Lambach
Arcane
I much prefer the dismissal option.
Massive QoL improvement compared to Kingmaker. Apparently, even after all this time, they still haven't patched it into that game, which is just baffling.
I much prefer the dismissal option.
There sort of is for disarming traps specifically - you set the trap off if your roll is below the DC by 5 or more.There are no crit failures on skill checks. If you can beat them by 20 you’re good, but that’s easier said than done. That’s where the take ten (or 11 for Touch of Law) abilities kick in.Camellia is Half Elf with +3 (6 after lvl 10) Trickery from her Racial Skill Focus. She is already optimized to be party's lockpicker by Owlcat. Same as Octavia in Kingmaker.I've had no problems popping chests on Core just using Camilla with maxed trickery and some +5 ring, no idea what's this shit about needing a super specialzied trickery dude.
I've never had issues with DC for Trickery skill checks in the main camaign, but +5-15 Skill items are beyond rare in Rogue-like. There, especially if you try to hit above your level with 3 skull islands, I had my Kineticist, for example, who had sky-high DEX, class skill and food buffs, rolling critical failures for the trap disarm way more often than I'd like, on Hard. Would be even worse on Unfair.
That’s not what crit failure means. If you have 100 AB you can still miss an attack against a creature with 20 AC if you roll a 1. With 100 Trickery you’ll Disarm a 20 DC trap even on a 1.There sort of is for disarming traps specifically - you set the trap off if your roll is below the DC by 5 or more.There are no crit failures on skill checks. If you can beat them by 20 you’re good, but that’s easier said than done. That’s where the take ten (or 11 for Touch of Law) abilities kick in.Camellia is Half Elf with +3 (6 after lvl 10) Trickery from her Racial Skill Focus. She is already optimized to be party's lockpicker by Owlcat. Same as Octavia in Kingmaker.I've had no problems popping chests on Core just using Camilla with maxed trickery and some +5 ring, no idea what's this shit about needing a super specialzied trickery dude.
I've never had issues with DC for Trickery skill checks in the main camaign, but +5-15 Skill items are beyond rare in Rogue-like. There, especially if you try to hit above your level with 3 skull islands, I had my Kineticist, for example, who had sky-high DEX, class skill and food buffs, rolling critical failures for the trap disarm way more often than I'd like, on Hard. Would be even worse on Unfair.
Yeah. Backporting a feature into the older game where the engine is more limited than the new one. And with Owlcat's QA processes. And then make it available for Kingmaker on consoles. And so that a 5 year old game does not break.I much prefer the dismissal option.
Massive QoL improvement compared to Kingmaker. Apparently, even after all this time, they still haven't patched it into that game, which is just baffling.
Yeah. Backporting a feature into the older game where the engine is more limited than the new one. And with Owlcat's QA processes.
No, thanks. Go mod yourself.
Have you played the class? DEX-based? I don’t want to have to fool with Finesse. Heavy’s great.
Specialization reduces total cost. Total cost for KKnight = total cost for regular Kinnie -1 on Infused Blade attax. So if you can’t Gather the only way you can afford a Substance Infusion is to take Burn (limited resouce) or Specialization with free Blade. It’s the main point of the class.
So at lvl eight with Haste all of a sudden you’ve got three attax with Trip or Magnetic or whatever on each one. And yeah if I have a character with Shield + Heavy + Earth DR I want to be in melee even before iteratives, especially since that way I don’t need Point Blank/Precise and benefit from Flanking. KKnight also counts as having Combat Expertise which unlocks Trip Feats. And yeah advantage on Will/Fort saves is *really* good since it turns crit misses from 1/20 to 1/400. Curing Fatigue/Exhaustion is also a nice convenience.
I played TSS1/KKnight on Val in P:K and it was great. Nothing “broken” (few things in these games really are - kiting is highly overrated, especially in Wrath) but very resilient and effective. I think Whirlwind was bugged to be free but regular attax were good too. Jewb threw Transformation on her and she was Mud (?) Blasting five times per turn with Greater Trip (and Tandem) on each one IIRC. (With my luck this doesn’t work for some reason and I’m getting it mixed up with some stupid shit I was doing tanking with MT Tristian). I do know the Whirlwinds were great and that regular Kinnie runs into a little bit of a wall with the one Blast per turn limit late game since it’s not guaranteed to hit while KKnight ends up with at least 4 per turn.
Yes you do? Post your build. What other essential feats are you loading up on?You don’t have the Feats for Finesse and Agile Manuevers.
After buffs and everything, yeah you'd have about that AC. STR is easier to boost but you're also not getting damage from it which means its much weaker than normal. At least I think you don't, tell me if I'm wrong because the UI has had fucked up kineticist damage numbers forever.For fuck sake you’ve got Heavy Armor, you’re not getting 6-10 AC over that with DEX-based and STR is so much easier to boost.
It’s like you guys have three builds in your heads and you try to shoehorn everything into them. It gives you five attax eventually where base Kin only gets one, along with the tools to survive in melee on top of the necessary cost reduction that facilitates full attacks. If you can’t figure out what to do with that that’s a you problem.
Again, have you played the class or is this the usual negative theorycrafting? I thought all the same shit. Then I tested it. I was wrong.
mixing(for lack of a better word) sci-fi and fantasy seems to have become increasingly difficult for nu-writers when it came completely naturally to earlier ones to the point it was a common trope in early RPG entries. If anything, the key is to keep them as separate as possible.to be quite frank everything related to spaceships in golarion is absolutely moronic and best ignored. its not just on the face of it either, a closer inspection just makes it worse. golarion is at the same time the most important planet in the universe and also the only one made up of renaissance faire morons who can't open a portal to the galactic federation to learn their tech. it's tacked on, bad and almost insulting to compare with arcanum.It’s in that world. Technic League is a thing. Big subplot in LotR was Saruman modernizing Isengard and the blind eye of the Modern/Technological to Evil. Same with Blackwater (reference to rl Blackwater/Blackrock where same is happening Scouring the Shire style).
Is Arcanum absurd?
I've had no problems popping chests on Core just using Camilla with maxed trickery and some +5 ring, no idea what's this shit about needing a super specialzied trickery dude.
I've had no problems popping chests on Core
popping chests on Core
on Core
they're going to sperg out because you're not playing on the Super Deluxe Bloated Stats modeI've had no problems popping chests on Core just using Camilla with maxed trickery and some +5 ring, no idea what's this shit about needing a super specialzied trickery dude.
they're going to sperg out because you're not playing on the Super Deluxe Bloated Stats modeI've had no problems popping chests on Core just using Camilla with maxed trickery and some +5 ring, no idea what's this shit about needing a super specialzied trickery dude.
I did some testing pre EE - and Cleaving feats were definitely not working in my modded game. And rule explicitly forbids using Vital Strike with it, same as Cleave, so it most likely does not work too (cursory search says the same thing).Only reason I could see for a Strength build is to use cleave feats.
I'm sure someone has noted at least a few instances of very high Trickery checks, though.
Improved Cleaving Finish used to have a bug where it didn't detect enemies dying properly so it wasn't continuing to cleave. This was verified by Vek in the game's code (guy who makes TTT). Not sure if it's been fixed yetI did some testing pre EE - and Cleaving feats were definitely not working in my modded game. And rule explicitly forbids using Vital Strike with it, same as Cleave, so it most likely does not work too (cursory search says the same thing).Only reason I could see for a Strength build is to use cleave feats.
And yes, without Kinetic Whip for AoOs and unique feature to use it early and burn-free, Kinetic Knight is worthless - since his only road to have viable-for-melee AC is to rely on bugged Crane style that is not even supposed to work with shield. But in the mod-clear game it is more on castrated vanilla vs unique archetype doing his own thing scale.
Btw so far all Trickery checks I’ve encountered have been retriable, does that continue?
if so, the point of having supar high trickery seems even more moot
No, it was not working, exactly I said. If anyone else checked it properly in-game and at least Cleaving Finish was working with Kinetic Blade - I would welcome the fact and will write it off as mod "feature".Cleaving Finish should be OK
WTH? Alright, I will have to test it I guess.No, it was not working, exactly I said. If anyone else checked it properly in-game and at least Cleaving Finish was working with Kinetic Blade - I would welcome the fact and will write it off as mod "feature".Cleaving Finish should be OK