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Pathfinder Pathfinder: Kingmaker - Enhanced Plus Edition - now with turn-based combat

Daidre

Arcane
Joined
Jan 30, 2019
Messages
1,975
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
So does metamagic have any use for non-sorcerors? I'm trying to figure out if I should take this feat at all and it doesn't seem to have much usefulness or interaction with important spells at all?
I always use Extend, Heighten, and, less often, Empower on all my wizards. Extend for Haste, Animate Dead and Sense Vitals mostly, and Heightened Stinking Cloud is so good that it alone worth a feat, but adds a lot of freedom in spell slots management too.

For Cleric Heighten is less good, but can be useful on high levels for DC casters for CC on Chains of Light and Vinetrap. But Extend is must have for filling lvl 4 slots with Animate Dead and blanket buffing whole party with Death Ward when necessary. Melee clerics can also use it with Divine Power, Righteous Might and Divine Favor (+3 AB and Damage on first level spell!).

I avoid Maximize cause +3 spell lvl is too costly and rods are plenty. There is also Leviathan Robe from artisan for 6 free up to lvl 6 maximize.
 
Joined
May 1, 2013
Messages
4,501
Location
The border of the imaginary
So does metamagic have any use for non-sorcerors? I'm trying to figure out if I should take this feat at all and it doesn't seem to have much usefulness or interaction with important spells at all?
Metamagic is godly for wizards. Summmoning Shadenuat for metamaxed wizardry awesomeness.

On the contrary, the only good metamagic for sorcerers is extend spell for longer prebuffing duration as most metamagics (other than quicken spell) increase cast time of spells to a full round action from a standard action.
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,575
So does metamagic have any use for non-sorcerors? I'm trying to figure out if I should take this feat at all and it doesn't seem to have much usefulness or interaction with important spells at all?
Metamagic is godly for wizards. Summmoning Shadenuat for metamaxed wizardry awesomeness.

On the contrary, the only good metamagic for sorcerers is extend spell for longer prebuffing duration as most metamagics (other than quicken spell) increase cast time of spells to a full round action from a standard action.
Full round still means you can cast 1 per round. Unless you want to move in the same round, it doesn't matter. Just stand and deliver.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,188
Pillars of Eternity 2: Deadfire
Yeah, wizards (and regular maguses) actually get more mileage from metamagic then sorcs (and Eldiritch Scions).

Besides Heightened, Extend and, to a lesser degree Empower, Eldiritch Arcana brings additional great metamagic effects: Selective Spell (you can now debuff/blast freely, without fear of hitting your characters - nothing like heightened grease on the Frontline... or the Scirocco) and Persistent Spell (reroll enemy save on success - fantastic for CC!) .
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,575
Yeah, wizards (and regular maguses) actually get more mileage from metamagic then sorcs (and Eldiritch Scions).

Besides Heightened, Extend and, to a lesser degree Empower, Eldiritch Arcana brings additional great metamagic effects: Selective Spell (you can now debuff/blast freely, without fear of hitting your characters - nothing like heightened grease on the Frontline... or the Scirocco) and Persistent Spell (reroll enemy save on success - fantastic for CC!) .
The advantage of metamagic for Sorcs is that they can do it on the fly whereas Wizs have to prepare them that way. This is especially good if you don't know what you are going into, which is usually most adventures.

That said, in PnP 3.5, I tend to use metamagic only in very specialised fields. Heighten is never used other than to shave 3 levels off a dual caster build (Mystic Theurge at level 4 instead of level 7; Heighten + Versatile Spellcaster). Split Ray and Empower for sniper-mage (Split a Ray of Stupid for 2x 1d4+1 Int damage range touch attack, which is pretty much instant-kill on half the Codex). Extend for Persistent Divine Metamagic Cleric shenannigans. Otherwise, I tend to not use them. Higher level spells in PnP tend to be worth more than metamagic'd spells.

Actually, come to think of it, I don't use them in ToEE, NWN or NWN2 either. I much prefer other attack spells than a metamagic'd one.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,332
Location
Massachusettes
Are they still patching this? Last time I played, it was like watching those Russian Youtube car crash videos...the ones with snow. At least tell me they've cleared the snow.
Even bugged, it was the best game since early IE.

I'm about 20 hours in on my first play-through and haven't noticed any obvious bugs. Seems really stable, no crashes at all. The closest thing I encountered to a game-breaking bug was more of a quest breaking-bug - the one with the witch in the swamp & the scarecrow in her yard

that attacked me after I selected the wrong response. The attack was devastating, some kind of black breath attack and strange scripting. My party was nearly completely frozen by a bizarre status effect I never saw in a game before called "fascinated." WTF? I had no idea how to counter it because I had no clue what the fuck it even was. By sheer perseverance, I managed to defeat the witch and her scarecrow but everything seemed broken after that. I replayed the encounter, this time being more cautious, and things seem back on track.

But I'm greatly impressed by how "polished" the game seems now. I urge cRPG fans to play it.
 

razvedchiki

Erudite
Joined
May 25, 2015
Messages
4,268
Location
on the back of a T34.
Vordakai was an easy fight,put death ward on everyone/left click until he dies.
My party was lvl 11/12 on hard.
There was also a side area which i dont remember being there back in november.
Its on the second lvl of the tomb after an athletics check,theres a room with a statue that hold 2 gems worth 45k,if you take them 3 thanatodeamons and 2 astradeamons spawn.
That fight was harder than vordakai.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,332
Location
Massachusettes
Also wanted to mention to newcomers that even on Normal (and probably Easy too) there can be very difficult encounters after what initially is an easy game in the first few hours. You will encounter extremely TOUGH if not impossible to defeat monsters in areas of the game fairly close to your first city that you just don'r expect to be that difficult. You must fight your autism and give up on any stubborn attempts to defeat them until later. i.e. I found a well-hidden area thanks to high perception with three Greater Enraged Owlbears that are virtually impossible to defeat for any lvl 7 team. After several attempts, I ran like hell as if my wizrds's fireball spell misfired and set my ass on fire. Will come back later. It's surprises like this that make me love the game.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,055
Vordakai was an easy fight,put death ward on everyone/left click until he dies.
My party was lvl 11/12 on hard.
There was also a side area which i dont remember being there back in november.
Its on the second lvl of the tomb after an athletics check,theres a room with a statue that hold 2 gems worth 45k,if you take them 3 thanatodeamons and 2 astradeamons spawn.
That fight was harder than vordakai.
Not true. Daemons fight is completely destroyed by putting death ward on your tanks. Vordekai can at least target the back row and uses boneshaker and finger of death that can both damage you.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,332
Location
Massachusettes
Help! I'm on lvl 7 for all my characters and I'm just about to make my first village into a town upgrade but I have no treasurer. I had the encounter with Jubilost anfd his stuck wagon, and Barthalomew The Mage (whom I killed). But I neglected to take Jubilost to the troll fortress with me when i killed The big boss. When I went back to A Ford Across the Skunk River expecting to find Jubilost there so he can join my team he wasn't there. I understand he or Barthalomew would have been my Kingdom treasurers. Is there any possible was to get Jubilost back through a cheat code or something or am I completely screwed? I may have an old save of before the Troll Fortress victory but that was ages ago. Is lvl 7 too early to do Varn's quest since I understand he's the only other treasurer? I feel Kingdom Management is severely crippled without a Treasurer.
 

Simple Simon

Scholar
Joined
Nov 9, 2018
Messages
102
If you have the DLC, one of the tiefling sisters can be your treasurer. Otherwise, your only other option is Varn at the end of Chapter 3. I think your kingdom should be able to survive until then if you hurry with the main quest.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,332
Location
Massachusettes
If you have the DLC, one of the tiefling sisters can be your treasurer. Otherwise, your only other option is Varn at the end of Chapter 3. I think your kingdom should be able to survive until then if you hurry with the main quest.

Yes, I have the DLC with the two tieflings
sharing a body
and was given the quest. The location is remote but on my map. I'm still in chapter 3 I presume (the Dwarf/Troll fortress mission was the end of Chapter 2, correct?) and haven't done Varn's quest/storyline yet. I just hit level 8. Should I attempt the tiefling companion DLC at this lvl?
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,332
Location
Massachusettes
Hmm, perhaps I lucked out by starting my first playthrough only after all the patches (up to 1.2.7g) and several DLCs but I'm actually finding it very polished. Feels like proper AD&D by developers who took extraordinarly detailed notes on what the fans wanted. It's a crying shame that there's no construction set for it though since this would easily extend it's lifetime for years and years to come.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,055
If you have the DLC, one of the tiefling sisters can be your treasurer. Otherwise, your only other option is Varn at the end of Chapter 3. I think your kingdom should be able to survive until then if you hurry with the main quest.

Yes, I have the DLC with the two tieflings
sharing a body
and was given the quest. The location is remote but on my map. I'm still in chapter 3 I presume (the Dwarf/Troll fortress mission was the end of Chapter 2, correct?) and haven't done Varn's quest/storyline yet. I just hit level 8. Should I attempt the tiefling companion DLC at this lvl?
Thiefling quest can be done at lvl 5.
Also if you met jubilost and tried to save his wagon he should have joined you. Did you look for him in town?
You don't need to bring him to dwarf outpost during chapter 2. It can be done afterwards.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,188
Pillars of Eternity 2: Deadfire
If you have the DLC, one of the tiefling sisters can be your treasurer. Otherwise, your only other option is Varn at the end of Chapter 3. I think your kingdom should be able to survive until then if you hurry with the main quest.

Yes, I have the DLC with the two tieflings
sharing a body
and was given the quest. The location is remote but on my map. I'm still in chapter 3 I presume (the Dwarf/Troll fortress mission was the end of Chapter 2, correct?) and haven't done Varn's quest/storyline yet. I just hit level 8. Should I attempt the tiefling companion DLC at this lvl?

You're still in Act 2. Entire Season of Bloom questline is included in Act 2. You still have quite a bit of content before Varnhold (Act 3).
Level 8 can be challenging, but should be adequate for the sisters' quest. I think it should be doable by level 6, at the beginning of Act 2 (but probably very tough then).

Like Archangel advised, Jubilost might still be available in your capital? Or will maybe join you later? The important thing is you spoke. And hopefully didn't reject him outright.
 

Incendax

Augur
Joined
Jul 4, 2010
Messages
892
If you have the DLC, one of the tiefling sisters can be your treasurer. Otherwise, your only other option is Varn at the end of Chapter 3. I think your kingdom should be able to survive until then if you hurry with the main quest.
The tiefling sister is the earliest treasurer you can get, since you can tackle her quest pretty much the moment Chapter 2 starts (usually triggers after a single day).

The new druid companion can be a councilor or treasurer, which is great to cover any missing spots on your advisor list. But you don't get him until Season of Bloom (at Bridge Over Gudrin River where he is investigating the seeds in the water).
 

Daidre

Arcane
Joined
Jan 30, 2019
Messages
1,975
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
When I played beta yesterday half of textures in Cyclops Tombs were broken after Friday evening update. I really hope Owlcats noticed and fixed it without bug reports.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,055
If you have the DLC, one of the tiefling sisters can be your treasurer. Otherwise, your only other option is Varn at the end of Chapter 3. I think your kingdom should be able to survive until then if you hurry with the main quest.
The tiefling sister is the earliest treasurer you can get, since you can tackle her quest pretty much the moment Chapter 2 starts (usually triggers after a single day).

The new druid companion can be a councilor or treasurer, which is great to cover any missing spots on your advisor list. But you don't get him until Season of Bloom (at Bridge Over Gudrin River where he is investigating the seeds in the water).
WHAT?! When did this happen?
 

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