
Drewber |

Hello everyone! Just want to say that I am new to Pathfinder. I have never really got into tabletop RPGs (tried D&D thought it was meh). However I really enjoy the lore and charaters in Pathfinder (I also happen to read the comics). So I was just wondering if any of you have an idea of what your character will be in PFO (if so, post it!) and I was also wondering if any one could help me build my character, or at least give me a good idea of what would be best for me. I really enjoy playing Ranger classes (preferably without pets) and I also like the Guardian/Paladin/Swordmage classes as well. My favorite races are Humans and Elves (especially Wood Elves from Elder Scrolls). So any help with this would be appreciated! Looking forward to see what ideas you guys have for your characters!
PS If there are any mechanics that I should be aware of, please let me know, thanks!

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This point buy calculator might be helpful: http://tools.digitalightbulb.com/pbcalc.html
I think that Pathfinder Online will use either 15 or 20 points.
Pathfinder racial info: http://paizo.com/pathfinderRPG/prd/races.html
My Level 1 Human Fighter 20 points build:
STR 16
DEX 12
CON 16
INT 10
WIS 10
CHA 13

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We are too early in development, but anything you can gather from pen and paper sources and these forums / website is the most accurate information you can find now... so I would just focus on a concept rather than a build... that will come later on, although you can try and do pen and paper builds but I imagine it will get you nowhere towards PFO

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It's been stated that stats will work differently in PFO, and one or two might even be renamed to make more sense in the online gaming environment. Instead of 3 saves, there will be a save associated with each stat so it might make sense in the long run to average your stats as much as you can. Unless you're 110% sure that you aren't going to ever multiclass and you will avoid PvP like the plague, then at that point you can probably min/max a little.

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Stats, skills, feats and combat system will change.
The setting will be the same (Golarion/River Kingdoms)
The flavour of the archetypes will remain, and although you are free to choose any skill/role/ability combination you want there will be some rewards for following a single archetype
so, if you want to play a chelish glaive-master hellknight you can do that - ie Cheliax, Asmodeus, Hellknight order, glaives and fighter archetype all exist in the game world. But don't expect to have a 'character sheet' or character creation rules that resemble pen and paper.

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Ryan Dancey has said more than once that there is no reason to limit the number of alts that people can have except in the case of people just trying to break the system. I take from that that they intend to allow a dozen or more alts, and are only limiting it at all to prevent people from making thousands for no reason.

Drewber |

But... you could play an Elf that lives in the woods!
haha well yes, I suppose I could do that. After doing some research on the races of Pathfinder, I now decided that my main will be a Half-Elf! (Half-bloods FTW). Also, about the class thing...I just remembered there won't be classes haha. But I will put majority of skill points into ranger type skills.

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Well part of the Kickstarter incentive was that your first two characters get the same experience as either of them earn it. It wa presented like you can have one combat character and another non-combat character and they both 'level' together. So I am assuming there is going to be lots of non-combat related skills.

Chiassa |

Well part of the Kickstarter incentive was that your first two characters get the same experience as either of them earn it. It wa presented like you can have one combat character and another non-combat character and they both 'level' together. So I am assuming there is going to be lots of non-combat related skills.
That was an example. Ryan later clarified that the two characters can both be combat, both non-combat or one of each.

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so, if you want to play a chelish glaive-master hellknight you can do that - ie Cheliax, Asmodeus, Hellknight order, glaives and fighter archetype all exist in the game world. But don't expect to have a 'character sheet' or character creation rules that resemble pen and paper.
It would be really cool however, if they created some sort of translation page (or maybe that is something the community can do :D) that translated game values to a PnP character.

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One thing that really conserns me about the skill system and slotted abilities is some classes - Primarily monks, but fighters with feats and other come close end upwith a HUGE number of abilites for each class level. If we are only able to slot a preset number of abilities, we may end up loosing out compared to PnP.
For example, at 7th level monks have 3 Bonus feats, flurry of blows, stunning fist, unarmed strike, evasion, Fast movement, maneuver training, still mind, Ki pool (magic), slow fall 30 ft., High jump, purity of body, and Wholeness of Body.
Combined with other skills and regualr feats that would need to be slotted, it may be VERY easy for a monk to not be able to slot all of the abilites they would have in PnP.

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Yeah, passive buffs are slotted. I can't remember where they mentioned that though, but they did.
I'd be in favor of having more than what did they say, 8 slots? Even if just the passive slots are increased to 8 and then you had like 5 active slots on top of that that would be cool. Whatever makes sense in terms of balance though, 8 total is fine if it would otherwise be unbalanced. I'd just like to be able to have more than a couple active options of things I can do during combat.

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One thing that really conserns me about the skill system and slotted abilities is some classes - Primarily monks, but fighters with feats and other come close end upwith a HUGE number of abilities for each class level. If we are only able to slot a preset number of abilities, we may end up loosing out compared to PnP.
For example, at 7th level monks have 3 Bonus feats, flurry of blows, stunning fist, unarmed strike, evasion, Fast movement, maneuver training, still mind, Ki pool (magic), slow fall 30 ft., High jump, purity of body, and Wholeness of Body.
Combined with other skills and regualr feats that would need to be slotted, it may be VERY easy for a monk to not be able to slot all of the abilities they would have in PnP.
Well, keep in mind that several feats will be turned into skills perhaps, and not as passives to be slotted (possibly fast movement, slow fall, purity of body)
Also, importantly is that tabletop characters were not designed around fighting each other - so chances are the PFO character will be relatively weaker.

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The slotted skills are an interesting idea, but honestly I think they should make three types of slots for combat slots, non combat slots, and passive slots. Non combat slots would mostly be skills and buff effects and passive slots are no brainers. Combat slots would over-ride the non-combat ones while in combat. Anyone have a link to this slot reference you guys keep making? I just started following on here and would love to see some of the dev released info.

Valandur |

The slotted skills are an interesting idea, but honestly I think they should make three types of slots for combat slots, non combat slots, and passive slots. Non combat slots would mostly be skills and buff effects and passive slots are no brainers. Combat slots would over-ride the non-combat ones while in combat. Anyone have a link to this slot reference you guys keep making? I just started following on here and would love to see some of the dev released info.
You can start Here

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Half of those are passive buffs though. Has it been said things like those must be slotted?
From A Three-Headed Hydra - Part Three: The Combat System:
Passive Slots
In addition to the slots that require the player to hit a button or click to activate, there are a number of passive slots players can use to slot in permanent abilities that are always running. These are divided into three groups:
Defensive: Abilities that protect the character like Evasion or Uncanny Dodge.
Reactive: Abilities that activate when something sets them off, such as Diehard or Stand Up.
Aura: Abilities that affect characters in a radius, such as many Bard abilities or a Paladin's various Aura abilities.