Arlock Blackwind's page

Organized Play Member. 222 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




As one of the abilities to building custom towns and cities in Pathfinder a type of feats and bonuses can be given. we know a city will have six stat scores related to how safe functional and well facilitated the hex is. bout how about Feats or skill marks maybe some of us can call them perks. made prior to a hex being claimed or even chosen upon claiming it. If memory serves a town feat can consist of almost anything from being demographicly isolated to being a focal point in arcane enegies. or a site of a holy relic or socialy intolorable to a certin species or all species except a few chosen special.

My question is. Who would want to see these implemented and if so how would you want to see it done? Would you want to see them made part of the hex unchangable by any means or would you prefer to choose them as you evolve your civilization in the hex.


So an Idea poped into my twisted little cranium today. In the kingmaker adventure path there was a tournament Rushlight I think. Competition where all nearby kingdoms send a champion to fight for the honor of their homelands.
Could we not implement some friendly competition in PFO? A small wager or funds collected by all participating factions followed by any side bets by individuals. probably dwindle to the top 3 contestants 1st place will recieve 60 of funds for thier home 2nd will recieve 30 third will recieve 10. if the communal pot is 1,000,000 gold per kingdom entry and 10 kingdoms compete. well you do the math. It would only be curtius for the champion to recieve 5% of their returning glory for themselves.


Ok this has been an interesting issue and I highly dought it will be in PFO. what form of speech is their going to be what languages? orc,common,undercommom,draconic,ETC in pathfinder their are alot of diffrent laguages maybe in PFO it would be interesting to see them used. walk into town speaking orc or pasing by a local inn and insult the owner in dwarven when he dosent serve good ale. I can see how everyone will know common but it would be nice to implement others to see some cool RP.


So I have a question for Ryan and the devs because it really has gotten me to think. Now I understand that a group can (Claim) a hex. I got it I understand. it was mentioned that in order to establish this hex you need to clear out all oposing forces amd threats. ok that makes sense. Now we have tavern ideas and roadside bakery stalls. My question is will it be possible for a hex to have a settlement and multible unafiliated (but allowed) buildings in a single hex? such as if Blaeringr wanted to build a tavern/bakery in a clamid hex say the poket aces or Pax, can he do it if they decide to allow it OR will it HAVE to be inside the settlement of the hex? Now here is another quick question. For unoccupied hex's if blaeringr already has his bakery up and a guild wants this hex. do they have to desroy his bakery to claim the hex or can they pass it up.

their is a one thing I figured you could do. if additional buildings are allowed they would have to summit to the tax rate of the Hex. Could potiatually lose people for tax being to high.


With all of the PvP topics around there has been only a handful of topics for this that I could find. Now I understand commoner NPCs wil be randomly wandering around hexes just muddleing about until someone starts a settlement a mine,lumbermill, camp ETC. As far as I know we really don't have a whoal huge need for seriously intelegent AI and I am not sure if I want any. (Personally if their is a world boss monster walking around I would love to see a dev playing it.) but as dungeon crawls go I would like to something better than WoW clone walking bags of loot. I do not mean a hard 50 lvl dungeon you have a chance in abbysal to win. A nice semi-dungeon crawl with friends would be nice. something a few lvls deep couple dozen mid difficulty monsters and three or four tough bosses with more moves than attack and stare at wall until something attacks me attitude. I saw your video and I know it is not really all that important but how about try and give a litle life into AI. give goblins something to do. have them look like they are playing with fire, cooking, sleeping, haveing a thumb wrestling tournament thoughout the cave. I just don't want to feel that fighting a cloud giant feels like fighting a goblin and the AI is identicle. There should be no time when; i say
let's go hunt some storm giants that should be easy money.


A lot of recent discussions have been about evil companies, gankers, and griefers. I want to make this thread so people can really see how evil should be played in PFO in my opinion. Just to start off, you dont have to be mean to be evil and starting fights for the sake of fights is not the way. I'm going to try to cover several major issues commonly seen in MMOs and try to give reasonable advice for people to have a truly evil experience.

Violence- Whether physical, mental, or verbal violence can be played but is almost never what everyone should focus on. The most apropriate time for an evil villian to use violence is for when neutral or good have found out what he is. Not to hide behind a tree and ambush anyone who would walk by.

1. Thieves, rouges, rangers. These classes are built for getting the first hit and is hard for them to win without surprise. The best way to play these figures in the shadow is to have the community percieve you as something else. If you live off of thievery and assassination, do it in moderation. Become an artist at it; not a matomiton.

2. Warriors, anti-paladins, helknights. These classes become renowned through violence but not because they are violent. Being strong and being a bully can be easily distinguished. An orc war chief, being a prime example of chaotic control, still does not go around picking fights just to show how strong he is. He waits for someone to challenge him. Soldiers are paid to fight; they should never do it for free.

Good grief, it's a game; it's meant to be fun. If you are making money from ambushing caravans, that's fine; it's part of the game. Just remember an ounce of self control is worth a pound of anti-griefing.

Power- Everyone wants it but only a few actually need it. It is one thing to play a power hungry character it is another to play a power gamer. Going through mathmatics calibrating your character harvesting best gear for ten days to do as much damage and have insane stats is probably going too far.

Mages, clerics, and other spellcasters are infamous for power gaming even though other classes do it too. Yes, in a game the idea is to be a great, powerful figure. When a game ceases to be fun and becomes more a job working five hours a day, you will never again have fun. Be the best you can be but please do not dwell over it.

Rules of conduct

1. Don't be all of the above.
2. First learn rule number one.

Okay, so I have covered some ground basics. Let me give you a few ideas on how to improve YOUR evil enjoyment.

We are evil- Sometimes the best evil is the one that gets away. To win small victories but loose the war.

Thief, robbing a mansion can be fun but the eight hundred pound gold gorrilla might look a little silly sticking out of your back pocket. Go for the gold but don't get greedy.

Spellcaster, summoner, necromancer, cleric with planar allies. Sometimes playing from afar letting your familiar and conjured creatures fight for you is the best way to go. The same is for evil; a great fight is destroying all the minnions and the bad guy teleports away. A small sacrafice for evil and what feels like a major win to the heros is an opening for a great RP future.

Sellswords, mercanaries, soldiers of fortune. Fighting for your own profit or a need to be a power hungry king of fighters all evil warriors can have a basic idea of just how far they should go. There are so many worse fates than death. Destroying someones home, ruining their business, and taking away their loves. Like the old saying goes a fighter will always go for the heart.

I will add more later when I have more time.


Is there going to be any type of containing unit for homes and settlements? Like chests, cabnits, barrels, or maybe very large pots? It struck me that when I used to play Ultima Online (a game used so often as a comparison for what went wrong) that a multi-layered container was common (bags within bags, chests within chests)
1.How will you plan pathfinder and how safe will my home really be?
2.Can I lock my door and can I buy better locks for my home?
2.Will someone be able to lockpick or pickpocket my home key from me?
3.If someone gets inside my home, how much of my stored Items can they steal?

I know thats a lot of Q:s but get back as soon as you can.


So I was wondering how will popular factions work in PFO. Such as the Pathfinder society or the Hellknights? It would not bother me a bit if we were to play them ourselves or simply imply we are in them but it would be somewhat more involved if there were NPCs to enlist charecters into organazations. I wouldent have it in neon sign above my character or in a one click scan because for our unsavory and shall we say evil players will not want every palidin in the town to know he was an agent of the grave sent in as a spy. However it would be nice to see an amulet here a signet ring there to represent a action you belong to as part of your community. you might have a large group of traveling druids that worship Erisle and belong to a pathfinder faction searching for lost lore on the forest of thousand voices.

Give me your thoughts people. Should we have NPCs giving faction items out like a vendor or should we simply be the faction and let us determin who else is as well.