• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Pathfinder 1E First Pathfinder Character


log in or register to remove this ad

Mmkay, so what kind of role do fighters typically take on?

Mine hits things really hard with a Great Sword! :D

Fighters can focus on melee, ranged or even go with something more dextrous. They will be involved in lots of the combat.

You mentioned a paladin in your original post. Take a close look at those as well. They are pretty cool in Pathfinder and if you are into roleplaying probably some cool ops in professing your faith to your god or goddess. It might give you a few more "unique" options than a fighter depending on what you are looking for.
 

Mine hits things really hard with a Great Sword! :D

Fighters can focus on melee, ranged or even go with something more dextrous. They will be involved in lots of the combat.

You mentioned a paladin in your original post. Take a close look at those as well. They are pretty cool in Pathfinder and if you are into roleplaying probably some cool ops in professing your faith to your god or goddess. It might give you a few more "unique" options than a fighter depending on what you are looking for.

Ah kay, thanks. Do paladins lean towards the tanky side of things , healing or damage generally?
 

Ah kay, thanks. Do paladins lean towards the tanky side of things , healing or damage generally?

Probably largely depends on how a player wants to play them. The paladin in the group I GM for does well against evil creatures. He does some healing, usually through his channel ability when in combat if the need arises. If you want the tank type then go with a shield. If you want to be a damage dealer then go with a two-handed weapon.
 

Sorry I missed the retraining question. As to the maximizing stats it depends on how you intend to play that class. There are generally several ways to play any one character mostly limited to your imagination. Sometimes it may be easier to focus more on one stat. At other times it is better to spread the stats around. An 18 is not, but not necessary. I generally try to get a 16 though in my primary stat, but you can be ok even with a 14. I try not to drop the most important stat below that.
 

Ah kay, thanks. Do paladins lean towards the tanky side of things , healing or damage generally?

I have the bones for a Halfling Paladin (have not played and is not PFS legal)

On paper he seems to find a good mix between tank and heal (decent damage as well)

Main stats are Dex and Cha, secondary are Con and Str, Int and Wis are on the low ends

Uses a Halfling Slingstaff (1d6 ranged +Str) and can switch to melee (1d4+str, add a quick draw shield for fast conversion and defense). Because he is small, high dex and shield+armor he can dodge most attacks

He is also a good healer (Level 12 lay on hands, 6d6+6) Prepares cure spells for spell list (though I do not know all pally spells and need to refresh my knowledge of them with UM out)

Welcome to Pathfinder btw
 

First off... Welcome to Pathfinder! :)

I'd seriously advise you against trying to start with a stat of 18. It's arguably because of my personal tastes... But I've never liked having a character that was horrible or mediocre at most things and insanely good in one. Pathfinder Society still caps level at 12th if I remember correctly, so even if you wanted to play a caster, a 16 in your casting ability is the highest you'd need to cast all the spells that will ever become available to you. I personally think that those points can be more wisely spent by spreading them around a bit.

Paladins can tank in Pathfinder, but they don't start with any healing. Even in later levels, paladin healing is less effective than that of a dedicated healer. The big reason that you'd play a paladin is to fight evil critters--they have abilities that optimize them against evil targets.

Based on what you've been talking about up-thread, I might suggest that you give a look at a melee-focused cleric. If you want to tank and heal, clerics can actually tank rather well. It'd certainly be a "defender like class with self healing," although you'd have to make some specific choices to get the damage output up.

For a cleric, I'd get your Strength and Wisdom scores to at least 14 each through the point buy, and then select a race that gives you a Wisdom bonus (dwarf) or a floating +2 bonus (human, half-elf, half-orc) and use it to bump Wisdom. I'd also make sure that your Charisma is at least 13--your channel energy ability is based on Charisma. A 14 would be nice, but not critical. You only have to spend a single feat to gain heavy armor proficiency, and besides, you want to be able to melee well as a cleric. The vast majority of healing is accomplished by touch spells, so you're going to have to wade into the thick of things to heal your pals. If you pick up the Selective Channeling feat at first level, you can do some at-range healing for your friends without also healing your enemies.

At 1st level, you're basically going to do melee and heal. Stick by the fighters (or whoever else is on the front line), beat the bad guys, and heal your friends. Chances are that you'll need your spells to heal your buddies, but bless is a solid choice (grants your allies an attack bonus). Command can be handy in certain situations. Doom is basically a debuff you use on the boss, it gives them a shaken condition that makes almost anything they do less effective.

Where the cleric really starts to shine is at 3rd level, when you start getting some awesome clerical spells. Aid gives you attack bonuses and temporary hit points, whereas spiritual weapon basically gives you a free extra attack every round. I'd definitely take both of those spells. Sound burst can stun enemies, and augury can give you helpful hints when you've got an important choice to make. You also start getting spells that can buff abilities at this point.

The cleric only gets sweeter from there if you want to tank and heal effectively.
 

Welcome to pathfinder. Which PF books do you own? Do you already know a bit about the world of Golarion? Anything grab you interest flavour wise?

As for rules references out the online PF-SRD: Pathfinder_OGC
Specifically check out the archetypes sections in the class pages, they provide different takes/options on the base classes.

Treanmonk's Lab provides several useful Guides for different PF classes.
 

I'm not completely familiar with all of the mechanics of pathfinder/3.5 but I have heard stories and have a baseline understanding.
The SRD above should serve you well as a rules reference.

I'm mostly looking to make a character that is competently built with a goal in the future and in essence optimized.

What goal would that be?

I'm comfortable with any role, but looking mostly for characters that do mechanically interesting things, preferbably strong interactions between powers. In 4e I absolutely adored hybrids and was wondering if this was available.

There are no powers in PF or 3E as in 4E. You get feats and class abilities. Check them out in the PFSRD. Also in PF you get lots of feats so you can customize your character a lot.

As for hybrids, that would be multiclass characters or some of the non-iconic classes. Ultimate magic for example has a few arcane hybrid classes similar to the swordmage but i'm not sure if they are PFC legal yet. You could also try an Eldritch Knight. The different bard archetypes are also very interesting check out the Arcane Duelist. PF is great for customizing so grab a bit of this multiclass with that....

But overall I'd love to hear suggestions for build ideas. Was thinking maybe:

Paladin variant - strong defenses, good hp, powerful healing via layhands
Any defender like classes with self healing or good damage output
Wizard - Strong controlling capabilities/ status effects :3
Druid summoner of some sort- heard about them :p

Check out Treantmonk's 3 part Druid guide and the Guide to being God (i.e. a wizard) in the link above.

"Defender with self healing and good damage output" makes me think cleric. You can't go wron g with cleric in PF.


Also check out the PF and PFS forums on paizo. They're very friendly and helpful.
 
Last edited:

I'd like to thank everyone for being a tremendous help. Still have D&D shock from the complexity that is 3.5/pathfinder.

I've looked at the possible Druid, Cleric or Wizard option all of which reflect my favourite playstyles. My only conern is that from the guides and stories, casters don't typically gain merit until the 4th-6th lvs typically. And in organized play, when you're capped and lv 12, appears such a waste to find 1/3 or 1/4 of the character's contributions to be so minimal.

Lastly, I've only skimmed through the rules section of the Core book and Advanced player's but several rules I'd like clarification I haven't found.

Since I have no experience with 3.5, It's no wonder I have so many questions x3

With Hit Dice for hitpoints, do you roll them once and that is permanent, or do you roll them each mod? - Seems sketchy if only once, perhaps witnesses are required?

With Attk/Damage - having trouble figuring the whole base attack bonuses vs total attack bonuses and multi attacks and calculating damage

I'd really appreciate further insights and help as with clarifications on game mechanics, thanks in advance!

EDIT: How long do craetures from summon ally's last for? And it says it requires a round to cast it, does that mean it just takes an ehtire turn during combat? Kind of confused with casting in 3.5
 
Last edited:

Into the Woods

Remove ads

Top