| Ope |
Sort of a rhetorical question. There seems to be so many good choices for a character. I'm interested in learning more about Pathfinder and how the core rules work. I've played through the Beginner Box and have a background in 1e/2e D&D but no experience with 3e or 3.5. So, now looking to join some local PFS games to see the full rule set.
I've narrowed it down to a few choices.
1. Fighter or rogue to duelist. I always liked that concept for a warrior instead of the heavy weapon/armor fighter. This is the one I'm leaning towards out of concept.
2. Cleric (likely of Sarenae)
3. Ranger (seems like this could be a flexible character)
4. Wizard (always liked em and curious how a caster works in Pathfinder)
Like I said, there just seems to be so many good choices. I've only got the Core Rulebook and would like to stay with that for my first character.
Any advice?
WhipShire
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Well if your new to 3.5/Pathfinder and want to learn the rules I would not start out with a Caster (IE: Cleric / Wiz / Sorc / Druid).
A fighter / Rogue Duelist would give a great mixture of skills, combat ability and some unique Prestige class(PRC) abilities (Duelist is a PRC). Pathfinder is lean on Prestige classes and have done a wonderful job of with the base classes. Playing a straight base class can is a very good idea as well.
| blahpers |
If you're new to Pathfinder, I'd suggest the opposite--go Wizard. You can experiment with lots of different spell options in the same game, because you have a spellbook. Take an arcane bond so you can have an ace in the hole--it's basically your experiment slot. There aren't too many different paths to try out featwise compared to the martial types, as feats aren't their strongest area, but there are more than enough feats to be interesting while you figure out the rest of the rules. Wizards should still be somewhat comfortable for someone with 2e background; they're not so different, they just have a larger spell list and a few bonuses they didn't have back then.
Fighters, traditionally the most boring class, are no longer nearly as boring in Pathfinder. They're essentially a huge ball of feats, and you have to plan them carefully with a specific goal in mind to remain effective at later levels. Wizards are far more flexible.
Take a specialization so you have an additional spell slot; you'll need it. Craft your arcane bond into something that gives you more flexibility, probably by giving you another spell slot, storing a spell for later (ring), or storing a lot of castings of a frequently needed utility spell (wand). Better yet, amulet of magecraft; you can craft it ridiculously early with 10,000gp and a nice Spellcraft score.
If you get a chance to choose what magic items you get (likely by purchasing them), grab items that give you more spell slots--a pearl of power, a ring of spell storing or wizardry.
Other than that, read the spell lists and do whatever you desire. You're a god now. A squishy god.
As a wizard, you don't have to worry about the finer points of combat mechanics quite as much to have a good time. Just stay out of melee if possible, just like before, unless you have a killer touch spell to deliver. As you play, watch the more martial types do the complicated stuff; it'll make you a better wizard, and you'll be better prepared to make a martial build for your next campaign.
Or, blow all this off and pick what looks like fun. Your GM will help you make a good build out of it, or else shoot it down as impractical (it happens). Just make sure it's a cooperative effort.
Deadmanwalking
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As a first character, of your options, I'd go with either an Archer or Switch Hitter Ranger (simple, fun, effective) or possibly a melee Cleric (also not that complex at lowlevels, extremely survivable, and if you take a less than useful spell that day you can just burn it for healing).
But yes, there are a lot of really, legitimately good, options in Pathfinder.