Beruflich Dokumente
Kultur Dokumente
condensed summary
Characters in Pathfinder belong to a class (job). There are many
classes and some overlap and differ slightly.
In D&D there are 6 ability scores, which are used differently
depending on what class one is some are useless, other are
essential.
Physical: Strength, Dexterity, Constitution
Mental: Wisdom, Intelligence, Charisma
Pathfinder does not have team roles as guidelines (unlike D&D4),
but it is helpful to get the basic idea of what makes a good party
where nobody treads on each others toes. In 4e there they are
divided into controller (which affect enemy), defender (aka.
tank), leader (eg. healbot, buff/debuffer) or striker.
A spellcaster casts magical spells and are based off one of the
three mental abilities (Int, Wis, Cha). They can be spontaneous
(you pick known when you level) or prepared casters (you pick in
the morning).
Spells can be divine or archane the former is granted by a god
and can be cast in armour, while the latter has a spell failure % in
armour wizards (arcane) wear cloth, while paladins (divine) are
clad head to toe in heavy armour.
Many spells of various classes overlap, but there is a lot of diversity.
A psionic cast psychic spells (correctly called powers) in much
the same way, but are a bit of an addition that doesnt really fit in.
Every level you get more hit point, which are determined based on
hit dice (HD). Different classes get different hit dice (NB. Pathfinder
has dice increase by 2 compared to D&D 3.5; also monsters have
racial HD which is doesnt depend on class):
d6 sorcerers and wizards
d8 monks, bards, clerics, rogues and druids
d10 fighters, paladins, rangers
d12 barbarians
These also affect how good your attack bonus is (Base attack
bonus, BAB).
Additionally there are three saves fortitude (based off
constitution), reflex (based off dexterity) and will (based off
wisdom). Classes have good save and bad saves. For example, a
wizard has a good will save, but poor fortitude and reflex, while a
fighter has a good fortitude save, but bad will and reflex save. So a
wizard would be bad at ducking a fireball (refl) or resisting a poison
(fort), but good at resisting enemy spells (will), while a fighter would
be good at resisting poisons, but not spells.
D8 HD
Cleric: A devout follower of a deity, the cleric can heal wounds,
raise the dead, and call down the wrath of the gods.
Healbot tank. Wis Spellcasting/Cha channelling (divine). Special
move: channel (cures folk in a cone).
Wis>Cha>Con>Int>Str>Dex
Magus: There are those who spend their lives poring over ancient
tomes and texts, unlocking the power of magic, and there are those
who spend their time perfecting the use of individual weapons,
becoming masters without equal. The magus is at once a student of
both philosophies, blending magical ability and martial prowess into
something entirely unique, a discipline in which both spell and steel
are used to devastating effect. As he grows in power, the magus
unlocks powerful forms of arcana that allow him to merge his
talents further, and at the pinnacle of his art, the magus becomes a
blur of steel and magic, a force that few foes would dare to stand
against.
Melee with Int Spellcasting. Special moves: spell combat (spellcast
and attack at the same time) and spellstrike (imbue a weapon with
a touch attack spell: when it hits the weapon deals damage and the
spell goes off).
Dex>Int>Con>Wis>Str>Cha
Summoner: Bonded to a mysterious creature called an eidolon, the
summoner focuses his power on strengthening that connection and
enhancing his strange, otherworldy companion.
The Eidolon (summoned creature) acts as a tank, while the
summoner is a Cha Spellcasting.
Cha > Con > Dex > Wis > Int > Str