
the mayor gave you. After several hours
of walking, you arrive at a desolate hillside.
Just up ahead is the darkened entrance to a
tunnel. This must be the dungeon! (Read
on to the next page!)
2
SKELETON KING’S CRYPT: SOLO ADVENTURE
?
To gather up your courage and head inside, turn to
Entry #9.
?
If you take the key from the hook, turn to
Entry #11.
If you wake up the boy and talk to him, turn to
Entry #22.
If you ignore the boy and leave the room, turn to
Entry #14.
2
You head back to the room where you first fought
the goblin and turn to head down the western
corridor that smells of mold.
If you’ve explored this corridor before,
turn to
Entry #16.
If not, turn to
Entry #4.
?
You turn and flee from the terrible skeleton, its
hideous laughter following you as you scramble
back through the halls. Eventually you reach the
tunnel entrance and the sweet safety of daylight.
Once you’ve caught your breath, you decide that enough is
enough. You’ve slain a monster and survived greater dangers
than any of the other townsfolk—that’s plenty of adventure for
one day. You gather up what treasure you’ve found and head
back to town, reaching the outskirts just as the sun is setting.
You immediately head to the town hall to report your
activities to the mayor, trailed by an impromptu parade of
townsfolk. While everyone is glad to see that you made it
back alive, the mayor and several others are worried about
the greater menace left behind in the dungeon. She gives you
half the promised reward, a total of 50 gold pieces, and tells
you that the rest will still be waiting if you decide to venture
back and finish the job—perhaps you’d feel more confident if
you used your new gold pieces to buy another healing potion
like the one you found on the goblin?
Muttering, the villagers begin to disperse, hurrying home to
lock their doors. For night is falling...
3
The passageway ends in a huge chamber with an
arched ceiling. Stairs on the far side of the room
lead up to a small platform. Atop the platform
looms a golden throne decorated with glittering
diamonds and rubies.
Sitting in the throne is a skeleton dressed in the ancient and
rusted armor of a king, a weirdly glowing longsword clasped
in its bony hands. Suddenly the skeleton’s head turns toward
you, and its empty eye sockets fill with red flames. Its jaw
opens in a horrible smile as it raises the longsword and points
at you.
“So,” it rasps in a voice like two stones scraping together.
“Your pitiful town has sent a champion. How kind of them.
Since you’ve clearly slain my goblin servant, it’s only fair that
you take his place and join me—in death!”
With a grating laugh, the skeleton stands and moves toward
you, readying its longsword to attack!
5
?
If you attack the skeleton using your longsword, turn
to
Entry #20.
If you attack the skeleton using another weapon you
found, turn to
Entry #15.
If you run away from the skeleton, turn to
Entry #3.
If you would like to return to the dungeon and finish
what you’ve started—perhaps after spending 50 gold
pieces for another healing potion that works the same
way as the one from
Entry #13—turn
to
Entry #9.
Otherwise, continue on with the rules for making
your own character that start on
page 10.
?
The smell of mold grows stronger with each step
down the western corridor. After about 50 feet, the
corridor ends in a simple wooden door that stands
half open, revealing a room beyond.
Inside the room is a large cage made up of iron bars with
a layer of moldy hay in the bottom. Lying in the hay is a local
farmboy from Sandpoint, one of the children who went missing
in a recent goblin attack. He looks hungry and is covered with
bruises. Across the room from his cage, a large key dangles
from a hook a few feet off the floor, just low enough for a
goblin to reach. The boy appears to be sleeping.
4
3
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