Example: air traffic controller

Pathfinder Roleplaying Game Core Reference Document

Pathfinder Roleplaying Game core Reference DocumentNovember 6, 2009By Mike DusseaultBased on Paizo's PFSRD at thanks to Paizo for making such an excellent game, and for releasing it all as Open support Paizo, they deserve it!Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version , Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, locations, characters, artwork, and trade Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written of Contents1. Playing the a (Dex; Armor Check Penalty).

Pathfinder Roleplaying Game Core Reference Document November 6, 2009 By Mike Dusseault ... 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

Tags:

  Document, Reference, Core, Games, Pathfinder, Roleplaying, Pathfinder roleplaying game core reference document

Information

Domain:

Source:

Link to this page:

Please notify us if you found a problem with this document:

Other abuse

Advertisement

Transcription of Pathfinder Roleplaying Game Core Reference Document

1 Pathfinder Roleplaying Game core Reference DocumentNovember 6, 2009By Mike DusseaultBased on Paizo's PFSRD at thanks to Paizo for making such an excellent game, and for releasing it all as Open support Paizo, they deserve it!Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version , Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, locations, characters, artwork, and trade Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written of Contents1. Playing the a (Dex; Armor Check Penalty).

2 74 Appraise (Int)..76 Bluff (Cha)..76 Climb (Str; Armor Check Penalty)77 Craft (Int)..78 Diplomacy (Cha)..79 Disable Device (Dex; Armor Check Penalty; Trained Only)..80 Disguise (Cha)..81 Escape Artist (Dex; Armor Check Penalty)..81 Fly (Dex; Armor Check Penalty)..82 Handle Animal (Cha; Trained Only)..83 Heal (Wis)..84 Intimidate (Cha)..85 Knowledge (Int; Trained Only)..86 Linguistics (Int; Trained Only)..87 Perception (Wis)..88 Perform (Cha)..89 Profession (Wis; Trained Only)..89 Ride (Dex; Armor Check Penalty)90 Sense Motive (Wis)..91 Sleight of Hand (Dex; Armor Check Penalty; Trained Only)..91 Spellcraft (Int; Trained Only)..92 Stealth (Dex; Armor Check Penalty)..92 Survival (Wis)..93 Swim (Str; Armor Check Penalty)94 Use Magic Device (Cha; Trained Only)..955. of And And Additional and , Position, And And Little Creatures In Initiative Prestige of 20th NPC Creating Magic Items on the Throws Against Magic Item Magic Magic Item Cursed Item Open Game 2 Index of TablesTable 1-1: Ability Score 1-2: Ability Score 1-3: Ability Modifiers and Bonus 3-1: Character Advancement and Level-Dependent 3-2: 3-3: 3-4: Bard Spells 3-5: 3-6: 3-7: Animal Companion Base 3-8: 3-9: 3-10: Small or Large Monk Unarmed 3-11: 3-12: Ranger Favored 3-13: 3-14: Favored 3-15: 3-16: Sorcerer Spells 3-17: 3-18: Draconic Bloodline 3-19: Elemental Bloodline 3-20: 4-1: Skill 4-2: Skill Check 4-3: Skill 4-4: Craft 4-5: Wind Effects on 4-6: Knowledge Skill 4-7: Spellcraft 5-1: 5-2: 6-1: Starting Character Wealth128 Table 6-2: 6-3: Trade 6-4.

3 Tiny and Large Weapon 6-5: 6-6: Armor and 6-7: Armor for Unusual 6-8: Donning 6-9: Goods and 7-1: Random Starting 7-2: Aging 7-3: Random Height and 7-4: Carrying 7-5: Encumbrance 7-6: Movement and 7-7: Hampered 7-8: Terrain and Overland 7-9: Mounts and 7-10: Light Sources and 7-11: Size and Armor Class of 7-12: Substance Hardness and Hit 7-13: Object Hardness and Hit 7-14: DCs to Break or Burst 7-15: Common Armor, Weapon, and Shield Hardness and Hit 8-1: Size 8-2: Actions in 8-3: Tactical 8-4: Creature Size and 8-5: Attack Roll 8-6: Armor Class 8-7: Two-Weapon Fighting 9-1: Concentration Check 9-2: Items Affected by Magical 10-1: Contact Other 10-2: Detect Chaos/Evil/ 10-3: Detect 10-4: Prismatic 10-5: Summon 10-6: Summon Nature's 11-1: Arcane 11-2: Arcane 11-3: 11-4: Dragon 11-5: 11-6: Eldritch 11-7: 11-8: Loremaster 11-9: Mystic 11-10: Pathfinder 11-11: 12-1: Encounter 12-2: CR 12-3: Experience Point 12-4: Character Wealth by 12-5: Treasure Values per 13-1: 13-2: 13-3: CR Modifiers for Mechanical 13-4: CR Modifiers for Magic 13-5: Cost Modifiers for Magic Device 13-6: Craft (Traps) 13-7: Combat Adjustments 13-8: Siege 13-9: Catapult Attack 13-10: Random 13-11: Wind 13-12: Damage from Falling 14-1: 14-2: 14-3: 14-4: 14-5: 15-1: NPC Ability 15-2: Racial Ability 15-3: NPC Skill 15-4: NPC 16-1: Random Magic Item 16-2: Available Magic 16-3: Armor and 16-4: Armor Special 16-5: Shield Special 16-6: Specific 16-7: Specific 16-8: 16-9: Melee Weapon Special 16-10: Ranged Weapon Special 16-11: Specific 16-12: 16-13: Potion 16-14: 16-15: 16-16: 16-17: Scroll 16-18: 16-19: 16-20: Wand 16-21: Minor Wondrous Items493 Page 3 Table 16-22: Medium Wondrous 16-23: Major Wondrous Items495 Table 16-24: Horn of 16-25.

4 Ioun 16-26: Necklace of 16-27: Intelligent Item 16-28: Intelligent Item Ability 16-29: Intelligent Item Senses and 16-30: Intelligent Item Powers536 Table 16-31: Intelligent Item 16-32: Special Purpose Item Dedicated 16-33: Common Item 16-34: Specific Cursed 16-35: Deck of Many 16-36: Estimating Magic Item Gold Piece 16-37: Potion Base Costs (By Brewer's Class)..557 Table 16-38: Scroll Base Costs (By Scriber's Class)..558 Table 16-39: Wand Base Costs (By Crafter's Class)..559 Table 17-1: Special Ability 17-2: Sample 41. Playing the GameWhile 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.

5 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).

6 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 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 Most Important RuleThe rules in this book are here to help you breathe life into your characters and the world they explore.

7 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 TermsThe Pathfinder RPG uses a number of terms, abbreviations, and definitions in presenting the rules of the game. The following are among the most 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.

8 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 Combat). 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 Attack Bonus (BAB): Each creature has a base attack bonus and it represents its skill in combat.

9 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 Combat).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 Page 5a spell, it often contains a number of variables, such as range or damage, that are based on the caster's : 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.

10 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. Most NPCs gain levels in NPC classes, which are less powerful (see Creating NPCs).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, and saving 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 Combat).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 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 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 Magic).