Where can I go to find class information?


Pathfinder Online


I know the game is skillbased is there a thread/video/etc I can read/watch to find out about how classes work?

Goblin Squad Member

Several of the blog posts (read them here) describe game systems like how class roles work in detail. That's probably the highest concentration of useful info to read through. If I recall correctly, the class role stuff is a few pages back, but almost all of the blogs are useful. Note that some recent blogs replace information stated in previous blogs and this will continue to be the case as the game evolves.

Goblin Squad Member

There's only a really old blog and some miscellaneous tidbits scattered about. The key point is that there are no classes.

Goblin Squad Member

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Here's a list of classes from the Pathfinder SRD; the plan atm is to get those classes listed as "core classes", as well as Aristocrat, Commoner, and Expert. However, it will start with only Cleric, Fighter, Rogue, Wizard, and the above mentioned NPC classes. What you should take from the link is not the specific abilities of each class, but the general fantasy archetype that each one covers, as well as the "feel" of the class.

For information more specific to PFO, you could try the Warrior's Code blog (or my transcription of it, if you prefer). The blog post By the Time I Lose It, I'm Not Afraid gives good information on how the specifics of roles' abilities work. For details on specific roles, we have:

Cleric: Thunderstrike (and transcription)
Rogue & Fighter: You've Got the Brawn, I've Got the Brains
Wizard (and probably applicable to cleric too): I Put a Spell on You Note: This one could be out of date info.
Commoner (aka the gatherer): Dust Off the Moon and Let's Begin
Expert (and a little on gathering too): More Info on the Crafting System (and transcription)

Sorry, I'm not sure where to find Aristocrat-specific stuff. But that'll be the class that actually runs settlements, PoI's, outposts, etc.

Goblin Squad Member

There are some good tasty hints in Gobbocast #13 about the functions of commoners, experts and aristocrats.


Shane Gifford of Fidelis wrote:

Here's a list of classes from the Pathfinder SRD; the plan atm is to get those classes listed as "core classes", as well as Aristocrat, Commoner, and Expert. However, it will start with only Cleric, Fighter, Rogue, Wizard, and the above mentioned NPC classes. What you should take from the link is not the specific abilities of each class, but the general fantasy archetype that each one covers, as well as the "feel" of the class.

For information more specific to PFO, you could try the Warrior's Code blog (or my transcription of it, if you prefer). The blog post By the Time I Lose It, I'm Not Afraid gives good information on how the specifics of roles' abilities work. For details on specific roles, we have:

Cleric: Thunderstrike (and transcription)
Rogue & Fighter: You've Got the Brawn, I've Got the Brains
Wizard (and probably applicable to cleric too): I Put a Spell on You Note: This one could be out of date info.
Commoner (aka the gatherer): Dust Off the Moon and Let's Begin
Expert (and a little on gathering too): More Info on the Crafting System (and transcription)

Sorry, I'm not sure where to find Aristocrat-specific stuff. But that'll be the class that actually runs settlements, PoI's, outposts, etc.

Much appreciated. This info I am familiar with I just figured there was more detailed info on how things work in the actual videogame. But either way its good info to have handy, thanks again. It is cool that you can play commoners. Alot of rpers are going to love that.

Goblin Squad Member

Aristocrats are going to be added in a lil' bit further on in the game (not too far though) because they are not entirely sure right now how they are going to work mechanically. I think they are waiting to see what politics are like in-game to finalize anything.

I'd like to point out that the NPC classes will be divided (at some point) so that there is a difference between miner and lumberjack, blacksmith and carpenter, and mayor and diplomat, etc. (those being examples.)

Everything is subject to change and, since i skipped about twelve blogs in the upper-middle region) possibly outdated.

SUMMON NIHIMON VI

Goblin Squad Member

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BrotherZael wrote:
SUMMON NIHIMON VI

Your spell fizzles. There is no more information to be learned by summining Nihimon.

Goblin Squad Member

...

Well crap.

Edit: realized my character wouldn't mind an apocalypse.

Goblin Squad Member

Amaziah Hadithi wrote:
I know the game is skillbased is there a thread/video/etc I can read/watch to find out about how classes work?

The basic jist of how classes work is that you will need xp (built over time whether logged in or not), usually pre-req skills and attribute points (after the most basic skills), and maybe alignment or in-game achievements to train a new skill.

They'll come in "trees" with various foundational subjects splitting off into more and more specialized branches. Your character can train any skill you want if you have all the pre-reqs and trainer access, that's what they mean by no traditional classes. Of course, not every mishmash of skills will be very effective at doing anything so we will still be recognizable as fighter or mage etc. When you get as advanced as you can or want in a particular branch, you can expand sideways and build a parallel skill like a rogue getting some spellbook learning or practice swinging a mining pick.

My experience in other open-ended training games like EVE and The Secret World is pick a narrow theme and stay with it. Trying to diversify means you're not very good at anything. Hopefully it won't be too much effort for GW (or the player community?) to soon make certificates or decks from those two games respectively, which are lists of groups of skills to train that help players focus on a playstyle and keep their skills synergized.

Don't get your hopes up for anything more specific than that until EE.

Goblin Squad Member

I suspect that having to fill the pre requisites for the named role feats (I.e. fighter 2) will probably serve as a reasonable core of a certificate tree.

Goblin Squad Member

What Guurzak says is true, I believe.

Goblin Squad Member

There are different ways to be a fighter. Bow skills, shield skills, reach weapons. Devs have stated they're sorting keywords across different types of armor like lighter more mobile skirmishers and iron wall impenetrables.

I doubt any of us were in danger of training Fireball to be a better fighter. But those who haven't spent 20 months in the guts of the code might not intuit what things go together to be a light hit-and run fighter vs. a slow moving damage absorbing brawler, both of which will be covered under the same Fighter milestones. Trying to be both at the same time would be disastrous during pvp and pve.

You would have Tome of the Dragoon (medium armor skills, lighter weapon skills, more focus on dexterity, a certain saving throw progression?, keywords for mobility and anti-magic, etc.)

And Tome of the Sentinel (heavy armor and tower shield skills, heavy weapons, more focus on reducing the effects of encumbrance, different balance of saving throws?, specialized Keywords for tanking damage and brawling feats, etc.)

Apparently I've decided to call certificates and decks for Pathfinder Online "Tomes". Seems to fit if that's not already the name of a group of implements or something.

Goblin Squad Member

That sounds good to me as a name; there might be an issue with "Tomes of Knowledge", which are books your character reads to improve attributes. I could see those making their way into the game at some point, but even if they do they will probably be something like ToK for in-game parlance, so referring to these skill progression guides as tomes would probably still be okay.

I agree that such build guides would be a good thing to develop, and look forward to such community-minded initiatives in the future. :)

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