Monday, March 29, 2021
Pathfinder 2e class guides

Pathfinder 2e class guides

Let me explain. Right out the gate we have twelve classes to work with. Spell-slinging wizards, sword-swinging fighters, voice-belting Bards…all of the main bases are covered. I have a bunch of fun, quirky class concepts in store for you this week.

If you need some more information on the format, please refer back to the initial Alchemist post. Introductions aside, what are we waiting for? Pathfinder Second Edition Barbarians are fueled by their inner rage, which propels them to new heights. The main difference, however, is that your instinct can be tied to animals, fury, or even dragons!

As Barbarians rage, they reap the benefits of temporary hit points and additional weapon damage. You are well-read and come from a family known for their generous philanthropy.

For centuries, your ancestors have gradually increase the standing of their name, and have influenced prominent politicians and nobles. The problem is that their focus has always left you an afterthought in the proceedings. Your upbringing has brought a certain level of eloquence and gravitas when your inner demons are unleashed, and you are particularly struck by anyone who actively suppresses familial love or acknowledgement.

Do you have any siblings who are given more attention than you? What really sets off your rage? Why did you leave your family?

Were there any people who helped shape you into the person you are today? Do you use intimidation to get what you want, or are you more diplomatic in your relations? Not to mention that they probably lack the brawn and firepower to really suppress any hooligans disrespecting the forests and streams of Golarion.

Without a true protector such as yourself, surely the green will fade to brown. You are committed to preserving nature.

Whether you have a focus on animals, plants, or natural landmarks, you do whatever you can to stop others from exploiting the world around you. Nothing makes you more upset than the blatant disregard for living things. Did you grow up in the wild or was it a lifetime of buildings that turned you on this path? Have you worked closely alongside druidic circles or packs of hunters?

How do you direct your anger? Are there any pets or encounters with wild animals that had a profound effect on your outlook?

Is your focus on man-made catastrophes or the results of natural disasters? How do you fight fire with your inner fire?The Rogue is the unchallenged master of skills, but their capabilities don't end there. They are adaptable, capable, and deeply customizable while only having a single major decision point the "Rogue Racket".

While nearly all rogues will excel in stealth, thievery, and ambush tactics, the number of options which are both viable and interesting for the Rogue mean that you can build an effective rogue in a dizzying number of combinations.

The Rogue's primary role in the party is as a Scout and Striker, excelling in both evading notice and in detecting danger, and thanks to Sneak Attack the Rogue excels at ambush tactics and at quickly eliminating single targets.

Thanks to their massive number of skills, Skill Increases, and Skill Feats, the Rogue can serve their party in a number of skill-based roles, including as a Librarian and as a Face. However, your Racket may allow you to choose a different ability. This can make rogues exceptionally diverse, but it also means that you need to plan out your characters options right from level 1 because emphasizing the wrong ability score can make a lot of options less effective.

In many cases Dexterity will still be your best option, so if your Racket offers other options you may still not want to do so. The Rogue is not a front-line Defender by any means, even if you go for the Ruffian Racket to get medium armor.

pathfinder 2e class guides

Be sure to pad your hit points with high Constitution and strongly consider Toughness if you plan to fight in melee. Sneak Attack : This brings the damage for a rapier or short sword up to match the damage from a greatsword, and the extra damage from Sneak Attack increases at roughly the same levels where players are expected to add Runes of Striking to their weapons.

Surprise Attack : Making enemies flat-footed can be done in a wide variety of ways, but having enemies flat-footed in round one allows you to start the fight with a flurry of Sneak Attack damage without needing to rush into position to flank enemies and without waiting for your allies to shuffle into position. Deny Advantage : There is a huge number of ways to make a creature Flat-Footed, and Pathfinder 2e's encounter balancing rules are written so that facing a single creature of the party's level is unusual.

Most of the time you'll face multiple foes below your level. In either case, Deny Advantage applies. If you're fighting something above your level, it's a significant threat and you need to be exceptionally cautious anyway.

Weapon Tricks : Better attack bonus is always great, and you can apply Critical Specialization effects whenever you score a critical hit with a weapon which meats the same requirements as Sneak Attack. The Ruffian has had that capability since 1st level, but it's great that everyone else gets it too. Evasion : Reflex saves are the most common type of "Basic Save", and often Basic Saves are the ones where the difference between a Success and a Critical Success is the most significant.

This will protect from a lot of damage from area effects like fireballs and breath weapons. Weapon Specialization : Since your Proficiency with weapons improves at the same rate as martial class like the Barbarian and the Champion, you'll get the best bonuses.

Debilitating Strike : The default effects aren't great, but they add a little extra something for free when you hit a Flat-Footed target. You can also enhance Debilitating Strike with class feats like Critical Debilitation, and you'll pick up Double Debilitation at 15th level to make this even more effective.

Improved Evasion : Great for all the same reasons that Evasion is great. Taking half damage on a failure means that a Failure and a Success on a Basic Save are functionally identical. Double Debilitation : By this level you've had ample opportunity to pick up class feats to improve Debilitating Strike. If you've done that and you shouldthis is fantastic. If you haven't, this is borderline worthless. Slippery Mind : Your Will save progression is roughly average, but any imrovement is welcome. Because of the way Free Actions work, you can't combine this with Debilitating Strike, but this is considerably better and you can use Debilitating Strike as a follow-up with additional attacks if the target succeeds on their save.

This is good enough that you should start every encounter by trying this once on every enemy in the encounter. Paralysis for 4 rounds will take creatures out of most fights for their duration, and if the target gets a Critical Failure you can outright kill them or knock them unconscious for two hours if you need them alive for some reason. The Ruffian allows you to effectively build a burly, strong rogue.I've looked into the two Wizard guides, and sadly they both have some egregious errors misunderstandings how the game works that make them very problematic and certainly less than useful.

If you mean the things in the Principia Arcana that have those big red "this may not be accurate" warnings - seems like they've gone out of their way to point it out dude. Whoever posted this has no idea what he is talking about. That foundation in the unknown guide is one of the most comprehensive I've ever seen.

I spent much of the last two hours reading through "Principia Arcana" from end to end. For all of it yet to be completed, it is a comprehensive, well researched and thoughtful guide, which shows incredible attention to detail and design insight.

If there are flaws, they are those of which come from attempting authoritative documentation in a living system.

Need Help?

As a sysadmin, I know the pain. You should let him know there! I don't make the guides, I just link to them.

pathfinder 2e class guides

I mean a lot of RPGBot guides contain mistakes. It's actually not a new trend, and it likely won't change. Perhaps a disclaimer? Also the Tools section could benefit from a separate header, as it seems to have GM guides still listed under Character Creations.

That Wizard guide is nuts! No lifer but props. Hello again. I remade the guide into guide on all spells of all traditions. RPGBot has been updated with guides for familiars, animal companions, monks, and barbarians.

The one about familiars is pretty bad. The section of familiars in the Principia Arcane wizard guide does a much better job. The RPGBot guides appear to have been written by someone who has never played 2E and is stuck in very much a 1E mindset. They display significant lack of understanding of the new action system and the new character creations system.

For example they are filled with recommendations to "dump" stats. That is pretty much not a thing anymore. You have to really go out of your way to have a stat below 10 and it is nearly always Ancestry dependent.

This is not 1E when "dumping" was better for min maxers because it gained you points back to spend on other stats. Here is another Alchemist Guide I have come across. FedoraFerret is at it again with a guide this time for the champion. The Bestiary is my Spellbook: a guide to summoning I just wrote. I realize it's early on, but I sense a predisposition against Clerics i. RPGBot had a rogue guide for a while now.

Also, no bard guides yet? As guides for Pathfinder 2nd Edition get written, they will be stored here. If you know of other guides, comment them below. General Character Creation. Anonymous September 28, at AM. Anonymous November 1, at PM. Anonymous November 29, at AM.Rogue getting a lot of love - and I wholeheartedly approve! I played a Knife Master Scout in my previous campaign!

Wow, just stumbled across this and I am so happy. This is really really awesome. Thank you so much, I'm already linking it to all of my friends who play pathfinder! This spell lasting an hour a level essentially gives you a move equivalent action each round.

In conjunction with the Handy Haversack you could have anything you had on you in your hand and still be able to take a full round of actions. Thanks, fixed. The Races of Pathfinder link under General Character Building is outdated and a duplicate besides being outdated of the Guide to Races link under Other.

The "Fist of the Heavens! A Guide to the Champion of Irori" links to a blank document. Super Useful. Your awesome collection could use some more awesome. Stream of Sky has you covered with this excellent Witch handbook. Hey, I was recommended to tell you that I finished my guide to the Holy Vindicator, and to ask you to add it to this page.

Great guide, and sorry it took so long to add - I've been out of the country for a few weeks. Is there a discussion page floating around as well? I actually made one just now.

Zurrs-Guide-to-the-Holy-Vindicator Thank you for your compliment, and no worries about the lateness. There seem to be some that don't carry over. Thanks for this incredibly useful compilation!

However, Axe's Guide to Finding Divinity cleric guide leads to amaybe you'd like to check or take the link down. It looks like Axe's guide is down permanently. I'll poke around, but take it off the list for now. Thanks for pointing that out!

Pathfinder 2e Alchemist Class Overview

Note that when a guide goes defunct, look on the wayback machine. That's awesome, thanks. I packrat all the optimization guides, and even keep revision history on the google docs ones.

Hi I noticed your druid section is a little sparse, and this is a really good druid handbook.

www.thegamer.com

Looks good, but I believe the handbook is for 3. These guides are for Pathfinder. I've added a new Summoner guide as none of the existing ones worked for the way I was playing. Looks good and added. Do you have a discussion on a forums somewhere for it as well?The master of arms and armor, the Fighter is an iconic class dating back to the earliest editions of dungeons and dragons.

Despite being one of few classes in Pathfinder with no access to magic, the Fighter is still a powerful and versatile class capable of being a terrifying and powerful in combat. The Fighter is at their best in combat, where their capabilities truly shine. The Fighter has fewer skills than most classes and terribly few utility options, but in a fight the Fighter is versatile, capable, and often surprising.

The Fighter primarily serves their party as a Defender and a Striker, but despite the narrow scope of their capabilities they still have a ton of room for customization and diversity in how their play and what tactics they coose to employ in combat. There are a lot of interesting mechanical things about the fighter. Unlike other classes, the Fighter has no sublasses. Instead, you can totally determine how the Fighter works by your choice of class feats.

Even in the limited options of the Core Rulebook there are feats to cater to a dizzying variety of weapon and armor arrangements. Want to use shields? There are options for it. Two-handed weapons?

You've got it. Two weapons at the same time? Want to have a free hand for high-fives and such? Surprisingly, they found a way to make that viable. Even archery is a viable option, though it takes a few levels to get off the ground. Because the Fighter is defined almost entirely by their feats and their choice of weapon, Pathfinder 2e's retraining rules are absolutely crucial for the Fighter.

Expect that any time your party's membership changes, or whenever you find a cool magic item, you may need to make some changes to your feats to make yourself as effective as possible. However, your ability scores are difficult to change, so you'll be locked into some sets of options depending on whether your choose Strength or Dexterity as your key ability score.

Key Ability : Your choice of Strength or Dexterity. Choose whichever caters to your preferences.

pathfinder 2e class guides

Strength-based fighters will be largely locked into melee, while Dexterity-based fighters can switch between melee and ranged combat but may deal slightly less damage.

Initial Proficiencies : All armor, and both simple and martial weapons, and you get all the way to Legendary, giving the Fighter the highest weapon proficiency in the game. Your AC and attack bonus will be higher than any other character at 1st level. On top of that, the Fighter is the only class which is Trained with advanced weapons at 1st level without spending a feat to get it. Attack of Opportunity : Very few creatures in Pathfinder 2e have the ability to punish creatures for moving through their reach, so most creatures can simply rush past each other to reach vulonerable targets.

The ability to make even one additional attack in these cases is a significant deterrent, and the Fighter is the only class that gets this option without spending a feat. Shield Block : It's difficult to choose to use a shield without this feat, so getting it for free is helpful. Don't feel like you absolutely need to use it, but remember that shields are always an option if you find yourself in a tough spot.

Fighter Weapon Mastery : The Fighter's weapon proficiency advances strangely. You choose one weapon group Brawling, Swords, etc. Battlefield Surveyor : This is as good as your Perception will get without spending a feat, but Master is still really good.

Weapon Specialization : More damage on weapon attacks, and since your proficiency is already Expert or Master with your weapon, you're getting a better damage bonus than other classes. Combat Flexibility : Class feats are the best feats, and getting one more of any level offers a ton of great options. Since you get to change this every day, it's a great way to experiment with options which you're not certain that you'll like without spending Downtime to train, and it's a great way to bring in material from newly-published sourcebooks.

Juggernaut : Fortitude saves are very important, and between your high proficiency and your probably 18 Constitution you should be very good at them. Legendary proficiency opens up some exciting options that most characters can't use until much higher level, and it gives you more damage from Weapon Specialization.

Evasion : Even if your Dexterity is poor, Full Plate's Bulwark trait and your high proficiency give you a good bonus to Reflex saves, so Critical Successes should be common. Greater Weapon Specialization : You're Legendary or Master in the weapons which you care about the most, so this is a big damage boost.Due to the Covid pandemic, Paizo employees are working remotely, and our warehouse is closed for physical order fulfillment until April 13th, For more information on how this impacts our retail operations, please visit: our status update thread in the customer service forums.

Forum Search. Search Pathfinder Second Edition:. For advice, rules discussion, discussion of Paizo or third-party products, conversions, or house rules and homebrew, please see the appropriate subforum.

What evil creatures can be good, and why? Last post: 16 minutes ago by Loengrin. What classes do you think will make the transition to 2e? Last post: Yesterday, pm by PossibleCabbage. Why are goblins a playable race now? Last post: Yesterday, pm by Deadmanwalking.

Gamemastery Guide is the best book evar!!! Last post: Yesterday, am by thenobledrake. Advice Pathfinder Second Edition For soliciting or offering advice on play style including strategycharacter creation, or GMing under the rules as published.

Balance issues cantrips - spells - weapons Last post: 4 minutes ago by Porridge. Navigating a blighted forest on the rails with fail forward. Last post: 42 minutes ago by Unicore. As an experienced GM, I'm having a hard time building challenging encounters for my group. Last post: Yesterday, pm by Zapp. Rules Discussion Pathfinder Second Edition For discussion of rules, including how a rule works, if a rule exists, or why a rule exists or doesn't exist.

What happens to a Runescarred with no runescars? Last post: 6 minutes ago by Ravingdork. Access to Uncommon Weapons Last post: 46 minutes ago by Saedar.One of the first decisions you have to make when creating a role-playing character is determining what class you want to play as. Your character's class can determine their skills, profession and even elements of their personality.

Although classes follow certain tropes and archetypes, there's still room for nearly infinite customization within each class. Players who want to create combat-heavy characters have a wealth of choices within the Pathfinder system. Take a look at these 10 deadliest classes, ranked from least to most powerful. Perhaps your next character will be a combat-heavy wizard or even a torture specializing inquisitor.

Rogues have always been valued for their skills in the dungeon but they're a heavy-hitting combat class too. Able to silently sneak up on unsuspecting foes, rogues can eliminate enemies in close combat.

A high-level rogue deals an incredible 10d6 damage with their sneak attack. Combining that kind of damage output with the skills needed to successfully navigate a variety of adventuring scenarios makes the rogue a well-oiled killing machine. When facing an evil foe there are fewer classes more deadly than a paladin. These Mighty melee warriors are imbued with the power of the divine. Nothing is stronger than a fighter with the power of a God on their side.

Though they stand on the side of good, they will not back down from confrontation if they feel their values are being challenged. Paladin's also possess the ability to smite evil. The power of their chosen deity rains down upon a chosen enemy, regardless of that enemies strength. As the Paladin increases in level, they gain the ability to smite multiple times per day making them an unstoppable force of good. The Alchemist is more than just a mad scientist. He's an explosive lobbing death machine that commands respect.

If you'd like to play a character fascinated by scientific discovery and driven by madness, look no further.

pathfinder 2e class guides

The Alchemist supports their party with a variety of concoctions and, as if that wasn't enough, they can also enhance their body with mutagens at high levels. Many spell-caster classes are automatically thought of as melee support. Doing so underestimates the ability of a well-trained wizard proficient with combat spells. Even the wizards lower power spells, like magic missile, can be extremely helpful.

For example, some spells have no chance of missing their target. This guaranteed damage can be a game-changer in some combat situations. A wizard with great knowledge of monsters can also summon an exact replica of any beast that he's familiar with. Druids are deeply connected to the natural world around them. They use magic and the power of their environment to create as well as destroy.

A Druid cannot only control the plants and Earth around them but they also form deep connections with animals. When they can't rely on their own strength in battle, they call to their beast brethren. Having fangs and claws at their disposal makes them a powerful force to be reckoned with. Spell casting is a key component of the druid class. Depending on which school a character chooses, a druid has many powerful and deadly spells at their disposal.

Sorcerers are incredibly powerful magic users. They are a diverse character class with many backgrounds and abilities, giving a player almost limitless creative power.


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