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Pathfinder Pathfinder: Kingmaker Builds and Strats Thread

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I will soon be able to start with my first character. Any advice for a pure wizard?
Consider your spell choices carefully, because the majority of spells is not available as scrolls, so what you choose during level ups is what you get. This is why I went with a druid; a wizard with a limited spell selection just doesn't feel like one.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,237
I will soon be able to start with my first character. Any advice for a pure wizard?
Play the specialist archetype, the one that gets +2 spells. You will have so many spells to cast, you will almost feel like a sorcerer.
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
Incorporeal creatures are tough cookies, they resist almost anything but Force damage (and Channeling).

Incorporeal (Ex)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

And game doesn't provide that much of explanation in Combat Log, you just see that your damage is shit but see no reason for it (like you see with DR).
Afaik both pally and magus have ability to give ghost touch properties to their weapons at endgame levels. So there's that I suppose. Magus gets dimensional strike on top of all that.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
New rule - we don't play Arcanum with Harm, we don't memorize Sirocco in PK
Eh, I've played Arcanum with a no necromancy wizard. It's not the same, because harm was one spell. You can avoid sirocco in PK, but the same efect can be achieved by layering other spells, e.g. acid fog and tar pit. The problem is with a) huge aoes, meaning nothing has a chance to crawl out, because they'd have to pass several checks before reaching the spell border, and b) the enemy ai, which won't even try to counter it or move out in case of ranged attackers. The solution would be to reduce the aoe, make the spells easily dispelled and have the enemies try to dispel them.

Edit: seems the post got cut in half, was supposed to be: I'm not going to deliberately weaken my spellcasters, when the issue is in how aoe spells are handled in the game.
 
Last edited:

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
21,968
I will soon be able to start with my first character. Any advice for a pure wizard?
Make wizard. Pump int. Get specialization and greater specialization evocation. Get spell penetration and greater spell penetration. Get Sirocco. Fill in all slots with Sirocco. Win gaem. Make 2nd custom wizard, give him Sirocco too, win gaem faster.
:troll:
You can probably make at least two NPCs into arcane casters with Sirocco. Why bother with a custom?
 

Lawntoilet

Prophet
Patron
Joined
Oct 5, 2018
Messages
1,840
I will soon be able to start with my first character. Any advice for a pure wizard?
Make wizard. Pump int. Get specialization and greater specialization evocation. Get spell penetration and greater spell penetration. Get Sirocco. Fill in all slots with Sirocco. Win gaem. Make 2nd custom wizard, give him Sirocco too, win gaem faster.
:troll:
You can probably make at least two NPCs into arcane casters with Sirocco. Why bother with a custom?
Because Octavia is the only one who will get it relatively early, and she is so fucking annoying she belongs in a Beamdog game
 

Efe

Erudite
Joined
Dec 27, 2015
Messages
2,604
anyone pushed octavia and regongar towards evil? maybe theyll be more likable.
 

Lawntoilet

Prophet
Patron
Joined
Oct 5, 2018
Messages
1,840
anyone pushed octavia and regongar towards evil? maybe theyll be more likable.
Regongar is fine IMO. I was surprised how likable he and Nok-Nok were, CE usually are written really poorly.
I didn't try
letting the slaves burn,
though so I don't know what effect it has on their personalities really.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Reg is hilarious as a warden or general. Between Valerie preaching about law and duty and Linzi coming up with the most inane projects to waste bps on (and yet culture is the only low stat in my kingdom...), his reports are a welcome break in the monotony of card shuffling.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,237
anyone pushed octavia and regongar towards evil? maybe theyll be more likable.
Regongar is fine IMO. I was surprised how likable he and Nok-Nok were, CE usually are written really poorly.
I didn't try
letting the slaves burn,
though so I don't know what effect it has on their personalities really.
I saved the slaves and Reg later said he agrees that it was a good idea. Maybe it works other way around with Octavia.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,685
anyone pushed octavia and regongar towards evil? maybe theyll be more likable.
Regongar is fine IMO. I was surprised how likable he and Nok-Nok were, CE usually are written really poorly.
I didn't try
letting the slaves burn,
though so I don't know what effect it has on their personalities really.
I saved the slaves and Reg later said he agrees that it was a good idea. Maybe it works other way around with Octavia.

It does.
 

Efe

Erudite
Joined
Dec 27, 2015
Messages
2,604
but what does it change her attitude for rest of her dialogues?
does she end up gutting her mother in revenge?
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,074
Any reason to go universalist wizard in this game? The free metamagic stuff starting at 8th level seems nice but does it compete with bonus spells and special abilities?

IMHO no. Especially since there's a totaly useless school you can pick as opposite with 0 problems (divination).

My current playthrough I have divination and trasmutaion as opposite on my mercenary (but I am playing with octavia for the trasmutations).
 

Lawntoilet

Prophet
Patron
Joined
Oct 5, 2018
Messages
1,840
but what does it change her attitude for rest of her dialogues?
does she end up gutting her mother in revenge?
Based on what I've read I think she
burns her house down
and you can't try to stop her.
 

Western

Arcane
Joined
Oct 25, 2007
Messages
5,934
Location
Australia
Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
but what does it change her attitude for rest of her dialogues?
does she end up gutting her mother in revenge?
Based on what I've read I think she
burns her house down
and you can't try to stop her.

I had a bug where I couldn't save the slaves, so had to let them burn.

She burns the mum's house down. Also she and Regongar laugh together while kicking Janush's corpse. They still survive the end game if you push Octavia to evil/neutral
 

Lawntoilet

Prophet
Patron
Joined
Oct 5, 2018
Messages
1,840
Since I've reached ch.7 on my current run, I'm trying to come up with a party for a 2nd run.

I'm thinking of going for: MC - Sword Saint, a paladin and, of course, a wizard. That leaves 3 spots open and I'm not sure what to fill them with. One option is a Vivisectionist/Monk as the 3rd melee guy and, for the back row, I'm unsure what to go for.

Two guys that can reliably kill stuff with bows would be good, so maybe one ranger - not sure if straight ranger or an archetype or just straight up use Ekun - and one Inquisitor - again, I don't know if I should go for a Monster Tactician or a Sacred Hunstmaster.

The Huntsmaster might overlap needlessly with the ranger so maybe the Tactician is the better option. Of course, this does mean I would not have a straight cleric.

On the one hand, an inquisitor does have access to sufficient divine spells to replace the cleric as a buffer, on the other I'm thinking I could drop the ranger, keep the Inquisitor as a buffer and use a cleric for summoning, debuffing and dealing damage with necromancy spells. Final contender would be an Alchemist/Grenadier with a simple role - carpet bomb the map.

Any thoughts?
Why not go with a Cleric of Erastil and an Inquisitor instead of having a ranger in there? Community Domain gets you Guarded Hearth which is awesome and your deity weapon is a longbow.
Could also go Sacred Huntsman/Ranger since your pet levels should stack if you want a higher AB.
Grenadier is a good choice for the last slot.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,074
If I multi a Cleric in a Sacred Huntsman to get the third level solo tacticts/give pet the teamfeats. Do the Inquisitor levels count for spell durations? Let's say "Sheild of faith". If I am a 3rd level Inqusitor and 7th level Cleric. does it last 10 minutes? Or just 3 if it's in the Inquisitor spell book?
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,074
If I multi a Cleric in a Sacred Huntsman to get the third level solo tacticts/give pet the teamfeats. Do the Inquisitor levels count for spell durations? Let's say "Sheild of faith". If I am a 3rd level Inqusitor and 7th level Cleric. does it last 10 minutes? Or just 3 if it's in the Inquisitor spell book?

I answer myself for anyone interested... the levels don't stack even if they are supposed to (according to Reddit).
So, it's a mechanics bug. Sad.
 

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