Kaazmiin
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Why be normal when you can be magical?
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Post by Kaazmiin on Jun 18, 2017 22:58:08 GMT
Isometric... eww... For now, not interested, unless most of the game takes place in the African/Arabic regions mentioned in the setting description. The length of the game is way too long, and companion description so far not particularly inspiring, since I am guessing romance for females is a "blonde male #1 or blonde male #2". Will take a look in another year or two when more details are available. Ekundayo, the second revealed companion, is very much not blonde and would imo be great LI material I for one love a long main quest, as long as the story stays interesting, and an isometric view makes me feel all nostalgic. Is this the point where I realize I'm getting old?
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Post by Amirit on Jun 19, 2017 9:43:14 GMT
Isometric... eww... For now, not interested, unless most of the game takes place in the African/Arabic regions mentioned in the setting description. The length of the game is way too long, and companion description so far not particularly inspiring, since I am guessing romance for females is a "blonde male #1 or blonde male #2". Will take a look in another year or two when more details are available. You've got to be kidding! One of sooooooo few games where developers not only dare to include romances but with options and LGBT - and you are going to pass because of isometrics?! Modern isometrics?! I think I play BG, PST, PoE and so on far too much - parameter "graphics" is lost on me.
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Post by Deleted on Jun 19, 2017 11:30:59 GMT
Isometric... eww... For now, not interested, unless most of the game takes place in the African/Arabic regions mentioned in the setting description. The length of the game is way too long, and companion description so far not particularly inspiring, since I am guessing romance for females is a "blonde male #1 or blonde male #2". Will take a look in another year or two when more details are available. You've got to be kidding! One of sooooooo few games where developers not only dare to include romances but with options and LGBT - and you are going to pass because of isometrics?! Modern isometrics?! I think I play BG, PST, PoE and so on far too much - parameter "graphics" is lost on me. Well, I prefer fewer romances, all of them plot-important and bisexual, preferably out of the party, as opposite of locked out companion options (and tbh, i am getting to the point where romance is not really that important), settings other than ye olde Englande and being actually able to create your character face than to slap a resized portrait from some fantasy novel from the web on it and imagine this is not Drizzt at all, this is my char. I would prefer NWN2 and DA:o or DA2 level of 3D. Just enough to give you all the benefits, but not the crazy level of frostbite generation. I am still waiting on them to finish Tyranny to try the "new" isometrics, but I know you can't see your character's face in it anyway, so... maybe maps are prettier, but the main thing i like is not there.
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Post by Deleted on Jun 19, 2017 11:35:26 GMT
Isometric... eww... For now, not interested, unless most of the game takes place in the African/Arabic regions mentioned in the setting description. The length of the game is way too long, and companion description so far not particularly inspiring, since I am guessing romance for females is a "blonde male #1 or blonde male #2". Will take a look in another year or two when more details are available. Ekundayo, the second revealed companion, is very much not blonde and would imo be great LI material I for one love a long main quest, as long as the story stays interesting, and an isometric view makes me feel all nostalgic. Is this the point where I realize I'm getting old? Jacob, Liam and Iresso were black LIs. Were he Asian, l might have been curious. Isometric is painfully slow, and spending the whole game pausing and positioning and commanding the full party -I don't want/like it. I'd do it for a very novel and exotic setting.
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Kaazmiin
N3
The Fan Art Fairy
Why be normal when you can be magical?
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Post by Kaazmiin on Jun 19, 2017 12:02:38 GMT
@carefull : You can actually let the AI handle the companions. "Our AI can help you control the characters in battle. There are pregenerated builds and recommendations for all the choices and options. You can choose exactly which elements you want help with and which of them you want to handle on your own. How good the AI is going to be of course remains to be seen, but I never controlled all the party members in the DA games either and their AI is... let's say it makes for some very entertaining screenshots. I totally agree with you on the curious lack of Asian LIs or characters in general, especially in Fantasy games.
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Post by Deleted on Jun 19, 2017 12:30:32 GMT
@carefull : You can actually let the AI handle the companions. "Our AI can help you control the characters in battle. There are pregenerated builds and recommendations for all the choices and options. You can choose exactly which elements you want help with and which of them you want to handle on your own. How good the AI is going to be of course remains to be seen, but I never controlled all the party members in the DA games either and their AI is... let's say it makes for some very entertaining screenshots. I totally agree with you on the curious lack of Asian LIs or characters in general, especially in Fantasy games. I think it might be a hangover of the Pacific and post-colonial wars in the 1940s-1970's. The comic book culture in States developed majorly during that period, and it never really included Asians in major roles. Civil rights movement prompted adding major black chars. Never Asians though. The anime culture thrived in NEA as its own thing. But getting the game that blends both has not happened yet. I would love for one a game that is based on the idea of a Silk Road journey, that you can play either starting in Not China or Not in Italy, and get a different origin and end story, with similar side quests in Not Central Asia during the journey. Would not mind a cross-roads setting like Not Byzantium or Not Egypt or Not Malaka either... AI might help, but then you gotta play a positioning specific rogue (because they need babysitting) or a heavy duty caster. And you still need to gear everyone, so the more comps, the more gearing headaches.
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Amirit
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Post by Amirit on Jun 19, 2017 13:15:03 GMT
You've got to be kidding! One of sooooooo few games where developers not only dare to include romances but with options and LGBT - and you are going to pass because of isometrics?! Modern isometrics?! I think I play BG, PST, PoE and so on far too much - parameter "graphics" is lost on me. Well, I prefer fewer romances, all of them plot-important and bisexual, preferably out of the party, as opposite of locked out companion options (and tbh, i am getting to the point where romance is not really that important), settings other than ye olde Englande and being actually able to create your character face than to slap a resized portrait from some fantasy novel from the web on it and imagine this is not Drizzt at all, this is my char. I would prefer NWN2 and DA:o or DA2 level of 3D. Just enough to give you all the benefits, but not the crazy level of frostbite generation. I am still waiting on them to finish Tyranny to try the "new" isometrics, but I know you can't see your character's face in it anyway, so... maybe maps are prettier, but the main thing i like is not there. (Just for the record and to get it out of the way - Tyranny is finished and released months ago and PoE polished to perfection and has 2 DLCs. Oh, an in both of them no romances. And find on youtube Divinity Original Sin gameplay - just to see what modern isometric is) I can argue literally with every word you said but I doubt it will sway your view even an inch. With experience come preferences and we all know what we want from a game. It's just that arguments we use to explain our pov are not always convincing or even comprehensible by others. For me isometric is a good thing and so far the only questionable part is Russian studio - which usually means creativity will be there but polish is not to be expected. On the other hand - Avellone (NWN2 and KOTOR2 made him forever my favorite writer) is a huge selling point. Examples of gameplay, though not PoE level graphically (yes, isometric can be different) look interesting too. I think I am sold already
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Post by Deleted on Jun 19, 2017 14:28:07 GMT
Tyranny just announced major patch that adds to the criticized Act 3, more VA work along with the second DLC. Basically, it sounds like it will make for a better version of the game. Once that's finished and packaged together, and debugged, I am picking it up. I am not interested in PoE, because of length, setting, writing style and too much annoying micromanagement content rather than cool one.
as for Avelonne, yes, he shined in kotor2 and NWN2, because someone kept him in check on adding descriptions in the dialogues. If he is in charge of writing for the new game, and ends up writing " *she flutters her eyelashes and blushes slightly while pondering how to respond* yes. I will do it for you." I don't like this writing style. I like fast paced, imactual dialogue that sparkles.
if he can deliver "the longest you have looked at me" impact dialogue, yeah, I would die for it. But normally he does not. And I don't know if he did write stuff I loved about kotor2. NWN2 was too convoluted for its own good. I've never understood who was who and behind whom in that game.
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Iakus
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Post by Iakus on Jun 19, 2017 15:25:15 GMT
@carefull : You can actually let the AI handle the companions. "Our AI can help you control the characters in battle. There are pregenerated builds and recommendations for all the choices and options. You can choose exactly which elements you want help with and which of them you want to handle on your own. How good the AI is going to be of course remains to be seen, but I never controlled all the party members in the DA games either and their AI is... let's say it makes for some very entertaining screenshots. I totally agree with you on the curious lack of Asian LIs or characters in general, especially in Fantasy games. Shadowrun: Hong Kong
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Kaazmiin
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The Fan Art Fairy
Why be normal when you can be magical?
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Post by Kaazmiin on Jun 19, 2017 15:31:26 GMT
@carefull : You can actually let the AI handle the companions. "Our AI can help you control the characters in battle. There are pregenerated builds and recommendations for all the choices and options. You can choose exactly which elements you want help with and which of them you want to handle on your own. How good the AI is going to be of course remains to be seen, but I never controlled all the party members in the DA games either and their AI is... let's say it makes for some very entertaining screenshots. I totally agree with you on the curious lack of Asian LIs or characters in general, especially in Fantasy games. Shadowrun: Hong Kong Jade Empire! My first BioWare game *nostalgic sigh* ...but unless it's a specific Asian setting, it really is rare
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Post by Iakus on Jun 20, 2017 20:52:56 GMT
Chris Avellone: Growing a Story Dear Pathfinders,
I’ve wanted to do a Pathfinder RPG for quite some time. When the opportunity came up, Owlcat explained they wanted to do something surprising – take one of Pathfinder’s existing Adventure Paths (an interconnected series of six modules that act as long story) and turn it into a computer RPG.
So my first thought is - what the hell do you need me for?
…but the next thought was – I wonder how you could take a module and make it a compelling experience, especially if players may have already read it/played it. This wasn’t anything new to me – it happened all the time in my early gamemastering days. Any time a new published module came out, every gamer would buy it, tear off the shrink wrap, then scour every page so they’d know how to find every secret and magic item.
Then innocently, they might prompt their idiot gamemaster to run the adventure. I know because I was one of those GMs. (And um, one of those players.)
But back to the question. So how do you implement a story that others may have already experienced?
There were a few simple answers – one is, what really makes the adventure? The players around the table. In the computer game, those players are you – and your companions. And all of you can bring stories of your own which can be interwoven into the plot and depending on who you travel with, suddenly the adventure has not one story but several, depending on your choices and which allies you've selected.
Second, when implementing a story many hold dear, be respectful to the franchise and the original content. One of the challenges is that the Kingmaker story is one a lot of Pathfinder fans have experienced and loved, so we want to be respectful of that – there are certain touchstone moments that are key to the experience and we want to preserve the moments that are heart and feel of the original story.
Third, expand the story in new ways. With Pathfinder, this is easy to do because the modules themselves are structured with an open-world feel, so the ability to add events, dungeons, and encounters is easy – the Kingmaker plot wasn’t gated in the first place, so the adventure already has room for all these elements.
This is especially true of the characters in the Adventure Path. There are some in the Adventure Path that are described only as an event… and the GM is allowed to integrate them into the game as they see fit. And so have we. Veterans of the pen-and-paper adventure will find existing characters and NPCs in new areas, new ways, and sometimes, even with a new arc.
This also gives us room to introduce new allies, new foes, and a variety of side quests – some of which may grow naturally from the module’s original content, and veterans may appreciate it even more because they’ll understand the reason for these new elements perhaps quicker than most.
One example is the gnome explorer Jubilost, who players can encounter trying to ford a river early on in the Adventure Path… but in the computer version, you don’t just encounter him, he has the potential to become a companion in your party.
Part of the reason for this addition is because Jubilost… despite his sharp tongue… is a great walking encyclopedia for any party, and a great way to introduce both the player and their character to the Stolen Lands, so having him as a companion in that role makes sense, and across the entire game as well.
But the evolution of Jubilost’s role is just one example – we’ve taken many of the characters and expanded their roles and woven them into the plot and events in ways that Adventure Path veterans will understand – and some that will be a surprise. Expect a lot more content both from the Adventure Path itself and off the beaten path as well.
We’ll have more to come in later updates, so stay tuned!
Chris Avellone
Narrative Designer, Pathfinder: Kingmaker
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Post by Iakus on Jun 22, 2017 16:37:50 GMT
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Post by Iakus on Jun 23, 2017 19:11:10 GMT
Funding achieved. New stretch goal: Magus class at $600k New stretch goal - Magus All of us were brought up among countless fantasy novels, shows, games and movies. And when we play Pathfinder at the table we want our character to be close to what inspired us in the heroes and villains from these familiar pages and scenes, to be able to do things like they did, and that's a major part of what RPGs are about. Yet while there is no shortage of traditional fantasy heroes, who fight with both sword and magic with impunity - from Elric of Melnibone to Geralt the Witcher, to even Jedi Knights, it's hard to make such a character in an RPG. Most standard sets of RPG classes either don't give you the possibility to play such a character, or worse, limitations on character development render these builds ineffective. Fret not, for we have great news! Unveiling our latest stretch goal, let us show you the ideal class for you: the Magus.
There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The Magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect.
Much like his martially adept colleagues, the Magus makes skillful use of melee weapons in combat. He wears his armor without being hindered in his spellcasting abilities like many other magic-users. The Magus prefers one-handed weapons, because of his signature ability, Spell Combat, that allows him to use his other hand to cast spells while simultaneously attacking an opponent with his weapon of choice.
From the secrets of his magical counterparts, he gets a vast array of arcane spells, which both include classics, like Fireball and Haste, and entirely new spells, like Greater Blade Dash – a spell, that allows the Magus to teleport to a designated point and attack anyone unlucky enough to stand in his path. The Magus also gets an arcane pool – a reservoir of magical energy, that can be spent to imbue his weapon with various enchantments or to restore the spells he has already cast that day.
His battle prowess allows him to dauntlessly cast spells, which other arcane casters fear to use, for these spells would require them to approach dangerous melee combat. The Magus excels particularly at using touch spells, like Shocking Grasp and Force Punch, because his Spell Strike feature allows him to discharge them not by touching an opponent, but by hitting them with his weapon of choice, inflicting upon the target both the effects of the spell and full damage from the attack, all as part of casting his spell.
As he grows in power, the Magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the Magus becomes a blur of steel and magic, a force that few foes would dare to stand against. Available forms of arcana include, for example, new properties to enchant his blade with, getting a familiar (a magical creature that will serve Magus as a pet), acquiring new spells from the Wizard’s spell list and the ability to use a wand as a second weapon in pair with his primary one. Magus is a complex class with different paths of development to choose from. Players who are unsure whether they want to play a spellcaster or a melee combatant will find his access to both quite convenient. If you enjoy having the possibility to just quickly beat up a bunch of weaker enemies with normal attacks, whilst being able to utilize complex spell combinations in difficult fights, you will find the way of the Magus perfect. And for those of you who want the proverbial Jack of all trades, somebody with deadly skills in both melee and magic may find that the Magus fits this description, and in certain situations beats his specialized counterparts.
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Post by Iakus on Jun 24, 2017 20:03:34 GMT
New follower: Jubilost Narthropple: The name of Jubilost Nartropple is known to each and every educated person in all of Avistan. Or rather Jubilost himself won't accept the idea that someone, who does not know his name, could possibly be called an educated person. A renowned adventurer, who traveled the Inner Sea region back and forth, prolific writer and tireless explorer, Jubilost likes to brag, that every good household is bound to have at least one of his books - whether it's an expensive illustrated atlas or a cheap collection of cooking recipes. He doesn't care that those envious of his many talents call him haughty and rude - after all he can insult them much worse - and in a dozen different languages at that!
At first glance, the Stolen Lands didn't impress Jubilost much: in his career span he's seen a fair share of bad roads, impassable woods and monster-infested swamps. It was the acquaintance with the new ruler of these inhospitable lands, that has piqued his curiosity. The gnome was intrigued by the ambitious attempt to bring civilization to the region that successfully resisted it for so long. So he graciously offered to stay here for a while, aiming to support the young barony with both valuable advice and active help - and you can spit in the face of those who claim that all Jubilost Narthropple is good at is fault-finding!
Jubilost prefers to stay out of close combat - he leaves this dubious honor to those less smart. He doesn't burden himself with heavy armors or shields. This experienced alchemist attacks from the distance, throwing everything from explosive bombs to virulent chemicals at the heads of his enemies. His other weapon of choice is the heavy crossbow, using bolts with concussive, paralyzing and other interesting effects. Besides, he always carries along a whole arsenal of potions, extracts and elixirs for every occasion - be it to provide protection from fire or acid, to let him see the invisible or to become invisible himself.
Outside of battle, Jubilost is always ready to put his vast knowledge and experience to use, and his nimble fingers can deal with almost all kinds of locks or traps. If you decide to rely on Jubilost in Kingdom governing, his remarkable intellect will be of great help.
Hail to the kings!
Owlcats.
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Kaazmiin
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Post by Kaazmiin on Jun 26, 2017 20:04:17 GMT
So glad the main goal has been reached, even though I'd sure love to see camping and the Magus implemented in the final game as well. What they actually needed the initial funding excluding all stretchgoals for is also explained in this video, which I think hasn't been posted yet: All the emphasis on your character, your decisions, your companions, your story, your kingdom and even replayability. I think it sounds pretty amazing. Then we got the two Kickstarter trailers that I think haven't been posted yet, so I'll just put them here under the spoiler tag:
And lastly, the newest update on... magiiic! (aka: spells and fx) Have some GIFs: ...and a wall of text "Dear Pathfinders,
Today we will be talking about spells – lifeblood of more than half of the Pathfinder classes. Since the release of their signature product, Paizo published numerous rulebooks for the Pathfinder RPG, both hardcover giants, like Ultimate Magic and Advanced Player Guide, and innumerable softcover Campaign Settings, Player Companions, Modules, and Adventure Paths. And most of them do contain spells, some of them only one, and some whole packs rivaling the basic assortment provided in the core rulebook. For us, when making a Pathfinder CRPG, this provides a treasury to draw from.
And as we do draw from it, and see the ideas of all these spells come to life on our screens, they blend together to give you a myriad of tactics to solve problems, overcome obstacles and defeat enemies our game will provide you aplenty. For in Pathfinder spells are not just elemental attacks of different shapes and colors, but a diverse set of tools and instruments for enormous amounts of possible situations. [...]
Is one of your companions injured? Poisoned? Dead? There are spells for that. Cannot find a secret door? There is a spell for that too. Found a secret door, but cannot open it? Again, there is a spell for that. Are you feeling the strong urge to set somebody on fire? There are a lot of spells that do exactly that. While setting someone on fire, you mistakenly set your companions on fire too, and now they're dead? We’ve already discussed, spells can fix that. Cannot see your enemy? There is a spell for that. Still cannot see him, because he's behind the wall? There is a spell for that. Still cannot see him? You’ve probably been blinded. Do not worry; there is a spell for that. There is a whole school of spells that allow you to see enemies even where there aren’t any. Got too cold? There’s a spell for that. Are neighbors too loud? There’s a spell for that. Mysterious rash..? There’s probably a spell for that.
Out of the core classes, only monk, fighter, barbarian and rogue don’t use magic, so each and every spell we add will increase the depth of the game for all parties that will not specifically avoid magic. And we want you to have a multitude of choices every time you level up your spell casting characters and every time you choose your spells for the day. Of course you won't have to constantly rearrange your spells and you'll be fine with just a basic set of spells in some parts of the game and on the easier difficulty settings. But we also strive to create challenges and environments that will make you stop and consider what spells to prepare for the task at hand.
But no spell may truly come to life without its visual component – because it is this exact part of the spell that makes it an actual translation from pen and paper to your screens. And in visual effects as well we try to support both the variety of spells and their targets. A special system in our game supports scaling of both shapes and sizes of visual effects on different creatures to improve both the aesthetic feel and gameplay feedback from your (and, sometimes, your opponents') actions. [...]
So whenever anyone asks us how many spells will be there in Pathfinder: Kingmaker, we answer, “More than 300 of them”. But you should know that 300 is just a minimal number, the correct answer is, “As many as possible!”
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Post by Kaazmiin on Jun 28, 2017 13:00:48 GMT
Camping is funded and the next stretchgoal (after the Magus) is an extra story chapter plus Mac/Linux support. Story? I want!
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Iakus
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Post by Iakus on Jun 29, 2017 17:18:28 GMT
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Iakus
N7
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Post by Iakus on Jul 1, 2017 22:32:26 GMT
Companion Update: Octavia Whatever the situation might be, Octavia always pays close attention to details that often elude others. She is the quickest to notice a companion’s change of mind and the hidden suffering of other beings – as well as fleeting moments of beauty such as a pretty hair clip in a girl’s hair that deserves a compliment. Cheerful and quirky, this half-elf lives in the moment. According to her, the future is too uncertain to worry about while the past is better left behind. However, she's a bit disingenuous on that last part, and for good reasons: it’s hard to forget years of bonded servitude to the sinister Technic League that keeps all of Numeria in fear. Due to her magical aptitude, Octavia has been forced to serve the League masters for all her life. The only one who helped her get through dark times was Regongar, her true half-orc friend, who shared her pain and misery. Light shines brighter in the darkness: hardships didn’t break Octavia’s boisterous spirit. Despite everything, the girl has brought her optimistic and merciful nature through the whole ordeal right to the day she became the master of her destiny. While on a Technic League's assignment in the Stolen Lands, Octavia and Regongar were set free by a daring adventurer, who claimed untamed territories for the young barony. Today, the half-elf can do as she pleases – and that includes fighting for all the just reasons as well as making up for every lost opportunity to primp and preen! n battle, Octavia makes good use not only of her magical abilities but of her nimbleness, as well. She avoids melee at all costs: lack of armor makes her extremely vulnerable to direct attack. Instead, she prefers to sneak up on her enemies and eliminate adversaries with deadly spells before they know what hit them. Despite her seeming carelessness, Octavia is bright and resourceful. Thanks to these qualities, she is an excellent candidate for an official governing post. Whether it’s other people, money or magical dealings, Octavia is ready to use her talents for the benefit of society and the barony. Eager to learn more about Octavia's partner? We'll tell you about Regongar in our next companion update. Stay tuned!
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Iakus
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Post by Iakus on Jul 2, 2017 1:23:18 GMT
Hope we make it to the bonus chapter stretch goal as well...
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Iakus
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Post by Iakus on Jul 2, 2017 17:31:13 GMT
New stratch goal at $800,000: Archetypes New stretch goal – 3 Archetypes or alternative features for each class
A satisfying RPG experience relies heavily on your ability to create just the character you want, to bring your character concept to life as accurately as possible. But some character concepts are not conventional and stray away from well-trodden paths. Yet classes were made with specific, more general concepts in mind, and while they allow many different builds – some less conventional approaches are left unsupported. The Pathfinder RPG has a feature that covers those wishes: Archetypes.
Archetypes are not new classes on their own, but merely modifications of an already existing class, although the extent of modification varies greatly from case to case. Archetypes remove some class features from their base class, change others, modify existing choices and numerical bonuses of the class. In some cases, they just replace one feature with a feature of another class, and in some cases, they replace significant parts of the class, with an array of completely new abilities.
Sometimes you want your character to specialize in a certain specific part of their class far more than representatives of this class usually do. For example, let's say you want to play a cleric that concentrates on summoning monsters, but find that this specialization is hard to achieve with just the conventional cleric. There is an archetype that fits this purpose perfectly. The Cleric's Herald Caller archetype concentrates on summoning allies to fight for him. While he loses his ability to wear medium armor, equip shields and only has one domain, he can convert his spells into summoning spells in the middle of combat, and the creatures he summons are far more formidable and numerous.
Sometimes you want to take a different approach to a conventional role, for example, to create a tanking fighter that relies on his swordsmanship alone – yet every time you look up your abilities your conviction wavers. You see that equipping a shield would make your character a better tank, but you never envisioned him hiding behind a shield in battle. On the other hand, not using one makes you feel that you aren’t using your character to his full potential. In this case, you may look for an archetype instead – and find one that fits your idea. For example, the Aldori Defender, a fighter archetype with his roots in the fencing school of Aldori Swordlords, prefers to master his parrying techniques instead of relying on shields.
And sometimes you want to go even further. For example, create a magus, who is skilled with a bow. There is simply no way to do that with the basic magus class – his abilities work with one-handed melee weapons, and the bow is neither. Only archetypes can help you with this, and there is one designed specifically with that purpose in mind. The magus' Eldritch Archer archetype allows him to use his abilities with any ranged weapon and, instead of charging his blade with close combat spells, this archetype allows the magus to charge his attacks with long range spells, shooting fiery rays from his crossbow or launching bolts of lightning together with a javelin.
And that’s not the extent of possible archetypes – there are far more of them in Pathfinder. There’s the Sword Saint, a magus archetype that abandons armor and some of his spellcasting to become a master of one chosen weapon. There’s the Vivisectionist – an alchemist that replaces his signature ability to throw bombs with deadly sneak attacks. Ecclesitheurge – a cleric, favoring the perfection of his divine magic abilities over his martial prowess. Armored Hulk – a heavily armored barbarian. Sacred Huntsmaster and Mad Dog – inquisitor and barbarian with animal companions. And the list goes on and on.
Some classes, like Sorcerer or Wizard, while lacking these vast amounts of archetypes, have alternative class features that can replace them - subschools and wild bloodlines. We want to add even more choices, and depth to our game, to both, improve the base gameplay and provide replayability. Archetypes are a good way to do both, for they will add more meaningful choices to character creation and development, will allow us to add personalities to some companions in the form of archetypes, and to increase the variety of enemy encounters - for enemies will have archetypes, too.
What do you think about the archetypes listed above and which Pathfinder archetypes are your favorite? Let us know in the comments section!
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Iakus
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Post by Iakus on Jul 6, 2017 13:15:41 GMT
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Iakus
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Post by Iakus on Jul 6, 2017 22:39:57 GMT
Skills: Skills are an incredibly important part of most pen and paper RPGs, including Pathfinder. What are skills? Skills represent some of the most basic and yet most fundamental abilities your character possesses, like, for example, Perception – a skill to take note of details around you, to timely notice a deadly trap or to hear the muffled breath of a hidden adversary. Be it finding your way through the unknown lands or high court intrigues, be it searching for forbidden knowledge in the academy library, in a dusty tomb or a shady tavern – all of this is what skills are for. Without them, characters would be mere murderers. It is the existence of skills that allows them to resolve challenges and conflicts without resorting to bloodshed.
While it is a daunting, perhaps impossible, task to make skills just as useful in the CRPG as when playing Pathfinder on the table, it is not our goal to replace the original Pathfinder RPG, but rather to provide you with an experience similar to the fascinating atmosphere of pen and paper gaming. To do that we need to make the application of skills at least as frequent and at least as important as it is in pen and paper, if not as varied.
For our skill list, we decided to use our own approach to what is known to Pathfinder players out there as Consolidated Skills – a system where most skills from core Pathfinder are aggregated into bigger, wider skill groups. Our approach to this also includes our idea that skills should not only be used in dialogues but also in common gameplay and that these skills should be useful and applicable to the characters that archetypically should have those skills.
For this reason we, for example, made Lore - Nature, the archetypical skill of Rangers and Druids, to be based on Wisdom, and to include the knowledge about animals and insects, survival in the wilderness, handling of animals and tending to companions who were wounded or had succumbed to sickness. For that reason, we had made Lore - Religion to include knowledge about both Gods and their servants – outsiders, and plan to make it possible to use Lore - Religion to heal afflictions of the mind.
For those, who rely more on scholarly education, there are the branches of academic knowledge. Knowledge - World studies Golarion and everything specific to it, be it races and cultures that live there, their history and current interactions, trade and politics. Knowledge - Arcana deals with research and knowledge about various unnatural phenomena, eldritch spells, enchanted items and otherworldly entities such as elementals and magical beasts.
For those who crave action, there are Athletics and Mobility, the first of which deals with the skillful application of physical strength, mostly to surpass obstacles or to remove them from your way altogether, and the second deals with avoiding those obstacles and hazards through graceful movement and acrobatic feats. And those more cunning may find for themselves skills like Stealth, which allows you to move unnoticed behind the enemy lines, and Trickery, that allows you to pass through more complex obstacles like locks and traps. For those of you, who, like kings are supposed to, rely on the world and its inhabitants to act according to your royal decisions, there are also skills like Persuasion, which is the mastery of manipulating others' thoughts and actions, through both subtle, direct or sometimes even forceful means and skills like Use Magic Device, which deals with the usage of magical items and tools in creative ways and bending even the most stubborn and complicated of them to your will.
The skills of your character and your companions may be used in combat, to demoralize the enemy with a disheartening threat using your Persuasion or to lull the enemy into thinking that you are not a threat with a timely use of Trickery, only to then catch him flat-footed for your next attack. Skills may be used when camping, to forage for food using Lore - Nature or to guard your sleeping companions better by having high Perception.
And, of course, skills can be used in dialogues and other events. For example, you might need to use your Knowledge - World, to remember some information crucial for the current conversation. You can try to use your Perception to gauge whether the person you are talking to is trying to swindle you. Or why not try to swindle them yourself by using Bluff, a specific use category of your Persuasion skill? Use categories are a type of actions that can be performed with this skill, in which Pathfinder fans may find familiar names. Intimidate, Bluff and Diplomacy being use categories of Persuasion, and some character traits, feats and class features may give bonuses to certain use categories only. Some character traits, feats, class features, and other abilities may give bonuses to use categories instead of a broader consolidated skill - it makes sense for a half-orc to have a racial advantage in using Intimidate, and not to Diplomacy and Bluff.
In many cases, you may also improve your odds by carefully preparing for the challenges ahead. You can find items that can be used in a specific skill challenge, like an encyclopedia just about the subject you need to have Knowledge about. Or have more common tools at hand, like a roll of sturdy rope or a trusty shovel. Or you may acquire a fine and specialized set of instruments just for a particular skill, for example, a box of masterfully crafted lockpicks. And sometimes your decisions and actions will affect the difficulty and bonuses to your skill use, for instance, by either providing you with a helping hand of someone you have saved before or depriving you of it in your moment of need. And, for certain, you can use spells and potions to make yourself stronger or quicker for the task before you.
That concludes our thoughts and developments in the field of skills. What was the most memorable skill application that you had witnessed in a pen and paper game session? Tell us in the comments section.
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Kaazmiin
N3
The Fan Art Fairy
Why be normal when you can be magical?
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Why be normal when you can be magical?
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Post by Kaazmiin on Jul 8, 2017 6:53:30 GMT
Three days left and we're halfway to the extra story stretch goal. While I don't doubt that we can reach that, I do hope the campaign will get a serious push towards the end, so we may be able to reach archetypes. I love that they added such an affordable digital game guide to the Add-on section. Already added that to my pledge and might end up getting the soundtrack as well
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Iakus
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Post by Iakus on Jul 8, 2017 19:27:33 GMT
Companion: Regonar Just like Octavia, Regongar had a rough start in life. A childhood and youth spent in the Technic League’s captivity has left a permanent mark, forever changing the half-orc. But while Octavia believes that his suffering has destroyed almost everything good in Regongar, he thinks otherwise. In the crucible of servitude the magus* steeled himself for future challenges, forged his iron will and deadly proficiencies which made the free Regongar a living nightmare for the Technic League and its agents. Regongar is extremely selective in choosing his companions: he abhors weakness, indecisiveness, and hypocritical prudery. A person that wins Regongar’s respect should be wary of such an honor: this magus has no friends except for Octavia, and he has no pity for those who disappoint him. Striking a deal with such a cataclysmic entity is a hazardous enterprise, but those who are brave – or crazy – enough to do so will be rewarded with a companion who knows neither rules nor boundaries. When he wants something, this half-orc has no scruples about stepping over a couple of bodies (or a dozen) or traveling to the deepest pits of Abaddon and back. Any team that collaborates with Regongar receives an unrestrained force that intimidates everyone – from the common soldiers on the battlefield to the lords in high castles. Unlike Octavia, Regongar relishes melee combat: the magus makes a good use of magic protection and destructive spells as well as of his trusty blade. He has mastered many spells but his favorite are those that harness the power of electricity – an element that turns into a deadly force in his hands. Facing an angry Regongar is a truly terrifying experience, and he uses his ability to intimidate to his own advantage: sometimes his mere appearance on the battlefield is enough to make enemies flee. While out of combat, the half-orc can horrify his enemies with a sideways glance and a menacing phrase. Regongar is brave, decisive and inexorable – great traits for those who are eager not only fight personally but lead others as well. Trusted with a governing position, he will become an astonishing warlord that keeps his own men in absolute fear and submission. * Initially Regongar was intended to be a sorcerer but since we reached the Magus stretch goal, we decided to shake things up and change his class for he fits it well.
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Post by Iakus on Jul 9, 2017 17:12:26 GMT
Allies and Adversaries: Brevoy
To the north lies Brevoy — a turbulent land of byzantine intrigues and generations-long feuds. Stitched together from two different nations, Brevoy never became truly united. Two centuries ago a ruthless warlord known as Choral the Conqueror has taken over Issia and Rostland. These two countries shared a long history of wars, and the warlord united them into a single kingdom, held together by little more than the iron grasp of Choral himself and his noble house Rogarvia. For the following two centuries, the Brevic politics became an undercover power struggle between two former nations' ruling elites: Issian noble houses and Rostland's Aldori Swordlords — a loose association of noble families, bound together by the secrets of the Aldori school of sword fighting and an agreement known as the Swordpact. Decade after decade, these uneasy bedfellows smiled at each other, secretly waiting for the ideal moment to stab each other in the back.
A decade ago, every member of house Rogarvia suddenly disappeared without a trace, leaving behind a power vacuum pregnant with strife that could easily turn into a civil war. Running out of options, the Aldori Swordlords made a risky political move: they helped an unknown adventurer to establish an independent nation in the unclaimed Stolen Lands, hoping to nurture an ally for themselves. Only time will show if this plan will save them, or backfire terribly.
River Kingdoms
A chaotic conglomerate of large and small domains, united by a vast river system, collectively known as the great river Sellen, and by their taste for freedom. There are more than a dozen "kingdoms" with vastly different political systems, ranging from tyranny to anarchy. While the fledgling nation you establish isn't technically one of the River Kingdoms, once you prove yourself a force to be reckoned with, your neighbors will turn their eyes to you.
Your southern neighbor is Mivon — a nation established by Aldori Swordlords who preferred a life in exile to Choral the Conqueror's yoke. Mivon proudly calls itself a meritocracy — a place where only the best are allowed into the positions of power. How do they decide who is the best? Why, by a fair duel, of course! To take a governmental position, one has to fight their way up the List of Suitors, then challenge and defeat the current official.
Beyond your western border is Pitax — a flourishing center of culture and commerce, or a wretched den of smugglers, swindlers, gamblers and talentless hacks, depending on whom you ask. It is ruled by king Irovetti, who won the crown from its previous holder in a game of cards. Cunning, ruthless and vain, Irovetti has expanded Pitax's influence and established the Academy of Grand Arts, hoping to go down in history as a benevolent patron of high culture, not just another crime lord. Unfortunately, his favorite genre of art is "praised be the great lord Irovetti", so the Academy ended up becoming a choir of boot-licking sycophants where it's hard for a talent to flourish. Nevertheless, Pitax has attracted its share of artists, and some of the Academy's former students proudly wear their expulsion from it on their sleeves, as a sign of artistic integrity.
Numeria
To the northwest lies Numeria — a harsh, unforgiving realm of barren wastelands, littered with wreckage of a metal star ship that crashed here in time immemorial. Numeria has few permanent settlements, as it's populated by nomadic barbarian tribes. Some of them struggle to survive on their own. Some bow to Kevoth-Kul, the self-appointed Black Sovereign of Numeria, and his allies, the mysterious Technic League. Less scrupulous tribes resort to piracy, banditry or even slave trade. More noble tribes sell their blades to the highest bidder. Ferocity of the Numerian mercenaries is well known in the River Kingdoms. And if you hold to your throne for long enough, you'll inevitably meet them — the only question is, will they fight on your side, or against you?
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