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Beginner Box


Hi Pathfinders. I'm brand new to PF. I have played a bit of 4E over the last few months as a group invited me to play. I have my head around a lot of gaming terms, rules etc so I'm hoping I can run PF for some friends as I've been told PF is a better system and involves more roleplay which is what we are looking for. I have a beginner box and I'm attempting to create my own campaign but using the Ruins of Raven Watch as a shell. Just wondering if I should be able to do that easily? I'm confident I can create an engaging story but I don't want to complicate things for my group early. Is it possible to get a decent campaign out of the beginner box? Also I have seen seem people complain that attacks of opp have been dropped from the box. Should I include these early so my group understands them later?

Contributor

2 people marked this as a favorite.

Hello!

Be sure to read the Game Master's Guide, as there is a section with advice on running a campaign and a bunch of plot/adventure suggestions.

I'd start playing with the Beginner Box rules and introduce AOOs later. For most things, the BBox tells you "you can't do that" (like cast a ranged spell next to an enemy), and that allows for an easy transition to, "you know how I said you couldn't do that? Well, you can do it, but I get a free attack on you... so you have a choice, but it's risky."


Pathfinder Adventure Path Subscriber

The purpose of the begginner box is to start with somewhat simplified rules and then eventually 'graduate' to the full edition of the game. So dont worry about attacks of opportunity not being in the game to start, when you move on to the full rules, you will have time later to get them in (assuming you enjoy the game enough to want to move on).

Dont worry too much about making mistakes, you will make them as a new dm. Experienced dms make them. You will have rules hickups. My current group has been roughly the same people for more then a decade. We still make rules mistakes, we still have hiccups. If you think you can make an interesting and engaging story, then go for it, start playing, and try not to worry too much about the rest, it will fall into place eventually.


Great. Thanks for the help guys. I might have some more questions soon!


Pathfinder Adventure Path Subscriber
Nathanas wrote:
Great. Thanks for the help guys. I might have some more questions soon!

Good luck, happy gaming, and Welcome to Pathfinder!


Ok so we have done up character sheets and we are ready to start the adventure this Friday night. Just a few questions. In class features, for each character, I can't seem to find any miscellaneous modifiers to go in. Are there any at first level? Also, for attack rolls, do I have players roll a d20 and then add their melee/ranged attack score plus their weapon attack bonus for the final result? As for damage is it just whatever the damage column states?

Grand Lodge

1d20 + STR + Attack Bonus + "other" for melee
1d20 + DEX + Attack Bonus + other for ranged

Other can be many things in Pathfinder but I included it so magic weapons were a special focus/reminder.

Pages 56 and 57 mainly in the Heroes Handbook


Pathfinder Adventure Path Subscriber

Hi Nathanas
Im was completely new to PF and RPG in general until I got it as a gift for christmas, so I ran through the beginner dungeon with some friends and it went down pretty well. Anyway my younger sisters then asked to play and I had a outline to the game that I wanted but didnt have time to fully finish so I made a lot of it up and it went down absolutely amazing they loved it so much they were gutted when it ended.

Anyway it was pretty easy just to improvise a lot of it and change it for the decisions they made to make it easier or harder and give them more involvement etc. My only problems were that it sometimes took me a while to find the pages for monsters in the book so im gunna mark the pages alphabetically or write down the stats for the next time I gm.

Oh and I decided to make more interactive puzzles that the players themselves have to solve which I thought would be nice so that might be an idea and any letters they found I wrote them out and stained them etc to just give that little edge I hope :P gunna run that one on saturday so hopefully all goes well :P.

Anyway I dont think you should find it to hard as long as you enjoy DMing and if your groups are new as well they wont even notice if you make a mistake I know I did :P.

Well hope I havent bored you to much and I could be of some use :P Good luck :D

TheHairyAvenger


Many thanks. The idea of the stained parchment is actually something I'm really eager to do but I was going to leave it until the guys get out of the dungeon from the beginner box.

Andoran

Hairy,

I'm SO happy to see a newbie to RPGs offering their own advice to other new people! Please keep it up! I hope you continue to enjoy Pathfinder and play it for a long time yet. Same goes to you, Nathanas! :)

The stained parchment thing is a cool idea indeed, although if you don't have enough time to go through the rigmarole a good facsimile is to just do a Google image search for parchment and print that out. You can either hand write the message or put fancy text on it in Photoshop or what-have-you. Not AS cool as stained paper, but still cool.

Perhaps you could have Black Fang's treasure include a rolled up parchment with some kind of map or mysterious clue written on it? Nice lead in to the next adventure that way!


1 person marked this as a favorite.

Killer idea Alice! I think I may just do that.


Something I forgot to ask. My cleric player has chosen two 1st level cleric spells. I know Orisons have unlimited use but I'm unsure about the 1st level spells. Are they once daily? It would be the same for the Wizard also I assume?


Yes, spells of a higher level than Orisons/Cantrips can only be used once per preparation.

I don't know about the BBox rules, but I would assume, however, that your cleric has three 1st level spells per day; one is base, plus one since your wisdom is at least 12, and one additional that has to be from one of your domain spells. Don't know if the BBox dropped domains, though.


stringburka wrote:

Yes, spells of a higher level than Orisons/Cantrips can only be used once per preparation.

I don't know about the BBox rules, but I would assume, however, that your cleric has three 1st level spells per day; one is base, plus one since your wisdom is at least 12, and one additional that has to be from one of your domain spells. Don't know if the BBox dropped domains, though.

The BB does indeed drop domain spells. There are no Domains listed in the BB at all.


Ah, okay. Then it's two spells.


Thanks guys. Now my cleric just came over and he decided to swap his sling out for a light shield which will give him +1 to AC. Now that he has dropped the sling out will he have that written under his scimitar in the weapons box? Alternatively could he keep the sling also, use it in the first round, then equip his shield and use his scimitar for the remaining rounds?

Andoran

I'm not sure if the following rules are in the BB or not, but this is how it works by Core.

- You can keep holding a sling in the hand that's got a light shield strapped to it. If it was a heavy shield, no go, but a light shield can hold items. See here.

"A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it."

- So he could keep his sling on hand until he needed it, and then switch it over to his non-shield hand to use. He'd need to sheathe or drop his scimitar to load the sling though. See here.

"Loading a sling is a move action that requires two hands and provokes attacks of opportunity."

- You can choose to equip or remove a shield as a move action, but there's no real reason why he would do this, because you can use the sling fine with the shield on. See here.

"Shield (any) - Don: 1 move action - Remove: 1 move action."

Contributor

Nathanas wrote:
Thanks guys. Now my cleric just came over and he decided to swap his sling out for a light shield which will give him +1 to AC. Now that he has dropped the sling out will he have that written under his scimitar in the weapons box? Alternatively could he keep the sling also, use it in the first round, then equip his shield and use his scimitar for the remaining rounds?

If he keeps the sling, he should write it on his character sheet, and you can write it in the Weapons area. You'll just have to remember that to use the sling, you'll need to take off the shield first. Or (like you said) you can start with the sling, then drop it and put on the shield, and continue the rest of the combat using the shield.

Andoran

I guess the BB rules on shields and such are different to Core. :) Follow SKR's advice, not mine, unless you're planning on wetting your toes with Core material!

Contributor

Oh, the rules are the same, I'm just looking at it from a simpler perspective. Yes, you can hold the sling in the same hand as the light shield, but you can't USE it, so telling someone "just hold it in your shield hand until you want to use it, then switch it to the other hand and load it with the shield hand" is a more complex answer than "don't try to use the sling while you're wearing a shield." :)


Ok thanks for that guys. I've just been checking the Wizard's spells and I'm a little confused by Sleep. It has a 100ft range and then it states living creatures in a 10 ft radius fall asleep. Does that 10 ft radius start from the square (monster) you choose to cast it in? Also "the spell can effect up to 4 hit dice, starting with the lowest hit dice." I haven't encountered this wordinf before and I'm not sure what it means? Thanks again for all you help guys.

Andoran

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Nathanas wrote:
Ok thanks for that guys. I've just been checking the Wizard's spells and I'm a little confused by Sleep. It has a 100ft range and then it states living creatures in a 10 ft radius fall asleep. Does that 10 ft radius start from the square (monster) you choose to cast it in? Also "the spell can effect up to 4 hit dice, starting with the lowest hit dice." I haven't encountered this wordinf before and I'm not sure what it means? Thanks again for all you help guys.

I'm pretty sure the beginner box player's pack errata says to replace the words "hit dice" with the term "CR".


Thanks Reckless. Still confused by the 100ft-10 ft radius though. Can anyone help me there?


Paizo Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber

Your interpretation was correct - it potentially affects creatures within 10 feet of some central point which is within 100 feet of the caster.

You can cast it on some enemy up to one hundred feet away from you and it will potentially affect him and anyone within ten feet of him. You can't target someone two hundred feet away.


Cheers Steve. The worst has now happened. Got a call from our Cleric saying he can't make it. Stained parchment, made a kick ass bean dip for feasting and it's all fallen through. See link below for evidence. (Should be a third scroll at the end of the table. The scrolls give the players a background to the world and what has been happening in my story. I stained it with coffee, used an old english font and burned the edges. Also tied them up with some old string)

i720.photobucket.com/albums/ww203/dickysnap/12-EB7CDDFB-779903-800.jpg

i720.photobucket.com/albums/ww203/dickysnap/12-109BE3D4-811944-800.jpg

Osirion

Phenomenal work, Nathanas. Excellent looking scrolls!

And the bean dip sounds yummy.


All is not lost. Three of us have decided to still make a night of it and play Legend of Drizzt and Arkham Horror.

Contributor

Steve Geddes wrote:

Your interpretation was correct - it potentially affects creatures within 10 feet of some central point which is within 100 feet of the caster.

You can cast it on some enemy up to one hundred feet away from you and it will potentially affect him and anyone within ten feet of him. You can't target someone two hundred feet away.

If it helps, think of it like a magical grenade. The Range is how far you can "throw" the grenade, and the area is the size of the grenade's explosion.


Nathanas wrote:
All is not lost. Three of us have decided to still make a night of it and play Legend of Drizzt and Arkham Horror.

I find the best thing is to play with however many players turn up. You can have an NPC Cleric (or pile of healing potions) along if necessary. :)


Pathfinder Adventure Path Subscriber

Thanks Alice I will do :D
There is only 3 players when we play but no one wanted to be a cleric so when they found the healing wand in blackfang I just let the wizard use it instead. :)


Cool thanks guys. We are without a wizard in our campaign so I'm a little bit worried about what to do when arcana (and similar wizard skills) come up. Can you guys give me some tricks to use when I encounter these issues?

Andoran

Encourage another player to take a rank in the Knowledge (Arcana) skill (perhaps the Cleric). Or a rogue, maybe.

Allow other skills to work in some situations, e.g. Spellcraft, Knowledge (Religion) for anything that could be feasibly be related to divine (cleric) magic.

Give the players alternate routes around things. It's bad adventure design to REQUIRE the use of any given skill or spell or ability. Obviously in some cases one skill will be the best for that situation, but you should think about offering alternate routes as well. And of course, reward players for creative thinking.


Hi guys. We will probably finish up the bb dungeon tonight. I have just realized I have not let the players know that dungeons are extremely dark and that they will need to provide light for themselves. I'm just wondering how it works in terms of monsters seeing the light, for e.g. how far does a torch or light from a wizards staff extend. It will obviously alert monsters to their presence so I'm wondering how combat is affected in these situations. A rogues sneak attack etc.


Sorry to be a nuisance but I'm running another session this week. I'm just looking for some insight on my afforementioned question.


Pathfinder Adventure Path Subscriber

I think that the torch is 20ft but im not sure its says somewhere in the heros handbook I think. I would say if the monster is in the same room it would see the light and then would plan an attack etc from there and if its in the next corridor I guess role a perception check or something depending on the circumstances.

I forgot to include light until the second session aswell. Just go with what you feel is right and would actually happen but this is what I do.


Pathfinder Adventure Path Charter Subscriber

Hi there.

This is one of those situations where there are no rules written, and I guess common sense would apply... If there is a shut door between the source of the light (the wizard's staff with a "Light" spell on it, perhaps?) I would say by default that the bad guys do not spot anything. If they are (for whatever reason) LOOKING for something like that (they are aware that there are adventurers near, for example), I might allow them to make a (difficult!) perception role to notice light "leaking" under the door.

If it is open ground (a long straight corridor), I would say that monsters would ALWAYS see the party before the party sees the bad guys (assuming the bad guys do not also have lights, anyway). A flashlight might only work for the person using it for about 20-30 foot. However, people miles away can spot the light being used if they have a clear line of sight.

That leaves the situation where there is not a straight line of sight (example:- bends in the corridor). I would suggest that the bad guys automatically notice that there is a light at something like 3* the light radius of the light.. . So, with a light spell with a 20' radius, I would assume that any monsters/bad guys not carrying their own lights would be aware that there is a light being used (a background glow approaching them) within 60' or so.... Possibly up to 5 or 6 times the radius, if they are looking and making hard perception roles (say DC22 or so).

Summary:- It depends :-) Just ignoring lights is "not realistic", but so what? Go with what seems easier!!! Oh - and have fun hehehhe

Aiddar


Just a remark: this whole discussion of lighting makes me think that goblins and kobolds can actually lead to much more interesting encounters than they're usually put in.

*files away in brain*


Do some research on Tucker's Kobolds.

<looks around>

I've said too much.

<escapes out the back>

Take care,

Harry


Thanks for all the help guys. Just wondering about wizards/clerics spells and saving throws. Do all offensive spells, burning hands, magic missile etc provoke saving throws from monsters?


Also, do wizards spells get affected when they are casting into combat where another pc is engaged in melee? I'm a little bit weird on magic missile, it says it can target up to five creatures, how exactly does that work?


Lastly, my wizard is from the evocation school. Does he get his two first level spells per day + his evocation school abilities - intense spells and force missile.


Pathfinder Adventure Path Subscriber

For saving throws it should say in the spell description whether the monster gets to roll one. Burning hands is DC 11 + INT I think and magic missile doesn't have one.

Right at the back of the hero's handbook there is a part about spell radius, to me this indicates that any creature within that spell radius is affected including the PC's obviously its up to the GM to decide whether to use that rule. Magic missile, I cant find where it says about targeting 5 creatures but when you get to level 3 you can target 2 I think so I would say that you can send to missiles to two separate creature's or two to one creature that's what we use anyway.

I would say yes to using the evocation abilities as well as the spells the wizard learns a day.


Pathfinder Adventure Path Charter Subscriber

Hi there.

Welcome to the fun of magic :-)

1) Normally, a spell will be very specific in the "stat block" (description) about whether a saving throw is allowed (example:- "Reflex save for half", or "Fortitude save negates"). This means the affected creatures can roll the appropriate saving thrown, needing to meet or exceed against a Difficulty Class ("DC") of 10+the level of the spell+INT (if a wizard - it would be 10+the level of the spell+WIS if the caster was a cleric).

So - if a wizard with an INT of +3 cast a second level spell, the affected creatures would need to roll 10+2+3, or 15 or more to avoid the affects. Note that each creature will normally have a modifier to apply to their saving roll (e.g. Fort +2, Reflex +3, Will +1). You roll the D20, and apply that modifier to see if they meet or exceed the DC. It seems complex, but will soon become second nature

2) Spells come into two big types - Area of Affect ("AOE") and single target. AOE spells (like Burning Hands) affect everyone in their target area - good guys or bad, so be careful how you target them!

Single target spells (as the name suggests) affect a single target - in general, you can use them against a bad guy standing next to one of the good guys, without affecting the good guy (example:- Hold Person).

3) Magic missile is a slightly bit trickier. First off, you get one magic missile to fire for every two levels (ie. 1 missile when you are L1-2, 2 misiles when you are L3 or L4, 3 missiles at L5 or 6, etc). It is a spell that gets better, as the level of the caster improves. The "up to 5 missiles" comment simply refers to the maximum effect it can have - at L9 or higher, it will generate 5 missiles. Beyond that, regardless of caster level, it will never generate more. As for the effect, each missile will cause 1d4+1 damage. Each missile will automatically hit, with no "to hit" die roll required - all you do is say - ok, I am L5, so I get 3 missiles. 2 of them will hit the orc over there (each doing 1d4+1, so 2d4+2 in total), the 3rd one will hit the kobold doing 1d4+1. Note that there is no saving throw for magic missiles - they always hit.

General comment - being a wizard is a bit of a balancing act in terms of spells.. Do you take the AOE spells which can affect a lot of bad guys, but will also affect your friends? Or a spell like magic missile - it does less damage, but will always hit and will not affect your friends...

Hope that helps!!

have fun

Aiddar


Excellent responses guys. Thank you.

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