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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Darth Canoli

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Also, I didn't mention the Lizard King.
Usually, this encounter is over before it even begin but this time, I didn't bring Erzimon so I was surprised; there's an option or two but both require Erzimon in your active party, I did the quests but left him to rot in jail and then aligned with the Greys (and then killed them all as well); and couldn't lock the King early.

As a result, he dives into the pool and you can't lock him anymore because you don't have 5 foot step on water but he does! (Well, If you aligned with the water druid and the water elemental Storm Warrior, you're in luck but I didn't).

This fight was such a huge pain!
He ran and ran and ran and covered the pool with clouds and energy walls.

Next time, I'm using Erz just for this one fight, I'm never forgetting about this...
 

Efe

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im at green/gray goblins as well.
did i miss paladin companion?
is there no way to switch out dead companions with live ones until they are raised?
 

Serus

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I abandoned my first playtrough because Yosharian made me aware of the level reduction setting on normal. I'm starting a new game on challenging "bronzeman" = zero reloads except when all party is dead. I have a boring party planned: Wizard (this time red), Psion, Air Druid, Samurai (do Japanese Half-Giants have it to survive Pierre Begue's hell?) and Fighter. The last slot is open: > Psychic Warrior for Pounce spell and the biggest weapon possible* (Half Giant + Expansion spell). > Mantis Rogue. How is it doing in your game Darth Canoli? > Bishop with Turning and Flux + 2 domains to buff inflict/harm spells. And Zen Archery. Probably a terrible idea.

I have a question. In my first game, in Chapter 2, I was friendly with grey goblins, killed the greens. It was OK but i wonder, what's the "optimum" way to do the goblins? Also are there any reward for fighting goblins without help from the other side - other than, I assume, experience?


*Yes mister Freud, it's all about big phallic objects.
 

Dickie

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Steve gets a Kidney but I don't even get a tag.
Also are there any reward for fighting goblins without help from the other side
Gold reward doubles from 40k to 80k or from 50k to 100k, depending on which group you were fighting against.
 

Darth Canoli

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I abandoned my first playtrough because Yosharian made me aware of the level reduction setting on normal. I'm starting a new game on challenging "bronzeman" = zero reloads except when all party is dead. I have a boring party planned: Wizard (this time red), Psion, Air Druid, Samurai (do Japanese Half-Giants have it to survive Pierre Begue's hell?) and Fighter. The last slot is open: > Psychic Warrior for Pounce spell and the biggest weapon possible* (Half Giant + Expansion spell). > Mantis Rogue. How is it doing in your game Darth Canoli? > Bishop with Turning and Flux + 2 domains to buff inflict/harm spells. And Zen Archery. Probably a terrible idea.

I have a question. In my first game, in Chapter 2, I was friendly with grey goblins, killed the greens. It was OK but i wonder, what's the "optimum" way to do the goblins? Also are there any reward for fighting goblins without help from the other side - other than, I assume, experience?


*Yes mister Freud, it's all about big phallic objects.

Best rewards are for fighting alone and fighting with the Greys, the ones you meet first but I fight the Greys sometimes for variety sake.
Still, Fighting the Greens is much more fun, these snakes and the minotaur ...
And you get the best rewards as well, what's not to like?

Also, if you fight the Greys, the Gob King fight is easier since the King is alone and helpless in the main corridor, poor thing.

Your team looks good but I wouldn't pick 2 half giants, it's a bit too much, their reduced movement is a pain up until you find haste boots and the ones you can buy are way too expensive.
Also, if you have a Samourai, you could recruit the Half-Giant Barbarian and he's a beast.

As for me, I'm slowly cleaning the rooms before the Dragon fight, which i'll save for later, sticking to level 8 for now (except Pizarra which is level 10 already) and half the crew is close to level 14 already, I think I'm going to make it to level 18 before the Spider and then squash her like a bug.

If I can complete this Ironman run, I'm going to seriously work on my module.


Gold reward doubles from 40k to 80k or from 50k to 100k, depending on which group you were fighting against.

And the best reward is the time you save by fighting alone and not having to wait for twice as many units controlled by the AI.
 

Serus

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I abandoned my first playtrough because Yosharian made me aware of the level reduction setting on normal. I'm starting a new game on challenging "bronzeman" = zero reloads except when all party is dead. I have a boring party planned: Wizard (this time red), Psion, Air Druid, Samurai (do Japanese Half-Giants have it to survive Pierre Begue's hell?) and Fighter. The last slot is open: > Psychic Warrior for Pounce spell and the biggest weapon possible* (Half Giant + Expansion spell). > Mantis Rogue. How is it doing in your game Darth Canoli? > Bishop with Turning and Flux + 2 domains to buff inflict/harm spells. And Zen Archery. Probably a terrible idea.

I have a question. In my first game, in Chapter 2, I was friendly with grey goblins, killed the greens. It was OK but i wonder, what's the "optimum" way to do the goblins? Also are there any reward for fighting goblins without help from the other side - other than, I assume, experience?


*Yes mister Freud, it's all about big phallic objects.

Best rewards are for fighting alone and fighting with the Greys, the ones you meet first but I fight the Greys sometimes for variety sake.
Still, Fighting the Greens is much more fun, these snakes and the minotaur ...
And you get the best rewards as well, what's not to like?

Also, if you fight the Greys, the Gob King fight is easier since the King is alone and helpless in the main corridor, poor thing.

Your team looks good but I wouldn't pick 2 half giants, it's a bit too much, their reduced movement is a pain up until you find haste boots and the ones you can buy are way too expensive.
Also, if you have a Samourai, you could recruit the Half-Giant Barbarian and he's a beast.

As for me, I'm slowly cleaning the rooms before the Dragon fight, which i'll save for later, sticking to level 8 for now (except Pizarra which is level 10 already) and half the crew is close to level 14 already, I think I'm going to make it to level 18 before the Spider and then squash her like a bug.

If I can complete this Ironman run, I'm going to seriously work on my module.


Gold reward doubles from 40k to 80k or from 50k to 100k, depending on which group you were fighting against.

And the best reward is the time you save by fighting alone and not having to wait for twice as many units controlled by the AI.
We know each other with Jorad already.
You can buy boots of... something (+10 speed) in Finchbury in the beginning of the game once you get ~5k. That's obviously not haste but the price is also not hasted. But you are right, Japanese are mostly short so a Half-Giant makes little sense. He can be Drake or Human or even Centaur.
Ok, I'll kill Grey Goblin meat this time.
What about the Mantis Rogue, you have one, right?
 

Lios

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Samurai (do Japanese Half-Giants have it to survive Pierre Begue's hell?)

My human samurai (now somewhere around level 13- chapter 3, the High Sewers of Big Gangbang Bonanza) is a killing machine. Clad in heavy armour but with no speed penalty and armed with the best one-handed sword I can get my hands into, he goes around criting for roughly 90 damage per hit, he just doesn't give a fuck. Highly recommended.
 

Ramnozack

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Is the improved feint line of feats worth taking? Being able to deny dex bonuses for free every turn sounds pretty good, but are there enough enemies worth using it on?
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Samurai (do Japanese Half-Giants have it to survive Pierre Begue's hell?)

My human samurai (now somewhere around level 13- chapter 3, the High Sewers of Big Gangbang Bonanza) is a killing machine. Clad in heavy armour but with no speed penalty and armed with the best one-handed sword I can get my hands into, he goes around criting for roughly 90 damage per hit, he just doesn't give a fuck. Highly recommended.

Sam can use two-handed, or better Reach (Ranseur gives bonus to Disarm which you can do at range with reach weapon and get Greater for Swift at lvl 6) to hit 24 squares instead of eight. Sam enchants his own weapon so don’t even need a Masterwork.

Perfect slot for Half-Sal to add on Fire damage and open up dialogue/content since Sam only needs a couple stats (14 DEX for Combat Reflexes is a good idea). Make sure to pick up Boots of Striding before first rest.

Ranger is a good slot for Half-Giant since it doesn’t need to move. You can leave DEX at 12 since Goblin Bow gives +2 DEX and just use Guardian, Zen Archery, and WIS headpiece. Critical Shot + Force Bow hits like a ton of bricks and Careful Shot gets you there the first few lvls. Also opens up some unique content/prevents surprise.

Caravaner Mantis Bard is a good home for random Magic weapons (don’t need Finesse since no DEX to damage) and you can still use the Heavy Shield. Again gets a Mantis for dialogue/surprise prevention.

Elf Fire Wiz gets Search to 22 and cheaper Empower/Max while getting Monk companion for Grappling since he ends up with a ton of Speed.

Halfling Bishop covers small-size dialogue without costing attack damage since Magic Domain gives plenty of casts so don’t need to attack much. Starting with Turning for free Concentration. Summoning Domains are great but action Econ already crowded and Turning has dialogue (saves you 1200 gold in Finchbury) and Domain makes it viable in some tough fights since Bishop can use vs Elementals/Outsiders/etc…

Human Psi gets extra Feats for Improved Stomp/Energy Missile/Mind Hammer/Inflict Pain and later the Energy AoEs which are all really great. Starting with Improved Feint gives you some useful action economy early to conserve PP. Your Mage Armor scales so you can get reasonably tanky.
 

Serus

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Samurai (do Japanese Half-Giants have it to survive Pierre Begue's hell?)

My human samurai (now somewhere around level 13- chapter 3, the High Sewers of Big Gangbang Bonanza) is a killing machine. Clad in heavy armour but with no speed penalty and armed with the best one-handed sword I can get my hands into, he goes around criting for roughly 90 damage per hit, he just doesn't give a fuck. Highly recommended.

Sam can use two-handed, or better Reach (Ranseur gives bonus to Disarm which you can do at range with reach weapon and get Greater for Swift at lvl 6) to hit 24 squares instead of eight. Sam enchants his own weapon so don’t even need a Masterwork.

Perfect slot for Half-Sal to add on Fire damage and open up dialogue/content since Sam only needs a couple stats (14 DEX for Combat Reflexes is a good idea). Make sure to pick up Boots of Striding before first rest.

Ranger is a good slot for Half-Giant since it doesn’t need to move. You can leave DEX at 12 since Goblin Bow gives +2 DEX and just use Guardian, Zen Archery, and WIS headpiece. Critical Shot + Force Bow hits like a ton of bricks and Careful Shot gets you there the first few lvls. Also opens up some unique content/prevents surprise.

Caravaner Mantis Bard is a good home for random Magic weapons (don’t need Finesse since no DEX to damage) and you can still use the Heavy Shield. Again gets a Mantis for dialogue/surprise prevention.

Elf Fire Wiz gets Search to 22 and cheaper Empower/Max while getting Monk companion for Grappling since he ends up with a ton of Speed.

Halfling Bishop covers small-size dialogue without costing attack damage since Magic Domain gives plenty of casts so don’t need to attack much. Starting with Turning for free Concentration. Summoning Domains are great but action Econ already crowded and Turning has dialogue (saves you 1200 gold in Finchbury) and Domain makes it viable in some tough fights since Bishop can use vs Elementals/Outsiders/etc…

Human Psi gets extra Feats for Improved Stomp/Energy Missile/Mind Hammer/Inflict Pain and later the Energy AoEs which are all really great. Starting with Improved Feint gives you some useful action economy early to conserve PP. Your Mage Armor scales so you can get reasonably tanky.
Some weird builds and advice. My thoughts:
Mantis bard, no finesse, what? I don't get it.
If you want the fire option then go fire drake, superior choice for melee. Salamanders = 20 speed + average stats. Probably one of the two worst races.
Wizards Stygian Human > Wizard Elf unless on normal. Wizards are feat starved in my opinion, especially early. +2 search shouldn't matter. In addition Elves are gay and suck.
For grappling I'd prefer my own guy. A Centaur for speed. Keeping the slot for a companion better than that monk, which is, i think, most of them. However i didn't play with him or any monk so i might be wrong.
I liked my deep kobold psion, my most tanky character early. Has additional 3AC natural/size. Has 20 INT and covers small size dialogue options. Of curse feats are feats and humans have great stats for any class.
A Halfling Bishop, yes that at least makes sense and sounds funny. +1 AC from size and +2 saves might or might not be worth 2 feats + normal size but bishop shouldn't be very feat hungry. I like the idea. How many humans one can have in the party anyway.
 

Serus

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Half Giant(cloud) monks are quite powerful. Probably the best martial race/class combo IMO.
Interesting. Even with high STR and size, won't his damage be subpar later compared to other melees, especially 2-weapon users (or samurai)? And strength focused monk will have subpar AC as well. The main advantage is combining a 20 speed H-G with high speed class. Speed + size is good but not enough. A good grappler* but there are others. Monks have some nice bonuses like 3x high saves (iirc) though. Overall decent but looks far from best to me.
I would need some convincing though a (half-)gigantic monk makes for an nice mental image.
BTW, the companion you can recruit is a Mul iirc.

*Do monk grapple bonuses work? I can't see them listed in character sheet under grapple after i levelled a monk for testing. Other grapple bonuses are accounted for.
 

Cryomancer

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e subpar later compared to other melees, especially 2-weapon users (or samurai)? And strength focused monk will have subpar AC as well

The main advantage is fury of blows, ability to move and use a full round attack as a standard action attack, stun punch and other monk stuff.
 

Serus

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e subpar later compared to other melees, especially 2-weapon users (or samurai)? And strength focused monk will have subpar AC as well

The main advantage is fury of blows, ability to move and attack, stun punch and other monk stuff.
And what advantage is furry of blows on 15 BAB class compared to a two-weapon user with 20 BAB? No, really - think about it for a moment and do the math. I see only that it's much cheaper.
Wade-in, fighter has it. Psychic Warrior has pounce, lol. It's OK if you don't wan't a Fighter for some reason but the reason isn't min-maxing.
How does stun punch work in practice? This is might be a point. Is there a lot of stuff immune to stun in the last 1/3 of the game?
What other stuff? It's all minor, as far as I see, compared to the alternatives. To be called "best", alternatives must be worse, not other way around.
Not saying that it's a bad combo but far from the "best" so far, in my opinion.

I'm not convinced about monks in general. Who even remotely sane comes to a melee fight with monsters and demons with bare hand and no armour? The latter is possible if you are Troll Slayer but otherwise, craziness.
 

Efe

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I traded my monk for companions while in village.
definitely not a "best" for anything
 

Darth Canoli

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We know each other with Jorad already.
You can buy boots of... something (+10 speed) in Finchbury in the beginning of the game once you get ~5k. That's obviously not haste but the price is also not hasted. But you are right, Japanese are mostly short so a Half-Giant makes little sense. He can be Drake or Human or even Centaur.
Ok, I'll kill Grey Goblin meat this time.
What about the Mantis Rogue, you have one, right?

Don't get me wrong, I love half giants but more than one is overkill, variety helps a lot.
Also, I think Half-Giant Samuraï is a good match, low DEX race with the samurai ability to not suffer from armor move penalties.
Fighter H-G is good too but with light armors of armors with speed enchantment (there's the archangel sword which gives +10 speed) and with some boots of haste later on.

Mostly, everything works with the right equipment but two H-G in a party would be harder to manage.

The Mantis Rogue is amazing but you'll have to craft to make it a beast, main hand dispel weapon (+ shattermantle if/when you can afford it), then one skewer weapon (i'd make it skewer + destruction (+3D6 base damage) + barbed (increased crit multiplier), of course, one bow with +2 DEX bonus.
When you can afford to craft more, for the death snare and xadriphar, a light hammer with undead bane, undead destruction + the bypass incorporeal status enchantment, will be useful for the final fight as well.


The main advantage is fury of blows, ability to move and use a full round attack as a standard action attack, stun punch and other monk stuff.

It's good enough for chapters 1 and two up until the lizards, afterward, monks are just meatbags but I suppose you could make it work with a BAB belt or a +6 STR & DEX belt and craft some good combat gloves which can't be disarmed.
Even with that configuration, it wouldn't be as good as a mantis rogue.
 
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Butter

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https://store.steampowered.com/news/app/1233530/view/3218393657302622736

Knights of the Chalice 2 Version 1.32
Hello all! This update focuses on
bug-fixing
and
AI improvements
. The main changes are the following:

  • Fixed a source of crash when several characters cast healing spells (and other spells) out of combat.
  • Fixed a source of crash in combat and when recruiting companions.
  • Fixed an issue with the AI casting Protection from Energy on allies.
  • Fixed an issue with large creatures taking a five-foot step when they shouldn't be able to do so.
  • Fixed an issue associated with the square targeted by spellcasters when they cast summoning spells.
  • Fixed broken links to Psychic Warrior powers and Bard spells in the help system.
  • Psychic Warriors wearing armour that grants a better bonus than the psionic power Inertial Armour will no longer use that psionic power out of combat. Also tweaked some AI settings in the goblin-arena battle.
  • Added the missing 'prone' sprite for Mimics, which is displayed when they're sleeping.

Please let me know if you still find crashes and other bugs with this version. Feel free to email me at enquiries@heroicfantasygames.com. A saved game will be very useful as part of a crash report.

I'll post a new
Kickstarter update
tomorrow.

Also, a
Matt Chat
(see Matt Chat on Youtube) about KotC 2 is planned this Friday at 4 pm Paris time.

Finally, be sure to check out
Solasta: The Lost Valley
, due to be released tomorrow (14 April). The Lost Valley is a brand new level 1 to 12 campaign that will take your party into the lands of the Dominion. Read more about it here. Congratulations to Tactical Adventures for the new release!!

Thank You, Wise Wizards and Mighty Warriors!!
Best regards
steamhappy
 

Tacgnol

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Fighter H-G is good too but with light armors of armors with speed enchantment (there's the archangel sword which gives +10 speed) and with some boots of haste later on.

All I'd say is if you're planning to use the archangel sword, make sure the wielder is good aligned or you'll lose some of the benefits of the holy enchantment.
 

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