Transition Guide
Transition Guide
Transition Guide
1378406
10485794 1378406
Transition Guide
10485794
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485794
1378407
1378407
Pathfinder Products
Page 96 of the Game Master’s Guide gives you a preview of the Core Rulebook, the Bestiary, and
The Inner Sea World Guide, but they’re just the beginning of your adventure!
ADVANCED BESTIARY 2
PLAYER’S GUIDE Who doesn’t love more monsters? This
book picks up where the Bestiary leaves
If you like the new classes in the Core
off, adding more than 300 different
Rulebook, you’ll love this book’s new
monsters to the game, with challenges
classes: alchemist, cavalier, inquisitor,
for characters from 1st to 20th level.
oracle, summoner, and witch! This
Undead dragons, shrieking banshees,
book also has over a hundred new
half-vampires, and jabberwocks are
feats, hundreds of new spells and
10485795
PATHFINDER PATHFINDER
PLAYER MODULES
COMPANION Pathfinder Modules are deluxe 64-
page adventures designed to cover
Pathfinder Player Companions are
several levels worth of adventuring.
monthly, 32-page sourcebooks that
These beautifully illustrated, full-color
include new adventuring gear, spells,
adventures include a two-sided color
and player-focused information about
poster map and all the information
Golarion—everything your character
you need to run a short campaign for
needs to survive and thrive.
the Pathfinder Roleplaying Game.
PATHFINDER PATHFINDER
PAWNS BATTLES
Do you love the monster pawns from
the Beginner Box? Then you should
MINIATURES
If you prefer miniatures to pawns,
take a look at the Bestiary Box—a
try Pathfinder Battles prepainted
collection of more than 300 creature
miniatures! Based on Paizo’s award-
pawns of monsters described in the
winning art, these Pathfinder Battles
Bestiary! With multiple pawns for
fantasy miniatures come in a variety
commonly encountered creatures
of formats, from major randomly
and more than 250 distinct creature
assorted sets like Heroes & Monsters
images, the Bestiary Box is the best way to ensure you’ve got
to nonrandom Encounter Packs
the right creatures to push your Pathfinder campaign to the
featuring several useful figurines.
next level!
10485795
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485795
1378408
1378408
Transition Guide
This book 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
TAKING THE NEXT STEP 2 READING A BESTIARY MONSTER STAT BLOCK 8
NEW RULES TO KNOW 3 6TH LEVEL AND BEYOND 10
READING A CORE RULEBOOK SPELL STAT BLOCK 7 CONVERTING ADVENTURES 13
CUSTOMER SERVICE TEAM • Erik Keith, Justin Riddler, and Sara Marie Teter
WAREHOUSE TEAM • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
WEBSITE TEAM • Christopher Anthony, Liz Courts, Crystal Frasier, Lissa Guillet, and Chris Lambertz
1
10485796
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485796
1378409
1378409
TRANSITION GUIDE
The Core Rulebook is a big book with a lot of rules and options, READING A BESTIARY MONSTER
but you don’t need to learn them all right away. The Transition
Guide is here to help you make the change from the Beginner STAT BLOCK
Box to the Core Rulebook. It uses friendly language—just like The Pathfinder RPG Bestiary has more than 350 different
you’re used to seeing in the Beginner Box—to explain what monsters for the full Pathfinder RPG. You can use these
you’ll find in the Core Rulebook. Just remember that you can monsters with the Beginner Box, but (like spell stat blocks) the
take your time when learning the full rules, and you can add monster stat blocks look a little different than what you’re used
10485797
them to your game a piece at a time. to. Using the Ghoul page from the Bestiary, this section shows 1378409
Remember when all the spells and class abilities seemed like a where to find things on its stat block, and explains what the
lot to understand? Remember when an ogre was a hard monster new parts mean.
to run because it was Large and had long reach? With practice,
you figured out how to use those rules. They’re easy now, as easy 6TH LEVEL AND BEYOND
as making an attack roll. In the same way, you’ll soon be able to This section explains what to do when your 5th-level Beginner
handle the Core Rulebook, and this book will help you do it. Box character is ready to level up to 6th level using the Core
Here’s a quick rundown of the various sections in the Rulebook. It points out all the changes like spells known,
Transition Guide. attack bonus, and saving throws.
The Pathfinder RPG Core Rulebook has more than 400 different PATHFINDER SOCIETY
spells for the full Pathfinder RPG. You can use these spells Do you want to find other gamers in your area? Do you want
with the Beginner Box, but the spell stat blocks look different to join an ongoing campaign with players all over the world?
than what you’re used to. Using the fireball spell, this section The back cover explains the Pathfinder Society Organized
shows you where to find things on the new spell stat block Play program—Paizo’s network of gamers, short adventure
and explains the new information about spells. scenarios, and game convention events.
2
10485797
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485797
1378410
1378410
3
10485798
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485798
1378411
1378411
TRANSITION GUIDE
4
10485799
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485799
1378412
1378412
AC always stack. If you have a +1 dodge bonus from a feat and druids, paladins, and rangers). More information on arcane
a +1 dodge bonus from a racial ability, these bonuses stack spell failure is on page 150 of the Core Rulebook. Certain
and both of them count toward your AC. feats make it easier for a wizard to cast spells while wearing
armor—see Arcane Armor Mastery, Arcane Armor Training,
SKILLS, TAKING 10, AND and Still Spell in Chapter 5 of the Core Rulebook.
Additionally, just as you can get masterwork weapons that
TAKING 20 are better than normal weapons, you can get masterwork
The Core Rulebook details several skills that aren’t in the armor that’s better than normal armor. Masterwork armor has
Beginner Box: Appraise, Craft, Disguise, Escape Artist, Fly, an armor check penalty 1 lower than normal, but it costs 150
Handle Animal, Intimidate, Knowledge (engineering), gp more. All magic armor is automatically masterwork armor.
Knowledge (nobility), Knowledge (planes), Linguistics, More information on masterwork armor is on page 153 of the
Perform, Profession, Sleight of Hand, Survival, and Use Magic Core Rulebook.
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
10485800 1378412
instead of rolling the d20 again and again until she succeeds.
The rules for taking 20 are on page 86 of the Core Rulebook.
5
10485800
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485800
1378413
1378413
TRANSITION GUIDE
LANGUAGES
The Beginner Box assumes that all PCs can talk to each other
using a common language. In the Core Rulebook, that language
is called Common, but there are many other languages, such
as Dwarven, Elven, and Goblin. You start play knowing
Common and your own racial language (and if your INT is at
least +1, you know even more). If you don’t speak the language
of another creature, you can only communicate with gestures
10485801 1378413
ABILITY DAMAGE
Monsters like dire rats and mummies can infect characters
with horrible diseases, and monsters like giant spiders and
venomous snakes can inject characters with dangerous
poisons. In the Beginner Box, this usually means the character
takes a penalty or extra damage. Diseases and poisons in the
Core Rulebook are a little more complex. Instead of just giving
the character a penalty or dealing extra hit point damage,
diseases and poisons affect a character’s ability scores. This AWARDING TREASURE
is called ability damage—when one of your ability scores is The Beginner Box tells you how to build a treasure hoard up to
damaged, you use a lower number for that ability score. For Challenge Rating 8. In the Core Rulebook, giving out treasure
example, the disease called devil chills gives you 1d4 points of rewards is basically the same, just with bigger numbers—up
Strength damage every day, and deathblade poison gives you to CR 20 instead of CR 8. The expanded Treasure Values per
1d3 points of Constitution damage every round. Encounter table for up to Challenge Rating 20 is on page 399
Fortunately, you can recover from ability damage by resting, of the Core Rulebook.
just like you can recover from hit point damage. Magic spells The Core Rulebook has hundreds of new magic items, which
like lesser restoration and restoration can also cure ability are split into three categories: minor, medium, and major. An
damage. More information on ability damage is given on page average minor magic item has a value of 1,000 gp, an average
555 of the Core Rulebook. Diseases and poisons are described medium item has a value of 10,000 gp, and an average major
on page 557 of the Core Rulebook. item has a value of about 40,000 gp (Core Rulebook 401).
6
10485801
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485801
1378414
1378414
height) at which the fireball is to burst. A glowing, pea-sized bead Duration instantaneous
streaks from the pointing digit and, unless it impacts upon a Saving Throw Reflex half; Spell Resi
material body or solid barrier prior to attaining the prescribed A flame strike evokes a vertical colum
range, blossoms into the fireball at that point. An early impact deals 1d6 points of damage per cast
results in an early detonation. If you attempt to send the bead the damage is fire damage, but the
through a narrow passage, such as through an arrow slit, you divine power and(like
is therefore not su
A The spell’s name goes at the top of the stat block. F The spell’s range may be a specific distance
must “hit” the opening with a ranged touch attack,
“touch” or or else
“30 the or it might
feet”), resistance
change to fire-based
with your attacks.
B This is the spell’s school, which
bead strikes theisbarrier
important for
and detonates caster level (Core Rulebook 213).
prematurely.
wizards (who choose a school of magic as part of their
The fireball sets fire to combustibles and damages objects Flaming SpheRe
training), some monsters (for example, undead are immune
in the area. It can melt metals with G melting
low
The spell’s area is listed here instead of in its
points, such as School evocation [fire]; level druid
to enchantment spells), and other parts of the rules (Core description paragraph (Core Rulebook 214).
Rulebook page 209). lead, gold, copper, silver, and bronze. If the damage caused to an Casting Time 1 standard action
interposing barrier shatters or breaksHthrough it, the fireball
The spell’s duration mayis listed Components
in this entryV, (Core
S, M/DF (tallow, bri
C The spell’s level tells you which classes
continue beyondcantheget that spell
barrier Rulebook
if the area permits; 215). it stops
otherwise Range medium (100 ft. + 10 ft./level
and the spell level for each of those classes. A spell can
at the barrier just as any other spell effect does. effect 5-ft.-diameter sphere
have different spell levels for different classes (hold person is I If the spell allows a saving throw to resist it, the kind
a 2nd-level cleric spell but a 3rd-level sorcerer/wizard spell. of save is listed here. If no saving throw is allowed, this
section says “none.” The DC of the saving throw is 10 + the
The casting time is the kind of action it takes to cast
D spell’s spell level for the class you’re using to cast it + your
the spell. Most combat spells take 1 standard action, spellcasting ability modifier (Core Rulebook 216).
just like the Beginner Box, but some take longer (Core
Rulebook 213). J Some monsters (like serpentfolk) have an ability called
spell resistance that gives them an extra chance to not
E This entry tells you what kind of components (magic be affected by a spell. This line tells you whether the spell
words, gestures, or weird ingredients) the spell uses resistance ability can work against the spell or not (Core
(Core Rulebook 212). Rulebook 217).
The rest of the spell’s entry gives information on how the spell works and any special rules for what it does in the game.
7
10485802
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485802
1378415
1378415
TRANSITION GUIDE
Reading a Bestiary
Monster Stat Block
The monster stat blocks in the Game Master’s Guide are simplified versions of monster stat blocks
from the Pathfinder RPG. This section shows you the ghoul from page 146 of the Pathfinder RPG
Bestiary and explains everything in that stat block for you. You may want to have page 70 of your
Game Master’s Guide open while you look at this so you can see how the Beginner Box and the
Bestiary are similar and how they differ.
A Description: This is a two-line description of what the called “channel resistance,” which gives it a bonus on its
PCs may see when they encounter the monster. This saving throws to resist a cleric’s channel energy ability. The
has no spoilers, so you can read this out loud to the players. Universal Monster Rules appendix, which begins on page
297 of the Bestiary, explains this ability.
B Icons: The first icon is the monster’s type (undead), just
like in the Game Master’s Guide. The second icon says All monster speeds are listed here, including burrow,
K
10485803 1378415
what kind of terrain the monster usually lives in—for ghouls, climb, fly, and swim speeds.
that’s ruins. The third icon is the monster’s climate—for
ghouls, that’s temperate (not too hot or too cold), but this The monster’s Melee entry lists all of the melee
symbol can also mean it can be found in any climate (you
L attacks the monster makes when it spends a move and
could place ghouls in the desert or on a frozen mountain). standard action to attack (just like the “move and standard
You can see all the monster icons on page 5 of the Bestiary. action” attacks of a Beginner Box monster). If the monster
can spend only a standard action to attack, you can pick any
C The monster’s name and CR go at the top of the stat one of those attacks for it to make.
block.
The Special Attacks entry is a list of the monster’s special
D XP is on the second line.
M attacks. The description for how an attack works is listed
either at the bottom of the monster stat block (like the ghoul’s
E The third line lists the ghoul’s alignment (“chaotic evil” paralysis in the Beginner Box) or in the Universal Monster
is abbreviated “CE”), size (Medium; see page 5), and Rules appendix, which starts on page 297 of the Bestiary.
type (undead).
This entry lists the monster’s ability scores—the Bestiary
N
F The fourth line is Initiative, Senses, and Perception bonus. and other Pathfinder books list ability scores, rather than
the ability mods. Use the table on page 13 of the Hero’s
This shows the ghoul’s Armor Class totals and all the Handbook or page 17 of the Core Rulebook to figure what
G bonuses and penalties that add up to get those totals. the ability mods are. Notice that if you figure out this ghoul’s
The “natural” bonus is a kind of bonus to AC (see page 4). ability mods, they match what’s in the Game Master’s Guide.
H This shows the monster’s hp and its Hit Dice (see page 4).
O This line gives the monster’s base attack bonus (see
page 4), Combat Maneuver Bonus (CMB; see page 3),
I This entry lists the ghoul’s saving throws. and Combat Maneuver Defense (CMD; see page 3).
8
10485803
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485803
1378416
1378416
Ghoul
in the stat blocks there, but the rules for those
Though m
feats are built into the monster stat blocks. For
speak of g
example, the ghoul in the Game Master’s Guide
This humanoid creature has long, sharp teeth, and its pallid f lesh who worsh
already has its Weapon Finesse feat added into
A is stretched tightly over its starved frame. of hunger.
its Melee attack bonuses. Keep an eye on the
monster’s feats—it may have feats that must B in their ea
be activated, like Power Attack. C Ghoul CR 1 laid ghoul
D XP 400 than the co
Q This entry lists the ghoul’s skills. This version E CE Medium undead
of the ghoul also has the Acrobatics skill. F Init +2; Senses darkvision 60 ft.; Perception +7 Ghast
DefenSe Ghasts are
R This entry lists the languages the monster G AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) ghast’s par
can speak and understand (see page 6). H hp 13 (2d8+4) of their ow
I fort +2, Ref +2, Will +5 stink of dea
S The Environment entry tells you where
J Defensive Abilities channel resistance +2 is overwhel
the monster usually lives. It’s the same offenSe ability (10-
information as the environment icon at the
top of the stat block. You don’t need to worry
K Speed 30 ft. 1d6+4 minu
9
10485804
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485804
1378417
1378417
TRANSITION GUIDE
10485805
CLERIC 1378417
The description of the cleric class starts on page 38 of the Core Domain Spells: Every god
Rulebook, and the table of cleric abilities is on page 40. Just as gives his or her clerics access
with the Beginner Box, when you level up, you add 1d8+CON to two domains—areas of
to your hit points and gain a number of skill ranks equal to the influence relating to that god,
amount listed in Section F of your character sheet. Let’s take such as “luck” and “sun.” Each
a look at the 5th- and 6th-level lines of the cleric table and domain gives a 1st-level cleric
examine each of the columns one at a time. a granted power—these are the two powers listed for each
Base Attack Bonus: This bonus changes from +3 at 5th level deity in the Beginner Box (such as “rebuke death” and “sun’s
to +4 at 6th level. That means at 6th level you add +1 to your blessing” for Sarenrae), so your character already has those.
attack bonus. In the Core Rulebook, a cleric also gets a domain spell slot
Fort Save: This bonus changes from +4 at 5th level to +5 at and a short list of spells appropriate to that domain, called
6th level. domain spells. Domain spells have spell levels, just like
Ref Save: This bonus changes from +1 at 5th level to +2 at regular spells, and you can only prepare a domain spell of the
6th level. right spell level in that slot. Domain spells have three special
Will Save: This bonus changes from +4 at 5th level to +5 at limitations that regular cleric spells don’t have.
6th level. 1. You can’t prepare regular cleric spells using your domain
Special: There’s nothing listed in the 6th-level line for this spell slots.
column, so you don’t gain any additional special abilities at 2. You can’t swap prepared domain spells for cure spells.
6th level (though if you look at the 7th-level line, you see that 3. You can’t prepare domain spells using your regular cleric
at 7th level your channel energy goes up by +1d6 compared to spell slots unless the domain spell is on the regular cleric spell
what it was at 5th level). list. (This rule matters because some domains give a cleric
Spells per Day: First of all, you can see there is a “+1” in your access to wizard-only spells like burning hands—if the domain
listing for 1st-, 2nd-, and 3rd-level spells. In the Core Rulebook spell is also a regular cleric spell, this rule doesn’t apply.)
rules, you gain domain spells in addition to your regular spells For example, a 1st-level cleric of Sarenrae in the Beginner
(see below). Additionally, the number of 2nd-level spells you Box has both the Healing domain (Core Rulebook 44), which
can cast per day changes from 2+1 at 5th level to 3+1 at 6th gives her the “rebuke death” domain power and cure light
level, and number of 3rd-level spells changes from 1+1 at 5th wounds as a 1st-level domain spell, and the Sun domain (Core
level to 2+1 at 6th level. Rulebook, page 47), which gives her the “sun’s blessing”
10
10485805
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485805
1378418
1378418
domain power and endure elements as a 1st-level domain doesn’t matter, and she can prepare either of those spells
spell. Each day, Rule #1 allows her to use her 1st-level domain using her normal daily limit of cleric spells.
spell to prepare either cure light wounds or endure elements In Section K of your character sheet, add “+1” or “+D” to
(not both), but she can’t use that domain spell slot for any each spell level you can cast as a reminder that you also have
other cleric spells (like doom or sanctuary). Because cure light a domain spell. When you prepare spells, mark your domain
wounds and endure elements are on the normal cleric spell spells with “(domain)” or “(D)” so you remember they’re
list in the Core Rulebook (see page 226), Rule #3 from above domain spells.
FIGHTER
The description of the fighter class starts on page 55 of the Rulebook for free. (If you’ve
Core Rulebook, and the table of fighter abilities is on page read the Beginner Box Player
56. Just as with the Beginner Box, when you level up, you add Pack PDF that’s available at
1d10+CON to your hit points and gain a number of skill ranks paizo.com, you have already
equal to the amount listed in Section F of your character sheet. learned the ways to customize
Let’s take a look at the 5th- and 6th-level lines of the fighter your fighter with combat feats.)
table and examine each of the columns one at a time. Second, you get bravery +2.
Base Attack Bonus: This bonus changes from +5 at 5th level That means the bonus from your 2nd-level bravery fighter
to +6 at 6th level. This means you get a second attack per ability increases from +1 to +2.
round (see the Base Attack Bonus section, Core Rulebook 11). Armor Training: Your armor training doesn’t increase at 6th
Fort Save: This bonus changes from +4 at 5th level to +5 at level, but this ability is even better in the Core Rulebook than in the
6th level. Beginner Box, so it’s important to mention. In addition to armor
Ref Save: This bonus changes from +1 at 5th level to +2 at training letting you move at normal speed in medium armor, at 3rd
6th level. level this ability reduces your armor’s armor check penalty (see
Will Save: This bonus changes from +1 at 5th level to +2 at page 5) by 1 and increases your armor’s max Dexterity bonus by
6th level. 1 (see page 5). At higher levels, these adjustments improve even
10485806 1378418
Special: This line lists two abilities. First, you get a new more (see the description of armor training on pages 55–56 of the
bonus feat, so you can choose any combat feat in the Core Core Rulebook).
ROGUE
The description of the rogue class starts on page 67 of the Core Will Save: This bonus changes
Rulebook, and the table of rogue abilities is on page 69. Just as from +1 at 5th level to +2 at 6th
with the Beginner Box, when you level up, you add 1d8+CON level.
to your hit points and gain a number of skill ranks equal to the Special: This line lists two
amount listed in Section F of your character sheet. Let’s take abilities. First, you get a new rogue
a look at the 5th- and 6th-level lines of the rogue table and talent, so you can choose any
examine each of the columns one at a time. rogue talent in the Core Rulebook
Base Attack Bonus: This bonus changes from +3 at 5th level for free. Second, you get trap sense +2. That means the bonus from
to +4 at 6th level. your 3rd-level trap sense rogue ability increases from +1 to +2.
Fort Save: This bonus changes from +1 at 5th level to +2 at Uncanny Dodge: This ability is even better in the Core
6th level. Rulebook than in the Beginner Box! In addition to it preventing
Ref Save: This bonus changes from +4 at 5th level to +5 at others from flanking you, you aren’t flat-footed if an invisible
6th level. creature attacks you!
11
10485806
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485806
1378419
1378419
TRANSITION GUIDE
WIZARD
The description of the wizard class starts on page 77 of the Second, using the Beginner Box
Core Rulebook, and the table of wizard abilities is on page 80. rules, evokers and illusionists
Just as with the Beginner Box, when you level up, you add can never learn or cast certain
1d6+CON to your hit points and gain a number of skill ranks spells. In the Core Rulebook,
equal to the amount listed in Section F of your character sheet. wizards pick two schools, called
Let’s take a look at the 5th- and 6th-level lines of the wizard opposition schools. A wizard
table and examine each of the columns one at a time. can learn and prepare spells
Base Attack Bonus: This bonus changes from +2 at 5th level from his opposition schools, but preparing such a spell uses up
to +3 at 6th level. two of his daily spell slots of that level instead of just one. For
Fort Save: This bonus changes from +1 at 5th level to +2 at example, an illusionist with evocation as his opposition school
6th level. can still learn burning hands, but if he prepares that spell, he
Ref Save: This bonus changes from +1 at 5th level to +2 at has to use up two of his available 1st-level spell slots for that
6th level. day. If you are an evoker or illusionist, erase your restricted
Will Save: This bonus changes from +4 at 5th level to +5 at spells from Section K of your character sheet and write in your
6th level. opposition schools: conjuration and illusion for an evoker;
Spells per Day: The number of 2nd-level spells you can cast necromancy and transmutation for an illusionist.
per day increases from two at 5th level to three at 6th level. The above rules apply to all spell levels the wizard can cast.
The number of 3rd-level spells you can cast per day increases For example, a 5th-level evoker can prepare one extra 1st-level
from one at 5th level to two at 6th level. evocation spell, one extra 2nd-level evocation spell, and one
Arcane School: Having an arcane school works a little extra 3rd-level evocation spell. If he prepares stinking cloud
differently in the Core Rulebook. In addition to the universalist, (a 3rd-level conjuration spell from his opposition school), it
evocation, and illusion schools, there are also the abjuration, counts as two of his 3rd-level spells for that day.
conjuration, divination, enchantment, necromancy, and Universalist wizards don’t get an extra spell per day, but
transmutation schools. Every spell in the game belongs to one they also don’t have opposition schools—they can learn and
of these schools. This affects wizards in the following two ways. prepare spells from any school with equal ease.
10485807 1378419
First, in the Beginner Box, a wizard who chooses the Wizard spells are listed by school starting on page 232 of
evocation or illusion school gets one specific spell he can the Core Rulebook (they’re listed as “sorcerer/wizard spells”
cast for free once per day (burning hands for an evoker, and because the Core Rulebook has a class called the sorcerer,
disguise self for an illusionist). In the Core Rulebook, the which casts the same kind of spells as wizards).
wizard instead can prepare one extra spell per day as long Bonus Feats: In the Core Rulebook, all wizards get Scribe
as he knows the spell and it belongs to his chosen school. Scroll as a bonus feat at 1st level. That means you can use
For example, an evoker could use this extra spell per day to your prepared spells to create magic scrolls, just like those in
prepare burning hands or magic missile because both of those the Game Master’s Guide! At 5th level, you get to pick another
are evocation spells. An illusionist could use this extra spell bonus feat—either another item-crafting feat (like Brew
per day to prepare color spray or disguise self because both of Potion) or a metamagic feat (which lets you alter parts of your
those are illusion spells. If you’re an evoker or illusionist, cross spells, like the range and area). So now that you’re using the
out your extra spells per day from those schools. In Section K Core Rulebook, your wizard gets Scribe Scroll and you get to
of your character sheet, add a “+1” or a “+school” to each spell pick a bonus feat for wizard level 5 (see Bonus Feats on page
level you can cast as a reminder that you also have an extra 79 of the Core Rulebook for more information on what feats
spell from that school. are allowed).
12
10485807
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485807
1378420
1378420
Converting Adventures
If you are a player instead of a GM, stop reading now, because this section is for GMs’ eyes only.
This section is a guide to converting Pathfinder RPG adventures adventure, such as having them come to the city for a festival
so you can easily use them with the Beginner Box. It takes or get hired for a job by an old friend.
you through Pathfinder Module: Master of the Fallen Fortress
page by page, telling you what you’ll need to do to play it PAGE 3: GROUND FLOOR
with the Beginner Box. You can download Master of the Fallen Notice that while the area descriptions in the Game Master’s
Fortress for free at paizo.com, and should download it before Guide and the online GM Kit start at the top of each page, the
continuing with this section. descriptions in this adventure do not. That’s normal—instead
The steps presented here walk you through the things you of having all the information on one page, you may need to
need to think about when converting an adventure for the look at multiple pages for this information. In this case, the
10485808 1378420
Beginner Box rules. Just remember that if something in an description of the outside of the tower starts on page 3 and
adventure is causing you problems, you can change it as much continues on to page 4.
as necessary to make it work for your campaign. Unlike the adventure in the Game Master’s Guide, most
adventures don’t repeat the map for an encounter area on the
COVER page where it appears. While running Master of the Fallen
An adventure’s front cover usually says what character levels the Fortress, you’ll need to flip to the inside front cover to see the
adventure is written for (for this one, it’s listed in the upper right map. If you have the free PDF version of the adventure, you may
corner). You can use adventures for characters of other levels, want to print that page to make it easier to reference the map.
but higher-level characters will have an easier time with the If you have the printed version of the adventure, you may want
encounters and lower-level characters will have a harder time. to photocopy the map page so you don’t have to flip pages.
Some higher-level adventures may be too difficult for lower-
level PCs to finish because the PCs need to have access to PAGE 4: RAVENOUS DOGS
higher-level magic like fly or water breathing. If you’re using Notice that this encounter doesn’t start at the top of a page
a higher-level adventure for lower-level PCs, read all of the and doesn’t have a Combat! section. That’s because it’s a
way through it to make sure that doesn’t happen to your PCs. very simple encounter with three wild dogs and doesn’t need
its own page—by now you should be able to handle an easy
PAGE 2: INTRODUCTION encounter like this without needing the book to remind you
The introduction talks about where an adventure takes place. to have everyone roll for initiative, determine who goes first,
This one happens in a large battlefield called the Cairnlands and so on. Most published adventures don’t have a Combat!
outside the city of Absalom. If those places don’t exist in your section because they assume that you’ll read the encounter,
campaign, you can place the tower near a city in your world, understand when a fight should start, and know what to do
or even in a remote area for the PCs to find. when that happens.
This section also includes the Adventure Background (what The Challenge Rating (CR) for each encounter is listed in
happened leading up to the present time), the Adventure the name of the encounter. This is so you can tell at a glance
Summary (what happens as you play through the adventure), how difficult the encounter is supposed to be compared to the
and the actual Introduction to the adventure (what you need average level of your PCs.
to tell the players to get started). The Introduction usually There’s no read-aloud text for this encounter because
includes suggestions of how to get the PCs involved in the it’s a simple encounter and doesn’t require any special
13
10485808
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485808
1378421
1378421
TRANSITION GUIDE
information—you can just tell the PCs that a small pack of dogs monster book like the Bestiary, but sometimes it’s earlier in the
approaches as they enter the area. adventure. For example, if page 6 of the adventure had long
The wild dogs stat block is set up in a different way from stat block for an evil fire cleric, and the PCs have an encounter
the stat blocks in the Game Master’s Guide. It’s called a “short with another evil fire cleric on page 20, the short stat block on
stat block” and is a trimmed-down version of the long wild page 20 would tell you to find the full stat block on page 6. If
dog stat block in the Bestiary. Short stat blocks are used to you’re not familiar with a monster, or it’s a custom monster
save space (it means the adventure doesn’t have to repeat (like an evil fire cleric), or an encounter has several different
text that’s already available elsewhere, like the monster’s AC monsters in it, you may want to print or photocopy the pages
and saving throws). with their stat blocks so you can look at them without flipping
The short stat block usually only includes the most important through the adventure.
information for a monster: its CR (so you know how tough it is), Note that the name “wild dog” is not the name of a monster
its XP value (so you know what reward to give the PCs when in the Bestiary. The actual monster is listed under the name on
they defeat the monster), its hit points (so you could write on the third line of the stat block (“dog”). Using a unique name
the book or printout when the monster takes damage), and its like this is helpful in an adventure with many similar kinds of
Tactics (what it does during combat and whether it ever runs monsters. If an encounter later in the adventure talks about
from a fight). Sometimes, a stat block for a creature might not wild dogs, you know it’s talking about this dog stat block
even list its Tactics because that monster doesn’t ever have instead of some other dog’s stat block (for example, “rabid
any special tactics; it just moves up and attacks. dogs” or a dog named “Kara the She-Wolf”). You can use a
A short stat block always tells you where you can find shortcut like this in your own adventures, too—if the 2nd-level
the long stat block for that monster. In most cases, this is a rogues in your thieves guild are called the Sneaky Stabbers
and the 5th-level leaders are called the Deadly Strikers, you
can write “three Sneaky Stabbers and one Deadly Striker”
in your notes for an encounter instead of “three 2nd-level
thieves’ guild rogues and one 5th-level thieves’ guild leader.”
14
10485809
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485809
1378422
1378422
15
10485810
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485810
1378423
1378423
TRANSITION GUIDE
16
10485811
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485811
1378424
1378424
The exciting world of the Pathfinder Campaign Setting comes Pathfinder Cards, Flip-Mats, and Map Packs give you the tools to
alive in Pathfinder Campaign Setting: The Inner Sea World Guide. make the most of your RPG campaigns. Item cards are full-color
With over 300 pages of races, nations, deities, equipment, magic illustrations of treasures you can hand out to players. Flip-Mats
items, monsters, and more, this tome gives you everything you and Map Packs complement the dungeon map in the Beginner
need to explore realms of endless adventure or give a home Box, allowing you to customize a wide range of encounters. The
to your favorite hero. Continue your journey through Golarion Critical Hit Deck lets you go wild with special critical effects like
every month with a new 64-page Pathfinder Campaign Setting blinding and decapitation, and the Critical Fumble Deck allows
book featuring nations, adventure sites, in-depth looks at minor and major mishaps from bad attack rolls. Other decks
particular kinds of monsters, new game options, and more. help track buffs, harmful conditions, chases, and more.
10485812 1378424
Paizo’s Adventure Paths are incredibly detailed, six-part Draw your sword and charge forth into a world of adventure
monthly adventures that take characters from 1st level to with Pathfinder Tales, official novels and web fiction that
about 15th level. Each has a different theme (such as “searching explore the fascinating world of the Pathfinder Roleplaying
for lost artifacts,” “pirates,” or “mummies”). In each volume Game! The fantastical world of Golarion comes to life as never
of the Pathfinder Adventure Path, you’ll meet nuanced before, exploding with wild sagas of sword and sorcery from
characters, visit fantastical locations, face deadly foes, and the genre’s master storytellers. Here are the same nations,
learn ever more about nefarious plots and an incredible world characters, and monsters that have inspired gamers around
forged by some of the most popular authors and artists in the world to new heights of imagination. Now journey through
fantasy gaming. If you want a complete adventure campaign Golarion as you never have before, through the eyes of canny
with a compelling story, new monsters, and support articles warriors and flippant scoundrels, and see firsthand why the
with short fiction or information about the world, gods, and Pathfinder world has twice earned awards for being the best
evil cults, then Pathfinder Adventure Paths are for you! campaign setting!
10485812
paizo.com, Kilian Donati <[email protected]>, Nov 19, 2017 10485812
Do you want to meet other people who play the Pathfinder RPG? Are you unsure where to find
gamers in your area? Are you looking to add more people to your gaming group? Do you want to get
involved in an epic campaign with tens of thousands of other players? If the answer to any of these
questions is “yes,” Pathfinder Society Organized Play is for you!
WHAT’S GOLARION? Adventure Paths updated for use in the campaign; see page
The Pathfinder Society Organized Play campaign is set in 13). Altogether there are over 200 adventures available for
the world of Golarion—Paizo’s fantasy world, home to the Pathfinder Society Organized Play—and Paizo releases two new
town of Sandpoint and dozens of exotic lands. Agents of the scenarios every month! With this library of material at your
Pathfinder Society explore the ancient pyramids in Osirion, disposal, even the busiest GM can have a full adventure ready
the mysterious jungles of the Mwangi Expanse, shadow- in 10 minutes, and PCs always have new quests to complete!
haunted Nidal, undead-cursed Ustalav, the genie-built palaces
of Qadira, the decadent courts of Taldor, the demon-plagued HOW DO I GET INVOLVED?
Worldwound, and even stranger places. Learn more at paizo.com/pathfindersociety. You can register
for a free account, search for Pathfinder Society games in your
WHAT’S IN IT FOR ME? area, and post on the Pathfinder Society messageboards about
Pathfinder Society Organized Play has dozens of scenarios your characters and campaigns! Experienced players can help
(short adventures designed to be finished in one single game you find the best places to adventure and learn how to get the
session) and sanctioned adventures (Pathfinder Modules and most out of your character!