Advice for Pathfinder - help!
I finally decided to get back into a bit of honest-to-goodness PnP, maybe starting Monday. The nearest group to me is mostly playing Pathfinder at the moment, waiting for D&D Next to release and everything to settle down.
I have no experience with Pathfinder and the last time I played any PnP was Second Ed. D&D about 14 years ago. I have a working knowledge of 3E and 3.5E which I understand Pathfinder is based on. All of said "knowledge" comes from CRPGs. I've been having a read of a couple of articles linked in these forums about being a better roleplayer, and have had a quick skim of the d20pfsrd.com site for rules.
Before I stumble blindly into Pathfinder, can anyone offer some general advice, input or suggestions to make me less of a helpless noob?
I have no experience with Pathfinder and the last time I played any PnP was Second Ed. D&D about 14 years ago. I have a working knowledge of 3E and 3.5E which I understand Pathfinder is based on. All of said "knowledge" comes from CRPGs. I've been having a read of a couple of articles linked in these forums about being a better roleplayer, and have had a quick skim of the d20pfsrd.com site for rules.
Before I stumble blindly into Pathfinder, can anyone offer some general advice, input or suggestions to make me less of a helpless noob?
2
Comments
That said, if you've played Temple of Elemental Evil (which I believe you have) then you'll have knowledge enough since ToEE is pretty much exactly 3.5 D&D, system wise.
Few differences in Pathfinder from 3.5 D&D:
You get a feat every second level, not every third.
All skill ranks cost 1 skillpoint, there are no cross-class skills. Class skills get an inherent +3 bonus, that's it. Some skills have been merged into one (Tumble, Balance and Jump are now Acrobatics).
Minor buffs to all races. Every race gets two +2's and one -2, except humans, half orcs and half elves who get one +2 to an ability score of their choice. Dwarves, for example, get +2 Con and +2 Wisdom, -2 Charisma.
Some classes go through a lot of changes (Sorcerer, Monk, Druid), some very little (Cleric, Wizard). For example, fighters now also get Armour Mastery alongside their normal Bonus Feats. Druid wild shape grants bonusses to ability scores (instead of replacing them), Sorcerers pick a bloodline from which they get their spells and get extra powers based on that and monks get a massive load of attacks.
A lot of classes get 'Class Powers', like the Barbarian and Rogue, which is a special power related to their class every few levels. For Barbarian's it's usually bonuses granted while raging, for rogues it can be disabling attacks or special traps.
Where special combat maneuvers used to be a normal attack vs the target's armour class/balance skill/reflex save, etc, now all those maneuvers (Trip, Bull Rush, Disarm) use a new stat: Combat Maneuver Bonus (which is Base Attack + Str modifier + Size modifier). This goes against the target's Combat Maneuver Defence (which is Base Attack + Str modifier + Dex modifier + Size modifier). This to simplify the myriad of different special combat rules in 3.5 (seriously, check out the paragraph on grappling, it's annoying).
It's a lot to explain but real easy once you've played a single game.
Everyone was a noob once so I doubt they'll mind. Go and have fun!
Looks like any class will end up with a lot more feats than their 3.5E equivalent. Rogues actually get either a standard feat or rogue talent (which can be exchanged for feats) every level.
What do you think you'll be playing?
Just kind of a general heads-up.
Also make you a cleric, most likely. http://www.d20pfsrd.com/ Here, have a useful link for Pathfinder information. One good thing about pathfinder is you have at least one more option (oracle) for being a healing sort. When you have more info on what you want to be please do share, I've run a few games and have alot of players who've used it, one of whom has a guide for every class ever.
When I did go along on Monday it seems that some of the group are also a bit new to the system, the rogue didn't know what CMD was. Not a criticism as we all need to start somewhere, but turning up with an optimised build and the rules for flanking etched into my mind may have been overkill. Their fighter didn't turn up so I filled in for him, possibly rolling up a divine caster in a week or two if the cleric drops out.
1. Dual/Multi classing is really discouraged
2. There are less skills, yet the entire system is very streamlined. For example "Stealth" instead of both Move Silently and Hide in Shadows, "Acrobatics" instead of tumble and jump
3. Sorcerer bloodlines work kind of like cleric spheres, and give pretty cool roleplaying options
4. Bards are actually the best skill monkies because of one awesome feature: Versatile Performance
-It basically has your bard choose one style of performance, and you can use your perform skill to serve as your role for TWO related skills!
--Act (Bluff, Disguise)
--Comedy (Bluff, Intimidate)
--Dance (Acrobatics, Fly)
--Keyboard Instruments (Diplomacy, Intimidate)
--Oratory (Diplomacy, Sense Motive)
--Percussion (Handle Animal, Intimidate)
--Sing (Bluff, Sense Motive), String (Bluff, Diplomacy)
--Wind (Diplomacy, Handle Animal).
-You get a new one every 4 levels starting at 2nd.
-So basically you just get Perform (Acting) and use it or Bluff and Disguise, then Perform (Oratory) and use it for Diplomacy and Intimidate. Now you get four vital skills for the price of two! That leaves at least two more skill points/level to go to other places.
-And guess what? Bards already get the most skillpoints of any class other than rogue. But with Perform they actually get more.
The Cleric class has been beefed a bit though, you're now always proficient with your deity's weapon (a houserule I already had in place in D&D) and Turn Undead has been changed to Channel Energy, which is possibly a massive group heal. Domains also got a slight boost, now not only giving an ability at lvl1 but also around lvl8. For example, the Nobility Domain gives Word of Glory at lvl1 (shout at a friend and he gets bonuses on stuff) and Leadership at 8.
@booinyoureyes
I ignored the Bard class out of habit, seems I was wrong about that. Guess I'll be playing one soon.
I did make a bard assassin to throw at my group a few months ago. The level 3 spell Aura of Nothingspecialness or something like it was v. useful. In 20ft around the caster, there's an aura where the caster can do anything in plain sight and nobody will think it's weird. He casually poisoned and abducted a partymember in full view of the rest and other than asking "Do you need her? Well alright then." they weren't really able to do anything, until the cleric made his will save.
V. useful.
It looks like the group's cleric hasn't turned up for the past couple of sessions (leaving them completely without a healer). The party is already melee heavy with a mage as the only caster left, so I might pick a more back-row healer like a high-Wis druid, though I'm looking into Witch and Oracle.
My second character in case my guy died was going to be a 12yo Chaotic Evil sorcerer with the Abyssal bloodline.
Name: Damien
Racial Ability: Summon ominous music
The animal companion options are great, and even cooler if you use books outside of the core set.
There are a couple of interesting options to get access to bonus spells as well. It's possible to go Skill focus (any knowledge)->Eldritch Heritage (arcane)->Improved Eldritch Heritage. This will get you a familiar as well as 3 Wizard/Sorcerer spells of your choice. Not quite as good as the Elf Ancient Lorekeeper Archetype, but good nonetheless.