I can't parse the role features


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Goblin Squad Member

The structure I have seen so far is a weapon+5 (that I get, or think I do) then there are stuff that has a +0 (improved critical for instance), do it mean something? Or is it just forshadowing? Redundat?

And lastly a Implenet keyword, what effect do this have? Against what is it matched? Weapon I guess ... But to what effect?

Goblin Squad Member

You match your Attack/Cantrip/Orison Keyword to Your Weapon/Staff/Wand/Focus

If you see something that says improved critical, it should give you the listed bonus. If you are referring to the specific keywords they are just filler, they don't mean anything other than the fact that they are keywords.

Implements do not have Keywords, instead they allow you to hold better and higher level maneuvers and spells in your top bar.

Maneuvers and Spells have keywords that are matched to your Feature Feat.

Goblin Squad Member

Still do not compute, I'll have to do a screencap to explain what I ask .

Goblin Squad Member

The "Improved Critical +0" stuff you're seeing is there because it's easier for Stephen to write a formula in his spreadsheet that increases the Improved Critical bonus per level from a starting point. He starts it at +0 to keep it from being too large later on.

Schedim wrote:
And lastly a Implenet keyword, what effect do this have? Against what is it matched? Weapon I guess ... But to what effect?

It's a bit confusing because some Keywords have a type of "Implement" but don't actually appear on Implements.

The Keywords on your Role Feature get matched to the Keywords on Expendables (Spells & Maneuvers). When there's a match, your Expendable will be more effective (better damage, longer debuffs, etc.) It really is that simple. For the most part, the Keywords themselves don't have specific effects, it only matters if they're matched (that is, if they appear on both your Role Feature and your Expendable).

Goblin Squad Member

Ah, then I see, as I havent seen a manuver at all yet, I should have guessed that. So Role Features improves Implements! I see.

Goblin Squad Member

To be exact, Role Features improve Expendables (which are slotted in your Implement.)

Just to clarify :)

Goblin Squad Member

That was a clear answer! Me like!

Goblin Squad Member

Schedim wrote:
The structure I have seen so far is a weapon+5 (that I get, or think I do) then there are stuff that has a +0 (improved critical for instance), do it mean something? Or is it just forshadowing? Redundat?

+0 is foreshadowing, but I want to complicate a bit since I think you maybe are asking about more things that were answered:

To be even more exact, Role Feature keywords improve Expendables
(sorry Dazyk!) Role features also have passive bonuses.

Example: with Heavy blade specialization 1, every attack with a heavy blade gets precise +5 (which is a +5 on the d200 attack roll), base damage +0 and improved crit +0. In addition any fighter maneuver (expendable) with the 'slashing' keyword gets a boost. The '+0' bonus gives you a whopping +0, but it makes sense to list it when you compare to higher levels:

With heavy blade specialization 5, the bonuses are precise +10, base damage +2 and improved crit +5, and you have 5 keywords to match your maneuvers.

Fighter features (weapon specializations) generally work the same way, and you don't actually need expendables to get good use from them.
For wizards, some features ("magic schools") give only keywords to boost their spell expendables, while others give some passive bonuses too (illusionist gives stealth, diviner gives percpetion, transmuter gives hitpoints). The different rogue features gives sneak attack under different conditions. Cleric domains can give energy resistance, skill bonus, defense or attack - or even a small speed bonus.

Goblin Squad Member

Thanks randomwalker, things are now much clearer to me. I wish there was more maneuvers drops so I could test out.
Will they be ... Craftable in the future or remain solely as " droppings"?

Goblin Squad Member

Schedim wrote:

Thanks randomwalker, things are now much clearer to me. I wish there was more maneuvers drops so I could test out.

Will they be ... Craftable in the future or remain solely as " droppings"?

Current plan has expendables and recipes as droppings which can then be exchanged or traded in AH. There are also recipes food consumables. Not sure if their learning is related to roles. I believe that consumables can be used by all.

Goblin Squad Member

So

Roles Keywords matches Implements Keywords (exact how they get better, I dont know yet) and some other small bonus here and there.

Armour Feats matches Armour (duh!) and increases a bunch of hitpoints, resistances and misc skills.

Attacks (no keywords just numericals in offset scale) allows weapons Weapons to do abit more damage, per, lets call it level.

Wearables gives Keyword to Utilities... To what use, i dont know yet and what those matches against is still a mystery and some claims it is not implemented yet.

So far it seems only Armour Feats gives bangs for the buck and seem to be nearly full implemented.

Have I missed something, is there more intricates?

Goblin Squad Member

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Schedim wrote:
Have I missed something, is there more intricates?

Some mistakes.

Attack Feats match Keywords on Weapons
Utility Feats match Keywords on Gear (Boots & Gloves)
Armor Feats match Keywords on Armor
Expendable Feats (Spells & Maneuvers) match Keywords on Role Features

Goblin Squad Member

Nihimon wrote:


Attack Feats match Keywords on Weapons
Utility Feats match Keywords on Gear (Boots & Gloves)
Armor Feats match Keywords on Armor
Expendable Feats (Spells & Maneuvers) match Keywords on Role Features

Do we expect that cloaks, jewelry, and headgear count as Gear as well?

Goblin Squad Member

Urman wrote:
Do we expect that cloaks, jewelry, and headgear count as Gear as well?

I believe they definitely count as Gear. Whether there will ever be any Utility Feats that search for Keywords on them - or whether that's even supported by code - is another question entirely.

Goblin Squad Member

Sooo ... Now when I have crafted myself a nice and shiny Battleaxe+2 I can buy Chop-3, and be happy without any other fiddeling or doddeling with feat/stuff/whatever?

And more or less the only effect is increased base damage. Because I can't see anything really correspond to the three Keywords on my nice and shiny Battleaxe+2.

Moreover, I consider that Attack Feats should be renumbered.

Did I mention that I have a Battleaxe+2 now?

Goblin Squad Member

What are the key words on your Battleaxe? Slashing/Sharp/Heavy/Razored?
And Chop - 3
If I read Nihimon table (Nihimon's Normalized Data: FeatLevelKeywords) corruptly, Chop has: slashing sharp heavy. -4 adds Masterwork and razored at -5.

Goblin Squad Member

Yes, all that matching keywords does is add damage.

Goblin Squad Member

Peachy keen!

I should really get Nihimons tables in a format So I easily can access them.

Goblin Squad Member

Schedim wrote:

Sooo ... Now when I have crafted myself a nice and shiny Battleaxe+2 I can buy Chop-3, and be happy without any other fiddeling or doddeling with feat/stuff/whatever?

And more or less the only effect is increased base damage. Because I can't see anything really correspond to the three Keywords on my nice and shiny Battleaxe+2.

You are correct. Every matching keyword (attack level/keyword and weapon 'plus'/keyword) increases base damage by 5. You don't care what the keywords are called, only if they are the same both places.

So your +2 battlaxe with Chop lvl3 adds +10 base damage compared to chop1 and/or axe+0. For Chop (damage factor 1.1) that is 11 points damage for a full hit. The 25% interrupt chance and the +5 improved crit don't scale with keywords.

However there is another thing that increases, but you don't see it explicitly. If your attack applies a timed or stacking debuff like bleed, frighten, slow, etc, each keyword makes that effect 10% stronger.

If you buy Hew lvl3 for your axe+2, the Razed and Frightened stacks will be 20% larger than with Hew lvl1 (but not necessarily 48 stacks of Razed because the target's armors keywords pull in the opposite direction). This in addition to the +10 base damage.

Quote:


Did I mention that I have a Battleaxe+2 now?

can't remember

Goblin Squad Member

Schedim wrote:
I should really get Nihimons tables in a format So I easily can access them.

That'll be the PFO Wiki.

Goblinworks Executive Founder

Lam wrote:

What are the key words on your Battleaxe? Slashing/Sharp/Heavy/Razored?

And Chop - 3
If I read Nihimon table (Nihimon's Normalized Data: FeatLevelKeywords) corruptly, Chop has: slashing sharp heavy. -4 adds Masterwork and razored at -5.

The +2 versions of the axe has Slashing/Sharp/Heavy. The T2 axe has Masterwork as well as the same minor keywords per plus.

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