New Content in the Beginner Box - Items, Feats and Changes


Pathfinder Second Edition General Discussion

Dataphiles

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Making a thread to document all the stuff that differs between the CRB and Beginner Box, separating into "Changed", "New" and "Bundled for Ease of Use"

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New Stuff

There's some new items in the beginner box. Keep in mind investiture is not a rule in the BB, so some items (Such as goggles of night) appear without investment. This might be relevant for the Belt of Good Health, which is probably supposed to be invested.

Beginner Box wrote:

SMOKING SWORD ITEM 3

EVOCATION FIRE MAGICAL
Price 60 gp
Smoke constantly belches from this +1 magic longsword. Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade’s edges to light on fire.
Stoke Flames [one-action] (concentrate) Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can’t use it again for 10 minutes.

STORM HAMMER ITEM 3
ELECTRICITY EVOCATION MAGICAL
Price 60 gp
Sparks of crackling electricity arc from this +1 magic warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts.
Electrify [one-action] (concentrate) Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you use this action, you can’t use it again for 10 minutes.

HUNTER’S BOW ITEM 3
EVOCATION MAGICAL
Price 60 gp
Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can’t see you and you get a critical hit, the target takes an extra 1d6 damage (this is in addition to sneak attack damage if you’re a rogue).

GREEN WYRMLING BREATH POTION ITEM 5
CONSUMABLE EVOCATION MAGICAL POISON POTION
Price 30 gp
Usage held in 1 hand
This liquid contains blood from a wyrmling green dragon. For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. Exhaling dragon breath uses a single action. The breath weapon deals 2d6 poison damage in a 15-foot cone, and each creature in the area must attempt a DC 23 basic Fortitude save. After you use the breath weapon, you can’t do so again for 1d4 rounds

BELT OF GOOD HEALTH ITEM 4
MAGICAL NECROMANCY
Price 85 gp
Usage worn belt
When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4. If you remove the belt, you immediately decrease both your maximum and current HP by 4.

There's also a new feat for wizards that doesn't appear in the CRB. Keep in mind the Beginner Box doesn't scale anything of these features by level where the CRB probably would say "half your level".

Beginner Box wrote:

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).

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Changed Stuff

There's a few spell changes - to Flaming Sphere (now is just a normal basic reflex instead of no damage on success) and Daze (uses INT mod instead of spellcasting mod, despite clerics being able to select it in the BB).

Beginner Box wrote:


FLAMING SPHERE [two-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, and that creature must attempt 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.

DAZE [two-actions]
ARCANE ENCHANTMENT MANIPULATE MENTAL NONLETHAL
You jolt the mind of a single target within 60 feet. The jolt deals mental damage equal to your Intelligence; 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.

Another thing that got changed is focus spells. The BB doesn't use this mechanic, instead the spells are prepared to the slot and, once cast, can simply be reprepared.

Beginner Box wrote:


FORCE BOLT [one-action]
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.

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Bundled for Ease of Use

- The Cleric starts with Medium Armour and Expert fort regardless of Doctrine. This is probably because the only doctrine available is warpriest, which only gives shield block.
- Dispel Magic can counteract any level of spell on a success, and uses a spell attack roll instead of a counteract check (meaning it gets buffed by things that buff attack rolls). This is probably because counteracting rules don't exist in the BB, neither does heightening or spells higher than 2nd level.
- The three human heritages bundle feats together. Battle Trained is Versatile Human with General Training (Weapon Proficiency and Diehard), this would be different for wizards normally who would only get simple prof from weapon proficiency, but ease of use. Warden gives a choice between an improved toughness (and losing your ancestry feat), canny acumen on fort (and losing your ancestry feat) or double armour training (for classes without armour prof). Skilled is Skilled human with Natural skill.

There's also some clarity given on the Avoid Notice activity

Beginner Box wrote:


Move at half your travel speed and attempt a Stealth check to avoid anyone noticing you as you travel. If you’re Avoiding Notice at the start of an encounter, you roll a Stealth check instead of a Perception check to determine your initiative. You’ll also compare the result of this Stealth check to the enemies’ Perception DCs, like you would for the Sneak action, to determine if they notice you.


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Battle Medicine has been changed to be a reaction rather than an action.

Three of the character builds can have a +5 ability mod at level 1

Human Cleric (Acolyte background) +5 Wisdom
Human Rogue (Criminal background) +5 Dexterity
Human Wizard (Scholar background) +5 Intelligence


The Wizard Specialization Feat definitively looks interesting!


Hero's Handbook, pg 41 wrote:

Carrying And Using Items

You can carry items in three ways: held, worn, or stowed. Held items are in your hands. You can hold one item in each hand or one two-handed item using both hands.

Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth. You can retrieve a worn item with a single action, and putting it back uses another action.

As usual, manipulating objects uses the Interact basic action. You can drop an item without spending an action.

Stowed items are in a backpack or similar container, and you have to spend an action to take off the backpack before you can spend the Interact action to retrieve an item stowed within.

You no longer need to purchase bandoliers, belt pouches, sacks, satchels, scroll cases, sheaths, or vials.

This has also now been errata'ed for the Core Rulebook.

FAQ wrote:

Held, Worn, and Stowed Items

Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)."

This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial

Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.]

People using the Beginner Box might not realize that there has been a change.


Was the Pyrite Rat also new?


AnimatedPaper wrote:
Was the Pyrite Rat also new?

PF2 Bestiary, page 148

I assume you meant the Cinder Rat


No, I meant the Pyrite Rat.


Ah, the item. Yes, that seems to be unique to the BB

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

It was confirmed that the "DAZE" +INT and that humans with certain backgrounds and classes can get +5 in certain stats are errors that would need errata.
I would wager the battle medicine bit would too.

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