re
I've always tried to run a sort of low-power game of D&D and looking back, notice my campaigns tend to end in the 12th-14th level range, and I have no desire to change that. This means, of course, PC spellcasters top out with 6th, maybe 7th level spells.
While I have the PF rules, I haven't played but a short (1st-2nd level) campaign with the changes PF has brought about. With all of that in mind, are the PF classes much closer in power and am I unlikely to see issues with the melee/martial classes being outshined by spell casters at the top levels?
Also, has anyone mixed in portions of the Complete books from 3.5? Anything from those books I should avoid (beyond persistent spell from Complete Divine?)
My experience in actual gameplay both from a group and individual perspective.
Arcane casters are still the most powerful class in the game followed by divine casters. Which in my opinion is how a fantasy game should be designed because in 99% of fantasy worlds, the arcane caster equivalents are the most powerful beings in the world. And
Pathfinder is no different.
Does this mean arcane casters can shine alone? No. They do not shine alone. They have several weaknesses which are often exploited during many important encounters the most notable of which are poor fort saves and weaker hit points.
But because of their diverse spells and ability to do gobs of damage over a large group. their aggregate damage dealing ability is immense. With all the additional abilities given to say Evocation focused wizards and bloodlines, you can make some seriously powerful arcane casters. More powerful than 3rd edition save for the archmage prestige class which just about every arcane caster took. But they brought back a little archmage capability with the
Advanced Player's Guide selective spell which helps the arcane caster lay down the AoE smackdown while missing his fellow party members.
All in all arcane casters are still the biggest beasts in the game. If you didn't that aspect of the game in 3.0 plus, it's still there in
Pathfinder. I never minded this aspect of the game. I felt it was appropriate. Figures like Gandalf, Merlin, and Raistlin were more powerful than their companions by many degrees and I feel that aspect of the game is an essential part of building a faithful fantasy game. Players who choose to focus too greatly on balance in favor of flavor ruined 4E in my opinion by encouraging the WotC to make sure each class was of fairly the same power rather than making a fantasy game faithful to the trappings of the genre.
Now that being said, fighter-types are still a blast to play. They did improve options and they did empower the fighter-classes. So they are way more interesting and you have far more options for building an interesting fighter-type (save for rogues...they are still the red-headed stepchild of 3.0 plus far less interesting and weaker than any other class).
Fighters: These guys are fundamentally the same with some added perks like Bravery and Armor Mastery. Very powerful damage dealing class and truly the best weapon masters in the game. Two-hander fighters and archer fighters are truly sickening damage dealers that can annihilate encounters in single lucky rounds with crits. They have a few more options for helping the party as well like critical feats and feats like
Dazzling Display.
Barbarians: Far more versatile than 3.0. Rage powers can make for some interesting abilities. They have some excellent paths in the
Advanced Player's Guide. Truly a fearsome damage dealer and can pick up some nifty abilities with rage powers. Better than the old barbarian by quite a lot.
Rangers: Great against their favored enemies. Ranger archers are pretty harsh. The equal of the rogue if not better when it comes to stealth and scouting. A very potent, well-rounded combatant with helpful spells as well.
Paladin: Somebody at Paizo loves paladins. They received the biggest power boost of all the 3.0 classes. Smite Evil is far better than it used to be both in potency and duration. Their spell list is improved. Weapon Bond can allow for great enhancements on your blade in addition to whatever its base abilities are. You get two good saves: fort and will. You are still immune to fear. You become immune to charm and compulsions as well. Group Smite Evil. Eventual damage reduction. The
Pathfinder paladin is beastly.
Monk: More attacks per round. More options with Ki. The incorporation of special maneuvers into the monk fighting style was done well. You can now build a grappler monk that is truly dangerous. You can mix in trip and other special attacks with greater ease. You get more the feel of being a martial artist. Still get all the defensive abilities monks normally get. And up to seven attacks at the highest level.
Amulet of Mighty Fists and Brass Knuckles allow you to add enhancement bonuses and special weapon abilities to unarmed attacks. A much more potent monk.
Rogue: The rogue is like the 3.5 rogue. You have a few more options and your sneak attack works on more creatures, but you are still vulnerable to both fort and will attacks. You still have amongst the lowest hit points in the game. You still require the most help from the rest of the party to excel.
Support Classes:
Cleric: Fundamentally the same as before with some added powers from domains. Still a potent class. Some spell changes greatly reduce the ability to make an abusive cleric.
Bard: Fundamentally the same with some skill streamlining. Incorporating skills like Bluff and Diplomacy into Performance skills was a very wise decision. It improves class flavor.
Oracle: Nicely designed support healer that scales well.
So though Arcane classes are still the kings of power in
Pathfinder, the other classes are by no means uninteresting or lacking in options save for the rogue, which is still poorly designed as far as power scaling goes. More of a flavor class that I would never recommend anyone playing as a single class. The rogue does not stand well on its own.