Pathfinder Classes

Feb 12, 2009 18:42

Originally, this started off as a comment in reply to the comment wolviepris made on my previous entry, where he asked about some of the basic differences I'd noticed in classes and equipment between Pathfinder and 3.5,. Since I hadn't really looked too closely, I started comparing the d20srd to the Pathfinder PDF, and quickly realized that my comments were getting to be much too long to fit in a single LJ comment box, if I remember the character limits. So I decided I had probably better make a whole new post about it.


Some of the basic differences I've noticed:

Starting hit points:

Yes, this is its own little designer notes section within the beta version. The designers offer several potential options for starting hit points, including the standard (assume max roll + Con and any other modifiers); doubling this number; adding an additional plus to this number depending on the hardiness of one's chosen race (first level only, not every level); adding a flat number to every starting character's hit points regardless of other factors; and adding your constitution score rather than any other bonuses. Each option would only apply to first level; the other levels would be rolled as usual.

Spellcasting

Classes with cantrips or orisons can cast these at will as a spell-like ability that takes a standard action. Cure and inflict minor wounds have been changed to new spells (“stabilize” and “bleed”) to eliminate the possibility of a cleric using “cure minor wounds” to completely heal the party given any length of time between combats.

Also, I didn't go into the spell charts and compare them directly, but when I glanced at the bard chart they started off with a first-level spell and ended with all fives rather than fours in the level 20 row.

Barbarian

(I was tempted to start with bard. Then I decided that probably I should do this in the order listed, because otherwise it will be all scattered all over the place). Their skill list is expanded to include new Pathfinder skills (Acrobatics and Perception - I haven't gotten to the skill section yet but I know the Pathfinder developers were also interested in modifying the existing skills for balance purposes), as well as Knowledge (nature), which makes sense to me. Jump and Listen are no longer on the list, but I'm guessing they're replaced by the two I just mentioned. Illiteracy doesn't seem to be on the list any more - which is just fine with me, as it didn't make sense to me that all barbarians had to be illiterate and then, all of a sudden, they take up another class and POOF, they can read. I think it's something to be determined on a character by character basis as part of background, and possibly culture. Anyway, before I get on too much of a tangent regarding literacy - rage. Instead of having the rage ability defined as something that happens a certain number of times per day per level, the barbarian gains a certain number of rage points which he or she can use to go into or sustain a rage, as well as to activate “rage powers,” which are attained beginning at 2nd level and every two levels thereafter. Powers vary in cost and some have a minimum level, but include such nifty options as damage reduction, rerolling failed will saves, increased intimidation, and attacks that do additional elemental damage.

Character Comments: Urgraf

(I thought it might also be fun to have a section where I commented in-character on changes as a character I've played, since I'm going all-out and writing a whole entry anyway. In this case, Urgraf is the only barbarian I've ever played, in that one-shot tournament we played in during one of baridmerlin's campaigns)
"Urgraf bash!! Urgraf rage!! Boom time!!"

Bard

Again with the slight skill shifts. Bards also have Acrobatics and Perception, as well as something called Linguistics (resists urge to go look at Linguistics skill right now and totally forget about typing up information about the rest of the classes). Oh, and there's another one called Stealth, which I'm guessing replaces Hide and Move Silently. Concentration seems to be gone. Also, it was during looking at the bard class that I figured out that Pathfinder does not seem to have 4x as many skill points for first-level characters. I suppose that makes the math easier, at least.

They've revamped bardic knowledge. I'm not entirely sure how I feel about the new system yet - I suppose it depends on how extensive the other knowledge skills tend to be, and whether there's anything they don't cover. First level, bards choose a knowledge, and adds a bonus skill point to that knowledge skill at first level and each subsequent level (I'm guessing it's always the same knowledge, though I can see some room for debate). Also, the bard adds half his level to all knowledge skill checks and can make them all untrained.

Now one of the other key features of the bard, bardic music. They've adjusted the term to "bardic performance" to account for non-musical bards, and mentioned performance skills that require line of sight (acting and dancing) or common language (oratory and comedy, though I think one might be able to make some sort of argument that there could exist silent comedy, or at comedy relying on sound and gesture sans language). They both added new abilities and then divided up all those abilities amongst the different styles of bardic music. For instance, the bardic countersong requires one to have at least one rank of proficiency in Perform (keyboard, percussion, wind, string, or sing), and to use that proficiency in order to activate the bardic power. Those who have ranks in Perform (act, comedy, dance, or oratory) may instead attempt to counter a spell requiring line-of-sight, such as illusions. There's more new ones, but I think the last one I will mention (so that, despite my LJ name, it does not turn into a complete bardfest here) is Dirge of Doom. Mostly because I like the alliteration of the name. It's a power for bards of at least eighth level with 8+ ranks in Perform (keyboard, percussion, wind, string, or sing), and causes enemies to take penalties on several actions.

I take that back. There's one bardic music ability that must be mentioned, and that's the 20th-level ability given to all performance types, Deadly Performance. There's rules and a saving throw, but basically the bard "can use his performance to cause one enemy to die from joy or sorrow." I don't know about you, but dying of joy sounds like it would be a pretty good way to go for me, when my time came.

Like other spellcasting classes, bards have cantrips as spell-like abilities, which has the potential for a great deal of fun. By second level, the bard gets +4 on saving throws vs. effects depending on bardic music, sonic, and language. Fifth level gets to be exciting because the bard gets to take 10 on any knowledge skill check in which he has ranks. The only sad thing is that there is no longer the chance for a critical failure ("That little doggy lizardy humanoid [kobold] is the dread fog monster - flee for your lives!" "Of course I know where the Efrit [djinn from the Elemental Plane of Fire] is, he's swimming in the Oasis, duh. Don't you know they looove to swim?"), though I suppose that kind of went away with second edition anyway.

Speaking of skills and taking ten, level 19 bards can take 10 on any skill in which they have five or more ranks. This is also when all skills become class skills for the bard, and the bard can use any skill untrained (even those which usually require training).

Character Comments: Melanna

"Unlimited cantrips can definately be useful. I want to know more about this Linguistics thing, too. And I love that we can use all skills untrained eventually - that's a lot of knowledge to which we have access. You didn't mention the fun Soothing Performance I get if I take Perform (oratory), though, which basically lets me heal people through telling stories. And I want to get a look at this list of cantrips - actually, all the bard spells... oh, fine, I'll wait for later until after you've taken care of the other classes."

Cleric

Appraise, knowledge (nobility), lingusitics, and sense motive are now on the cleric's spell list, while concentration is removed. There is not a section describing skills for domains. All clerics are now proficient with the favored weapon of their deities.

As I mentioned earlier, clerics can cast orisons (0th level spells) at will as a spell-like ability. Cure minor wounds is no longer a spell, being replaced by stabilize in order to prevent abuse. Other than that, clerics seem relatively unchanged, though the section doesn't go into domain powers or spell lists here.

Character Comments: Celara

"It makes sense that many clerics would be familiar with nobility, particularly in regions where religion is involved with politics and the nobility. Also, sense motive completely makes sense to be as being a clerical skill. We deal with all sorts of people in service to our gods and goddesses, and it is important for us to be able to tell whether these people are being truthful with us, and what their intentions are towards us and towards those under our care."

Druid

Druids' new skills include climb, fly (hmm, now that's an interesting-looking skill), knowledge (geography), and perception. Druids lose concentration, diplomacy, listen, and spot. The druid also benefits from the new rules governing orisons.

When it comes to animal companions, the druid is given a choice. In lieu of the traditional animal companion, a druid may choose to form a bond with nature in general, which basically lets the druid have a nature- or elemental-themed cleric domain. Animal companions seem to be mostly the same.

Wild shape is accessible a level earlier, and has more frequent upgrades with various levels.

Character Comments: Sylanna

"Climbing makes sense, and I supposed geography as well, if you're going to travel a long way to a moot. After all, it's important to know where the nearest forests are, and what sort of creatures and people live there. And bonding with nature in general rather than an animal companion makes sense for some other druids. Personally, I like having the company of animals, so it doesn't matter as much for me."

Fighter

Hmm, let's see, no one really cares what they did with fighters, do they?

All right, fine, I won't tease (though I did consider hiding the "real" fighter section further on in the document and leaving just that sentence there). Let's see, skills. Fighters add not one, but two knowledge skills - dungeoneering and engineering. Additionally, fighters get to have a profession (finally), as well as survival.

Wow, I'm just noticing now how light the section on class features is for fighters in the original 3.5. Pathfinder retains the bonus feats and adds
a few new class features. Bravery gives fighters a progressively higher bonus to will saves vs. fear as they level up. Armor training allows a fighter to gain additional protection from his armor when he is wearing it, granting a bonus to AC with armor that gets higher every four levels or so. Weapon training lets a fighter select a group of weapons each time it appears on the fighter chart, and the fighter gains +1 to attack and damage rolls with that group of weapons. These culminate in armor mastery (19th level, DR 5/- when wearing armor or a shield) and weapon mastery (20th level, a fighter chooses a single weapon (i.e. greataxe, longsword, or longbow), and any attacks made with that weapon automatically confirm critical threats as well as increasing the damage modifier by one. Also, he can't be disarmed when he is wieling that type of weapon).

Character Comments: Some Random Guardsman or Pirate

"Whoa, cool, I can't wait until I get to master-" (slain by a PC)

Monk

Skill-wise, monks gain acrobatics, intimidate, knowledge (history), perception, ride, and stealth, while losing balance, diplomacy, hide, jump, knowledge (arcana), knowledge (religion), listen, move silently, spot, and tumble. Monks are apparently now also being trained in the use of spears, short spears, and short swords. The monk AC bonus starts earlier (level 4) and goes up to +5 at 20th level.

The monk's bonus feats now more closely resemble a fighter's, with a single list of feats to chose from when granted the bonus feat option rather than a choice between two feats each time. I'm not going to copy the whole list, but it looks like there are a few new/renamed feats among them: Caught Off-Guard, Scorpion Style, and Throw Anything. At tenth level, more options are added, including Medusa's Wrath and Snatch Arrows.

Starting at third level, Manuver Training allows monks to substitute level for his monk BAB when calculating combat manuver bonus. At fourth level, monks gain a ki pool, with points equal to half the monk's level plus wisdom. Monks must have at least a point in the ki pool to perform ki strikes, but may also spend points from the pool to do other nifty things (adding another full-attack to a flurry of blows, adding a dodge bonus to AC, and increasing his speed for 20 ft for the round).

Starting at 5th level, a monk can add his level to Acrobatics checks to jump, either vertically or horizontally, as well as always counting as a having running start. Plus the monk gets another use for a ki point, which can be spent to give him +20 to acrobatics checks made to jump for a round.

Character Comments

........
(and now comes the time for me to admit that I don't have any monk characters, not even as an NPC)

Paladin

Paladins gain the spellcraft skill in exchange for the concentration skill. Smite Evil is given at 4th rather than 5th level, and the number of uses increases every three levels rather than every five.

Lay on hands always heals (or damages, in the case of the undead) a target a number of hit points equal to the paladin's level and can be used a number of times/day equal to half the paladin's level plus the paladin's charisma modifier. There are more uses for this ability later on - two uses to activate remove disease (6th), remove curse (9th), neutralize poison (12th); three uses for break enchantment (15th); and four uses for heal (18th).

Channeling positive energy at 4th level (the new name for Turning Undead) is reduced from 3+charisma modifier to 1+charisma modifier.

Spells are based off the paladin's charisma rather than wisdom.

At fifth level, paladins have a divine bond ability instead of the mount ability, though mount is still one of the options. The other bond is with a celestial spirit which will enhance the paladin's weapon (provided the paladin uses his deity's favored weapon) when called.

By eighth level, a paladin has an Aura of Resolve that makes the paladin immune to charm spells and abilities, as well as granting allies +4 against these effects. Aura of justice (11th level) allows the paladin to spend two uses of smite evil to grant the ability to all allies within 10 feet, using the paladin's bonuses, but evil creatures gain no benefits. Aura of faith (14th) makes a paladin's weapons count as good-aligned for purposes of overcoming DR. Aura of righteousness (17th) gives a paladin DR 5/evil and immunity to compulsion spells and spell-like abilities, and +4 to allies against these.

At level 20, the paladin gets to be a Holy Champion with DR 10/evil, a smite evil that automatically includes banishment when used against an evil outsider, and a maximization of positive energy wheneverhe channels it.

Character Comments: Solaya

"I was never too fond of the idea of a mount anyway, especially crawling around pyramids and things (the things they don't mention in paladin training camp), so I'd as soon have a celestial spirit in my weapon. Much more portable that way. And auras, of course paladins have glorious auras. It only makes sense."

Ranger

Hit points (what? There's a change before the skills?) - Pathfinder rangers are bumped up to a d10 Hit Die.

Skills: Rangers gain intimidate, perception, spellcraft, and stealth in exchange for concentration, hide, jump, listen, move silently, and use rope.

Track allows a ranger to add half his level to survival checks made to, well, track. There's more flexibility in combat style feats - rangers still have to choose either of the two styles, but get to select from a list of feats each time he levels rather than being assigned feats in a certain order.

Favored terrain is a new class features that gives pluses to certain skills, as well as initiative, when the ranger is in that terrain. The ranger gets to add terrains every few levels, and while some of the choices are standard (forest, desert), the designers did get a bit creative (pick a Plane, urban, underground (dungeons)).

Animal companion also takes a new form, "hunter's bond," which offers the alternative option of being able to use a move action to grant his favored enemy bonuses versus a single enemy to allies within range. And speaking of singling out favored enemies, a ranger also gets an ability called "quarry," which allows him to focus on hunting down a single creature of one of his favored enemy types, granting him several bonuses against that individual. This improves at level 19.

Camouflage is bumped down a level, and allows the ranger to "use the Stealth skill even while being observed."

At 20th level, rangers get to be master hunters, which lets them move full speed while tracking and gives them an attack vs favored enemy that is basically fort save or die.

Character Comments

......
(Okay, fine, I don't have any ranger characters I've played either.)

Rogue

Rogues are delighted in their new d8 hit die. They have also acquired several skills (acrobatics, knowledge (dungeoneering), linguistics, perception, and stealth), but have lost others (balance, decipher script, forgery, gather information, hide, jump, listen, move silently, search, spot, and use rope). Trapfinding depends on perception rather than search.

Rogues now have the option of choosing from various rogue talents, such as ledge walker, bleeding attack, and even the ability to cast a spell or two. Tenth level rogues get an expanded list of choices, which resembles the 3.5 special abilities section, with some additions.

Finally, level 20 rogues get to be incredibly deadly when dealing sneak attacks. They can choose between three effects - putting the target to sleep for 1d4 hours, paralyzing the target for 2d6 rounds, or (have you started to see a pattern yet) - insta-kill! Of course, there's still a save.

Character Comments: Zara

"I don't know about new rules. I mean, I like second edition, and being able to catch arrows and things - ooo, I can walk across ledges and things without slowing down? And get spells as a rogue? Maybe I should sign up..."

Socerer

Sorcerers are now a bit more durable, with a d6 hit die. Also, they gain appraise, fly, intimidate, and use magic device in exchange for concentration.

All sorcerers have some type of unusual bloodline, which may be blood ancestry or may just be extreme events involving ancestors. Each bloodline grants different feats and spells as the sorcerer levels up. The most common bloodline is arcane (basically a lot of wizards in the family), sorcerers may have a variety of bloodlines including celestial, draconic, undead, destined... and basically the bloodline decides what other special things the sorcerer gets, including the ultimate level 20 power.

Sorcerers also get eschew materials as a bonus first-level feat.

Oh, and it looks like there's no sorcerer familiars.

Character Comments:

......
(Okay, I can buy that I didn't have any monks. I can even buy the ranger thing. But no sorcerers? Magic-users tend to be my forte...)

Wizard

Wizards are not quite as weak, with their new d6 hit die. They have uncovered the arcane secrets of appraise, fly, and linguistics, at the cost of concentration and decipher script.

First level wizards get to form an arcane bond with a masterwork object (ring, amulet, wand, staff, weapon...) or an animal. Wizards with objects can use them to cast spells, and enchant them without feats.

Specialist wizards are not forbidden from learning or even memorizing from their "forbidden schools," they simply lose all of their specialist abilities on days they have "forbidden" spells prepared. The schools give level-based abilities and powers. The wizard section doesn't get into these; they're later on in the spell section.

Character Comments: Syreth

"Unlimited cantrips? I think there is potential for a lot of fun here. Now, if you'll excuse me, I'm going to see if I can make Celara think this place is haunted. And maybe look around for some magic stuff while I'm at it."

Whew, I think that's plenty for a single LJ entry. Perhaps I'll take a look at spells and/or equipment next.

pathfinder rpg, gaming, geekiness

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