Im about to play in a Pathfinder campaign where we will be planehopping a lot.
Can you suggest any classes, feats, playstyles, general tips for planehopping? We will be fifth level.
>>49394454
>planehopping
What is planehopping? For a newb.
It means traveling a lot between planes of reality
Pick a class that is self sufficient and does not require a lot of gear or time to sit down and make things.
Also, find some axiomatic and anarchic weapons just in case.
Ask your GM if you can use this class.
>http://alcyius.com/dndtools/classes/gatecrasher/index.html
you probably won't be able to, since most "gatecrashing" games are just "The DM gets bored quickly and railroads to hell so don't expect agency."
Warlock and Summoner are good classes for interplanar stuff, just for thematics.
Build around the concept of being a planar traveller.
>>49394454
Can't go wrong with a Paladin. You will almost certainly spend a decent amount of time in the Evil planes.
>>49394454
Standard cosmology or alternate worlds/universes/etc.?
Currently in a game the latter variety, lots of fun. One world we went to worked on fighting game physics because there was an artifact that enforced those as the rules of that reality.
Anyway, in either case, if there are any options that let you pick up bits and pieces of power from defeated enemies, that can always be useful.
>>49394454
Ask your GM if you can use 3.5's planes instead of Pathfinder's. Pathfinder's planes are boring as shit. There are 3 or 4 books in 3.5 dedicated to just fleshing out the various planes, all of them are excellent.
Look into the Horizon Walker prestige class, iirc it's got a Pathfinder version. Alternatively, Rangers should be able to take other planes as favored terrain.
As an aside, isn't Plane Shift a 7th level spell? Planehopping in general is kind of high level stuff and a lot of planes are super dangerous to even enter. Most of the protection spells that would let you survive (beyond Resist Energy and such) come online higher than level 5.
You're going to want to be able to burrow, fly, breathe water, and survive fire just for the elemental planes. Higher and Lower planes might have elemental associations, too, but you'll also need ways to deal with Outsiders and their alignment based DR. Be aware that stuff like Banishment won't work on them because they'll be on their home plane, but will work on you. Be sure to pack Death Ward if the Negative Energy plane is on the menu, and I recommend avoiding the Positive Energy plane entirely.
If the psychic classes in PF have the same ability to often get by without gear they do in 3.x they are probably a good pick.
Paladin with weapon bond (probably an archer) also seems useful. Maybe even into Champion of Enlightenment if you roll great on stats.
>>49394454
Ignore everyone else, if you are traveling planes you must be a caster. There is no option to do otherwise, because you will end up in a bullshit plane through GM mistake or baffoonery and you will only survive with spells.