When / What Will Be Crowdforger #2?


Pathfinder Online

Goblin Squad Member

This is for player speculation/request though an answer from someone who knows wouldn't hurt either.

Personally I am guessing/pulling for Archetypes. I really want to know which archetypes will become available first.

I'm voting the ones that automatically make it in are:

Fighter
Wizard and/or Sorcerer
Cleric
Rogue

That gives is martial, arcane, divine, and skill-heavy and none are alignment dependent. Nice well rounded set of archetypes. I say Wizard and/or Sorcerer because if we have one won't that complete about 95% of the development needed for the other?

Goblinworks Executive Founder

Wouldn't archetypes just be modifications to the feat/ badge system currently being created? I would hope that they are easy to add so that the game has more variety at the start.

As for my speculation; I am going with prestige class. I think the next round will cover 1-5 prestige classes from the core book. This is assuming that the current crowdforger vote is used to create an order for the remaining core races.

Goblin Squad Member

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I will be truly shocked if Paladins don't make the first cut.

Goblin Squad Member

Nihimon wrote:
I will be truly shocked if Paladins don't make the first cut.

My heart skipped a beat when I read Andius' post.

Dark Archive Goblin Squad Member

I think for the archetypes it will be:

Barbarian
Paladin
Cleric
Wizard / Sorc
Fighter
Rogue

As for the next crowdforger question, I am hoping it will be either something to crafting or something to pve content... after that we can come up with the pvp

Goblin Squad Member

If Bard isn't in, I'm pulling my funding! (j/k . . . but I may get stabby)

Dark Archive Goblin Squad Member

totally forgot about bard! they should be on the list as well!

Goblin Squad Member

They've specifically addressed Ranger and Druid in their Blogs, so I doubt they'd be left out. I'm pretty sure their plan is to include all the core classes as archetypes to start.

Goblin Squad Member

If the wilderness is going to be at all meaningful you are going to need Rangers and Druids. Also I think I remember reading that Rangers would get skills for tracking down dungeons and hideouts. It's kind of important if the game is going to start with hideouts.

Goblin Squad Member

I hope the druid's wildshape ability is put in the game early on. Though I don't plan on playing one.

Goblin Squad Member

Banesama wrote:
I hope the druid's wildshape abilit y is put in the game early on. Though I don't plan on playing one.

I don't have a book handy but isn't wild shape like a 3-4 level abikity? So we might have a couple month cushion on this.

But I agree, a good shapeshifting system is a must IMO.


i hope druids can shape shift into a tree that looks exactly like the surrounding environment and i hope wizard/sorc illusion spells actually are included and work like hallucinatory terrain hehe.

But i think its a safe bet most of the core classes will be represented by release in the skill system.

Goblin Squad Member

Will they not have a blanket of skills at lower levels that are all generic, then choose which archetype levels above this are added?

Alternatively, what about choosing which mobs we're going to see knocking around? I hope to see a Very very dangerous wilderness requiring groups to navigate for dungeons and hunt for resources etc.

Goblin Squad Member

Mbando wrote:
Nihimon wrote:
I will be truly shocked if Paladins don't make the first cut.
My heart skipped a beat when I read Andius' post.

I won't be too much. Paladins are thee most restricted class in terms of alignment. Unless they launch with the ability to go for non-lawful good paladins I would put them as one of the lower priority classes.

I would vote for druids but I would expect rangers to get the most votes.

Goblin Squad Member

Andius wrote:
... non-lawful good paladins...

What?! You may be unclear on the concept...

Goblin Squad Member

Nihimon wrote:
Andius wrote:
... non-lawful good paladins...
What?! You may be unclear on the concept...

They do exist at least in 3.5. And I know there is a neutral-good paladin type for PF. But whatever the case I think paladins, should be some of the last to make it in if only basic paladins are available.

Anyone wanting to be one can always go fighter or cleric or fighter/cleric while they wait.

Goblinworks Executive Founder

Unless I missed something somewhere here in the forums (it happens often) the Dev blog "Your Pathfinder Online Character" stated:

"Each of the base classes in the Pathfinder RPG Core Rulebook will be represented in the online game in this way, and in time we intend to add additional development paths to simulate prestige classes, archetypes, and base classes from other Pathfinder RPG content such as the Advanced Player's Guide and the Ultimate rulebooks."

Given this statement I would expect to see all of the core classes represent in the game form day one. I also would expect prestige classes to come next as they are already putting in mechanics for pure builds with the capstone bonus. Prestige classes support the multiclass players and would require a lot more resources than adding in variant archetypes.

Also I thought the Devs stated that they are focusing on the core book first. So based on this the priority would seem to follow this pattern: core classes -> core races -> Prestige classes; as there are no archetypes in the Core Rulebook.

I would expect to see the first major update or something like an expansion to look like the Advanced Players Guide. Covering variant races and classes while also adding the next "set" of base classes. The following expansion might then bring in the ultimate line.

Goblin Squad Member

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I suspect we'll see at least parts of all the core classes at start. Since training up would take a while, it may be that they're not fully fleshed skill tree wise, but I assume we'll have all the basics.

Here's hoping the other base classes make it in soon enough though, probably after release. I do like Alchemists, and it fits so well with crafters.

Goblin Squad Member

Not sure what the next crowdforging poll would be. But i would love to get some more solid info on how different alignments will effect settlements or more details on the crafting system they plan to employ.

Goblin Squad Member

@Void Ronin, that was certainly the plan, but I believe Ryan has hinted that they might not be able to get all 11 done for the start of Early Enrollment. I may be misreading that, and I don't think I could find a quote right now.

Goblin Squad Member

Nihimon wrote:
@Void Ronin, that was certainly the plan, but I believe Ryan has hinted that they might not be able to get all 11 done for the start of Early Enrollment. I may be misreading that, and I don't think I could find a quote right now.

Lets say they do get all 11 Core classes in. What about the next set of base classes?(Alchemist, Magus etc) Will we have to start a new character from scratch or will we be able transition/adjust training from an existing archetype? Same with Races. If want to switch to say a Drow or Kobold (if they put in) will we need to start from scratch?

I ask due to the length of time required 2.5 yrs to cap. It's a long, long road if they don't allow to make these changes if they introduce a new class/race years later into the game.

Goblin Squad Member

Void Ronin wrote:

Unless I missed something somewhere here in the forums (it happens often) the Dev blog "Your Pathfinder Online Character" stated:

"Each of the base classes in the Pathfinder RPG Core Rulebook will be represented in the online game in this way, and in time we intend to add additional development paths to simulate prestige classes, archetypes, and base classes from other Pathfinder RPG content such as the Advanced Player's Guide and the Ultimate rulebooks."

I believe the said the same thing about core races. I think this means by the 2016 release. Not the start of the beta/crowdforging process.

Goblin Squad Member

Maybe something different from a poll. Submit your designs for X and best one is implemented, as chosen by the designers?


Archetypes probably next. Naming any un-named cities towns or npcs would be in there at some point I hope.

Lantern Lodge

Actually, I think archtypes are uneeded for this game, all they do is include those abilities and they will already be marked for that role, so they are eligible already to be equipped along with the capstone.

So at that point what is the archtype really gonna give us?

So perhaps additional roles/classes from outside the core book, or perhaps something along the lines of asking about spell groups, "should we include createing undead type spells? Or teleport type spells? Or polymorph type spells?"

There are several groups of spells that would take much work to implement, so they ask us what spell groups to include next.

Goblin Squad Member

Goblinworks is somewhat protean in their names for roles/classes/archetypes. By "archetypes" we mean whatever the devs have to cover the base classes.

Lantern Lodge

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They use the word "roles", to avoid confusion with "archtypes" or other PnP words.
FYI.

Hey, Nihimon,

A glossary of terms would be a good list to make. (And a commendation for your community service) I would, but I don't know anything about lists, and less then you about the state of the game thus far, and having them in the same spot as the other lists is a good idea anyway.

Goblin Squad Member

Thanks for the suggestion, DarkLightHitomi. We're working on the Wiki now to try to give people a useful reference document. I think a Glossary of Terms will be an excellent addition to that.

Goblin Squad Member

The base game should include all core classes and the next crowdforger should be a choice of extra classes. I vote for gunslinger.

Goblin Squad Member

I'd love to see ninjas and antipaladins.

Silver Crusade Goblin Squad Member

I would be highly disappointed if there was no Paladin to start with. I could play a cleric, but I love me my Paladins...

Goblin Squad Member

Hark wrote:
The base game should include all core classes and the next crowdforger should be a choice of extra classes. I vote for gunslinger.

Given all the restrictions on guns in PFS play, and some designer comments that they'd rather gunslingers were never added to Golarion, I think that's the least likely class.

The Summoner may be unlikely too, since they'd practically need a Spore-style creature designer for the eidolons.
Cavaliers/Samurai, Inquisitors, and Ninja would be pretty simple, I think. Oracles could be difficult, mainly because they'd be fairly limited in what curses they could implement which would actually be significant to MMO play. Cloudy vision could be hackable the same way darkness could be, and speaking in tongues is irrelevant if people are using Teamspeak.

Goblin Squad Member

Alchemists..... alchemists please?

I think Gunslingers make more sense if you use variants from advanced races guide. Make weapons simpler, maybe even specially trained cross bow use based on timeline. If you use the experimental version you can get gunslingers/arrowslingers with the ability to incorporate minor alchemic abilities.

Inquisitor would also be an interesting class to play around with, although some spells might not convert well. Like confession and zone of truth.

Lantern Lodge

No one likes the idea of things outside "classes"?

Well that's weird.

Goblin Squad Member

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I think gunslinger would add something genuinely different from what you find in fantasy mmos. A class focused specifically around guns could bring in more players and clearly placePathfinder in position where it is viewed by the general population as a unique setting.

Goblin Squad Member

Guild Wars 2 does guns. I have a rifle on my Warrior and I know an Engineer friend who enjoys his pistols. I don't think the gunslinger would be all that new. WoW has had guns forever. Perhaps a lack of guns could help make it unique.

Goblin Squad Member

Quick Q: But what's the state of technology and blackpowder in Pathfinder IP?

I notice talk of a gunslinger, which sounds like the Warhammer equivalent of The Dwarf Engineer or the Guild Wars 2 equivalent of the Engineer or Steam-punkish Charr (thunder cats).

Tbh, I think Warhammer pulled it off really well, but then GW2 came up with mechanical cars next and the gun drones look a bit off too. There's arguments for including or not including it, but sometimes I think mixing genres can get a little out of control for the sake of populist appeal, which then would be a disservice to the IP. Anyway that's my rough thoughts. From that pov, I think "Gunslinger" might be best reserved after other classes seeing as it sits on that genre-crossing space that makes it more tricky/troublesome to place to make it work, at least I think so.

Goblin Squad Member

AvenaOats wrote:
Quick Q: But what's the state of technology and blackpowder in Pathfinder IP?

Depending on where you play in the timeline, guns are either non-existent or a very new development.

Goblin Squad Member

If they do guns in a way that make them balanced with other weapon types, then they're just expensive and pointless crossbows. If they do them in a way that is more true to the 'balance' in the gunslinger class, that's easy one-shot player-killing. It wouldn't be long before they're called 'griefslingers'. The class works in tabletop games because turning on other players is likely to get you booted out of the game, whereas in PFO you can be a 'bandit' as a cover for being a 'griefer' as long as you don't taunt your victims too much.

Goblin Squad Member

There is a big difference in a game having guns. And a game having a class that caters specifically to gun. Don't really know about GW 2 but in WoW guns are little more than a novelty you can easily find better equipment for your character to use than a gun.

Goblin Squad Member

In GW2 Guns are equal to Bows.

Goblin Squad Member

Any still they don't get a cool gun class that focuses on going cool gun things. They just get to do cool bow things with a gun.

Goblin Squad Member

Ryan has previously stated that Gunslingers were not appropriate for the River Kingdoms. I can't find the quote right now because he didn't use the word "gun". I'll see if I can dredge it up.

Goblin Squad Member

Hark wrote:
Any still they don't get a cool gun class that focuses on going cool gun things. They just get to do cool bow things with a gun.

Naw. They get to do cool gun things with a gun. Rifle-butt! Damage and stat-wise they're the same, but the weapon skills are different. I find the warrior longbow skills meh, but I like the Rifle.

Goblin Squad Member

Okay, so it wasn't Ryan, which was definitely complicating the search :)

From Gunslingers and swordsmen...what is the tech level of PFO?:

Vic Wertz wrote:

Pathfinder Online will remain true to the Pathfinder campaign setting.

While the campaign setting does include guns and even mysterious tech from a crashed spaceship, these things are generally present in specific areas, and virtually unknown in the River Kingdoms area.

Goblin Squad Member

Nihimon wrote:

Okay, so it wasn't Ryan, which was definitely complicating the search :)

From Gunslingers and swordsmen...what is the tech level of PFO?:

Vic Wertz wrote:

Pathfinder Online will remain true to the Pathfinder campaign setting.

While the campaign setting does include guns and even mysterious tech from a crashed spaceship, these things are generally present in specific areas, and virtually unknown in the River Kingdoms area.

That doesn't even make sense. As I recall the Crusaders Road was chosen specifically because people from all over the world travel through the region allowing any kind of player concept to be acceptable. That would mean if guns exist in the setting it would be perfectly acceptable for players to use use them.

Goblin Squad Member

It makes sense in the context that guns aren't common enough in this area to accommodate gunslingers as an inherent class, but it would make sense for guns to be rare items that can be found and utilized. Players could still use guns (from my perspective) but without them being much more common in this area, it wouldn't make sense for there to be thousands of gunslingers running around.

Silver Crusade Goblin Squad Member

While I hope that all the Classes could be available at the beginning of Open enrollment. I would hope that they have a Poll and the top 6 or so would be the ones worked on first for early enrollment though.

Goblin Squad Member

I think that making the ammunition for guns might be a sufficient governor on wide spread use. Gunpowder might not work in the area around this section of the Riverkingdoms.

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