Pathfinder Roleplaying Game

What It's Like To Play

RPG players around a table

You might be wondering what it would be like to play? Below is an example of what a fight might look like if you were playing around the table with some friends.

The GM is running a group of four players through their latest adventure. They are playing Seelah (a human paladin), Ezren (a human wizard), Harsk (a dwarf ranger) and Lem (a halfling bard). The four adventurers are exploring the ruins of an ancient keep, after hearing rumors that there are great treasures to be found in its musty vaults. As the adventurers make their way toward the crumbling edifice, they cross an ancient stone bridge. After describing the scene, the GM asks the players what they want to do.

Harsk: Let’s keep moving. I don’t like the look of this place. I draw my crossbow and load it. Seelah: Agreed. I draw my sword, just in case. Ezren: I’m going to cast light so that we can see where we’re going. GM: Alright, a f lickering glow springs up from your hand, illuminating the area. Lem: I’d like to keep a lookout, just to make sure there are no monsters nearby.

The GM consults his notes about this part of the adventure and realizes that there are indeed some monsters nearby, and that the PCs have walked into their trap.

GM: Lem, could you roll a Perception check?

Lem rolls a d20 and gets a 12. He then consults his character sheet to find his bonus on Perception skill checks, which turns out to be a +6.

Lem: I got an 18. What do I see? GM: As you turn around, you spot six dark shapes moving up behind you. As they enter the light from Ezren’s spell, you can tell that they’re skeletons, marching onto the bridge wearing rusting armor and waving ancient swords. Lem: Guys, I think we have a problem. GM: You do indeed. Can I get everyone to roll initiative?

To determine the order of combat, each one of the players rolls a d20 and adds his or her initiative bonus. The GM rolls once for the skeletons and one additional time for their hidden leader. Seelah gets an 18, Harsk a 16, Ezren a 12, and Lem a 5. The skeletons get an 11, and their leader rolled an 8.

GM: Seelah, you have the highest initiative. It’s your turn. Seelah: Since they’re skeletons, I’m going to attempt to destroy them using the power of my goddess Iomedae. I channel positive energy.

Seelah rolls 2d6 and gets a 7.

Seelah: The skeletons take 7 points of damage, but they get to make a DC 15 Will save to only take half damage.

The GM rolls the Will saving throws for the skeletons and gets an 18, two 17s, a 15, an 8, and a 3. Since four of the skeletons made their saving throws, they only take half damage (3 points), while the other two take the full 7 points of damage.

GM: Two of the skeletons burst into f lames and crumble as the power of your deity washes over them. The other four continue their advance. Harsk, it’s your turn. Harsk: Great. I’m going to fire my crossbow at the nearest skeleton.

Harsk rolls a d20 and gets a 13. He adds that to his bonus on attack rolls with his crossbow and announces a total of 22. The GM checks the skeleton’s armor class, which is only a 14.

GM: That’s a hit. Roll for damage

Harsk rolls a d10 and gets an 8. The GM realizes that the skeletons have damage reduction that can only be overcome by bludgeoning weapons. Since crossbow bolts deal piercing damage, the skeleton’s damage reduction reduces the damage from 8 to 3, but this is still enough to reduce that skeleton’s hit points to below 0.

GM: Although the crossbow bolt seemed to do less damage against the skeleton’s ancient bones, the hit was hard enough to cause that skeleton to break apart. Ezren, it’s your turn. Ezren: I’m going to cast magic missile at the skeleton that’s closest to me.

Picture of the fight

Magic missile creates a number of glowing darts that always hit their target. Ezren rolls 1d4+1 for each missile and gets a total of 6. Since this is magic, it automatically bypasses the skeleton’s DR, causing another one to fall.

GM: There are only two skeletons left, and it’s their turn. One of them charges up to Seelah and takes a swing at her, while the other moves up to Harsk and attacks.

The GM rolls a d20 for both attacks. The attack against Seelah is only an 8, which is not equal to or higher than her AC of 18. The attack against Harsk is a 17, which beats his AC of 16. The GM rolls damage for the skeleton’s attack.

GM: The skeleton hits you, Harsk, leaving a nasty cut on your upper arm. Take 7 points of damage. Harsk: Ouch. I have 22 hit points left. GM: That’s not all. Charging out of the fog onto the bridge is a skeleton dressed like a knight, riding the bones of a long-dead horse. The heads of the warrior’s previous victims are mounted atop its deadly lance. Lem, it’s your turn. What do you do? Lem: Run!

The combat continues in order, starting over with Seelah, until one side or the other is defeated. If the PCs survive the fight, they can continue on to the ancient castle to see what treasures and perils lie within.