The Best Part of Each Pathfinder 2e Class

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[Music] welcome adventurers today we're going to talk about what is in my opinion the best part of each class in Pathfinder second edition I am going to stick to for the most part core class features that you get at level one so not Advanced Feats that you get later on or specific subass Feats or anything like that though I do have a few optional and second level things here and there so you'll find a bit of that but it won't be like oh at level 17 you get this amazing thing that doesn't count I'm really thinking about the things that most if not all players of a certain class will be able to enjoy so hope that makes sense let's dive in starting with The Alchemist with The Alchemist I'm going with quick Alchemy this is often called out as the thing that gives the alchemist that versatility which is often described as one of the best aspects of the class at any given point when you still have your infused reagents you make an item from your formula book it's kind of like having dozens of can trips at your disposal you can always make the right item for the situation without having to think so far in advance it really does make The Alchemist a very versatile class that can adapt to any situation for the Barbarian I'm going to go with hit points a combination of the 12 hit points per level that you get from the class which is quite a lot considering that other classes only have six and then also the temporary hit points that you gain from raging I mean you think about it at level one you can have a barbarian uh with a tough ancestry who invests in their constitution for a plus three Constitution they will have 25 base hit points that's 12 from the class and then three from your con and 10 from your ancestry and then you will have your level plus the Constitution modifier or another four while raging so you will have 29 hit points at level one while raging it's incredible for The Bard there is so much to choose from but I'm actually going to go with a second level optional feeds called multifarious Muse you get to pick up multiple subclasses no it's not the only class that can do this but I think they do do it the best there are four barred subclasses so you reasonably can pick up all of them and if you can extend courageous Anthem by hitting something and by using a focus spell and then you also have access to the amazing Bic lore well you have built a strong character the champion is kind of an obvious one I'm going to go with the Champions reactions I like reactions a lot but sometimes you can't really use them much because the triggers are pretty situational that is not the case with the Champions reactions it's being attacked that's going to happen all of the time in combat so you will reliably get to use those really good reactions and basically have four actions every single turn the cleric is another pretty obvious one I'm going to go with the Divine font especially if you're doing healing that is why people play as clerics to be the party magical healer and this especially got better in the remastered now that it is just a static number of heal spells and it is no longer tied to your charisma it gives you a lot more flexibility in building out your cleric and not having to worry about multiple ability scores just to do that core thing that the cleric is really good at the Druid I actually struggled with a lot because they are very very well balanced to me I mean if you think about like a character builder tool I feel like a druid is just like on a scale of 1 to five every dial is turned to a three it's just medium everything so that's why I actually chose their medium armor in Shield block because this does make them at a core class level the tankiest casters yes other casters can achieve this through subclasses or additional training or something but it is core to all Druids and it is what makes me say that they are pretty much equal at everything they're full spellcasters of course they don't have great weapon training but that good armor and shield block ability does make them pretty decent in melee too and without that I wouldn't say that they're perfect ly maybe not perfectly even at everything but very very well balanced fighter I mean come on it is the expert weapon proficiency being able to hit almost every single first attack at least without your multiple attack penalty and then being able to crit without needing a 20 on the dice is what this class is all about now the Gunslinger also is an expert but only in firearms and crossbows that's not what I'm going to go with though I'm going to go with the Slingers reload because these are all two for one actions and action economy is really important uh you're going to be reloading a lot as a gunslinger so you might as well do something else like demoralize or faint while doing so now onto the inventor I'm going with something that I like the flavor of and I like its usefulness but I especially really like the mechanics and the way they're written unstable actions I love that piso has given a marshall character something that operates a little bit like a focus spell but remember when you use one of these unstable actions you actually get to roll a dc17 flat check and you might be able to use it again it's very cool with the investigator I'm going with something else that is not a core class feature it is tied to a subass and it is an optional feat that's odd you walk into a room and you notice something a little bit out of place in a game where exploration sometimes gets overlooked or you quite literally miss things in Exploration this is an amazing feat it actually reminds me a lot of this well obscure video game that I used to play called obscure was like a horror survival kind of a thing and there was a character in that that sort of had this feature where um you would press a button and an object that you had noticed in the room would kind of light up and I mean you could change your party around in that game but we always use that character because it was such a helpful feat with the newest class the kineticist I'm going with their core attack feature Elemental blast it is amazing and versatile you got four different versions of it because it is one or two action and it is ranged or melee and all the combinations thereof and you can do different types of damage depending on the elements that you specialize in so it's kind of your choice you can do lots of little chip damage from range with one attack range or you could specialize in getting up close and focusing all of your energy into a melee 2 action attack so versatile so easy to understand it is really perfect mechanics Magus is obvious it is spell strike it is the defining feature of the class it's also if you think about it three actions for two and two attacks a for only zero or none multiple attack penalty so it's really good mechanically speaking and it perfectly sums up the class there are other things about the Magus that I really like but this really is the defining feature now for the most obvious answer on this entire list monk Flurry of Blows it's why you choose to play a monk I mean other things as well because it's a really good class but come on two strikes for one action every single round you will use it over and over and over if you like rolling the dice and you like hitting stuff pretty decently hard you want to be a monk because of Flurry of Blows and now onto the Oracle where I am going to go with their Revelation spells these are their focus spells and they are probably the best Focus spells in the game considering that you can use Focus spells realistically in every single encounter you will get a lot of use out of these and you will be a very formidable opponent and now for the psychic I'm am going to go with their ability to amp their cant trips using Focus points I mean it's kind of the core thing about the psychic is that they use cantrips but make them better they're better to begin with and then you make them even more better using your focus points to amp them I think it's really cool that we have a different use for Focus points other than just casting Focus spells you're still casting a spell but you're using that Focus point to modify a spell rather than cast it I think it's really cool and it gives the psychic a really unique style of gameplay that differs from all of the other Casters in the system Ranger also feels a little bit obvious I think with Hunter's Edge uh these are there combat abilities that are enabled on your hunted prey there are only three and they're all pretty decent I especially like that in some recent videos people have called out outwit which I actually really like I kind of like that intelligent style of gameplay I thought that maybe people disliked it but it seems like a lot of people like that one and then of course everyone loves the flurry I mean flurry Ranger is just so powerful so yeah Hunter's Edge now onto the Rogue where I am going to go with skill training because it is kind of what they do I mean you're trained in stealth and then a subclass skill and then your intelligence modifier plus seven and you can even be an intelligence-based Rogue and you pick up skills at every single level and yes the investigator does that too but they're sort of an asterisk on the way they do it so yeah Rogues are the go-to skill monkey in the game sorcerer spontaneous spellcasting no they're not the only spontaneous Casters in the system but they cast the most spells out of all the spontaneous spell casters and there're sort of the go-to example of spontaneous spellcasting and from what I have seen I don't know if this is totally true but just kind of based on the campaigns I've played and the actual plays I've seen sorcerer is the most common choice for a spellcasting class and I think it's because they're spontaneous and spontaneous is just a little bit easier and sometimes nicer to play and the Sorcerer is the most powerful spontaneous spellcaster now onto the Summoner I'm going to choose act together this is the way you coordinate your actions between you the Summoner and your summoned creature your idolon and it is different than the way that command and animal works and it is much more flexible um you can do things like use three actions for yourself to cast like a three action spell if you wanted to or to move once and strike twice and you still get to give one action to your idolon but then it can go the other way around you can have your idolon focus on some combat by maybe moving into a flanking position and striking twice but then you the Summoner still get another action out of that it means you will have four actions every turn rather than three it's very versatile and it's really quite easy to understand after you maybe read it once or twice as long as maybe you're not too stuck in the way that command and animal Works uh without this the Summoner would be a real drag to play I feel like so this really enables that do anything that you want with it kind of gameplay that you can get out of this class onto the swashbuckler where I am going to go with panach three ways yes you can tumble through yes you can perform and succeed at an action uh according to your subass but then there's that third that added GM's discretion after succeeding at a check to perform a particularly daring action you gain Panache and I love that you are encouraged to try things out to explore the space explore the encounter and get mechanically rewarded for it thge implements empowerment there are so many good things about the thge and exploit vulnerability sure is sort of the core action but it is easy to overlook the really really handy like literally in your hand implements empowerment just by holding that darn thing you get an extra two damage two bonus damage per weapon die of your weapon that's in the other hand so you might fail or I guess critically fail at that exploit vulnerability check but you are still dealing extra damage just by holding your Implement and now we can thank the remaster for what I'm going to choose for the witch that is their fourth familiar ability which is apply three abilities that are from the typical list of abilities that are available to all familiars in the system and that's already a bonus and that's nice but now each Patron also grants a familiar an ability that is used when you cast or sustain a hex and this is finally the thing that the witch needed to make them a unique and distinct and really mechanically fantastic class in the system I do think that so far out of everything I've seen in the remaster The Witches have been the biggest Improvement and it is due to this ability and finally the wizard I I'm going to go with drain bonded item you get to recast a spell that you already cast in a day I rely on it quite a lot in my wizard gameplay I'm always excited that I have it still that I get to use it it provides you just a tiny bit of spontaneous like abilities in your very very prepared wizardy ways and it is also technically why the wizard does cast the most spells out of any other class in the system and that's all Adventures what do you think are there other really cool parts of each of these classes that I miss that you might call your favorite and also do you think there will be any other classes like the witch that get a major new feature and huge Improvement in player Core 2 let's talk about it in the comments and until then remember these are just mostly level one core class features and when you get into your later class Feats and archetypes and ancestry Feats and everything there is no limit to what you can do in this absolutely incredible game [Music] system
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Channel: RebelThenKing
Views: 2,120
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Length: 15min 12sec (912 seconds)
Published: Mon Apr 01 2024
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