Beginner Box - Transitions.pdf

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Beginner Box Transitions
This document is for players and Game Masters. You should be familiar with the
Beginner Box Hero’s Handbook
and
Game Master’s Guide.
TABLE OF CONTENTS
NEW RULES TO KNOW
3
READING A
CORE RULEBOOK
SPELL
8
READING A
BESTIARY
MONSTER STAT BLOCK
9
PATHFINDER MODULES
11
CONVERTING ADVENTURES
13
6TH LEVEL AND BEYOND
REBOOTING YOUR CHARACTER
PATHFINDER PRODUCTS
PATHFINDER SOCIETY
17
20
22
25
AUTHOR •
SEAN K REYNOLDS
INTERIOR ARTISTS
• Alex Alexandrov, Alex Aparin, Yngvar Asplund,
Eric Belisle, Matt Dixon, Carolina Eade, Paul Guzenko, Andrew Hou,
Steve Prescott, Scott Purdy, Wayne Reynolds, Dan Scott,
Craig J Spearing, Tyler Walpole, and Kieran Yanner
CREATIVE DIRECTOR
• James Jacobs
EDITOR-IN-CHIEF
• F. Wesley Schneider
SENIOR EDITOR
• James L. Sutter
LEAD DESIGNER
• Jason Bulmahn
EDITING AND DEVELOPMENT
• Judy Bauer, Logan Bonner,
Christopher Carey, and Sean K Reynolds
EDITORIAL ASSISTANCE
• Adam Daigle, Rob McCreary,
Mark Moreland, Stephen Radney-MacFarland, and Patrick Renie
SENIOR ART DIRECTOR
• Sarah E. Robinson
GRAPHIC DESIGNER
• Andrew Vallas
PRODUCTION SPECIALIST
• Crystal Frasier
PUBLISHER
• Erik Mona
PAIZO CEO
• Lisa Stevens
CHIEF OPERATIONS OFFICER
• Jeffrey Alvarez
DIRECTOR OF SALES
• Pierce Watters
SALES REPRESENTATIVE
• Adam Lovell
FINANCE MANAGER
• Christopher Self
STAFF ACCOUNTANT
• Kunji Sedo
CHIEF TECHNICAL OFFICER
• Vic Wertz
CAMPAIGN COORDINATOR
• Mike Brock
PROJECT MANAGER
• Jessica Price
CUSTOMER SERVICE TEAM
• Cosmo Eisele, Erik Keith,
and Sara Marie Teter
WAREHOUSE TEAM
• Will Chase, Michael Kenway,
Matt Renton, Jeff Strand, and Kevin Underwood
WEBSITE TEAM
• Ross Byers, Liz Courts, Lissa Guillet,
and Chris Lambertz
The Pathfinder Roleplaying Game rules can be found online as
part of the Pathfinder Roleplaying Game Reference Document
at
paizo.com/prd.
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
PAIZO.COM/BEGINNERBOX
Pathfinder Roleplaying Game Beginner Box Transitions
is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the
Coast, Inc. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, 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,
and Pathfinder Tales are trademarks of Paizo Publishing. © 2012, Paizo Publishing, LLC.
1
So you’ve been playing with the
Pathfinder RPG Beginner Box
and you want more—more spells,
more classes, more monsters, more magic items, more fun! You’re ready to take the next step in
learning the full version of the Pathfinder Roleplaying Game. You see that 576-page
Pathfinder RPG
Core Rulebook...
and you’re probably feeling a little intimidated. That’s okay!
T
aking The
n
exT
S
Tep
The
Core Rulebook
is a big book with a lot of rules and options,
but you don’t need to learn them all right away. This
Beginner
Box Transitions
document is here to help you make the change
from the
Beginner Box
to the
Core Rulebook.
It uses friendly
language—just like you’re used to seeing in the
Beginner Box—
to explain what you’ll find in the
Core Rulebook.
Just remember
that you can take your time when learning the full rules, and
you can add them to your game a piece at a time.
Remember when all the spells and class abilities seemed like a
lot to understand? Remember when an ogre was a hard monster
to run because it was Large and had Reach? With practice, you
figured out how to use those rules. They’re easy now, as easy as
making an attack roll. In the same way, you’ll soon be able to
handle the
Core Rulebook,
and this document will help you do it.
Here’s a quick rundown of the sections in the
Beginner Box
Transitions
document.
PATHFINDER MODULES
Paizo has many complete adventures for sale and publishes
more every year! This section describes seven low-level
adventures you can use with either the
Beginner Box
or the
Core Rulebook.
Once you’ve read up on some of the new rules, you may want
to try using a published adventure. This section takes the free
adventure
Master of the Fallen Fortress
and walks you through
it step by step, pointing out where it uses new rules from the
Core Rulebook
so you can keep, change, or drop them when
you run the adventure.
CONVERTING ADVENTURES
NEW RULES TO KNOW
This section gives an overview of important rules in the Core
Rulebook—big concepts that you’ll see into a lot. Just like the
Beginner Box
explains how to read dice, make attack rolls,
and choose spells, the
Core Rulebook
explains how to grapple
enemies, give your character more than one class, and use
special rules like “attacks of opportunity.” This section gives
you a short description of each of these rule ideas and the
page number in the
Core Rulebook
you can turn to if you want
to read more about that rule.
This section explains what to do when your 5th-level
Beginner
Box
character is ready to level up to 6th level using the
Core
Rulebook.
It points out all the changes like spells known,
attack bonus, and saving throws.
6TH LEVEL AND BEYOND
REBOOTING YOUR CHARACTER
If you’d like to convert a lower-level
Beginner Box
character
to the
Core Rulebook
rules without waiting for 6th level, this
section tells you how to modify your character so you can take
advantage of all the options in the
Core Rulebook.
PATHFINDER PRODUCTS
PATHFINDER SOCIETY
READING A BESTIARY STAT
BLOCK
The
Pathfinder RPG Bestiary
has more than 350 different
monsters for the full Pathfinder RPG. You can use these monsters
with the
Beginner Box,
but the monster stat blocks look a little
different than what you’re used to. Using the Ghoul page from
the
Bestiary,
this section shows where to find things on its stat
block, and explains what the new parts mean.
Paizo publishes many rulebooks and accessories for the
Pathfinder RPG. This section describes some of Paizo’s books,
maps, and miniatures you can add to your game.
Do you want to find other gamers in your area? Do you
want to join an ongoing campaign with players all over the
world? This section explains the Pathfinder Society Organized
Play program—Paizo’s network of gamers, short adventure
scenarios, and game convention events.
2
The
Pathfinder RPG Core Rulebook
and
Pathfinder RPG Bestiary
use a lot more rules than the
Pathfinder RPG Beginner Box.
Many of these rules are simply more of the same things you’re already
familiar with—like feats, spells, and monsters—and you can easily add them to your campaign.
However, there are also new rules that change or enhance how things work in the
Beginner Box,
and you’ll need to make sure you understand them before adding them to your game. This section
summarizes those rules and tells you where you can find more information on how they work.
Remember, if you don’t like a rule, you don’t have to use it in your game!
n
ew
R
uleS To
k
now
WHAT DO I NEED TO READ?
When learning to use the
Core Rulebook,
you don’t
have to read it cover to cover; you can take pieces
and add them to your campaign as you’re ready. For
example, one week you could read about the paladin
class in Chapter 3 and add that to your game, and
the next week you might read some of the feats in
Chapter 5 and add them to your game. Just like the
Beginner Box,
the
Core Rulebook
allows you to plug
in parts of the rules as you learn them. The easiest
chapters to add in small pieces are Races (Chapter 2),
Classes (Chapter 3), and Feats (Chapter 5).
With the
Core Rulebook,
when you do something reckless
in combat and let your guard down, nearby opponents can
take advantage of your moment of weakness and make a
free attack against you. That attack is called an
attack of
opportunity
(or AOO). If you like a more tactical game where
players can take risks to accomplish interesting things, you
may want to try adding attacks of opportunity to your game.
Generally, if there’s an action you could perform in the
Core
Rulebook
that would trigger an attack of opportunity from an
enemy, the
Beginner Box
rules won’t let you do that action
at all. For example, on page 61 of the
Hero’s Handbook,
the
Beginner Box
rules say you can’t cast a ranged spell
when you’re next to an enemy. If you’re using the attack
of opportunity rules, you
can
cast a ranged spell next to an
enemy, but the enemy gets an attack of opportunity on you!
Likewise, on page 56 of the
Hero’s Handbook,
the
Beginner
Box
says you can’t attack with a ranged weapon unless you’re
at least 10 feet from an enemy. If you’re using attacks of
opportunity, you
can
use a ranged weapon even if you’re only
5 feet away from an enemy, but the enemy gets an attack of
opportunity on you. It’s a risk... but sometimes you have to
take that chance in order to win a battle or save a friend. The
full rules for attacks of opportunity are on page 180 of the
Core Rulebook.
ATTACKS OF OPPORTUNITY
an opponent so she’s at a disadvantage. The
Core Rulebook
calls these kinds of special attacks
combat maneuvers
and
gives rules for how characters and monsters can perform
them. Performing a combat maneuver is similar to making
an attack roll, except instead of using your attack bonus,
you use a special bonus called a
Combat Maneuver Bonus
(CMB), and instead of rolling against your target’s Armor Class,
you’re rolling against a special defensive number called a
Combat Maneuver Defense
(CMD). If your d20 + CMB equals
or exceeds the target’s CMD, you succeed at the maneuver.
In addition to being able to disarm, grapple, and trip, you
can bull rush (push an enemy into another square), overrun
(move through an enemy’s square into a square past it), or
sunder (break an opponent’s weapon or held item). The full
rules for combat maneuvers (including how to figure out
your character’s CMB and CMD) start on page 198 of the
Core
Rulebook.
The
Core Rulebook
also includes feats that make
you better at performing combat maneuvers (see page 110).
DISARM, GRAPPLE, AND TRIP
The
Beginner Box
doesn’t let most creatures perform fancy
maneuvers like disarming an opponent’s weapon, grappling
a bandit so you can take him prisoner, or knocking down
3
BEGINNER BOX TRANSITIONS
In the
Beginner Box,
a character increases his attack bonus
based on his class and level. In the
Core Rulebook,
this
modifier to your attack roll is called the
base attack bonus
(BAB). Both characters and monsters have a base attack
bonus, even monsters in the
Beginner Box—the
base attack
bonus isn’t shown, but it’s built into the monster stat block in
its attacks. A character’s base attack bonus works basically the
same as an attack bonus in the
Beginner Box.
The full rules
for base attack bonuses are on page 11 of the
Core Rulebook.
BASE ATTACK BONUS
A
monster template
(or “template”) is a way to modify a
monster by changing its stat block. For example, if you had a
dungeon full of giant spiders, and wanted an encounter with
a very tough spider, you could add a template to the giant
spider stat block to make it deal more damage and increase
the difficulty class (DC) of its poison. Or, if you wanted to have
a herd of demon-tainted boars attacking a village, you could
add a template to the boar stat block to create a “hell boar”
with damage reduction (like a gargoyle has), fire resistance
(like a
resist energy
spell grants), and spell resistance (like a
serpentfolk has).
Some templates are called
simple templates
because they
only change a few things and you can make the change in
about a minute. Other monster templates are more complex,
greatly changing a monster from its original form—the
ghost, skeleton, werewolf, and zombie in the
Beginner Box
are actually humans transformed with complex monster
templates. Simple templates are on page 294 of the
Bestiary,
and complex templates are listed in the
Bestiary
under the
template’s name (ghost, half-dragon, skeleton, and so on).
MONSTER TEMPLATES
Hit Dice
(HD) are a rough measure of a creature’s power and
skill. Each PC has a number of Hit Dice equal to her level (a
2nd-level fighter has 2 HD, a 4th-level wizard has 4 HD, and
so on). Monsters also have Hit Dice; they’re just not shown in
the
Beginner Box
monster stat blocks because most of the
time you don’t need to know how many Hit Dice monsters
have. (Only a few spells and monster abilities grant different
effects depending on how many Hit Dice the target has.) If
you need to know how many Hit Dice a monster has, look up
the monster in the
Bestiary;
the monster’s Hit Dice are listed
on the same line as its hit points.
HIT DICE
With the
Core Rulebook
rules, every bonus you add to a roll
has a bonus type. For example, the
bless
spell gives you a
morale bonus
on attack rolls and the
divine favor
spell gives
you a
luck bonus
on attack rolls. This is important because
if you have more than one bonus of the same type, you only
use the highest bonus of that type. For example, if you had
a ring that gives you a +1 luck bonus on saving throws and a
cloak that gave you a +2 luck bonus on saving throws, the luck
bonus from the cloak is more powerful and is the only one that
counts. Two bonuses of the same type are called
overlapping
bonuses—the bigger bonus of that type is dominant. This
rule keeps players from reaching overly powerful bonuses by
adding together multiple weak items of the same type.
The
Beginner Box
incorporates this into the rules behind the
scenes, without telling you why it’s doing it. For example, you
can only wear one
ring of protection
at a time—that’s because
in the
Core Rulebook,
the ring gives you a +1 deflection bonus,
and wearing two +1 deflection bonus items just gives you
a +1 bonus, not a +2. Another example is the
mage armor
spell, which says if you’re wearing armor, you use either the
+4 bonus from the spell or the armor’s bonus, whichever is
greater—that’s because both the spell and the armor give
you an armor bonus, so you’d only get the armor bonus from
either the spell or the armor, whichever is greater.
If you have two different kinds of bonuses, however, they
still add together. This is called
stacking.
For example, if you
have a ring that gives you a +1 luck bonus to AC and an amulet
that gives you a +1 natural armor bonus to AC, these bonuses
stack since their bonuses are of different types—both of them
count, for a total of +2.
Very rarely, you’ll find a kind of bonus that stacks even with
bonuses of the same type. For example, dodge bonuses to AC
BONUS TYPES, OVERLAPPING,
AND STACKING
4
always stack. If you have a +1 dodge bonus from a feat and a
+1 dodge bonus from a racial ability, these bonuses stack and
both of them count toward your AC.
The
Core Rulebook
details several skills that aren’t in the
Beginner Box:
Appraise, Craft, Disguise, Escape Artist, Fly,
Handle Animal, Intimidate, Knowledge (engineering),
Knowledge (nobility), Knowledge (planes), Linguistics,
Perform, Profession, Sleight of Hand, Survival, and Use Magic
Device. The descriptions for these skills begin on page 87 of
the
Core Rulebook.
The
Core Rulebook
also details two shortcuts for using skills,
called taking 10 and taking 20.
Taking 10
lets you attempt an
easy skill check as if you had rolled a 10 on your d20—you’d
only want to do it for an easy task that you could succeed at
by rolling 10 or higher. Taking 10 is in the rules so you don’t
risk failing easy tasks. The rules for taking 10 are on page 86
of the
Core Rulebook.
Taking 20
is a little more complicated. If you are up against
a difficult DC, but have some time to make sure you get a
task done right, you can take an extra long time to perform
the task and attempt the skill check as if you had rolled a 20
on your d20. Normally players take 20 on Perception checks
(to search for a secret door or trap) and Disable Device checks
(to pick a lock). It’s easier and faster for the player to take 20
instead of rolling the d20 again and again until she succeeds.
The rules for taking 20 are on page 86 of the
Core Rulebook.
SKILLS, TAKING 10, AND
TAKING 20
paladins, and rangers). More information on arcane spell
failure is on page 150 of the
Core Rulebook.
There are feats
that make it easier for a wizard to cast spells while wearing
armor—see Arcane Armor Mastery, Arcane Armor Training,
and Still Spell in Chapter 5 of the
Core Rulebook.
Additionally, just as you can get masterwork weapons that
are better than normal weapons, you can get
masterwork
armor
that’s better than normal armor. Masterwork armor has
an armor check penalty 1 lower than normal, but it costs 150
gp more. All magic armor is automatically masterwork armor.
More information on masterwork armor is on page 153 of the
Core Rulebook.
Armor in the
Core Rulebook
is a little more complex than in
the
Beginner Box.
It includes three additional rules for those
wearing armor. The first is the
maximum Dex bonus.
All
armor restricts your movement, and if your DEX is higher than
the max Dex bonus of your armor, you don’t get to add all of
your DEX to your Armor Class. For example, full plate has a
max Dex bonus of +1, so even if your DEX is +4, you only get to
add +1 from your DEX to your AC. This means characters with
a high DEX usually wear light or medium armor so they can
take advantage of their DEX. The rules for max Dex bonus are
on page 149 of the
Core Rulebook,
and the armor table is on
page 151.
The second new rule is the
armor check penalty.
Armor
and shields interfere with STR- and DEX-based skills, giving
you a penalty on such skill checks equal to the armor check
penalty of the armor and shield. For example, chainmail has
an armor check penalty of –5, so you take a –5 penalty on
Acrobatics checks, Climb checks, and so on. The rules for
armor check penalties are on page 150 of the
Core Rulebook.
The third new rule is the
arcane spell failure chance.
You
know how wizards can’t wear armor in the
Beginner Box?
Well,
they can wear armor in the
Core Rulebook...
but each time a
wizard casts a spell while wearing armor, there’s a chance
the spell is ruined and has no effect. The arcane spell failure
chance does not affect divine spellcasters (clerics, druids,
MORE ARMOR RULES
Dwarves and elves are about the same size as a human, but ogres
are much bigger, and goblins are much smaller. The
Core Rulebook
has rules for creatures of all sizes, from a housefly to a house-
sized dragon or whale. Every creature has a
size category,
such
as Tiny, Small, Medium, Large, or Huge. A creature’s size category
determines its
size modifier,
which is added to the creature’s AC,
on attack rolls, and on some skill checks. For example, an ogre is
Large, and the size modifier for Large creatures is –1, so an ogre
has a –1 penalty on its attack rolls (because creatures smaller
than it are harder for it to hit) and a –1 penalty to its AC (because
it’s big and easier to hit). A goblin is Small, and the size modifier
for Small creatures is +1, so a goblin has a +1 bonus on its attack
rolls (because creatures bigger than it are easier for it to hit) and
a +1 bonus to its AC (because it’s small and harder to hit). These
size modifiers are already built into a monster’s stat block—even
the
Beginner Box
monster stat blocks you’ve been using—so you
don’t have to change anything! The size modifiers are listed on
page 179 of the
Core Rulebook.
Two new races in the
Core Rulebook—gnomes
and
halflings—are Small. This is an advantage for fighters and
rogues of these races, because it’s like getting a free +1 on
attack rolls and to AC! However, Small races usually have lower
Strength than Medium creatures—gnomes and halflings have
a racial Strength penalty.
CREATURE SIZES
5
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