Geography Packs


Pathfinder Online

Goblin Squad Member

Will they be available on day 1 and what do they give? I'd love to buy a couple but I don't want my character to outlevel the benefits before they are in.

Shadow Lodge Goblin Squad Member

Quote:

$15 - Regional Trait Pack

Players can purchase Regional Traits Packs for their characters that give them background elements of coming from a specific country or region in Golarion. A Region Trait Pack will provide the character with an achievement stating the country they hail from, a title, and a small mechanical effect, all based on the country of origin selected when the pack is used. Select one from: Absalom, Andoran, Cheliax, Five King’s Mountain, Galt, Katapesh, Kyonin, Lands of the Linnorm Kings, Mwangi Expanse, Osirion, Qadira, Rahadoum, The Shackles, Taldor, Ustalav, and Varisia. You may purchase this Add-On multiple times.

That is what was said with Kickstarter update #32. I don't think I have seen anything else about them since then.

Goblin Squad Member

Right, so we would need a list of "small mechanical benefits" and to know when they will be available.

Goblin Squad Member

Yes. Having some of the stuff, before you level past it, would be nice.

At least when it involves gear that would be used. Collectables like the Daily Deals, I can wait for, I suppose. :)

Goblin Squad Member

There's been radio silence on the subject of the exact contents or availability dates of Class Packs, New Player Packs, Regional Trait Packs, and Alliance Packs.

Goblin Squad Member

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Class Packs are probably very similar to what alpha characters get. But yeah, Goblinworks store is kinda like a box of chocolates.

Goblin Squad Member

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T7V Avari wrote:
Class Packs are probably very similar to what alpha characters get. But yeah, Goblinworks store is kinda like a box of chocolates.

Yup. I might buy some, if I knew what I was buying....

Shadow Lodge Goblin Squad Member

Quote:
When characters arrive in the River Kingdoms in Pathfinder Online, they do so with little wealth or equipment to their name. A Class Pack will provide the character with a selection of items appropriate to a lower level character of the class selected when the class pack is used. Each pack will include a weapon, a suit of armor (torso, legs, and helmet if applicable), and three or four other items of such as thieves tools, shields, boots, gloves, belts, hats, etc. You may purchase this Add-On multiple times.

The class packs at least have a better description. Also does anyone know a way to check which you have purchased already?

Goblin Squad Member

There is no way at the moment, unless you can find a time machine and go back to spring before they shut down the pledge manager on Paizo.

Goblin Squad Member

Bringslite of Fidelis wrote:

Yes. Having some of the stuff, before you level past it, would be nice.

At least when it involves gear that would be used. Collectables like the Daily Deals, I can wait for, I suppose. :)

i thought there were usable weapons in the daily deals?

if so i know that would help out some ppl not wanting to go all bubba clubba on dem mobs

Goblin Squad Member

Yeah, I got the impression that the Daily Deal weapons would be something like Tier 1 +1. I hope there are at least a few of those kinds of things available at the start.

Goblin Squad Member

I still have to get my head around this whole tier and keyword palaver .

Scarab Sages Goblin Squad Member

In general, higher tier items can have more keywords. More keywords mean more benefits from advanced feats. I don't recall whether there's a direct correlation between higher tier and higher base effectiveness (damage, protection, etc.), when the advanced feats aren't used with the item.

Goblin Squad Member

Tier good. Keyword good. More is more good. Gooood.


Since I bought in to Month 1 of EE the other week, I know I am getting the following:

New Player Pack
Alliance Pack

Also, it is 1 pack per character and GW seems pretty adamant about these things be more for fluff than for gameplay buffs.

Goblin Squad Member

KarlBob wrote:
In general, higher tier items can have more keywords. More keywords mean more benefits from advanced feats. I don't recall whether there's a direct correlation between higher tier and higher base effectiveness (damage, protection, etc.), when the advanced feats aren't used with the item.

OK ...

So do higher tier items automatically acquire relevant keywords from your trained feats or do you have to pick and choose or slot them somehow ?

Goblin Squad Member

I believe that the recipe determines the keywords. I remember something about possibly allowing crafter input at +4 and +5?

Scarab Sages Goblin Squad Member

Pick and choose your feats to match the keywords on your items? Definitely.

Pick and choose items containing particular keywords to match your feats when shopping? To some extent, but I don't know how much.

(I'm not sure whether all long swords of the same tier will have the same keywords, or if it might be possible to craft variant long swords of the same tier with different sets of keywords, like Commando's long sword vs. Defender's long sword vs. Holy Champion's long sword)

Goblin Squad Member

Ok, so an item has a limited set of keywords built into it rather than just an empty slot for any keyword?

SO if you have feats that use those keywords do they automatically get applied to the item or does the feat just become available to slot into the action bar ? Or could be either depending on the feat ?

Goblin Squad Member

KoTC Edam Neadenil wrote:

Ok, so an item has a limited set of keywords built into it rather than just an empty slot for any keyword?

SO if you have feats that use those keywords do they automatically get applied to the item or does the feat just become available to slot into the action bar ? Or could be either depending on the feat ?

When you use an Attack, it looks to see if your weapon has certain keywords. For each keyword it finds, it increases your base damage by 5%. Nightdrifter can detail the final effects on your actual damage output, but basically more is beter. A very similar process applies to Armor (the stuff you wear) and Armor Feats, and then to Expendables and Feature Feats.

Scarab Sages Goblin Squad Member

If you have the keyword Sharp in your feat and on your weapon, then your attacks using that feat and that weapon have the Sharp property. If only your weapon is Sharp, or your feat requires a Sharp weapon and you don't have one equipped, then your attacks do not have the Sharp property.

Please, someone with deeper mechanics knowledge than mine, double check my answers here. I'm reaching the limits of my own understanding.

Edit: Nihimon knows more about this than I do. If we contradict, believe his version.

Goblin Squad Member

You've got it right, KarlBob. Most keyword matches just add a simple +5% Base Damage. Some others have particular effects in specific circumstances. One example is that the Cold Iron keyword is required in order to bypass some resistances on Fey creatures. I'm not sure whether that just means the weapon needs that Keyword, or whether it actually requires a keyword match between the weapon and the Attack.

Goblin Squad Member

I like mysteries.

Scarab Sages Goblin Squad Member

I wonder whether we'll see anything like this?

"Feat: Advanced Whallop. Foe is knocked down for 1 round. If weapon is Massive, then foe is knocked down for 3 rounds."

Goblinworks Executive Founder

I hope for effects conditional on the weapon having a keyword that isn't looked for by the damage, but that pretty much requires that an ability be usable by two weapons that have different keyword progressions.

That might be a very strange path to take; I imagine a things like elven curve blades that are one-handed fencing weapons, but have a different keyword progression from rapiers, and attacks that are legal with both, but work better with one or the other.

Goblin Squad Member

Nihimon wrote:
You've got it right, KarlBob. Most keyword matches just add a simple +5% Base Damage. Some others have particular effects in specific circumstances. One example is that the Cold Iron keyword is required in order to bypass some resistances on Fey creatures. I'm not sure whether that just means the weapon needs that Keyword, or whether it actually requires a keyword match between the weapon and the Attack.

I concur with Nihimon's assessment: Your weapon/item has to have the keyword and your character also has to be trained or achieved the ability to make use of that exact keyword, or else it isn't triggered usefully. It is how the high tier weapon doesn't work as well in the hands of a new player. The potential is there in the weapon but the character has to grow into it to make full use of that potential.

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