BTW played a cavalier a bit and noticed that Charge at times ( lot of times) is hard to pull off correctly due to size of mount (pathfinding issues), I deff recommend using smaller mount ergo halflings and dwarfs are better candidates at it (human on med size mount looks weird af).
PS. That makes mastodon and bear the worst mount because you'll be stuck a lot.
DruidWhich arcane spellcaster has access to a Dino pet?
Sylvan Sorcerer I guess.Which arcane spellcaster has access to a Dino pet?
Bloodrager too I think.Sylvan Sorcerer I guess.Which arcane spellcaster has access to a Dino pet?
Anyone can point me to some quick summary of the Mythic paths available (and to which classes they are supposed to match well, ideally)?
It won't scale and progress right?
Anyone can point me to some quick summary of the Mythic paths available (and to which classes they are supposed to match well, ideally)?
- Pun Pun(Legend) - Allow dual class lv 20/lv 20
- Pentecostal Fanatic(Angel) - WIS based holy powers. Good for clerics
- I wanna be a dragon(Golden Dragon) - Not much info. Probably good for sorc
- Edgelord(Lich) - Good for INT based prepared casters
- Teen Edgelord(swarm who talks) - Who knows. Not much info yet.
- Left libertarian(Azata) - Good for supporting party members. Mainly bards
- Ancap(Trickster) - Good for rogues and arcane tricksters.
- Lack of impulse control(Demon) - Good for blood rager and barbarians and DC casters
- Rule Lawyer(Aeon) - IDK
- Devil - Not much info yet.
Anyone can point me to some quick summary of the Mythic paths available (and to which classes they are supposed to match well, ideally)?
- (swarm who talks)
If you're asking if you can cast spells on the combat map like HoMM, or even stronger, like Disciples... no. Most spells are combat oriented. Not much has changed on that front from Kingmaker, where exploratory spells are very sparce. My knowledge is limited from companion only shenanigans, since I roll martial classes mostly, though.How much are spells used out of combat?
If you're asking if you can cast spells on the combat map like HoMM, or even stronger, like Disciples... no. Most spells are combat oriented. Not much has changed on that front from Kingmaker, where exploratory spells are very sparce. My knowledge is limited from companion only shenanigans, since I roll martial classes mostly, though.How much are spells used out of combat?
Thanks. Yeah, that's basically what I was getting at. I wasn't sure if you would get to use your magic to influence the overall strategic map the way HoMM could. I.e. scrying the opponent, control weather to mess with enemy armies, wind walk to cruise through the world map, using Gate x2 to transport entire armies, etc. Thought that there would've been a chance Owlcat implemented some of that to emulate high-level magic in an actual tabletop game, since they were going the whole epic route.
I might just stick with a Paladin run then.
Well, Rogues are big on crits and Arcane Tricksters can crit just as well via their Rays. With the Knowledge World 2 and Perception 2 tricks you can reach 1, 15-20 rolls for confirming crits with ray spells. Of course normal weapons are a bit better and special crit weapons are insane at 1, 11-20. Trickster is well and truly amazing for melee characters but the reason for it isn't crits per se, but the Mobility Trick that gives you a bunch of attacks of opportunity. This sets melee tricksters apart from ranged martials and ray casters.Sure, you get extra Sneak Dice, but it seems the biggest boost would be to builds that want to crit.
Well, Rogues are big on crits and Arcane Tricksters can crit just as well via their Rays. With the Knowledge World 2 and Perception 2 tricks you can reach 1, 15-20 rolls for confirming crits with ray spells. Of course normal weapons are a bit better and special crit weapons are insane at 1, 11-20. Trickster is well and truly amazing for melee characters but the reason for it isn't crits per se, but the Mobility Trick that gives you a bunch of attacks of opportunity. This sets melee tricksters apart from ranged martials and ray casters.Sure, you get extra Sneak Dice, but it seems the biggest boost would be to builds that want to crit.
There are other ways to develop a Trickster, such as the master of all that uses skills to substitute for AC and Saves. I tried to theory a way to boost spell DC via Perception 2 and open a way for my own character concepts, though it's probably not as good as someone who just focuses on ray'ing things to death.
All in all Trickster is a fun path that does a lot for most characters. At first sight it's one blind spot is spell casting, where everybody else gets help with spell resistances, DCs, quicker spells and so on. The one final note I'd make is that I'm told its most obvious power - the kill yourself trick - doesn't scale with your total rolls in persuasion but rather with your ranks in persuasion. So no stacking different skill foci and buffs to reach 100 in persuasion and auto kill everyone you meet. This applies to some other tricks as well. And that might make them not as useful in Unfair. Should you care about that.
Probably. Persuasion 2 - the paralyze one - works just like that. I took in in my Trickster run in Beta 1 and, by the end of Ch.4, I even forgot I had it because the DC was too low to matter. Anything I wanted paralyzed saved and everything that didn't (not to many IIRC), I could already kill easily.The one final note I'd make is that I'm told its most obvious power - the kill yourself trick - doesn't scale with your skill in persuasion but rather with your ranks in persuasion. This applies to some other tricks as well. And that might make them not as useful in Unfair.