1 of 41

2 of 41

Notes for Experienced Players

The Pathfinder 2e beginner box follows simplified rules for character creation. The beginner box module is designed to be played using these rules, so your players need to follow them when playing the dungeon.

Ancestry, Class, and Background

Three ancestries are allowed: Human, Dwarf, and Elf

Four classes are allowed: Cleric, Fighter, Rogue, and Wizard

Three gods for worship are allowed: Desna, Sarenrae, and Torag

Seven backgrounds are allowed: Acolyte, Criminal, Deckhand, Farmhand, Gambler, Scholar, Warrior

Ability Scores

Ability scores are not used; only ability modifiers. Whenever it says “add +1 to an ability” you add that 1 to the modifier.

Next, you do not get to pick ability boosts for any Ancestry.

Equipment

You must start with a class kit and the leftover gold allotted. The gear allowed is listed in the tables on page 37.

Character Creation

3. Concept and Modifiers

4. Ancestry

8. Background

12. Classes

13. Cleric

17. Fighter

21. Rogue

25. Wizard

29. Cleric Spells

32. Wizard Spells

Equipment

36. Class Kits

37. Equipment Tables

41. Copyright

Table of Contents

3 of 41

1. Create a Concept

What sort of hero do you want to play? The answer to this question might be as simple as “a brave warrior,” or as complicated as “the child of elven wanderers, raised in a city dominated by humans and devoted to Sarenrae.” Consider your hero’s personality, and think about why they adventure.

2. Start Building Ability Modifiers

Now, you need to start building your hero’s ability modifiers. Your hero’s ability modifiers each start at +0. As you select your ancestry, background, and class, you’ll increase them. This is a good time to identify which ability modifiers will be most important to your hero.

The Six Ability Modifiers

1. Strength measures physical power. Strength gets added to attack and damage rolls in hand-to-hand combat.

2. Dexterity measures agility and reflexes. Add Dexterity to attack swith ranged weapons, AC, and Reflex saves.

3. Constitution measures health and stamina. Constitution is added to Hit Points and Fortitude saving throws.

4. Intelligence measures ability to learn and reason. Intelligence determines how many skills your hero has.

5. Wisdom measures common sense, awareness, and intuition. Wisdom is added to Perception and Will saves.

6. Charisma measures personal magnetism and strength of personality. Charisma helps influence others.

4 of 41

3. Select an Ancestry

Is your hero a sturdy dwarf, a graceful elf, or a versatile human? Ancestry determines your hero’s Speed and contributes to their Hit Points. Each ancestry improves ability modifiers to represent its basic capabilities.

You’ll also choose one of the ancestry’s three heritages, which gives your hero a special ability.

5 of 41

Rock Dwarf

Your ancestors lived and worked among the great ancient stones of the mountains or the depths of the earth.

  • Rock Dwarf: +2 to Fortitude and Reflex DCs to Shove or Trip you.
  • Stonecunning: +2 to Perception to notice unusual stonework and traps hidden in stone.

Dwarf

Dwarves are well-known as a stoic and stern people who dwell deep underground in cities built into the hearts of the mightiest mountains. They are fierce on the battlefield, holding the line against charging orcs or taking the fight to towering giants. Dwarves stand about a foot shorter than most humans, and most take pride in braiding or styling their hair.

Ability Boosts

Dwarves are both sturdy and wise. Add +1 to both your Constitution and Wisdom.

Hit Points

Dwarves are hardy and can take a lot of punishment. You start with 10 hit points, and will add even more to this amount later.

Speed

Dwarves are a bit slower than most. You only have 20 feet for your Speed.

Darkvision

Dwarves can see in darkness. Their darkvision works even when there’s no light at all, though in the dark they see in black and white.

Heritage Choices

There are many different family lines of dwarves with their own traditions. Pick one of the following heritages and add its abilities to your sheet.

Death Warden Dwarf

Your ancestors have been tomb guardians for generations, and the power that they cultivated to ward off necromancy has passed on to you.

  • Death Warden: Successful saves against necromancy count as critical successes for you.
  • Undead Hatred: Add +1 to damage rolls against undead creatures.

Forge Dwarf

You are well adapted to hot environments, and you know about quality weapons because of the time you and your ancestors put in at hot forges.

  • Forge Dwarf: You take 1 less damage from fire.
  • Dwarven Weapon Familiarity: Trained in the battle axe, pick, and warhammer

6 of 41

Woodland Elf

You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage.

  • Woodland Elf: Climb in forests at half Speed on a success and full Speed on a critical success.
  • Nimble Elf: Your Speed increases by 5 feet. Change your Speed to 35 feet.

Elf

As an ancient people, elves have the perspective that can come only from watching the arc of history. The world has changed around them, and they struggle to reclaim their ancestral homes, most notably from terrible demons that have infested their lands. Though renowned for their grace, beauty, and knowledge, they place far more importance on personal freedom.

Ability Boosts

Elves are both nimble and clever. Add +1 to both your Dexterity and Intelligence.

Hit Points

Elves are slender and slightly frailer compared to other ancestries. You start with 6 hitpoints, although you will add more to this amount later.

Speed

With their long legs and easy grace, elves are a bit faster than people of most ancestries. You have a 30-foot Speed.

Low-Light Vision

Elves can see well in dim light. This makes it easier to target creatures that are in shadow.

Heritage Choices

There are kinds of elves, hailing from different regions and families. Pick one of the following heritages and add its abilities to your sheet.

Cavern Elf

You were born underground or spent many years in tunnels or caverns where light is scarce.

  • Darkvision: Darkvision lets you see even in total darkness, though only in black and white.
  • Unwavering Mein: Decrease the duration of a mental effect that lasts at least 2 rounds by 1 round.

Whisper Elf

Your ears are finely tuned, able to detect even the slightest whispers of sound.

  • Whisper Elf: You get +2 to Perception to hear creatures within 30 feet.
  • Elven Weapon Familiarity: Trained in the longbow, longsword, rapier, and shortbow.

7 of 41

Warden Human

You and your family members are survivors, and you’ve learned how to take care of yourself. Pick one of the following benefits and write it on your character sheet.

  • Add 4 to your maximum Hit Points.
  • You become an expert in Fortitude saving throws.
  • You become trained in medium armor.

Ability Boosts

Humans are flexible, with individuals exhibiting any of a wide variety of aptitudes. In Ability Modifiers, add +1 to two different ability modifiers of your choice.

Hit Points

Humans are not as sturdy as dwarves or as frail as elves. You start with 8 hitpoints, although you will add more to this amount later.

Speed

Humans move about as quickly as most ancestries. You have a 25-foot speed.

Human

As unpredictable and varied as any of Golarion’s peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and most abhorrent societies throughout the course of history. They are the most populous people in realms around the world.

Heritage Choices

There are many different kinds of humans. Pick one of the following heritages and add its abilities to your sheet.

Battle-Trained Human

Your family has trained in battle for generations, granting you advantages in a fight.

  • Martial Weapon Training: You are trained in all martial weapons.
  • Diehard: You die when your dying condition reaches dying 5 instead of dying 4.

Skilled Human

Your ingenuity allows you to learn a wide variety of skills.

  • Skilled Human: You become trained in three skills of your choice. Wait until you add the trained skills for your class before deciding which skills to choose.

8 of 41

4. Pick a Background

Your hero’s background might represent their upbringing, an aptitude they’ve been honing since their youth, or another aspect of their life before they became an adventurer. Choose from acolyte, criminal, deckhand, farmhand, scholar, or warrior.

Your hero’s background improves their ability modifiers and grants a special ability.

9 of 41

Deckhand

The rolling waves of the high seas, the constant sway of the deck underfoot, and the creaking heights of a ship’s rigging are as familiar to you as solid ground. You might have worked on a simple fishing boat, a wealthy merchant’s galley, a mighty warship—or even a pirate’s caravel. You still retain an excellent sense of balance and quick reflexes.

  • Ability Boost: Add +1 to your Dexterity. If you are a rogue, add +1 to your Strength instead.
  • Training: You’re trained in the Acrobatics skill (or Survival if you become a fighter or rogue) and the Sailing Lore skill.
  • Background Ability: Cat Fall: Treat falls as 10 feet shorter, or 25 feet if you become expert in Acrobatics.

Criminal

As an unscrupulous independent agent or as a member of a larger underworld organization, you once lived a life of crime — and maybe you still do! You might have become an adventurer to seek redemption, to escape the law, or to acquire even bigger and more valuable treasure.

  • Ability Boost: Add +1 to Dexterity. If you become an elf rogue, add +1 to your Wisdom instead.
  • Training: You’re trained in the Thievery skill (or Crafting if you become a rogue) and the Underworld Lore skill.
  • Background Ability: Subtle Theft: Other people take a –2 penalty to their Perception DC when you Steal. If you Create a Diversion, you can Steal something before the end of your turn without being noticed by the creature you distracted.

Acolyte

You spent your early days in a church. You might have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but you’ll always remember the lessons you learned.

  • Ability Boost: Add +1 to your Wisdom. If you become a dwarf cleric, add +1 to your Constitution instead.
  • Training: You’re trained Religion (or Survival if you become a cleric) and Scribing Lore.
  • Background Ability: Student of the Canon: If you critically fail a Religion check to Recall Knowledge about a faith or Decipher Writing about religion, you don’t get incorrect information. If you roll a failure on a Religion check to Recall Knowledge about your deity, you still remember the information.

10 of 41

Criminal

The thrill of wining—or the possibility that you might get rich quick—drew you to games of chance. This might have been a lucrative sideline that paled in comparison to the real risks and rewards of an adventuring life, or you might have fallen on hard times due to a run of bad luck and pursued adventuring as a way to clear your mounting debt.

  • Ability Boost: Add +1 to your Charisma.
  • Training: You’re trained in the Deception skill (or Survival if you’re a rogue) and the Games Lore skill.
  • Background Ability: Lie to Me: If someone Lies to you, you know it’s a lie if their result is less than either your Deception DC or Perception DC.

Scholar

You have always had a knack for learning, and for years you sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and you always dreamed about one day seeing those things with your own eyes. Eventually, that curiosity led you to conclude your formal studies and become an adventurer to pursue a more hands-on education.

  • Ability Boost: +1 to your Intelligence D. If you become an elf wizard, add +1 to your Wisdom instead.
  • Training: You’re trained in Arcana (or Religion if you’re a wizard) and the Academia Lore skill.
  • Background Ability: Assurance in Arcana: For Arcana checks, you can use a result of 10 + your proficiency bonus in Arcana instead of rolling.

Farmhand

With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you left the tools of your trade behind and became an adventurer.

  • Ability Boost: Add +1 to your Constitution.
  • Training: You’re trained in the Athletics skill (or Survival if you become a fighter or rogue) and the Farming Lore skill.
  • Background Ability: Assurance in Athletics: For Athletics checks, you can use a result of 10 + your proficiency bonus in Athletics instead of rolling.

11 of 41

Warrior

In your younger days, you waded into battle as a mercenary, a warrior defending your people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.

  • Ability Boost: Add +1 to your Strength D . If you become a fighter, add +1 to your Constitution instead.
  • Training: You’re trained in the Intimidation skill (or Medicine if you’re a fighter) and the Warfare Lore skill.
  • Background Ability: Intimidating Glare: For Athletics checks, you can use a result of 10 + your proficiency bonus in Athletics instead of rolling.

12 of 41

5. Choose a Class

A class gives your hero a suite of abilities and determines their role in a fight. Each class has three options that let you decide what type of hero you want to be!

13 of 41

Ability Boosts

Clerics are very wise. Add +3 to your Wisdom. Then pick three other ability modifiers and add +1 to each of those. You can’t pick the same ability modifier more than once.

Hit Points

Clerics can take some hits in a fight. Add 8 to your maximum Hit Points. These get added to the Hit Points gained from your ancestry choice. Then, add your Constitution to the total.

Spellcasting

Your deity bestows on you the power to cast spells. Each morning, you pray to your deity to decide what spells you want to cast that day. This is called preparing your spells. Every day, you can prepare two 1st-level spells and five cantrips.

You can cast a spell by spending the actions shown in the spell’s heading. Whenever you cast a spell, you can’t cast that spell again that day unless you have another copy prepared. Cantrips are special spells that don’t go away when you cast them—you can cast a cantrip as many times as you like so long as you have it prpared.

Some of your spells require you to make a spell attack roll, while others require enemies to roll a saving throw against your spell DC to determine the effects. The results listed in a spell’s description tell you what happens based on those rolls. To calculate your spell attack, add your hero’s Wisdom + their proficiency bonus in spell attacks (3 at 1st level). Your spell DC is your spell attack + 10.

Cleric

Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently with your deity’s favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics.

Skills

Trained in Diplomacy, Medicine, and Religion

Perception

Trained in Perception

Saving Throws

  • Expert in Fortitude saving throws
  • Trained in Reflex saving throws
  • Expert in Will saving throws

Defenses

Trained in light armor, medium armor, and unarmored defense

Attacks

Trained in simple weapons and fists

Spells

Trained in spell attacks and spell DCs

14 of 41

Torag

Torag is the dwarven god of crafting and defense. As his cleric, you swear to be honorable and forthright, keep your word, respect the forge, and serve your people. You promise never to tell lies, cheat someone, intentionally create inferior works, or show mercy to the enemies of your people.

You become trained in the Crafting skill and the warhammer, and you can prepare the 1st-level spell mindlink.

Divine Font

Each day, in addition to the normal number of prepared spells, you prepare extra 1st-level heal spells. The number of extra spells is equal to 1 + your Charisma.

Warpriest

You’re a battle-focused cleric called a warpriest, so you excel in combat and know how to make the most out of shields. You gain the Shield Block reaction. Shield Block requires you to first Raise a Shield.

Raise a Shield [one-action]

When you’re holding a shield, you can use this action to position the shield to protect yourself. When you’ve Raised a Shield, you gain a +2 circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Shield Block [reaction]

If you Raised a Shield on your last turn, you can spend your reaction to block a physical attack with your shield. Reduce the amount of damage by 5, but then you and your shield both take the remaining damage. This might break or destroy your shield.

Deity

The final choice you must make as a cleric is the deity you worship. Each deity gives you different benefits and will affect the alignment you’ll choose later.

Desna

Desna is the butterfly goddess of dreams, luck, and travel. As her cleric, you swear to aid fellow travelers, explore new places, express yourself through art and song, and find what life has to offer. You also promise never to cause fear or despair or engage in bigoted behavior.

You become trained in the Acrobatics skill and the starknife, and you can prepare the 1st-level spell sleep.

Sarenrae

Sarenrae is the goddess of healing and the sun. As her cleric, you swear to protect allies, provide aid to the sick and wounded, and help repentant creatures seek redemption. You promise never to create undead, lie, or fail to strike down evil.

You become trained in the Nature skill and the scimitar, and you can prepare the 1st-level spell burning hands.

15 of 41

Cleric Feat

Choose one of the following cleric feats.

Cantrip Expansion

Dedicated study allows you to prepare a wider range of simple spells. You can prepare seven cantrips each day instead of five.

Healing Hands

Your positive energy is even more vibrant and restorative. When you cast a heal spell, you roll d10s instead of d8s.

Turn Undead

Undead harmed by your heal spell might flee. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save spends its next turn running away from you.

Spells

As your understanding of magic grows, you gain the ability to prepare one additional 1st-level spell each day, bringing the total number up to 3.

Battle Medicine

You know how to quickly heal your allies with Medicine. You gain the Battle Medicine feat.

Battle Medicine [reaction]

You can patch up wounds with your healer’s tools and a free hand. Attempt a DC 15 Medicine check to heal yourself or an ally for 2d8 Hit Points. If you become an expert in Medicine, you can instead attempt a DC 20 Medicine check to heal for 2d8+10 Hit Points. You can heal a particular person only once each day with Battle Medicine.

Second-Level Class Features

When you reach 2nd level as a cleric, you get the following benefits. You can also choose one cleric feat to represent the new knowledge you’ve attained.

Hit Points

You gain the ability to take more damage before falling unconscious. Add 8 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls
  • Spell Attack rolls
  • Spell DC

16 of 41

General Feat

Choose one general feat to add to your abilities.

Assurance

You can perform simple tasks without rolling. Pick one skill that you’re trained or expert in. Whenever you’re asked to roll a check with that skill, instead of rolling you can use a result of 10 + your proficiency bonus for that skill.

Fleet

You’re fast on your feet. Increase your Speed by 5 feet.

Toughness

Your faith makes you hardier than most. Add 3 to your maximum Hit Points.

Skill Increase

Choose one skill to improve your proficiency rank in. You can change a skill from untrained to trained, or you can become an expert in a skill you were already trained in. If you become expert in a skill, your total proficiency bonus increases to 4 + your level!

Doctrine of War

Your training with weapons improves. You become trained in all martial weapons. Update your proficiency bonus for any affected weapons.

Spells

You learn to cast 2nd-level spells! Every day, you can prepare two 2nd-level cleric spells in addition to the spells you can already prepare.

In addition, the heal spells from your divine font become heal level 2 spells.

Third-Level Class Features

When you reach 3rd level as a cleric, you get the following benefits. In addition, you gain the ability to cast 2nd-level spells!

Hit Points

You gain the ability to take more damage before falling unconscious. Add 8 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls
  • Spell Attack rolls
  • Spell DC

17 of 41

Fighter Reactions

You gain Attack of Opportunity and Shield Block.

Attack of Opportunity [reaction]

If a creature you can reach with a melee attack makes a ranged attack, uses an action with the manipulate or move trait, or leaves a square on its turn you can use your reaction to make a melee Strike against that creature. If it critically hits and the foe was using an action with the manipulate trait, their action doesn’t have an effect.

Raise a Shield [one-action]

When you’re holding a shield, you can use this action to position the shield to protect yourself. When you Raise a Shield, you gain a +2 circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Shield Block [reaction]

If you Raised a Shield on your last turn, you can spend your reaction to block a physical attack with your shield. Reduce the amount of damage by 5, but then you and your shield both take the remaining damage. This might break or destroy it.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics.

Skills

Trained in Acrobatics, Athletics, Crafting, and Intimidation

Perception

Expert in Perception

Saving Throws

  • Expert in Fortitude saving throws
  • Expert in Reflex saving throws
  • Trained in Will saving throws

Defenses

Trained in light armor, medium armor, heavy armor, and unarmored defense

Attacks

Expert in simple weapons, martial weapons, and fists

Ability Boosts

Fighters are very strong. Add +3 to your Strength. Then pick three other ability modifiers and add +1 to each of those. You can’t pick the same ability modifier more than once.

Hit Points

Fighters are trained to take a lot of damage and generally fight on the front line. Add 10 to your maximum Hit Points. These get added to the Hit Points gained from your ancestry choice. Then, add your Constitution to the total.

Fighter

Whether you fight for honor, greed, loyalty, or simply the thrill of battle, you’re an undisputed master of weaponry and combat techniques. You might have been a knight, mercenary, or blade master. Whatever the case, you’ve honed your martial skills into an art form, performing devastating attacks on your enemies.

18 of 41

Shield Fighter

As a shield fighter, you’re incredibly well-defended and can hold the front line with ease. Since you have to use an action for your shield each turn, you’ve learned a special ability called Sudden Charge to help make sure you’re always on the front line.

Sudden Charge [two-actions]

With a quick sprint, you Stride twice. After moving, if you can reach any enemies with a melee attack, you can make a melee Strike against one of those enemies.

Two-Weapon Fighter

As a two-weapon fighter, you increase your versatility in combat by wielding two weapons that might be good at different things. Make sure one of your weapons is agile so you can make better follow-up attacks and use your powerful special ability called Double Slice.

Double Slice [two-actions]

If you’re holding a melee weapon in each of your hands and at least one of those weapons is agile, you can lash out at your foe with both weapons. Make two Strikes at the same target, one with each of your two melee weapons. Don’t increase your multiple attack penalty until after you make both attacks. Afterwards, you’ll have a –10 multiple attack penalty, or a –8 multiple attack penalty with an agile weapon.

Fighter Combat Style

The last choice you’ll make as a fighter is which combat style you use. You might be a brute who focuses on devastating attacks with a two-handed weapon, a shield fighter who protects yourself for unparalleled survival on the front lines, or maybe a two-weapon fighter who attacks with both weapons to take down your foes. Your choice gives you a special ability.

Brute

As a brute, using the most damaging weapon is the most important thing for you. Two-handed weapons like the greatsword and greataxe are prime choices since they use 12-sided dice (d12s) for damage. You learn the Power Attack ability.

Power Attack [two-actions]

You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. If you hit, roll one extra die of the listed type for your weapon’s damage (for instance, you’d roll an extra d12 for damage with a greatsword or greataxe). Because the attack makes you unsteady, if you attack again this turn, that attack takes a –10 multiple attack penalty.

19 of 41

Intimidating Strike

(Fear, Mental)

Your blows not only wound creatures, they shatter their confidence. Make a melee Strike. If you hit and deal damage, the target gains the frightened 1 condition, or frightened 2 if your Strike was a critical hit.

Lunge

Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon. You can reach creatures 5 feet further from you than normal for this Strike.

Quick Repair

You’ve learned to fix broken items quickly so you can get back into the action. When you use the Crafting skill to Repair an item, it takes you only 1 minute instead of 10 minutes.

Fighter Feat

Choose one of the following clfightereric feats.

Aggressive Block

When you use Shield Block against an adjacent enemy your size or smaller, you can push the enemy back with your shield. The enemy chooses whether to gain the flat-footed condition until the start of your next turn or to let you push it 5 feet away in a direction of your choice.

Brutish Shove [one-action]

Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. If you’ve already attacked this turn and are holding a two-handed melee weapon, make a Strike with your two-handed melee weapon. If you hit a target that is your size or smaller, you can push it back 5 feet, or 10 feet if your Strike was a critical hit. You can move to follow the target. Whether you hit or miss, the target is flat-footed until the end of your current turn unless you critically fail.

Second-Level Class Features

When you reach 2nd level as a fighter, you get the following benefits. You also get to choose one fighter feat to represent new techniques you’ve learned during your adventures so far!

Hit Points

You gain the ability to take more damage before falling unconscious. Add 10 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls

20 of 41

Skill Increase

Choose one skill to improve your proficiency rank in. You can change a skill from untrained to trained, or you can become an expert in a skill you were already trained in. If you become expert in a skill, your total proficiency bonus increases to 4 + your level!

Bravery

Having faced countless foes in the chaos of battle, you’ve learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. Check the “E” box next to Will in the Saving Throws section of your character sheet. This means your proficiency bonus is now 4 + your level, so write 7 in the Prof box next to your Will save.

In addition, successful saves against fear count as critical successes, and when you gain the frightened condition, reduce its value by 1.

General Feat

Choose one general feat to add to your abilities.

Assurance

You can perform simple tasks without rolling. Pick one skill that you’re trained or expert in. Whenever you’re asked to roll a check with that skill, instead of rolling you can use a result of 10 + your proficiency bonus for that skill.

Fleet

You’re fast on your feet. Increase your Speed by 5 feet.

Toughness

Your faith makes you hardier than most. Add 3 to your maximum Hit Points.

Third-Level Class Features

When you reach 3rd level as a fighter, you get more Hit Points, a skill increase, and a special ability called bravery that keeps you from becoming frightened. You also get to choose one general feat, representing a broad ability or talent you’ve picked up during your adventuring career.

Hit Points

You gain the ability to take more damage before falling unconscious. Add 10 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls
  • Spell Attack rolls
  • Spell DC

21 of 41

Thief Racket

You have the thief racket. Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets or a cat burglar sneaking through windows and escaping via rooftops. When you attack with a melee weapon that has the finesse trait, like a shortsword, rapier, or dagger, you can add your Dexterity to damage rolls instead of your Strength.

You can use the Thievery skill to Steal an item that’s closely guarded, such as in a pocket, without taking the –5 penalty you would normally take. You still can’t Steal objects that would be extremely noticeable or time-consuming to remove (like worn armor or the weapon an enemy is actively holding).

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics.

Skills

Trained in Acrobatics, Athletics, Deception, Diplomacy, Intimidation, Medicine, Society, Stealth, and Thievery

Perception

Expert in Perception

Saving Throws

  • Trained in Fortitude saving throws
  • Expert in Reflex saving throws
  • Expert in Will saving throws

Defenses

Trained in light armor and unarmored defense

Attacks

Trained in simple weapons, fists, rapier, shortbow, and shortsword

Ability Boosts

Rogues are very nimble. Add +3 to your Dexterity. Then pick three other ability modifiers and add +1 to each of those. You can’t pick the same ability modifier more than once.

Hit Points

Rogues can take some damage, allowing you to move in and out of the front lines. Add 8 to your maximum Hit Points. These get added to the Hit Points gained from your ancestry choice. Then, add your Constitution to the total.

Rogue

Using your wits and quick reactions, you take advantage of your opponents’ missteps to strike where it hurts most. You seek thrills and test your skills, and you likely don’t care much for any laws that happen to get in your way. While every rogue follows a unique path, the one thing you all share is the breadth and depth of your skills.

22 of 41

Trap Spotter

As a trap spotter, you find and disable dangerous traps, helping you and your group sneak into places while avoiding alarms and protections. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saving throws against traps. Even if you aren’t Searching, the GM rolls a secret check to see if you find any traps where you are.

Twin Trickster

As a twin trickster, you fight with two weapons, using your first attack to make your foe vulnerable to your second attack. You learn the Twin Feint ability.

Twin Feint [two-actions]

If you’re holding a melee weapon in each of your hands, you can make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.

Rogue Trickery

The final choice you must make as a rogue is the type of trickery you use during your adventures. You might be a harrier who scares your opponents, a trap spotter who specializes in finding and disabling dangerous traps, or a twin trickster who uses two weapons to throw your enemies off-guard. Each option gives you a special ability.

Harrier

As a harrier, you specialize in weakening your enemy’s resolve. You learn the You’re Next ability.

You’re Next [reaction]

(Emotion, Fear, Mental)

After knocking a foe unconscious or killing them, you menacingly tell another foe that you’re coming after them next. Attempt an Intimidation check to Demoralize (page 55) with a +2 circumstance bonus against a single creature that you can see and that can see you, possibly giving it the frightened condition.

Sneak Attack

When your enemy can’t properly defend itself, you take advantage to deal extra damage. To use sneak attack, you must use your fist, a melee weapon with the agile or finesse trait, a thrown dagger, or a ranged weapon. When you use one of these attacks to Strike a creature that has the flat-footed condition, you deal an extra 1d6 damage. A creature can become flat-footed if you surprise them with your surprise attack ability (see below), if they can’t see you because it’s dark or you’re using the Stealth skill, or if they’re directly between you and an ally. A flat-footed creature is easier to hit.

Surprise Attack

You spring into combat faster than foes can react. On the first round of an encounter where you rolled Stealth for initiative, creatures that haven’t acted have the flat-footed condition, but only against you.

23 of 41

Stealth Expert

Your proficiency rank in Stealth improves to expert.

Quiet Allies

You’re skilled at helping a group move quietly. When you and your allies are all Avoiding Notice together while exploring, the ally with the lowest Stealth can roll a single Stealth check to Avoid Notice, instead of each hero rolling separately. This increases your chances to sneak past enemies without anyone being noticed.

Rogue Feat

Choose one of the following rogue feats.

Mobility

You move in a way that prevents your enemies from retaliating. When you use a Stride action but move only half your Speed or less, that movement doesn’t trigger reactions (like the fighter’s Attack of Opportunity) from your enemies.

Quick Draw [one-action]

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Unbalancing Blow

Interweaving attacks in a graceful flow, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target gains the flat-footed condition against your attacks until the end of your next turn.

Second-Level Class Features

When you reach 2nd level as a rogue, you get the following benefits, as well as a rogue feat to show what you’ve learned.

Hit Points

You gain the ability to take more damage before falling unconscious. Add 8 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls
  • Spell Attack rolls
  • Spell DC

24 of 41

Skill Feat

As a rogue, you can also choose one skill feat.

Cat Fall

Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If your proficiency rank in Acrobatics is expert, treat falls as 25 feet shorter.

Intimidating Glare

You can Demoralize with a mere glare. When you do, your target has to see you instead of needing to hear you, and you don’t take a penalty if the creature doesn’t understand your language.

Streetwise

You know about life on the streets and feel the pulse of your local settlement. You can use Society instead of Diplomacy to Gather Information.

In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover using Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still try to Gather Information normally later on.

General Feat

Choose one general feat to add to your abilities.

Assurance

You can perform simple tasks without rolling. Pick one skill that you’re trained or expert in. Whenever you’re asked to roll a check with that skill, instead of rolling you can use a result of 10 + your proficiency bonus for that skill.

Fleet

You’re fast on your feet. Increase your Speed by 5 feet.

Toughness

Your faith makes you hardier than most. Add 3 to your maximum Hit Points.

Deny Advantage

As someone who often takes advantage of opponents’ lapses in defense, you’re careful not to leave such openings yourself. You don’t gain the flat-footed condition against a creature you can’t see or one that’s flanking you unless it’s 4th level or higher. Lower-level creatures can still help their allies flank you.

Third-Level Class Features

When you reach 3rd level as a rogue, you get the following benefits, and you can choose both a new general feat and a new skill feat.

Hit Points

You gain the ability to take more damage before falling unconscious. Add 8 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls

Skill Increase

Choose one skill to improve your proficiency rank in. You can change a skill from untrained to trained, or you can become an expert in a skill you were already trained in. If you become expert in a skill, your total proficiency bonus increases to 4 + your level!

25 of 41

Spellcasting

Through dedicated study and practice, you’ve learned to harness arcane power to cast spells. Each morning, you study your spellbook to decide what spells you want to cast that day. This is called preparing your spells. Every day, you can prepare two 1st-level spells and five cantrips.

You can cast a spell by spending the actions shown in the spell’s heading. Whenever you cast a 1st-level spell, you can’t cast that spell again that day unless you have another copy prepared. Cantrips are special spells that don’t go away when you cast them—you can cast a cantrip as many times as you’d like so long as you have it prepared.

Some spells require you to roll a spell attack roll, while others require enemies to roll a saving throw against your spell DC. The description tells you what happens based on those rolls. To calculate your spell attack, add your hero’s Intelligence + their proficiency bonus in spell attacks (3 at 1st level). Your spell DC is your spell attack + 10.

Ability Boosts

Wizards are very smart. Add +3 to your Intelligence. Then pick three other ability modifiers and add +1 to each of those. You can’t pick the same ability modifier more than once.

Hit Points

Wizards aren’t trained to take a lot of damage and generally avoid fights. Add 6 to your maximum Hit Points. These get added to the Hit Points gained from your ancestry choice. Then, add your Constitution to the total.

Wizard

You’re an eternal student of the universe’s arcane secrets, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science and study esoteric tomes to understand how magic works.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics.

Skills

Trained in Arcana, Occultism, and Society

Perception

Trained in Perception

Saving Throws

  • Trained in Fortitude saving throws
  • Trained in Reflex saving throws
  • Expert in Will saving throws

Defenses

Trained in unarmored defense

Attacks

Trained in club, crossbow, dagger, heavy crossbow, staff, and fists

Spells

Trained in spell attacks and spell DCs

26 of 41

Spellbook

You can only prepare spells that you have recorded in your spellbook. You have a spellbook that contains all of the cantrips listed on page 36, plus the 1st-level spells listed in your arcane school (see below). As you gain levels, you’ll add spells to your spellbook. You can also add new spells you find during your adventures using the Arcana skil.

Spell Substitution

You have the Spell Substitution Class Ability. You can swap what spells you have prepared by studying your spellbook. You can spend 10 minutes to exchange one prepared spell that you have not yet cast for another spell of the same level from your spellbook.

Arcane Bond

You have the Arcane Bone class ability. You place some of your magical power in a special item, usually an item associated with spellcasting, like a wand, ring, or staff. Each morning when you prepare your spells, you can designate a single item you own as your bonded item.

Once a day, you can drain the item’s power to choose a spell that you already cast today and cast it again. Recalling this spell is instant, but you have to spend the actions to cast the spell.

Transmutation

Using transmutation, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself.

You learn the physical boost school spell and the following 1st-level spells: command, fleet step, mage armor, magic weapon, and pest form.

Arcane School

The final choice you must make as a wizard is to select one school of magic you study above others: abjuration, evocation, or transmutation. Your school adds 1st-level spells to your spellbook, plus one special kind of spell called a school spell. You cast your school spell like any other spell. Once you cast it, you can get it back by spending 10 minutes studying your spellbook, allowing you to cast it again!

Abjuration

With abjuration, you master the art of protection, strengthening defenses and preventing attacks.

You learn the protective ward school spell and the following 1st-level spells: burning hands, feather fall, mage armor, shocking grasp, and sleep.

Evocation

Evocation lets you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy.

You learn the force bolt school spell and the following 1st-level spells: burning hands, fleet step, gust of wind, magic missile, and shocking grasp.

27 of 41

School Aura

Your focused study of one school of magic has left you with an aura of the magic around you. The benefit of this aura depends on your choice of arcane school.

Abjuration Protective magic swirls around you. Whenever you cast feather fall, mage armor, or dispel magic (which you can learn at 3rd level), your aura activates for 1 minute. During this time, if you take acid, cold, electricity, or fire damage, reduce the damage you take by 1.

Evocation Your aura makes the deadly energy you create even more dangerous. Whenever you cast a spell that has the evocation trait and deals damage, it deals 1 extra damage. If the spell you cast was magic missile, one missile of your choice deals 1 extra damage.

Transmutation Whenever you cast fleet step, pest form, or enlarge (which you can learn at 3rd level) on yourself, you adjust the spell to also make yourself more mobile. Increase your Speed by 5 feet (for a total Speed increase of 35 feet with fleet step).

Spells

As your understanding of magic grows, you gain the ability to prepare one additional 1st-level spell each day, bringing the total number up to 4 (at least one of which must have the trait for your arcane school).

Quick Identification

You can identify magic items and ongoing magical effects more quickly. It takes you only 1 minute to identify items and effects using the Arcana skill instead of 10 minutes.

Wizard Feat

Choose one of the following wizard feats.

Cantrip Expansion

Dedicated study allows you to prepare a wider range of simple spells. You can prepare seven cantrips each day instead of five.

Reach Spell [one-action]

You can extend the range of your spells. If your next action is to cast a spell that affects a creature or object other than yourself, increase the spell’s range by 30 feet. If the spell normally requires you to touch the target, it can affect a target within 30 feet.

Second-Level Class Features

When you reach 2nd level as a wizard, you get the following benefits. You can also choose one wizard feat to represent the new knowledge you have attained.

Hit Points

You gain the ability to take more damage before falling unconscious. Add 6 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls
  • Spell Attack rolls
  • Spell DC

28 of 41

General Feat

Choose one general feat to add to your abilities.

Assurance

You can perform simple tasks without rolling. Pick one skill that you’re trained or expert in. Whenever you’re asked to roll a check with that skill, instead of rolling you can use a result of 10 + your proficiency bonus for that skill.

Fleet

You’re fast on your feet. Increase your Speed by 5 feet.

Toughness

Your faith makes you hardier than most. Add 3 to your maximum Hit Points.

Skill Increase

Choose one skill to improve your proficiency rank in. You can change a skill from untrained to trained, or you can become an expert in a skill you were already trained in. If you become expert in a skill, your total proficiency bonus increases to 4 + your level!

Doctrine of War

Your training with weapons improves. You become trained in all martial weapons. Update your proficiency bonus for any affected weapons.

Spells

You learn to cast 2nd-level spells! Every day, you can prepare two 2nd-level wizard spells, in addition to the spells you can already prepare. At least one of these spells must have the trait of your arcane school.

In addition, add any two 2nd-level wizard spells to your spellbook. At least one of these spells must have the trait of your arcane school.

Third-Level Class Features

When you reach 3rd level as a wizard, you get the following benefits.

Hit Points

You gain the ability to take more damage before falling unconscious. Add 6 + your Constitution to your maximum number of Hit Points.

Proficiency Bonus

All your proficiency bonuses are based on your level, and since your level just went up by 1, your proficiency bonuses also increase by 1. This includes:

  • Skills
  • Perception
  • Saving Throws
  • AC
  • Attack rolls
  • Spell Attack rolls
  • Spell DC

29 of 41

Shield [1-action]

(abjuration, divine, force)

You raise a magical shield of force that lasts until the start of your next turn. This shield gives you a +1 bonus to AC, but it doesn’t require a hand to use. While the spell is in effect, you can spend your reaction to block an attack with your magic shield to prevent up to 5 damage. After you block with this shield, the spell ends and you can’t cast it again for 10 minutes.

Sigil [2-actions]

(divine, manipulate, transmutation)

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on a creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week; otherwise it lasts indefinitely or until removed.

Stabilize [2-actions]

(divine, manipulate, necromancy, positive)

Positive energy shuts death’s door. One creature within 30 feet loses the dying condition, though it remains unconscious at 0 Hit Points, and it gains the wounded 1 condition (or increases its wounded condition by 1, if it was already wounded).

Guidance [one-action]

(divine, divination)

You ask for divine guidance, granting one target within 30 feet a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the start of your next turn. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target can’t benefit from guidance for 1 hour.

Light [2-actions]

(divine, evocation, light, manipulate)

You touch one handheld object. The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch until the next time you pray to prepare your spells. If you cast this spell again, the light spell on the first object ends.

Message [1-action]

(divine, illusion, mental)

You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of one creature within 120 feet. The target can give a brief response as a reaction, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear.

Cantrips

Daze [2-actions]

(divine, enchantment, manipulate, mental, nonlethal)

You jolt the mind of a single target within 60 feet. This deals mental damage equal to your Intelligence, and the target must attempt a basic Will save. If the target critically fails, it loses its first action on its next turn, and it can’t use reactions until then.

Detect Magic [2-actions]

(divine, divination, maniuplate)

You send out a pulse that registers the presence of magic within 30 feet. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

Disrupt Undead [2-actions]

(divine, manipulate, necromancy. positive)

You lance one undead creature within 30 feet with positive energy. You deal positive damage equal to 1d6 plus your Wisdom. The target must attempt a basic Fortitude save. If the creature critically fails the save, for 1 round it takes a –1 status penalty to melee attack rolls, damage rolls, and Athletics checks and DCs.

Cleric Spells

30 of 41

Mindlink [2-actions]

(divine, divination, manipulate, mental)

Deity Spell You must worship Torag to prepare this spell.

You link your mind to the mind of one willing creature you can touch. You mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.

Sanctuary [2-actions]

(abjuration, divine,manipulate)

Touch one target to ward it in protective energy. This spell lasts for 1 minute or until the target makes a Strike or uses another hostile action. During this time, any creature that tries to attack the target must attempt a Will save each time with the following results.

Critical Success Sanctuary ends.

Success The creature can attack the target this turn.

Failure The creature can’t attack the target and loses the action.

It can’t attempt further attacks against the target this turn.

Sleep [2-actions]

(divine, enchantment, manipulate, mental, sleep)

You call a miasma of drowsiness in a 5-foot burst within 30 feet of you. Each creature in the area must attempt a Will save using the outcomes below. A creature that falls unconscious from this spell doesn’t fall prone and can be woken up by loud noises and attacks. A creature of 4th-level or higher improves its save result by one step (for instance, if it rolls a failure, it gets a success instead).

Critical Success The creature is unaffected.

Success The creature takes a –1 status penalty to Perception checks for 1 round.

Failure The creature gains the unconscious condition. If it’s still unconscious after 1 minute, it wakes up automatically.

Critical Failure The creature gains the unconscious condition. If it’s still unconscious after 1 hour, it wakes up automatically.

Fear [2-actions]

(divine, enchantment, manipulate, fear, mental)

You plant fear in one creature within 30 feet. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target gains the frightened 1 condition.

Failure The target gains the frightened 2 condition.

Critical Failure The target gains the frightened 3 condition. On its next turn, it spends the turn running away.

Heal [1- to 3- actions]

(divine, manipulate, necromancy, positive)

You heal the living or damage the undead. If the target is a willing living creature, it regains 1d8 Hit Points. If the target is undead, you deal 1d8 positive damage to it, and it gets a basic Fortitude save. The number of actions you spend affects how you can use the spell.

[one-action] You can target one creature you can touch.

[two-actions] You can target one creature within 30 feet. If you’re healing a living creature, increase the healing to 1d8+8.

[three-actions] You affect all living and undead creatures within 30 feet of you. Roll 1d8. Heal living creatures for that many Hit Points, and deal that much positive damage to undead creatures.

Magic Weapon [2-actions]

(divine, manipulate, transmutation)

You touch one non-magical weapon. For 1 minute, the weapon gains a +1 item bonus to its attack rolls, and its damage rolls use two dice (of its normal die type) instead of one.

First-Level Cleric Spells

Burning Hands [2-actions]

(divine, evocation, fire, manipulate)

Deity Spell You must worship Sarenrae to prepare this spell.

Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature must roll a basic Reflex save.

Command [2-actions]

(divine, enchantment, manipulate, mental)

You shout a magically compelling command at one creature within 30 feet. You can command the target to approach you, run away, release what it’s holding, Drop Prone, or stand in place. If the target can’t hear or understand you, the spell has no effect. The effects depend on the target’s Will save.

Success The creature ignores your command.

Failure For the first action on its next turn, the creature must do as you command. It can’t use reactions until it has done so.

Critical Failure The target must use all its actions on its next turn to obey your command. It can’t use reactions until it has done so.

Disrupting Weapons [2-actions]

(divine, manipulate, necromancy, positive)

You touch up to two weapons to infuse them with positive energy. For 1 minute, attacks with these weapons deal an extra 1d4 positive damage to undead.

31 of 41

Water Walk [2-actions]

(divine, manipulate, transmutation)

You touch one creature to make them buoyant enough to walk along the surface of water and other liquids without falling through. The spell lasts for 10 minutes.

Remove Fear [2-actions]

(divine, enchantment, manipulate)

With a touch, you ease the fears of one creature that has the frightened condition or is under the effects of something with the fear trait. Make a spell attack roll and compare the result to the DC for the source of the condition or effect. Use the caster’s spell DC if the source is a spell, a creature’s Intimidation DC if the target was Demoralized, or a DC for the source’s level if it came from something else (the GM can look this up on page 36 of the Game Master’s Guide).

Success You remove the frightened condition or the fear effect from the target. This frees only the target, not any other creatures with that condition or effect.

Failure As success, but only if the source of the condition or effect is 2nd level or lower.

Critical Failure The condition or effect doesn’t end

Resist Energy [2-actions]

(abjuration, divine, manipulate)

A shield of elemental energy protects one creature you touch against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. For 10 minutes, whenever the target takes damage of the type you chose, it takes 5 less damage.

Second-Level Cleric Spells

Dispel Magic [2-actions]

(abjuration, divine, manipulate)

You unravel the magic behind one active spell within 120 feet. Make a spell attack roll and compare the result to the caster’s spell DC.

Success The spell ends.

Failure The spell ends if it’s a 1st-level spell or a cantrip, but not if it’s a 2nd-level spell.

Critical Failure The spell doesn’t end.

Heal Level 2 [1- to 3- actions]

(divine, manipulate, necromancy, positive)

You heal the living or damage the undead. If the target is a willing living creature, it regains 2d8 Hit Points. If the target is undead, you deal 2d8 positive damage to it, and it gets a basic Fortitude save. The number of actions you spend affects how you can use the spell.

[one-action] You can target one creature you can touch.

[two-actions] You can target one creature within 30 feet. If you’re healing a living creature, increase the healing to 2d8+16.

[three-actions] You affect all living and undead creatures within 30 feet of you. Roll 2d8. Heal living creatures for that many Hit Points, and deal that much positive damage to undead creatures.

32 of 41

Ray of Frost [2-actions]

(arcane, attack, cold, evocation, manipulate)

You blast an icy ray at one creature within 120 feet. Make a spell attack roll against the target’s AC. If you hit, the ray deals cold damage equal to 1d4 + your Intelligence.

Critical Success The target takes double damage and takes a –10foot status penalty to its Speeds for 1 round.

Success The target takes normal damage.

Shield [1-action]

(abjuration, arcane, force)

You raise a magical shield of force that lasts until the start of your next turn. This shield gives you a +1 bonus to AC, but it doesn’t require a hand to use. While the spell is in effect, you can spend your reaction to block an attack with your magic shield to prevent up to 5 damage. After you block with this shield, the spell ends and you can’t cast it again for 10 minutes.

Sigil [2-actions]

(arcane, manipulate, transmutation)

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on a creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week; otherwise it lasts indefinitely or until removed.

Light [2-actions]

(arcane, evocation, light, manipulate)

You touch one handheld object. The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch until the next time you pray to prepare your spells. If you cast this spell again, the light spell on the first object ends.

Mage Hand [1-action]

(arcane, evocation, manipulate)

You create a single magical hand, either invisible or ghostlike, that grasps an object within 30 feet that’s the size and weight of a book (or smaller). You can’t grasp an object that someone is holding. You can move the object slowly up to 20 feet in any direction. Each round after you cast the spell, you can spend a single action to move it again, but if a round passes when you don’t spend this action, the spell ends.

Message [1-action]

(arcane, illusion, mental)

You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of one creature within 120 feet. The target can give a brief response as a reaction, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear.

Cantrips

Acid Splash [2-actions]

(acid, arcane, attack, evocation, manipulate)

You splash a glob of acid that splatters one creature within 30 feet. Make a spell attack roll against the target’s AC. If you hit, you deal 1d6+1 acid damage to the target, plus 1 acid damage to each creature adjacent to the target. On a critical success, the target also takes 1 persistent acid damage.

Daze [2-actions]

(arcane, enchantment, manipulate, mental, nonlethal)

You jolt the mind of a single target within 60 feet. This deals mental damage equal to your Intelligence, and the target must attempt a basic Will save. If the target critically fails, it loses its first action on its next turn, and it can’t use reactions until then.

Detect Magic [2-actions]

(arcane, divination, maniuplate)

You send out a pulse that registers the presence of magic within 30 feet. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

Ghost sound [2-actions]

(arcane, illusion, manipulate)

You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within 30 feet. Each round after you cast the spell, you can sustain the illusion until the end of your next turn by spending a single action to concentrate on the spell.

Wizard Spells

33 of 41

Force Bolt [2-actions]

(arcane, evocation, force, manipulate)

School Spell You must have the evocation arcane school to prepare this spell.

You fire an unerring dart of force from your fingertips at one creature within 30 feet. It automatically hits and deals 1d4+1 force damage to the target. Once you cast this spell, you can get it back by spending 10 minutes studying your spellbook.

Gust of Wind [2-actions]

(air, arcane, evocation, manipulate)

You cast violent wind in a 60-foot line from where you stand. The wind extinguishes small non-magical fires, disperses fog and mist, and blows light objects around. Each creature in the area must attempt a Fortitude save, using the outcomes below.

Critical Success The creature is unaffected.

Success The creature can’t move against the wind.

Failure The creature falls over and gains the prone condition. If it was flying, it suffers the effects of a critical failure instead.

Critical Failure The creature is pushed 30 feet in the wind’s direction, falls over and gains the prone condition, and takes 2d6 bludgeoning damage.

Mage Armor [2-actions]

(abjuration, manipulate, transmutation)

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. This bonus lasts until the next time you prepare your spells. While wearing mage armor, you use your proficiency bonus for unarmed defense to calculate your AC.

First-Level Wizard Spells

Burning Hands [2-actions]

(arcane, evocation, fire, manipulate)

Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature must roll a basic Reflex save.

Command [2-actions]

(arcane, enchantment, manipulate, mental)

You shout a magically compelling command at one creature within 30 feet. You can command the target to approach you, run away, release what it’s holding, Drop Prone, or stand in place. If the target can’t hear or understand you, the spell has no effect. The effects depend on the target’s Will save.

Success The creature ignores your command.

Failure For the first action on its next turn, the creature must do as you command. It can’t use reactions until it has done so.

Critical Failure The target must use all its actions on its next turn to obey your command. It can’t use reactions until it has done so.

Feather Fall [reaction]

(abjuration, arcane)

You cause the air itself to keep one creature within 60 feet safe from a fall. The target falls very slowly, only 60 feet each round, for up to 1 minute. If the target reaches the ground during this time, it takes no damage from the fall.

Fleet Step [2-actions]

(arcane, manipulate, transmutation)

You gain a +30-foot status bonus to your Speed for 1 minute.

Magic Missile [1- to 3-actions]

(arcane, evocation, force, manipulate)

You shoot a dart of force toward one creature you can see within 120 feet. The missile automatically hits and deals 1d4+1 force damage. You can shoot two missiles if you cast this spell with 2 actions, or three missiles if you cast it with 3 actions. Choose the target for each missile individually.

Magic Weapon [2-actions]

(divine, manipulate, transmutation)

You touch one non-magical weapon. For 1 minute, the weapon gains a +1 item bonus to its attack rolls, and its damage rolls use two dice (of its normal die type) instead of one.

Pest Form [2-actions]

(arcane, manipulate, transmutation)

You transform into a tiny animal, such as a cat, insect, lizard, or rat, for 10 minutes or until you spend a single action to change back. You can decide the specific type of animal. Your AC is 15 + your wizard level, your Speed is 10 feet, and you have low-light vision. Your Acrobatics and Stealth change to +10 instead of their normal statistics. Whenever you take physical damage, you take 5 extra damage. You can’t speak, cast spells, use actions with the manipulate trait, benefit from item bonuses, or use item actions.

Physical Boost [1-action]

(arcane, transmutation)

School Spell You must have the transmutation arcane school to prepare this spell.

You temporarily improve the target’s physique. One creature you touch gains a +2 bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts. The creature must use this benefit before the end of its next turn, or the spell ends with no effect. Once you cast this spell, you can get it back by spending 10 minutes studying your spellbook.

34 of 41

First-Level Wizard Spells (cont.)

Protective Ward [1-action]

(abjuration, arcane, manipulation)

School Spell You must have the abjuration arcane school to prepare this spell.

You emanate protective magic. You and any allies adjacent to you gain a +1 bonus to AC. Once per round after your cast this spell, you can spend a single action to sustain it until the end of your next turn, up to a maximum of 1 minute total. This also increases the size of the spell’s area by 5 feet for each action, to a maximum of 30 feet.

Shocking Grasp [2-actions]

(arcane, attack, electricity, evocation, manipulate)

You shroud your hands in crackling lightning. Make a spell attack roll against one creature you can touch. If you hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 bonus to your attack roll and, on a hit, you also deal 1d4 persistent electricity damage. On a critical hit, double the initial damage, but not the persistent damage.

Sleep [2-actions]

(arcane, enchantment, manipulate, mental, sleep)

You call a miasma of drowsiness in a 5-foot burst within 30 feet of you. Each creature in the area must attempt a Will save using the outcomes below. A creature that falls unconscious from this spell doesn’t fall prone and can be woken up by loud noises and attacks. A creature of 4th-level or higher improves its save result by one step (for instance, if it rolls a failure, it gets a success instead).

Critical Success The creature is unaffected.

Success The creature takes a –1 status penalty to Perception checks for 1 round.

Failure The creature gains the unconscious condition. If it’s still unconscious after 1 minute, it wakes up automatically.

Critical Failure The creature gains the unconscious condition. If it’s still unconscious after 1 hour, it wakes up automatically.

35 of 41

Second-Level Wizard Spells

Acid Arrow [2-actions]

(acid, attack, evocation, manipulate)

You conjure an arrow of acid at one target within 120 feet. Make a spell attack roll against the target’s AC. If you hit, you deal 3d8 acid damage plus 1d6 persistent acid damage.

On a critical hit, double the initial damage, but not the persistent damage.

Dispel Magic [2-actions]

(abjuration, arcane, manipulate)

You unravel the magic behind one active spell within 120 feet. Make a spell attack roll and compare the result to the caster’s spell DC.

Success The spell ends.

Failure The spell ends if it’s a 1st-level spell or a cantrip, but not if it’s a 2nd-level spell.

Critical Failure The spell doesn’t end.

Enlarge [2-actions]

(arcane, transmutation)

Bolstered by magical power, you make one willing creature within 30 feet grow to size Large for 5 minutes. Its equipment grows with it but returns to natural size if removed. The creature takes a –1 status penalty to its AC, Reflex saving throws, ranged attack rolls, Acrobatics, Stealth, and Thievery. It can reach and attack things 10 feet away, and it gains a +2 status bonus to melee damage rolls.

Flaming Sphere [2-actions]

(arcane, evocation, fire)

You create a 5-foot sphere of flame on the floor in a square within 30 feet. The sphere deals 3d6 fire damage to the creature in that square, with a basic Reflex save. Once per round after you cast this spell, you can spend a single action to sustain it until the end of your next turn, up to 1 minute. When you do, you can make it roll to another square within 30 feet and deal 3d6 fire damage to the creature in that square with a basic Reflex save.

Water Walk [2-actions]

(arcane, manipulate, transmutation)

You touch one creature to make them buoyant enough to walk along the surface of water and other liquids without falling through. The spell lasts for 10 minutes.

Invisibility [2-actions]

(arcane, illusion)

You touch one creature to cloak it in illusions that make it invisible. Other creatures can’t see the target and gain the flat-footed condition to the target. The target can still get hit by area effects, but if a creature wants to Strike the target or use another ability against them, the creature making the attack must guess which square the target is in. The GM rolls a secret DC 11 flat check (roll an 11 or higher on a d20 without adding anything). If this flat check fails, the attack misses. If the target makes a Strike or uses another hostile action, the spell ends as soon as that action is complete. If they don’t use any such actions, it ends after 10 minutes.

Obscuring Mist [3-actions]

(arcane, conjuration, water)

You call forth a cloud of mist that fills a 20-foot burst within 120 feet. All creatures within the mist gain the concealed condition, and all creatures outside the mist gain the concealed condition against creatures within it. The cloud lasts for 1 minute, but you can disperse it before then by spending a single action to end the spell.

Resist Energy [2-actions]

(abjuration, arcane, manipulate)

A shield of elemental energy protects one creature you touch against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. For 10 minutes, whenever the target takes damage of the type you chose, it takes 5 less damage.

36 of 41

Rogue

Armor

Leather armor

Weapon

dagger, rapier, shortsword

Adventuring Gear

Adventurer’s pack, healer’s tools, thieves’ tools

Money Left Over

2 gold pieces

Fighter

Armor

Breastplate

Weapon

Dagger, shortbow with 60 arrows

Adventuring Gear

Adventurer’s pack, repair kit

Money Left Over

1 gold piece

If you are a brute, you also have your choice of a greatsword or greataxe. If you’re a shield fighter, you also have a shield and your choice of a longsword or battleaxe. If you’re a two-weapon fighter, you have your choice of either a longsword and a shortsword or a battleaxe and a hatchet.

Cleric

Armor

Chain shirt (hide armor if Strength is +2 or more)

Weapon

If you worship Desna, you have a starknife. If you worship Sarenrae, you have a scimitar. If you worship Torag, you have a warhammer.

Adventuring Gear

adventurer’s pack, healer’s tools, shield, wooden religious symbol

Money Left Over

1 gold piece

Class Kits

Wizard

Armor

None

Weapon

crossbow with 60 bolts, dagger

Adventuring Gear

Adventurer’s pack, material component pouch

Money Left Over

10 gold pieces

If you’re a human with the warden heritage, you should use some of your money left over to buy some armor (page 42).

You must start with a kit based on your class.

The Adventurer’s Pack contains: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

37 of 41

38 of 41

39 of 41

40 of 41

41 of 41

Copyright Notice

This promotional material uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are under Paizo's community use policy. We are expressly prohibited from charging you to use or access this content. This promotional material is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/ paizo/ about/ communityuse. For more information about Paizo Publishing and Paizo Products, please visit paizo.com.