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I was wondering what other people picked for their first character in pillars of eternity and what factored into that decision. After playing the game with your first character what race did you choose for your second play through and what determined that.
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What prevents Aumaua from military dominating the globe? Each time I see them, and now being triggered by the size of their kids (see Josh's tweeter) I always wonder - what is their flaw that prevents them from evolutionary dominating all other races and finally absorbing them? If seen through the modern-day common evolution theory it can be: - slow breeding cycle, difficulties with child birth rates - vulnerability to some disease, framing the total population (child diseases included) - genetic flaws (syndromes) like rapid aging, long brain development or short reproductive age (child genetic flaws incl.) - social ideology that prevents expansion, pacifistic religion etc. - low level of tech until the very last era (see Asian tigers or Latin countries rapid advancements) - low level of biological organisation, biological individualism (imagine sentient, but territorial tigers or bears), inability to conduct collective tasks like wars - high social fragmentation, clan/cast/tribal systems where all conflicts go between Aumaua and there are no resources for foreign activity I guess for Huana it is the last one. Huana are too social fragmented to avoid the colonisation. But what about Rauatai monarchy? They could easily wipe the world but they don't. And please don't start with "gunpowder equals all". a) gunpowder battles were often solved in melee until WW2 (or later) b) even with heavy armor obsolete, body mass still matters a lot с) there are non-combat military tasks where str/con influences the result greatly (rapid marches, carrying heavy equipment, transporting goods and ammunition, rowing the ships) And anyway - what prevented them from total domination in pre-powder times?
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Update by Josh Sawyer, Project Director For our third class update, we will be covering chanters and priests. Along with paladins (covered in Update 56), these classes provide parties with their core support bonuses and healing effects. Different games refer to these types of characters using different terms -- usually "leader" or "support" -- but at their core, they excel when they are providing assistance to their teammates. The benefits they provide to the group often outstrip the contributions of individual party members in the final tally, but their abilities must be used carefully to maximize their impact. Our next update will be from Adam Brennecke. He has some great graphical enhancements to share that we hope you'll enjoy. After that, our final class update will be on The Front Line: fighters and barbarians. All three of the leader classes have a balanced suite of offensive abilities and though there is overlap in the effects of their various support abilities, they differ significantly in how they are used. Paladins utilize persistent auras to provide strong bonuses to allies in their immediate vicinity and limited-use single-target commands to grant powerful buffs to individual teammates. Chanters' phrases create a rotating cycle of bonuses that shift over the course of combat, building up energy until they can utter powerful invocations. Priests are traditional casters, relying on large area of effect bonuses mixed with small area offensive spells to direct combat from afar. Kana Rua, a chanter. Chanters are storytellers and repositories of ancient lore from myriad cultural traditions. They use these stories and legends to stir the memories of the dreaming lost souls and soul fragments that surround them. The spirits respond by creating magical effects, essentially playing their part in the recreation of the legends. In this way, chanters act as directors of supernatural actors playing out momentary plays for the chanter's benefit. Due to their heavy focus on folktales and storytelling, they have an inherent bonus to Lore. As explorers of many lost and forgotten vaults dating back to Eora's antiquity, chanters also have a bonus to Mechanics, helping them bypass tricky locks and traps. To use their special kind of magic, chanters link together individual short phrases from different legends to create longer chants. The phrases have distinctive, thematically-appropriate effects that are of low power but can be applied while the chanter is engaged in other combat activities. As one phrase ends and another begins, the effects of the first phrase will linger, allowing multiple phrases to overlap with each other. Through the clever overlapping of phrases, chanters can grant their allies a sizable stack of minor bonuses. But chanters aren't entirely about their passive phrases and chants. With each phrase that passes, chanters gain greater control over the spirits assisting them. When enough control is gained, chanters can direct them to perform a single powerful spell called an invocation. Invocations are often support-oriented, but some contain powerful offensive effects. Invocations are so powerful that they disrupt a chanter's chants, disabling their effects for several seconds until the chanter can recover. While Eora's wizards are known for their "colorful" spell names, chanters' phrases are far more loquacious, often incorporating the entire spoken text of the phrase. Sample chants: Blessed Was Wengridh, Quickest of His Tribe - Movement rate and Reflexes increased for allies in the area of effect. Thick Grew Their Tongues, Stumbling O'er Words - Enemy Concentration is reduced. (Will) The Fox from the Farmer Did Run and Leap - Enemy Disengagement Attacks have reduced Accuracy. The Silver Knights' Shields Broke Both Arrow and Blade - Increases the Deflection of allies in the area of effect. At the Sight of their Comrades, their Hearts Grew Bold - Increases the Fortitude and Will of allies in the area of effect. Sample invocations: Not Felled by Axe, Nor Broken by Storm - Increases allied Slash and Shock Damage Threshold. If their Bones Sleep Still Under that Hill, None Can Say - Summons three skeletons. The Thunder Rolled like Waves on Black Seas - Stuns and pushes enemies in the area of effect. (Fortitude) The Lover Cried out to the Beloved, "I am Yours!" - Charm effect on all enemies in the area of effect. (Will) Rise Again, Rise Again, Scions of Adon! - Revives unconscious allies and heals a small amount of Stamina in a large area. This has no effect on characters who have already been Maimed or Killed in combat. The Brideman Slew Thirty 'Fore they Crossed Half the Hall - Increases the Might, Constitution, and Resolve of allies in the area of effect. In addition to their chants and invocations, chanters' close association with the Lost gives them one final, passive power: Ancient Memory. This ability activates whenever the chanter is in combat and grants low-level Stamina regeneration to all nearby allies. It is not as strong as a fighter's Constant Recovery or a priest's Holy Radiance, but can affect even faraway allies at all times. Cadegund, a priest. Priests are devoted followers of one or more deities, though almost all have a primary dedication to a single god above all others. They are well-versed in philosophy, myths, and legends, giving them an inherent bonus to the Lore skill. Additionally, the requirements of their faith often involve traveling long distances in difficult circumstances, giving them an inherent bonus to Athletics. In the world of Eora, priests do not gain power directly from their deity, but from their belief in the deity and the tenets of their religion. Paladins share a similar source of power, but differ from priests in the intensity and nuance of their beliefs. Paladins' faith is single-minded, extremely passionate, and held above all other concerns. The faith of priests is more philosophical, open to criticism (both their own and from others), and malleable from individual to individual. While paladins are ever-burning wellsprings of spiritual energy, priests gather energy into their own souls and release it through the use of specific prayers. These prayers form the common spells priests use in battle, ranging from healing magic and divine attacks to a variety of blessings and curses. Compared to wizards, priests have access to a smaller number of spells overall but do not need to prepare those spells in a grimoire. And while priests do have offensive spells, they are smaller in area and generally weaker in power than similar effects available to wizards and druids. Here are a few: Restore Minor Stamina - Part of a series of progressively powerful Stamina-healing spells. Restores Stamina to all allies in the area. Armor of Faith - All allies in the area gain bonus Damage Threshold. Withdraw - Caster or ally is momentarily phased out (cannot act, cannot be targeted) and regenerates Stamina. Divine Terror - All enemies in the area are Frightened for the duration (Will). Consecrated Ground - Creates a long-lasting circle of Stamina regeneration on the ground for allies. Divine Mark - Blasts the target with Burn damage and reduces their Deflection for a short duration (Will). Holy Power - Allies' Might and Resolve are increased. Pillar of Faith - Does Crush damage to the target (Reflex) and knocks enemies Prone (Fortitude) in a small area (Foe Only). Prayer Against Restraint - Part of a series of spells that ward against afflictions. Grants a bonus to resist any attack containing the Hobbled or Stuck afflictions. If those afflictions are already on the target, their durations are reduced by 10 seconds (Hobbled) or 5 seconds (Stuck) respectively. Watchful Presence - All affected allies gain an effect on them that will last until the end of combat or until triggered. When any affected character drops below 20% Stamina, Watchful Presence will heal a significant amount of Stamina on the character. Triumph of the Crusaders - Allies gain a bonus that restores Stamina every time they defeat an opponent. The ally must strike the "finishing" blow to gain the benefit. Revive the Fallen - Revives and restores a modest amount of Stamina to unconscious allies in a small area. This has no effect on characters who have already been Maimed or Killed in combat. Salvation of Time - Extends the duration of all beneficial effects on allies. Crowns for the Faithful - Increases the Perception, Intellect, and Resolve of all allies in the area. Cleansing Flame - Hurls a ball of holy fire at an enemy. It does continuous Burn damage to the target and reduces the duration of beneficial effects (Reflex). After a few seconds, the Cleansing Flame leaps to another enemy within 3m and repeats the process again, ultimately affecting up to three targets. If no valid targets are in range when a leap occurs, the spell expires. In addition to their spells, all priests have two inherent abilities: Interdiction and Holy Radiance. Interdiction is a fast-acting Dazed effect that the priest can apply to a group of enemies. It does not have a long duration, but can be valuable in gaining a quick advantage. Holy Radiance regenerates Stamina for all allies in close proximity to the priest. Additionally, any vessels (spirits bound into unliving matter like dead flesh, copper, or bronze) hit by the effect take Burn damage and are Frightened if the radiance overcomes their Will. The power of both Holy Radiance and the paladin's Faith and Conviction abilities can be modified by their behavior and the reputations they develop from the choices they make. When players make a paladin or priest character, they select an order or deity, respectively. Each choice highlights two types of behavior that are celebrated and two types of behavior that are condemned. For priests and paladins played as the main character, their Holy Radiance and Faith and Conviction power will shift based on their behavior. Reinforcing their deity's or order's preferred behavior will gradually increase their power, while playing against type will cause a small diminishment in their power. These changes are not dramatic, but reflect a measure of dissonance between the character's stated faith and how they choose to conduct themselves. A few paladin orders: The Shieldbearers of St. Elcga - An order of Aedyran holy warriors who emphasize kindness and diplomacy over cruelty and aggression. The Shieldbearers were founded in honor of an elven noble who helped unite the Aedyr and Kulklin kingdoms after a long war. Kind Wayfarers - Knights-errant who assist troubled travelers and celebrate love, condemning deception and malice even when dealing with their enemies. The Kind Wayfarers are a diverse group of people and can be found all over the known world. Bleak Walkers - Soldiers dedicated to conducting warfare mercilessly and with extreme brutality in order to bring a swift end to conflicts. Known for their unyielding, terrible nature, most nobles will only call on them as a last resort. Some of the deities priests can select: Eothas - Presumed dead by many, Eothas is (or was) the god of renewal and light. His followers exemplify honesty and benevolence in their interactions with others. In the Dyrwood, Eothasians are often victims of prejudice due to the aftermath of The Saint's War, in which the Eothasian peasant known as St. Waidwen led a holy war into Norwaech. Magran - A goddess of fire and warfare, Magran is celebrated by many Dyrwoodans for her priests' assistance in The Saint's War. Already known for their use of firearms, the priests collaborated to develop the "Godhammer" bomb that destroyed St. Waidwen at Evon Dewr Bridge. Statues of Magran can be found all over the Dyrwood and Magranites are popularly known for their boldness and quick wits. Berath - The god (or goddess) of the dead takes many forms in different cultures, but their names are widely invoked by most people at one time or another. Theologians see Berath as the guardian of all gateways, including the gates of life, death, and rebirth that all mortals must pass through. Common folk fear the priesthood of Berath but respect them for their level-headedness and unflinching resolve in the face of endless death and suffering. The Leaders of the Band are a powerful trio of classes for players who choose to focus on bolstering their allies. Each class has its own style of providing benefits and we hope you enjoy experimenting with their varied mechanics. That's all for this week. Let us know what you think of the chanter and priest in the forum. As always, thanks for reading.
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It's has been a while since we heard about the Aumaua race, and all I've heard was that they are huge people with wedded hands and feet and big heads. I hate to ever bring this up but the concept pictures make them look like buff up Na'vi. I guess since I've always like my main character to be a meat-headed all tank Orc like fighter (I know it's a more trivial role to play) in BG1 & 2, I feel like this race would be feared and hated for their size alone like the cute and cuddly Orlans who are just ostracized for their well uses of guerrilla tactics. I just want to know Aumaua history and how they are view and treated in the society that surround The Ruins of Eir Glanfath.
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Rats are very intelligent animals, they have no fear of water and in fact are great swimmers, they are notorious for stowing away on ships, and are found in abundance near any source of water. All we know about the Aumaua is that they are large and they live near the water. Imagine a giant bi-ped humanoid river rat, long tail, hunched posture, able to jump long distances, fast reflexes, doesn't fear anything, and highly intelligent. For reference think of the movie: The Secret of Nym. Also think about the character Reepicheep from the C. S. Lewis book "Voyage of the Dawntreader". A large bi-ped humanoid (Player Character) Rat race has never been done before in any game of which I am aware. (EDIT: Just to clarify, I know that rat-folk exist in D&D and a lot of other settings, but as far as I am aware I've never seen a game where rat-folk were used as a PLAYER CHARACTER race. But of course, I could be wrong about that.) I think this would lead to some very interesting romance threads. <3
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A common speculation (or perhaps hope) I have seen on the forums is that the aumaua race will be inspired by the varying Polynesian cultures of the Pacific. This is likely because they're a coastal/islander people and "aumaua" sort of sounds like Maoi and Maori. Personally I'd be strongly in favour of this being an influence. The cultures of Polynesia are rich and something that have virtually been left untouched by most fantasy settings so any inspiration taken from them would likely be something fresh. To add a topic of discussion to the thread, would you want the aumaua to be inspired by Polynesian cultures? If not what type of cultural inspiration would you like to see?
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The latest Aumaua concept art in Update #34 provoked a strong reaction in me and finally convinced me to register on the forum and voice my opinion. I've had a problem with most of the concept art shown so far, so I wanted to write up a big post with comprehensive, hopefully constructive feedback instead of freaking out (like NeoGAF is doing lol). And yeah, I'm aware that this is early art that will be revised and improved, but here's some criticism anyway: First, the Aumaua. The first thing that came to mind when looking at the Aumaua wizard was the scene from The Venture Bros. where Henchman 21 is LARPing. In other words, it brings to mind a fat, ugly human trying and failing to look badass. I think this is due to two things: costume and race design. The costume looks slightly goofy and mismatched, but not enough to imply a character who was deliberately designed to indicate he doesn't pay the least bit of attention to looking good. The costume needs to either be sloppier, in a characterful and memorable way, or more flattering. The racial design of the Aumaua is also problematic, mainly because they don't look distinctive and unique enough. I originally thought the wizard was an ugly human because he looks too human; in an Uncanny Valley sort of way it makes me notice all the subtle differences and chalk it up to the character getting beaten with an ugly stick. It may just be me, but I've always found most Star Trek aliens to be gross looking because they're clearly humans with disfiguring makeup plastered on their faces. Whereas, say, Jabba the Hutt from Star Wars is deliberately supposed to come across as disgusting, but he's so removed from humans that it's less unsettling. For all we know he's a gorgeous specimen of a Hutt and there's no need to apply human standards of beauty to him. Play up the amphibious nature of the Aumaua. As it stands, they look like web-fingered half-orcs at best, weird humans at worst. Maybe make their heads and torsos shorter and fatter and their legs longer and thinner, like frogs. I realize this might cause problems with animation as well as clothing/armor creation, since you would have to do everything seperately for the Aumaua instead of just recycling the other races' stuff. If that's a problem, there are still other ways to make them unique. Give them more/fewer fingers and toes. Make their eyes larger with frog-like irises and pupils. Maybe instead of hair, they can have hair- like spines, crests, or tentacles. You haven't shown the Orlans yet, but I hope they're less human-like to begin with. It was mentioned that they have two-toned skin. Maybe they could have short, fine, two-toned fur instead? Give them claws instead of fingernails and slitted pupils instead of round ones. Hopefully they're not just halflings with the barest minimum of changes. I wanted to give some feedback on the earlier concept art too while I'm at it. I really liked the original Sagani painting. The design was aesthetically pleasing while not being "hot" or pandering, the proportions clearly indicated a separate race rather than just a short human, and the costume gave a lot of information about a believable culture that isn't usually associated with dwarfs. I've been less thrilled with the other designs, including Sagani's later art. Edair's main problem is that he looks rather bland and directionless. I remember someone from Obsidian saying that this was deliberate since he's a character who wants to avoid drawing attention, but simply making the design bland is one of the worst ways to accomplish this. His design needs to be the visual equivalent of a stage whisper; implying that he's trying to stay out of the spotlight while still telling the player, "Pay attention! This is an interesting, important character." I'm not entirely sure how to accomplish this, but then again I'm not very good at doing a real stage whisper either. Aloth looks pretty good/interesting. His design isn't perfect, but I'm not really sure why (perhaps too many clashing directions for his character? I dunno) and I'm reasonably satisfied with him. I don't like Forton's art much, but this is the one design that plenty of people have already complained about, so I don't really need to expand on it. I will say that I like the idea that some people suggested of adding more elements of European flagellants to Project Eternity monks in addition to the Shaolin monk inspiration. Cadegund is a character whose design is close to being good/great, but it's not quite there yet. It certainly helps that a female battle priest with heavy armor and a gun isn't something that you see every day in western RPGs. But her armor as it currently stands is too bland once again. It doesn't tell us enough about her. Is she someone who does a lot of fighting and adventuring, often far away from the help of her religious organization? If so, her armor could maybe be more scuffed and dented, or even show makeshift repairs. On the other hand, is she someone who enjoys the full and near-constant support of a powerful religion? In that case, maybe her armor should be more ornate. Or even combine the two ideas so that her church gives her beautiful, expensive equipment which she inevitably ruins from all the fighting and adventuring she gets into! Well that was a lot of criticism. Hopefully it was useful and constructive. Thank you Obsidian for making this game and thank you for the frequent updates, warts and all. I'm sure everything will turn out great in the end. Edit: Fixed the formatting.
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live chat at pc gamer: http://www.pcgamer.c...dian-live-chat/ Direct reference to "Om"? http://en.wikipedia.org/wiki/Om The most spiritual race? Thoughts?