![]() While most sections in this chapter focus on archetypes, a few focus on other new class options, or present a combination of the two. This section presents new archetypes or other options for all the classes in the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game: Advanced Player's Guide, Pathfinder Roleplaying Game: Ultimate Magic, and Pathfinder Roleplaying Game: Ultimate Combat, as well as all of the new classes introduced in this book. The following section details new rules options and alternate class features to help you create iconic fantasy characters. For these situations, the Pathfinder Roleplaying Game has archetypes-sets of modified abilities that can be easily swapped out for those of a given class to help customize its focus. ![]() Some character concepts are too close to existing classes to warrant being full classes of their own, yet prove compelling enough that they come up in play time and time again. Such choices are refined through background details, class options, feats, and skills, all to better forge the character the player imagines and make her more effective at manifesting her unique personality and pursuing her goals. A member of the swashbuckler class, for example, could be a daring infiltrator, a queen's musketeer, or a masked avenger. Within that basic concept, however, exists the potential for innumerable interpretations and refinements, ways for the rules to cater to a more specialized interpretation of the class. ![]() Each base class in the Pathfinder Roleplaying Game draws upon a central idea-a basic concept representing a commonly held understanding of what a character of a certain class should be-and is designed to be a foundation for a wide array of characters. ![]()
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