For the Nature lovers...


Pathfinder Online

Goblin Squad Member

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I know Druid and Ranger are fairly low on the priority list, due to Pet dynamics among other things..
Is there any chance we could see some of the secondary abilities implemented earlier? I'm thinking things like Favored Enemy, Woodland Stride, or some Druid-y spells. Things that are thematically appropriate, but easier to add in, so that the Cleric with a nature theme, or the Fighter with a bow focus, can feel more like the classes they will eventually end up?

Goblin Squad Member

For some reason, I have this image of my head of a bunch of elves dancing around in a forest clearing like Beyonce.

All the nature lovers
(All the nature lovers)
All the nature lovers
(All the nature lovers)

Oh oh oh, oh oh oh, oh oh.

Liberty's Edge Goblin Squad Member

I keep advocating for Rangers to be added in without animal companions at first. They're apparently planning to do Paladins that way, so why not Rangers? Paladins could get their 'bond with weapon' option instead of the animal companion and Rangers could get their 'bond with group' option instead of the animal companion. Then they could add the animal companion option to both (and Druid) at the same time later.

Druids could similarly get their tabletop 'cleric domain' option instead of animal companion, but they'd still have problems because 'wild shape' is such a big part of the class and would require the same new art and animations as animal companion.

Goblin Squad Member

Guurzak wrote:

For some reason, I have this image of my head of a bunch of elves dancing around in a forest clearing like Beyonce.

All the nature lovers
(All the nature lovers)
All the nature lovers
(All the nature lovers)

Oh oh oh, oh oh oh, oh oh.

I suppose better Beyonce then Miley Cyrus.

Goblin Squad Member

Coming from Blackwood Glade (haven to Elvenkind, druids, nature and everything furry or leafy in-between), I obviously have to agree with the statements in this thread (yes, incl. anything being better than Miley). My character concept involves a lot of Rogue and a lot of Ranger. At this time, it appears I will simply need to work on Rogue until Ranger becomes available, but I would like to get some Ranger benefits along the way...

Plus, I plan to use Destiny's Twin for a Druid - but due to potential restrictions on banking XP (if true), I may be forced to do a few things with my Destiny's Twin to take advantage of all the XP possible. I would like to make some progress towards Druid, specifically, if at all possible.

Goblin Squad Member

Kitsune Aou wrote:
(yes, incl. anything being better than Miley)

I agree


Incidentally, one potential problem with rangers: At the start, there will be something like, what, eight major types?

Gnome
Goblin
Ogre
Human
Elf
Dwarf
Undead
Animal

Is that something like right? I'm sure I've misplaced hobbits or whatever, who cares. Point being, when new monsters start showing up (like orcs, or trolls, or magical beasts) it might be a bit rough on the ranger if he just shows up at the very beginning.

It may not be much of a problem, but it's an angle to consider.

Goblin Squad Member

That's a good idea. My intention like Aou said was also to do RP a Druid with a Priest and the Ranger with a Rogue build. But the more skills we can have available from these classes the better.
I suppose this should not be difficult given that there's technically no class in PFO.

On a side note, do we have any ideas of the Gods and Domains GW intend to implement from day one ? Cause with the appropriate domains maybe we can build some pseudo rangers/druids

Goblin Squad Member

I feel like some of the basics of every class need to be included either from the start or from very early on, and GW should make it clear what skills are intended to be useful to what class.

For instance there should be unarmed combat for monks. Not the fancy stuff that requires a lot of animation but just basic brawler style punches.

We should know which wizard skills will also work for sorcerers.

Rangers can start working on either archery or dual wielding skills.

Bards, monks, and rangers can all train stealth.

Barbarians can train their favorite weapon.

etc.

Liberty's Edge Goblin Squad Member

Nolondil Leafrunner wrote:
On a side note, do we have any ideas of the Gods and Domains GW intend to implement from day one ? Cause with the appropriate domains maybe we can build some pseudo rangers/druids

Initial gods can be found here. I don't know about domains.

Goblin Squad Member

@Andius, for appeal true, and maybe for crowdforging some of that. But I believe a lot can be achieved with a few basic baseline combat skills such as:

close-combat > type > sub-type etc

distance > type > sub-type etc

Basic "role features" fighter, cleric, rogue, wizard will likely all fit into the above and be initially interesting chess-match and team-composition. Again the other classes will likely play off this.

I think there's a ton per character... see if I can find the right blog:-

The second question we had to answer was what class roles, and therefore armor types, we could support. Of course we don't have fixed classes in Pathfinder Online, but we do have the concept of roles, and those roles will be very important during Early Enrollment. They'll define the kinds of specialized niches that players are able to create. We are targeting four roles for the start of Early Enrollment: fighters, wizards, rogues, and clerics. These four roles are the fundamental archetypes of the tabletop game, and they'll be the backbone of the online game as well. Each role will have some distinctive clothing and armor options so you can see at a glance if an opponent is armored for melee combat, wearing the robes of a spellcaster, configured for fast, stealthy movement, or displaying the marks of a holy order. From these roles, we end up with the four core armor types of cloth, light, medium, and heavy armor, and the number of suits needed to fulfill the expected player progression.

Prior there's a ton of art/animation discussion.

My druid will be pining for the forests... but in good time.

Goblin Squad Member

Just to add another possible way:

maybe gw could implement factions that give you certain ranger/druid/whatnot-like abilities once you reach a certain standing

Goblin Squad Member

Hmmmmm. I imagine subtypes would be things like longsword, bastard sword, great axe etc. while type might be things like swords, axes, etc.

So are you thinking someone wanting to be a wildshape druid would go close combat > unarmed > natural attacks?

Goblin Squad Member

That could be a partial solution for the meantime, sounds alright. :)

Goblin Squad Member

1 person marked this as a favorite.
CBDunkerson wrote:
Initial gods can be found here. I don't know about domains.

Thanks !

Blackwood Glade will then build a Shrine to Gozreh, if we can get it's Air, Animal, Plant and Water domains that's the most close we can get our clerics to an actual Druid.

For the rangers, we take a bit of fighter proficiency for bow, light armor and two handed weapons, then take the stealth skills from the rogue tree. Not optimal but I hope we'll be able to align some ranger like characters that are playable.

Goblin Squad Member

As the (nominal/temporary) Leader of The Viridian Circle, home to all things rangery and druidic, I have to say I agree.

Still recruiting.
Still lost all my actual members ;-;
Still listening to extremely good music

I really do hate this shameless promoting, but it is all I can do out of game it seems xD

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