PFO Cleric Role Leveling Guide - First Look


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Scarab Sages Goblinworks Executive Founder

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So I thought this might be enlightening to some people. I've been working on a leveling guide for Cleric. Right now I only have up through level 3 but I plan to go through 6 and then hopefully past that if possible. I think it shows a lot of the decision making that can already take place and I look forward to this system expanding and becoming more diverse.

With that brief intro lets get started.

Gaining the first role of any level is reasonably easy and straight forward. It simply requires having the neccesary amount of experience and the pre-requisite proficiencies/training.

So for Cleric 1 it takes a total of 267 XP in order to get all the training you need to level. Getting this training will increase your abilities by the following:

+.512 [Wis], +.227 [Per], +.212 [Con], +.062 [Int], +.029 [Str/Dex]

Here is a breakdown of the training, listing <Who Trains it> Name of Training & Level (XP Cost) +Ability [Ability Score]. I've used --- to illustrate the relation of a feat to another. For example in the below, in order to get Divine Attack Bonus 1 you have to get Focus Proficiency 1 first.

<Seminary> Willpower Bonus 1 (54 XP) +.033 [Wis/Per/Int]
<Seminary> Focus Proficiency 1 (49 XP) +.083 [Wis/Per]
---<Seminary> Divine Attack Bonus 1 (36 XP) +.082 [Wis/Per]
<Dreadnaught> HP 1 (1 XP) +.083 [Con]
<Dreadnaught> Heavy Armor Proficiency (49 XP) +.1 [Con]
---<Cleric>Crusader 1 (8 XP) +.091 [Wis]
<Cleric> Holy Symbol Proficiency 1 (20 XP) +.095 [Wis]
---<Cleric> Domain 1 (40 XP) +.099 [Wis]
<Cleric> Power 1 (2 XP) +.014 [ALL]
---<Cleric> Power 2 (8 XP) +.015 [ALL]

Alright so level 1 of the Cleric role is complete. Now on to level 2. Again level 2 is pretty straight forward only requiring XP and pre-requsite training. Cleric 2 requires a total of 355 XP in order to get all the training you need to level. Getting this training will increase your abilities by the following:

+.252 [Con], +.162 [Wis], +.062 [Str/Dex/Int/Per]

Here is a breakdown of the training:

<Dreadnaught> Fortitude Bonus 1 (54 XP) +.1 [Con]
<Dreadnaught> Base Attack Bonus 1 (145 XP) +.029 [ALL]
<Dreadnaught> HP 2 (5 XP) .09 [Con]
<Cleric> Power 3 (35 XP) +.016 [ALL]
---<Cleric>Power 4 (63 XP) +.017 [ALL]
<Cleric> Crusader 2 (53 XP) +.1 [Wis]

Now Cleric 2 is out of the way. However, this is where things start to get a little more complicated. Cleric 3 has some pre-requisites that are not directly related to just training your necessary skills to advance the role. The first of these and the more important is having a Wisdom score of 11. The Wis 11 drives most of the rest of the pre-requistes as well.

Now you have been boosting your Wisdom score with your previous training. However, your previous training alone is not enough to get you to an 11 Wis. Without training anything else but your base training to advance in role you will have a Wis of 10.674. This mean we need at least .326 more Wisdom. There are a number of different routes to achieve this but for simplicity (in sticking with the Cleric themed build) I decided to look at Orisons and Domains. **Note** I assume that the picking multiple domains won't work once alignment is in place.

So the two options I looked at to get your Wisdom to 11 are getting mutliple orisons or multiple domains. For Orisons you would have to pick up 10 Orison 1 each costing 40 XP and providing a +.036 Wis boost. This would come out to a total of 400 XP and a +.36 Wis boost. The other options is picking multiple domains. In this case you would need to pickup 4 Domain 1 (aside from the domain you already have) which each cost 40 XP and provide a +.099 Wis boost. This would come out to a total of 160 XP and a +.396 Wis boost.

Remember before how I mentioned diversity. This is the only the start of what I was talking about. Here you can see that not only do you need to get the training directly for your role but you will need to get training in order to continue to advance your role. There are also other feats that are utility, skills, etc that you could use to replace the above. That was just the most straight forward example.

Now that the Wis is about 11 you can train 4 out of the 7 feats in order to advance to Cleric 3. However, in order to get the other 3 feats you will have to get another pre-requisite. This would be your first achievement. 3 of the 7 feats required to hit Cleric 3 require the Divine 1 Achievment. In order to get the divine 1 achievement you have to go out into the world and kill XX number (I believe it is 5 or 6) of things with your focus based feats.

So here we see a little more of the depth to the leveling system not only do you have to worry about XP, you also have to worry about your ability scores and going out into the world to accomplish tasks. Once you have gotten this achievment you are now ready to complete the leveling for Cleric. With all of the above Cleric 3 requires a total of 1844 to 2084 XP in order to get all the training you need to level. Getting this training will increase your abilities by the following:

+.737 to .773 [Wis], +.162 [Per], +.131 [Con], +.072 [Int], +.035 [Str/Dex]

Here is a breakdown of the training:

{Wis 11}
---{Divine Achievment 1 - Kill XX creatures with focus based feats}
------<Cleric> Domain 2 (346 XP) +.109 [Wis]
------<Cleric> Crusader 3 (189 XP) +.106 [Wis]
------<Seminary> Divine Attack Bonus 2 (290 XP) +.09 [Wis/Per]
---<Seminary> Willpower Bonus 2 (434 XP) +.037 [Wis/Int/Per]
---<Dreadnaught> HP 3 (25 XP) +.096 [Con]
---<Cleric> Power 5 (189 XP) +.017 [ALL]
------<Cleric> Power 6 (211 XP) +.018 [ALL]

So that is where I will stop for now. Going forward I am going to work on two seperate guides.

1) Least amount of XP to level each Role
2) Most beneficial way to level each Role (leveling items you will need later to level other parts of your role etc)

In the interim, you can check out my WIP Cleric Leveling doc for the details I have above.

Goblin Squad Member

Thanks! Good info. It's going to take a bit of care to get anywhere without a lot of mis-steps.

Scarab Sages Goblinworks Executive Founder

I agree. I think that is why we will see a good amount of guides around building your character. Especially once they get the OR functionality in that Stephen just mentioned for achievments!

On top of that each guide could have two or more versions around the the fastest way to progress there and the cheapest (XP) way to progress there.

Goblin Squad Member

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Actually I don't think it's going to be that big a deal if you stray off the most optimized possible possible leveling path. Whatever you spend your XP on is likely to be useful to you one way or another or you probably wouldn't have bought it.

A character who made it to level 12 by the most efficient possible path will probably not be much if any stronger than an equal-XP character who's level 10 with a wider base of non-"necessary" abilities.

Goblin Squad Member

Dakcenturi wrote:
... the cheapest (XP) way to progress there.

Just a quick comment on this:

Based on the costs of "similar" feats (e.g. weapon proficiencies or various attack bonus types), I don't know if there will ever be "cheaper" routes to a level achievement.

As in, I'm thinking that the "OR feats" will be only substituted like-with-like, and so far, these seem to each have the same XP cost.

Scarab Sages Goblinworks Executive Founder

Kitsune Aou wrote:
Dakcenturi wrote:
... the cheapest (XP) way to progress there.

Just a quick comment on this:

Based on the costs of "similar" feats (e.g. weapon proficiencies or various attack bonus types), I don't know if there will ever be "cheaper" routes to a level achievement.

As in, I'm thinking that the "OR feats" will be only substituted like-with-like, and so far, these seem to each have the same XP cost.

This may be the case, but there are definitely routes that are cheaper XP compared to routes that get you what you need in the long run.

For example for Cleric 4 you need an 11 Con. You could probably bump up a bunch of skills (perception) or harvesting (miner) to boost your con for cheaper XP or you could boost HP which is needed for later levels of character, still boosts your con, but costs a LOT more XP.

Goblin Squad Member

Ah yeah, didn't think about those sorts of routes - specifically for gaining the proper prereq's. Like you said, there will definitely be more XP-efficient ways to do it (both long-term efficiency and short-term).

But I'm thinking specifically for the feat substitutions, it will probably be the same overall.

Scarab Sages Goblinworks Executive Founder

Yeah I would think so as well. I'm curious how this will work though in terms of achievments.

So for example in order to advance in cleric you currently HAVE to get the divine achievments but the other ones don't really matter (as far as I have seen so far) fighter you need martial and adventure, etc.

If you swap out feats to build more of a battle cleric then a caster cleric would you not need divine achievements as much?

Goblin Squad Member

Dakcenturi wrote:


For example for Cleric 4 you need an 11 Con. You could probably bump up a bunch of skills (perception) or harvesting (miner) to boost your con for cheaper XP or you could boost HP which is needed for later levels of character, still boosts your con, but costs a LOT more XP.

I find it very significant that gather/refine/craft/profession skills (and to some extent, multiclassin) can help you qualify for class levels.

(i would suspect that the -cheapest- way to build stats is to pick up level 1 of lots of skills, but that this is a silly strategy in the longer run).

Goblinworks Game Designer

Yeah, it is almost certainly possible to get to higher levels by taking a laser focus to spending the smallest ratio of XP to Ability Scores. And I'd bet that the game firsts for various level milestones will do something like that.

As noted, they'll generally be outcompeted by slightly-lower-level players who took feats that were more expensive but useful rather than just trying to find the quickest route to the achievements.

The requirements for a level of something are generally the most iconic things for that role, but we're also assuming that you'll take a bunch of other stuff that's very useful but not required. There aren't generally, say, attack feats that are required. So if you get to high level by virtue of taking a bunch of low level skills and feats you can't slot with the other feats you took, you would probably be much weaker than if you got there more slowly but with appropriate-level attacks and such.

And maybe people dipping into stuff that's not technically necessary for their goals but gives ability score points will give them a chance to notice that they like doing something they didn't think they would.

It should be fun watching where different folks' optimization agendas take them :) .

Goblin Squad Member

Creeper.

j/k

Yeah, this will indeed be interesting to watch people take different paths, and to see the different guides/paths that people publish around teh webz.

Goblin Squad Member

Thanks for the guide Dak, it has helped me to get a grasp of how the system works. I'm looking forward to your next guides.

I'd love to see a build calculator so that we could mess around with builds before applying them in game.

Goblin Squad Member

This is exactly the type of information I was looking for from the Pathfinder online user guide thread.

A real example of how the skill system works.

Scarab Sages Goblinworks Executive Founder

Glad you found it intersting! Hope to have more and further levels sometime end of the week.

Scarab Sages

Stephen, are you planing to add "advanced filters" at trainers to let us see which abilities its feats bursts or what is pre-req of what or even what feats are pre-req of a role?

Exemple:
Filter by Stats (Str, Dex, ...)
Filter by Pre-Requirement tree (what feat is allowing another)
Filter by Role
Filter Alphabeticaly
Filter by XP cost
Filter by Achievment needed

Uhm, ideascaling it.

Goblin Squad Member

Stephen Cheney wrote:
The requirements for a level of something are generally the most iconic things for that role, but we're also assuming that you'll take a bunch of other stuff that's very useful but not required. There aren't generally, say, attack feats that are required. So if you get to high level by virtue of taking a bunch of low level skills and feats you can't slot with the other feats you took, you would probably be much weaker than if you got there more slowly but with appropriate-level attacks and such.

Yet to gain those appropriate-level attack feats requires previous acquisition of prerequisite role tiers. Can't train Lance 3 unless you are Cleric 4.

Goblin Squad Member

Of course you're going to train interlocking mandatory prerequisites. Stephen is saying that you probably will also have trained other things too.

Goblin Squad Member

Certainly. In particular, Dreadnaught skills appear required for Clerics.

Goblin Squad Member

I feel like I should know this already but are there similiar paths for crafting and harvesting in Alpha yet? Would love to see some of that.

Scarab Sages

I heards Dreadnaught skills are meant to be required for everyone.

Goblin Squad Member

Rafkin there are a bunch of crafting skills and many of them interrelate. Several (iconography and artifice are two) require various crystals, apparently something geologists or jewelry crafters make. Iconographers (make holy symbols) and Artificers (I think that is who makes wands and staffs) also require hide strips (tanner) and wooden shafts (sawyer).

Goblin Squad Member

Aet Rafkin wrote:
I feel like I should know this already but are there similiar paths for crafting and harvesting in Alpha yet? Would love to see some of that.

From what little I have experienced of the crafting and harvesting so far, I would say that there will not be any guides for the Expert (crafter) and Commoner (gather) roles. There are just too many options to list.

Individuals that are primarily gathering are going to pick up all the gathering and refining skills, most of the knowledge skills, but maybe only one craft skill.

Crafters are likely to pick one (maybe 2) craft skill and get the entire supply chain of skills that support their focus. Point cost for craft skills are expensive. There is a known bug currently that makes crafting tedious.

Everyone will have to spend valuable points in order to progress in a role on skills to raise stats. Achievements will also take time away from your role (need Social points? Only current way is to do the Player Killer Achievement)

Goblin Squad Member

Kemedo wrote:
I heards Dreadnaught skills are meant to be required for everyone.

No. Dreadnaught skills are required for anyone who's wearing heavy (or heavyish medium) armor, or using heavy weapons. Those in leather or cloth and wielding bows or daggers have no need of dreadnaught training.

Goblin Squad Member

Arumvorax wrote:
From what little I have experienced of the crafting and harvesting so far, I would say that there will not be any guides for the Expert (crafter) and Commoner (gather) roles. There are just too many options to list.

This is actually what I was working on this weekend. It's going to take a lot of work, though :)

Arumvorax wrote:
Individuals that are primarily gathering are going to pick up all the gathering and refining skills, most of the knowledge skills, but maybe only one craft skill.

There are 4 "gathering" skills: Dowser (Personality), Forester (Wisdom), Miner (Constitution), Scavenger (Wisdom). Rank 20 in any of them requires 79,452 XP (a little over 33 days just for Rank 20, not counting the XP/time it takes to get 1 thru 19) and a 20 in the corresponding attribute.

Goblin Squad Member

Guurzak wrote:
Kemedo wrote:
I heards Dreadnaught skills are meant to be required for everyone.
No. Dreadnaught skills are required for anyone who's wearing heavy (or heavyish medium) armor, or using heavy weapons. Those in leather or cloth and wielding bows or daggers have no need of dreadnaught training.

Hit Points are at the Dreadnaught School and are required for Wizards. I think they're required for Rogues as well.

Goblin Squad Member

Oh, as an aside... it isn't worthy of a thread, but just now casting a heal on a skeleton heals it rather than harms it.

Scarab Sages

I heard in the first moments of Ryan Dancer* stream, he said Dreadnaught School was a place where a lot of feats that are commons to all classes.

Goblin Squad Member

Nihimon wrote:
Guurzak wrote:
Kemedo wrote:
I heards Dreadnaught skills are meant to be required for everyone.
No. Dreadnaught skills are required for anyone who's wearing heavy (or heavyish medium) armor, or using heavy weapons. Those in leather or cloth and wielding bows or daggers have no need of dreadnaught training.
Hit Points are at the Dreadnaught School and are required for Wizards. I think they're required for Rogues as well.

OK, that makes the Dreadnaught school a mandatory DI tax for any settlement that wants to offer any training at all. HP should be duplicated on Dreadnaught and Skirmisher- or every settlement should get a Dreadnaught trainer in their Keep, rather than having to build a school for it.

Goblin Squad Member

Nihimon wrote:
Guurzak wrote:
Kemedo wrote:
I heards Dreadnaught skills are meant to be required for everyone.
No. Dreadnaught skills are required for anyone who's wearing heavy (or heavyish medium) armor, or using heavy weapons. Those in leather or cloth and wielding bows or daggers have no need of dreadnaught training.
Hit Points are at the Dreadnaught School and are required for Wizards. I think they're required for Rogues as well.

I can affirm.

Goblinworks Game Designer

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Being wrote:
Oh, as an aside... it isn't worthy of a thread, but just now casting a heal on a skeleton heals it rather than harms it.

The way the systems are currently designed and implemented, it's pretty hard to have heals work differently for a particular type of creature. That is, a heal:

* Is a Beneficial action, which doesn't cause an attack roll or the consequences of making an attack. Special casing it for if the target is undead would add a lot of complication.
* Is a buff/heal, which ultimately needs to have a more intuitive interaction with targets based on whether they're enemies or allies (I'd like to get some degree of auto-assist in). Having a targeted action that counts as a buff/heal or an attack depending on the target would make that significantly less intuitive.

The goal is to get things like Channel Positive Energy to heal living and harm undead, or vice versa for CNE (which, I admit, is also a change from tabletop, but helpful to not have you have to make a lot of in-the-moment toggles) since that you don't have to target. And to give Clerics a lot of other things that are really good against undead (and, even now, they're extra weak against Holy damage).

And long term we may have the time to revising the complexity that is tabletop's use of Positive Energy, but it'll be a while.

Goblin Squad Member

Where can I get some very basic information about character building like how stats, feats, skills, and "class abilities" work.

I get that PFO will be a class less and level less system, but I'm not grasping much else right now.

I have never played an MMO RPG, and I'm having difficulty translating the character concepts that make sense in my head for TT into PFO.

Thanks!

Goblin Squad Member

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Bitter Thorn wrote:
Where can I get some very basic information about character building like how stats, feats, skills, and "class abilities" work.

If you're willing, I strongly recommend connecting to The Seventh Veil's TeamSpeak server (atl01.mainvoice.net:7183) pretty much any time. Cheatle's almost always on, and he has a lot of knowledge about the game. It will be much easier to be able to answer your questions in a voice conversation.

As a first gloss:

Stats (Attributes) are Strength, Dexterity, Constitution, Wisdom, Intelligence, and Personality (aka Charisma). They don't provide any direct benefit, but some feats require a certain value (for example, the Rank 2 Wizard Cantrips require Intelligence 11). Some feats provide a bonus to attributes when you buy them (for example, Knowledge: Arcana 1 grants 0.083 Intelligence, and Boiling Blood 1 grants 0.018 Intelligence & Personality).

Achievements are awarded for accomplishing things in-game. For example, if you kill a Goblin you get Goblin Slayer 1 as an Adventuring achievement. If you use a Wizard Wand or Staff to kill that Goblin, you'll also gain Arcane Expert 1 as an Arcane achievement.

Feats (Skills) are purchased from Trainers. Most have several ranks, each requiring the prior rank and most having additional requirements:

  • Category Requirements - requires a certain number of points from a specific category of achievements (like Arcane or Adventuring).
  • Feat Requirements - require that you have already purchased a particular feat. For example, Boiling Blood 1 requires that you have already purchased Arcane Weapon Proficiency 1.
  • Achievement Requirements - generally refer to specific Role (Class) achievements, like Wizard 1 or Fighter 8.
  • Ability (Attribute) Requirements - refer to a particular attribute score that you must have, such as Intelligence 11.

You can check out the raw data for these things in Achievement Feats, Achievements, Attacks, Passives, Expendables (Raw Pre-Wiki Data). I'll try to add some posts to that thread explaining my understanding of the data.

Goblin Squad Member

Nihimon wrote:
...gloss...

What a great word, and how seldom it's used any more.

Goblin Squad Member

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@Bitter Thorn,

A couple weekends ago (while I had a reset bug), I took a few minutes to sort of go over the basics in advancing my character along the Rogue role. It might not be exactly what you're looking for, but perhaps it might give a small glimpse of how the system works in a more practical sense. Here's the video (11m of my boring voice).

Of course, this is only going through the Rogue role, but I could clearly pick up other feats that would help me along the way - such as focusing more on my ranged weapon, which currently does not advance me in Rogue (although there is planned flexibility later).

Goblin Squad Member

Thanks!

Goblin Squad Member

Will there be a limit on how many domains can be selected?

Is this the complete list of current domains?:

Charm Domain
Fire Domain
Glory Domain
Luck Domain
Protection Domain
Strength Domain
Sun Domain
Travel Domain
Trickery Domain
Water Domain
Weather Domain

Will it be a long time before we see support for more deities and domains?

Scarab Sages Goblinworks Executive Founder

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That list looks about right. In Alpha you can select as many domains as you want, however (if I remember correctly) you can only slot 1 domain at a time. The benefits of slotting a domain aren't 100% clear at this point.

In the future I hope they tie domains to your alignment/deity selection in some way.

Stephen Cheney wrote:
Domains work like Weapon Specialization, Sneak Attack, and Schools: they're a variety of class features which give a passive bonus and access to keywords for your role's expendables. The Glory Domain presently gives the user a Base Defense bonus (once we have auras, it'll be an aura buff for party members) as its passive bonus. Maxed out, it gives the keywords: Banishing, Blessing, Acolyte, Creating, Excoriating, Enhancing, Invoking, Disciple, Guarded, Cataclysmic, Priest, Outer, Ethereal, Hierophant, Planar, Ruling . So, it makes you better at Holy Symbol spells that do things hinted by those keywords.

Scarab Sages

Dakcenturi wrote:
In the future I hope they tie domains to your alignment/deity selection in some way.

I hope not.

Domains are not directly related to Alignments, but Deities. But we often see differents deities with same domain (War Domain - Gorum (CN), Rovagug (CE), Iomedae (LG)).

But then, by the freedom of choices to choise feats and lack of bounds of classes, how to choose a deitie will be done? Learned as a feat and slotted as a Domain? Or a imutable choice made one time?

This last ones seems to not fit well with the general proposal of the roles in games unless we have a different role for each deities ("Cleric - Rovagug", "cleric - Iomedae"), which is unlikely in my opinion.

The way seems more likely to be imho, is Domains are simply there like any other feat (expense to buy, but exchangeable freely) and let the Churchs and Gods only determinate where to avaliable to buy/upgrade those Domain feats.

Scarab Sages Goblinworks Executive Founder

Having a link to a diety is pretty core to a cleric, otherwise you are just an oracle that can't spontaneously cast. I think this should be something you have to define, if you can just pick as many domains and swap them out as the need arises I think it un-balances clerics and it also makes it so evey cleric is a cleric of everything, rather then having different clerics of different things.

Goblin Squad Member

I'm having some trouble understanding the idea of slotting things like skills, domains and feat.

Is there a blog or thread that explains this?

Goblin Squad Member

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Bitter Thorn wrote:

I'm having some trouble understanding the idea of slotting things like skills, domains and feat.

Is there a blog or thread that explains this?

A Three-Headed Hydra

I Put a Spell on You

Those two should help answer some of the questions.

It's important to understand the difference between Spells and Cantrips. Cantrips are already in-game and are easy to slot; just like you would in any other game, you simply drag them from your Feats panel onto your Action Bar. Spells aren't fully in-game yet; you start with a beginner spell, but you're not able to learn any new spells (even though they drop as loot) and there's no way to re-slot your beginner spell if you lose it by playing around with your spellbook incorrectly. As a result, I can't offer any direct input on it.

Goblin Squad Member

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Dakcenturi wrote:
Having a link to a diety is pretty core to a cleric, otherwise you are just an oracle that can't spontaneously cast. I think this should be something you have to define, if you can just pick as many domains and swap them out as the need arises I think it un-balances clerics and it also makes it so evey cleric is a cleric of everything, rather then having different clerics of different things.

I think that, at a very fundamental level, PFO is about not locking characters into specific advancement paths. So, I don't think you'll ever see something where a Cleric picks a god and can't change that later.

For Wizards, you place your School Feat (you start out with Evoker) in your Feature slot, and that has (or will have) a meaningful impact. I expect they'll do the same thing with Domains or maybe gods.

Scarab Sages

Dakcenturi wrote:
Having a link to a diety is pretty core to a cleric, otherwise you are just an oracle that can't spontaneously cast. I think this should be something you have to define, if you can just pick as many domains and swap them out as the need arises I think it un-balances clerics and it also makes it so evey cleric is a cleric of everything, rather then having different clerics of different things.

As long I understand and agree with the flavor of Cleric of a Specific Deity, clerics were not only bound to one god, there is the option to follow something different.

Cleric Description wrote:
While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

The main reason for my previous idea is exactly to balance the cleric option in pair of others 3 roles. If the role system are made to not hold a character from change to rogue to fighter, why should hold to change from specific decisions of determinated role. If it does so, will the game have 9 (or more) differentes roles of clerics?

Another statement is about archetypes of others roles and specialists of arcane magic. They are all part of their roles.

Goblinworks Game Designer

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Kemedo wrote:
Dakcenturi wrote:
Having a link to a diety is pretty core to a cleric, otherwise you are just an oracle that can't spontaneously cast. I think this should be something you have to define, if you can just pick as many domains and swap them out as the need arises I think it un-balances clerics and it also makes it so evey cleric is a cleric of everything, rather then having different clerics of different things.

As long I understand and agree with the flavor of Cleric of a Specific Deity, clerics were not only bound to one god, there is the option to follow something different.

Cleric Description wrote:
While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

The main reason for my previous idea is exactly to balance the cleric option in pair of others 3 roles. If the role system are made to not hold a character from change to rogue to fighter, why should hold to change from specific decisions of determinated role. If it does so, will the game have 9 (or more) differentes roles of clerics?

Another statement is about archetypes of others roles and specialists of arcane magic. They are all part of their roles.

Someone with better forum-fu than me might be able to find it, but in Golarion there are no clerics without a deity. Its in the core rule book because the core rules are not Golarion specific, but James Jacobs has clarified that in Golarion all clerics must have a single deity who grants their power. This also means they will all have to select appropriate domains.

Scarab Sages

Here:

James Jacobs wrote:

One of the reasons we put the oracle into the game was precisely so there could be divine full casters who don't have to worship a deity.

If I had a time machine, I would have made that clear in the Core Rulebook as well—the whole point of the cleric class is that you serve a deity, and I would have had the core rules say as much. The concept of a cleric who doesn't worship a deity is a bit of 3.5 that crept in to Pathfinder and didn't get scrubbed out.

But, is this ruling PFO classless system?

Goblin Squad Member

It's rather disappointing that in this one role you'll be constrained even beyond your alignment. It feels very contrary to most of the freedom the rest of the game offers.

So alignment will impact your deity decision, which in turn will limit your domains? Are these all one-time decisions?

If that's the case, I hope the domain options per deity are more flexible than in pen & paper. (ex. you can have any domain that doesn't conflict with your deity's ideals, instead of only ones they specifically support)

Goblin Squad Member

Nihimon wrote:
Bitter Thorn wrote:

I'm having some trouble understanding the idea of slotting things like skills, domains and feat.

Is there a blog or thread that explains this?

A Three-Headed Hydra

I Put a Spell on You

Those two should help answer some of the questions.

It's important to understand the difference between Spells and Cantrips. Cantrips are already in-game and are easy to slot; just like you would in any other game, you simply drag them from your Feats panel onto your Action Bar. Spells aren't fully in-game yet; you start with a beginner spell, but you're not able to learn any new spells (even though they drop as loot) and there's no way to re-slot your beginner spell if you lose it by playing around with your spellbook incorrectly. As a result, I can't offer any direct input on it.

Again thanks!

Goblin Squad Member

In TT(PnP), clerics must have a diety. Most deities have 4 domains, often one of those is related to alignment (Law, Chaos, Good, Evil) but there are usually others. Clerics can pick only two domains, say Sun and Trickery. Both are active and provide access to domain spells, but there is only 1 domain spell slot per level (I believe the domain spells can be slotted as regular cleric spell, while regular spells can not be slotted in domain slot). So basic first level is 1 clerical spell and 1 domain spell which is choice of one of two offerings.

In Pfo, how many of a deities domains may a cleric pick? (2 in TT)

In Pfo, how many domains benefits (e.g. increased perception or increased bluff) are active at a time? (2 in TT)

In Pfo, how many slots added per spell level? (1 per spell level in TT, spell level increase every 2 class level)

Goblin Squad Member

Tork Shaw wrote:
Kemedo wrote:
Dakcenturi wrote:
Having a link to a diety is pretty core to a cleric, otherwise you are just an oracle that can't spontaneously cast. I think this should be something you have to define, if you can just pick as many domains and swap them out as the need arises I think it un-balances clerics and it also makes it so evey cleric is a cleric of everything, rather then having different clerics of different things.

As long I understand and agree with the flavor of Cleric of a Specific Deity, clerics were not only bound to one god, there is the option to follow something different.

Cleric Description wrote:
While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

The main reason for my previous idea is exactly to balance the cleric option in pair of others 3 roles. If the role system are made to not hold a character from change to rogue to fighter, why should hold to change from specific decisions of determinated role. If it does so, will the game have 9 (or more) differentes roles of clerics?

Another statement is about archetypes of others roles and specialists of arcane magic. They are all part of their roles.

Someone with better forum-fu than me might be able to find it, but in Golarion there are no clerics without a deity. Its in the core rule book because the core rules are not Golarion specific, but James Jacobs has clarified that in Golarion all clerics must have a single deity who grants their power. This also means they will all have to select appropriate domains.

Does this mean that in alpha and beta we will have to select one of the 9 deities and we will be limited to their two domains?

When or if our preferred deities become available later will we be able to switch?

Goblin Squad Member

Bitter Thorn wrote:

.....

Does this mean that in alpha and beta we will have to select one of the 9 deities and we will be limited to their two domains?

When or if our preferred deities become available later will we be able to switch?

I hope new deities do become available and we can do the switch, along with a domain if one is not in the deity's list of domains.

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