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

Haplo

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Pillars of Eternity 2: Deadfire
Those Acid Splashes really add up once you have the 1st Rogue/Vivi level and Accomplished Sneak attacker. Most of the rounds you're not actually casting meaningful spells.
Plus you may want to nuke a boss... or Enervate him. Precise Shot is very handy.
 

ArchAngel

Arcane
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Those levels are level 1-4. Level 5 wizard has Haste and Stinking Cloud and level 5 Cleric has Animate Dead. Trying to damage things with Scorching Ray with more or less same 50% hit rate at this point is syrup. Will work at low end difficulties I guess.

Also Spell Specialization can be changed every level and could be easily moved from MM to Scorching Ray when it means extra ray.
Not everyone likes playing CC/support wizards. Deleting one enemy with empower Scorching Ray at lvl 5 is much more satisfying.
 

Daidre

Arcane
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Pathfinder: Wrath I'm very into cock and ball torture
Those Acid Splashes really add up once you have the 1st Rogue/Vivi level and Accomplished Sneak attacker. Most of the rounds you're not actually casting meaningful spells.
Plus you may want to nuke a boss... or Enervate him. Precise Shot is very handy.

So much for discussion about how non-AT Wizard or Sorc cripple himself taking Point Blank + Precise shot at level 1-3 instead Spell Specializing Magic Missle :roll:
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Alternatively you could use some buffs/debuffs and hit things. Six instead of four means room for a Bard at minimum.

And yeah, always prudent to get your Shots. Wouldn’t kill you to take a couple ranger/rogue levels and use some real weapons, but I know that’s heresy in these parts.
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
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I don't like to use feats to improve touch spells with an AT. Much better to take feats which improve your spells. You'll get better mileage out of your sneak attack and be far more useful to your party if you disable enemies first, then go in for easy sneaks--especially true at lower levels. Once you're in the thick of the middle levels, you can do whatever you want. The touch attack feats will be all but irrelevant.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I don't like to use feats to improve touch spells with an AT. Much better to take feats which improve your spells. You'll get better mileage out of your sneak attack and be far more useful to your party if you disable enemies first, then go in for easy sneaks--especially true at lower levels. Once you're in the thick of the middle levels, you can do whatever you want. The touch attack feats will be all but irrelevant.

Theoretically sure, but in reality the game is made up of a lot of regular fights (where you'll be a drag on the team if you can't hit anything*) interspersed with foes who often have substantial touch AC, with options for disabling them that include a touch attack. If there were better spell improvement feats then you'd take those instead. There aren't.

* - In general, casters are at range and ranged characters get a lot more full attacks because they don't have to move. The cost to leverage this fact is not high and the benefits substantial.
 

Haplo

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Pillars of Eternity 2: Deadfire
I don't like to use feats to improve touch spells with an AT. Much better to take feats which improve your spells. You'll get better mileage out of your sneak attack and be far more useful to your party if you disable enemies first, then go in for easy sneaks--especially true at lower levels. Once you're in the thick of the middle levels, you can do whatever you want. The touch attack feats will be all but irrelevant.

There aren't that many which would improve your spells. You may want Spell Focus/Greater early (I strongly prefer Conjuration, YMMV). You can easily spend 2 feats to be more generally useful. You've got time before you'll ever use Heighten. Spell Penetration is not needed until at least mid-levels - in practice till late game. Things like elemental focus, tatoo, spell specialization and such are only really relevant for blasters.
 
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Codex Year of the Donut
Anyone with this bug?


https://postimg.cc/jDQFRQzY

jDQFRQzY
Just a friendly reminder that I had NOTHING to do with this.
 

entr0py

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Always a step ahead of you...
I don't like to use feats to improve touch spells with an AT. Much better to take feats which improve your spells. You'll get better mileage out of your sneak attack and be far more useful to your party if you disable enemies first, then go in for easy sneaks--especially true at lower levels. Once you're in the thick of the middle levels, you can do whatever you want. The touch attack feats will be all but irrelevant.

There aren't that many which would improve your spells. You may want Spell Focus/Greater early (I strongly prefer Conjuration, YMMV). You can easily spend 2 feats to be more generally useful. You've got time before you'll ever use Heighten. Spell Penetration is not needed until at least mid-levels - in practice till late game. Things like elemental focus, tatoo, spell specialization and such are only really relevant for blasters.

How does heighten actually work? Does it let you to go above the max hit die with the spell if heightened? E.g.: let's say some level 4 spell deals 1d6 damage per 2 CL, but max 6d6, with heighten do you actually break that 6d6 barrier if you are above character lvl 12? I really don't get it from the metamagic description how does heighten work.
 

VentilatorOfDoom

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How does heighten actually work? Does it let you to go above the max hit die with the spell if heightened? E.g.: let's say some level 4 spell deals 1d6 damage per 2 CL, but max 6d6, with heighten do you actually break that 6d6 barrier if you are above character lvl 12? I really don't get it from the metamagic description how does heighten work.
Your damage dice depend on caster level (and might be subject to a cap for certain spells). Heighten spell does not affect your caster level, it affects the spell level, influencing duration, save DC, being subject to certain spells like globe of invulnerability and other things dependent on spell level.
level of the spell does not equal caster level
 

Ramnozack

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making amiri an armored hulk is considered extreme metagaming/min maxing?
Making her Mad Dog or at least Invulnerable Rager is powergaming, Armored Hulk is one meh instead another.

I intend to install Eldritch Arcana and use the "Magical Knack" trait in order to recoup the loss of two spellcaster levels for the wizard. By level 20 I'll have access to 8th level spells for both classes. Am I missing any downside?

Magical Knack doesn't affect spell progression, just gives straight caster levels. You won't gain access to another spell level via it, I think.

Yes, Magical Knack wont give access to new spell levels, only adds dices/duration for caster level scaling. You'd never get extra spell levels on Theurge with it.

Rager powergaming? Giant Zombies laugh at your puny DR.

Freebooter with Barb2 for increased Charge range and Dodge is Powergaming. Mad Dog is pretty meh late unless you’re with a Centipede.

I know it doesn't add spell progression, but it DOES affect spells that gain additional damage per caster level. This is especially important for a Sloth Mage, who will use Snowball as an early game damage dealing spell. Snowball gain 1d6 damage per caster level, so you start out with a 3d6 damage spell at level 1. Plus this also recuperates most of the spell progression loss when it comes to summoning spells duration - only 1 level is lost before gaining Mystic Theurge, instead of 3.
It doesn’t just give you 2 caster levels, it only gives you 2 caster levels if your caster level isn’t as high as your hit die. So of your level 3 and your caster level is 1 you will have three caster levels. But If your level 2 you will only have 2 caster levels
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
making amiri an armored hulk is considered extreme metagaming/min maxing?
Making her Mad Dog or at least Invulnerable Rager is powergaming, Armored Hulk is one meh instead another.

I intend to install Eldritch Arcana and use the "Magical Knack" trait in order to recoup the loss of two spellcaster levels for the wizard. By level 20 I'll have access to 8th level spells for both classes. Am I missing any downside?

Magical Knack doesn't affect spell progression, just gives straight caster levels. You won't gain access to another spell level via it, I think.

Yes, Magical Knack wont give access to new spell levels, only adds dices/duration for caster level scaling. You'd never get extra spell levels on Theurge with it.

Rager powergaming? Giant Zombies laugh at your puny DR.

Freebooter with Barb2 for increased Charge range and Dodge is Powergaming. Mad Dog is pretty meh late unless you’re with a Centipede.

I know it doesn't add spell progression, but it DOES affect spells that gain additional damage per caster level. This is especially important for a Sloth Mage, who will use Snowball as an early game damage dealing spell. Snowball gain 1d6 damage per caster level, so you start out with a 3d6 damage spell at level 1. Plus this also recuperates most of the spell progression loss when it comes to summoning spells duration - only 1 level is lost before gaining Mystic Theurge, instead of 3.
It doesn’t just give you 2 caster levels, it only gives you 2 caster levels if your caster level isn’t as high as your hit die. So of your level 3 and your caster level is 1 you will have three caster levels. But If your level 2 you will only have 2 caster levels

Still extremely useful for a MT Build so as not to fall behind in terms of offensive spell power during the early levels.

It’s still piddly damage and impractical unless you’re resting every other battle. Just use cantrips (Demoralize is underrated, Ecclesitheurge gets the Sacred boost thing) or start with a couple Ranger/Fighter (Rogue if AT) levels and contribute steady damage the whole game while significantly boosting the performance of touch spells (reach rod + Frigid Touch = no save Stagger).

There is equipment late which will enhance spell pen. Fast spell progression closes the gap fast.
 

Daidre

Arcane
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Pathfinder: Wrath I'm very into cock and ball torture
I'll ask you, since nobody answered. Do spells a Wizard/Druid receives to his specialization/domain (Telekinetic Fist etc.) progres every 2 CLASS levels, or CASTER levels?
I have already answered you, domain powers and School Specialization features progress with only CLASS levels.
 

Haplo

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Pillars of Eternity 2: Deadfire
How does heighten actually work? Does it let you to go above the max hit die with the spell if heightened? E.g.: let's say some level 4 spell deals 1d6 damage per 2 CL, but max 6d6, with heighten do you actually break that 6d6 barrier if you are above character lvl 12? I really don't get it from the metamagic description how does heighten work.
Your damage dice depend on caster level (and might be subject to a cap for certain spells). Heighten spell does not affect your caster level, it affects the spell level, influencing duration, save DC, being subject to certain spells like globe of invulnerability and other things dependent on spell level.
level of the spell does not equal caster level

I don't think Heighten has any effect on spell duration, that's a function of Caster level also. Heighten is mainly used to increase the Difficulty Check of the spell (and to get more copies of certain spells, across different spell levels), as the DC is 10+Spell level (level 1 Grease is +1, level 9 Heightened Grease is +9) + Casting Stat mod. It might also help you overcome certain spell level limited protections, yes.
 

Lambach

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Belgrade, Removekebabland
How does heighten actually work? Does it let you to go above the max hit die with the spell if heightened? E.g.: let's say some level 4 spell deals 1d6 damage per 2 CL, but max 6d6, with heighten do you actually break that 6d6 barrier if you are above character lvl 12? I really don't get it from the metamagic description how does heighten work.

Heighten can't break that barrier because a) it's a very clearly spelled out maximum b) it increases the effective Spell level, not the caster level. In other words, as far as I know, it "only" increases the Spell's DC.

EDIT: You can go higher than the maximum with the Intensify Metamagic Feat, but that's from the Eldritch Arcana mod, and it lets you add up to 5 more dice, provided you're sufficiently high level (i.e. a 17th level caster could cast a 15d6 Fireball, but a 12th level caster could only cast a 12d6 one).
 
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Delterius

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Dec 12, 2012
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Entre a serra e o mar.
I don't like to use feats to improve touch spells with an AT. Much better to take feats which improve your spells. You'll get better mileage out of your sneak attack and be far more useful to your party if you disable enemies first, then go in for easy sneaks--especially true at lower levels. Once you're in the thick of the middle levels, you can do whatever you want. The touch attack feats will be all but irrelevant.
I think this is fair, but why not have your cake and eat it too? As a Conjurer you can do everything, ranged touch attacks, CC and summoning aides. You already ignore spell resistance right off the bat. That makes your wizardly side much less feat starved, so surely spending one extra feat to mostly hit those acid splashes in everyday fights. Go Sin Mage for extra fun and get some illusion back via AT, scorn at the silly Evokers with your Disintegrates.
 
Joined
Feb 11, 2007
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So after giving up on LW Rebalance I'm giving this game yet another go, with Turn Based mod (of course) , Eldritch Arcana Updated, Call of the Wilds and Closer to Tabletop. I wish Eldritch Arcana Updated would incorporate alternate racial traits from Advanced Martial Arts, as that mod hasn't been updated in a while.

What are people's experiences with Closer to Tabletop? On one hand, it improves on melee flanking, on the other lack of easy ranged sneak attacks might make everyone's favorite half-elf thot far less useful. Is it worth it? Any problems with the mod?

Also, I'm not sure about some changes Call of the Wilds makes, but they can be disabled. Nerf to animal companions in particular - is it too much? Does it make animal companions useless? Or just right?
 

Sergiu64

Arcane
Glory to Ukraine
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Jun 8, 2010
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Sic semper tyrannis.
1. AT?

2. Right now, when it comes to my options as a Conjurer, I'm stuck between:
- Sylvan Sorcerer,
- Sloth Mage/Feyspeaker/Mystic Theurge (Feyspeaker basically lets me regain Illusion spells, so I only drop Evocation)
- Druid,

1. Arcane Trickster

2. - Sylvan Sorcerer is overpowered
- Sloth Mage/Fayspeaker/MT - ugh just go Scroll Savant if you want to cast everything.
- Druid - you treehugger!
 

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