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I Play 3.5; Sell me on Pathfinder
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<blockquote data-quote="DwarvenDog" data-source="post: 4887767" data-attributes="member: 40792"><p>Hey Remanthis, I'll try to help, based on what I've seen so far:</p><p></p><p></p><p> - he's going to be able to more quickly adjudicate power attack. You don't have to choose your power attack number anymore.</p><p> - fighter is more mobile in armor as he gains in levels.</p><p> - fighter can do more with a standard attack, making moving around the battlefield a viable option. (cleave is now a standard option. vital strike allows for greater damage with a single strike, etc.)</p><p> - fighter-only feats, including some critical feats, grant status-inducing effects.</p><p> - fighters are less susceptible to fear-based attacks, meaning less time spent running away.</p><p></p><p> </p><p>- biggest upgrade here will be an area-effect heal ability to nearby allies. Cleric has always been a top-tier melee combatant in 3.x</p><p></p><p></p><p></p><p> - more available spellcasting per day.</p><p> - a bonded object option, allowing that wizard to cast any spell he knows once per day. Solves the one-shot "I didn't memorize that today" excuse.</p><p> - d6 hit dice allows for better survivability.</p><p> - item creation has no XP cost. Now writing scrolls is a good option.</p><p></p><p></p><p> - consolidated skill system affects rogues the most. You don't have to fiddle with synergies, three types of "detection" skills, etc. Your chosen skills offer more bang for the buck.</p><p> - rogues can sneak attack many more enemy types. Undead, constructs, plants are now sneak-attackable. The rogue has more to contribute.</p><p> - one feat option allows a power-attack similar feat for ranged attacks, there are probably other good archery feats.</p><p></p><p></p><p></p><p> - depends what you wanted to do here. You might be able to re-create him using a fey-blooded sorcerer. But a Warlock might play perfectly fine as-is, it's hard to say. I doubt he'll be "left behind" in terms of the power curve.</p><p></p><p></p><p>I hope this is helpful. I plan on using PFRPG as a solid source of house rules and optimizations. There are a lot of time-savers for me (less opposed rolls, simplified dispel magic, channeling energy prevents looking up the "turn undead" table every !%#*@ time, etc.) But it also introduces some things that are not for me. (critical hit rider effects and many auto-confirms, a clunky "fly" skill, and paladin class abilities that go a bit too far up the power curve. IMHO, of course.)</p></blockquote><p></p>
[QUOTE="DwarvenDog, post: 4887767, member: 40792"] Hey Remanthis, I'll try to help, based on what I've seen so far: - he's going to be able to more quickly adjudicate power attack. You don't have to choose your power attack number anymore. - fighter is more mobile in armor as he gains in levels. - fighter can do more with a standard attack, making moving around the battlefield a viable option. (cleave is now a standard option. vital strike allows for greater damage with a single strike, etc.) - fighter-only feats, including some critical feats, grant status-inducing effects. - fighters are less susceptible to fear-based attacks, meaning less time spent running away. - biggest upgrade here will be an area-effect heal ability to nearby allies. Cleric has always been a top-tier melee combatant in 3.x - more available spellcasting per day. - a bonded object option, allowing that wizard to cast any spell he knows once per day. Solves the one-shot "I didn't memorize that today" excuse. - d6 hit dice allows for better survivability. - item creation has no XP cost. Now writing scrolls is a good option. - consolidated skill system affects rogues the most. You don't have to fiddle with synergies, three types of "detection" skills, etc. Your chosen skills offer more bang for the buck. - rogues can sneak attack many more enemy types. Undead, constructs, plants are now sneak-attackable. The rogue has more to contribute. - one feat option allows a power-attack similar feat for ranged attacks, there are probably other good archery feats. - depends what you wanted to do here. You might be able to re-create him using a fey-blooded sorcerer. But a Warlock might play perfectly fine as-is, it's hard to say. I doubt he'll be "left behind" in terms of the power curve. I hope this is helpful. I plan on using PFRPG as a solid source of house rules and optimizations. There are a lot of time-savers for me (less opposed rolls, simplified dispel magic, channeling energy prevents looking up the "turn undead" table every !%#*@ time, etc.) But it also introduces some things that are not for me. (critical hit rider effects and many auto-confirms, a clunky "fly" skill, and paladin class abilities that go a bit too far up the power curve. IMHO, of course.) [/QUOTE]
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