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Entries in Dungeons and Dragons (3)

Thursday
Sep102009

Pathfinder a Bite at a Time: Classes (Barbarian to Cleric)

Sure, it's getting a little late for this now as many of you have already decided whether or not to lay down the bones for Paizo's successor to 3.5E. For the rest of you (or for those who just appreciate another take), allow me to be your guide to Pathfinder, a bite at a time.

Today, let's talk about the classes.

The "Old" Gang's all Here

Pathfinder offers each of the 11 core classes from 3E (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, and Wizard). Ten prestige classes are also present in the PF Core Rulebook, from Arcane Archer to Shadowdancer. As before, if you were pleased with the group in the past you'll be pleased with what's in store for you here. If you were hoping for something new you'll have to look deeper (but not much) than the names of these established favorites. Let's do so.

Nuts and Bolts

Before I launch into each class I want to mention that a few fundamental changes have been made to the class system for Pathfinder. Multiclassing, made easy in third edition, has been simplified even further. There are no longer favored classes tied to race (you pick your favored class regardless of ancestry), and every time you take a level in your favored class you gain either +1 HP or +1 skill rank, your choice. The result is a breaking down of the archetypal walls built up in previous iterations, and slightly more powerful PCs, which I believe is a welcome change.

Pathfinder has also done away with experience penalties tied to multiclassing—if you've ever wanted to build a cleric/fighter/monk/wizard, you can do so now more easily than ever before. This makes multiclassing more attractive for new players (who may not want to deal with the added complexities), and experienced players (who may not feel the juice is worth the squeeze).

The BarbarianNot to be trifled with.

The barbarian continues to impress (or disappoint, I suppose) with mainstays like fast movement, martial weapon and shield proficiencies, and d12 hit dice. Most notable is that the Rage ability now only fatigues you for a short time between raging, allowing you to rage multiple times per day, even at low levels. Even better are the new rage powers which range in effect from biting as a secondary attack, to heightened senses during rage (low-light, darkvision, or scent), to surges of martial strength that can knock your enemies flying or potentially out-bearhug an ogre. There are 28 rage powers you can learn, adding a great deal of welcome depth and coolness to the barbarian class.

The Bard

That's it—I'm rolling a bard NPC for my game.I'd be lying if I told you that the bard is greatly improved, but only because I've seldom even seen this class played. Cantrips, as for all the "primary" spellcaster classes (those who cast from 1st level), have become at-will abilities, another welcome change to the system. The bard's HD is a d8, and her weapon proficiencies are still an eclectic mix (I always carry a whip when I roll Bard).

Bardic knowledge has been streamlined, and bardic performances are now usable a minimum of 4 times per day (and likely many more considering the linked Charisma). Her skills are still strong at 6+Int, and she becomes a true Jack-of-all-Trades starting at 10th level when she can use every skill, even if untrained. Overall, the bard is a class where you will never run out of options in or out of combat, but in the wrong hands, group, or campaign, I can see it feeling underpowered despite the versatility.

The ClericNot your typical cleric. I love it. You can build it.

A favorite for many, and considered broken by some, the cleric's greatest changes are seen in the domains that he can choose from and the mechanics around turning undead (the ability to Turn or Command undead is locked up in associated feats, and it works like a burst costing channel energy uses). Let's start with domains.

From the Air domain to Weather (33 to choose from in the Core Rulebook) the expanded and growing level-dependent powers and abilities granted by a cleric's domains ensure that you can build a customized cleric made for much more than healing and buffing. Some will be familiar, at least in name, while others (like the Rune domain) are fresh. Best of all, even the old domains are interesting and vital to a cleric PC. I approve.

Clerics and Paladins no longer turn undead unless they take the Turn Undead or Command Undead feats. Instead they Channel Energy (either positive or negative depending on alignment). Channeling energy sends a wave of energy outwards that heals (or harms) creatures, expanding a cleric and paladin's healing powers without forcing them to spend their spells rejuvenating party reserves. It also maintains the cleric's power over undead, and streamlines the whole process (no more cumbersome turning and damage checks). Along with at-will orisons, this is just another fine change that I'm looking forward to experiencing on either side of the screen.

Trendsetting

It may not be obvious yet, but the definite trend behind Pathfinder was to keep what worked, get rid of what didn't, and improve the whole show with an eye towards streamlining and customization. My Pathfinder game is young (just four sessions old), but I can say that I'm excited to introduce my three new players to D&D with this gorgeous Core Rulebook as my wingman.

With that said, there is one class that I'm less than pleased with... tune in tomorrow to see, and be sure to leave a comment about these Pathfinder classes.

Thanks much.

Friday
Jun052009

The Magic of Nobis

You may recall a week ago when I mentioned Nobis, the upcoming Dungeons and Dragons 3.5 edition campaign setting from Pantheon Press. (I've mentioned it several times since in my twitter feed—so follow me already, would ya?) I was able to secure a preview copy of a thick slice of the Nobis world, and I was impressed enough with that PDF and the Pantheon website that I sought out Jason Keeley, Editor-in-Chief, to offer my proofreading services as I knew Pantheon was approaching the presses.

Since then I've combed over their first adventure and perused the setting and I'm fairly excited about what Pantheon is putting together here—today I will finally dish on the reasons why. Over the next few minutes I (and your eyes and your mouse hand) will provide you with a general overview of what sets this setting apart from other published works with a focus on the magic of Nobis.

The Revival of 3.5?

A tall order (and 3.5 is far from dead, of course) but Nobis and Pantheon should be big news for any of you out there who liked the grappling rules, cones, or a little disparity in your character classes. After years of tweaking and a mountain of extra material, it's nice to see a focus on whole new ideas for the system I dig the most.

So, what sets Nobis apart?

The Art

I know what I like, and it's dark, gritty, and detailed. The art of Nobis is more realistic than anything we've seen from WotC for some time (excellent though those artists are), and if you visit the Deviant Art profiles of Eren, Jesse, Andrew, or Murat you'll see what their stable is capable of.

Frankly, I want them all to make art for U20.

The Combat (Firearms, Armour, and Fencing)

The world of Nobis is seeing a renaissance of sorts, but cultural and social growing pains abound. As firearms become prevalent (with streamlined, expanded rules, of course) heavy armors are becoming less and less common, and there's a resurgence of finesse over brute force. Enter the art of fencing.

Using the feat system (and who doesn't love feats?) your PC can become a novice, or a master, of several different fencing styles. The styles vary widely and the fencing schools are not always friendly with each other, but Nobis promises to put a new, modernish spin on 3E's combat.

The Socio-Political Climate (The People)

I mentioned a renaissance, and I meant it. Art, business, culture, and opportunity are rife in the newly formed city states of Nobis, but all must share their spoils with the constant danger of a blade in the dark or a political maneuver meant to destroy. The Nobis books are rich with characters that you'll be happy to play, and replay, as they navigate through their world. Better yet, Nobis incorporates a simple reputation system that could provide fame or infamy for your PCs.

The Magic of Nobis

Advances in technology are mirrored by recent, drastic, and somewhat contentious advancements in understanding magic. The vancian spells we love our casters for are still here, but 120 years ago the elves, dwarves, and mongrels (new race) of Nobis (Nobissians?—not an official term) were introduced to simplecraft, and magic was changed forever.

Simplecraft is unstable, low-level magic for the masses. Born from advanced gnomish technology and offered as a gift of sorts to the world by a fallen priestess, simplecraft binds arcane energy to paper using special ink, plates, and seals. What makes it different from the scribe scroll spell? You don't need the Use Magic Device skill, levels in a caster class, or special feats to activate it. Even a 1st-level commoner can unleash a potent spell as long as he has eyes to aim with and hands with which to tear the simplecraft apart (thus upping the commoner's impressive aresenal of weapons to two).

I did mention that simplecraft is a little unstable, though, right? Simplecraft has an expiration date, and terrible mishaps can occur if stores of simplecraft are not carefully maintained and "culled" as they grow older. Like mayonnaise. That burns your face or opens a rift to another plane. A few catastrophic events have taught the people of Nobis to be fastidious when it comes to simplecraft, which is a good thing—such inexpensive wonder has permeated every level of society, and you're as likely to encounter simplecraft along the streets of the city states, as in the taverns, as in the surprise round of that rogue you didn't hear coming.

Lastly, simplecraft is pretty easy to aim, but will still occasionally (a roll of 1) cause a bit of an issue when activated, no matter its freshness. I would probably houserule that you get better with simplecraft depending on a leveling factor, but I take it that Pantheon wants simplecraft to be a bit mysterious and unstable, no matter the wielder.

What's Next for Pantheon, Nobis, and U20?

Nobis is due out in July, and I'm sure Pantheon's first adventure is sure to follow swiftly. Jason Keeley has assured me that the upcoming months will probably be rather busy for them, and I believe it.

For my part, I'd like to continue proofing for Pantheon when I can (monsters and encounters don't post themselves, you know—I've tried), and as far as I know there are no critter-products on the books, so maybe U20 and Pantheon can develop something there (see "jumping the gun").

For now, I'm pleased to report that Nobis is a place I'd like to play or run a game in. Be sure to check it out on release, and thanks for stopping by U20 (I'll have another killer encounter out soon).

 

Want to learn more about Nobis? Read on...

Atomic Array: Nobis

Game Cryer: Nobis Review

Campaign Mastery: Gaming Renaissance and loving it

Dice Monkey: Orgs and Sects

Vulcan Stev: Looking at the Religion

allgeektout: The Play

The Core Mechanic: Review - Nobis, the City States

Drop by Pantheon Press and pre-order Nobis today!