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Playing with the beginner box rules with an 8 & 6 year-old


Beginner Box

Shadow Lodge

Well on this rainy day I decided to try my hand at teaching two bored kids how to play a rpg pathfinder in general. So at first i was going to use the adventurer that came with the beginner box but i couldn't find it on my computer. the end right... nope;) I did what any one would I made it up.

I used the roll 2d6+6 for the stats. So they where a bit stronger.

Here is the girl (age 8).

Launa:
Launa (Neutral Good)

Initiative +2; Speed 30/20 ft. (6/4 sq.); CR 1/2; HP 13
Senses Perception +4
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17. . (+5 armor, +2 shield, +2 Dex)
Fort +4, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Melee Scimitar +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +2 (1d4+2/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Rebuke Death (7/day)
Cleric Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Divine Favor (DC 15), Bless
0 (at will) Light, Stabilize, Detect Magic, Read Magic (DC 14)
--------------------
STATISTICS
--------------------
Str +2, Dex +2, Con +2, Int 0, Wis +4, Cha +1
Skills Diplomacy +5, Sense Motive +8, Spellcraft +4
Feats Selective Channeling, Toughness +3
Equipment Adventurer's Kit, Holy Symbol (Silver), Lantern, Scale Mail, Scimitar, Shield, Heavy Steel, Sling
--------------------
SPECIAL ABILITIES
--------------------
Channel Positive Energy 1d6 (4/day) (DC 11) Use your holy symbol to heal the living or injure the undead.
Rebuke Death (7/day) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can swap memorized spells for Cure spells.
Sun's Blessing +1 to channel positive energy's damage to undead.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The boy (age 6)

Domenre:
Domenre (Neutral Good)

Initiative +5; Speed 30 ft. (6 sq.); CR 1/2; HP 9
Senses Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10. . (+5 Dex)
Fort +1, Ref +7, Will +0
--------------------
OFFENSE
--------------------
Melee Mace, Heavy +1 (1d8+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Crossbow, Heavy +5 (1d10/19-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str +1, Dex +5, Con +1, Int 0, Wis 0, Cha +1
Skills Acrobatics +9, Diplomacy +5, Disable Device +8, Knowledge (Dungeoneering) +4, Knowledge (Local) +4, Perception +4, Sense Motive +4, Stealth +9, Swim +5
Feats Point Blank Shot, Precise Shot
Equipment Adventurer's Kit, Crossbow, Heavy, Mace, Heavy, Studded Leather, Thieves' Tools
--------------------
SPECIAL ABILITIES
--------------------
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

and the mentor

Kore:
kore (Chaotic Good)

Initiative +0; Speed 30 ft. (6 sq.); CR 4; HP 73
Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 10, flat-footed 16. . (+6 armor)
Fort +6, Ref +1, Will +2
Defensive Abilities Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Melee light +10 (2d6+14/17-20/x2) and
. . Unarmed Strike +7 (1d3+8/20/x2)
--------------------
STATISTICS
--------------------
Str +4, Dex 0, Con +2, Int 0, Wis +1, Cha -1
Skills Acrobatics +8, Knowledge (Nature) +8, Perception +9, Ride +8
Feats Power Attack -2/+4, Toughness +3, Weapon Focus: Greatsword
Equipment Chainmail, light
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark up to 60 feet. This works like normal vision, but it's only in shades of gray.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Hardy +2 You get a +2 bonus on saving throws to resist poison, spells, and monster abilities that imitate spells.
Hatred You get a +1 bonus on attack rolls against goblins and orcs because of your special training.
Knockback While raging, bull rush in place of an attack.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your speed is only 20 feet, but your armor and gear never slow you down.
Superstition +3 +3 save vs. magic while raging.
Trap Sense +1 +1 bonus on reflex saves and AC against traps.
Uncanny Dodge Flanking enemies do not get +2 to hit, and can't sneak attack you.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I called the town White forest and bob the priest gave them a quest to find the town unicorn."He" pointed to the blacken part of the forest to start looking. The girl asked what the unicorn look like so pull up the pdf and tadow. As they traveled thur the forest I asked for a perception check everyone made it. I said "You see people with long ears watch you all from the tree tops". The mentor said there were elves. I asked the girl what do you want to do. She reply "Ask them about the unicorn"? I had her make a Dip. check Nat 1. The elves naturally belittle them all and told them to leave. I had her to make another roll nat 20. The elves were apologetic to the younglings and show them a short cut. The rest will come tomorrow.

RPG Superstar 2008 Top 32

So....
Are they enjoying it? I have an unused beginner box, and a gamer friend who has a boy and a girl also about 8 and 6.


doesn't hero lab include the classes they took? From the abilities I guess lvl 1 all of them cleric, rogue and the barbarian is lvl 6?

I really hope the Mentor isn't some deus ex machina that kills everything they fail to kill. It's your game of course, and perhaps it's worth it because the players are so young, but I had bad experience which such things.

also +1 for the question if they like, I'm always happy to hear how the next generation feels about RPGs.

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber
Richard Leonhart wrote:

doesn't hero lab include the classes they took? From the abilities I guess lvl 1 all of them cleric, rogue and the barbarian is lvl 6?

The lastest updates to Herolab include Beginner Box support within the main program. It's treated as a separate game system.


How're they taking to to it? My dad introduced me and my little sister to AD&D when we were 11 and 9, respectively. Fun was had all around. Years later, my dad told me that he had a secondary ulterior motive for teaching us the game. Apparently, we needed a bit more focus in our lives. It did help, my grades did get a little better. :)


I'm looking forward to hearing more on how this works out. I just bought the beginner box for me and my GF's 9 yr old son. Once I'm comfortable with the rules and such I plan to introduce it to him.

Shadow Lodge

I think this is all great, and I love Pathfinder very much, but there are a load of simpler games for kids to learn off, even some free stuff. Check out Drive Thru RPG and search for "Teach Your Kids to Game". You could also us the Pokethulhu rules system, which is free. Strip out all the Pokethulhu stuff and you're left with a simple game that's worth playing. I first played it at a convention and the game had nothing to do with Pokemon or Cuthulhu.


6 and 8 might be a little young to really get the rules.

I remember my friend and I used to buy AD&D books and "play" Dungeons and Dragons with no dice or rules, where one of use would DM and just decide (mostly based on would-it-work-in-Final-Fantasy) what happened. It wasn't until we were in the 6th grade that we started to use rules and dice, and even then we were way off as to the right way to do things.

I wish there was a drug that made my imagination work as well as it did back then.


My six year is playing a druid and picking it up fast.


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Pathfinder Modules Subscriber
Richard Leonhart wrote:

doesn't hero lab include the classes they took? From the abilities I guess lvl 1 all of them cleric, rogue and the barbarian is lvl 6?

I really hope the Mentor isn't some deus ex machina that kills everything they fail to kill. It's your game of course, and perhaps it's worth it because the players are so young, but I had bad experience which such things.

also +1 for the question if they like, I'm always happy to hear how the next generation feels about RPGs.

They're 8 and 6. Give 'em a little leeway so long as they're having fun. : D

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