Pathfinder Roleplaying Game: Difference between revisions
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When [[4E|D&D 4th edition]] was announced it was immediately rejected with a lot of negative feelings by a rather large number of people. Realizing a lot of 3 and 3.5 material would suddenly become mostly useless and that [[WotC|Wizards]] will be making a significantly different game, Paizo Publishing decided to cash in on the 4th edition naysayers and appeal to the people who wanted to stick to the old edition, but realized it still needed fixing. | When [[4E|D&D 4th edition]] was announced it was immediately rejected with a lot of negative feelings by a rather large number of people. Realizing a lot of 3 and 3.5 material would suddenly become mostly useless and that [[WotC|Wizards]] will be making a significantly different game, Paizo Publishing decided to cash in on the 4th edition naysayers and appeal to the people who wanted to stick to the old edition, but realized it still needed fixing. | ||
Thus Pathfinder came about, usually called D&D 3.75, due to the fact that it largely resembles the 3.5 ruleset but with various non-drastic updates, fixes and changes. Notably, grappling now | Thus Pathfinder came about, usually called D&D 3.75, due to the fact that it largely resembles the 3.5 ruleset but with various non-drastic updates, fixes and changes. Notably, grappling now make something that might be called "sense" (gasp!) and Half-orcs, and Half-elves don't suck anymore. Spellcasters are just as crazy as ever once they've got a few levels in them, while melee classes, generally speaking, got buffed across the board. Not enough to make them outshine the wizards, but take what you can get. This is assuming that your DM isn't a newfag incapable of compensating. | ||
Noted for the mishmash campaign world (which contains elements lifted from pretty much everything, ever, from real-world history to crappy pulp Sci-Fi to LotR with a dash of [[Order of the Stick]] thrown in for good measure), entire published campaigns called Adventure Paths, and decent maturity level (in both senses. Gay people exist, as do bum-fuckin', banjo-playing, inbred hillbilly ogres). The setting is both good and total shit at the same time, no better than any decent [[gamemaster]] can come up with on their own. | Noted for the mishmash campaign world (which contains elements lifted from pretty much everything, ever, from real-world history to crappy pulp Sci-Fi to LotR with a dash of [[Order of the Stick]] thrown in for good measure), entire published campaigns called Adventure Paths, and decent maturity level (in both senses. Gay people exist, as do bum-fuckin', banjo-playing, inbred hillbilly ogres). The setting is both good and total shit at the same time, no better than any decent [[gamemaster]] can come up with on their own. |
Revision as of 16:54, 9 December 2014
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When D&D 4th edition was announced it was immediately rejected with a lot of negative feelings by a rather large number of people. Realizing a lot of 3 and 3.5 material would suddenly become mostly useless and that Wizards will be making a significantly different game, Paizo Publishing decided to cash in on the 4th edition naysayers and appeal to the people who wanted to stick to the old edition, but realized it still needed fixing.
Thus Pathfinder came about, usually called D&D 3.75, due to the fact that it largely resembles the 3.5 ruleset but with various non-drastic updates, fixes and changes. Notably, grappling now make something that might be called "sense" (gasp!) and Half-orcs, and Half-elves don't suck anymore. Spellcasters are just as crazy as ever once they've got a few levels in them, while melee classes, generally speaking, got buffed across the board. Not enough to make them outshine the wizards, but take what you can get. This is assuming that your DM isn't a newfag incapable of compensating.
Noted for the mishmash campaign world (which contains elements lifted from pretty much everything, ever, from real-world history to crappy pulp Sci-Fi to LotR with a dash of Order of the Stick thrown in for good measure), entire published campaigns called Adventure Paths, and decent maturity level (in both senses. Gay people exist, as do bum-fuckin', banjo-playing, inbred hillbilly ogres). The setting is both good and total shit at the same time, no better than any decent gamemaster can come up with on their own.
Essentially fairly well-done Darker and Edgier D&D. And the adventure paths & modules are pretty good. If you're the sort of skub DM who uses shit like that.
Golarion
The main setting of Pathfinder is the Inner Sea region (basically the equivalent of the Mediterranean sea zone in our world) on a planet called Golarion. Unlike other D&D settings, the cultures and civilizations of the Inner Sea region are in severe decline after the only deity which represents humans in the Great Beyond (the outer planes), Aroden, died a few centuries ago. To add salt to the wound, this caused a series of events which fucked up the world: the formation of a massive supernatural stationary hurricane that annihilated two entire nations and allowed pirates develop their own kingdoms, the obliteration of a noble barbarian empire by a tear in the tissue of reality opened directly into the Abyss, and most of the prophets and diviners committed mass suicide as an imminent prophesied golden age for mankind suddenly faded into nothing. As if this wasn't enough, the two greatest empires started to collapse in the religious hysteria, Cheliax (the Golarion equivalent of the Holy Roman Empire) suffered a civil war that ultimately put on the throne a noble house with links to the Nine Hells, making worship of the devil (Rock me Azmodeus!) the official state religion. Taldor (a mix of the Byzantine Empire and the Spanish Empire during the Habsburg era) started to lose territories at the hands of the Keleshite Empire (the "Persian" ethnicity in Golarion), while banks owned by brass dragons turned its culture completely decadent and stagnated by the bureaucracy. As this happened some provinces declared independence from Cheliax, creating two new countries, Andoran (which is like the 13 colonies after winning the Revolutionary War, so basically America (fuck yeah) with swords and sorcery) and Galt (France during The Terror with some elements which remind you of the Soviet Union after the end of the Russian civil war).
If all this political fuck up does not seem enough, Golarion is in fact a cage build by the gods for an entity know as Rovagug, basically a massive worm which works like a black hole and represents entropy. It is also connected with the Plateau of Leng and there are cults to the Old Gods (yes, the H.P. Lovecraft ones, so you can roll a CE cleric of Nyarlathotep for the evulz). Of course all of this is hidden by the Pathfinder society (National Geographic meets your standard Adventurers Guild), one of the many factions and secret societies whose selfish intentions are just helping civilization to sink more into the pile of crap it is stuck instead of helping it come out. The remaining deities and their churches aren't helping either, the veteran gods have already seen an apocalypse obliterate the world once and the new ones are just useless adventurers who can't grasp that they aren't mortals anymore.
Beyond the Inner Sea region, there is the continent of Tian Xia, where weabooness and furfaggotry meet; the Darklands (the Underdark of Golarion), divided in three levels, each more deep than the last; and if the planet seems too shitty for you, the whole solar system is full of civilizations and monsters to raid and slash in your quest for loot.
The Classes of Pathfinder 1st Edition | |
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Core Classes: | Barbarian - Bard - Cleric - Druid - Fighter - Monk Paladin - Ranger - Rogue - Sorcerer - Wizard |
Advanced Player's Guide: |
Alchemist - Antipaladin - Cavalier Inquisitor - Oracle - Summoner - Witch |
Advanced Class Guide: |
Arcanist - Bloodrager - Brawler - Hunter - Investigator Shaman - Skald - Slayer - Swashbuckler - Warpriest |
Occult Adventures: |
Kineticist - Medium - Mesmerist Occultist - Psychic - Spiritualist |
Ultimate X: | Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante |
Pathfinder Tales
The series of Novels written for the setting. There are only sixteen at the moment but we are starting to see some Forgotten Realms authors starting to write for Paizo, most notably Ed Greenwood who made Forgotten Realms. This may be an indicator of how much Wizards of the Coast have been messing around with the settings and driving people off.
Rage
Pathfinder's barbarians are champion swimmers, but only when raging.
The Pathfinder RPG inspires a large amount of nerdrage over its rules, with frequent bawwing over class balance, perceived nonsensical nerfs to fighters, buffed CoDzilla and wizards and general trollage. Any discussion of the differences between Pathfinder ("3.75" for fanboys) and regular 3.5 is almost guaranteed to produce a flamewar.
40k
Tau Pathfinders
They're the scouts and snipers of the Tau army. They're typically armed with light Pulse Carbines (which allows them to pin enemy units down) if they're scouts or Rail rifles, which are essentially bluemangroup-portable railguns, if they're assigned to do sniper support. The main use of Pathfinders are their Markerlights, which allows them to paint enemy units and allow everything targeting it to fire with greater accuracy fuck shit up even better.
Eldar Pathfinders
The veteran rangers of craftworlds, mostly Alaitoc, become Pathfinders. They function much like Rangers, in which they're primarily used for scouting or sniper support, however, their centuries of experience in the field makes them incredibly daunting opponents to take down while in cover.
Links
- Pathfinder at Paizo Publishing, for those too damn lazy to use Google.
- Pathfinder Wiki because every goddamn thing has a wiki these days.
- Pathfinder SRD For those of you who are too lazy and/or cheap to get the books.