P2 Basic-Characters

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P2 BASIC: CHARACTERS

STRIPPED DOWN VERSION OF PATHFINDER 2E


BY JONATHAN CORMIER

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CHARACTER CREATION
Creating your character is the first thing you do as a player. Your character is how you
experience the world, so give some thought to what type of avatar you’d like to embody while
you play. Don’t forget to consider where they came from before they became an adventurer as
well.

BACKGROUND
A background represents what a character
KEY TERMS experienced before they took up the life of an
There are a number of important terms that adventurer. Each background grants a special
you’ll need to know as you create your first
character or adventure.
ABILITY SCORE ability and training in one or more skills. You
Each creature has four ability scores: Strength, can read more about backgrounds in Chapter 2.
Agility, Intellect, and Spirit. These scores
represent a creature’s raw potential and basic
attributes. The higher the score, the greater the
BONUSES AND PENALTIES
Bonuses and penalties apply to checks and
creature’s potential in that ability. Ability scores
certain statistics. There are several types of
are described in full later in this chapter.
bonuses and penalties. If you have more than
one bonus of the same type, you use only the
ALIGNMENT highest bonus. Likewise, you use only the worst
Alignment represtents a creature’s fundamental penalty of each type.
moral and ethical attitude. Only certain
creatures, usually extraplanar creatures have
alignments as their supernatural nature impede’s
CLASS
A class represents the adventuring profession
their free will.
chosen by a character. A character’s class
determines most of their proficiencies, grants the
ANCESTRY character Hit Points each time they gain a new
An ancestry is the broad family of people that a level, and gives access to a set of class feats.
character belongs to. Ancestry determines a Classes appear in Chapter 3.
character’s starting Hit Points, languages,
senses, and Speed. Ancestries can be found in
Chapter 2.
CONDITION
An ongoing effect that changes how a character
can act, or that alters some of their statistics, is
ARMOR CLASS (AC) called a condition. The rules for the basic
All creatures in the game have an Armor Class. conditions used in the game can be found in the
This score represents how hard it is to hit and Conditions Appendix at the back of this book.
damage a creature. It serves as the Difficulty
Class for hitting a creature with an attack.
CURRENCY
The most common currencies in the game are
ATTACK gold and silver. The game doesn’t ask you track
When a creature tries to harm another creature, it each individual coin, instead, you are given an
makes a Strike or uses some other attack action. abstract amount of coins called pouches.
Most attacks are Strikes made with a weapon, Abbreviated to pp (platinum pouches), gp (gold
but a character might Strike with their fist, pouches), sp (silver pouches), cp (copper
grapple or shove with their hands, or attack with pouches).
a spell.
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DAMAGE PLAYER CHARACTER
Damage represents how much damage your This is a character created and controlled by a
character has taken during their adventures. This player.
starts at zero and when it meets or exceeds your
Hit Points, you fall unconscious. Healing PROFICIENCY
reduces your damage total on a 1-to-1 basis. Proficiency is a system that measures a
character’s aptitude at a specific task or quality,
FEAT and it has five ranks: untrained, trained, expert
A feat is an ability you can select for your master, and legendary. Proficiency gives you a
character due to their class or general training. bonus that’s added when determining the
Some feats grant the ability to use special following modifiers and statistics: AC, attack
actions. rolls, saving throws, skills, and the effectiveness
of spells. If you’re untrained, your proficiency
GAME MASTER (GM) bonus is -2. If you’re trained, your proficiency
The Game Master is the player who adjudicates bonus is +2, expert is +4, master is +6, and
the rules and narrates the various elements of the legendary is +8.
story and world that the other players explore.
RARITY
HIT POINTS (HP) Some elements of the game have a rarity to
Hit Points represent the amount of punishment a denote how often they’re encountered in the
creature can take before it falls unconscious and game world. Rarity primarily applies to
begins dying. equipment and magic items, but spells, feats,
and other rule elements also have a rarity. If no
INITIATIVE rarity appears in the traits of an item, spell, or
other game element, it is often
At the start of an encounter, each side involved
in the combat (usually two) roll a d20 and the
side that gets the higher result goes first in ROUND
whatever order that group chooses. Ties go to A round is a period of time during an encounter
NPC groups. in which all participants get a chance to act. A
round represents approximately 6 seconds in
LEVEL game time.
A level is a number that measures something’s
overall power. Player characters have a level, SAVING THROW (SAVE)
ranging from 1st to 10th level, representing their When a creature is subject to a dangerous effect
level of experience. Monsters, NPCs, hazards, that must be avoided, it attempts a saving throw
diseases, and poisons have levels ranging from - to mitigate the effect. You attempt a saving
1 to 20 or higher that measure the danger they throw automatically – you don’t have to use an
pose. An item’s level, usually within the range action or reaction. Unlike for most checks, the
of 0 to 20, but sometimes higher, indicates its character who isn’t acting rolls the d20 for a
power and suitability as treasure. saving throw, and the creature who is acting
Spells have levels ranging from 1st to 6th provides the DC.
(sometimes higher), which measure their power;
characters and monsters can usually cast only a
SKILL
A skill represents a creature’s ability to perform
certain number of spells of any given level.
certain tasks that require instruction or practice.
Skills are fully described in Chapter 4. Each
NONPLAYER CHARACTER (NPC) skill includes ways anyone can use that skill
A nonplayer character, controlled by the GM, even if untrained, as well as uses that require a
interacts with players and helps advance the character to be trained in the skill.
story.
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SPEED If a word or a phrase is italicized, it is
You will almost never count the number of feet describing a spell or magic item. This way,
a character can move, the DM will adjudicate when you see the statement “the door is sealed
based on the situation. If the specific number of by lock,” you know that in this case the word
feet you’re able to move is required, a creature denotes the lock spell, rather than a physical
can move 25 feet per action. item.
P2 Basic also uses many terms that are
typically expressed as abbreviations, like AC for
SPELL Armor Class, DC for Difficulty Class, and HP
Spells are magical effects created by performing
for Hit Points. If you’re ever confused about a
mystical incantations and gestures known only
game term or abbreviation, you can always turn
to those with special training or inborn abilities.
to the Glossary at the end of the book and look it
Casting a spell is an activity that usually uses
up.
two actions. Each spell specifies what it targets,
the actions needed to cast it, its effects, and how UNDERSTANDING ACTIONS
it can be resisted. If a class grants spells, the Characters and their adversaries affect the world
basics of that ability are provided in the class by using actions and producing effects. This is
descriptions in Chapter 3, while the spells especially the case during encounters, when
themselves are detailed in Chapter 7. every action counts. When you use an action,
you generate an effect. This effect might be
TRAIT automatic, but sometimes actions necessitate
A trait is a keyword that conveys additional that you roll a die, and the effect is based on
information about a rules element, such as a what you rolled.
school of magic or rarity. Often, a trait indicates Throughout this book, you will see special
how other rules interact with an ability, creature, icons to denote actions.
item, or another rules element that has that trait.
All traits used in this book appear in the [A] SINGLE ACTIONS
Glossary and the end of this book. Single actions use this symbol: [A]. They’re the
simplest, most common type of action. You can
TURN use three single actions on your turn in an
During the course of a round, each creature takes encounter, in any order you see fit.
a single turn, according to initiative. A creature
can typically use up to three actions during its [R] REACTIONS
turn. Reactions use this symbol: [R]. These actions
can be used even when it’s not your turn. You
get only one reaction per encounter round, and
FORMAT OF RULES ELEMENTS you can use it only when its specific trigger is
Throughout this rulebook, you will see
fulfilled. Often the trigger is another creature’s
formatting standards that might look a bit
action.
unusual at first. Specifically, the game’s rules
are set apart in this text using specialized
[FA] FREE ACTIONS
capitalization and italicization. These standards
Free actions use this symbol: [FA]. Free actions
are in place to make the rules elements in this
don’t require you to spend any of your three
book easier to recognize.
single actions or your reaction. A free action
The names of specific statistics, skills, feats,
might have a trigger like a reaction does. If so,
actions, and some other mechanical elements in
you can use it just like a reaction – even if it’s
P2 Basic are capitalized. This way, when you
not your turn. However, you can use only one
see the statement “a Strike targets Armor Class,”
free action per trigger, so if you have multiple
you know that both Strike and Armor Class are
free actions with the same trigger, you have to
referring to rules.
decide which to use. If a free action doesn’t have
a trigger, you use it like a single action, just
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without spending any of your actions for the that level is indicated to the right of the stat
turn. block’s name. Rules also often have traits
associated with them (traits appear in the
ACTIVITIES Glossary).
Activities are special tasks that you complete by
spending one or more of your actions together. Spells, alchemical items, and magic items use a
Usually, an activity uses two or more actionss similar format, but their stat blocks contain a
and lets you do more than a single action would number of unique elements (see Chapter 7 for
allow. You have to spend all the actions an more on reading spells, and Chapter 11 for more
activity requires for its effects to happen. on alchemical and magic items).
Spellcasting is one of the most common
activities, as most spells take more than a single ACTION OR FEAT NAME [A]
action to cast. LEVEL
Activities that use two actions use this TRAI
symbol: [AA]. Activities that use three actions TS
use this symbol: [AAA]. A few special Prerequisites Any minimum ability scores,
activities, such as spells you can cast in an feats, proficiency ranks, or other
instant, can be performed by spending a free prerequisites you must have before you can
action or a reaction. access this rule element are listed here. Feats
All tasks that take longer than a turn are also have a level prerequisite, which appears
activities. If an activity is meant to be done above.
during exploration, it has the exploration trait. Frequency This is the limit on how many times
you can use the ability within a given time.
An activity that takes a day or more of
Trigger Reactions and some free actions have
commitement and that can be done only during triggers that must be met before they can be
downtime has the downtime trait. used.
Requirements Sometimes you must have a
READING RULES certain item or be in a certain circumstance to
This book contains hundreds of rules elements use an ability. If so, it’s listed in this section.
that give characters new and interesting ways to This section describes the effects or benefits of
respond to situations in the game. All characters a rule element. If the rule is an action, it
can use the basic actions found in chapter 9, but explains what the effect is or what you must
an individual character often has special rules roll to determine the effect. If it’s a feat that
modifies an existing action or grants a constant
that allow them to do things most other
effect, the benefit is explained here.
characters can’t. Most of these options are feats. Special Any special qualities of the rule are
explained in this section. Usually this section
Regardless of the game mechanic they convey, appears in feats you can select more than once,
rules elements are always represented in the explaining what happens when you do.
form of a stat block, a summary of the rules
necessary to bring the monster, character, item,
or other rules element to life during play.
CHARACTER CREATION
Unless you’re the GM, the first thing you need
The general format for stat blocks is shown to do when playing P2 Basic is create your
below. Entries are omitted from a stat block character. It’s up to you to imagine your
when they don’t apply, so not all rule elements character’s past experiences, personality, and
have all of the entries given below. Actions, worldview, and this will set the stage for your
reactions, and free actions each have the roleplaying during the game. You’ll use the
corresponding icon next to their name to game’s mechanics to determine your character’s
indicate their type. An activities that take longer ability to perform various tasks and use special
to perform omit these icons. If a character must abilities during the game.
attain a certain level before accessing an ability, This section provides a step-by-step guide for
creating a character using the Pathfinder rules,
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preceded by a guide to help you understand INTELLECT
ability scores. These scores are a critical part of Your Intellect is a measure of your intelligence,
your character, and you will be asked to make wit, memory, and knowledge. High Intellect
choices about them during various parts of allows you to become trained in additional skills
character creation. and might be able to master additional
If you’re creating a higher-level character, it’s languages. This attribute also governs the
a good idea to create them at level 1 and then spellcasting of certain classes.
level them up one level at a time to make sure An Intellect Save can be used to thwart an
you’re getting everything you are supposed to… effort to deceive you, such as with illusions.
and to not get overwhelmed with information.
WILL
Your Will describes your courage, willpower,
THE FOUR ABILITY SCORES resolve, and mental fortitude.
One of the most important aspects of your A Will Save lets you resist things that would
character is their ability scores. These scores erode your confidence, manipulate your
represent your character’s raw potential and emotions, or terrify you.
influence nearly every other statistic on your
character sheet. Determining your ability scores ABILITY BOOSTS
is not done all at once, but instead happens over An ability boost normally increases an ability
several steps during character creation. score’s value by 1. However, if the ability score
Ability scores are split into two main groups: to which you are applying an ability boost is
physical and mental. Strength and Agility are already +5 or higher, its value increases only by
physical ability scores, measuring your 0.5.
character’s physical power, nimbleness, and
stamina. In contrast, Intellect and Spirit are
mental ability scores and measure your
character’s learned prowess, awareness, and
force of personality.
Excellence in an ability score improves the
checks and statistics related to that ability, as
described below. When imagining your
character, you should also decide what ability
scores you want to focus on to give you the best
chance at success. ASSIGN ATTRIBUTES
Choose one of the following sets of scores and
STRENGTH modifiers and assign one score and modifier to
Your Strength represents your characer’s muscle one attribute until you have assigned all four.
power, durability, certain forms of athletic
ability, and overall fitness. Your Strength STARTING SCORES AND MODIFIERS
modifier gets added to your melee damage rolls, d20 Scores and Modifiers
determines how much you can carry and 1-4 +1, +1, +0, +0
modifies your Hit Points. 5-8 +2, +0, +0, +0
A Strength Save resists or fights off the effects 9-12 +2, +1, +0, -1
of pain, injury poison, or infection. 13-16 +2, +1, +1, -2
AGILITY 17-20 +1, +1, +1, -1
Your Agility ecompases poise, dexterity,
balance, and reflexes. Your Agility modifier is
added to your ranged weapon attacks and your
character’s Armor Class.
An Agility Save allows you to dodge out of
the way of an effect and react quickly.

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HUMAN ANCESTRY environment where you grew up. You have only
one heritage and cannot change it later.
HUM HUMAN
AN OID SKILLED HERITAGE
Humans’ ambition, versatility, and exceptional Your ingenuity allows you to train in a wide
potential have led to their status as the world’s variety of skills. You become trained in one skill
predominant ancestry. Their empires and nations of your choice. At 5th level, you become an
are vast, sprawling things, and their citizens expert in the chosen skill.
carve names for themselves with the strength of Additionally, you gain one ability boost to
their sword arms and the power of their spells. spend on an attribute of your choice.
Humanity is diverse and tumultuous, running the
gamut from nomadic to imperial, sinister to VERSATILE HERITAGE
saintly. Many of them venture forth to explore, Humanity’s versatility and ambition have fueled
to map the expanse of the multiverse, to search its ascendance to be be the most common
for long-lost treasure, or to lead mighty armies ancestry in most nations throughout the world.
to conquer their neighbors—for no better reason Select a General Feat of your choice for which
than because they can. you meet the prerequisites (chosen at any point
Humans' physical characteristics are as varied during character creation).
as the world's climes. Humans have a wide Additionally, you gain one ability boost to
variety of skin and hair colors, body types, and spend on an attribute of your choice.
facial features. Generally speaking, their skin
has a darker hue the closer to the equator they or
HUMAN FEATS
At 1st level, you gain one Ancestry Feat,
their ancestors lived.
selected from the following:
Humans reach physical adulthood around the
age of 15, though mental maturity occurs a few
years later. A typical human can live to be ADAPTED CANTRIP
around 90 years old. FEAT 1
HUM
TYPICAL NAMES AN
Unlike many ancestral cultures, which generally Prerequisites spellcasting class feature
cleave to specific traditions and shared histories, Through study of multiple magical traditions,
humanity's diversity has resulted in a near- you've altered a spell to suit your spellcasting
infinite set of names. The humans of northern style. Choose one cantrip from a magical
tribes have different names than those dwelling tradition other than your own. If you have a spell
in southern nation-states. Humans throughout repertoire or a spellbook, replace one of the
much of the world speak Common, yet their cantrips you know or have in your spellbook
names are as varied as their beliefs and with the chosen spell. If you prepare spells
appearances. without a spellbook (if you're a cleric or a druid,
HUMAN MECHANICS for example), one of your cantrips must always
Hit Points: 8 be the chosen spell, and you prepare the rest
Size: Medium normally. You can cast this cantrip as a spell of
Languages: Common plus additional languages your class's tradition.
equal to 1 + your Intellect modifier (if it’s If you swap or retrain this cantrip later, you
positive) chosen from the list of common can choose its replacement from the same
languages or any other language you have alternate tradition or a different one.
access to.
ADAPTED CANTRIP
HUMAN HERITAGES FEAT 1
You select a heritage at 1st level to reflect HUM
abilities passed down to you from your ancestors AN
or common among those of your ancestry in the
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Prerequisites spellcasting class feature
Through study of multiple magical traditions,
you've altered a spell to suit your spellcasting
style.

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STAT H1  STAT HANGING Free Action XXX 
FEAT XX (Traits) XXX

TRAIT
S
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STAT H1 XXX 0
UNCOMM N SMAL XXX XXX
ON L

STAT HANGING Perception +X; xxx


STAT HANGING Skills Acrobatics +X,
Athletics +X, Occultism +X, Pathfinder Lore
+X, Stealth +X
STAT HANGING DIVIDER Str +X, Dex +X,
Con +X, Int –X, Wis +X, Cha –X
Stat Hanging AC XX; Fort +X, Ref +X, Will
+X
Stat Hanging HP XX; Immunities XXX;
Weaknesses XXX; Resistances XXX
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STAT HANGING Speed XX feet
STAT HANGING Melee  XX +XX (Traits),
Damage XX
STAT HANGING Ranged  XX +XX
(Traits), Damage XX
STAT HANGING One-Action XXX 
(Traits) XXX
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(Traits) XXX
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STAT HANGING Three-Action XXX 
(Traits) XXX

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OPEN GAME LICENSE VERSION 1.0A Trademark. The use of any Product Identity in Open Game Content does not
The following text is the property of Wizards of the Coast, Inc. and is constitute a challenge to the ownership of that Product Identity. The owner
Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights of any Product Identity used in Open Game Content shall retain all rights,
Reserved. title and interest in and to that Product Identity.
1. Definitions: (a) “Contributors” means the copyright and/or trademark 8. Identification: If you distribute Open Game Content You must clearly
owners who have contributed Open Game Content; (b) “Derivative indicate which portions of the work that you are distributing are Open
Material” means copyrighted material including derivative works and Game Content.
translations (including into other computer languages), potation, 9. Updating the License: Wizards or its designated Agents may publish
modification, correction, addition, extension, upgrade, improvement, updated versions of this License. You may use any authorized version of this
compilation, abridgment or other form in which an existing work may be License to copy, modify and distribute any Open Game Content originally
recast, transformed or adapted; (c) “Distribute” means to reproduce, license, distributed under any version of this License.
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 10. Copy of this License: You MUST include a copy of this License with
(d) “Open Game Content” means the game mechanic and includes the every copy of the Open Game Content You distribute.
methods, procedures, processes and routines to the extent such content does 11. Use of Contributor Credits: You may not market or advertise the Open
not embody the Product Identity and is an enhancement over the prior art Game Content using the name of any Contributor unless You have written
and any additional content clearly identified as Open Game Content by the permission from the Contributor to do so.
Contributor, and means any work covered by this License, including 12. Inability to Comply: If it is impossible for You to comply with any of
translations and derivative works under copyright law, but specifically the terms of this License with respect to some or all of the Open Game
excludes Product Identity. (e) “Product Identity” means product and product Content due to statute, judicial order, or governmental regulation then You
line names, logos and identifying marks including trade dress; artifacts, may not Use any Open Game Material so affected.
creatures, characters, stories, storylines, plots, thematic elements, dialogue, 13. Termination: This License will terminate automatically if You fail to
incidents, language, artwork, symbols, designs, depictions, likenesses, comply with all terms herein and fail to cure such breach within 30 days of
formats, poses, concepts, themes and graphic, photographic and other visual becoming aware of the breach. All sublicenses shall survive the termination
or audio representations; names and descriptions of characters, spells, of this License.
enchantments, personalities, teams, personas, likenesses and special abilities; 14. Reformation: If any provision of this License is held to be
places, locations, environments, creatures, equipment, magical or unenforceable, such provision shall be reformed only to the extent necessary
supernatural abilities or effects, logos, symbols, or graphic designs; and any to make it enforceable.
other trademark or registered trademark clearly identified as Product identity 15. COPYRIGHT NOTICE
by the owner of the Product Identity, and which specifically excludes the Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Open Game Content; (f) “Trademark” means the logos, names, mark, sign, System Reference Document © 2000, Wizards of the Coast, Inc.;
motto, designs that are used by a Contributor to identify itself or its products Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on
or the associated products contributed to the Open Game License by the material by E. Gary Gygax and Dave Arneson.
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors:
edit, format, modify, translate and otherwise create Derivative Material of Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark
Open Game Content. (h) “You” or “Your” means the licensee in terms of Seifter.
this agreement. [[XX_Product_Name]] © 2021, [[Your name or your company name]];
2. The License: This License applies to any Open Game Content that Author: [[Author(s)]].
contains a notice indicating that the Open Game Content may only be Used This product is compliant with the Open Game License (OGL) and is suitable for use
under and in terms of this License. You must affix such a notice to any Open with [[the Pathfinder Roleplaying Game and/or the Pathfinder Roleplaying Game
Game Content that you Use. No terms may be added to or subtracted from (Second Edition) and/or Starfinder]].
this License except as described by the License itself. No other terms or Product Identity: The following items are hereby identified as Product Identity, as
conditions may be applied to any Open Game Content distributed using this defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game
Content: All trademarks, registered trademarks, proper nouns (characters, deities,
License.
locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from
3. Offer and Acceptance: By Using the Open Game Content You indicate proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines,
Your acceptance of the terms of this License. trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, Dreamer
4. Grant and Consideration: In consideration for agreeing to use this (the official Open Game Content term for which is “dreaming barathu”), and the Drift
License, the Contributors grant You a perpetual, worldwide, royalty-free, (the official Open Game Content term for which is “hyperspace”). (Elements that have
non-exclusive license with the exact terms of this License to Use, the Open previously been designated as Open Game Content, or are exclusively derived from
previous Open Game Content, or that are in the public domain are not included in this
Game Content.
declaration.)
5. Representation of Authority to Contribute: If You are contributing Open Game Content: Except for material designated as Product Identity, the game
original material as Open Game Content, You represent that Your mechanics of this Pathfinder Infinite game product are Open Game Content, as defined in
Contributions are Your original creation and/or You have sufficient rights to the Open Game License version 1.0a, Section 1(d). No portion of this work other than the
grant the rights conveyed by this License. material designated as Open Game Content may be reproduced in any form without
6. Notice of License Copyright: You must update the COPYRIGHT written permission.
[[XXProduct_Name]] © 2021, [[Your name or company name here]]. All rights reserved.
NOTICE portion of this License to include the exact text of the
Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society,
COPYRIGHT NOTICE of any Open Game Content You are copying, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder
modifying or distributing, and You must add the title, the copyright date, and P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game,
the copyright holder’s name to the COPYRIGHT NOTICE of any original Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles,
Open Game Content you distribute. Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends,
7. Use of Product Identity: You agree not to Use any Product Identity, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder
Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder
including as an indication as to compatibility, except as expressly licensed in
Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society
another, independent Agreement with the owner of each element of that [[XXList any relevant Adventure Path titles as trademarks in alphabetical order as
Product Identity. You agree not to indicate compatibility or co-adaptability well]]are trademarks of Paizo Inc. This work is published under the Community Content
with any Trademark or Registered Trademark in conjunction with a work Agreement for Pathfinder Infinite and Starfinder Infinite.
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered

13

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