Basics

Outline

 * Race
 * Upon character creation, you initially choose your character's racial background from the Races, Subraces and Heritage section. However, for the current iteration of the game all characters begin as human.
 * Backgrounds
 * You also get two choices from among the various Backgrounds available.
 * Point Buy for Ability Scores
 * Your Ability Scores all start at 8, and you may distribute 18 points among these at character creation. At maximum level, you will receive an additional 6-10 more points to distribute among these.
 * Select Starting Class
 * You then receive two points to place into the feat grid/trees, which determines your starting Classes. At maximum level, you will receive 21 of these points. If your starting class is Cleric or Paladin, you must choose a Religion. If your starting class is Ranger, you must choose a pet. If you multiclass into any of these, you will have to choose upon multiclassing.
 * Decide Starting Equipment
 * You may choose starting Equipment - an accessory and a weapon.

Primary Stats
Players begin the game with a score of 8 in each Primary Stat, and are given 18 points to distribute among them at character creation. Two more points are unlocked by spending points in trees, as well as another optional two points. One point is also granted at level 5, 10, 15, and 20, for a total of 6-8 granted points. The maximum score in any Primary Stat at character creation is 18, with a maximum of 20 at maximum level.

Each Primary Stat governs 5 Secondary Stats, two of which are purely defensive in nature. The calculation for all secondary stats is half of the product of the two primary stats that govern it - this encourages builds that are balanced between several or all primary stats, depending on desired role.


 * Power - the physical heft with which one can move weapons and objects
 * Agility - balance, flexibility and ability to move gracefully and lightly
 * Endurance - the amount of energy one can expend, and how quickly it returns
 * Ego - the clarity and discipline of one's sense of, and control over, the self
 * Empathy - the ability to sense the intentions, feelings, and influences of one's surroundings
 * Initiative - quickness of reaction, presence of mind, and opportunism

Secondary Stats

 *  Vitality (Endurance+Power)
 * Base HP. This increases with level based on the class tree into which that level is placed, and all trees add some HP (6-10).
 *  Prowess (Agility+Power)
 * Base Hit Chance. Weapon type and weapon quality will add to this, as well as certain player buffs and feats. The Balance (Dual Wield) tree shared by Fighters and Rangers also adds 1 Prowess for every point spent in it.
 *  Accuracy (Agility+Endurance)
 * Critical Hit Chance. On any attack or spell that hits, a d100 roll equal to or above 100-(Accuracy/10) will result in a critical hit, which does double damage, and applies a secondary effect based on damage type. If a critical hit is rolled on an attack that still only results in a glancing blow, the attack will hit, but not score a critical hit. Placing points into the Archery (Rogue/Ranger) tree increases accuracy and applies further effects on critical hits. Attacks on unsuspecting/unaware enemies or from stealth are automatic critical hits, and critical hits always stagger for the attacker's full weapon stagger length, regardless of defender's armor.
 *  Focus (Ego+Power)
 * Base single-target melee avoidance. Melee weapons will add to this based on their size, and it can be increased with feats and other effects or by active blocking. Every point spent in Dueling, the single-handed weapon tree shared by Thieves and Bards will add to Focus.
 *  Willpower (Ego+Endurance)
 * Spell damage bonus. Willpower/10 is added to the total damage of any damaging spell, regardless of tree or type. Willpower increases with points spent in the Elemental magic tree shared by druids and mages.
 *  Wit (Ego+Agility)
 * Base chance to evade any mind-affecting attack. This could be from a variety of sources, such as a spell, a psionic attack, a demoralizing chant or feint, or fear effect from a particularly intimidating monster. Certain buffs and feats may add to this, as well as placing points in the Lore tree, unique to Bards
 *  Resolve (Empathy+Power)
 * Block cost reduction. All players have 100 stamina and expend 20 whenever they successfully defend against an attack of any kind, but only expend 10 if they are actively blocking (holding down the block key), during which time they cannot attack. Active blocking also expends 5 stamina per second. Resolve reduces the amount of stamina expended when an attack is successfully defended while active blocking by Resolve/10 percent. Without high Resolve, a character is inherently not effective at active blocking and will be quickly overwhelmed by a high volume of attacks. Resolve can be increased with feats and by spending points in the Protection/Armsmanship/Shield tree shared by Fighters and Paladins.
 *  Faith (Empathy+Endurance)
 * Base spell defense. Spell defense applies to all spells that are not mind affecting, do not target an area, do not launch a projectile, and are not undefendable. This can be increased with spells and feats as well as placing points in the Zeal tree unique to Paladins.
 *  Charisma (Empathy+Agility)
 * Healing bonus. Charisma/10 is added to all healing spells cast by the player, including self and group heals. This can be increased with a few feats and by placing points in the Healing tree shared by Druids and Clerics.
 *  Id (Empathy+Ego)
 * Base mana. Mana is a finite resource that must be regenerated by consuming mana-containing items or resting. Thus any magic-user depends heavily on having a large mana pool available. This can only be increased with certain items or by placing points in the Wizard's Arcane tree, the Cleric's Necromancy tree, or the Druid's Wild Magic tree. Note that placing points in the Zeal, Preservation, Healing, Elemental, Illusion and Lore trees (the other trees that contain mana-using abilities) does not add to base mana and thus players planning on using those trees without the three that contribute to mana must manage their mana expenditure much more carefully.
 *  Ferocity (Initiative+Power)
 * Weapon damage bonus. Accuracy/10 is added to every swing with a melee weapon or shot with a ranged weapon, if it successfully connects. This can be increased with certain Fighter feats or by putting points into the Rage (Fighter) tree at the top of the wheel.
 *  Conditioning (Initiative+Endurance)
 * Stamina regeneration rate. Base stamina regeneration is 10/s while moving and 20/s while standing still. This is increased by Conditioning/10, so a player with maximum Conditioning regenerates 40/s while moving and 50/s while standing still (out of a maximum of 100 - needing only 2s to fully regenerate stamina). Conditioning improves with points placed in the Beastmastery tree available only to Rangers.
 *  Reflexes (Initiative + Agility)
 * Base projectile avoidance. Increases with certain feats, active blocking, and points spent in the Skullduggery (Rogue) tree.
 *  Intelligence (initiative+Ego)
 * Base spell hit chance. Increases with feats and points spent in Illusion tree, shared by Wizards and Bards.
 *  Perception (Initiative+Empathy)
 * Base area avoidance. This applies to area-of-effect spells, such as Fireball or Entangle, as well as cleave melee attacks, and certain traps or breath weapons. This can be increased by some feats, active blocking, and placing points in the Preservation tree shared by Clerics and Paladins.

Backgrounds
Upon Character Creation, a player must select two Background feats, some of which are incompatible with each other. Background feats confer small but significant gameplay changes. These reflect your character's nation of origin racial heritage, or personal background before enrolling as a Magistocrat. There are other Background feats not available to the player that are used by various NPC's.


 * Elf-Blooded
 * An Elf-Blooded player descends, however distantly, from the long-extinct Elven nations of the West, who many centuries ago walked, and bred, freely among humans. Elf-Blooded individuals may cast spells of up to Level 3 without the need for a magical focus, and slowly regenerate Mana naturally. However, their natural aptitude for magic has led them to neglect the studious habits necessary to memorize many spells, and Elf-Blooded players may only learn one spell of each level.
 * Scholar
 * A lifetime of scholarly pursuits has granted the Scholar +10 Intelligence, Willpower, and Id, but not enough playing outside has resulted in a loss of -20 Conditioning.
 * Athlete
 * The Athlete's love of sports and games allows for +10 Conditioning, Prowess, and Accuracy, but with no time for studies, the athlete suffers from -20 Intelligence.
 * Thief
 * The first lesson of any skilled thief is how not to get caught, the Thief receives +10 to Wit, Perception, and Reflexes, but their larcenous ways cause them to lose -10 Willpower and Resolve.
 * Farmer
 * Hard work and sacrifice grant the gentle farmer +10 Faith, Focus, and Resolve, but the farmer's pacifist upbringing results in a loss of -10 Ferocity and Prowess. This background cannot be selected at the same time as Noble.
 * Noble
 * The ruling class's life of leisure amongst other members of high society has blessed the Noble with +10 Charisma and +10 Vitality. This background cannot be selected at the same time as Farmer.
 * Freeholder
 * Hailing from the scattered Freeholds among the hills and sandy beaches of the North, clad in the everlasting mist of an eternal, pale morning sun, the natives of the Freeholds are tall and olive skinned, often styling their tightly curled hair into a riot of shapes and colors, in contrast to the grey ceramic buildings that make up their homes. The Freeholds are home to people of all types but most Freeholders tend to be devout worshippers of the Star-Goddess, who guides them through the mist, firm champions of fairness and democracy, and while neither scholarly nor particularly skilled in feats of arms, the finest crafstmen in the world. Freeholder Clerics, Bards, and Rangers ....something about ceramic armor or weapons. cannot be selected at the same time as Forester or sun
 * Forester
 * The Magistocracy of Meridian itself is made up primarily of individuals from the nearby Faelight forest, as a lifetime of exposure to magical energies and beings presents many opportunities for acquiring aptitude in the arcane arts. The human natives are pale skinned and stocky, with large eyes and copious blonde, red, or brown hair. Many Foresters have nothing to do with the Magistocrats, and live in small settlements throughout the woods southeast of Meridian. Forester Druids, Mages, and Rogues... magical armor or weapons, cannot be selected at the same time as Freeholder or sun
 * Sun people lmao
 * Far to the east of Meridian, past where the Faelight gives way to a jungle of goliath trees and enormous mushrooms devoid of animal life, and the sun beats down with relentless, nightless heat, rise the terraced mountain kingdom of unnamed. By far the largest and most populous of the human nations, this strictly regimented society of large, dark skinned sun-worshippers lives entirely in the eternal shade of the leeward side of a long mountain range, with buildings hewn into the very stone faces of the mountains. On the sunward side, in neverending mid-morning swelter, peasants tend to massive, terraced gardens and farms that produce vast quantities of food, required to maintain an enormous standing army that endlessly patrols the inhospitable plains below, for across the plains lies a truly hostile desert, home to an ancient enemy. Bonus to Paladins and fighters, anyone using a weapon or armor. cannot be selected at the same time as forester or freeholder
 * Void-Touched*
 * Claimed by shadow before birth, a Void-Touched player does 15% increased damage with any spell or attack that deals shadow damage, but takes 10% increased damage from all sources of Holy damage.
 * Spark-Touched*
 * One with raw, sizzling power, a Spark-Touched player does 15% increased damage with any spell or attack that deals electricity damage, but takes 10% increased damage from all sources of fire damage. This background feat is meant for the NPC Human Bard.
 * Cold-Touched*
 * One with the frozen wastes, a Cold-Touched player does 15% increased damage with any spell or attack that deals cold damage, but takes 10% increased damage from all sources of electricity damage. This background feat is meant for the NPC Elf Samurai.
 * Flame-Touched*
 * One with the burning roil, a Flame-Touched player does 15% increased damage with any spell or attack that deals fire damage, but takes 10% increased damage from all sources of cold damage. This background feat is meant for the NPC Human Fighter/Cleric.
 * Elven*
 * An Elven character regenerates mana quickly, may cast spells without a focus, and ignores 10% of armor mana cost penalty. This background feat is meant for the NPC Elf Samurai.
 * Mutant*
 * The beast people of the Faelight naturally regenerate health over time and enjoy damage reduction versus physical and magical sources, but despite being altered by generations of bombardment by magical energies, are unable to use magic at all. This feat is meant for the NPC Gnoll Assassin.

* denotes not available for story mode, the main character is "earth-touched"

!!!NEEDS TO BE RE-WRITTEN!!!!
The Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in response to those events. Unlike storytelling, however, the actions of the players and the characters controlled by the Game Master (frequently called non-player characters, or NPCs) are not certain. Most actions require dice rolls to determine success, with some tasks being more difficult than others. Each character is better at some things than he is at other things, granting him bonuses based on his skills and abilities.

Dice
Whenever a dice roll is required, the roll is noted as “d#,” with the “#” representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the “d.” For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d20 with a number of modifiers based on the character’s skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a “4” and the other d10 rolls a “2,” then you’ve generated a 42. A zero on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a zero. Some d10s are printed with “10,” “20,” “30,” and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down.

Advancing Your Character
As your character goes on adventures, he earns gold, magic items, and experience points (See Character Building Guide). Gold can be used to purchase better equipment, while magic items possess powerful abilities that enhance your character. Experience points are awarded for overcoming challenges and completing major storylines. When your character has earned enough experience points, he increases his character level by one, granting him new powers and abilities that allow him to take on even greater challenges.

The Most Important Rule
The rules are intended to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Rounding Fractions
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.