Question on Monks


Pathfinder Online

Dark Archive Goblin Squad Member

Okay so first time posting here in awhile, but I've been lurking lately and have a couple of questions for the Alphas.

I know monks are complicated and all and will come later in the development cycle. My question is basically this, at the start of EE you will be able to train one of the four base classes (fighter, rogue, cleric, wizard) and when the new classes come out you will have to...

a. just redirect your training to that new class?
b. there be some kind of conversion process?
c. it's still up in the air?

If it's answer a: redirect your training. What would be the best class to focus on to be the most ready to covert to a monk? I am thinking fighter or rogue but not sure.

Goblin Squad Member

I'd be absolutely stunned if there was any kind of conversion. I expect the answer to be "start training the new role". I'm not sure we really have any good way to predict what the proper training path is to prepare for monks, but fighter/rogue with a dabble in wizard's cloth armor is probably the best you're gonna get.

Goblin Squad Member

I'm pretty sure it's "a". It's very unlikely you'll be able to convert any of your purchased Feats into other Feats when a new Role is added.

Even the devs are being extremely close-lipped about what might be a good path for you to follow, partially because they don't want to held responsible for giving you that advice if things change later.

Some of the players might be willing to offer advice, though...

CEO, Goblinworks

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No conversions, no respecs.

We cannot give you hard advice (because we don't want to be held to it if we make major changes in plans).

Best thing you can do is make a character you like with the stuff in the game when you start, knowing that some things like hit points, power, resistences, base attack bonus, etc. will be useful no matter what.

Dark Archive Goblin Squad Member

I can live with that, thanks for the quick answer. :)

Goblin Squad Member

Ryan Dancey wrote:
Best thing you can do is make a character you like with the stuff in the game when you start, knowing that some things like hit points, power, resistences, base attack bonus, etc. will be useful no matter what.

That is indeed my plan.

Goblinworks Executive Founder

I'm not going to listen to complaints from people if I get it wrong, so I have no problem giving advice:

Invest in clothing armor proficiency, since that is what monks will use; that restricts you to a small set of the currently available armor feats. Pick one of those and level it as desired.

Since you won't be using heavy armor, nor have the monk's defensive effects, don't try melee. Pick a ranged attack type and go with it, knowing that when monk attacks are implemented nothing will roll over.

If you want to speculate, take staff attacks; right now they are all arcane, but within the realm of wild mass guessing, staffs are most likely to be an early case where one weapon can do spells and attacks, which might make transitioning easier.

Goblin Squad Member

It would be nice if the Bo Staff, as a melee weapon were to be introduced as a precursor for Monks in the future.

They can then, as suggested, concentrate on generic skills, cloth armor, melee combat, ranged combat, etc.

I'd probably go with a Fighter / Rogue build to start with.

Goblinworks Game Designer

Mage Staff remains unlikely to ever be usable with melee attacks (that are not touch spells). The base animation stance would be too different from what we'll eventually use for a quarterstaff.

Goblin Squad Member

Stephen Cheney wrote:
Mage Staff remains unlikely to ever be usable with melee attacks (that are not touch spells). The base animation stance would be too different from what we'll eventually use for a quarterstaff.

I don't know anything about programming, but is the stance or even the animation an integral part of introducing a weapon?

I would think a basic thrust and swing (same as a two handed sword) could be a temporary animation, as part of MVP, but this would allow players who hope to become Monks to begin with the weapon they wish to use.

Goblinworks Executive Founder

Stephen Cheney wrote:
Mage Staff remains unlikely to ever be usable with melee attacks (that are not touch spells). The base animation stance would be too different from what we'll eventually use for a quarterstaff.

Not having full knowledge of the nature of animating, I'm confused about why making new quarterstaff animations is harder than making new quarterstaff/magic staff animations.

Won't you run into the same problem with 'holy avenger' swords that are also used for paladin spells?


The no way to know/no respec is kind of sad for those looking forward to a class.

The question I have is: any idea as to when these new things will be implemented?

I am interested in Necromancy and I know someone who wants to spec a Paladin. Just waiting until 2016 is kind of a bummer. Or spending a year on a character that might not work. I can start saving exp, too, no doubt, but I guess I would like to know if these classes have any chance of being released before OE.

Goblin Squad Member

There is no dedicated necromancer class in Pathfinder: make either a wizard or cleric and choose appropriate spells. A bunch of necromancy cantrips are due to be deployed any build now.

Your paladin can easily be started as a fighter with some personality skills.

Grand Lodge

Guurzak wrote:
Your paladin can easily be started as a fighter with some personality skills.

Or a Cleric with splashover Heavy Armor features and weapon feats.


Guurzak wrote:

A bunch of necromancy cantrips are due to be deployed any build now.

this is what I wanted to know. Good.

anyone have an idea on the other classes?

Goblin Squad Member

One thing you can always do is focus on your destiny's twin until the class you want is available. That way you aren't wasting points on placeholder abilities. Even if you want your DT to function purely as a crafter you want some combat skills unless you never intend to leave town for activities such as trading or gathering.

Goblin Squad Member

DeciusBrutus wrote:
Stephen Cheney wrote:
Mage Staff remains unlikely to ever be usable with melee attacks (that are not touch spells). The base animation stance would be too different from what we'll eventually use for a quarterstaff.

Not having full knowledge of the nature of animating, I'm confused about why making new quarterstaff animations is harder than making new quarterstaff/magic staff animations.

Won't you run into the same problem with 'holy avenger' swords that are also used for paladin spells?

I haven't paid any particular attention to the mage's staff animation. But a mage might just point his staff at his foes while a monk using a quarterstaff would be twirling it around in fast motions.

Goblinworks Executive Founder

To try to prepare a paladin, I'd make a heavy armor sword-and-board character with cleric implements. That should get you close enough even if Paladin Features never get implemented, unless you wanted specific things from the PFTTRPG like self Lay On Hands as a swift action.

My prediction is that nobody will get a good, fast self heal that doesn't use time or stamina.

Goblinworks Executive Founder

Black Silver of The Veiled, T7V wrote:
DeciusBrutus wrote:
Stephen Cheney wrote:
Mage Staff remains unlikely to ever be usable with melee attacks (that are not touch spells). The base animation stance would be too different from what we'll eventually use for a quarterstaff.

Not having full knowledge of the nature of animating, I'm confused about why making new quarterstaff animations is harder than making new quarterstaff/magic staff animations.

Won't you run into the same problem with 'holy avenger' swords that are also used for paladin spells?

I haven't paid any particular attention to the mage's staff animation. But a mage might just point his staff at his foes while a monk using a quarterstaff would be twirling it around in fast motions.

Yes, the weapon/focus items will all have to have some new animations. Many of them will additionally require new design.

From the design point of view, I think that the dwarves ugrosh is a likely candidate for the first weapon that can use attacks designed for different weapons. That will require all new art and animations, just like a dual-purpose staff would.

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