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.
Guns and Gears is out! With it we have the returning Gunslinger class and the new Inventor class. We have rules for firearms, we have funky new technology, and also sorts of fancy options for characters. Before I dive into all the class stuff, I want to talk about something else.
Before making a bunch of characters – and there will be a BUNCH of character builds – I want to explore party makeups as a whole. A lot of this might be common knowledge to folks who’ve been playing rpgs for a long time, but for anyone who doesn’t fall into that group or for anyone who just wants context for my ramblings, these are my thoughts.