Thread: Pathfinder

  1. #1
    Moderator Pendulous's Avatar
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    Mar 2010


    So, let's talk about Pathfinder. The D&D 3.75, as it were. If you haven't seen Pathfinder but have played 3.5, you can check out this site to see all its goodies.

    So, my first foray into Pathfinder was my recently abandoned character, an Aasimar Cleric. And that brings me to my first point. Racial perks are better than ever. First off, they dropped a bunch of level adjustment races to be baseline, to give better choices to optimizing your character. Aasimars make the absolute best clerics, due to the wisdom and charisma bonuses. But, one thing that bothered me about playing a cleric, was that they aren't in any way martial. They might as well just not even be proficient with any armor, dropped their hit die to a d6, and given some more spellcasting and healing capabilities. But Channel Energy is awesome. I went with a neutral deity so I could get Dual Channel along with the necessary Selective Channel. But that would lead to my character's downfall. See, I took the deity Pharasma, so I could get the Water and Healing Domains. It fit perfectly with Elena, who was a copy of the character from Grandia 2, because I have no originality. Pharasma is basically "The Circle of Life" and she abhors undead, because it doesn't fit in the circle. My ally was playing a warlock, the class that gets1d6/2 lv. ranged touch attack every turn, and gets to pick a handful of arcane spells to use at will and last all day. He decided he wanted to raise undead, so he did. As such, I ditched the group, and warned the guards of the groups plan (I can't even remember it right now). So that was the end of her. It wasn't just a snap decision though. I was playing a neutral good cleric in a group of evil and acting-evil party members. It was a long time coming.

    The problem with Channel Energy is, it really makes druids feel even less of a capable healer, which is what they are now. At first, I was excited to see that animal companions got their own leveling tree, basically. Then I realized just how limiting it is. My classic 3.5 druid, my highest level character, had a dire bear, which he used spells like Nature's Favor on to buff to hell and let him loose. Now, bears are limited to medium size at level 4, and they don't get any bigger. Their stats are shit, their AC is low, and they can't do much. The Beastmaster does better at animal companions, clerics are much better healers, and shapeshifting is only fun if you can fit into the space allowed. Also, having a super low AC as a huge bear isn't really fun for a melee-oriented class. In 3.5, I felt like I could at least compete in some regard with other classes, but as a druid in Pathfinder, it's all weakened.

    I haven't played one, but I also don't like barbarians now. The rage abilities don't seem to do much, and don't make up for the fact that most of the classes, and characters in general, were buffed. Also, making rage last a number of rounds instead of having a number of uses per day sounds nice, but being tired at the end of it still doesn't make any remote sense, especially if you just used it for one round.

    Fighters finally got..stuff. As did sorcerers and wizards, but I'll probably never play a wizard. Our group doesn't tend to.

    Oh, and rogues are coo, but I found a better option. Scouts effectively get their "sneak attack" for free without relying on making the target lose their dex bonus, which I found was a pain in most combat situations. That's why when I wanted a sneaky character in 3.5, I played a Ninja, who got the ability to go invisible for a round (as a swift action), so it got some good use out of its sneak attack. Also it had some cool mobility bonuses. But now, ninjas don't get that, and the scout loses a few social skills and get a bunch of stuff in return, like more movement. The Scout Talents seems weaker than Rogue talents, but you can always take combat feats in place of them anyway, which feels like a fighter ability. So, scout, awesome.

    That's about all I got on the classes. Our next campaign will be a mish-mosh of 3.5 and Pathfinder. It's gonna be super high-powered, and we're required to play a template. I'm going with Half-Celestia, and doing what I did in a previous 3.5 campaign. Wielding a huge longsword (or a large greatsword I guess), and going with the two feats that let you wield a bigger weapon. Problem is, I want to go cleric (the previous one was Favored Soul), but I want more martial ability, and as I already discussed, doesn't really exist in cleric. I could take an archtype package, most likely Weapon Champion, but it wouldn't help the fact that I need a lot of combat feats, plus the Base Attack Bonus to get said feats. I could just be a fighter, but I like the idea of self-sustaining, and our group has a bad tendency to not have any healers. Also, Righteous-freaking-Might.

    So that's what I got so far. Anybody have any stories, suggestions, general chat about this, the most time-killing of RPG's?
    Last edited by Pendulous; Yesterday at 08:19 PM.

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  2. #2
    Brewmaster Connal's Avatar
    Join Date
    Jan 2010
    San Diego, CA
    Quote Originally Posted by Pendulous View Post
    So, let's talk about Pathfinder. The D&D 3.75, as it were. If you haven't seen Pathfinder but have played 3.5, you can check out this site to see all its goodies.
    I've not tried Pathfinder, my group has stuck with D&D 3.5, but we are looking at converting to D&D 5th edition. It looks very close to being Pathfinder, in its simplicity, but not as dumbed down as 4th edition.

    You can get the Basic Idea here:

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