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PZOP2DEMOADVE

The document is a demo adventure for Pathfinder Second Edition designed for new players, allowing a Game Master to showcase the game's rules in a fun and engaging way. It includes necessary supplies, character options, and a detailed introduction to gameplay mechanics, as well as a storyline involving an ogre and a kidnapped sage. The adventure can accommodate four to six players and is structured to be completed within an hour, with guidance on preparation and setup provided for the Game Master.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views

PZOP2DEMOADVE

The document is a demo adventure for Pathfinder Second Edition designed for new players, allowing a Game Master to showcase the game's rules in a fun and engaging way. It includes necessary supplies, character options, and a detailed introduction to gameplay mechanics, as well as a storyline involving an ogre and a kidnapped sage. The adventure can accommodate four to six players and is structured to be completed within an hour, with guidance on preparation and setup provided for the Game Master.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Torment and Legacy:

A Pathfinder Second Edition Demo Adventure


By Stephen Radney-MacFarland

Welcome to Pathfinder Second Edition! This short adventure is designed to allow you, WHAT YOU’LL NEED
the Game Master, to present the game to newcomers, showcasing the new rules in a While this document presents a complete
quick and fun manner. This adventure can be run for four players within an hour, which adventure, you’ll need a few supplies to run it.
gives you enough time to explain the basic rules of the game to your players before The Pathfinder Core Rulebook
throwing them into the jaws of grand adventure. You can also run this adventure with (Second Edition).
up to six players, though the game might take a little longer to complete. At least one of each of the following
This demo assumes you’re using some or all of the six pregenerated characters dice: 4-sided, 6-sided, 8-sided,
included in this packet (Ezren the human wizard, Fumbus the goblin alchemist, Kyra 10-sided, 12-sided, and 20-sided.
the human cleric, Merisiel the elf rogue, Seelah the human champion, and Valeros the Pathfinder Flip-Mat Classics: Hill Country,
human fighter). But if your group is excited about creating their own characters, and or some way to replicate the features
you’re willing to teach them how to do so, this adventure is suitable for any group of of the back side of that Flip-Mat.
four to six 1st-level characters. You can either photocopy the character sheets in the A group of pawns or miniatures
back of the Core Rulebook or download black-and-white versions of the character sheet to represent the characters and the
at Paizo.com. At the end of this packet is a Pathfinder Rules Reference Sheet that the monsters. This adventure features
players can use during play. an ogre and a changeling. If you’re
expanding the adventure for larger
Preparation groups of players, you may also need
Before running this adventure, first read over the entire document to familiarize yourself a mitflit, giant centipede, and a wolf.
with the story and challenges. While the adventure is written to provide key rules A Pathfinder Combat Pad along with wet
reminders to streamline your job, you might come across something you’re unfamiliar or dry erase markers, or a piece of blank
with and want to use the Core Rulebook as reference. You’ll also want to grab the other paper and a pen or pencil to track initiative.
things you need to run this adventure (see the What You’ll Need sidebar), find a group A number of Pathfinder Hero Point
of players, and set a time to play. Tokens equal to the number of players
in the game. You could also use
Setup some other object to represent Hero
Place the back side of Pathfinder Flip-Mat Classics: Hill Country (or another map you’re Points, like chips, coins, or beads.
using) in the center of the play space. Place the Rules Reference Sheet and dice where
the players can easily reach them. Place a character sheet at each seat, along with its
corresponding miniature or pawn.
Allow the players to take a seat and pick whatever character they want. Let each player
take some time to get familiar with their character—the sheets include each character’s
statistics, abilities, and any special actions they can use. Point out to the players that they
can also review the Rules Reference Sheet for a general overview of play.
Keep this adventure, the Core Rulebook, your Pathfinder Combat Pad or the paper
you’re using to track initiative, and all of the enemy miniatures near you.
You should also take a minute or two to read the Introduction to Play given below,
which covers much of what is found on the Rules Reference Sheet and gives a simple
explanation of how to understand the character sheet.

Introduction to Play
Begin by asking if anyone has played a roleplaying game before. If not, begin by reading
or paraphrasing this short introduction; otherwise, move on to the game overview.

©2019 Paizo Inc.


Pathfinder is a fantasy roleplaying game where each player takes on or saving throw. The result is then compared to a Difficulty Class
the role of daring hero on an epic quest. You are all player characters (or Armor Class, for an attack) to determine if it’s a success. If the
working together with me as the Game Master to craft an exciting check was an attack roll, and you hit, I’ll ask you to roll damage. The
story as you face off against terrifying monsters and earn amazing dice you roll for damage depend on the attack and is listed with that
treasures. You’ll each be playing a character with their own statistics attack.
and abilities, which we’ll cover a bit later. First, let me take a moment When rolling, keep an eye out for any roll that is a 20 or a 1 on
to give you an overview of how the game itself will work. the d20. A 20 is a critical success, which is really good, often giving
you additional advantages. A 1 is a critical failure, which is generally
The following is an overview of new version the Pathfinder pretty bad. You can also score a critical success by beating the DC by
Roleplaying Game. Start here if everyone knows what a 10 or more, or a or failure by missing it by 10 or more.
roleplaying game is. An important rule you’ll need to remember for this adventure
is that if you use more than one attack in a turn, each attack after
The play in this new version of Pathfinder is very similar to the the first takes a penalty on your roll to hit, making it less likely to
previous version. Most of the time, you’ll be in what we call successfully damage the enemy. For most weapons, this is a –5
exploration mode, traveling from place to place, exploring dungeons, penalty for each attack after the first, but for agile weapons such as
and solving problems. This form of play is very free-form, allowing daggers, the penalty is only –4.
you to jump into the story whenever there’s something you want When you’re attacked, I’ll ask if a monster’s attack roll is equal
your character to do. to or exceeds your Armor Class (or AC). If it does, you’re hit and will
When monsters appear, you’ll enter encounter mode. During take damage. Damage reduces your Hit Points by the same amount.
this type of play, you’ll make a special die roll for initiative, which If you fall to 0 Hit Points, you fall unconscious and might die!
determines the order of your turns during an encounter. What type One last thing. Each of you has a token. This represents your
of check you’ll make when you roll initiative is based on what you Hero Point—a special point you can spend after rolling any attack,
were doing just before the fight began. check, or saving throw to reroll that d20. When you do, you must use
When it’s your turn, you can perform up to three actions. Most the result of this second roll, even if its lower than your first. You can
common tasks—like moving up to your Speed with a Stride, Striking a instead spend your point to cheat death when your dying condition
creature, drawing a weapon, or opening a door—use one of your three increases, which makes you immediately lose the dying condition
actions. Casting spells, as well as some special actions, might take and stabilize with 0 Hit Points. I’ll explain the dying condition later
two or more actions to perform. If you look at your character sheet, if we need it.
you’ll see that abilities that require you to spend an action are noted I’m sure you’ll have other questions as the game progresses.
using a diamond symbol ([one-action]), whereas things that require more than Feel free to ask me at any time. I’ll give you a moment to review your
one are noted by diamonds stacked on each other ([two-actions] and [three-actions]). characters, and then we’ll begin.
Some abilities have a curving arrow next to them ([reaction]). These are your
reactions. Each round, you can use one reaction whether it’s your Once everyone is done reviewing their characters and you’ve
turn or not, but only when the conditions are right and the reaction’s had the chance to answer any question they might have, it’s time
trigger occurs. Finally, you might see some things noted by an empty to start the adventure. Have everyone place their miniatures or
diamond ([free-action]). These are free actions, which don’t cost you an action pawns around the bottom of the path leading up to the cave and
or reaction to use. Some free actions can be used on your turn, and proceed to the introduction.
some, like reactions, can be used at any time, but only when their
trigger occurs.
Throughout the game, you’ll be asked to make rolls or checks,
like an attack roll, a skill check, or a saving throw. In all cases, you
roll a d20 and add the bonus listed next to the specific attack, skill,

[one-action] [two-actions] [three-actions] [reaction] [free-action]


Single Action Two-Action Three-Action Reaction Free Action
Activity Activity

©2019 Paizo Inc.


Introduction cooking his meal and tormenting his prisoner, the ogre is unlikely
to notice adventurers approaching the camp. As long as the PCs
The villagers told you it was a shocking and brazen attack. The ogre aren’t purposely making a lot of noise, they can make it halfway
strode into the village of Salvoy, picked up the old sage Lazino by his past the trail’s first turn before the ogre has the chance to see
head, and unceremoniously stuffed him into a sack, shouting “Haanar them (the ogre has a +5 Perception). At that point, he notices
wants to speak with you.” Not a moment later, the ogre ran laughing the approach of anyone who is not attempting to Hide or Sneak
off into the hills. As soon as you strolled into Salvoy, nearly the entire up the path. For those who are using Sneak to move up the hill
population beseeched you to rescue their kindly, wise sage. They unnoticed, you roll their Stealth checks out of sight of the PCs
explained that Haanar is an exile who dabbled in foul magic, and (this is a secret check, which means you roll it out of view of the
that the odd man must have hired this ogre to kidnap Lazino. The players, see page 450 of the Core Rulebook). Those who succeed
most emotional request came from the sage’s granddaughter, Leyla, can roll Stealth instead of Perception when rolling initiative.
offering her entire savings, 20 gold coins, if you rescue grandpa. Once the ogre sees or has a chance to see Hiding or Sneaking
Thankfully, the ogre’s trail was not difficult to follow. His PCs, roll initiative and proceed to Encounter 1: Tormentor.
massive footfalls pocked the ground softened by recent rains. One
of the shaggy cattle of the region clearly ran afoul of the ogre—you Environment
found what remained of the poor beast eviscerated along the path, The entire adventure is run on the same map, which has the
swarmed by flies and crows. Near sunset, you noticed the signs of following features.
fire in the distance, coming from atop a nearby hill. The drifting
smell of cooking meat hinted it was a fire for comfort rather than Boulders
catastrophe. But then you heard the screams for help, followed by a The smallest boulders in the area are little more than a foot tall,
rumbling, mocking laughter, so deep that it rattles your teeth. while the larger ones are nearly 7 feet tall. The large boulders
“Stop your crying, or I’ll put you on my hook and cook you all provide cover (Core Rulebook 477). Climbing up a boulder
crispy.” requires a successful DC 17 Athletics check; moving across them
The man’s scream fades into a whimper, but the deep voice requires a successful DC 15 Acrobatics check to Balance.
continues to laugh.
Cave
The ogre and the sage are at the top of the hill, near the cave The cave beyond is dank, small, and home to copious mushrooms
entrance. Parts of the cow the ogre killed are currently roasting and mold nourished by the great piles of waste the ogre has been
over the fire, and the ogre is drinking some foul-smelling throwing down the hole. Only by sifting through the refuse and
alcoholic concoction from a large barrel stashed somewhere offal (which takes 10 minutes and a successful DC 12 Perception
nearby. Brashly arrogant, a little intoxicated, and focused on check) will the characters find a handful of precious items
within: a finely crafted ivory chess piece worth 10 gp, an onyx
dog wondrous figurine (Core Rulebook 576), a potency crystal
(Core Rulebook 169), a crying angel pendant (Core Rulebook
566), and 5 gp, 10 sp, and 8 cp.

Cliffs
The cliffs are made of clay, dirt, and mud, and are somewhat
slick due to the recent rains. They are 15 feet tall at their highest
point and require a successful DC 17 Athletics check to Climb.

Fire
The fire takes up four squares about 15 feet away from the cave
entrance and next to the large boulders. Any creature that enters
or that is forced to move into the blaze takes 1d8 fire damage.

Standing Stones
A small group of magical standing stones is clustered here,
though one is toppled over. Those who attempt to Identify Magic
must succeed at a DC 14 Nature check, or a DC 17 Arcana,
Religion, or Occultism check to determine it is a primal anchor
for some form of teleportation magic. Critically succeeding at the
check also ascertains that it is used in a specific ritual.

Trail
The trail is somewhat muddy and shows signs of the ogre’s
Pathfinder Flip-Mat Classics: Hill Country passage.

©2019 Paizo Inc.


1. Tormentor RULES HELP
When the characters reach the point where the ogre notices them, read or paraphrase This section is provided to give you a few
the following. reminders and references to some of the
monsters’ deeper rules elements.
“Huh? Who are you?” the ogre growls, his brow furrowing in confusion. “More meat for my
fire,” he laughs as he grabs his hook and javelin and lurches toward you. OGRE
“Help me! Please!” An old bearded man, bound at the entrance of the cave, begs as he Deadly The ogre’s ogre hook has the deadly
struggles with his bonds. 1d10 trait. You don’t have to worry about
this trait unless the ogre critically hits with
The ogre enters the fray joyfully, even gleefully, laughing at his enemies’ misfortunes its ogre hook. If it does, then after you
whenever possible and issuing boasts and threats. He never asks for or gives quarter; double the damage as normal for a critical
frankly, the idea never occurs to him. hit, roll 1d10 and add that additional damage
to the total.
OGRE WARRIOR CREATURE 3 Reach The ogre is a large creature
CE LARGE GIANT HUMANOID with reach. This means it can attack
Perception +5; darkvision targets 10 feet away as well as
Languages Common, Jotun those in adjacent squares.
Skills Athletics +12, Intimidation +9 Thrown The ogre carries six javelins,
Str +5, Dex –1, Con +4, Int –2, Wis +0, Cha –2 which are thrown weapons with a range
Items hide armor, javelin (6), ogre hook increment of 30 feet. This means it can
AC 17; Fort +11, Ref +6, Will +5 throw the javelins at a target within 30
HP 50 feet with no penalty; it can try to throw
Speed 25 feet the javelins farther than that, but if it does,
Melee [one-action] ogre hook +12 (deadly 1d10, reach 10 feet, trip), Damage 1d10+7 piercing it takes penalties to its attack roll. You
Ranged [one-action] javelin +6 (thrown 30 feet), Damage 1d6+7 piercing can find the rules for range increments
Trip [one-action] (attack) +12 against target’s Reflex DC (the target’s Reflex saving throw modifier +10) on page 279 of the Core Rulebook.
Critical Success The target falls prone, taking 1d6 bludgeoning damage. Trip The ogre can trip with the Athletics
Success The target falls prone. skill using its ogre hook even when
Critical Failure The ogre falls prone. it does not have a free hand. The trip
use of Athletics has been added to the
When all enemies are defeated, the encounter ends, and the characters have about 10 ogre statistic block for ease of play.
minutes to search the area, Treat Wounds (Core Rulebook 249), or speak with the
kidnapped sage, Lazino of Salvoy. MITFLIT
Lazino has no idea why Haanar would hire an ogre to kidnap him and assumes that Bane The gremlin will likely cast its bane
the outcast must have some foul plan for him. On the off chance the characters get to spell once in combat. You can find that
question the ogre or the mitflit (see below) about the attack, their only truthful response spell’s description on page 320 of the Core
is, “A strange man asked us to do it and promised gold and meat.” Rulebook.
If you’re running short on time, you can end the adventure here. The characters are
victorious and can escort Lazino back to his village. If your players want more, proceed GIANT CENTIPEDE
to the next encounter. Venom The giant centipede bite delivers
venom, which is a kind of affliction. You can
Increasing the Challenge find the rules for afflictions on page 457 of
If you’re running the adventure for more than four players, additional monsters accompany the Core Rulebook.
the ogre to increase the challenge. If there are five characters, the ogre is assisted by a
mitflit gremlin. If there are six characters, the gremlin also has a pet giant centipede.

MITFLIT CREATURE –1
LE SMALL FEY GREMLIN
Perception +4; darkvision, scent (imprecise) 30 feet
Languages Common, Undercommon
Skills Acrobatics +5, Diplomacy +1 (+7 vs. arthropods), Nature +3, Stealth +5, Thievery +5
Str –1, Dex +3, Con +0, Int –1, Wis +1, Cha –1
Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4
penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things
of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most
arthropods have a starting attitude of indifferent to mitflits.
Items dart (10), shortsword

©2019 Paizo Inc.


AC 15; Fort +2, Ref +7, Will +4 RULES HELP
HP 10; Weaknesses cold iron 2 This section is provided to give you a few
Speed 20 feet; climb 20 feet reminders and references to some of the
Melee [one-action] shortsword +8 (agile, finesse, versatile S), Damage 1d6–1 piercing monsters’ more interesting and useful rules
Ranged [one-action] dart +8 (agile, range increment 20 feet, thrown), Damage 1d4–1 piercing elements.
Primal Innate Spells DC 16; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips
(1st) prestidigitation HAANAR, CHANGELING EXILE
Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus Two-Handed Haanar’s staff has the
to damage rolls against a creature that has previously damaged or tormented it. two-hand trait. That means it does more
damage when he wields it with two hands.
GIANT CENTIPEDE CREATURE –1 When he does so, it deals 1d8+4 instead of
N MEDIUM ANIMAL 1d4+4 damage.
Perception +6; darkvision Spells Haanar has a number of spells
Skills Acrobatics +6, Athletics +2, Stealth +6 at his disposal. He can cast each of his
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4 2nd-level and 1st-level spells once, and
AC 15; Fort +7, Ref +6, Will +2 he can use his cantrips as many times
HP 8 as he likes. A list of all his spells and the
Speed 30 feet, climb 30 feet page number where you can find them
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus giant centipede venom in the Core Rulebook is given below.
Giant Centipede Venom (poison); Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; During combat, he likely attempts to use
Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round) entangle and tanglefoot to hamper the
Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round) PCs, shillelagh to empower his weapon,
and burning hands, flaming sphere,
2. Legacy and produce flame to deal damage.
After 10 minutes pass in the game world, read or paraphrase the following. burning hands (page 322)
dancing lights (page 327)
The standing stones not far from the ogre’s cave begin to glow with an emerald-green entangle (page 336)
radiance. From the light steps forth a young man, his features distorted with rage. He has a flaming sphere (page 338)
otherworldly look to him, as if he is not entirely human. produce flame (page 360)
“There you are, sage! I see that you’ve brought friends, but it doesn’t matter. You will tell read aura (page 362)
me the truth of my birth.” shillelagh (page 369)
tanglefoot (page 377)
The man, Haanar, is a changeling. Twenty years ago, a simple farmer named Ragir ventriloquism (page 381)
Grenvill was seduced by a hag in disguise, and the child from that union was left in town
for poor Ragir to care for as his own. When Haanar came of age, he started to exhibit
strange powers and otherworldly abilities. Worse still, his temper seemed uncontrollable,
and after several fights with other villagers, he was exiled. As his father had passed away
several winters before, Haanar has no clue as to why he has the powers that he has. He
hired the ogre to kidnap Lazino, hoping that the sage would have the answers he seeks.
Lazino beseeches the Haanar with the following.

A light of recognition on Lazino’s face turns into sadness and then compassion. “Your father
never told you, did he?” the old sage says. “I can see it in your eyes and features. Your father was
a fool who gave of his heart too freely. Before you were born, he was deceived by a mysterious
woman that visited our small town. She was gone after only a fortnight, but nine months later,
a child was left on your father’s door. It was then that I knew that your mother was a hag, a
powerful creature and decidedly evil, but I hoped that through Ragir’s love you might be raised
to be an upstanding member of the community. It seems I was wrong, but it’s not too late. You
could still find a place with us!”

Lazino’s sincerity gives Haanar enough pause that the characters have a minute to Make
an Impression (Core Rulebook 246) on Haanar and calm the situation. While Haanar
arrived with an attitude of hostile, Lazino’s words shift his attitude to unfriendly. If the
characters can change his attitude to at least friendly, he reveals that over the past few
years he has felt a calling to find his mother, but given Lazino’s revelation, he agrees to
return to the town and try to overcome his more sinister impulses. More importantly, he
decides not to torture Lazino for withholding this knowledge from him for so many years.
If his attitude ever returns to hostile, however, he becomes enraged and attacks.

©2019 Paizo Inc.


HAANAR, CHANGELING EXILE CREATURE 3 HP 24
CN MEDIUM CHANGELING HUMAN HUMANOID Speed 35 feet
Perception +11; darkvision Melee [one-action] jaws +9, Damage 1d6+2 piercing plus Knockdown
Languages Common, Druidic Knockdown [one-action] Requirements The monster’s last action was a success
Skills Deception +9, Medicine +9, Nature +11, Stealth +8, Survival +9 with a Strike that lists Knockdown in its damage entry. Effect The
Str +4, Dex +1, Con +0, Int +0, Wis +4, Cha +2 monster knocks the target prone.
Items leather armor, staff Pack Attack The wolf’s Strikes deal 1d4 extra damage to creatures
AC 19; Fort +7, Ref +8, Will +11; +2 circumstance to all saves vs. dream within reach of at least two of the wolf’s allies.
and sleep effects
HP 45 Ending the Adventure
Speed 25 feet This adventure ends either in the PCs’ defeat or their successful
Melee [one-action] staff +11 (two-hand d8), Damage 1d4+4 bludgeoning rescue of Lazino. If the PCs rescue Lazino but end up defeating
Melee [one-action] claws +11 (agile), Damage 1d4+4 slashing Haanar in the process, Lazino is profoundly saddened by the
Primal Prepared Spells DC 21, attack +11; 2nd entangle, flaming outcome. He’s understanding and grateful if the PCs tried to
sphere, 1st burning hands, shillelagh, ventriloquism; Cantrips Make an Impression on Haanar and stoically accepts the fate of
(2nd) dancing lights, produce flame, read aura, tanglefoot the whole affair if it ended with combat.
Once her grandfather is returned, Leyla is faithful to her word
Increasing the Challenge and gives the characters 20 gp as a reward. The folk of Salvoy
If you’re running the adventure for groups of five or six throw a celebration, emptying their larders to celebrate the
characters, Haanar is aided by a wolf. return of their beloved sage.
If Haanar returns to town with the PCs, he has a long road to
WOLF CREATURE 1 walk to recover from his exile and the effects of his heritage, but
N MEDIUM ANIMAL he is truly grateful to the PCs for helping him find the path.
Perception +7; low-light vision, scent (imprecise) 30 feet After the story is wrapped up, thank everyone for playing
Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7 Pathfinder Second Edition.
Str +2, Dex +4, Con +1, Int –4, Wis +2, Cha –2
AC 15; Fort +6, Ref +9, Will +5

©2019 Paizo Inc.


Ezren
Ancestry Human (versatile)
Background Noble
Class Wizard 1

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 10 (+0)

Perception +6
Languages Common, Draconic, Infernal

DEFENSES
Hit Points 16
Armor Class 15 (16 with shield cast)
Fortitude +5
Reflex +5
Will +6

ACTIONS
Stride 25 feet
Melee Strike staff +3 (two-hand d8), Damage 1d4 bludgeoning
Melee Strike dagger +5 (agile, finesse, thrown 10 feet, versatile S),
Damage 1d4 piercing
Ranged Strike crossbow +5 (range 120 feet), Damage 1d8 piercing

SPELLS
Spell Attack Roll +7
Spell DC 17
Cantrips (1st) acid splash, detect magic, light, shield
1st burning hands, magic missile
Focus Spell hand of the apprentice
Focus Points 1

OPTIONS
Ancestry Feat Natural Ambition*
General Feat Canny Acumen*
Class Feats Hand of the Apprentice, Widen Spell
Class Features Arcane bond (staff), arcane thesis (spell substitution)*,
arcane school (universalist)*

SKILLS
Arcana +7 Nature +4
Crafting +7 Occultism +7
Deception +3 Society +7
Diplomacy +3 Stealth +5
Lore (heraldry) +7
Skill Feat Courtly Graces*

GEAR
Worn backpack, material component pouch
Ready staff, dagger, crossbow (10 bolts)
Stowed rations (3), scroll case, spellbook
Coins 9 gold, 8 silver, 5 copper
Bulk 1, 8L

©2019 Paizo Inc.


Rules Reference MAGIC MISSILE
ABJURATION CANTRIP FORCE
SPELL 1

Rules marked with an asterisk (*) are worked into the character’s Cast [one-action] action]to [three-actions] (somatic, verbal)
statistics and are not included here. Range 120 feet; Target 1 creature
You send a dart of force streaking toward a creature that you can see. It
Spells automatically hits and deals 1d4+1 force damage. For each additional action
You can cast the following spells. You can cast burning hands and you use when Casting the Spell, increase the number of missiles you shoot
magic missile once each. You can cast hand of the apprentice by by one, to a maximum of three missiles for 3 actions. You choose the target
spending a Focus Point, which you regain by taking 10 minutes to for each missile individually. If you shoot more than one missile at the same
Refocus. You can cast cantrips at will. target, combine the damage before applying bonuses or penalties to damage,
resistances, weaknesses, and so forth.
ACID SPLASH CANTRIP 1
ACID ATTACK CANTRIP EVOCATION SHIELD CANTRIP 1
Cast [two-actions] somatic, verbal ABJURATION CANTRIP FORCE
Range 30 feet; Targets 1 creature or object Cast [one-action] verbal
You splash a glob of acid that splatters creatures and objects alike. Make a Duration until your next turn starts or until dismissed
spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. You raise a magical shield of force to protect you. This counts as using the
On a critical success, the target also takes 1 persistent acid damage. Raise a Shield action, giving you a +1 circumstance bonus to AC until the start
of your next turn, but it doesn’t require a hand to use.
BURNING HANDS SPELL 1 While the spell is in effect, you can use the Shield Block reaction with your
EVOCATION FIRE magic shield (see the sidebar). The shield has Hardness 5. After you use Shield
Cast [two-actions] somatic, verbal Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal
Area 15-foot cone Shield Block, you can use the spell’s reaction against the magic missile spell.
Saving Throw basic Reflex
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures Shield Actions
in the area. After casting shield, you gain the following actions.

DETECT MAGIC CANTRIP 1 SHIELD BLOCK [reaction]


CANTRIP DETECTION DIVINATION Trigger While you have your shield raised, you take damage from a physical
Cast [two-actions] somatic, verbal attack.
Area 30-foot emanation You position your shield to ward off a blow. Your shield prevents you from
You send out a pulse that registers the presence of magic. You receive no taking 5 damage. After using Shield Block, you can’t cast shield again for 10
information beyond the presence or absence of magic. You can choose to minutes.
ignore magic you’re fully aware of, such as the magic items and ongoing
spells of you and your allies. Class Feats
You detect illusion magic only if that magic’s effect has a lower level Ezren gained the following feats at 1st level.
than the level of your detect magic spell. However, items that have an
illusion aura but aren’t deceptive in appearance (such as an invisibility potion) HAND OF THE APPRENTICE FEAT 1
typically are detected normally. WIZARD
You can magically hurl your weapon at your foe. You gain the hand of the
LIGHT CANTRIP 1 apprentice universalist focus spell. You start with a focus pool of 1 Focus
CANTRIP EVOCATION LIGHT Point, but once spent you can use the Refocus activity to regain it.
Cast [two-actions] somatic, verbal
Range touch; Target 1 unattended, nonmagical object of 1 Bulk or less WIDEN SPELL [one-action] FEAT 1
Duration until the next time you make your daily preparations MANIPULATE METAMAGIC WIZARD
The object begins to glow with pure light, casting bright light in a 20-foot You manipulate the energy of your spell, causing it to affect a wider area. If
radius (and dim light for the next 20 feet) like a torch. If you cast this the next action you use is to Cast a Spell that has an area of a burst, cone, or
spell again on another object, the light on the last object you cast it on is line and does not have a duration, increase the area of that spell. Add 5 feet
dismissed. to the length of a cone or line that is normally 15 feet long or smaller, and add
10 feet to the length of a larger cone or line.
HAND OF THE APPRENTICE FOCUS 1
UNCOMMON ATTACK EVOCATION WIZARD Arcane Bond
Cast [two-actions] somatic, verbal You have placed some of your magical power into your staff and can
Range 500 feet; Target 1 creature draw it out later to regain a spell.
You hurl a held melee weapon in which you have trained or better proficiency
at the target, making a spell attack roll against the target’s AC. On success, DRAIN BONDED ITEM [[free-action]
you deal the weapon’s damage as if you had hit with a melee Strike, adding ARCANE WIZARD
your spellcasting ability modifier to damage (+4), rather than your Strength Frequency once per day
modifier. On a critical success, you deal double damage, and you gain the Requirements You haven’t acted yet on your turn.
weapon’s critical specialization effect. Regardless of success, the weapon You expend the power stored in your bonded focus. This gives you the ability
flies back to you and returns to your hand. to cast one spell you prepared today and previously cast, without spending a
spell slot. You must still Cast the Spell and meet the spell’s other requirements.
©2019 Paizo Inc.
Fumbus
Ancestry Goblin (charhide)
Background Criminal
Class Alchemist 1

Strength 10 (+0)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 12 (+1)

Perception +3; darkvision


Languages Common, Goblin, Orc

DEFENSES
Hit Points 15
Armor Class 17
Fortitude +6
Reflex +8
Will +3
Resistance fire 1

ACTIONS
Stride 25 feet
Melee Strike dogslicer +6 (agile, backstabber, finesse, goblin), Damage
1d6 slashing
Ranged Strike acid flask +6 (range 20 feet, splash),
Damage 1 acid damage plus 1d6
persistent acid plus 1 acid splash damage
Ranged Strike alchemist’s fire +6 (range 20 feet, splash),
Damage 1d8 fire plus 1 persistent fire plus 1
fire splash damage

OPTIONS
Ancestry Feat Goblin Weapon Familiarity*
Class Feats Quick Bomber
Class Features Alchemy (infused reagents 5, 1
remaining), research field (bomber)*

SKILLS
Arcana +5
Crafting +5
Deception +2
Lore (underworld) +5
Society +5
Stealth +4
Thievery +4
Skill Feats Alchemical Crafter*, Experienced Smuggler

GEAR
Worn leather armor, backpack
Ready dogslicer, lesser acid flask (2), lesser alchemist’s fire (4),
minor elixir of life (2)
Stowed Alchemist’s tools, hooded lantern, oil (5), rations (3),
repair kit
Coins 3 gold, 5 silver
Bulk 4, 5

©2019 Paizo Inc.


Rules Reference Alchemical Items
Rules marked with an asterisk (*) are worked into the character’s You know how to craft the following alchemical items.
statistics and are not included here.
LESSER ACID FLASK ITEM 1
Class Feature ACID ALCHEMICAL BOMB CONSUMABLE SPLASH
In addition to the alchemical items you have listed on your sheet, you Usage held in 1 hand; Bulk L
can use Quick Alchemy to create any one item listed under Alchemical Activate [one-action] (Strike)
Items. You can do this once during the game. This flask filled with corrosive acid deals 1 acid damage, 1d6 persistent acid
damage, and 1 acid splash damage.
QUICK ALCHEMY [one-action]
ALCHEMIST LESSER ALCHEMIST’S FIRE ITEM 1
Cost 1 batch of infused reagents ALCHEMICAL BOMB CONSUMABLE FIRE SPLASH
Requirements You must have alchemist’s tools, the formula of the alchemical Usage held in 1 hand; Bulk L
item you’re creating, and a free hand. Activate [one-action] (Strike)
You swiftly mix up a short-lived alchemical item. You create a single Alchemist’s fire is combination of several volatile liquids, typically stored in
alchemical item of your advanced alchemy level or lower that’s in your a sealed flask, that ignite when exposed to air. Alchemist’s fire deals 1d8 fire
formula book without having to spend the normal monetary cost in damage, 1 persistent fire damage, and 1 fire splash damage.
alchemical reagents or needing to attempt a Crafting check. This item
has the infused trait, but it remains potent only until the start of your LESSER CHEETAH’S ELIXIR ITEM 1
next turn. ALCHEMICAL CONSUMABLE ELIXIR SPLASH
Usage held in 1 hand; Bulk L
Class Feat Activate [one-action] (Interact)
You have the following class feat. Enzymatic compounds in this elixir strengthen and excite the muscles in
your legs. You gain a +5 status bonus to your Speed for 1 minute.
QUICK BOMBER [one-action] FEAT 1
ALCHEMIST MINOR ELIXIR OF LIFE ITEM 1
You keep your bombs in easy-to-reach pouches and have learned to draw ALCHEMICAL CONSUMABLE ELIXIR HEALING
them without thinking. You Interact to draw a bomb, then Strike with it. Usage held in 1 hand; Bulk L
Activate [one-action] (Interact)
Skill Feat Elixirs of life accelerate the body’s natural healing processes and immune
You have the following skill feat. system. Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item
bonus to saving throws against diseases and poisons for 10 minutes.
EXPERIENCED SMUGGLER FEAT 1
GENERAL SKILL Conditions
Prerequisites trained in Stealth Your alchemical bombs do persistent damage.
You often smuggle things past the authorities. When the GM rolls your
Stealth check to see if a passive observer notices a small item you have PERSISTENT DAMAGE
concealed, the GM uses the number rolled or 10, whichever is higher, as Persistent damage comes from effects like acid, being on fire, or many
the result of your die roll, adding it to your Stealth modifier to determine other situations. It appears as “X persistent [type] damage,” where “X” is the
your total Stealth check result. This provides no benefits when a creature amount of damage dealt and “[type]” is the damage type. Instead of taking
attempts a Perception check while actively searching you for hidden persistent damage immediately, you take it at the end of each of your turns
items. as long as you have the condition, rolling any damage dice anew each time.
After you take persistent damage, roll a DC 15 flat check to see if you recover
from the persistent damage. If you succeed, the condition ends.
Fumbus ends any persistent fire damage he is taking by making a DC
10 flat check.

©2019 Paizo Inc.


Kyra
Ancestry Human (versatile)
Background Farmhand
Class Cleric 1

Strength 14 (+2)
Dexterity 12 (+1)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 14 (+2)

Perception +7
Languages Common, Kelish

DEFENSES
Hit Points 17
AC 18
Fortitude +5
Reflex +4
Will +9

ACTIONS
Stride 20 feet
Melee Strike scimitar +5 (forceful, sweep) Damage 1d6+2 slashing
Ranged Strike sling +4 (range 50 feet, propulsive), Damage 1d6+1
bludgeoning

SPELLS
Spell Attack Roll +7
Spell DC 17
Cantrips (1st) detect magic, forbidding ward, light, stabilize
1st bless, heal (x3), magic weapon
Focus Spell fire ray
Focus Points 1

OPTIONS
Ancestry Feat Natural Ambition*
General Feat Toughness*
Class Features Divine Font (heal, 3/day)*, doctrine (warpriest)*
Class Feat Domain (fire)*

SKILLS
Athletics +3 (+5 when using attack actions)
Diplomacy +5
Medicine +7
Performance +5
Lore (farming) +3
Religion +7
Survival +7
Skill Feats Assurance (Athletics)

GEAR
Worn backpack, chain mail, religious symbol (wooden)
Ready scimitar, sling (10 bullets)
Stowed bedroll, material component pouch, rations (3), religious
text, waterskin
Coins 5 gold, 9 silver, 8 copper
Bulk 3, 9L
©2019 Paizo Inc.
HEAL SPELL 1
Rules Reference HEALING NECROMANCY POSITIVE
Rules marked with an asterisk (*) are worked into the character’s Cast [one-action] to [three-actions]
statistics and are not included here. Range varies; Targets one willing living creature or one undead creature
You channel positive energy to heal the living or damage the undead. If the
Spells and Domain Power target is a willing living creature, you heal it for 1d8 Hit Points. If the target
You can cast the following spells. You can cast bless and magic weapon is undead, you deal that amount of positive damage to it, and it gets a basic
once each. You can cast heal 3 times. You can cast fire ray by spending Fortitude save. The number of actions you spend when Casting this Spell
1 Focus Point, which you regain by taking 10 minutes to Refocus. You determines its targets, range, area, and other parameters.
can cast cantrips at will. • [one-action] (somatic) The spell has a range of touch.
• [two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing
BLESS SPELL 1 a living creature, increase the healing by 8.
ENCHANTMENT MENTAL • [three-actions] (material, verbal, somatic) You disperse positive energy in a 30-
Cast [two-actions] somatic, verbal foot aura. This targets all living and undead creatures in the burst.
Area 5-foot aura; Targets you and your allies in the aura
Duration 1 minute LIGHT CANTRIP 1
Blessings from beyond help your companions strike true. They each gain a CANTRIP EVOCATION LIGHT
+1 status bonus to attack rolls. Once per turn, starting the turn after you cast Cast [two-actions] somatic, verbal
bless, you can use a single action, which has the concentrate trait, to increase Range touch; Target 1 unattended, nonmagical object of 1 Bulk or less
the aura’s radius by 5 feet. Bless can counteract bane. Duration until the next time you make your daily preparations
The object begins to glow with pure light, casting bright light in a 20-foot
DETECT MAGIC CANTRIP 1 radius (and dim light for the next 20 feet) like a torch. If you cast this spell
CANTRIP DETECTION DIVINATION again on another object, the light on the last object you cast it on is dismissed.
Cast [two-actions] somatic, verbal
Area 30-foot emanation MAGIC WEAPON SPELL 1
You send out a pulse that registers the presence of magic. You receive no TRANSMUTATION
information beyond the presence or absence of magic. You can choose to Cast [two-actions] somatic, verbal
ignore magic you’re fully aware of, such as the magic items and ongoing Range touch; Targets one non-magical weapon that is unattended or wielded
spells of you and your allies. by you or a willing ally
You detect illusion magic only if that magic’s effect has a lower level Duration 1 minute
than the level of your detect magic spell. However, items that have an The weapon glimmers with magic and energy. The target becomes a +1
illusion aura but aren’t deceptive in appearance (such as an invisibility potion) striking weapon, gaining a +1 item bonus to attack rolls and increasing the
typically are detected normally. number of weapon damage dice to two.

FIRE RAY FOCUS 1 STABILIZE CANTRIP 1


UNCOMMON ATTACK CLERIC EVOCATION FIRE CANTRIP HEALING NECROMANCY POSITIVE
Cast [two-actions] somatic, verbal Cast [two-actions] somatic, verbal
Range 60 feet; Targets one creature or object Range 30 feet; Targets one dying creature
A blazing band of fire arcs through the air. Attempt a spell attack roll against The soft glow of positive energy shuts death’s door. The target loses the
the target’s AC to deal 2d6 fire damage. dying condition, though it remains unconscious at 0 Hit Points.
Critical Success The ray deals double damage and 1d4 persistent fire damage.
Success The ray deals full damage. Skill Feat
You have the following skill feat.
FORBIDDING WARD CANTRIP 1
ABJURATION CANTRIP ASSURANCE FEAT 1
Cast [two-actions] somatic, verbal GENERAL SKILL
Range 30 feet; Targets one ally and one enemy Prerequisites Trained in at least one skill
Duration sustained up to 1 minute Even in the worst circumstances, you can perform basic tasks with your skill.
You ward your ally against the attacks and hostile spells from the target Choose a skill you are trained in. You can forgo rolling a skill check for your
enemy. The target ally gains a +1 status bonus to Armor Class and saving chosen skill to instead receive a result of 10 + your proficiency modifier (do
throws against the target enemy’s attacks, spells, and other effects. not apply any other bonuses, penalties, or modifiers).

©2019 Paizo Inc.


Merisiel
Ancestry Elf (whisper)
Background Criminal
Class Rogue 1

Strength 10 (+0)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 12 (+1)

Perception +6; low-light vision


Languages Common, Elven

DEFENSES
Hit Points 16
Armor Class 18
Fortitude +5
Reflex +9
Will +6 (+1 vs emotion)

ACTIONS
Stride 30 feet
Melee Strike rapier +7 (deadly 1d8, disarm, finesse), Damage 1d6+4
piercing
Ranged Strike dagger +7 (agile, finesse, thrown 10 feet, versatile S),
Damage 1d4+4 piercing

OPTIONS
Ancestry Feat Forlorn
Class Feats Nimble Dodge
Class Features Finesse striker*, rogue’s racket (thief)*, sneak attack
(1d6), surprise attack

SKILLS
Acrobatics +6 (+7 when using attack actions)
Athletics +2 (+3 when using attack actions)
Crafting +4
Deception +4
Diplomacy +4
Intimidation +4
Lore (underworld) +4
Performance +4
Religion +4
Society +4
Stealth +6
Thievery +6
Skill Feats Cat Fall, Experienced Smuggler

GEAR
Worn backpack, studded leather armor
Ready rapier, daggers (6), thieves’ tools
Stowed lantern (hooded), oil (5), rations (3), rope (50 ft, silk)
Coins 4 gold, 3 silver
Bulk 3, 2L

©2019 Paizo Inc.


Rules Reference Class Feats
You have the following rogue class feat.
Rules marked with an asterisk (*) are worked into the character’s
statistics and are not included here. NIMBLE DODGE [[reaction] FEAT 1
ROGUE
Ancestry Feat Requirement You are not encumbered.
You have the following feat, drawn from your elven ancestry. Trigger You are targeted with a melee or ranged attack by an attacker that
you see.
FORLORN FEAT 1 You deftly dodge out of the way, gaining a +2 circumstance bonus to your
ELF Armor Class against the triggering attack.
Watching your friends age and die fills you with moroseness that girds you
against harmful emotions. You gain a +1 circumstance bonus to saving throws Skill Feats
against emotion effects. If you roll a success on a saving throw against an You have the following skill feats.
emotion effect, you get a critical success instead.
CAT FALL FEAT 1
Class Features GENERAL SKILL
You have the following class features. Prerequisites Trained Acrobatics
Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as
SNEAK ATTACK 10 feet shorter.
You deal additional damage to flat-footed creatures. If you Strike a flat-footed
creature with an agile or finesse melee weapon, an agile or finesse unarmed EXPERIENCED SMUGGLER FEAT 1
attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged GENERAL SKILL
attack with a thrown weapon, that weapon must also be agile or finesse. Prerequisites trained Stealth
You often smuggle things past the authorities. When the GM rolls your
SURPRISE ATTACK Stealth check to see if a passive observer notices a small item you have
You spring into combat faster than your enemies can react. On the first concealed, the GM uses the number rolled or 10, whichever is higher, as
round of combat, if you roll Deception or Stealth for initiative, creatures that the result of your die roll, adding it to your Stealth modifier to determine
haven’t acted are flat-footed to you. your total Stealth check result. This provides no benefits when a creature
attempts a Perception check while actively searching you for hidden items.

©2019 Paizo Inc.


Seelah
Ancestry Human (skilled)
Background Street Urchin
Class Champion 1

Strength 18 (+4)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 14 (+2)

Perception +4
Languages Common, Osiriani

DEFENSES
Hit Points 19
Armor Class 18 (20 with shield raised)
Fortitude +6
Reflex +4
Will +6

ACTIONS
Stride 25 feet
Melee Strike longsword +7 (versatile P), Damage 1d8+4 slashing
Melee Strike shield bash +7, Damage 1d4+4 bludgeoning
Ranged Strike short bow +4 (range 60 feet, deadly 1d10), Damage
1d6 piercing

SPELLS
Spell Attack Roll +5
Spell DC 15
Focus Spells athletic rush, lay on hands
Focus Points 1

OPTIONS
Ancestry Feat General Training*
Class Feats Deity’s Domain (might)*
Class Features Champion’s code, cause (paladin), deific weapon*,
devotion spells, Retributive Strike, Shield Block

SKILLS
Athletics +5 (+7 when using attack actions)
Diplomacy +5
Intimidation +5
Lore (city of Solku) +3
Medicine +4
Religion +4
Survival +4
Thievery +2
Skill Feats Battle Medicine, Pickpocket

GEAR
Worn backpack, chain mail, silver religious symbol
Ready heavy steel shield, longsword, shortbow (10 arrows)
Stowed rations (3)
Coins 6 silver, 5 copper
Bulk 5, 5L

©2019 Paizo Inc.


Rules Reference Skill Feats
Rules marked with an asterisk (*) are worked into the character’s You have the following skill feats.
statistics and are not included here.
BATTLE MEDICINE [one-action] FEAT 1
Focus Spells GENERAL HEALING MANIPULATE SKILL
You can cast athletic surge and lay on hands by spending a Focus Point, Prerequisites Trained Medicine
which you regain by taking 10 minutes to Refocus. You can patch up yourself or an adjacent ally, even in the middle of combat.
Attempt a Medicine check with the same DC as Treat Wounds and provide
ATHLETIC RUSH FOCUS 1 the corresponding amount of healing. As with Treat Wounds, you can attempt
UNCOMMON CLERIC TRANSMUTATION checks against higher DCs if you have the minimum proficiency rank. The
Cast [one-action] somatic target is then temporarily immune to your Battle Medicine action for 1 day.
Duration 1 round
You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics PICKPOCKET FEAT 1
checks. As a part of Casting this Spell, you can take a Stride, Leap, Climb, or GENERAL SKILL
Swim action. The spell’s bonuses apply during that action. Prerequisites Trained Thievery
You have honed your ability to steal items. You can Steal or Palm an Object
LAY ON HANDS FOCUS 1 that is closely guarded, such as an object in a creature’s pocket or a loose
UNCOMMON CHAMPION HEALING NECROMANCY ring, without taking the –5 penalty to do so. You can’t steal objects that are
Cast [one-action] somatic actively wielded or that would be extremely noticeable or time consuming
Range touch; Targets one willing living creature or one undead creature to remove (like worn shoes or armor). If you’re a master in Thievery, you can
Your hands become infused with positive energy as you lay them on the attempt to Steal from a creature even if it’s in combat or otherwise on guard.
target, healing a living creature or damaging an undead creature. If you use When you’re doing so, Stealing requires 2 manipulate actions instead of 1,
lay on hands on a willing living target, you restore 6 Hit Points; if the target is and you take a –5 penalty.
one of your allies, they also gain a +2 status bonus to AC for 1 round. Against
an undead target, you deal 1d6 damage and it must attempt a basic Fortitude Shield Actions
save; if it fails, the target also takes a –2 status penalty to AC for 1 round. Whenever your shield is equipped, you gain the following actions.

Code of Conduct RAISE A SHIELD [one-action]


The following is the baseline code all paladins follow. Each tenet is Requirements You are wielding a shield.
listed in order of importance, starting with the most important. If two You position your shield to protect yourself. When you have Raised a Shield,
tenets conflict, you aren’t in a no-win situation. Instead, follow the you gain its listed bonuses to AC (+2) as a circumstance bonus and you can
most important tenet. use the Shield Block reaction. Your shield remains raised until the start of
• You must never willingly commit an evil act, such as murder, your next turn.
torture, or the casting of an evil spell, and you must never
perform acts anathema to your deity. SHIELD BLOCK [reaction] FEAT 1
• You must not take actions that you know will harm an innocent, GENERAL
or through inaction cause an innocent immediate harm when Trigger While you have your shield raised, you take damage from a physical
you knew your action could reasonably prevent it. This tenet attack
doesn’t force you to take action against possible harm to You snap your shield in place to ward off a blow. Your shield prevents you
innocents, or to sacrifice your life and potential to attempt to from taking an amount of damage up to the shield’s Hardness (5 damage).
protect an innocent. You and the shield each take any remaining damage, possibly breaking or
• You must act with honor, never taking advantage of others, destroying the shield.
lying, or cheating.
• You must respect the lawful authority of the legitimate ruler or STEEL SHIELD ITEM 1
leadership in whichever land you may be, following their laws Your steel shield has a Hardness of 5 and 20 Hit Points. It becomes broken
unless they violate a higher tenet. after taking 10 or more points of damage.

Retributive Strike
As a paladin, you are a stalwart protector of those under your charge,
and a furious opponent to any who would dare harm them. You gain
the retributive strike reaction.

RETRIBUTIVE STRIKE [reaction] FEAT 1


CHAMPION
Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect an ally from harm and strike back at those who brought them
harm. The ally or friendly creature gains resistance to all damage against
the triggering damage; the resistance equals 2 + your level. If the enemy is
within your reach, make a melee Strike against it.

©2019 Paizo Inc.


Valeros
Ancestry Human (versatile)
Background Farmhand
Class Fighter 1

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 10 (+0)

Perception +5
Languages Common, Dwarven

DEFENSES
Hit Points 20
Armor Class 18 (20 with shield raised)
Fortitude +7
Reflex +7
Will +3

ACTIONS
Stride 20 feet
Melee Strike longsword +9 (versatile P), Damage 1d8+4
slashing
Melee Strike dagger +9 (agile, finesse, thrown 10, versatile
S), Damage 1d4+4 piercing
Melee Strike shield bash +9, Damage 1d4+4 bludgeoning
Ranged Strike shortbow +7 (range 60, deadly 1d10),
Damage 1d6 piercing

OPTIONS
Ancestry Feat Natural Ambition*
General Feat Die Hard
Class Feats Reactive Shield, Sudden Charge
Class Features Attack of Opportunity

SKILLS
Acrobatics +3 (+5 when using attack
actions)
Athletics +7 (+5 when using attack
actions)
Crafting +4
Deception +3
Intimidation +3
Lore (Farming) +4
Lore (Warfare) +4
Survival +3
Skill Feats Assurance (Athletics), Die Hard

GEAR
Worn backpack, breastplate
Ready dagger, heavy steel shield, longsword,
mug, shortbow (20 arrows)
Stowed bedroll, flint and steel, rations (3), rope
(50 ft, hemp), torch (10)
Coins 2 silver, 7 copper
Bulk 5, 8L
©2019 Paizo Inc.
DIE HARD FEAT 1
Rules Reference GENERAL SKILL
Rules marked with an asterisk (*) are worked into the character’s It takes more to kill you than most. You die from the dying condition at dying
statistics and are not included here. 5, rather than dying 4.

Class Feats Shield Actions


You have the following fighter class feats. Whenever your shield is equipped, you gain the following actions.

REACTIVE SHIELD [reaction] FEAT 1 RAISE A SHIELD [one-action]


FIGHTER Requirements You are wielding a shield.
Requirements You are wielding a shield. You position your shield to protect yourself. When you have Raised a Shield,
Trigger An enemy hits you with a melee Strike. you gain its listed bonuses to AC (+2) as a circumstance bonus and you can
You can snap your shield into place just as you would take a blow. You use the Shield Block reaction. Your shield remains raised until the start of
immediately use the Raise a Shield action and gain your shield’s bonus to your next turn.
AC. The circumstance bonus from the shield applies to your AC when you’re
determining the outcome of the triggering attack. SHIELD BLOCK [reaction] FEAT 1
GENERAL
SUDDEN CHARGE [two-actions] FEAT 1 Trigger While you have your shield raised, you take damage from a physical
FIGHTER FLOURISH OPEN attack
With a quick sprint, you dash up to your foe and swing. Stride up to double You snap your shield in place to ward off a blow. Your shield prevents you
your Speed. If you end the move within melee reach of at least one enemy, from taking an amount of damage up to the shield’s Hardness (5 damage).
you can make a melee Strike against that enemy. You and the shield each take any remaining damage, possibly breaking or
destroying the shield.
Attack of Opportunity
You have the Attack of Opportunity reaction. STEEL SHIELD ITEM 1
Your steel shield has a Hardness of 5 and 20 Hit Points. It becomes broken
ATTACK OF OPPORTUNITY [reaction] after taking 10 or more points of damage.
FIGHTER
Trigger A creature within your reach uses a manipulate action or a move Trait
action, makes a ranged attack, or leaves a square during a move action it’s Your Sudden Charge class feat has the open trait. This is what that
using. means:
You lash out at a foe that leaves an opening. Make a melee Strike against Flourish: Actions with this trait are special techniques that require
the triggering creature. If the attack is a critical hit and the trigger was a too much exertion for you to perform frequently. You can use only 1
manipulate action, you disrupt that action. Attacks made as reactions neither action that has the flourish trait per turn.
take nor count toward your multiple attack penalty. Open: You can use an action with the open trait only if you haven’t
used an action with the attack or open trait yet this turn.
Skill Feats
You have the following skill feats.

ASSURANCE FEAT 1
GENERAL SKILL
Prerequisites Trained in at least one skill
Even in the worst circumstances, you can perform basic tasks with your skill.
Choose a skill you are trained in. You can forgo rolling a skill check for your
chosen skill to instead receive a result of 10 + your proficiency modifier (do
not apply any other bonuses, penalties, or modifiers).

©2019 Paizo Inc.


Pathfinder Second Edition
Quick Reference Sheet
Three Modes of Play [one-action] Crawl: Move 5 feet while prone.
Pathfinder is played in one of three modes, which determines the [one-action] Drop Prone: Become prone.
flow of time and what you can get accomplished when it is your [one-action] Escape: Try to break out of a grapple using an attack,
turn to act. The three modes are: Athletics or Acrobatics.
Encounter Mode: This happens whenever you are in combat. [one-action] Interact: Ready an item, open a door, manipulate an item.
The game is measured in 6-second rounds, during which all [one-action] Leap: Jump 10 feet (15 feet if your Speed is 30 or more)
participants get a turn to act. Play happens in initiative order and [two-actions] Ready: Prepare a single action that you can then use later
what you can do on your turn is limited to three actions (with as a reaction, with a trigger you choose.
one reaction happening anytime during the round). [free-action] Release: Drop a held item.
Exploration Mode: This happens whenever you are traveling, [one-action] Seek: Look for hidden objects, creatures, or traps (secret
exploring, or navigating through dangerous or unknown check).
environments. The game is measured in minutes and hours, [one-action] Stand: Stand up from prone.
during which participants can decide what they want to do as new [one-action] Sense Motive: Attempt to notice deception (secret check).
challenges and decision points become available. Exploration [one-action] Step: Move 5 feet. Does not trigger reactions.
is very narrative, broken up by checks and rolls as needed to [one-action] Stride: Move your Speed.
determine the outcome of character choices. [one-action] Strike: Make an attack with a melee or ranged weapon.
Downtime Mode: This happens when the characters are Each additional attack in one round takes a –5 penalty
relatively safe and secure, as they spend their time training, (attacks with agile weapons take only a –4).
crafting, or working a profession. This game time is measured [one-action] Take Cover: Increase the bonus from cover.
in days in which each character can decide how they spend their
time advancing their personal goals and agendas. Step 3: End of Round. If there are still enemies present, the
combat continues into a new round, using the same initiative
Checks from the previous round.
During the game, you will be asked to perform a variety of checks.
In almost all cases, these checks are a d20 roll plus a modifier Death and Dying
based on the type of check. If you are playing a pregenerated When reduced to 0 Hit Points, you fall unconscious and gain the
character, all of the bonuses are calculated for you. Most checks dying 1 condition (dying 2 if you dropped because of a critical
follow this formula: hit or your critical failure). Your initiative moves to right before
the foe that dropped you. On your turn, make a flat check DC
10 + your dying condition (critical success reduces dying by 2,
Check Result = d20 + proficiency bonus success reduces dying by 1, fail increases dying by 1, critical failure
+ ability modifier + other bonuses + increases dying by 2). Creatures die upon reaching dying 4.
penalties
Common Conditions
Critical Success (critical hit): You score a critical success by Blinded: You can’t see. All normal terrain is difficult terrain
rolling a 20 or by beating the DC by 10 or more. to you. You automatically critically fail Perception checks that
Critical Failure (fumble): You fumble a check by rolling a 1 or require you to be able to see. If vision is your only precise sense,
by failing to reach the DC by 10 or more. you take a –4 status penalty to Perception checks.
Clumsy: Your movements are inexact. Clumsy always includes
Combat a value. When you are clumsy, you take a status penalty equal
Combat occurs in the following steps. to the condition value to Dexterity-based checks and DCs,
Step 1: Roll Initiative. Participants make a check based on including AC, Reflex saves, ranged attack rolls, and skill checks
what they were doing when combat started (in exploration using Acrobatics, Stealth, and Thievery.
mode). Most often this is a Perception check, but it can be a Concealed: While you are concealed from a creature, you are
Stealth check, Survival check, or even a social skill. difficult for that creature to see. A creature you’re concealed
Step 2: Play a Round. Acting in order from highest to lowest from must succeed at a DC 5 flat check when making an attack
initiative, each participant gets to take 3 actions ([one-action]) on their turn or targeting you with a spell or effect.
and any number of free actions ([free-action]). In addition, each participant Encumbered: If you’re encumbered, decrease your Speed by
can take one reaction ([reaction]) each round (refreshed at the start of 10 feet, to a minimum of 5 feet. You become clumsy 1.
their turn). In addition to special actions (from class, race, feats, Enfeebled: You’re physically weakened. Enfeebled always
etc), most participants can do the following basic actions. includes a value. When you are enfeebled, you take a status
[one-action] [reaction] Aid: Spend an action on your turn to prepare to help, then penalty equal to the condition value to Strength-based rolls and
make a DC 20 check as a reaction to grant an ally a +1 DCs, including Strength-based melee attack rolls, Strength-based
bonus on their check (+2 on a critical hit). damage rolls, and Athletics checks.

©2019 Paizo Inc.


Flat-Footed: You’re unable to focus your full attention on Weapon Traits
defense. You take a –2 circumstance penalty to AC. Agile: The multiple attack penalty you take on the second
Frightened: You’re afflicted by fear. Frightened always includes attack each round with this weapon is –4 instead of –5, and –8
a value. You take a status penalty on all your checks, DCs, and instead of –10 on the third and any further attacks in the round.
saving throws equal to this value. At the end of each of your Backstabber: When you hit a flat-footed creature, this weapon
turns, the value of your frightened condition decreases by 1. deals 1 precision damage in addition to its normal damage.
Grabbed: You’re held in place by another creature. You’re Deadly: On a critical hit, the weapon adds a die of the listed
immobile and flat-footed. If you attempt a manipulate action size.
while grabbed, you must succeed at a DC 5 flat check or you fail Disarm: You can use this weapon to Disarm with the Athletics
and the action is wasted. skill even if you don’t have a free hand. This uses the weapon’s
Paralyzed: Your body is frozen in place. You’re flat-footed and reach and adds the weapon’s item bonus. If you fumble a check
can’t act, except to Recall Knowledge and take other actions that to Disarm with the weapon, you can drop the weapon to treat
require using only your mind (as determined by the GM). it as a normal failure. On a critical success, you still need a free
Prone: You’re lying on the ground. You are flat-footed and hand if you want to take the item.
take a –2 circumstance penalty on attack rolls. The only move Finesse: You can choose to use Dexterity instead of Strength
actions you can take while prone are Crawl and Stand. Standing on attack rolls with this melee weapon. Damage rolls still use
up ends the prone condition. You can Take Cover while prone to Strength.
get a +4 bonus to AC. Forceful: This weapon becomes more dangerous when you
Sickened: You feel ill. Sickened always includes value. You build up momentum. When you attack with it more than once
take a status penalty on all your checks and DCs equal to this on your turn, the second attack adds a circumstance bonus to
value. You can’t willingly ingest anything (including potions) damage equal to the number of weapon dice, and each attack
while sickened. You can spend an action retching in an attempt after that adds a circumstance bonus to damage equal to double
to recover (Fort save against the effect DC to reduce the severity the number of weapon dice.
by 1, or by 2 on a critical success). Propulsive: You can add 1/2 your Strength modifier on damage
Slowed: You have fewer actions. Slowed is always followed by rolls with a propulsive ranged weapon.
a value. When you regain your actions at the start of your turn, Sweep: This weapon makes wide sweeping or spinning attacks,
reduce the number of actions you regain by your slowed value. making it easier to attack multiple enemies. When you attack
Stunned: You become senseless. Stunned includes a value with this weapon, you gain a +1 circumstance bonus on your
indicating the number of actions that you lose on your next turn. attack roll if you already attempted an attack this turn against a
Unconscious: You’ve been knocked out. You can’t act. You different creature from your target.
take a –4 status penalty to AC, Perception, and Reflex saves, and Thrown: You can throw this weapon as a ranged attack. A
you have the blinded and flat-footed condition. You fall prone thrown weapon adds your Strength modifier to damage just
and drop items you are wielding or holding when you gain this like a melee weapon does. When this trait appears on a melee
condition, unless stated otherwise. weapon, it also includes the range increment in feet.
Undetected: When you are undetected by a creature, that Two-Hand: This weapon can be wielded with two hands. This
creature cannot see you at all, has no idea what space you occupy, changes its damage die to the indicated value.
and can’t target you with attacks or targeted spells and effects, Versatile: A versatile weapon can be used to deal an alternate
though you still can be affected by area effects. The creature damage type listed. For instance, a piercing weapon that has
can attempt to guess which square you’re in to try targeting “versatile S” can be used to deal piercing or slashing damage.
you, which requires a DC 11 flat check even if it picks the right Choose the damage type each time you make an attack.
square. When you’re undetected by a creature, that creature is
flat-footed to you.
Wounded: You have been badly hurt. Wounded always
includes a value. Whenever you fall unconscious, you add your
wounded value to your dying value. Whenever you return from
unconsciousness, add 1 to your wounded value.

©2019 Paizo Inc.


Open Game License Version 1.0a
PAIZO INC.
The following text is the property of Wizards of the Coast, Inc. and is Copyright Creative Directors • James Jacobs, Robert G. McCreary, and Sarah E. Robinson
2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. Director of Game Design • Jason Bulmahn
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners Managing Developers • Adam Daigle and Amanda Hamon
who have contributed Open Game Content; (b) “Derivative Material” means Organized Play Lead Developer • Linda Zayas-Palmer
copyrighted material including derivative works and translations (including into Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen,
other computer languages), potation, modification, correction, addition, extension, Patrick Renie, Michael Sayre, Chris S. Sims, Owen K.C. Stephens, and
upgrade, improvement, compilation, abridgment or other form in which an existing Jason Tondro
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(d) “Open Game Content” means the game mechanic and includes the methods, Starfinder Society Developer • Thurston Hillman
procedures, processes and routines to the extent such content does not embody Designers • Logan Bonner and Mark Seifter
the Product Identity and is an enhancement over the prior art and any additional
Managing Editor • Judy Bauer
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notice indicating that the Open Game Content may only be Used under and in terms Social Media Producer • Payton Smith
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7. Use of Product Identity: You agree not to Use any Product Identity, including as
an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree
This product is compliant with the Open Game License (OGL) and is suitable for use with the
not to indicate compatibility or co-adaptability with any Trademark or Registered Pathfinder Roleplaying Game (Second Edition).
Trademark in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of such Product Identity: The following items are hereby identified as Product Identity, as defined
Trademark or Registered Trademark. The use of any Product Identity in Open Game in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All
Content does not constitute a challenge to the ownership of that Product Identity. trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well
The owner of any Product Identity used in Open Game Content shall retain all rights, as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks,
title and interest in and to that Product Identity. characters, dialogue, locations, organizations, plots, storylines, and trade dress. (Elements
8. Identification: If you distribute Open Game Content You must clearly indicate that have previously been designated as Open Game Content, or are exclusively derived
which portions of the work that you are distributing are Open Game Content. from previous Open Game Content, or that are in the public domain are not included in this
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9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to Open Game Content: Except for material designated as Product Identity, the game mechanics
copy, modify and distribute any Open Game Content originally distributed under of this Paizo game product are Open Game Content, as defined in the Open Game License
any version of this License. version 1.0a, Section 1(d). No portion of this work other than the material designated as Open
10. Copy of this License: You MUST include a copy of this License with every copy Game Content may be reproduced in any form without written permission.
of the Open Game Content You distribute. Pathfinder Torment and Legacy: A Pathfinder Second Edition Demo Adventure © 2019,
11. Use of Contributor Credits: You may not market or advertise the Open Game Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo,
Content using the name of any Contributor unless You have written permission Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.;
from the Contributor to do so. the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder
12. Inability to Comply: If it is impossible for You to comply with any of the terms Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles,
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judicial order, or governmental regulation then You may not Use any Open Game Legends, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Pathfinder World
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with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and
Dave Arneson. Paizo Inc.
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan 7120 185th Ave NE, Ste 120
Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
Pathfinder Torment and Legacy: A Pathfinder Second Edition Demo Adventure Redmond, WA 98052-0577
© 2019, Paizo Inc.; Author: Stephen Radney-MacFarland.

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