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Pathfinder: Kingmaker- Wrath of the Righteous out now!

captainkcaptaink TexasRegistered User regular
edited June 2022 in Games and Technology
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This week Owlcat Games released Pathfinder: Kingmaker a CRPG set in Pathfinder's universe, using a version of the Pathfinder tabletop rules.

We didn't have a thread so I figured I'd make one. I'm only a few hours in so far but it's pretty good, if complex. I haven't even gotten to the kingdom management stuff yet.

I have lots of questions about the stuff that doesn't come straight from 3.5 games, like the Magus/Inquisitor and a lot of the subclasses. Anyone familiar with them? I can't figure out how to really use the Spell Combat without getting opportunity attacks, stuff like that.

What are you guys playing?

Archetypes Guide(since the game is really bad at explaining what archetypes do)

Alchemist: 2/3 Caster, 3/4 Bab class with Simple Weapons, Light armor and bomb proficiency. Throws bombs based on Int Mod per day. Can use mutagens to trade mental stats for physical for the rest of the day. Discoveries every few levels. Poison resistance/immunity. Spells are mostly transmutation/abjuration.
-Grenadier loses poison resistance but gains martial weapons and some new bomb blast effects, can also add alchemical effects to weapons
-Vivisectionist loses bombs, gains sneak attack and some rogue talents.
-Chirurgeon loses poison resist but can cure others with extracts.

Barbarian: Full BAB, Fast move, rage, Simple/martial, light/medium/shields, danger sense, damage reduction, uncanny dodge
-Armored Hulk loses uncanny dodge, gains heavy armor proficiency and speed and abilities in it.
-Mad Dog loses uncanny dodge and some rage powers, gains an animal companion that learns some fighting tricks
-Invulnerable Rager loses uncanny dodge and danger sense, gains more damage reduction

Bard: 2/3 Caster, 3/4 BAB. Simple+ Weapon proficiency, light armor and shields. Various bard songs that buff allies and debuff enemies.
-Archaeologist loses all songs, gains an Archaeologist's luck buff that affects themselves. They also get some trap finding and rogue skills
-Thunder caller loses some buff songs, gains some thunder and lighting attack songs.
-Firedancer loses some buff and debuff songs, gains fire resist songs and some fire spells

Cleric: Full caster, 3/4 BAB, Light/Medium/Shields, Simple Weapons. Choose a deity and 2 domains for extra spells and abilities.
-Crusader lose 1 domain, gains some fighter bonus feats.
-Herald caller loses medium armor and a most weapon proficiencies and 1 domain. Gains spontaneous summoning and some summon support feats.
-Ecclesitheurge loses all armor and most weapon proficiencies, gains Domain Mastery and a special blessing.

Druid: Full caster, 3/4 BAB, druid proficiencies. Wild shape, some poison resist/immunity. Animal Companion OR certain cleric domains.
-Blight Druid loses the animal companion, gains the ability to choose Death and Destruction Domains. Loses poison immunity, gains some defensive disease powers and disease immunity.
-Defender of the True World can't summon fey with summon spells but gains various anti-fey abilities.
-Fey Speaker becomes a Charisma instead of Wisdom caster. Less wild shape abilities, gains some arcane illusion/enchantment spells to spell list.

Fighter: Full BAB, all proficiencies, bonus feats, Armor training, Bravery, Weapon Training
-Aldori Defender loses armor training, gains dueling sword proficiency and a bunch of stuff related to the dueling sword
-Tower Shield Specialist loses weapon training, but gains a bunch of bonuses while using a tower shield
-Two Handed Fighter loses armor training, gains bonuses to sunder and disarm and other 2H special stuff

Inquisitor: 3/4 BAB, 2/3 Caster, Light/Medium/Shield/Simple proficiencies, Judgments (small self buffs) Solo teamwork (teamwork feats work by themselves), Stern Gaze, Bane
-Monster Tactician loses judgments, gains summoning ability and feats empowering summons
-Tactical Leader loses solo Teamwork but can grant their teamwork feats to allies temporarily.
-Sacred Huntsmaster loses judgments but gains an animal companion and favored enemies.

Magus: 3/4 BAB, 2/3 caster. Light/Medium/Simple/Martial proficiencies, Arcane Pool (enhance your weapon) Spell combat (dual wield a weapon and a spell) and Spellstrike (deliver touch spells via weapon).
-Eldritch Scion changes from a wizard analogue to sorcerer.
-Sword Saint loses all armor proficiencies, all martial weapons except selected weapon. +Int to AC, bonuses to chosen weapon.
-Eldritch Archer changes spell combat and spellstrike to work with ranged weapons instead of melee.

Monk
: Full(?) BAB. Simple/monk weapon proficiency. Bonus monk feats, Evasion, Ki Powers, Flurry of Blows, Style Strike (part of Flurry), Ki Strike(overcome damage resistances).
-Scaled Fist changes to Cha-based for some things instead of Wisdom. Pick a dragon bloodline for a few powers, different set of bonus feats.
-Sensei loses Evasion and some feats, gains Bard songs and +Wis to hit/damage
-Traditional Monk drops the choose your own Ki powers for the 'traditional' ones of Diamond Soul, Quivering Palm, etc.

Paladin: Full BAB, 1/2 caster, All proficiencies, LG restriction, Smite Evil (various buffs against 1 evil creature) Auras, Mercies, Divine Weapon Bond, Lay on Hands, Channel Energy
-Divine Hunter loses heavy armor, gains ranged weapon abilities.
-Hospitalier has reduced Smite Evil capability, gains more defensive and healing abilities
-Divine Guardian devotes themselves to protecting a single character

Ranger: Full BAB, 1/2 caster, Light/Medium/Simple/Martial proficiencies. Favored enemies, combat style choices, Animal Companion OR share favored enemy, Favored terrain, Evasion, Quarry
-Freebooter loses companion, gets Freebooters Bane (Single target Favored enemy for everyone) and Freebooters bond (bonus when flanking)
-Flamewarden loses companion, evasion, adds fire-based abilities and spells
-Stormcaller only gets Archery style, no companion, adds lightning and storm based abilities

Rogue: 3/4 BAB, Simple/Light proficiencies, Sneak attack, Trapfinding, Weapon Finesse, Rogue talent choices, Danger sense, Uncanny dodge, Evasion, Debilitating injury
-Eldritch scoundrel loses a lot of sneak attack upgrades, danger sense, uncanny dodge, but becomes a 2/3 caster.
-Knife Master knife sneak attack die becomes d8s, other weapon sneak attack die become d4s. Replaces danger sense with an AC bonus versus knives
-Thug loses danger sense, gains Brutal beating

Sorcerer: Full caster, simple weapons, choose from many bloodlines for bonus spells and abilities, 1 bonus feat
-Empyreal Sorcerer becomes Wis-based, has celestial bloodline
-Sylvan Sorcerer gains animal companion, has fey bloodline
-Sage becomes Int-based, has arcane bloodline

Wizard: Full caster, simple weapons, choose a specialist/opposition school or universalist
-Arcane bomber chooses 4 opposition school but gains many bombs per day to throw.
-Thassalonian Specialist chooses 2 opposition schools, but gains 2 spells per day per level to cast from favored school
-Scroll Savant can take 10 on using scrolls if it will succeed. Yes that seems to be it.


Companions (roughly in order of when you get them:
Linzi: CG Halfling Bard
Harrim: CN Dwarf Cleric
Jaethal: NE Elven Inquisitor
Valerie: LN Human Fighter (Tower Shield Specialist)
Amiri: CN Human Barbarian

You'll come out of the prologue with 3 of these based on choices you make near the end:
Harrim is chaotic, Valerie is lawful.
Linzi is good, Jaethal is evil.
Amiri comes with you regardless.
The other 2 will show up again later.

Tristian: NG Human Cleric (Ecclesitheurge)
Regongar: CE Half-orc Magus (Eldritch Scion)
Octavia: CG Half-elf Rogue/Wizard

Jubilost Narthropple: ?? Gnome Alchemist
Ekundayo LN Human Ranger
Nok-Nok ?? Goblin Rogue




A duck! on
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Posts

  • PhillisherePhillishere Registered User regular
    I’m straight Inquisitor with a side order of wisdom god worship. I’d love to understand the class better since it seems like it is decent in combat but very strong on the role playing side with all the knowledge buffs.

  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    I've been watching Coh play this. It looks pretty decent. I'll probably wait for a sale because I have a ton of CRPG's to finish...which led me to finally re-installing Pillars of Eternity which is DL'ing now.

    We really are in a great renaissance for isometric CRPG's.

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  • RetabaRetaba A Cultist Registered User regular
    I just started a dragon bloodline eldritch scion, tbh I'm worried based on what I've read that won't work well later on :( But I really like the idea of a green dragon descendant creating a kingdom out there.

  • PoorochondriacPoorochondriac Ah, man Ah, jeezRegistered User regular
    I went with the prefab Sorc build, and it's serving me pretty well thus far.

    I've just gotten to the kingdom building stuff, and it's pretty dang robust. I may have overspent my BP, though, and I'm not sure if I have a recourse beyond "wait it out."

  • Moridin889Moridin889 Registered User regular
    I’m straight Inquisitor with a side order of wisdom god worship. I’d love to understand the class better since it seems like it is decent in combat but very strong on the role playing side with all the knowledge buffs.

    Inquisitor is basically a more selfish version of bard. Same type of BAB progression, lots of skill points, but they have judgments and get teamwork feats to work even if their allies dont also have them.

    Get things like the extra teamwork damage feat and ac with shield feat and stand on the frontline and chunk people. Divine favor the 1st lvl spell is pretty required casting to keep up with the accuracy of frontline folks and it frees up your judgements to be tailored to the encounter.

  • captainkcaptaink TexasRegistered User regular
    I went with the prefab Sorc build, and it's serving me pretty well thus far.

    I've just gotten to the kingdom building stuff, and it's pretty dang robust. I may have overspent my BP, though, and I'm not sure if I have a recourse beyond "wait it out."

    Sorcerer looked good but there were a shitload of bloodline choices so that threw me off.

  • Moridin889Moridin889 Registered User regular
    captaink wrote: »
    I went with the prefab Sorc build, and it's serving me pretty well thus far.

    I've just gotten to the kingdom building stuff, and it's pretty dang robust. I may have overspent my BP, though, and I'm not sure if I have a recourse beyond "wait it out."

    Sorcerer looked good but there were a shitload of bloodline choices so that threw me off.

    Dragon sorcerer or undead sorcerer both have real good passives so you dont have to think about it. Otherwise just pick it for flavor unless there are must have spells you want.

  • McHogerMcHoger Registered User regular
    I'm kind of on the fence between a Sacred Huntsmaster or a Churigeon. Sorta leaning Churigeon simply because the game gives me enough space to name my characer "Dr. Rowan Lordly, Fantasy M.D."

  • PoorochondriacPoorochondriac Ah, man Ah, jeezRegistered User regular
    I may have overspent my BP, though, and I'm not sure if I have a recourse beyond "wait it out."

    To answer my own question, you can buy BP from Hassuf. 80g per point, which is pretty reasonable.

  • captainkcaptaink TexasRegistered User regular
    So here's what I'm doing with Magus, not sure it's the best thing.

    I went Int/Dex with an Elf. I'm wielding a rapier and I have Spell Combat on. I had been doing touch of weakness, since it didn't seem to provoke opportunity attacks. Acid blob did seem to. It looks like in Pathfinder you do a Concentration check when casting spells in melee. If you pass it, you don't provoke opportunity attacks? Someone correct me if I'm wrong here. So I took Combat Casting with my recent feat. That's my normal mode.

    When I feel like spending spell slots, I use Shocking Grasp+Spellstrike. Seems to work?

    Is there a feat to make +Dex for my damage rolls too? My rapier damage is quite sad right now.

  • BionicPenguinBionicPenguin Registered User regular
    edited September 2018
    captaink wrote: »
    So here's what I'm doing with Magus, not sure it's the best thing.

    I went Int/Dex with an Elf. I'm wielding a rapier and I have Spell Combat on. I had been doing touch of weakness, since it didn't seem to provoke opportunity attacks. Acid blob did seem to. It looks like in Pathfinder you do a Concentration check when casting spells in melee. If you pass it, you don't provoke opportunity attacks? Someone correct me if I'm wrong here. So I took Combat Casting with my recent feat. That's my normal mode.

    When I feel like spending spell slots, I use Shocking Grasp+Spellstrike. Seems to work?

    Is there a feat to make +Dex for my damage rolls too? My rapier damage is quite sad right now.

    You roll a concentration check if you get hit while casting a spell. Spells with a range of "touch" don't provoke opportunity attacks.

    Edit: No. Wait. I think I'm combining Pathfinder and D&D 5E. In Pathfinder, when you cast a spell, you provoke an attack of opportunity. If you cast defensively (which combat casting improves), you make a concentration check and if you pass, there's no attack of opportunity. It's also worth noting that most of the time, someone can only do a single opportunity attack per round. There's a feat (combat reflexes, I think) that can increase that number and maybe some monster abilities or something (I forget). Pathfinder's way too complex for its own good.

    Of course, this is all assuming it works the same as in the PnP game.

    BionicPenguin on
  • Genji-GlovesGenji-Gloves Registered User regular
    I went for scale bound fist under the golden dragon. Still debating if a monk will pan out but seems okay.

    So far enjoying the game quite a bit and looking forward to seeing the kingdom building.

    Particularly like the campfire and banter between when resting.

  • captainkcaptaink TexasRegistered User regular
    captaink wrote: »
    So here's what I'm doing with Magus, not sure it's the best thing.

    I went Int/Dex with an Elf. I'm wielding a rapier and I have Spell Combat on. I had been doing touch of weakness, since it didn't seem to provoke opportunity attacks. Acid blob did seem to. It looks like in Pathfinder you do a Concentration check when casting spells in melee. If you pass it, you don't provoke opportunity attacks? Someone correct me if I'm wrong here. So I took Combat Casting with my recent feat. That's my normal mode.

    When I feel like spending spell slots, I use Shocking Grasp+Spellstrike. Seems to work?

    Is there a feat to make +Dex for my damage rolls too? My rapier damage is quite sad right now.

    You roll a concentration check if you get hit while casting a spell. Spells with a range of "touch" don't provoke opportunity attacks.

    Edit: No. Wait. I think I'm combining Pathfinder and D&D 5E. In Pathfinder, when you cast a spell, you provoke an attack of opportunity. If you cast defensively (which combat casting improves), you make a concentration check and if you pass, there's no attack of opportunity. It's also worth noting that most of the time, someone can only do a single opportunity attack per round. There's a feat (combat reflexes, I think) that can increase that number and maybe some monster abilities or something (I forget). Pathfinder's way too complex for its own good.

    Of course, this is all assuming it works the same as in the PnP game.

    I can't find a Defensive Casting modal anywhere. I remember it from NWN2.

  • ElvenshaeElvenshae Registered User regular
    @captaink

    Casting a spell in melee range of an enemy would normally provoke an AoO. Instead, in PFKM, they have you cast the spell defensively by default. That means you don’t provoke the AoO, but you might lose the spell. The DC for the Concentration check, IIRC, is 10+2xSpell Level (cantrips count as 1/2). Your Concentration roll is 1d20+Caster Level+Casting Ability Bonus (Int for Magus).

    Ranged attacks of any stripe also provoke AoOs, which includes ranged touch attack spells like Acid Splash.

    So if you cast Acid Splash in melee, you need to pass a Concentration check to get it off at all, and then you take an AoO anyway.

    This is why I’m missing the Close Range Magus Arcana; it lets you use ranged touch attack spells as melee touch attacks, instead, which would let you use Acid Splash on most rounds.

    Re: Dex to damage: there are a couple feats that do this (Dervish Dance, Fencing Grace, Slashing Grace). I don’t remember if any are in PFKM.

  • KetBraKetBra Dressed Ridiculously Registered User regular
    edited September 2018
    They didn't include the Witch class?

    BOOOOOOOO

    KetBra on
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  • SyrdonSyrdon Registered User regular
    Elvenshae wrote: »
    Re: Dex to damage: there are a couple feats that do this (Dervish Dance, Fencing Grace, Slashing Grace). I don’t remember if any are in PFKM.
    Slashing and Fencing Grace both appear to be in, Dervish Dance does not. I haven't been able to check if fencing grace actually works for the magus or not though, as it requires the second hand to be unoccupied and they may count spell combat as filling that hand.

  • VikingViking Registered User regular
    KetBra wrote: »
    They didn't include the Witch class?

    BOOOOOOOO

    my favorite run was as a blind witch, just cackling all the time

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  • captainkcaptaink TexasRegistered User regular
    Casting defensively
    https://owlcatgames.com/forums/showthread.php?439-Spellcasting-and-Concentration
    Spellcasting and Concentration
    Many of you were asking us what mechanics exactly we will change with the conversion from turn based system to real-time with pause. So today I will tell you about one such example – spellcasting and concentration.

    In our current implementation of our combat system a round lasts 6 seconds, just like canonical rules define it. Most standard and move actions take 3 seconds (and the only one can be done in 6 second time), and full round actions take 6 seconds. So, casting Mirror Image will take three seconds and casting Summon Moster will take six. Not a lot of changes here.

    Just like in tabletop, in our combat implementation spells with a casting time of one round can be interrupted by nearly all damage, not only continuous damage and AoOs. But during our playtests, we have noticed that it just looks strange that spells that take 3 seconds to cast are not interrupted. We have stated numerous times that one of the games that inspire us heavily is Baldurs Gate, and it shouldn’t be a surprise that we have a lot of Baldurs Gate fans among us. And in this game it was possible to interrupt pretty much all spells with damage during their casting. And a lot of people like this facet of gameplay. So one of our recent changes has been that they can be interrupted by the formula similar to continuous damage, with a concentration DC = 10 + half of damage dealt (rounded down) + spell level. This check is not that easy to fail against mundane attacks and makes you more aware of non-mundane ones and the positioning of your spellcasters on the battlefield.

    This makes spellcasting in melee more dangerous, so to ease the burden on melee spellcasters we changed the policy with AoO on casting. In a tabletop, you decide what to do (to provoke an AoO, cast defensively, move away and so on) on a case-by-case basis. We decided to simplify this bit by making you always roll a concentration check with DC = 10 + 2 * Spell Level to avoid provoking attacks of opportunity. By canon tabletop rules this would make you not provoke an AoO but will make you lose your spell if you fail your concentration check – not something you want to do against, for example, opponents that you know will fail to hit your AC. Instead, failing your concentration there only provokes an AoO instead of losing the spell.

    The option to cast defensively remains as a separate toggle. But this toggle is now responsible for not only avoiding attacks of opportunity against your spells (which is the default behavior now) but also to avoid your spells being interrupted by enemy attacks (as described above). I.e., if you cast defensively – you only roll against DC = 15 + 2 * Spell Level at the beginning of the cast, and if you fail the roll the spell fizzles, but if you succeed then attacks against you will not interrupt the spell.

    To summarize:
    - Spells that have casting time of Standard Action take 3 seconds to cast
    - Spells with casting time of Round take 6 seconds to cast
    - Both can be interrupted by any damage you take when you cast them unless you succeed on a Concentration Check with DC = 10 + half of damage dealt (rounded down) + Spell Level
    - If you are within enemy reach and are aware of this enemy – you will make a concentration check with DC 10 + 2 * Spell Level to avoid provoking an attack of opportunity
    - You can Cast Defensively to avoid not only an attack of opportunity for sure but also avoid your spells being interrupted by damage. That increases the DC of your check when casting the spell to DС =15 + 2 * Spell Level and makes you lose the spell entirely if you fail this check.


    This will be one of the experimental changes that will be tested extensively in Alpha. But even before that, we want to know what you think about this change. And also, which mechanics would you like to hear about next?

    This is from Alpha but I can't find anything to indicate it has changed.

  • AstharielAsthariel The Book Eater Registered User regular
    What class do you guys suggest for the first playthrough, considering their usefulness and fun factor?

  • captainkcaptaink TexasRegistered User regular
    Asthariel wrote: »
    What class do you guys suggest for the first playthrough, considering their usefulness and fun factor?

    Being good-aligned, I got the following early on as NPCs
    CG Bard
    CN Barbarian
    CN Cleric

    I think an Inquisitor(some flavor of Evil) and Fighter (LN) are also possible if you make different prologue choices. I picked up the fighter a short while later, who is super tanky. I also found a different kind of cleric, more like a Wizard? Just recently picked up a Magus(CE) and Rogue/Wizard(CG). Later on I think there's still a Ranger, Rogue, and Artificer to get. So multiple classes are not represented at all: Druid, Paladin, Monk, Sorcerer.

    So, the only thing I'll say is you're chock full of support casters to start. You also get some decent skirmisher types (Barb, Magus, Inquisitor(I think)) pretty quick. You have a tank available but not immediately. A straight up blaster Sorcerer might be good. A support tanky Paladin perhaps. It's a six-person party so there's room for whatever.

  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    The Inquisitor is pretty much there if you're wanting to run some kind of evil cleric option; because that's the only way you'll really be able to do much of anything with her.

    I ended up with the bard, the fighter, and the barbarian and picked up the other two later.

    I rolled up a rogue, myself- my party is fighter/barbarian up front, with magus keeping near the edges, and then wizard/bard/me in the back lobbing arrows and spells. Seriously thinking of swapping out magus for the healer cleric to increase our hangtime.

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  • PhillisherePhillishere Registered User regular
    captaink wrote: »
    Asthariel wrote: »
    What class do you guys suggest for the first playthrough, considering their usefulness and fun factor?

    Being good-aligned, I got the following early on as NPCs
    CG Bard
    CN Barbarian
    CN Cleric

    I think an Inquisitor(some flavor of Evil) and Fighter (LN) are also possible if you make different prologue choices. I picked up the fighter a short while later, who is super tanky. I also found a different kind of cleric, more like a Wizard? Just recently picked up a Magus(CE) and Rogue/Wizard(CG). Later on I think there's still a Ranger, Rogue, and Artificer to get. So multiple classes are not represented at all: Druid, Paladin, Monk, Sorcerer.

    So, the only thing I'll say is you're chock full of support casters to start. You also get some decent skirmisher types (Barb, Magus, Inquisitor(I think)) pretty quick. You have a tank available but not immediately. A straight up blaster Sorcerer might be good. A support tanky Paladin perhaps. It's a six-person party so there's room for whatever.

    They offered the Magus as a stretch goal on Kickstarter. I wouldn’t be surprised if they added more classes with the expansions, especially if they go the old Bioware route and make massive ones.

  • BionicPenguinBionicPenguin Registered User regular
    I'm sad they left out Gunslinger, Oracle, and the best Monk archetypes (Zen Archer and Qinggong).

  • BucketmanBucketman Call me SkraggRegistered User regular
    I'm a dual wielding dwarf fighter with two axes and I'm really digging this game.

  • PhillisherePhillishere Registered User regular
    Bucketman wrote: »
    I'm a dual wielding dwarf fighter with two axes and I'm really digging this game.

    I like it more than the Pillars of Eternity games. The Obsidian RPGs, while still being huge, always felt like an abbreviation/streamlining of the genre. This is 100 percent a Bioware homage, with all the depth and fun/not-so-fun idiosyncracies of that era updated but intact.

  • dispatch.odispatch.o Registered User regular
    Really good game. Running as an alchemist right now. There are some bugs and math oddities that are increasing the difficulty in what I assume are unintentional ways so use of the individual ruleset modifiers is heavily encouraged.

    I'm having trouble with most combat right now because I'm stuck resting way too often and using everything I've got every single fight. Its still fun though and I will continue to throw myself at hard mode because hurray masochism.

  • PhillisherePhillishere Registered User regular
    Two criticisms:

    The journal could be much better. I am having to go to guides because it is not great at pointing you toward where you need to go. That’s added by unclear dialogue that, say, tells you need to wait a few days for something to happen when what you really need to do is visit a location you have most likely already explored.

    The time limit in the first act was a mistake. It’s generous, but the combination of the poor journal and the need to rest frequently makes it feel frustrating in a bad way.

    Thankfully, the latter is only a problem in the opening act so far.

  • captainkcaptaink TexasRegistered User regular
    I'm updating the OP with some details about archetypes, since the game is bad at explaining them in mechanical terms. Same for classes, really.

  • PoorochondriacPoorochondriac Ah, man Ah, jeezRegistered User regular
    edited September 2018
    My dragonblood sorc has been serving me well enough, but he hasn't really been the linchpin of my outfit. Until he hit level 6.

    His Fireball is a goddang nuclear bomb. Between spell specialization and the dragonblood bonus to fire damage, it makes me almost feel bad for the enemies. I stumbled into a battle between four trolls and five bandits, lobbed two fireballs, and wiped out the entire group. Good gravy.

    Poorochondriac on
  • PhillisherePhillishere Registered User regular
    Another quibble -

    Healing spells are far less effective than scrolls and potions. Between the round timer and casting warm-up, I find that party members usually die before the spell fires no matter how pro-active I am.

    I’m also looking for a draw aggro ability for my tank. Is that a thing in Pathfinder?

  • ElvenshaeElvenshae Registered User regular
    edited September 2018
    @Phillishere

    Cast healing spells are, generally, stronger than those found in scrolls and potions. That’s because potions and scrolls use the minimum caster level for the spell.

    Cure Light Wounds is 1d8+(1 / level, max 5).

    At first level, no difference. But at 4th-level, you’re getting an extra 3 points of healing out of the spell.

    You’ve correctly identified the drawbacks, though, which is why, generally speaking, the best healing spell (in D&D 3.X and derivatives) is one that kills your enemy, thus preventing all of the damage they were going to do while alive. Then you do your real healing after the battle (preferably with a wand of CLW).

    Elvenshae on
  • Moridin889Moridin889 Registered User regular

    I’m also looking for a draw aggro ability for my tank. Is that a thing in Pathfinder?

    No taunts in Pathfinder. You tend to just have to make it real painful for them to choose that option with positioning so they take a few AoO when they go for the backline.

    I tend to keep a dagger or something small equipped on my ranged characters so when the inevitable melee occurs, they dont get massacred by AoO for shooting whilst in melee range.

  • captainkcaptaink TexasRegistered User regular
    OP updated with all archetypes and companions. Correct me if I'm wrong on archetypes.

    Doing that made me want to play a Grenadier.

  • BionicPenguinBionicPenguin Registered User regular
    Moridin889 wrote: »

    I’m also looking for a draw aggro ability for my tank. Is that a thing in Pathfinder?

    No taunts in Pathfinder. You tend to just have to make it real painful for them to choose that option with positioning so they take a few AoO when they go for the backline.

    I tend to keep a dagger or something small equipped on my ranged characters so when the inevitable melee occurs, they dont get massacred by AoO for shooting whilst in melee range.

    And that's why I was disappointed when I saw that fighter you get at the beginning. It's really hard to hit her. Great. Too bad she isn't much of a threat.

  • ElvenshaeElvenshae Registered User regular
    The AI in pathfinder tends to be somewhat sticky, however, so if you run a heavily-armored type out first, enemies will attack it and not try to pass by.

  • VikingViking Registered User regular
    Between the Tower Shield companion and my Druids Bear pet the only problem I have is enemy ranged characters sniping my squishies.
    I just make sure to tailor the formation to keep vulnerable members at the back where possible.

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  • Moridin889Moridin889 Registered User regular
    edited October 2018
    Moridin889 wrote: »

    I’m also looking for a draw aggro ability for my tank. Is that a thing in Pathfinder?

    No taunts in Pathfinder. You tend to just have to make it real painful for them to choose that option with positioning so they take a few AoO when they go for the backline.

    I tend to keep a dagger or something small equipped on my ranged characters so when the inevitable melee occurs, they dont get massacred by AoO for shooting whilst in melee range.

    And that's why I was disappointed when I saw that fighter you get at the beginning. It's really hard to hit her. Great. Too bad she isn't much of a threat.

    Use all of her feats to make her scary. Weapon focus, weapon specialization, greater weapon specialization, cleave, power attack.

    Fighters have customization

    Moridin889 on
  • PhillisherePhillishere Registered User regular
    edited October 2018
    Kingdom building is real good. I suspect they adapted it pretty much intact from the tabletop module.

    Phillishere on
  • TerrendosTerrendos Decorative Monocle Registered User regular
    I've seen a little about this game, and I like the idea of one of these isometric RPGs that has a heavy focus on building a kingdom. One of the parts I enjoyed most in NWN2 was building Crossroad Keep.

    I've also heard that this game is very difficult. Which is a problem, because I am terrible at isometric RPGs. I've played a lot of D&D over the years and Pathfinder is similar enough that I don't worry too much about that part. Is there like a super-easy difficulty setting?

  • BionicPenguinBionicPenguin Registered User regular
    There sure is. There's quite a lot of difficulty customization, too.

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