Adventure Marches On

Pathfinder Roleplaying GamePathfinder Second Edition

Adventure Marches On

Monday, July 15, 2019

Wizard archetype. A dark-skinned man with a thin mustache holds his right hand out, casting an upside down teardrop-shaped glow of blue. In his left hand, he firmly holds a pointed staff upright. It stands taller than him and near the top it has a rectangular, almost hammer shaped section with a sitting green cat on the side. The man is dressed in pleated brown robes with wide complementary stripes, and wears steel shoes. A wide belt carries two buckled pouches on his left side, one smaller than the other. He wears a piece of shoulder armor secured by by a wide dark red sash with a silver disc attached to protect his joints and has a rolled headscarf that is topped by a conic, pointed hat with a green ball near the top of the point. He appears to be wearing a shoulder wrap that is white with pink flowers underneath his headscarf.

Illustration by Giorgio Baroni

You've created your character. You've tasted that first bite of toil and heroics, earned your first thousand Experience Points, and come back to town a hero. Is it time to hang up the sword, sidle into the local tavern, and get free drinks for years in return for spinning yarns of your youthful adventuring day?

Hell no. It's time to level up your character so you can do it all again!

This week we're going to examine how you advance your characters in Pathfinder. We are going to start with your young fighter who resists the urge to retire and sit on his laurels and instead decides that adventuring is his jam. Let's start by advancing the hero of our story—a human (skilled) fighter, with the nomad background. Let's call him Kaliban.

First Steps

Each time you gain a new level, there're a few things you're going to want to do first. First, you're going to increase your level by one and subtract 1,000 Experience Points (XP) for your XP total. Then you're going to increase your Hit Points by the amount determined by class and then add your Constitution modifier.

Kaliban is a fighter, so his Hit Points increase by 10 + his Constitution bonus (let's say he has Con 14) so his total Hit Points at 2nd level become 32.

Lastly, you're going to take a look at your class progression table and apply any class features that aren't feat choices, ability boosts, or skill increases. We'll take a closer look at that later, at 3rd level when Kaliban gains the bravery class feature, but at 2nd level, Kaliban gains a fighter feat and a skill feat as class features, so we are going to move on to the next step.

Table 3-12: FIGHTER ADVANCEMENT. Column 1: Your Level. Column 2: Class Features. 1 | Ancestry and background, initial proficiencies, attack of opportunity, fighter feat, shield block. 2 | Fighter feat, skill feat. 3| Bravery, general feat, skill increase.

Choose Your Feats

In terms of pure role and effectiveness oomph, choosing a new class feat is often the most exciting choice you can make when advancing your character. First off, let's assume that during character creation Kaliban had already taken Power Attack.

Power attack. Two actions. Feat 1. Fighter. Flourish. You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

Kaliban likes power. And Power Attack allows Kaliban to deal even more damage with his favorite weapon—a maul. At 2nd level, he could continue on this punishing path by taking the Brutish Shove fighter feat, which allows him to throw his enemies around the battlefield.

Brutish Shove. One action. Feat 2. Fighter. Press. Requirements: You are wielding a two-handed melee weapon.  Description: Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you have a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.  This Strike has the following failure effect: The target becomes flat-footed until the end of your current turn.

This seems like the obvious choice, but let's imagine Kaliban is not your typical fighter. He's a particularly smart fellow (Intelligence 14). Let's also imagine that during his first adventure, he came across a frightfully competent gnoll evoker who gave Kaliban and his companions a tough time of it. And during that encounter, while taking the abuse that gnoll was dishing out, Kaliban wondered what it would be like to mix martial prowess with that kind of arcane might. Lucky for Kaliban, once he reaches 2nd level, the fighter has the opportunity to grow in a different direction. He can choose to multiclass.

Wizard Dedication. Feat 2. Archetype. Dedication. Multiclass. Prerequisites: Intelligence 14. Description: You cast spells like a wizard, gaining a spell book with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spell book. You’re trained in arcane spell attack rolls and spell DCs.Your key spell casting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Special: You can’t select another dedication feat until you have gained two other feats from the wizard archetype.

It's not a bad deal. A spellbook with four cantrips, the ability to prepare two of them a day, and training in Arcana strikes the fighter as more promising than just pushing around his enemies. Some fighters might scoff at such dalliance, but Kaliban decides to go the fighter/wizard route. Taking a quick look at the arcane cantrips, he chooses to scribble daze, mage hand, shield, and telekinetic projectile in his spellbook. Most adventuring days, he typically leans on shield and telekinetic projectile as his prepared cantrips.

After picking his class feat, Kaliban picks a skill feat. He has training in the following skills: Acrobatics, Arcana, Athletics, Crafting, Desert Lore, Intimidation, Nature, Society, Stealth, and Survival, so he has a lot of choices. But let's say Kaliban has become enamored with his brief magical studies and chooses Arcane Sense.

Arcane Sense. Feat 1. General. Skill. Prerequisites: trained in Arcana. Description: Your study of magic allows you to instinctively sense its presence. You can cast 1st-level *detect magic* at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

This way Kaliban can always be on the lookout for more magic to supplement his spellbook, equipment, and his split aspirations.

With his skill feat chosen, all he has to do is adjust his various skills, attack rolls, and DCs to reflect his increased level and new bonuses, and he is done. He has everything he needs to continue adventuring with more than a few new tricks up his sleeve.

Each New Level, Repeat

Each time you gain a level, the method by which you increase your level stays the same. Only the details and choices change. To make it easy for you to remember what you need to do each level, there's a bullet-point list on page 31 of the Pathfinder Second Edition Core Rulebook. Follow those directions each level, and you'll be set.

Leveling-up Checklist. Every time you gain a level, make sure you do each of the following: 
- Increase your level by 1 and subtract 1,000 XP from your XP total.
- Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3. 
Add class features from your class advancement table, including ability boosts and skill increases.
- Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5. 
- Add spells and spell slots if your class grants spell casting. See Chapter 7 for spells.
- Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. 
- Increase any other statistics that changed as a result of ability boots or other abilities.
- Adjust bonuses from feats and other abilities that are based on your level.

When Kaliban reaches 3rd level, even though he's multiclassed into wizard, he is still primarily a fighter, and he is going to advance as a 3rd-level fighter. He'll gain 12 more Hit Points (bringing his total to 44) and get the bravery class feature, along with a general feat and a skill increase. First, let's take a look at bravery.

Bravery. 3rd.
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead.  In addition, any time you gain the frightened condition, reduce its value by 1.

While Kaliban is trained in Will saving throws, during character creation he chose to boost Intelligence instead of Wisdom, so bravery is going to be a big help. At second level his Will saving throw was +4. Thanks to bravery it jumps up to a +7 while granting him some extra protection against fear effects.

The skill increase allows him to either become trained in a new skill or to become an expert in a skill he's already trained in. Kaliban has a pretty robust set of skills, especially for a fighter, so he is going to invest the skill increase in raising one of his skills to expert proficiency. Since he's been focusing many of his build resources into his magical training, this time he'll use his skill training to become an expert in Athletics.

What about that general feat? Well, it just so happens that Magical Crafting pops up at 2nd level, so maybe Kaliban can find a way to increase his power in the magical arts after all.

A female elf in studded dark red armor is shown in active battle in the woods, dark old trees looming in the background and thick vines up to her knees. She has long, flowing white hair and a dark green gem in the middle of her forehead. In her right hand she wields a dagger that looks deadly despite its ornate engraving on the blade, and in her left hand she is pointing a crooked short staff at her attacker and several glowing blue energy knives are bursting out of it from a circle of runes.

Illustration by Matteo Spirito

Only the Beginning

In the end, each level that you attain increases your ability to customize your character. We only completed two levels of Kaliban's advancement, and he has made many exciting and diverse choices, most of which were out of the ordinary. Not only does the fighter have an abundance of choice with just fighter class feats, but by taking dedication feats to multiclass or take on an archetype, the fighter increases the number and variety of choices available to him at each new level. Add to that further customization through skill advancement, general feats (skill and otherwise), and ancestry feats gained after 1st level, and at every level your adventurer becomes a unique legend sure to leave a mark on your campaign's story and the world of Pathfinder.

Stephen Radney-MacFarland
Senior Designer

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