Pathfinder a Bite at a Time: Classes (Barbarian to Cleric)
Thursday, September 10, 2009 at 06:20PM 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 Barbarian
Not 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 Cleric
Not 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.
RPG Ike |
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