The new
Pathfinder Roleplaying Game gives those disenchanted with D&D v4's radical changes, a gentler alternative. It is a comprehensive reworking of a much loved friend. Good though it is, there is little that is new on the original 3.5 rules, so why bother buying into it? Until now, Paizo supported its rules through sumptuous game aids, high-quality and inventive adventure paths and a real enthusiasm for the game. This new rulebook sees 'Pathfinder' step out of the shadow of its predecessor.
The main development are six new base classes - Alchemist, Cavalier, Inquisitor, Oracle, Summoner and Witch. These are original and inventive, and look great fun to play, each having a host of new Class Features. Bombs, Challenges, Judgements, Mysteries, Eidolons and Hexes respectively. The Eidolon is particularly interesting - a summoned magical creature that evolves as its Summoner increases levels. Like a familiar only more interesting. Oracles have powerful Mysteries but against that, they are cursed, with blindness, deafness or perhaps a shrivelled limb.
This rulebook puts the characters back at the heart of the game. Unlike v4, which seemed to me all about emulating the combat experience of a computer game, Pathfinder is about character evolution. Expanded rules on races and the original base classes, mean that you could play this game religiously for years, racking up years of gameplay, without ever duplicating a character. There are a number of suggestions for tailoring your Race towards particular Classes, and alternative racial traits to give a specific flavour for whatever race you want to be - Pyromaniac Gnome anybody?
The classes have been expanded with (where appropriate) new class features (such as a new set of rage powers) and again each class now comes in different flavours - fancy playing a drunken barbarian, or perhaps maritime bard? It's all here. Clerics have new sub-domains, Druids skills can now be relevant to the type of terrain they live in. Want to be a healing monk, or your fighter to be a crossbowman? Well now you can. Rogues can now be underworld investigators, working on the right side of the law, and for the paladin whose halo has slipped, there is the dark and destructive 'Anti-Paladin' alternate class. When you work in the formalised rules for character traits - New 'half-feats' that add depth to your characters background, the permutations for character generation become almost infinite.
By comparison the rest of the book is almost a disappointment! The new feats, equipment and spells are all fine, but as is often the way, you can't help thinking all the best ones were put in first time around. The new Teamwork feats are interesting. Two characters who take the same feat, can then use it together to greater effect. A nice idea, but I wonder if they may prove a headache to play in anger? I'm sure there some of these new rules will be invaluable, but only by extensive playing will I find out. (Sadly, time for extensive playing is not something I have much of these days!). The new prestige classes are solid if unexciting - the notable exception being the Master Chymist, whose potion brewing allows for a 'Jekyll and Hyde' split personality, and looks like fantastic fun to play.
Once again, the book has been put together using the highest production values. It's a weighty tome that looks and feels great. For anybody who plays a lot of Pathfinder this book is an essential purchase. For those who have less time, you'll never manage to use everything in here, but it will enhance any game. Terrific stuff!