Monthly Archives: November 2013

Tabletop 101: How to Build an Effective and Fun Pathfinder Character

By Mike

Lately I’ve been playing a lot of Pathfinder with a few of my friends via Skype and Roll20. In that time I’ve assembled some observations about how to effectively build a character in Paizo’s answer to Dungeons and Dragons.

One of the challenges of building a character in this game is the sheer number of options that are open. At time of writing the game has more than a dozen character classes, hundreds of feats and character traits that you can add to a character, not to mention dozens of spells per each level — and that’s only the tip of the iceburg. While these options are part of the core appeal of the game, allowing players to create characters very organically and find some way of making any aspect of a character into a tangible aspect of gameplay, they’re also overwhelming to deal with. There’s an infinite variety of ways to build a character, but only a handful of those options are actually worth pursuing.

The key to dealing with this challenge is realizing that Pathfinder, while descended from the same stock as D&D 3rd edition, is not D&D 3rd or 3.5. While of the same spirit as Dungeons and Dragons, it has clearly and distinctly re-defined itself as its own unique game, in that none of the intuitive conventions of 3/3.5 for building a character apply in any remote sense. Once this is understood, the game is INFINITELY more interesting and more workable, and you’ll begin to realize that any concept you can imagine is viable as a character — just not necessarily in the way that you’d think.¬†For instance, multiclassing is, while easier to do than it was in 3e, almost entirely displaced by other options. Races have a stunningly strong influence on the viability of certain character builds, and the difference of allowing Traits and not allowing Traits can mean life or death for certain types of characters.

Continue reading