Rules Index | GM Screen | Player's Guide


Chapter 1: Introduction

Basics of Play

Source Player Core pg. 6 2.0
Before creating your first character or adventure, you should understand a number of basic concepts used in the game. New concepts are presented in bold to make them easy to find, but this chapter is only an introduction to the basics of play. The complete game rules are defined in later chapters, and the Glossary and Index in the back of this book will help you find specific rules you need.

Defining Characters

Source Player Core pg. 6 2.0
In Pathfinder, the players take on the role of player characters (PCs), while the Game Master portrays nonplayer characters (NPCs) and monsters. While PCs and NPCs are both important to the story, they serve very different purposes in the game. PCs are the protagonists—the narrative is about them—while NPCs and monsters are allies, contacts, adversaries, and villains. That said, PCs, NPCs, and monsters share several characteristics.

Level is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the character's adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they accumulate Experience Points (XP). Every time a character amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a giant rat or a group of bandits, but at 20th level, that same character might be able to destroy an entire city with a single spell.

In addition to level, characters are defined by attributes, which measure a character's raw potential and are used to calculate most of their other statistics. There are six attributes in the game. Strength represents a character's physical might, while Dexterity represents agility and the ability to avoid danger. Constitution indicates a character's overall health and well-being. Intelligence represents raw knowledge and problem-solving ability, while Wisdom measures a character's insight and the ability to evaluate a situation. Finally, Charisma indicates charm, persuasiveness, and force of personality. Attribute modifiers for ordinary creatures range from as low as –5 to as high as +5, with +0 representing average human capabilities. High-level characters can have attribute modifiers that range much higher than +5. An attribute modifier above the average increases your chance of success at tasks related to the attribute, while those below the average decrease your chance.

Your player character is also defined by some key choices you make. The first choice is a PC's ancestry, representing the character's parents and heritage, such as human, elf, or goblin. Next up is the PC's background, which describes their upbringing, from lowly street urchin to wealthy noble. Finally, and most importantly, a PC's class defines the majority of their aptitudes and abilities, like a wizard's command of powerful arcane spells or a druid's power to transform into a fearsome beast!

In addition to these key choices, player characters also have a number of feats—individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, elf feats can be found in the elf ancestry) and its theme (wizard feats, for example, grant abilities that deal with spells). Finally, characters have skills that measure their ability to hide, swim, bargain, and perform other common tasks.

Creating a Narrative

Source Player Core pg. 7 2.0
Characters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your character's chance of success is determined by their abilities, the choices you make, and the roll of the dice.

The Game Master determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together to create the story. The GM also describes the environment, other characters' actions, and events. For example, the GM might announce that the characters' hometown has been regularly attacked by marauding trolls. The characters might track the trolls to a nearby swamp—only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play.

A single narrative—including the setup, plot, and conclusion—is called an adventure. A series of adventures creates an even larger narrative, called a campaign. An adventure might take several sessions to complete, whereas a campaign might take months or even years!