TEXT: ®
  ™
  Hero’s Handbook
  
  Letters in circles refer to the sections on the blank Character Sheet.
  how to CreAte A ChArACter
  chooSE youR clASS: 
  Think AbouT ThE AbiliTy ScoRES (page 13)
  Strength 
  Constitution  
  Wisdom 
  Dexterity  
  Intelligence  
  Charisma 
   
  Roll youR SiX AbiliTy ScoRES
  Roll 4d6, add together the best three. Repeat five more times.
  Write the ability scores on your character sheet (page 13).
  Modify your ability scores according to your race (page 13).
  FiguRE ouT youR AbiliTy MoDiFiERS and write 
  them on your character sheet (page 13).
  chooSE An AlignMEnT and write it on your 
  character sheet (page 13).
  EiThER pick ThE SuggESTED SkillS for your class 
  (page 33) or choose your own skills (pages 34–39).
  EiThER pick ThE SuggESTED FEATS for your class 
  (page 33) or choose your own feats (pages 40–43).
  EiThER pick ThE SuggESTED EquipMEnT for  
  your class (page 33) or choose your own equipment 
  (pages 44–49).
  iF you ARE A clERic oR wizARD, pick which 
  SpEllS you pREpARE for your first adventure (or 
  wait until the Game Master tells you to prepare your 
  spells). Cleric spells start on page 19, wizard spells start 
  on page 29.
  chooSE A chARAcTER nAME AnD gEnDER 
  and write them on your character sheet.
  wRiTE youR RAciAl TRAiTS on your character sheet: 
  dwarf (page 14), elf (page 15), or human (page 15).
  wRiTE youR clASS FEATuRES on your character 
  sheet: cleric (page 16), fighter (page 22), rogue  
  (page 24), or wizard (page 26).
  Do ThE FiniShing TouchES for your character (page 32).
  DwARF
  pAgE 14
  ElF
  pAgE 15
  huMAn
  pAgE 15
  clERic
  pAgE 16
  FighTER
  pAgE 22
  RoguE
  pAgE 24
  wizARD
  pAgE 26
  chooSE youR RAcE: 
  A
  1
  A
  2
  b
  3
  b
  4
  b
  5
  A
  6
  d
  10
  I
  11
  J
  12
  K
  14
  A
  7
  C
  8
  F
  e
  9
  13
  
  This book is for players wanting to learn the Pathfinder Roleplaying Game. 
  Game Masters should be familiar with this book and the Game Master’s Guide.
  Find more free Beginner Box content at paizo.com/beginnerbox.
  TABLE OF CONTENTS
  WIZARD 
  26
  FINISHING YOUR CHARACTER 
  32
  SKILLS 
  34
  FEATS 
  40
  EQUIPMENT 
  44
  PLAYING THE GAME 
  50
  LEVEL UP! 
  63
  INDEX 
  64
  Pathfinder Roleplaying Game Beginner Box is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
  Publishing, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game Beginner Box, Pathfinder 
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  “Flip-Mat” is a trademark of Steel Sqwire. © 2011, Paizo Publishing, LLC.
  CREATIVE DIRECTOR • James Jacobs 
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  The Pathfinder Roleplaying Game rules can be found online as 
  part of the Pathfinder Roleplaying Game Reference Document 
  at paizo.com/pathfinderRPG/prd
  SKELETON KING’S CRYPT 
  2
  EXAMPLE OF PLAY 
  9
  GETTING STARTED 
  10
  CREATING A CHARACTER 
  12
  RACES 
  14
  CLERIC 
  16
  FIGHTER 
  22
  ROGUE 
  24
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120 
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  PAIZO.COM/BEGINNERBOX 
  ®
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  Hero’s Handbook
  
  1
  d4
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  d6
  8
  d8
  20
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  d20
  DICE YOU NEED
  4
  Skeleton king’S Crypt
  SOLO ADVENTURE
  You are a brave warrior hailing 
  from the town of Sandpoint, 
  in a land called Varisia on the 
  coast of the great Steaming Sea. 
  Life in the small town is simple, but also 
  hard—the surrounding wilderness is full 
  of goblins and other monsters. Lately, 
  these monsters have been growing 
  bolder, carrying off children and 
  livestock from outlying farmsteads. In 
  desperation, the terrified townsfolk 
  have turned to you for protection. The 
  mayor, a kindly woman named Kendra 
  Deverin, has promised you a reward of 
  To play, you need a piece of scratch paper, 
  a pencil, and the dice that came with 
  the Beginner Box. To begin, read 
  Entry #1 and do whatever it 
  tells you to. Most entries 
  will tell you to go to another 
  entry or give you several 
  choices. 
  Only 
  read 
  entries that you are 
  told to read. Your 
  choices will determine 
  whether the character you 
  play lives or dies. Choose wisely!
  ARE YOU 
  READY FOR 
  ADVENTURE? 
  The following pages 
  conTain a shorT quesT ThaT 
  you can play by yourself. 
  you don’T need To know 
  The rules of The game jusT 
  yeT—This advenTure will 
  Teach you some of Them. 
  if you wanT To skip 
  This quesT and head 
  sTraighT inTo making 
  a characTer, go To 
  page 10. oTherwise, 
  read on!
  100 gold pieces if you can clear out 
  a nearby dungeon where some of 
  these creatures are said to live.
  It’s a dangerous job, but you know 
  in your heart that you’re up to the 
  challenge. You gather up your gear—a 
  sturdy suit of chainmail armor and your 
  father’s old longsword—and head off 
  into the woods, following the crude map 
  the mayor gave you. After several hours 
  of walking, you arrive at a desolate hillside. 
  Just up ahead is the darkened entrance to a 
  tunnel. This must be the dungeon! (Read 
  on to the next page!)
  2
  HERO’S HANDBOOK
  
  SKELETON KING’S CRYPT: SOLO ADVENTURE
  2
  3
  4
  5
  To gather up your courage and head inside, turn to 
  Entry #9.
  You head back to the room where you first fought 
  the goblin and turn to head down the western 
  corridor that smells of mold.
  If you’ve explored this corridor before,  
  turn to Entry #16.
  If not, turn to Entry #4.
  You turn and flee from the terrible skeleton, its 
  hideous laughter following you as you scramble 
  back through the halls. Eventually you reach the 
  tunnel entrance and the sweet safety of daylight. 
  Once you’ve caught your breath, you decide that enough is 
  enough. You’ve slain a monster and survived greater dangers 
  than any of the other townsfolk—that’s plenty of adventure for 
  one day. You gather up what treasure you’ve found and head 
  back to town, reaching the outskirts just as the sun is setting. 
  You immediately head to the town hall to report your 
  activities to the mayor, trailed by an impromptu parade of 
  townsfolk. While everyone is glad to see that you made it 
  back alive, the mayor and several others are worried about 
  the greater menace left behind in the dungeon. She gives you 
  half the promised reward, a total of 50 gold pieces, and tells 
  you that the rest will still be waiting if you decide to venture 
  back and finish the job—perhaps you’d feel more confident if 
  you used your new gold pieces to buy another healing potion 
  like the one you found on the goblin?
  Muttering, the villagers begin to disperse, hurrying home to 
  lock their doors. For night is falling... 
  If you would like to return to the dungeon and finish 
  what you’ve started—perhaps after spending 50 gold 
  pieces for another healing potion that works the same 
  way as the one from Entry #13—turn to Entry #9. 
  Otherwise, continue on with the rules for making 
  your own character that start on page 10.
  The smell of mold grows stronger with each step 
  down the western corridor. After about 50 feet, the 
  corridor ends in a simple wooden door that stands 
  half open, revealing a room beyond.
  Inside the room is a large cage made up of iron bars with 
  a layer of moldy hay in the bottom. Lying in the hay is a local 
  farmboy from Sandpoint, one of the children who went missing 
  in a recent goblin attack. He looks hungry and is covered with 
  bruises. Across the room from his cage, a large key dangles 
  from a hook a few feet off the floor, just low enough for a 
  goblin to reach. The boy appears to be sleeping.
  If you take the key from the hook, turn to Entry #11.
  If you wake up the boy and talk to him, turn to Entry #22.
  If you ignore the boy and leave the room, turn to 
  Entry #14.
  The passageway ends in a huge chamber with an 
  arched ceiling. Stairs on the far side of the room 
  lead up to a small platform. Atop the platform 
  looms a golden throne decorated with glittering 
  diamonds and rubies.
  Sitting in the throne is a skeleton dressed in the ancient and 
  rusted armor of a king, a weirdly glowing longsword clasped 
  in its bony hands. Suddenly the skeleton’s head turns toward 
  you, and its empty eye sockets fill with red flames. Its jaw 
  opens in a horrible smile as it raises the longsword and points 
  at you.
  “So,” it rasps in a voice like two stones scraping together. 
  “Your pitiful town has sent a champion. How kind of them. 
  Since you’ve clearly slain my goblin servant, it’s only fair that 
  you take his place and join me—in death!” 
  With a grating laugh, the skeleton stands and moves toward 
  you, readying its longsword to attack!
  If you attack the skeleton using your longsword, turn 
  to Entry #20.
  If you attack the skeleton using another weapon you 
  found, turn to Entry #15.
  If you run away from the skeleton, turn to Entry #3.
  3
  ?
  ?
  ?
  ?
  ?
  
  6
  7
  8
  9
  10
  “Thank you!” the farmboy sobs as you open the 
  door of the cage. “I’ve been trapped here for days. 
  I’m getting out of here, but if you’re going to keep 
  going, you should be careful. There’s something far 
  more terrible than a goblin deeper in the dungeon—the goblin 
  called it the Skeleton King. Here, take my mace with you.” He 
  brushes aside some of the straw on the cell floor and pulls 
  out a weapon that looks like a club with a large metal head. 
  “I managed to hide it down the back of my shirt when the 
  goblin captured me. I think you’re going to need it against 
  whatever’s hiding down there. Good luck!”
  With that, the young boy races out of the dungeon, heading 
  home to his family. Record that you have a mace on your piece 
  of scratch paper—this weapon might come in handy later.
  Once you’ve written on your scratch paper that you 
  have a mace, turn to Entry #14.
  Though you can’t shake a weird feeling that 
  something’s wrong, you chalk it up to nerves 
  and continue onward. As you resume walking, 
  however, your boot comes down on a nondescript 
  patch of yellow mold growing on the stone. Suddenly there’s a 
  giant whooshing sound, and the air around you explodes into 
  a cloud of yellow spores that seem to be everywhere at once, 
  filling your mouth and nose. The spores cause you to cough 
  and choke, making your eyes water and your arms feel weak. 
  You can continue, but you are sickened by the spores. Write 
  “sickened” on your piece of scratch paper. When the spores 
  settle and you can see again through yellow-tinged tears, you 
  make your way to the crack in the back of the room. There you 
  find that it is indeed a passageway. A flickering light beckons 
  up ahead, accompanied by the rattle of dry bones.
  To make your way down the passageway, turn to 
  Entry #5.
  The floor and ceiling of this room are scarred with 
  burn marks, but the trap has already been sprung 
  and is no longer a threat. The only way to go is 
  forward, underneath the devilish sculpture and 
  down the stairs into the darkness.
  As you make your way down the stairs,  
  turn to Entry #10.
  You find yourself in a dark, dusty corridor heading 
  down into the earth. As you walk, the light from 
  the entrance quickly fades to no more than a faint 
  glow, and you are forced to use a torch to light your 
  way. In its flickering light, you can see that the corridor opens 
  into a room just ahead. You hear a quiet growl and draw your 
  sword from its sheath. 
  Suddenly your eyes detect movement—a pile of rags in the 
  corner leaps up, revealing itself to be a vile goblin with warty 
  green skin and a head shaped like a watermelon. Its filthy 
  clothes are covered in bloodstains, and one hand still holds 
  the roasted leg of a stolen sheep. In its other hand is a wicked-
  looking short sword. It snarls at you and charges!
  You are now in combat. You know that the goblin is a 
  nasty, evil creature that you must kill before you can 
  continue. Both you and the goblin take turns attacking one 
  another. Attacks are made by rolling a 20-sided die (or d20 
  for short) and adding your attack bonus (see below). If the 
  total is equal to or greater than the goblin’s Armor Class (or 
  AC for short), then the attack is a hit and deals damage. 
  Damage is subtracted from the goblin’s hit points (or hp). To 
  beat the goblin, you must reduce its hit points to 0 or fewer. 
  The goblin will make similar attacks rolling against your AC, 
  dealing damage to your hit points. If the goblin reduces your 
  hit points to 0 or fewer, you die. Record your hit points on 
  your scratch paper.
  Your Attack Bonus  
  +5 
  Longsword Damage  
  1d8+2 
  Your AC  
  16  
  Your Hit Points  
  12
  Goblin’s Attack Bonus  
  +1 
  Short Sword Damage  
  1d4
  Goblin’s AC  
  13 
  Goblin’s Hit Points  
  6
  Combat occurs in rounds. In each round, both you and the 
  goblin get to make one attack. You go first in each round. 
  Roll a d20 and add your attack bonus (+5) to the result. If the 
  total is equal to or greater than the goblin’s AC (13), you hit 
  and deal 1d8+2 points of damage to the goblin (write its new 
  hit point total on your scratch paper). Then the goblin attacks 
  you. Roll a d20 for the goblin and add its attack bonus (+1) to 
  the result. If the total is equal to or greater than your AC (16), 
  the goblin hits you and you take 1d4 points of damage (write 
  your new hit point total on your scratch paper). Continue 
  attacking each other until either you or the goblin is at 0 or 
  fewer hit points.
  If you are reduced to 0 or fewer hit points, you have 
  been defeated. Turn to Entry #17.
  If the goblin is reduced to 0 or fewer hit points, you 
  have defeated the goblin. Turn to Entry #13.
  The ancient stone stairs are slick with moisture. At 
  the bottom, you find that they end in a large natural 
  cavern filled with stalactites and stalagmites. You 
  can see shallow pools of water on the floor and a 
  large crack in the far wall that looks like a passageway.
  4
  HERO’S HANDBOOK
  ?
  ?
  ?
  ?
  
  11
  12
  SKELETON KING’S CRYPT: SOLO ADVENTURE
  As you cross the room, something doesn’t seem quite right. 
  You stop to look around the room.
  To uncover the mystery, you need to make a skill check. 
  Each character in the game has several skills, representing 
  an adventurer’s training. This skill check uses a skill called 
  Perception, which allows you to notice things that are hidden. 
  To make a skill check, roll 1d20 and add your skill bonus. In 
  this case, your Perception skill bonus is +4.
  If your total Perception skill check is 12 or higher, turn 
  to Entry #19.
  If your total skill check is less than 12, turn to Entry #7.
  You lift the iron key from the hook. It looks like it 
  might fit the lock on the farmboy’s cage. You’re his 
  only chance to escape the dungeon.
  If you wake up the boy and talk to him,  
  turn to Entry #22.
  If you ignore the boy and leave the room, turn to 
  Entry #14.
  This large chamber is mostly empty, except for the 
  cobwebs hanging from the ceiling. Across the room 
  you can see a gruesome stone sculpture of a devil 
  perched above an open doorway. Scattered across 
  the floor are a few gold coins. Through the doorway, you can see 
  a flight of stairs going down deeper into the dungeon.
  Seeing no monsters in the room, you make your way toward 
  the stairs, stopping to pick up the coins along the way. Halfway 
  through the chamber, your foot catches on a hidden tripwire. 
  Suddenly a blast of flame shoots out of the stone devil’s mouth, 
  coming right toward you!
  You have encountered a trap, a common danger in dungeons. 
  A trap makes an attack against your character. In this case, the 
  trap shoots a cone of fire at you. This fire fills the entire room and 
  automatically hits you, dealing 6 points of damage. Your only 
  hope is to try to leap back out of the room and thus take less 
  damage. This attempt is represented by a saving throw. To make 
  a saving throw against this trap, roll a d20 and add 2. If your total 
  is greater than the difficulty class (or DC) of the trap, you take 
  only half damage. The DC of this trap is 11, so if your saving throw 
  total is 11 or greater, your saving throw is successful, and you 
  take only 3 points of damage. After this initial gout of flame, the 
  trap is sprung and is no longer a threat.
  Write your new hit point total on your scratch paper, then turn 
  to the next page to see what your options are.
  5
  ?
  ?
  
  14
  13
  15
  If the fire reduces your hit points to 0 or fewer, the 
  trap kills you. Turn to Entry #17.
  If you still have at least 1 hit point, you survive the 
  trap. Turn to Entry #21.
  With a final, desperate lunge, you slide past the 
  goblin’s guard and send your blade plunging into 
  its chest. The goblin snarls one last time in pain and 
  frustration, then its bulbous eyes close and it slumps 
  to the ground, dead. Taking a look through a filthy pouch on 
  its belt, you find 7 gold pieces and a small glass vial filled with 
  red liquid. Written on the cap is the word “heal.” This must be a 
  potion of healing!
  Any damage the goblin caused you remains. Make sure to note 
  your current hit point total on the scratch paper. You can drink the 
  potion at any time during this adventure to regain 8 hit points. 
  Note that you cannot exceed your maximum number of hit points 
  (12 hp in your case). If you choose to use it 
  during combat, however, you must drink 
  it instead of taking an attack (which 
  means the monster will get to attack 
  you twice in a row). Write “potion of 
  healing +8 hp” on your scratch paper 
  and cross it out when you use it. You 
  can only drink the potion once.
  Looking around, you see that the 
  rest of the chamber is empty, but 
  there are two corridors leaving 
  this room that lead deeper into 
  the dungeon.
  The east corridor is full of cobwebs and looks like it 
  has not been used in a long time. If you go east, turn 
  to Entry #18.
  The west corridor smells of hay and mold, but is clear 
  of webs. If you go west, turn to Entry #4.
  Turning from the room, you head back up the 
  corridor to the chamber with the dead goblin. The 
  only way left to go is to the east, down the cobweb-
  filled corridor.
  To make your way down the eastern corridor, turn to 
  Entry #18.
  Remembering the farmboy’s warning, you leave 
  your longsword in its sheath and grab the mace from 
  your pack. It’s time to teach this skeleton a lesson.
  Your Attack Bonus  
  +6 
  Mace Damage  
  1d8+3 
  Your AC  
  16 
  Your Hit Points  
  check your scrap paper
  Skeleton’s Attack Bonus  
  +4 
  Longsword Damage  
  1d8 
  Skeleton’s AC  
  17 
  Skeleton’s Hit Points  
  14
  If you were sickened by the yellow mold in the 
  previous cavern, you take a –2 penalty on your attack 
  rolls for the first three attacks you make during this 
  combat. This penalty reduces your attack bonus to 
  +4 (instead of +6).
  You are in combat. Each round, you and the skeleton each 
  get to make one attack. You go first in each round. Roll a d20 
  and add your attack bonus (+6, or +4 if you were sickened) to 
  the result. If the total is greater than the skeleton’s AC (17), you 
  hit. Your mace shatters bone easily and deals 1d8+3 points of 
  damage to the skeleton on each hit. After each of your attacks, 
  the skeleton attacks you. Roll a d20 for the skeleton and add the 
  skeleton’s attack bonus (+4) to the result. If the total is greater 
  than your AC (16), the skeleton hits you and you take 1d8 points 
  of damage. Continue alternating attacks until either you or the 
  skeleton is reduced to 0 or fewer hit points. Note that you enter 
  this battle with the same number of hit points you had left after 
  both the goblin fight and the trap (but don’t forget your potion 
  of healing if you haven’t used it yet).
  If you defeat the skeleton, turn to Entry #23.
  If you are defeated by the skeleton, turn to Entry #17.
  6
  HERO’S HANDBOOK
  ?
  ?
  ?
  ?
  
  16
  17
  18
  19
  20
  21
  SKELETON KING’S CRYPT: SOLO ADVENTURE
  You return to the prison chamber with the iron 
  cage(which you first saw in Entry #4).
  If you freed the prisoner, there is nothing more to do 
  here. Turn to Entry #14.
  If you want wake up the farmboy in the cage, turn 
  to Entry #22.
  If you want to take the key, turn to Entry #11.
  If you want to leave, turn to Entry #14.
  You have succumbed to your wounds. As the world 
  slowly fades to black, your last thought is of your 
  friends and family back in town. You regret that 
  you were unable to protect them...
  Although you have died, the people of Sandpoint still need 
  your help. You can start this adventure over by turning to Entry 
  #1 and beginning from scratch. Your hit points are fully restored, 
  but anything you found is lost, and everything in the dungeon is 
  reset and must be discovered and overcome again.
  When you are ready to try again, turn to Entry #1.
  Using your torch to burn away the webs, you 
  carefully make your way down the eastern corridor. 
  After about 30 feet, the corridor turns to the south 
  and proceeds for another 20 feet before opening 
  up into a large chamber. 
  If this is your first time here, turn to Entry #12.
  If you have explored this way before, turn to Entry #8.
  Suddenly you realize what’s been bothering you 
  and freeze in mid-step. Right where you were about 
  to place your boot, a patch of yellow fungus clings 
  to the stone floor. You’ve heard stories about such 
  things before: yellow-colored molds that grow in dark caverns 
  and seem harmless until they’re disturbed, at which point they 
  release millions of poisonous spores that choke and sicken 
  hapless wanderers. You draw back your foot and circle around, 
  careful to give the mold a wide berth. Disaster averted, you 
  make your way to the crack in the back of the room and find 
  that it is indeed a passageway. From further along it comes 
  flickering light and the rattle of dry bones. If you are wounded, 
  this might be a good time to drink your potion of healing.
  To make your way down the passageway, turn to 
  Entry #5.
  Gripping your father’s longsword, you advance on 
  the skeleton, ready for battle.
  Your Attack Bonus  
  +5 
  Longsword Damage  
  1d8–3
  Your AC  
  16 
  Your Hit Points  
  check your scrap paper
  Skeleton’s Attack Bonus  +4 
  Warhammer Damage  
  1d8 
  Skeleton’s AC  
  17 
  Skeleton’s Hit Points  
  14
  If you were sickened by the yellow mold in the previous 
  cavern, you take a –2 penalty on your attack rolls for the 
  first three attacks you make during this combat. This penalty 
  reduces your attack bonus to +3 (instead of +5).
  You are in combat. Each round, you and the skeleton each 
  make one attack. You go first in each round. Roll 1d20 and 
  add your attack bonus (+5, or just +3 if you’re sickened) to the 
  result. If the total is greater than the skeleton’s AC (17) you 
  hit. Your longsword is made for stabbing and cutting through 
  flesh, and is not a very effective weapon against the dry 
  bones and armor of the skeleton, so it only deals 1d8–3 points 
  of damage on a hit. If the total amount of damage dealt by 
  an attack is less than 1, you do not deal any damage, even 
  though you hit. After each of your attacks, the skeleton attacks 
  you. Roll 1d20 for the skeleton and add the skeleton’s attack 
  bonus (+4) to the result. If the total is greater than your AC 
  (16), the skeleton hits you and you take 1d8 points of damage. 
  Continue alternating attacks until either you or the skeleton is 
  reduced to 0 or fewer hit points. Note that you enter this battle 
  with the same number of hit points you had left after both 
  the goblin fight and the trap (but don’t forget your potion of 
  healing if you haven’t used it yet).
  If you defeat the skeleton, turn to Entry #23.
  If you are defeated by the skeleton, turn to Entry #17.
  The fire burned you a bit, but you managed to 
  survive. You finish collecting the coins, 9 gold pieces 
  in total. All that remains is the scorched statue 
  and the staircase leading down. You’ve heard that 
  dungeons get more dangerous the deeper you venture. Are 
  you ready to explore the deeper level?
  If you want to head deeper into the dungeon, turn 
  to Entry #10.
  If you want to go back and check the other 
  passageway, turn to Entry #2.
  7
  ?
  ?
  ?
  ?
  ?
  ?
  
  22
  23
  !
  You call out to the boy and his eyes slowly open. 
  “Thank the gods!” he croaks through cracked and 
  bloodied lips. “I was out working the fields when that 
  goblin ambushed me. I think he’s going to eat me. 
  Please let me out of here! I just want to go home.”
  What do you do?
  If you use the key to free the boy, turn to Entry #6.
  If you ignore his plea and leave the room, turn to 
  Entry #14.
  With one last swing of your mighty weapon, the 
  skeleton’s bones crack and crumble. Bones and 
  armor fall to the floor like a puppet with its strings 
  cut, and as you watch, the ancient corpse begins 
  crumbling to dust and rust until only the softly glowing 
  longsword remains. You have defeated the undead lord of 
  the dungeon!
  Looking around the skeleton king’s throne room, you decide 
  to take its magical longsword, and you pry 4 diamonds and 6 
  rubies from the throne before leaving the dungeon for good 
  and heading back to town.
  Townsfolk cheer as you stride through the streets with the 
  skeleton’s glowing longsword slung at your hip. From the 
  front steps of the town hall, you regale the mayor and the 
  townspeople with the tale of your victory, after which she 
  presents you with your reward: a bulging sack containing 100 
  gold pieces—more money than you’ve seen in your entire 
  life. What’s more, a local merchant who’s heard your story 
  offers to buy the diamonds for 100 gold pieces each, and 
  the rubies for 50 gold pieces each. You also find out that the 
  magical longsword is a +1 longsword, which gives you a +1 
  bonus on all of your attack and damage rolls made with it. 
  With the gold from the mayor’s reward and selling your gems, 
  you have more than enough money to buy better armor, and 
  perhaps even a magic potion or two. Already you’re starting to 
  think that maybe the life of a heroic adventurer might hold a 
  lot of promise...
  YOU HAVE COMPLETED YOUR FIRST 
  ROLEPLAYING GAME ADVENTURE 
  AND ARE READY TO MAKE YOUR 
  OWN CHARACTER.
  WHAT IS A ROLEPLAYING GAME?
  A roleplaying game (RPG) is a tabletop fantasy game in 
  which you and other players take on the roles of heroes 
  who form a group (also called a “party”) to set out on 
  dangerous adventures. Helping them tell the story is the 
  Game Master (GM), who decides what threats the heroes 
  (also called “player characters,” or PCs) face and what 
  rewards they earn for succeeding at their quest. Think of 
  it as a cooperative storytelling game where the players 
  play the heroes and the Game Master is the narrator, 
  controlling the rest of the world. You, the player, decide 
  what your character does, what his or her personality is, 
  and why he or she is an adventuring hero.
  8
  HERO’S HANDBOOK
  ?
  
  EXAMPLE OF PLAY
  EXAMPLE OF PLAY
  The Game Master (GM) is running an adventure for four players. The characters are Kyra (a human cleric), Valeros (a human 
  fighter), Merisiel (an elf rogue), and Ezren (a human wizard). The adventurers have reached an old stone bridge over a river. 
  After describing the scene, the GM asks the players what they want to do.
  Ezren: Let’s keep moving. I don’t like the look of this place.
  Ezren: I cast a magic missile spell at the 
  skeleton that’s closest to me.
  GM: Merisiel, roll a Perception check!
  GM: There are only two skeletons left, and it’s their 
  turn. One of them charges up to Valeros and takes 
  a swing at him, while the other moves up to Kyra 
  and attacks.
  GM: The skeleton hits you, Kyra, leaving a nasty cut 
  on your upper arm. Take 6 points of damage.
  GM: Merisiel, it’s your turn.
  GM: That’s a hit. Roll for damage.
  GM: Your warhammer crushes the skeleton’s skull, 
  and the monster collapses into a pile of bones. Ezren, 
  it’s your turn.
  GM: You notice four skeletons moving up behind you. 
  They’re wearing rusted armor and waving ancient 
  swords. I need everyone to roll initiative.
  GM: Valeros, it’s your turn.
  GM: Kyra, you have the highest initiative. It’s your turn.
  Valeros: Agreed. I draw my warhammer.
  Valeros: I attack the nearest skeleton!
  Merisiel: I’d like to keep a lookout, just to make sure 
  there are no monsters nearby.
  Merisiel: I got an 18. What do I see?
  The GM consults his notes about this part of the adventure and 
  realizes that there are some skeletons nearby, and that the 
  PCs have walked into their trap.
  Merisiel rolls a d20 and gets a 12. She checks her 
  character sheet to find her Perception skill Total, 
  which is +6. She adds the +6 to her die roll.
  Kyra: I cast a bless spell so we all get +1 on attack 
  rolls. Then I draw my scimitar.
  Kyra: Ouch! I only have 2 hit points left!
  To determine the order of combat, each of the players 
  rolls a d20 and adds the initiative bonus on his or her 
  character sheet. The GM rolls once for the skeletons. 
  Kyra gets an 18, Valeros a 16, Ezren a 12, and Merisiel a 5. The 
  skeletons get an 11.
  Valeros rolls a d20 and gets a 17. He adds his +3 warhammer 
  attack bonus and +1 for Kyra’s bless, for a total of 21. The 
  GM sees the skeleton’s Armor Class is only a 14.
  Merisiel: I move around to flank one of the 
  skeletons so I can make a sneak attack!
  Merisiel makes her attack. 
  As she is the last to take a 
  turn, the combat 
  continues, starting 
  with Kyra and 
  going in the 
  same order as 
  before, with 
  everyone 
  getting a 
  turn, and 
  repeating until 
  one side or the other 
  is defeated. If the 
  adventurers survive the 
  fight, they can cross the 
  bridge and continue 
  their quest for glory.
  Magic missile creates a blast of magic energy that always 
  hits. Ezren rolls damage and gets a total of 5. This causes 
  another skeleton to fall.
  The GM rolls a d20 for the attack on Valeros and gets 
  an 8, which is not equal to or higher than Valeros’s 
  Armor Class of 18. The GM rolls again for the attack 
  against Kyra and gets a 17, which beats her Armor Class of 16. 
  The GM rolls damage for the skeleton’s attack.
  9
  20
  20
  20
  20
  20
  20
  20
  20
  Valeros rolls damage for his warhammer and gets a total of 9.
  
  DICE
  getting Started
  WHAT YOU WILL NEED
  d4
  6
  d6
  8
  d8
  10
  d10
  12
  d12
  20
  20
  d20
  CharaCter Sheet
  Race
  class
  GendeR
  aliGnment
  ICON
  LeGeND
  WrIte
  ON Sheet
  1d20
  1d12
  1d8
  1d6
  1d4
  1d10
  CrItICaL
  threat
  ICON
  LeGeND
  SpeLL ON 
  FrIeNDS
  SpeLL ON 
  eNemIeS
  StaNDarD
  maGIC
  8
  6
  20
  20
  10
  20
  abILIty SCOreS      
  stR modifieR
  dex modifieR
  con modifieR
  int modifieR
  Wis modifieR
  cha modifieR
  Strength
  dexterity
  conStitution
  intelligence
  WiSdom
  chariSma
   abILIty mODIFIerS
  b
  armOr aND WeapON prOFICIeNCIeS
  light armor
  heavy armor
  martial WeaponS
  ShieldS
  medium armor
  Simple WeaponS
  e
  FeatS
  I
  raCIaL traItS
  speed
  C
  acrobaticS
  bluff
  climb 
  diplomacy 
  diSable device* 
  heal 
  KnoWledge arcana* 
  KnoWledge dungeoneering* 
  KnoWledge geography* 
  KnoWledge hiStory* 
  KnoWledge local* 
  KnoWledge nature*
  KnoWledge religion* 
  perception 
  ride 
  SenSe motive 
  Spellcraft* 
  Stealth 
  SWim 
  SkILLS
  Ranks
  +
  +
  DEX MoD
  +
  +
  STR MoD
  +
  +
  DEX MoD
  +
  +
  inT MoD
  +
  +
  inT MoD
  +
  +
  STR MoD
  +
  +
  inT MoD
  +
  +
  WiS MoD
  +
  +
  inT MoD
  +
  +
  inT MoD
  +
  +
  WiS MoD
  +
  +
  cha MoD
  +
  +
  WiS MoD
  +
  +
  inT MoD
  +
  +
  inT MoD
  +
  +
  cha MoD
  +
  +
  inT MoD
  +
  +
  DEX MoD
  +
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
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  DEX MoD
  TOTaL
  abiLiTy
  MOD
  Misc.
  MOD
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  skiLL?
  D
  CharaCter Name
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  SpeLLS
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  SpeLLS are ON the baCk OF 
  yOur CharaCter Sheet
  equIpmeNt
  J
  equIpmeNt IS ON the baCk 
  OF yOur CharaCter Sheet
  Weapon
  attaCk
  bONuS
  DamaGe
  CrItICaL
  threat
  DamaGe
  type
  raNGe 
  INCremeNt
  ammuNItION
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  initiative
  melee attacK
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  G
  DEX MoD
  ToTaL
  ToTaL
  ToTaL
  aTTack bonuS
  aTTack bonuS
  iMpRovED iniTiaTivE
  STR MoD
  DEX MoD
  CLaSS FeatureS
  fortitude Save
  reflex Save
  Will Save
  attacK bonuS
  hit 
  points
  F
  armOr aND armOr CLaSS
  +
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  SKill ranKS
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  con MoD
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  * trained only
  12
  4
  ™
  ®
  © 2011, Paizo Publishing, LLC. Permission granted to photocopy for personal use only
  CharacterSheet.indd   1
  6/1/11   1:44:13 PM
  6
  Creating a CharaCter
  CharaCter ConCept
  It’s time to build you your own character!  What 
  character do you want to play? A wise priest? A 
  mighty warrior? A crafty thief? A brilliant wizard? 
  A surly dwarf? An arrogant elf? The choice is up 
  to you!
  Every step of the way, this book will tell you 
  what you need to write down on your character 
  sheet and where you need to write it. Just follow 
  the steps in order!
  Choose Your Class
  In the Pathfinder Basic Game, there are four different classes.
  the six abilitY sCores
  You have six ability scores that represent raw talent in physical 
  and mental tasks. The higher your ability score, the better you 
  are. The ability scores are:
  Choose Your raCe
  Use your ability scores and the table below to figure what your 
  ability Modifiers are. When you see an abbreviation like Str, 
  DeX, COn, int, WiS, or Cha, that means your Strength ability 
  Modifier (–5 to +5), not the ability Score (1-20).
  Write DOWn theSe ability MODifierS in the 
  “ability MODifier” bOXeS in SeCtiOn b Of 
  yOur CharaCter Sheet. 
  Every creature ha
  morals and attitu
  laWful gOOD 
  neutral gOO
  and right without
  ChaOtiC gOO
  free spirit.
  laWful neut
  without being a z
  neutral (n): 
  ChaOtiC neut
  restrictions and a 
  Write yOu
  CharaCter
  You are skilled and 
  versatile! Humans 
  learn fast and excel 
  more than any 
  other race. 
  (see page 15)
  You are tough and 
  durable! Dwarves 
  can see in the dark 
  and are skilled at 
  fighting monsters. 
  (see page 14)
  DWarf
  CleriC
  fighter
  rOgue
  WizarD
  elf
  huMan
  You are agile and 
  sharp-eyed! Elves 
  are swift and 
  skilled with many 
  weapons.
  (see page 15)
  You mix divine 
  magic and 
  steel! Clerics 
  can heal, blast 
  enemies, and 
  wear armor. 
  (page 16–19)
  You master 
  all weapons 
  and armor! 
  Fighters are 
  brave and 
  skilled in war. 
  (page 22)
  You are 
  sneaky and 
  deadly! 
  Rogues can 
  disable traps 
  and backstab. 
  (page 24)
  You wield 
  powerful 
  arcane magic! 
  Wizards cast 
  the most 
  powerful spells.
  (page 26-29)
  strength
  DexteritY
  Constitution
  intelligenCe
  WisDom
  Charisma
  This is how strong you are. A high Strenth means your weapons 
  deal more damage. Fighters need a high Strength.
  This is how persuasive you are. If you like to talk your way 
  out of trouble, you need a high Charisma.
  This is how smart you are. A high Intelligence means you 
  get more skills. Wizards need a high Intelligence.
  This is how agile you are. A high Dexterity means you 
  hit better with ranged weapons and are harder to hit in 
  combat. Rogues need a high Dexterity.
  This is how tough you are. A high Constitution means you 
  have more health and are better at resisting poisons.
  This is how stubborn and willful you are. A high Wisdom means 
  you are perceptive. Clerics need a high Wisdom.
  abilitY moDifiers
   
  ability SCOre 
  ability MODifier
   
  1 
  –5
   
  2–3 
  –4
   
  4–5 
  –3
   
  6–7 
  –2
   
  8–9 
  –1
   
  10–11 
  0
   
  12–13 
  +1
   
  14–15 
  +2
   
  16–17 
  +3
   
  18–19 
  +4
   
  20 
  +5
  Ch
  W
  What
  DiD You get baD rolls?
  If your highest ability score is a 13 or lower, or if all your 
  ability modifiers (Step 5) add up to +3 or lower, you can 
  reroll all your ability scores—just go back to Step 4!
  Write your ch
  your characte
  dwarves and elve
  turn  t
  On raCe
  What tO Wr
  Sheet anD 
  roll abilitY sCores
  rOll 4D6 anD aDD tOgether the beSt 
  three nuMberS.
  Write this number on a piece of scratch paper. Do this five 
  more times so you have six numbers ranging from 3–18. These 
  numbers will be your six ability scores.
  Write theSe ability SCOreS in SeCtiOn b Of 
  yOur CharaCter Sheet. 
  You can write them down in any order, so keep in mind 
  what your class’s best ability score should be.
  If you’re a cleric, put your best score in Wisdom and 
  your second-best in Constitution or Strength.
  If you’re a fighter, put your best score in Strength 
  and your second-best in Constitution or Dexterity.
  If you’re a rogue, put your best score in Dexterity 
  and your second-best in Strength or Constitution.
  If you’re a wizard, put your best score in Intelligence 
  and your second-best in Dexterity or Constitution.
  MODify yOur ability SCOreS in SeCtiOn b 
  DepenDing On yOur raCe. 
  Dwarves get a +2 to Constitution and Wisdom, 
  and a –2 to Charisma. 
  Elves get a +2 on Dexterity and Intelligence, and a 
  –2 on Constitution. 
  Humans get a +2 to one ability score of your 
  choice.
  12
  hero’s hanDbook
  a
  b
  a
  b
  a
  a
  b
  1
  3
  2
  4
  6
  7
  5
  !
  PlayerBook.indd   12-13
  4
  The game uses six different kinds of dice. The name of 
  a die uses the letter “d” and the number of 
  sides the die has. For example, 
  a regular cubic six-sided die 
  is a d6. The Pathfinder RPG 
  Beginner Box includes a d4, a 
  d6, a d8, two different d10s, 
  d12, and a d20. Take a look at 
  the icons above to help figure 
  out which die is which.
  The pyramid-shaped d4 is an 
  unusual die because it doesn’t 
  have a flat top. The number you 
  rolled is on the bottom edge of 
  the die—it’s the same no matter 
  what side you look at.
  ROLLING DICE
  When the game needs you to roll 
  multiple dice, it puts a number in 
  front of the die name, like this: 3d6. 
  The number in front of the “d” tells you 
  how many dice of that type to roll. So if 
  you see 1d20, that means roll a d20 once. 
  If you see 3d6, that means roll a d6 three 
  times and add them together. Depending 
  on what you’re doing, sometimes you’ll 
  add a number to the total from your 
  die roll, like 2d8+3, and sometimes 
  you’ll subtract, like 1d20–2.
  To create a character (also called “rolling up” a character), 
  you’ll need:
  • The Hero’s Handbook (the book you’re holding)
  • A copy of the Blank Character Sheet
  • The dice from the Beginner Box
  • A pencil
  • A notepad or scratch paper
  ROUNDING NUMBERS 
  If you multiply or divide a number 
  and you have a fraction left over, you 
  usually round down to the closest 
  whole number (even if that 
  would be 0). For example, 
  if you roll a 7 and have to 
  divide by 2, round down 
  the 3–1/2 to just 3.
  READING DICE 
  The d10, d12, and d20 have 
  a little line or dot under the 6 
  and the 9 so you can tell those 
  two numbers apart.
  The Beginner Box includes 
  two different d10s. Use these 
  together to roll from 1 to 100, 
  called d100 or d%. Roll both 
  dice, then read the two-digit 
  die first as the “tens” and 
  the other as the “ones.” For 
  example, if the dice roll 50 and 
  7, that’s 57. If they roll 00 and 5, 
  that’s 05. If they roll 00 and 
  0, that’s 100.
  This book teaches you how to play the Pathfinder 
  Roleplaying Game. This first section walks you through 
  creating a character.
  10
  HERO’S HANDBOOK
  
  GETTING STARTED
  6
  Creating a CharaCter
  Creating a CharaCter
  CharaCter ConCept
  It’s time to build your own 1st-level character! 
  What character do you want to play? A wise 
  priest? A mighty warrior? A crafty thief? A 
  brilliant wizard? A rugged dwarf? A clever elf? 
  The choice is up to you!
  Every step of the way, this book will tell you 
  what you need to write down on your character 
  sheet and where you need to write it. Just follow 
  the steps in order!
  Choose Your Class
  In the Pathfinder RPG Beginner Box, there are four classes.
  the six abilitY sCores
  You have six ability scores that represent your raw talent in 
  physical and mental tasks. The higher your ability score, the 
  better you are in that category. The ability scores are:
  Choose Your raCe
  Use your ability scores and the table below to figure what your 
  Ability Modifiers (also called Ability Mods) are. When you see 
  an abbreviation like STR, DEX, CON, INT, WIS, or CHA, that means 
  your Ability Mod (–5 to +5), not your Ability Score (1–20).
  WRITE DOWN yOuR AbIlITy MODIfIERS IN THE 
  “AbIlITy MODIfIER” bOXES IN SECTION b Of 
  yOuR CHARACTER SHEET. 
  Every creature has an “alignment” that indicates its general 
  morals and attitude. Pick one of the following.
  lAWful GOOD (lG): You combine honor with compassion.
  NEuTRAl GOOD (NG): You believe in doing what is good 
  and right without bias for or against law and order.
  CHAOTIC GOOD (CG): You combine a good heart with a 
  free spirit.
  lAWful NEuTRAl (lN): You are reliable and honorable 
  without being devoted to doing good deeds.
  NEuTRAl (N): You act without prejudice or compulsion.
  CHAOTIC NEuTRAl (CN): You are free from society’s 
  restrictions and do-gooders’ strict ethics.
  WRITE yOuR AlIGNMENT IN SECTION A Of yOuR 
  CHARACTER SHEET. 
  You are skilled and 
  versatile! Humans 
  learn fast and excel 
  at more things than 
  any other race. 
  (page 15)
  You are tough and 
  hardy! Dwarves 
  can see in the dark 
  and are skilled at 
  fighting monsters. 
  (page 14)
  DWARf
  ClERIC
  fIGHTER
  ROGuE
  WIzARD
  Elf
  HuMAN
  You are agile and 
  sharp-eyed! Elves 
  are swift and 
  skilled with many 
  weapons.
  (page 15)
  You mix divine 
  magic and 
  steel! Clerics 
  can heal, blast 
  enemies, and 
  wear armor. 
  (pages 16–19)
  You master 
  all weapons 
  and armor! 
  Fighters are 
  brave and 
  skilled in war. 
  (pages 22–23)
  You are 
  sneaky and 
  deadly! 
  Rogues can 
  disable traps 
  and backstab. 
  (pages 24–25)
  You wield 
  powerful 
  arcane magic! 
  Wizards cast 
  the most 
  powerful spells.
  (pages 26–29)
  strength
  DexteritY
  Constitution
  intelligenCe
  WisDom
  Charisma
  This is how strong you are. A high Strength means your 
  weapons deal more damage. Fighters need a high Strength.
  This is how persuasive you are. If you like to talk your way 
  out of trouble, you need a high Charisma.
  This is how smart you are. A high Intelligence means you 
  get more skills. Wizards need a high Intelligence.
  This is how agile you are. A high Dexterity means you’re 
  better with ranged weapons and are harder to hit in 
  combat. Rogues need a high Dexterity.
  This is how tough you are. A high Constitution means you 
  have more health and are better at resisting poisons.
  This is how aware and intuitive you are. A high Wisdom means 
  you are perceptive. Clerics need a high Wisdom.
  abilitY moDifiers
   
  AbIlITy SCORE 
  AbIlITy MODIfIER
   
  1 
  –5
   
  2–3 
  –4
   
  4–5 
  –3
   
  6–7 
  –2
   
  8–9 
  –1
   
  10–11 
  0
   
  12–13 
  +1
   
  14–15 
  +2
   
  16–17 
  +3
   
  18–19 
  +4
   
  20 
  +5
  Choose an alignment
  Choose a name
  What’s next?
  DiD You get baD rolls?
  If your highest ability score is a 13 or lower, or if all your 
  ability modifiers (Step 5) add up to +3 or lower, you can 
  reroll all your ability scores—just go back to Step 4!
  Write your character’s name and gender in Section A of 
  your character sheet. Pages 14–15 have sample names for 
  dwarves and elves.
  TuRN TO pAGES 14–15 fOR INfORMATION 
  ON RACES—THOSE pAGES TEll yOu 
  WHAT TO WRITE ON yOuR CHARACTER 
  SHEET AND WHAT TO DO NEXT.
  roll abilitY sCores
  ROll 4D6 AND ADD TOGETHER THE bEST 
  THREE NuMbERS.
  Write this total on a piece of scratch paper. Do this five more 
  times so you have six numbers ranging from 3–18. These 
  numbers will be your six ability scores.
  WRITE THESE AbIlITy SCORES IN SECTION b Of 
  yOuR CHARACTER SHEET. 
  You can write them down in any order, so keep in mind 
  what your class’s best ability scores should be.
  If you’re a cleric, put your best score in Wisdom and 
  your second-best in Constitution or Charisma.
  If you’re a fighter, put your best score in Strength 
  and your second-best in Constitution or Dexterity.
  If you’re a rogue, put your best score in Dexterity 
  and your second-best in Strength or Constitution.
  If you’re a wizard, put your best score in Intelligence 
  and your second-best in Dexterity or Constitution.
  ADjuST yOuR AbIlITy SCORES IN SECTION b 
  ACCORDING TO yOuR RACE. 
  Dwarves add 2 to Constitution and Wisdom, and 
  subtract 2 from to Charisma. 
  Elves add 2 to Dexterity and Intelligence, and 
  subtract 2 from Constitution. 
  Humans add 2 to one ability score of your choice. 
  (Pick the one that’s best for your class.)
  12
  hero’s hanDbook
  13
  a
  b
  a
  b
  a
  a
  b
  1
  3
  2
  4
  6
  7
  5
  !
  HeroHandbook.indd   12-13
  5/27/11   3:58:04 PM
  CharaCter Sheet
  Race
  class
  GendeR
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  1d20
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  KnoWledge geography* 
  KnoWledge hiStory* 
  KnoWledge local* 
  KnoWledge nature*
  KnoWledge religion* 
  perception 
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  © 2011, Paizo Publishing, LLC. Permission granted to photocopy for personal use only
  CharacterSheet.indd   1
  6/1/11   1:44:13 PM
  CLERIC
  DWARF
  FIGHTER
  ELF
  ROGUE
  HUMAN
  WIZARD !
  HOW TO USE THIS BOOK
  The Creating a Character section (starting on page 12) gives 
  you numbered, step-by-step instructions on how to create a 
  character. Just follow the yellow numbered steps in order. The 
  green letters refer to sections of the blank Character Sheet—
  this book tells you when to write down information on the 
  character sheet and what section to write it in.
  As you go through the steps of creating a character, you’ll 
  write information on the blank Character Sheet. When you 
  see this pencil icon, that means there’s something for you 
  to write down on your character sheet.
  This book uses these pictures to represent 
  the races and classes. If you see one of these 
  pictures elsewhere in this book, and that picture 
  matches your character’s race or class, you 
  should pay special attention to that section.
  There are matching green letters in this 
  book and on your character sheet. These 
  letters are here to help you get familiar 
  with each section and to let you know 
  where you will write information.
  GAME RULES
  As you create a character, you'll see game terms like "saving 
  throw" and "hit points." For now, don't worry about those 
  game terms—this book explains them to you later.
  If you're curious, you can look up that game term in the index 
  (page 64) or glossary on the inside back cover of this book, but 
  you really don't need to know most of these terms until later.
  An exclamation 
  point means 
  “stop, you’re 
  done with this 
  section; it’s time to 
  turn to another part 
  of the book!”
  Usually, when your character tries to do something, whether 
  it's making an attack, trying to resist a spell, or use a skill, 
  you're going to make a roll:
  1d20 + modifiers
  The action you're taking will tell you what your modifiers are. 
  The higher you roll, the more likely you are to succeed. 
  THAT SIMPLE ROLL IS YOUR DOORWAY TO 
  LIMITLESS FANTASY ADVENTURE!
  THE BASIC RULE
  ITALICS ARE MAGIC
  If you see text in italics, that means it’s talking about a spell 
  or magic item, like lightning bolt or a flaming sword.
  11
  
  Creating a CharaCter
  CHARACTER CONCEPT
  It’s time to build your own 1st-level character! 
  What character do you want to play? A wise 
  priest? A mighty warrior? A crafty thief? A 
  brilliant wizard? A rugged dwarf? A clever elf? A 
  versatile human? The choice is up to you!
  Every step of the way, this book will tell you 
  what you need to write down on your character 
  sheet and where you need to write it. Just follow 
  the steps in order!
  CHOOSE YOUR CLASS
  In the Pathfinder RPG Beginner Box, there are four classes.
  THE SIX ABILITY SCORES
  You have six ability scores that represent your raw talent in 
  physical and mental tasks. The higher your ability score, the 
  better you are in that category. The ability scores are:
  CHOOSE YOUR RACE
  You are skilled and 
  versatile! Humans 
  learn fast and excel 
  at more things than 
  any other race. 
  (page 15)
  You are tough and 
  hardy! Dwarves 
  can see in the dark 
  and are skilled at 
  fighting monsters. 
  (page 14)
  DWARF
  CLERIC
  FIGHTER
  ROGUE
  WIZARD
  ELF
  HUMAN
  You are agile and 
  sharp-eyed! Elves 
  are swift and 
  skilled with many 
  weapons.
  (page 15)
  You mix divine 
  magic and 
  steel! Clerics 
  can heal, blast 
  enemies, and 
  wear armor. 
  (pages 16–19)
  You master 
  all weapons 
  and armor! 
  Fighters are 
  brave and 
  skilled in war. 
  (pages 22–23)
  You are 
  sneaky and 
  deadly! 
  Rogues can 
  disable traps 
  and backstab. 
  (pages 24–25)
  You wield 
  powerful 
  arcane magic! 
  Wizards cast 
  the most 
  powerful spells.
  (pages 26–29)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  This is how strong you are. A high Strength means your 
  weapons deal more damage. Fighters need a high Strength.
  This is how persuasive you are. If you like to talk your way 
  out of trouble, you need a high Charisma.
  This is how smart you are. A high Intelligence means you 
  get more skills. Wizards need a high Intelligence.
  This is how agile you are. A high Dexterity means you’re 
  better with ranged weapons and are harder to hit in 
  combat. Rogues need a high Dexterity.
  This is how tough you are. A high Constitution means you 
  have more health and are better at resisting poisons.
  This is how aware and intuitive you are. A high Wisdom means 
  you are perceptive. Clerics need a high Wisdom.
  12
  HERO’S HANDBOOK
  A
  B
  A
  1
  3
  2
  
  6
  CREATING A CHARACTER
  Use your ability scores and the table below to figure what your 
  Ability Modifiers (also called Ability Mods) are. When you see 
  an abbreviation like STR, DEX, CON, INT, WIS, or CHA, that means 
  your Ability Mod (–5 to +5), not your Ability Score (1–20).
  WRITE DOWN YOUR ABILITY MODIFIERS IN THE 
  “ABILITY MODIFIER” BOXES IN SECTION B OF 
  YOUR CHARACTER SHEET. 
  Every creature has an “alignment” that indicates its general 
  morals and attitude. Pick one of the following.
  LAWFUL GOOD (LG): You combine honor with compassion.
  NEUTRAL GOOD (NG): You believe in doing what is good 
  and right without bias for or against law and order.
  CHAOTIC GOOD (CG): You combine a good heart with a 
  free spirit.
  LAWFUL NEUTRAL (LN): You are reliable and honorable 
  without being devoted to doing good deeds.
  NEUTRAL (N): You act without prejudice or compulsion.
  CHAOTIC NEUTRAL (CN): You are free from society’s 
  restrictions and do-gooders’ strict ethics.
  WRITE YOUR ALIGNMENT IN SECTION A OF YOUR 
  CHARACTER SHEET. 
  ABILITY MODIFIERS
   
  ABILITY SCORE 
  ABILITY MODIFIER
   
  1 
  –5
   
  2–3 
  –4
   
  4–5 
  –3
   
  6–7 
  –2
   
  8–9 
  –1
   
  10–11 
  0
   
  12–13 
  +1
   
  14–15 
  +2
   
  16–17 
  +3
   
  18–19 
  +4
   
  20 
  +5
  CHOOSE AN ALIGNMENT
  CHOOSE A NAME
  WHAT’S NEXT?
  DID YOU GET BAD ROLLS?
  If your highest ability score is a 13 or lower, or if all your 
  ability modifiers (Step 5) add up to +3 or lower, you can 
  reroll all your ability scores—just go back to Step 4!
  Write your character’s name and gender in Section A of 
  your character sheet. Pages 14–15 have sample names for 
  dwarves and elves.
  TURN TO PAGES 14–15 FOR INFORMATION 
  ON RACES—THOSE PAGES TELL YOU 
  WHAT TO WRITE ON YOUR CHARACTER 
  SHEET AND WHAT TO DO NEXT.
  ROLL ABILITY SCORES
  ROLL 4D6 AND ADD TOGETHER THE BEST 
  THREE NUMBERS.
  Write this total on a piece of scratch paper. Do this five more 
  times so you have six numbers ranging from 3–18. These 
  numbers will be your six Ability Scores.
  WRITE THESE ABILITY SCORES IN SECTION B OF 
  YOUR CHARACTER SHEET. 
  You can write them down in any order, so keep in mind 
  what your class’s best ability scores should be.
  If you’re a cleric, put your best score in Wisdom and 
  your second-best in Constitution or Charisma.
  If you’re a fighter, put your best score in Strength 
  and your second-best in Constitution or Dexterity.
  If you’re a rogue, put your best score in Dexterity 
  and your second-best in Strength or Constitution.
  If you’re a wizard, put your best score in Intelligence 
  and your second-best in Dexterity or Constitution.
  ADJUST YOUR ABILITY SCORES IN SECTION B 
  ACCORDING TO YOUR RACE. 
  Dwarves add 2 to Constitution and Wisdom, and 
  subtract 2 from to Charisma. 
  Elves add 2 to Dexterity and Intelligence, and 
  subtract 2 from Constitution. 
  Humans add 2 to one ability score of your choice. 
  (Pick the one that’s best for your class.)
  13
  B
  A
  A
  B
  4
  6
  7
  5
  !
  
  raCeS
  Characters may be stout dwarves, 
  agile elves, or gifted humans. Each 
  race has special abilities that help 
  heroes explore a fantastic world 
  filled with magic and danger.
  You’re tough and durable like stone! You 
  love the sound of clanging metal, the 
  taste of ale, and a good joke.
  IF 
  YOU’RE 
  A 
  DWARF, 
  WRITE DOWN THE NAMES 
  OF THESE FIVE DWARF 
  RACIAL TRAITS IN SECTION C OF 
  YOUR CHARACTER SHEET.
  DWARF
  Each race has different racial traits 
  that gives heroes advantages when 
  adventuring. Your race doesn’t limit what 
  class you can be—you can be a dwarf 
  wizard, an elf cleric, or any combination. 
  Some of these racial traits talk about 
  game concepts that are explained later. 
  For now, just write down your racial 
  traits in Section C of your character sheet.
  RACIAL TRAITS
  Dwarves are a stoic and stern race that builds cities out 
  of the hearts of mountains and battles against orcs and 
  goblins. Dwarves are short and stocky, and stand about a 
  foot shorter than most humans. Many dwarves think elves 
  are too flighty to be worthy of proper respect, but dwarves 
  enjoy the human interest in building and exploration. 
  Dwarves are driven by honor and tradition. They have 
  a strong sense of friendship and justice. Dwarves often 
  adventure to find glory and wealth.
  Male Dwarf Names: Dolgrin, Grunyar, Harsk, Kazmuk, 
  Morgrym, Rogar.
  Female Dwarf Names: Agna, Bodill, Ingra, Kotri, 
  Rusilka, Yangrit.
  You get a +1 bonus on attack rolls against goblins and orcs 
  because of your special training.
  You know how to use battleaxes and warhammers, no matter 
  what your class is.
  You get a +2 bonus on saving throws to resist poison, spells, and 
  monster abilities that imitate spells.
  Your speed is only 20 feet, but your armor and gear never slow 
  you down.
  You can see in the dark up to 60 feet. This works like normal 
  vision, but it’s only in shades of gray.
  HATRED +1 VS. GOBLINS AND ORCS
  WEAPON FAMILIARITY
  HARDY +2 VS. POISON AND SPELLS
  SPEED 20 FEET (4 SQUARES)
  DARKVISION 60 FEET
  14
  HERO’S HANDBOOK
  C
  
  RACES
  !
  ELF
  HUMAN
  Elves love the natural world. They value privacy and 
  traditions. Although generally taller than humans, elves 
  possess a graceful, fragile physique accentuated by long, 
  pointed ears. Elves often consider humans rash and 
  impulsive, and dwarves stubborn and dour. Many elves 
  embark on adventures out of a desire to explore the world, 
  leaving their secluded forest realms to reclaim forgotten 
  magic or search out lost kingdoms.
  Male Elf Names: Caladrel, Heldalel, Lanliss, Meirdrarel, 
  Seldlon, Talathel, Variel, Zordlon.
  Female Elf Names: Amrunelara, Dardlara, Faunra, 
  Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.
  Humans are currently the dominant race in the world. Their 
  empires and nations are vast, sprawling things. Humans carve 
  names for themselves with the strength of their sword arms 
  and the power of their spells. Physically, humans range from 
  dark to pale, thin to fat, and tall to short, in any combination. 
  Humans are known for their flexibility, ingenuity, and 
  ambition, and they tend to be accepting of both dwarves 
  and elves. Humans have a wide range of gods and religions. 
  Ambition drives countless humans to adventure, whether 
  for wealth, acclaim, social status, arcane knowledge, or just 
  the thrill of danger. Human names have countless variations 
  based on culture, history, and heroes.
  You’re graceful like a deer and as sharp as 
  a blade. You love the woods and other 
  natural lands, as well as magic.
  IF YOU’RE AN ELF, WRITE 
  DOWN THE NAMES OF 
  THESE FIVE ELF RACIAL 
  TRAITS IN SECTION C OF YOUR 
  CHARACTER SHEET.
  You are driven to succeed at whatever you 
  do. Humans like you have built empires 
  and become legendary heroes.
  IF 
  YOU’RE 
  A 
  HUMAN, 
  WRITE DOWN THE NAMES 
  OF THESE THREE HUMAN 
  RACIAL TRAITS IN SECTION C OF 
  YOUR CHARACTER SHEET.
  You can see twice as far in dim light as a dwarf or a human.
  Humans have a knack for learning special tricks called feats. 
  You start the game with an extra feat! You’ll learn more about 
  feats later.
  Elves are good at spotting details. In Section D of your character 
  sheet, write +2 in the Misc Mod box for the Perception skill.
  You are immune to magic sleep attacks (like sleep spells).
  Humans learn things easily. You get an extra skill rank at every 
  level. You’ll learn more about skills later.
  You know how to use longbows, longswords, rapiers, and 
  shortbows, no matter what your class is.
  Your normal speed is 30 feet. When wearing medium or heavy 
  armor, your speed is reduced to just 20 feet (4 squares).
  Your normal speed is 30 feet. When wearing medium or heavy 
  armor, your speed is reduced to just 20 feet (4 squares).
  LOW-LIGHT VISION
  BONUS FEAT
  KEEN SENSES
  ELVEN SLEEP IMMUNITY
  BONUS SKILL RANKS
  WEAPON FAMILIARITY
  SPEED 30 FEET (6 SQUARES)
  SPEED 30 FEET (6 SQUARES)
  YOU ARE DONE WITH RACES! GO TO 
  PAGE 16 FOR CLERIC, 22 FOR FIGHTER, 
  24 FOR ROGUE, OR 26 FOR WIZARD!
  15
  C
  C
  
  CleriC
  You are a warrior-priest, blasting 
  your enemies with the power of 
  your god and healing your allies in the 
  middle of battle!
  Diplomacy  
  Heal  
  KnowleDge arcana 
  KnowleDge History 
  KnowleDge religion  
  sense motive  
  spellcraft  
  LEVEL CLERIC CLASS FEATURES
  fortituDe save
  reflex save
  will save
  Hit points
  attacK Bonus
  sKill ranKs
  SPELLS
  Write channel energy 1d6 in Section F of your character 
  sheet. Next to that, write 3 + CHA per day.
  When you use this, you release a blast of divine 
  power through your holy symbol. You can do this a 
  number of times per day equal to 3 + your CHA 
  Mod. This blast is centered on you and reaches 30 
  feet in every direction. Each time you use this ability, 
  you can either heal the living or damage undead:
   HEAL THE LIVING: All living creatures 
  (including you) within 30 feet heal 1d6 hit 
  points. This blast does not hurt or heal undead.
  You can cast cleric spells (see page 18). Every morning, you spend 
  an hour praying for the spells you want to cast that day. This is 
  called “preparing your spells.” When you cast a spell, mark it off 
  from today’s list of prepared spells. Each day you can pick different 
  spells—they don’t have to be the same ones each time.
  In Section E of your character sheet, check shields, light 
  armor, medium armor, and simple weapons. For more 
  information about armor and weapons, see pages 44–47.
  CHANNEL ENERGY 1d6
  ARMOR AND WEAPONS
  DAMAGE UNDEAD: 
  Undead creatures within 
  30 feet take 1d6 hit 
  points of damage. If 
  they make a Will saving 
  throw to resist, they take 
  only half damage. The DC 
  of this save is 10 + 1/2 your cleric 
  level (minimum 0) + CHA. This 
  blast does not hurt or heal living 
  creatures.
  marK tHese class sKills in section D of your cHaracter sHeet:
  write tHese numBers in tHe class Boxes of section f:
  16
  HERO’S HANDBOOK
  1ST
  +2
  8
  +0
  +0
  +2
  2
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  K
  D
  E
  F
  F
  
  CLASSES: CLERIC
  GORUM
  HOLY WEAPON: LONGSWORD  
  Pick a god from pages 17–18. Write your god’s name and 
  the two special powers from your god in Section F of your 
  character sheet. Write your god’s holy weapon in Section E.
  CHOOSE YOUR GOD
  Gorum is the god of strength and battle. His clerics are 
  mercenaries, gladiators, or mighty heroes who love to fight. 
  They believe his spirit is in every piece of iron.
  You can use battle rage a number of times per day equal to 3 + 
  WIS. When you use this ability, touch an ally or yourself. For 1 
  round, the creature you touched gets a bonus on melee damage 
  rolls equal to 1/2 your cleric level (minimum +1). Activating 
  battle rage is a standard action.
  You can use strength surge a number of times per day equal to 
  3 + WIS. When you use strength surge, touch an ally or yourself. 
  For 1 round, the creature you touched gets a bonus to STR checks 
  and STR skill checks equal to 1/2 your cleric level (minimum +1). 
  Using strength surge is a standard action.
  Gorum’s holy weapon is the longsword, which is 
  a melee weapon used by soldiers, city guards, and 
  many adventurers.
  +
  DESNA
  Desna is the goddess of travelers, stars, and luck. Her clerics 
  are wanderers, fortune-tellers, or artists, and they fight against 
  evil things in the darkness.
  You can use bit of luck a number of times per day equal to 3 
  + WIS. When you use bit of luck, touch an ally or yourself. For 
  the next round, any time that ally rolls a d20, he or she can 
  roll twice and use the better number. Activating bit of luck is 
  a free action.
  You can use agile feet a number of times per day equal to 3 + 
  WIS. When you activate agile feet, for 1 round you can move 
  through obstacles that slow your movement (like bushes, 
  stairs, or rubble) at your normal speed. Activating agile feet 
  is a free action.
   BIT OF LUCK 
  3 + WIS PER DAY
   AGILE FEET 
  3 + WIS PER DAY
  Desna’s holy weapon is the starknife, which you 
  can use in melee or throw at an enemy.
  HOLY WEAPON: STARKNIFE  
   BATTLE RAGE  
  3 + WIS PER DAY
   STRENGTH SURGE 
  3 + WIS PER DAY
  17
  GODDESS OF 
  TRAVELERS, STARS, 
  AND LUCK
  GOD OF STRENGTH 
  AND BATTLE
  F
  
  GODDESS 
  OF THE SUN
  ORISONS
  Write orisons in Section K. Orisons are a weak type of cleric spell that you can use over and over again as much as you want, up 
  to once per round. You don’t have to prepare orisons—you always have them available.
  DETECT MAGIC
  LIGHT
  READ MAGIC
  STABILIZE
  RANGE 60 feet
  RANGE touch
  RANGE personal
  RANGE 30 feet
  DURATION 1 minute/cleric level
  DURATION 10 minutes/cleric level
  DURATION 10 minutes/cleric level
  DURATION instantaneous
  You detect magic items and spells, or identify a magic item. On the 
  round you cast it, you sense if any are in range. On round 2, you 
  know how many there are. On round 3, you know exactly which 
  things are magic. If cast on a magic item, you learn its powers.
  You make any object (like a sword or coin) shine like a torch, 
  but with no heat. It gives off light to a range of 20 feet. You can 
  only have one light spell active at a time—if you cast a second 
  one, the first one goes out.
  You can read magic scrolls and other magic writing. If you use this 
  on a magic scroll, and the scroll has a cleric spell on it, you can 
  cast the spell from the scroll just like it was one of your prepared 
  spells. The Game Master has more information on magic scrolls.
  You make a dying creature (one at –1 hit points or lower) stop 
  dying and become stable (see page 60 for more information 
  on dying creatures). If someone hits the creature again, it 
  starts dying again.
  You can use rebuke death a number of times per day equal to 
  3 + WIS. When you use rebuke death, touch a dying ally (at –1 
  hit points or lower). You heal the ally 1d4 hit points plus 1/2 
  your cleric level (minimum +1). Activating rebuke death is a 
  standard action.
  Whenever you use your channel energy class feature to damage 
  undead, add your cleric level to the damage rolled.
  Sarenrae is the goddess of the sun and healing. Her clerics 
  are healers, masters of the scimitar, and destroyers of undead 
  monsters and abominations.
  Sarenrae’s holy weapon is the scimitar, a long, 
  curved melee weapon capable of deadly strikes.
  HOLY WEAPON: SCIMITAR  
  SARENRAE
   REBUKE DEATH 
  3 + WIS PER DAY
   SUN’S BLESSING
  CLERIC SPELLS
  18
  HERO’S HANDBOOK
   
  K
  GODDESS OF THE 
  SUN AND HEALING
  
  !
        
  CLASSES: CLERIC
  LEVEL CLERIC SPELLS
  You can prepare one 1st-level cleric spell per day from the list of spells on this page. If your Wisdom ability score is 13 or 
  higher, you can prepare an extra 1st-level cleric spell each day! Write this number of 1st-level spells per day in Section K.
  You can always swap a prepared 1st-level spell for a cure light wounds spell—just cross off the prepared spell from your list 
  that day and cast cure light wounds!
  If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.
  BLESS
  CAUSE FEAR
  CURE LIGHT WOUNDS
  DETECT EVIL
  DIVINE FAVOR
  DOOM
  PROTECTION FROM EVIL
  REMOVE FEAR
  SANCTUARY
  SHIELD OF FAITH
  RANGE 50 feet
  RANGE 30 feet
  RANGE touch
  RANGE 60 feet
  RANGE personal
  RANGE 100 feet
  RANGE touch
  RANGE 30 feet
  RANGE touch
  RANGE touch
  DURATION 1 minute/cleric level
  DURATION 1d4 rounds
  DURATION instantaneous
  DURATION 10 minutes/cleric level
  DURATION 1 minute
  DURATION 1 minute/cleric level
  DURATION 1 minute/cleric level
  DURATION 10 minutes
  DURATION 1 round/cleric level
  DURATION 1 minute/cleric level
  You and all of your allies within range get a +1 bonus on attack 
  rolls. You and they also get a +1 bonus on saving throws to 
  resist fear attacks (like a cause fear spell).
  You cast this on an enemy, who gets to make a Will save to resist 
  the spell (DC 11 + your WIS). If it doesn’t resist, it runs away from 
  you for the duration of the spell. You can’t cast this on mindless 
  You touch a living creature and heal it for hit points equal to 1d8 + 
  your cleric level (this can’t heal it above its maximum hit points).
  Alternatively, make a melee touch attack against an undead 
  to deal it damage equal to 1d8 + your cleric level. The undead 
  gets a Will save for half damage (DC 11 + your WIS).
  You can sense evil creatures in range. On the round you cast 
  this spell, you sense if there are any evil creatures in range. On 
  the second round, you know how many there are. On the third 
  round, you know exactly what creatures are evil.
  You get a +1 bonus on attack rolls and on damage rolls with 
  weapons. You don’t get this bonus on spell damage or channel 
  energy damage.
  You cast this on an enemy, who gets to make a Will save to 
  resist (DC 11 + your WIS Mod). If it doesn’t resist, it becomes 
  afraid and takes a –2 penalty on all attack rolls, saving throws, 
  and skill checks. This is a fear attack. You can’t cast this spell on 
  mindless enemies.
  Your touched ally gains a +2 bonus to Armor Class and a +2 
  bonus on all saving throws. The ally only gets this bonus 
  against attacks and abilities of evil creatures (the spell doesn’t 
  give a bonus against good or neutral creatures).
  You give one ally a +4 bonus on saves to resist fear attacks. If 
  the ally is already affected by a fear attack, this spell removes 
  the fear, and the ally is able to act normally.
  Your touched ally is protected from enemies. An enemy 
  attacking this ally must make a Will saving throw (DC 11 + 
  your WIS) to resist the spell. If the enemy doesn’t resist the 
  spell, the attack against this ally automatically fails. If this 
  ally attacks anyone, this spell ends.
  Your touched ally gains a +2 bonus to Armor Class.
  YOU ARE DONE WITH 1ST-LEVEL CLERIC.
  TO CONTINUE, GO TO PAGE 32.
  19
  1ST
  creatures, or creatures with 6 or more class levels or CR 4 or higher.
  
  LEVEL UP
                   
  LEVEL CLERIC
  2
  ND
  NO
  CHANGE
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  AUGURY
  AID
  CURE MODERATE WOUNDS
  BULL’S STRENGTH
  DELAY POISON
  DARKNESS
  RESIST ENERGY
  HOLD PERSON
  SPIRITUAL WEAPON
  SOUND BURST
  RANGE personal
  RANGE touch
  RANGE touch
  RANGE touch
  RANGE touch
  RANGE touch
  RANGE touch
  RANGE 100 feet
  RANGE 100 feet
  RANGE 30 feet
  DURATION instantaneous
  DURATION 1 minute/cleric level
  DURATION instantaneous
  DURATION 1 minute/cleric level
  DURATION 1 hour/cleric level
  DURATION 1 minute/cleric level
  DURATION 10 minutes/cleric level
  DURATION 1 round/cleric level
  DURATION 1 round/cleric level
  DURATION instantaneous
  You ask your god about an upcoming action (like opening a door) 
  to find out if it’s a good idea or not. There’s a 70% your god 
  answers (d%, 31+ is a success). If so, the Game Master tells you 
  whether or not the action is a good idea, bad idea, or neither.
  Your touched ally gains a +1 bonus on attack rolls and a +1 bonus 
  on saving throws against fear. The ally also gets temporary hit 
  points equal to 1d8 + your cleric level. If any of these temporary 
  hit points are left when the spell runs out, they go away.
  You touch a living creature and heal it an amount of hit points equal 
  to 2d8 + your cleric level (this can’t heal it above its maximum 
  hit points). Alternatively, make a melee touch attack against an 
  undead to deal it damage equal to 2d8 + your cleric level. The 
  undead gets a Will save for half damage (DC 12 + your WIS).
  Your touched ally gets stronger. The ally gets a +2 bonus on 
  melee attack rolls, melee damage rolls, Strength checks, Climb 
  checks, and Swim checks.
  Your touched ally ignores the effects of poison until the spell runs 
  out. When this spell ends, any poison delayed by this spell takes 
  effect. This spell does not cure poison effects that have already 
  happened, it just prevents more poison effects for a while.
  You make an object radiate magical darkness in a 20-foot 
  radius. Torches, lanterns, light spells, and most other lights do 
  not work in this darkness. A creature with darkvision (like a 
  dwarf) can see in the magical darkness.
  You protect an ally from acid, cold, electricity, or fire (pick one type 
  when you cast). Any time the target takes damage from that kind of 
  energy, subtract 10 from the damage. (If the attack had a saving throw 
  for half damage, subtract 10 points after the damage is halved).
  You cast this on a humanoid enemy, who gets to make a Will save 
  to resist (DC 12 + your WIS). If it doesn’t resist, it is paralyzed. 
  Once per round at the end of its turn it can try another Will save 
  to end the spell. This spell has no effect on mindless creatures.
  You create a weapon made of glowing force that floats in the air 
  and makes one melee attack per round. You make the attack rolls 
  for the weapon (1d20 + WIS + attack bonus). It deals 1d8+1 damage 
  if it hits. You can change its target by spending a move action.
  You create a loud thunderclap in a 10-foot-radius burst. Creatures 
  in the area take 1d8 sonic energy damage and must make a Fort 
  save (DC 12 + your WIS). Failing the save means the creature is 
  stunned for 1 round and can’t take any actions.
  LEVEL UP
                   
  LEVEL CLERIC
  3
  RD
  ADD
  +1
  ADD
  +1
  NO
  CHANGE
  NO
  CHANGE
  Your channel energy ability increases by +1d6! 
  You can prepare one 2nd-level cleric spell per day from the spells on this page! If your Wisdom 
  ability score is 14 or higher, you can prepare an extra 2nd-level cleric spell each day!
  Just as you can always swap a prepared 1st-level spell for cure light wounds, you can always 
  swap a prepared 2nd-level spell for cure moderate wounds!
  You can prepare another 1st-level cleric spell each day!
  20
  HERO’S HANDBOOK
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  
  CLASSES: CLERIC
  DAYLIGHT
  CURE SERIOUS WOUNDS
  INVISIBILITY PURGE
  DISPEL MAGIC
  REMOVE CURSE
  PRAYER
  SEARING LIGHT
  REMOVE DISEASE
  WATER BREATHING
  SPEAK WITH DEAD
  RANGE touch
  RANGE touch
  RANGE 30 feet
  RANGE 100 feet
  RANGE touch
  RANGE 40 feet
  RANGE 100 feet
  RANGE touch
  RANGE touch
  RANGE touch
  DURATION 10 minutes/cleric level
  DURATION instantaneous
  DURATION 1 minute/cleric level
  DURATION instantaneous
  DURATION instantaneous
  DURATION 1 round/cleric level
  DURATION 1 round/cleric level
  DURATION instantaneous
  DURATION 2 hours/cleric level
  DURATION instantaneous
  You make an object (like a sword or coin) shine with light as 
  bright as sunlight, but with no heat. It gives off light to a range 
  of 60 feet. Creatures sensitive to light get penalties to their 
  attack rolls in this light. This spell cancels a darkness spell.
  This spell works like cure moderate wounds, except if used to heal 
  a living creature it heals 3d8 + your cleric level. If used against an 
  undead creature, it deals damage equal to 3d8 + your cleric level. An 
  undead target gets a Will save for half damage (DC 13 + your WIS).
  Invisible creatures within 30 feet of you automatically become 
  visible. They automatically become invisible again if they get 
  more than 30 feet from you. This doesn’t help you find creatures 
  hiding without magic (such as those using the Stealth skill).
  You can cancel a spell on a creature or object. Roll 1d20 + your 
  cleric level against a DC of 11 + the cleric level or wizard level of 
  the creature who cast the spell. If you succeed, that spell ends. You 
  can’t use this spell on a spell with an “instantaneous” duration.
  You touch an ally and attempt to remove a curse on him or her. 
  Roll 1d20 + your cleric level. If your roll equals the DC of the 
  curse, you break the curse.
  You and all of your allies within range get a +1 bonus on attack 
  rolls, weapon damage rolls, and skill checks. Enemies within 
  range take a –1 penalty on attack rolls, weapon damage rolls, 
  and skill checks. This lasts even if they move out of range.
  You shoot a ray of holy light from your hand, which can hit 
  one enemy. Make a ranged touch attack (see page 58). If you 
  hit, the enemy takes 2d8 points of damage. If the enemy is an 
  undead, it instead takes 5d6 points of damage.
  You touch an ally and attempt to cure a disease on that ally. 
  Roll 1d20 + your cleric level. If your roll equals the DC of the 
  disease, you cure the disease. This does not prevent the ally 
  from catching the disease again at a later time.
  You touch one or more allies and give them the ability to 
  breathe water. The creatures are still able to breathe air. You 
  divide the duration evenly among all the creatures you cast 
  the spell on (for example, 10 hours divided among 5 allies 
  means 2 hours each).
  You can ask one dead body up to three questions. It only knows 
  what it knew when it was alive. You have to use a language it 
  knew when it was alive. If it had a different alignment than you, 
  it gets a Will save to resist the spell (DC 13 + your WIS).
  LEVEL UP
  LEVEL UP
                   
                   
  LEVEL CLERIC
  LEVEL CLERIC
  4
  TH
  5
  TH
  ADD
  ADD
  NO
  CHANGE
  ADD
  +1
  +1
  +1
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  You can prepare another 1st-level cleric spell each day!
  You can prepare another 2nd-level cleric spell each day!
  Your channel energy ability increases by +1d6!
  You can prepare one 3rd-level cleric spell per day from the spells on this page! If your 
  Wisdom ability score is 16 or higher, you can prepare an extra 3rd-level cleric spell each day!
  Just as you can always swap a prepared 1st-level spell for cure light wounds, you can 
  always swap a prepared 3rd-level spell for cure serious wounds!
  21
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  
  Fighter
  Choose one type of weapon from the list below. Write weapon 
  focus and the name of your chosen weapon in Section I of 
  your character sheet. When you make an attack roll with that 
  type of weapon, add +1 to your Attack Bonus (Section G).
  You have been hardened by the forge 
  of war. You are a lord of the battlefield, 
  studying the art of combat to shape 
  yourself into a living weapon!
  ARMOR AND WEAPONS
  WEAPON FOCUS
  Fighters know how to use the best weapons and armor! In 
  Section E of your character sheet, check shields, light armor, 
  medium armor, heavy armor, simple weapons, and martial 
  weapons. You’ll learn more about armor and weapons later.
  A battleaxe can be used one-handed or two-
  handed for devastating critical hits.
  A longsword is a reliable weapon used by 
  adventurers, soldiers, and city guards.
  A sturdy warhammer is great for crushing skulls or 
  smashing skeletons.
  A shortbow is quick and deadly, and small enough 
  that you can use it on horseback.
  If you don’t want to pick one of the weapons shown 
  here, check out the other weapons on pages 45–46!
  BATTLEAXE  
  LONGSWORD 
  WARHAMMER 
  SHORTBOW 
  OTHER WEAPONS 
  marK tHese class sKills in section D of your cHaracter sHeet:
  climB  
  KnowleDge Dungeoneering
  riDe
  swim
  LEVEL FIGHTER CLASS FEATURES  
  fortituDe save
  reflex save
  will save
  Hit points
  attacK Bonus
  sKill ranKs
  1
  ST
  +2
  10
  +0
  +1
  2
  write tHese numBers in tHe class Boxes of section f:
  F
  YOU ARE DONE WITH 1ST-LEVEL FIGHTER.
  TO CONTINUE, GO TO PAGE 32.
  22
  HERO’S HANDBOOK
  ?
  !
  I
  D
  E
  ✕
  ✕
  ✕
  ✕
  +0
  
  LEVEL UP
  LEVEL UP
  LEVEL UP
  LEVEL UP
                   
                   
                   
                   
  LEVEL FIGHTER
  LEVEL FIGHTER
  LEVEL FIGHTER
  LEVEL FIGHTER
  2
  ND
  3
  RD
  CLASSES: FIGHTER
  BRAVERY: Write Bravery in Section F. You get a +1 bonus on all fear saves!
  COMBAT FEAT: You gain one feat from this list: Cleave, Combat Expertise, 
  Deadly Aim, Dodge, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, 
  Rapid Reload, Shield Focus, Weapon Finesse, Weapon Focus. You must meet any 
  prerequisites for the feat you choose. Write this feat in Section I.
  4
  TH
  5
  TH
  Axes  
   
  battleaxe, greataxe, throwing axe
  Bows  
   
  longbow, shortbow
  CrossBows  
  heavy crossbow, light crossbow
  HAmmers  
  club, hammer, mace
  WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
  ARMOR TRAINING: Fighters can hustle! You can move at full speed in medium 
  armor (like chainmail, hide armor, and scale mail). Heavy armor still slows you down, 
  though!
  WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
  WEAPON SPECIALIZATION: Fighters can deal extra damage with their chosen 
  weapon! You add +2 damage whenever you make a damage roll with the Weapon Focus 
  weapon you chose at 1st level! In Section G, add +2 to that weapon’s Damage.
  WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
  WEAPON TRAINING: Fighters improve their skill with similar kinds of weapons. Pick 
  one group of weapon from the Weapon Groups below. You get a +1 bonus on attack and 
  damage rolls with all weapons in that group! Remember to update your Attack Bonus and 
  Damage for these weapons in Section G of your character sheet.
  WEAPON GROUPS 
  HeAvy BlAdes  
  greatsword, longsword, scimitar
  ligHt BlAdes  
  dagger, rapier, short sword
  speArs   
  javelin, shortspear, spear
  tHrown   
  dart, javelin, light hammer, throwing axe
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  23
  ADD
  +1d10+CON
  HIT 
  POINTS
  10
  ADD
  +1d10+CON
  HIT 
  POINTS
  10
  ADD
  +1d10+CON
  HIT 
  POINTS
  10
  ADD
  +1d10+CON
  HIT 
  POINTS
  10
  
  1
  ST
  !
  D
  F
  F
  E
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  rogue
  Write sneak attack +1d6 in Section F of your character sheet. 
  When you make a sneak attack, add +1d6 damage to your 
  normal weapon damage. You can make a sneak attack if:
  Your opponent hasn’t acted yet in combat (see page 54).
  You are flanking the opponent with an ally (see page 59).
  The opponent is helpless (see page 60).
  Sneak attack bonus damage is not multiplied on a critical hit.
  You can make a sneak attack with a melee weapon or a ranged 
  weapon. If you use a ranged weapon, your opponent must be 
  within 30 feet of you to count as a sneak attack.
  Write trapfinding +1 in Section F of your character sheet. You 
  get a +1 bonus on Perception skill checks to find traps, and a 
  +1 bonus on Disable Device skill checks. Rogues can use the 
  Disable Device skill to disable magical traps (other classes can 
  notice magical traps, but can’t disable them).
  You are stealthy, quick, good with traps, 
  and deadly with sneak attacks! You’re 
  always one step ahead of danger.
  ARMOR AND WEAPONS
  SNEAK ATTACK +1d6
  TRAPFINDING +1
  Rogues like quick, sneaky weapons and flexible armor. In Section 
  E of your character sheet, check light armor and simple 
  weapons. Then write rapier, shortbow, and short sword in 
  Section E. You’ll learn more about armor and weapons later.
  acroBatics
  Bluff
  climB
  Diplomacy
  DisaBle Device
  KnowleDge Dungeoneering
  LEVEL ROGUE CLASS FEATURES
  fortituDe save
  reflex save
  will save
  Hit points 
  attacK Bonus
  sKill ranKs
  KnowleDge local
  perception
  sense motive
  stealtH
  swim
  +0
  8
  +2
  +0
  +0
  8
  marK tHese class sKills in section D of your cHaracter sHeet:
  write tHese numBers in tHe class Boxes of section f:
  F
  YOU ARE DONE WITH 1ST-LEVEL ROGUE.
  TO CONTINUE, GO TO PAGE 32.
  24
  HERO’S HANDBOOK
  
  LEVEL UP
  LEVEL UP
  LEVEL UP
  LEVEL UP
                   
                   
                   
                   
  LEVEL ROGUE
  LEVEL ROGUE
  LEVEL ROGUE
  LEVEL ROGUE
  2
  ND
  3
  RD
  4
  TH
  5
  TH
  WEAPON FOCUS 
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  CLASSES: ROGUE
  When you use the Stealth skill, you move at your normal speed. 
  (Normally, using Stealth means you move at half speed.)
  Whenever you use the Disable Device skill to disarm a trap, it 
  takes you half the normal time (1d4 rounds instead of 2d4).
  You gain the Weapon Finesse feat, which lets you use your DEX 
  instead of your STR on attack rolls. (See page 43.)
  Whenever you come within 10 feet of a trap, you get a free Perception 
  skill check to notice it. The GM makes this check in secret.
  You can move across narrow surfaces (such as ropes and ledges) 
  at full speed. (Without this, you can only move at half speed.)
  You gain the Weapon Focus feat, which gives you a +1 bonus 
  on attack rolls with one type of weapon. (See page 43.)
  FAST STEALTH
  QUICK DISABLE
  FINESSE ROGUE
  TRAP SPOTTER 
  LEDGE WALKER
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  WRITE THE FOLLOWING NEW CLASS FEATURES IN SECTION F OF YOUR CHARACTER SHEET.
  EVASION: Some spells and monster abilities let you make a Reflex save to take half 
  damage. If you make the Reflex save, you take zero damage instead!
  ROGUE TALENT: Pick one rogue talent from the list below!
  Your sneak attack increases by +1d6!
  WRITE THE FOLLOWING NEW CLASS FEATURE IN SECTION F OF YOUR CHARACTER SHEET.
  TRAP SENSE: You get a +1 on Reflex saves against traps and a +1 bonus to your Armor 
  Class against traps!
  Your trapfinding ability increases to +2!
  WRITE THE FOLLOWING NEW CLASS FEATURES IN SECTION F OF YOUR CHARACTER SHEET.
  ROGUE TALENT: Pick one rogue talent from the list above!
  UNCANNY DODGE: Your enemies no longer get an attack roll bonus when flanking 
  you! Other rogues can’t sneak attack you when they flank you!
  Your sneak attack increases by +1d6!
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  ADD
  +1d8+CON
  HIT 
  POINTS
  8
  25
  NO
  CHANGE
  
  LEVEL WIZARD CLASS FEATURES
  KnowleDge local
  KnowleDge nature
  KnowleDge religion
  spellcraft
  1
  ST
  D
  E
  F
  F
  K
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  ✕
  Wizard
  You are a master of magic, bending 
  strange energy to destroy your enemies! 
  Your spellbook is your best weapon, 
  armor, and more!
  KnowleDge arcana  
  KnowleDge Dungeoneering
  KnowleDge geograpHy 
  KnowleDge History
  fortituDe save
  reflex save
  will save
  Hit points 
  attacK Bonus 
  sKill ranKs
  SPELLS
  Choose one of these items: masterwork dagger, 
  masterwork quarterstaff, ring, or wand. Write 
  arcane bond and this item in Section F of your 
  character sheet. You get this item for free. 
  Once per day, you can use it to cast any 
  one spell in your spellbook. You don’t have 
  to prepare this spell ahead of time—using 
  the bonded item is like an emergency 
  backup spell that isn’t written down on 
  your list of prepared spells. Replacing a lost 
  or destroyed bonded item costs 200 gold pieces.
  You can cast wizard spells (see page 28)! Every morning, you 
  spend an hour studying your spellbook to decide the spells you 
  want to cast that day. This is called “preparing your spells.” When 
  you cast a spell, mark it off from today’s list of prepared spells. 
  Each day you can pick different spells from your spellbook—they 
  don’t have to be the same ones each day.
  Wizards can’t wear armor. In Section E of your character 
  sheet, don’t check any boxes, and write: club, dagger, heavy 
  crossbow, light crossbow, and quarterstaff.
  ARCANE BOND
  WIZARD’S SPELLBOOK
  ARMOR AND WEAPONS
  Every spell you know is written in your spellbook. 
  You start knowing only a few 
  spells, but you learn more 
  as you become more 
  powerful. You can also 
  copy spells from scrolls 
  or from another wizard’s 
  spellbook. If you lose your 
  spellbook, you can’t prepare 
  any spells from it until you get 
  it back or get a replacement!
  +0
  6
  +0
  +0
  +2
  2
  marK tHese class sKills in section D of your cHaracter sHeet:
  write tHese numBers in tHe class Boxes of section f:
  26
  HERO’S HANDBOOK
  
  CLASSES: WIZARD
  BLINDING RAY 
  3 + INT PER DAY
  RESTRICTED SPELLS
  DISGUISE SELF 
   
  1 PER DAY
  EVOCATION SCHOOL
  As part of your training, you learn about all kinds of spells and 
  choose a type (or “school”) of magic that’s really interesting to 
  you. The schools are Universalist, Evocation, and Illusion.
  In Section F, write your school name and the names of 
  your school power or powers. If you have restricted spells, 
  write them at the bottom of your spellbook in Section K.
  CHOOSE YOUR ARCANE SCHOOL
  Evocation magic is all about creating and controlling energy. Many 
  evokers focus on attack spells rather than defense or trickery.
  You blast one opponent within 30 feet, dealing 1d4+1 points of 
  damage. Using this ability is a standard action. You can do this a 
  number of times per day equal to 3 + INT.
  You can never learn or cast acid arrow, disguise self, 
  displacement, invisibility, mage armor, stinking cloud, or web.
  UNIVERSALIST SCHOOL 
  Universalist wizards learn a little bit about every kind of magic. 
  You can learn to cast any spell.
  You can magically throw your melee weapon at an enemy up 
  to 30 feet away. Your attack roll is 1d20 + attack bonus + INT. 
  The weapon deals normal damage + STR, and instantly returns to 
  you. You can do this a number of times per day equal to 3 + INT. 
  HAND OF THE APPRENTICE  3 + INT PER DAY
  FORCE MISSILE 
  3 + INT PER DAY
  RESTRICTED SPELLS
  Illusions can make things disappear or change their appearance. 
  Illusionists are good at fooling people, but have a hard time 
  with some spells that move or alter physical objects.
  You can create a blinding ray of light. Make a ranged touch 
  attack roll against an enemy. If you hit, you automatically blind 
  the enemy for 1 round. You can do this a number of times per 
  day equal to 3 + INT.
  You can never learn or cast cause fear, false life, feather fall, 
  fly, haste, knock, levitate, or vampiric touch.
  You can cast the disguise self spell (see page 29) once per day 
  without having to prepare it.
  ILLUSION SCHOOL
  You can cast the burning hands spell (see page 29) once per 
  day without having to prepare it.
  BURNING HANDS   
   
  1 PER DAY
  F
  27
  
  K
  CANTRIPS
  Cantrips are a weak type of wizard spell that you can use over and over again as much as you want, up to once per round. You don’t 
  have to prepare them like other wizard spells—you always have access to these four cantrips in addition to your better spells.
  DETECT MAGIC
  MAGE HAND
  READ MAGIC
  RAY OF FROST
  RANGE 60 feet
  RANGE 30 feet
  RANGE personal
  RANGE 30 feet
  DURATION 1 minute/wizard level
  DURATION concentration
  DURATION 10 minutes/wizard level
  DURATION instantaneous
  You detect magic items and spells, or identify a magic item. 
  On the round you cast it, you sense if any are in range. On 
  round 2, you know how many there are. On round 3, you know 
  exactly which things are magic. If cast on a magic item, you 
  learn its powers.
  You can lift and move an object from a distance by pointing your 
  finger. You can move the object 15 feet as a move action. If you 
  move it out of range, the spell ends. You cannot use this to move 
  an item held or worn by another creature.
  You fire a ray of freezing ice from your finger. Make a ranged 
  touch attack (see page 58). If you hit, the creature takes 1d3 
  cold damage (roll 1d6; 1–2 means you do 1 damage, 3–4 is 2 
  damage, 5–6 is 3 damage).
  WIZARD SPELLS
  You can read magic scrolls and other magic writing. If you use this 
  on a magic scroll, and the scroll has a wizard spell on it, you can 
  cast the spell from the scroll just like it was one of your prepared 
  spells. The Game Master has more information on magic scrolls.
  28
  HERO’S HANDBOOK
  
  !
        
  1
  ST
  CLASSES: WIZARD
  ALARM
  BURNING HANDS
  CHARM PERSON
  SLEEP
  MAGE ARMOR
  DISGUISE SELF
  FEATHER FALL
  MAGIC MISSILE
  RANGE 30 feet
  RANGE 30 feet
  RANGE 15 feet
  RANGE 60 feet
  RANGE 30 feet
  RANGE 100 feet
  RANGE touch
  RANGE personal
  RANGE 30 feet
  RANGE 100 feet
  DURATION 2 hours/wizard level
  DURATION 1d4 rounds
  DURATION instantaneous
  DURATION 10 minutes/wizard level
  DURATION 1 hour/wizard level
  DURATION 1 minute/wizard level
  DURATION 1 hour/wizard level
  DURATION 10 minutes/wizard level
  DURATION until targets land
  DURATION instantaneous
  Pick a 20-foot-radius area, like a campsite. If any creature 
  other than you or your allies enters that area, a loud ringing 
  noise starts, which wakes up everyone. Invisible or sneaking 
  creatures can set off the alarm.
  You cast this on an enemy, who gets to make a Will save to resist 
  the spell (DC 11 + your INT Mod). If it doesn’t resist, it runs away 
  from you for the duration of the spell. You can’t cast this on mindless 
  You can sense secret doors and hidden passages. On the round 
  you cast it, you sense if there are any in range. On the second 
  round, you know how many there are. On the third round, you 
  know exactly where they are and how to open them.
  You make a humanoid enemy think you are its friend (though this 
  doesn’t mean you can give it orders). It can make a Will save to 
  resist (DC 11 + your INT Mod). If you or your allies are attacking it, it 
  gets a +5 on this save. You can’t cast this on mindless creatures.
  Your touched ally gains a +4 bonus to its Armor Class. If the 
  ally is wearing armor, use this bonus or the bonus from the 
  armor, whichever is higher.
  You use illusion to disguise your appearance (including clothing, 
  armor, weapons, and equipment). You can seem 1 foot shorter 
  or taller, and anywhere from slim to bulky. You can look like a 
  different race (dwarf, elf, goblin, human, orc, and so on) but not 
  something really different (like a giant spider or dragon).
  You choose a number of allies equal to your wizard level, who fall 
  slowly (60 feet per round) and don’t take damage from falling, 
  though they can still be hurt if they land on something dangerous, 
  like spikes or lava. You can cast this spell as a free action.
  You fire a blast of magical force that automatically hits an enemy 
  and deals 1d4+1 points of damage. At 3rd level, you fire two 
  missiles with each casting. At 5th level, you fire three missiles. 
  You can fire the missiles at different targets.
  LEVEL WIZARD SPELLS
  Pick a number of spells from this page equal to 3 + INT. These are the spells in your spellbook. Write these spell names 
  in the Wizard’s Spellbook area of Section K on your character sheet.
  You can prepare one 1st-level wizard spell per day from the list of spells in your spellbook. If your Intelligence ability score is 
  13 or higher, you can prepare an extra 1st-level wizard spell each day! Write this number of 1st-level spells per day in Section K.
  If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.
  CAUSE FEAR
  DETECT SECRET DOORS
  You create a 15-foot-long cone of fire from your hands. 
  Creatures in the cone take 1d4 fire damage per wizard level. 
  Each creature can make a Reflex saving throw to take only half 
  damage (DC 11 + your INT Mod).
  YOU ARE DONE WITH 1ST-LEVEL WIZARD.
  TO CONTINUE, GO TO PAGE 32.
  29
  creatures, or creatures with 6 or more class levels or CR 4 or higher.
  Living creatures in a 10-foot radius fall asleep. The spell can affect 
  up to 4 character levels or CR 3, starting with the lowest Hit Dice and
  ignoring unconscious, mindless, or construct creatures. Creatures can
  make a Will save (DC 11 + your INT Mod) to resist. Waking a sleeping 
  creature is a standard action. Noise isn’t enough to wake them.
  
  LEVEL UP
  LEVEL UP
                   
                   
  2
  ND
  3
  RD
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  ADD
  +1
  FALSE LIFE
  ACID ARROW
  INVISIBILITY
  HIDEOUS LAUGHTER
  LEVITATE
  KNOCK
  RESIST ENERGY
  SCORCHING RAY
  WEB
  SEE INVISIBILITY
  RANGE personal
  RANGE 400 feet
  RANGE touch
  RANGE 30 feet
  RANGE 30 feet
  RANGE 100 feet
  RANGE touch
  RANGE 30 feet
  RANGE 100 feet
  RANGE personal
  DURATION 1 hour/level
  DURATION instantaneous
  DURATION 1 minute/wizard level
  DURATION 1 round/wizard level
  DURATION 1 minute/wizard level
  DURATION instantaneous
  DURATION 10 minutes/wizard level
  DURATION instantaneous
  DURATION 10 minutes/wizard level
  DURATION 10 minutes/wizard level
  You use the power of undeath to give yourself 1d10 temporary hit 
  points plus 1 hit point per wizard level. If you take damage, you 
  lose these temporary hit points first. If any of these temporary hit 
  points are left when the spell runs out, they go away.
  You create an arrow of acid that shoots toward an enemy. Make 
  a ranged touch attack (see page 58). If you hit, the acid arrow 
  deals 2d4 points of acid damage. The acid burns the enemy on 
  your next turn, dealing another 2d4 acid damage.
  You touch an ally and make it (and its gear) turn invisible. Objects 
  it picks up disappear; objects it drops become visible. Attack rolls 
  against the ally have a 50% miss chance (see page 59). If the ally 
  attacks or casts a spell that harms someone, invisibility ends.
  You make an enemy start laughing uncontrollably. It must make 
  a Will save (DC 12 + your INT) or it falls prone, taking no actions. 
  On the second round of the spell, it can save again to end the 
  laughing. You can’t cast this on mindless creatures.
  You make an object or an ally float upward or downward. 
  You can move the target up to 20 feet each round as a move 
  action. The spell cannot move the target sideways. You can lift 
  up to 100 pounds times your wizard level with this spell.
  You choose one lock within range and the spell tries to unlock 
  it. Roll 1d20 + your wizard level + 10. If the roll matches or beats 
  the DC of the lock, it opens and remains open. If it doesn’t, 
  nothing happens.
  You protect an ally from acid, cold, electricity, or fire (pick one when 
  you cast the spell). Any time the target takes damage from that kind of 
  energy, subtract 10 from the damage. (If the attack had a saving throw 
  for half damage, subtract 10 points after the damage is halved).
  You blast an enemy with a searing beam of fire. Make a ranged 
  touch attack (see page 58). If you hit, the enemy takes 4d6 
  points of fire damage.
  You create a 20-foot burst of sticky webs. Creatures must make 
  a Reflex save or be unable to move or take actions (DC = 12 
  + your INT). A stuck creature can spend a standard action to 
  make another save. Moving through webs costs 2 squares of 
  movement per square.
  Invisible creatures and objects become visible to you as 
  transparent shapes. The spell doesn’t help you see creatures 
  that are just hiding, concealed, or hard to see—it only reveals 
  magical invisibility.
  LEVEL WIZARD
  LEVEL WIZARD
  Add two new 1st-level wizard spells to your spellbook!
  You can prepare another 1st-level wizard spell each day!
  Add two new 1st- or 2nd-level wizard spells to your spellbook!
  You can prepare one 2nd-level wizard spell (from the list on this page) per day from 
  your spellbook! If your Intelligence ability score is 14 or higher, you can prepare an extra 
  2nd-level wizard spell each day! Evokers can cast scorching ray once per day without 
  having to prepare it; illusionists can do this with invisibility.
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ADD
  +1d6+CON
  HIT 
  POINTS
  6
  ADD
  +1d6+CON
  HIT 
  POINTS
  6
  30
  HERO’S HANDBOOK
  
  LEVEL UP
  LEVEL UP
                   
                   
  4
  TH
  5
  TH
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  NO
  CHANGE
  ADD
  +1
  ADD
  +1
  CLASSES: WIZARD
  DISPLACEMENT
  CLAIRVOYANCE
  FIREBALL
  DISPEL MAGIC
  HASTE
  FLY
  STINKING CLOUD
  LIGHTNING BOLT
  VAMPIRIC TOUCH
  SUGGESTION
  RANGE touch
  RANGE 400 feet
  RANGE 400 feet
  RANGE 100 feet
  RANGE 30 feet
  RANGE touch
  RANGE 100 feet
  RANGE 120 feet
  RANGE touch
  RANGE 30 feet
  DURATION 1 round/level
  DURATION 1 minute/wizard level
  DURATION instantaneous
  DURATION instantaneous
  DURATION 1 round/wizard level
  DURATION 1 minute/wizard level
  DURATION 1 round/wizard level
  DURATION instantaneous
  DURATION instantaneous
  DURATION 1 hour/wizard level
  You create an invisible floating eye at a location of your choice 
  within range of the spell. You can see through this eye as if you 
  were there. The eye sees in all directions but cannot move.
  You create a 20-foot-radius burst of fire. Creatures in the area 
  take 1d6 points of fire damage per wizard level. Each creature 
  can make a Reflex saving throw to take only half damage (DC 
  13 + your INT).
  You can cancel a spell on a creature or object. Roll 1d20 + 
  your wizard level against a DC of 11 + the cleric level, wizard 
  level, or other caster level of the creature who cast the spell. 
  If you succeed, that spell ends. You can’t use this spell on a 
  spell with an “instantaneous” duration.
  You make one ally per wizard level move and act more quickly. 
  They can spend a move action to make one extra attack per round 
  using their normal attack bonus. Their speed increases by 30 feet.
  You touch an ally and give it the power to fly. The creature 
  flies at a speed of 60 feet (or 40 feet if it is wearing medium 
  or heavy armor). When the spell ends, the ally floats to the 
  ground safely.
  You create a 20-foot-radius cloud of poisonous stinking vapor. Living 
  creatures in the cloud must make a Fort save (DC 13 + your INT) or 
  spend 1d4+1 rounds retching and taking no actions. Creatures must 
  make this save every time they enter or end a turn in the cloud.
  You create a bolt of electricity from you to an enemy within 
  range. Every creature (except you) in a straight line from you to 
  that enemy (including that enemy) takes 1d6 points of electricity 
  damage per wizard level. Each creature can make a Reflex saving 
  throw to take only half damage (DC 13 + your INT).
  You touch an enemy and steal some of its life energy. Make a 
  melee touch attack. If you hit, the enemy takes 2d6 damage. 
  You gain temporary hit points equal to this damage. If any of 
  these temporary hit points are left after an hour, they go away.
  You give an enemy one reasonable order or task that it must 
  obey. It can resist with a Will save (DC 13 + your INT). The order 
  cannot be dangerous or deadly. The enemy follows the order as 
  best it can. If it completes the order or task, the spell ends.
  LEVEL WIZARD
  LEVEL WIZARD
  Add two new wizard spells to your spellbook! These spells can be 1st-level wizard spells 
  from page 29 or 2nd-level spells from page 30.
  You can prepare another 1st-level wizard spell each day
  You can prepare another 2nd-level wizard spell each day!
  Add two new 1st-, 2nd-, or 3rd-level wizard spells to your spellbook!
  You can prepare one 3rd-level wizard spell (from the list on this page) per day from 
  your spellbook! If your Intelligence ability score is 16 or higher, you can prepare an extra 
  2nd-level wizard spell each day! Evokers can cast fireball once per day without having to 
  prepare it; illusionists can do this with displacement.
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ATTACK BONUS
  FORT SAVE
  REFLEX SAVE  
  WILL SAVE 
  ADD
  +1d6+CON
  HIT 
  POINTS
  6
  ADD
  +1d6+CON
  HIT 
  POINTS
  6
  Your touched ally becomes hard to target, as if his location is 
  rapidly shifting around. Attack rolls against the ally have a 50% 
  miss chance (see page 59). The spell does not interfere with the 
  ally’s attacks or other actions.
  31
  
  FiniShing your CharaCter
  I
  J
  D
  SKILLS
  FEATS
  EQUIPMENT
  FINISHING TOUCHES
  Skills are things your character can do, like climbing, persuading 
  people by talking, treating wounds, picking locks, riding a 
  horse, being stealthy, or swimming. Some skills are things that 
  anyone can do without practice (like climbing or swimming), 
  and some require at least a little bit of training before you can 
  do them (like picking a lock). For more on skills, turn to page 
  34. WHEN DONE WITH SKILLS, COME BACK TO THIS PAGE!
  Feats are special abilities or tricks, like instinctively ducking 
  when someone attacks you, knowing how to hit two enemies 
  with one swing of your sword, or being resistant to mind 
  control. Some feats improve or modify your class abilities like 
  casting spells or channeling energy. For more on feats, turn to 
  page 40. WHEN DONE WITH FEATS, COME BACK TO THIS PAGE!
  Equipment is any sort of gear you use to make yourself a better 
  adventurer, including weapons and armor. If your character 
  has enough money, you can buy any of the equipment in this 
  book—but you may not have the knowledge or training to use 
  it. For more on equipment, turn to page 44. WHEN DONE WITH 
  EQUIPMENT, COME BACK TO THIS PAGE!
  WHAT’S NEXT?
  Now that you’ve chosen your race and class, you’re almost 
  done! Just choose your skills, feats, and equipment, 
  and you’re ready to play!
  IF YOU’RE IN A HURRY OR NEED HELP, skip ahead to the 
  box about your class on the next page—it suggests good 
  skills, feats, and equipment to finish your character.
  IF YOU WANT TO CHOOSE SKILLS, FEATS, AND EQUIPMENT 
  YOURSELF, skip ahead to the sections on this page about 
  skills, feats, and equipment, and they’ll tell you where 
  to find that info in this book.
  IT’S OKAY TO MIX AND MATCH—for instance, if you want 
  to pick your own skills but use the suggested feats and 
  equipment, go ahead! These suggestions are just ways 
  to help you finish your character faster.
  Write your ability modifiers from Section B in the Ability Mod 
  boxes in Section D, F, G, and H.
  Add your CON Mod to your hit points in Section F.
  If you don’t have a rank in a skill listed in Section D, put 0 in 
  the Ranks box for that skill.
  If you have the Improved Initiative Feat, go to the Initiative 
  line in Section G and write +4 in the Improved Initiative box.
  Add your STR Mod to the Damage box for all of your melee 
  weapons in Section G.
  Add up your Skills (Section D), Saving Throws (Section F), 
  Initiative (Section G), Melee Attack (Section G), Ranged 
  Attack (Section G), and Armor Class (Section H).
  Write your Melee Attack total (from Section G) in the Attack 
  Bonus box for any melee weapons in Section G.
  Write your Ranged Attack total (from Section G) in the Attack 
  Bonus box for any ranged weapons in Section G.
  1
  2
  3
  4
  5
  6
  7
  8
  Now you just have to apply some quick finishing touches.
  32
  HERO’S HANDBOOK
  
  FINISHING YOUR CHARACTER
  CLERIC SUGGESTIONS
  FIGHTER SUGGESTIONS
  ROGUE SUGGESTIONS
  WIZARD SUGGESTIONS
  FEATS 
  Write Extra Channel in Section I of your character 
  sheet. If you’re human, also write Improved Initiative.
  SKILLS
  Add your INT Mod to your Skill Ranks in Section F of 
  your character sheet. Add +1 more if you’re human.
  This number is how many skill ranks you get at 1st level. 
  SKILLS
  Add your INT Mod to your Skill Ranks in Section F of 
  your character sheet. Add +1 more if you’re human.
  This number is how many skill ranks you get at 1st level. 
  Choose skills from this list, in order, until you’ve run out of ranks: 
  For each skill you choose, write a 1 in the Ranks box for 
  that skill and a 3 in the Misc Mod box.
  FEATS
  Write Improved Initiative in Section I on your character 
  sheet. If you’re human, also write Toughness and add 
  +3 to your hit points in Section F.
  EQUIPMENT: Write these in Section J:
  studded leather armor 
  light crossbow
  crossbow bolts (10)
  dagger
  short sword
  adventurer’s kit
  chalk
  rope
  thieves’ tools
  28 gp
  light crossbow
  crossbow bolts (10)
  dagger
  adventurer’s kit
  arcane bonded item 
  candles (10)
  spellbook
  6 gp
  SKILLS
  Add your INT Mod to your Skill Ranks in Section F of 
  your character sheet. Add +1 more if you’re human.
  This number is how many skill ranks you get at 1st level. 
  Choose skills from this list, in order, until you’ve run out of ranks: 
  For each skill you choose, write a 1 in the Ranks box for 
  that skill and a 3 in the Misc Mod box.
  FEATS 
  Write Dodge in Section I of your character sheet. If 
  you’re human, also write Improved Initiative.
  EQUIPMENT: Write these in Section J.
  scale mail
  your deity’s holy weapon
  sling 
  sling bullets (10) 
  adventurer’s kit
  candles (10)
  wooden holy symbol
  60 gp
  SKILLS
  Add your INT Mod to your Skill Ranks in Section F of your 
  character sheet. Add +1 more if you’re human.
  This number is how many skill ranks you get at 1st level.
  EQUIPMENT: Write these in Section J:
  EQUIPMENT: Write these in Section J.
  D
  D
  D
  D
  I
  I
  I
  I
  J
  J
  J
  J
  In Section G, write your weapon stats (see pages 45–46). In 
  Section H, write +5 in the Armor box.
  In Section G, write your weapon stats (see pages 45–46).
  In Section H, write +3 in the Armor box and +1 in the Misc box.
  In Section G, write your weapon stats (see pages 45–46). In 
  Section H, write +0 in the Armor box.
  In Section G, write your weapon stats (see pages 45–46). In 
  Section H, write +5 in the Armor box and +2 in the Shield box.
  scale mail
  heavy steel shield 
  your Weapon Focus weapon 
  shortbow 
  arrows (20)
  adventurer’s kit
  grappling hook
  pitons (10)
  rope
  49 gp
  Choose skills from this list, in order, until you’ve run out of ranks: 
  Heal, Knowledge Religion, Diplomacy, Spellcraft, 
  Knowledge Arcana, Sense Motive, Knowledge 
  History
  For each skill you choose, write a 1 in the Ranks box for 
  that skill and a 3 in the Misc Mod box.
  Choose skills from this list, in order, until you’ve run out of ranks: 
  Climb, Swim, Knowledge Dungeoneering, Ride
  For each skill you choose, write a 1 in the Ranks box for 
  that skill and a 3 in the Misc Mod box.
  FEATS
  Write Power Attack in Section I of your character 
  sheet. If you’re human, also write Improved Initiative.
  Perception, Stealth, Disable Device, Climb, Acrobatics, Sense 
  Motive, Bluff, Swim, Knowledge Dungeoneering, Diplomacy, 
  Knowledge Local
  Knowledge Arcana, Spellcraft, Knowledge 
  Dungeoneering, Knowledge Geography, Knowledge 
  History, Knowledge Local, Knowledge Nature
  33
  
  D
  SkillS
  SKILLS AT 1ST LEVEL
  Your class tells you how many skill ranks you get 
  at 1st level. This number is different for every 
  class—clerics get 2 ranks, fighters get 2, rogues 
  get 8, and wizards get 2. Add your INT to this 
  number. Finally, if you are a human, you get +1 
  rank. For example, a human cleric with INT +1 
  gets 2 ranks from cleric, +1 rank from INT, and +1 
  rank for being human, for a total of 4.
  Skills represent the fundamental abilities 
  your character has. As your character 
  advances in level, he or she can gain 
  new skills and improve his or her existing 
  skills dramatically.
  Put one rank into each skill you want until you run out of ranks. 
  You can’t put more than one rank into a skill at 1st level.
  Pick skills that match your idea for your character. For 
  example, if your character likes living outdoors, you could put 
  a rank in Climb and a rank in Swim. You can put a rank into any 
  skill you want, even if it seems like an odd choice. For example, 
  you can put a rank in Spellcraft even if you’re a fighter—maybe 
  your sister was a wizard, or maybe you flunked out of wizard 
  school before deciding to become a fighter. Or, you could put a 
  rank in Disable Device even if you’re a cleric—maybe you were 
  a burglar before becoming a priest.
  Write your skill ranks in Section D of your character sheet.
  For every skill you have a rank in, add up the numbers and put 
  the total in the Total box. The numbers should include your rank 
  in that skill, your Ability Mod for that skill (if you have one), your 
  class skill bonus (if you have one), and your race bonus (if you 
  have one). Until you level up, the Total is the only number you 
  need to worry about for the skill.
  Every skill is linked to one of the Ability Modifiers—Acrobatics 
  is a DEX skill, Climb is a STR skill, and so on. If you put a rank 
  in a skill, you should write on your character sheet the linked 
  Ability Modifier for that skill in the Ability Mod box for that 
  skill. For example, if you put 1 rank in Climb and your STR Mod 
  (from Section B) is +2, write down +2 in the Ability Mod box 
  next to Climb.
  When you try to use a skill, roll 1d20 + the skill’s Total. Higher 
  rolls are better than lower rolls. You compare your roll to the 
  Difficulty Class (DC) of what you’re trying to do. Higher DCs 
  are harder than lower DCs. If your skill check roll is the same as 
  or more than the DC, you succeed! If your skill check is lower 
  than the DC, you fail—but you can usually try again on your 
  next turn.
  If you don’t have any ranks in a skill, your Total for that skill 
  is just your Ability Mod for that skill (if you have one) plus your 
  racial modifier (if you have one).
  CHOOSING YOUR SKILLS
  ADDING IT UP
  ABILITY SCORE MODIFIERS
  MAKING SKILL CHECKS
  CLASS SKILLS
  OPPOSED SKILL CHECKS
  TRAINED-ONLY SKILLS
  Your class training means you are automatically better at some 
  skills than others—clerics are good at Knowledge Religion, 
  fighters are good at Climb, and so on. The skills you’re good 
  at are called class skills—they’re the skills listed for your class 
  on page 16, 22, 24, or 26. (Also, the pictures next to the skill 
  names show which classes have that skill as a class skill.)
  If you have at least 1 rank in a class skill, you get a +3 
  bonus on that skill—write that +3 in the Misc Mod box for 
  that skill in Section D of your character sheet. The class skill 
  bonus always stays +3. 
  Sometimes you have to make an opposed skill check. Instead 
  of having a DC set by the Game Master, you roll against another 
  character or a monster. For example, if you’re trying to sneak 
  up on a goblin, you make a Stealth check, the goblin makes 
  a Perception check, and the goblin’s DC is what you rolled on 
  your Stealth check. If the goblin’s Perception check is the same 
  as or higher than your Stealth check, it notices you.
  If a skill has a gray bar instead of a black bar, you must have 
  some training (at least 1 rank) in that skill to use that skill. If you 
  don’t have any ranks in it, you can’t make the check at all.
  34
  HERO’S HANDBOOK
  
  SKILLS
  BLUFF (CHA)
  You use Bluff to tell lies successfully. If someone thinks you’re 
  lying, he can make a Sense Motive check. If your Bluff check beats 
  his Sense Motive check, you convince him that what you’re saying 
  is true. Telling a lie takes as long as it takes to say the lie (usually 
  1 round or more). If the person doesn’t believe you, you take a –10 
  penalty to Bluff him after that.
  BELIEVABILITY
  It’s easier to fool people if they want to believe you, and 
  harder if your lie is ridiculous. 
  CIRCUMSTANCES 
  BLUFF ROLL MODIFIER
  The target wants to believe you 
  +5
  The lie is believable 
  +0
  The lie is unlikely 
  –5
  The lie is far-fetched 
  –10
  The lie is impossible 
  –20
  CLIMB (STR)
  You use Climb to climb walls, cliffs, curtains, ropes, and so on. 
  If you beat the Climb check’s DC, you can climb 1/4 of your 
  speed. Or, if you take a –5 penalty and then succeed at the 
  check, you can climb at 1/2 your speed. You must make a 
  check once per move action. If you fail by 4 or less, you don’t 
  move at all. If you fail by 5 or more, you fall.
  You need 2 hands free to climb, but can hold on (without 
  moving) using one hand and still use the other hand to cast a 
  spell or take a one-handed action (like attacking with a weapon 
  or taking something out of your belt pouch). If you take damage 
  while climbing, you must succeed at another check or you fall.
  DIFFICULTY
  EXAMPLE SURFACE 
  CLIMB DC
  A knotted rope against a wall 
  0
  A rope against a wall or a knotted rope 
  5
  with nothing to brace against
  The rigging of a ship or a rocky hillside 
  10
  A rock wall, a tree, or a rope with nothing  
  15 
  to brace against 
  A stone wall 
  20
  A brick wall 
  25
  A ceiling with handholds only 
  30
  A perfectly smooth, vertical surface 
  unclimbable
  HANDHOLDS
  You can make your own handholds and footholds by pounding 
  pitons (see page 49) into a wall. Doing so takes 1 minute per 
  piton, and one piton is needed per 5 feet of distance. Climbing a 
  wall with pitons is DC 15. You could use an axe in the same way 
  to climb an ice wall or a tree.
  CATCH YOURSELF WHILE FALLING
  Trying to stop falling is nearly impossible. If you make a Climb 
  check against the normal DC + 20, you succeed.
  ACROBATICS (DEX)
  You use Acrobatics to jump, keep your balance, do flips, land 
  safely after a fall, and do other physical things that require 
  Dexterity. Using Acrobatics isn’t its own action—it’s part of 
  whatever movement you’re doing.
  BALANCING
  If you make an Acrobatics check, you can move at half speed 
  across a ledge (or even a rope) for 1 round. If you take damage 
  while balancing, you have to make another check or you fall.
  SURFACE WIDTH 
  ACROBATICS DC
  1 foot wide or greater 
  No check needed
  7–11 inches wide 
  10
  2–6 inches wide 
  15
  Less than 2 inches wide 
  20
  JUMPING
  You can use Acrobatics to jump horizontally or vertically. If you 
  don’t have at least 10 feet to make a running start, multiply 
  these DCs by ×2! If you fail a jump across a pit by 4 or less, you 
  can attempt a DC 20 Reflex saving throw to catch the side. If 
  you fail by 5 or more, you fall. If you deliberately jump down, 
  you can make a DC 15 Acrobatics check to treat the distance as 
  10 feet shorter, which reduces your falling damage.
  LONG JUMP 
  ACROBATICS DC
  5 feet 
  5
  10 feet 
  10
  15 feet 
  15
  20 feet 
  20
  Greater than 20 feet 
  +5 per 5 feet
  HIGH JUMP 
  ACROBATICS DC
  1 foot 
  4
  2 feet 
  8
  3 feet 
  12
  4 feet 
  16
  Greater than 4 feet 
  +4 per foot
  MODIFIERS
  Poor ground conditions add to the DC for using Acrobatics. These 
  modifiers add together, but only use the worst of each modifier 
  type (for example, if the ground is slightly obstructed from sand 
  and severely obstructed from rubble, only add +5).
  ACROBATICS MODIFIERS 
  DC MODIFIER
  Slightly obstructed (gravel, sand) 
  +2
  Severely obstructed (rough cavern, rubble) 
  +5
  Slightly slippery (wet) 
  +2
  Severely slippery (icy) 
  +5
  Slightly sloped (less than 45°) 
  +2
  Severely sloped (more than 45°) 
  +5
  Slightly unsteady (boat in rough water) 
  +2
  Moderately unsteady (boat in a storm) 
  +5
  Severely unsteady (earthquake) 
  +10
  35
  
  DIPLOMACY (CHA)
  You use Diplomacy to persuade people to agree with you, to 
  resolve differences, and to gather valuable information or rumors 
  from people. If you succeed at the check, the target helps you in 
  some way (determined by the GM). If you fail, it does not help 
  you. If you fail by 5 or more, its attitude toward you and your 
  friends gets worse—if it was already unfriendly, it may attack! 
  You can’t use Diplomacy against a creature that can’t understand 
  you, that has an Intelligence of 3 or lower, or that is planning to 
  harm you in the immediate future. Diplomacy takes as long as it 
  takes to talk to the creature (usually at least 1 round).
  INFLUENCE PEOPLE
  The DC of the check depends on the creature’s attitude and 
  Charisma modifier.
  STARTING ATTITUDE 
  DIPLOMACY DC
  Hostile 
  25 + creature’s CHA Mod
  Unfriendly 
  20 + creature’s CHA Mod
  Indifferent 
  15 + creature’s CHA Mod
  Friendly 
  10 + creature’s CHA Mod
  Helpful 
  0 + creature’s CHA Mod
  DIFFICULTY
  The DC of this check is also modified by the nature of the aid 
  or advice. Some requests automatically fail if the request goes 
  against the target creature’s values or its nature (determined 
  by the GM).
  REQUEST 
  DC MODIFIER
  Give simple advice or aid 
  –5
  Give detailed advice or complex aid 
  +0
  Reveal an unimportant secret 
  +5
  or give lengthy aid
  Reveal an important secret or  
  +10 or more
  give dangerous aid 
  Additional requests 
  +5 per request
  GATHER INFORMATION
  If you spend several hours talking to people 
  in town, you can use Diplomacy to gather 
  information about a specific topic or person. 
  To do this, you must spend at least 1d4 
  hours canvassing people at local taverns, 
  markets, and gathering places. The DC of 
  your Diplomacy check depends on how 
  well-known the information is. The DC of 
  earning common facts and rumors is 10, but 
  for obscure or secret knowledge it’s usually 
  20 or higher. The GM might rule that some 
  topics are simply unknown to common folk.
  TRYING AGAIN
  You can influence the same creature once 
  every 24 hours. You can always spend 
  more time trying to gather information.
  DISABLE DEVICE (DEX) 
  You use Disable Device to disarm traps, open locks, and 
  sabotage simple mechanical devices (like catapults, wagon 
  wheels, and doors). It’s easier when you use thieves’ tools.
  DISABLE OR SABOTAGE
  When disarming a trap, the GM rolls your Disable Device check 
  for you so you don’t know whether you made it or not. If you 
  don’t have thieves’ tools, you take a –2 penalty. If you succeed, 
  you disable the device. If you fail by 4 or less, you have failed, 
  but you can try again. If you fail by 5 or more, something 
  goes wrong—if the device is a trap, you trigger it, or if you’re 
  attempting some sort of sabotage, you think the device is 
  disabled, but it still works normally. Disabling a simple device 
  takes 1 round and is a full-round action. Disabling a tricky or 
  difficult device requires 1d4 or 2d4 rounds.
  DEVICE  
  TIME  
  DEVICE DC 
  EXAMPLE
  Simple 
  1 round 
  10 
  Jam a lock
  Tricky 
  1d4 rounds 
  15 
  Sabotage a 
    
   
   
  wagon wheel
  Difficult 
  2d4 rounds 
  20 
  Disarm a simple trap,
    
   
   
  reset a simple trap
  Extreme 
  2d4 rounds 
  25 
  Disarm a 
    
   
   
  complex trap
  OPEN A LOCK
  The DC for opening a lock depends on its quality. If you aren’t 
  using thieves’ tools (page 49), these DCs increase by 10. 
  Attempting to open a lock requires you to spend a standard 
  action and a move action.
  LOCK QUALITY 
  DISABLE DEVICE DC
  Simple 
  20
  Average 
  25
  Good 
  30
  Superior 
  40
  36
  HERO’S HANDBOOK
  
  SKILLS
  HEAL (WIS)
  You use Heal to perform surgery, treat disease and poison, 
  save the dying, and help injured people recover.
  DIFFICULTY
  The DC and effect of a Heal check depend on the type of 
  healing you attempt.
  TASK  
  DC
  First aid 
  15
  Long-term care  
  15
  Treat deadly wounds 
  20
  Treat poison  
  Poison’s save DC
  Treat disease  
  Disease’s save DC
  FIRST AID
  You use first aid to save a dying character. If a character has 
  negative hit points and is losing hit points, you can make her 
  stable. A stable character regains no hit points but stops losing 
  them. This is a standard action.
  LONG-TERM CARE
  You treat a wounded person for a day. If your Heal check is 
  successful, the patient recovers 2 hit points per character level 
  after resting for a full 8 hours, or 4 hit points per character 
  level for a full day of complete rest. You cannot give long-term 
  care to yourself.
  You can treat up to six patients per day. Long-term care 
  requires 8 hours of your day.
  TREAT DEADLY WOUNDS
  You perform surgery to heal an injured creature. This restores 1 
  hit point per character level of the creature. If you beat the DC 
  by 5 or more, add your WIS Mod to this amount. The creature 
  can only be healed like this once per day. This takes 1 hour.
  TREAT POISON
  You tend to one poisoned creature 
  who is going to take more damage 
  from the poison. Every time the 
  creature makes a saving throw 
  against the poison, you make a Heal 
  check. If your Heal check beats the 
  DC of the poison, the creature gets 
  a +4 bonus on that save. This is a 
  standard action.
  TREAT DISEASE
  You tend to one diseased creature. 
  Every time the creature makes a 
  saving throw against disease effects, 
  you make a Heal check. If your Heal 
  check beats the DC of the disease, 
  the creature gets a +4 bonus on that 
  save. This takes 10 minutes.
  KNOWLEDGE (INT)
  You use Knowledge to answer simple and complex questions. 
  The Knowledge skill is actually seven different knowledge 
  skills, but the rules for them all work the same way.
  KNOWLEDGE SKILLS
  You treat the Knowledge skills as different skills when putting 
  ranks in them (for example, having a rank in Arcana doesn’t 
  give you a bonus on History). Check your class (page 16, 22, 24, 
  or 26) to determine which ones are class skills for you.
  KNOWLEDGE SKILL 
  TOPICS
  Arcana 
  arcane symbols, constructs, 
   
  dragons, magical beasts
  Dungeoneering 
  aberrations, caverns, oozes, slimes
  Geography 
  climate, lands, people, terrain
  History 
  colonies, exploration, founding
   
  of cities, wars
  Local 
  humanoids, laws, legends,  
   
  personalities, traditions
  Nature 
  animals, monstrous humanoids,   
   
  plants, vermin, weather
  Religion 
  gods and goddesses, holy symbols,
   
  mythic history, undead
  DIFFICULTY
  If you don’t have ranks in a Knowledge skill, you can’t answer 
  questions with a DC higher than 10. If you fail a Knowledge 
  check, you can’t try again until you level up. A successful check 
  can give you a clue about a monster’s abilities or weaknesses.
  QUESTION 
  KNOWLEDGE DC
  Really easy 
  10
  Basic 
  15
  Tough 
  20
  Really tough 
  30
  37
  
  PERCEPTION (WIS)
  You use Perception to spot traps, notice someone is sneaking 
  up on you, hear a faint sound, taste poison in food, and so on. 
  You don’t have to spend an action to use Perception unless 
  you’re actively searching for something—searching a 5-foot-
  square area is a move action.
  DIFFICULTY
  If a creature is sneaking up on you, you make an opposed Perception 
  check against the DC of the creature’s Stealth check. If you equal or 
  exceed the DC, you notice the creature. If you fail, it can sneak past 
  you or attack you. Here are some common Perception DCs.
  DETAIL 
  PERCEPTION DC
  Hear the sound of battle 
  –10
  Detect the smell of smoke 
  0
  Hear the details of a conversation 
  0
  Hear the sound of a creature walking 
  10
  Hear the details of a whispered 
  15
  conversation
  Find the average secret door 
  20
  Notice a creature using Stealth 
  Opposed by Stealth
  Find a hidden trap 
  Varies by trap
  MODIFIERS
  Spotting an orc sneaking 100 feet away is a lot harder than 
  spotting one from 10 feet away! Here are some common 
  modifiers to Perception DCs.
  PERCEPTION MODIFIERS 
  DC MODIFIER
  Distance to the source, object,  
  +1/10 feet
  or creature 
  Through a closed door 
  +5
  Through a wall 
  +10
  Creature making the check is asleep 
  +10
  RIDE (DEX)
  You use Ride to ride or control an animal you’re riding, usually 
  a horse.
  DIFFICULTY
  If you are riding a mount without a saddle, you take a –5 
  penalty on Ride checks.
  TASK  
  RIDE DC 
  Guide with your knees  
  5
  Soft fall 
  15
  Leap  
  15
  Fast mount or dismount 
  20
  GUIDE WITH YOUR KNEES
  You can guide your mount with your knees so you can use 
  both hands in combat. Make your Ride check at the start of 
  your turn. If you fail, you can use only one hand this round 
  because you need to use the other to control your mount. This 
  does not take an action.
  SOFT FALL
  Normally when you fall off a mount, you take 1d6 points of 
  damage and are prone on the ground. If you make this Ride 
  check, you don’t take any damage from the fall and you land 
  on your feet. This use of the Ride skill does not take an action 
  (you can even do it when it is not your turn).
  LEAP
  You can get your mount to leap obstacles as part of its 
  movement. If you succeed at the DC 15 Ride check, you can 
  make a check for the mount (using the Total bonus from your 
  Ride skill or the Total bonus for the mount’s Acrobatics skill, 
  whichever is lower) to see how far it jumps. If you fail your 
  Ride check, you fall off the mount when it leaps and take 
  the appropriate falling 
  damage (at least 1d6 
  points). This use of the 
  Ride skill does not take 
  an action but is part of 
  the mount’s movement.
  FAST MOUNT OR 
  DISMOUNT
  Normally, mounting or 
  dismounting is a move 
  action. If you have a move 
  action available on your 
  turn, you can attempt a 
  Ride check to mount or 
  dismount as a free action. 
  If you fail the Ride check, 
  you must spend your 
  move action to mount or 
  dismount (but you still 
  have your free action).
  38
  HERO’S HANDBOOK
  
  SKILLS
  SENSE MOTIVE (WIS)
  You use Sense Motive to detect whether someone is lying to you 
  (with the Bluff skill), determine how trustworthy a person is, or 
  sense whether something weird is going on with a person.
  DIFFICULTY
  If you think someone is trying to Bluff you, you can make a Sense 
  Motive check. If your check equals or exceeds the other person’s 
  Bluff check, you sense he is lying. If he is not actually lying, then 
  you think he is telling the truth, no matter how you roll.
  You can use Sense Motive to get a gut feeling about the 
  situation, like thinking the person you’re talking to is an 
  impostor or under a mind-control spell. The DC for this is 20. If 
  you succeed, you realize something is odd about the person’s 
  behavior. You can also use this skill to get an idea of whether a 
  sneaky sort of person is actually trustworthy. Getting a sense of 
  someone takes about 1 minute.
  SWIM (STR)
  You use Swim to move through water, whether vertically or 
  horizontally. If you make the Swim check DC, you can swim 1/4 
  of your speed as a move action or 1/2 your speed as a full-round 
  action. You must make a check once per move action or full-round 
  action. If you fail by 4 or less, you don’t move (though the current 
  may move you). If you fail by 5 or more, you sink underwater.
  If you are underwater, either because you failed a Swim check 
  or because you are swimming underwater intentionally, you 
  must hold your breath. You can hold your breath for a number 
  of rounds equal to 2 × your Constitution ability score, but only 
  if you do nothing but take move actions or free actions. If you 
  take a standard action (such as making an attack), reduce the 
  remaining time by 1 round (this means if you attack every round, 
  you can only hold your breath for a number of rounds equal to 
  your Constitution ability score instead of 2 × your Constitution 
  ability score). Once your breath runs out, you have to make a 
  Constitution ability check (1d20 + your CON Mod) every round, 
  starting at DC 10 and increasing by +1 every round. If you fail the 
  Constitution ability check, you begin to drown (see the suffocation 
  rules in the Game Master’s Guide, page 47).
  DIFFICULTY
  The DC for the Swim check depends on the water.
  WATER 
  SWIM DC
  Calm 
  10
  Rough 
  15
  Stormy 
  20
  LEVELING UP SKILLS
  Every time you level up, you get more skill ranks, equal to the 
  number you got at 1st level. So, if your human cleric with 12 
  Intelligence got 4 ranks at first level (2 cleric + 1 Intelligence 
  modifier + 1 human), you get 4 more at 2nd level. 
  You put ranks in skills just like you did at 1st level, except 
  now you can put more than one rank into each skill. However, 
  you can’t have more ranks in a skill than your has character 
  levels. For example, if you had 1 rank in Heal at 1st level, you 
  can put another rank in Heal at 2nd level, for a total of 2 ranks. 
  If you want to get to 3 ranks in Heal, you have to wait until 
  your character level is 3 or higher.
  You’re allowed to put ranks into skills with zero ranks. For 
  example, you can go from 0 ranks in Climb at 1st level to 2 
  ranks in Climb at 2nd level. 
  You don’t have to be good at every skill. Adventurers travel 
  in groups so together they’re good at most things. For example, 
  if your group of adventurers has a rogue with a good Disable 
  Device skill (to deal with traps), the cleric and fighter can put 
  ranks in skills the rogue may not be good at, like Heal and Ride.
  SPELLCRAFT (INT)
  You use Spellcraft to understand active magic effects and spells.
  DIFFICULTY
  The DC and effect of a Spellcraft check depend on the task.
  TASK  
  DC
  Identify potion, scroll, or wand 
  15 + caster level
  Identify a spell an enemy is casting 
  15 + spell level
  Identify other magic item 
  20
  Note that the detect magic cantrip or orison can identify 
  magic items without a Spellcraft check. See the Game Master’s 
  Guide (page 48) for more information.
  STEALTH (DEX)
  You use Stealth to keep other creatures from noticing you, 
  allowing you to sneak past them or attack when they don’t 
  expect it. This skill covers hiding and moving silently.
  DIFFICULTY
  Your Stealth check is opposed by the Perception check of anyone 
  who might notice you—if you beat the creature’s DC, it doesn’t 
  notice you. Normally, the GM makes your Stealth check for you 
  because you don’t know exactly how stealthy you are.
  If you’re still or moving no more than 1/2 your speed, you 
  can use Stealth without a penalty. If you move more than 1/2 
  your speed, you take a –5 penalty on your Stealth check. You 
  can’t use Stealth when attacking, running, or charging.
  If a creature is watching you, you can’t use Stealth. Most of 
  the time, if you are around a corner or behind a large object 
  (cover), or behind a curtain or some bushes (concealment), you 
  can make a Stealth check against a creature. You can make a 
  Bluff check opposed by the creature’s Perception check to create 
  a small distraction (“look behind you!”), which lets you quickly 
  move out of sight and make a Stealth check at a –10 penalty. !
  YOU ARE DONE WITH SKILLS. GO TO 
  PAGE 32 TO FINISH YOUR CHARACTER.
  39
  
  COMBAT EXPERTISE
  CLEAVE
  ACROBATIC STEPS
  PREREQUISITE
  PENALTY
  PREREQUISITE
  PREREQUISITE
  BENEFIT
  BENEFIT
  PENALTY
  POWER-UP
  STRENGTH 13
  DEXTERITY 15
  INTELLIGENCE 13
  Power Attack feat
  Nimble Moves feat
  Attack Bonus +1
  I
  BENEFIT
  FeatS
  STARTING FEATS
  A 1st-level character starts the game with one 
  feat. If you’re a human, you get an extra feat at 
  1st level. All characters get another feat at 3rd 
  level and one more at 5th level.
  The pictures next to the feat names show what 
  classes that feat is good for—use them to help 
  make your choice.
  Write your feats in Section I of your character sheet.
  Feats are special tricks you know or talents 
  for doing certain things better than others. 
  They help make your character stand out 
  from other adventurers.
  BENEFIT tells you what the feat does or how to use it. For 
  most feats, you can choose them only once—if you can choose 
  a feat more than once, the Benefit section tells you so.
  PENALTY tells you any penalties for using the feat.
  POWER-UP tells you what the feat does at higher levels.
  Some feats have special requirements called “prerequisites” 
  that you must have before you can take the feat. For example, 
  you need an Intelligence score of 13 or higher to take the Combat 
  Expertise feat. If you don’t have the prerequisite, you can’t take 
  that feat. Some feats have more than one prerequisite.
  PREREQUISITES
  BENEFIT, PENALTY, POWER-UP       
  You can move through up to 15 feet of difficult terrain per 
  round as if it were normal terrain. This is in addition to the 5 
  feet allowed by the Nimble Moves feat, for a total of 20 feet 
  of difficult terrain per round.
  When you use this feat, you gain a +1 bonus to your Armor 
  Class until the start of your next turn.
  When you use this feat, you take a –1 penalty on melee attack 
  rolls until the start of your next turn.
  If you’re a 4th-level fighter, the AC bonus increases to +2 and 
  the melee attack penalty increases to –2.
  When you use this feat, tell the GM that you’re going 
  to try to cleave. Then make a melee attack.
  If you hit, you damage your opponent 
  and get to make a free melee attack 
  that round (using the same attack 
  bonus) against a second creature. This 
  second creature has to be adjacent to the 
  first opponent and to you.
  This feats only lets you make 
  one extra attack per round.
  When you use this feat, take a –2 penalty to your 
  Armor Class until your next turn.
  40
  HERO’S HANDBOOK
  
  DEADLY AIM
  EXTRA CHANNEL
  POWER-UP
  PENALTY
  PREREQUISITES
  PREREQUISITE
  BENEFIT
  BENEFIT
  BENEFIT
  Cleric
  DEXTERITY 13 Attack Bonus +1
  FLEET
  PREREQUISITE
  BENEFIT
  None
  DODGE
  PREREQUISITE DEXTERITY 13
  IMPROVED INITIATIVE
  BENEFIT
  None
  IMPROVED CHANNEL
  BENEFIT
  Cleric
  IMPROVED LIGHTNING REFLEXES
  PREREQUISITE
  BENEFIT
  Lightning Reflexes
  IMPROVED IRON WILL
  BENEFIT
  Iron Will
  IMPROVED GREAT FORTITUDE
  BENEFIT
  Great Fortitude
  GREAT FORTITUDE
  PREREQUISITE
  BENEFIT
  None
  FEATS
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  You can channel energy two additional times per day.
  When you use this feat, you gain a +2 bonus on your ranged 
  damage rolls until the start of your next turn.
  While you are wearing light or no armor, your base speed 
  increases by 5 feet (1 square). You can choose this feat multiple 
  times, which increases your speed 5 feet each time you choose 
  the feat.
  When you use your channel energy ability to damage undead 
  creatures, increase the saving throw DC of that ability by +2.
  This feat doesn’t change the effect of using channel energy 
  to heal living creatures.
  Once per day, 
  when you 
  roll a Reflex 
  saving throw 
  and you think 
  you’re going to fail, 
  you can decide to 
  reroll and use the 
  second roll instead 
  of the first one.
  You have to 
  decide to use this 
  feat before you 
  know whether you 
  made or failed the 
  saving throw.
  Once per day, when you roll a Will saving throw and you think 
  you’re going to fail, you can decide to reroll and use the second 
  roll instead of the first one.
  You have to decide to use this feat before you know whether 
  you made or failed the saving throw.
  Once per day, when you roll a Fortitude saving throw and you 
  think you’re going to fail, you can decide to reroll and use the 
  second roll instead of the first one.
  You have to decide to use this feat before you know whether 
  you made or failed the saving throw.
  If you’re a 4th-level fighter, the damage bonus increases to +4 
  and the ranged attack penalty increases to –2.
  When you use this feat, take a –1 penalty on your ranged 
  attack rolls until the start of your next turn.
  You get a +2 bonus on all Fortitude saving throws.
  You gain a +1 bonus to your AC. If you lose your Dexterity 
  bonus to AC (for example, if you are paralyzed or tied up), you 
  lose the +1 AC bonus from this feat.
  You get a +4 bonus on initiative checks.
  41
  
  BENEFIT
  IRON WILL
  LIGHTNING REFLEXES
  MARTIAL WEAPON PROFICIENCY
  NIMBLE MOVES
  POINT-BLANK SHOT
  POWER ATTACK
  BENEFIT
  BENEFIT
  PENALTY
  POWER-UP
  BENEFIT
  BENEFIT
  None
  DEXTERITY 13
  None
  STRENGTH 13
  None
  None
  Attack bonus +1
  BENEFIT
  Cleric or Wizard
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  BENEFIT
  You get a +2 bonus on all Reflex saving throws.
  When you use this feat, you gain a +2 bonus on your melee 
  damage rolls until the start of your next turn.
  If you are using a weapon two-handed, this bonus is +3 
  instead of +2.
  When you use this feat, take a –1 penalty on your melee 
  attack rolls until the start of your next turn.
  If you’re a 4th-level fighter, the damage bonus increases to 
  +4 (or +6 if you are using a weapon two-handed) and the 
  attack penalty increases to –2.
  You get a +1 bonus on ranged attack rolls and ranged damage 
  rolls. You don’t get this bonus if your target is more than 30 
  feet away.
  Pick one martial weapon, like a battleaxe, 
  longsword, shortbow short sword, or 
  warhammer (see page 46). You are able to 
  use this type of weapon in combat. (If you 
  don’t have proficiency in a weapon, you 
  take a –4 penalty on your 
  attack rolls with it.)
  You can choose this  
  feat multiple times, 
  but you have to pick a 
  different martial weapon 
  each time that you choose 
  the feat.
  Fighters can’t choose 
  this 
  feat 
  because 
  they can already use 
  all martial weapons 
  without a penalty.
  Whenever you move, you may move through 5 feet of difficult 
  terrain each round as if it were normal terrain. This means that 
  difficult terrain only costs you 5 feet of movement instead of 
  10 feet of movement.
  IMPROVED SPELL DIFFICULTY
  Pick one of your attack spells that has a saving throw. Add +2 
  to the saving throw Difficulty Class for that spell.
  You can choose this feat multiple times, but you must pick a 
  different spell each time you choose the feat.
  You get a +2 bonus on all Will saving throws.
  42
  HERO’S HANDBOOK
  
  PRECISE SHOT
  QUICK DRAW
  BENEFIT
  BENEFIT
  Able to use a crossbow
  RAPID RELOAD
  SHIELD FOCUS
  SKILL FOCUS
  WEAPON FINESSE
  SELECTIVE CHANNELING
  SIMPLE WEAPON PROFICIENCY
  TOUGHNESS
  WEAPON FOCUS
  BENEFIT
  BENEFIT
  BENEFIT
  BENEFIT
  BENEFIT
  BENEFIT
  BENEFIT
  BENEFIT
  None
  None
  None
  CHARISMA 13
  Able to use a shield
  None
  Cleric
  Attack Bonus +1
  Attack Bonus +1
  FEATS
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  PREREQUISITE
  You can draw a melee or ranged weapon as a free action 
  instead of as a move action.
  If you shoot or throw a ranged weapon into melee combat, 
  you do not take the normal –4 penalty for shooting into a 
  melee (see page 56).
  Pick either heavy crossbow or light crossbow. If you picked 
  heavy crossbow, you can reload it as a move action. If you 
  picked light crossbow, you can reload it as a free action. 
  You can choose this feat multiple times, but you have to pick 
  a different type of crossbow each time you choose the feat.
  You are able to use all simple weapons in combat. Only wizards 
  can take this feat. (If you don’t have proficiency in a weapon, 
  you take a –4 penalty on your attack rolls with it.)
  Pick one skill. You get a +3 bonus on skill checks with that skill. 
  You can choose this feat multiple times, but you have to pick a 
  different skill each time you choose the feat.
  When making a melee attack with a light weapon or rapier, 
  you may use your DEX Mod instead of your STR Mod on the 
  attack roll.
  When you use your channel energy ability, choose a number 
  of creatures equal to your CHA Mod. These creatures are not 
  affected by that use of channel energy (this lets you heal allies 
  without healing nearby enemies).
  Increase the AC bonus granted by any shield you are using by +1.
  Your total number of hit points increases by +3.
  Fighters get this feat as a class ability for free at 2nd level, 
  and cannot select this as a feat.
  Pick one weapon you can use, such as battleaxe, 
  heavy crossbow, light mace, or longsword. You 
  gain a +1 bonus on your attack rolls with that type 
  of weapon.
  You can choose this feat multiple times, but you must pick 
  a different weapon each time you choose the feat.
  Fighters get this feat as a class feature automatically at 
  1st level. If you are a fighter and you choose this feat, 
  you must choose a different weapon than the one you 
  selected with your 1st-level fighter Weapon Focus.
  Proficiency with the crossbow type chosen
  !
  YOU ARE DONE WITH FEATS. GO TO 
  PAGE 32 TO FINISH YOUR CHARACTER.
  43
  
  equipment
  WEALTH AND MONEY (GP)
  You begin play with a number of gold pieces that you can 
  spend on weapons, armor, and other equipment, as follows:
  cleric  
  140 gp
  figHter 
  175 gp
  rogue 
  140 gp
  wizarD 
  70 gp
  COINS
  20
  J
  G
  Weapons come in a wide variety of shapes and sizes. All 
  weapons deal hit point damage. When you hit a 
  creature with a weapon, the creature subtracts 
  that damage from its current hit points.
  CRITICAL HITS
  Every weapon has a chance to make a 
  critical hit for extra damage. Critical hits 
  are explained on page 59, in the Playing 
  the Game section.
  SIMPLE AND MARTIAL 
  WEAPONS
  Simple weapons are easy to use. Clerics, fighters, 
  and rogues can use any simple weapon. 
  Martial weapons require more training 
  than simple weapons. Only fighters can 
  use any martial weapon without penalty. 
  Some feats let you learn how to use other 
  weapons. Simple weapons are on page 45. 
  Martial weapons are on page 46.
  AMMUNITION
  Bows, crossbows, and slings use ammunition—
  arrows for bows, bolts for crossbows, and sling 
  bullets for slings. Once you fire an arrow, bolt, 
  or sling bullet, it’s destroyed, whether or not 
  you hit.
  ONE- OR TWO-HANDED?
  Every weapon has a Hands box that tells you how many 
  hands you hold it with when you use it in combat.
  If a weapon is a light weapon, you can wield it in 
  one hand but can’t use it two-handed. If a weapon 
  is a one-handed weapon, you can use it 
  either one-handed or two-handed (for 
  extra damage). If a weapon is a two-
  handed weapon, you must use both 
  hands to wield it.
  If you wield a melee weapon one-handed, add 
  your STR Mod to melee damage when you attack 
  with it. If you wield it two-handed, add 1-1/2 
  times your STR Mod to melee damage instead.
  When wielding a weapon with two hands, you 
  can’t use your second hand for anything else 
  (you can carry the weapon in one hand, but you 
  must use both hands when attacking with it). 
  MASTERWORK WEAPONS
  A masterwork weapon is a finely crafted version 
  of a normal weapon. You get a +1 bonus on attack 
  rolls with a masterwork weapon (it doesn’t give 
  you a bonus on damage, just on the attack roll). 
  A masterwork weapon costs 300 gp more 
  than the normal cost of the weapon (so a 
  masterwork dagger costs 302 gp). You 
  cannot get masterwork ammunition.
  The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces 
  (sp). Each silver piece is worth 10 copper pieces (cp). You may also find treasures 
  like gold statues or gems that are worth gp, and can use them like money—that’s 
  easier than carrying a lot of coins.
  WEAPONS
  A smart adventurer knows to bring the 
  right equipment to the dungeon. This 
  section details weapons, armor, and 
  other useful adventuring items. 
  44
  HERO’S HANDBOOK
  
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  RANGE 
  INCREMENT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  SIMPLE WEAPONS
  EQUIPMENT
  G
  CLUB
  JAVELIN
  HEAVY MACE
  DAGGER
  LIGHT CROSSBOW
  DART
  LIGHT MACE
  HEAVY CROSSBOW
  This is usually a wooden weapon, though 
  some clubs have nails pounded into them to 
  increase the weight.
  This is a thrown weapon. You can use it like 
  a spear in melee, but if you do, you take a –4 
  penalty on your attack roll.
  This weapon has an ornate metal head 
  attached to a simple wooden or metal shaft.
  You can use this weapon in melee or as a 
  thrown weapon.
  Loading this weapon is a move action that 
  takes two hands. 10 crossbow bolts cost 1 gp 
  and come with a quiver.
  This is a thrown weapon, about 1–2 feet long.
  This weapon has an ornate metal head 
  attached to a simple wooden or metal shaft.
  Loading this weapon is a full-round action that 
  takes two hands. 10 crossbow bolts cost 1 gp 
  and come with a quiver.
  0 GP
  1 GP
  12 GP
  2 GP
  35 GP
  5 SP
  5 GP
  50 GP
  1
  1d6
  1d4
  1d4
  1d10
  1d8
  1d6
  Light
  1
  Light
  2
  Light
  Light
  2
  X 2
  X 2
  X 2
  X 2
  X 2
  X 2
  X 2
  X 2
  Bludgeoning
  Piercing
  Bludgeoning
  Piercing/Slashing
  Piercing
  Piercing
  Bludgeoning
  Piercing
  20
  20
  20
  20
  20
  19-20
  19-20
  19-20
  120 FEET
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  10 FEET
  RANGE 
  INCREMENT
  20 FEET
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  30 FEET
  RANGE 
  INCREMENT
  80 FEET
  RANGE 
  INCREMENT
  MELEE
  QUARTERSTAFF
  This weapon is a simple piece of wood, about 
  5 feet long.
  0 GP
  2
  X 2
  Bludgeoning
  20
  RANGE 
  INCREMENT
  MELEE
  SHORTSPEAR
  This spear is about 3 feet long. You can use it 
  in melee or as a thrown weapon.
  1 GP
  1
  X 2
  Piercing
  20
  RANGE 
  INCREMENT
  20 FEET
  SPEAR
  SLING
  This stabbing weapon is 5 feet long. You can 
  use it in melee or as a thrown weapon.
  Loading a sling is a move action that requires 
  two hands. 10 sling bullets cost 1 sp and come 
  with a small pouch.
  2 GP
  0 GP
  2
  1
  X 3
  X 2
  Piercing
  Bludgeoning
  20
  20
  RANGE 
  INCREMENT
  50 FEET
  RANGE 
  INCREMENT
  20 FEET
  UNARMED STRIKE
  This attack is any sort of punch, kick, or unarmed 
  attack you’d make in unarmed combat. All 
  characters can use unarmed strikes.
  0 GP
  Light
  X 2
  Bludgeoning
  20
  RANGE 
  INCREMENT
  MELEE
  Simple weapons require very little training for you to use 
  effectively. Clerics, fighters, and rogues are automatically 
  proficient in all simple weapons. Wizards are only proficient with 
  a few simple weapons (see page 26). If you are not proficient 
  with a weapon, you take a –4 penalty on your attack roll with it.
  45
  1d3
  1d8
  1d4
  1d6
  1d6
  1d6
  1d8
  
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  PRICE
  HANDS
  TYPE
  DAMAGE
  CRIT
  MARTIAL WEAPONS
  G
  2d6
  RAPIER
  SCIMITAR
  STARKNIFE
  THROWING AXE
  SHORTBOW
  WARHAMMER
  SHORT SWORD
  This is a fencing sword. You can use Weapon 
  Finesse with it. When you use it two-handed, you 
  don’t get the 1–1/2 STR Mod bonus to damage.
  This is a curved, bladed weapon about the 
  same size and weight as a longsword.
  You can use a starknife in melee or as a thrown 
  weapon.
  This weapon is a small axe about the size of a 
  hatchet. You can use it in melee or as a thrown 
  weapon.
  This bow is about 3 feet long. You can use a 
  shortbow while mounted. 20 arrows cost 1 gp 
  and come with a quiver.
  This heavy, long-handled weapon is like a 
  sledgehammer, but with a large metal head.
  This sword is about 2 feet long.
  20 GP
  15 GP
  24 GP
  8 GP
  30 GP
  12 GP
  10 GP
  1
  1
  Light
  Light
  2
  1
  Light
  X 2
  X 2
  X 3
  X 2
  X 3
  X 3
  X 2
  Piercing
  Slashing
  Piercing
  Slashing
  Piercing
  Bludgeoning
  Piercing
  20
  20
  20
  20
  18-20
  LONGSWORD
  This sword is about 3–1/2 feet long.
  15 GP
  1
  X 2
  Slashing
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  60 FEET
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  20 FEET
  RANGE 
  INCREMENT
  10 FEET
  RANGE 
  INCREMENT
  MELEE
  19-20
  18-
  20
  19-20
  LIGHT HAMMER
  GREATAXE
  GREATSWORD
  LONGBOW
  You can use a light hammer in melee or as a 
  thrown weapon.
  This is a large, two-bladed axe.
  This immense two-handed sword is about 5 
  feet long.
  This bow is about 5 feet long. You can’t use it 
  while mounted. 20 arrows cost 1 gp and come 
  with a quiver.
  1 GP
  20 GP
  50 GP
  75 GP
  Light
  2
  2
  2
  X 2
  X 3
  X 2
  X 3
  Bludgeoning
  Slashing
  Slashing
  Piercing
  20
  20
  20
  19-20
  19-20
  19-20
  19-20
  19-20
  19-20
  19-20
  19-20
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  MELEE
  RANGE 
  INCREMENT
  20 FEET
  RANGE 
  INCREMENT
  100 FEET
  BATTLEAXE
  This is a single-bladed axe. The blade may be 
  straight or curved.
  10 GP
  1
  X 3
  Slashing
  20
  RANGE 
  INCREMENT
  MELEE
  Martial weapons require some training to use effectively. Fighters 
  are proficient in all martial weapons. A cleric can use the martial 
  weapon of his or her deity. Rogues are proficient with a few 
  martial weapons (see page 24). If you are not proficient with a 
  weapon, you take a –4 penalty on your attack roll with it.
  1d12
  46
  HERO’S HANDBOOK
  1d8
  1d4
  1d8
  1d8
  1d8
  1d6
  1d4
  1d6
  1d6
  1d6
  1d6
  
  100 GP
  LIGHT
  9 GP
  SHIELD
  10 GP
  LIGHT
  15 GP
  MEDIUM
  20 GP
  SHIELD
  150 GP
  MEDIUM
  50 GP
  MEDIUM
  1,500 GP
  HEAVY
  200 GP
  HEAVY
  600 GP
  HEAVY
  25 GP
  LIGHT
  +4
  +1
  +2
  +4
  +6
  +5
  +9
  +7
  +8
  +3
  +2
  EQUIPMENT
  H
  Covering the torso, this shirt is made up of 
  thousands of interlocking metal rings. A chain 
  shirt is the best kind of armor that a rogue can 
  wear—it provides good protection, yet is still 
  light enough to be quiet.
  Leather armor is made up of pieces of boiled 
  leather carefully sewn together. Most rogues 
  prefer studded leather for better protection. In 
  poor settlements or hot lands, the town guard 
  may wear leather armor instead of metal armor.
  This suit of interlocking metal rings covers 
  your torso, legs, and arms. The suit includes 
  gauntlets. Chainmail is the best kind of armor 
  that a cleric can wear—it provides good 
  protection, but is a little bulky.
  You strap a light shield to your forearm and 
  grip it with your hand. A light shield’s weight 
  lets you carry other items in that hand (like a 
  torch or a lantern), although you can’t use a 
  weapon with that hand.
  This metal suit includes gauntlets, heavy 
  leather boots, a visored helmet, and a thick 
  layer of padding that is worn underneath 
  the armor. Full plate is the best kind of non-
  magical armor a character can get.
  Scale mail is made up of dozens of small 
  overlapping metal plates. The suit includes 
  gauntlets. It is much cheaper than chainmail 
  and gives almost the same protection, so 
  many new adventurers wear scale mail.
  Combining elements of full plate and 
  chainmail, half-plate includes gauntlets and 
  a helm. Many fighters switch to half-plate as 
  soon as they can afford it, and switch to full 
  plate once they have enough money.
  Splint mail is made up of metal strips sewn 
  to a hard leather undercoat. The suit includes 
  gauntlets. Splint is the cheapest heavy armor 
  you can get. Some fighters save money by 
  wearing splint mail instead of half-plate.
  You strap a heavy shield to your forearm and 
  grip it with your hand. A heavy shield is so 
  heavy that you can’t use your shield hand for 
  anything else—you can’t carry anything with 
  that hand and can’t use two-handed weapons.
  Similar to leather armor, this suit is reinforced 
  with small metal studs. It is much cheaper 
  than a chain shirt, so most rogues start with 
  a suit of studded leather, then upgrade to a 
  chain shirt when they can afford it.
  This armor is made of thick furs and animal 
  hides. It is bulky, but inexpensive. Depending 
  on where you get it, it might be bear skin, 
  rhino hide, giant lizard, or something stranger. 
  Primitive warriors and clerics often wear this.
  ARMOR AND SHIELDS
  WEARING ARMOR
  All types of armor are either light, medium, or heavy. Light armor 
  does not slow you down—you move at your normal speed. 
  Medium and heavy armor slows humans and elves to 20 feet. 
  Armor and shields give you a bonus to your Armor Class (listed in 
  the upper right corner of the armor’s box). If you wear armor and 
  a shield, you add both of these numbers to your Armor Class. You 
  can only wear one set of armor and one shield at a time.
  CHAIN SHIRT
  LEATHER ARMOR
  CHAINMAIL
  LIGHT STEEL SHIELD
  FULL PLATE
  SCALE MAIL
  HALF-PLATE
  SPLINT MAIL
  HEAVY STEEL SHIELD
  STUDDED LEATHER
  HIDE ARMOR
  You can strap on or remove a shield as a move action. You can 
  put on or take off leather armor, studded leather, or a chain 
  shirt in 1 minute. You can put on a breastplate, scale mail, 
  chainmail, or splint mail in 4 minutes, or take it off in 1 minute 
  (with help, this takes half the normal time). You can put on 
  half-plate or full plate in 4 minutes, or remove it in 1d4+1 
  minutes (you must have help).
  Armor is hard to sleep in. Light armor is barely comfortable 
  enough to sleep in without giving you any penalties. If you 
  sleep in medium or heavy armor, the next day you are fatigued 
  (–1 penalty on any roll that uses your STR Mod or DEX Mod).
  47
  
  20 GP
  2 GP
  25 GP
  1 GP
  50 GP
  1 GP
  2 GP
  1 GP/ 
  25 GP
  1 SP
  1 GP
  1 CP
  1 GP
  7 GP
  J
  ADVENTURING GEAR
  Adventurers need special gear to survive daily battles and 
  explore deadly dungeons. Whether you need rope to climb a 
  cliff, holy water to repel a vampire, or a set of good lockpicks 
  to open a treasure chest, make sure you have the tools you 
  need to get the job done!
  ALCHEMIST’S FIRE
  CROWBAR
  HOLY WATER
  FLINT AND STEEL
  ANTITOXIN
  GRAPPLING HOOK
  BACKPACK
  HOLY SYMBOL
  BEDROLL
  BELT POUCH
  CANDLE
  CHALK
  ADVENTURER’S KIT
  This is a thrown weapon. Make a ranged touch 
  attack (see page 58). If you hit, the target takes 
  1d6 points of fire damage. The target must spend 
  its next turn putting out the fire (DC 15 Reflex save) 
  or take 1d6 fire damage (the fire then burns out).
  A crowbar gives you a +2 bonus on Strength 
  checks made to force open a door or chest. You 
  can use it like a club, but take a –4 penalty on 
  your attack roll if you do.
  Holy water is a thrown weapon that burns 
  undead like acid. Make a ranged touch attack 
  (see page 58). If you hit, the undead takes 2d4 
  points of damage. Holy water does no damage 
  to creatures that aren’t undead.
  You strike flint against a piece of steel to make 
  sparks so you can start a fire. Lighting a torch, 
  campfire, or other combustible items with 
  flint and steel is a full-round action.
  If you drink a vial of antitoxin (a standard 
  action), you get a +5 bonus on Fortitude saving 
  throws against poison for 1 hour.
  You can use a grappling hook with a rope 
  instead of tying the rope to a piton or 
  outcropping. You can throw a grappling hook 
  to catch onto an object by making a ranged 
  attack roll against Armor Class 10.
  A backpack is made of leather and canvas. It 
  has a flap at the top that closes with a buckle, 
  and straps underneath to hold a bedroll. It can 
  hold about 3 cubic feet of stuff. You can put on 
  or take off a backpack as a move action.
  A holy symbol focuses divine power. If you’re 
  a cleric, you must hold your holy symbol to use 
  your channel energy ability. Each religion has 
  its own holy symbol. A wooden holy symbol 
  costs 1 gp, and a silver one costs 25 gp.
  This is a heavy blanket for sleeping. It is wide 
  enough that you can fold it in two, sleep on 
  half of it, and pull the other half over you. You 
  can roll it up tightly to carry it easily, or tie it 
  under a backpack.
  This is a leather container a little bigger than 
  a clenched fist. It has a strap and a button to 
  keep it closed. It can hold about 50 coins.
  A candle dimly illuminates a small area, 
  increasing the light level (see page 51) in a 
  5-foot radius by one category. A candle cannot 
  increase the light level above normal light. A 
  candle burns for 1 hour.
  Adventurers use chalk to mark the location of 
  traps and secret doors and directions to the 
  way out of a dungeon. A typical piece of chalk 
  is about 3 inches long and lasts for about 300 
  words or 300 feet of lines.
  This bundle of gear includes all of the basic 
  equipment that most adventurers need: a 
  backpack, a bedroll, a belt pouch, a sack, a set 
  of clothes, torches (10), trail rations (5 days), 
  and a waterskin.
  48
  HERO’S HANDBOOK
  
  1 SP
  10 GP
  15 GP
  1 SP
  30 GP
  5 CP
  1 CP
  1 GP
  5 SP
  75 GP
  1 SP
  1 GP
  7 GP
  EQUIPMENT
  OIL
  MIRROR
  SPELLBOOK
  PITON
  THIEVES’ TOOLS
  POLE
  TORCH
  ROPE
  TRAIL RATIONS
  HORSE
  SACK
  WATERSKIN
  LANTERN
  This 1-pint flask of oil is used for lanterns. You can 
  pour it on the ground to make a 5-foot-square 
  slippery area. If lit, it burns for 2 rounds and does 
  1d3 points of fire damage each round. It doesn’t 
  explode if you try to throw it like alchemist’s fire.
  This polished steel mirror is useful for looking 
  around corners without sticking your head 
  out. A typical mirror is about 4 inches across.
  A spellbook has 100 pages. Each spell takes up 
  one page per spell level. If you are a wizard, 
  you start the game with a spellbook containing 
  all the spells you know, and you must have 
  your spellbook to prepare your spells.
  Pitons are small iron spikes that you hammer 
  into the floor or wall. You can use them to 
  hold doors open or closed, tie ropes to them, 
  or use them to hold tents in place.
  You need this lockpicking kit to use the Disable 
  Device skill. If you don’t have thieves’ tools, 
  you must use improvised tools like a bent wire 
  and a dagger, which gives you a –2 penalty on 
  Disable Device checks.
  This is a 10-foot-long wooden pole, useful for 
  poking the ground ahead of you to check for 
  traps or quicksand.
  A torch sheds normal light in a 20-foot radius and 
  increases the light level (see page 51) by one 
  category for 20 feet beyond that area. It burns for 
  1 hour. If you use a torch like a club, you have a –4 
  attack roll penalty (1d3 damage +1 fire damage).
  This 50-foot length of rope is sturdy and 
  durable. You can cut it by dealing 2 points of 
  damage to it. If you are tied up, you can burst 
  the rope with a DC 23 STR check.
  These rations provide a day’s worth of food for 
  an adult dwarf, elf, or human. It can be stored 
  for a long time without spoiling. Trail rations 
  typically consist of beef jerky, hard cheese, 
  hard biscuits, and dried fruit.
  A horse is suitable as a mount for a human, 
  dwarf, or elf. You can use one as a pack horse 
  to carry equipment and treasure. Horses 
  usually refuse to go indoors or underground.
  This is a large canvas sack with a heavy 
  drawstring to keep it closed. It holds about 2 
  cubic feet of stuff. You can tie a sack to your 
  belt or to a backpack.
  A waterskin is a sealed container that can hold 
  a half gallon of water, ale, wine, or other liquid 
  without leaking.
  A lantern sheds normal light in a 30-foot radius 
  and increases the light level (see page 51) by 
  one category for 30 feet beyond that area. A 
  lantern burns for 6 hours on 1 pint of oil. You 
  can carry a lantern in one hand.
  !
  YOU ARE DONE WITH EQUIPMENT. GO TO 
  PAGE 32 TO FINISH YOUR CHARACTER.
  49
  
  Now that you have a character, it’s time to look at the rules for playing the game. 
  Playing the game usually happens in one of two modes: exploration or combat.
  playing the game
  EXPLORATION
  Exploring the game world happens at a very different pace 
  than combat. Entire days might pass in seconds of real time 
  as you and your group of adventurers travel from one 
  city to the next, but you may spend an hour in real time 
  negotiating with the head of the thieves’ 
  guild to free a kidnapped prince. The 
  pace of the game is decided 
  by the Game Master, but 
  it is influenced by your 
  decisions.
  ENCOUNTERS
  While playing your character, 
  you’ll have many encounters. 
  Encounters are individual “scenes,” 
  decided by the Game Master 
  and your actions. An encounter 
  might be an argument with 
  the owner of a local shop, 
  a chase through a haunted 
  forest, or an attempt to 
  rescue a villager from 
  a 
  burning 
  building. 
  Encounters 
  can 
  be 
  solved through skill 
  checks, investigating 
  clues, 
  or 
  combat 
  (described later in 
  this chapter). How 
  an encounter is 
  resolved 
  often 
  depends upon the 
  decisions you make 
  for your character.
  For example, while you are traveling through the wilderness, 
  the GM describes a crumbling tower ahead. You might 
  decide to sneak up to the tower, in which case the GM 
  will have you use the Stealth skill. Or you might spy 
  on it to see if it is occupied, and the GM will have you 
  use the Perception skill. Or you might walk right up 
  to it, only to have a giant spider jump out, in 
  which case the GM starts combat. 
  All of these outcomes 
  are very different from 
  one another. Which one 
  occurs depends upon 
  your decisions and the 
  skills of your character 
  and your allies.
  50
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  MAKING CHECKS
  You use the dice to see if your character succeeds or fails at a 
  task. Many of the rolls you’ll have to make are called “checks.” 
  For example, the GM might say “make a Strength check” or 
  “make a Climb check.” Each of these checks works the same 
  way. When the GM tells you to make a check, do this:
  Roll 1d20 + character bonuses 
  + modifiers from the GM
  Add those numbers together. The higher the total, the better 
  you did. Meanwhile, the GM secretly figures out a Difficulty 
  Class (DC) for your check. If the result of your check is equal to 
  or greater than the DC, then you succeed at the check. If the 
  result is less than the DC, you fail.
  The character bonuses depend on what type of check the GM 
  wants you to do:
  SKILL CHECK: When making a skill check, add your total 
  number of ranks from the skill, the ability score modifier used by 
  the skill (like your STR Mod for Climb), and any other associated 
  bonuses your character has from feats, race, or class (add these 
  up on your character sheet ahead of time). The DCs for common 
  uses of skills are listed in the Skills section earlier in this book.
  ABILITY CHECK: In an ability check, you just add one of your 
  ability modifiers. You use ability checks when there’s no skill that 
  covers what you want to do. For example, you might be asked to 
  make a STR check when attempting to break down a door.
  OVERLAND MOVEMENT
  Outside of combat, you can move about without having to worry 
  too much about your speed. If how fast you move is important 
  to the story, here’s how fast you normally travel:
  Unarmored human or elf 
  3 miles per hour
  Human or elf in medium or heavy armor 
  2 miles per hour
  Dwarf 
  2 miles per hour
  Character riding a horse 
  5 miles per hour
  You can move at these speeds for up to 8 hours each day. 
  Moving more than 8 hours in this way tires you out and deals 
  1d6 points of damage to you for every hour after those first 
  8 hours. You can choose to “hustle” at double this speed, but 
  only for one hour. After one hour of hustling, you take 1 point 
  of damage and you’re fatigued. Each hour after that, you take 
  2 points of damage.
  These speeds are for moving down a road or well-worn path. 
  Moving through the wilderness or swamps can reduce your speed by 
  up to half. Your GM will tell you when the terrain reduces your speed.
  Movement in combat works a little differently. See Move 
  Actions on page 55 for more information.
  LIGHT
  Your adventures will often take you into crumbling caves, filthy 
  sewers, and deadly dungeons, all of which are usually dark. 
  Having a simple light, such as a torch or a light spell, can make 
  all the difference. To keep things 
  simple, there are four different light 
  levels commonly used in the game.
  BRIGHT LIGHT: Everyone can 
  see in this light. Creatures that are 
  sensitive to light take penalties in 
  areas this bright. Examples of bright 
  light include direct sunlight and 
  inside the area of a daylight spell.
  NORMAL LIGHT: This is the 
  average level of light. Everyone can 
  see in this light. Examples of this light 
  include sunlight under a tree, torches, 
  lanterns, and the light spell.
  DIM LIGHT: This is a gloomy sort of light. Dwarves and 
  other creatures with darkvision can see normally in dim light. 
  Other creatures can see, but not clearly; when they make attacks 
  in dim light, there’s a greater chance they’ll miss (see Concealment, 
  page 59). Examples include moonlight and candlelight.
  DARKNESS: This is total darkness. Dwarves and other 
  creatures with darkvision can see normally in darkness. 
  Creatures without darkvision can’t see at all. If you can’t see in 
  darkness, when you make an attack roll there is a 50% chance 
  the attack misses (01–50 on d%), even if the attack roll would 
  normally hit. Examples of darkness include dungeons, caves, 
  and areas of magical darkness (like from a darkness spell).
  LIGHT SOURCES: Light sources give off light in a specific 
  radius. For example, a torch gives off normal light in a 20-foot 
  radius. Each light source lists the range and light level that it 
  provides. If you have low-light vision (as elves do) you can see as 
  if this radius were doubled. For example, if you’re an elf, you can 
  see normally within 40 feet of a torch.
  51
  
  CITY
  DUNGEON
  WILDERNESS
  ENVIRONMENTS 
  When exploring, there are many kinds of environments 
  you are likely to encounter, from haunted forests to deadly 
  dungeons and crowded cities. Each environment comes with 
  its own unique challenges and encounters. Your Game Master 
  has most of the details about these environments, but here 
  are the basics that you should know.
  DUNGEON: A “dungeon” is any series of rooms or 
  chambers, such as a sewer, cave, crypt, temple, or even 
  an actual dungeon. When exploring a dungeon, you may 
  encounter traps. Traps are mechanical or magical devices 
  that activate when you come near and do damage or cause 
  some other effect. For example, the most common trap is 
  a pit trap. If you walk on a pit trap, it opens and you fall to 
  the pit’s bottom, taking damage. You can use the Perception 
  skill to find traps and the Disable Device skill to disarm them 
  before they are triggered. You may discover hazards like 
  locked doors, water-filled chambers, and deadly fungi while 
  exploring dungeons, as well as combat encounters with the 
  monsters that live there.
  WILDERNESS: The wilderness is all the other parts of the 
  world—forests, deserts, mountains, oceans, and so on. You 
  travel through the wilderness while making your way to the 
  next adventure. Many kinds of monsters live in the wilderness, 
  from hungry werewolves to giant spiders. The wilderness also 
  contains natural hazards like quicksand, freezing cold, and 
  the scorching sun. It’s safer to follow the road when traveling 
  through the wilderness, but some places have no roads, and 
  heroes don’t always play it safe.
  CITY: Cities are places where people live, ranging from tiny 
  communities of just a few houses to vast, walled towns. In 
  cities you can buy new gear, sell treasure, and rest from your 
  previous adventures. Cities are not without danger. Thieves 
  lurk in the shadows, and sometimes the sewers are filled 
  with monsters. Evil clerics hide in ancient vaults, worshiping 
  vile gods, while cruel wizards plot and scheme. Despite these 
  dangers, the city is a safe place for the most part, but you 
  never know where adventure might be found.
  TIME PASSES
  You don’t have to be in combat to use your character’s abilities. 
  If you want to cast one of your prepared spells, you can at any 
  time—many spells have long durations because you probably 
  cast them long before combat starts. If you want to draw a 
  weapon, or use your channel energy ability to heal someone, 
  eat dinner, search for a trap, you can do it in exploration 
  mode—you don’t have to be in combat mode.
  52
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  COMBAT
  In parts of the world where monsters are 
  common, a sharp sword and sturdy shield are 
  a far more effective means of communication 
  than words. Combat is a common part of the game, 
  and it runs quite a bit differently than exploration. Instead 
  of everyone acting whenever they want, you take turns, and 
  there are rules for what you can and can’t do on your turn. 
  This section of the book describes combat, including how to 
  attack, cast spells, and move during combat.
  COMBAT OVERVIEW
  Combat in the game occurs whenever two or more creatures 
  decide to attack one another using weapons, claws, spells, 
  or other abilities. When this happens, everyone makes an 
  initiative check to see who goes first, second, and so on.
  Time in combat is measured in rounds. Each round is 6 
  seconds long—enough time to move a bit and either swing a 
  weapon or cast a spell. Ten rounds is 1 minute (60 seconds) of 
  game time. The Game Master counts down from the highest 
  initiative roll to the lowest, and when your initiative is called it 
  is your turn. On your turn you get to take all of your actions, and 
  when you’re done the GM counts down to the next creature. 
  Once everyone has had a turn, a new round starts and the GM 
  starts the countdown again. This repeats until the combat is 
  over—usually when all creatures on one side have died, run 
  away, or surrendered.
  MAP SQUARES
  When combat starts, it is helpful to use a map of the area with a 
  square grid, such as the laminated Flip-Mat included in the box 
  (you can use the blank side with the grid to draw your own maps 
  with a dry-erase or wet-erase marker). The grid is measured in 
  5-foot squares, so you can use the grid to count out distance. For 
  example, 30 feet is 6 squares on the map (30 divided by 5 = 6). 
  A dwarf, elf, or human takes up exactly 1 square—not that 
  the character is completely filling that square, but it represents 
  the physical space of the character and how much area they 
  can control, sort of like their “personal space.” Most monsters 
  take up only one square, just like a human. Some larger ones 
  (such as ogres) take up 4 squares (a 10-ft.-by-10-ft. area).
  You don’t have to keep track of what direction you’re facing or 
  looking—assume that a typical adventurer or monster is always 
  expecting danger and is constantly looking around for trouble, 
  especially in the middle of combat!
  A creature can attack an enemy in any adjacent square. Some 
  monsters have the ability to reach more than one square away; 
  the Game Master has information on how this works. 
  The Pathfinder RPG Beginner Box includes dozens of 
  cardboard pawns you can use to represent characters and 
  monsters in a combat encounter. Having these pawns on 
  a combat grid helps keep track of where your character 
  is, how far your character can reach, which monsters are 
  still alive, how far you can move on your turn, and so on. 
  Combat encounters can get very tactical, and knowing what 
  square you’re in can be very important. Choose a pawn that 
  53
  30 FEET
  5 FEET
  10 FEET
  1 SQUARE = 5 FEET
  
  resembles your idea of what your character looks like (if you 
  can’t find one that matches what you look like, you can use 
  any pawn as a generic marker for your character).
  INITIATIVE 
  At the start of a battle, each combatant makes an initiative 
  check. An initiative check is a Dexterity check:
  Initiative = 1d20 + DEX Mod
  If you have the Improved Initiative feat (see page 41), you get 
  a +4 bonus on the roll (this is already on your character sheet). 
  The GM writes all of the initiatives in order on a piece of scratch 
  paper, from highest to lowest. If there is a tie, all creatures in 
  the tie should roll 1d20 to determine which goes first.
  Your initiative check doesn’t change during the combat, even 
  if you don’t take an action on your turn or you fall unconscious.
  Initiative is like a clock—when you get to the lowest initiative 
  number, it loops back to the highest number and starts all over 
  again, and the creature with the highest initiative goes first.
  SURPRISE 
  Sometimes combat begins with one side being surprised by the 
  other—you surprised the monsters or the monsters surprised 
  you. This usually happens with an ambush, or when one group 
  sneaks up on the other group. When this happens, the GM has 
  each sneaky creature make a Stealth check and the other group 
  makes Perception checks to notice the sneaky creatures (this 
  is an opposed skill check; see page 34). Anyone who fails the 
  Perception check is surprised for the first round, which is called 
  the “surprise round.”
  If anyone is surprised in a combat, two special things happen in 
  the surprise round. One, anyone who is surprised can’t take any 
  actions. Two, anyone who isn’t surprised can take only one action 
  (a standard action or a move action). Once the first round is over, 
  nobody is surprised, and everyone can take actions.
  If nobody is surprised at the start of combat, there is no 
  surprise round and everyone takes turns normally.
  COMBAT ROUND SEQUENCE 
  1.  Is anyone surprised?
  2.  Everyone roll initiative!
  3.  GM puts everyone in initiative order.
  4.  In initiative order, everyone takes a turn. Surprised 
  creatures can’t take actions on the first round.
  5.  End of round. Go to step 4.
  TAKE TURNS 
  When going through the initiative order, each creature gets a 
  turn. On your turn, you can take one or more actions. There are 
  three kinds of actions.
  FREE ACTIONS: A free action takes almost no time to 
  accomplish or can be done during other actions. As a free action 
  you can talk, drop a held item, fall prone (flat on the ground), 
  and so on.
  MOVE ACTIONS: A move action takes up a small amount of 
  time in a turn. As a move action you can move up to your speed, 
  draw a weapon, pick up an item from the ground, stand up from 
  prone, get on or off a horse, buckle on a shield, and so on.
  STANDARD ACTIONS: A standard action takes up most 
  of your turn. As a standard action you can make a melee 
  attack or a ranged attack, cast a spell, activate a magic item, 
  or use a class feature like channel energy. You can also use a 
  standard action to take a move action, even if you used your 
  move action.
  You can take one action of each type on your turn. For 
  example, you could drop your crossbow as a free action, draw 
  your sword as a move action, and attack a goblin as a standard 
  action. You don’t have to take all three types of actions on 
  your turn. For example, if you were already holding your 
  sword, you could just attack the goblin with your standard 
  action and not use your move action or free action. You can 
  take your actions in any order—attacking and then moving 
  away or moving to an enemy then attacking are both allowed. 
  You can’t “save up” actions from one turn to use them on your 
  next turn. Sometimes (like in a surprise round) you won’t be 
  able to use all of your actions in a turn.
  Full-Round Actions (Special): Some slow or complex things 
  require you to spend a “full-round action” to do them, like lifting 
  a heavy gate or disabling a trap. When you spend a full-round 
  action, you use your standard action and your move action for 
  that turn, but you can still take your free action.
   More info on the three kinds of actions is next.
  FREE ACTIONS 
  Free actions take hardly any time at all. You can usually only do one 
  free action each turn, though the GM may allow you to do more 
  than one on your turn. For example, you could shout a warning to a 
  friend and drop your crossbow at the same time. Some skills, feats, 
  and spells may let you do other types of free actions.
  DROP AN ITEM: You can drop an item you’re holding into 
  your square or an adjacent square.
  DROP PRONE: You can drop prone in your square.
  5-FOOT STEP: You can move 5 feet (one square) in any 
  direction, but only if you don’t use your move action or 
  standard action to move (in other words, you can’t use this 
  to get another 5 feet of movement on your turn). If you take 
  this action, it is the only movement you can do this round. 
  You cannot take a 5-foot step if your movement is slowed or 
  you are moving into terrain that slows you down (like mud 
  or bushes).
  SPEAK: In general, speaking is a free action. Speaking more 
  than a few sentences is generally beyond the limit of a free 
  action—after all, a round is only six seconds, so you can’t talk 
  more than that long on your turn. Sometimes you have to talk 
  as part of using a skill (like Diplomacy) or casting a spell, but 
  that’s included in the action for using the skill.
  54
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  MOVE ACTIONS 
  Move actions take a little bit of time—slightly less than half 
  your turn.
  MOVE: You can spend a move action to move around on 
  the map. Moving includes climbing with the Climb skill and 
  swimming with the Swim skill. On a map with a grid, one 
  square is 5 feet.
  Humans and elves normally move at a speed of 30 feet (6 
  squares). Medium or heavy armor slows humans and elves down 
  to 20 feet (4 squares). Dwarves always move at a speed of 20 
  feet (4 squares), even in medium or heavy armor. Because you 
  can use a standard action to take a move action, you can move 
  up to twice your speed on your turn (once as your move action, 
  once as your standard action); this is called a “double move.”
  MOVING THROUGH CREATURES: You can move through 
  an ally’s square, but you can’t end your movement there. You 
  can’t move through or end your movement in an enemy’s 
  square. If a creature is helpless (unconscious, paralyzed, and 
  so on) you can move through or end your turn in its square, 
  whether it is an ally or an enemy.
  DIAGONALS: You can move diagonally on a square grid. The 
  first diagonal counts as 5 feet, the second counts as 10 feet, the 
  third as 5 feet, the fourth as 10 feet, and so on. You can’t move 
  diagonally around a corner or through a doorway (you have to 
  move straight one square, then to the side one square). You can 
  move diagonally past a creature. You can move diagonally past 
  other obstacles such as pits.
  DIFFICULT TERRAIN: Difficult terrain is something that 
  slows down your movement, such as heavy undergrowth, broken 
  ground, or steep stairs. Each square of difficult terrain counts as 
  10 feet (2 squares) of movement. Every diagonal move into a 
  difficult terrain square counts as 15 feet (3 squares) of movement. 
  If you are flying, difficult terrain doesn’t slow you down.
  ACCIDENTALLY ENDING MOVEMENT IN AN 
  ILLEGAL SPACE: Rarely, you may accidentally end your 
  movement in a space where you’re not allowed to stop. When 
  that happens, you actually end in either the most recent 
  allowed square you were in, or the closest allowed square (if 
  that’s closer to where you tried to stop).
  MINIMUM MOVEMENT: Even if you’re slowed down, 
  you can spend a full round (your move plus your standard 
  action) to move 5 feet (1 square) in any direction, even 
  diagonally. Obviously, this doesn’t let you walk through walls 
  or to a square you couldn’t actually reach (like diagonally 
  around a corner). Basically, unless you’re completely unable 
  to move, your minimum movement for a move action is 
  always 5 feet.
  DRAW/SHEATHE A WEAPON: You can draw a weapon 
  from its sheath and be ready to fight with it as a move action. 
  You can put a weapon away as a move action. You can use this 
  action for other objects you’re carrying that are in easy reach, 
  like a magic wand, a potion, or a scroll. If the weapon or object 
  is in your backpack or hard to reach, you have to use the Use an 
  Item action (see page 56).
  The ogre's 1st move costs 5 feet, 
  and its 2nd move is a diagonal into 
  difficult terrain so it costs 15 feet.
  Valeros's 1st move costs 5 feet, 
  his 2nd move costs 5 feet, and his 
  3rd move is his second diagonal 
  so it costs 10 feet. Next he moves 
  into difficult terrain, which costs 
  him 10 feet. Finally, he moves 
  diagonally into difficult terrain, 
  which costs him 15 feet.
  DIFFICULT 
  TERRAIN
  55
  
  If your attack bonus is +1 or higher, when you use the move 
  action to move, you also can draw a weapon as a free action.
  Drawing arrows, crossbow bolts, or sling bullets isn’t an action 
  at all—you can do it automatically as part of using your standard 
  action to attack with a bow, crossbow, or sling.
  USE AN ITEM: Moving or manipulating an item is usually a 
  move action. This includes opening or closing a door, getting 
  something out of your backpack, reloading a light crossbow, 
  knocking over a table or chair, and so on.
  MOUNT/DISMOUNT A HORSE: Mounting or dismounting 
  a horse is a move action.
  READYING OR REMOVING A SHIELD: Strapping a 
  shield to your arm to gain its shield bonus to your AC is a move 
  action. Removing a shield you’re wearing is a move action.
  If your attack bonus is +1 or higher, when you use the move 
  action to move you can also ready or remove a shield as a 
  free action.
  If you’re carrying a shield in your 
  hand (not wearing it 
  strapped to your 
  armor), you can drop 
  it as a free action.
  STAND UP: Standing 
  up from a prone position 
  is a move action.
  STANDARD ACTIONS 
  A standard action takes up more than half of 
  your turn. Most things your character would do are 
  standard actions.
  MELEE ATTACK: You can use a melee weapon to 
  attack an enemy as a standard action. The enemy 
  has to be adjacent to you, meaning within 5 feet 
  (1 square) of you. (Some monsters have longer 
  reach than this.)
  RANGED ATTACK: You can use a ranged 
  weapon to attack an enemy as a standard 
  action. The enemy has to be at least 10 feet (2 
  squares) from you. The maximum range for a 
  thrown weapon is 5 times the range increment 
  listed in the weapon description. For example, a 
  dagger has a range increment of 10 feet, so 
  you can throw it a maximum of 50 feet. The 
  maximum range for bows, crossbows, and 
  slings is 10 times the range increment 
  listed in the weapon description.
  If you make a ranged attack at an enemy 
  that is adjacent to one of your allies, you take 
  a –4 penalty on your attack roll. If you have the 
  Precise Shot feat (page 43), you don’t have 
  this penalty.
  CAST A SPELL: You can cast one of your prepared spells as 
  a standard action. For more info on casting spells in combat, go 
  to Casting Spells (page 61).
  USE MAGIC ITEM: You can use a magic item like a scroll, 
  potion, or elixir as a standard action. Many magic items work 
  automatically and you don’t have to spend an action to activate 
  them. For example, a magic cloak that helps you sneak, a magic 
  sword that adds to attack rolls and damage, and a magic belt 
  that makes you stronger work all the time.
  USE SPECIAL ABILITY: Some class features, like a cleric’s 
  channel energy or an illusion-school wizard’s blinding ray ability, 
  are a standard action. Monsters may have special abilities (like 
  breathing fire) that are a standard action to use.
  COMBAT TIME 
  Sometimes the rules say something lasts for “1 round.” That 
  means it ends just before the same initiative number that it 
  started on the previous round. For example, if you cast 
  a sanctuary spell during your turn on initiative 15 and 
  the spell lasts 1 round, it doesn’t end until an instant 
  before your turn starts on initiative 15 of 
  the next round. If the spell lasted 2 
  rounds, it would end just before 
  your initiative 15 two rounds after 
  you cast it. Just remember that 
  round-based durations always 
  end just before the initiative 
  number they started in.
   Sometimes the rules say 
  something takes a “full round” 
  to activate. That means it takes 
  from one initiative number on one turn to that 
  same initiative number on the next turn (like 
  from initiative 15 on round 1 to initiative 
  15 on round 2). This uses up your turn 
  on the first round, but you still get 
  to take actions on the second round 
  (the “full round” of actions only 
  uses up one round, not two).
  MAKING AN ATTACK 
  When you try to attack an enemy 
  with a melee weapon, you make 
  an attack roll to see if you hit it. 
  Your attack roll is:
  Melee: 1d20 
  + attack bonus
  + STR Mod
  + other modifiers
  “Other modifiers” may be a +1 from 
  the Weapon Focus feat, a bless 
  spell, or some other thing that’s 
  giving you an advantage to hit. 
  56
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  The ogre has cover 
  from Merisiel 
  because at least 
  one line passes 
  through the wall.
  The ogre has total cover from Kyra.
  The ogre doesn't 
  have cover from 
  Valeros.
  It’s okay if your numbers add up to more than 20! Higher numbers 
  are better. 
  Making an attack with a ranged weapon works the same way, 
  except you use your DEX Mod instead of your STR Mod, like this:
  Ranged: 1d20 + attack bonus +  
  DEX Mod + other modifiers
  Whether you’re making a melee attack or a ranged 
  attack, if your total attack roll is equal to or higher than 
  your enemy’s Armor Class, you hit it and get to make a 
  damage roll.
  RANGE INCREMENTS: All ranged weapons have a 
  range increment, such as “60 feet.” If you attack from that 
  distance or closer, you make your attack roll normally. If 
  you attack from farther away than that, you take an attack 
  roll penalty because it’s harder to hit. You take a –2 penalty 
  for every range increment (or part of a range increment) 
  after the first (closest) range increment. For example, a 
  shortbow’s range increment is 60 feet. You attack normally 
  up to 60 feet away, but from 65–120 feet you have a –2 
  penalty on your attack, from 125–180 feet you have a –4, 
  and so on.
  MINIMUM AND MAXIMUM RANGE: You can’t attack 
  a creature with a ranged weapon unless you are at least 10 
  feet away from all enemies. You can throw a weapon up to 
  5 range increments. Bows and crossbows can shoot up to 10 
  range increments.
  COVER 
  “Cover” is any sort of solid obstacle between you and an enemy that makes it harder for the enemy to hit you, like a table, 
  tree, or another creature. To figure out if you have cover, pick any corner of the square you’re in and draw an imaginary line 
  from you to any corner of your enemy’s square. If this line passes through a solid object or a creature, you get cover against 
  that enemy’s attacks. As long as least one imaginary line from you to the enemy gives you cover, you get cover. Cover gives 
  you a +4 to your AC against that enemy’s attacks.
  LOW OBSTACLES AND COVER: A low obstacle (such as a wall no higher than half your height) may not be enough to 
  give you cover. If your enemy is closer to the obstacle than you are, the obstacle doesn’t give you cover.
  TOTAL COVER: If you are completely hidden behind a wall or other obstacle, enemies can’t attack you. If every imaginary 
  line you can draw from your corner to the enemy’s corner goes through the cover, you have total cover from that enemy and 
  you can’t attack each other.
  57
  
  SPECIAL ACTION: CHARGE 
  Charging spends your move action and your standard action. 
  When you charge, you move up to twice your speed and then 
  make one attack at the end of your movement.
  MOVEMENT DURING A CHARGE: You must move before 
  your attack, not after. You must move at least 10 feet (2 squares), 
  but not more than double your speed. You must move in a 
  straight line toward one enemy—you don’t have to follow the 
  straight lines of the grid, but you can’t turn when you charge.
  You must have a clear path toward the opponent, and 
  nothing can hinder your movement (such as difficult terrain). 
  You must move to the closest space from which you can attack 
  the enemy.
  ATTACKING ON A CHARGE: After moving, you may 
  make a single melee attack against the enemy. You get a +2 
  bonus on the attack roll and take a –2 penalty to your AC until 
  the start of your next turn.
  AUTOMATIC SUCCESS AND FAILURE 
  If you roll a 1 on a 1d20, that’s called a natural 1. If you roll a 
  20 on a d20, that’s called a natural 20. It’s only a natural 1 or 
  natural 20 if that’s what number comes up on the 1d20. For 
  example, if you roll a 19 on the die and you have a +1 bonus, 
  that’s not a “natural” 20.
  ATTACKS AND SAVES: If you roll a natural 20 on an 
  attack roll or saving throw, you automatically succeed. If you 
  roll a natural 1, you automatically fail.
  SKILL CHECKS: For skill checks and ability checks, there is 
  no auto-success on a natural 20 or auto-fail on a natural 1. This 
  means that you can’t automatically succeed at an impossible 
  task (like jumping over the moon) or automatically fail at a 
  trivially easy task (like jumping 1 foot off the ground).
  CRITICAL THREATS 
  If you roll a natural 20 on your attack roll, not only do you 
  automatically hit, but it’s also a critical threat, which means 
  there’s a chance you can turn the attack into a critical hit (or 
  crit) for extra damage. If your attack is a critical threat, make 
  your attack roll again with the same bonuses you had on the 
  original attack roll. If the second attack roll is enough to hit 
  your enemy’s AC, your attack is a critical hit (this is called 
  confirming the critical). If that second attack roll misses, then 
  the attack was just a normal hit and does normal damage.
  Rolling to confirm a crit doesn’t take any time and doesn’t 
  use any extra actions.
  Some weapons (like crossbows and longswords) get a critical 
  threat on a natural 19 or 20, not just a natural 20, A rapier or 
  scimitar gets a critical threat on a natural 18, 19, or 20. For these 
  weapons, the extra critical threat numbers aren’t automatic hits 
  like a 20 is. For example, if rolling a 19 + bonuses doesn’t hit, it’s 
  not a critical threat. The “Crit” box for a weapon (pages 45–46) 
  tells you what number on the d20 is a critical threat.
  See Critical Hits on page 59 for information on crit damage.
  ARMOR CLASS 
  Your Armor Class (AC) represents how hard it is for enemies to 
  make a damaging hit on you. Here’s how you figure out your AC:
  10 + armor bonus + shield bonus +  
  DEX Mod + other modifiers
  “Other modifiers” may be a +1 from the Dodge feat, a 
  protection from evil spell, or some other defensive bonus. The 
  higher your AC, the harder it is for enemies to hit you.
  LOSING YOUR DEX MOD: Sometimes you aren’t able to 
  react to an enemy’s attack, like if you’re surprised or paralyzed. 
  This is called being flat-footed. When you’re flat-footed, you 
  don’t get to add your DEX Mod to your AC. However, if your DEX 
  Mod is a negative number, your AC doesn’t change when you’re 
  flat-footed (it’s always bad to have a low DEX Mod).
  TOUCH ATTACKS: Some special attacks ignore armor and 
  shields—you only need to touch your enemy with the attack 
  for it to work. These are called touch attacks. When you make 
  a touch attack, the enemy doesn’t get to add its armor bonus 
  58
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  The goblin 
  and ogre are 
  flanking Ezren.
  Kyra and 
  Valeros are 
  flanking the 
  ogre.
  Valeros and 
  Merisiel are not 
  flanking the ogre.
  and shield bonus to its Armor Class, so you have an easier time 
  hitting it. A touch attack is either a melee touch attack or a 
  ranged touch attack, and you add your bonuses like a regular 
  melee or ranged attack.
  DAMAGE 
  If your attack hits, you deal damage. Your weapon’s damage 
  listing in the Equipment chapter tells you how much damage it 
  does. Damage reduces the enemy’s hit points.
  STRENGTH MOD: When you hit with a melee weapon, 
  thrown weapon, or sling, add your STR Mod to the damage roll. 
  If your STR Mod is a negative number, add it to all weapons 
  except heavy crossbows and light crossbows.
  If you are wielding a one-handed or two-handed weapon 
  with both hands, you add 1-1/2 times your STR Mod (but only if 
  it’s positive—you don’t multiply a negative STR Mod).
  MINIMUM DAMAGE: If penalties reduce the damage 
  result to less than 1, a hit still deals 1 point of damage. This 
  usually only happens if you have a low STR Mod.
  CRITICAL HITS 
  If your attack is a critical hit (also called a crit), you deal 
  extra damage. Most weapons have a critical multiplier of ×2, 
  which means a crit deals double damage: roll your damage 
  dice twice and add in your damage bonus twice, as if you had 
  hit your enemy twice. Some weapons have a critical multiplier 
  of ×3, so they do triple damage: roll your damage dice three 
  times and add your damage bonus three times. The “Crit” box 
  for a weapon (pages 45–46) tells you what the weapon’s crit 
  multiplier is.
  WHAT NOT TO MULTIPLY: There are two special kinds 
  of damage that don’t get multiplied if you get a crit. The first 
  kind is rogue sneak attack damage. If you get a critical hit 
  when you make a sneak attack, you add in the extra sneak 
  attack damage only once (not twice for a ×2 crit or three times 
  for a ×3 crit).
  The other kind of special damage is magical energy damage 
  from special magic weapons like a flaming sword—these 
  weapons add their damage to each attack, but the extra 
  damage is added only once on a critical hit.
  SPELLS AND CRITICAL HITS: If you cast a spell that has 
  you make an attack roll, your spell can get a critical threat or 
  critical hit just like a weapon. A spell’s critical threat range is 20 
  and its damage multiplier is ×2.
  CONCEALMENT 
  Concealment is something that makes it harder for enemies to 
  see you, but isn’t solid enough to physically block their attacks, 
  like bushes, fog, or dim light. You have concealment if one of 
  these three things is true:
  • You’re entirely inside an area that gives concealment
   (such as a large bush or a cloud of fog).
  • There’s an area between you and the enemy that gives 
  concealment.
  • You’re in dim light and your enemy can’t see well in
   dim light.
  Some magical effects give you concealment even if there 
  isn’t anything nearby that makes it harder to see you.
  Instead of giving you a bonus to your Armor Class, concealment 
  gives your enemies an extra chance to miss you, no matter 
  how good their attack roll is. This is called a concealment miss 
  chance. Multiple sources of concealment don’t add together, 
  you just use the strongest one.
  CONCEALMENT MISS CHANCE: Having concealment 
  means the enemy has a 20% chance to miss you. If you have 
  concealment and an enemy attacks you, the enemy has to roll 
  d%. If the attacker rolls 21–100 on its d%, it gets to make its 
  attack roll normally, but if it rolls 01–20, it misses automatically 
  and doesn’t get to make its attack roll.
  FLANKING 
  Flanking is when you and an ally are on opposite sides or 
  opposite corners of an enemy. The enemy is distracted by 
  having to defend both sides, so you and your ally get a +2 
  bonus on melee attack rolls against that enemy. You and 
  your ally have to be using melee weapons to get a flanking 
  bonus—for example, if your ally is using a bow, neither of 
  you gets the bonus. See the flanking diagram (above) for 
  examples of flanking.
  Rogues like flanking because if they’re flanking an 
  enemy, their attacks against that enemy are sneak attacks 
  (see page 24).
  59
  
  TOTAL CONCEALMENT: If an enemy can’t see you, such 
  as if the room is completely dark (and the enemy doesn’t have 
  darkvision), the enemy is blinded, or you are invisible, you have total 
  concealment against that enemy. An enemy can’t attack you if you 
  have total concealment against it, but it can attack into the square 
  it thinks you’re in. If it does this, it has a 50% miss chance instead 
  of the normal 20% miss chance from concealment—the enemy rolls 
  d% for its attack, and if it rolls 51–100 on its d%, it gets to make its 
  attack roll normally, but if it rolls 01–50, it misses automatically and 
  doesn’t get to make its attack roll. (See the blinded and invisible 
  conditions in the Game Master’s Guide, pages 94–95.)
  IGNORING CONCEALMENT: Concealment isn’t always 
  effective. If you have darkvision, you can see just fine in dim light 
  or darkness. If you have low-light vision, you can see farther with 
  a torch or other light source than can someone without low-light 
  vision. Magic like see invisibility helps you see invisible creatures.
  Hit points (hp) represent how hard you are to kill. 
  TAKING DAMAGE
  The most common way that your character gets hurt is by taking 
  damage and losing hit points.
  WHAT HIT POINTS REPRESENT: Hit points mean two 
  things in the game world: the ability to take physical punishment 
  and keep going, and the ability to lessen a blow.
  EFFECTS OF HIT POINT DAMAGE: As long as you still 
  have at least 1 hit point, being wounded doesn’t give you 
  penalties to any of your actions. Once your current hit points 
  reach 0, you’re disabled (see below).
  Once your hit points reach –1 or lower, you fall unconscious 
  and are dying.
  When your negative hit point total is equal to or greater than 
  your Constitution ability score (not your CON Mod), you’re dead 
  (for example, –10 if your Constitution is 10).
  DISABLED (0 HIT POINTS) 
  If you have exactly 0 hit points, you are disabled, and on your 
  turn you can only take a move action or a standard action (not 
  both), plus a free action. If you take a standard action, you lose 
  1 hit point after completing the action, unless that action heals 
  you. If losing this 1 hit point puts you at –1 or lower, you fall 
  unconscious and are dying.
  Healing that raises your hit points above 0 makes you fully 
  functional again, just as if you’d never been reduced to 0 or 
  fewer hit points.
  DYING (NEGATIVE HIT POINTS) 
  If your hit point total is negative, but not equal to or greater 
  than your Constitution ability score, you’re dying.
  If you are dying, you fall unconscious and can take no 
  actions. Every round, you must make a DC 10 CON check (1d20 
  + CON Mod) or lose 1 hit point. You take a penalty on this 
  check equal to your negative hit point total (so at  –5 hit points 
  you take a –5 penalty on your check). If you make the check, 
  you are still unconscious, but you become stable and don’t 
  lose any additional hit points unless you take damage again. 
  A natural 20 on this roll is an automatic success.
  Other characters can use the Heal skill to stabilize you with a 
  DC 15 Heal skill check.
  Any amount of magic healing automatically stabilizes you, 
  even if the healing doesn’t bring you above 0 hit points.
  Once you are stable, natural or magical healing can get you back 
  on your feet. At 0 hit points or more, you regain consciousness.
  DEAD
  When your character’s current hit points drop to or below a 
  negative number equal to your Constitution ability score or 
  lower (like –10 if your Constitution is 10), the character is dead. 
  Only powerful magic can restore your dead character to life.
  HEALING
  After taking damage, you can recover hit points through natural 
  healing or magical healing.
  NATURAL HEALING: With a full night’s rest (8 hours of 
  sleep or more), you recover 1 hit point per class level (so 2 points 
  for a 2nd-level fighter, and so on). Any significant interruption 
  during your rest prevents you from healing that night. If you 
  undergo complete bed rest for an entire day and night, you 
  recover hit points equal to twice your class level.
  MAGICAL HEALING: Various abilities and spells can restore 
  hit points.
  HEALING LIMITS: You can never recover more hit points 
  than you lost. Healing won’t raise your current hit points 
  higher than your full normal hit point total.
  INJURY AND DEATH
  HELPLESS DEFENDERS 
  A helpless opponent is a creature that is bound, sleeping, 
  paralyzed, unconscious, or otherwise at your mercy. A helpless 
  creature has a –4 penalty to its AC against melee attacks and 
  is treated as if it had a Dexterity of 0 against all attacks (for a 
  total of –9 to AC against melee and –5 to AC against ranged). 
  If you’re a rogue, you get your sneak attack damage against a 
  helpless creature.
  HIT POINTS 
  When your hit points reach 0, you’re disabled and what you 
  can do on your turn is limited. When your hit points reach –1 
  or lower, you’re unconscious and dying. When your hit points 
  get to a negative number equal to your Constitution score (for 
  example, –10 if your Constitution is 10), you’re dead. See the 
  Injury and Death section (below), for more information about 
  being disabled, dying, or dead.
  60
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  CASTING SPELLS 
  To cast a spell you spend 1 standard action.
  MAGIC WORDS: To cast a spell, you have to be able to speak in 
  a firm voice, as loud as a normal conversation (no whispering).
  MAGIC GESTURES: To cast a spell, you have to have one 
  hand free (not holding anything and with no shield strapped to 
  that arm) so you can make magical gestures and point at the 
  target of your spell.
  HOLY SYMBOL: If you’re a cleric, you have to wear or carry 
  your holy symbol to cast your spells (you don’t have to hold it).
  CONCENTRATION: You have to be able to concentrate 
  to cast a spell. If you are adjacent to an enemy, that enemy 
  distracts you enough that you can’t cast a spell. The exception 
  is a spell that has you make a melee touch attack—you are able 
  to cast that spell next to an enemy.
  TOUCH SPELLS: If a spell has a range of “touch,” you cast it 
  and then touch the target as a free action that round. Casting 
  it on yourself or on an ally doesn’t require an attack roll. If 
  you want to cast the spell on an enemy, you have to make 
  a melee touch attack. If you don’t touch someone with a 
  melee touch attack spell in the round when you cast it, you 
  can try again later as a standard action. This is called holding 
  the charge. If you cast another spell while holding the charge, 
  you lose the original spell. You can cancel the held charge by 
  spending a standard action.
  SAVING THROWS 
  Adventurers have to deal with traps, fire-breathing monsters, 
  and other strange and deadly threats. If you’re attacked by 
  something like that, you may get to make a saving throw (or 
  save) to resist, avoid, or reduce the effect of what attacked you. 
  There are three kinds of saving throws.
  FORTITUDE SAVE: Also called a Fort save, you make this 
  save to resist physical punishment like poison, disease, or a 
  monster special attack that turns you to stone.
  REFLEX SAVE: Also called a Ref save, you make 
  this save to resist explosions, falling into pits, and 
  some kinds of traps.
  WILL SAVE: You make this save 
  to resist fear, mind control, and 
  many spells.
  Here’s how you make a saving throw:
  Roll 1d20 + class save bonus + 
   Ability Mod + other mods
  Your base save bonus is from your class. For example, a 1st-
  level cleric has a +2 class bonus on Fort and Will saves.
  The ability score modifier for your save depends on what kind of 
  save you’re making. You add your CON Mod to your Fort save, your 
  DEX Mod to your Ref save, and your WIS Mod to your Will save.
  “Other mods” are any racial traits, class features, or magic 
  that gives you a bonus on the save, like a dwarf’s bonus against 
  poison and spells, or the +4 bonus against fear attacks from a 
  remove fear cleric spell.
  SAVING THROW DIFFICULTY CLASS: Every special 
  attack has a difficulty class (or DC) that tells you how hard it 
  is to resist it. If you roll that number or higher for your saving 
  throw, you succeed at the save and resist, avoid, or reduce the 
  effect of the attack. The DC of the special attack is listed in the 
  attack’s description. DCs from powerful monsters are usually 
  higher than DCs from weaker monsters.
  MOUNTED COMBAT 
  You can fight while riding on a horse, but there are some special 
  rules to keep in mind.
  MOUNTS IN COMBAT: A horse with a rider cannot attack. 
  Your mount acts on your initiative count, and you direct how 
  and where the horse moves. You move at the horse’s speed, but 
  this uses the mount’s move action, not yours. Horses take up a 
  10-foot-square are (2 squares by 2 squares). Assume that you 
  take up this space as well (so creatures can attack you if they 
  can reach any of those squares).
  61
  
  15-FEET-CONE
  30-FEET-LINES
  COMBAT WHILE MOUNTED: Guiding a mount takes one 
  hand to hold the reins. As a free action you can make a DC 5 
  Ride check to guide your mount with your knees, which lets 
  you use both hands that round. If your mount only uses one of 
  its actions to move, you can make a melee or ranged attack on 
  your turn.
  If your horse charges, you and the horse take the AC penalty 
  for charging. If you make an attack at the end of the charge, you 
  get the melee attack bonus from the charge.
  If you have the horse make a double move (using both its 
  move action and standard action to move its speed), you can’t 
  make a melee attack on your turn, but you can make a ranged 
  attack on your turn with a –4 penalty on your attack roll. You 
  make the ranged attack when your mount has completed half 
  its movement.
  IF YOUR MOUNT FALLS IN BATTLE: If your mount falls, 
  you take 1d6 falling damage. If you make a DC 15 Ride check, 
  you instead make a soft fall and take no damage.
  IF YOU ARE KNOCKED OUT: If you are knocked 
  unconscious, you have a 50% chance to stay in the saddle. 
  Otherwise you fall and take 1d6 points of damage. Without you 
  to guide it, your mount avoids combat.
  SPELL AREAS
  BURST: A burst is a sphere, but you draw it on the map as a 
  rough circle. When you cast a burst effect, choose the corner of 
  a square on the map to be the center of the burst. Any creature 
  in the area is affected, and creatures outside the area are safe.
  CONE: A cone spell is like a burst, except it only makes a 
  quarter-circle pointing away from you.
  LINE: A line-shaped spell shoots away from you in a straight 
  line in the direction chosen by you. Choose a corner of your 
  square and draw a line from there to the limit of the spell range 
  or until it strikes a solid barrier. Line spells aren’t blocked by 
  creatures, so you can hit multiple creatures with a line spell (like 
  lightning bolt). If the line passes through a square, it affects 
  creatures in that square.
  READING A SPELL DESCRIPTION 
  BURNING HANDS
  RANGE 15 feet
  DURATION instantaneous
  You create a 15-foot-long cone of fire from your hands. 
  Creatures in the cone take 1d4 fire damage per wizard level. 
  Each creature can make a Reflex saving throw to take only half 
  damage (DC 11 + your INT Mod).
  5-FOOT- 
  RADIUS 
  BURST
  10-FOOT- 
  RADIUS 
  BURST
  20-F00T- 
  RADIUS 
  BURST
  RANGE: This 
  is how far from 
  you the spell can 
  reach when you 
  cast it.
  DURATION: This is how long 
  a spell remains in effect. The 
  duration is usually a number 
  of rounds, minutes, or hours. 
  Some spells have a duration of 
  “instantaneous,” which means 
  they happen right when you cast 
  them and then the magic stops, 
  like the burst of flame from a 
  burning hands spell.
  EFFECT: This is the long description of what the spell does, 
  who it targets, and how it interacts with other rules. If the 
  spell allows creatures to resist it with a saving throw, the spell 
  description says so here, and tells you what kind of save (Fort, 
  Ref, or Will), as well as how to figure out what the saving 
  throw DC for the spell is.
  Some spells affect a burst, a cone, or a line. See the diagram 
  for examples of how to draw these on a map grid.
  This section explains the game rules for spells and how to read 
  the description of a spell. For info on casting spells, see Casting 
  Spells (page 61).
  SPELL 
  ORIGIN
  62
  HERO’S HANDBOOK
  
  PLAYING THE GAME
  LeveL Up
  LeveL Up
  LeveL Up
  LeveL Up
                   
                   
                   
                   
  LeveL Fighter
  LeveL Fighter
  LeveL Fighter
  LeveL Fighter
  2
  nd
  3
  rd
  CLasses: Fighter
  Fighter
  Choose one type of weapon from the list below. Write weapon 
  focus and the name of your chosen weapon in Section I of 
  your character sheet. When you make an attack roll with that 
  type of weapon, add +1 to your Attack Bonus (Section G).
  You have been hardened by the forge 
  of war. You are a lord of the battlefield, 
  studying the art of combat to shape 
  yourself into a living weapon!
  armor and Weapons
  Weapon FoCUs
  Fighters know how to use the best weapons and armor! In 
  Section E of your character sheet, check shields, light armor, 
  medium armor, heavy armor, simple weapons, and martial 
  weapons. You’ll learn more about armor and weapons later.
  A battleaxe can be used one-handed or two-
  handed for devastating critical hits.
  A longsword is a reliable weapon used by 
  adventurers, soldiers, and city guards.
  A sturdy warhammer is great for crushing skulls or 
  smashing skeletons.
  A shortbow is quick and deadly, and small enough 
  that you can use it on horseback.
  If you don’t want to pick one of the weapons shown 
  here, check out the other weapons on pages 45–46!
  Battleaxe  
  longsword 
  warhammer 
  shortBow 
  other weapons 
  Mark these class skills in section D of your character sheet:
  cliMb  
  knowleDge Dungeoneering
  riDe
  swiM
  LeveL Fighter CLass FeatUres  
  fortituDe save
  reflex save
  will save
  hit Points
  attack bonus
  skill ranks
  1
  st
  Bravery: Write Bravery in Section F. You get a +1 bonus on all fear saves!
  ComBat Feat: You gain one feat from this list: Cleave, Combat Expertise, 
  Deadly Aim, Dodge, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, 
  Rapid Reload, Shield Focus, Weapon Finesse, Weapon Focus. You must meet any 
  prerequisites for the feat you choose. Write this feat in Section I.
  4
  th
  5
  th
  Axes  
   
  battleaxe, greataxe, throwing axe
  Bows  
   
  longbow, shortbow
  CrossBows  
  heavy crossbow, light crossbow
  HAmmers  
  club, hammer, mace
  WRItE thE FolloWInG nEW ClASS FEAtuRE In SECtIon F oF YouR ChARACtER ShEEt.
  armor training: Fighters can hustle! You can move at full speed in medium 
  armor (like chainmail, hide armor, and scale mail). heavy armor still slows you down, 
  though!
  WRItE thE FolloWInG nEW ClASS FEAtuRE In SECtIon F oF YouR ChARACtER ShEEt.
  Weapon speCiaLization: Fighters can deal extra damage with their chosen 
  weapon! You add +2 damage whenever you make a damage roll with the Weapon Focus 
  weapon you chose at 1st level! In Section G, add +2 to that weapon’s Damage.
  WRItE thE FolloWInG nEW ClASS FEAtuRE In SECtIon F oF YouR ChARACtER ShEEt.
  Weapon training: Fighters improve their skill with similar kinds of weapons. Pick 
  one group of weapon from the Weapon Groups below. You get a +1 bonus on attack and 
  damage rolls with all weapons in that group! Remember to update your Attack Bonus and 
  Damage for these weapons in Section G of your character sheet.
  Weapon groUps 
  HeAvy BlAdes  
  greatsword, longsword, scimitar
  ligHt BlAdes  
  dagger, rapier, short sword
  speArs   
  javelin, shortspear, spear
  tHrown   
  dart, javelin, light hammer, throwing axe
  no
  Change
  no
  Change
  no
  Change
  no
  Change
  no
  Change
  no
  Change
  no
  Change
  no
  Change
  add
  +1
  add
  +1
  add
  +1
  add
  +1
  add
  +1
  add
  +1
  add
  +1
  add
  +1
  AttACk BonuS
  FoRt SAvE
  REFlEx SAvE  
  WIll SAvE 
  AttACk BonuS
  FoRt SAvE
  REFlEx SAvE  
  WIll SAvE 
  AttACk BonuS
  FoRt SAvE
  REFlEx SAvE  
  WIll SAvE 
  AttACk BonuS
  FoRt SAvE
  REFlEx SAvE  
  WIll SAvE 
  +2
  10
  +0
  +1
  +2
  2
  write these nuMbers in the class boxes of section f:
  F
  yoU are done With 1st-LeveL Fighter.
  to ContinUe, go to page 32.
  22
  hero’s handBook
  23
  ?
  !
  i
  d
  e
  add
  +1d10+Con
  hit 
  points
  10
  add
  +1d10+Con
  hit 
  points
  10
  add
  +1d10+Con
  hit 
  points
  10
  add
  +1d10+Con
  hit 
  points
  10
  ✕
  ✕
  ✕
  ✕
  HeroHandbook.indd   22-23
  5/27/11   3:59:03 PM
  LEVEL UP! 
  As you go on adventures and defeat monsters, you gain 
  experience points (also called XP). Over time these XP add up, 
  and when you get enough, you gain a level in your class. The 
  table to the right tells you how many XP you need to level up. 
  The numbers in the table are the total amount of XP you need 
  to get to that level, not how much you need between levels.
  TOTAL XP 
  YOUR LEVEL
  2,000 XP 
  2nd
  5,000 XP 
  3rd
  9,000 XP 
  4th
  15,000 XP 
  5th
  WHEN YOU LEVEL UP, DO THESE THINGS IN ORDER:
  Write your new level on your character sheet.
  Increase your attack bonus and 
  saving throws as shown in your class 
  level-up bar. For example, if your level-up 
  bar says Attack Bonus +1, increase your 
  Attack Bonus by +1 in Section F and Section 
  G. If your level-up bar says Fort Save +1, 
  increase your Fortitude Save by +1 in 
  Section F.
  You gain skill ranks equal to the amount 
  listed in Section F of your character 
  sheet. You can put these new ranks in new 
  skills, or add ranks to a skill you have (see 
  Leveling Up Skills on page 39).
  If you are now 4th level, you can permanently increase 
  one of your Ability Scores by +1. If this changes that 
  Ability Score from an odd number to an even number, this also 
  changes the Ability Modifier (see page 13), and you should 
  update your character sheet for this change. For example, if 
  your STR increases, that affects your melee attacks; if your DEX 
  increases, that affects your ranged attacks, initiative, Armor 
  Class, and Reflex saving throw.
  If you are now 3rd level, you can choose another feat.
  If you are now 5th level, you can choose another feat.
  Write down any other new class features from your 
  level-up bar.
  BEYOND 5TH LEVEL 
  When you reach the end of 5th level, that doesn’t mean you 
  have to start over! Check out an additional class, the devastating 
  barbarian, and even more options for your game available for free 
  at paizo.com/beginnerbox.
  Ready to take the next step into a wider world of adventure? It’s 
  waiting for your in the Pathfinder Roleplaying Game Core Rulebook! 
  Let your heroes reach their full potential with complete 20-level 
  classes of the cleric, fighter, rogue, and wizard, new classes like the 
  paladin and sorcerer, additional races like the half-orc and gnome, 
  and much more! You can find the Pathfinder Roleplaying Game Core 
  Rulebook at bookstores and game stores, and online at paizo.com. 
  Increase your hit points by the amount in your class 
  level-up bar for your new class level. For example, 
  if your level-up bar says 1d10+CON, roll 1d10 and add 
  that roll and your CON Mod to your maximum hit points. 
  You gain a minimum of 1 additional hit 
  point at each level.
  63
  1
  2
  3
  4
  5
  6
  7
  8
  
  Classes
  INDEX
  Ability Modifiers 
  13
  Ability Scores 
  13
  Adventuring Gear 
  48
  Agile Feet 
  17
  Alignment 
  13
  Arcane Bond 
  26
  Armor and Shields 
  47
  Armor Training 
  23
  Attack Rolls 
  56
  Battle Rage 
  17
  Bit of Luck 
  17
  Blinding Ray 
  27
  Bravery 
  23
  Cantrips 
  28
  Charge 
  58
  Cleric 
  16
  Cleric Spells 
  19
  Combat 
  53
  Concealment 
  59
  Cover 
  57
  Critical Hits/Critical Threats 
  58, 59
  Damage 
  59
  Desna 
  17
  Difficult Terrain 
  55
  Dwarf 
  14
  Elf 
  15
  Evasion 
  25
  Feats 
  40
  Fighter 
  22
  Finishing Your Character 
  32
  5-foot step 
  54
  Flanking 
  59
  Force Missile 
  27
  Free Actions 
  54
  Gorum 
  17
  Hand of the Apprentice 
  27
  Human 
  15
  Initiative 
  54
  Leveling Up 
  63
  Light (Conditions) 
  51
  Martial Weapons 
  46
  Masterwork Weapons 
  44
  Mounted Combat 
  61
  Move Actions 
  55
  Orisons 
  18
  Race 
  14
  Rebuke Death 
  19
  Rogue 
  24
  Rogue Talent 
  25
  Sarenrae 
  18
  Saving Throws 
  61
  Simple Weapons 
  45
  Skill Checks 
  34
  Skills 
  34
  Sneak Attack 
  24
  Spell Description 
  62
  Spellbook 
  26
  Standard Actions 
  56
  Strength Surge 
  17
  Sun’s Blessing 
  19
  Touch Attack 
  58
  Trap Sense 
  25
  Trapfinding 
  24
  Uncanny Dodge 
  25
  Weapon Specialization 
  23
  Weapon Training 
  23
  Weapons 
  45
  Wizard 
  26
  Wizard Spells 
  28
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the 
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  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Beginner Box. 
  © 2011, Paizo Publishing, LLC; Authors: Jason 
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  Product Identity: The following items are 
  hereby identified as Product Identity, as defined 
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  Open Content: Except for material designated as 
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  64
  
  AbiliTy MoDiFiER (AbiliTy MoD): A number you add to 
  your die rolls based on how good your ability scores are. The Ability 
  Mods are STR Mod, DEX Mod, CON Mod, INT Mod, WIS Mod, and CHA 
  Mod. Ability Mods go from  –5 to +5. Higher is better. You figure out 
  your Ability Mods on page 13.
  AbiliTy ScoRE: The six numbers that represent your raw physical 
  and mental talent—Strength, Dexterity, Constitution, Intelligence, 
  Wisdom, and Charisma. Ability scores go from 1 to 20. Higher is 
  better. Once you roll your ability scores, you can figure out your 
  Ability Modifiers (after that, you almost never use your ability scores 
  for anything).
  AcTionS: On your turn, you can take up to three actions—a 
  standard action, a move action, and a free action. Explanations and 
  examples for all three types of actions start on page 54.
  ADjAcEnT: Right next to each other. On the game map, a creature 
  is adjacent to you if its square’s edge touches your square’s edge or 
  its corner touches your square’s corner.
  AlignMEnT: Your character’s general morals and attitude. You 
  may believe in following all the rules, breaking the rules when you 
  feel like it, or something in between (see page 13).
  ARMoR clASS: A number representing how hard it is to hit and 
  hurt you with an attack. Higher numbers are better. An average 
  unarmored person is AC 10.
  ATTAck: A d20 roll to try and hit your opponent (see pages 56–57). 
  Attacks may be melee (up close) or ranged (10 or more feet away). 
  Higher rolls are better.
  chEck: A d20 roll you make when using a skill (called a “skill check”) 
  or natural talent (called an “ability check”). Higher rolls are better.
  clASS: A player character’s heroic profession—cleric (a priest with 
  magical powers), fighter (someone skilled at war, weapons, and 
  armor), rogue (a sneaky, skillful person), or wizard (a student of 
  magical knowledge).
  clASS lEvEl: How powerful a character is in his or her class. All 
  new adventurers start at class level 1, and as you complete quests and 
  slay monsters you gain experience points and become more powerful.
  DiFFiculTy clASS (Dc): A number representing how hard a 
  task is. When you roll to attack, resist a spell, or use a skill, you must 
  roll equal to or higher than the difficulty class of that task. Easy tasks 
  are DC 5, average tasks are DC 10, and hard tasks are DC 20 or higher.
  EXpERiEncE poinTS (Xp): A measure of how well you are 
  doing as an adventurer. If you gain enough XP, you gain another class 
  level (also called “leveling up”).
  FEAT: A special trick you know or a talent you have that makes you 
  better at something than the average person, such as being a fast 
  runner or resistant to mind control.
  gAME MASTER (gM): The person controlling the monsters and 
  describing the world you’re adventuring in.
  hiT poinTS (hp): The amount of damage your character can 
  take before you go unconscious (see page 60).
  MASTERwoRk: A particularly finely crafted weapon (see page 44).
  MElEE: A hand-to-hand attack (rather than a ranged attack like 
  a bow or a thrown dagger). On the game map, you can only make 
  a melee attack if you are adjacent to your opponent. The word is 
  pronounced “MAY-lay.”
  nATuRAl 1: When you roll 1d20 and it comes up a 1. It’s only a 
  “natural 1” if that’s the number on the die—if you roll a 5 and you 
  have a –4 penalty on your roll, it’s just a 1, not a “natural 1.” If you roll 
  a natural 1 on an attack roll or saving throw, you automatically fail.
  nATuRAl 20: When you roll 1d20 and it comes up a 20. It’s 
  only a “natural 20” if that’s the number on the die—if you roll a 16 
  and you have a +4 bonus on your roll, it’s just a 20, not a “natural 
  20.” If you roll a natural 20 on an attack roll or saving throw, you 
  automatically succeed.
  non-plAyER chARAcTER (npc): Any character in the world 
  controlled by the Game Master (innkeepers, goblins, and so on).
  plAyER: You and every other person playing the game who isn’t 
  the Game Master.
  plAyER chARAcTER (pc): A character (sometimes called a 
  toon or avatar) in the game world controlled by a player.
  RAcE: A type of intelligent, civilized creature, such as a dwarf, elf, 
  or human.
  RAngED: An attack made at a distance, such as shooting a 
  crossbow or throwing a dagger.
  SAving ThRow (SAvE): A 1d20 roll you make to resist a spell 
  or special attack. Fortitude saves are for things you can resist by 
  being tough, like poison. Reflex saves are for things you can resist by 
  being agile, like traps and explosions. Will saves are for things you 
  can resist with the power of your mind, like fear and mind control. 
  Higher rolls are better.
  Skill: Something you can learn to do and get better at over time, 
  like climbing, picking locks, or swimming.
  Touch ATTAck: A kind of attack where you only have to touch 
  a creature for it to work, instead of having to hit the creature hard 
  enough to get through its armor, shield, and magical protections. A 
  touch attack could be a melee attack or a ranged attack, depending 
  on what you’re doing.
  unDEAD: A dead creature animated by a supernatural force, such 
  as a zombie, vampire, or walking skeleton.
  GLoSSAry oF CommoN termS
  
  The ogre has cover 
  from Merisiel 
  because at least 
  one line passes 
  through the wall.
  The ogre has total 
  cover from Kyra.
  The ogre doesn't 
  have cover from 
  Valeros.
  Cover
  (For more information on 
  cover, go to page 57.)
  The goblin and ogre 
  are flanking Ezren.
  Kyra and 
  Valeros are 
  flanking the 
  ogre.
  Valeros and 
  Merisiel are not 
  flanking the ogre.
  FLANKING
  (For more 
  information on 
  flanking, go to 
  page 59.)
  CombAt reFereNCe GuIde 
  CombAt rouNd SequeNCe
  1.  Is anyone surprised?
  2.  Everyone roll initiative! (1d20 + initiative Total)
  3.  GM puts everyone in initiative order.
  4.  In initiative order, everyone takes a turn. Surprised 
  creatures can’t take actions on the first round.
  5.  End of round. Go to step 4.
  (For more information on combat, go to page 53.)
  meLee AttACK
  1d20 + attack bonus + STR Mod  
  + other modifiers
  rANGed AttACK
  1d20 + attack bonus + DEX Mod  
  + other modifiers
  For both melee and ranged attacks, a natural 20 
  always hits, and a natural 1 always misses. (For more 
  information on melee and ranged attacks, see page 56.)
  SAvING throw
  1d20 + class save bonus + Ability Mod 
   + other modifiers
  A natural 20 always succeeds, and a natural 1 always fails.
   (For more information on making saving throws,  
  see page 61.)
  SKILL CheCK
  1d20 + skill ranks + Ability Mod + other 
  modifiers
  (For more information on making skill checks,  
  see page 34.)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Beginner Box/Beginner Box - Heros Handbook.pdf