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The Kingdom of Aeternum (Pax Gaming)


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Goblin Squad Member

Szioul wrote:
Maybe a small fee to use the (hopefully well patrolled) road between two settlements to transport goods. The two settlements would probably need to agree to split the profits and the responsibility for patrols, and be able to trust each other. They could either hire CCs or use their own manpower.

Or make that a condition for sponsorship? "We will sponsor you if you agree to keep our caravans safe from the bandits that Blaeringr is reporting our movements too." :D

I also like the rent idea!!

Goblin Squad Member

Björn Renshai wrote:
Szioul wrote:
Maybe a small fee to use the (hopefully well patrolled) road between two settlements to transport goods. The two settlements would probably need to agree to split the profits and the responsibility for patrols, and be able to trust each other. They could either hire CCs or use their own manpower.

Or make that a condition for sponsorship? "We will sponsor you if you agree to keep our caravans safe from the bandits that Blaeringr is reporting our movements too." :D

I also like the rent idea!!

If we allow CC's outside of our own organization to put down roots, it will in all honesty be a bit more complicated that one single element. It might even be covered in a written alliance contract.

The rent idea is a little bit brilliant Szioul. Not that I expected anything different from ya :P

Goblin Squad Member

Good point Björn, but it would probably be better to not have an obligation for patrols, but something that gives you lower rent. If a CC that's focused solely on the production of cheese wants to set up production in(and just outside) the settlement, they could pay higher rent if they weren't combat oriented, or just didn't have the time to patrol/guard.

Another source of income could be the bounty boards, if the settlement controls it. You want to post an open contract for a resource purchase/caravan escort/guard duty/etc? Pay a nominal fee and have it posted on the bounty board right outside the town hall/in the middle of the market or at the gates.

Goblin Squad Member

We'll have an incredibly active bounty system, I'll probably be tinkering with bounties on a daily basis to make sure there are plenty to keep us active as well as keep our crafters fed with whatever they need. I look at it as a perfect opportunity to create an endless series of one-shots or adventure paths in good old Pathfinder GMing fashion.

My goal is to be able to use the bounty system to create a diverse set of intertwined story arcs that will have various players, whoever fill the bounties, interacting in hopefully fun and memorable ways. It fills the drive to GM without takin' away from my time crafting siege weapons...

And that's just me, let alone whatever plans Dak and other officers have.

Goblin Squad Member

Kard Warstein wrote:

We'll have an incredibly active bounty system, I'll probably be tinkering with bounties on a daily basis to make sure there are plenty to keep us active as well as keep our crafters fed with whatever they need. I look at it as a perfect opportunity to create an endless series of one-shots or adventure paths in good old Pathfinder GMing fashion.

My goal is to be able to use the bounty system to create a diverse set of intertwined story arcs that will have various players, whoever fill the bounties, interacting in hopefully fun and memorable ways. It fills the drive to GM without takin' away from my time crafting siege weapons...

And that's just me, let alone whatever plans Dak and other officers have.

During our planning stages, I hope to flush out a bounty hunting CC solely for those that want to primarily hunt down criminal players.


Kard Warstein wrote:
crafting siege weapons.

Exports will also probably tie in closely with the revenue of the Kingdom. People will pay for things that take a while to create and if we can create those complex items faster either due to numbers or skill, that could be a deciding factor in other Settlements survival.

Something else to look at is travel patterns once the landscape takes shape. Location plays an important role in regards to security vs revenue. If the location is tucked too far away, it'll be less appealing to purchase from us, if for a few extra coin, they can get it from a closer source. What good is us producing siege weapons faster than others if we aren't located close enough to make exportation reasonably feasible.

If we do set up right on a main travel route, it increases vulnerability. I am very interesting in see how real world logic applies in game when it meets players and mechanics.

Goblin Squad Member

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A lot of that will depend on how watch towers end up working. If they have some NPC protection element so they don't have to be manned by players, then it would allow for us to have sentry points along our well traveled routes. Even if they don't have npc's assigned to them, even just getting notice of bad types would be fine. I just dunno how it'll all work.

Regardless we'll be able to upgrade roads themselves, so we'll want to keep them in good shape so our speed is increased. Infrastructure will be important.

Goblin Squad Member

Kard Warstein wrote:

A lot of that will depend on how watch towers end up working. If they have some NPC protection element so they don't have to be manned by players, then it would allow for us to have sentry points along our well traveled routes. Even if they don't have npc's assigned to them, even just getting notice of bad types would be fine. I just dunno how it'll all work.

Regardless we'll be able to upgrade roads themselves, so we'll want to keep them in good shape so our speed is increased. Infrastructure will be important.

"All roads lead to Aeternum"??

:D That would be interesting!

How much of the infrastructure will be in the player's hands? By infrastructure I mean; roads, dams for rivers, blazing mountain trails, etc.

Goblin Squad Member

What they've mentioned so far is we'll have the ability to lay roads on surfaces that can accept them. This includes being able to make docks for waterways and shipping for rivers and lakes (pirates anyone?) and making bridges so roads can go over waterways. Apparently we'll be able to upgrade these roads so fast travel and caravans and the like travel faster when on the road. Also the roads will be able to be destroyed by players.


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Just don't charge a toll.... the River Freedoms :D

Goblin Squad Member

No way, we'd just put up a bounty for bandits in the area, and get some CC's out looking for 'hideouts'.

Goblin Squad Member

And that makes me wonder how ships will work in the game. I could see CCs that are just a ship(or a few ships), depending on how much infrastructure you need to build, repair and maintain them.

Goblin Squad Member

I don't know if they'll be that interactive, but I hope so!

Goblin Squad Member

Well, this game is supposed to be a constantly evolving community driven project thingermagajiggy. We can only hope that as the game progresses such in depth options become available.

Goblin Squad Member

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I see we are back to using technical terms aren't we, Mr. Thunderkeg.

Goblin Squad Member

Szioul wrote:
And that makes me wonder how ships will work in the game. I could see CCs that are just a ship(or a few ships), depending on how much infrastructure you need to build, repair and maintain them.

That would be awesome if we could have and use boats!!!

What other things do you guys hope that we will be able to use and operate?

Goblin Squad Member

Traps. I have high hopes that crafting skills like locksmith and traps will be utilized. Being able to set up traps, particularly conditional ones, at various points could do a lot to adding another layer to the game.

Basically I'm hoping for the vast majority of the non-combat stuff from Pathfinder to be the focus of the game, rather then hack-n-slash.

Personally, I want to build and live in the River Kingdoms. If I just wanted to kill stuff, I could play every other game out there.

Goblin Squad Member

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Kard Warstein wrote:

Traps. I have high hopes that crafting skills like locksmith and traps will be utilized. Being able to set up traps, particularly conditional ones, at various points could do a lot to adding another layer to the game.

Basically I'm hoping for the vast majority of the non-combat stuff from Pathfinder to be the focus of the game, rather then hack-n-slash.

Personally, I want to build and live in the River Kingdoms. If I just wanted to kill stuff, I could play every other game out there.

+1

I was thinking/hoping that there will be a lot of crafting options available to the players! More then in typical MMO's. Like if I want to just make furniture for player houses, I can train in carpentry. Or if I want to actually be the one that builds player houses or guild houses, I can go into Masonry or something similar. Now that would be cool, if you would have to actually hire someone to build your house or settlement even.

Goblin Squad Member

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I hope that buildings won't just be physical nodes that represent economic or political values. At least in its future I hope structures have form, are customizable, and are able to be build into OR around terrain.

Goblin Squad Member

From my understanding of what I read in the Dev blogs they probably will just be place-holder buildings at launch, but they plan to make them able to be decorated etc. like houses in SWG. Personally I'm fine with it as long as they get it's released with or before Settlements are.

Goblin Squad Member

So I was thinking that one of our settlements should have a Dark City feel to it. However since I wasn't in Pax in the SWG days, how would we go about that? Was there anything specific that DC had, anything that we can use that wont break immersion?

Goblin Squad Member

Not really, it was a hard-core imperial settlement, and we were 'bad guys' at the time, at least in the broad scheme of things. Not just the tech, but the 'feel' of the place wouldn't really fit in well with what we're shootin' for here, feel or universe wise. This time we're the good guys! Plus making things anew is half the fun ;)

Goblin Squad Member

The most obvious thing I can think of, would be an analogue of "The Drunken Rancor".

Goblin Squad Member

Szioul wrote:
The most obvious thing I can think of, would be an analogue of "The Drunken Rancor".

Well we are going to have, "The Talking Head." So I think we have that covered...

Okay well then never mind...

If anyone has any question about Pax, feel free to ask or go to our website.


I think my personal house will be a tower or some kind of basement/subbasment attached or near the tavern. (just so I can slip regular healing potions into peoples soups and ale). Or maybe see the occasioal bard. Anyway name Arlock class mystic thurge (divine/arcane spell class for those who are unfamiliar with it.) Figured I'd come to pax to try my hand at the community and see how I can help. my speciality is Golems and in-game laws and protecting them. Witch means I'll be looking for Dak's bouty lists and opening up parties and plans to hunt these guys down...when I'm not mixing potions or scrying scrolls. I also hope golems are a part of the PFO game even if they are not in upon release I mean how cool would it be if we had a golem brute squad? out of game I'm fun loving and a little busy with work all the time.

Goblin Squad Member

Welcome Arlock Blackwind! I agree the ability to craft golems would be cool. I think that would fit right into Ryan's argument that fielding a dragon is balanced due to the huge amount of work necessary. By that argument, golems...even if they appear OP are balanced by the amount of time/work involved in acquiring them. Your opponents are afterall, welcome to put in that same preparatory time and effort.

I certainly hope this is true.

Goblin Squad Member

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Forencith wrote:

Welcome Arlock Blackwind! I agree the ability to craft golems would be cool. I think that would fit right into Ryan's argument that fielding a dragon is balanced due to the huge amount of work necessary. By that argument, golems...even if they appear OP are balanced by the amount of time/work involved in acquiring them. Your opponents are afterall, welcome to put in that same preparatory time and effort.

I certainly hope this is true.

I do hope for things like that, under the very solid condition that in addition to the work put in, there should still be the fiat, that they are indeed destroyable, and thus said long amount of work would have to be repeated.

If they did something like 2 years of work, for a permanant golem, that then can be re-summoned with little work afterwards if destroyed. Then it develops into a huge overpoweredness.


I CAN'T BELIEVE GEORGE RAN THE GOLEM OFF A CLIFF AND BROKE IT! WE'RE GOING TO MAKE HIS LIFE HELL!

Goblin Squad Member

100% agreed Onishi. Even with a huge initial time and resource cost for these powerful allies/weapons/vehicles/platforms, they should be...until dead. If you don't take care of even your expensive things they break. Fielding a dragon should be a gamble, you risk losing it...in that it can be destroyed, but at the same time what is the point of having it if you never use it.

They should be strategic considerations, not "I win! buttons". I could see forces doing their best to appear weak in order to lure out these weapons...only to turn around and crush them as a way of removing them from a foes arsenal for near future engagements.

Goblin Squad Member

Was wondering about the Planetside 2 Server/Faction selection for PAX. I am trying to band together other charters and alliances to fight for a common cause. Since PAX seems to already have a formal group already I think it would be wise to find out where you guys are launching so we might be able to fight side by side some time.


Getting back to crafting for a moment. If the vehicles/golems/ships/airships/other potent magic items- DOES come into play early after release what will our main focus be? offensive cannons/seige wagons? defensive whatch towers? golem/sentry/guardians? each one could potentially be a huge asset or a collasle waiste of time. with war equipment we could take down stronger and better fortified areas for our community or we could build defensive structers to create an ideal area for resting/trading. then there is always the idea of having moble offense/defense creatures like golems and others like golems (animated objects summoned devils/angels/protons/magic creatures). what kind of golems do we want? Iron stone flesh mithril bone adamantine!! Thats another one what if devil summoning oe celstial assistance is possible? we could potinually have spent 5 months building an mithril golem and have someone spend five minits summoning a demon and our golem gets destroyed. Or we spend two months building a ship and some idiot sinks it. All based on cost vrs reward I guess just like eve online.

Goblin Squad Member

@Jak, it's Pax not PAX.

Goblin Squad Member

Arlock Blackwind wrote:
If the vehicles/golems/ships/airships/other potent magic items- DOES come into play early after release what will our main focus be? offensive cannons/seige wagons? defensive whatch towers? golem/sentry/guardians? each one could potentially be a huge asset or a collasle waiste of time.

Way way WAY to early to tell on this, as the mechanics for this type of thing haven't been discussed in detail, and until we're actually in-game and can see how things interact, it's all just wild speculation.

Our primary goal is creating a stable Kingdom from which everyone can prosper through trade, alliances, or joining us out-right. Will we have a strong military? Of course, such a thing is a requirement to hold onto our claims. As far as building the equivalent of Boss Mob companions, siege engines, etc. Yes. We plan on taking advantage of everything that's available to us that our members are interested in.

We'll never put all our eggs in one basket, however, and no one-aspect of the game will make or break us. The diversity of our community holds that we'll probably have our fingers in a lot of pies.

Goblin Squad Member

Including the pie industry.


I think thats best. It would probable more contructive to say what I hope to be in the game than to worry what we would be doing once it starts. I would say with a certin amount of confidense that feats like brew potion and scribe scroll will be in the game upon release (hopefully). I want my major developments early in the game to be closely tied to mass producing low level healing potions, or scribing my known spells to share with other wizards/witches of our community. If possibly I will avoid fighting random monsters/thieves unless absolutly nessasary at least until I have a good ground base on the class systems and a good volume of spells. leave the blood-work to the dwarves I say. If anyone can suggest any other ideas for a wizard/cleric please feel free to message me or post a reply. with any luck we'll see a diversity of interest in everyone and better yet the ability to do so. I guess time wil only tell.


well now that i have a better understanding of PFO lets change the subject. now that we know classes are being changed into skills. what are some of the skills you would like to see and how they work?

mine would be:
spellcraft- for identifying magic and using stronger magic
first aid- general healing skills and poison disease cure
knowledge skills- all of them for their respected catorgories.
weapon skill staff- you know why!

so what are the skills you are looking forward to working on?

Goblin Squad Member

JakBlitz wrote:
Was wondering about the Planetside 2 Server/Faction selection for PAX. I am trying to band together other charters and alliances to fight for a common cause. Since PAX seems to already have a formal group already I think it would be wise to find out where you guys are launching so we might be able to fight side by side some time.

Heyo there again Jak,

First note, Pax is not in any way affiliated with the Penny Arcade Expo, PAX. Think of Pax as in the roman variant of Pacis, or peace. No need to type it out in all caps :)

I am not sure where we are going with Concordia initially, but I do know Tyrrakk is heading up our division efforts there. I am sure he would be thrilled to answer any questions you might have.

Goblin Squad Member

Well A Game of Dwarves has recently come out, and I've been playing it quite a bit. I've discovered all it makes me want to do is play PfO... Is it done yet? :P

Goblin Squad Member

I have been playing Minecraft on a private server hosted by a Pax member with Forencith and Areks (Obakaru-Ru). It has a similar affect, even though I know there will be very little control over structures at launch.

Goblin Squad Member

Yeah Minecraft has been where most of my time has been going. I'll probably end up getting AC3 soon and sink my teeth into that, so if I disappear for a week or so, that's where I'm at. Oh and an upcoming Live Fire Exercise.

Goblin Squad Member

See TOR has somehow got my attention again. That is where I have been spending my time recently...

So having all this time before this game goes into Alpha, what are peoples plans for RP stuffs? Ever thought of doing some post-by-post RP sessions?

Goblin Squad Member

I was actually looking into getting a Pathfinder campaign going if there are no open slots on the Pax boards. That is once my schedule allows for a semi-routine schedule.

Goblin Squad Member

Areks wrote:
I was actually looking into getting a Pathfinder campaign going if there are no open slots on the Pax boards. That is once my schedule allows for a semi-routine schedule.

I know that Fish has room in his pirate campaign. If you want to give that a go.

So what games do you think are people currently playing until PfO comes out? I know I jump around a lot...


Hello all, I've been in Pax for a bit but have only just started looking at PFO seriously, and wanted to say "hello" to the Forums! I see some interesting discussion has happened here already. Also, nice to meet you all! :D

Goblin Squad Member

Thanks for stopping in Naxek

Goblin Squad Member

Nice to see you stop by Naxek!

Goblin Squad Member

You got tons to read, Nax. There's all sorts of stuff bein' talked about here :)


I've skimmed the whole thread, the discussion of sabotage was particularly interesting. In the meantime I'm trying to nail down my main, I wish we had more info on specific class mechanics atm! :P

Goblin Squad Member

It is okay... They are still in the developmental phases... I am sure we will get more info as time goes on! I am looking forward to seeing how the druid will play out.


Björn Renshai wrote:
It is okay... They are still in the developmental phases... I am sure we will get more info as time goes on! I am looking forward to seeing how the druid will play out.

Aye, we'll just have to wait! :P LotRO keeps me happy for the time being. ^_^

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