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help me figure out which way to go.

Memory-High Priest of Desna
so, i've paid my nickel and logged in. i'm really excited for bard, but for now i'll just focus on my economic skills and healing/support skills. That means this character will start out as an all around party support engine and an all around merchant/crafting/refining machine.

I'm in the starter settlement, and i've been tooling around browsing the trainers. i've picked up my cleric focus, and some skills and spells. i've got xp to burn, and i want to make the most of my adventures, so what should i do first?? what skills should i pick up now? as somebody who is focusing on support and healing and buffing/debuffing, i know i'll need friends and allies, but i'd like to not waste all my starting xp.

* first things first: what trainers should i see, and where are they located?

* any important training i simply cannot do without?

* is there any place where i can see a descriptive definition of all the skills available?

* once i'm ready to leave the starter settlement, how does one go about traveling to their chosen settlement and setting up shop?

* what does the "set training" button do on the character select screen?

This and many more questions to come. Thanks in advance for all your help guys!smile
Adventure Time with the High Priest of Desna, begins Tuesday 08/18 at 6:00pm EST (10:00 server time) at the Thornkeep Auction house. All new players welcome!

Official titles and Nicknames:
Spherewalker of Indor-Mardil, High Priest of Desna, Dreaden-appointed Forum Troll Extraordinaire, The Southern Speedster, Slinger of Stars, Newbie-Bear, Gutter of Golgothans, King of Kiters, Johnny Ustalavian-Seed, and Peaches.
Caldeathe Baequiannia
I'd suggest considering not spreading yourself that thin. If you like crafting, do it. If you like fighting monsters (and/or other players), do that and join a group with lots of crafters. If you try to do everything yourself, you can, but it will take longer, when you could have been out killing monsters, bringing home iron, and having a dedicated crafter turn it into armour and weapons for you.

The settlements are laid out a bit like a baseball diamond. Home plate is crafting and knowledge and magic users. First Base is Cleric and Rogue related. Second base is the keep and shrine for resurection. Anything related to fighting and armour is in the third base section. The bank is between the keep and the fighter quarter. Crafting only settlements will have most of their stuff in the home plate quarter, and only a little in each of the others.

Key training is really dependent on what you plan to be doing most.

I can't point you to the best skills description, I'm sure someone else will be along soon.

Your best bet is to figure out which settlement interests you, then either put a note in their thread for recruiting here, of find them on the paizo boards. The best settlement for you will depend on what (and how) you want to play. Heavily player versus environment, or player versus player or crafter or trader.

Since you just bought in, I'm assuming you don't have a Destiny's Twin, which was a kickstarter perk. If you do, don't touch the training button until you have looked at the instructions elsewhere. Assuming, again, that you don't, you can create up to three characters on your account. The first one is the only one that gets backdated XP. You can change to another character to give it a little XP, then change it again any time you want. Or you can never change it, and the first character will have the large total back to day one on the server, while the others will have 1,000 each. If you ever delete a character, all experience it had is lost, and there is no more back-dating.

Above all else, have fun.
To reach me, email d20rpg@gmail.com
Kakafika
My first 2 hours were the toughest for me. It takes awhile to make sense of how all the different abilities and feats you can slot interact.

I suggest Cheatle's guide as a good resource to explain the basics; enough to give you an idea of what you should do to meet a minimum of combat viability. As you accrue more experience, you may wish to look at the Pathfinder Online (Public) documents.

Two weeks into EE, settlements and players are valuing highly any characters that have specialized (though I know of none that would turn away ANY character right now). This is mostly because these characters will be the first in the game to create and use the latest and greatest weapons and armor (Tier 2, here we come!), and for awhile they will have an edge over their competitors.

As diminishing returns for specialization start kicking in and specialists' time is allocated to make best use of the cutting-edge technology, I think that settlements and players will put more value on generalists: those flexible characters that can be counted on to fill a variety of lower-level (but no less important) roles as the need arises.

You are in a unique position due to the xp back-dating at the end of the month (all primary characters created in January will be given xp at the end of the month as if they were created at game launch). If I were somebody that had never played alpha and did not have an understanding of how various roles worked already (from guildmates, forums, etc), I would spend the first week spending xp in the various roles (fighter, cleric, wizard, rogue, gatherer, refiner, crafter) I was interested in to see which I enjoyed. It only takes a little bit of xp to get a feel for something.

At the end of the month, you will get a big lump of xp to spend. By then, maybe you will know if you want to specialize, if you want to continue to diversify your capabilities, or if you want to stick with a few of the diverse roles you have experimented with. Even if you decide to specialize, you will only be 'behind' by at most 2 weeks, and that difference gets smaller and smaller as times goes on.

Also remember, PFO is not a finished game, and as they add new roles (bard, for example!), you can always get in at the ground floor of one of those if you really regret diversifying.

Personally, I think it makes sense not to generalize too much. If you decide to be a crafter of multiple 'trades,' choose some that have the same ability score bonuses, as they will help you meet requirements down the road (my bowyer is also a leatherworker, in order to get more dexterity when I need it). Alternatively, my bowyer could dabble in being a rogue, since many of those feats give dexterity as well.

But, as Cal said, the most important thing is to have fun smile
Memory-High Priest of Desna
thanks for all that advice guys.

i've been for a few hours already and i'm getting the hang of how the feats and accomplishments factor into how my character advances. i'm most interested in becoming a pure support character as far as combat is concerned, so i've been focusing on cleric (cleric 3 already!). when i'm in a group of people i want to be able to make sure nobody dies, period, and everybody is protected. i feel like that will make me more valuable than almost anything, an i love being valuable.

outside of combat, i'm still waffling over what i want to do economically. i feel like i need to master at least one entire chain of commerce, be it minerals (mining>smelting>forging), skins, alchemy, jewelry, or whatever. I feel as though i would like to strike a balance between something i can use a lot myself (as a dedicated support character) and something that will come in handy as a very valuable service to my friends and allies. what should i learn to make?
Adventure Time with the High Priest of Desna, begins Tuesday 08/18 at 6:00pm EST (10:00 server time) at the Thornkeep Auction house. All new players welcome!

Official titles and Nicknames:
Spherewalker of Indor-Mardil, High Priest of Desna, Dreaden-appointed Forum Troll Extraordinaire, The Southern Speedster, Slinger of Stars, Newbie-Bear, Gutter of Golgothans, King of Kiters, Johnny Ustalavian-Seed, and Peaches.
Giorgio
Its a tough call for everyone: do I be a generalist (a little bit of everything), an industrialist (gather>refine>craft)or a specialist (pick one field)?

Depends on what you find fun, how many characters/time you have, and your companies and groups need. smile

If you go for generalist in gathering take up to ranks 6 (Tier 1); if you select a refining or crafting skill take up to rank 7 (Tier 1); don't put ANY ranks into Tier 2 skills unless you are going to commit the vast amount of XP needed to reach those levels; and if you want a Tier 3 skill, you need to focus early, other wise it will take years to reach that goal. More info can be found in the Home/Production Skills sub threads.
First Elder Durin Steelforge; Leader of Forgeholm; Founder of Steelforge Engineering Company

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Kakafika
For most crafts, the refiner requires a different ability score. Bowyer is Dexterity and Sawyer (one of the suppliers for a bowyer) is something else (Wisdom, I think?). I imagine that Forester is a different ability score, too. So you eventually come to a point where you cannot level your Bowyer any higher because your character needs more dexterity, so you would need to pick up something like Leatherworking or rogue abilities. The same thing would happen with Sawyer, I think, so you would end up needing to generalize even more than you expected.

It might be worth it to you if you prefer self-reliance and/or if you don't mind fulfilling low-level demand. If you enjoy mining the ore that you smelt into plates that you hammer into armor, go for it; you might even be able to undercut the competition since you don't have to pay somebody else to do it. Just keep in mind that a person specialized in any of those crafts can do it faster and more resource-efficiently.

I was planning for vertical integration of an industry on my character, but when I saw the realities of what it would take and discovered that my settlement had already planned a full economy where each trade would have a dependable team of dedicated crafters, I decided it would be more fun to find my place in that model.
Memory-High Priest of Desna
i suppose i'm just thinking in terms of vertical integration because i don't know what exactly will be required of me in the end. i want to be able to jump into whatever role makes me most valuable, and focus on that to increase my standing in the world. but for that to happen i have to get in with somebody somewhere so that they can give me that direction.

i also didn't realize that the game was specifically designed to discourage vertical integration. i guess they figure it will be better for the economy as a whole.

for example: i was looking at artificer specifically because i noticed that instruments that will (eventually) be used by bards are going to be made using that craft. Also spellbooks, charges, effigies, and such. as a cleric, is that a bad or inefficient path to take?
Adventure Time with the High Priest of Desna, begins Tuesday 08/18 at 6:00pm EST (10:00 server time) at the Thornkeep Auction house. All new players welcome!

Official titles and Nicknames:
Spherewalker of Indor-Mardil, High Priest of Desna, Dreaden-appointed Forum Troll Extraordinaire, The Southern Speedster, Slinger of Stars, Newbie-Bear, Gutter of Golgothans, King of Kiters, Johnny Ustalavian-Seed, and Peaches.
Azure_Zero
If your in a cleric/Fighter settlement, you'll likely focus more on iconographer (symbols, foci, Divine stuff), than artificer (want's staves, Arcane stuff) as the settlement will likely have more clerics and fighters than rogues and wizards.
Memory-High Priest of Desna
that's actually really good news because iconography requires sage, sawyer, and smelter, and instruments require sage, sawyer, and smelter. it's a perfect match! no wastage! i think i have a direction smile
Adventure Time with the High Priest of Desna, begins Tuesday 08/18 at 6:00pm EST (10:00 server time) at the Thornkeep Auction house. All new players welcome!

Official titles and Nicknames:
Spherewalker of Indor-Mardil, High Priest of Desna, Dreaden-appointed Forum Troll Extraordinaire, The Southern Speedster, Slinger of Stars, Newbie-Bear, Gutter of Golgothans, King of Kiters, Johnny Ustalavian-Seed, and Peaches.
Azure_Zero
Metal Armour and Metal weapons are also going to be used a lot by a Cleric Fighter Settlement.

!Note with armoursmith 3 you can make up to 4* different armours with nothing but steelwire from the smelter.
* one of the Armours comes as a recipe (Quiet Iron Shirt)
 
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