Thanks man. How about will partial or whatever it is? Still no idea ho to figure out hit dice.There is no grinding.
Waste his sorry ass and get on with life.
Trip is a Combat Maneuver. If you mouse over your combat log it will tell you what your roll was and what the defender's roll was. CMs use your attack bonus so things that help that (STR for monk, Bard songs, spells like Heroism, etc...) or hurt your opponent (Blind, Shaken, Archon's Aura from Cleric) will help you land. Enlarge Person gives you both Strength and size. There are several feats that help Trip specifically like Fury's Fall and Tandem Trip. Melee toons tend to have high CMD (defense) so monks are best to take out casters or archers, at least early game.
The Ancient Curse is the only timer, you'll see it in your quest log.
Fortitude negate means that if the mob makes a Fortitude save the spell/agility will have no effect. Stunning Fist will not stun the mob. Casters/archers tend to have poor Fortitude so target them with those effects.
Reflex half means the mob takes half damage if they make their Reflex save. If the mob has evasion he'll take no damage.
There's no readily available in-game wiki, but, with rare exceptions, you can trust the Pathfinder srd.
Searching for "hit dice", you get this result. From there, you can navigate the site through successive researches, and you should be able to find everything you need.
Thank you very much, unfortunately game wikis didn't help me so I think I can rely on what you posted.Will partial means that the target has to roll a Will save: if it fails, he suffer the full effect of the spell; if it succeeds, he suffer reduced effects (that depend on the specific spell you are using).
There's no readily available in-game wiki, but, with rare exceptions, you can trust the Pathfinder srd.I enjoy complex rules and mechanics but got overwhelmed a bit, does the game some kind of library mod? I still can't even tell what fortitude negate, reflex half etc. means. Not to mention lots of shit is tied to hit dice and I can't tell how to figure out who is what hit dice is.
Will partial means that the target has to roll a Will save: if it fails, he suffers the full effect of the spell; if it succeeds, he suffers reduced effects (that depend on the specific spell you are using). It's almost like a "Will half", but instead of simply halving the damage you suffer another effect (less harsh than what you would get failing the saving throw).Thanks man. How about will partial or whatever it is? Still no idea ho to figure out hit dice.
Spoiler and question related to the ending of Varnhold DLC.
Have any of you guys figured out how to get the mimic ending for Varnhold's Lot? Apparently you have to make evil choices throughout, but I don't know which ones.Spoiler and question related to the ending of Varnhold DLC.He is an immensely powerful being that the main hero has no way to defeat. The "best" outcome is - arguably - the one where the General asks to return to fight for Varnhold, but all the endings are more or less the same and pretty bad.
Update 2.1.4 - September 24,2020
Please be aware of plot spoilers in the description below!
Areas
- Fixed the issue due to which moving from one zone to another with a large party (20+) could result in the game crash.
- Fixed the issues with the characters’ movement at the Capital Square.
- It was impossible to attack Kobold Artist at the troll’s lair. Resolution: fixed.
- Fixed the issue due to which it was possible to talk to the inquisitor at the Secluded Lodge only once.
Quests
- Fixed the issue due to which the final boss failed to appear at the end of the Varnhold's Lot campaign.
- The event with Sartayne (Nazrielle’s apprentice and royal advisor) in the throne room worked incorrectly. Resolution: fixed.
Classes & Mechanics
- Fixed the issue due to which Peridot Wyvern became uncontrollable.
- Fixed the issue due to which pets became uncontrollable after the companions’ duels.
- Fixed an issue due to which ghosts couldn’t do anything.
- The boggard's Terrifying Croak had no Fear descriptor, that’s why bonuses to saving throws against fear were not applied. Resolution: fixed. Terrifying Croak now has the Fear descriptor.
- The nereid’s aura was multiplied if characters succeeded at saving throws against her.
- Mimic's Adhesive Entanglement had no description. Resolution: fixed. Adhesive Entanglement now has the Entangle description.
- Spectres received the halved damage from the Unholy, Positive, and Negative Energy effects. Resolution: fixed. Now Spectres receive the correct amount of damage from spells and abilities with the Unholy, Positive, and Negative Energy descriptors.
- Lingering Performance didn’t take into account the time left until the end of the current round. Resolution: fixed.
- Bardic Knowledge didn’t allow the bard to make Knowledge skill checks untrained. Resolution: fixed.
- A druid in the Shambling Mound shape with the Natural Spell feat couldn't use any abilities or spells. Resolution: fixed.
- Wild Shape (Smilodon) had an incorrect damage description for attacks. Resolution: fixed.
- Wild Shape (Bear) bear had 1d4 damage on attacks instead of the intended 1d6. Resolution: fixed. Now bear attacks have 1d6 damage.
- The monk’s Style Strike turned off after every rest. Resolution: fixed.
- The sage sorcerer’s Arcane Bolt ability now correctly works with sneak attacks and feats affecting rays.
- The Metakinetic Master ability no longer creates the second ability in the ability list with a wrong burn cost.
- The slayer's Studied Target ability used on party characters failed to end. Resolution: fixed. Now it stops working after resting.
- Several rogue characters no longer disable each other’s Debilitating Injury spells.
- The Mage Armor spell failed to protect from incorporeal touch attacks. Resolution: fixed. Mage Armor now provides 4 AC bonus against incorporeal touch attacks.
- Shroud of Water and several other abilities could sometimes turn off. Resolution: fixed.
- Tristian's Angelic Form used a standard action instead of a move action. Resolution: fixed. It now spends a move action.
- Hellfire Ray was displayed twice in the level up spell selection window for wizards and sorcerers. Resolution: fixed.
- Freedom of Movement now correctly works on all movement-impairing effects of the Tar Pool spell.
- True Seeing now correctly allows you to ignore different concealment effects, such as Displacement and Blur.
- Arcane Strike worked incorrectly in turn-based mode. Resolution: fixed.
- The performance has been slightly improved, namely, when using a large number of long-lasting AoE effects (auras, Cloudkill and so on).
- After you created a mercenary, some alignment-restricted spells could become unavailable even if the alignment was selected correctly. Resolution: fixed.
- In turn-based mode, effects on enemies could last longer than intended; effects on any characters could last 1 turn less than intended; effects during their last active turn could be visible on the characters’ portraits but they were not visible using Inspect and on the character’s screen. Resolution: fixed.
- Commands given during the cutscenes played in turn-based mode could be interrupted by the combat logic, which resulted in the cutscene issues. Resolution: fixed.
Items
- Bracers of Armor failed to protect from incorporeal touch attacks. Resolution: fixed. Bracers of Armor now provide a bonus against incorporeal touch attacks.
- Instead of applying one of the three effects at random, the Black Star starknife applied all three at the same time.
User Interface
- It was impossible to close the message box with congratulations on completing the Varnhold's Lot campaign. Resolution: fixed.
- The UI could sometimes work incorrectly if you opened and closed the spellbook quickly on the spell selection page during the level-up or character generation. Resolution: fixed.
- If you increased a character’s level and then moved to another location sometimes the class selection page worked incorrectly for another character. Resolution: fixed.
Miscellaneous
- Fixed the issue due to which the game sometimes couldn’t be saved at the end of the Varnhold's Lot campaign.
A friendly reminder: while we deeply admire the contribution that mod authors make to our game, we would like you to remember that running custom modifications can lead to unexpected bugs and crashes. Unfortunately, if you encounter any issues while playing with mods, our team will not be able to help you. If this happens, please report these issues to the mod's original creator. Also, remember that after each game update, there is a high probability of previously installed mods not functioning properly. If you wish to play with mods anyway, disabling auto-updates might prevent your save files from becoming corrupted.
Finally... after all this fucking time...True Seeing now correctly allows you to ignore different concealment effects, such as Displacement and Blur.
Christ, yeah. Considering the entire last part of the game has you fighting concealed shit it's insane it took this long.Finally... after all this fucking time...True Seeing now correctly allows you to ignore different concealment effects, such as Displacement and Blur.
I believe all the curse timers are based on time since the founding of the kingdom rather than anything else, so it doesn't matter.I'm currently at 'an ancient curse part II'. Is it beneficial to postpone going to the bald hilltop or should I go there immediatly? I thought tackling the problem right away would start the next phase and by postponing it, I have some more time to level up advisers etc.
I have leg sweep but it seems to never trip monster or humans can you guys help me with that?
Why not just try it? The game allows unlimited number of hard saves; advisor's level up takes 14 days, and with the curse active you will see the consequences immediately.I thought tackling the problem right away would start the next phase and by postponing it, I have some more time to level up advisers etc.
You get more and more trouble the longer you wait, right? Could be fun indeed, and a good source of extra XP if there are some additional encounters. As for reloading, I do, when I die else I just stick with the consequenses. Having to replay a part of the game I've just played through somehow really kills the game for me, I get demotivated.Why not just try it? The game allows unlimited number of hard saves; advisor's level up takes 14 days, and with the curse active you will see the consequences immediately.I thought tackling the problem right away would start the next phase and by postponing it, I have some more time to level up advisers etc.
P.S.: I did it with Trolls Trouble. It was fun!