P2 Basic
P2 Basic
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CHARACTER CREATION
Creating your character is the first thing you do as a player. Your character is how you
experience the world, so give some thought to what type of avatar you’d like to embody while
you play. Don’t forget to consider where they came from before they became an adventurer as
well.
BACKGROUND
A background represents what a character
KEY TERMS experienced before they took up the life of an
There are a number of important terms that adventurer. Each background grants a special
you’ll need to know as you create your first
character or adventure.
ABILITY SCORE ability and training in one or more skills. You
Each creature has four ability scores: Strength, can read more about backgrounds in Chapter 2.
Agility, Intellect, and Spirit. These scores
represent a creature’s raw potential and basic
attributes. The higher the score, the greater the
BONUSES AND PENALTIES
Bonuses and penalties apply to checks and
creature’s potential in that ability. Ability scores
certain statistics. There are several types of
are described in full later in this chapter.
bonuses and penalties. If you have more than
one bonus of the same type, you use only the
ALIGNMENT highest bonus. Likewise, you use only the worst
Alignment represtents a creature’s fundamental penalty of each type.
moral and ethical attitude. Only certain
creatures, usually extraplanar creatures have
alignments as their supernatural nature impede’s
CLASS
A class represents the adventuring profession
their free will.
chosen by a character. A character’s class
determines most of their proficiencies, grants the
ANCESTRY character Hit Points each time they gain a new
An ancestry is the broad family of people that a level, and gives access to a set of class feats.
character belongs to. Ancestry determines a Classes appear in Chapter 3.
character’s starting Hit Points, languages,
senses, and Speed. Ancestries can be found in
Chapter 2.
CONDITION
An ongoing effect that changes how a character
can act, or that alters some of their statistics, is
ARMOR CLASS (AC) called a condition. The rules for the basic
All creatures in the game have an Armor Class. conditions used in the game can be found in the
This score represents how hard it is to hit and Conditions Appendix at the back of this book.
damage a creature. It serves as the Difficulty
Class for hitting a creature with an attack.
CURRENCY
The most common currencies in the game are
ATTACK gold and silver. The game doesn’t ask you track
When a creature tries to harm another creature, it each individual coin, instead, you are given an
makes a Strike or uses some other attack action. abstract amount of coins called pouches.
Most attacks are Strikes made with a weapon, Abbreviated to pp (platinum pouches), gp (gold
but a character might Strike with their fist, pouches), sp (silver pouches), cp (copper
grapple or shove with their hands, or attack with pouches).
a spell.
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DAMAGE PLAYER CHARACTER
Damage represents how much damage your This is a character created and controlled by a
character has taken during their adventures. This player.
starts at zero and when it meets or exceeds your
Hit Points, you fall unconscious. Healing PROFICIENCY
reduces your damage total on a 1-to-1 basis. Proficiency is a system that measures a
character’s aptitude at a specific task or quality,
FEAT and it has five ranks: untrained, trained, expert
A feat is an ability you can select for your master, and legendary. Proficiency gives you a
character due to their class or general training. bonus that’s added when determining the
Some feats grant the ability to use special following modifiers and statistics: AC, attack
actions. rolls, saving throws, skills, and the effectiveness
of spells. If you’re untrained, your proficiency
GAME MASTER (GM) bonus is -2. If you’re trained, your proficiency
The Game Master is the player who adjudicates bonus is +2, expert is +4, master is +6, and
the rules and narrates the various elements of the legendary is +8.
story and world that the other players explore.
RARITY
HIT POINTS (HP) Some elements of the game have a rarity to
Hit Points represent the amount of punishment a denote how often they’re encountered in the
creature can take before it falls unconscious and game world. Rarity primarily applies to
begins dying. equipment and magic items, but spells, feats,
and other rule elements also have a rarity. If no
INITIATIVE rarity appears in the traits of an item, spell, or
other game element, it is often
At the start of an encounter, each side involved
in the combat (usually two) roll a d20 and the
side that gets the higher result goes first in ROUND
whatever order that group chooses. Ties go to A round is a period of time during an encounter
NPC groups. in which all participants get a chance to act. A
round represents approximately 6 seconds in
LEVEL game time.
A level is a number that measures something’s
overall power. Player characters have a level, SAVING THROW (SAVE)
ranging from 1st to 10th level, representing their When a creature is subject to a dangerous effect
level of experience. Monsters, NPCs, hazards, that must be avoided, it attempts a saving throw
diseases, and poisons have levels ranging from - to mitigate the effect. You attempt a saving
1 to 20 or higher that measure the danger they throw automatically – you don’t have to use an
pose. An item’s level, usually within the range action or reaction. Unlike for most checks, the
of 0 to 20, but sometimes higher, indicates its character who isn’t acting rolls the d20 for a
power and suitability as treasure. saving throw, and the creature who is acting
Spells have levels ranging from 1st to 6th provides the DC.
(sometimes higher), which measure their power; There are three types of saving throws:
characters and monsters can usually cast only a Fortitude (to resist diseases, poisons, and
certain number of spells of any given level. physical effects), Reflex (to evade effects a
character could react to quickly and dodge), and
NONPLAYER CHARACTER (NPC) Will (to resist effects that target the mind and
personality).
A nonplayer character, controlled by the GM,
interacts with players and helps advance the SKILL
story.
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A skill represents a creature’s ability to perform are in place to make the rules elements in this
certain tasks that require instruction or practice. book easier to recognize.
Skills are fully described in Chapter 4. Each The names of specific statistics, skills, feats,
skill includes ways anyone can use that skill actions, and some other mechanical elements in
even if untrained, as well as uses that require a P2 Basic are capitalized. This way, when you
character to be trained in the skill. see the statement “a Strike targets Armor Class,”
you know that both Strike and Armor Class are
SPEED referring to rules.
You will almost never count the number of feet If a word or a phrase is italicized, it is
a character can move, the DM will adjudicate describing a spell or magic item. This way,
based on the situation. If the specific number of when you see the statement “the door is sealed
feet you’re able to move is required, a creature by lock,” you know that in this case the word
can move 25 feet per action. denotes the lock spell, rather than a physical
item.
P2 Basic also uses many terms that are
typically expressed as abbreviations, like AC for
SPELL Armor Class, DC for Difficulty Class, and HP
Spells are magical effects created by performing for Hit Points. If you’re ever confused about a
mystical incantations and gestures known only game term or abbreviation, you can always turn
to those with special training or inborn abilities. to the Glossary at the end of the book and look it
Casting a spell is an activity that usually uses up.
two actions. Each spell specifies what it targets, UNDERSTANDING ACTIONS
the actions needed to cast it, its effects, and how Characters and their adversaries affect the world
it can be resisted. If a class grants spells, the by using actions and producing effects. This is
basics of that ability are provided in the class especially the case during encounters, when
descriptions in Chapter 3, while the spells every action counts. When you use an action,
themselves are detailed in Chapter 7. you generate an effect. This effect might be
automatic, but sometimes actions necessitate
TRAIT that you roll a die, and the effect is based on
A trait is a keyword that conveys additional what you rolled.
information about a rules element, such as a Throughout this book, you will see special
school of magic or rarity. Often, a trait indicates icons to denote actions.
how other rules interact with an ability, creature,
item, or another rules element that has that trait. [A] SINGLE ACTIONS
All traits used in this book appear in the Single actions use this symbol: [A]. They’re the
Glossary and the end of this book. simplest, most common type of action. You can
use three single actions on your turn in an
TURN encounter, in any order you see fit.
During the course of a round, each creature takes
a single turn, according to initiative. A creature [R] REACTIONS
can typically use up to three actions during its Reactions use this symbol: [R]. These actions
turn. can be used even when it’s not your turn. You
get only one reaction per encounter round, and
FORMAT OF RULES ELEMENTS you can use it only when its specific trigger is
Throughout this rulebook, you will see fulfilled. Often the trigger is another creature’s
formatting standards that might look a bit action.
unusual at first. Specifically, the game’s rules
are set apart in this text using specialized [FA] FREE ACTIONS
capitalization and italicization. These standards Free actions use this symbol: [FA]. Free actions
don’t require you to spend any of your three
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single actions or your reaction. A free action The general format for stat blocks is shown
might have a trigger like a reaction does. If so, below. Entries are omitted from a stat block
you can use it just like a reaction – even if it’s when they don’t apply, so not all rule elements
not your turn. However, you can use only one have all of the entries given below. Actions,
free action per trigger, so if you have multiple reactions, and free actions each have the
free actions with the same trigger, you have to corresponding icon next to their name to
decide which to use. If a free action doesn’t have indicate their type. An activities that take longer
a trigger, you use it like a single action, just to perform omit these icons. If a character must
without spending any of your actions for the attain a certain level before accessing an ability,
turn. that level is indicated to the right of the stat
block’s name. Rules also often have traits
ACTIVITIES associated with them (traits appear in the
Activities are special tasks that you complete by Glossary).
spending one or more of your actions together.
Usually, an activity uses two or more actionss Spells, alchemical items, and magic items use a
and lets you do more than a single action would similar format, but their stat blocks contain a
allow. You have to spend all the actions an number of unique elements (see Chapter 7 for
activity requires for its effects to happen. more on reading spells, and Chapter 11 for more
Spellcasting is one of the most common on alchemical and magic items).
activities, as most spells take more than a single
action to cast. ACTION OR FEAT NAME [A]
Activities that use two actions use this LEVEL
symbol: [AA]. Activities that use three actions TRAI
use this symbol: [AAA]. A few special TS
activities, such as spells you can cast in an Prerequisites Any minimum ability scores,
instant, can be performed by spending a free feats, proficiency ranks, or other
action or a reaction. prerequisites you must have before you can
All tasks that take longer than a turn are access this rule element are listed here. Feats
activities. If an activity is meant to be done also have a level prerequisite, which appears
during exploration, it has the exploration trait. above.
An activity that takes a day or more of Frequency This is the limit on how many times
you can use the ability within a given time.
commitement and that can be done only during
Trigger Reactions and some free actions have
downtime has the downtime trait. triggers that must be met before they can be
used.
READING RULES Requirements Sometimes you must have a
This book contains hundreds of rules elements certain item or be in a certain circumstance to
that give characters new and interesting ways to use an ability. If so, it’s listed in this section.
respond to situations in the game. All characters This section describes the effects or benefits of
can use the basic actions found in chapter 9, but a rule element. If the rule is an action, it
an individual character often has special rules explains what the effect is or what you must
that allow them to do things most other roll to determine the effect. If it’s a feat that
modifies an existing action or grants a constant
characters can’t. Most of these options are feats.
effect, the benefit is explained here.
Special Any special qualities of the rule are
Regardless of the game mechanic they convey, explained in this section. Usually this section
rules elements are always represented in the appears in feats you can select more than once,
form of a stat block, a summary of the rules explaining what happens when you do.
necessary to bring the monster, character, item,
or other rules element to life during play.
CHARACTER CREATION
Unless you’re the GM, the first thing you need
to do when playing P2 Basic is create your
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character. It’s up to you to imagine your modifies your Hit Points and Fortitude saving
character’s past experiences, personality, and throw.
worldview, and this will set the stage for your
roleplaying during the game. You’ll use the
AGILITY
Your Agility ecompases poise, dexterity,
game’s mechanics to determine your character’s
balance, and reflexes. Your Agility modifier is
ability to perform various tasks and use special
added to your ranged weapon attacks and your
abilities during the game.
character’s Armor Class.
This section provides a step-by-step guide for
creating a character using the Pathfinder rules, INTELLECT
preceded by a guide to help you understand Your Intellect is a measure of your intelligence,
ability scores. These scores are a critical part of wit, memory, and knowledge.
your character, and you will be asked to make
choices about them during various parts of SPIRIT
character creation. Your Spirit describes your courage, willpower,
If you’re creating a higher-level character, it’s resolve, and mental fortitude.
a good idea to create them at level 1 and then
level them up one level at a time to make sure
you’re getting everything you are supposed to…
and to not get overwhelmed with information.
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