Elex
Arbiter
- Joined
- Oct 17, 2017
- Messages
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watAlso there are reagent belts, one of them makes all your level 1-2-3 spells extended and maximized.
watAlso there are reagent belts, one of them makes all your level 1-2-3 spells extended and maximized.
That's what the Boon Companion feat is for, no?
I don't think you can complete Harrim's quest if you help the trolls and kobolds who are raiding your cities and eating your citizens, no.So my party going into the Troll Lair is something like:
Asirius, my Aasimar 4 Archaeologist/2 Rogue
Valerie 6 TSS
Amiri 5 Barbarian/1 Two Handed Fighter
Jaethal 5 Inquisitor/1 Two Handed Fighter
Harrim 5 Cleric/1 Sacred Huntsmaster (didn't want to bring him, but quest reasons, etc.)
Octavia 4 Wizard/2 Rogue (to be replaced by Jubilost)
I have to switch Octavia for Jubilost since Jubilost is trying to map the ruins. I don't want to waste too much time but I might swap Jubilost in and then right back out after he's marked his map for Octavia. Harrim will have to stay for now, but I'm curious, have they still made it so you can either choose to do Harrim's quest or the other option, i.e. if you take the other option his quest is failed? That kinda sucks if so. I want to do his questline as I heard it's good but I also want the option of helping the others. Comments on this?
Whoever coded it up put a long stun instead of a long deafen effect.A saving throwIt is a level 8 spell. What did you expect?
http://www.d20srd.org/srd/spells/shoutGreater.htm
Why are you using enlarge on your main tank? If anything you should cast reduce person on themThis party is level 6:
Toro is Two-Handed fighter with Finishing Cleave + Outflank
Valerie is Dazzling Display + Enlarge + Outflank
Amiri is Beast Totem + Lethal Stance + Outflank
Octavia is full caster used mostly for buffs (I will look further for offensive spells)
Harrim is full retarded cleric (I will dump him after this quest) <-- Tristian placeholder
Ekun is just Ekun + Devourer of Metal + Multishots
Outflank is like a must for the front-liners. I look forward to add another Team Feat on level 8.
I decided against cross-breeding because I really want to see how the end abilities will work. Octavia is the exception.
With the team above I've steamrolled the Dwarven Ruins on Challenging. Really satisfying. Blood explosions and everything.
I do something similar but I use Harrim instead. He stands next to Jaethal and gives her Shield Wall for extra +2 AC and takes over tank duties vs extra enemies that don't fit to attack Jaethal and go around. I don't use webs and such, I buff the shit out of Jaethal and she tanks everything (she has feats for heavy armor, armor focus, shield focus, Shield wall and Back to Back with her).I heal her with the inflict line of spells, clerics too get to memorize them (tristan can spontaniosly convert to cure spells, so just have him memorize inflict spells instead)
But most importantly I do my best to kill them before they do too much dmg or any dmg at all tbh, against stuff that would shred you spam several webs/entangles, they will fail their saves if there are only enough webs/entangles
Yea, she is lvl 10 inquisitor.Did you stay Inquisitor? I gave her 1 fighter lvl but otherwise leveled only inqui.
Why are you using enlarge on your main tank? If anything you should cast reduce person on themThis party is level 6:
Toro is Two-Handed fighter with Finishing Cleave + Outflank
Valerie is Dazzling Display + Enlarge + Outflank
Amiri is Beast Totem + Lethal Stance + Outflank
Octavia is full caster used mostly for buffs (I will look further for offensive spells)
Harrim is full retarded cleric (I will dump him after this quest) <-- Tristian placeholder
Ekun is just Ekun + Devourer of Metal + Multishots
Outflank is like a must for the front-liners. I look forward to add another Team Feat on level 8.
I decided against cross-breeding because I really want to see how the end abilities will work. Octavia is the exception.
With the team above I've steamrolled the Dwarven Ruins on Challenging. Really satisfying. Blood explosions and everything.
I can say that for the prologue and the first two chapters, I remember no use of Knowledge: Arcana, Knowledge: World, Stealth, Trickery, or Use Magic Device - in dialogue/CYOA. I'd be surprised if I remember that 100% correctly, but the fact that I don't remember any use says something. I *do* remember at least one use of Knowledge: Religion, but it seemed meaningless.Which skills are the most important ones for out of combat and kingdom use?
Can't seem to find a build which will have everything, like I could easily do with HiPS rogues in the NWNs.
All checks matter in all situations because successful checks award XPI can say that for the prologue and the first two chapters, I remember no use of Knowledge: Arcana, Knowledge: World, Stealth, Trickery, or Use Magic Device - in dialogue/CYOA. I'd be surprised if I remember that 100% correctly, but the fact that I don't remember any use says something. I *do* remember at least one use of Knowledge: Religion, but it seemed meaningless.Which skills are the most important ones for out of combat and kingdom use?
Can't seem to find a build which will have everything, like I could easily do with HiPS rogues in the NWNs.
Perception is king, not in dialogues or CYOA's, but in general, as an ongoing passive that can't be replicated; explore the border of every map, every stone tile, and every cluster of trees. there's hidden stuff on every map. In CYOA's and world interactables, Athletics and Mobility feature *a lot*, and Knowledge: Nature also seems to come up a lot in the CYOA's, especially the wilderness ones, as would be expected. Persuasion unsurprisingly features relatively often in dialogues, but I can't for the life of me remember it really mattering, but there are definitely times where it makes things easier/quests shorter.
Again, far from the entire game, and things may change later, but hoepfully iy gives you some idea.
All checks matter in all situations because successful checks award XPI can say that for the prologue and the first two chapters, I remember no use of Knowledge: Arcana, Knowledge: World, Stealth, Trickery, or Use Magic Device - in dialogue/CYOA. I'd be surprised if I remember that 100% correctly, but the fact that I don't remember any use says something. I *do* remember at least one use of Knowledge: Religion, but it seemed meaningless.Which skills are the most important ones for out of combat and kingdom use?
Can't seem to find a build which will have everything, like I could easily do with HiPS rogues in the NWNs.
Perception is king, not in dialogues or CYOA's, but in general, as an ongoing passive that can't be replicated; explore the border of every map, every stone tile, and every cluster of trees. there's hidden stuff on every map. In CYOA's and world interactables, Athletics and Mobility feature *a lot*, and Knowledge: Nature also seems to come up a lot in the CYOA's, especially the wilderness ones, as would be expected. Persuasion unsurprisingly features relatively often in dialogues, but I can't for the life of me remember it really mattering, but there are definitely times where it makes things easier/quests shorter.
Again, far from the entire game, and things may change later, but hoepfully iy gives you some idea.
Tanking is inefficient. While having a tank may be important in some cases, the best way to protect the party is to kill things before they kill you. Enlarge Person does more for relevant damage output than Reduce Person does for survivabilility + nerfs your damage output considerably. I would only use Reduce Person in edge cases, where the extra AC makes or breaks the encounter, and if that situation happens, you've already fucked up, either due to lacking other buffs, or by fighting whatever you're fighting.Why are you using enlarge on your main tank? If anything you should cast reduce person on themThis party is level 6:
Toro is Two-Handed fighter with Finishing Cleave + Outflank
Valerie is Dazzling Display + Enlarge + Outflank
Amiri is Beast Totem + Lethal Stance + Outflank
Octavia is full caster used mostly for buffs (I will look further for offensive spells)
Harrim is full retarded cleric (I will dump him after this quest) <-- Tristian placeholder
Ekun is just Ekun + Devourer of Metal + Multishots
Outflank is like a must for the front-liners. I look forward to add another Team Feat on level 8.
I decided against cross-breeding because I really want to see how the end abilities will work. Octavia is the exception.
With the team above I've steamrolled the Dwarven Ruins on Challenging. Really satisfying. Blood explosions and everything.
I don't agree. In 6 person party you can dedicate one person to only be a tank. While killing stuff a bit faster might be better it also means your people receive more damage and you need to heal more or rest more.Tanking is inefficient. While having a tank may be important in some cases, the best way to protect the party is to kill things before they kill you. Enlarge Person does more for relevant damage output than Reduce Person does for survivabilility + nerfs your damage output considerably. I would only use Reduce Person in edge cases, where the extra AC makes or breaks the encounter, and if that situation happens, you've already fucked up, either due to lacking other buffs, or by fighting whatever you're fighting.Why are you using enlarge on your main tank? If anything you should cast reduce person on themThis party is level 6:
Toro is Two-Handed fighter with Finishing Cleave + Outflank
Valerie is Dazzling Display + Enlarge + Outflank
Amiri is Beast Totem + Lethal Stance + Outflank
Octavia is full caster used mostly for buffs (I will look further for offensive spells)
Harrim is full retarded cleric (I will dump him after this quest) <-- Tristian placeholder
Ekun is just Ekun + Devourer of Metal + Multishots
Outflank is like a must for the front-liners. I look forward to add another Team Feat on level 8.
I decided against cross-breeding because I really want to see how the end abilities will work. Octavia is the exception.
With the team above I've steamrolled the Dwarven Ruins on Challenging. Really satisfying. Blood explosions and everything.
Fair point, but I was trying to rank or illustrate relative importance. All are prkbably useful one way or another. I can't remember a single Use Magic Device interaction or test, though, aside from the obvious (non-xp-granting) use of wands and scrolls.All checks matter in all situations because successful checks award XPI can say that for the prologue and the first two chapters, I remember no use of Knowledge: Arcana, Knowledge: World, Stealth, Trickery, or Use Magic Device - in dialogue/CYOA. I'd be surprised if I remember that 100% correctly, but the fact that I don't remember any use says something. I *do* remember at least one use of Knowledge: Religion, but it seemed meaningless.Which skills are the most important ones for out of combat and kingdom use?
Can't seem to find a build which will have everything, like I could easily do with HiPS rogues in the NWNs.
Perception is king, not in dialogues or CYOA's, but in general, as an ongoing passive that can't be replicated; explore the border of every map, every stone tile, and every cluster of trees. there's hidden stuff on every map. In CYOA's and world interactables, Athletics and Mobility feature *a lot*, and Knowledge: Nature also seems to come up a lot in the CYOA's, especially the wilderness ones, as would be expected. Persuasion unsurprisingly features relatively often in dialogues, but I can't for the life of me remember it really mattering, but there are definitely times where it makes things easier/quests shorter.
Again, far from the entire game, and things may change later, but hoepfully iy gives you some idea.
I never said you should not have a dedicated tank. You should, in this game. My point is that in most circumstances, Reduce Person is a poor investment compared to Enlarge Person, for the reasons stated. If your main tank *does* need Reduce Person, you should absolutely use it, but that also means that you've probably fucked something up. 9 times out of 10, I would use Enlarge Person instead of Reduce Person, and we have to go through *a lot* of other buffs before we're on the level where I'd feel compelled to switch that around.This party is level 6:
Toro is Two-Handed fighter with Finishing Cleave + Outflank
Valerie is Dazzling Display + Enlarge + Outflank
Amiri is Beast Totem + Lethal Stance + Outflank
Octavia is full caster used mostly for buffs (I will look further for offensive spells)
Harrim is full retarded cleric (I will dump him after this quest) <-- Tristian placeholder
Ekun is just Ekun + Devourer of Metal + Multishots
Outflank is like a must for the front-liners. I look forward to add another Team Feat on level 8.
I decided against cross-breeding because I really want to see how the end abilities will work. Octavia is the exception.
With the team above I've steamrolled the Dwarven Ruins on Challenging. Really satisfying. Blood explosions and everything.
Why are you using enlarge on your main tank? If anything you should cast reduce person on them
Tanking is inefficient. While having a tank may be important in some cases, the best way to protect the party is to kill things before they kill you. Enlarge Person does more for relevant damage output than Reduce Person does for survivabilility + nerfs your damage output considerably. I would only use Reduce Person in edge cases, where the extra AC makes or breaks the encounter, and if that situation happens, you've already fucked up, either due to lacking other buffs, or by fighting whatever you're fighting.
I don't agree. In 6 person party you can dedicate one person to only be a tank. While killing stuff a bit faster might be better it also means your people receive more damage and you need to heal more or rest more.
It also means that once your "dedicated tank" falls people like Amiri and Nok Nok will fall 3x faster and not do what they do best (in your case there is no dedicated tank.
Your logic works better in PnP where enemy has brains of the GM and will stop attacking a tank and go for squishies instead.
"Athletics and Mobility feature *a lot*"I can say that for the prologue and the first two chapters, I remember no use of Knowledge: Arcana, Knowledge: World, Stealth, Trickery, or Use Magic Device - in dialogue/CYOA. I'd be surprised if I remember that 100% correctly, but the fact that I don't remember any use says something. I *do* remember at least one use of Knowledge: Religion, but it seemed meaningless.Which skills are the most important ones for out of combat and kingdom use?
Can't seem to find a build which will have everything, like I could easily do with HiPS rogues in the NWNs.
Perception is king, not in dialogues or CYOA's, but in general, as an ongoing passive that can't be replicated; explore the border of every map, every stone tile, and every cluster of trees. there's hidden stuff on every map. In CYOA's and world interactables, Athletics and Mobility feature *a lot*, and Knowledge: Nature also seems to come up a lot in the CYOA's, especially the wilderness ones, as would be expected. Persuasion unsurprisingly features relatively often in dialogues, but I can't for the life of me remember it really mattering, but there are definitely times where it makes things easier/quests shorter.
Again, far from the entire game, and things may change later, but hoepfully it gives you some idea.
Edit: Also, if you want to have as many skills as possible, all you need to do is run something like a high-intelligence Rogue X/Sorcerer 1, and you should be able to get most. Not saying that is a good combo, but in PF, only one of your classes needs to have a class skill in order for it to count as a class skill forever, giving you +3 if you place even a single point in it. Rogue + Sorcerer 1 with an appropriate bloodline should cover pretty much all skills except maybe.. Athletics?