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SECRET WIZARD’S
CHARACTER SELECT

[Discussion]

A guide to class selection for Pathfinder RPG

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INDEX

INTRODUCTION

HOW TO READ THIS GUIDE

HOW TO PICK YOUR CLASS

HOW TO BUILD YOUR CHARACTER

MAIN CLASS INDEX BY RULEBOOK (includes descriptions)

CLASSES BY ALPHABETICAL ORDER

CLASSES BY CASTING ABILITY

CLASSES BY BASE ATTACK BONUS

APPENDICES

Types of Spellcasting

Ability Scores

Choosing Armor


Introduction

The largest challenge that new players face when they start playing Pathfinder, I have found, is picking the right class for their concept. Notoriously, Pathfinder has quite a few classes to pick - over 40 different classes at the time of writing - and not all of them are as straightforward as they look.

The objective of this guide is to help players select the class that will not only fit the concept they want to create, but also provide the experience they want to obtain from the game.

This guide does not intend to explain the reader how to play Pathfinder, but it does attempt to educate the reader on the basic notions required to analyze a class. It is assumed that the reader has passing knowledge of the rules of the game.

The scope is also limited. There are a couple of things that are not covered in this guide. These are:



HOW TO PICK YOUR CLASS

When you pick a class, you choose two things: the strengths and the weaknesses of your character.

If I were to choose to make, say a Paladin, it is easy to pick up the weaknesses of the class at first glance - low skill ranks per level, meaning out-of-combat utility will be low; spells are few and in-between, meaning it cannot be the focus of the class; most features deal with defeating evil, so tackling neutral foes (such as beasts or forces of nature) will leave you lacking; very little in the way of feats, so little chance to develop a specialized combat style; requirement to invest in Charisma in addition to other physical stats to function.

The strengths of the Paladin, however, also become clear: several defenses and immunities; excellent ability to bring down evil foes; quite powerful spell-list for a 4-level caster; and lack of necessity of feats to function well in combat.

The same type of analysis can be made with any class. If you are willing to take those weaknesses in exchange for those strengths, then you have found the class for you.


HOW TO BUILD YOUR CHARACTER

There’s no one right way to build a character. But there’s one method I recommend.

Once you found your class’ strengths and weaknesses, complement your strengths just enough, but cover your weaknesses in the most effective way possible.

If I were to make a Fighter, I’d know my weaknesses are related to out-of-combat utility, mobility and some low defenses in the kit, such as Will saves. I would build to try to give my character more ability to interact with the plot (Versatile Training option of Advanced Weapon Training works wonders in this aspect), I’d see about getting some mobility or positional options (perhaps choose a reach weapon or keep a ranged weapon at hand) and covering up my defenses ( picking up the Iron Will feat, for example). There will be holes in this, but that is because no class is perfect.

There is no one way to build a character. The decisions I made with the Fighter build above are circumstantial - on the Fighter page of this guide, you’ll see three builds that try to cover them in their own way. As long as you keep them in mind while building - either by ameliorating them or by taking a conscious decision to leave that gaping weakness, hoping for some other team-member to back you up in that sense - then you will be in control.


How to Read this Guide

Each class will be analyzed through several criteria, which is noted below in a sample template.

Class: Name of the class.

Source: Book where the class was first published.

BAB: The Base Attack Bonus of the class. This is a bonus to accuracy on attack rolls given to each character as they gain a level in the detailed class. There are three kinds - ,  and +1. A +1 BAB class will receive a +1 bonus to attack rolls every level, while +½ BAB receive +1 bonus to attack rolls every odd level, making the former better than the latter for combat purposes. +¾ BAB classes stand between those two in terms of effectiveness. Fighters, are, for example, a +1 BAB class, so at level 4, they’ll have +4 BAB. Meanwhile, Wizards are a +½ BAB class, so at level 4, they’ll have only +2 BAB. The gap widens further as Fighters reach level 6, when their BAB becomes +6/+1, gaining an additional attack. Meanwhile, a Wizard will only attain an additional attack at level 12, when their BAB reaches +6/+1. This base attack bonus is in addition to the attack bonus/penalty granted by your Strength modifier.

HD: The Hit Dice gained with each level of the class. This is the bonus hit points gained each time a character gains a level in the class. There are four kinds - 1d6, which is given to  BAB classes; 1d8, which is given to  BAB classes; 1d10, which is given to +1 BAB classes; and 1d12, which is exclusive for Barbarians. As it can be appreciated, the higher the HD of a class, the better they can take a hit, so it makes them more suitable for heavy combat. HD is in addition to the HP gained/lost by your Constitution modifier.

Saves: As each character gains a level in a class, it receives a different bonus to each type of save - Fortitude, Reflex and Will. That bonus can be either High or Low for each save. For example, a Fighter has a High Fortitude save, but Low Reflex and Will saves. Meanwhile, a Wizard has a High Will save, but Low Fortitude and Reflex saves. These base saves are in addition to the bonus/penalty granted by Dexterity, Constitution and Wisdom modifiers. A short analysis of saves follows:

Skill Ranks: As each character gains a level in a class, they also gain a number of skill ranks to assign among their skills. There are 4 types of Skill Rank progressions - 2 per level, 4 per level, 6 per level and 8 per level (exclusive to Rogues). These are specific to each class. These ranks are in addition the bonus/negative skill ranks per level granted by your Intelligence modifier.

Class Skills: Upon gaining a level in a class, a certain number of skills become Class Skills. This carries a simple benefit - the first time you put a rank in a Class Skill, you gain a permanent +3 bonus to that skill. For this reason, a class with Stealth as a Class Skill, for example, will usually have higher Stealth modifiers than a class without it. Other than that, it has no effect.

Spellcasting: Denotes whether the class has any sort of natural spellcasting ability. There are several kinds of spellcasting in the game. The types of spellcasting are detailed in APPENDIX I: Types of Spellcasting.

Ability Score Priority: Each class has a specific need of each ability score. While most of the classes, for example, want a good Constitution score because HP is always nice, they’ll have other priorities for other ability scores. For example, Wisdom grants a Monk higher AC, determines their number of Ki points and the efficiency of their Stunning Fists, so they’ll want more of it than a Wizard. There are 3 priorities: Very Important, which means you want a high score on it (15 or higher); Important, which means you want a good score on it (13 or higher); Neutral, which means any score is more or less fine on this. For a short summary of what each score does, look at APPENDIX II: Ability Scores.

Armor Proficiency: In this category the armors the class can use without penalty are listed. Other restrictions to armor use are also noted. For example, a Ranger starts off with light and medium armor proficiency, as well as proficiency with shields; but it must be also noted that if they use a heavy shield, they impair their combat casting (as they lose a free hand to cast in the heat of combat), and they cannot use heavy armor without losing their Combat Style Feats and Evasion.

Weapon Proficiency: In this category, the weapons the class can use without penalty are listed.

Notable Features: While it is beyond the scope of this guide to list each feature of each class, the most defining features will be listed in this category.

Challenges: This category lists the many challenges each class has. I consider this especially important to class selection, as what a class struggles with is what defines each one of them.

Notable Archetypes: Archetypes are modifications that can be placed upon classes. An archetype replaces a number of features from the original class in exchange for others. These can change the functioning of a whole class. While there are too many archetypes for this guide to list, some archetypes that provide radical changes to playstyle and mechanics will be listed.

Build Ideas: Another extremely subjective category - this lists three types of builds that are suited for each class. While they won’t comprehend every single alternative each class has, these are just builds that easily come together for each class. Additionally, these roles will also list a set of important feats for the role. These will come with a link to a Sample Build.


MAIN CLASS INDEX BY RULEBOOK

CORE RULEBOOK

PATHFINDER UNCHAINED

ADVANCED PLAYER’S GUIDE

ULTIMATE COMBAT

ULTIMATE MAGIC

ADVANCED CLASS GUIDE

OCCULT ADVENTURES

ULTIMATE INTRIGUE

ULTIMATE WILDERNESS


CLASSES BY ALPHABETICAL ORDER


CLASSES BY CASTING ABILITY

Arcane Casters

Divine Casters

No Casting

4-level

6-level

9-level

4-level

6-level

9-level

Psychic Casters

Alchemical Users

Kineticist

4-level

6-level

9-level

6-level


CLASSES BY BASE ATTACK BONUS

+½ BAB

Less fit for combat

+¾ BAB

Adequate for combat

+1 BAB

Best fit for combat



APPENDIX I: Types of Spellcasting.

LEVEL - Not all spellcasters can unlock the same amount of spells. There are 3 types of spellcasters: those who can unlock 4 levels of spells, those who can unlock 6 levels of spells, and those who can unlock 9 levels of spells. In way of example: Paladins can unlock 4 levels of spells, which makes them poor spellcasters; Bards can unlock 6 levels of spells, which makes them passable spellcasters; Wizards can unlock 9 levels of spells, which makes them very good spellcasters.

ABILITY SCORE - Each type of spellcasting is tied to an ability score. The higher that ability score, the better the character’s effectiveness and availability to cast spells. There are currently four ability scores that can be tied to casting - Intellect, Wisdom, Charisma and Constitution. A Wizard, for example, is an Intellect-based caster, so the higher the Intellect on the Wizard, the deadlier his fireballs will be.

MECHANIC - The easy way to explain how spellcasting works in Pathfinder is as follows: when you start the day, you have X spells you can cast throughout the day; at the end of the day, those X spells are replenished. While this is technically correct, each class has a different way of functioning. There are currently 4 mechanics of spellcasting -

SOURCE - There are currently four sources of spellcasting in the game. These not only determine where the character draws its powers, but also determines some mechanical characteristics of its spellcasting. These are as follows -


APPENDIX II: Ability Scores.

STRENGTH - Strength determines:

DEXTERITY - Dexterity determines:

CONSTITUTION - Constitution determines:

INTELLIGENCE - Intelligence determines:

WISDOM - Wisdom determines:

CHARISMA - Charisma determines:


APPENDIX III: Picking armor.

The function to select armor is easy - just look at your DEX bonus, then look at an armor’s Max DEX bonus, and then find the best armor you are proficient with.

Here are the most efficient armors of all types by DEX score.

NO ARMOR PROFICIENCY - This type of armor works for characters with no armor proficiencies that carry no penalties for wearing armor. That excludes Monks, who are penalized for wearing any type of armor; but this includes the likes of Sorcerers. Monks and other classes penalized for armor use should look into bracers of armor.

LIGHT ARMOR PROFICIENCY

USING REGULAR MATERIALS - Using mundane materials, Light Armor + your DEX can provide up to +8 AC combined.

USING SPECIAL MATERIALS- Using special materials, Light Armor + your DEX can provide up to +10 AC combined.

MEDIUM ARMOR PROFICIENCY

USING REGULAR MATERIALS - Using mundane materials, Medium Armor + your DEX can provide up to +9 AC combined.

USING SPECIAL MATERIALS - Using mundane materials, Medium Armor + your DEX can provide up to +11 AC combined.

HEAVY ARMOR PROFICIENCY

USING REGULAR MATERIALS - Using mundane materials, Heavy Armor + your DEX can provide up to +10 AC combined.

USING SPECIAL MATERIALS - Using mundane materials, Heavy Armor + your DEX can provide up to +12 AC combined.