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Pathfinder Pathfinder: Wrath of the Righteous - Enhanced Edition - now with A Dance of Masks epilogue DLC

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
Jul 22, 2019
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Insert Title Here Pathfinder: Wrath
If you're riding the pet then the pet failing a will or reflex save can mean them falling over, or turning on you, your character being dismounted, possibly on the floor, taking multiple turns to fix both of those. I'd say pets failing a save is some of the worst saves you can fail. Even worse if your normally mounted character has generally poor AC (because they were mounted and don't care about AC) and gets instantly massacred either by enemies or the pet itself.
Yes, if you'd kept reading you'd see that this problem is solved by one feat, not blowing an entire Mystery.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
They did it again and broke things from the first act that had been working well since launch.
Sosiel's first mission, during the fight with the necromancer, the script in which Sosiel kills the undead does not work, so you have to fight twice as many enemies as you should, which, considering that you start surrounded, is almost impossible without losses.
It was never impossible. You can use a couple Athletics checks and exploring to come in the other direction.

The "fixed" script was added maybe a year ago because too many of you clowns were getting pwned by the original and whining and crying for nerfs. Must have rolled back to a version before the fix was in.

Sos shld be lvl 7 by this map, at which he can cast Death Ward which turns on a certain Amulet that gives extra AC vs Undead. Use his Heavy Armor prof and take up a Shield if he's getting pincushioned on you.
 
Joined
Jan 7, 2012
Messages
14,530
If you're riding the pet then the pet failing a will or reflex save can mean them falling over, or turning on you, your character being dismounted, possibly on the floor, taking multiple turns to fix both of those. I'd say pets failing a save is some of the worst saves you can fail. Even worse if your normally mounted character has generally poor AC (because they were mounted and don't care about AC) and gets instantly massacred either by enemies or the pet itself.
Yes, if you'd kept reading you'd see that this problem is solved by one feat, not blowing an entire Mystery.
One feat and a maxed skill on 3-5 characters is far more expensive than a single revelation ability. Plus it only works once per round. Plus you need more skill points than just base ranks to make it useful.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
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Insert Title Here Pathfinder: Wrath
You've got 3-5 Mounted characters?

That's too many.

It's more than one revelation, it's choosing a whole path just to get it. Look at the other ones (and other Mysteries)!
 
Joined
Jan 7, 2012
Messages
14,530
That's too many.
No such thing. Being mounted massively expands the mobility, range, and damage of a character along with the pet itself adding more damage and potentially CC.

It's more than one revelation, it's choosing a whole path just to get it. Look at the other ones (and other Mysteries)!
Keep in mind that Living Deity doesn't get the later level revelation abilities. Please point out the others you think are so good. You don't need melee buffs (low bab), you don't need some crappy spell replacement or minor resist.
 

dutchwench

Literate
Joined
May 21, 2024
Messages
6
On a different note, any thoughts on the added Devil extra content? Tempted to do a replay for that, but dunno if it's good enough to warrant it.
Seems like the general consensus is that it's literally one quest and it's cool if you never did Devil before, but if you have, it's hardly worth dedicating an entire playthrough to. There's also a half-assed corruption unique to Devil as well (at least I believe that's the case), but since it's half-assed...
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,262
They did it again and broke things from the first act that had been working well since launch.
Sosiel's first mission, during the fight with the necromancer, the script in which Sosiel kills the undead does not work, so you have to fight twice as many enemies as you should, which, considering that you start surrounded, is almost impossible without losses.
It was never impossible. You can use a couple Athletics checks and exploring to come in the other direction.

The "fixed" script was added maybe a year ago because too many of you clowns were getting pwned by the original and whining and crying for nerfs. Must have rolled back to a version before the fix was in.

Sos shld be lvl 7 by this map, at which he can cast Death Ward which turns on a certain Amulet that gives extra AC vs Undead. Use his Heavy Armor prof and take up a Shield if he's getting pincushioned on you.
What? I'm talking about the last scripted fight with the necromancer which always puts you in the same place.
Normally, there should be a scene in which Sosiel runs and kills several undead and then the necromancer raises new ones.
The problem is that the cutscene ends immediately and Sosiel does nothing so you have a few extra undead in the fight, and considering that this is one of the shitty cutscenes which ends with the group being surrounded by enemies with high initiative, you have a high chance of losing a few characters before your first turn.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
They did it again and broke things from the first act that had been working well since launch.
Sosiel's first mission, during the fight with the necromancer, the script in which Sosiel kills the undead does not work, so you have to fight twice as many enemies as you should, which, considering that you start surrounded, is almost impossible without losses.
It was never impossible. You can use a couple Athletics checks and exploring to come in the other direction.

The "fixed" script was added maybe a year ago because too many of you clowns were getting pwned by the original and whining and crying for nerfs. Must have rolled back to a version before the fix was in.

Sos shld be lvl 7 by this map, at which he can cast Death Ward which turns on a certain Amulet that gives extra AC vs Undead. Use his Heavy Armor prof and take up a Shield if he's getting pincushioned on you.
What? I'm talking about the last scripted fight with the necromancer which always puts you in the same place.
Normally, there should be a scene in which Sosiel runs and kills several undead and then the necromancer raises new ones.
The problem is that the cutscene ends immediately and Sosiel does nothing so you have a few extra undead in the fight, and considering that this is one of the shitty cutscenes which ends with the group being surrounded by enemies with high initiative, you have a high chance of losing a few characters before your first turn.
Yes, that cutscene was added because all the armorless clowns got pwned when caught flat-footed. The nice thing about actual Armor and Shields (and that Amulet) is that they protect you even when you are.

It doesn't put you in the same place if you come in the rear, and never has. Sosiel himself runs up and is surprised by the betrayal of the Necromancer because he thinks he's just some guy he helped.

Pls stop blaming the game for your own unwillingness to learn how it works.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
That's too many.
No such thing. Being mounted massively expands the mobility, range, and damage of a character along with the pet itself adding more damage and potentially CC.

It's more than one revelation, it's choosing a whole path just to get it. Look at the other ones (and other Mysteries)!
Keep in mind that Living Deity doesn't get the later level revelation abilities. Please point out the others you think are so good. You don't need melee buffs (low bab), you don't need some crappy spell replacement or minor resist.
There aren't enough items and spell slots to support that many pets. If you're using them to break the usual limits on mobility and range congrats you've found the one weird trick I guess. One Pet + Bismuth is PAI.

Not getting the later level Revelations is ghey. Probably bugged. I'm not reading the other abilities for you. You're perfectly capable of doing that yourself. Do you at least get the spell picks?
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,262
They did it again and broke things from the first act that had been working well since launch.
Sosiel's first mission, during the fight with the necromancer, the script in which Sosiel kills the undead does not work, so you have to fight twice as many enemies as you should, which, considering that you start surrounded, is almost impossible without losses.
It was never impossible. You can use a couple Athletics checks and exploring to come in the other direction.

The "fixed" script was added maybe a year ago because too many of you clowns were getting pwned by the original and whining and crying for nerfs. Must have rolled back to a version before the fix was in.

Sos shld be lvl 7 by this map, at which he can cast Death Ward which turns on a certain Amulet that gives extra AC vs Undead. Use his Heavy Armor prof and take up a Shield if he's getting pincushioned on you.
What? I'm talking about the last scripted fight with the necromancer which always puts you in the same place.
Normally, there should be a scene in which Sosiel runs and kills several undead and then the necromancer raises new ones.
The problem is that the cutscene ends immediately and Sosiel does nothing so you have a few extra undead in the fight, and considering that this is one of the shitty cutscenes which ends with the group being surrounded by enemies with high initiative, you have a high chance of losing a few characters before your first turn.
Yes, that cutscene was added because all the armorless clowns got pwned when caught flat-footed. The nice thing about actual Armor and Shields (and that Amulet) is that they protect you even when you are.

It doesn't put you in the same place if you come in the rear, and never has. Sosiel himself runs up and is surprised by the betrayal of the Necromancer because he thinks he's just some guy he helped.

Pls stop blaming the game for your own unwillingness to learn how it works.
Are you retarded or what?
This is not the fight Sosiel warns you about and tells you to find another way. This is an inevitable scripted fight, before which, from the very premiere, there was a cutscene in which Sosiel himself kills some of the enemies.
It worked from the very beginning and you can see that the script is broken even if you have never played the game because the transition is out of place to say the least.
Unless you're playing with a whole group of tanks, a shield and armor won't do you any good when you start the fight while being surrounded
This is a shitty bug that shouldn't be there after so many years after its release, and this is yet another time when Owlcat breaks something that has been working well since the game's release, which is no small achievement.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,045
Why hasn't there been a community bug fix mod by this point?
Because bitching and moaning* about Owlcat's incompetence is tradition at this point.

*No judgement, I do it too. Just calling it what it is.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,261
Waiting for the hot fix that allows me to play a Cayden Cailean Drunken Master.
images
 

MerchantKing

Learned
Joined
Jun 5, 2023
Messages
1,325
I'm not sure if this is from the base game or from TTT, but magical vestment should stack with mage armor.

Mage armor gives an Armor Bonus effect.

Magical vestment gives an armor enhancement bonus which should stack with an armor bonus since the names of the bonuses are different.

So either TTT or Owlcat is incorrectly restricting the stacking.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
They did it again and broke things from the first act that had been working well since launch.
Sosiel's first mission, during the fight with the necromancer, the script in which Sosiel kills the undead does not work, so you have to fight twice as many enemies as you should, which, considering that you start surrounded, is almost impossible without losses.
It was never impossible. You can use a couple Athletics checks and exploring to come in the other direction.

The "fixed" script was added maybe a year ago because too many of you clowns were getting pwned by the original and whining and crying for nerfs. Must have rolled back to a version before the fix was in.

Sos shld be lvl 7 by this map, at which he can cast Death Ward which turns on a certain Amulet that gives extra AC vs Undead. Use his Heavy Armor prof and take up a Shield if he's getting pincushioned on you.
What? I'm talking about the last scripted fight with the necromancer which always puts you in the same place.
Normally, there should be a scene in which Sosiel runs and kills several undead and then the necromancer raises new ones.
The problem is that the cutscene ends immediately and Sosiel does nothing so you have a few extra undead in the fight, and considering that this is one of the shitty cutscenes which ends with the group being surrounded by enemies with high initiative, you have a high chance of losing a few characters before your first turn.
Yes, that cutscene was added because all the armorless clowns got pwned when caught flat-footed. The nice thing about actual Armor and Shields (and that Amulet) is that they protect you even when you are.

It doesn't put you in the same place if you come in the rear, and never has. Sosiel himself runs up and is surprised by the betrayal of the Necromancer because he thinks he's just some guy he helped.

Pls stop blaming the game for your own unwillingness to learn how it works.
Are you retarded or what?
This is not the fight Sosiel warns you about and tells you to find another way. This is an inevitable scripted fight, before which, from the very premiere, there was a cutscene in which Sosiel himself kills some of the enemies.
It worked from the very beginning and you can see that the script is broken even if you have never played the game because the transition is out of place to say the least.
Unless you're playing with a whole group of tanks, a shield and armor won't do you any good when you start the fight while being surrounded
This is a shitty bug that shouldn't be there after so many years after its release, and this is yet another time when Owlcat breaks something that has been working well since the game's release, which is no small achievement.
I know exactly what you're talking about and I'm telling you that they nerfed it from the original because you clowns couldn't handle a round of him being isolated and flatfooted.

If you go the back way the party is on the stairs, the front way the party is by the archers. Either way Sosiel winds up in trouble and the challenge is to rescue him, or have a rez prepared if he dies. Not easy to have a rez at lvl 7 so may have to secure a Raise Dead scroll and deal with the negative levels. Or, you know, use the anti-Undead tech the game gives you to not get pwned.

Prot Arrows, Mass also exists. Stopping shitting on design that actually makes use of more of the spellbook than your retarded Grease spam.
 
Last edited:

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
I'm not sure if this is from the base game or from TTT, but magical vestment should stack with mage armor.

Mage armor gives an Armor Bonus effect.

Magical vestment gives an armor enhancement bonus which should stack with an armor bonus since the names of the bonuses are different.

So either TTT or Owlcat is incorrectly restricting the stacking.
Just wear armor. It's better.
 

MerchantKing

Learned
Joined
Jun 5, 2023
Messages
1,325
I'm not sure if this is from the base game or from TTT, but magical vestment should stack with mage armor.

Mage armor gives an Armor Bonus effect.

Magical vestment gives an armor enhancement bonus which should stack with an armor bonus since the names of the bonuses are different.

So either TTT or Owlcat is incorrectly restricting the stacking.
Just wear armor. It's better.
Nah. I'm not gay.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,322
Seems like all the new archetypes are intentionally busted so people get tempted to start a new run and potentially get the DLC.

What? I'm talking about the last scripted fight with the necromancer which always puts you in the same place.

Nigga just use the backdoor.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,782
Location
Grand Chien
> Seems like all the new archetypes are intentionally busted so people get tempted to start a new run and potentially get the DLC.

Are they though?
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,045
Seems like all the new archetypes are intentionally busted so people get tempted to start a new run and potentially get the DLC.

Meh....

I'd say it's more like they tried to make them "different" which has had some unintended consequences.

The Skald is pretty good (and I'd argue is the best Skald* now).

The new Slayer has some things going for it. I'd say it has some serious downsides as well.

The inquisitor is weaker than Sanctified slayer.

The Bard is....weird. And not really in a good way.

The Arcanist is also weird, but in a way that might make up for it's shortcomings. I'd argue it's not better or worse than the basic arcanist. Just different. I'd also argue the BFT is still better by a country mile.

The fighter I'll give you....that thing seems straight-up dangerous. Probably better than the mutation warrior. Probably.

The Warpriest is pretty good, but that just makes warpriests a viable choice (personally, never liked the class).

Sable ranger is neat. Though one might argue if the demon slayer is still better.

So on, and so on.

*outside of parties where the court poet takes precedence.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,261
> Seems like all the new archetypes are intentionally busted so people get tempted to start a new run and potentially get the DLC.

Are they though?
Sable Marine really good as 1 or 3 dip to get a flying attack (especialy good once the hot fix let you use Mythic charge and other charge feats/abilities)

Bloodseeker okay as full class. Good as a 2 level dip for a extra bite attack.

Drunken Master. Good level 20 class.

Magic deceiver idk.. seems good with Azata Zip magic.

Fighter. Good class , good dip.

Mantis Zealot, Good class. The best for War Cleric.

Inciter. Broken. Better Skald.

The rest is subpar or okay.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,045
Sable Marine really good as 1 or 3 dip to get a flying attack (especialy good once the hot fix let you use Mythic charge and other charge feats/abilities)

I've been testing this, and I think the reason that it's not working is because it's not considered a charge for the rider. It's counted as a full-attack action. Pounce or no pounce your rider gets all of his attacks.

It might very well be working as intended and there's nothing we can do about it.

That being said, it's still different than just the regular "move and get full-attack" because your mount still gets their full attack (pounce), the free trip, and most importantly all attacks by the mount and the griffon are considered flat-footed. That last bit is...well...considering what happened to shatter deffenses... :P

I think it's still something you could really effectively build around. You just have to accept that certain bonuses won't work with it.

edit - I think a trickster titan fighter with sable dip build using religion 2 to make up for lost animal companion levels would be absolutely hilarious. The flying buzzsaw.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
I'm not sure if this is from the base game or from TTT, but magical vestment should stack with mage armor.

Mage armor gives an Armor Bonus effect.

Magical vestment gives an armor enhancement bonus which should stack with an armor bonus since the names of the bonuses are different.

So either TTT or Owlcat is incorrectly restricting the stacking.
Just wear armor. It's better.
Nah. I'm not gay.
Hefner wore pajamas everywhere.

Judging by my son’s preferences it’s a sign of autism superpowers. I like multiple layers and I’m not (cf. having wife and sons) gay, so distended anuses probably orthogonal to retarded wasting of item slots because fell for FextraDeath shitbuild tendency.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,454
Insert Title Here Pathfinder: Wrath
The underrated Titan Fighter is Tower in one hand, full benefit of 2-handing in the other, and Mythic Save Feats on all three.
 

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