Keign Goblin Squad Member |
Gaskon Goblin Squad Member |
The Seventh Veil is starting a repository of information at: pfo.pathfinderwiki.com
That is pretty good for passive feats, but the attack feats don't show any of the special or conditional effects yet.
Cheatle from TEO has a player guide at :
pathfinder online user guide
If you scroll down that page until just below the map of Sotterhill (which is amazingly helpful btw), there is a link to a google spreadsheet with passive, attack, expendable and weapon information. That spreadsheet has full information on many attack feats, and is helpful for choosing where to spend exp and what attacks to use together.
Guurzak Goblin Squad Member |
Tyveil Goblin Squad Member |
T7V Jazzlvraz Goblin Squad Member |
Gaskon Goblin Squad Member |
Interesting. I notice there is skills for riding and firearms as well as social, knowledge, survival etc. kind of skills.
How much of that actually does anything at this point?
Knowledge skills might give you extra loot of the appropriate type. (not sure if that is implemented yet, is a future plan.)
None of the rest do anything yet, but there are some intriguing plans, including a hint at some sort of "social combat" system.
TEO Cheatle Goblin Squad Member |
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Fighter Role
Feature
Axe Spec(Str)(Improved Critical, Bonus to Hit/Damage)
Heavy Blade Spec(Str)(Improved Critical, Bonus to Hit/Damage)
Light Blade Spec(Dex)(Improved Critical, Bonus to Hit/Damage)
Bow Spec(Dex) (Improved Critical, Bonus to Hit/Damage)
Hammer Spec(Str)(Improved Critical, Bonus to Hit/Damage)
Polearm Spec(Str)(Improved Critical, Bonus to Hit/Damage)
Armor
Archer(Dex)(Bonus to Speed/Ranged Attack)
Dragoon(Con)(Improved Critical, Bonus to Light/Heavy Melee Attack)
Unbreakable(Con) (Bonus to Reflex Defense, and All Resitances)
Rogue Role
Feature
Cut-Throat(Dex)(Sneak Attack while enemy is flat-footed OR doesn't have you targeted)
Daredevil(Dex)(Sneak Attack while enemy is flat-footed OR you give opportunity)
Opportunist(Dex)(Sneak Attack while enemy is flat-footed OR they give opportunity)
Armor
Chameleon(Dex) (Bonus to Stealth)
Scout(Dex)(Bonus to Perception)
Swashbuckler(Dex)(Bonus to Reflex Defense/Light Melee Attack)
Wizard Role
Feature
Abjurer(Int)
Conjurer(Int)
Diviner(Int)(Bonus to Perception)
Enchanter(Int)
Evoker(Int)(Give burning/slowed/oblivious on critical hits)
Illusionist(Int)(Bonus to Reflex Defense/Stealth)
Necromancer(Int)
Transmuter(Int)(Bonus to HP and Status Effect Recovery)
Armor
Binder(Int)(Bonus to Energy Resistances/Fortitude Defense)
Mage(Int)(Bonus to Physical Resistance/Reflex Defense)
Scholar(Int)(Bonus to Will Defnse/All Knowledge Skills)
Cleric Role
Feature
*Note: All Domains Eventually give some of thier bonus to party members from the Aura Mechanic.
Charm Domain(Wis)
Fire Domain(Wis)(Large Bonus to Fire Resistance)
Glory Domain(WIs)(Bonus to Base Defense)
Luck Domain(Wis)(Improve Critical)
Protection Domain(Wis)(Bonus to all Resistances)
Strength Domain(Wis)(Bonus to Heavy Melee Attack)
Sun Domain(Wis)(Bonus to Perception)
Travel Domain(Wis)(Bonus to Speed)
Trickery Domain(Wis)(Bonus to Bluff/Stealth)
Water Domain(Wis)(Large Bonus to Cold Resistance)
Weather Domain(Wis)(Large Bonus to Electric Defense)
Armor
Evangelist(Wis)(Bonus to Speed, and Ranged/Divine Bonus)
Healer(Wis)(Bonus to Reflex Defense/Hp Regneration)
Crusader(Wis)(Bonus to all defense, and Light/Heavy Melee Attack)
KoTC Edam Neadenil Goblin Squad Member |
T7V Jazzlvraz Goblin Squad Member |
...the various armor proficiencys.
Those appear, from the spreadsheets, to be simple gates, requiring purchase before continuing on the path they control. Each is accompanied by the same small Characteristic boost one gets from buying anything, but nothing beyond; the same applies to all proficiencies, not only armour.
Gol Xykal Goblin Squad Member |
KoTC Edam Neadenil Goblin Squad Member |
For a while I had "crusader" (heavy armor) slotted while I was wearing medium armor and there was a very noticeable difference from having "evangelist" (medium armor) slotted.
If it was +0 medium armor it only has the MEDIUM keyword which Crusader will not be triggered by.
Higher level medium armors (+1, +2 etc) with extra keywords like BLESSED or DISTRIBUTED will trigger Crusader.
So for example a +2 medium armor with <MEDIUM BLESSED DISTRIBUTED> would have two matches with Crusader (BLESSED and DISTRIBUTED but not MEDIUM) and those two hits mean you will get double Crusader benefits but not triple. (note a similar heavy armor would have 3 hits and do trple the benefit)
Basically matching the armor size matters a lot with +0 armor becasue they only have one keyword, medium or heavy and if that keyword does not match you lose most of the benefit of Crusader or Evangelist. It matters less and less as the quality of the armor goes up.
DeciusBrutus Goblinworks Executive Founder |
And all tier 2 armor is Masterwork, which counts as three keywords if you have a high enough armor feat to use it.
I think your resistance per keyword is based of the category of the armor, not the category of the feat in the armor slot, so someone with Mage 6 armor feat using t2 heavy armor might have a pretty high damage resistance (although less than someone with Crusader 6)
I don't know what the plans are for making heavy armor unsuitable for wizards, but I imagine that a penalty to arcane attack bonus would be sufficient without being overpowering (especially if there is an "arcane armor training" Armor Feat that mitigates those penalties at the cost of not having other bonuses).
randomwalker Goblin Squad Member |
KoTC Edam Neadenil wrote:...the various armor proficiencys.Those appear, from the spreadsheets, to be simple gates, requiring purchase before continuing on the path they control. Each is accompanied by the same small Characteristic boost one gets from buying anything, but nothing beyond; the same applies to all proficiencies, not only armour.
Apart from the gating, the point of buying higher armor levels is to get access to more keywords. Just like for attacks, each matching keyword gives hitpoints and potentially other bonuses.
The keyword progressions were in the spreadsheets at some very early stage but I cannot find them now.
My notes from back then for rogue armor:
Cham: light/stealthy/agile/MW/reinf/shadowskin/intricate/truesilver
Scout: light/stealthy/quiet/MW/supple/shdowskin/flexible/truesilver
Swashb:light/stealthy/quiet/MW/supple/truesilvr/flexible/shadowskin
now compare this to an armor such as Strapped leather, which has the keywords: |Masterwork, organic|light/stealthy/agile/reinforced|
By comparing the lists, you see that a rogue with
-Chameleon8 (5 keywords) gets 5 matches Strapped leather +3,
-Chameleon6 (4 keywords) gets 4 matches out of a Strapped leather +2 (or +3)
-Chameleon4 (3 keywords) gets 3 matches, but would get the same from the much cheaper Footpad's leathers +2.
-Swashb/scout get no benefit beyond +1 (3 matches incl MW).
Bascially: a Chameleon would want the highest 'plus' Strapped his training would allow. Scout/swashbuckler would use a +1 strapped in a pinch but rather have Boiled leather.
randomwalker Goblin Squad Member |
Just like for attacks, each matching keyword gives hitpoints and potentially other bonuses.
gahh.. bad wording. Try again: Just like for attacks, each matching keyword gives a stacking bonus. (For armor: hitpoints and other bonuses, for attacks: damage).
attack example:
* basic dagger strike keyword progression:
Piercing/Precise/Light/Masterwork/Penetrating/Hasted, Artifact
* dwarven steel dagger keyword progression:
|Masterwork|Piercing/Precise/Light/Penetrating|
* steel rapier keyword progression: Piercing/Precise/Balanced/Penetrating
essentially basic dagger strike scales like this:
lvl 1: any dagger or rapier do same damage
lvl 2: use dagger+1 or rapier+1 (or better) for max damage
lvl 3: use dagger+2
lvl 4: use T2 dagger+2 (but a T2 rapier is better than a T1 dagger)
lvl 5: use T2 dagger+3
lvl 6: use T3 dagger+3 or higher
T7V Jazzlvraz Goblin Squad Member |
...the point of buying higher armor levels is to get access to more keywords.
Yah, and thanks for correcting. I've learned my lesson from this public mistake--and several others--and have tried to stop talking about the spreadsheet-info, after discovering my understanding of the many-tentacled keyword system is sadly lacking.
Nihimon Goblin Squad Member |
KoTC Edam Neadenil Goblin Squad Member |
KarlBob Goblin Squad Member |
randomwalker wrote:...the point of buying higher armor levels is to get access to more keywords.Yah, and thanks for correcting. I've learned my lesson from this public mistake--and several others--and have tried to stop talking about the spreadsheet-info, after discovering my understanding of the many-tentacled keyword system is sadly lacking.
My understanding of keywords is similarly low. I know more matches are good, but I'm unclear on how they make things better.
I sympathize with the 'public mistake' part, too. I recently learned that my understanding of feature slots vs implement slots was all wrong, in another thread.
albadeon Goblin Squad Member |
I, too, am having trouble understanding the effects of keyword matches.
For armor, it's fairly simple. The spreadsheet "PFO Wiki Data" under Nihimon's link above has in its tab "Passive Feats" the convenient column G "Keyword Effects", where those are listed for the armour feats. E.g. for the Crusader armor feat it has "Hit Points +50 per Keyword, Fortitude Defense Bonus +2 per Keyword, Will Defense Bonus +1 per Keyword, Bleeding Recovery Bonus +1 per Keyword, Drained Recovery Bonus +1 per Keyword, Slowed Recovery Bonus +1 per Keyword, Power +23 per Keyword." Together with the keyword lists for the armors as well as the armor feats, I think I can work it out.
But what about all the others? I have been unable to find equivalent lists for any weapon/weapon feat. E.g. the Orison(Feat) Firebolt has the keywords "Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact" listed. I assume, that's a progression based on my level of firebolt, similar to the way the progression with my Crusader armor feat is based on its level, but unlike with the armor feats, such is not actually listed with the attack feats. Also, when I use it with my trusty Acolyte's Elemental Focus (say +3, to match all the keywords: Divine/Elemental/Blessed/Planar), what actual additional effect do these matching keywords give me here? Is there a list of keyword effects similar to the armor feats, that I'm just missing, or does this somehow factor into damage or something?
The same confusion reigns (for me, at least, but I suspect I'm not the only one) pretty much everywhere keywords and their effects are involved aside from armor. I understand that in each case I need some form of equipment as well as a corresponding feat with matching keywords. But what effect do keyword matches have? Are there other keyword effect lists similar to the armor feats?
Questions, questions... Does anyone happen to have the answers? :-)
Lam Goblin Squad Member |
From the published spreadsheets, Crusader armor says this:
Cleric Armor;
Slotted Effect: Improves Base Defense Bonus, Light Melee Attack Bonus, Heavy Melee Attack Bonus;
Armor Keywords: Heavy;
Additional effect for points of matched armor
- Keywords:
- Hit Points +50 per Keyword,
- Fortitude Defense Bonus +2 per Keyword,
- Will Defense Bonus +1 per Keyword,
- Bleeding Recovery Bonus +1 per Keyword,
- Drained Recovery Bonus +1 per Keyword,
- Slowed Recovery Bonus +1 per Keyword,
- Power +23 per Keyword
From KoTC Edam Neadenil these are the keywords trained starting with
The Tier 1 keywords for crusader are Heavy, Blessed, Distributed, Strengthened, Dense
Tier 2 adds Masterwork; Tier 3 Fiendish and Celestial. A new word is added each even level with both Fiendish/Celestial both added at 10.
albadeon Goblin Squad Member |
Nihimon Goblin Squad Member |
There are two types of Keywords on Weapons: 1) those that have no direct effect, but can be matched by Attacks for a simple increase (+6.3% I believe) in base damage per match; and 2) those that don't appear on Attacks, so will never be matched directly, but which provide certain effects in specific situations.
So, the Keyword "Arcane" that appears on all Wizard Cantrips doesn't have any direct effect other than granting a bonus to base damage, and all Wizard weapons (Mage Staff/Mage Wand) have Arcane as their first Keyword.
The only example I'm familiar with for Type 2 is the "Cold Iron" Keyword, which I believe bypasses certain defenses of Fey creatures.
TL;DR - Most don't have specific effects, just a base damage bonus for matching.
Lam Goblin Squad Member |
Nihimon Goblin Squad Member |
Lam Goblin Squad Member |
Nihimon Goblin Squad Member |
Cleric armor is listed as requiring Medium/Heavy Armor Proficiency=2 at level 6.
Medium/Heavy Armor Proficiency has Martial=28 at level 2.
I see.
Your question was:
If it requires weapon attacks, how are Mage(Wizard) and Clerics to achieve that with spell attacks?
I apologize for focusing on the Wizard aspect, but that's the one I'm most familiar with.
I don't think Clerics do enough damage with their Orisons to use them as their primary means of killing mobs. I expect you'll find that most Clerics will end up using a Marital Weapon for most of their kills, so the Martial Achievements will probably come quite naturally.
For Wizards, it's different. We do plenty of damage with our Cantrips to use them as our primary means of killing mobs. But that's okay, because our Clothing Armor Proficiency requires Arcane Achievements, not Martial.
T7V Jazzlvraz Goblin Squad Member |
Guurzak Goblin Squad Member |
Being Goblin Squad Member |