Pathfinder RPG

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Hunter

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Aug 20, 2001
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After 4 or 5 years of playing the Star Wars RPG with 2 or 3 groups. I came across Pathfinder last year.

I've joined a local group and we meet once a week and are working through the Ironfang Invasion campaign. I didn't know when I set out just how long these things run. Star Wars campaigns tended to last 12 hours (3-4 sessions) before moving on to the next one and from what I've been told by the more experienced players in the group this will last 3-4 years to complete the campaign which is great.

Does anyone else play or have any tips? Being new to the game and system I find myself a little lost at times!
 

Selerox

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Nov 12, 1999
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Pathfinder is a pretty good system; it's essentially D&D 3.5, but tweaked and improved. I've been playing it on-and-off for a couple of years now. Our group is 5/6 of the way through the Mummy's Mask campaign (Egyptian stuff, loads of traps, sphinxes and undead). I've also played about half of the Hell's Vengeance campaign, which is a evil campaign, where your party are essentially all lawful evil and trying to gain power and favour in Cheliax (a very, very evil empire)

It's a really big game in terms of character options and ability interactions. You can make some seriously complex race/class/spell combinations for example. I went with Paladin for Mummy's Mask, which is fairly straightforward. Essentially you're a combat class, but with some fairly cool divine powers swapped in, and restrictions on your behaviour (which are partly dependent on the deity your character worships, and partly how pragmatic your GM is).

For Hell's Vengeance, I went with Inquisitor, which is another divine class, but is much more generalist. It has good skills, and decent magic (which can be used with armour because they're divine) and solid saving throws. They also have the ability to use teamwork feats without other players in the party having them, making them really good as a backup to your party's main melee character, as well as having the ability to give themselves specific additional bonuses during combat. There's very little they can't do, but they can't take on specialist classes in in their own field (they'll get massacred in melee against a Fighter for example).

Personally, I find working out all the levelling stuff really difficult, but thankfully the other folks in our group know the system. One thing I've found is that a lot of feats are utterly worthless. But it's also really difficult at times to work out which those are.

Sites like RPGBot are really useful for working out what does and doesn't work - because the game doesn't do a very good job of pointing those out. Also, bear in mind that some feats that may be garbage for most campaigns can be massively useful in certain specific campaign settings. In Mummy's Mask, feats that give bonuses in deserts are hot weather are potentially really useful, but will be worthless in literally any other campaign.
 
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Hunter

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Aug 20, 2001
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I'm currently sorting out my second ever character which will be another sorcerer as I'm new to the system as was only just getting my head around how it all worked.

I'm interested in possibly a magus or something similar if I die again. Although my character may not be dead...

The group I am in is currently going through the Ironfang Invasion and just we've just hit level 5. The campaign (to date) is pretty much all based in forest which has made it hard to trade for any useful items and the trader we have run in to we don't have huge amounts of money and it also seems like we end up hitting points where we have no clear direction on where to go.

Podcast wise I'm enjoying the Glass Cannon Podcast, not for the rules but for the way the characters are played!