One thing Pathfinder 2e doesn’t have an exact mirror of, unfortunately, is one of people’s 5e favorite classes: the Warlock. The good news is, every part of the class does exist in some way.
In my last post, I went over a hopefully useful tool that can help you generally figure out what sort of character fits a concept you might have based on its strengths in different areas. This time, we’re going to quickly go through each class in Pathfinder Second Edition’s Core Rulebook, Advanced Player’s Guide, Secrets of Magic, Guns & Gears, and Dark Archive.
When I taught kids how to play ttrpgs and help them create characters, I would describe the system as divided into three areas: combat, magic, and skills.
I like playing support characters. Healbots, however, can get boring. Nothing is worse than being reduced to a bandage-box with legs. So whenever I make a healy character, I lean hard into whatever other thing they do well.
Guns and Gears has given us a bunch of fun new stuff to play with. Last post, I went over the new class, the Inventor. This time, in going to look at the returning class, the Gunslinger, and discussing the changes the update gave us.
New with this book is the inventor, the ancient ancestor of Starfinder’s Mechanic class. This is a sort of schtick-martial-class similar to the investigator or swashbuckler. They do the standard martial class things in combat, usually focusing on damage and/or special effects, mostly revolving around their core class abilities.
One thing I find myself doing all the time while playing a game is figure out how certain characters or monsters or whatever else might translate into ttrpgs. Not only is it super fun for me, but it’s also a way to practice design within certain constraints. You have an end goal – the original character concept – and limitations within the medium – the game’s rules. Today, I’m going to go through a slightly more in depth process of doing this so in the future similar posts can just build off of this.
Despite having zero spellcasting, a thaumaturge still get magic abilities from their items. Think of it as fantasy-Batman. No superpowers (spellcasting) but enough gadgets (implements) and the know-how to use them to be just as powerful, and a big influence on studying enemies to learn how best to approach the situation.
Whether you use the unchained or “chained” version, the Summoner in 1e had perhaps the most capacity for shenanigans, both for power and flavor. Summoner in 2e is a good deal less complex and overpowered than before.
The latest book for Pathfinder 2e is out with two returning classes: the magus and summoner. Magus is conceptually exactly what I was looking for as a kid (as far as the magic-sword thing goes). Make your sword catch on fire and hit someone with a lightning burst from the sword? Holy cow, this is awesome!