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All posts created by Bob

Bob
And to provide a little more info, it's scheduled for 10 AM Eastern (7 AM Pacific) on Friday, August 3. Here are the direct links to our Twitch schedule and the Gen Con event:

Paizo Twitch Schedule
Gen Con Event
Bob
Confirmed.
Bob
Edam
It is worth noting that there are weapons in the game (Avengers Longbow for example) with no matching deity or feats. That could of course be rectified without a new deity by creating non-deity-specific sanctified bow feats.

That could be done, but the plan was to have sanctified attacks always come directly from your chosen deity, and to restrict them to only the favored weapons/types of that deity. Channel Force and Channel Smite seem to be the exception to that, so I'll file a bug report to at least add in those for any unrepresented sanctified weapons. I'll also file a bug report to consider adding more standard sanctified attacks for any unrepresented sanctified weapons, but I think doing so would require either committing to add specified deities favoring those weapons in the initial batch of deities, or to allowing more non-deity-specific sanctified attacks on other weapons as well.

Edam
There is also no traditional dwarven deity amongst the original nine.

Definitely in need of correction.

Edam
As far as giving extra domains to existing deities, in some cases (such as Glory and Sarenrae) that will not even involve creating a new domain. Opening up these extra options for deities that have a third domain already in game seems a relatively simple change that adds a bit more flexibility to cleric builds.

Yup, that one's pretty easy to do, the only real question is whether to err on the side of balance (2 domains per deity, period) or tradition (deities cover as many of their domains as are available, with balance provided some other way). Either choice can be made to work, they just each have interesting consequences.
Bob
We've generally known that as we add more and more feats, there will be more and more opportunities for learning early ranks of those feats to raise ability scores cheaply. The main trade-off in the design is that you can't slot all those feats at once, but sometimes it will still be worth learning the feat. For the most part, as long as you're willing to make that trade-off, we're fine with learning multiple feats you don't really put to use.

That said, the domain feats in particular may eventually require at least some connection to the deities associated with them before learning even their lower ranks, so you might have to jump through more hoops to learn very many of them in the future.
Bob
Azure_Zero
We could use more Pathfinder deities since the current planned 9 force certain domains to alignment corners that might not ever get played.

Example, I'd want Kurgress in the game so the Strength domain would be open to the Heavy Weapon clerics, not just the Chaotic Evil corner and Pure Chaotic side of alignments.

We've definitely always intended to add more deities to the game, we just wanted to start off with a smaller list and get those working properly first. The current 9 were chosen as the best balance that covered all of the alignments, mapped well to the current domains, and supported weapons that seemed likely to make it into the game relatively soon. Others could potentially be added relatively soon, but there's a multitude of design decisions and compromises that need to be made for each one.
Bob
Maxen
Do you plan to add any more Role Features for Clerics?

There's no immediate plan for adding more Cleric Feature Feats (Domains), but from a quick scan of the design docs, it's clear that Stephen originally intended to have more domains. We could certainly add more in, but there are some design/balancing decisions that would need to be made for each one added.

Maxen
If not, can you please map the remainder of the Pathfinder deities to the existing features so we know where we should be allocating XP?

This is a bit trickier, since it requires committing to a lot of those design/balancing decisions well in advance of implementation. Based on the design doc, it looks like the intention was to make sure each deity supported exactly 2 domains, chosen from the larger list of domains each deity supports in the tabletop version. Currently, that maps remarkably well to our current list of deities, in that all but Sarenrae happen to traditionally support exactly 2 of the domains that are currently represented by feature feats. In Sarenrae's case, of the domains we currently have feature feats for, she traditionally supports Fire, Glory and Sun, but we only have her support Fire and Sun.

So, if we commit to just having the current list of domains, then I could run through the exercise for the remaining deities (more likely a subset like core deities plus River Kingdom deities) and commit to 2 domains per deity from those domains. However, if we think we're going to add other domains, then it's a more complicated exercise. I'd probably have to commit to certain domains at the same time, probably chosen based on how well they map to that list of deities. That would likely open up some interesting questions, like whether or not some of those new domains are better matches for some of the existing deities. For example, if the Law domain were added, that could be a better match for Abadar than his current Protection and Travel domains. That in turn would open up the question of whether or not it would be better to just let deities support more than 2 domains so they can more easily map to their traditional domains. If so, then I could just say that for any deity, you'll be fine as long as you train up a domain that deity traditionally supports.

So let me throw this back to all of you for feedback: Which seems more important, balancing the deities such that they each support the same number of domains (which incidentally currently results in each domain being supported by from 1-3 deities, which is its own kind of imbalance), or letting deities support all of their traditional domains?


Bob
There are potential ways to get externally-produced art or other content into the game, but doing so tends to be tricky for a variety of technical, logistical and legal reasons. We've yet to figure out a way to get around all those issues that's resulted in new published art, but we do keep considering various opportunities for adding more art as they arise.
Bob
We're looking at introducing 2 "new" holdings in 15.2, the Manor and the Hermitage. The art for both of them was largely completed quite a while back, but their architecture didn't look right next to the shed we've been using for the bank vault on most holdings. In fact, neither really looked quite right with a toolbox by the door, or with a muleteer post. What they really needed was a door that offered access to multiple options, something we fortunately created for the Crafter's Studios and Adventurer's Cottages. With a little tweaking from Cole, those doors can now be used on holdings as well, so I've set both of these holdings up to use them. Other holdings might benefit from switching to these fancy doors in the future, but for now I've left all the original holdings as they are.

Both new holdings offer pretty standard holding facilities, with a trainer standing around waiting to teach new feats, refining facilities (+1 and above), colored banners (the banners are hanging on the walls), mules (+2 and above), vaults (same as a shed), and housing management (same as a toolbox). It's just that all but the trainer are available at the main door instead of on separate clickable objects. Trainers by the door do look pretty good here, where it seemed a bit odd to have them hanging out by personal player housing, so they didn't get moved to the door the way mentors did. Both holdings also have the standard guards for refining-focused holdings.

The Manor Holding offers Seneschal training and crafting facilities (seemed fitting as it's kind of like a mini-Keep), a 1 Trade Good and 1 Bulk Ore resource bonus for each upgrade, and 2 DI in each Index for each upgrade. It mostly uses Bulk Food for upkeep, followed by Trade Goods, and finally Bulk Ore, in the usual amounts. The recipe for the Manor Holding Kit is granted by default at Engineer 7 (same as other default holding recipes).

The Hermitage Holding offers Weaver training and crafting facilities, a 2 Trade Goods bonus for each upgrade, and a mix of DI for each upgrade (2 Security, 1 Civilization, 3 Morale). It mostly uses Bulk Food for upkeep, followed by Bulk Wood, and finally Bulk Stone, in the usual amounts. The recipe for the Hermitage Holding Kit drops as loot and can be learned at Engineer 9 (same as other dropped holding recipes).

Weaver may seem like an odd fit for something called a Hermitage, but I started looking into it primarily because it was the last refining skill not represented at a holding. Interestingly, some quick research revealed that weaving was a pretty common activity at nunneries and monasteries as a way of raising funds. Just think of it as each hermit having their own private room, where they meditatively weave all day and ponder the nature of reality.

Both holdings have done well in testing so far, so with a little luck they'll make it all the way through final testing and ship with EE 15.2. They are, however, a pretty isolated feature and might get pulled if they turn out to not be quite ready. That actually happened with them on EE 15.1, where they were 90% ready, but early testing pointed to some minor problems that we didn't want to push the build back for. I'm pretty confident they're ready this time, but would suggest crossing your fingers really hard if these buildings sound particularly useful to you.
Bob
Bringslite
Could you rig a… potion/token harness for the last un used spot on the paper doll? like a 2nd quiver thing? Then we can't have all but would have to choose between 2 quivers or a quiver and a bandolier or 2 bandoliers.

In theory we could implement something like a token container, similar to an ammo container. We've been toying with treating the two item slots that way, so you could load one up with a mix of potions and other crafted consumables, and the other up with a mix of tokens, and then have a way to switch the currently loaded type without having to move things around between the personal window and inventory. Would definitely take a bit of code though.

We could also treat that container as more of an option, like use this or a quiver but not both, but then we're back to players making tradeoffs. Ideally, almost everyone's firing off tokens roughly as quickly as they're getting them, rather than some people using them heavily and others not so much.

Bob
Bringslite
To use them every fight, we have to often wait to fall from attack stance, if I remember right.

The healing-related tokens all have End-of-Combat Cooldowns, but the others don't. I could take that off (certainly would be more in the "use often" spirit), but I'm hesitant to do that for feats with a significant direct heal effect on them, particularly if you can fire them off quickly. Then again, at least you'd be using something up each time. Worth considering.