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Revision as of 22:35, 13 November 2014 by Giorgio (talk | contribs) (Created page with "'''Skills''' (list pending) '''Skills, Trainers, and Training Structures''' [b]Alpha Build 11.0 (11/07/14)[/b] '''Gathering Skills:''' [i]Profession: Dowser (PER) [/i] Re...")

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(list pending)

Skills, Trainers, and Training Structures

[b]Alpha Build 11.0 (11/07/14)[/b]

Gathering Skills:

[i]Profession: Dowser (PER) [/i] Requires: Alchemist Lab, Arcanist's Workshop, Artificer Workshop, Enchanter,Iconographer Gathers: Essences ("Colorful collection of sparks"; ?)

[i]Profession: Forester (WIS) [/i] Requires: Apothecary, Sawmill, Tannery Gathers: Plants ("A few interesting plants"; Logs, Berries, Leaves, Foxfire, Smoke Peppers...)

[i]Profession: Miner (CON) [/i] Requires: Geologist, Smeltmill, Jeweler Gathers: Rocks ("A mound of shiny rocks"; Ore, Coal, Gems...)

[i]Profession: Scavenger (WIS) [/i] Requires: Loom, Tailor, Leatherworker Gathers: Junk ("Pile of trash"; generally has something you'd find in that same hex in either a Forester or Miner node)

Note: All resource nodes show up on the mini-map with yellow-ish icons. You can hover over them on the mini-map to see what they are from a distance. After you deplete a node, there is a slight delay before it disappears from your mini-map.

Refining skills:

[i]Profession: Apothecary (WIS)[/i] Requires: Apothecary Refines: Chemical Raw Materials: Combat/Forester/Miner/Scavenger

[i]Profession: Gemcutter (DEX) [/i] Requires: Geologist Refines: Gem Raw Materials: Combat/Miner

[i]Profession: Sage (PER) [/i] Requires: Arcanist's Workshop Refines: Essence Raw Materials: Combat/Dowser/Miner

[i]Profession: Sawyer (CON) [/i] Requires: Sawmill Refines: Wood Raw Materials: Combat/Forester/Miner

[i]Profession: Smelter (CON) [/i] Requires: Smeltmill Refines: Metal Raw Materials: Combat/Miner

[i]Profession: Tanner (CON) [/i] Requires: Tannery Refines: Leather Raw Materials: Combat

[i]Profession: Weaver (DEX) [/i] Requires: Loom Refines: Cloth Raw Materials: Combat/Forester

Crafting Skills:

[i]Craft: Alchemist (INT) [/i] Requires: Alchemist Lab Produces: Consumables Production Line: Apothecary/Sage/Smelter

[i]Craft: Armorsmith (STR) [/i] Requires: Quartermaster Produces: Medium and Heavy armors Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery/Weaver

[i]Craft: Artificer (INT) [/i] Requires: Artificer Workshop Produces: Arcane weapons and implements Production Line: Gemcutter/Sage/Sawyer/Smelter

[i]Craft: Bowyer (DEX) [/i] Requires: Woodshop Produces: Ranged weapons Production Line: Apothecary/Sawyer/Smelter/Tannery/Weaver

[i]Craft: Engineer (INT) [/i] Requires: Quartermaster, Weapon Master Produces: Shields, Camp Consumables, campsites, and kit implements [Aristocrat, Expert, Rogue] Production Line: Apothecary/Sawyer/Smelter/Weaver

[i]Craft: Iconographer (WIS) [/i] Requires: Iconographer Produces: Divine and miscellaneous implements (Barbarian, Cleric, Druid) Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery

[i]Craft: Jeweler (INT) [/i] Requires: Jeweler Produces: Jewelry accessory items: Belts, Bracelets, Circlets, Necklaces, and Rings), and implements (Fighter) Production Line: Gemcutter/Smelter

[i]Craft: Leatherworker (DEX ) [/i] Requires: Leather Worker Produces: Light armors and leather accessory items: Belts, Boots, Gloves, Hats, and Pouches/Packs Production Line: Apothecary/Smelter/Tannery/Weaver

[i]Craft: Tailor (DEX) [/i] Requires: Tailor Produces: Cloth armors and cloth accessory items: Robes, Belts, Caps, Cloaks, Clothes, Gloves, Slippers, and Pouches Production Line: Sage/Smelter/Tannery/Weaver

[i]Craft: Weaponsmith (STR) [/i] Requires: Quartermaster Produces: Melee weapons, commoner implements Production Line: Apothecary/Gemcutter/Sage/Smelter/Tannery

Crafting & Refining:

[i] Spellcraft (INT)[/i] Requires: Enchanter?, Arcanist Workshop Produces: ? Production Line: ?

Trade Skills:

[i]Trade: Architect (INT) [/i] Requires: Keep Effect: ?

[i]Trade: Carpenter (CON)[/i] Requirements: Sawmill, Woodshop Produces: ? Production Line: ?

[i]Trade: Officer (PER) [/i] Requires: Barracks Effect: ?

[i]Trade: Seneschal (PER) [/i] Requires: Keep, Guild House Effect: ?

[i]Trade: Soldier (STR) [/i] Requires: Barracks, Training Field Effect: ?

[i]Trade: Stonemason (STR)[/i] Requires: Geologist Produces: ? Production Line:?

Knowledge Skills:

[i]Knowledge: Arcana (INT) [/i] Requires: Effect: ?

[i]Knowledge: Dungeons (WIS) [/i] Requires: Effect: ?

[i]Knowledge: Geography (INT) [/i] Requires: Artificer Workshop Effect: ?

[i]Knowledge: History (PER) [/i] Requires: Effect: ?

[i]Knowledge: Local (PER) [/i] Requires: Effect: ?

[i]Knowledge: Nature (WIS) [/i] Requires: Effect: ?

[i]Knowledge: Planes (INT) [/i] Requires: Effect: ?

[i]Religion (WIS) [/i] Requires: Effect: ?

[i]Knowledge: Survival (WIS or INT?)[/i] Requires: Effect: ?

Note: Knowledge skills increase the loot available from monster kills in appropriate categories (partialy implemented).

Survival (animals - wolves) Local (humanoids - goblins, bandits, raiders, knights, cultists) Geography (giants - ogres) Planes (outsiders - hellhounds) History (undead - skeletons and ghouls)

[b]General Skills[/b]

Athletics (STR) Bluff (PER) Disable Device (DEX) Escape Artist (DEX) Fly (DEX) Handle Animal (PER) Heal (?) Perception (WIS) Perform (PER) Persuasion (PER) Ride (DEX) Sense Motive (WIS) Stealth (DEX)

[b]Not on Character Sheet, but previously mentioned:[/b]

[i]Blacksmith (STR) [/i] Requires: ? Produces: ? Production Line: ?

[i]Change log:[/i]

1- Updated list above to represent what shows on the Character Sheet (Press "C"), and with the correct wording. 2- Added notes where needed. 3- Survival was moved from General to Knowledge skill list. 4- Religion was added to the Knowledge skill list.

5- [url=]The Big Chill[/url]: Crafting: Spellcraft place on Arcanist's Workshop Trainer.


Added Forester to Sawmill Changed Tannery from teaching Nature to Forester. Replaced Scavenger with Miner on Jeweler trainers. Added Scavenger to Leatherworker trainer.

Pending Changes (Build 8):

[Build 8] Knowledge: Dungeoneering, Nature, and Religion skills are being changed from Int to Wis, and History and Local are changing to Per. [Build 8] Engineer is being rolled into the weapon master or another building. We do not have a model for a separate structure for it currently.

Alpha 10 blog wrote:

“Added Commoner and Expert trainers to starting towns, crafting towns, and Thornkeep. Currently they only train the armor feats related to Commoners and Experts.”

Lee Hammock wrote:

“Commoner and Expert trainers are not currently associated with any buildings. Eventually they will have their own buildings, but the art assets were not requested for this stage as getting the armor feats set up for them was a bit of an unexpected bonus. I figured giving crafters and gatherers another thing to spend XP on was worth not waiting for the building. ”