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

Xamenos

Magister
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Pathfinder: Wrath
The main issue at low levels is limited number of casts. Slick is InEffect a cantrip.
It is an issue, but not as big as you think. A wizard's primary offensive spells are in his highest spell slots, and that remains true for the entire game. A wizard does contribute more and more using his lower slots as the game goes by, but his usefulness as a controller against the hard fights does not change by nearly as much.

And I don't understand what you mean when you say Slick is InEffect.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Just a pun.

Yeah, I’ve learned that dynamic through trying to play a nuker (my comfort zone is buff and bash with casters using weapons when not firing off save or dies), so I can see it with a controller too. You’re using Grease/Web on the easier fights because you have so many lying around and Icy Prison, Mass or whatever when shit gets real.
 

Alrik

Educated
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May 14, 2020
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Poor DC that doesn’t scale and no way to make your own team immune (unlike difficult terrain spells like Stone Call or enemies only spells like Slow).
Web didn't scale at all (outside duration) in DnD 2E, but that didn't prevent Web stacking from being absurdly powerful in the BG games. Taking out the GoI spells does significantly reduce the effectiveness of the strategy though (which is odd since they are in the Pathfinder ruleset, but not in the game).
 

Yosharian

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Wizards/Sorcs bring a ton of useful spells that fulfill a variety of uses. Haste, Displacement, etc, these are vital spells in tough fights. My Sorc is as much a buffer as she is a disabler. And that makes her extremely valuable at lower levels.
 

Yosharian

Arcane
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1st: Grease, Mage Armor, Expeditious Retreat, Enlarge Person, Reduce Person
2nd: Glitterdust, Web, Mirror Image, Invisibility, Blur
3rd: Haste, Displacement, Stinking Cloud, Communal Resist Energy
4th: Greater Invisibility, Animate Dead, Greater False Life, Dimension Door
5th: Animal Growth, Icy Prison, Phantasmal Web, Cloudkill

And then we get to 6th level spells and further, and key fights are effectively ended by the arcane spells she brings. Hell I could even say the same for some of the lower spell levels too.
 

Sykar

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Turn right after Alpha Centauri
My Diviner Arcanist is a first rate save or die master. -2 saves from aura, +2 to DC from Arcanist and +2 DC from feats. Add in debuffs like Enervation and you can kill almost anything. Thanks to CotW he gets Shadow Evocation, Conjuration and Enchantment which makes these schools decent choices for opposite schools, though enchantment and evocation are preferable.
Funny that Diviner makes a better illusionist than an actual illusionist.:lol:
 

Shadenuat

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to be fair you need a very high iq to play a caster

tqCIfWj.png
 

Darkzone

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I have hold back in comments about this game and in the beginning it was a bit buggy. For me it is important that it has proven what i expected and defended from the beginning:
You can do RTwP and TB mode in the same game and even change easy between them while running a game and this even in combat. And based alone on this fact i would rank it in my top 10 games. But this was expected from Russians, because they have very smart autistic mathematicians, physicist, engineers and programmers. Therefore stop calling european RPG shovelware and apply this attribute to US RPG of this and the past decade.
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I hope they add more divination spells in wrath. I want to play a diviner mostly for the initiative.

Just get CotW and Lost Grimoire mods.

Even CotW doesn't add many.

Metagmagic + True Strike + Vitals turns out not to be awful, but you need to be attacking and unfortunately Natural Spell requires Wild Shape Wolf (at least four levels of Druid) presently. CotW + Dragonform can cast while shaped but pathing is clunky.
 

Sykar

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Turn right after Alpha Centauri
I hope they add more divination spells in wrath. I want to play a diviner mostly for the initiative.

Just get CotW and Lost Grimoire mods.

Even CotW doesn't add many.

Metagmagic + True Strike + Vitals turns out not to be awful, but you need to be attacking and unfortunately Natural Spell requires Wild Shape Wolf (at least four levels of Druid) presently. CotW + Dragonform can cast while shaped but pathing is clunky.

Last Grimoire adds a lot.

I hope they add more divination spells in wrath. I want to play a diviner mostly for the initiative.

Just get CotW and Lost Grimoire mods.
lost grimoire is p homebrewy tho

So is Stinking Cloud+Delay Poison yet no one here seems to have a problem expoiting the shit out of it. Same with flanking which can be generously labeled "homebrewn".
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Holic finally fixed Delay Poison. That has implications far beyond just Stinking Cloud.

As for exploit, it takes more work than it looks on higher difficulties, although with persistent effects you’ve always got Critical Misses.

Anything that involves kiting has always been a no go for me so it’s not something I’ve ever used or been interested in.
 

Xamenos

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Pathfinder: Wrath
Stinking Cloud/Delay Poison isn't THAT much more powerful than it is in tabletop. It doesn't really matter that much if you character starts puking a few hours later, in complete safety. The problem is with persistent effects in general, and the AI being too dumb to get out of them. As I've said before, I refuse to use the Cloud combo for that reason even though I have no problem using persistent AoEs that restrict movement in their area.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Yeah, the biggest change will be the other Poisons where if you try to rest with them on you'll be looking at big Stat drains and the like.
 

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
Stinking Cloud/Delay Poison isn't THAT much more powerful than it is in tabletop. It doesn't really matter that much if you character starts puking a few hours later, in complete safety. The problem is with persistent effects in general, and the AI being too dumb to get out of them. As I've said before, I refuse to use the Cloud combo for that reason even though I have no problem using persistent AoEs that restrict movement in their area.
Honestly, AI is the only non-art element of the entire game that I care to see improved in WotR. Obviously mythic paths are cool and all, but they attract me more from a story perspective than anything else, since the game already has so many ways to build, specialize, and break your character that I don't really feel the need for an entire new set of abilities to add on top of that.
 

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