Two years of Pathfinding, part 1: basics + my sine wave of opinions

A little over two years ago, I embarked on my journey into Pathfinder 2e — and a little less than two years ago, I wrote “Five months of Pathfinding,” detailing my experience with the system thus far.

Well, here it is, September 2023, and we recently wrapped up the Agents of Edgewatch campaign, the campaign we started back in May 2021. I retired my redeemer champion Kivran, and I’m about to embark on a new campaign with a thaumaturge named Tak. So at this point I’ve played a character from 1-20, played through an entire adventure/story arc, and built a new character of a different class.

I think it’s time for my much-more-informed opinions!

… in a multi-part format, as it turns out that I have MANY opinions. A whole-ass wavelength of them, in fact.

Some basics

As a starting point, let me share/remind you of the statistics on the party, campaign, variant rules, deaths, etc.

We were playing the level 1-20 Adventure Path (AP) “Agents of Edgewatch,” which can be glossed as “fantasy guards at a fantasy world’s fair.” It starts pretty lighthearted, but quickly descends into some dark and heavy stuff.

Our party was five people, and we had one GM (Josh). We had eight different characters over the course of the adventure, due to three character deaths.

For reference, player/character names and party composition:

  • I was playing a Taldan human champion of Iomedae named Kivran.
  • My husband Matt was playing Lucio, a Taldan human swashbuckler. Who, despite all our jokes about his absurd movement speed, was not a sylph.
  • Chloe played the leshy Shep. Originally a druid, she retrained as a summoner when the class was released in Secrets of Magic. (This will be a recurring theme).
  • Diego started by playing the kobold alchemist Jabi, but retrained as inventor when Guns and Gears came out. Jabi died at level 13, and he returned as Zokaratz, a fetchling witch from Shadow Absalom.
  • Poor Nick went through three different characters. He started as Nathraak, a Varisian human wizard. Then, when Secrets of Magic came out, he also retrained, as a magus. Nathraak bought the farm at level 10, so he created Frøya, an Ulfen human thaumaturge. Sadly, Frøya only lasted for three levels; she died in the same battle as Jabi. Nick rerolled as Cedela, a Galtan human rogue, who was with us until the end, but died a dramatic scripted death in the final battle.

As far as variant rules go, we used Free Archetype from the get-go. Later on in the adventure, we switched from the standard progression rules to Automatic Bonus Progression (for story-related reasons which I’ll get to in a later post).

“How did you like Pathfinder, Lise?”

That would depend on when you asked me! I ended on a generally positive note — as judged by my joining the new campaign! But there were many ups and downs along the way.

You can see my “new TTRPG energy” and optimism in my August 2021 post. “Okay, this is different, and crunchier than I expected,” I seem to be saying, “but there are so many possibilities! I can work with this.” I was excited to try something new, and optimistic about what lay ahead for me and my character.

“Holy shit, this is Mathfinder!”

Sometime after that I hit a low. Maybe it was trying to figure out how shields work (“okay, so I subtract the shield’s hardness from the damage taken, then the shield and I both take the remaining damage. If the shield takes more than like 15 damage, it breaks, and has to be repaired. Plus I have to take an action each turn to raise a shield. So how useful are they, really??”) Or maybe it was the language of the Glimpse of Redemption champion reaction. (“What the hell does ‘The ally gains resistance to all damage against the triggering damage equal to 2 + your level’ mean?”)

At one point in time, I made a joke like, “Nobody said there would be math.” To which player Nick said something like, “Uh, everybody said that, Lise. There’s a reason they call it Mathfinder.”

But by that point I was learning more about the world of Golarion and Kivran’s place in it. I loved my character’s complex relationship with the church of Iomedae, and her growing connection to Pharasma. I loved coming up with fun downtime activities for our characters, like “we’re going to go over to the Foreign Quarter and get some dumplings from Tian Town.” Or “oh hey, if you’re going to the Temple of Norgorber could you pick up some Mwangi coffee?”

So I guess my opinion at that point would be “I don’t need all these rules pls let me just play D&D 5E but in Golarion.”

“How do I stealth past the bunyip?”

After a while, I could calculate myself how much damage my shield mitigated, or how much resistance my champion’s reaction granted to an ally. At the very least I was comfortable doing “champion stuff.”

But the minute I left the world of champions, I got confused.

How does stealth/concealment work? I still don’t quite know. I know there are many different degrees of “seen”, eg., undetected, obscured, hidden, invisible, etc. I know there are flat d20 rolls you have to do to hit somebody at different levels, eg. a DC5 flat check to hit someone who’s obscured.

But since I basically couldn’t stealth anyway — due to a mere 25ft of movement speed plus being CLANKY CLANK in heavy armor — it rarely came up.

… until I was forced to sneak into a dockside warehouse, and suddenly was attacked by a fish.

Lemme tell you, I sure know what a bunyip is now, even if I still don’t fully understand the stealth rules.

Magic was another one that was more complicated than I expected. Prepared casters vs. spontaneous casters, PF2e’s more traditional take on Vancian magic than 5e’s, four different spell lists, devotion spells, focus spells, cantrips, heightened spells, discrete vs. continuous heightening patterns, and on and on.

Mostly I didn’t have to deal with it as a champion — except for the Lay on Hands focus spell. But my fellow party members translated it simply for me — it always healed 6 * (1/2 your level rounded up).

But then I (very briefly) retrained into cleric archetype. Suddenly I had a few divine spells, and I had to figure out spell heightening. “Cleric” was appropriate as a descriptor at this point, because it felt like I was trying to read Old Church Slavonic. This conversation cleared some things up, but I promptly forgot most of it when Book of the Dead came out and I decided the Soul Warden archetype was more along the lines of what I wanted for Kivran, and so — yup — I retrained.

Other points of confusion: the stages of poisons and diseases. Grappling (has this actually changed from the bullshit that was 3.5?) Counteract checks.

“Why am I not playing a rogue, again?”

I think another downturn for me was when we hit level 13, and we lost Jabi and Frøya in the same battle. That wasn’t the issue itself — the issue was a combination of factors that made me feel a lot weaker than the other party members.

One was that the new characters came in at level 15, while the survivors needed to wait until the end of the chapter to be leveled up two levels. (I presume the GM was like, “uh, the party just lost two characters; they need a little bit more fire power and HP to actually survive this encounter”).

At around this level, too, the damage numbers for dps classes just got absurdly high. My husband’s swashbuckler gets in an appropriate finisher and rolls well? 100+ damage. (To say nothing of his absurd move speed; Mr. “I have 75ft of movement speed plus I also have a fucking climb speed when I have Panache”). Our new rogue Cedela gets trapped in a narrow hallway with a bad guy? I shuffle over at “I’m wearing plate armor” speeds to protect her, only to watch the bad guy be wiped off the map in one of the rogue’s turns.

What also felt bad was the fact that the rogue also went in the Intimidation direction, an area I had invested in heavily for Kivran. It often felt like we were competing to see who could Demoralize an opponent first — and Cedela had the higher Perception, so it was mostly gonna be her.

I was also annoyed when I found out that she had the Scare to Death feat, the pinnacle of the Intimidation skill feat line. “How do you have that at level 15? I can’t get it until level 16,” I asked Nick one day.

“Oh, rogues get skill feats every level instead of every other level,” he answered.

It was completely irrational, but it felt like the rug (or rogue heyyyy) being pulled out from under me. I thought I understood the system, and I expected that once I understood it, I’d have the class fantasy. But it turns out the system had more surprises for me, and I didn’t have what I wanted, after all.

While the class fantasy of a redeemer champion isn’t, and shouldn’t be, doing damage, it does suck when you feel like you don’t have a chance to even get to the fight before combat ends. Everything a redeemer does well involves being within 15′ of the enemy and allies, after all. And it always sucks feeling like someone else in the party is taking over “your thing” — Intimidation/Demoralize, in this case.

“I finally feel like the tanky tank I wanted to be.”

The level wonkiness worked itself out once we were all level 15. And the rogue’s player and I got better about not stepping on each other’s toes with Intimidation — even learning the advantages of having two people who can Demoralize.

But the “class fantasy” part I had to make a conscious effort to fix. I did that by retraining — basically reallocating some of my character choices.

I can’t take all the credit, though. My party members were amazing. Hearing that I wasn’t having fun, they all threw out a bunch of suggestions for retraining, some wackier than others.

Ultimately I dropped the Edgewatch Detective archetype in favor of the Marshall archetype, focusing on Inspiring Marshall Stance (the Diplomacy option) rather than Dread Marshall Stance (the Intimidation one — I again wanted to avoid overlapping the rogue). Job done: I immediately felt like a hero. I get to pose dramatically, and it empowers all my allies. Then I can also do things like give them an extra action!

Later on I also added on the Bastion archetype, which improved my shield and shield block action, allowing me to do things like block attacks to adjacent allies.

Finally, I was the tanky tank of my dreams, and things were good.

“How can I keep track all these feats?”

Look, this game is crunchy. And like anything complex, the complexity increases exponentially, not linearly, as the system grows.

In PF2e, some of the most important puzzle pieces are feats. Each feat is a cool thing your character can do that breaks the rules in a small way and differentiates them from others. They’re comparable to feats in D&D 5e, in that way, but unlike in 5e, where they’re rare (and have to be swapped out for an ability score increase), you get a feat or multiple feats at every level in addition to your ASIs.

In fact, by the time you reach level 20 in this game, you will have +/- 32 feats of different types. With the popular Free Archetype variant rule, you’ll add on an additional 10 class and/or archetype feats.

This is vastly simplified, due to variant rules, differing class progressions, types of feats being tradable in various ways, etc — but you get the idea. You have a lot of what are essentially variant rules and special actions to keep track of.

By the time I reached level 17, I had around 40 feats, and man was the cognitive load high, especially during combat. I’d (mostly) plan what I was going to do on my turn, but when my turn came up and I said it aloud, somebody would say, “oh remember you have [other feat],” or “remember [this buff given by one of their feats],” and “probably not a good idea to use [that action] now because X.” It kind of turned into combat by committee.

There also ended up being a lot of retconning — “oh wait, I didn’t actually have my shield raised, so I couldn’t have blocked that. I should actually take full damage and my shield should take none.”

None of this felt good.

Surprisingly, combat didn’t bog down nearly as much as I expected under this weight. I’m not sure if this is due to a general systems improvement over 1e/D&D 3.5e (the latter being where I once battled a purple worm for six hours of real time), or that my fellow players were systems experts who planned out their turns ahead of time and helped others do the same. Or both!

But still… I often joked I needed a flowchart to play my character.

“… that’s the neat thing, you don’t.”

Around that time was the OGL 1.1 kerfuffle I wrote about here. This definitely made me much more invested in Pathfinder as an ecosystem, seeing how Paizo responded (sometimes with delightful cattiness) to Wizards’ poor business and ethical decisions.

It also led to me watching a lot more YouTube videos about Pathfinder, which is where I discovered The Rules Lawyer, who (imho) is the savviest and most entertaining of the YTers in this space.

In his video Let’s do the SAME COMBAT in D&D and Pathfinder 2E!, he dropped a piece of wisdom on me that has stuck with me. It has helped me feel better about making mistakes, retconning things, house ruling things on the fly, etc.

The quote (beginning at 13:30; emphasis mine):

So as you can see a number of modifiers can happen in a single roll, which can be overwhelming at first. Though in my experience it’s something people get used to. And if you’re not tracking it all and nobody’s noticing you’re still having fun.

Was I having fun? I sure was. In character, Kivran was developing a crush on Cedela, thus perpetuating the “Kivran has a type, and that type is evil women who look like they could suplex her” joke.

Out of character, I still genuinely liked the other players, who were helpful, funny, and like-minded. How did I find these amazing people on r/lfg, and how were we still getting along two years later?? It truly is a miracle.

Around this time I was also realized that this isn’t just difficult for me. Nick, perusing his character sheet at the start of his turn, once said, “Okay, let me see if I can find some bullshit that can help in this ridiculously long list of feats.” (“Oh yeah,” I remembered, “Cedela has twice as many skill feats as Kivran”). Diego, who played our witch, also had a very complicated build, and often mentioned how much anxiety he had before every turn.

Given the high level of systems knowledge these two players had — enough so that their idea of a fun time is “rebuilding PF1e classes in PF2e” and “homebrewing a variant system for crafting magic items” — I knew no one expected me to know it all and to get it right 100% of the time.

Challenge accepted

As we reached level 18 or so, I realized another thing that was different from 5e: It was still challenging.

At level 18 or 19, there was at least one battle where we were forced to retreat from a combat to avoid character death(s). In the same dungeon, we also came across a trap that, if run RAW, would have one-shot Kivran and outright killed her via the Death trait. (GM Josh ran it as “this seems incredibly overtuned to me; let’s just play it out and see what happens; no consequences”).

My general feel about challenge is: if death, and loss of your character, isn’t on the table, it’s not fun. Nothing means anything if it can’t be taken away, and, as I’ve said before, there’s no emotion that humans won’t pay to experience in the safe environment of a story. That includes loss, grief, and fear.

So to see us still struggling in a meaningful way — at the level where, in Out of the Abyss, our party was able to defeat multiple demon lords in a single battle, almost untouched — was really fucking cool.

Also, not only were the encounters challenging, they were interesting. One of my favorite fights in those high levels was when we were attacked by a living mural, which turned some of us temporarily two-dimensional. This led to Kivran being worn on the cloak of her beloved Cedela for the rest of the session — a situation which had surprisingly few downsides!

Or, as the GM said, when I asked if I could still take the Demoralize action as a 2D picture on a cloak: “Sure, because Cedela’s ass does not quit.”

The end of the road

Finally we reached level 20. I will admit, at that point, the challenge did sort of vanish. I permanently had a raised shield, I could use Glimpse of Redemption and Shield Warden on the same ally at the same time, and I could make monsters shit their pants with fear just by walking into a room. We crushed our way through the final dungeon in record time, and it seemed like nothing could stand up to us for more than a couple of combat rounds.

Given that, the final battle might have been astonishingly anti-climactic… except that the other players did everything they could to make it awesome.

Zokaratz threw out some, um, ill-advised spells that caused the room to start falling apart around us, video game boss battle-style. At one point Lucio was climbing up the wall with Zokaratz on his back to escape the collapsing floor, and Shep’s bear eidolon was scrambling to avoid falling into the ever-growing pit at the center of the room. As part of a scripted death, Cedela exploded in a fine mist of blood upon striking down the Big Bad, splattering Kivran (who was fighting beside her). It ended with us all piling into a portal to Shadow Absalom to escape the falling tower, in a “come with me if you want to live” moment.

It was easily the most epic final battle I have ever seen in a tabletop campaign. (Yes, even moreso than Out of the Abyss).

In Conclusion (for now)

That final battle was definitely a high point to end on, and that informs the positive tone of this post. But it is interesting to think that if I had stopped playing at certain points, my opinions might never have evolved to this level, and I might be telling everybody about what a bad experience I had and how I’d never play Pathfinder again.

I also think that if my group hadn’t been so ding-dang awesome, it wouldn’t have been as enjoyable. I can easily picture playing with a less experienced group, where we were all confused by the mechanics. That picture includes hours of time wasted looking up and arguing over rules, and it just isn’t pretty.

I can also picture a boring final battle, if we had all played optimally and just beat the boss until they were dead. And without the RP and character development I put into Kivran (and which the others nurtured), I wouldn’t have been as invested in the outcome.

Lucky for you, it’s been a positive experience, and I still have lots more to say about it. Next time I’ll get more detailed on how crunchy the game mechanics are, and help you to answer the question of “would I enjoy this game?”


Featured image: Party art by Iisjah Art/Natalia Komuniewska. An early iteration, since we still have Jabi and Nath!

Fanfic Journal: “The Tide Falls Away”

Featured image by Eric Ward on Unsplash

A Pathfinder 2e/Agents of Edgewatch fic, starring my redeemer champion Kivran.

Read “The Tide Falls Away”

Summary

It was easier to think of that than the goddess who awaited her in the dry land of death, the one she had disappointed in her grief.

Kivran Sulla, champion of Iomedae and soul warden of Pharasma, has lost three companions in the same number of months, and she’s just stopped saving Absalom long enough to grieve. The only person she can ask for advice is her mother, former adventurer and highly-placed paladin in the Seventh Church. Unfortunately, she’s just about given up hope that her mother will approve. Of anything.

Takes place in the fifth book of Agents of Edgewatch, but there are no significant spoilers.

Front Notes

All lyrics are from Dar Williams’ “The Tide Falls Away,” a song which gave me some serious Kivran feels.

This takes place in book five of Agents of Edgewatch (just after chapter two, I think?), but I’ve cagily avoided any direct spoilers, so it should be safe to read even if you haven’t played or finished the adventure.

End Notes

Behold: the closest I will ever get to writing a songfic 😉 And now I inflict this self-indulgence on you!

Some notes:

  • Aside from the song, which was the proximal cause, another impetus for this fic is how many character deaths we’ve had in this campaign — three, and one player is now on his third character. (Death effects suck). I wondered how Kivran would grieve that. Especially when she had some down time to reflect on it. Especially when in close proximity to her mother, who doesn’t take this whole “joining the Edgewatch” and “becoming a soul warden of Pharasma” thing very seriously. 
  • Way back when Kivran’s mom first appeared “on screen,” the GM asked me what I imagined her being like. My response? “Imagine a female version of Henry Spencer from Psych.”
  • If Ameredine is Henry Spencer, then Carlo is the father from Pride and Prejudice!
  • The “gang leader in the Docks” was a real NPC who Kivran became obsessed with. Kivran’s Battle Cry, appearing out of the shadows in their final conflict, was “your hair smells terrific.” It was a crit success; Frightened 2 🙂
  • Re: sensing Cedela’s alignment: that was the moment when Kivran probably said, “oh yeah, I did once have Sense Alignment before I retrained.” And also that she’s seen Cedela damaged by good/positive damage.
  • I figure Ameredine probably was involved in one of the Mendevian Crusades.

Other party members, for name reference:

  • Shep, leshy summoner. Sorry for calling her a “sentient berry bush.” I guess Kivran is a little fauna-ist.
  • Lucio Merenas, Taldan human swashbuckler (played by my husband). 
  • Zokaratz Vir, fetchling witch from Shadow Absalom. This player previously played Jabi (a kobold alchemist who retrained into inventor. And yes, he did really have an animated rope with button eyes as a construct companion). 
  • Cedela, Galtan human rogue. Who totally doesn’t have the Grey Gardener archetype 👀This player previously played Frøya (an Ulfen human thaumaturge) and Nathraak (a Varisian human magus).

Also! Since the last Kivran fic I wrote, I haven’t shared the art that I commissioned from Kii Weatherton. Please enjoy!

Letter to the Seventh Church

This is a letter my Pathfinder character Kivran wrote to her mother, a high-ranking paladin of Iomedae in the Seventh Church in Absalom –basically informing the clergy of her crisis of faith (and also hey, Mom, I joined the Edgewatch).

This resulted in her being summoned to the Church for a “come to Jesus Iomedae” chat with one of the ranking deacons, so: mission accomplished.

I was rather proud of it, so I thought I’d post it here. I was going for an overly formal and somewhat melodramatic tone, and I think I nailed it.

Very minor spoilers for Agents of Edgewatch.

Enjoy!


To Knight-Faithful Ameredine Sulla, greetings.

In accordance with the rules of the Seventh Church, I, Kivran Sulla, knight-acolyte of the Tempering Hall, write to inform you of my whereabouts and intentions.

When I left the Tempering Hall some six months ago, my course was yet unclear. Unlike many in the service of our Lady of Valor, I felt no need prove myself in battle, and I was unsure where my talents might be best put to use. Indeed, my time in close contact with the faithful left me with more doubts than I had when I began my initiation. These doubts I shared with the spiritual counsel of the Tempering Hall, but their words did not put me entirely at ease. I believed I would need to seek wisdom from Iomedae’s own hand at work in the world.

For some months I have been serving in one of the units of the Absalom guard — one whose name I will not speak, but suffice it to say, it is very close at hand to the Seventh Church, and yet in spirit vast eons apart. It has been eye-opening, and has given me an levelness of view towards the faithful of all gods and goddesses, not merely the Inheritor’s own. It will perhaps surprise you to learn that other faiths have as much to teach about how one lives with truth and honor as the Seventh Church itself does.

I soon felt I had grown beyond the walls of the Ascendant Court, however, and when the opportunity to join the Edgewatch presented itself, I jumped at it. Where better to learn about the gods of Golarion and their faithful than at the Radiant Festival?

Four days I have served the Edgewatch with the same fidelity and honor that I showed in my studies at the Tempering Hall. To be quite honest, it has tried me — perhaps further tempered me.

I am sure you will find the sordid details of the affair in Mr. Vancaskerkin’s tabloids, so I will omit them here. But the mere words of a reporter cannot reflect the change written on my heart.

While Iomedae’s justice may be sublime in the living world, what I have come to understand is that her blade does not penetrate the veil of death. For some time I have asked myself: what is honorable, when all crumbles before us? What is loyalty, when our own bodies betray us in the end? What does it mean to rule, when even kings die? What does it matter that serf does not bow before his lord, when his life is mere days compared to the eternity he will spend beneath the earth?

I found no answers, because those were not questions Iomedae could answer. That question is for Pharasma alone, who rules the vast dry land beyond the grave.

And the answer I have received is this: a good and honorable death may be more important than a good and honorable life. 

Did you know? The streets of the Precipice Quarter are built upon the bones of our ancestors. One day my fellow agents and I came across some workers who were battling skeletons — walking corpses, animated by fury. What made them so furious, so desperate, in death? Did they perhaps die without faith in one of the gods of our land? I entered the hole they emerged from, and learned the sad and simple truth. They had been interred alive, due to some terrible accident — a cave-in, a locked door, some shoddy construction, I don’t know.

I could see how they would have lived their last days, close enough to the surface to see light streaming down on them through a grate, but too far to call for help. How must that have felt? How that must have rent their souls, the divine cruelty of it all!

Of course they were furious. Of course they were desperate. They had been abandoned by their gods. I felt sorrow and revulsion in equal parts — sorrow for the mortals they had been and the dreams that had died with them, and revulsion at the twisted abominations they had become. I burned with rage to think how they had been denied Pharasma’s judgment at the last — how even in death they were not at peace.

I felt a duty to end their suffering, to put them to rest. To give them the mercy they had been denied.

Indeed, I have taken an oath to this effect — one many of our temple take, to put the undead to rest. But I suspect my reasons are different.

The Pharasmin priests of the Precipice Quarter have been very accommodating, and have been teaching me their rituals of rest. Despite the hardship of the past four days, and the terrible things I have seen, I have felt peace in my heart from this small power the Lady of Graves has granted me to make the world right.

Perhaps I have found where my talents are best put to use.

This letter has gotten very long, so in summary:

I am well — stronger than ever, and my heart is light. You may write me care of Edgewatch Station in the Precipice Quarter. I will serve both Iomedae’s judgment and Pharasma’s mercy, as best as I know how and as long as I live. 

Your sister in faith and your obedient daughter,
Knight-Acolyte Kivran Sulla


Photo by Nicolas Brigante on Unsplash

Five months of Pathfinding

(This started as a repost of a few bullet points about PF2e mechanics that I wrote on Facebook. Then it turned into a novel. Why am I like this?)

After I wrote my what I’m looking for in my next campaign post, I decided to apply to a Pathfinder 2e game that was advertising on /r/lfg. I was interested in giving PF2e a try, because I was getting mighty sick of Wizards of the Coast’s continual missteps on issues of inclusion and representation in D&D. I had heard that Paizo Games — the makers of Pathfinder, another fantasy RPG — were better in this regard.

I made some errors in judgment while lurking on /r/lfg, but joining this game was not one of them!

Wtf is Pathfinder, anyway?

For context, we need to go back to D&D 3.5e, and its Open Gaming License, which allowed other creators to piggyback on its rules system to build their own games. Many creators did this, and I had some experience with them — I played a lot of Crafty Games’ Spycraft and FantasyCraft, in particular.

Paizo Games, and Pathfinder 1e, came out of this. Originally the creators of Pathfinder were working directly with WotC, until WotC screwed them over in some way, so they went off and formed Paizo. (A fellow player provided this much better article as a detailed explanation).

“I’m going to go build my own games company! With kobold blackjack! And goblin hookers!”

The world of Golarion also came out of this — presumably because they could no longer use any of the brand-identifying D&D settings.

I never played PF1e, so I can’t say much about it. But from what I understand, it was incredibly similar to D&D 3.5 — so much so that people called it “D&D 3.75.”

Then came Pathfinder 2e in 2019 — arguably in response to the incredible popularity of D&D 5e. More importantly, PF2e refined many of the systems from PF1e, doing away with some of the more annoying aspects of D&D 3.5.

Given that, I initially expected a game that was more like D&D 5e. But PF2e is definitely its own unique system, and still feels more like 3.5 than it does 5.

The Campaign

I joined a game with a bunch of pretty woke players, playing Agents of Edgewatch, a pre-written Adventure Path designed to take your character from level 1 to 20.

This was not a neutral choice, it turned out, but it would turn into a good example of Paizo’s relatively strong voice for DEI in the games industry.

In AoE, you play fantasy guards at a fantasy world’s fair. I suspect Paizo was going for a buddy cop movie/Brooklyn 99/Discworld Guards sorta feel, but the book had the misfortune of being released in July 2020.

… you know, the month George Floyd was murdered and protests against police violence erupted across the U.S.

That definitely gave me pause, but this was the first test, for me, of how Paizo would handle such an issue. In this regard, I was generally pleased. Apparently the publisher, Erik Mona, issued a public apology for the insensitivity that implied, and options were added to play as adventurers looking for work, or to make all damage non-lethal without the usual mechanical penalty.

(Btw, I came to all this after the fact — Paizo/Pathfinder wasn’t really on my radar in 2020. But this was on my mind as the group deliberated what to play, and this is what I learned as I investigated).

My group chose this adventure rather than the other AP that was offered, Extinction Curse. I can’t speak to how my fellow players made their decision, but mine was informed by my Pathfinder-playing friends, who judged it as the better written of the two APs. Forging forward with that decision, we opted for the “assume non-lethal damage” option, but we still decided to go with the fantasy cop angle.

So far I don’t feel like anyone’s abused it, although I am still bothered by the fact that — since you’re not exactly dungeon-delving in this game — all your cool stuff comes, basically, from civil asset forfeiture. That’s definitely kinda YIKES in my book. But when you’re taking stuff from a half-elf you find up to his elbows in flayed humanoid skin, it feels a lot less awful.

(We still feel bad about accidentally killing Rusty the Rust Monster, though).

Currently we are level 4, and have just defeated the villain of book 1.

My character

I’d wanting to play a paladin in D&D for a long time. In Out of the Abyss, I watched my fellow player Justin have a helluva good time with his dragonborn Oath of Devotion paladin Gaulir. I found myself saying, “Yeah I want to smite things, too!”

Also, you may recall I’m a big fan of this fic, where the original female main character is a paladin of Kelemvor (a newer god of death who arose out of the Time of Troubles) who once served Torm (god of duty, loyalty, righteousness, and law).

The PF2e equivalent of a paladin is champion. (“Paladin” is specifically the lawful good subclass of champion). Additionally, in PF2e, what god you are a champion of is actually important — in 5e it feels more like flavor text. So I knew what god I picked to be a champion of was really going to matter.

The (very) rough equivalents of Kelemvor and Torm in the world of Golarion are Pharasma and Iomedae, both goddesses. I decided my character — who I named Kivran — was going to be a redeemer (NG) champion of Iomedae, who was beginning to have doubts about the righteousness of her path. She had looked at how the divine right of kings was used as a bludgeon against the less fortunate, and begun to ask herself, “What is honorable in the face of suffering and death?”

Mechanically speaking, I ended up taking the Godless Graycloak background which… might not have been the best choice? It’s literally the atheist/non-religious faction of the Absalom guard. But I saw it as reactionary to corruption Kivran saw in the temple of Iomedae.

To summarize: she had lost faith in the clergy of Iomedae, but not the goddess herself.

I also gave her a family history where she was an only child, and her mother was an adventurer and a paladin of Iomedae. Thus she had been raised with the expectation that she would become a champion of Iomedae, too, and felt some pressure to join the temple before she was 100% ready.

I saw her trajectory as a character as moving from being a champion of Iomedae to a champion of Pharasma, but it turns out mechanically speaking, that’s kinda hard to do in PF2e!

One of my fellow players pointed out that I could use the Splinter Faith class feat to do this, but a) it doesn’t seem that mechanically useful; it just gives you access to a different set of focus spells, which are super limited, anyway. Point B) there’s actually not that much of a splinter between Pharasma and Iomedae. As my GM put it:

Iomedae: be valorious! do good! smite evil!
pharasma: oh, and to undead, too!
iomedae: yeah, what she said!

That said, the GM has been very accommodating, playing up or modifying aspects of the adventure to show Kivran’s growing interest in Pharasma and sorrow for the fate of those who become undead; he even wrote up a ritual of rest that Kivran has taken to using after destroying any undead. I also took the Shining Oath feat at level 3 to further expand this angle of her character.

L0ng story story, I’m still figuring out how to express this inner tension mechanically. My current leaning is to pick up the cleric archetype for Pharasma, but we’ll see.

Anyway, this is the random piece of fantasy art I picked to represent Kivran. Turns out the options when you search “female paladin fantasy art” are kind of awful.

One of the few that didn’t involve chainmail bikinis, mesh shirts, or high heels.

Kivran is a human of Taldan heritage, so I needed to pick an appropriate last name for her, too. It seems like a lot of the Taldan names are Latinate in nature, so of course the first thing that came to mind for me was the Roman general Lucius Cornelius Sulla, possibly because I’ve listened to a lot of Hardcore History.

Hence: Kivran Sulla, native of Absalom, only child of two adventurers, troubled champion of Iomedae, former Graycloak, newly a devotee of Pharasma.

… also, thanks to a combination of factors, the party’s mom. (Glimpse of Redemption reaction, an undercover operation where I had to pretend to be the druid’s mom, said druid yelling “Moooooooom!” whenever she took crit damage and wanted me to use said reaction, and dubbing of said ability as Mom Glare).

The rest of the party

We started out as a group of four, but one player stepped away after a couple of months, and two more players joined — including my husband Matt.

The other two original characters were:

  • Nathraak, human wizard from the bad part of town (the Puddles). He has a history where he got arrested for practicing unlicensed medicine, which got him interested in law, which eventually led to him becoming part of the guard corps for the Puddles. (And, eventually, the Edgewatch). One thing I think is super interesting about Nath, mechanically, is that he really doesn’t cast a lot of spells. He seems to be built to do two things: counter spells, and heal with the Medicine skill rather than magic. Occasionally he also yeets his staff.
  • Shep, the leshy druid, and her bear companion Berry. She likes to remind us that the Starstone Isle is not entirely the city of Absalom and does in fact have wilderness. She also pretends to be offended by jokes about leshy, casts Electric Arc a lot, and once disguised herself as a human child and pretended to be Kivran and Nath’s kid.

About a month ago we were joined by:

  • Jabi, kobold alchemist, who we met when undercover in a sketchy club. Very nervous and generally high on some kind of mutagen. He also comes with his pal Rope Snake, who I’m still not sure is a real snake or some kind of construct.
  • Lucio Merenas, another Taldan human and swashbuckler from a family down on its luck. This is Matt’s character.

    (I feel kind of bad for Matt, because he joined the campaign right before we fought two big bad humanoid enemies. Thus the story of his game thus far has been failing to Tumble Through the squares of enemies with ridiculously high save DCs. I think he’s still having fun? But that’s at least part the awesomeness of the group itself).

I like the style of play in this group. It scratches my itch for both roleplay and tactical combat, for sure. It’s also a good level of seriousness for me — people clearly care about the adventure and their role in it, and they’re minimally distracted during game (I’m probably the worst about distraction, especially since it’s Thursday night right around when my ADHD meds start to wear off…) But no one is playing an edgelord character, either, and we often fill Discord with memes and gifs OOC.

On the whole, I feel like I got what I was looking for in my original post!

The party, lined up for photos at the end of last session. Things got rough.

And finally, what I came here to say…

Mechanically, I have some Thoughts about how this plays as an RPG system, having played for a few months now:

  • Most important: I’m having a lot of fun.
  • It is WAY crunchier a system than I was expecting. There’s a reason they call it Mathfinder.
  • At the same time, that crunchiness brings a lot of options, allowing you to build the sorts of characters that would be impossible in 5e.
  • Yes, yes, rules-light systems exist, but sometimes what you want is to roll high numbers and feel like a fantasy badass.
  • That said, you don’t roll a lot of high numbers at lower levels, it seems. It’s hard to feel effective when you’re level 4 and you absolutely cannot hit a target to save your life.
  • You do feel pretty badass, though, when Shield Block saves you from eating an owlbear’s crit at level 1.
  • That’s another thing — you really feel like a whole character starting at level 1. One of my least favorite things about 5e is that you don’t really gain class identity until you pick your subclass, which for quite a few isn’t until level 3. In PF, you get it right at level 1. It wasn’t like Kivran had to do a rotation to decide what sort of champion she wanted to be.
  • PF2e has moved on a lot from its origins in D&D3.5, but one thing that remains: you have to min-max to some extent or you will have a bad time.
  • … why yes, I AM still traumatized by memories of the miserable 3.5 campaign I was in, where I spent most of my time stuck in melee range as a half-orc archery ranger constantly failing Will saves.
  • Luckily, I do enjoy min-maxing to some degree, and more importantly I know a fair number of people — both in my game and out — who are happy to provide guidance. Also this PF2e champion class guide helps.
  • I feel like the classes are pretty well balanced, at least across a representative sample of enemies. There are definitely fights where I feel more effective than others — and I’m sure, given their relative strengths and weaknesses, Nath and Matt feel the same way — but I also don’t look at the druid or wizard and be like, “okay, I will never be that effective.” CoDzilla, it is not.
  • Everything is a feat. And you get a LOT of them — even without variant rules, you get something like 11 class feats alone by the time you get to level 20. (Not counting skill feats, general feats, archetype feats, etc). I had to create my own cheatsheet just to keep track at a high level of everything my feats allow me to do. And this is level 4 — I imagine it will only get worse as we get higher level.
  • Each feat alone is generally a pretty small or niche benefit. It feels weird to take a feet that, say makes you better at climbing, but when you get so many of them…
  • Feats build on each other and combine in interesting ways.
  • There seem to be fewer feats that are outright traps in PF2e compared to 3.5. (Although one could argue that the Group feats are, at least in this campaign, where our GM never bothers with the rule that Diplomacy/Intimidate/etc can only be used against one target at a time. Why yes I’m still annoyed I spent points on Group Impression).
  • This is a system where it REALLY helps to plan out your character to level 20 in advance, since there is a lot of “how many class feats will I have by X level, and how does that affect what feats I take now, or what prerequisite feats I take?”
  • Relatedly, my kingdom for the free archetype variant rule to be included in the web version of Pathbuilder!
  • I like the three-action system a lot; it gives a lot of flexibility that you just didn’t have with 3.5’s “move and two actions and also you get a five-foot-step” system. I can move twice and raise my shield! I can attack three times!(admittedly with an increasing penalty after the first attack)
  • While ranged attacks in melee range still provoke attacks of opportunity (*shudder* *flashes back*) I enjoy that attacks of opportunity aren’t something anybody can do. Generally only fighter or champion PCs can get them, and in monsters, you can usually guess by what sort of creature it is.
  • For all that it is a crunchy system, combat doesn’t bog down or interfere with RP the way I remember it doing in 3.5. Maybe it’s the campaign level; maybe it’s that my fellow players seem to actually, yanno, plan out what they’re going to do when it’s not their turn. Anyway, it’ll be interesting to see how it works out at higher levels, when we all have more feats.

In conclusion

This has been a really long way of saying:

I’m liking Pathfinder. It’s different, but in good ways. I really like my character and I feel invested in her success. I like my fellow players and I like the style of play. I like options that aren’t continuing to give Wizards of the Coast money as they continue to do shitty things.

I still wish Pathbuilder worked for me, though.

That’s all, folks! Tell me about your own Pathfinder experiences, and revel in telling me where I’m wrong.